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 you use in a round
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. 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. In some rare cases, other races may also learn these skills, provided they can find someone to train them and their physiology allows for it (i.e. must be able to fly to learn Hunting Stoop)
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 |
---|---|---|---|---|---|---|---|---|---|
Generic | 0 | Meditation | Utility | action | No Focus Dice required. If using Meditation in combat, causes you to be Vulnerable until the start of your next turn. If by the start of your next turn you do not take any damage, 1d12 Focus is restored. • If using Meditation outside of combat, and maintained for at least a half rest, Focus is restored to its maximum amount. • If using Meditation while resting, the half rest spent meditating to regain full Focus cannot be counted towards any other activity and therefore does NOT allow for HP or Spirit gain nor taking a turn at watch. |
n/a | n/a | n/a | Martial Artist, Pit-Fighter, Samurai, Weapon Master, Runeweaver, Shaolin, Ninja |
Generic | 0 | Deep Meditation | Utility | action | No Focus Dice required. Same as Meditation but also heal 1d6HP per Tier if not attacked or disrupted | n/a | n/a | n/a | Martial Artist, Runeweaver, Shaolin |
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 | 3 | Way of the Iron Foot | Style | instant | Until the start of your next turn, gain +2 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 +3 per rank melee damage with Kick attacks | No effects | As standard, but only gain +1 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 | Gain +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 | Gain +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 | Gain +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 | Gain +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 +4 Block per rank 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 | As a reaction to taking damage less than or equal to 10 per rank, do lose any Focus from that source of damage. | As standard, but 20 per rank | No effect | As standard, but 5 per rank | Martial Artist, Pit-Fighter, Samurai, Weapon Master, Runeweaver, Shaolin, Ninja |
Defense | 3 | Recentering | Utility | instant | Immediately gain +2 Focus per rank | As standard, but +3 Focus per Rank | No effect | As standard, but +1 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 | 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, Utility | 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. • |
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 | action | 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, Death | 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: Human | 3 | Versatile Focus | Racial, Opener, Utility | instant | Add your current focus as bonus physical damage or spell power to the next non-focus skill or power used. Up to a maximum of +5 per rank. • Martial Artist only, may add this bonus damage to the next focus skill |
As standard, but treat as 1 rank higher | No effects | As standard, but treat as 1 rank lower (if already rank 1, min. +2 only) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Racial: Human | 3 | Merciless Strike | Racial, Finisher | action | A finisher that counts as a strike and inflicts damage by Tier plus 1d4 / 1d8 / 1d12 damage by rank if unarmed or weapon damage +2 per rank if armed. Regardless of target HP, there is 15% per rank chance to cause an immediate serious injury. • If a specific target area is no specified, use the Area of Injury Random Roll Table to determine where the injury occurs. |
As standard, but double the injury chance | Minimum damage, no effects | Damage by Tier (unarmed) or Regular damage (armed), no other effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Racial: Human | 3 | Way of the Many Strikes | Racial, Style, Utility | instant | Until the start of your next turn, gain +1 advantage per rank to all Focus rolls. • Effects refresh for another round if not using more than one of the same discipline of skills this turn. • Only 1 "way" can be active at a time. |
As standard, but gain an additional +1 Advantage | No effects | As standard, but 1 less advantage is granted | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Racial: Elf | 3 | Throat Pinch | Racial, Opener, CC | instant | An unarmed attack that typically only works on humanoid targets with vocal cords. Inflicts minimum damage and if the target fails a Stamina test, at -2 disadvantage per rank, they are silenced for 1 round | As standard, but lasts for 2 rounds | No effects | As standard, but no advantage granted | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Racial: Elf | 3 | Mortal Finish | Racial, Finisher | action | A finisher that inflicts damage by Tier if unarmed or regular weapon damage if armed. If after dealing this damage the target is at 10% or less HP, deal an additonal 1d4 / 1d6 / 1d8 mental damage by rank for each Focus dice used this round, as the soul is severed from the body. • Only works on targets with a soul (Third Creation). • A seperate hit roll is made for the mental damage, using mental damage modifiers if they exist. |
As standard, but all damage is max damage | Minimum damage, no effects | Damage by Tier (unarmed) or Regular damage (armed), no other effects | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Racial: Elf | 3 | Way of Flawless Will | Racial, Style, Utility | instant | Until the start of your next turn, gain +10 per rank to a selected Resistance. • Effects refresh for another round if you sucessfully resist any spell or effect. • Only 1 "way" can be active at a time. |
As standard, but gain +15 resistance per rank | No effects | As standard, but only +5 resistance per rank | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Racial: Halfling | 3 | Half-pint Surprise | Racial, Opener, CC | action | A rapid and unexpected unarmed focus attack, typically delivered to a sensitive area on the targer, that deals damage by tier (thematically could also be made with the butt end of a weapon). • Defensive reactions can not be used against this attack • If dealing damage, prevents the target from using a reaction for 1 full round. |
As standard, but max damage | Attack automatically fails. Treat as though target dodged. | Damage by Tier, no effects | Martial Artist, Runeweaver, Shaolin, Weapon Master |
Racial: Halfling | 3 | Humbling Blow | Racial, Finisher | action | A finisher that only works on targets of equal or larger size, dealing damage by Tier if unarmed or regular weapon damage if armed. Add additional damage dice per Focus dice used this round, where dice size scales up as the target gets larger: • Rank 1: same size (1d2), 1+ size larger (1d4) • Rank 2: 2 sizes larger (1d6), 3+ sizes larger (1d8) • Rank 3: 4 sizes larger (1d10), 5+ sizes larger (1d12) |
As standard, but max damage | Minimum damage, no effects | Damage by Tier, no effects | Martial Artist, Runeweaver, Shaolin, Weapon Master |
Racial: Halfling | 3 | Way of the Unseen Assailant | Racial, Style, Utility | instant | Until the start of your next turn, gain +10 per rank to hit or cast with any attack that is made from behind a target. • Effects refresh for another round if you are not targetted by any opponent you targeted on your last turn. • Only 1 "way" can be active at a time. |
As standard, but gain +15 per rank | No effects | As standard, but +5 per rank | Martial Artist, Runeweaver, Shaolin, Weapon Master |
Racial: Gnome | 3 | Chatterbox | Racial, Opener, Utility | instant | An incessant stream of words with no punctuation drives a selected target into an irrational rage. If they fail a resolve test, at +3 disadvantge per rank, they count as Taunted and suffer -5 to hit per rank on their next turn. | As standard, but increase to -10 to hit per rank | No effects | Taunt only, with no penalty to hit | Runeweaver, Weapon Master |
Racial: Gnome | 3 | Bigger They Are, Harder They Fall | Racial, Finisher, CC, Combo | action | A finisher that only works on targets larger than you, dealing damage by Tier if unarmed or regular weapon damage if armed. If successfully hitting, before dealing damage, there is a 15% chance per focus dice used this round that the target knocked down, even if it would normally be immune due to the Immovable trait granted by creature size differences (up to 3 sizes max). • If the target is knocked down, from this or any other source, then deal damage at +25% per rank. |
As standard, but treat as 1 rank higher | Minimum damage, no effects | As standard, but minimum damage | Runeweaver, Weapon Master |
Racial: Gnome | 3 | Way of the Ingenious Onslaught | Racial, Style | instant | Until the start of your next turn, gain +1 per rank to damage with Armed/Ranged focus skills or to spell power for spirit powers. • Effects refresh for another round if one fo the skills/powers that benefits from this bonus sucessfully causes an effect other than daamge. • Only 1 "way" can be active at a time. |
As standard, but +2 per rank | No effects | As standard, but only lasts one round and cannot be refreshed for another round | Runeweaver, Weapon Master |
Racial: Minotaur | 3 | Gore | Racial, Opener, DOT | action | An unarmed melee attack made with the minotaur's horns that deals damage by Tier. On wound, this also applies a Bleed effect equal to 1d2 / 1d4 / 1d6 stacks by rank. If dealing at least 3+ bonus damage from the Bull Charge passive when using Gore, increase the bleed stacks by +1 | As standard, but max damage (not including Bleed stacks) | Minimum damage, no effects | Damage by Tier, no effects | Pit-Fighter, Samurai, Weapon Master |
Racial: Minotaur | 3 | War Stomp | Racial, Finisher, Multi | action | A unarmed kick attack that strikes the ground, dealing physical damage by Tier plus an additonal 1d6 damage per rank. The total damage is split between all targets (friend or foe) within a radius equal to the number of Focus Dice used this round. • Targets of lesser size are also Knocked Down if failing a Stamina test |
As standard, but double the number of per rank dice used | Minimum damage, divided by all targets within 1" radius | Damage by Tier, divided by all targets within 1" radius | Pit-Fighter, Samurai, Weapon Master |
Racial: Minotaur | 3 | Way of the Cloven Hoof | Racial, Style | instant | Until the start of your next turn, gain +3 Advantage per rank to resist or prevent any kind of Knockdown or Knockback, as well as +1 damage per rank on Kick damage • Effects refresh for another round if do not move from your current location. • Only 1 "Way" can be active at a time. |
As standard, but gain an additional +1 per rank on both effects | No effects | As standard, but only lasts one round and cannot be refreshed for another round | Pit-Fighter, Samurai, Weapon Master |
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, Multi | 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 |
Racial: Anakim | 3 | Brute Force | Racial, Opener, Utility | instant | For the remainder of your turn, re-roll any physical damage dice until it is not less than half its max value (i.e. d4 must roll 3+, d6 must roll 4+, d8 must roll 5+, etc...) | As standard, but rolls must be 1 higher than half way (i.e. d4 must be 4+, d6 must be 5+, d8 must be 6+, etc...) | No effects | As standard, can only applies to one dice roll | Pit-Fighter, Samurai, Weapon Master |
Racial: Anakim | 3 | Skull Crusher | Racial, Finisher, Death | action | A finisher that only works on targets smaller than you and requires an empty hand (off hand on a 2H weapon is valid) to grip the targets head. You attempt to crush the targets skull, dealing damage by Tier, with a 5% chance per Focus dice used this round to crush their skull, killing them isntantly. • If this fails, the target is grappled instead. If the grapple is maintained, as reaction to the target failing to break the grapple, you may make another attempt to crush the targets skull. • Maintaining the grapple prevents the use of that hand |
As standard, but first attempt at crushing the skull ahs double the success chance | Minimum damage, no effects | Damage by Tier, no other effects | Pit-Fighter, Samurai, Weapon Master |
Racial: Anakim | 3 | Way of the Ham Hands | Racial, Style, CC | instant | Until the start of your next turn, all fist attacks (including those made with fist and hand weapons) gain +10% per rank stun chance that stacks with other sources of stun. • Effects refresh for another round if sucessfully stunning or knocking down an opponent • Only 1 "way" can be active at a time. |
As standard but also gain a +10% per rank chance to knock the target down | No effects | As standard, but +5% per rank stun | Pit-Fighter, Samurai, Weapon Master |
Fist, Kick | 4 | Way of the Divine Hand | Style | instant | Until the start of your next turn, gain +1 per rank Holy damage with Fist or Kick focus attacks (entire attack counts as physical and holy damage) and +1 per rank Holy spell power • Effects refresh for another round if successfully healing or aiding a target with Holy powers or dealing damage to Undead, Demon, Devil, Hellfiend targets (or those heavily influenced by any of these). • Only 1 "Way" can be active at a time • Shaolin and Samurai treat this as 1 rank higher (up to Rank 5) |
As standard, but add an additional +1 | No effects | As standard, but only dual damage source effect, no bonus damage/spell power | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja |
Armed, Ranged | 4 | Way of the Sadist | Style | instant | Until the start of your next turn, gain +1 per rank Demonic damage with Armed and Ranged focus attacks (entire attack counts as physical and demonic damage) • Effects refresh for another round if successfully dealing at least 5 damage to any target that can feel pain. • Only 1 "Way" can be active at a time. • Pit-Fighter and Ninja treat this as 1 rank higher (up to Rank 5) |
As standard, but add an additional +2 | No effects | As standard, but only dual damage source effect, no bonus damage/spell power | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Defense | 4 | Way of the Masochist | Style | instant | Until the start of your next turn, gain +1 Toughness per rank against incoming damage and +1 per rank Demonic spell power • Effects refresh for another round if taking at least 5 damage (after any damage absorption/negation) from any single source. • Only 1 "Way" can be active at a time • Shaolin and Pit Fighter treat this as 1 rank higher (up to Rank 5) |
As standard, but add an additional +2 | No effects | As standard, but must take at least 10 damage to refresh | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Fist, Kick, Armed | 4 | Way of Fang and Claw | Style | instant | Until the start of your next turn, gain +1 per rank physical damage with Fist, Kick, or Armed (entire attack counts as physical, primal and/or wild damage) and +1 per rank Primal or Wild spell power • Effects refresh for another round if successfully healing or aiding a target with Primal or Wild powers or dealing damage to Third Creation targets. • Only 1 "Way" can be active at a time. • Shaolin and Runeweaver treat this as 1 rank higher (up to Rank 5) |
As standard, but add an additional +2 | No effects | As standard, but only dual damage source effect, no bonus damage/spell power | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Defense | 4 | Way of Harmonous Soul | Style | instant | Until the start of your next turn, gain +2 temporary HP per rank and +1 per rank Psionic spell power psionic faith. • Effects refresh for another round if these temporary HP are not fully depleted (temp HP, refresh back to max amount but do not stack). • Only 1 "Way" can be active at a time. • Shaolin and Samurai treat this as 1 rank higher (up to Rank 5) |
As standard, but treat as 1 rank higher | No effects | As standard, but treat as 1 rank lower (down to a minimum of Rank1) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Armed, Ranged | 4 | Way of Light and Shadow | Style | instant | Until the start of your next turn, gain +1 per rank Light, Dark, or Twlight damage (choose at will) with Armed or Ranged focus skills (entire attack counts as physical, and magic damage) and +1 per rank Light, Dark, and Twlight spell power • Effects refresh for another round if successfully healing or aiding a target with Light, Dark, or Twilight powers or dealing damage to targets that are sensitive to these types of damage. • Only 1 "Way" can be active at a time. • Runeweaver and Ninja treat this as 1 rank higher (up to Rank 5) |
As standard, but add an additional +2 | No effects | As standard, but only dual damage source effect, no bonus damage/spell power | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Ninja, Weapon Master |
Fist, Kick, Armed, Ranged | 3 | Way of the Lotus | Style | instant | Until the start of your next turn, gain +3% per rank crit with any Focus skill or Spirit/Faith power • Effects refresh for another round if scoring a critical hit (or cast). • Only 1 "Way" can be active at a time. •Samurai and Weapon Master treat this as 1 rank higher (up to Rank 5) |
As standard, but treat as 1 rank higher | No effects | As standard, but treat as 1 rank lower (down to a minimum of Rank1) | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Fist, Kick, Armed, Ranged | 4 | Way of Wonderous Power | Style | instant | Until the start of your next turn, gain +1 per rank (common) Arcane damage with any focus skill (entire attack counts as physical, and Arcane damage) and +1 per rank (common) Arcane spell power • Effects refresh for another round if successfully healing or aiding a target with (common) Arcane powers or dealing damage to targets that is sensitive to any type of arcane damage. • Only 1 "Way" can be active at a time. • Runeweaver and Ninja treat this as 1 rank higher (up to Rank 5) |
As standard, but add an additional +2 | No effects | As standard, but only dual damage source effect, no bonus damage/spell power | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |
Defense | 4 | Way of Celestial Fortune | Style | instant | Until the start of your next turn, gain +1 per rank Celestial damage with any focus skill (entire attack counts as physical and Celestial damage) and +1 per rank High magic spell power • Effects refresh for another anytime a dice is re-rolled within 3" of you (including self). • Only 1 "Way" can be active at a time. • Runeweaver and Samurai treat this as 1 rank higher (up to Rank 5) |
As standard, but add an additional +2 | No effects | As standard, but only dual damage source effect, no bonus damage/spell power | Martial Artist, Pit-Fighter, Samurai, Runeweaver, Shaolin, Ninja, Weapon Master |