“Anybody can fight, but only a true warrior can see every movement of their opponent, and comprehend that it is not just about driving one’s blade into one’s foes, but about driving one’s foes into one’s blade.”
Devoting their lives to the fight, Warriors are combatants who push themselves beyond their limits, performing seemingly impossible feats to turn the tide of battle with little regard to the impact this may have on their bodies.
Manoeuvres are the impressive acts performed by a Warrior - these are taxing and cannot be chained together. A Warrior must take melee damage or spend 10 seconds STABILISING another after the last call made as part of a Manoeuvre before initiating another Manoeuvre. A limited number of Warrior skills do not count as Manoeuvres and so do not hit this limit.
The Resource used by Warriors is the Exhaustion. Upon performing some of their special Manoeuvers, Warriors accrue Exhaustions which affect them until they are Refreshed.
You can single out and engage a target. You may take a DRAW on yourself as though it had originated from a target in order to call a (RANGED) DRAW against that target (this cannot be used this whilst under the effects of DRAW or immune to DRAW).
This Manoeuvre has no Exhaustion.
You refuse to leave the battle without taking your foes with you. You may in response to taking and not resisting a PUSH/BE PUSHED call DRAW against the target that called/triggered the PUSH. If you have done this you may no longer call VOID to the PUSH impairment.
This Manoeuvre has no Exhaustion.
You can push your body to its limits, refusing to go down regardless of the strain it may put on you. You may call HEAL on yourself, this may be done even during your death count provided it is within the first 15 seconds.
You may not use this Manoeuvre if you currently have 5 or more stacks of Faltering.
This Manoeuvre’s Exhaustion is Faltering.
You can throw your foes into disarray with a burst of power. You may call ARC PUSH with an aggressive shout or weapon swing.
This Manoeuvre’s Exhaustion is Off-balance.
You can leap immense distances. You may call GONE, when you do this you GAIN APPEARING (with the standard 10s in which to make the call), as soon as you can after appearing you MUST call MASS FALL.
This Manoeuvre’s Exhaustion is Off-balance.
You know how to strike hard and fast. If you make the first offensive call in an encounter no resources are expended to make it (a Maneuver used to make the call does not trigger its Exhaustion or a limited use call is not used up).
This does not count as a Manoeuvre.
By focusing on a single target, you can fight with greater fervour. You may take a DRAW ONGOING towards a target in exchange for a BUFF applying to all your attacks vs that target only. Any effect that ends the DRAW early ends the BUFF benefit. For the sake of simplicity this may not be used whilst under the effect of DRAW.
This Manoeuvre has no Exhaustion.
You gain use of the calls granted by Weapon Call 1 for your currently attuned weapon type (this stacks with the skill Weapon Call 1). Unlike the calls from Weapon Call 1, you can also use these extra calls during Vision Quests.
This does not count as a Manoeuvre.
Your vision quest weapon can take the form of any weapon type that you can attune to (chosen on entering the vision quest), you can use this as though attuned.
In addition as a Manoeuvre you can make use of your normal weapon skills (excluding Combat Proficiency) for 30 seconds in a Vision Quest.
This Manoeuvre’s Exhaustion is Faltering.
You may shout “encouragement” at a target on 0 hits within polearm reach in order to call HEAL on them. As a lingering effect this HEAL causes heavy disorientation, the events of the battle will be a blur to the one who benefited from it.
This Manoeuvre’s Exhaustion is Faltering.
You may initiate a complex destructive combo against a target. During this time you debilitate the target and protect yourself but unfortunately end up sharing in attacks aimed at your victim.
You call (RANGED) FREEZE against a target, whilst the target is locked you may call VOID to all hits against you (this includes the damage). During this period the you can make up to 6 strikes against the target (but cannot strike others), each time you are hit you lose one of these strikes. In addition you also take any damage the target takes from external sources other than yourself.
This Manoeuvre’s Exhaustion is Faltering.
Your defence becomes perfect for a period of time. You may call NULL to all damage and physical effects for 10s, you must still attempt to roleplay defending yourself and may not make offensive calls during this time.
This Manoeuvre’s Exhaustion is Off-balance.
You may knock targets away with extreme force, call PUSH, if that is not immediately resisted call EFFECT DISAPPEAR.
This Manoeuvre’s Exhaustion is Off-balance.
You may make a call you could make as a weapon strike as RANGED against someone in (polearm) melee range without actually striking. This consumes any limited use calls used on it, non-physrepped bow attacks are capped at HEX.
This Manoeuvre’s Exhaustion is Faltering.
You may bring extended impairments to an end faster than expected. After 10s under an impairment you may call VOID and remove the remaining duration, Off-balance stacks increase that 10s timer.
This does not count as a Manoeuvre but triggers a stack of Off-balance.
You gain use of the calls granted by Weapon Call 2 for your currently attuned weapon type (this stacks with the skill Weapon Call 2). Unlike the calls from Weapon Call 2, you can also use these calls during Vision Quests.
This does not count as a Manoeuvre.
You are capable of recovering from some of the injuries caused by your exertion just as soon as you can catch a breath. Between encounters you may recover from one stack of Faltering or up to two stacks of Off-balance.
If you have the Measured soul shape, you may instead spend 10 seconds not engaging in combat during an encounter to catch your breath, after which you may recover from one stack of Off-balance.
You may channel the power of the Warrior into your actions. For each instance of this skill you gain 1 Act of Power per adventure.
You may fight on even further when there seems to be nothing left to burn, knowing that the price will be paid further down the line. You may call HEAL on yourself, this may be done only during your death count. This borrows from your future fate.
The Manoeuvre’s Exhaustion requires telling a GM how many times you have used it at the end of the encounter. The GM MUST call FIAT “Lose all hits” against you in each of the next 2 encounters for each use. You may not use Burn Void in response to being dropped in this way, and taking this also restarts your death count if you were stabilised. This Exhaustion is not cleared by a Refresh.
You have a flashy finishing move. The final strike of a Stagger Burst or Stagger Break combo may be MASS.
You may move in such a way as to make a group of your foes their own worst enemies. Once you start this Maneuver you may call NULL to all damage and physical effects for 10s so long as there is another target in melee range who you immediately make that call against, you may not make other offensive calls during this time (do not call NULL if you cannot redirect the call, redirecting of calls obeys the one second rule as normal).
This Manoeuvre’s Exhaustion is Faltering.
You may strike at many targets with far more deadly grace than you could use against one. Once this Manoeuvre is started, so long as you each of your strikes is against a target that you have not yet struck in this Manoeuvre each attack does 1 point more damage than the last (this obeys the damage cap for the weapon you are using). This also ends when you voluntarily stop moving or if you have not struck a blow in 20 seconds.
This Manoeuvre’s Exhaustion is Off-balance.
You gain use of the calls granted by Weapon Call 3 for your currently attuned weapon type (this stacks with the skill Weapon Call 3). Unlike the calls from Weapon Call 3, you can also use these calls during Vision Quests.
This does not count as a Manoeuvre.
This Manoeuvre is an improvement to Stagger Burst such that enemies trying to interfere with your combo no longer distract you.
You call (RANGED) FREEZE against a target, whilst the target is locked you may call NULL to all hits against you (this includes the damage). During this period the you can make up to 6 strikes against the target (but cannot strike others). In addition you also take any damage the target takes from external sources other than yourself.
This Manoeuvre’s Exhaustion is Faltering.
This Manoeuvre allows you to ignore everything else to land one perfect strike. Once you trigger this Manoeuvre for the next 10s call NULL to all damage and physical effects. You may make one strike during this (call ZERO) then call HEX FALL at the end of the NULL period against the target you struck for ZERO. You take a STUN 3 at the end of this (this may be used to strike a pose, its duration is affected by Off-balance).
This Manoeuvre’s Exhaustion is Off-balance.
Once you trigger this ability as an ONGOING EFFECT, you may call GONE and GAIN APPEARING whenever you are hit, this does not prevent the damage or effect from the blow that triggered it.
This does not count as a Manoeuvre but triggers a stack of Faltering.
You are further capable of recovering from some of the injuries caused by your exertion when given a moment to rest. Between encounters you may additionally recover from one stack of Faltering or up to two stacks of Off-balance on top of the effects of Recuperation 1.
If you have the Measured soul shape, you may instead spend 10 seconds not engaging in combat during an encounter to catch your breath, after which you may recover from one stack of Faltering or up to two stacks of Off-balance (this replaces the Measured version of Recuperation 1).
You have developed your own special signature move. Discuss with the organisers what you would like this to do, generally it will come in the form of a Manoeuvre.
You may channel the power of the Warrior into your actions. For each instance of this skill you gain 1 Act of Power per adventure.
Having the second rank of this skill allows you to gain 2 levels from self sacrifice, though note that there is no such thing as a level 4 Act of Power.