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Ability Schools / Vanguard

Vanguard

Vanguards thrive in the thick of combat, chaining devastating melee techniques together. Their abilities reward aggression, positioning, and timing, allowing them to build momentum during a fight. Masters of martial flow, Vanguards can dismantle enemies with brutal elegance.

 

School Mechanic:
You gain 2 Combo Charges at the start of combat (maximum of 2). You can expend a combo charge after making an attack or using a damaging ability to reduce the AP cost of the next attack or ability by 1 AP. You regain Combo Charges whenever you reduce a character to 0 GP or deal HP damage with a melee attack or ability. You may not combo the same ability into itself.

All abilities can be chained using Combo Charges, but certain Vanguard abilities gain additional effects when used as part of a combo. These bonus effects vary by ability and are influenced by their position in the combo chain.

Flow Generation:

Gain 1 Flow whenever you hit with a melee attack.


Signature Point Generation:
Gain 1 SP each time you reduce a hostile character to 0 HP.

Vanguard Abilities:

Adrenaline Rush

Category: Support
Attribute: SPD
Cost: —
Recharge: 5-6

Goal to Learn: Use 20 AP in a single combat encounter.

Description:


You may reduce the number of AP you gain on your next turn up to your SPD. For each AP sacrificed, you gain the same number of AP this turn.


This cannot reduce your next turn below 1 AP.


Prerequisite: None

Aerial Crash

Category: Physical                             
Attribute: STR
Cost: 3 AP
Recharge: 7-8

Goal to Learn: Make 10 plunging attacks.

Description:


You hurl yourself straight toward the ground with brutal force. While airborne, you descend instantly to a point on solid ground within 30 feet beneath you. You can choose to make a plunging attack when using this ability. 


Upon landing, you unleash a shockwave of kinetic force in a 10-foot radius around your impact point and each character is a target of the plunging attack. Plunging attacks deal an additional 1d6 damage per 3 STR. Each character within the radius must succeed on a Contested Resilience roll or be knocked Prone. The Radius increases by 10 ft per 3 STR.


Prerequisites: None

Drive Through

Category: Physical
Attribute: SPD
Cost: 2 AP
Recharge: 7-8

Goal to Learn: Hit at least 2 hostile characters in a line 10 times.

Description:


After hitting a target with a melee attack, you may immediately dash through them in a straight line up to 15 feet. Any enemies you pass through must Evade or be hit with your weapon.


Vanguard Combo:

Finisher: Your Drive ends with a powerful spin. Each character within 10 feet of you at the end of the movement must Evade or be hit with your weapon.


Prerequisite: Acrobatic Assault

Grappling

Category: Physical
Attribute: STR
Cost: 2 AP

Goal to Learn: Use Unarmed attacks or abilities against 30 hostile characters.

Description:


You attempt to grapple one character within 5 feet. The target must succeed on a Contested Athletics roll or become Grappled.


The target can choose to contest with Athletics or Acrobatics.


Prerequisite: Level 1 Unarmed Proficiency

Grounding Strike

Category: Physical
Attribute: STR
Cost: 3 AP

Goal to Learn: Attack a Prone character with a melee attack or ability 10 times.

Description:

                                       

You make a melee attack. On a hit, the target must make a Contested Acrobatics roll. On a failure, the target is knocked Prone. If the target is airborne it is thrown 10 feet toward the ground for every point of STR.


Vanguard Combo:

Branch: You can choose to push the character up to 10 feet for every 3 STR, even if the target succeeds the Contested roll.

Finisher: The target takes an additional 1d6 bludgeoning damage as it slams into the ground. If the target is airborne and hits the ground, it is considered to have fallen an extra 10 feet per 3 STR when calculating fall damage.


Prerequisite: None

Juggling Strike

Category: Physical
Attribute: STR
Cost: 3 AP

Goal to Learn: Attack an Airborne character using a melee attack or ability 10 times.

Description:

                                                         

You make a melee attack. On a hit, the target must make a Contested Athletics roll. On a failure, the target is launched Airborne 5 feet into the air. The target is launched an additional 5 feet for every 2 points of STR.


Vanguard Combo:

Branch: You may choose to follow your target into the air, becoming Airborne with them.


Prerequisite: 1 Vanguard Ability Learned

Lifetaker

Category: Support
Attribute: END
Cost: —

Goal to Learn: Reduce 30 hostile characters to 0 HP.

Description:

            

Each time you reduce a character to 0 HP with a melee attack or Vanguard ability, you regain HP equal to your END.


Prerequisite: 3 Vanguard Abilities Learned

Multi Strike

Category: Link
Attribute: —
Cost: —
Recharge: 4

Goal to Learn: Attack the same target 10 times in one battle using melee attacks.

Description:


A primary ability that deals multiple dice of damage, is changed to multiple hits instead of a single hit. The ability hits once for each die rolled for damage.


Prerequisite: 1 Vanguard Ability

Opportunistic Strike

Category: Physical
Attribute: —
Cost: 1 RP

Goal to Learn: Use a sum total of 50 RP.

Description:


Whenever a character moves out of your melee weapon’s range, or targets a character other than you while within your melee weapons range you may make a melee attack against that character.


Prerequisite: None

Power Attack

Category: Physical
Attribute: STR
Cost: —
Recharge: 19-20

Goal to Learn: Roll maximum damage with a melee attack or Vanguard Ability 10 times.

Description:


Whenever you deal damage with a melee attack or Vanguard Ability, you can roll 1 additional damage die for every 2 points of STR you have. This bonus damage matches the base damage die and type of the weapon or ability used.


Prerequisite: None

Raid Charge

Category: Physical
Attribute: STR
Cost: 3 AP

Goal to Learn: Land a melee hit after moving 10 feet or more on your turn, 25 times.

Description:


You move up to 10 feet in a straight line before making a melee attack. On a hit, the target takes additional damage equal to your STR and is pushed 10 feet away from you. If this movement causes the target to collide with a solid obstacle or another character, both take bonus damage equal to your STR.


Vanguard Combo:

Branch: Double the movement and push distance of Raid Charge.

Finisher: Gain the Branch effect. You may attack each enemy within 5 feet of your path. All targets hit are pushed and must succeed on a Contested Acrobatics roll or be knocked prone.


Prerequisites: 3 Vanguard Abilities Learned

Slam

Category: Physical
Attribute: STR
Cost: 2 AP

Goal to Learn: Successfully deal damage against grappled characters 10 times in combat.

Description:


While grappling a creature of your size or smaller, you may make an attack roll and drive them into the ground or nearby surface with brutal force. On a hit, the target takes 2d6 Bludgeoning damage per 3 STR you have and must succeed on a Contested Athletics roll or be knocked Prone.


You must be adjacent to solid ground or a surface to perform this attack.


Vanguard Combo:

Branch: The target becomes addled until the end of its next turn.

Finisher: After the Slam, you may make an immediate grapple attempt against a different adjacent character. This does not cost AP.


Prerequisites: Grappling

Store Power

Category: Physical
Attribute: STR
Cost: 1 RP

Goal to Learn: Have your GP damaged for a sum total of 100 GP.

Description:


When a melee attack roll misses you, you can spend 1 RP to absorb the strikes momentum, gaining 1 Power Charge. Whenever you hit a target with an attack or ability, you can spend charges to deal an additional 1d4 damage per charge spent. You can hold a maximum number of Power Charges equal to your STR, which expire after combat ends.


Prerequisites: None

Taunt Reset

Category: Support
Attribute: CHA
Cost: —

Goal to Learn: Reduce a hostile character to 0 HP and then quip 10 times.

Description:


After defeating an enemy or landing a Vanguard Combo Finisher, you may taunt as a free action. If you do, gain one of the following options:


You recover 2 AP.

You regain HP equal to your CHA.

You gain a stacking +1 bonus to your next Recharge Roll (Maximum +3).


You can benefit from each effect only once per turn.


Prerequisite: None

Throw

Category: Physical
Attribute: STR
Cost: 2 AP

Goal to Learn: Successfully grapple a hostile character 10 times.

Description:


While grappling a character or object that you can lift, you can throw it. You may target a space within 10 feet of you, a character, or solid object within range. The thrown character must succeed on a Contested Athletics roll or be flung to the target location. The distance a character can be thrown increases by 10 feet every 2 STR you have.


If thrown into a space, the character lands Prone and takes 2d6 + STR Bludgeoning damage.


If thrown into another character or object, both the thrown target and what they hit take 1d6 + STR Bludgeoning damage and must succeed on a Contested roll or be knocked Prone.


A character can choose to be thrown without needing to be grappled first.


Prerequisites: Grappling

Tornado Drive

Category: Physical
Attribute: SPD
Cost: 4 AP
Recharge: 9-10

Goal to Learn: While surrounded by 3 or more hostile characters, attack at least 3 characters 5 times.

Description:


You spin rapidly in place, creating a whirlwind around you. All characters within 10 feet take 2d6 Slashing damage per 3 STR and must succeed on an Evade roll or be Pulled 5 ft toward you.


If you are Airborne, you and all characters hit by this ability rise an additional 5 ft into the air per 3 SPD.


Vanguard Combo:

Branch: You may spend 1 additional AP to extend the spin, repeating the effect again with the same targets or new ones in range. If you are Airborne, this second spin lifts all affected characters even higher.


Prerequisite: Juggling Strike

Vacuum Crash

Category: Physical
Attribute: STR
Cost: 4 AP
Recharge: 11-12

Goal to Learn: Hit 3 or more targets with the same melee attack or ability in a single combat.

Description:


Strike the air with such force that it warps space in a shockwave. All characters in a 5-foot-wide, 25-foot-long line must Evade or take 2d6 damage based on your weapon’s type. This ability is deals one additional die of damage for every 3 points of STR.


Vanguard Combo:

Branch: Change the range to a 15-foot cone.

Finisher: Change the effect to a 15-foot-wide and 50-foot-long line. All objects in the area take double damage.


Prerequisites: 3 Vanguard Abilities Learned

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