Who is mightier than the warrior? No one dares question your valor! You begin the game with the Talent Mighty Criticals. Each time you level up, you will gain Ranks in you chosen Path. The highest Rank you can gain is determined by your Favored Passion. Once you have leveled up enough to raise your Will, you will earn a new Talent. Your party will be relying on you to defend them from the monsters and dangers they face in the fantasy world. Brace yourself for anything!
You can use all weaponry. The highest your Armor score can be without magic is 15.
| Level | Will | Health | Talent |
|---|---|---|---|
| 1-3 | 1d10 | +1 | Mighty Criticals |
| 4-5 | 2d10 | +3 | Favorite Weapon |
| 6-7 | 3d10 | +5 | Epic Criticals |
| 8-9 | 4d10 | +3 | Master Weapon |
| 10 | 5d10 | +1 | Legendary Criticals |
Your character begins the game with this ability. When you naturally roll a 19 and 20 on an Attack roll, you score a Critical Hit.
Your character earns this ability at 4th Level. Choose a Favorite Weapon from your arsenal. When you attack with that weapon, you can add +1 to your Attack roll. When you score a Critical Hit, add +1 to Damage. All weapons of the same type as your Favorite Weapon gain this bonus when you use them.
Your character earns this ability at 6th Level. When you naturally roll an 18, 19 and 20 on an Attack roll, you score a Critical Hit.
Your character earns this ability at 8th Level. Choose a Master Weapon from your arsenal. When you attack with that weapon, you can add +3 to your Attack roll. When you score a Critical Hit, add +3 to Damage. All weapons of the same type as your Master Weapon gain this bonus when you use them.
Your character earns this ability at 10th Level. When you naturally roll a 17, 18, 19 and 20 on an Attack roll, you score a Critical Hit.
| Rank | Talent |
|---|---|
| Soldier | You can instantly disarm a foe when you score a Critical Hit. |
| Veteran | You can push a foe in Melee into the Near Zone, or pull a foe from the Near Zone into Melee. |
| Warrior | When you Attack a creature, you can make them Bleed 1d6 damage for 1d4 Bouts if your Attack roll was at least 16. This move is called a Bleeding Strike. |
| Myrmidon | When you are below half Health, you gain a +2 bonus to Attack rolls. |
| Grandmaster | You can roll another Attack Check after you roll a Critical Hit. |
| Champion | When a nearby ally falls to 0 Health, you gain a +2 bonus to Attack rolls. |
| Rank | Talent |
|---|---|
| Knave | You can repair damaged Armor, +1 per Level. |
| Squire | You can roll Defense on behalf of another character, taking the damage yourself. |
| Esquire | When you Attack a creature, you can Stun them for 1d4 Bouts if your Attack roll was at least 16. This is known as a Concussive Blow. |
| Guardian | When you or an ally is below half Health, you gain a +2 bonus to Defense rolls. |
| Paladin | You can roll an Attack Check after you roll a Critical Parry. |
| Justicar | You can lay your hands on wounds once per day, restoring 1d10 to a wounded character. |
| Rank | Talent |
|---|---|
| Wanderer | While you are in the Melee Zone, your allies can retreat without rolling to safety. |
| Barbarian | You can completely camouflage yourself in under two minutes. |
| Captain | When you Attack a creature from the Distant Zone, you can damage a precise location on the target if your Attack roll was at least 16. This is referred to as a Called Shot. |
| Sentinel | If a foe cannot see you, earn a +2 bonus to Attack and Defense Checks. |
| Ranger | You can neutralize a deadly poison affecting another character. |
| Chieftain | At 0 Health, you continue fighting for 3 Bouts, never missing a single Attack. |
| Rank | Talent |
|---|---|
| Cantor | You can cast a number of Spells equal to half your level rounded down. |
| Spellsword | When you score a Critical Hit, your target bursts into flames. |
| Battlemage | You can summon one of your Favorite Weapons to your hand. |
| Wardancer | When you score an Attack, you can add the Damage you roll to your Health once per day. |
| Starslinger | You can summon an Unseen Hireling to follow you on adventures. This entity is capable of carrying a torch and one other held item. |
| Magister | You can summon a Conjured Mercenary to fight alongside you. This is a loyal companion with the abilities of a Warfare character that is 1/2 your level, rounded down (you can customize your Mercenary's abilities, starting at level 1.) Your Mercenary returns to your side every night, even if the day before it was destroyed. |