To activate code skills, Honor classes must first generate Code Stacks based on the particular code type that they want to use. (See the Honor page for more details).
The maximum Rank of any Code Skill can never be higher than your current Tier of Power.
To use Code Skills you must have Honor greater than zero.
Filter the list below by “Code” to narrow down your search.
Polarity | Code | Skill Name | Sample | Use | Duration | Range | Class Restriction | Description |
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Order | Bushido | Honor in Death | "Come face me, I do not fear death, for it is the greatest honor." | instant | immediate | 10" | Samurai | taunts up to one enemy per stack (within Range = to their perception) that fails a Resolve test • if the taunted target dies (or is critically injured) while in base contact, gain a free Bushido code stack • if the Samurai dies (or is critically injured) any taunted target (regardless of base contact) takes max damage for the remainder of the battle |
Order | Bushido | Sworn Blade | "If you dare harm those in my care, by blade is sworn to find you." | instant | battle | 10" | Samurai | mark up to one target per stack that has dealt damage to an ally during the last turn. The mark remains in play until you attack that target at which point you consume the mark to gain one free regular main hand or offhand attack attack as part of the same action (Must adhere to 4-3-2 rule).Cannot be sued again until all marks have been consumed. |
Order | Bushido | Breath of Tranquility | "Even in the chaos of battle I can find my center, the breath of tranquility." | instant | immediate | self | Samurai | Gain 1d2/1d4/1d6 Focus or 1d6+2/1d8+4/1d10+6 HP (scaling by # of stacks consumed). |
Order | Bushido | Unwavering Focus | "Cut me if you will, i shall not lose focus." | reaction | immediate | self | Samurai | May consume code stacks as a reaction to prevent Focus loss, where the damage is no greater than 15 per stack. |
Order | Bushido | Kamikaze | "Though I will surely fall, my enemies fall will be greater still." | instant | next strike or unarmed attack | self | Samurai | If facing more than one opponent with no conscious friendlies within 6" the next strike or unarmed attack does +100% damage per stack (before bonuses or multipliers) and hits all enemies within melee range |
Order | Bushido | Precision Strike | "I strike at the heart of my foe." | action | immediate | self | Samurai | Single target strike that rolls one extra damage dice per stack, may choose which roll to keep |
Order | Chivalry | Merciful Strike | action | 1 rnd per stack | melee | Knight | A melee strike that cannot reduce target below 0 HP or cause a loss of Honor in any way, also prevents healing of any kind for one round per stack | |
Order | Chivalry | Honor Strike | action | immediate | melee | Knight | A melee strike that adds 1/2 of your current Honor as bonus damage applied AFTER any other multipliers (i.e. Critical Hits, Blessing of Might, Omen of Destruction, etc...) • at 2 stacks increase bonus damage to 1x current Honor • at 3 stacks increase bonus damage to 2x current Honor |
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Order | Chivalry | Champion Strike | action | immediate | melee | Knight | A melee strike that has +5 hit and +3 damage, per stack | |
Order | Chivalry | Justice Strike | action | 1 rnd | melee | Knight | A melee strike that causes the target to be Taunted if failing a Resolve test • apply -3 Disadvantage at 2 Stacks and -6 Disadvantage at 3 Stacks |
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Order | Chivalry | Ardent Strike | action | 1 rnd | melee | Knight | A melee strike that even if missing forces the target up to 2" back. This does not count as disengaging from combat and cannot cause collision damage. On the target's next turn they must pass a resolve test if they wish to move back into base contact. At 2 stacks they suffer -3 disadvantage and at 3 stacks -6 disadvantage. | |
Order | Chivalry | Honorable Defense | reaction | 1 round | self | Knight | When hit by physical damage, for one full round negate incoming physical damage based on your current amount of honor at a rate of Honor/4 damage per stack or Honor/2 damage per stack if victim of a critical hit. | |
Order | Chivalry | Forbearance | instant | next attack | self | Knight | If failing to deal damage or if no offensive actions were taken on the previous round, for one round per stack, the next strike or regular melee attack has additional modifiers, based on its weapon attributes: • Parry: Multiply parry value by number of stacks as bonus damage. • Cleaving: +10% crit per stack • Stun: Multiply stun chance by 1+ the number of stacks. • Armor Piercing: Multiply Armor Piercing value by 1+ the number of stacks,: Charge: Multiply charge bonus by 1+ the number of stacks. |
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Order | Chivalry | Prudence | "My blade is my greatest resource, it would be prudent to wield it as such" | action | immediate | melee | Knight | Make two regular attacks with your main hand as part of the same action, where each attack suffers -20 to hit. • At 2 stacks, reduces to -10 to hit. • At 3 stacks, no penalty to hit. |
Order | Chivalry | Bolster Mount | "A knight and their mount fight as one." | instant | next action | self | Knight | If you are riding your mount or it is within LoS, EITHER: grant it +5 to hit and +2 damage, per stack, on all attacks as part of its next attack action OR heal it for 1d8+2 HP per stack |
Order | Chivalry | Conviction | instant | 1 attack per stack | self | Knight | If acting under orders or working to complete a specific quest or mission, the next (one per stack) melee attack of any kind doubles the number of dice rolled for damage | |
Balance | Guardian's Code | Defensive Rush | reaction | immediate | 3" per stack | Guardian | Move out of turn, up to 3" per stack, to intercept an attack that would otherwise be made on a friendly. | |
Balance | Guardian's Code | Call to Arms | action | immediate | 10" | Guardian | All friendlies in a 10" radius (not including self), receive one Action Point (AP)/stack to redeem at any time during their own turn, where: • 1AP = free instant, 1AP = free move, 2AP = free action (max one each) |
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Balance | Guardian's Code | Strength of the Guardian | instant | 1 attack per stack | self | Guardian | The next one melee attack per stack does max damage • for melee skills/attacks with AoE, assume one attack means one target hit |
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Balance | Guardian's Code | Guardian's Roar | instant | immediate | 10" | Guardian | All enemies in range must immediately pass a Resolve test or: • 1 stack: must attack guardian next turn (taunt) • 2 stacks: are stunned 1 round • 3 stacks: must use their next available reaction to flee at full movement distance • |
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Balance | Guardian's Code | Triumph Strike/Shot | action | immediate | melee | Guardian | A melee strike or ranged shot that gains +2 damage per stack and if scoring a killing blow or knocking the target unconscious, restores 5 Vigor per Stack. | |
Balance | Guardian's Code | Shield Brother (Sister) | reaction | immediate | 8" | Guardian | May throw an equipped shield with range = STR during the enemy's turn to attempt to block (with +3/stack) an attack made on a friendly (but must retrieve shield before activating again) • this skill may be used on an ally without throwing your shield if you are in base contact with both them and their opponent |
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Balance | Hellsworn | Unholy Strike | action | immediate | melee | Hellsworn Paladin | Single target melee strike that has +3 demonic damage per stack against living targets and +6 demonic damage per stack against holy targets | |
Balance | Hellsworn | Infernal Shield | instant | 1 rnd per stack | 10" | Hellsworn Paladin | Places a shield on a single target that negates all demonic or holy damage for one round per stack. A critical hit destroys the shield but the damage is still negated | |
Balance | Hellsworn | Deathknell | action | immediate & 1 rnd per stack | 10" | Hellsworn Paladin | All living targets within 10" take 1d6 Demonic damage per stack and are immune to healing for 1 round per stack • if targets are unconscious they take 2d6 damage per stack instead |
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Balance | Hellsworn | Dark Piety | instant | immediate | self | Hellsworn Paladin | Gain one Faith and +2AC (for 1 hour/battle), per stack | |
Balance | Hellsworn | Infernal Retribution | reaction | immediate | self | Hellsworn Paladin | After failing a Faith difficulty roll, consume stacks to inflict 1d8+2 demonic damage per stack to a target within 10". If the failed power was already targeting an enemy, they must be the target of Infernal Retribution. Treat as Burst type power that can be resisted and uses your typical modifiers. | |
Balance | Hellsworn | Blackfire | instant | 1 +1 round per Tier | self | Hellsworn Paladin | Treat as a DOT style power, that deals 1d6 demonic damage each round on up to 1 target per Stack | |
Balance | Holysworn | Righteous Strike | action | immediate | melee | Holysworn Paladin | Single target melee strike that has does +2 Holy damage per stack for every enemy currently in base contact | |
Balance | Holysworn | Divine Shield | instant | 1 rnd/use per stack | 10" | Holysworn Paladin | Places a divine shield on a single target that mitigates all damage from a successful hit or half the damage of a critical hit against the shielded target • shield lasts for one round per stack or until mitigating damage once per stack. |
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Balance | Holysworn | Rest for the Dead | action | immediate & 1 day per stack | 10" | Holysworn Paladin | All undead targets within 10" take 1d6 Holy damage per stack • treat similar to an Invocation power • also renders any recently slain target immunity to undeath for 1 day per stack |
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Balance | Holysworn | Piety | instant | immediate | self | Holysworn Paladin | Gain one Faith and 2 temporary HP, per stack | |
Balance | Holysworn | Redemptive Power | reaction | immediate | self | Holysworn Paladin | After failing a Faith difficulty roll, consume stacks to inflict 1d8+2 demonic damage per stack to a target within 10". If the failed power was already targeting an enemy, they must be the target of Infernal Retribution. Treat as Burst type power that can be resisted and uses your typical modifiers. | |
Balance | Holysworn | Whitefire | instant | 1 +1 round per Tier | self | Holysworn Paladin | Treat as a DOT style power, that deals 1d6 holy damage each round on up to 1 target per Stack | |
Balance | Primalsworn | Savage Strike | action | immediate | melee | Primalsworn Paladin | Single target melee strike that adds +3 physical damage per stack and -4 Overpowering per stack | |
Balance | Primalsworn | Primal Shield | instant | 1 rnd per stack | 10" | Primalsworn Paladin | Places a shield on a single target that negates all magic damage for one round per stack. A critical hit destroys the shield but the damage is still negated. | |
Balance | Primalsworn | Tame the Wild | action | immediate | 10" | Primalsworn Paladin | Any wild beast within 10" and possessing a Threat Rating no higher than 3 per stack immediately becomes docile or unaggressive and will remain so unless attacked or threatened, typically moving to leave battlefield as quickly as possible | |
Balance | Primalsworn | Wild Reverence | instant | 1 rnd per stack | self | Primalsworn Paladin | Gain one Faith and +2 melee damage (for 1 round), per stack | |
Balance | Primalsworn | Primal Enrage | reaction | immediate | self | Primalsworn Paladin | After failing a Faith difficulty roll, consume code stacks to enter a primal rage that makes you immune to all CC, grants +1d8 damage to all melee attacks (+2d8 if 2-handed), but prevents you from casting for the duration. Lasts for 1 round per stack. | |
Balance | Primalsworn | Wildfire | instant | 1 +1 round per Tier | self | Primalsworn Paladin | Treat as a DOT style power, that deals 1d6 natural damage each round on up to 1 target per Stack | |
Chaos | Scoundrel's Code | Keep to the Shadows | instant | immediate | self | Swashbuckler | Immediately gain 2 stealth per stack (must already be hidden and either undetected or in shadows) | |
Chaos | Scoundrel's Code | Cower | action | immediate | self | Swashbuckler | One enemy per stack that is currently attacking you will lose interest on their next turn and attack or move to attack the next closest enemy target. If this results in no opponents having LoS you can become undetected. When opponents leave base contact due to this skill you may make an Attacks of Opportunity against every one of them as a single Reaction. | |
Chaos | Scoundrel's Code | Witty Rebuke | "Your mother was a hamster and your father smelt of elderberries" | reaction | immediate | LoS | Swashbuckler | As a reaction to an enemy target dealing damage or otherwise succeeding with a power or skill against you or one of your allies, passing a Charm vs Resolve stat roll-off causes your witty rebuke to Taunt the target for 1 round per stack. If you are hidden and undetected, they are still taunted and will spend their entire turn searching for you. For the duration they also suffer -5 per Tier to hit or cast, applied to the natural roll for the sake of critical misses or miscasts. |
Chaos | Scoundrel's Code | Disarming Strike | action | immediate | melee | Swashbuckler | Single target melee strike that disarms the opponent if winning an Agility vs Strength stat roll-off (+2 advantage per stack). | |
Chaos | Scoundrel's Code | Distracting Shot | action | immediate | ranged | Swashbuckler | Single target ranged shot that increases your stealth by 2 per stack and briefly breaks their LoS on you, even if missing. If this results in no opponents having LoS on you, you may immediately become undetected. If other opponents still have LoS, you may still pass a Stealth test to become undetected. In either case, must be deemed reasonable to become undetected (i.e. some cover, or low light available). | |
Chaos | Scoundrel's Code | Silver Tongue | instant | 1 rnd per stack | 10" | Swashbuckler | If passing a Charm vs. Resolve stat roll-off, a single target is charmed. They will generally comply with anything you ask of them and cannot take any action against you (incl. instants, reactions, or moves) for one round per stack (or 1 hour epr stack out of combat). If you deal damage to the charmed target or ask them to harm themselves or one of their allies, the effect is immediately broken. | |
Balance | Soulsworn | Astral Strike | action | immediate | melee | Soulsworn Paladin | Single target melee strike that adds +2 mental damage per stack and ignores 25% of the targets armor per stack. | |
Balance | Soulsworn | Soul Shield | instant | battle | 10" | Soulsworn Paladin | Places a psionic shield on a single target that reduces all physical damage taken by half for one round per stack, but also inflicts 1d12 mental damage to the caster each time it does so | |
Balance | Soulsworn | Restoration of Soul | action | immediate | 10" | Soulsworn Paladin | All targets within 10" that belong to the Third Creation (i.e. possess a soul) are healed for 1d4+2 HP per Stack. No casting/hit roll required, but cannot crit. | |
Balance | Soulsworn | Mindfulness | instant | 1 rnd per stack | self | Soulsworn Paladin | Gain one Faith per stack and +5 Mental Resist (for 1 hour/battle), per stack | |
Balance | Soulsworn | Willful Exchange | reaction | immediate | self | Soulsworn Paladin | After failing a Faith difficulty roll, you consume code stacks as a reaction to ignore the failure entirely and instead do the following: • One Stack: attempt to re-roll the power and abide by the second roll. • Two Stacks: make a regular attack action (if it was a failed action) or use a non-offensive instant (if it was a failed instant). • Three stacks: Use an entirely different action or instant (respectively). |
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Balance | Soulsworn | Soulfire | instant | 1 +1 round per Tier | 10" | Soulsworn Paladin | Treat as a DOT style power, that deals 1d6 mental damage each round on up to 1 target per Stack. Use Psionic modifiers if applicable. | |
Balance | Spiritual Truths | Origination | "By knowing the true origins or any created thing, you may channel your power to strike where it is weakest." | action | immediate | melee | Wizard | Treat as a melee "Strike" or ranged "Shot" spirit power that costs 3 spirit per stack • Channels spiritual power through your main hand weapon, as either Origin Strike or Origin Shot, dealing weapon damage plus +1d6 per stack, where damage is based in the type of spirit power target is most susceptible to • if using a melee weapon for Origin shot, no physical damage is dealt, instead convert weapon damage into the appropraite damage type. • if target is a Spirit-based beings/creatures (i.e. Elementals, Dragons, Realm Dweller, etc…) add an additional +1 damage per stack |
Balance | Spiritual Truths | Reaping and Sowing | "By all laws of the universe, you will reap that which you sow" | reaction | immediate | self | Wizard | When the Wizard takes damage, 1/3 (per stack) is also reflected back on whomever dealt it (use same hit roll against their own resistance or AC) |
Balance | Spiritual Truths | Shield of Truth | "I gird myself with truth, a shield stronger than any iron." | instant | until destroyed or resting | self | Wizard | Creates a damage shield around the wizard that works against all damage types, 1d12 per stack |
Balance | Spiritual Truths | Threads of Creation | "Creation is all interwoven, pull the correct thread and you may restore that which was lost." | instant | immediate | 10" | Wizard | Restores 10 HP per stack to a single target of the 1st, 2nd, or 3rd Creation • cannot critically hit or miss |
Balance | Spiritual Truths | Spiritual Rejuvenation | "So to, the threads of creation can be manipulated for the rejuvenation of the spirit." | instant | immediate | 10" | Wizard | Restores 10 Spirit per stack to a single target of the 1st, 2nd, or 3rd Creation • cannot critically hit or miss |
Balance | Spiritual Truths | True Power | "More profound still, is the manipulation of the threads of creation to access true power." | instant | next cast | self | Wizard | Gain +4 Spell Power per per stack on your next cast • cannot critically cast or miscast |
Chaos | Street Justice | Watch Your Back | action | immediate | melee | Vigilante | Single target, if attacking from behind the target gain +10 to hit and +1d8 damage, per stack, and cause no dishonor | |
Chaos | Street Justice | Outrage | instant | immediate | self | Vigilante | Gain 3 Fury per stack. At Tier 3 gain 6 per stack. At Tier 6 gain 10 per Stack. | |
Chaos | Street Justice | Escalation | instant | next attack | varies | Vigilante | The next regular attack or strike you make gains bonus damage equal to 50%/stack of the total damage done to you since your last turn. | |
Chaos | Street Justice | Even the Odds | instant | 2 rnds per stack | melee | Vigilante | Incapacitate a humanoid target for two rounds/stack or until taking damage, only consumable if the enemy outnumbers you | |
Chaos | Street Justice | Revenge | reaction | immediate | self | Vigilante | If an opponent deals damage against you, as a reaction, consume code stacks to gain Revenge, where Revenge causes the next one per stack regular attack or strike to deal max damage. If a skill has AoE treat each target hit as using up one of the stacks. | |
Chaos | Street Justice | Death Sentence | action | immediate | melee | Vigilante | If the Vigilante deems the target is guilty of a crime, consume a code stack to make two regular main hand attacks against the target as part of the same action. • If consuming 2 stacks, you may make two regular main-hand and off-hand attacks against the target, where the second set of attacks are considered a separate action (therefore avoid breaking the 4-3-2 rule). • If consuming 3 stacks, make a third set of attacks, also treating each set as a separate action. • If the target is critically injured or killed by this skill, immediately regain 1 stack of Street Justice |
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Order | Leader of Men | Commanding Presence | "I stand with you men! You WILL hold the line!" | reaction | up to 1 hour | 3" per stack | Knight, Holysworn Paladin, Samurai | Any time you pass a Resolve test or a mental resistance, as a reaction consume stacks to grant immunity to the effect which required the resolve test or mental resistance for up to one hour |
Order | Leader of Men | Inspire | "We have overcome foes far greater than these, forward to victory!" | instant | up to 1 hour | 10" | Knight, Holysworn Paladin, Samurai | One target per stack is granted +5 per Tier temporary HP that last until depleted, or 1 hour passes. If recast on the same target, does not stack, just refreshes back to the full amount. Cannot be self cast. |
Order | Leader of Men | Rally the Troops | "The battle is not lost, rally to me!" | instant | immediate | 2" radius per stack | Knight, Holysworn Paladin, Samurai | Within a 2" radius per stack, all CC effects (i.e. fear, stun, immobilize, blind, etc...) or other related effects which cause targets to lose some portion of their turn are cancelled. |
Order | Leader of Men | Issue Command | "A good leader knows there times to stay your own hand and use others as your instrument." | action | 1 round | 10" | Knight, Holysworn Paladin, Samurai | Grant one ally per stack an additional reaction, move, instant, or action on their next turn |
Order | Conquest | Conqueror's Rebuke | "You have shown weakness, and the weak deserve to be conquered." | reaction | immediate | melee | Knight, Hellsworn Paladin, Samurai | If you inflicted damage with a melee weapon as opart of an attack action of any kind, as reaction you may consume code stacks to increase that damage by +5 per stack. |
Order | Conquest | Final Conquest | "Your death shall be my final conquest." | instant | 1 round per stack | melee | Knight, Hellsworn Paladin, Samurai | For the next 1 round per stack, anytime you strike a killing blow against an opponent (including knocking targets unconscious), you may make a regular main hand attack as a free action. |
Order | Conquest | Hope's End | "My very presence on the battlfield causes my enemy to dispair, I am the end of all hope." | action | immediate | 3" per stack | Knight, Hellsworn Paladin, Samurai | All opponents within range must pass an immediate Resolve test or become Frightened. Those that pass with a score grater than 25 are instead Taunted for 1 round. |
Order | Conquest | Steel Surge | "All who oppose me will be crushed under by steeled feet." | move | immediate | cone template | Knight, Hellsworn Paladin, Samurai | Instead of your normal movement, move yourself to the end of the cone template. Anything that was touched by the template takes trample damage equal to 1d6 +1 for every 10 Armor you have, per stack consumed. |
Order | Watcher on the Wall | Mystical Defence | "I have trained to face any threat, even those of mystical nature." | reaction | immediate | self | Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian | A +3 per Tier Block or Parry, that can also be used against any spell that requires LoS. |
Order | Watcher on the Wall | Prismatic Shield | "We'll hold them back, no matter what power they throw against us." | instant | 1 round per stack | 3" | Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian | Creates a 1d12+10 damage shield against all types of non-physical damage that covers a 90 degree arc at a radius of 3" from the caster. Treat this as a Shield type power, with a Faith difficulty of 20 or a 5 spirit or vigor cost. |
Order | Watcher on the Wall | Preemptive Strike/Shot | "The best defense, is a good offense." | action | immediate | melee | Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian | If a target has not attacked, use a physical strike/shot or wand attack against them that does not allow for dodge and if hitting, inflicts a damage over time (DOT) effect at the start of each of the targets turns. • Holysworn Paladin or Wizard: 1d6 damage per stack, based in their primary damage type, lasts for 1 round per Tier. • Primalsworn Paladin or Guardian: 1d4 per stack Bleed effect (roll once only). |
Order | Watcher on the Wall | Thwart Chaos | "I will thwart chaos at every turn and in all its forms." | reaction | immediate | 15" | Holysworn Paladin, Primalsworn Paladin, Wizard, Guardian | When a target that is influenced by chaos, demonic forces, or wields chaos/demonic based powers attempts to move towards you or use a ranged spell against you, as a reaction, you mave consume code stacks to force the following effects if the target fails a Stamina test (at -1 disadvantage per Tier): • One stack: target's movement is cut in half and suffers an additional 25% miscast chance. • Two stacks: target cannot move at all and suffers an additional 50% miscast chance • Three stacks: target is Immobilized for 1 round, or otherwise suffers an additional 75% miscast chance. |
Balance | Eye for an Eye | Payback | "Know that whatever you do, I will pay back in kind." | instant | 1 rnd per stack | self | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin | All attacks you make for one round per stack cannot do less damage than the last attack made on you, up their maximum damage (before crits) |
Balance | Eye for an Eye | Reciprocal Justice | "Whatever you have done, so it shall be done unto you." | reaction | immediate | 10" | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin | When up to one per stack allies (including yourself) are effected by some form of CC, this CC effect is also inflicted back on the one who caused it |
Balance | Eye for an Eye | Make them Pay | "Even if I do not strike the blow myself, I will make sure you pay for what you've done." | action | immediate | 10" | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin | Up to one per stack friendlies' are granted a bonus action that can be used to make a regular attack, strike, shot, unarmed attack, or offensive spell |
Balance | Eye for an Eye | Avengers Burden | "Even death cannot prevent me from avenging this wrong." | reaction | immediate | self | Vigilante, Guardian, Swashbuckler, Soulsworn Paladin | If a wound would reduce you to zero or less HP, as Reaction, consume code stacks to delay being knocked unconscious and/or any associated injuries for 1 round per stack. Can even delay death. Once the effect ends apply injuries or death as per the lowest negative HP value that was reached during the duration, even if healed. |
Balance | Honor Among Thieves | Thieves Boon | "From one thief to another, may the shadows hide you." | instant | immediate | 10" | Vigilante, Swashbuckler | Grant yourself or another known target +3 stealth per Stack if it is hidden an undetected |
Balance | Honor Among Thieves | Ambushing Strike | "Why waste a good ambush for some silly notion about honor." | action | immediate | melee | Vigilante, Swashbuckler | If currently in an area of shadow or otherwise undetected, make a melee strike that does not allow for dodge contribution to AC and inflicts +1d8 damage per stack with a 10% chance to stun per stack that adds to any other sources of stun on your attack. Both of these effects double if the attack was part of an ambush round. You are detected immediately following the attack regardless if it hits or misses, as you annouce your presence and thereby do not lose any honor. |
Balance | Honor Among Thieves | Deception | Nothing wrong with a little deception if it helps out a friend." | reaction | immediate | 10" | Vigilante, Swashbuckler | When an opponent attempts active or passive detection of you or any hidden ally within range, as a Reaction you may apply -2 disadvantage per stack consumed. |
Balance | Servant of Creation | Servitude | "In service to others, Creation is exalted." | instant | immediate | 10" | Wizard, Primalsworn Paladin | Immediately cast a buff, blessing, or other beneficial power where one additional target can be selected per stack (does not include healing or shielding powers) |
Balance | Servant of Creation | Power Bestowed | "Creation has blessed me with great power." | instant | next crit | self | Wizard, Primalsworn Paladin | +10% crit per stack with faith or spirit powers, lasts until the next time you crit |
Balance | Servant of Creation | Translocation | "If Creation requires it, it will find a way." | action | 1 day | 40" | Wizard, Primalsworn Paladin | Place one Translocation marker per code stack anywhere within 200 feet that you either have LOS to or can picture the location in your mind. The marker is invisible to conventional senses, though can be detected as celestial magic. Anyone that crosses the marker will appear at one of the other markers. If they have knowledge of the Translocation markers they can choose which one to appear at. If not it is random, and they will usually complete whatever move they were making when they crossed it. • As an Instant, the caster can choose to move to any of these markers at will from their current location, but doing so consumes the marker. |
Balance | Servant of Creation | Power Dampening | "Creation has a near limitless capacity to hold power." | reaction | immediate | self | Wizard, Primalsworn Paladin | Whenever you are hit by a source of magical or non-physical damage, as a Reaction, you may reduce that damage by 10 per Stack |
Chaos | Beyond the Law | Come and Get Me | "I dare you..." | reaction | immediate | self | Vigilante, Swashbuckler | When an enemy target moves into base contact on their turn, make one attack per stack (out of turn). Must still adhere to 4-3-2 rule (i.e. if activating with 3 stacks would need to be dual wielding) |
Chaos | Beyond the Law | Evade Capture | "Chains cannot hold me." | instant | immediate | self | Vigilante, Swashbuckler | Make an appropriate stat test (at +3 advantage per Stack) to immediately break any form of immobilizing, snaring, grappling, or taunting effects, whether a result of a skill/spell or physically occurring (i.e. being tied up). Can be used even if an instant would normally be prevented. |
Chaos | Beyond the Law | Lawless Strike | "The rules do not apply to me." | action | immediate | melee | Vigilante, Swashbuckler | Make a regular mainhand attack that if dealing damage of any kind (includign crushing blow) allows you to strike again with you main ahnd for up to one additonal time per stack. Allows you to completely IGNORE the 4-3-2 rule for these main hand attacks. |
Chaos | Beyond the Law | Mockery of Justice | "If you are what represents law and order, I will make a mockery of you." | instant | next strike/shot | self | Vigilante, Swashbuckler | next strike or shot type attack against targets representing 'the Law', (i.e. guards, bounty hunters, etc…) gains +5 damage per stack |
Balance | Sacred Quest | Brazen Strike | "Into the fray, I strike with boldness." | action | immediate | melee | Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | A main hand melee strike that hits one target per stack (must be in base contact) and adds +1 damage per inch of charge movement |
Balance | Sacred Quest | Ignore Pain | "No pain of body or mind can deter me from quest." | reaction | immediate | self | Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | When taking damage, as a Reaction, consume stacks to reduce that damage by 25% per stack |
Balance | Sacred Quest | Relentless Advance | "There is no retreat, we press forward." | instant | next movement | self | Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | Increases your next movement by up to +3 (+4 if mounted or flying). For each stack beyond 1 that is consumed, can be used to increase an ally's movement. Can never be used to retreat. |
Balance | Sacred Quest | Stand Aside | "I will allow nothing will stand in my way, you have been warned, now step aside." | instant | immediate | 10" | Knight, Samurai, Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Soulsworn Paladin | Forces a single enemy target to take a Resolve test (-3 Disadvantage for every stack beyond one). If failing they must use their Reaction to immediately flee thier maximum movement distance and cannot move towards you on their own next turn. If they have already used thier reaction, they lose their Reaction on their next turn. |
Balance | Life Keeper | Lifeboon | "I bring the gift of life to all willing to honor it." | action | 1 round per stack | 10" | Knight, Samurai, Holysworn Paladin, Primalsworn Paladin, Guardian | Heals (1d10+1 per Tier) HP. For each stack beyond one, this occurs again at the start of each of the targets subsequent turns. Treat this as your choiuce of a Holy or Primal heal. |
Balance | Life Keeper | Sanctity of Life | "All life, no matter its origin is worth preserving." | reaction | immediate | 10" | Knight, Samurai, Holysworn Paladin, Primalsworn Paladin, Guardian | When a single target takes damage of any kind, as a reaction, you may consume code stacks to prevent up to 1d10 per stack. No casting roll required, cannot benefit from modifiers. Can prevent injuries and/or death. |
Balance | Life Keeper | Verdant Outburst | "Life cannot help but express itself." | instant | immediate | self | Knight, Samurai, Holysworn Paladin, Primalsworn Paladin, Guardian | While in a wild and/or natural setting or surrounded by an abundance of life/living organisms (GM discretion), heal yourself for 2d6 per stack. |
Chaos | Sworn Vengeance | Vendetta | "Our quarrel is long and bitter." | instant | until target is defeated | 10" | Swashbuckler, Vigilante, Guardian | Marks a single target for revenge for a deed they commited more than 1 day previous. While marked they suffer -2 disadvantage per Stack on all stat tests, and all attacks or spells used against them gain +10 to hit per stack. This lasts until the target is defeated or is dispelled as a mental effect. Can be use don more than one target at a time. |
Chaos | Sworn Vengeance | Fallen Comrade | "You will answer for my fallen comrade." | reaction | 1 turn per stack | self | Swashbuckler, Vigilante, Guardian | When an opponent kills or knocks a member of your party unconscious (HP<0) as a Reaction, consume code stacks to deal max damage against that a opponent for 1 turn per stack |
Chaos | Sworn Vengeance | Sated Vengeance | "However fleeting, nothing compares to the feeling of vengeance fulfilled." | reaction | immediate | self | Swashbuckler, Vigilante, Guardian | If you land the killing blow or otherwise defeat a target than you have sworn vengeance against, as a Reaction, consume code stacks to heal yourself for (1d8+2) HP per stack. Also: • Swashbuckler gains +1 Stealth per stack and can (within reason) use this as a distraction to break LoS and attempt to hide if passing a Stealth test. • Guardian & Vigilante gain 1d6 per stack Vigor or Fury |
Chaos | Sworn Vengeance | Vengeful Strike | "For vengeance!" | move & action | immediate | cone template | Swashbuckler, Vigilante, Guardian | Consuming counts as a move and action. Move to the end of the cone template and inflict a mainhand strike using a single hit roll vs all targets touched by template where damage is equal to regular weapon damage with modifiers multiplied by the number of stacks consumed. |
Chaos | A Power Older | Ancient Power | "My power comes from a source older than time itself." | action | immediate | 10" | Hellsworn Paladin, Primalsworn Paladin, Wizard | Counts as a Nova (if self cast) or Blast type power, with a radius equal to 1" per stack. Inflicts 2d6 "chaos" damage (treat as Shadow, Fire, and Storm). |
Chaos | A Power Older | Demolish Magic | "Your powers are quaint, mine are ancient" | reaction | immediate | Hellsworn Paladin, Primalsworn Paladin, Wizard | When an enemy caster has successfully cast a spell, as a reaction, attempt to demolish the spell and cause damage back to them. Use resistance equal to 10x the Tier of the caster of the effect/spell being demolished. Where damage is equal 1d6 + the Tier of the spell being demolished, for each stack consumed (i.e. 2 Stacks vs a T3 spell = 2d6+6 damage). The damage type matches that of the spell demolished. | |
Chaos | A Power Older | Champion of Chaos | "I am the timeless rage of Chaos, Order cannot endure." | instant | 1 round per stack | self | Hellsworn Paladin, Primalsworn Paladin, Wizard | Become a Champion of Chaos for one round per stack, gaining +10 to cast, +2 spell power, +10 Resistance to any order based power or attack for the duration |
Chaos | Demonic Bargain | Hell Powers | "As agreed, Hell's power flows through me." | instant or action | immediate | as spell | Samurai, Hellsworn Paladin | Allows you to use a Hell Power spell found in the Codex of Demons (see CoC:Demons). The rank of the spell is based on the number stacks consumed and if using an action based hell Power this requires 1 addtional stack. (i.e. An Imp ranked instant spell would rcost 1 stack, while a Lesser ranked action spell would cost 2 stacks) |
Chaos | Demonic Bargain | Soul Stealer | "Your soul is mine. Perhaps they will take it as payment." | action | 1 rnd per stack | 10" | Samurai, Hellsworn Paladin | Temporarily steals the soul out of a single target's body (allow demonic resist) for 1 round per stack (or 1 hour per stack out of combat). Without its soul the body becomes effectively mindless and will move to attack the nearest target. If the body is destroyed while its soul has been removed and the soul is not otherwise trapped or devoured, the disembodied soul becomes a ghost. Has no effect if the targets current HP are greater than 50 per Tier of the caster. |
Chaos | Demonic Bargain | Dark Purpose | "I have bargained my soul to powers greater than yours, I will use yours to fulfill ym purpose." | reaction | immediate | 10" | Samurai, Hellsworn Paladin | Any time a demonic based spell or skill is used within 10" of you, as a Reaction, if you consume one stack per Tier of teh power, you take over the spell and use it however you see fit. |
Balance | The Grand Balance | True Force | "The truest force of all is knowledge." | action | immediate | Primalsworn Paladin, Soulsworn Paladin, Wizard | Counts as a Shock or Shot type power. Inflicts 2d6+2 "balance" damage per Stack (treat as Twilight, Wild and High) | |
Balance | The Grand Balance | Power Shift | "At times we must drift to one side, in order to correct an imbalance." | reaction | immediate | self | Primalsworn Paladin, Soulsworn Paladin, Wizard | If a target is found to be Immune or Hardened to the type of spirit or faith power you just used, as Reaction, you can spend code stacks to negate these traits from being applied to that power, thereby altering the outcome. • One stack will remove hardened opr shift Immune to Hardened. • Two stacks will remove Immune or shift Hardened to Sensitive • Three stacks will shift Immune to Sensitive. |
Balance | The Grand Balance | Champion of Balance | "I stand between Order and Chaos, holding our very destruction at bay." | instant | 1 round per stack | self | Primalsworn Paladin, Soulsworn Paladin, Wizard | Become a Champion of Balance for one round per stack, gaining +10 to cast, +2 spell power, +5 Resistance to any order or chaos based power or attack for the duration |
Chaos | Rebel's Code | Unpredictable Response | "Against overwhelming odds, one must do the unexpected." | reaction | 1 per stack | self | Vigilante, Swashbuckler | When attacked, as a reaction, gain +10 Dodge per Stack against a single attack OR +2 Block/Parry per Stack against a single attack |
Chaos | Rebel's Code | Insurgent Strike | "By the time they know what hit them, I'll be gone." | action | immediate | melee | Vigilante, Swashbuckler | A mainhand melee strike that inflicts an extra 1d8 damage and then allows you to move 1" (+1" per stack) out of combat without counting as disengaging from combat. Swashbucklers treat this as a Stealth skill with -2 disadvantage on Stealth rolls. Vigilante's gain +1 Fury per stack if they deal damage with the strike. |
Chaos | Rebel's Code | Defiance | "You may take our lives, but you will never take our freedom" | instant | end of turn | 10" | Vigilante, Swashbuckler | In the face of any kind of strong or heavy handed opposition, up to one per stack friendly targets within 10" (can self cast) gain a bonus mainhand attack immediately following whatever action they take this turn. |
Chaos | Vanquisher | Vanquisher Strike | action | immediate | melee | Holysworn Paladin, Hellsworn Paladin, Soulsworn Paladin, Wizard, Vigilante | A main hand strike that deals maximum damage against targets you deem to be evil. At 2 stacks increased to 1.5x maximum damage x1.5. At 3 stacks increases to 2x maximum damage. | |
Chaos | Vanquisher | Marked for Death | instant | 1 round per stack | 10" | Holysworn Paladin, Hellsworn Paladin, Soulsworn Paladin, Wizard, Vigilante | A single target is called out and marked for death. Any non-critical hits or casts against that target have the number of base damage dice doubled (before any modifiers or additional dice) | |
Chaos | Vanquisher | Counter Charge | "We do no wait for evil to strike, we strike first." | reaction | immediate | equal to movement | Holysworn Paladin, Hellsworn Paladin, Soulsworn Paladin, Wizard, Vigilante | Upon an opponent attempting to Charge you (making a straight line move into base contact), as a Reaction, you may counter charge them and make a minimum damage main hand attack against them. At 2 stacks this becomes a half damage attack. At 3 stacks this becomes a regular damage attack. |
Chaos | Iconoclasm | Anathema | "They call me Anathema, and so I shall indulge their foolish proclamation." | instant | 1 spell per stack | self | Hellsworn Paladin, Soulsworn Paladin, Wizard | Your next (one per stack) spells can be cause damage and/or use a resistance that does not match your primary spell damage type. This cannot be of an opposing power (i.e. Hellsworn Paladin cannot cause Holy damage, Blue [water] Wizard cannot cause Fire damage). |
Chaos | Iconoclasm | Unravel Spellwork | "I shall unravel all you seek to create." | reaction | immediate | 15" | Hellsworn Paladin, Soulsworn Paladin, Wizard | When an opponent attempts to cast a spirit or faith power, as a reaction you may consume stacks to roll to oppose and unravel their spell. If your d100 casting roll (with modifiers) is greater than theirs, you succeed with results based on the number of stacks: • At 1 stack their spell is cancelled, any cost refunded and they may cast a different spell or use a non-casting instant or action (respectively). • At 2 stacks their spell is cancelled, any cost refunded and cannot cast another spell that turn, but may use a non-casting instant or action (respectively). • At 3 stacks their spells is treated as a miscast. |
Chaos | Iconoclasm | Heretical Strike | "I will strike down your orthodoxy with violent recourse." | action | immediate | melee | Hellsworn Paladin, Soulsworn Paladin, Wizard | A melee strike that inflicts +1d8 damage per stack. Treat this as a Tier 4 Strike type power, with a Faith difficulty of 18 or a Spirit cost of 6. The damage type matches the primary damage type of the caster. Inflict +6 bonus daamage if the target belongs to a College, Order, Instituation, Caste system, or other hierarchical organization |
Chaos | Iconoclasm | Shatter Icon | "You misplaced faith in your idols will be your undoing." | action | immediate | 15" | Hellsworn Paladin, Soulsworn Paladin, Wizard | Instantly destroys a single icon, idol, totem, badge, heraldic emblem, banner or other such symbolic item. This causes 3d6+8 damage of the primary damage type of the caster in a 1" per stack radius. Use the appropriate resistance of the one who carries, wields, or conjured the symbolic item. Treat this as a Blast type power, with a Faith difficulty of 22 or a Spirit cost of 12. If the targeted item is enchanted or rune crafted, it gains +10 resistance for each Tier of Enchant and Rune Crafting above 1 (i.e. Tier 3 Rune crafting with Tier 2 Enchant, would gain +30 resist). |
Order | A Power Greater | Apex Power | "It is not my power alone, but a power greater within me." | action | immediate | 10" | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Wizard | Counts as a Strike or Burst type power. Inflicts 2d6 "order" damage per stack (treat as Light, Water and Earth) |
Order | A Power Greater | Champion of Order | "Chaos may crash upon me, but Order will forever stand." | instant | 1 round per stack | self | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Wizard | Become a Champion of Order for one round per stack, gaining +10 to cast, +2 spell power, +10 Resistance to any chaos based power or attack for the duration |
Order | A Power Greater | Immunity | "There is nothing that may exalt itself above the Power I serve." | instant | 1 per stack | 10" | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Wizard | Target is immune to the next one per stack Faith or Spirit power of any type (including beneficial and self cast powers). Single target for 1 round per stack OR One target per stack for 1 round. If used on target already under the effects of a persistent spell of a equal or lesser Tier, can use one of the stacks to automatically dispel it. |
Order | Feudal Lord | Feudal Strike | action | immediate | melee | Knight, Samurai, Holysworn Paladin, Guardian, Soulsworn Paladin | A melee strike that converts 10% per stack of your armor into bonus physical damage and 2% per stack of your armor into Overpowering modifier, this effect is doubled if using any two-handed weapon (Strongman Rank 3 negates the multiplier) • if the Feudal Strike misses convert 2% per stack of your armor into Crushing Blow damage (which can stack with weapon based crushing blow damage) |
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Order | Feudal Lord | Tyrant's Grip | instant | immediate | melee | Knight, Samurai, Holysworn Paladin, Guardian, Soulsworn Paladin | As a mental effect, grapple up to one per stack targets that are currently in base contact with you. | |
Order | Feudal Lord | Press into Service | reaction | 1 round per stack | 10" | Knight, Samurai, Holysworn Paladin, Guardian, Soulsworn Paladin | After inflicting damage of any kind on a target, if they fail a Mental Resistance, they must do your bidding for 1 round per stack (or 1 hour out of combat per stack). Has no effect on targets with a higher Threat rating than your current level. | |
Order | Judicial Combat | Final Strike | "With this blow, let us consider the matter settled." | action | immediate | melee | Knight, Samurai, Soulsworn Paladin, Swashbuckler | A melee strike that deals an extra 1d12 damage per stack, if the extra damage dice would result in the target being knocked unconscious, killed, or otherwise giving up on the fight. You many choose how much fo this extra damage you wish to apply. |
Order | Judicial Combat | Grievance Aired | "My grievances demand redress, my blade will ensure I am heard." | instant | next attack | melee | Knight, Samurai, Soulsworn Paladin, Swashbuckler | The next melee attack gains +2 Overpowering per stack and -5 Armor Piercing per stack, these bonuses are doubled if it is a Strike. |
Order | Judicial Combat | Clever Retort | "Ah, the gentle breeze of your swings! I almost felt a tickle. Care to try something with a bit more... substance?" | reaction | 1 round | melee | Knight, Samurai, Soulsworn Paladin, Swashbuckler | If you successfully dodge, parry, block or ward-off an opponent while in melee range, as Reaction (a bonus reaction if resulting froma defensive reaction), you delivery a clever retort that causes them to suffer -10 per stack to hit or cast for 1 round and are considered Taunted if failing a Resolve test. |
Order | Law Keeper | Sanctity of Law | "The law is sacrosanct, it must never be compromised." | reaction | immediate | 10" | Knight, Samurai, Holysworn Paladin, Guardian | When an persistent spell or CC effect you are aware of is dispelled or ends due to running its full duration, as Reaction, you may force it to last another 1 round per stack. |
Order | Law Keeper | Warrant | "By order of the magistrate, you are to be brought in to face justice for your crimes." | instant | until fulfilled | 10" | Knight, Samurai, Holysworn Paladin, Guardian | Marks a single target for capture and remains in effect until the warrant is fulfilled. The target has its movement reduced by 1 per stack and any damage dealt to it has a +10% per stack stun chance (combines with other sources of stun). While active, this target cannot be killed outright by regular damage (except crits). |
Order | Law Keeper | Bound by Law | "The law is not just mere words, it binds firmer than any iron." | action | 1 round per stack | 10" | Knight, Samurai, Holysworn Paladin, Guardian | Renders a single target immobile and effectively incapacitated for 1 round (or 1 minute out of combat) per stack. Any damage breaks the effect. For every size larger than you, this requires one additional stack which does not extend the duration. |
Order | Liberator | Light of Hope | "Do not despair, stand to your feet, the light of hope is kindled." | instant | immediate | 10" | Knight, Holysworn Paladin, Soulsworn Paladin | Grants a bonus instant or reaction to one target per stack this round. If the target has already had its turn, the bonus instant can be used immediately. If the target is currently knocked down, it may instead ignore the penalty for standing up. |
Order | Liberator | Freedom Strike/Shot | "I will see retirbution fall upon those who seek to enslave others." | action | immediate | 10" | Knight, Holysworn Paladin, Soulsworn Paladin | A mainhand strike or shot, used to break a CC effect off of an ally. Where 50% per stack of the damage that would be done to the ally is instead dealt against the target that caused the CC effect (if within 10"). Use an appropriate resistance to this damage based on the source of the CC. If consumed with more than 2 stacks damage is increased accordingly (i.e. 3 stacks would be +50% damage) |
Order | Liberator | Rebuke Corruption | "Purveyor of filth and corruption, know my wrath." | reaction | immediate | 10" | Knight, Holysworn Paladin, Soulsworn Paladin | Whenever a target within 10" uses a skill or casts a spell that causes persistent negative effects of any kind, as a Reaction, inflict 1d8 per stack mental or holy damage against them. |
Order | Divine Order | Divinity Strike | "By divine order I strike thee down." | action | immediate | melee | Samurai, Holysworn Paladin, Soulsworn Paladin, Wizard | A melee strike that deals +1d6 Holy damage per stack |
Order | Divine Order | Repudiate Evil | "I refuse to allow evil in my presence." | instant | immediate | 10" | Samurai, Holysworn Paladin, Soulsworn Paladin, Wizard | Removes up to one per stack persistent faith or spirit effect that you would deem to be evil, using resistance equal to 15x the Tier of the caster of the effect. Beyond conventional definitions of evil, a follower of the Code of Divine Order would see ANY source of chaos as evil. |
Order | Divine Order | Predestination | "There is a divine foreordaining of all things." | reaction | immediate | 10" | Samurai, Holysworn Paladin, Soulsworn Paladin, Wizard | As a reaction to someone else's reaction, if you succeed at a Wisdom test that reaction can either be an automatic success or an automatic failure. At two stacks, gain +4 advantage. At three stacks, gain +8 advantage. |
Order | Servant of the Crown | Sovereign Strike | "By the might of the crown, I strike thee down!" | action | immediate | melee | Knight, Samurai, Guardian, Holysworn Paladin | If the target is in defiance of the laws of the land or the authority of a soverieng power, deals +1d6 per Tier mental (or holy) damage with Resistance reduced by 10 per Stack. If bonus damage hits, also Knocks the Target down. Treat as a Strike type power. |
Order | Servant of the Crown | Compel to Service | "Stand not idle while our kingdom's honor is besmirched. For king and country, join our fight!" | instant | 1 battle/hour | within hearing distance | Knight, Samurai, Guardian, Holysworn Paladin | You invoke the name of king or country to compel any NPC that can hear you and to fight alongside you for one battle (or hour out of combat). For each NPC you must win a Charm vs Resolve stat roll-off (make a single Charm roll at +2 advantage per stack vs each NPCs own Resolve roll). The NPC must be reasonably aligned with teh same power or command structure as you. GM can apply advanatge or disadvanatge as they see fit for teh situation. |
Order | Servant of the Crown | Staunch Defense | "Hold fast, we defend the honor of the crown." | reaction | immediate | self | Knight, Samurai, Guardian, Holysworn Paladin | Use any Defensive Reaction, with +2 Advantage per Stack |
Order | Cabalist | Unseen Hand | "You will look where I tell you, and as such will not seen my hand move against you." | instant | 1 per stack | self | Knight, Wizard | The next (1 per stack) attack or spell you use is undertaken in a manner that is so subtle as to be overlooked or undetected by your opponent(s). Because they are unaware of the action you are taking they cannot actively oppose it in any way, meaning they cannot dodge (or gain dodge contribution to AC or resistence) or use any defensive reactions (i.e. block, parry, ward-off, counter spell, etc...) |
Order | Cabalist | Sinister Persuasion | "So sinister are my powers of persuasion, that you will think it was your idea to begin with." | instant | immediate | within hearing | Knight, Wizard | When attempting to persuade targets of a lie or half-truth, gain +3 advantage per Stack with whatever persuasion method you are using (see Glossary: Persuasion). |
Order | Cabalist | Ardor Strike | "My strikes are empowered by the passionate belief that however misunderstood or unknowable to others my cause might be, it is correct. | action | immediate | melee | Knight, Wizard | A melee strike that is empowered by your passionate belief that your cause, however misunderstood or unknowable to others it might be, is correct. The strike gains +10 to hit per stack and after inflicting damage, the weapon damage portion is inflicted again as mental damage (this damage is resistible). |
Order | The Devil's Due | Devilish Charm | "Whatever you may think of me, you can't deny my charms." | instant | 1 round per stack | 10" | Samurai, Hellsworn Paladin | For each stack consumed, one target for x rounds or x targets for 1 round, take damage equal to your Charm if they decide to attack you. |
Order | The Devil's Due | Infernal Smite | "Taste my master's wrath" | action | immediate | as weapon | Samurai, Hellsworn Paladin | Channels the power of a patron devil or other evil-order based overlord into a melee strike or ranged shot that inflicts weapon damage (if applicable) plus 1d12 (+2 per Tier) Demonic damage. |
Order | The Devil's Due | Corrupting Feedback | "I will turn your own powers against you." | reaction | immediate | self | Samurai, Hellsworn Paladin | When taking damage from an opponent's spell, as a Reaction, may inflict 20% per stack back to the caster as demonic or mental damage. |
Chaos | Freedom Keeper | Sanctity of Freedom | "Freedom is the right or every idividual, and of all peoples." | action | immediate | 10" | Guardian, Swashbuckler | Automatically breaks one CC effect per stack. This could be any combination of CC effects on multuple targets, or multiple effects on individual targets. Can be self cast even if a CC effect would normally prevent you from using an action. |
Chaos | Freedom Keeper | Freedom Surge | "You will not take them, not while I draw breathe." | reaction | immediate | 2" per stack | Guardian, Swashbuckler | When an opponent uses a CC effect, as a reaction, you may consume code stacks to move up 2" per stack and make a regaular main hand attack. If the attack hits and deals damage, the CC effect is treated as having failed. |
Chaos | Freedom Keeper | Tyranny's End | "By my hand, the tyrant will fall." | instant | 1 weapon attack per stack | self | Guardian, Swashbuckler | The next one weapon attack per stack gains +1d8 damage if it is made against a target that is larger than you or has a threat rating higher than your current level. If dual wielding can use 2 stacks to gain +1d8 with each weapon. IF scoring the killing the blow, this bonus damage becomes permanent for the remainder of that battle. |
Chaos | Neutrality | Diametric Ward | "We refuse to be pawns in the War of Souls, resisting both good and evil." | instant | 1 day | 10" | Soulsworn Paladin, Swashbuckler, Vigilante | Places a Ward on a single target that grants +10 per stack Holy and Demonic resistance for up to one day. • The Ward can be consumed as an instant or reaction to remove a single holy or demonic based effect on the target. |
Chaos | Neutrality | Soul Healing | "The soul transcends their war, and seeks its own healing." | action | immediate | 10" | Soulsworn Paladin, Swashbuckler, Vigilante | Restores 1d8 per stack HP (+ 0.5 per level of target) to a single target that beloings t the 3rd Creation (i.e. has a Soul). If required, use Mental resistance. |
Chaos | Neutrality | Dichotomous Rebuke | "Good or evil, I rebuke thee for the suffering you have caused." | reaction | immediate | 10" | Soulsworn Paladin, Swashbuckler, Vigilante | Whenever a target within 10" suffers damage of any kind, as a Reaction, inflict 1d8 per stack mental damage against the damage dealer. |
Chaos | Libertas | Requisition | "I need it more than they do." | instant | 1 rnd per stack | self | Guardian, Vigilante, Swashbuckler | For 1 round per stack (or 10 minutes per stack outside of combat) you may blatantly steal something without losing any Honor whatsoever. |
Chaos | Libertas | Debauchery | "Why bother yourself with the task at hand when you could instead enjoy the simple pleasures of life." | action | 1 rnd per stack | 10" | Guardian, Vigilante, Swashbuckler | If passing a Charm vs Resolve stat roll off (@ +2 advantage per stack), convince a single sentient target to spend one turn per stack in pursuit of an excessive indulgence some form of pleasures (effectively treated as Immobilized). Any damage breaks this effect. Lasts for 30 minutes per stack outside of combat. |
Chaos | Libertas | Order Be Damned | "I'll do what I will, when I will it." | reaction | Guardian, Vigilante, Swashbuckler | At the start of each new round, as a Reaction, you may temporarily add +5 per stack to your Initiative Score. If you are already at the top of the Turn Order, each additonal stack grants you 1 extra Instant or Reaction this turn, taken whenever you'd like. | ||
Chaos | Carnage | Explosion of Violence | "I cannot contain the desire for violence within myself." | action | immediate | 1" per stack | Hellsworn Paladin, Swashbuckler, Vigilante | Roll a single hit roll that deals your combined main hand and off hand weapon damage as demonic damage to all targets within range, includign yourself. Treat this similar to a blast type power, centered on yourself. |
Chaos | Carnage | Slaughter | "Nothing gets me fired up like a good slaughtering." | reaction | immediate | self | Hellsworn Paladin, Swashbuckler, Vigilante | At the end of each turn, as Reaction, if you can see six or more slain targets (friend or foe) you can take a bonus move and action if will alllow you to cause mroe damage. For each stack beyond 1 consumed, reduce this number by 1. |
Chaos | Carnage | Bloodthirst | "A thirst for blood fuels my strikes." | instant | next attack | 2" per stack | Hellsworn Paladin, Swashbuckler, Vigilante | Your next melee attack or strike gains +1 damage for every wounded target (friend, foe, or self) within a 2" per stack radius. Treat targets with a bleed effect on them as +2 each. |
Chaos | Apocalypse | Bloodshed | "I am the red horseman, war and bloodshed are my domain." | reaction | immediate | self | Wizard, Vigilante, Hellsworn Paladin | Any time you deal damage that would cause open wounds against a target that has blood, you may as a Reaction, spend code stacks to activate Bloodshed. This allows you to make an extra main hand attack against the target (as part of the same action), that deals +1d6 damage per stack. This bonus damage is doubled if the target has a bleed effect currently on them. |
Chaos | Apocalypse | Insatiable Hunger | "You ride with the black horsemen, his hunger shall consume you." | instant | immediate | 10" | Wizard, Vigilante, Hellsworn Paladin | A single target is afflicted with an intense and insatiable hunger. Treat as a Curse type power. For each code stack apply 1 stack of Exhaustion. These Exhaustion stacks cannot be removed through conventional means while the curse is active. In addition to this, the target must make a Resolve test anytime they are within 3" of a potential food source (including raw meat from a creature, opponent, or even companion that has been freshly slain or knocked unconscious). If failing, they spend their turn in an irrational state as they gorge themselves on the food source. |
Chaos | Apocalypse | Death Strike | "I am the pale rider, my very touch is death." | action | immediate | melee | Wizard, Vigilante, Hellsworn Paladin | A main hand strike attack that deals +2 damage per stack and carries 5% per stack chance to instantly kill the target if it has 100 HP or less. |
Balance | Realm Warder | Restore Substance | "The Substance of Creation longs to be made whole." | action | immediate | must touch | Wizard, Primalsworn Paladin | Repairs or mends together inorganic matter (such as metal, stone, or wood), plant fibres and living tissue. This immediately reverses the last one per stack sources of damage received, restoring it to the state it was previously in. Can be used to repair damaged weapons or armor. Cannot restore life to someone who has died, can only repair their flesh .However, thus can be used to heal undead. Treat as a Healing type power. |
Balance | Realm Warder | Realm Touched | "The Realms of Origin bless with one with their touch." | instant | next power | self | Wizard, Primalsworn Paladin | The next Beast Calling or Conjuration: Minion or Familiar power used grants the summoned creature up 1 per stack "Realm" Touched titles (see https://realmofstrife.com/codex-of-creation/creature-titles/). |
Balance | Realm Warder | Planar Barrier | "A minute portion of the power which holds together the fractured Realms of Origin" | instant | up to 1 day | 10" | Wizard, Primalsworn Paladin | Creates an impenetrable barrier capable of separating or holding back physical substances (i.e. can hold back sand or water). The barrier occupies up to a 2" per stack cube or 1.5" per stack radius sphere, centered on the target point. Once the size is determined it cannot be altered. If the target point moves the barriers moves as well. The barrier can be dispelled or is destroyed after receiving 1d10 +4/Tier physical damage. |
Balance | Mortal Code | Roll the Bones | "Let us roll the bones and see if you are worthy of death." | instant | persistent | 10" | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante | Select a target an roll the bones to determine if they are worthy of death. Roll 1d6 per stack. The number of 1's roll is how worthy they are of death, granting you +10% critical hit hit/cast chance against them until they are killed. If no 1's are rolled, you cannot attack that target without losing 1 honor for each attack. Canot be use don non-living targets or on teh same target more than once per day. |
Balance | Mortal Code | Mortal Coil | "Let me unburden you of your life." | action | immediate. | 10" | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante | Deals 1d10 natural damage per stack to a single target, and restores that much HP to the caster. If the caster is at full HP, this can instead be tansfered to another target within 10" . If any "0's" are scored on the d10 rolls the target is also stunned for 1 round. |
Balance | Mortal Code | Visage of Death | "I have seen the face of death, it does not frighten me." | reaction | Holysworn Paladin, Hellsworn Paladin, Primalsworn Paladin, Vigilante | Any time you are subjected to fear or fear like effects, as a Reaction, you may spend stacks to ignore the effect and reflect itinstead to any number of targets you choose within a 2" radius per stacks | ||
Balance | Krateros | Brutal Strike/Shot | "When strength speaks, weakness shatters!" | action | immediate | as weapon | Knight, Samurai, Primalsworn Paladin, Guardian | A melee strike or ranged shot that deals regular damage plus additional damage equal to your max weapon damage x1 per stack. If failing to deal damage you become vulnerable until the start of your next turn. |
Balance | Krateros | Crushing Grasp | "I will crush you with my bare hands whelp." | instant | until broken | melee | Knight, Samurai, Primalsworn Paladin, Guardian | Use your off hand to grapple a target in base contact, inflicting 2 Crushing Blow damage per stack during the opponents turn for every round that it is maintained. All incoming attacks against the target also gain +2 Crushing Blow damage per stack. Must have either a free hand, a shield, or a two handed weapon equipped. You can attack the opponent as normal while it is grappled, if using a two handed weapon it only deals half damage. |
Balance | Krateros | Overwhelming Blow | "Your pitiful defenses won't save you weakling." | reaction | immediate | melee | Knight, Samurai, Primalsworn Paladin, Guardian | If an opponent succeeds at a block, parry, or ward-off, as Reaction, you ignore the sucess and your attack deals +1d4 damage per stack instead. |
Balance | Immortality | Last Breath | "You will serve beyond death, for your purpose is not yet fulfilled." | action | up to 1 day | 10" | Knight, Wizard, Guardian, Primalsworn Paladin, Vigilante | Up to 1 living target per stack target that is at least one size smaller than you and has been freshly slain (up to 1 hour), can be controlled after death as a Minion. Lasts for up to one day, after which it returns to death. This is treated as a form of Necromancy and the creature gains the Undead trait and 2 Toughness, with HP set at 20% of max and retaining most of its skills or abilities. At Tier 3, can be used on targets that are the same size as you. For every Tier beyond that, can increase size by one. |
Balance | Immortality | Prolong Life | "You shall yet live." | reaction | immediate | 10" | Knight, Wizard, Guardian, Primalsworn Paladin, Vigilante | After a single target takes damage, you can grant them 1d8 Temporary HP +4 per stack |
Balance | Immortality | Death Ward | "Death shall not claim you." | instant | up to 1 day | 10" | Knight, Wizard, Guardian, Primalsworn Paladin, Vigilante | While active Death Ward prevents a single living target from dying by any means. Caster may only have one death ward per stack active at any time. If the targets HP drop below 0 or suffers from any form of "instant death", they instead consume the ward and set HP to zero. If a target is prevented from dying in this manner, before 1 day passes they must be within 3" of creature at the moment of its death to absorb its lifeforce, otherwise they will themselves die at the end of that day. This creature must be of the same Creation (typically 3rd Creation for PCs) and not more than 1 size smaller. |
Balance | Egocentric Code | Me First | "The two most important words in anyones vocabular should be 'me first'." | instant | battle | self | Samurai, Soulsworn Paladin, Swashbuckler | Permanently add +3 per stack to your Initiative score for your current battle or encounter. No limits on how many times this can be used. |
Balance | Egocentric Code | False Pity | "Such a pity you couldn't save yourself, I won't make the same mistake." | reaction | immediate | 10" | Samurai, Soulsworn Paladin, Swashbuckler | When an ally suffers damage of any kind, as a Reaction, you may consume stacks to heal yourself for (1d10+4) HP per stack (no roll required). Th total effect of this heal cannot be more than the damage the ally received. |
Balance | Egocentric Code | Stolen Boon | "I think that particular boon is for someone far more deserving, namely me." | reaction | immediate | 10" | Samurai, Soulsworn Paladin, Swashbuckler | When anyone attempts to use a beneficial spell or skill on a target that is not you, as a Reaction, you can attempt to pass a Charm test (at +2 advantage per stack) to direct it onto yourself instead. |
Balance | Soul Eater | Summon Fiends | "I call these beasts from the depths of Hell, for tonight we feast on souls." | action (uninterrupted) or 1 minute | 1 hour | 10" | Hellsworn Paladin, Primalsworn Paladin | Summons up to 3 threat rating per stack worth of Hell Fiends. Can summon multiple hell fiends if combined threat rating is not exceeded. Treat as a Summon Minion type power. |
Balance | Soul Eater | Soul Feast | "Once you feast upon the souls of the damned nothing will ver satisfy you again." | instant | 1 hour | 10" | Hellsworn Paladin, Primalsworn Paladin | Conjures a feast of damned souls in an empty space within range. Any one that partakes gains +10 HP and Spirit per stack used to conjure the feast. This can increase HP and Spirit above maximum values. However, anyone that did partake in the feast will gain 1 Stack of Exhaustion for each stack of Soul Feast that was consumed if not partaking in another feast or otherwise devouring a soul within 1 day. Can conjure in combat, but requires an action to partake of the feast. |
Balance | Soul Eater | Consume Soul | "The souls of fallen will feed my eternal hunger" | reaction | immediate | 10" | Hellsworn Paladin, Primalsworn Paladin | When a creature of the 3rd creation dies, as a Reaction, you may consume its soul to regain (1d6+4 HP) per stack and gain +1 Advantage per Stack on your next faith roll. Must use a demonic or natural casting roll. |