To activate code skills, Honor classes must first generate Code Stacks based on the particular code type that they want to use. It’s important to note that code points and code stacks are two different resources. Each code is its own unique type which allows use of only those skills contained within that type of code; however because they are unique, a character may have up to all three of their Codes stacked up at the same time.
To use Code Skills you must have Honor greater than zero.
Generating a code stack is considered an instant and is only successful on a D100 roll where success percentage is equal to your current Honor multiplied by 10%.
Filter the list below to narrow down your search, where “Discipline” corresponds to each type of Code.
Discipline | Skill Name | Domain | School | Required Honor | Range | Description | Class Restriction |
---|---|---|---|---|---|---|---|
Chivalry | Honorable Defense | Order | Code | > 0 | self | Once activated, negates one physical damage per stack or three physical damage per stack if victim of a critical hit, for the remainder of the battle or until losing an Honor point | |
Chivalry | Merciful Strike | Order | Code | > 0 | melee | Consuming counts as an action, 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 | |
Chivalry | Honorable Strike | Order | Code | > 0 | melee | Consuming counts as an action, a melee strike that adds your current Honor x1 per stack, as bonus damage applied AFTER any other multipliers (i.e. Critical Hits, Blessing of Might, Omen of Destruction, etc...) | |
Chivalry | Champion Strike | Order | Code | > 0 | melee | Consuming counts as an action, a melee strike that has +5 hit and +2 damage, per stack | |
Chivalry | Justice Strike | Order | Code | > 0 | melee | Consuming counts as an action, a melee strike that hits one additional target in base contact per stack | |
Chivalry | Feudal Strike | Order | Code | > 0 | melee | Consuming counts as an action, a melee strike that converts 10% per stack of your armor into bonus damage and Overpowering %, 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) | |
Chivalry | Loyalty | Order | Code | > 0 | 10" | Consuming counts as an action, select one friendly target, for the duration of the battle that target has +2 Initiative Score per stack. If the Knight is not mounted then they also gains +1 movement per stack when moving towards that target, doubling if the target is unconscious or slain. | |
Chivalry | Forbearance | Order | Code | > 0 | self | 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 increased critical hit chance, based on ONE of the following: Parry % added as critical hit chance (i.e. Parry 15% would equal +15% crit); Cleaving % doubled (i.e. Cleaving 10% would become Cleaving 20%); Stun % added as critical hit chance (i.e. Stun 8% would equal +8% crit); Armor Piercing value added as critical hit chance (i.e. Armor piercing -10 would equal +10% crit) | |
Chivalry | Prudence | Order | Code | > 0 | self | Allows you to attempt to block OR parry OR ward off one additional attack per stack for the remainder of the battle | |
Chivalry | Duty | Order | Code | > 0 | self | 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 | |
Street Justice | Watch Your Back | Chaos | Code | > 0 | 10" | Single target, all attacks (including from other party members) from behind the target have +10 hit per stack and cause no dishonor | |
Street Justice | Outrage | Chaos | Code | > 0 | self | Gain three Fury per stack (for melee AoE abilities, assume one attack means one target hit) | |
Street Justice | Revenge | Chaos | Code | > 0 | varies | Next regular attack or strike does max damage if the target wounded you during its last turn; max one target per stack | |
Street Justice | Even the Odds | Chaos | Code | > 0 | melee | Incapacitate a humanoid target for two rounds/stack or until taking damage, only consumable if the enemy outnumbers you | |
Street Justice | Judge, Jury, Executioner | Chaos | Code | > 0 | melee | If the Vigilante deems the target is guilty of a crime, may attack it twice with same weapon up to one time per stack | |
My Brother's Keeper | Stalwart Defence | Order | Code | > 0 | 3" per stack | Move during enemy turn to intercept an attack that would otherwise be made on a friendly (counts as instant in your next turn) | |
My Brother's Keeper | Call to Arms | Order | Code | > 0 | 10" | All friendlies w/in range (including self) receive one Action Point (AP)/stack to redeem at any time during their own turn; 1AP=free instant, 1AP=free move, 2AP=free action, (max one each) | |
My Brother's Keeper | Strength of the Guardian | Order | Code | > 0 | self | Melee attacks do max damage for one attack per stack (for melee AoE abilities, assume one attack means one target hit) | |
My Brother's Keeper | Guardian's Roar | Order | Code | > 0 | 10" | Enemies must immediately pass a Resolve test or: 1 stack=attack guardian next turn, 2 stacks=flee, 3 stacks=stunned 1 round | |
My Brother's Keeper | Shield Brother (Sister) | Order | Code | > 0 | 8" | May throw your shield during the enemy's turn to attempt to block (+15%/stack) an attack made on a friendly (counts as instant on your next turn, but must retrieve shield before using again) | |
Spiritual Truths | Origin Strike | Order | Code | > 0 | melee range 6" | Consuming counts as action; treat as a Melee "Strike" spirit power; also consumes 2 spirit per stack; weapon damage plus +2d6 per stack, where damage is based in the type of spirit power target is most susceptible to; if target is a Spirit-based beings/creatures (i.e. Elementals, Dragons, Realm Dweller, etc…) add an additional 1d6 per stack | |
Spiritual Truths | Reaping and Sowing | Order | Code | > 0 | self | For 1 full round, 1/3 (per stack) of any damage dealt against the Wizard is also reflected back on those who dealt it (use same hit roll) | |
Spiritual Truths | Shield of Truth | Order | Code | > 0 | self | Creates a damage shield around the wizard that works against all damage types, 1d12 per stack | |
Spiritual Truths | Threads of Creation | Order | Code | > 0 | 10" | Restores 10 HP per stack to a single target of the 1st, 2nd, or 3rd Creation; cannot critically hit or miss | |
Spiritual Truths | Spiritual Rejuvenation | Order | Code | > 0 | 10" | Restores 10 Spirit per stack to a single target of the 1st, 2nd, or 3rd Creation; cannot critically hit or miss | |
Path of Righteousness | Devotion | Order | Code | > 0 | self | For the duration of the battle may re-roll one failed Faith difficulty roll per stack (must keep second roll) | |
Path of Righteousness | Piety | Order | Code | > 0 | self | Gain one Faith per stack | |
Path of Righteousness | Rest for the Dead | Order | Code | > 0 | 10" | All undead targets within 10" take 1d6 Holy damage per stack; treat simialr to an Invocation power; also renders any recently slain target immunity to undeath for 1 day per stack | |
Path of Righteousness | Divine Protection | Order | Code | > 0 | 10" | Places a divine shield on a single target that mitigates all damage from a single successful hit or half the damage of a critical hit against the shielded target; shield lasts for one round per stack or until consumed | |
Path of Righteousness | Righteous Strike | Order | Code | > 0 | melee | Consuming counts as action, single target melee strike that has does +2 damage per stack for every enemy currently in base contact | |
Scoundrel's Code | Keep to the Shadows | Balance | Code | > 0 | self | Immediately gain 10 stealth per stack (must already be stealthed) | |
Scoundrel's Code | Inconspicuous | Balance | Code | > 0 | self | One enemy per stack that is currently attacking you will lose interest on their next turn and attack or move to attack the nearest target | |
Scoundrel's Code | They Won't Miss It | Balance | Code | > 0 | self | your next melee or ranged critical hit automatically rewards you 1d4 gold per stack, provided the target would carry currency | |
Scoundrel's Code | Distracting Strike | Balance | Code | > 0 | melee | consuming counts as action, single target melee strike that removes the targets dodge contribution to AC, may re-roll one dice/stack | |
Scoundrel's Code | Silver Tongue | Balance | Code | > 0 | 10" | A single target is charmed and cannot move or take action for one round per stack; damage breaks the charm effect | |
Bushido | Honor in Death | Order | Code | > 0 | 10" | taunts up to one enemy per stack; 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 | |
Bushido | Loyalty | Order | Code | > 0 | 10" | elect a single friendly target, the next time they take damage the Samurai gains a free attack on their next turn, once per stack | |
Bushido | Benevolence | Order | Code | > 0 | self | Gain one tier of Focus per stack (can also be consumed in enemy turns to automatically resist Focus reduction) | |
Bushido | Kamikaze | Order | Code | > 0 | self | If there is more than one opponent and no conscious friendlies within 6" the next strike or unarmed attack does +100% damage per stack (before bonuses) | |
Bushido | Precision Strike | Order | Code | > 0 | self | Consuming counts as action, single target strike that rolls one extra damage dice per stack, may choose which roll to keep | |
Leader of Men | Commanding Presence | Order | Code | > 0 | 10" radius | While inside the radius, all friendlies (caster not included) receive damage negation (all types) equal to one per stack, for remainder of battle | |
Leader of Men | Inspire | Order | Code | > 0 | 10" | Single target, whenever you successfully hit with a damaging ability the target will auto-hit their next attack, lasts one occurrence per stack | |
Leader of Men | Lead By Example | Order | Code | > 0 | 2" radius per stack | Your next crit will cause all like attacks/abilities from others within radius to have +50% crit chance for one full round | |
Leader of Men | Rally the Troops | Order | Code | > 0 | 2" radius per stack | All fear, stun, immobilizing, blinding, etc, critical miss, or other effects which cause targets to loose control within radius are canceled | |
Leader of Men | Firm Resolve | Order | Code | > 0 | self | for each conscious party member with less Resolve or any unconscious party member (up to a maximum of three) the caster gains a 5% chance per stack to negate any damage that would reduce you below 1HP | |
Tactician's Code | Backs Together | Balance | Code | > 0 | melee | all friendlies connected by base contact and with backs facing each other gain +3AC & +1 damage per stack while in formation | |
Tactician's Code | Coordinated Charge | Balance | Code | > 0 | melee | All friendlies within 1" of each other move at once in a straight line with +1 move per stack. If the Tactician so desires, any enemies touched must pass a Resolve test or flee | |
Tactician's Code | Lock Shields | Balance | Code | > 0 | melee | Lock shields with one friendly per stack in base contact, creating a chain of up to four models with locked shields (one per stack). While in this formation, each model adds the block % of the model on the left and right to their own and everyone may take the movement portion of their turn at the same time as the Tactician's movement portion of his/her turn, BUT AT HALF SPEED. If models are using weapons with the Impale effect, when enemies move into base contact they can be Impaled even if the formation moved. Breaking base contact in anyway cancels the formation, as does a knockdown or knockback; however, you gain 25% resistance to these effects for each adjacent model. | |
Tactician's Code | Classic Pincer | Balance | Code | > 0 | melee | all enemies within 8" currently being engaged in melee from opposite sides have AC reduced by 10 per stack | |
Tactician's Code | Diversionary Tactics | Balance | Code | > 0 | ranged | create a diversion that effectively taunts one enemy per stack for one round, max range of 20" | |
Eye for an Eye | Payback | Balance | Code | > 0 | self | 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) | |
Eye for an Eye | Vengeful Strike | Balance | Code | > 0 | template | consuming counts as move and action, move to end of template, single hit roll vs all targets touched by template, weapon damage + 1x bonuses/stack | |
Eye for an Eye | Avenger | Balance | Code | > 0 | self | Receive +10 hit and +10 damage per stack against any enemy that reduced a friendlies HP below zero | |
Eye for an Eye | Make them Pay | Balance | Code | > 0 | 10" | All friendlies' next strike, shot, or unarmed attack receive +10 hit and +1 damage per stack and cannot be blocked, parried, or otherwise negated | |
Eye for an Eye | Vengeance at Any Cost | Balance | Code | > 0 | self | For the remainder of the battle, do not lose consciousness when reduced to zero or less HP; death occurs at -10 per stack (ie. 2 stacks -20, 3 stacks -30 etc…) when the battle ends the effect also ends, causing death if current HP are -10 or lower | |
A Power Greater | Servitude | Order | Code | > 0 | 10" | Immediately cast a buff, blessing, or other benefical power where one additional target can be selected per stack (doe not include healing or shielding powers) | |
A Power Greater | Strike of Power | Order | Code | > 0 | 10" | Consuming counts as action, counts as a strike/shot, no LOS required; 2d8 dam per stack (based in whichever power character uses) | |
A Power Greater | Champion of... | Order | Code | > 0 | self | Select a single eligible Faith Path (i.e. Holy, Demonic, Primal, Psionic) or School of Spirit powers (aka Realm of Origin) to Champion; for the remainder of the battle gain +2 (per stack) to hit, damage, healing, and shielding with those powers; however cannot use any other powers for the duration | |
A Power Greater | Power Bestowed | Order | Code | > 0 | self | +5% crit per stack with faith or spirit powers, lasts until the next time you crit | |
A Power Greater | Immunity | Order | Code | > 0 | self | Immune to all types of Faith and Spirit powers (including beneficial powers) for one full turn per stack | |
Above the Law | Come and Get Me | Chaos | Code | > 0 | self | Make one regular melee attack per stack (out of turn) on next target to move into base contact (counts as instant in your next turn) | |
Above the Law | Evade Capture | Chaos | Code | > 0 | self | 25% per stack to break any form of immobilizing effect, ability driven or physical (i.e. tied up), can use instant even if not normally able | |
Above the Law | Lawless Strike | Chaos | Code | > 0 | melee | Consuming counts as action, regular melee attack (cannot effect Honor) that increases all damage done on target by 50% for one round per stack | |
Above the Law | Unpredictable | Chaos | Code | > 0 | self | receive +15 dodge OR parry OR block against the next one attack per stack | |
Above the Law | Mockery of Justice | Chaos | Code | > 0 | self | next strike or shot type attack against targets representing 'the Law', (i.e. guards, bounty hunters, etc…) do +5 damage per stack |