KEY      
  G = Game The entire game
  C = Cycle From a characters turn till there next turn
  T = Turn A single char's actions
  x = Unlimited Char may perform these actions as many times as they have attacks or actions (depending on ability)
  sp = Special See Ability description
         
      Note: No one character may have two abilities being actively used at the same time
Abilities           
Fighter   Uses Per Required Effect
Feint Passive x T Weapon Roll a Stk, if it would miss (not critically) get +1 stk on next attack.
Hiding Active 1 T Cloak May use 1 act to declare "Hiding"  Def +3 until next turn, breaks LOS. Ends turn
Needle Active 1 T Dagger Take two attacks for the cost of 1 att and 2 act
Backstab Active 1 T Dagger For only attack this cycle you may ignore soak and defense (autohit)
Iron Fist Active x T Weaponless Fist Dam =4
Reflexes Active 1 C   On any char's first defendable attack during a cycle use one extra def die
Toughness Passive Sp G   Soak all dam from first three melee hits
Hipocratic Oath Passive x T Magic Heal spell heals 2d6+6.  Char may not use the Death school.
Firestarter Passive x T Magic Critical Magic effects on 9 or 10 with Fire school spells.
Light Stepper Active 1 T   As long as character hasn't attacked take two extra non-attack actions at the end of each round.
Weathered Passive Sp G   First 15 points of damage soaked (normal soak applied after this)
Reach Passive x T   Grab a treasure or an item, pass an item (range: 2)