This is the complete list of Focus Skills. For rules regarding Focus Primary skills see the Focus page.
Use the filters below to narrow down your selection of skills. Note that Damage is based on the Rank of the Skill.
Skill Name | Discipline | Max Rank | Damage | Use | Effects (if landing Solid or Perfect) | Class Restrictions |
---|---|---|---|---|---|---|
Thunder Punch | Fist | 4 | 1d2 / 1d4 / 1d6 / 1d8 | instant or action | 20% per rank stun, treat as a weapon effect, can be added to other stuns sources (i.e. Golem Knuckle) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Chop | Fist | 5 | 1d2 / 1d4 / 1d6 / 1d8 / 1d10 | instant or action | +1 damage/rank, add one extra damage dice if the target is stunned | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Nose Smash | Fist | 3 | 1d2 / 1d4 / 1d6 | instant or action | target must spend one round/rank in recovery (treat as though stunned, damage breaks on second & subsequent rounds) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Dragon Punch | Fist | 5 | 1d2 / 1d4 / 1d6 / 1d8 / 1d10 | instant or action | ignores the 1/2 damage rule for targets with 30+ Armor and grants Crushing Blow 1/rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Heart Punch | Fist | 5 | 1d2 / 1d4 / 1d6 / 1d8 / 1d10 | instant or action | 2%/skill level chance to stop the targets heart, instantly killing it, chance doubles if target is knocked down | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Bone Breaker | Fist | 5 | 1d2 / 1d4 / 1d6 / 1d8 / 1d10 | instant or action | can target legs or arms, 10% chance per skill level to break bones, counts as a stabilized critical injury (see Injuries page) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Eye Gouge | Fist | 4 | 1d2 / 1d4 / 1d6 / 1d8 | instant or action | blinds the target for one round/rank, must have exposed eyes for attack to do any damage or effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Claw Punch | Fist | 3 | 1d2 / 1d4 / 1d6 | instant or action | add two extra damage dice | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Internal Bleeder | Fist | 5 | 1d2 / 1d4 / 1d6 / 1d8 / 1d10 | instant or action | target takes one damage/rank every round until healed | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Hay Maker | Fist | 3 | 1d2 / 1d4 / 1d6 | instant or action | inflicts 3x damage on a Solid or Perfect, but if Glancing or Dodged (as Connect, Solid, or Perfect) counts as a Critical Miss (even if normally immune) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Disrupting Punch | Fist | 2 | 1d2 / 1d4 | OT instant | if damage is inflicted the target is Interrupted | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Pressure Point | Fist | 1 | 1d2 | instant or action | knocks down and temporarily immobilizes the target from the neck down for up to 1 hour. If used in combat, any damage on second & subsequent rounds cancels the effect • humanoid targets only, roll to hit versus AC + target's Stamina |
Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Jump Kick | Kick | 3 | 1d4 / 1d6 / 1d8 | instant or action | before or after kicking can jump a distance of up to 1" per skill point for free (if attempting to jump prior to kicking roll your Focus dice first to see if you get effects) •does not count as disengaging from combat |
Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Round House | Kick | 5 | 1d4 / 1d6 / 1d8 / 1d10 / 1d12 | instant or action | +1 damage/rank, add one extra damage dice if the target is stunned | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Stomp | Kick | 3 | 1d4 / 1d6 / 1d8 | instant or action | if the target is standing their movement is reduced to zero on their next turn, if knocked down or dropping down on target from above the stomp does triple damage | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Hyper Knee | Kick | 3 | 1d4 / 1d6 / 1d8 | instant or action | if moved prior to using then 10%/inch moved chance to stun target (one round), add one extra damage dice | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Lance Kick | Kick | 4 | 1d4 / 1d6 / 1d8 / 1d10 | instant or action | if moved prior to using then add +2 damage per inch moved, counts as crushing blow 2/rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Lightning Kick | Kick | 3 | 1d4 / 1d6 / 1d8 | instant or action | Deliver one kick per rank, can be multiple targets if in base contact with more than one model, separate hit roll for each target, each kick is considered a single attack and must adhere to the standard 'max three attacks on a single target' rule, therefore if using Lightning Kick as an instant AND an action it must be on two separate targets | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Throat Kick | Kick | 3 | 1d4 / 1d6 / 1d8 | instant or action | 20%/rank chance to silence the target for two rounds and also immobilize and knock down on the second round. At the end of the second round there is a 2% +2%/rank chance that target suffers a fatal injury due to a crushed windpipe. If target was knocked down at the time the Throat Kick was applied, the percentage for a Crushed Windpipe doubles. Any heal of two HP or more during the 2nds immediately cancels the effect | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Cyclone Kick | Kick | 3 | 1d4 / 1d6 / 1d8 | instant or action | hits one additional target in base contact per skill point, single hit roll | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Sweep Kick | Kick | 4 | 1d4 / 1d6 / 1d8 / 1d10 | instant or action | 25% chance per rank to knock the target down | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Whooping Crane | Kick | 5 | 1d4 / 1d6 / 1d8 / 1d10 / 1d12 | instant or action | knocks the target back 2" per rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Gut Kick | Kick | 4 | 1d4 / 1d6 / 1d8 / 1d10 | instant or action | target is Winded for one round/rank, if they pass a Stamina test on subsequent rounds the effect ends immediately • if target is knocked down inflicts one extra damage dice and target remains knocked down for an additional round |
Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Skull Cracker | Kick | 4 | 1d4 / 1d6 / 1d8 / 1d10 | instant or action | 10% per rank stun, treat as a weapon effect, if used as the final action in a round the stun chance triples | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Wall Running | Kick | 1 | n/a | instant | must be used as an instant, allows movement along vertical surfaces as a normal move, any subsequent attacks on targets below can benefit from elevation bonuses & treat the target as though knocked down for combo purposes even if they are not actually knocked down | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Heavy Attack | Armed | 3 | as per weapon +1d6 per rank | action | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master | |
Swipe | Armed | 3 | as per weapon, hits +1 target per rank in melee range for 1/2 damage | action | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master | |
Arm Strike | Armed | 5 | as per Weapon not Rank | action | disarms target and arm/hand cannot be used again for one round/rank, if scoring a Perfect that arm also immediately counts as injured (see Injuries page) • rank1 = superficial • rank2 = minor • rank3 = serious • rank4 = stabilized critical • rank5 = critical |
Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Leg Strike | Armed | 5 | as per Weapon not Rank | action | 20%/rank chance to knock target down, if scoring a Perfect the leg also immediately counts as injured (see Injuries page) rank1 = superficial, rank2 = minor, rank3 = serious, rank4 = stabilized critical, rank5 = critical | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Head Strike | Armed | 5 | as per Weapon not Rank | action | Stuns the target for 1 round per rank (damage on subsequent rounds breaks the effect) • if scoring a Perfect, 20% per rank chance to decapitate target or completely crush the skull, resulting in instant death |
Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Stomach Strike | Armed | 4 | as per Weapon not Rank | action | target is Winded for one round/rank, if they pass a Stamina test on subsequent rounds the effect ends immediately | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Vicious Strike | Armed | 3 | as per Weapon not Rank | action | does +2 damage per rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Merciful Blow | Armed | 2 | as per Weapon not Rank | action | damage caused by this attack cannot reduce target below zero HP (this portion of the effect applies even when scoring only a connecting blow), additionally prevents healing of any kind for one round per stack | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Lacerate | Armed | 5 | as per Weapon not Rank | action | target Bleeds for 1 auto damage per Rank each round until healed or dead • can stack |
Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Expose Weakness | Armed | 2 | as per Weapon not Rank | action | causes the next 'strike', 'shot', or 'fist' type attack to have +10% crit chance per rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Rejuvenating Blow | Armed | 4 | as per Weapon not Rank | action | gain Fury or Vigor equal to 1d2/1d4/1d6/1d8 (based on Rank) OR 1 Stealth per Rank OR regain 1d6 per rank Spirit or HP | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Finishing Blow | Armed | 5 | as per Weapon not Rank | action | does an additional 20% damage per rank if it will drop target below zero | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Arm Shot | Ranged | 5 | as per Weapon not Rank | action | disarms target and arm/hand cannot be used again for one round/rank, if scoring a Perfect that arm also immediately counts as injured (see Injuries page) • rank1 = superficial • rank2 = minor • rank3 = serious • rank4 = stabilized critical • rank5 = critical |
Martial Artist, Samurai, Weapon Master, Ninja |
Leg Shot | Ranged | 5 | as per Weapon not Rank | action | reduces targets movement by 1 per Rank until healed and if scoring a Perfect the leg also immediately counts as injured (see Injuries page) • rank1 = superficial • rank2 = minor • rank3 = serious • rank4 = stabilized critical • rank5 = critical |
Martial Artist, Samurai, Weapon Master, Ninja |
Head Shot | Ranged | 5 | as per Weapon not Rank | action | 2%/rank chance to pierce the skull and brain, instantly killing the target, chance doubles if scoring a Perfect • if the target Armor saves, instead has a 20% per rank chance to Stun the target for 1 round |
Martial Artist, Samurai, Weapon Master, Ninja |
Body Shot | Ranged | 4 | as per Weapon not Rank | action | +5 hit per skill point and 25% chance per rank that target is Winded for 1 round | Martial Artist, Samurai, Weapon Master, Ninja |
Vicious Shot | Ranged | 3 | as per Weapon not Rank | action | does +2 damage per rank | Martial Artist, Samurai, Weapon Master, Ninja |
Vital Shot | Ranged | 5 | as per Weapon not Rank | action | target Bleeds for 1 auto damage per Rank each round until healed or dead • can stack |
Martial Artist, Samurai, Weapon Master, Ninja |
Knock-back Shot | Ranged | 3 | as per Weapon not Rank | action | knocks the target back 2" per rank | Martial Artist, Samurai, Weapon Master, Ninja |
Distracting Shot | Ranged | 2 | as per Weapon. Rank1 x0.5, Rank2 x1 | action | if target fails a Resolve test you may choose one of two outcomes: • treat target as Taunted • turn the targets attention in a direction of your choosing |
Martial Artist, Samurai, Weapon Master, Ninja |
Bullseye | Ranged | 3 | as per Weapon not Rank | action | ignores 30 armor per rank | Martial Artist, Samurai, Weapon Master, Ninja |
Volley | Ranged | 3 | as per Weapon not Rank | action | May fire again up to a maximum of once per rank, count as regular ranged attacks only • bows, thrown weapons, or no-reload crossbows only • each attack is considered a separate attack with separate hit rolls and therefore must adhere to the global rules for Multiple Attack Actions, therefore Rank 2 or higher Volley is only useful on multiple targets |
Martial Artist, Samurai, Weapon Master, Ninja |
Salvo | Ranged | 5 | as per Weapon (x0.5) not Rank | action | Fires 1 additional projectile per rank as a single shot, using a single hit roll • must hit a seperate target with each projectile • all targets must be within a cone template • if there is not enough available targets, excess projectiles are lost |
Martial Artist, Samurai, Weapon Master, Ninja |
Exploit Weakness | Ranged | 2 | n/a | instant | spend your instant focusing on your target, the next 'shot' type attack has +10% crit chance per rank, adding another +10% if scoring a Perfect | Martial Artist, Samurai, Weapon Master, Ninja |
Rapid Reload | Ranged | 2 | n/a | instant | spend your instant focusing on reloading or replenishing your ammo, where: • Rank 1 allows for half movement if using a Reload-Ranged type weapon or refills half a quiver or belt with ammo from a backpack or other stash • Rank 2 allows for full movement if using a Reload-Ranged type weapons or refills a full quiver or belt with ammo from a backpack or other stash |
Martial Artist, Samurai, Weapon Master, Ninja |
Fallaway | Ranged | 3 | n/a | instant | spend your instant focusing on your positioning for your next shot, immedaitely following the next 'shot' type attack you may jump back up to 1" per Rank. Doing so does not count as disengaging from combat. | Martial Artist, Samurai, Weapon Master, Ninja |
Side Step | Defense | 4 | n/a | passive | Always in effect. Gain +2 Dodge per skill point against incoming melee, projectile based ranged/spells, and AoE. Gain an additional +1 per current Focus on top of that, this bonus is reduced by 1 for every stack of "Stiff" armor | Martial Artist, Samurai, Weapon Master, Runeweaver, Shaolin, Ninja |
Momentum Toss | Defense | 4 | n/a | OT instant | when an opponent moves into base contact pass a Strength vs Stamina stat roll-off (+1 Advantage per rank) to throw them 1d6" and knock the target down • counts as an instant in the next turn • if failing the stat roll off opponents first attack auto hits |
Martial Artist, Pit-Fighter, Weapon Master, Runeweaver, Shaolin |
Catch Weapon | Defense | 3 | n/a | OT instant | once per battle per rank per rank, when opponent attacks with a melee weapon roll a Focus Dice to determine if you can catch the weapon (must have a free hand), where Focus Dice effects are as follows: • Glancing: take +50% damage from the attack • Connecting: no effect • Solid: negates the attack • Perfect: negates the attack and allows you to disarm the weapon if so desired |
Martial Artist, Runeweaver, Shaolin, Ninja |
Physical Block | Defense | 5 | n/a | passive | always in effect, must have at least one free hand, awards a block% of 5+2/skill point/current Focus, melee only | Martial Artist, Runeweaver, Shaolin, Ninja |
Superior Defense | Defense | 5 | n/a | instant | activate once per battle (or 1 hour outside of combat) to trigger one of the following effects for 1 round per Rank • increase your parry or block chance by 3% per current Focus • +1 Advantage per current Focus to Initiative stat roll-offs for Ward-offs • +1 AC per Current Focus • +2 per Current Focus to all Resistances |
Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Reversal | Defense | 3 | n/a | OT instant | in opponents turn may turn one of their own melee attacks against them, once/battle/rank, announce before hit roll, counts as an instant in the next turn, must pass agility test (can reverse Critical Hits) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Weapon Master |
Recoil | Defense | 5 | n/a | OT instant | once per battle per rank, after an enemy has elected to attack but before they roll to hit, may choose to Recoil. Add current your current Focus x3 to Dodge contribution to AC & Resistances for a single attack. If sucessfully Dodging may choose to jump back up to 2" without being consider to have disengaged from combat. | Pit-Fighter, Samurai, Weapon Master, Runeweaver, Shaolin, Ninja, Martial Artist |
Misdirection | Defense | 4 | n/a | OT instant | if targeted by enemy roll a Focus Dice to redirect to another target w/in 1"/current Focus, once/battle/rank, counts as an instant in the next turn. Focus Dice effects are as follows: • Glancing: fail to redirect and lose any dodge against the attack • Connecting: fail to redirect • Solid: successfully redirects • Perfect: successfully redirects & grants +1 Focus |
Runeweaver, Shaolin, Ninja |
Supreme Parry | Defense | 4 | n/a | OT instant | once per battle per rank, activate to use parry stat against up to 1 physical ranged projectile per current Focus for a full round | Martial Artist, Samurai, Ninja, Weapon Master |
Unwavering Resolve | Defense | 3 | n/a | passive | re-roll 1 failed Resolve stat test per battle per rank when used to resist loss of Focus | Martial Artist, Pit-Fighter, Samurai, Weapon Master, Runeweaver, Shaolin, Ninja |
Swift Dodge | Defense | 3 | n/a | passive | once per battle per rank, can elect to use dodge x 5 instead of AC for 1 full round of combat, must annouce prior to opponents rolling to hit | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |