Fiend

Open Mind. Closed Fist.

Brawler ○ Warden

In time, you will see that there are no true gains in this world without true sacrifices.”

~ Osiric, Malowari Fiend

What does it mean to find inner peace? Is it an eternal moment of stillness and calm? Or is it more akin to sitting in the eye of a raging maelstrom while claiming not to feel a breeze? To a Fiend, peace is a state of being in which one releases their affirmations of self, in which all that is, was not, and all that isn’t, was. That is the only way to perceive what is now confirmed.

As the hybridization of the Brawler and Warden Base Classes, the Fiend strikes the perfect balance between body and spirit. The trademark of a Fiend is the use of a Panoptica, a type of visor that provides extreme sensory enhancements. The Fiend is an expert in the flows of metaphysical energies, utilizing their unique vision and balance to strike at crucial moments.

Historically Speaking

The Fiend can trace their origins to the moment when Axian Corporations realized the efficacy and precision of the Requis Prophets of the Holy City. Axian Researchers aimed to replicate through technology what the Prophets could accomplish with their magicks. Scientists explored every avenue to expand an individual’s perception to bleed through Timespace and blend with the future or the past. These experiments proved unsuccessful in pursuing their desired goal but not altogether unfruitful. The most physically fit of the test subjects survived, outfitted with the earliest version of the Panoptica Visor. The original Panoptica permanently blinded its wearer in exchange for a unique omnidirectional extrasensory perception.

The Modern Fiend

Modern models of the Panoptica no longer inflict permanent blindness but still require a great deal of physical and mental conditioning to wear effectively. Those skilled in the visor’s use, called Fiends, need a firm grip on the inner workings of the mind and often turn to martial arts as a method of conditioning their body to handle the stresses of Panoptica. A skilled Fiend is practically untouchable, able to continuously sense all motion and energy around them, creating an impregnable defense. A modern Fiend often takes an assumed role within a Company, often as an informant or observer, as they are skilled martial artists, peerless detectives, and intuitive advisors. A Fiend easily slips into a career as a fortune teller, spy, or teacher. Unscrupulous Fiends obscure their true talents, only to Ambush hapless victims when least expected.

Class Features

The Fiend's Class Features focus on interrupting their opponents, enhancing their physical capabilities, and operating the Panoptica. In addition, the Fiend Class benefits from having high Will, Power, and Skill Attributes.

Vitals

Hit Points Per Rank: +9

Action Points Per Rank: +4

Equipment Training

Weapons: Hammer, Staff, Thrown, Unarmed, Warhammer

Armor: Cloth Armor, Light Armor, Energy Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Fiend Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Athletics/Perception

They gain a bonus to Class Ability Checks equivalent to half (½) of their Fiend Rank. An additional Class Ability from the following list is chosen at Fiend Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Acrobatics, Apothicine, Arcana, Investigation, Nature, Stealth

Fiend Ranks

When distributing a Class Rank, keep in mind that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Fiends see the most benefit from investing in a high Will Attribute, enhancing Class Features such as Muscular Acuity, and improving Force Armor, Effect Duration, Initiative, and any Apothicine, Investigation, Nature, or Perception Ability Checks. Fiend players should also consider investing in their Skill Attribute to enhance their Class Features such as Muscular Acuity, Ranged Attacks, their Physical Armor, Maneuvers and Speed, and any Acrobatics, Drive, or Stealth Ability Checks. Fiend players can also benefit from a high Power Attribute, enhancing Class Features such as Untouchable, Melee Attacks and Damage, Maneuvers and Inventory Space, and any Athletics Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Will (+2), Power (+1), Focus (+1)—Disruption, Muscular Acuity

Rank Two (2). Pick (+1), Skill (+1)

Rank Three (3). Grit (+1), Will (+1)—Panoptica

Rank Four (4). Pick (+1), Charm (+1)

Rank Five (5). Power (+1), Grit (+1), Will (+1)—Counter Strike

Rank Six (6). Pick (+1), Skill (+1)

Rank Seven (7). Grit (+1), Will (+1)—Untouchable

Rank Eight (8). Pick (+1), Charm (+1)

Rank Nine (9). Power (+1), Focus (+1)

Rank Ten (10). Will (+2), Power (+1), Skill (+1), Grit (+1)—Time Stop

Disruption

Beginning at Fiend Rank One (1), when performing a Retribution, as a Physical Impact, the Fiend can expend a Daily Use of Knockout to inflict the Stunned Injury on their target. A Force Save negates the Injury. If successful, Disruption interrupts the Heroics that triggered Retribution.

Muscular Acuity

Beginning at Fiend Rank One (1), the Fiend can temporarily hone their senses to enhance their Physical and Force Armor. As a Reaction, the Fiend doubles the bonus of their Skill Attribute to their Physical Armor and doubles the bonus of their Will Attribute to their Force Armor. The Fiend retains Muscular Acuity as a Barrier Enhancement until their next turn.

Panoptica

Beginning at Fiend Rank Three (3), the Fiend is outfitted with the Panoptica Visor, equipped to their Head or Face Gear Slot. As a Full Action, the Fiend can activate or turn off the Panoptica Visor. While activated, the Fiend suffers the Blinded Injury, obscuring their organic vision and rendering them unable to read text or signage, see the chromatic spectrum of colors, and discern physical features such as eye color or facial scars. In exchange, while activated, the Fiend gains the Scent, Echolocate, Thermal Vision, and Vibralocate Enhancements, granting a total awareness of all objects, beings, and surfaces within their Aura Radius. The Fiend can observe walls, surfaces, heat signatures, electrical signals, odors, sounds and radio waves, vibrations, and infrared light. While the visor is activated, the Fiend can also see Invisible beings and objects, hidden pathways, and secret entrances. Additionally, while the visor is activated, creatures within the Aura Radius are Revealed to the Fiend, and the Fiend is immune to Sneak Attacks that originate within their Aura Radius.

Counter Strike

Beginning at Fiend Rank Five (5), any time the Fiend successfully dodges an Attack roll with the Evade Reaction, they may perform an immediate Attack as a Free Action against any target within Melee Range, using their Evade Roll in place of their Attack roll.

Untouchable

Once at Fiend Rank Seven (7), the Fiend may utilize the Evade Reaction as a Free Action. Additionally, the Fiend gains a Style Enhancement bonus equivalent to half (½) of their Power Attribute to their Physical and Force Armor while performing an Evade Reaction.

Time Stop

As a Master Fiend, at Fiend Rank Ten (10), the Fiend can lock the dimensions around them in the present once per Long Rest. After a Full Action, the Panoptica Visor becomes the focal point of a temporal anomaly, completely freezing Timespace within the Radius of the Fiend’s Aura for their Effect Duration in Rounds. All beings (including comrades), creatures, objects, and devices within the Aura Radius at any given time are immediately frozen in Timespace. Any projectiles fired inside or originating from outside of the Effect Radius become frozen at the Radius border, only to resume their trajectory at the end of the Effect Duration. The Fiend is free to move and act for the Effect Duration, with the Radius moving to stay centered on the Fiend at all times. If the Fiend performs a Melee Attack against a target captured by Time Stop, the Attack is an automatic Critical Hit but prematurely ends the Effect Duration. Any Maneuvers performed by the Fiend against targets or objects within the Radius are an automatic success. Any beings and objects prematurely moved outside the Aura Radius are released and continue on their path of travel.

Fiend Perks

Disruptive Blow

Prerequisite: Disruption

Your Retributions against Adjacent Targets also inflict your equipped Melee Weapon Damage.

Muscular Resilience

Prerequisite: Muscular Acuity

Your Armor Bonuses from Muscular Acuity will now persist for your Effect Duration in Rounds. 

Forced Transcendence

Prerequisite: Panoptica

You can now Activate/Deactivate Panoptica as a Rapid Action. 

Lethal Strikes

Prerequisite: Counter Strike

Your successful Counter Strikes are now automatic Critical Hits. 

Timeless Physique

Prerequisite: Untouchable

Your Untouchable Bonus applies to all Athletics and Acrobatics Ability Checks. 

Fist Of Fate

Prerequisite: Time Stop

Performing a Melee Weapon Attack will no longer prematurely end Time Stop.

Fiend Heroics

Echo Kick

Prerequisite: Fiend(Rank 1) 

AP Cost: 10

Action Type: Disruption

As a part of a successful Disruption, you instantly Teleport to Space that is Adjacent to your Target to perform an unarmed strike, inflicting your normal Weapon Damage in addition to the other Damage and Effects of Disruption.

Temporal Fist

Prerequisite: Fiend(Rank 2) 

AP Cost: 20

Action Type: Knockout

Effect Duration: Rounds

As an Alternate Use of your Knockout Class Feature, in place of the Stunned Condition, you inflict the Stasis Condition to your Target, temporarily banishing them from existence, making them unable to Act but immune to all Damage and Effects for the Effect Duration.

Focal Alignment

Prerequisite: Fiend(Rank 3) 

AP Cost: 30

Action Type: Free Action

You can Activate or Deactivate your Panoptica Visor as a Free Action. 

Acute Mitigation

Prerequisite: Fiend(Rank 4) 

AP Cost: 40

Action Type: Muscular Acuity

As a part of Muscular Acuity, your Skill Attribute Bonus to Physical Armor applies as Damage Resistance against any Physical Damage, and your Will Attribute Bonus to Force Armor applies as Damage Resistance against any Force Damage.

Chronotic Step

Prerequisite: Fiend(Rank 5) 

AP Cost: 50

Action Type: Stance

Effect Duration: Rounds

As a Move Action, you adopt a Stance that causes you to flicker in and out of Timespace during battle. You can make a Sidestep as a Free, Immediate Action with each successful Melee Weapon Attack or Active Dodge for the Effect Duration.

Chronolock

Prerequisite: Fiend(Rank 6) 

AP Cost: 60

Action Type: Standard Action

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, you can attempt a contested Maneuver to inflict the Immobilized Condition on an Adjacent Target for the Effect Duration. Any Melee Weapon Attack made by you against a Chronolocked Target will impose an additional 1D10 Force Damage for every Point of your Will Attribute.

Dimensional Rift

Prerequisite: Fiend(Rank 7) 

AP Cost: 70

Action Type: Full Action

Range: Adjacent

As a Full Action, you can attempt a Melee Weapon Attack against every Adjacent Target by tearing a rift through Timespace, allowing your body to shift dimensions and Attack every possible Target at once if any of your Attack Roll’s Critically Hit, all of your Attacks register as Critical Hits. 

True Intentions

Prerequisite: Fiend(Rank 8) 

AP Cost: 80

Action Type: Ritual(One Hour)

As a Ritual at an Archive Link during a Rest Period, you can spend One(1) Hour temporarily alter the senses of your Panoptica Visor to grant you enhanced intuition against deception. As a result, you can automatically see past any Illusion or Disguise, discern lies and interpret secret messages at will. You also become aware when someone attempts to Scry on you and gains immunity against the Feint Maneuver until your next Rest Period. 

 

Close Gates

Prerequisite: Fiend(Rank 9) 

AP Cost: 90

Action Type: Full Action

Range: Adjacent

Effect Duration: Rounds

As a Full Action, as a Physical Impact, you gently strike an Adjacent Target in select pressure points and vital locations to inflict the Cardiac Injury, causing your Target to lost One(1) Essense each Turn for the Effect Duration. Each Round, your Target must attempt a Physical Save against your Physical Impact to Negate the Essense Loss. 

Invisible Hand

Prerequisite: Fiend(Rank 10) 

AP Cost: 100

Action Type: Time Stop

As a part of your Time Stop Class Feature, at the end of the Effect Duration, you can rapidly flash about the Radius of your Aura, redirecting any Projectiles that were frozen in Timespace to any new Target as you see fit.