This is the complete list of Focus Skills. For rules regarding Focus Primary skills see the Focus page.
Focus skills have tags listed that indicate unique features or properties of that skill and in some cases additional rules. Focus tags are as follows:
Opener: can only ever be used as the first Focus skill during your own turn.
Finisher: using a Finisher prevents using any further Focus skills during your own turn, but grants additional effects that scale based on the number of focus dice used so far that round, including the focus dice for the finisher itself
Style: indicates that this is a particular fighting style, typically listed as a “Way of the ____”, effects persist until the start of your next turn and are refreshed if a condition is met. Only 1 style can be active at a time.
Combo: these are Focus skills that have additional effects based on existing status effects or conditions (i.e. if the target is stunned do X additional damage)
Racial: a skill that is a particular specialty of a certain race. Though other races may also learn these skills (provided they can find someone to train them), focus classes gain extra points as they level up that can only be spent on their corresponding racial skills. Note that half-races can choose racial skills form either of their mixed parentage.
Utility: not direct damage
CC: includes soft or hard crowd control related effects
Utility: no direct damage
DOT: includes a damage-over-time component or effect
Movement: includes movement related effects
Damage: the primary purpose of the skill is to inflict damage
Avoidance: includes effects that assist in avoiding damage and/or detection
Disengage: provides methods to move out of base contact without counting as having disengaged
Multi: can hit or effect more than 1 target with the same skill
Death: includes some form of instant-death mechanic
Use the filters below to narrow down your selection of skills. Note that Damage is based on the Rank of the Skill.
Discipline | Max Rank | Skill Name | Tags | Use | Standard Effects | Perfect | Poor | Fair | Class Restrictions |
---|---|---|---|---|---|---|---|---|---|
Fist | 4 | Thunder Punch | CC | action | Damage by Tier, 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 | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 4 | Chop | Combo | action | Damage by Tier, +1 damage/rank, +1d2 / 1d4 / 1d6 / 1d8 damage by rank if the target is stunned/knocked down | As standard, but max damage | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 3 | Nose Smash | CC | action | Damage by Tier, 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 | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 5 | Dragon Punch | Damage | action | Damage by Tier and grants Crushing Blow 3 per rank | Max damage, Crushing Blow 4 per rank | Minimum damage, no effects | Damage by Tier, Crushing Blow 1 per rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 5 | Heart Punch | Death, Combo | action | Damage by Tier, 2%/rank chance to stop the targets heart, instantly killing it, chance doubles if target is knocked down | Increase to 5% per skill level | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 4 | Bone Breaker | CC | action | Damage by Tier, 10% chance per rank to break an arm or leg, counts as Serious injury (see Injuries page) | Increase to 25% per skill level | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 3 | Eye Gouge | CC | action | Damage by Tier, 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 | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 3 | Claw Punch | Damage | action | Damage by Tier, +1d2 / 1d4 / 1d6 damage by rank, cannot add damage or effects from fist mounted weapons | Damage by Tier, +1d4 / 1d8 / 1d12 damage by rank, cannot add damage from fist mounted weapons | Minimum damage, cannot add damage from fist mounted weapons | Damage by Tier, cannot add damage from fist mounted weapons | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 4 | Internal Bleeder | DOT | action | Damage by Tier -1 per Rank, inflicts 1 Bleed damage/rank (stackable) | As standard, but inflicts 5 Bleed damage | Minimum damage, no effects | Damage by Tier -1 per Rank, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 3 | Haymaker | Opener | action | Damage by Tier, +1d2 / 1d4 / 1d6 damage by rank, if dodged counts as a Critical Miss (even if normally immune) | As standard, but +1d4 / 1d8 / 1d12 damage by rank | Treat as a Critical Miss (even if normally immune) | Damage by Tier, if dodged counts as a Critical Miss (even if normally immune) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 2 | Hammer Punch | Combo | action | Damage by Tier, treat damage as 1 Tier higher per rank if target is Winded/Silenced or if attacking from behind | As standard, but max damage | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 2 | Pressure Point | Opener, CC | action | Typically only works on Humanoid targets. Causes no damage, but if target fails a Stamina test 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. • At rank 2 target suffers -3 disadvantage on its Stamina test. • If target is already stunned or immobilized it suffers a further -3 disadvantage. |
As standard, effects are automatic if hitting | No effects | Target has +3 advantage on its Stamina test | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 2 | Disrupting Punch | CC | reaction | Half of damage by Tier, target is Interrupted if failing a Stamina test (-3 disadvantage at Rank 2) | If hitting, effects are automatic | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 3 | Way of the Open Palm | Style | instant | Until the start of your next turn, gain +2 per rank melee damage with Fist attacks (cannot add damage from fist mounted weapons) • Effects refresh for another round 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 | No effects | As standard, but gain +1 per rank melee damage with Fist attacks | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Fist | 3 | Way of the Striking Scorpion | Style | instant | Until the start of your next turn, all Fist attacks have -10 Armor Piercing per rank. • Effects refresh for another round if dealing direct damage with a Fist attack. • Only 1 "Way" can be active at a time. |
As standard, but -20 armor piercing per rank | No effects | As standard, but -5 Armor Piercing per rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 3 | Jump Kick | Movement | action | Damage by Tier, 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" | Minimum damage, only if in base contact | Damage by Tier, only if in base contact | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 4 | Round House | Combo | action | Damage by Tier, +1 damage/rank, if the target is stunned, winded, or vulnerable +1d2 / 1d4 / 1d6 / 1d8 damage by rank | As standard, but max damage | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 3 | Stomp | Combo | action | Damage by Tier, 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 | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 3 | Hyper Knee | Combo | action | Damage by Tier, if charged gains +2/+2 Charge per Rank and 25% per rank chance to stun target for 1 round, cannot add damage or effects from fist mounted weapons | As standard, but max damage & automatic stun | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 4 | Lance Kick | Combo | action | Damage by Tier, if moved prior to using then add +2 damage per inch moved, counts as crushing blow 2/rank | As standard, but max damage | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 3 | Lightning Kicks | Multi | action | Deliver 3 kicks in rapid succession where each deals damage by Tier. 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 4-3-2 rule. Cannot be combined Unarmed Alacrity for use as an Instant. | If the first kick hits, all subsequent kicks auto hit | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 3 | Throat Kick | CC | action | Damage by Tier, 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 | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 3 | Cyclone Kick | Multi | action | Damage by Tier, hits one additional target in base contact per skill point, single hit roll | As standard, but max damage | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 4 | Sweep Kick | CC | action | Damage by Tier, 25% chance per rank to knock the target down | If target gets knocked down, deals max damage | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 5 | Whooping Crane | CC | action | Damage by Tier, if failing a Stamina test (-2 disadvantage per Rank) target is knocked back 2" per rank | As standard, but automatic knockback & knockdown | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 4 | Gut Kick | CC, Combo | action | Damage by Tier. 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 deals +1d2 / 1d4 / 1d6 / 1d8 damage by rank and target remains knocked down for an additional round |
As standard, target automatically Winded for first round | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 4 | Skull Cracker | Finisher, CC | action | Damage by Tier. If wounding or armor saved, has a 5% per rank stun multiplied by the number of Focus dice used this round (treat as a weapon effect). | Automatic stun | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 4 | Axe Kick | Combo | action | Damage by Tier with +10% crit chance per rank. If target is knocked down treat damage as 1 Tier higher. | As standard, but automatic Crit | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 1 | Wall Running | Utility | 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 | Immediately knocked down | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Kick | 2 | Way of the Iron Foot | Style | instant | Until the start of your next turn, gain +3 per rank melee damage with Kick attacks • Effects refresh for another round if doing both a 'MH' and 'OH' kick. • Only 1 "Way" can be active at a time. |
As standard, but gain +4 per rank melee damage with Kick attacks | No effects | As standard, but only gain +2 per rank melee damage with Kick attacks | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Armed | 3 | Light Attack | Damage | 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 | No effects | minimum damage MH attack | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 3 | Heavy Attack | Damage | 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 | Minimum damage, Vulnerable until start of next turn | +1d4 damage per rank, Vulnerable until start of next turn | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 3 | Swipe | Multi | 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 | Minimum damage, no effects | Hits +1 target per rank in melee range for 1/2 damage (use a single damage roll) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 4 | Arm Strike | CC | 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 | Minimum damage, no effects | Regular damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 4 | Leg Strike | CC | 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 | Minimum damage, no effects | Regular damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 3 | Head Strike | CC, Death | 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 | Minimum damage, no effects | Regular damage, stuns the target for 1 round per rank (damage on subsequent rounds breaks the effect) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 3 | Stomach Strike | CC | 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 | Minimum damage, no effects | Regular damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 4 | Vicious Strike | Damage | action | Regular damage, with +2 damage per rank | +5 damage per rank | Minimum damage, no effects | +1 damage per rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 3 | Subdue | CC | 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. | Minimum damage, no effects | Regular damage, cannot reduce target below zero HP | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 4 | Lacerate | DOT | 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 | Minimum damage, no effects | 1 Bleed per Rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 3 | Rejuvenating Blow | Utility | 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 | Minimum damage, no effects | Regular damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 3 | Finishing Blow | Finisher | action | Regular damage +1d4 per Focus dice used this round. If it will drop the target below zero, damage is multiplied by 1.5x at rank 1, 2x at Rank 2, 2.5x at rank 3 | As standard, but max damage | Minimum damage, no effects | Regular damage, no effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 4 | Expose Weakness | Opener, Utility | 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 | Target gains +10 AC against your action this turn | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 3 | Composure | Utility | 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 | No effects | Regain 1 Focus per rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Armed | 3 | Engage | Movement, CC | 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 | No effects | As standard but no bonus damage | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Ranged | 4 | Arm Shot | CC | 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 | Minimum damage, no effects | Regular damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 4 | Leg Shot | CC | 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 | Minimum damage, no effects | Regular damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 3 | Head Shot | CC, Death | 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 | Minimum damage, no effects | Regular damage, with only 2%/rank instant kill | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 3 | Body Shot | CC | 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 | Minimum damage, no effects | Regular damage, +5 hit per rank | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 4 | Vicious Shot | Damage | action | Regular damage, with +2 damage per rank | Does +5 damage per rank | Minimum damage, no effects | +1 damage per rank | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 4 | Vital Shot | DOT | 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 | Minimum damage, no effects | 1 Bleed per Rank | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 4 | Knock-back Shot | CC | action | Regular damage. If failing a Stamina test (-1 disadvantage per Rank) target is knocked back 2" per rank | As standard but automatic knockback | Minimum damage, no effects | Regular damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 2 | Distracting Shot | CC | 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 | Minimum damage, no effects | rank 1: half damage, Rank 2: Regular damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 3 | Bullseye | Damage | action | Regular damage. Ignores 30 armor per rank | As standard, but max damage | Minimum damage, no effects | Regular damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 3 | Volley | Multi | 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 | Minimum damage, no effects | Regular damage, no effects | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 4 | Salvo | Multi | 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 |
As standard, but treat damage as though 1 additional projectile was fired. | Treat as a Critical Miss (even if normally immune) | As standard, but half the damage | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 4 | Exploit Weakness | Opener, Utility | instant | spend your instant focusing on your target, the next 'shot' type attack has +10% crit chance per rank | +20% crit chance per rank | Target gains +10 AC against your action this turn | No effects | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 2 | Rapid Reload | Utility | 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 | Reloading or refilling quiver fails entirely | No effects | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 3 | Fallaway | Movement, Disengage | 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 | Immediately knocked down | No effects | Martial Artist, Samurai, Weapon Master, Ninja |
Ranged | 3 | Deep Breath | Utility | instant | Regain 1 focus per rank and may re-roll your next ranged focus dice if it scores Poor | As standard, but also auto perfect on next ranged focus skill used | No effects | Regain 1 Focus per rank | Martial Artist, Samurai, Weapon Master, Ninja |
Defense | 4 | Side Step | Avoidance | reaction | 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 | Next attack made against you is an automatic hit | 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. | Martial Artist, Samurai, Weapon Master, Runeweaver, Shaolin, Ninja |
Defense | 3 | Momentum Toss | Avoidance, CC | reaction | 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 | Immediately knocked down | No effects | Martial Artist, Pit-Fighter, Weapon Master, Runeweaver, Shaolin |
Defense | 3 | Catch Weapon | Avoidance | reaction | 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 | Take +50% damage from the attack | No effects | Martial Artist, Runeweaver, Shaolin, Ninja |
Defense | 3 | Physical Block | Avoidance | reaction | awards a 20% per rank block against the next incoming attack, in addition to or combined with other blocks | Increases to 40% per rank | Take +50% damage from the attack | No effects | Martial Artist, Runeweaver, Shaolin, Ninja |
Defense | 4 | Superior Defense | Avoidance, Utility | 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) | No effects | As standard, but getting hit at all cancels the effect (even if armor saving) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Defense | 4 | Reversal | Avoidance, Damage | reaction | 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 | Next attack made against you is an automatic hit | No effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Weapon Master |
Defense | 3 | Recoil | Avoidance, Disengage | reaction | 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 | Next attack made against you is an automatic hit | No effects | Pit-Fighter, Samurai, Weapon Master, Runeweaver, Shaolin, Ninja, Martial Artist |
Defense | 4 | Misdirection | Avoidance, Movement | reaction | 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 | Redirect fails and lose any dodge until the start of your next turn attack | No effects, redirect fails | Runeweaver, Shaolin, Ninja |
Defense | 4 | Supreme Parry | Avoidance | reaction | 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% | Cannot parry this turn | Can use parry against 1 incoming ranged projectile per rank | Martial Artist, Samurai, Ninja, Weapon Master |
Defense | 3 | Unwavering Resolve | Utility | reaction or 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 +1 Focus per rank | Immediately gain +2 Focus per rank | Martial Artist, Pit-Fighter, Samurai, Weapon Master, Runeweaver, Shaolin, Ninja |
Defense | 3 | Swift Dodge | Avoidance | reaction | Can elect to use dodge x(1+rank) instead of AC against all incoming attacks from a single opponent, must announce prior to opponents hit roll(s) | As standard, but dodge x(2+rank) | Incoming attack(s) auto-hit | As standard, but dodge x1 | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Defense | 3 | Way of the Scorching Flame | Style | reaction or instant | Until the start of your next turn, any time a target in base contact hits you they suffer 2 per rank auto heat damage and you gain +1 Fury or Vigor per Rank. • Effects refresh for another round if damaging more than 1 target in a round. • Only 1 "Way" can be active at a time. • Minotaurs, Orcs & Half-Orcs treat this as 1 rank higher (up to Rank 4) |
As standard, but suffer 3 per rank auto heat damage | No effects | As standard, but suffer only 1 per rank auto heat damage & no fury or vigor gain | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Defense | 3 | Way of the Enduring Earth | Style | reaction or instant | Until the start of your next turn, gain +2 Toughness per rank against incoming damage. • Effects refresh for another round if toughness negates at least half of the incoming damage. • Only 1 "Way" can be active at a time. • Dwarves, Gnomes & Anakim treat this as 1 rank higher (up to Rank 4) |
As standard, but gain +3 Toughness per rank | No effects | As standard, but gain +1 Toughness per rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Defense | 3 | Way of the Flowing Waters | Style | reaction or instant | Until the start of your next turn, +2 per rank to incoming heals of any kind and gain +1 reaction. • Effects refresh for another round if healed. • Only 1 "Way" can be active at a time. • Elves, Half-elves and Centaur treat this as 1 rank higher (up to Rank 4) |
As standard, but +3 per rank to incoming heals and +2 reactions | No effects | As standard, but +1 per rank to incoming heals of any kind | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Defense | 3 | Way of the Shifting Winds | Style | reaction or instant | Until the start of your next turn, gain +2 Dodge per rank against incoming attacks. • Effects refresh for another round if dodging. • Only 1 "Way" can be active at a time. • Kayden, Humans & Halflings treat this as 1 rank higher (up to Rank 4) |
As standard, but gain +4 Dodge per rank | No effects | As standard, but gain +1 Dodge per rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Racial: Dwarf | 3 | Dwarven Handshake | Racial, Opener | reaction | An unsuspecting headbutt that counts as an unarmed opener made when an opponent attempts to hit you with a melee attack. The target gets no dodge contribution to AC but must be no more than 1 size larger. Inflicts damage by Tier. If the target fails a Stamina test (at -1 disadvantage per rank) this counts as an Interrupt. | As standard, but triple disadvantage on interrupt | Minimum damage, no effects, you are stunned on your next turn | Minimum damage, no effects | Runeweaver, Weapon Master, Shaolin |
Racial: Dwarf | 3 | Dwarven Farewell | Racial, Finisher | action | A fierce headbutt that counts as an unarmed finisher. Target must be no more than 1 size larger. Inflicts damage by Tier +2 per Rank and +1d6 damage per Focus dice used this round. | As standard, but max damage | Minimum damage, no effects, you are stunned on your next turn | Damage by Tier, no other effects | Runeweaver, Weapon Master, Shaolin |
Racial: Dwarf | 3 | Way of the Stone Brow | Racial, Style | instant | Until the start of your next turn, gain +1 damage per rank to unarmed attacks (+2 per rank if its a headbutt) and immunity to spell interrupts. • Effects refresh for another round if dealing damage with a headbutt or successfully casting a spell. • Only 1 "Way" can be active at a time. |
As standard, but bonus damage counts as 1 rank higher | No effects | As standard, but bonus damage counts as 1 rank lower | Runeweaver, Weapon Master, Shaolin |
Racial: Kayden | 3 | Hunting Stoop | Racial, Opener | action | An unarmed attack made with a Kayden's taloned feet (counts as a kick) as it rapidly swoops down on its target from above. Must be above the target and measure full straightline flying movement downwards. Inflicts damage by Tier + 1d2 / 1d4 / 1d6 damage by rank with crit% increased by 5% per straightline inch moved prior to the attack. If wounding or armor saved, the the Kayden stops its movement and knocks the target back the remaining distance of unused movement, causing collision damage and a knock down if the target hits the ground or is already on the ground. If the target dodges or if the Kayden critically misses, it must complete the full move, potentially causing it to take the collision damage and knock down instead. | As standard, but collision damage is doubled (regardless of target) | Attack automatically fails. Treat as though target dodged. | Damage by Tier, no effects | Martial Artist, Weapon Master, Runeweaver, Shaolin, Ninja |
Racial: Kayden | 3 | Disembowel | Racial, Finisher | action | Use your talons to attempt to cut open your target's back or belly and rip out internal organs. Counts as a kick that inflicts damage by Tier plus 1d4 / 1d8 / 1d12 damage by rank with a 5% chance per Focus dice used this round to rip out the targets guts, which counts as an immediate Critical torso injury and inflicts a 3 damage per rank bleed effect | As standard, but double both the chances of a Critical injury and the bleed effect | Minimum damage, no effects | Damage by Tier, no other effects | Martial Artist, Weapon Master, Runeweaver, Shaolin, Ninja |
Racial: Kayden | 3 | Way of the Winged Defender | Racial, Style | reaction or instant | Until the start of your next turn, use your wings to attempt a deflecting block of an incoming attack (as a reaction). Counts as Block +1 per rank and may be added to other sources of blocks. • Effects refresh for another round if successfully blocking an attack this round. • Only 1 "Way" can be active at a time. • Kayden, Humans & Halflings treat this as 1 rank higher (up to Rank 4) |
As standard, but increase to block +2 per rank | No effects | As standard, but no advantage on blocks granted | Martial Artist, Weapon Master, Runeweaver, Shaolin, Ninja |
Racial: Orc | 3 | Brutal Onslaught | Racial, Opener | instant | A melee attack that inflicts damage by Tier plus 1d2 / 1d4 / 1d6 damage by rank if unarmed or mainhand weapon damage +1 per rank if armed. If the target fails a Resolve test (at -1 disadvantage per rank) it is Frightened | As standard, but max damage and -2 Disadvantage per rank | Minimum damage, no effects | Damage by Tier (unarmed) or Regular damage (armed), no other effects | Pit-Fighter, Weapon Master, Runeweaver |
Racial: Orc | 3 | Gruesome Takedown | Racial, Finisher | action | A finisher that inflicts damage by Tier plus 1d4 / 1d8 / 1d12 damage by rank if unarmed or weapon damage +2 per rank if armed. After all other modifiers (including crit), add +10 damage per Focus dice used this round if it will reduce the targets HP to zero or less. If so, the target is cut in half, the attack punctures straight through their body, or they see some other gruesome end, instantly dying. | As standard, but max damage | Minimum damage, no effects | Damage by Tier (unarmed) or Regular damage (armed), no other effects | Pit-Fighter, Weapon Master, Runeweaver |
Racial: Orc | 3 | Way of the Heavy Hand | Racial, Style | instant | Until the start of your next turn, gain +1 damage per rank to all melee attacks (+2 per rank if its an unarmed attack). • Effects refresh for another round if dealing greater than 10 damage with any single attack this round. • Only 1 "Way" can be active at a time. |
As standard, but increase damage by +1 per rank | No effects | As standard, but suffer -10 to hit per rank | Pit-Fighter, Weapon Master, Runeweaver |
Racial: Centaur | 3 | Attention Grabber | Racial, Opener | instant | A single thrown weapon or half damage shot with a ranged weapon that focuses the targets attention on you for 1 full round (treat like a taunt) if they fail a Resolve test (at -2 disadvantage per rank) and grants +10 to hit per rank on the next melee attack made against the target | As standard, but doubles the disadvantage and + to hit per rank | Minimum damage, no effects | As standard, but halves the disadvantage and + hit per rank | Pit-Fighter, Samurai, Weapon Master |
Racial: Centaur | 3 | Crushing Hooves | Racial, Finisher | action | Rear up and bring your front hooves down to delivering a deadly finisher that inflicts damage by Tier plus 1d6 damage per rank with a 10% chance per Focus dice used this round to break bones, counting as a random roll Serious crushing injury (see Injuries page) | As standard, but double the chances to break bones | Minimum damage, no effects | Damage by Tier, no other effects | Pit-Fighter, Samurai, Weapon Master |
Racial: Centaur | 3 | Way of the Unstoppable Vanguard | Racial, Style | instant | Until the start of your next turn, gain a 1d6 per rank Trample reaction and +1 damage per rank Charge damage • Effects refresh for another round if dealing trample and/or charge damage. • Only 1 "Way" can be active at a time. |
As standard, but max damage on trample and +2 damage per rank Charge damage | No effects | As standard, but min damage on trample and no charge damage bonus | Pit-Fighter, Samurai, Weapon Master |