Fighter

FIGHTER

Fighter%20Tree.png

The Fighter is a job focused around the STR attribute and Weapons, which employs Techniques during battle. Fighters help Defenders fill out the front line of your formation to ensure that the backlines are protected, and can disrupt enemy formations to make it easier for allies to attack them while performing combo attacks upon sturdy enemies.

Techniques are only usable while equipped with a Weapon of some kind. Generally speaking there are no limits on how often a Technique can be performed in battle beyond the normal action limits of your turn. You're free to repeatedly use the same ones over and over if needed! Amplifiers modifiers depend on the Weapon you used the Technique with, rather than the individual techniques.

Momentum is a mechanic that is not entirely unique to the Fighter, but as it revolves around Weapon use they're the ones who will primarily interact with it. Each Weapon has one of three momentum types associate with it, either Rush, Slam or Pin (though techniques might alter the momentum applied). When you perform an attack using a weapon, you apply its matching momentum on the hit combatant. On subsequent turns, if someone else with a weapon strikes that same combatant an attack of their own that would inflict a different kind of momentum, the current momentum detonates and empowers the attack that applies the new momentum. If the momentum is the same, nothing happens or changed. The bonus momentum effect depends on the new momentum being applied, rather than the old (despite the old one empowering it).
If the enemy has no momentum current on it when you miss with a Strike, you'll still apply your weapon's momentum to them. If they already have momentum when you miss, however, nothing happens.
Rush: empowered Rush attacks grant you the used of an additional Quick Skill for that turn.
Slam: empowered Slam attacks deal bonus damage. Roll 1d12 and add it to the first hit of the attack. If the Weapon is Forceful, roll 2d12 instead.
Pin: empowered Pin attacks generate a small amount of Evasion, helping you survive in the frontlines easier. Gain [STR] EP.

Gear

Fighters are capable of using all Advanced Weapons, though certain evolution branches might gain access to additional types of gear.

Base Job

Base Attribute and Stat Increases
STR+2
HP: +50

Preparation Skills
Size Up. [Skill]. [Single]. Select a single combatant, then apply a Momentum of your choice on the target. Then grant yourself [STRx2] EP.

Desperation Skills
Final Attack. [Tech]. [Single]. Perform a Strike against a single combatant, rolling your AIM twice and taking the better value.

Quick Skills
Shove. [Tech]. [Self]. Your next Strike will push the combatant 1 space to the right or left.

Building Momentum. [Skill]. [Single]. Place a single Momentum of your choice on a single target. If the target already has Momentum on them, you may replace it with the new one but will not gain any bonus for consuming it as you would when performing a Strike.

Tier 1 Jobs

Novice Monk

Prereq: Must have Fighter mastered.
Evolution Bonuses: +1 MND. +10 HP. +20 PP. Gain access to Advanced Foci.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP. OR, +10% Max PP.

Preparation Skills
Centered Chi. [Amp]. [Self]. PP: 14, UP: 8. Gain [MND] EP immediately, then apply Centered Chi to yourself. While under Centered Chi, your attacks deal +[MND] damage, and you gain +[MND] Evasion at the start of your turns.

Primary Skills
Grapple. [Tech]. [Single]. Perform a Strike against a single combatant, then move them 1 in any direction of your choice (right, left, back or forward).

Chi Blast. [Skill]. [Single]. [Standard]. Sever an active, positive Link on yourself. Then, deal damage to a single combatant based on AIM result.
AIM results
1-3: Flare Up. Deal no immediate damage, but your next attack deals +[MNDx2] bonus damage.
4-6: Hit! Deal [STRx3]+[MNDx2] damage to the target.
10-12: Crit! Deal [STRx4]+[MNDx3] damage to the target.

Rekindle. [Amp]. [Self]. Select a single Link that was active upon you last round, but was not sustained this round. Pay its PP cost, and regain its effect (you may pay its UP cost to Sustain the effect in future rounds if desired, as well).

Passive Skill
Hand to Hand Mastery. You become capable of making Strikes without using a Weapon, and this counts towards having a Weapon equipped for purposes of the [Tech] keyword.
When you perform an unarmed Strike, it can apply any of the three Momentum you choice when the attack is made, functions like a [Multi-Hit] piece of gear, and uses it's own AIM results.
Unarmed AIM results
1-3: Hit! Deal [STR] damage to the target.
4-6: Hit twice! Deal [STR] damage to the target, twice.
7-9: Hit thrice! Deal [STR] damage to the target, three times.
10-12: Quad Hits! Deal [STR] damage to the target, four times.

Defuser

Prereq: Must have Fighter mastered.
Evolution Bonuses: +1 SPR. +10 HP. +20 MP. Access to Advanced Implements.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP. OR, +10% Max MP.

Primary Skills
Spread Wave. [Tech], [Spell]. [AoE]. MP: 20. Perform a Strike against a single combatant - this Strike becomes elemental, based on your Implement, then inflict [SPR] Stress to them. Next, perform your Implement's Inherent Spell on all other targets that would be in range of it, without hitting the combatant you struck.

Shock Wave. [Tech]. [AoE]. Perform a Strike against a single combatant. If they have been hit by a Spell this round, send a shock-wave out and select a different combatant ignoring distance. This second combatant takes [SPR] damage, which is elemental based on the Spell they were previously hit with in the round. If the initial target has had an Amplifier used on it this round, and not a Spell, instead apply [SPR] Stress to the second combatant instead.

Singing Blade. [Tech]. [Single]. Perform a Strike against a single combatant. Regardless of the result, you begin Chanting.

Quick Skills
Defusing Blast. [Spell]. [Single]. [Standard]. [Limited]. MP: 0 or 10. Select a single combatant you did not target with any other Skill this round. Deal [SPR] damage to them, taking on the element of your Implement. You may optionally pay 10 MP while performing Defusing Blast. Doing so doubles the damage dealt.
Special: Can only be performed after a Strike, and against a different target than the one you hit. Can be performed without Chanting, and does not consume Chanting.

Passive Skills
Spell Parry. The first time each battle you are hit by an element, reduce the damage you take by [SPRx2] for each element. (ie once for fire, once for ice, and once for thunder)

Striker

Prereq: Must have Fighter mastered.
Evolution Bonuses: +15 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP.

Primary Skills
Disrupt. [Tech]. [Single]. Perform a Strike against a single combatant. They have -1 to AIM rolls on their next turn.

Feint. [Tech]. [Single]. Perform a Strike against a single combatant. The next time you roll to AIM, add +1 to the result.

Quick Skills
Beckon. [Tech]. [Self]. Select a single enemy, and move them 1 space forward.

Dual Wield. [Tech]. [Single]. [Limited]. Perform Strike against a single combatant.
Special: May only be performed a Simple 1 Slot Weapon, and may only target a combatant you used a Strike against this turn. Does not apply or consume Momentum.

Passive Skill
Rush Down. Anytime you Reposition, your next Strike deals +[STRx2] bonus damage.

Warrior

Prereq: Must have Fighter mastered.
Evolution Bonuses: +20 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP.

Primary Skills
Power Strike. [Tech]. [Single]. Perform a Strike against a single combatant, and deal +1d12 bonus damage with it.

Counter Strike. [Tech]. [Single]. Perform a Strike against a single combatant. During the next enemy turn, any that attempt to Strike you take [STR] damage in return, regardless of AIM result.

Quick Skills
Push. [Tech]. [Self]. Your next Strike will push the target 1 space backwards.

Grip. [Tech]. [Self]. [Limited]. If you perform a Strike with a Forceful Weapon this turn, deal +[STR] bonus damage with the Strike, and gain [STR] EP.

Passive Skill
Adrenaline Surge. The first time each encounter that your Armor is broken, deal [STRx2] bonus damage with your next Strike.

Gladiator

Prereq: Must have Fighter mastered.
Evolution Bonuses: +1 WIL. +25 HP. Access to Advanced Shields.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP. OR, +10% Max AP.

Primary Skill
Deflecting Blow. [Tech]. [Single]. Perform a Strike on a single combatant. They deal -[WIL] damage with their next attack against you.

Quick Skill
Aggravating Assault. [Tech]. [Self]. The next Strike you perform adds the following effect to the combatant you hit: If they perform an offensive Skill on their next turn, it MUST target you.

Shield Swipe. [Mane]. [Single]. [Standard]. [Limited]. Roll to AIM, then attack a single combatant within the front two rows with your buckler.
AIM results
1-4: Miss! Deal no damage.
5-8: Hit! Deals [STRx2] damage to the target.
9-12: Crit! Deals [STRx3] damage to the target.
Special: Can only be performed with a Buckler equipped. Cannot be performed after using a Forceful Weapon or Firearm. Cannot be performed during the same turn you perform a Guard.

Passive Skill
Front and Center. When you are in the front-most row, all attacks against allies behind you in your column have -1 to their AIM rolls.

Vengeance. Anytime an ally is defeated, you deal +[WILx2] bonus damage with your next attack.

Tier 2 Jobs

Intermediate Monk

Prereq: Must have Novice Monk Mastered.
Evolution Bonuses: +10 HP, +5 PP. You may Sustain two different Links at once.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max HP. OR, +10% Max PP.

Primary Skill
Chosen Opponent. [Amp]. [Single]. PP: 14, UP: 8. Select a single combatant, inflict [MNDx2] Stress to them, then apply Chosen Opponent. Anytime you attack your Chosen Opponent, roll to AIM twice and take the better result. Any time they attack you, they take [MND] damage in return.

Flurry. [Tech]. [AoE]. Perform a Strike against a single combatant. After determining your AIM result, you may choose to apply any Hit after the first to different targets (provided they are within Striking range), if desired. Any additional affects (such as momentum, forced movement effects and bonus damage) are only applied to the primary target.

Gliding Strike. [Tech]. [Single]. You may move up to 1 space, then Perform a Strike against a single combatant.

Quick Skill
Pummel. [Tech]. [Self]. [Limited]. Your next Unarmed Strike gains +1 Hit, regardless of AIM result.

Passive Skill
Open Chakra. Anytime you form a new Link, relieve [MND] Pressure from yourself.

Shifter

Prereq: Must have Defuser Mastered.
Evolution Bonuses: +10 HP, +5 MP.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max HP. OR, +10% Max MP.

Primary Skill
Teleporting Slash. [Tech]. [Single]. Move as far forward in your column as possible, then perform a Strike against a single combatant. This Strike can target any combatant, regardless of distance, ignoring normal two front row only restrictions.

Dissonant Strike. [Tech]. [Single]. Perform a Strike against a single combatant. If they performed a Spell or Amp, or is currently Chanting, on their last turn, deal +[SPR] bonus damage.

Cold Snap. [Spell]. [AoE]. [Multi-Hit]. MP: 30. All living enemies (but not Gadgets) are affected by Cold Snap. The next time each individual enemy is hit by a Strike or Shoot, they take +[SPRx4] bonus ice damage.
Lingering Effect: Increase the bonus damage on targets that haven't been activated yet by an additional [SPR]

Shield Burst. [Spell]. [Single]. [Standard]. MP: 20. Deals thunder damage to a single combatant, based on AIM result. If this hits a target with Evasion, deal [SPRx2] additional damage to them and any other adjacent enemies if their Evasion is reduced to 0 during the current round.
Lingering Effect: Reduce EP granted to the target by [SPR].
AIM Results
1-3: Deflected! Deal no damage to the initial combatant, but deal [SPR] Thunder damage to a different target of your choosing.
4-9: Hit! Deals [SPRx5] damage.
10-12: Crit! Deals [SPRx7] damage.

Quick Skill
Mana Eater. [Skill]. [Self]. Make a note of how many Spells are cast by anyone other than you between using this ability and your next turn. At the start of your next turn, gain +3 MP for each Spell cast.

Ninja

Must have Must have Defuser or Striker mastered.
Evolution Bonuses: +10 HP, +5 MP. (Advanced Implement access and +1 SPR, +10 MP if you didn't have it already)
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max HP. OR, +10% Max MP.

Preparation Skill
Sneak Attack. [Tech]. [Single]. Perform a Strike against a single combatant.

Desperation Skill
Final Explosion. [Spell]. [Single]. [Forceful]. Deals [SPRx8] fire damage to the combatant that Dazed you.
Special. You do not need to be Chanting to Perform this Skill, and can only target the enemy which Dazed you.

Primary Skill
Fading Strike. [Tech]. [Single]. Perform a Strike against a single target. Until your next turn, any attacks made against you have -1 AIM.

Death Rattle. [Spell]. [Single]. [Standard]. MP: 20. Select a single combatant, then deal thunder damage based on AIM result. When this target is defeated, they detonate and deal [SPRx3] thunder damage to all 8 surrounding spaces from their location. (adjacent + diagonals)
Lingering Effect: Increase the detonation damage by +[SPR].
AIM Results
1-3: Graze! Inflicts [SPRx2] Stress.
4-9: Hit! Deals [SPRx3] thunder damage.
10-12: Crit! Deals [SPRx4] thunder damage.

Passive Skill
After Image. Anytime you Reposition, gain +[SPRx2] Evasion.

Commando

Must have Must have Warrior or Striker mastered.
Evolution Bonuses: +10 HP.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max HP.

Preparation Skill
It's Go Time. [Skill]. [AoE]. Place a single Momentum type on every enemy. Each enemy may have a different Momentum assigned if desired. When this Momentum is consumed, the triggering attack deals +1d12 additional damage.

Primary Skills
Mighty Blow. [Tech]. [Single]. Perform a Strike against a single combatant. Any forced movement effects that augment this Strike have their movement distance increased from 1 to 3.
Special: If you used Beckon on a combatant just prior to using this Skill, you may perform it again as a free action upon the same combatant, before using this Skill on them as well.

Probing Strike. [Tech]. [Single]. Perform a Strike against a single combatant. The next AIM roll made against this target by an ally gains a +2 bonus.

Expose. [Tech]. [Single]. Perform a Strike against a single combatant. Any ally that performs a Spell or Amplification on the target has +5 MP or +5 PP refunded to them for the remainder of the round.

Perfect Opening. [Tech]. [Single]. Perform a Strike against a single combatant. The Momentum you apply with this attack is special, and can be consumed to boost not only other Strikes, but also Shoots, Spells, and Amps. Doing so grants them the effect of spending that same type of momentum. (in the case of Amps, the d12 damage from Slam would apply to the initial Stress inflicted. The entire aoe of a spell wouldn't gain the bonus either, only the specific combatant with the special momentum. Pin momentum is modifier slightly to give [DEX] EP for Shoots, [SPR] EP for Spells, and [MND] EP for Amps.)

Champion

Must have Must have Warrior mastered.
Evolution Bonuses: +15 HP.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max HP.

Primary Skills
Gather Strength. [Skill]. [Self]. [Multi-Hit]. Gain [STRx2] EP immediately. On your next turn, your Strikes deal +[STRx3] bonus damage and have +2 AIM.

Rampage. [Tech]. [Single]. Perform a Strike against a single target. If this reduces an opponents AP to 0, immediately gain access to an additional Quick Action this round. If this reduces an opponents HP to 0, immediately gain access to an additional Primary Action instead this round.

Quick Skill
Heavy Blow. [Tech]. [Self]. [Limited]. Your next Strike causes the hit target to be incapable of performing their Quick Action on their next turn.

Passive Skill
Press The Advantage. Anytime an enemy is defeated, you deal +[STR] bonus damage with your next Strike.

Lucky Edge. Whenever you expend Luck on a Strike, deal +1d12 bonus damage for each luck.

Knight

Must have Must have Gladiator mastered.
Evolution Bonuses: +15 HP.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max HP. OR, +10% AP.

Integral Skill
Castle. [Mane]. [Single]. [Standard]. Perform a Guard, then select an ally and trade places on the combat grid with them. If that ally is attacked before the next round, you deal +[WILx2] damage with your next attack.

On Guard. [Tech]. [Single]. Perform a Strike against a single combatant. Once at some point in the encounter as a free action, when an ally is hit by an attack, you may choose to move adjacent to the ally and become the target of the attack instead. This Technique may not be performed again until you activate the redirect an attack for an ally effect.

Primary Skills
Overwhelm. [Tech]. [Single]. Perform a Strike against a single combatant. On their next turn, they have -2 AIM with any attacks they make against your allies.

Quick Skill
Rousing Blow. [Tech]. [Self]. Your next Strike will cause you to relieve [WIL] Stress.

Passive Skill
Lucky Parry. Whenever you spend Luck to adjust an AIM roll affecting you, lower the damage or stress from the attack by -1d12 bonus penalty for each luck.

Tier 3 Jobs

Master Monk

Prereq: Must have Intermediate Monk mastered.
Evolution Bonuses: +10 HP. +5 PP. You may Sustain up to three different Links at once.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP. OR, +10% Max PP.

Primary Skill
Backlash. [Amp]. [Single]. PP: 14, UP: 8. Select a single combatant, relieve [MNDx2] Stress, then grant Backlash. While under Backlash, keep track of the number of times you're hit by an offensive skill on the enemy turn. Each hit grants you +[MND] damage with your next attack, after which the bonus resets.

Invisible Reach. [Amp]. [Single]. PP: 14, UP: 8. Select a single combatant, relieve [MNDx2] Stress, then grant Invisible Reach. While under Invisible Reach, the target is capable of performing Strikes against enemy combatants out of melee range, or making melee attacks against combatants while out of melee range themselves. They cannot, however, perform Strikes while out of melee range against enemies that are also out of melee range.

Quick Skill
Defensive Blow. [Tech]. [Self]. The next time you perform a Strike, gain [STR] + [The Number Of Hits The Strike Lands x2] EP.

Passive Skill
Chi Circulation. Anytime you form a new Link, your next Unarmed Strike gains +1 Hit. (This effect may stack until expended)

No Attachments. Anytime a Link with you or from you is Severed, deal +[MND] bonus damage with your next attack.

Elite Shifter

Prereq: Must have Shifter mastered.
Evolution Bonuses: +10 HP. +5 MP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP. OR, +10% Max MP.

Primary Skill
Warp Dive. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Select a single combatant, then move them to any space on the enemy grid you choose. Then deal thunder damage to that target and any adjacent enemies based on AIM Result.
AIM Result
1-3: Coordinate Error! Move the center target to a random empty tile rather than one of your choosing, then inflict [SPR] Stress.
4-9: Hit! Deals [SPRx3] damage.
10-12: Crit! Deals [SPRx4] damage.

Inverted Nova. [Spell]. [AoE]. [Standard]. MP: 30. Deal fire damage to any combatant you've hit with a Strike or Defusing Blast based on AIM result.
Special: After being hit by this spell, targets become immune to it until hit by another Strike or Defusing Blast attack.
Lingering Effect: Perform the MP-empowered version of Defusing Blast without expending MP.
AIM Result
1-3: Accumulating! Your next Defusing Blast can target +1 additional combatant, including the combatant you Strike'd to active it.
4-9: Hit! Deals [SPRx3] damage.
10-12: Crit! Deals [SPRx5] damage.

Quasar Flux. [Spell]. [Self]. [Standard]. MP: 25. Grant yourself [SPRx4] EP, then move to a different space (non-option). If you moved out of melee range, gain [SPRx6] EP instead. Take note of how much EP you have remaining at the start of your next turn, then convert it into a damage bonus if you perform a Strike on that turn.
Lingering Effect: Deal +[SPR] bonus damage with your Strikes.

Blade Beam. [Tech]. [Single]. Perform a Strike against a single target. If you perform a Defusing Blast on this turn, it deals twice as much base damage.

Passive Skills
Repulsion. Anytime your EP is reduced to 0 by an attack, deal [SPR] damage to the attacker. Its element matches your implement's.

Elite Ninja

Prereq: Must have Rogue mastered.
Evolution Bonuses: +10 HP. +5 MP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP. OR, +10% Max MP.

Primary Skill
Effervescent Strike. [Tech]. [Single]. Perform a Strike against a single combatant. They next time they're hit by an offensive Spell, they take +[SPR] bonus damage.

Shadow Clone. [Spell]. [Self]. MP: 20. Create a Shadow Clone of yourself. At any point during your turns during this encounter, you may have the Clone perform one single Integral, Primary or Quick Skill you know at no cost to your own action pool, even if you might otherwise be incapable of performing them. After the Clone takes its action, you gain either a +1 AIM bonus for that turn against the target of the Clone's Skill, or reduce AIM results against you for that turn if the Clone did not perform an offensive Skill.
Lingering Effect: Grant yourself [SPR] EP.

Ice Kunai. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Form several ice kunai, based on AIM Result. After the ice kunai are formed, you may unleash them as attacks as free actions without AIMing, though you may only hit each combatant with a single ice kunai each round. Any unused ice kunai persist until the end of the encounter.
Lingering Effect: Deal [SPRx2] ice damage to a single combatant.
AIM Result
1-3: Form one Kunai dealing [SPRx2] ice damage.
4-6: Form two Kunai dealing [SPRx2] ice damage.
7-9: Form three Kunai dealing [SPRx2] ice damage.
10-12: Form four Kunai dealing [SPRx2] ice damage.

Viper Bite. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Deals thunder damage to all enemy combatants that are isolated, based on AIM Result.
Lingering Effect: Gain a +1 AIM bonus when attacking targets hit by the initial attack.
AIM Result
1-3: Graze! Apply [SPR] Stress, and the next attack against the target has +1 AIM.
4-9: Hit! Deals [SPRx3] damage.
10-12: Crit! Deals [SPRx5] damage.

Passive Skill
Opening Gambit. The first time you perform an attack on any given combatant in each encounter, deal +[STR] bonus damage.

Elite Maverick

Prereq: Must have Maverick mastered.
Evolution Bonuses: +10 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP.

Primary Skill
Interrogate. [Tech]. [Single]. Perform a Strike against a single target, then learn the name and effects of one of its Skills. Learn about a new Skill each time if used repeatedly.

Herding Sheep. [Tech]. [Single]. Perform a Strike against a single target. If this activated any movement effects, not only do you move the Struck target, but any other enemies in the 8 surrounding spaces of them, too.
Special: If this Skill is used immediately after performing Lure, move the combatants that were adjacent to the target of the Strike before dealing damage, as well.

Quick Skill
Switch Up. [Skill]. [Single]. [Limited]. Select a single ally, then trade places on the grid with them. Then, grant the ally one of the following bonuses:
gain a +[STRx2] damage bonus to their next single target attack or a +[STR] damage bonus to their next AoE attack,
gain a +[STRx2] potency bonus with their next recovery (Stress, AP or HP!) Skill,
or gain [STRx2] EP immediately.

Passive Skill
Opportunist. Anytime an ally lands on a "Miss!" AIM Result, your next Strike deals +[STRx2] bonus damage.

Fighting Spirit. Any Momentum you generate has an additional effect: when consumed, relieves [STR] Stress from the ally that activated it.

Ace

Prereq: Must have Champion or Knight mastered.
Evolution Bonuses: +15 HP. (Gain Advanced Shields and +1 WIL if you did not already have access to them.)
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP. OR, +10% Max AP.

Primary Skills
Precision Strike. [Tech]. [Single]. Perform a Strike against a single combatant. During this Strike, you may ignore any penalties not caused by Amps. (Amp effects continue to function as normal)

Hero Saber. [Tech]. [Single]. Perform a Strike against a single combatant. On a Hit or Crit, restore [WIL] HP to yourself.

Passive Skill
War Cry. Anytime an enemy is defeated, relieve [WIL] Stress from all party members.

Ace of Spades. Anytime a round ends without you taking damage, gain a +1d12 damage bonus on all future Strikes you perform. This effect may stack, and doesn't reset until the encounter ends.

Second Wind. You may perform a a single Strike once per encounter as a free action. If this bonus Strike is performed on round one or two or while you have functioning armor it has a -3 AIM penalty, while starting in round 3 and beyond it has no AIM penalty after your Armor is broken.

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