Martial Skills Table
Skills which have to do with fighting using your hands, body, and weapons.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Dual Wielder | Offensive | 2 | N/A | N/A | Passive | Increase the damage Die Class of Light Melee Weapons by +1 while the only Weapons you're wielding Light Melee Weapons. Damage Die Class from lowest to highest are: 0, 1, 1d4, 1d6, 1d8 (or 2d4), 1d10, 1d12 (or 2d6), 3d6 (or 4d4), 1d20 (or 2d10), 3d10 (or 5d6). |
Duelist | Offensive | 2 | N/A | N/A | Passive | While the only weapon you are wielding is a single weapon in a single hand, gain +1 Attack with that weapon. This Skill cannot grant additional attacks to Massive Melee Weapons or Shotguns. |
Is That All? | Offensive, Defensive | 2 | 3 | N/A | 1 Attack | Make a single attack against a target which has damaged you. If you deal more damage to that target with a single attack than that target deal to you last turn heal for 100% of the damage they dealt to you last turn. You may double this Skill's Mana Cost to activate this Skill as a Free action when you activate the Parry Innate Action to change Parry's Effect to the following: Make an attack against the attacker. If you deal more damage than the attacker, the attacker deals 0 damage. |
Do Better! | Offensive, Defensive | 1 | N/A | N/A | Free | If you heal from Is That All? any targets which you healed the damage from gain advantage on attack rolls against you, but the Mana Cost of Is That All? is reduced to N/A on your next turn if they attack you. |
Pathetic! | Offensive, Defensive | 1 | N/A | N/A | Passive | If you heal from Is That All? against the same target two turns in a row, that target takes 10 True Damage, and you heal for 10 HP and regain 6 Mana. That target deals minimized damage against you until 24 hours have passed or until they spend an Exertion Die to increase their damage against you, whichever happens first. |
Staggering Strike |
Offensive, Jarring |
1 | 2 | N/A | 1 Attack | Make a single Melee Attack. If this attack hits, it deals half as much damage, and the target becomes Jarred. If this Skill would make the target Jarred, this Jarred cannot be mitigated. Jarred: You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. If you would become Jarred, but you are already Jarred, you instead become Staggered. |
Daunting Strike | Offensive, Unnerving | 1 | 2 | N/A | 1 Attack | Make a single Melee Attack. If this attack hits, it deals half as much damage, and the target becomes Unnerved (-1). If this Skill would make the target Unnerved (-1), this Unnerved cannot be mitigated. Gain (number) to all d20 rolls. For example, if you are under the effects of Unnerved (-2), reduce the result of all d20 rolls you make by 2. Multiple instances of Unnerved stack up to a maximum of (5) and a minimum of (-10). If this (number) becomes lower than (-2) you also become Afraid of the target which Unnerved you. |
Shoving Strike | Offensive |
1 | 3 | N/A | 1 Attack | Any targets hit by your Melee Attack are moved 4 Spaces in a chosen direction (chosen when you attack). You may not choose "upwards". You may not choose "downwards". |
Sure Shove | Offensive |
1 | 3 | Shoving Strike |
1 Attack, Any, Bonus | Increase the distance Shoving Strike moves the target by 2 Spaces. |
Shove Ascension |
Offensive |
1 | N/A | Shoving Strike | Passive | Remove the text "You may not choose "upwards"." from Shoving Strike. When you move a target upwards with Shoving Strike you may choose for them to move another direction an equal distance after they are moved upwards. |
Shove Suppression | Offensive |
1 | N/A | Shoving Strike | Passive | Remove the text "You may not choose downwards"." from Shoving Strike. When you move a target downwards with Shoving Strike, they become Prone, and take an amount of Fall Damage equal to the number of Spaces they would have been move +1d6+Might. Prone: You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. |
Weapon Check | Offensive |
1 | 2 | N/A | 1 Attack | A single target hit by your Melee Attack or Firearm Attack gains -1 Attacks until the start of your next turn. |
Locomotion | Offensive |
1 | 6 | N/A | Bonus | Your Size Number counts as 1 higher for the purposes of this Skill until the start of your next turn. Passive: The target of your Charge Melee Attack, has a 100% chance of becoming Prone.This percentage is halved for each Size Number larger than you the target is. |
Counter Attack | Offensive |
1 | 2 | N/A | Reaction | Trigger: You are using the Block Action. Your Guard is reduced. The attack does not break your Guard. Effect: Gain +1 Attack until the start of your next turn, which may only be used against a target who reduced your Guard, and may be used at any time. |
Bide | Offensive |
2 | N/A | Counter Attack | Passive | Replace Counter Attack's text "until the start of your next turn" with the text "until the end of your next turn". |
Distract | Defensive, Supportive | 1 | N/A* | N/A | Reaction | Trigger: A target is targeted for an attack. The attacker is capable of attacking you with that attack instead. Effect: The attacker attacks you instead. If the attacker knows it would harm them to attack you, they may choose not attack you, and instead deliberately miss with the attack. You may spend 5 Mana to activate this Skill as a Free Action instead. |
Guiding Strike | Offensive, Supportive | 1 | 2 | N/A | Any, 1 Attack | Choose a single target. If your next attack against that target hits, the next attack made against that target is made at advantage. If your next attack misses that target, the next attack made against that target gains +2 Hit. |
Whirlwind Strike | Offensive | 1 | 2 | N/A | 2 Attacks | Make a single Melee Weapon Attack roll against any targets within reach, using the single attack roll against all chosen targets. |
Dance of Steel | Offensive | 1 | 2 | N/A | Primary | Select one melee weapon you have equipped. Any enemies who start or end their turn, or move through a space in your selected weapon's Reach take your Melee Weapon Attack Damage. |
Walking Army | Offensive | 2 | 4 | N/A | Multi-Action (P+B) | You may make twice as many Attacks this turn, but may not make more than one attack against any one target. |
Double Tap | Offensive | 1 | 5 | N/A | Free | When you reduce a target to 0 HP, gain +1 Attack against that target. |
All or Nothing Attack | Offensive | 2 | N/A | You have not spent an Attack this turn | All of your Attacks | Make a single attack against a creature. This attack deals an amount of damage equal to its normal damage multiplied by the number of attacks spent to activate this Skill. The target of this Skill cannot be Immune to this Skill's damage and are instead Resistant. This Resistance cannot be ignored if it was Immunity. If this attack is a critical hit, treat it as though you had activated this Skill using +1 Attack instead of dealing double damage. |
Sneak Attack | Offensive |
2 | N/A | N/A | Any number of Attacks | Make a single attack against a creature you are hidden from, or which is Flanked, which automatically hits and deals an amount of bonus damage equal to 1d6 per attack used to activate this Skill. This attack counts as a critical hit for the purposes of skills, and any effect which would make a critical hit a normal hit instead halves the bonus damage dealt by this Skill. This Skill may only be activated once per round. This Skill's bonus damage is not multiplied on a critical hit. |
Assassinate | Offensive |
1 | 8 | Sneak Attack | Multi-Action (D+B) | The bonus damage die you deal with Sneak Attack is maximized. |
Impromptu Tracheotomy | Offensive | 1 | 6 | Sneak Attack | Multi-Action (D+B) | The bonus damage die you deal with Sneak Attack are d10s instead of d6s. |
Eviscerate | Offensive |
1 | 4 | Sneak Attack | Multi-Action (D+B) | The damage dealt by Sneak Attack is Bleed Damage. When you activate this Skill, you may choose to halve the bleed damage dealt. If you do, the target takes an amount of bleed damage equal to the bleed damage dealt at the start of each of their next two turns. |
Envenom | Offensive |
1 | 4 | Sneak Attack | Multi-Action (D+B) | The damage dealt by Sneak Attack is Poison Damage. When you activate this Skill, you may choose to halve the poison damage dealt. If you do, the target takes an amount of poison damage equal to the poison damage dealt at the start of each of their next two turns. |
Sucker Punch | Offensive, Unarmed | 1 | N/A | Sneak Attack | Defensive | Any Unarmed skill you activate while using Sneak Attack which has an Action Cost of (number) Attacks has its Action Cost reduced by 1 Attack, to a minimum of 1 Attack. |
Guard Breaker | Offensive |
1 | 3 | N/A | 1 Attack, Bonus | Reduce a single target's Guard by an amount equal to half your Level (Minimum 6). This is not damage. |
Heartseeker | Offensive | 1 | N/A | N/A | Passive | Gain +2 Hit each time you miss a target until you hit them or until you attack another target. Gain an additional +2 Hit each time they attempt to Dodge your attack. |
Giant Fighter | Offensive | 1 | N/A | N/A | Passive | Gain +4 Defense, and +4 Dodge against any target which is at least two Sizes larger than you. |
Giant Slayer | Offensive | 1 | N/A | N/A | Passive | Gain +4 HIT against any target which is at least two Sizes larger than you. |
Pitiful Blow | Offensive | 1 | N/A | N/A | Free | Reduce any damage you deal by any amount (to a minimum of 0). Damage reduced by this Skill is reduced against all targets. |
Lunge | Offensive | 1 | 2 | N/A | Bonus | Gain +1 Reach with Melee Attacks until the start of your next turn. |
Catch Arrow | Defensive | 2 | N/A | N/A | Reaction | Trigger: A Ranged Bow Attack, or ranged Throwing Weapon Attack which targeted you or an adjacent target has been confirmed to have either missed or hit. You have an empty hand. Effect: The attack deals 0 damage. You are now holding the projectile. You may choose to put it in your inventory or drop it as a free action before your next turn. |
Catch Spell | Defensive, Magical | 2 (Up to 2 Ranks) | 4 | N/A | Reaction | Choose a single skill from the following list per Rank: Arcane Bolt, Arcane Blast. Trigger: One of the above skills would deal damage to you. You have an empty hand. Effect: The skill deals 0 damage to you. You are now holding the Effect of the skill as a Spell Bead. You may choose to put it in your inventory or drop it harmlessly as a free action before your next turn. A Spell Bead is an item which takes up 0.1 Inventory Slots, and has the exact properties of whatever Magical Skill(s) it is created from, and is activated the same way (including Mana Cost), ignoring any skills' prerequisite(s). A Spell Bead can be activated by throwing it, or may be used as any "Rocket Ball" or "Musket Ball" Ammo. A Spell Bead is consumed on use. |
Materia | Magical | 2 | 20 | N/A | Extra | Turn a single Spell Bead you are holding into a Materia. A Materia is a Spell Bead which is not consumed on use. |
Spell Shooter | Offensive, Magical | 2 | N/A | N/A | Passive | Halve the Mana Cost of any Spell Bead you activate. |
Catch Bullet | Defensive, Magical | 1 | 8 | Catch Arrow | Free | Change Catch Arrow's Trigger to the following: A Ranged Weapon Attack which targeted you or an adjacent target has been confirmed to have either missed or hit. You have an empty hand. If you are immune to Piercing damage, halve this Skill's Mana Cost. |
Throw Arrow | Offensive | 1 | N/A | Catch Arrow | Passive | When you activate Catch Arrow, you may also throw whatever you have caught, either gaining +1 Attack which can only be used to throw what you have caught, or tossing it harmlessly at an ally (who may catch it as a Free Action). If you throw a Spell Bead with this Skill, halve its Mana Cost. |
Impact Diffusion | Defensive | 1 | 5 | N/A | Reaction | Trigger: You would be within an AoE, Line, or Cone. Effect: Make a single Melee Attack against the AoE/Line/Cone. Reduce the AoE/Line/Cone's damage by the amount of damage your attack deals. If your attack is made with an Unarmed Weapon, you may activate the Innate Action Jab against this target as well, using your next turn's Bonus Action. |
Beam Splitter | Defensive | 1 | 5 | N/A | Reaction | Trigger: You would be within an AoE, Line, or Cone. Effect: Make a single attack against the AoE/Line/Cone. If this attack deals Slashing Damage, the AoE/Line/Cone is split in two, moving around your space, and all spaces up to 4 spaces directly behind you. |
Holding Point | Defensive | 1 | 3 | N/A | Reaction | Trigger: You would be within an AoE, Line, or Cone. Effect: Make a single Melee Attack against the AoE/Line/Cone. If this attack deals Piercing Damage, then the AoE/Line/Cone cannot move into or past your space, becoming stationary in front of you (from the direction it came) for its duration. If this Attack is a critical hit, instead redirect the remaining travel distance of the AoE/Line/Cone in any direction of your choice. If you leave this Space, or attack with the weapon used for the attack from this Skill, the AoE/Line/Cone resumes its course from before you had activated this Skill. On your turn, you may spend 1 Attack to destroy this AoE/Line/Cone. If this Melee Attack was made by making a Ranged Attack with a Great Bow (by the use of skills), the AoE/Line/Cone is instead destroyed if your Greatbow Attack deals at least 10 more Damage than it, and otherwise the AoE/Line/Cone is unhindered. |
Blast Crusher | Defensive | 1 | 3 | N/A | Reaction | Trigger: You would be within an AoE, Line, or Cone. Effect: Make a single attack against the AoE/Line/Cone. If this attack deals Bludgeoning or Crushing Damage, then roll damage. If your attack deals more damage than the AoE/Line/Cone then it is destroyed, and the target which caused the AoE/Line/Cone takes a single minimised instance of that AoE/Line/Cone's damage. |
Slice | Offensive | 1 | N/A | N/A | Passive | You may choose not to add your Might of Skill to any Slashing Weapon Attacks which would usually add your Might or Skill, and instead deal half as much damage as would usually be added by your Might or Skill as Bleed Damage at the start of the targets' next three turns. |
Lacerate | Offensive | 1 | 4 | Slice | Any | Double Slice's bleed damage. |
Show of Mastery | Offensive, Critical | 2 | 3 | N/A | 2 Attacks | Make a Single Attack. If this attack hits, it is a critical hit. |
Called Shot | Offensive | 2 | 4 | N/A | Free | When you critically hit, the critical hit doesn't deal more damage than a normal hit, instead the target suffers one of the following effects: -Eyes: The target becomes Blind until the start of your next turn. -Legs: The target becomes Prone. -Body: The target becomes Staggered until the start of your next turn. -Hands: The target drops any objects they're holding (of your choice). -Arial: The target falls 4 Spaces if they were mid-air, and is considered to have fallen 6 spaces more than they actually fell if they were 4 or fewer spaces mid-air. -Reposition: Move the target to another space within 2 Spaces of where they are. This movement cannot be mitigated by Movement Resistance. |
Ripping Slash | Offensive, Critical | 2 | 3 | N/A | Free | When you critically hit with Slashing Damage, deal an amount of Bleed Damage equal to your Weapon's maximized Damage Die. A target which takes Bleed Damage from this Skill takes an equal amount of Bleed Damage at the start of each of their next two turns. |
SLAM | Offensive, Critical | 2 | 4 | N/A | Free | When you critically hit with Bludgeoning Damage, the target(s) become Prone and Jarred until the end of their next turn. If the target was already Prone, they instead become Staggered until the end of their next turn. Jarred: You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. If you would become Jarred, but you are already Jarred, you instead become Staggered. Staggered: You cannot use two chosen actions, which you choose and would otherwise be able to use. If you would become Staggered, but you are already Staggered, you instead become Stunned. |
Pierce the Heart | Offensive, Critical | 2 | 5 | N/A | Free | When you critically hit with Piercing Damage the critical hit deals triple damage instead of double. |
Crushing Blow | Offensive | 1 | 5 | Guard Breaker | 2 Attacks | Make a single Melee Attack. The attack deals Crushing Damage, reducing the targets' Guard to 0 before dealing damage. |
Improve Critical | Offensive, Critical | 1 (Up to 2 Ranks) | N/A | N/A | Passive | Gain +1 Critical Chance per Rank with all Attacks. Critical chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Arcane Critical | Offensive, Magical, Critical | 2 | N/A | N/A | Passive | Gain +1 critical chance with all Spell Attacks. Critical chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Sheer Focus | Offensive | 1 | 4 | N/A | Any (Concentration) | Gain +1 Critical Chance with all Attacks while you maintain Concentration. Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Ruiner | Offensive, Critical, Devotion |
1 | N/A | Improve Critical (At least 2 Ranks) | Passive | Gain +1 critical chance with all Attacks. Critical chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Bow Slam | Offensive, Bow | 1 (Up to 3 Ranks) | N/A | N/A | Passive | Increase the damage die of your Melee Bow Weapon attacks by 1 Die Class per Rank. You may choose to not activate this Skill. Damage Die Class from lowest to highest are 0, 1, 1d4, 1d6, 1d8 (or 2d4), 1d10, 1d12 (3d4, or 2d6), 3d6 (or 4d4), 1d20 (or 5d4, or 2d10), 3d10 (7d4, or 5d6). |
The Needle Which Splits The Stone | Offensive, Bow, Greatbow | 2 | 2 | N/A | Bonus | The target(s) of your next Ranged Bow Attack or Ranged Greatbow Attack cannot be considered Immune to the attack's Piercing Damage and are instead treated as though they are Resistant. This Resistance cannot be ignored if it was Immunity. This attack also treats the targets' Damage Threshold as though it were 10 lower, and their Damage Reduction as though it were 5 lower. |
Supersonic Pull | Offensive, Bow, Greatbow | 2 | 2 | N/A | Bonus | Your Ranged Greatbow Attacks this turn and your next Ranged Bow Attack this turn deal 1d8+Might Sonic Damage in a 1 Space AoE centered on you and deal the same damage in two Lines on all sides (left, right, above and below) of the Ammo itself with a length as far as the Ammo traveled up to a maximum of 5 Spaces. |
The Arrow Which Splits The Mountain | Offensive, Greatbow | 1 | 4 | N/A | Bonus | Your Ranged Greatbow Attacks this turn also count as Melee Weapon Attacks for the purpose of Skills. You may double this Skill's Mana Cost to instead activate it as a Free Action. |
Greatbow Master | Offensive, Greatbow, Devotion | 0 | N/A | The Arrow Which Splits The Mountain | Passive | Your Ranged Greatbow Attacks may also count as Melee Weapon Attacks for the purpose of Skills. Your Ranged Greatbow Attacks count as dealing Bludgeoning damage for the purpose of Skills. |
Strike Through | Offensive | 1 | 4 | N/A | 1 Attack | Make 1 Piercing Weapon Attack in the shape of a 1 Space long Line. This Attack takes on the properties of a Line, rather than being treated as an Attack. |
Greater Line | General, Magical | 1 (Up to 2 Ranks) | N/A | N/A | Passive | Increase the length of all of your Lines by 1 Space. This Increase is calculated before all others. |
Blade Beam | Offensive, Magical | 2 | 2 | Strike Through | Passive | Double Strike Through's Line length. Strike Through counts as the skill Arcane Beam for the purpose of skills. |
Pinning Point | Offensive |
1 | N/A | N/A | Passive | When you make a Piercing Weapon Attack against a target who is adjacent to a wall, your may lodge your weapon into the wall, Rooting the target(s) hit to the wall, until your weapon is removed from the wall (under most circumstances, this will be similar to how you would usually escape a Root, but not always). This Skill has no Effect against a target who is two or more Size Numbers higher than you. |
Carrying Pin | Offensive | 2 | 3* | Pinning Point | Free | Pinning Point may be activated if your target is 1 Space away from a wall per 3 Mana you spend to activate this Skill (up to a maximum of 6 Spaces), Pinning Point then moving them to the wall. |
Rend | Offensive | 2 | 2 | N/A | Defensive, Multi-Action (M+B) | Your Axe Weapon Attacks' damage die are maximized until the start of your next turn. This Skill's Mana Cost is doubled if you attack with a Massive Melee Weapon (Axe) this turn. |
I'll Come To You | Offensive, Mobility, Soft | 1 | N/A | N/A | Move, Any | Move yourself so that you become adjacent to a single target you hit with your last Soft Weapon Attack. |
Come Here | Offensive, Soft | 1 | 2 | N/A | 1 Attack, Any, Any | Pull any targets hit by your last Soft Weapon Attack directly towards you, releasing them and stopping this movement in any space between you and them. For the purposes of Movement Resistance, this is counted as 5 Spaces of movement. |
Lasso Control | Utility, Mobility | 1 | N/A | N/A | Passive | A single soft weapon wielded may be manipulated in all ways as if it were a hand while you have at least one free hand. So long as there is an object or creature on a wall or ceiling that could support your weight within the Reach of a wielded Soft Weapon you gain a Leap Speed equal to the Reach of that Soft Weapon or twice as far if you travel in a perfectly straight or diagonal line. |
Berserker | Offensive |
2 | 4 | N/A | Defensive | Gain +1 Attack until the end of your turn. |
Subserve Savagery | Offensive, Devotion | 2 | 6 | N/A | Bonus | Gain +1 Attack until the end of your turn. This counts as the skill Berserker for the purposes of skills. |
Inevitable Frenzy | Offensive | 2 | N/A | Berserker | Passive | If you attack a creature this turn, you must activate Berserker, if possible. It may be considered impossible for you to activate Berserker if you are in some way inhibited, such as if you choose to spend your only Defensive Action on being Jarred, but not if you are uninhibited and wanted to spend your only Defensive Action to activate a skill besides Berserker. Berserker's Mana Cost is changed to N/A. Gain +5 HP Scaling. Subserve Savagery does not count as Berserker for the purposes of this Skill. |
Make Savage The Mind | Offensive | 2 | N/A | Inevitable Frenzy | Passive | If you activate Berserker this turn, you must activate Subserve Savagery, if possible. It may be considered impossible for the same reasons which may delay your Inevitable Frenzy. Gain +2 Skill Points which may only be spent on General Skills which can increase at least one Move Speed. If the skill(s) you take with the Skill Points granted by this Skill has a Mana Cost of 4*, always reduce the final cost of Mana by 8 (to a minimum of 0). If the skill(s) you take with the Skill Points granted by this Skill has an Action Cost of Bonus, it instead has an Action Cost of Free on turns in which you activate Subserve Savagery. |
Inspirational Violence | Offensive, Supportive | 1 | N/A | Berserker | Passive | You may choose for any creatures which witnesses you activating Berserker to have the choice to activate your version of Berserker, even if they do not have the skill. |
Cyclical Violence | Offensive | 1 | N/A | You have activated the skill Berserker this turn | Free | When you attack a target, that target may activate Berserker as a Free Action with a Mana Cost of 0, even if they do not have the skill. If they do, they must immediately attack you. If they attack you, you must either activate the Parry Innate Action as a Free Action, or Activate Berserker as a Free Action With a Mana Cost of 0 and attack them after they attack you. |
Weapon Breaker | Offensive | 1 | 2 | You have activated the skill Berserker this turn | 1 Attack | When you hit with a Melee Weapon Attack, you may choose to break your weapon spectacularly to activate one of the following effects: 1. This Attack is now a critical hit. 2. An object of your choice which was made from the same or a weaker material than the broken weapon becomes Useless (wood<stone=metal<Adamantine). Passive: The weapon broken by this skill is rendered completely unusable, simply becoming shrapnel. You may activate this Skill as a Bonus Action if you double its Mana Cost. |
World Breaker | Offensive | 2 | 12 | Weapon Breaker, You have activated the skill Berserker this turn | 2 Attacks | Make a single Object of your Size or smaller Useless. If the object is two or more Sizes Smaller than you, halve this Skill's Mana Cost. Useless: This object cannot be used for almost any purpose, and cannot be used for its primary purpose. |
Life Breaker | Offensive | 2 | 20 | World Breaker, You have activated the skill Berserker this turn | 2 Attacks | Make a single Creature of your Size or smaller Useless until the start of your next turn. If the creature is two or more Sizes Smaller than you, halve this Skill's Mana Cost. Useless: This creature cannot act. |
Heart Breaker | Offensive, Devotion | 2 | 100 | Life Breaker, You have activated the skill Berserker this turn | Primary | Any single adjacent target takes 100 Crushing True Damage. This counts as a critical hit which deals Bludgeoning Damage for the purposes of skills. |
Mana Rend | Offensive | 1 | N/A | N/A | 1 Attack | Make a single attack. This attack must deal a Physical Damage Type. This attack deals True Damage. Any damage this attack would deal to HP is instead dealt to the target(s) Mana. |
Indiscriminate Elegance | Offensive, Defensive, Parry | 1 | N/A | N/A | Passive | All weapons gain the Parry Weapon Property. Parry: Add +2 to all Parry rolls made with this weapon. |
Throwing Array | Offensive, Throwing | 2 | 4 | N/A | 1 Attack | Gain +1 Attack each time you hit a a target with an attack this turn (up to a maximum of +4 Attacks). You cannot activate other skills with an Action Cost of (Number) Attacks or Defensive this turn and cannot have done so already, and all of the attacks you make and have made this turn must be Throwing Ranged Weapon Attacks. This Skill may only be activated once per turn. |
Sniper | Offensive | 1 (Up to 3 Ranks) | N/A | N/A | Passive | Increase the Range of all Weapons by +2 per Rank, or by half as much if it is a Melee Weapon held in two hands. |
Volley | Offensive, Bow | 2 | 5 | N/A | Primary | Make a single Ranged Weapon Attack against any targets in Range. This Skill does nothing to alter your ammunition, or your need to reload. |
Salvo | Offensive, Bow | 2 | 5 | Volley | Multi-Action (D+B) | Make a single Ranged Weapon Attack against any targets in Range. This Skill does nothing to alter your ammunition, or your need to reload. |
Kneecap | Offensive, Hammer | 1 | 3 | N/A | 1 Attack | Make a single Hammer Weapon Attack which halves all Move Speeds of the target if it hits (as well as dealing damage). If the target was flying, they instead immediately fall 3 Spaces. |
Punishing Strike | Offensive | 2 (Up to 4 Ranks) | N/A | N/A | Reaction | Trigger: Choose a single Trigger below per Rank. Effect: Make a single Melee Attack against that target. This Attack is made before the target's reason for being targeted is completed. -Trigger: Opportunist: A target has moved outside of your Reach. -Trigger: Avenger: A target has attacked a target. -Trigger: Mage Slayer: A target has activated a Magical Skill. -Trigger: Potion Swiper: A target is drinking a potion (the potion becomes the target for the below text). |
No Escape | Offensive | 1 | N/A | Punishing Strike | Passive | If you hit your target with Punishing Strike, you may use any amount of your last turn's remaining movement speed towards your target (if no movement speed remains you may use your next turn's move speed instead). Punishing Strike cannot be activated in response to this Skill's movement. |
Stopping Blow | Offensive | 1 | 4 | Punishing Strike | Free | If you hit your target with Punishing Strike, your target is Rooted until the end of their turn. Root: You are incapable of moving from the Space(s) you currently occupy due to a physical impairment, unless you use a Primary, Defensive, or Multi-Action (M+B) to free yourself. You cannot become Prone, and cannot stop being Prone. |
Ora Ora | Offensive, Unarmed, Devotion | 2 | N/A | N/A | Passive | Add "Any, or Any" to the Innate Action Jab's Action Cost. |
Shunyata | Offensive, Unarmed, Vibromancy | 2 | 8 | N/A | 1 Attack, or Any | Your next Jab ignores Damage Threshold and annihilates all targets which are objects which are two or more Sizes smaller than you and that are made from wood, turning them to dust. Any item or object with the Fragile Property is treated as being made of wood for the purposes of this Skill. You may permanently double this Skill's Skill Point Cost to permanently halve this Skill's Mana Cost, and to add the text "stone, or ice," after the word "wood". |
Quivering Palm | Offensive, Unarmed, Vibromancy, Devotion | 2 | N/A | N/A | Primary (Concentration) | Your next Jab reduces the target to 0 HP after 72 hours, but only if you maintain this Concentration for 72 hours. This Concentration may be maintained as a Free Action. |
Elbow | Offensive, Unarmed | 1 | N/A | N/A | 1 Attack | Your next Jab deals maximized Slashing damage, and additionally deals 4 Bleed Damage. |
Uppercut | Offensive, Unarmed | 1 | 2 | N/A | 1 Attack | Your next Jab gains -4 Hit, +3 critical chance, and deals maximized damage. Critical chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Distracting Jabs | Offensive, Unarmed | 1 | N/A | Uppercut | Passive | While using Uppercut against a target, gain +2 Hit per Jab made against that same target in the same round, regardless of whether Jab(s) hit or not. |
Layout | Offensive, Unarmed | 1 | 2 | Uppercut | 1 Attack* | After you hit with an Uppercut, your target is knocked prone. This Skill costs +1 Attack per Size Number larger than you the target is. Prone: You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. |
Rising Uppercut | Offensive, Unarmed | 1 | N/A | Uppercut | 1 Attack* | After you hit with an Uppercut your target is raised 3 Spaces into the air per Attack used to activate this Skill. You may choose to follow your target upwards. |
Arial Slam | Offensive, Unarmed | 1 | N/A | N/A | 1 Attack* | Make a single Unarmed Melee Attack against a target which is mid air. This attack makes the opponent immediately fall 3 Spaces per Attack used to activate this Skill in a direction of your choosing. You may choose to fall with your target, and if you do, you may choose to land on the target if you would both land. If this Skill would make the target hit the ground, they take fall damage as if they'd fallen from twice as high. |
Air Brawler | Offensive, Unarmed | 2 | N/A | Rising Uppercut or Arial Slam | Passive | The movement caused by Rising Uppercut and Arial Slam can only be reduced by a maximum of 2 Spaces per Size the target is above your own. |
Stunning Fist | Offensive, Unarmed | 1 | 4 | N/A | 1 Attack | Each target you Jab (or have Jabbed) this turn becomes Jarred once per Jab which hit them. Each instance of Jarred is added together before afflicting the target(s). For example, a target which would be Jarred three times is instead Staggered once. Jarred: You cannot use single chosen action, which you choose. The chosen action must be a Primary, Defensive, or Move action. You must be otherwise able to use the chosen action. If you would become Jarred, but you are already Jarred, you instead become Staggered. |
Throat Slam | Offensive, Unarmed | 1 | 3 | N/A | 1 Attack | If your next Jab hits, the target instantly loses Concentration and is Silenced and Mute until the start of your next turn. Silenced: You cannot activate Magical Skills. Mute: You cannot speak. |
The Mixup | Offensive, Unarmed | 1 | N/A | At least one of the listed skills | Passive | When you activate one of the following listed skills or Innate Actions after activating a different one of the following listed skills or Innate Actions, the skills gain new effects, as listed below. -Jab: Gain +1 Attack which may only be spent to activate a skill which modifies the effect of Jab. -Elbow: If the target takes Bleed Damage, they become Blind until they spend Any action to wipe blood from their eyes. -Uppercut: After you hit with an Uppercut, the target is knocked Prone. This Skill costs +1 Attack per Size Number larger than you the target is. -Throat Slam: The target increases their level of Suffocation to Round 3 of Suffocation. Prone: You are laying down on the ground or kneeling, your Walk Speed is halved, your melee attacks are made at disadvantage, melee attacks against you are made at advantage, your ranged attacks gain +4 HIT, and ranged attacks made from further than 3 Spaces away from you are made at disadvantage. While you are mid air, or floating in water you cannot be considered Prone. Suffocation (Round 3): You cannot activate magical skills. Gain -2 Might. |
Low-High | Offensive, Unarmed | 1 | N/A | N/A | Passive | Any Kick Attack you make immediately following any number of consecutive Jabs gains +1 HIT per Jab. |
High-Low | Offensive, Unarmed | 1 | N/A | N/A | Passive | Your Jabs this turn deal +1d4 damage per Kick Attack you make this turn (divided among your Jabs as you decide, up to a maximum of +1d4 per Jab.) |
Crescent Kick | Offensive, Unarmed | 1 | N/A | N/A | 1 Attack | Make a single Kick Attack with the blade of your foot, dealing 1d8 + Might Bludgeoning Damage. After you activate this Skill, you may activate it again as a Bonus Action. |
Axe Kick | Offensive, Unarmed | 2 | N/A | N/A | 1 Attack | Make a single Kick Attack with an overhead leg slamming your heel down, dealing 1d6 + Might + Might Bludgeoning Damage. This Attack to gains -4 HIT. |
Stomp Kick | Offensive, Unarmed | 1 | 3 | N/A | 1 Attack | Make a single Kick Attack stomping on to your target's knee, leg, or wing dealing 1d8 + Might Bludgeoning Damage. If hit, your target's Walk, Leap, and Swim Speeds or Fly Speed are/is halved.This Skill critically hits any Prone target. |
Sweep the Leg | Offensive, Unarmed | 1 | 3 | N/A | 1 Attack | Make a single Kick Attack ducking down to kick your target's leg. Make a contested Athletics roll against the target. If you succeed, the target becomes Prone and you gain +1 Bonus Action which may only be spent to activate an Unarmed Skill. |
Flying Jump Kick | Offensive, Unarmed | 1 | 3 | N/A | 2 Attacks | Walk in the direction of a target, then gain an amount of Leap Speed equal to one third of the distance you Walked (minimum +1 Leap Speed) this Leap speed must be used to Leap to become adjacent to the target, then goes away. Before you land, make a single Kick Attack against the target. You are treated as thought you have fallen a height equal to the distance Walked and the distance Leaped combined towards the target. Any Fall Damage you would have taken from landing is instead added to the damage of this Attack. This Fall Damage is not minimized, even though you collide with another creature. |
Brawler | Offensive, Unarmed | 2 | N/A | N/A | Passive | While Flanked, gain +1 Attack which can only be used to activate Unarmed Skills or Attack using an adjacent object. |
Walking Bar Fight | Offensive, Unarmed | 2 | N/A | Brawler | Passive | While Flanked, gain +1 Attack which can only be used to activate Unarmed Skills or Attack using an adjacent object. |
Hostage Shield | Offensive, Unarmed | 1 | N/A | N/A | Passive | While you have a target Grappled, Ranged Attacks which would hit you have a 70% chance of hitting the Grappled target instead. This percentage is increased by 15% per Size Number larger than you the target is, and decreased by 15% per Size Number larger than the target you are. |
Manhandler | Offensive, Unarmed | 2 (Up to 2 Ranks) | N/A | N/A | Passive | Reduce the number "3" in the following text of the Innate Action Lift by 1 per Rank: "If the creature at least 3 Size numbers beneath you, you may lift them in two hands, and are considered to be wielding them (and they are considered to have a throwing range of 5 Spaces). Damage dealt using this creature is also dealt to this creature." |
Ground and Pound | Offensive, Unarmed | 1 | N/A | N/A | Passive | While you and a Grappled target are Prone, you may be considered to be Grappling them with two hands and still use those hands to attack them. |
Grappler | Offensive | 1 | N/A | N/A | Passive | Gain +3 on d20 rolls made to Grapple. |
Tripper | Offensive | 1 | N/A | N/A | Passive | Gain +3 on d20 rolls made to Trip. |
Disarming | Offensive | 1 | N/A | N/A | Passive | Gain +3 on d20 rolls made to Disarm. |
Duck and Weave | Defensive, General | 2 | 1* | N/A | Reaction | Trigger: You are the target of an attack. Effect: The Attack has a 10% chance of missing per 1 Mana you spend to activate this Skill |
Cross | Defensive, Offensive, Unarmed | 2 | N/A | N/A | Passive | If you successfully evade an attack with the Dodge Action or the skill Duck and Weave, gain +1 Attack which must be used immediately, must be used against the attacker, and must be used to activate an Unarmed skill. |
Imperceptible Speed | Offensive, Mitsurugi | 2 | 6 | N/A | 2 Attacks | Make a single attack with speed that cannot be measured by eyes alone. Reactions cannot be activated in response to this attack, unless the target has this Skill. You may double this Skill's Mana Cost to halve its Action Cost. |
Vacuum Strike | Offensive, Supportive, Mitsurugi | 2 | 4 | Imperceptible Speed | 1 Attack | Attacks against the target(s) of your Imperceptible Speed are made at advantage until the start of your next turn as the targets are pulled towards the vacuum left by your attack. |
Twin Weapon Strike | Offensive, Mitsurugi | 1 | N/A | N/A | 1 Attack, Bonus | Make an attack with a Sword's sheath, dealing 1d4 + (Might or Skill) Bludgeoning Damage (the sheath has no Weapon Type). Dodge and Parry rolls made against your next Sword Attack are made at disadvantage. |
Flash Step | Mobility, Mitsurugi | 1 | N/A | N/A | Move | Blink to any 1 location within your Walk, Leap, or Fly Speed. Even though you are Blinking, you still make sound as though you were using the type of movement of which's speed or you are using. |
After Image | Mobility, Mitsurugi, Illusion | 2 | N/A | Flash Step | Bonus | When using Flash Step you may choose to leave behind an After Image, making it look as though you have not moved. This After Image disappears at the end of your next turn. After Images may Flank, so long as the Flanked target does not know which of you is real. After Images appear to be effected by the world around them, except for by things which would displace them from their space or location such as gravity, or being Grappled or thrown. This illusion is visual. |
Defensive After Image | Mobility, Mitsurugi, Magical, Illusion | 1 | 1* | After Image | Free | Your After Images have 1 HP per 1 Mana you spend to activate this Skill, share your Defense and Dodge Bonuses, and attempt to Dodge the first attack which targets them. This illusion is visual and tactile. |
Before Image | Mobility, Mitsurugi, Magical, Illusion, Conjuration | 1 | 6 | After Image | Any | Teleport to an After Image. The After Image disappears. |
Image Trail | Mobility, Mitsurugi, Illusion | 1 | 2* | After Image | Passive | While using After Image, you may leave 1 After Image per 2 Mana you spend to activate this Skill in any squares within a Range from your starting position equal to the move speed used for Flash Step. |
Acting Image | Mobility, Mitsurugi, Illusion | 1 | 1 | After Image | Extra Action | Any single After Image created by After Image may use any 1 Extra Action, then disappear. The first time you activate this Skill on your turn its Action Cost is Free. |
Striking Image | Offensive, Mitsurugi | 2 | 4 | Acting Image | 1 Attack* | Distribute a number of attacks equal to the number of Attacks you spent to activate this Skill among any number of After Images. Each After Image with an attack also gains an Extra Action which may only be spent to equip or operate a weapon. Your After Images may make these attacks at any time before the end of your turn using your weapons and bonuses, as well as sharing your skills (but still being limited to your number of actions). These attacks are not illusory. After an After Image has run out of attacks, it disappears. Your After Images always Flank. |
Brawling Image | Offensive, Mitsurugi | 2 | 10* | Striking Image | Defensive | Gain +1 Attack per 10 Mana you spent to activate this Skill. These Attacks must be spent to activate Striking Image. This Skill may only grant a single attack to each After Image. You may attack this turn except through Striking Image. |
Casting Image | Mobility, Mitsurugi, Magical | 1 | N/A | N/A | Passive | You may activate magical Skills as though you were in the location of an after image. |
Step of the Folding Horizon | Mobility, Mitsurugi | 2 | 6 | N/A | Move | Any single target within your Walk Speed cannot escape you. On your next turn, increase your Walk Speed by an amount equal to the distance you would have to travel to become adjacent to the target. Next turn you cannot use your Move Action for anything besides becoming adjacent to the target. |
Eight Headed Dragon Flash | Offensive, Mitsurugi, Devotion | 4 | 10 | 24 Skill | Multi-Action (P+D+B) | You must spend 2 Exertion Die or 40 HP to activate this Skill (this is not damage). Make a single Melee Attack using a weapon wielded in only one hand against a single target. Increase this Attack's number of Damage Die to a total of eight. You cannot modify these Damage Die by any means (such as by increasing die class or by maximizing them). Your Move Action this turn may only be used to move the target of this Skill within your Reach, or to activate the skill Imperceptible Speed. This Skill may instead be activated as a Reaction, using the below text. Trigger: You are the target of the attack of Eight Headed Dragon Flash. Effect: Activate Eight Headed Dragon Flash against your attacker. Neither of you may activate additional Reactions until this Reaction is resolved. You and your attacker roll your damage die. Whichever of you has the highest result is unscathed, taking no damage. |
Flash of the Heavenly Soaring Dragon | Offensive, Mitsurugi | 2 | N/A | You have overcome another target in a contest of Eight Headed Dragon Flash | Multi-Action (P+D+B) | To harness this technique you must understand the profound worth of your life, and be willing to throw it away for something greater than yourself. You may not activate Reactions until the start of your next turn. Melee Weapon Attacks made against you by the target of this Skill cannot miss, and are made at advantage. Make a single Melee Attack against a target. If it hits, this attack is a critical hit which deals x4 damage. If this Attack misses, make another Melee Weapon Attack against the same target which cannot miss a corporeal target, and is a critical hit which deals x8 damage. Passive: You can never be resurrected by any means. Critical hits from this Skill cannot be mitigated. All damage die are treated as having rolled at least average for the purposes of this Skill. |
Battle Urgency! | Urgency! | 0 | N/A | N/A | Passive | For every round of combat that passes, gain +1 Urgency, up to a maximum of half of your Level! Urgency reduces by 1 per hour that passes that you haven't gained Urgency from this Skill! The combat you're in must at least be dangerous in order for you to gain Urgency! Things like sparring don't count! |
Urgent Exertion! | Urgency!, Exertion | 2 | N/A | Battle Urgency! | Defensive | Spend 3 Urgency to regain 1 spent Exertion Die, and grant the Host +1 Exertion Die! You may instead choose to spend 5 Urgency to regain 1 spent Exertion Die! |
Urgent Life! | Defensive, Urgency! | 1 | N/A | Battle Urgency! | Free | Heal 0 + Level HP per 1 Urgency you use to activate this Skill! |
Urgent Care! | Defensive, Supportive, Urgency! | 1 | N/A | Urgent Life! | Passive | You may choose to activate Urgent Life! on a single target touched, using your Urgency! |
Urgent Power! | Offensive, Urgency! | 2 | N/A | Battle Urgency! | Bonus | Spend 3 Urgency, and treat your next Hit roll until the start of your next turn as at least 15! You may also (or instead) spend 3 Urgency to add your Total Might, Total Skill, or Total Magic to your next attack damage roll until the start of your next turn instead of Might, Skill, and Magic, respectively! You may also spend 1 Urgency to remove the text ", respectively" from this Skill's current activation's Effect! You may also spend 1 Urgency to remove the text "attack" from this Skill's current activation's Effect! |
I Believe In You! | Offensive, Supportive, Urgency! | 2 | N/A | Urgent Power! | Passive | You may choose to activate Urgent Power! on a single target touched, using your Urgency! |
Do You Believe In Me?! | Supportive, Teamwork, Urgency! | 2 | 2 | Battle Urgency! | Free | Give any single target one of your Urgency, and also this Skill until they run out of Urgency! Passive: This Skill has a Mana Cost of N/A when used on a target which has this Skill! Gain +1 Maximum Urgency! |
Urgent Speed! | Mobility, Urgency! | 2 | N/A | Battle Urgency! | Free | Gain +1 to any Move Speed (even one you don't have!) until the end of this turn per Urgency you spend to activate this Skill! You may instead spend 3 Urgency to gain a Move Action, and grant the Host +2 Walk, Slither, or Fly speed to any creature they control! |
Go, Go, Go! | Mobility, Supportive, Urgency! | 1 | N/A | Urgent Speed! | Passive | You may choose to activate Urgent Speed! on a single target touched, using your Urgency! |
Urgent Energy! | General, Urgency! | 2 | N/A | Battle Urgency! | Bonus | Spend any amount of Urgency, and gain +4 Mana per Urgency spent! All Mana gained from this Skill Goes away at the end of this turn! |
Make It Count! | General, Supportive, Urgency! | 1 | N/A | Urgent Energy! | Passive | You may choose to activate Urgent Energy! on a single target touched, using your Urgency! If you do, it grants +2 more Mana per Urgency spent! |
Urgent Kick! | Offensive, Mobility, Urgency! | 1 | N/A | Battle Urgency!, Flying Jump Kick | Primary | Spend all of your Urgency to activate Flying Jump Kick as a Free Action! You're considered to have Walked 4 additional Spaces, and this Flying Jump Kick's Attack deals its damage to any targets in a 2 Space AoE centered on the target as an explosion! You cannot gain Urgency until you eat a Meal! |
Tense Up! | Urgency! | 1 | 4 | Battle Urgency! | Bonus | Gain +1 Urgency! |
Release Urgency... | Defensive, Urgency! | 1 | N/A | Battle Urgency! | Free | Lose all Urgency, and Conditions (with exception of the Conditions Suffocating, Starving, Dehydrated, Petrified/Frozen, and Incorporeal). Heal 8 HP per 1 Urgency lost when you activated this skill. |
Lets All Calm Down... | Supportive, Urgency! | 1 | N/A | Release Urgency... | Passive | You may choose to activate Release Urgency... on any targets touched, using your Urgency, or any number of the targets' Urgency (if they consent). Halve Release Urgency...'s healing. |