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Rising Legends: Fencer Abilities
Fencer Abilities
Athlete Chaos Order
Response
As a creature in Reach uses Guard, attack with 1 + TT/2 d12 to prevent the effect.
Defense Nimble
Boost: On success, use Disarm against the object that used Guard.
Athlete Body Order
Stance
While you have an empty hand and wear less than 2 + TT/3 Bulk of armor, gain +1d12 on defenses against physical attacks.
Boost: While you have an empty hand and wear less than 2 + TT/3 Bulk of armor, gain +1d12 on physical attack rolls.
Hero Senses Tactician
Talent
Your attacks gain Accurate and Devastating. When you Attack Blind, the Soulweaver rolls an additional 1 + TT/2 d12.
Duration 6 + TT x 2 rounds
Boost: Increase your range of face values that trigger Devastating by 1 + TT/3.
Order Tactician
Trick
1 Movement: Gain +1 Reach on melee attacks.
Duration 1 round
Boost: Gain +1 + TT/3 on attack rolls made as reactions.
Athlete Body Marksman Animal
Trick
Use Melee Strike. Replace all effects of the attack with deal 1 Trauma damage.
Boost: Roll 1d12, DL 9 - TT. On success, this gains +1 damage.
Air Imagination Marksman
Talent
Your melee attacks gain Extend 1 + TT/2.
Duration 6 + TT x 2 rounds
Boost: Deal 1 + TT/3 Flowing Air damage to targets Injured by your melee attacks.
Advanced Abilities
Those that practice and excel in the Fencer style gain access to these more unique abilities.
Chaos Earth Hero
Response
Requirements: 7 Combined Tiers of Martial and Elude
After you use Guard with an object and the attack succeeds, roll 1d12 to have the attack succeed against the object instead, DL 9 - TT.
Boost: The object gains 1 + TT/2 Physical Reduction against the attack.
Mobile Shadow Tactician
Response
Requirements: 7 Combined Tiers of Martial and Elude
After a creature moves within your Reach, roll 1d12 to advance up to twice, DL 9 - TT.
Boost: Use a Stance.
Body Mobile Shadow
Response
Requirements: 9 Combined Tiers of Martial and Elude
After another creature targets you, roll 1d12 to advance, DL 9 - TT.
Boost: On success, for 1 round, gain +1 on defenses against physical attacks.
Mobile Tactician Time
Response - Infusion
Requirements: 11 Combined Tiers of Martial and Elude
After another creature declares an action, advance up to 1 + TT/2 times.
Boost: 1 Energy: First use Dash.
Athlete Chaos Water
Response
Requirements: 9 Combined Tiers of Martial and Elude
As a physical weapon attack is used against you, make an attack roll with a Manipulation Limb. Use that result as your defense.
Boost: If the attack fails, attack Martial of the attacker with 1 + TT/2 d12 to cause them to suffer -1 on attacks with the same weapon against you for 1 round.
Body Marksman Mobile
Response
Requirements: 7 Combined Tiers of Martial and Elude
2 Resolve: After an attack you used Guard against fails against you, make a weapon attack against the attacker.
Boost: After attacking, advance up to 1 + TT/2 times.



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