Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars.
Your initiative task is eased. You pay the cost each time the ability is used.
You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice.
You can use light and medium weapons without penalty. If you wield a heavy weapon, attacks with it are hindered.
If you take down a foe, you can move a short distance, but only if you move toward another foe. You don't need to spend the points until you know that the first foe is down.
You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon attacks.
You are trained in Speed defense tasks when not wearing armor.
You become practiced with light, medium, and heavy weapons and suffer no penalty when using any kind of weapon.
Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. You can select this ability multiple times. Each time you select it, you must choose a different type of attack.
Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type.
If you take down a foe, you can immediately make another attack on that same turn against a new foe within your reach. The second attack is part of the sameAction. You can use this ability with melee attacks and ranged attacks.
Your attacks deal 1 additional point of damage.
For the next minute, all ranged attacks you make inflict 2 additional points of damage
Action to initiate.
For the next minute, all melee attacks you make inflict 2 additional points of damage
Action to initiate.
When an opponent misses you, you can redirect their attack to another target (a creature or object) of your choosing that's within immediate range of you. Make an unmodified attack roll against the new target (do not use any of your or the opponent's modifiers to the attack roll, but you can apply Effort for accuracy). If the attack hits, the target takes damage from your opponent's attack.
If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as a crank crossbow or submachine gun), you can spray multiple shots around your target to increase the chance of hitting. This ability uses 1d6+1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). You are trained in making this attack. If the attack is successful, it deals 1 less point of damage than normal. You can also use this ability on multiple thrown weapons (stones, shuriken, daggers, and so on) if you‘re carrying them on your person or they are all within reach. An insubstantial creature can't affect or be affected by anything unless indicated otherwise, such as when an attack is made with a special weapon. An insubstantial creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force, keep it at bay.
When wearing armor, you gain +1 to Armor.
If you move a short distance or farther on your turn, all Speed defense rolls are eased.
You can deflect incoming attacks quickly. When you activate this ability, for the next ten rounds you ease all Speed defense rolls.
Choose one type of attack, even one in which you are already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. If you're already trained in that type of attack, you instead are specialized in that type of attack.
The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed Effort cost for wearing armor to 0.
Choose one type of defense task in which you are trained:Might, Speed, or Intellect. You are specialized in defense tasks of that type. You can select this ability up to three times. Each time you select it, you must choose a different type of defense task.