Fighting Style Talents

These Fighting Style talents are well-suited to warriors and rogues, but some may also be taken by mages who wish to master the tactical aspects of combat.

## **Armor Training**

Classes: Warrior.

Requirement: None.

*You have learned to fight while wearing armor that might be cumbersome to others.*

**Novice**: You can wear leather and mail armor without suffering a penalty to Dexterity. You only take the armor’s penalty to your Speed, while those without this talent suffer the penalty to all Dexterity-based tests and calculations (including Speed).

**Journeyman**: You can wear plate armor without suffering a penalty to Dexterity. You only take the armor’s penalty to your Speed, while those without this talent suffer the penalty to all Dexterity-based tests and calculations (including Speed).

**Master**: You can get the most out of your armor. You gain the benefit of half the Armor Rating (rounded down) of your armor when you take penetrating damage. (Normally, armor provides no defense against penetrating damage.)

## **Archery Style**

**Classes**: Rogue and Warrior.

**Requirement**: You must be trained in the Bows Group.

*You are experienced with bows, slings, and crossbows.*

**Novice**: Due to long hours of practice, you can reload faster than common bowmen. You can reload a bow or sling as a free action and a crossbow as a minor action.

**Journeyman:** As a Minor Action while wielding a bow, crossbow, or sling, you can roll Perception (Seeing) as a Minor Action to identify a potential weak point on your enemy. To hit a weak point, you must first identify the spot and then roll at least +4 over the target’s base defense; a successful hit to that point deals penetrating damage. (If you have this talent plus the Marksman Weak Spot ability, your hits on Weak Spots now deal bonus +1d4 penetrating damage.)

**Master**: You’ve learned how to hit your target with pinpoint precision. Taking the Aim action adds +1d4 to your Attack roll instead of the usual +1.

**Grandmaster**: You maintain your accuracy when shooting targets at great distances. Your weapon's short range increases by 25%, and your long range increases by 50%.

## **Coordinated Fighting Style**

**Classes**: Mage, Rogue, and Warrior.

**Requirement**: This talent can be learned by becoming Bonded to an order or organization (such as the Antivan Crows, the Felicisma Armada, etc), or through developing a special bond with another character (this talent must be chosen by both characters simultaneously).

*Through special training, you fight alongside your brethren so well that you can almost read each other’s minds.*

**Novice:** You fight harder when someone who is Bonded with you is engaged with the same target. You gain +1 to attack rolls and deal +1d4 extra damage against this target.

**Journeyman**: Your strong bond drives you to press on. While in combat, you regain either 1d4 Mana or 1d4 Stamina per turn whenever you start your turn within 2 yards of someone who shares a Bond with you.

**Master**: Through practice, you develop a powerful combo move that can only be formed in coordination with another character who shares a bond with you, once per long rest. (This special move can be created via player collaboration with the DM.)

## **Dual Weapon Style**

Classes: Rogue and Warrior.

Requirement: You must have Dexterity 2 or higher.

*You are adept at fighting with a weapon in each hand.*

**Novice:** You wield one weapon in your main hand (your primary weapon) and another in your off hand (your secondary weapon). Neither can be a two-handed weapon, and the secondary weapon is considered to have a Minimum Strength 2 higher than normal (for example, you would need to have at least 1 Strength to use a shortsword as a secondary weapon). Unless otherwise stated, your attacks come from the primary weapon.  At this level, wielding two weapons can aid you in either attack or defense. By using an Activate minor action, you can gain either a +1 bonus on your melee Attack rolls or a +1 Defense bonus until the end of the encounter. You can switch the bonus you are taking with another Activate action.

**Journeyman**: You have improved to the point where you’re basically ambidextrous. You now gain a +1 bonus to Attack AND Defense while dual wielding. You can now switch from main hand to off hand weapons as a free action, and can attack with either one at will.

**Master**: You can overwhelm opponents with blows from both weapons simultaneously. If you make a melee attack with your primary weapon and you are not charging, you can make another attack with your secondary weapon as a minor action. The second attack cannot generate stunt points.

## **Mounted Combat Style**

**Classes**: Warrior

**Requirement**: Dexterity (Riding) focus.

*You are trained cavalry, adept at fighting on horseback. Note: Two-handed weapons and long bows cannot be used on horseback (by anyone, not just those with this talent). If you attempt it, they count as improvised weapons.*

**Novice**: You can use the mobility of your mount to your advantage in combat. When mounted and making a move action, you can move part of your allowed distance, then use your Major Action to make a melee or ranged attack, and then move the rest of your allowed distance. The total distance moved cannot be more than your mount’s Speed. (Normally, you’d have to finish moving before attacking.)

**Journeyman**: Your Mounted Charge is fearsome. When taking a Charge action on your mount, you inflict +1d6 damage if your attack strikes home.

**Master**: You and your mount are one. The Knock Prone stunt cannot dismount you.

## **Opportunist**

**Classes**: Warrior or Rogue

**Requirement**: You must have Dexterity 2 or higher.

**Novice**: Once per round as a Reaction, you may take an Attack of Opportunity when an enemy attempts to move away from your zone of influence (this applies to enemies that are just passing by). This is a basic melee attack. (Your zone of influence is 2 yards immediately around you with melee weapons, but 4 yards with polearms & Pole Weapon Style, and 4 yards with ranged weapons.) In order to perform an Opportunity Attack with a ranged weapon, ammo must be loaded/readied beforehand. Attacks of Opportunity cannot generate stunt points.

**Journeyman**: When you successfully hit a creature with an opportunity attack, the creature's speed drops to 0 for the rest of the turn.

**Master**: If a creature within reach attacks one of your allies, you can choose to take your Attack of Opportunity against them even if they have not yet moved out of your zone of influence. Your Attacks of Opportunity can now generate stunt points.

## **Overwatch**

**Classes**: Mage

**Requirement**: You must have Dexterity 2 or higher.

**Novice**: Spending 4 Stamina Resources as a Minor Action at the end of your turn, you go into Overwatch Mode until the top of your next turn. If an enemy moves within your eyeline and range before the top of your next turn, you may fire a basic missile attack (Arcane Lance) at one creature. Overwatch attacks do not generate stunt points. (Overwatch is similar to the Prepare action, except you may do it even after using a Major Action on your turn.)

**Journeyman**: When you successfully hit a creature with an Overwatch attack, the creature's speed drops to 0 for the rest of the turn.

**Master**: Your Overwatch attacks may now generate stunt points. If you spend 8 Stamina Resources (instead of the normal 4), you can cast a spell of your choosing in lieu of Arcane Lance.

## **Pole Weapon Style**

**Classes**: Warrior

**Requirements**: Trained in the Polearms Group or the Spears Group.

*Pole weapons can be cumbersome, but not in your hands. You can fight in this style with the two-handed spear or any weapon of the Polearms Group.*

**Novice**: You can use the length of your weapon to advantage. You treat enemies up to 4 yards away as if they were adjacent to you, so you can make melee attacks against them (they can’t do the same unless they also have this talent). If an ally is between you and your opponent, you can still attack. In fact, this is a common tactic.

**Journeyman**: Given a chance to prepare yourself, you are hard to move. You can set yourself with an Activate action. Until the end of the encounter, any opponent that attempts to use the Skirmish stunt or the Novice degree of the Two-Hander Style against you must first make an opposed Attack roll. If you win, your opponent fails to move you and wastes the stunt point(s). If your opponent wins, they may perform the Skirmish stunt(s).

**Master**: You get the most of your weapon’s design features: If wielding a military fork or two-handed spear, you can perform the Pierce Armor stunt for 1 SP instead of the usual 2. If wielding a glaive or halberd, you can perform the Knock Prone stunt for 1 SP instead of the usual 2. In addition, mounted combatants do not gain the +1 bonus for fighting against an opponent on foot when attacking you.

## **Single Weapon Style**

Classes: Rogue and Warrior.

Requirement: You must have Perception 2 or higher.

*You can fight wielding only a single-handed melee weapon.*

Novice: Fighting with a single weapon demands increased awareness. If you take the Activate action, you gain a +1 Defense bonus until the end of the encounter while fighting in this style.

Journeyman: You can create a web of steel with but a single weapon. Your bonus to Defense increases to +2 while fighting in this style.

Master: You know how to fight several enemies at once. Opponents making melee attacks against you never gain a bonus on their attack rolls for outnumbering you.

## **Thrown Weapon Style**

Classes: Rogue and Warrior.

Requirement: You must be trained in the Axes Group, Light Blades Group, or Spears Group.

*You are adept with throwing weapons.*

Novice: You can ready a throwing weapon in an instant. You can reload a throwing weapon as a free action instead of a minor action. Also, you learn the Improvised Weapons group now.

Journeyman: Your accuracy is uncanny. You gain a +2 bonus on attack rolls with throwing weapons.

Master: You know how to bypass your enemy’s armor. Whenever your thrown weapon attack roll results in a 6 on the Dragon Die, your attack deals an additional +1d4 penetrating damage. Additionally, when you perform the Pierce Armor stunt, all your damage is penetrating. (That stunt normally halves your opponent’s armor rating, but penetrating damage allows you to ignore it altogether.)

## **Two-Hander Style**

Classes: Warrior.

Requirement: You must have Strength 3 or higher and be trained in the Axes Group, Bludgeons Group, Heavy Blades Group, or Spears Group.

*You are deadly with two-handed melee weapons.*

Novice: The length of your weapon and the power of your attacks forces foes to yield ground. When you hit with a melee attack with a two-handed weapon, you can move the target 2 yards in any direction.

Journeyman: You can strike fearsome blows with your weapon. You can perform the Mighty Blow stunt for 1 stunt point instead of the usual 2 when wielding a two-handed weapon.

Master: You and your weapon are as one. When wielding a two-handed weapon, you can choose to re-roll your damage, but you must keep the results of the second roll.

## **Unarmed Style**

Classes: Mage, Rogue, and Warrior.

Requirement: You must be trained in the Brawling Group.

*You know a thing or two about brawling.*

Novice: Your hands are as tough as iron. When you attack with your fist, you inflict 1d6 damage instead of 1d3. Using the Double Down ability now costs -1 Stamina Resources when unarmed.

Journeyman: You’ve learned how to get multiple blows in. If you start your turn with an unarmed attack, you can now make a follow-up unarmed attack as a Minor Action. You can perform the Knock Prone stunt for 1 stunt point instead of the usual 2 when attacking with your fist or a gauntlet.

Master: You now have +2 on all opposed tests when Grappling. Also, you can’t be disarmed, but the same can’t be said of your opponents. When performing the Disarm stunt, you gain a +2 bonus to your attack roll in the opposed test.

## **Weapon & Shield Style**

Classes: Warrior.

Requirement: You must have Strength 2 or higher.

*You’ve been trained to fight with a single-handed melee weapon and shield.*

**Novice**: You can use shields of all shapes and sizes. You get the full Defense bonus when using a shield.

**Journeyman**: You know how to get the most from your shield. You can now perform Warrior Combat Skills that require a shield (such as Bullwark) for -1 Stamina Resources. You can also perform the Defensive Stance stunt for 1 stunt point instead of the usual 2.

**Master**: Opponents must work hard to get by your defenses. The shield bonus of any shield you use increases by 1.