Perks: Fighting Styles

 

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Fighting Styles

Anyone can pick up a weapon and swing it, but these Perks let you wield a weapon. These Perks cover fundamental fighting styles. From a single dagger fighter to a great ax wielder to a longbow marksman, this is where all of the great melee and ranged fighters start out.
Fighting Style Perks fundamentally change the way that Melee and Ranged Attacks function. If you want to play a Melee or Ranged character these Perks are your bread and butter. You may only apply the benefits from one Fighting Style to one attack but may freely change fighting styles. For example, when you’re wielding a short sword in one hand may use Swift Strike or Weapon Master but cannot gain the benefits from both Perks with one attack.

Melee Fighting Styles

Dual Wielding
Tier 2
Requires: Light Melee weapons
You can equip two Light Weapons. After you use your Primary Action to make a Melee Attack with one weapon you may use the following Maneuver:
Off-Hand Attack
1 / Round l Free l Finesse + Melee vs. PD l Reach l 1 Foe
This is a Special Attack. You deal Weapon + Brawn or Reflex damage + Equipment Speciality damage. You cannot add any other modifiers to the damage.

Great Weapon Fighter
Tier 2
Requires: Heavy Melee Weapon or Polarms
You can use Brawn instead of Finesse to determine how many Stat Dice you roll on Melee Attacks with Large Melee weapons and Polearms.

Spellsword Caster
Tier 2
Requires: Any Melee weapon and the Energy Missile Cantrip
When you use your Primary Action to make an Attack with a Melee weapon you may also make an additional attack using an Unmodified Energy Missile Cantrip.

Swift Strike
Tier 2
Requires: Light Melee weapons
You can add your Reflexes instead of Brawn to Light Melee weapon damage rolls. If you are using an ability that does not allow you to add Brawn to weapon damage rolls, you cannot add Reflexes either. In addition, you roll two weapon damage dice when you hit. The higher roll deals its damage directly to Health, although any reduction in damage reduces this die’s damage first. If you Hit with an Attack while using this Perk, you heal 3 Tenacity.

Sword and Board
Tier 2
Requires: Light or Medium weapons and a shield
You no longer have Disadvantage on Melee Attack and Body Stat rolls made while wielding a shield. You also gain the following Maneuver:
Block
1 / Round l Free l Instantl 1 Foe
〇 A Foe Targets you.
The Target has Disadvantage on their Attack and cannot Ace the Attack.

Weapon Master
Tier 2
Requires: Light or Medium Melee weapons
You roll one extra Stat Die on Melee Attack rolls. This die is separate from the extra Stat Die granted by Advantage.
You roll Melee weapon damage twice and keep the higher result. If you are Strengthened, this means that you roll damage three times and keep the higher result. If you are Weakened, this means that you roll damage once as normal.

Ranged Fighting Styles

Arcane Archer
Tier 2
Requires: Any Ranged or Thrown Weapon
When you spend your Primary Action to make a Ranged Attack change the Range of your attack to Chain: Range. You may hit any 2 Foes within the Chain.

Large Ranged Master
Tier 2
Requires: Large Ranged Weapon
Your Ranged Attacks deal 2 extra damage per Success over the Target’s PD.

Small Ranged Master
Tier 2
Requires: Small Ranged Weapon
When you use your Primary Action you can make 3 Special Ranged Attacks against a For or Foes. These attacks deal Weapon Damage + Equipment Specialty damage.

Throwing Master
Tier 2
Requires: Short Ranged Weapon
Requires: Thrown Weapon
You roll one extra Stat Die on Thrown Weapon Attack rolls. This die is separate from the extra Stat Die granted by Advantage.
You can roll Thrown weapon damage twice and keep the higher result. If you are Strengthened, this means that you roll damage three times and keep the higher result. If you are Weakened, this means that you roll damage once as normal.

Martial Arts Styles

Martial Arts Styles are different from normal Perks. You must purchase the First Tier, then the Second Tier, then the Third Tier. To use them, you must always be unarmed. For the purposes of other Perks attacks made with Martial Arts are also covered as Melee attacks.
You must use your Secondary Action to enter your Martial Artist Stance and gain the benefits of these perks. You only need to enter the Stance once per combat. If you have multiple Martial Artist Perks you must use a Secondary Action to switch between them. You cannot use more than one Stance at a time.

Gentle Breeze Becomes the Storm

Breeze
Tier 1
Secondary l Combat l Self
You assume the Gentle Breeze Becomes the Storm Style. Your Unarmed Strikes deal Reflexes + Brawn. When you hit a foe with a Melee Attack, you can move them 3 hexes.
Any time you move a foe with a Melee Attack, you can immediately spend an equal amount of bonus Movement, but must end the Movement Adjacent to the foe.

Gust
Tier 2
3 / Combat l Free l Reach l 1 Foe
When you move a foe with a Melee Attack, at the end of the Movement, you can make another Special Melee Attack against them if you are Adjacent to them. This second attack does 2 damage for every hex the Target moved.
Special: You can only use this Ability once per Round.

Squall
Tier 3
1 / Combat l Free l Long l 1 Foe
You can move a character 6 hexes instead of the usual 3. The Target and all foes Adjacent to them at the end of this Movement take Reflexes × 2 damage (electric) and are Stunned.

Ghost Fist Stance

Pass Away
Tier 1
Secondary l Combat l Self
You assume the Ghost Fist Style. When you hit a foe with a Melee Attack as a Primary Action, you can move through their hex and then into another unoccupied hex Adjacent to them. This Movement does not trigger Actions. Passing through the Target’s hex does Intellect damage (necrotic) to the Target.

Unseen
Tier 2
Secondary l Combat l Self
1 / Combat l Secondary l 1 Round l Self
You become Invisible. All Melee Attacks made while Invisible have +4 damage. Attacking while Invisible does not break the effect.
NOTE: If you use this at the beginning of one Turn it lasts until the end of your next Turn, allowing you to spend nearly two Turns Invisible.

Become the Ghost
Tier 3
1 / Combat l Free l 1 Round l Self
When you spend Movement, you can become Intangible. When you move through another character’s hex while Intangible, they take Intellect × 2 damage (necrotic). You can only affect a character like this once per Round.
You can dismiss the Intangible effect at any time. When you do so, you can make a Melee Attack against all Adjacent foes. You cannot pass through your Targets’ hexes during these attacks.

Mongoose Strikes Lazy Cobra Stance

Fang Strike
Tier 1
Secondary l Combat l Self
You assume the Mongoose Strikes Lazy Cobra Style. Your Unarmed Strikes deal 1d4 + Brawn damage. The 1d4 damage always applies directly to Health, although any reduction in damage reduces this die’s damage first.

Sweep and Pin
Tier 2
Free l 1 Foe
When you hit with a Melee Attack, you can immediately make a Special Melee attack against them. If you succeed the Target is Restrained and Prone. The CR to break the Restraint is your Brawn.

Strike the Serpent
Tier 3
+1d8 damage against Prone Targets.
Your Unarmed Strikes now deal 1d6 + Brawn damage instead of 1d4 + Brawn. This 1d6 damage always goes directly to Health, although any reduction in damage reduces this die’s damage first.

Spinning Dragon Stance

Dragon Fist
Tier 1
Secondary l Combat l Self
You assume the Spinning Dragon Style. When you assume this Style, you can choose what type of damage (Physical or any Energy) your punches do. You can change the damage type later with a Secondary Action. Your Unarmed Strikes deal Brawn + Charisma damage.

Dragon Tail
Tier 2
3 / Combat l Free l Instant l Reach l Foes
You gain +2 Movement and your Movement does not trigger Actions. Once during the Movement, you can stop and make a Special Melee Attack against all Adjacent foes. This attack does Charisma damage.

Dragon Breath
Tier 3
1 / Combat l Primary l Adjacent l Foes
You gain +5 Movement and your Movement this Round does not trigger Actions.
During this Movement, when you come Adjacent to a foe, you deal Brawn + Charisma damage to them. Each foe can only take this damage once.
At the end of the Movement, you can make a Special Melee Attack against any Adjacent foe. This attack deals Charisma damage.

Stone Body Stance

Stone Fist
Tier 1
Secondary l Combat l Self
You assume the Stone Body Style. Your Unarmed Strikes deal 1d8 + Brawn damage. If you hit, you can move the Target up to 3 hexes away from you.

Brutal Strike
Tier 2
3 / Combat l Combo l Instant l Self
When you hit a foe, your Unarmed Strike damage increases to 2d8 + Brawn and you can move the Target up to 6 hexes away from you.

Stone Body
Tier 3
3 / Combat l Reaction l Brawn + Martial Arts l
1 Round l Self
〇 A Foe Targets you.
Gain Hardness and Resistance (energy): +1 per Success.

Wise Owl Talon Stance

Flying Talon
Tier 1
Secondary l Combat l Self
You assume the Wise Owl Talon Style. Your Unarmed Strikes deal Intellect + Brawn damage. You roll one extra Stat Die on Melee Attack rolls. This die is separate from the extra Stat Die granted by Advantage. On a Hit you can teleport the Target to any Unoccupied hex Adjacent to you.

Sweeping Talons
Tier 2
3 / Combat l Free l Self
You can teleport a number of hexes equal to your Speed. When you make a Melee Attack at the end of this Movement you deal an additional 1 damage for every 2 hexes you teleported through. You must teleport in a straight line and end in a hex Adjacent to your foe.

Grasping Talons
Tier 3
3 / Combat l Free l Self
When you hit a Target with a Melee Attack, you can immediately teleport 6 hexes. At the end of this Movement, the Target of your Melee Attack teleports into a hex of your choice Adjacent to you. This hex must be solid ground.

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