This is the complete list of Fury Skills. Use the filters to narrow down your selections. All Fury classes get 2 free level 0 skills upon Character creation. These do not count towards the ‘skill per level maximum’. To learn additional level 0 skills requires training and spending additional skill points.
Skill Name | Discipline | Skill ID | Level | Fury Cost | Use | Description Raw | Prerequisite | Class Restriction | Description | Description formatted |
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Enraging Shout | Fervor | F.F.A | 0 | 0 | action | generates 10% of max Fury on top of current fury available (if used while hiding it immediately gives away your position) | choose 2 lvl0 skills at character creation, requires training after that | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | generates 10% of max Fury on top of current fury available (if used while hiding it immediately gives away your position) | generates 10% of max Fury on top of current fury available (if used while hiding it immediately gives away your position) |
Pain Suppression | Bulwark | F.B.A.1 | 0 | 1 | reaction | As a reaction, can negate the damage of a single attack at a rate of 2 damage per Fury spent. If this results in no damage beign taken, still generates Fury as if damage was taken. | choose 2 lvl0 skills at character creation, requires training after that | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | As a reaction, can negate the damage of a single attack at a rate of 2 damage per Fury spent. If this results in no damage beign taken, still generates Fury as if damage was taken. | As a reaction, can negate the damage of a single attack at a rate of 2 damage per Fury spent. If this results in no damage beign taken, still generates Fury as if damage was taken. |
Cry Havoc | Havoc | F.H.A | 0 | 1 | action | Inflicts 1 automatic mental damage in a 3" radius for every additional Fury spent (maximum of 1 per level) | choose 2 lvl0 skills at character creation, requires training after that | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Inflicts 1 automatic mental damage in a 3" radius for every additional Fury spent (maximum of 1 per level) | Inflicts 1 automatic mental damage in a 3" radius for every additional Fury spent (maximum of 1 per level) |
Blood Rage | Slayer | F.S.A | 0 | 1 | instant | for each additional 1 Fury spent add +1 damage to next regular main hand attack or any type of Strike (maximum of +1 per level) | choose 2 lvl0 skills at character creation, requires training after that | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | for each additional 1 Fury spent add +1 damage to next regular main hand attack or any type of Strike (maximum of +1 per level) | for each additional 1 Fury spent add +1 damage to next regular main hand attack or any type of Strike (maximum of +1 per level) |
Battle Pact | Fervor | F.F.B | 1 | 0 | instant | Make a pact to assist your allies (apply beneficial effects to one or more ally) for X rounds. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Fervor discipline skills are cut in half (round up); gain +3 Initiative Score; The number of rounds (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, allows you to use 1 extra reaction each turn for the remainder of the battle, and immediately grants one ally within LoS a free turn where they may spent X points to do the following, in any combination: instant/reaction (1), or move (2), action (3). | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to assist your allies (apply beneficial effects to one or more ally) for X rounds. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Fervor discipline skills are cut in half (round up) • gain +3 Initiative Score • The number of rounds (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, allows you to use 1 extra reaction each turn for the remainder of the battle, and immediately grants one ally within LoS a free turn where they may spent X points to do the following, in any combination: instant/reaction (1), or move (2), action (3). |
Make a pact to assist your allies (apply beneficial effects to one or more ally) for X rounds. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Fervor discipline skills are cut in half (round up) • gain +3 Initiative Score • The number of rounds (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, allows you to use 1 extra reaction each turn for the remainder of the battle, and immediately grants one ally within LoS a free turn where they may spent X points to do the following, in any combination: instant/reaction (1), or move (2), action (3). |
Warcry | Fervor | F.F.C.1 | 1 | 2 | instant | All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total); +5 hit, +5% Crit & +1 damage (melee only); Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +5 hit, +5% Crit & +1 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) |
All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +5 hit, +5% Crit & +1 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) |
Lil' Buddy | Bulwark | F.B.B | 1 | 1 | instant | Pick one friendly target within LoS to be your "Lil' Buddy". Must be of equal or lesser size and have less max HP than you. Every time your Lil' Buddy takes damage you gain fury as if you took the damage. Lasts for the duration of the battle, or until using the skill again to select a different Lil' Buddy, or until your Lil' Buddy decides they don't wan to be your Lil' Buddy anymore. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Pick one friendly target within LoS to be your "Lil' Buddy". Must be of equal or lesser size and have less max HP than you. Every time your Lil' Buddy takes damage you gain fury as if you took the damage. Lasts for the duration of the battle, or until using the skill again to select a different Lil' Buddy, or until your Lil' Buddy decides they don't wan to be your Lil' Buddy anymore. | Pick one friendly target within LoS to be your "Lil' Buddy". Must be of equal or lesser size and have less max HP than you. Every time your Lil' Buddy takes damage you gain fury as if you took the damage. Lasts for the duration of the battle, or until using the skill again to select a different Lil' Buddy, or until your Lil' Buddy decides they don't wan to be your Lil' Buddy anymore. |
Protection Pact | Bulwark | F.B.C | 1 | 0 | instant | Make a pact to protect a selected target for X rounds, ensuring they take no damage for the duration. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Bulwark discipline skills are cut in half (round up); gain 10% of your max HP as temporary HP; The number of rounds (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, immediately heal yourself for Xd12 (+1 per level of the target) and for the remainder of the battle gain +X healing on any subsequent healing power cast. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to protect a selected target for X rounds, ensuring they take no damage for the duration. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Bulwark discipline skills are cut in half (round up) • gain 10% of your max HP as temporary HP • The number of rounds (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, immediately heal yourself for Xd12 (+1 per level of the target) and for the remainder of the battle gain +X healing on any subsequent healing power cast. |
Make a pact to protect a selected target for X rounds, ensuring they take no damage for the duration. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Bulwark discipline skills are cut in half (round up) • gain 10% of your max HP as temporary HP • The number of rounds (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, immediately heal yourself for Xd12 (+1 per level of the target) and for the remainder of the battle gain +X healing on any subsequent healing power cast. |
Slayers Pact | Slayer | F.S.B | 1 | 0 | instant | Make a pact to slay a selected target with Threat Rating X by scoring the killing or incapacitating wound on that target. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Slayer discipline skills are cut in half (round up); gain +X/2 damage on mainhand attacks against the target; The selected target can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, gain +X damage on all mainhand physical attacks as well as Inovcation and Exorcism Powers for the remainder of the battle | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to slay a selected target with Threat Rating X by scoring the killing or incapacitating wound on that target. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Slayer discipline skills are cut in half (round up) • gain +X/2 damage on mainhand attacks against the target • The selected target can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain +X damage on all mainhand physical attacks as well as Inovcation and Exorcism Powers for the remainder of the battle |
Make a pact to slay a selected target with Threat Rating X by scoring the killing or incapacitating wound on that target. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Slayer discipline skills are cut in half (round up) • gain +X/2 damage on mainhand attacks against the target • The selected target can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain +X damage on all mainhand physical attacks as well as Inovcation and Exorcism Powers for the remainder of the battle |
Berserker Strike | Slayer | F.S.C.1 | 1 | 2 | action | +1d4 damage to main hand melee attack (counts as a Strike); generates double fury if used while undetected | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +1d4 damage to main hand melee attack (counts as a Strike) • generates double fury if used while undetected |
+1d4 damage to main hand melee attack (counts as a Strike) • generates double fury if used while undetected |
Blood Pact | Havoc | F.H.B | 1 | 0 | instant | Make a pact to draw blood from up to X different enemies by inflicting physical damage to them. The following effects remain in play for the remainder of the battle or until the pact is satisfied:; Base Fury cost for all Havoc discipline skills are cut in half (round up); gain +1 movement; The number of enemies selected (X) can't be changed; No other pact can be activated until this pact is satisfied; Cannot be used more than once per battle; Once the pact is satisfied: as a reaction, gain +2(X) Crit % chance on all physical attacks as well as Hemomancy and Corruption powers for the remainder of the battle | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a pact to draw blood from up to X different enemies by inflicting physical damage to them. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Havoc discipline skills are cut in half (round up) • gain +1 movement • The number of enemies selected (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain +2(X) Crit % chance on all physical attacks as well as Hemomancy and Corruption powers for the remainder of the battle |
Make a pact to draw blood from up to X different enemies by inflicting physical damage to them. The following effects remain in play for the remainder of the battle or until the pact is satisfied: • Base Fury cost for all Havoc discipline skills are cut in half (round up) • gain +1 movement • The number of enemies selected (X) can't be changed • No other pact can be activated until this pact is satisfied • Cannot be used more than once per battle • Once the pact is satisfied: as a reaction, gain +2(X) Crit % chance on all physical attacks as well as Hemomancy and Corruption powers for the remainder of the battle |
Bladestorm | Havoc | F.H.C.1 | 1 | 5 | action | Inflict half your mainhand weapon damage in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 1 handed weapon. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Inflict half your mainhand weapon damage in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 1 handed weapon. | Inflict half your mainhand weapon damage in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 1 handed weapon. |
Rapid Assault | Havoc | F.H.D | 2 | 3 | instant | Make a half damage mainhand attack as an instant | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a half damage mainhand attack as an instant | Make a half damage mainhand attack as an instant |
Interrupting Shout | Fervor | F.F.D | 2 | 3 | reaction | Interrupts a single living target within 8" (no more than 2 sizes larger) that fails a Resolve test. Must use just AFTER they have announced intent to use a special skill, ability or spell, but before rolling. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Interrupts a single living target within 8" (no more than 2 sizes larger) that fails a Resolve test. Must use just AFTER they have announced intent to use a special skill, ability or spell, but before rolling. | Interrupts a single living target within 8" (no more than 2 sizes larger) that fails a Resolve test. Must use just AFTER they have announced intent to use a special skill, ability or spell, but before rolling. |
Fury Rush | Fervor | F.F.E.1 | 2 | 2 | instant | +2 movement for 1 round (must activate prior to moving) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +2 movement for 1 round (must activate prior to moving) | +2 movement for 1 round (must activate prior to moving) |
Battle Presence | Bulwark | F.B.D.1 | 2 | 2 | instant | All enemies in base contact that have less HP than you must pass a Resolve test or be treated as Taunted. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All enemies in base contact that have less HP than you must pass a Resolve test or be treated as Taunted. | All enemies in base contact that have less HP than you must pass a Resolve test or be treated as Taunted. |
Beefcake | Bulwark | F.B.E | 2 | 4 | action | Temporarily increases your max HP (but not your current HP) by an amount equal to your Strength and then heals you for 10% of your Max HP. The temperory max HP gain is lost at the end of a battle or whenever Fury reaches zero | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Temporarily increases your max HP (but not your current HP) by an amount equal to your Strength and then heals you for 10% of your Max HP. The temperory max HP gain is lost at the end of a battle or whenever Fury reaches zero | Temporarily increases your max HP (but not your current HP) by an amount equal to your Strength and then heals you for 10% of your Max HP. The temperory max HP gain is lost at the end of a battle or whenever Fury reaches zero |
Mortal Wound | Slayer | F.S.D.1 | 2 | 1 | instant | +4% crit to next regular main hand attack or any type of Strike | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +4% crit to next regular main hand attack or any type of Strike | +4% crit to next regular main hand attack or any type of Strike |
Leaping Strike | Slayer | F.S.E | 2 | 4 | action | Leap up to 4" and hit the target with a regular main hand attack with +1 damage/inch of leap.; Target is knocked down if failing a Stamina test; does not stack with Minotaur Racial Passive: Bull Charge | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Leap up to 4" and hit the target with a regular main hand attack with +1 damage/inch of leap. • Target is knocked down if failing a Stamina test • does not stack with Minotaur Racial Passive: Bull Charge |
Leap up to 4" and hit the target with a regular main hand attack with +1 damage/inch of leap. • Target is knocked down if failing a Stamina test • does not stack with Minotaur Racial Passive: Bull Charge |
Onslaught | Slayer | F.S.F | 3 | 4 | instant | the next thrown weapon gains additional damage the further away the target is. At less than 4" there is no bonus damage and bonus damage cannot exceed a maximum of 1dam/level. Gain damage as follows:; +1d20 at 20+ inches; +1d12 at 12+ inches; +1d10 at 10+ inches; +1d8 at 8+ inches; +1d6 at 6+ inches; +1d4 at 4+ inches | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | the next thrown weapon gains additional damage the further away the target is. At less than 4" there is no bonus damage and bonus damage cannot exceed a maximum of 1dam/level. Gain damage as follows: • +1d20 at 20+ inches • +1d12 at 12+ inches • +1d10 at 10+ inches • +1d8 at 8+ inches • +1d6 at 6+ inches • +1d4 at 4+ inches |
the next thrown weapon gains additional damage the further away the target is. At less than 4" there is no bonus damage and bonus damage cannot exceed a maximum of 1dam/level. Gain damage as follows: • +1d20 at 20+ inches • +1d12 at 12+ inches • +1d10 at 10+ inches • +1d8 at 8+ inches • +1d6 at 6+ inches • +1d4 at 4+ inches |
Righteous Fury | Havoc | F.H.E | 2 | 3 | action | make a regular damage main hand and off hand attack (if applicable) that reduces a single applicable defense by 20% (i.e. block, parry, ward-off, AC, Resistance, etc...); does not cause dishonor under any circumstance and grants +2 to the next Faith Difficulty Roll | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a regular damage main hand and off hand attack (if applicable) that reduces a single applicable defense by 20% (i.e. block, parry, ward-off, AC, Resistance, etc...) • does not cause dishonor under any circumstance and grants +2 to the next Faith Difficulty Roll |
make a regular damage main hand and off hand attack (if applicable) that reduces a single applicable defense by 20% (i.e. block, parry, ward-off, AC, Resistance, etc...) • does not cause dishonor under any circumstance and grants +2 to the next Faith Difficulty Roll |
Improved Warcry | Fervor | F.F.C.2 | 3 | 4 | instant | All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total); +5 hit, +5% Crit & +1 damage (melee only); Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers); +2 Advantage on Resolve rolls; +1 movement | Warcry | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +5 hit, +5% Crit & +1 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) • +2 Advantage on Resolve rolls • +1 movement |
All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +5 hit, +5% Crit & +1 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) • +2 Advantage on Resolve rolls • +1 movement |
Infuriate | Bulwark | F.B.F | 3 | 3 | instant | your next 1d6 times you parry, block, ward-off or armor save will still generate Fury even if preventing damage | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | your next 1d6 times you parry, block, ward-off or armor save will still generate Fury even if preventing damage | your next 1d6 times you parry, block, ward-off or armor save will still generate Fury even if preventing damage |
Vengeance | Bulwark | F.B.G | 3 | 3 | action | Make a mainhand melee or ranged attack that adds 50% of the last damage that the target inflicted on you as additional damage applied after all other bonuses and/or multipliers (i.e. critical hits) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a mainhand melee or ranged attack that adds 50% of the last damage that the target inflicted on you as additional damage applied after all other bonuses and/or multipliers (i.e. critical hits) | Make a mainhand melee or ranged attack that adds 50% of the last damage that the target inflicted on you as additional damage applied after all other bonuses and/or multipliers (i.e. critical hits) |
Improved Berserker Strike | Slayer | F.S.C.2 | 3 | 4 | action | +1d6 damage to main hand melee attack (counts as a strike); generates double fury if used while undetected | Berserker Strike | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +1d6 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
+1d6 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
Frenzy | Havoc | F.H.F.1 | 3 | 8 | instant | for each attack in a row add +1 hit/+1 damage for up to five attacks, or until failing to attack consecutively | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | for each attack in a row add +1 hit/+1 damage for up to five attacks, or until failing to attack consecutively | for each attack in a row add +1 hit/+1 damage for up to five attacks, or until failing to attack consecutively |
Thrash | Havoc | F.H.G.1 | 3 | 4 | action | make a regular mainhand and offhand attack, plus 1 extra off-hand attack (must obey 4-3-2 rule) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a regular mainhand and offhand attack, plus 1 extra off-hand attack (must obey 4-3-2 rule) | make a regular mainhand and offhand attack, plus 1 extra off-hand attack (must obey 4-3-2 rule) |
Barbarian Battlelust | Fervor | F.F.F.b | 3 | 5 | action | Barbarian only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust; this effect remains in play until you fail to do damage on your turn; while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and all Fury instants are free | training | Barbarian | Barbarian only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and all Fury instants are free |
Barbarian only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and all Fury instants are free |
Warrior Battle Lust | Fervor | F.F.F.w | 3 | 5 | action | Warrior only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust; this effect remains in play until you fail to do damage on your turn; while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and inflicting damage regenerates 1d6 Vigor | training | Warrior | Warrior only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and inflicting damage regenerates 1d6 Vigor |
Warrior only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and inflicting damage regenerates 1d6 Vigor |
Vigilante Battle Lust | Fervor | F.F.F.v | 3 | 5 | action | Vigilante only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust; this effect remains in play until you fail to do damage on your turn; while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and gain an Honor Code stack of your choice at the end of your turn if damage was dealt | training | Vigilante | Vigilante only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and gain an Honor Code stack of your choice at the end of your turn if damage was dealt |
Vigilante only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and gain an Honor Code stack of your choice at the end of your turn if damage was dealt |
Zealot Battle Lust | Fervor | F.F.F.z | 3 | 5 | action | Zealot only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust; this effect remains in play until you fail to do damage on your turn; while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and allows you to re-roll failed Difficulty tests | training | Zealot | Zealot only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and allows you to re-roll failed Difficulty tests |
Zealot only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and allows you to re-roll failed Difficulty tests |
Shaman Battle Lust | Fervor | F.F.F.sh | 3 | 5 | action | Shaman only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust; this effect remains in play until you fail to do damage on your turn; while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and inflicting damage regenerates 1d6 Spirit | training | Shaman | Shaman only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and inflicting damage regenerates 1d6 Spirit |
Shaman only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and inflicting damage regenerates 1d6 Spirit |
Berserker Battle Lust | Fervor | F.F.F.bz | 3 | 5 | action | Berserker only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust; this effect remains in play until you fail to do damage on your turn; while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit), all Fury instants are free; if Battle Lust was used to cancel hiding, Fury gains increase to +2 | training | Berserker | Berserker only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit), all Fury instants are free • if Battle Lust was used to cancel hiding, Fury gains increase to +2 |
Berserker only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit), all Fury instants are free • if Battle Lust was used to cancel hiding, Fury gains increase to +2 |
Pit-Fighter Battle Lust | Fervor | F.F.F.pf | 3 | 5 | action | Pit-Fighter only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust; this effect remains in play until you fail to do damage on your turn; while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and no more than 1 Focus can be lost each round. | training | Pit-Fighter | Pit-Fighter only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and no more than 1 Focus can be lost each round. |
Pit-Fighter only: make a regular main hand attack, if it inflicts damage you enter a state of Battle Lust • this effect remains in play until you fail to do damage on your turn • while under the effects of Battlelust all Fury gains are increased by +1 (including the initial hit) and no more than 1 Focus can be lost each round. |
Intimidating Roar | Fervor | F.F.G | 4 | 6 | instant | All living enemies w/in 8” (no more than 2 sizes larger) must take a Resolve test. If failing roll 1d4 where:; 1 = -2 Disadvantage on any Stat Test or Stat Roll-off for 3 rounds; 2 = -10 hit for 3 rounds; 3 = Frightened until passing a Resove test (minimum 1 round); 4 = immediately effected by Fear (flee directly away at full speed) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All living enemies w/in 8” (no more than 2 sizes larger) must take a Resolve test. If failing roll 1d4 where: • 1 = -2 Disadvantage on any Stat Test or Stat Roll-off for 3 rounds • 2 = -10 hit for 3 rounds • 3 = Frightened until passing a Resove test (minimum 1 round) • 4 = immediately effected by Fear (flee directly away at full speed) |
All living enemies w/in 8” (no more than 2 sizes larger) must take a Resolve test. If failing roll 1d4 where: • 1 = -2 Disadvantage on any Stat Test or Stat Roll-off for 3 rounds • 2 = -10 hit for 3 rounds • 3 = Frightened until passing a Resove test (minimum 1 round) • 4 = immediately effected by Fear (flee directly away at full speed) |
Zeal (Barbarian) | Fervor | F.F.H.b | 4 | 5 | instant | Barbarian only: can choose to re-roll the damage of the next strike or regular main hand attack and then select which damage to apply | training | Barbarian | Barbarian only: can choose to re-roll the damage of the next strike or regular main hand attack and then select which damage to apply | Barbarian only: can choose to re-roll the damage of the next strike or regular main hand attack and then select which damage to apply |
Zeal (Warrior) | Fervor | F.F.H.w | 4 | 5 | instant | Warrior only: gain +1d8 bonus damage to next strike/shot (applied after effects, i.e. Zealous Hawk Strike would be max damage plus 1d8 damage) | training | Warrior | Warrior only: gain +1d8 bonus damage to next strike/shot (applied after effects, i.e. Zealous Hawk Strike would be max damage plus 1d8 damage) | Warrior only: gain +1d8 bonus damage to next strike/shot (applied after effects, i.e. Zealous Hawk Strike would be max damage plus 1d8 damage) |
Zeal (Vigilante) | Fervor | F.F.H.v | 4 | 5 | instant | Vigilante only: the next main hand attack or skill based attack action cannot deal less damage than the current amount of Honor unless max damage is less than that (applies before any multipliers, such as Critical hits) | training | Vigilante | Vigilante only: the next main hand attack or skill based attack action cannot deal less damage than the current amount of Honor unless max damage is less than that (applies before any multipliers, such as Critical hits) | Vigilante only: the next main hand attack or skill based attack action cannot deal less damage than the current amount of Honor unless max damage is less than that (applies before any multipliers, such as Critical hits) |
Zeal (Zealot) | Fervor | F.F.H.z | 4 | 5 | instant | Zealot only: gain +1d8 bonus damage (or healing) to next Faith power | training | Zealot | Zealot only: gain +1d8 bonus damage (or healing) to next Faith power | Zealot only: gain +1d8 bonus damage (or healing) to next Faith power |
Zeal (Shaman) | Fervor | F.F.H.sh | 4 | 5 | instant | Shaman only: gain +1d8 bonus damage (of healing) to the next Spirit Power | training | Shaman | Shaman only: gain +1d8 bonus damage (of healing) to the next Spirit Power | Shaman only: gain +1d8 bonus damage (of healing) to the next Spirit Power |
Zeal (Berserker) | Fervor | F.F.H.bz | 4 | 5 | instant | Berseker only: gain bonus damage based on weapon size to both main hand and off hand attacks this round; L= 1d4 each, M = 1d6 each, S = 1d8 each | training | Berserker | Berseker only: gain bonus damage based on weapon size to both main hand and off hand attacks this round • L= 1d4 each, M = 1d6 each, S = 1d8 each |
Berseker only: gain bonus damage based on weapon size to both main hand and off hand attacks this round • L= 1d4 each, M = 1d6 each, S = 1d8 each |
Zeal (Pit-Fighter) | Fervor | F.F.H.pf | 4 | 5 | instant | Pit-Fighter only: gain +1d8 bonus damage to next offensive Focus skill used (even if rolling a Poor result) | training | Pit-Fighter | Pit-Fighter only: gain +1d8 bonus damage to next offensive Focus skill used (even if rolling a Poor result) | Pit-Fighter only: gain +1d8 bonus damage to next offensive Focus skill used (even if rolling a Poor result) |
Improved Fury Rush | Fervor | F.F.E.2 | 5 | 2 | instant | can increase the movement bonus by another +1 movement per additional Fury point spent, up to a maximum of double your base movement | Fury Rush | Barbarian, Warrior, Vigilante | can increase the movement bonus by another +1 movement per additional Fury point spent, up to a maximum of double your base movement | can increase the movement bonus by another +1 movement per additional Fury point spent, up to a maximum of double your base movement |
Spirit Rush | Fervor | F.F.E.2.sh | 5 | 2 | instant | Shaman only: +2 movement for 1 round (must activate prior to moving); Spend 2 Spirit on top of Fury Cost to cause the next action based melee Spirit power cast that round to have Reach equal to the actual distance moved (i.e. if max move is 4" plus 2" from Rush, could cast with melee-range of 6") | Fury Rush | Shaman | Shaman only: +2 movement for 1 round (must activate prior to moving) • Spend 2 Spirit on top of Fury Cost to cause the next action based melee Spirit power cast that round to have Reach equal to the actual distance moved (i.e. if max move is 4" plus 2" from Rush, could cast with melee-range of 6") |
Shaman only: +2 movement for 1 round (must activate prior to moving) • Spend 2 Spirit on top of Fury Cost to cause the next action based melee Spirit power cast that round to have Reach equal to the actual distance moved (i.e. if max move is 4" plus 2" from Rush, could cast with melee-range of 6") |
Fervent Rush | Fervor | F.F.E.2.z | 5 | 2 | instant | Zealot only: +2 movement for 1 round (must activate prior to moving); Consume 2 Faith up top of Fury Cost to grant also double the effect of any Melee Faith action used that turn OR allow a ranged Faith action to be used prior to moving into base contact | Fury Rush | Zealot | Zealot only: +2 movement for 1 round (must activate prior to moving) • Consume 2 Faith up top of Fury Cost to grant also double the effect of any Melee Faith action used that turn OR allow a ranged Faith action to be used prior to moving into base contact |
Zealot only: +2 movement for 1 round (must activate prior to moving) • Consume 2 Faith up top of Fury Cost to grant also double the effect of any Melee Faith action used that turn OR allow a ranged Faith action to be used prior to moving into base contact |
Howling Rush | Fervor | F.F.E.2.bz | 5 | 2 | instant | Berserker only: +2 movement for 1 round (must activate prior to moving); if used to cancel hiding, force any target within 1" of your final destination to take a Resolve test at the end of your turn (treat as Fear-like effect); if they fail the targets must flee 1" away for every 4 Stealth you had at the point you activated Berserker Rush | Fury Rush | Berserker | Berserker only: +2 movement for 1 round (must activate prior to moving) • if used to cancel hiding, force any target within 1" of your final destination to take a Resolve test at the end of your turn (treat as Fear-like effect) • if they fail the targets must flee 1" away for every 4 Stealth you had at the point you activated Berserker Rush |
Berserker only: +2 movement for 1 round (must activate prior to moving) • if used to cancel hiding, force any target within 1" of your final destination to take a Resolve test at the end of your turn (treat as Fear-like effect) • if they fail the targets must flee 1" away for every 4 Stealth you had at the point you activated Berserker Rush |
Combo Rush | Fervor | F.F.E.2.pf | 5 | 4 | instant | Pit-Fighter only: move up to 2" and then use a Focus based Kick as a single instant | Fury Rush | Pit-Fighter | Pit-Fighter only: move up to 2" and then use a Focus based Kick as a single instant | Pit-Fighter only: move up to 2" and then use a Focus based Kick as a single instant |
Improved Mortal Wound | Slayer | F.S.D.2 | 4 | 2 | instant | +8% crit to next regular attack or any type of strike | Mortal Wound | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +8% crit to next regular attack or any type of strike | +8% crit to next regular attack or any type of strike |
Furious Throw | Slayer | F.S.G.1 | 4 | 3 | action | throw ANY weapon with +2 damage; if that weapon does not have the Thrown attribute, treat it as though it does | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | throw ANY weapon with +2 damage • if that weapon does not have the Thrown attribute, treat it as though it does |
throw ANY weapon with +2 damage • if that weapon does not have the Thrown attribute, treat it as though it does |
Improved Battle Presence | Bulwark | F.B.D.2 | 4 | 4 | instant | Until the start of your next turn all enemies within 1" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Battle Presence | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Until the start of your next turn all enemies within 1" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Until the start of your next turn all enemies within 1" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. |
Thunderous Clap | Bulwark | F.B.H | 4 | 6 | action | You clap your hands together (or some other meaty part of you) producing a thunderous shockwave that deals 1d20 damage to anyone in a 90 degree arc up to 4" away that PASSES a hearing based Perception test. The damage inflicted cannot exceed your Strength stat. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | You clap your hands together (or some other meaty part of you) producing a thunderous shockwave that deals 1d20 damage to anyone in a 90 degree arc up to 4" away that PASSES a hearing based Perception test. The damage inflicted cannot exceed your Strength stat. | You clap your hands together (or some other meaty part of you) producing a thunderous shockwave that deals 1d20 damage to anyone in a 90 degree arc up to 4" away that PASSES a hearing based Perception test. The damage inflicted cannot exceed your Strength stat. |
Rampage | Havoc | F.H.H | 4 | 6 | instant | If the next attack action of any kind made this turn inflicts more than half its max damage value, you may make another regular attack action before your turn ends; Does not apply to skills that automatically inflict max damage | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | If the next attack action of any kind made this turn inflicts more than half its max damage value, you may make another regular attack action before your turn ends • Does not apply to skills that automatically inflict max damage |
If the next attack action of any kind made this turn inflicts more than half its max damage value, you may make another regular attack action before your turn ends • Does not apply to skills that automatically inflict max damage |
Improved Bladestorm | Havoc | F.H.C.2 | 4 | 8 | action | Inflict half of the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | Bladestorm | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Inflict half of the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | Inflict half of the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. |
Greater Warcry | Fervor | F.F.C.3 | 5 | 6 | instant | All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total); +10 hit, +5% Crit & +2 damage (melee only); Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers); +4 Advantage on Resolve rolls; +1 movement | Improved Warcry | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +5% Crit & +2 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) • +4 Advantage on Resolve rolls • +1 movement |
All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +5% Crit & +2 damage (melee only) • Zealot & Shaman only: +5 cast, +5% Crit & +1 damage (Spirit & Faith powers) • +4 Advantage on Resolve rolls • +1 movement |
Improved Pain Suppression | Bulwark | F.B.A.2 | 5 | 1 | reaction | As a reaction, can negate the damage of a single attack at a rate of 3 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | Pain Suppression | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | As a reaction, can negate the damage of a single attack at a rate of 3 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | As a reaction, can negate the damage of a single attack at a rate of 3 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. |
Massive Strike | Bulwark | F.B.I | 5 | 6 | action | A regular mainhand melee attack that gains +1 damage for every 20 HP your have (5% of your current HP). If the target sucessfully parries or wards off, their weapon is either knocked up to 1d6" out of their hands or broken. If the target sucessfully blocks they break their arm or their shield. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | A regular mainhand melee attack that gains +1 damage for every 20 HP your have (5% of your current HP). If the target sucessfully parries or wards off, their weapon is either knocked up to 1d6" out of their hands or broken. If the target sucessfully blocks they break their arm or their shield. | A regular mainhand melee attack that gains +1 damage for every 20 HP your have (5% of your current HP). If the target sucessfully parries or wards off, their weapon is either knocked up to 1d6" out of their hands or broken. If the target sucessfully blocks they break their arm or their shield. |
Greater Berserker Strike | Slayer | F.S.C.3 | 5 | 6 | action | +1d8 damage to main hand melee attack (counts as a strike); generates double fury if used while undetected | Improved Berserker Strike | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +1d8 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
+1d8 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
Execution | Slayer | F.S.H | 5 | 6 | action | make a regular attack, if target has <= 25% HP then do double weapon damage (before bonuses); if undetected by your target, gain effects at HP<=50% | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a regular attack, if target has <= 25% HP then do double weapon damage (before bonuses) • if undetected by your target, gain effects at HP<=50% |
make a regular attack, if target has <= 25% HP then do double weapon damage (before bonuses) • if undetected by your target, gain effects at HP<=50% |
Flurry | Havoc | F.H.I.1 | 5 | 9 | instant | next regular main hand attack, strike, or Focus skill hits all targets in base contact; use a single hit roll and treat it as a single attack | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | next regular main hand attack, strike, or Focus skill hits all targets in base contact • use a single hit roll and treat it as a single attack |
next regular main hand attack, strike, or Focus skill hits all targets in base contact • use a single hit roll and treat it as a single attack |
Improved Thrash | Havoc | F.H.G.2 | 5 | 8 | action | make a regular mainhand and offhand attack, plus 2 extra off-hand attacks (must obey 4-3-2 rule) | Thrash | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a regular mainhand and offhand attack, plus 2 extra off-hand attacks (must obey 4-3-2 rule) | make a regular mainhand and offhand attack, plus 2 extra off-hand attacks (must obey 4-3-2 rule) |
Improved Frenzy | Havoc | F.H.F.2 | 6 | 16 | instant | for each attack in a row add +2 hit/+2 damage for up to five attacks, or until failing to attack consecutively | Frenzy | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | for each attack in a row add +2 hit/+2 damage for up to five attacks, or until failing to attack consecutively | for each attack in a row add +2 hit/+2 damage for up to five attacks, or until failing to attack consecutively |
Havoc Charge | Havoc | F.H.J | 6 | 12 | move + action | Use your movement to make a straight line charge. Make a single hit roll to make a mainhand attack against any target within 1" along the entire length of the charge. A offhand attack can only be made against a target that is in base contact at the end of the charge. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Use your movement to make a straight line charge. Make a single hit roll to make a mainhand attack against any target within 1" along the entire length of the charge. A offhand attack can only be made against a target that is in base contact at the end of the charge. | Use your movement to make a straight line charge. Make a single hit roll to make a mainhand attack against any target within 1" along the entire length of the charge. A offhand attack can only be made against a target that is in base contact at the end of the charge. |
Challenging Roar | Fervor | F.F.I | 6 | 4 | instant | Taunts all living enemies w/in 8” (no more than 2 sizes larger) that fail a Resolve test, forcing them to attack you or move to attack you on their next turn | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Taunts all living enemies w/in 8” (no more than 2 sizes larger) that fail a Resolve test, forcing them to attack you or move to attack you on their next turn | Taunts all living enemies w/in 8” (no more than 2 sizes larger) that fail a Resolve test, forcing them to attack you or move to attack you on their next turn |
Furious Will | Fervor | F.F.J | 6 | 6 | instant | You channel your fury into overwhelming force of will causing you to be Winded on your next turn but applying the following benefits to your next action this turn:; No Fury, Vigor, or Spirit cost; No Faith difficulty roll required; No Honor Code Stacks consumed; Focus dice treats any Poor result as Fair and Fair result as Good; No reduction in Stealth | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | You channel your fury into overwhelming force of will causing you to be Winded on your next turn but applying the following benefits to your next action this turn: • No Fury, Vigor, or Spirit cost • No Faith difficulty roll required • No Honor Code Stacks consumed • Focus dice treats any Poor result as Fair and Fair result as Good • No reduction in Stealth |
You channel your fury into overwhelming force of will causing you to be Winded on your next turn but applying the following benefits to your next action this turn: • No Fury, Vigor, or Spirit cost • No Faith difficulty roll required • No Honor Code Stacks consumed • Focus dice treats any Poor result as Fair and Fair result as Good • No reduction in Stealth |
Greater Battle Presence | Bulwark | F.B.D.3 | 6 | 6 | instant | Until the start of your next turn all enemies within 2" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Improved Battle Presence | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Until the start of your next turn all enemies within 2" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Until the start of your next turn all enemies within 2" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. |
Come At Me | Bulwark | F.B.J | 6 | 4 | instant | You beat your chest, or make some other outwards show of bravado. Until the start of your next turn, any enemy that chooses to attack you auto-hits their first attack, but cannot crit. If they fail a resolve test that attack only deals minimum damage. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | You beat your chest, or make some other outwards show of bravado. Until the start of your next turn, any enemy that chooses to attack you auto-hits their first attack, but cannot crit. If they fail a resolve test that attack only deals minimum damage. | You beat your chest, or make some other outwards show of bravado. Until the start of your next turn, any enemy that chooses to attack you auto-hits their first attack, but cannot crit. If they fail a resolve test that attack only deals minimum damage. |
Greater Mortal Wound | Slayer | F.S.D.3 | 6 | 3 | instant | +12% crit to next regular attack or any type of strike | Improved Mortal Wound | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +12% crit to next regular attack or any type of strike | +12% crit to next regular attack or any type of strike |
Improved Furious Throw | Slayer | F.S.G.2 | 6 | 6 | action | throw ANY weapon with +4 damage; if that weapon does not have the Thrown attribute, treat it as though it does | Furious Throw | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | throw ANY weapon with +4 damage • if that weapon does not have the Thrown attribute, treat it as though it does |
throw ANY weapon with +4 damage • if that weapon does not have the Thrown attribute, treat it as though it does |
Superior Warcry | Fervor | F.F.C.4 | 7 | 8 | instant | All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total); +10 hit, +5% Crit & +2 damage (melee only); Zealot & Shaman only: +10 cast, +5% Crit & +2 damage (Spirit & Faith powers); +4 Advantage on Resolve rolls; +2 movement | Greater Warcry | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +5% Crit & +2 damage (melee only) • Zealot & Shaman only: +10 cast, +5% Crit & +2 damage (Spirit & Faith powers) • +4 Advantage on Resolve rolls • +2 movement |
All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +5% Crit & +2 damage (melee only) • Zealot & Shaman only: +10 cast, +5% Crit & +2 damage (Spirit & Faith powers) • +4 Advantage on Resolve rolls • +2 movement |
Bolstering Shout | Fervor | F.F.K | 7 | 6 | action | All friendlies within hearing range (including self) gain 2d10+8 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within hearing range (including self) gain 2d10+8 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. | All friendlies within hearing range (including self) gain 2d10+8 temporary HP, that dissappear at the end of the battle. Cannot gain this effect more than once per battle. |
Unstoppable | Bulwark | F.B.K | 7 | 5 | instant | Gain immunity to all forms of CC until the start of your next turn. Also, the next Spirit power cast from health costs half as much. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Gain immunity to all forms of CC until the start of your next turn. Also, the next Spirit power cast from health costs half as much. | Gain immunity to all forms of CC until the start of your next turn. Also, the next Spirit power cast from health costs half as much. |
Hamfist | Bulwark | F.B.L | 7 | 7 | action | Make a mainhand and offhand attack that gains +1 damage for every 20 HP you have (5% of current HP) but suffers -10 to hit if armed. Allows for a Focus skill to be used with the offhand or applies to a regular off hand punch made by non-Focus classes. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a mainhand and offhand attack that gains +1 damage for every 20 HP you have (5% of current HP) but suffers -10 to hit if armed. Allows for a Focus skill to be used with the offhand or applies to a regular off hand punch made by non-Focus classes. | Make a mainhand and offhand attack that gains +1 damage for every 20 HP you have (5% of current HP) but suffers -10 to hit if armed. Allows for a Focus skill to be used with the offhand or applies to a regular off hand punch made by non-Focus classes. |
Superior Berserker Strike | Slayer | F.S.C.4 | 7 | 8 | action | +1d10 damage to main hand melee attack (counts as a strike); generates double fury if used while undetected | Greater Berserker Strike | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +1d10 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
+1d10 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
Piercing Strike | Slayer | F.S.I.2 | 7 | 4 | action | a regular main hand attack that has -20 armor piercing (counts as a Strike) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | a regular main hand attack that has -20 armor piercing (counts as a Strike) | a regular main hand attack that has -20 armor piercing (counts as a Strike) |
Ferocity | Havoc | F.H.K | 7 | 7 | instant | after any type of attack action made this turn, attack a second time with either your main hand OR off hand weapon as regular attacks only | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | after any type of attack action made this turn, attack a second time with either your main hand OR off hand weapon as regular attacks only | after any type of attack action made this turn, attack a second time with either your main hand OR off hand weapon as regular attacks only |
Greater Bladestorm | Havoc | F.H.C.3 | 7 | 16 | action | Inflict the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | Improved Bladestorm | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Inflict the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | Inflict the combined weapon damage of your mainhand and offhand in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. |
Dominating Roar | Fervor | F.F.L | 8 | 5 | instant | All living enemies within 8" (no more than 2 sizes larger) must take a Resolve test. If failing they immediately reduce their Initiative Score by 4 for the remainder of the battle.; Targets cannot be effected by this more than once; Any target moved to the bottom of the turn order, or already there, is also Stunned for 1 round. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All living enemies within 8" (no more than 2 sizes larger) must take a Resolve test. If failing they immediately reduce their Initiative Score by 4 for the remainder of the battle. • Targets cannot be effected by this more than once • Any target moved to the bottom of the turn order, or already there, is also Stunned for 1 round. |
All living enemies within 8" (no more than 2 sizes larger) must take a Resolve test. If failing they immediately reduce their Initiative Score by 4 for the remainder of the battle. • Targets cannot be effected by this more than once • Any target moved to the bottom of the turn order, or already there, is also Stunned for 1 round. |
Gore Strike | Fervor | F.F.M | 8 | 8 | action | Make a minimum damage mainhand attack that deals +1d20 damage. All friendlies (including self) within 3" gain fury equal the d20 roll. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a minimum damage mainhand attack that deals +1d20 damage. All friendlies (including self) within 3" gain fury equal the d20 roll. | Make a minimum damage mainhand attack that deals +1d20 damage. All friendlies (including self) within 3" gain fury equal the d20 roll. |
Superior Battle Presence | Bulwark | F.B.D.4 | 8 | 8 | instant | Until the start of your next turn all enemies within 3" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Greater Battle Presence | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Until the start of your next turn all enemies within 3" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Until the start of your next turn all enemies within 3" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. |
Grapple Strike | Bulwark | F.B.M | 8 | 6 | action | Make a regular main hand attack and use your offhand to Grapple your opponent. The grapple persists if not using your off hand in subsequent rounds. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a regular main hand attack and use your offhand to Grapple your opponent. The grapple persists if not using your off hand in subsequent rounds. | Make a regular main hand attack and use your offhand to Grapple your opponent. The grapple persists if not using your off hand in subsequent rounds. |
Improved Flurry | Havoc | F.H.I.2 | 8 | 16 | instant | next regular main hand attack, strike, or Focus skill hits all targets within 2"; use a single hit roll and treat it as a single attack | Flurry | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | next regular main hand attack, strike, or Focus skill hits all targets within 2" • use a single hit roll and treat it as a single attack |
next regular main hand attack, strike, or Focus skill hits all targets within 2" • use a single hit roll and treat it as a single attack |
Sundering Strike | Havoc | F.H.L | 8 | 10 | action | A regular damage mainhand strike that reduces the targets armor by 10% for the remainder of the battle and inflicts that amount (plus Crushing Blow) as auto physical damage to all targets (including self) within 2".; If target armor saves, increase effects to 20% | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | A regular damage mainhand strike that reduces the targets armor by 10% for the remainder of the battle and inflicts that amount (plus Crushing Blow) as auto physical damage to all targets (including self) within 2". • If target armor saves, increase effects to 20% |
A regular damage mainhand strike that reduces the targets armor by 10% for the remainder of the battle and inflicts that amount (plus Crushing Blow) as auto physical damage to all targets (including self) within 2". • If target armor saves, increase effects to 20% |
Superior Mortal Wound | Slayer | F.S.D.4 | 8 | 4 | instant | +16% crit to next regular attack or any type of strike | Greater Mortal Wound | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +16% crit to next regular attack or any type of strike | +16% crit to next regular attack or any type of strike |
Greater Furious Throw | Slayer | F.S.G.3 | 8 | 9 | action | throw ANY weapon with +6 damage; if that weapon does not have the Thrown attribute, treat it as though it does | Improved Furious Throw | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | throw ANY weapon with +6 damage • if that weapon does not have the Thrown attribute, treat it as though it does |
throw ANY weapon with +6 damage • if that weapon does not have the Thrown attribute, treat it as though it does |
Matchless Warcry | Fervor | F.F.C.5 | 9 | 10 | instant | All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total); +10 hit, +10% Crit & +3 damage (melee only); Zealot & Shaman only: +10 cast, +10% Crit & +3 damage (Spirit & Faith powers); +6 Advantage on Resolve rolls; +2 movement | Superior Warcry | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +10% Crit & +3 damage (melee only) • Zealot & Shaman only: +10 cast, +10% Crit & +3 damage (Spirit & Faith powers) • +6 Advantage on Resolve rolls • +2 movement |
All friendlies within hearing range (including self) gain beneficial effects for 1 round +1 additional round per 2 Fury spent (up to a maximum of 4 rounds total) • +10 hit, +10% Crit & +3 damage (melee only) • Zealot & Shaman only: +10 cast, +10% Crit & +3 damage (Spirit & Faith powers) • +6 Advantage on Resolve rolls • +2 movement |
Horrific Strike | Fervor | F.F.N | 9 | 7 | action | Make a regular mainhand attack that gains +1d6 damage for every enemy target within 3" that is currently suffering from Fear or fear-like effects (up to a maximum of +6d6) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Make a regular mainhand attack that gains +1d6 damage for every enemy target within 3" that is currently suffering from Fear or fear-like effects (up to a maximum of +6d6) | Make a regular mainhand attack that gains +1d6 damage for every enemy target within 3" that is currently suffering from Fear or fear-like effects (up to a maximum of +6d6) |
Greater Pain Suppression | Bulwark | F.B.A.3 | 9 | 1 | reaction | Once activated remains in play until choosing to use its effects, which negate the damage of a single attack at a rate of 4 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | Improved Pain Suppression | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Once activated remains in play until choosing to use its effects, which negate the damage of a single attack at a rate of 4 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. | Once activated remains in play until choosing to use its effects, which negate the damage of a single attack at a rate of 4 damage per Fury spent. If this results in no damage being taken, still generates Fury as if damage was taken. |
Bully | Bulwark | F.B.N | 9 | 6 | instant | Bully a single target within 8" that has less HP than you, causing the following effects until the start of your next turn or until they have more HP than you:; -2 Disadvantage on all Stat rolls; reduce AC and resistance by 15; must re-roll thier first successful hit each round | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Bully a single target within 8" that has less HP than you, causing the following effects until the start of your next turn or until they have more HP than you: • -2 Disadvantage on all Stat rolls • reduce AC and resistance by 15 • must re-roll thier first successful hit each round |
Bully a single target within 8" that has less HP than you, causing the following effects until the start of your next turn or until they have more HP than you: • -2 Disadvantage on all Stat rolls • reduce AC and resistance by 15 • must re-roll thier first successful hit each round |
Matchless Berserker Strike | Slayer | F.S.C.5 | 9 | 10 | action | +1d12 damage to main hand melee attack (counts as a strike); generates double fury if used while undetected | Superior Berserker Strike | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +1d12 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
+1d12 damage to main hand melee attack (counts as a strike) • generates double fury if used while undetected |
The Beast Within | Slayer | F.S.J | 9 | 10 | action | immediately move to closest conscious target (friend/foe) w/in 8" and auto hit it with a max damage mainhand attack | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | immediately move to closest conscious target (friend/foe) w/in 8" and auto hit it with a max damage mainhand attack | immediately move to closest conscious target (friend/foe) w/in 8" and auto hit it with a max damage mainhand attack |
Matchless Mortal Wound | Slayer | F.S.D.5 | 10 | 5 | instant | +20% crit to next regular attack or any type of strike | Superior Mortal Wound | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | +20% crit to next regular attack or any type of strike | +20% crit to next regular attack or any type of strike |
Greater Frenzy | Havoc | F.H.F.3 | 9 | 24 | instant | for each attack in a row add +3 hit/+3 damage for up to five attacks, or until failing to attack consecutively | Improved Frenzy | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | for each attack in a row add +3 hit/+3 damage for up to five attacks, or until failing to attack consecutively | for each attack in a row add +3 hit/+3 damage for up to five attacks, or until failing to attack consecutively |
Barrage | Havoc | F.H.M | 9 | 6 | action | Throw 2x the number of throwing weapons you would normaly throw as a regular attack action. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Throw 2x the number of throwing weapons you would normaly throw as a regular attack action. | Throw 2x the number of throwing weapons you would normaly throw as a regular attack action. |
Against All Odds | Fervor | F.F.O | 10 | 14 | instant | gain +1d8 damage on main hand attacks for each enemy minus self and friends until such as time as no longer outnumbered (up to +4d8) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | gain +1d8 damage on main hand attacks for each enemy minus self and friends until such as time as no longer outnumbered (up to +4d8) | gain +1d8 damage on main hand attacks for each enemy minus self and friends until such as time as no longer outnumbered (up to +4d8) |
Victory Shout | Fervor | F.F.P | 10 | 12 | action | All friendlies within hearing range may immediately make a regular mainhand attack against any wounded enemy target that they can reach with a regular move. If leaving base contact to do so this still counts as disengaging from combat. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | All friendlies within hearing range may immediately make a regular mainhand attack against any wounded enemy target that they can reach with a regular move. If leaving base contact to do so this still counts as disengaging from combat. | All friendlies within hearing range may immediately make a regular mainhand attack against any wounded enemy target that they can reach with a regular move. If leaving base contact to do so this still counts as disengaging from combat. |
Matchless Battle Presence | Bulwark | F.B.D.5 | 10 | 10 | instant | Until the start of your next turn all enemies within 4" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Superior Battle Presence | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Until the start of your next turn all enemies within 4" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. | Until the start of your next turn all enemies within 4" that have less HP than you must pass a Resolve test or be treated as Taunted. This includes enemies that attempt to pass within this radius when they move. |
Meat Shield | Bulwark | F.B.O | 10 | 8 | action | Take no immediate action during your own turn, but gain the Meat Shield effect until the start of your next turn. While this effect is in play any friendly target within 1" of your rear 180 arc gains block value equal to 3x your Stamina. Blocking in this manner causes you to take half the intended damage. If an enemy moves into base contact with you or any friendly covered by the meat Shield effect you may make a single main hand attack against them (moving up to 1" if required) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Take no immediate action during your own turn, but gain the Meat Shield effect until the start of your next turn. While this effect is in play any friendly target within 1" of your rear 180 arc gains block value equal to 3x your Stamina. Blocking in this manner causes you to take half the intended damage. If an enemy moves into base contact with you or any friendly covered by the meat Shield effect you may make a single main hand attack against them (moving up to 1" if required) | Take no immediate action during your own turn, but gain the Meat Shield effect until the start of your next turn. While this effect is in play any friendly target within 1" of your rear 180 arc gains block value equal to 3x your Stamina. Blocking in this manner causes you to take half the intended damage. If an enemy moves into base contact with you or any friendly covered by the meat Shield effect you may make a single main hand attack against them (moving up to 1" if required) |
Doom Strike | Slayer | F.S.K | 10 | 12 | action | make a mainhand attack (no offhand allowed) with double the weapon damage (before bonuses); if it hits, knocks the target back 6" | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a mainhand attack (no offhand allowed) with double the weapon damage (before bonuses) • if it hits, knocks the target back 6" |
make a mainhand attack (no offhand allowed) with double the weapon damage (before bonuses) • if it hits, knocks the target back 6" |
Devastation | Havoc | F.H.N | 10 | 12 | move + instant | causes the next single target regular main hand attack, strike, or Focus skill to hit an additional 1d4 targets within 1/2 your normal move. This consumes the movement portion of your turn but does not count as disengaging from combat. Use a single hit roll, but treat each attack as a seperate hit for purposes of fury generation and limiting Multiple Attack Actions (4-3-2 Rule) | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | causes the next single target regular main hand attack, strike, or Focus skill to hit an additional 1d4 targets within 1/2 your normal move. This consumes the movement portion of your turn but does not count as disengaging from combat. Use a single hit roll, but treat each attack as a seperate hit for purposes of fury generation and limiting Multiple Attack Actions (4-3-2 Rule) | causes the next single target regular main hand attack, strike, or Focus skill to hit an additional 1d4 targets within 1/2 your normal move. This consumes the movement portion of your turn but does not count as disengaging from combat. Use a single hit roll, but treat each attack as a seperate hit for purposes of fury generation and limiting Multiple Attack Actions (4-3-2 Rule) |
Superior Bladestorm | Havoc | F.H.C.4 | 10 | 18 | action | Inflict the combined weapon damage of your mainhand, offhand, and all other melee damage modifiers in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | Greater Bladestorm | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Inflict the combined weapon damage of your mainhand, offhand, and all other melee damage modifiers in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. | Inflict the combined weapon damage of your mainhand, offhand, and all other melee damage modifiers in a 1" radius. Use a single hit roll but gain fury as though each target was hit by a 2 handed weapon. |
Fury Incarnate | Fervor | F.F.Q | 11 | 10 | instant | Double the fury gain from any source from now until the start of your next turn. Any attacks you make during this time cause the target to become Frightened until passing a Resolve test (at the start of their subsequent turns). | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Double the fury gain from any source from now until the start of your next turn. Any attacks you make during this time cause the target to become Frightened until passing a Resolve test (at the start of their subsequent turns). | Double the fury gain from any source from now until the start of your next turn. Any attacks you make during this time cause the target to become Frightened until passing a Resolve test (at the start of their subsequent turns). |
Muscle Bound | Bulwark | F.B.P | 11 | 8 | instant | Any healing you recieve until the start of your next turn adds your Strength stat as bonus healing and can over heal you any amount. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Any healing you recieve until the start of your next turn adds your Strength stat as bonus healing and can over heal you any amount. | Any healing you recieve until the start of your next turn adds your Strength stat as bonus healing and can over heal you any amount. |
Death Strike | Slayer | F.S.L | 11 | 10 | action | make a regular mainhand attack, that if landing a killing blow, grants you an additional turn at the end of the turn order. | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | make a regular mainhand attack, that if landing a killing blow, grants you an additional turn at the end of the turn order. | make a regular mainhand attack, that if landing a killing blow, grants you an additional turn at the end of the turn order. |
Fury Explosion | Havoc | F.H.O | 11 | 15 | action | Hit all targets in base contact with a regular main hand attack +1d6 damage per enemy in base contact. Use a single hit roll. If it hits it also has a 2" knockback and if failing a Stamina test targets are knocked down.; can choose to auto-hit at the cost of becoming Winded for 1 round | training | Barbarian, Warrior, Vigilante, Zealot, Shaman, Berserker, Pit-Fighter | Hit all targets in base contact with a regular main hand attack +1d6 damage per enemy in base contact. Use a single hit roll. If it hits it also has a 2" knockback and if failing a Stamina test targets are knocked down. • can choose to auto-hit at the cost of becoming Winded for 1 round |
Hit all targets in base contact with a regular main hand attack +1d6 damage per enemy in base contact. Use a single hit roll. If it hits it also has a 2" knockback and if failing a Stamina test targets are knocked down. • can choose to auto-hit at the cost of becoming Winded for 1 round |