Reaver

In the old days, when the Akulei went to war, they mostly did so through unexpected raids in the dead of night. Needing to remain fleet of foot, they would take only a curved-blade, a bow, and some arrows with them. Over time, their traditional equipment was replaced with blades and arrows made of Photon Energy, and that’s how most of them fought on foot when they were first encountered by the Ninlei. The martial style is still taught today because while it doesn’t excel in any single form of combat, it offers the most flexible skillsets for dealing with both the Darkbrood and other armed combatants.

In the modern day, K.A.O.S. does not recommend the Reaver path to any new member of the service. Officials believe the skills involved are too difficult and take far too long to learn to be useful. Even most of the Akulei have abandoned this path for more efficient methods. They leave the path open solely because those dedicated enough to seek it through end up being the best special forces officers in the Alliance. Reavers tend to be a little weird, and other people report them as edgy or off-putting. Because of this, they tend to either work alone or in small groups of other Reavers.

When in parties with other Vocations, Reavers tend to fight more alongside the party as self-sufficient units instead of within it, picking off unsuspecting targets. They function by going back and forth between close and mid-range combat. They lack much in the form of aiding Allies aside from a minor restorative Ability, and instead just determine that killing a target before they can do damage is the best support.

Abilities

Abilities

Unique Constant Ability: Photon Refraction
Self, Magic

While this Vocation is equipped, all your Stealth rolls are half as Difficult (-50%), and any Enemy Discovery against you is +50% more Difficult.

Unique Command Ability: Truth Is A Straight Arrow
5 TPSelf, Magic

[Requires a bow equipped] As an Empty Action, lower the Difficulty of your next ranged Attack Action by 50%.

Art of the Draw
Cost 1 APLearned, Conditional, Self, Physics

[Requires a curved-blade and bow equipped] A style unique to the Reaver that allows you to swap quickly between your curved-blade and bow without wasting an Action. It doesn’t matter which one you have equipped to your Main or Off Hand, as long as you have a curved-blade equipped in one hand and a bow in the other, you may use either as if both of your hands are dedicated to that Weapon. This martial style only works with this combination of Weapons.

Quickshot
Cost 1 AP5 TPLearned, Command, Single Enemy, Physics

[Requires a bow equipped] As an Empty Action, you make an additional Attack Action with your bow at 75% reduced damage. Roll as you would for a normal Attack Action. You may do this even if your Full Action was not an Attack.

Volley
Cost 5 AP10 TPIntuitive, Command, AOE Enemy, Physics

[Requires a bow equipped] As a Full Action, you make an additional Attack Action with your bow at 75% reduced damage against each target in a 90° cone in front of you (based on your bow’s range), rolling to hit each target.

Piercing Shot
Cost 10 AP25 TPIntuitive, Command, Single Enemy, Physics

[Requires a bow equipped] As a Full Action, make an Attack Action with your bow against a target at +25% damage with a special CoS (PC DIS x2) – Target DOG, not mitigated by any defense.

Barrier Splitter
Cost 5 AP10 SPLearned, Command, Single Enemy, Magic

[Requires a bow equipped] As a Full Action, shoot a Photon Arrow at a protective barrier, shield, or cover that can be dispelled to remove it with a CoS (PC DIS + PC FTH) – Target Rating (environmental barriers will have a fixed rating, but those projected by enemies use their DIS, FTH, CHM, or WIL depending on what was used to cast it).

Longshot
Cost 5 AP5 TPIntuitive, Command, Single Enemy, Physics

[Requires a bow equipped] As a Full Action, make an Attack Action up to 5 times the range of your bow, regardless of if the range is within your targeting capability (see details on Zone of Attention), as long as there are no obstructions, with a special CoS (PC FTH x 2) – Target DOG.

Mercy Strike
Cost 1 AP10 TPIntuitive, Command, Single Enemy, Physics

[Requires a curved-blade equipped] As a Full Action, striking with the blunt side of your sword, make an Attack Action with a guaranteed Critical Success that cannot kill your target. You may not choose to execute them with any other action this round once you use this.

Step Slash
Cost 10 AP20Intuitive, Command, Single Enemy, Physics

[Requires a curved-blade equipped] As a Full Action, you may take half your Movement as bonus Movement and make an Attack Action with your curved-blade against one target along this path. You may also use Empty Actions such as Quickshot during this Movement if necessary to line up targets.

Stealth Strike
Cost 5 APLearned, Conditional, Single Enemy, Physics

[Requires a curved-blade equipped] If you are currently in Stealth or your target is otherwise unaware of your presence, any melee Attack Action you land on them is treated as a Critical Success with an extra +50% damage. After this Attack, the target is aware of you until you are able to hide again.

Spinning Strike
Cost 10 AP20 SPIntuitive, Command, Indiscriminate, Magic

[Requires a curved-blade equipped] As a Full Action, quickly spin in a full circle extending a Photon Energy blade twice your curved-blade’s reach, hitting everything in range with a CoS (PC DOG x2) – Target DOG for (STR x 5) + 3d12 damage mitigated by their MD.

Plunging Attack
Cost 15 AP1 TPLearned, Command, Single Enemy, Existenscience

[Requires a curved-blade equipped] The most reliable move in the game. As a Full Action, when you are your JMP or higher above your target (you may jump into this Ability), plunge down into it with a CoS PC FTH – Target DOG for ((Level / 5) x STR) + (Luck / 5) d20 unmitigated damage and the transferred Fall damage based on your Level. If you are currently in Stealth or your target is otherwise unaware of your presence, your CoS is instead (PC FTH x 2) – Target DOG

Catch and Release
Cost 10 APLearned, Conditional, Single Enemy, Physics

[Requires a melee Weapon equipped] When Successfully Attacked by an enemy using a Physical strike within melee range, you may block it to negate all damage with a special CoS (PC DIS + PC DOG) – Target DIS, and return with a free Attack Action without needing to roll to hit.

Photon Salve
Cost 1 AP5 TPLearned, Command, Single Ally, Magic

As a Full Action, apply a small amount of Photon Energy directly to a wound to alleviate the pain, healing the character for FTH + d10 HP and removing 1 random negative Status Effect (if there is more than one, assign and roll).

Adrenaline
Cost 5 APIntuitive, Conditional, Self, Physics

Whenever you are at or below 25% HP, your DOG and DIS are increased by 50%.

Master Slayer
Cost 20 APLearned*, Constant, Self, Physics

For any Attack made with a curved-sword or a bow Weapon, add your maximum TP value to all Critical Successes.

STR Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% bonus STR.

JMP Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% bonus JMP.

FTH Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% bonus FTH.

Sword +
Cost 110 APIntuitive, Constant, Self, Physics

For each AP added to this Ability (up to 10), add 1% total damage to Sword Attacks (before Master Reaver).

Bow +
Cost 110 APIntuitive, Constant, Self, Physics

For each AP added to this Ability (up to 10), add 1% total damage to Bow Attacks (before Master Reaver).