Path of the Fighter

The Path of the Fighter begins your journey as a skilled combatant. This Path is recommended as a starting place for characters focusing in STR, DEX, AGI, or PER.

**Requirements:** Block (Beginner)

**Path Completion Bonus:** +1 STR, DEX, or AGI (whichever is lowest)

## Core Abilities

**Roll**

**Unlocks**: Path of the Fluid Fighter

**Cost**: 200 XP

**Expedited for**: Alacrity

**Activation**: 1 Action

*When you need to move and dodge at the same time, roll! All the heroes are doing it!*

This ability can’t be used if you are unable to move. Move 1 hex and gain 1 Alert. When you activate this ability, you may choose to spend 2 Vim to also gain a +3 to your immediate Agility check. This ability is usable only once per turn.

**Easy Target**

**Cost**: 200 XP

**Expedited for**: Rage, Charm

**Activation**: 5 Vim, Free Reaction

*The way you present yourself, you are often the first one attacked, but you’re used to it.*

Gain a +2 Armor buff. This ability can stack up to STR (min. 1) times.

**Enhanced Block**

**Cost**: 200 XP

**Expedited for**: Rage

**Activation**: Passive

When you use Block (Beginner), the incoming damage is halved again.

**Shield Block**

**Cost**: 200 XP

**Expedited for**: Rage

**Activation**: 1 Reaction

*You attempt to brace yourself with a shield to reduce the damage of the attack.*

This ability is used in response to an incoming attack. You must be wielding equipment with a Shield Bonus to use this ability. Immediately Block (Beginner) the attack as a Free Reaction. If the incoming attack is a glancing blow, also add your Shield Bonus to your Armor for this attack; Armor gained from a Shield Bonus cannot be reduced by Armor-reducing effects, but it can be bypassed by effects which ignore Armor. If you also have **Enhanced Block**, the halving effects stack. This ability counts as using Block (Beginner) for the purposes of abilities which affect Blocking.

**Guard and Protect**

**Unlocks**: Path of the Knight

**Cost**: 200 XP

**Expedited for**: Rage, Charm

**Activation**: 1 Reaction

When an adjacent ally is attacked, you may use this ability to switch hexes with your ally and redirect the attack toward yourself.

**Toughen Up**

**Cost**: 200 XP

**Expedited for**: Rage

**Activation**: 1 Reaction, 3 Vim

Until your next turn, ignore all effects of Burden and gain 2 Armor.

**Pummel Armor**

**Unlocks**: Path of the Barbarian

**Cost**: 200 XP

**Expedited** **for**: Rage

**Activation**: 2 Actions

*Your attack targets the opponent's armor.*

Make a melee basic attack. For every 3 damage you would deal (before Armor reduction), instead deal 1 damage (with impact) to the target's Armor. Armor damage lasts until the armor can be repaired. After the attack resolves, you identify whether they have no armor, some armor, or strong armor remaining.

**Sprint**

**Cost**: 200 XP

**Expedited** **for**: Alacrity

**Activation**: 1 Action, 2 Vim

Move twice your Speed in any direction.

**Parry**

**Unlocks**: Path of the Duelist

**Cost**: 200 XP

**Expedited for**: Finesse, Alacrity

**Activation**: 1 Reaction, X Vim

*You attempt to deflect a melee attack.*

The ability is usable in response to a melee attack or other hostile targeted melee ability. If your Accuracy is greater than your attacker's, the incoming attack is negated. Otherwise you take the attack normally. **Parry** costs half as much Vim as there are d6s in the damage that would have been rolled (rounded down, min. 1).

**Take a Breather**

**Cost**: 200 XP

**Activation**: Respite

This ability is usable between Encounters, up to three times per Rest. Regain 1 MP and 1d6 + Strength Vim.

**Instinct**

**Unlocks**: Path of the Rover

**Cost**: 200 XP

**Activation**: Free Reaction, 3 Vim

Immediately gain a Reaction. This ability is usable up to PER times per turn.

**Sleight of Hand**

**Unlocks**: Path of the Rogue

**Cost**: 200 XP

**Expedited for**: Finesse, Alacrity

Gain +3 to Dexterity checks that would require quick and/or quiet hand movements.

**Spin Slice**

**Unlocks**: Path of the Duke

**Cost**: 200 XP

**Expedited for**: Finesse

**Activation**: Attack, 5 Vim

This ability is usable when making a melee attack. The attack also hits one additional enemy within range.

**Quickfire**

**Unlocks**: Path of the Gunner

**Cost**: 200 XP

**Expedited** **for**: Alertness, Finesse

**Activation**: 1 Action

Make a ranged basic attack, treating all damage dice as 1s instead of rolling them.

**Aim**

**Unlocks**: Path of the Marksman

**Cost**: 200 XP

**Expedited** **for**: Alertness

**Activation**: 1 Action

*You scan the area.*

Gain +10 Accuracy on your next attack. This effect is lost at the end of the Encounter.

**Prepare**

**Cost**: 200 XP

**Expedited** **for**: Alertness, Finesse

**Activation**: 3 Vim

*You survey the situation.*

You become first in the turn order, effective next Round. If you weren't first in the turn order before using this ability, gain 1 Alert.

**Vigilance**

**Cost**: 200 XP

**Expedited for**: Alertness, Mind, Science

**Activation**: 1 Action

*You watch a nearby enemy.*

Choose an enemy within sight. Until the start of your next turn, gain 1 Alert whenever they declare an attack against you. **Vigilance** does not stack on the same target but can be used on multiple targets.

**Furious Attack**

**Cost**: 200 XP

**Expedited** **for:** Rage

**Activation**: Attack, 1 Vim

Lose all remaining Reactions. This attack deals an extra 1d6 damage.

**Defensive Maneuvers**

**Cost**: 200 XP

**Expedited** **for:** Alacrity

**Activation**: Passive

*Curl up, roll away, cover yourself, just get the hell outta there!*

You may apply Alerts to area of effect abilities, even when the effect cannot be Evaded.

## Gift Exclusives

**Great Initiative**

*This ability is not required for the Path Completion Bonus.*

**Cost**: 300 XP

**Prerequisite**: Gift of Alertness

*You react rapidly to danger.*

Gain +4 Initiative. Additionally, whenever you are the first to act in a Tactical Scene, gain +2 Actions for that turn.

**Ninja Roll**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Gift of Alacrity, **Roll**

**Cost**: 300 XP

**Activation**: 1 Action

This ability replaces **Roll**. This ability can’t be used if you are unable to move. Move anywhere within 3 hexes, including your original position, and gain 2 Alerts. When you activate this ability, you may choose to spend 2 Vim to also gain a +6 to your immediate Agility check. This ability is usable only once per turn.

## Course of Heroism

**Thanks For the Hand**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited** **for:** Finesse

**Activation**: Free Action

This ability is usable once per Round while you are Supported. Make a melee skill strike.

**Encouraged Violence**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Heroism, **Furious Attack**

**Cost**: 300 XP

**Expedited** **for:** Rage

**Activation**: Passive

When you use **Furious Attack**, deal an additional 2d6 damage for each ally Supporting you.

**Bunker**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited** **for**: Rage

**Activation**: 1 Action

Until your next turn, gain 4 Armor and lose 4 Speed. If you are Supported, you take no penalty to your Speed. This ability stacks with itself.

**Friendly Boost**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited** **for**: Alacrity

**Activation**: Passive

You have +3 Speed for each time you are Supported.

**Expedience**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 300 XP

**Expedited** **for**: Alacrity

**Activation**: Passive

At the start of each of your turns, gain 1 Action if you are Supported.

**Swell**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

Activation: Free Action, 6 Vim

Gain 2 Flow to your next roll, then gain the debuff *Swollen*: all rolls have Ebb.

## Course of Combat

**Square Up**

*This ability is not required for the Path Completion Bonus.*

**Cost**: 300 XP

**Expedited** **for**: Rage, Finesse, Alacrity

**Activation**: Passive

Whenever an enemy uses Block (Beginner) against your attack, gain 1 Alert.