As it turns out, the player who typically plays F/Ms and wasn't going to play is going to be playing. So I'm putting together the Arcane Duelist/Bladesinger (which will replace the Bard in the group).
THE ARCANE DUELIST
Starting Actions: Swashbuckle * 2, Attune * 1
Dangerous Friends/Allies:
Wyn - Retired warrior-monk turned renowned bladesmith
Remy "Mightypen" - Arms dealer, fight promoter, warrior biographer
Shiao Taom - Phantom fortune teller...murdered by a duelist for an unfavorable reading
"Sixnote Severen" - Elven Bladesinger, military deserter, blade for hire
"Steelwind" - Air Genasi duelist who left her floating city in search for an answer to a question
Faila Firstsword - Githyanki Gish, former lover, brigade commander
Starting Abilities:
Arcane Bladework: When you engage a foe in melee and have Great Effect, weave a basic spell into swordplay for one of the following (this effect occurs regardless of the outcome of your action):
- Telekinetic Hand: A nearby enemy takes 1 Harm (Forceful)
- Warding: Gain +1d on Resistance Roll against a physical complication.
- Flowing: If your attack kills your target, a burst of magical speed propels you across the battlefield to engage another nearby enemy.
- Galvanic: Lightning courses through your blade. For the rest of the combat, if a nearby enemy attacks you it arcs to them for 1 Harm.
Throw Down the Gauntlet: When you challenge someone to a duel, you get +1d to your roll. If you succeed, they either accept and you have increased Effect against them or they refuse and you gain +1d to Command their peers or underlings.
The Riddle of Steel: When you cross blades with a humanoid opponent, initiate a 0 Stress Flashback to a moment before and gain +1d to Discern them. When you Push when acting on the answers it only costs 1 Stress and you have improved Position.
Advancement Abilities:
Torrent of Swords: When you use Arcane Bladework, you have the Scale of a small gang in close combat.
Blinding Riposte: Gain +1d on a Resistance Roll against a melee attack. If you get a 6, the enemy takes 1 Harm.
Bladesong: You have 2 Special Armor. You may expend your special armor to resist a movement based consequence or to push yourself to perform a feat of supernatural speed to gain +1 Effect on a melee exchange, close distance, or increase distance with an enemy.
Wraithform: When you use Arcane Bladework add the following as an option:
* Incorporeal: When an enemy targets you with an attack, make a 1d6 Fortune Roll. On a 1-3, the attack hits you. On a 4/5, the attack passes right through you with no effect. On a 6, the attack passes right through you and you can immediately use Riddle of Steel on them, even if you've already used it. Regardless, the spell ends.
From One Thing...Know Everything: Gain +1d when you Setup a teammate in melee combat against a foe you have battled before or studied. Describe your history with this foe or how you prepared for this.
It Isn't What They Say About You...It's What They Whisper: When you first encounter someone new, you may say one terrifying thing they've heard about you. The GM may then say one thing they've heard as well.
Legacy of the Blade: When you Acquire an Asset to for a herald (Expert Rook) or a man-at-arms (Expert Tough), they have +1 Quality.
Astral Dance: When you use
Flowing, you teleport to the enemy and you have improved Position on your next Action Roll against them.
Bladespell Burst: If you have Desperate Position when you use Arcane Bladework, you can roll Attune for a second basic spell. If you get a Crit on your Action Roll, you can use a third basic spell.
Leather and Steel : Your armor and duelist weapon count as 1 less weight and are considered Fine.
Unique Equipment:
Rapier or Saber (Close) - 1 Load
Glaive (Reach) - 2 Load
One Thousand Duels...One Thousand Corpses; Fine Scrolls (when used to resist an illuminate or discern martial/war complication, take +1d to resistance rolls) - 1 Load
Duelist's Leather Armor - 1 Load
Longbow (Far) and Ammo - 2 Load - * * (Ammo)
Bandolier of Throwing/Parrying Blades (Hand, Near) - 1 Load - * * * (Ammo)
Fine Duelist's headband, mask, or veil - 0 Load
Book of the Vanquished - 0 Load
(1 Coin) Urn of the Vanquished - 1 Load (cremates and keeps the ashes of a worthy foe)
(1 Coin) Adventuring Gear (crowbar, ropes/pitons/chalk/harness/clips, torches, winter cloak) - 2 Load * * (Uses)
(1 Coin) Camp Supplies - 2 Load * * * (Uses)