The true athlete; the most physically fit of them all. Ever since the dawn of civilization, all Races have been competitive and developed games and sports. The Ninlei specifically likes ball sports, the Yolei likes climbing sports, the Akulei likes chasing sports, and the Gorolei like anything with complex strategies with team formations. Fielders are typically either athletes who decided to change careers and enter K.A.O.S. or Alliance members who join their intraleague competitions. They use all the skills they developed training and playing sports in combat for surprisingly effective results.
The Alliance deploys Fielders in just about any situation you can consider. Since they tend not to carry any weapons on them, they are perfectly unassuming and are great for deescalating situations. They do tend to struggle more in situations with problems involving ranged attackers firing upon them than other Vocations specializing in melee combat, but they are by nature team players and work with others around their own weaknesses.
Fielders tend to be incredibly fast and lightweight, so the ideal position on the battlefield is to stay as close to the frontlines as possible, but ready to spring back to rescue the backline at a moment’s notice. As the name suggests, they want to play the field, running back and forth as needed. Since they also have a natural toughness to them, they make the perfect teammates for delivering emergency consumables to party members in times of need without having to worry about their own safety.
Abilities
Unique Constant Ability: Penalty Shot
Self, Existenscience
Whenever you actively take damage from an Enemy Attack or Ability (disregarding damage over time), there is a 10% fixed chance to gain an extra Empty Action on your next turn. There is no limit to how many times this can be stacked, but all unused extra Actions are lost after the next turn resolves.
Unique Command Ability: Check!
5 TP – Single Enemy, Physics
As an Empty Action, sneak in a quick kick with a CoS (PC STR x 2) – Target DOG for (STR x 2) + d20 damage mitigated by their PHD.
Pugilist
Cost 1 AP – Learned, Constant, Self, Physics
A hardened athlete’s body may sometimes be more deadly than any weapon. If there are no Weapons equipped to this character, you can make a Barehanded Strike with each hand for (STR x (Level / 5)) + (Level / 10) d8 damage, mitigated by the target’s PHD.
Heavyweight
Cost 15 AP – Intuitive, Conditional, Self, Physics
Prerequisite: Pugilist. Upgrade the damage formula for your Barehanded Strikes to (STR x (Level / 4)) + (Level / 8) d10
Super Heavyweight Champion
Cost 25 AP – Intuitive, Conditional, Self, Physics
Prerequisite: Heavyweight. Upgrade the damage formula for your Barehanded Strikes to (STR x (Level / 2)) + (Level / 6) d12
Conditioning
Cost 5 AP – Learned, Conditional, Self, Physics
A hardened athlete’s body may sometimes be more durable than any armor. If there are no pieces of Equipment in the Head, Body, Arms, Legs, or Feet slots that raise your PHD or MD, raise both your PHD and MD a flat amount equal to Level.
Intensive Training
Cost 10 AP – Intuitive, Conditional, Self, Physics
Prerequisite: Conditioning. In addition to increased defenses, raise your RES by a flat amount equal to Level.
Extensive Training
Cost 20 AP – Intuitive, Conditional, Self, Physics
Prerequisite: Intensive Training. In addition to the flat increases, raise your PHD, MD, and RES by +(Level)%
Playmaker
Cost 5 AP – 5 TP – Intuitive, Command, Single Enemy, Physics
As a Full Action, kick your target like they are the ball with a CoS (PC STR + PC DOG) – Target DOG for (STR x 3) + 2d10 damage mitigated by their PHD.
Photon Pass
Cost 10 AP – 10 TP – Learned, Command, Single Enemy, Magic
[Requires a Photoskates equipped] As a Full Action, kick a ball of Photon Energy at your target with a CoS (PC STR + PC DIS) – Target DOG for (STR x 3) + 2d8 damage mitigated by their MD, up to DIS meters away.
Photon Spike
Cost 15 AP – 20 TP – Learned, Command, Single Enemy, Magic
[Requires a Photoskates equipped] As a Full Action, jump into the air and spike down a ball of Photon Energy at your target with a CoS (PC STR + PC DIS) – Target DOG for (STR x 5) + 4d8 damage mitigated by their MD, up to your JMP height (or the limit of ceiling in the space you are currently in) meters away.
Shoulder Rush
Cost 5 AP – 10 TP – Intuitive, Command, Single Enemy, Physics
As a Full Action, slam your target up to half your Movement in the direction of your choice with a CoS (PC SPD + PC DOG) – Target DOG for (STR x 2) + d12 damage mitigated by their PHD. If the target hits a sturdy object, like a wall, during this motion, end the displacement there and deal additional unmitigated knockback damage equal to (Level / 10) d12. If you currently have Photoskates equipped, you may displace them up to your full Movement instead.
Crowdwinner
Cost 10 AP – 20 SP – Intuitive, Command, AOE Ally, Existenscience
As a Full Action, let out a loud cheer that revs up you and every Ally within your Zone of Attention, increasing SPD by 25% for 3 turns.
Rally Back
Cost 1 AP – Intuitive, Conditional, Single Ally, Physics
As an Empty Action, if one of your Allies is within half your Movement, you may take bonus Movement to group next to them. If you currently have Photoskates equipped, it can be your full Movement away instead.
LFT Boost +
Cost 1 to 10 AP – Intuitive, Constant, Self, Existenscience
For each AP added to this Ability (up to 10), add 1% bonus LFT.
STR Boost +
Cost 1 to 10 AP – Intuitive, Constant, Self, Existenscience
For each AP added to this Ability (up to 10), add 1% bonus STR.
PHD Boost +
Cost 1 to 10 AP – Intuitive, Constant, Self, Existenscience
For each AP added to this Ability (up to 10), add 1% bonus PHD.
JMP Boost +
Cost 1 to 10 AP – Intuitive, Constant, Self, Existenscience
For each AP added to this Ability (up to 10), add 1% bonus JMP.
SPD Boost +
Cost 1 to 10 AP – Intuitive, Constant, Self, Existenscience
For each AP added to this Ability (up to 10), add 1% bonus SPD.
DOG Boost +
Cost 1 to 10 AP – Intuitive, Constant, Self, Existenscience
For each AP added to this Ability (up to 10), add 1% bonus DOG.
Fists +
Cost 1 – 10 AP – Intuitive, Constant, Self, Physics
For each AP added to this Ability (up to 10), add 1% total damage to Fist Weapon Attacks
Photoskates +
Cost 1 – 10 AP – Intuitive, Constant, Self, Physics
For each AP added to this Ability (up to 10), add 1% total damage to Photoskate Weapon Attacks