The Warrior

Warriors are fighters trained to use magic to enhance their techniques. They often join other Warriors in groups called orders, living in seclusion in self-sufficient settlements similar to monastic orders.

Karma Ritual
To perform his Karma ritual, a Warrior sits crosslegged, holding a weapon above his knees. After a few minutes of meditation, he levitates as if using the Air Dance talent. The ritual use of this talent does not cause Strain . The Warrior then performs a series of four execrises called the earth defense, the water defense, the fire attack, and the air attack. The ritual ends as soon as the Warrior completes the final move of the air attack.
Durability: 9/7
Artisan Skills: Sculpture, Weapon Rune Carving, Wood Carving

First Circle

Talents
Acrobatic Strike
Air Dance
Karma Ritual
Melee Weapon
Unarmed Combat
Wood Skin

Second Circle

Talents
Anticipate Blow
Durability
Throwing Weapons

Third Circle

Talents
Avoid Blow
Tiger Spring

Fourth Circle

Karma: The Warrior may spend Karma on Willpower tests.
Talents
Thread Weaving
Down Strike

Fifth Circle

Spell Defense: Increase the Warrior's Spell Defense by 1.
Talents
Missile Weapons
Swift Kick

Sixth Circle

Recovery Test: The Warrior gains an additional Recovery Test per day.
Talents
Analyze Opponent
Life Check

Seventh Circle

Physical Defense: Increase the Warrior's Physical Defense by 1.
Talents
Cobra Strike
Tactics

Eigth Circle

Spell Defense: Increase the Warrior's Spell Defense by 1.
Talents
Second Action
Spirit Strike

Ninth Circle

Karma: The Warrior may spend Karma on Dexterity and Strength tests.
Talents
Cat's Paw
Missile Twister
Ease Wound

Tenth Circle

Karma: The Warrior may spend Karma on Damage tests.
Karma Focus: When performing her Karma Ritual prior to a significant battle, the Warrior may psychically prepare to improve her chances in battle. For this, make a Karma Ritual test (use Willpower for the attribute). The Warrior gains Karma points equal to the result of this test for the Karma Ritualeven if that brings her over her maximum Karma. Compare the test result to the Warrior's Spell Defense and add the Success Level to her Karma step for the battle, with an Average Success being a 0 step bonus. Failure to fight or fighting dishonorably (by the Warior's own code) in the anticipated battle (including if the battle is averted) reduces the Warrior's Karma step to zero (regardless of other bonuses) until she successfully performs her Karma Ritual again.
Talents
Body Blade
Elemental Tongues

Eleventh Circle

Social Defense: Increase the Warrior's Social Defense by 1.
Physical Defense: Increase the Warrior's Physical Defense by 1.
Talents
Stone Skin
Vitality

Twelth Circle

Initiative: Increase the Warrior's Initiative dice by 2 steps.
Talents
Chameleon
Vital Strike

Thirteenth Circle

Karma: Increase the Warrior's Maximum Karma Points by 25.
Death Stand: When the warrior makes a Life Check Test, but before the player rolls the talent dice, the player may declare that the warrior is making a Death Stand. Death Stand allows the player to spend as many Karma Points as he wishes for the Life Check Test. He must choose how many points he will spend before rolling any dice. Damage is healed by the results of the Life Check Test as normal.
At the end of each round after the player anounces his character will use Death Stand, the player may again spend as many Karma Points as he wishes to reduce damage taken that round. The warrior dies at the end of the combat or when she runs out of Karma Points. This death cannot be avoided by using a Death Cheat blood charm.
Talents
Safe Path
Multi-Strike

Fourteenth Circle

Physical Defense: Increase the Warrior's Physical Defense by 2.
Initiative: Increase the Warrior's Initiative dice by 1 step.
Talents
Elemental Hold
Aura Armor

Fifteenth Circle

Spell Defense: Increase the Warrior's Spell Defense by 1.
Social Defense: Increase the Warrior's Social Defense by 1.
Physical Defense: Increase the Warrior's Physical Defense by 1.
Talents
Elemental Dance
(unknown)