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 | Use | Standard Effects | Perfect | Fair | Poor | Class Restrictions |
---|---|---|---|---|---|---|---|---|
Thunder Punch | Fist | 4 | instant or action | 1d2 / 1d4 / 1d6 / 1d8 damage by rank, 20% per rank stun, treat as a weapon effect, can be added to other stuns sources (i.e. Golem Knuckle) | As standard, but automatic stun | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Chop | Fist | 4 | instant or action | 1d2 / 1d4 / 1d6 / 1d8 damage by rank, +1 damage/rank, add one extra damage dice if the target is stunned or knocked down | As standard, but max damage | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Nose Smash | Fist | 3 | instant or action | 1d2 / 1d4 / 1d6 damage by rank, target is treated as Silenced for 1 rnd per rank. On rounds after the first a successful Stamina test ends the Silence effect. | As standard, but add one extra damage dice | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Dragon Punch | Fist | 5 | instant or action | 1d2 / 1d4 / 1d6 / 1d8 / 1d10 damage by rank, ignores the 1/2 damage rule for targets with 30+ Armor and grants Crushing Blow 1/rank | As standard, but max damage | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Heart Punch | Fist | 5 | instant or action | 1d2 / 1d4 / 1d6 / 1d8 / 1d10 damage by rank, 2%/rank chance to stop the targets heart, instantly killing it, chance doubles if target is knocked down | Increase to 5% per skill level | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Bone Breaker | Fist | 4 | instant or action | 1d4 / 1d6 / 1d8 / 1d10 damage by rank, 10% chance per rank to break an arm or leg, counts as Serious injury (see Injuries page) | Increase to 25% per skill level | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Eye Gouge | Fist | 3 | instant or action | 1d2 / 1d4 / 1d6 damage by rank, blinds the target for one round/rank, must have exposed eyes for attack to do any damage or effects | counts as a Serious eye injury that reduces perception by half a Serious eye injury | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Claw Punch | Fist | 3 | instant or action | 1d4 / 2d4 / 2d6 damage by rank, no extra damage from fist mounted weapons | 1d6 / 3d4 / 3d6 damage by rank, no extra damage from fist mounted weapons | 1d2 / 1d4 / 1d6 damage by rank, no extra damage from fist mounted weapons | Minimum damage, no extra damage from fist mounted weapons | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Internal Bleeder | Fist | 4 | instant or action | 1d2 / 1d4 / 1d6 / 1d8 damage by rank, inflicts 1 Bleed damage/rank | Inflicts 5 Bleed damage | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Haymaker | Fist | 3 | instant or action | 1d2 / 1d4 / 1d6 damage by rank, inflicts 2x damage, if dodged counts as a Critical Miss (even if normally immune) | As standard, inflicts 3x damage | Damage by rank, if dodged counts as a Critical Miss (even if normally immune) | Treat as a Critical Miss (even if normally immune) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Disrupting Punch | Fist | 2 | OT instant | 1d2 / 1d4 damage by rank, counts as a Critical Miss (even if normally immune)target is Interrupted if failing a Stamina test (-3 disadvantage at Rank 2) | If hitting, effects are automatic | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Hammer Punch | Fist | 2 | instant or action | 1d4 / 1d6 damage by rank, if target is Winded or Silenced increase damage dice by a d2 increment (I.e. 1d6 -> 1d8) | As standard, but 1d6 / 1d8 damage by rank | 1d2 / 1d4 damage by rank | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Pressure Point | Fist | 2 | instant or action | 1d2 / 1d4 damage by rank. But on Humanoid targets only, if target fails a Stamina test (-3 disadvantage at Rank 2) it is knocked down and temporarily immobilized from the neck down for up to 1 hour. If used in combat, any subsequent damage cancels the effect. | As standard, effects are automatic if hitting | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Way of the Open Palm | Fist | 3 | instant | Until the start of your next turn, gain +2 per rank melee damage with Fist attacks (cannot benefit from fist mounted weapons) • Effects are auto refreshed if successfully CCing or knocking a target out without killing it. • Only 1 "Way" can be active at a time. |
As standard, but gain +3 per rank melee damage with Fist attacks | As standard, but gain +1 per rank melee damage with Fist attacks | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Way of the Striking Scorpion | Fist | 3 | instant | Until the start of your next turn, all Fist attacks do full damage to targets with 30+ Armor & 1.5x damage to targets with less than 30 Armor (cannot benefit from fist mounted weapons) • Effects are auto refreshed if damaging a target with 30+ armor. • Only 1 "Way" can be active at a time. |
As standard, but Fist attacks do 1.5x damage to targets with 30+ Armor & 2x damage to targets with less than 30 Armor | As standard, but all Fist attacks do full damage to targets with 30+ Armor | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Jump Kick | Kick | 3 | instant or action | 1d4 / 1d6 / 1d8 damage by rank, can then jump away from target a distance of up to 1" per rank without counting as disengaging from combat. • If rolling Focus Dice BEFORE hit dice, can be used to jump into base contact |
As standard, but jump distance increases to 4" | Damage by rank, only if in base contact | Minimum damage, only if in base contact | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Round House | Kick | 4 | instant or action | 1d4 / 1d6 / 1d8 / 1d10 damage by rank, +1 damage/rank, add one extra damage dice if the target is stunned, winded, or vulnerable | As standard, but max damage | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Stomp | Kick | 3 | instant or action | 1d4 / 1d6 / 1d8 damage by rank, 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 double damage | As standard, but stomp effect does triple damage | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Hyper Knee | Kick | 3 | instant or action | 1d4 / 1d6 / 1d8 damage by rank, if moved prior to using then 10%/inch moved chance to stun target (one round), add one extra damage dice | automatic stun | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Lance Kick | Kick | 4 | instant or action | 1d4 / 1d6 / 1d8 / 1d10 damage by rank, if moved prior to using then add +2 damage per inch moved, counts as crushing blow 2/rank | As standard, but max damage | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Lightning Kicks | Kick | 3 | instant or action | Deliver 3 kicks in rapid succession where each deals 1d4 / 1d6 / 1d8 damage by 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 | If the first kick hits, all subsequent kicks auto hit | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Throat Kick | Kick | 3 | instant or action | 1d4 / 1d6 / 1d8 damage by rank, with 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 2nd immediately cancels the effect | As standard, but doubles all % effects | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Cyclone Kick | Kick | 3 | instant or action | 1d4 / 1d6 / 1d8 damage by rank, hits one additional target in base contact per skill point, single hit roll | As standard, but max damage | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Sweep Kick | Kick | 4 | instant or action | 1d4 / 1d6 / 1d8 / 1d10 damage by rank with 25% chance per rank to knock the target down | If target gets knocked down, deals max damage | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Whooping Crane | Kick | 5 | instant or action | 1d4 / 1d6 / 1d8 / 1d10 / 1d12 damage by rank, if failing a Stamina test (-1 disadvantage per Rank) target is knocked back 2" per rank | automatic knockback | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Gut Kick | Kick | 4 | instant or action | 1d4 / 1d6 / 1d8 / 1d10 damage by rank. If failing a Stamina test (-1 disadvantage per Rank) target is Winded for one round/rank, passing an unmodified 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 |
As standard, target automatically Winded for first round | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Skull Cracker | Kick | 4 | instant or action | 1d4 / 1d6 / 1d8 / 1d10 damage by rank with 10% per rank stun (treat as a weapon effect). If used as the final action in a round the stun chance triples. | Automatic stun | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Axe Kick | Kick | 4 | instant or action | 1d4 / 1d6 / 1d8 / 1d10 damage by rank with +10% crit chance per rank. If target is knocked down treat as 1 rank higher (use 1d12 for rank 5). | As standard, but automatic Crit | Damage by rank, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Wall Running | Kick | 1 | 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 | As standard, but +2 movement | No effects | Immediately knocked down | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Way of the Iron Foot | Kick | 2 | instant | until the start of your next turn, gain +3 per rank melee damage with Kick attacks & may use a Kick as both MH and OH (only 1 "Way" can be active at a time, auto refresh if dealing damage with two kicks in the same round) | As standard, but gain +4 per rank melee damage with Kick attacks | As standard, but only gain +2 per rank melee damage with Kick attacks | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Light Attack | Armed | 3 | instant | half damage MH attack, grants +2 per rank to Focus Dice roll of next Focus action taken this round | As standard, regular damage MH attack | minimum damage MH attack | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Heavy Attack | Armed | 3 | action | +1d6 damage per rank, +10% Overpowering per rank. You become Vulnerable until start of next turn | +1d8 damage per rank, +20% Overpowering per rank | +1d4 damage per rank, Vulnerable until start of next turn | Minimum damage, Vulnerable until start of next turn | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Swipe | Armed | 3 | action | Hits +1 target per rank in melee range for full MH damage (use a single damage roll) | As standard, but any target hit is Knocked Down if failing a Stamina test | Hits +1 target per rank in melee range for 1/2 damage (use a single damage roll) | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Arm Strike | Armed | 4 | action | Regular damage. Disarms target and arm/hand cannot be used again for one round/rank | As standard, but arm also immediately counts as injured (see Injuries page); rank 1 = minor; Rank 2 = serious; rank 3 = stabilized critical; rank4 = critical | Regular damage, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Leg Strike | Armed | 4 | action | Regular damage. Reduces target's movement by 1 per Rank until healed, if failing a Stamina test (-1 disadvantage per rank) target is also knocked down | As standard, but leg also immediately counts as injured (see Injuries page); rank 1 = minor; Rank 2 = serious; rank 3 = stabilized critical; rank4 = critical | Regular damage, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Head Strike | Armed | 3 | action | Regular damage. Stuns the target for 1 round per rank (damage on subsequent rounds breaks the effect) and on a Crit auto decapitates target (or otherwise instant kills) | As standard, but even on non-crit 30% per rank chance to decapitate target or completely crush the skull, resulting in instant death | Regular damage, stuns the target for 1 round per rank (damage on subsequent rounds breaks the effect) | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Stomach Strike | Armed | 3 | action | Regular damage. If failing a Stamina test (-1 disadvantage per Rank) target is Winded for one round/rank, passing an unmodified Stamina test on subsequent rounds the effect ends immediately | As standard, target automatically Winded for first round | Regular damage, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Vicious Strike | Armed | 4 | action | Regular damage, with +2 damage per rank | +5 damage per rank | +1 damage per rank | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Subdue | Armed | 3 | action | Regular Damage, but cannot reduce target below zero HP. Also incapitates target for one round per stack if failing a Stamina test. | As standard, but also automatically incapitates target for one round per rank. | Regular damage, cannot reduce target below zero HP | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Lacerate | Armed | 4 | action | Regular damage. Target takes 2 Bleed damage per Rank at the start of their turn until healed or dead. Can stack. | 4 Bleed per Rank | 1 Bleed per Rank | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Rejuvenating Blow | Armed | 3 | action | Regular damage. Also gain Fury or Vigor equal to 1d4/1d6/1d8 (based on Rank) OR +1 per rank Stealth or Focus OR regain 1d6 per rank Spirit or HP | As standard, but double the effects | Regular damage, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Finishing Blow | Armed | 3 | action | Regular damage, unless it will drop target below zero, in which case it deals 1.5x at rank 1, 2x at Rank 2, 2.5x at rank 3 | As standard, but max damage | Regular damage, no effects | Minimum damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Expose Weakness | Armed | 4 | instant | spend your instant maneuvering your target in such a way as to expose a weakness, the next 'strike' type attack has +10% crit chance per rank | +20% crit chance per rank | No effects | Target gains +10 AC against your action this turn | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Regain Composure | Armed | 3 | instant | regain 1 focus per rank and may re-roll your next armed focus dice if it scores Poor | As standard, but also auto perfect on next armed focus skill used | Regain 1 Focus per rank | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Engage | Armed | 3 | instant | Charge directly forward up to half your regular land movement speed. If this results in base contact the next attack made acts as a Taunt if target fails a Resolve test (-1 disadvantage per rank) and inflicts +1 Damage per Rank or +2 per rank if it is any kind of Strike | As standard, but increases to +2 dam/rank or +4/rank if a strike | As standard but no bonus damage | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Arm Shot | Ranged | 4 | action | Regular damage. Disarms target and arm/hand cannot be used again for one round/rank | As standard, but arm also immediately counts as injured (see Injuries page); rank 1 = minor; Rank 2 = serious; rank 3 = stabilized critical; rank4 = critical | Regular damage, no effects | Minimum damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Leg Shot | Ranged | 4 | action | Regular damage. Reduces target's movement by 1 per Rank until healed, if failing a Stamina test (-1 disadvantage per rank) target is also knocked down | As standard, but leg also immediately counts as injured (see Injuries page); rank 1 = minor; Rank 2 = serious; rank 3 = stabilized critical; rank4 = critical | Regular damage, no effects | Minimum damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Head Shot | Ranged | 3 | action | Regular damage. 5%/rank chance to pierce the skull and brain, instantly killing the target. If the target Armor saves, instead has a 20% per rank chance to Stun the target for 1 round | As standard, but max damage and double instant kill chances | Regular damage, with only 2%/rank instant kill | Minimum damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Body Shot | Ranged | 3 | action | Regular damage with +5 hit per skill point and if failing a Stamina test (-1 disadvantage per Rank) target is Winded for 1 round | As standard, target automatically Winded for 1 round | Regular damage, +5 hit per rank | Minimum damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Vicious Shot | Ranged | 4 | action | Regular damage, with +2 damage per rank | Does +5 damage per rank | +1 damage per rank | Minimum damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Vital Shot | Ranged | 4 | action | Regular damage. Target takes 2 Bleed damage per Rank at the start of their turn until healed or dead. Can stack. | 4 Bleed damage per Rank | 1 Bleed per Rank | Minimum damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Knock-back Shot | Ranged | 4 | action | Regular damage. If failing a Stamina test (-1 disadvantage per Rank) target is knocked back 2" per rank | As standard but automatic knockback | Regular damage, no effects | Minimum damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Distracting Shot | Ranged | 2 | action | Regular damage. 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 |
As standard, -5 disadvantage to targets Resolve test | rank 1: half damage, Rank 2: Regular damage, no effects | Minimum damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Bullseye | Ranged | 3 | action | Regular damage. Ignores 30 armor per rank | As standard, but max damage | Regular damage, no effects | Minimum damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Volley | Ranged | 3 | action | May fire 1 per rank additional times, 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 |
If the first projectile hits, all subsequent ones auto hit | Regular damage, no effects | Minimum damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Salvo | Ranged | 4 | action | Fires 1 additional projectile per rank as a single shot, using a single hit roll • hits all targets within a cone template for weapon damage multiplied by the number of projectiles fired divided evenly among all targets. |
As standard, but can divide damage between targets as you see fit | As standard, but half the damage | Treat as a Critical Miss (even if normally immune) | Martial Artist, Samurai, Weapon Master, Ninja |
Exploit Weakness | Ranged | 4 | instant | spend your instant focusing on your target, the next 'shot' type attack has +10% crit chance per rank | +20% crit chance per rank | No effects | Target gains +10 AC against your action this turn | Martial Artist, Samurai, Weapon Master, Ninja |
Rapid Reload | Ranged | 2 | 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 |
As standard, can immediately use another instant | No effects | Reloading or refilling quiver fails entirely | Martial Artist, Samurai, Weapon Master, Ninja |
Fallaway | Ranged | 3 | instant | Spend your instant focusing on your positioning for your next shot, immediately following the next 'shot' type attack you may jump back up to 1" per Rank. Doing so does not count as disengaging from combat. | Grants +2 damage per inch of Fallaway to next shot | No effects | Immediately knocked down | Martial Artist, Samurai, Weapon Master, Ninja |
Deep Breath | Ranged | 3 | instant | As standard, but also auto perfect on next ranged focus skill used | Regain 1 Focus per rank | No effects | Martial Artist, Samurai, Weapon Master, Ninja | |
Side Step | Defense | 4 | OT instant | Passively gain +3 Dodge per skill point against the next incoming hit roll for a melee attack, projectile or AoE based ranged attack, spell, or effect. | As standard, but auto success | Passively gain +3 Dodge per skill point against the next incoming hit roll for a melee attack, projectile or AoE based ranged attack, spell, or effect. | Next attack made against you is an automatic hit | Martial Artist, Samurai, Weapon Master, Runeweaver, Shaolin, Ninja |
Momentum Toss | Defense | 3 | OT instant | When an opponent moves into base contact pass a Strength vs Stamina stat roll-off (+2 Advantage per rank) to throw them 1d6" and knock the target down • if failing the stat roll off opponents first attack auto hits |
As standard, but auto success | No effects | Immediately knocked down | Martial Artist, Pit-Fighter, Weapon Master, Runeweaver, Shaolin |
Catch Weapon | Defense | 3 | OT instant | Once per battle 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 scoring good or higher negates the attack. First use counts as rank 1, second as Rank 2, third as Rank 3, etc... | Negates the attack and allows you to disarm the weapon if so desired | No effects | Take +50% damage from the attack | Martial Artist, Runeweaver, Shaolin, Ninja |
Physical Block | Defense | 3 | OT instant | awards a 20% per rank block against the next incoming attack, in addition to or combined with other blocks | Increases to 40% per rank | No effects | Take +50% damage from the attack | Martial Artist, Runeweaver, Shaolin, Ninja |
Superior Defense | Defense | 4 | instant | Activate to trigger one of the following effects for up to 1 hour or until losing at least 1 Focus • increase a parry or block chance by 5% per rank • +1 Advantage per rank to Initiative stat roll-offs for Ward-offs • +5 AC per rank • +3 per rank to all Resistances |
As standard, but lasts for remainder of battle (or 1 hour outside of combat) | As standard, but getting hit at all cancels the effect (even if armor saving) | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Reversal | Defense | 4 | OT instant | Once per battle per rank, in opponents turn may turn one of their own melee attacks against them, (including Critical Hits), must announce before hit roll. First use counts as rank 1, second as Rank 2, third as Rank 3, etc... | As standard, but reversed attack does max damage | No effects | Next attack made against you is an automatic hit | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Weapon Master |
Recoil | Defense | 3 | OT instant | Once per rank per battle, after an enemy has elected to attack but before they roll to hit, may choose to Recoil away from attacker by up to 2" without being consider to have disengaged from combat. The attacker may redirect the attack onto another viable target. First use counts as rank 1, second as Rank 2, third as Rank 3, etc... | As standard, but attacker cannot redirect and attack is effectively a miss | No effects | Next attack made against you is an automatic hit | Pit-Fighter, Samurai, Weapon Master, Runeweaver, Shaolin, Ninja, Martial Artist |
Misdirection | Defense | 4 | OT instant | When targeted by an enemy roll the Focus Dice to move up to 25% per rank of regular movement towards another target, redirecting the attack onto them. | As standard, plus grants +1d4 Focus | No effects, redirect fails | Redirect fails and lose any dodge until the start of your next turn attack | Runeweaver, Shaolin, Ninja |
Supreme Parry | Defense | 4 | OT instant | Can use parry against 1 incoming ranged projectile per rank, but does not count as an instant on your next turn | As standard, but parry chance is 100% | Can use parry against 1 incoming ranged projectile per rank | Cannot parry this turn | Martial Artist, Samurai, Ninja, Weapon Master |
Unwavering Resolve | Defense | 3 | instant or OT instant | Immediately gain +2 Focus per rank, the next source of incoming damage this round does not cause Focus loss | As standard, for 1 full round you cannot lose any Focus | Immediately gain +2 Focus per rank | Immediately gain +1 Focus per rank | Martial Artist, Pit-Fighter, Samurai, Weapon Master, Runeweaver, Shaolin, Ninja |
Swift Dodge | Defense | 3 | OT instant | Can elect to use dodge x4 instead of AC against the next 1/rank incoming attacks, must announce prior to any opponents hit rolls | As standard, but dodge x5 | No effects | Count as vulnerable until start of next turn | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Way of Scorching Flame | Defense | 3 | instant or action | until the start of your next turn, any time a target in base contact hits you they suffer 2 per rank auto heat damage (only 1 "Way" can be active at a time, auto refresh if damaging more than 1 target) | As standard, but suffer 3 per rank auto heat damage | As standard, suffer 1 per rank auto heat damage | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Way of Solid Earth | Defense | 3 | instant or action | until the start of your next turn, gain +2 Toughness per rank (only 1 "Way" can be active at a time, auto refresh if toughness blocks full damage) | As standard, but gain +3 Toughness per rank | As standard, but gain +1 Toughness per rank | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Way of Flowing Waters | Defense | 3 | instant or action | until the start of your next turn, +2 per rank to incoming heals of any kind and may use 1 additional OT instant whenever using an OT instant (only 1 "Way" can be active at a time, auto refresh if healed) | As standard, but +3 per rank to oncoming heals and OT instants do not count as an instant in your next turn | As standard, but +1 per rank to incoming heals of any kind | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Way of Shifting Winds | Defense | 3 | instant or action | until the start of your next turn, gain +2 Dodge per rank (only 1 "Way" can be active at a time, auto refresh if dodging) | As standard, but gain +4 Dodge per rank | As standard, but gain +1 Dodge per rank | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |