Fighter powers are called Maneuvers

Maneuver 1 - Cleave
Cost: 1 Mana
Duration: 1 Turn
Immediate Interrupt
If you Incapacitate or kill an enemy this round, you can immediately attack another enemy within range this turn.
At Maneuver 3 you can continue making attacks against enemies until you fail to Incapacitate one for 2 Mana

Maneuver 2 - Leaping Strike
Dexterity + Weaponry + Maneuver
Cost: 1+ Mana
Duration: 1 turn
Standard Action
You can leap extrodinarily high as part of this attack. Your jump height is increased by itself for each mana you spend.

Maneuver 3 - Armor Piercing Thrust
Cost: 2 Mana
Wits + Weaponry + Maneuver
Duration: 1 attack
Minor Action
You study your opponent for weak points in his armor or his technique. Your next attack made in this round ignores 1 point of Armor per two successes. At Maneuver 5 you ignore 1 point of armor per success.

Maneuver 4 - Whirlwind Attack
Cost: 4 Mana
Minor Action
You can make a Weaponry attack against each enemy in range this turn.

Maneuver 5 - Improved Critical
Strength + Weaponry + Maneuver
Cost: 4 Mana + 1 Willpower
Minor Action
Duration: 1 Scene
Your weapon gains the 9 again trait for the duration of the encounter. On an exceptional success, you add the 8 again trait instead.

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