Official Codex
Starting arsenal
The starting weapon and gear are determined by the outfit. The wearer chooses one option from those listed below during character creation.
Main hand
Short Sword
- Test
- STR
- Damage
- 1d6
- Damage type
- Slashing
- Usage
- Main hand
- Price
- 60 NX
Off hand
Arm Guard
- Physical attack
- +1
- Price
- 20 NX
Official Codex
Abilities
Each outfit ability can be unlocked then upgraded by level tiers, at a cost of 3 AP (Ability Points) per tier. The first two abilities are granted at level 1.
Quick Attack
The character can make a quick attack with their primary weapon, dealing 1d4 bonus damage.
Cooldown 1 turn
Evolutions
Bonus damage increases to 2d4.
Bonus damage increases to 2d6.
Bonus damage increases to 2d8.
Counter Attack
The character can prepare for a counterattack, allowing him to automatically retaliate if an enemy's next melee attack against him fails, is dodged or parried, dealing 1d4 damage in addition to his weapon damage.
Cooldown 1 turn
Evolutions
Counter-attack additional damage increases to 2d4.
Counter-attack additional damage increases to 2d6.
Counter-attack additional damage increases to 2d8, and the character can counter two enemy attacks before the ability is disabled.
Sword Dance
When the character fights with a sword he uses Sword Dance techniques which confuse his opponents. His sword attack tests have a +1 bonus.
Evolutions
Sword attack bonus increases to +2.
Sword attack bonus increases to +3.
The sword dance can be used with any contact weapon.
Reactive Defense
The character perfects his defensive reflexes, allowing him to reduce the damage suffered by 1 point by reacting quickly to enemy attacks.
Evolutions
Reduces damage taken by 2 points after a successful enemy attack.
Reduces damage taken by 3 points after a successful enemy attack.
Reduces damage taken by 4 points after a successful enemy attack.
Precise Strike
The character targets the enemy's weak points with great precision. During a melee attack test, the threshold for critical hits is reduced by 1 (cumulative with CHA bonuses on critical results). With the exception of the natural 20, the result of the attack test (including bonus) must be greater than or equal to the opponent's defense to inflict critical damage, otherwise the character inflicts normal damage.
Evolutions
The threshold for critical hits on melee attack tests is reduced by 2.
Swirling Strike
The character can perform a whirling strike, dealing 1d6+1 damage to all enemies around him within a 2m radius.
Cooldown 2 turns
Evolutions
Damage increases to 2d6+2.
Damage increases to 2d8+5.
Damage increases to 2d8+10.
Stunning Strike
The character performs a heavy strike with his weapon which stuns the enemy for 1 round while inflicting his weapon damage. The stunned enemy can no longer act but can defend himself.
Cooldown 2 turns
Evolutions
The enemy takes 1d4+1 additional damage.
The enemy takes 2d4+1 additional damage.
The enemy takes 2d6+1 additional damage.
Perfect Parry
The character excels in the art of parrying attacks and can reroll any failed dice roll once during an parry attempt.
Evolutions
When the character successfully parry, they automatically disengage from any assailant in contact, no longer provoking opportunity attacks from them.
Once per day, the character can use Perfect Parry to completely negate the damage from an attack that would have otherwise hit them.
After using Perfect Parry to negate an attack's damage, the character can immediately perform a movement action as a reaction, without provoking opportunity attacks.
Other Outfits · Fighter