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ability blazing slash ability

Do (main roll)/2 fire damage to your target and all other enemies in a two hex wide line behind them up to three hexes long.

Ability: Blazing Slash (Style: Radiant Edge, level 6) Do (main roll)/2 fire damage to your target and all other enemies in a two hex wide line behind them up to three hexes long. Mechanics: Type: Main action Cost: -6 to abilities, decaying at a rate of 3 per round Segment: 30 Stealthable: yes Non-lethal: yes See also: style radiant edge
See Also: style radiant edge
ability blinding eyes ability

Gleaming eyes flare, doing (main roll) fire damage to a target attacking you and partially blinding them

Ability: Blinding Eyes (Style: Radiant Edge, level 7) Gleaming eyes flare, doing (main roll) fire damage to a target attacking you and partially blinding them. For the rest of the round they do (main roll)*5 % less ranged damage and (main roll)*2 % less melee damage. Requires two stacks of Gleaming Eyes. If the target isn't attacking you, it is ineffective. Mechanics: Type: Main action Cost: -3 to abilities, decaying at a rate of 3 per round Segment: 25 Stealthable: yes Non-lethal: yes Adventure: +3 to any roll to intimidate where you can make eye contact with the target. See also: style radiant edge
See Also: style radiant edge
ability blood of fire ability

Anyone who attacks you in melee with a slashing weapon takes 2 * furnace heat fire damage; anyone who attacks you in melee with a piercing weapon takes 1 * furnace heat fire damage as they are splashed by your burning blood.

Ability: Blood of Fire (Style: Iron Claw, level 4) Anyone who attacks you in melee with a slashing weapon takes 2 * furnace heat fire damage; anyone who attacks you in melee with a piercing weapon takes 1 * furnace heat fire damage as they are splashed by your burning blood. Mechanics: Type: Tactical action Cost: -6 to other abilities, decaying at a rate of 3 per turn Segment: 20 Stealthable: no Non-lethal: yes See also: style iron claw
See Also: style iron claw
ability blood sacrifice ability

Convert every two shallow cuts on the target into a DOT that does 10 demon damage for (main roll)/2 rounds starting next round

Ability: Blood Sacrifice (Style: Razor Petals, level 9) Convert every two shallow cuts on the target into a DOT that does 10 demon damage for (main roll)/2 rounds starting next round. Applying a stack of verdant aura to the victim reduces the stacks by 1. Guarding a victim transfers a stack to you; transferred stacks do half damage. Mechanics: Type: Main action Cost: -5 to other abilities decaying at a rate of 5 per round; -3 to other rolls decaying at a rate of 3 per round Segment: 75 Stealthable: yes Non-lethal: no Adventure: If you use a qi dice on rolls that involve making deals with, or persuading, dark forces, explode on 6s, 7s and 8s. See also: style razor petals
See Also: style razor petals
ability blossom storm ability

A whirlwind of razor-sharp blossoms swirls from every ally with verdant aura points, consuming them and doing (main roll)/3 * verdant points damage to all adjacent enemies

Ability: Blossom Storm (Style: Blossoms Barrier, level 9) A whirlwind of razor-sharp blossoms swirls from every ally with verdant aura points, consuming them and doing (main roll)/3 * verdant points damage to all adjacent enemies. Damage can stack from multiple people. Mechanics: Type: Main action Cost: -9 to other abilities decaying at a rate of 3 per turn; -6 to all other rolls decaying at a rate of 3 per turn Segment: 60 Stealthable: yes Non-lethal: yes See also: style blossoms barrier
ability blossom's dance ability

Shroud yourself in distracting and obscuring blossoms as you move

Ability: Blossom's Dance (Style: Blossoms Barrier, level 2) Shroud yourself in distracting and obscuring blossoms as you move. While moving, take 35% less damage from all sources. Mechanics: Type: Tactical action Cost: -4 to other abilities, decaying at a rate of 2 per turn Segment: 10 Stealthable: yes Non-lethal: yes Adventure: Any roll to distract or charm using dance, or that could use a dance, explodes on 6s, 7s and 8s. See also: style blossoms barrier
ability bulwark ability

Choose a target ally

Ability: Bulwark (Style: Earthen Guardian, level 3) Choose a target ally. While adjacent to you, 50% of attacks against them are redirected to you and you gain a +5 shield to absorb those attacks. If in anchor stance, the shield is +10. Mechanics: Type: Tactical action Cost: -3 to other abilities, decaying at a rate of 3 per turn Segment: 10 Stealthable: yes Non-lethal: yes See also: style earthen guardian
ability call lightning ability

Summon lightning on every enemy standing in a zone with at least 10 pressure, doing (main roll) damage to them and (main roll)/2 damage to all adjacent characters, stacking

Ability: Call Lightning (Style: Stormbreaker, level 9) Summon lightning on every enemy standing in a zone with at least 10 pressure, doing (main roll) damage to them and (main roll)/2 damage to all adjacent characters, stacking. Consumes all used pressure zones. Mechanics: Type: Main action Cost: None Segment: 35 Stealthable: no Non-lethal: no Adventure: Rolls to destroy things explode on 6s, 7s or 8s during a storm. See also: style stormbreaker
See Also: style stormbreaker
ability chain lightning ability

Strike your target for (main roll)/2 damage, which then bounces to the next closest character doing 3/4 of the damage

Ability: Chain Lightning (Style: Stormbreaker, level 4) Strike your target for (main roll)/2 damage, which then bounces to the next closest character doing 3/4 of the damage. Bounces up to a maximum of (main roll)/3 times; max bounce distance 3 hexes. Creates a pressure zone at the location of your first target. Mechanics: Type: Main action Cost: -6 to other abilities, decaying at a rate of 3 per round Segment: 35 Stealthable: no Non-lethal: yes See also: style stormbreaker
See Also: style stormbreaker
ability compromise ability

Hit the target with a dagger coated in a toxin that exacerbates other toxins, increasing the duration of all toxins on the target by (main roll)/2 rounds.

Ability: Compromise (Style: Silken Viper, level 5) Hit the target with a dagger coated in a toxin that exacerbates other toxins, increasing the duration of all toxins on the target by (main roll)/2 rounds. Mechanics: Type: Main action Cost: None Segment: 25 Stealthable: yes Non-lethal: yes See also: style silken viper
See Also: style silken viper
ability concealed weapon ability

If you start combat, your first round melee attacks do 150% damage.

Ability: Concealed Weapon (Style: Razor Petals, level 3) If you start combat, your first round melee attacks do 150% damage. Mechanics: Type: Passive Adventure: +5 to any roll involving attacking an unsuspecting target or hiding a small object. Roleplay: Nick command — anyone who's roleplayed with you for at least three emotes in close proximity you can nick, causing a light painful cut with a flick of your fan. (Triggers the `nick` command.) See also: style razor petals, nick
ability concealing shadows ability

Create a shadowy area at the target ally or hex and all hexes one around it, providing concealment

Ability: Concealing Shadows (Style: Darkened Veil, level 4) Create a shadowy area at the target ally or hex and all hexes one around it, providing concealment. Lasts for 2 rounds. Mechanics: Type: Tactical action Cost: -6 to other abilities, decaying at a rate of 3 per turn Segment: 25 Stealthable: yes Non-lethal: yes Adventure: On stealth rolls, all allies gain +3. See also: style darkened veil
ability confounding pull ability

Target an enemy up to 3 hexes away

Ability: Confounding Pull (Style: Snaring Storm, level 6) Target an enemy up to 3 hexes away. They take (main roll) damage, and if they are adjacent to one of their allies, both characters' movement speed is reduced by 50% for the round as they are tugged into tangle with each other. Mechanics: Type: Main action Cost: -3 to other abilities, decaying at a rate of 3 per round Segment: 10 Stealthable: yes Non-lethal: yes See also: style snaring storm
ability counter blizzard ability

Deal (main roll)/2 damage to every enemy who attacks you or an adjacent ally in melee this round.

Ability: Counter Blizzard (Style: Patient Edge, level 4) Deal (main roll)/2 damage to every enemy who attacks you or an adjacent ally in melee this round. Mechanics: Type: Main action Cost: -6 to abilities, decaying at a rate of 3 per round Segment: 0 Stealthable: yes Non-lethal: yes See also: style patient edge
See Also: style patient edge
ability counter kick ability

After an enemy attacks you in melee, sweep their leg to send them prone, then follow up with a kick which does (main roll) damage and sends them back 3 hexes.

Ability: Counter Kick (Style: Patient Edge, level 2) After an enemy attacks you in melee, sweep their leg to send them prone, then follow up with a kick which does (main roll) damage and sends them back 3 hexes. Mechanics: Type: Main action Cost: None Segment: 40 Stealthable: yes Non-lethal: yes See also: style patient edge
See Also: style patient edge
ability crippling slashes ability

Slash at someone's hamstrings, doing (main roll)/2 damage and reducing their movement by (main roll)*5 % this round and next, and their level 1 HP threshold by (main roll)/5 this round and the next.

Ability: Crippling Slashes (Style: Razor Petals, level 8) Slash at someone's hamstrings, doing (main roll)/2 damage and reducing their movement by (main roll)*5 % this round and next, and their level 1 HP threshold by (main roll)/5 this round and the next. Mechanics: Type: Main action Cost: -6 to other abilities, decaying at a rate of 3 per round Segment: 50 Stealthable: yes Non-lethal: yes See also: style razor petals
See Also: style razor petals
ability dazzle ability

Lower target's HP thresholds by 3 for the round.

Ability: Dazzle (Style: Radiant Edge, level 2) Lower target's HP thresholds by 3 for the round. Mechanics: Type: Tactical action Cost: -3 to abilities, decaying at a rate of 1 per round Segment: 10 Stealthable: yes Non-lethal: yes See also: style radiant edge
See Also: style radiant edge
ability dazzling flurry ability

Do (main roll)*3/2 metal damage to your target in melee.

Ability: Dazzling Flurry (Style: Radiant Edge, level 3) Do (main roll)*3/2 metal damage to your target in melee. Mechanics: Type: Main action Cost: -6 to abilities, decaying at a rate of 3 per round Segment: 50 Stealthable: yes Non-lethal: yes See also: style radiant edge
See Also: style radiant edge
ability deflecting flurry ability

Gain a (main roll)*2 damage shield from slashing and piercing damage, decaying by 50% each round.

Ability: Deflecting Flurry (Style: Radiant Edge, level 1) Gain a (main roll)*2 damage shield from slashing and piercing damage, decaying by 50% each round. Mechanics: Type: Main action Cost: -6 to abilities, decaying at a rate of 3 per round Segment: 0 Stealthable: yes Non-lethal: yes See also: style radiant edge
See Also: style radiant edge
ability disorientating venom ability

Hit the target with a dagger coated in a toxin that reduces their ranged damage by 50% for this round and (main roll)/3 rounds afterwards.

Ability: Disorientating Venom (Style: Silken Viper, level 4) Hit the target with a dagger coated in a toxin that reduces their ranged damage by 50% for this round and (main roll)/3 rounds afterwards. Mechanics: Type: Main action Cost: None Segment: 50 Stealthable: yes Non-lethal: yes Adventure: +3 to any roll to identify a substance. See also: style silken viper
See Also: style silken viper
ability distracting blades ability

When attacking an enemy in melee who's attacking an adjacent ally to you, they do (radiant edge)*2 less damage.

Ability: Distracting Blades (Style: Radiant Edge, level 5) When attacking an enemy in melee who's attacking an adjacent ally to you, they do (radiant edge)*2 less damage. Mechanics: Type: Passive Adventure: +5 to rolls to distract or impress an NPC with your sword juggling. See also: style radiant edge
See Also: style radiant edge
ability distraction ability

Distract a target enemy with shadowy illusions, applying one disorientation and reducing all ranged damage they do by (main roll)*5 % and melee damage by (main roll)*2 % for three rounds.

Ability: Distraction (Style: Darkened Veil, level 2) Distract a target enemy with shadowy illusions, applying one disorientation and reducing all ranged damage they do by (main roll)*5 % and melee damage by (main roll)*2 % for three rounds. Mechanics: Type: Main action Cost: None Segment: 25 Stealthable: yes Non-lethal: yes See also: style darkened veil
ability double strike ability

Strike an adjacent target for (main roll)*2/3 damage, then immediately dash up to 3 hexes to strike the next closest enemy for (main roll)*2/3 damage.

Ability: Double Strike (Style: Shattered Star, level 7) Strike an adjacent target for (main roll)*2/3 damage, then immediately dash up to 3 hexes to strike the next closest enemy for (main roll)*2/3 damage. Mechanics: Type: Main action Cost: -4 to other abilities, decaying at a rate of 2 per round Segment: 60 Stealthable: yes Non-lethal: yes Adventure: When assisting another PC doing something rhythmic, they can explode on 7s and 8s. See also: style shattered star
ability earth break ability

Punch the ground under you with a stone fist

Ability: Earth Break (Style: Earthen Guardian, level 7) Punch the ground under you with a stone fist. All enemies adjacent to you take (main roll)/2 earth damage. If you are in anchor stance they are also knocked prone and knocked back 2 hexes. Mechanics: Type: Main action Cost: -6 to other abilities, decaying at a rate of 3 per turn Segment: 60 Stealthable: no Non-lethal: yes See also: style earthen guardian
ability elemental mirror ability

Elemental Mirror — Passive ability (level 9)

Ability: Elemental Mirror (Style: Patient Edge, level 9) Mechanics: Type: Passive Adventure: Gain +3 to methodical + knowledge rolls. See also: style patient edge
See Also: style patient edge
ability eruption ability

Stamp your foot, causing a line of fire to burst from the ground in a line 5 hexes long

Ability: Eruption (Style: Iron Claw, level 8) Stamp your foot, causing a line of fire to burst from the ground in a line 5 hexes long. Anyone in the line takes (main roll)*2/3 damage. For the remainder of this round and the next, those hexes remain fire hazards. Mechanics: Type: Main action Cost: -6 to other abilities, decaying at a rate of 6 per turn Segment: 35 Stealthable: no Non-lethal: yes See also: style iron claw
See Also: style iron claw
ability eyes of fire ability

Eyes of Fire — Passive ability (level 5)

Ability: Eyes of Fire (Style: Iron Claw, level 5) Mechanics: Type: Passive Adventure: Any roll to intimidate someone can add +5 to the roll. +5 to any roll to see through fire or smoke. See also: style iron claw
See Also: style iron claw
ability falling star ability

Leap into the air and throw the meteor hammer down to strike an enemy

Ability: Falling Star (Style: Shattered Star, level 9) Leap into the air and throw the meteor hammer down to strike an enemy. Do (main roll) damage and knock them prone, reducing their damage by (main roll + momentum)*5 % for the rest of this round and the next round. Mechanics: Type: Main action Cost: -9 to other abilities decaying at a rate of 3 per round; -4 to other rolls decaying at a rate of 4 per round Segment: 50 Stealthable: yes Non-lethal: yes See also: style shattered star
ability fan dance ability

Do a mesmerising fan dance with those around you, dancing back and forth with them

Ability: Fan Dance (Style: Razor Petals, level 6) Do a mesmerising fan dance with those around you, dancing back and forth with them. Any attack directed at you has a (main roll)*3 % chance to hit someone adjacent to you instead. Characters cannot hit themselves. Every individual check is applied individually: choose a random adjacent character and it is a (chance) to hit them; if it doesn't and there's another person next to you, then (chance) to hit them, and so on. Mechanics: Type: Main action Cost: -6 to other abilities, decaying at a rate of 3 per round Segment: 10 Stealthable: yes Non-lethal: yes Adventure: +5 to any roll to distract or influence someone via dancing. +5 to any roll to pass as a civilian dancer. See also: style razor petals
See Also: style razor petals
ability fan storm ability

Attack every enemy within 7 hexes who has a stack of shallow cuts, consuming the stacks

Ability: Fan Storm (Style: Razor Petals, level 4) Attack every enemy within 7 hexes who has a stack of shallow cuts, consuming the stacks. First attack on each target does (main roll)/3 damage; each extra attack against the same target does 3/4 as much damage as the previous one. Mechanics: Type: Main action Cost: -5 to other abilities, decaying at a rate of 5 per round Segment: 50 Stealthable: yes Non-lethal: yes Adventure: +5 to any Grace roll in a crowded area. See also: style razor petals
See Also: style razor petals
ability fire breath ability

Fire Breath — Passive ability (level 7)

Ability: Fire Breath (Style: Solar Song, level 7) Mechanics: Type: Passive See also: style solar song
See Also: style solar song
ability fire dance ability

Take 25% less damage from ranged attacks as you twist and dance

Ability: Fire Dance (Style: Solar Song, level 2) Take 25% less damage from ranged attacks as you twist and dance. Take 50% less damage from fire and shadow. Mechanics: Type: Tactical action Cost: -4 to abilities, decaying at a rate of 2 per round Stealthable: yes Non-lethal: yes Adventure: +5 to rolls to impress or distract with a fire dance. +5 to rolls to pass as a civilian entertainer. See also: style solar song
See Also: style solar song
ability fireball ability

Target and all other characters adjacent to them take (main roll)/2 fire damage; characters one hex ring further out take (main roll)/4 fire damage.

Ability: Fireball (Style: Solar Song, level 5) Target and all other characters adjacent to them take (main roll)/2 fire damage; characters one hex ring further out take (main roll)/4 fire damage. Mechanics: Type: Main action Cost: -6 to abilities, decaying at a rate of 3 per turn Segment: 25 Stealthable: no Non-lethal: no Adventure: When spending a qi dice to do large scale destruction, explode on a 6, 7 or 8. See also: style solar song
See Also: style solar song
ability firestorm kick ability

Deal (main roll)/2 bludgeoning damage to all adjacent enemies.

Ability: Firestorm Kick (Style: Iron Claw, level 1) Deal (main roll)/2 bludgeoning damage to all adjacent enemies. Mechanics: Type: Main action Cost: -4 to other abilities, decaying at a rate of 2 per round Segment: 60 Stealthable: yes Non-lethal: yes See also: style iron claw
See Also: style iron claw
ability flower's rebuke ability

For the rest of the round, anyone who attacks the target ally in melee combat takes (main roll)/2 damage from slicing blossoms that swirl around them

Ability: Flower's Rebuke (Style: Blossoms Barrier, level 4) For the rest of the round, anyone who attacks the target ally in melee combat takes (main roll)/2 damage from slicing blossoms that swirl around them. Target ally gains +1 verdant aura point. Mechanics: Type: Main action Cost: None Segment: 20 Stealthable: yes Non-lethal: yes See also: style blossoms barrier
ability flying strike ability

Launch the meteor hammer forward, knocking an enemy prone and sending them back 3 + momentum hexes and doing (main roll) damage

Ability: Flying Strike (Style: Shattered Star, level 6) Launch the meteor hammer forward, knocking an enemy prone and sending them back 3 + momentum hexes and doing (main roll) damage. If the enemy moved directly towards you that round, they take an extra (movement distance)*2 damage. Moving towards you does not count for extra damage if you are moving away. Mechanics: Type: Main action Cost: -4 to other abilities, decaying at a rate of 2 per round Segment: 50 Stealthable: yes Non-lethal: yes See also: style shattered star
ability forest's bulwark ability

Verdant energy flares to life in the aura of allies

Ability: Forest's Bulwark (Style: Blossoms Barrier, level 6) Verdant energy flares to life in the aura of allies. All verdant aura points are consumed and give a (main roll)/2 * verdant aura points shield, decaying by 30% per round. Mechanics: Type: Main action Cost: -8 to other abilities, decaying at a rate of 4 per turn Segment: 30 Stealthable: yes Non-lethal: yes See also: style blossoms barrier
ability grand sentinel ability

Gain a (main roll) sized shield against melee attacks and a (main roll)*2 sized shield against ranged attacks, and count as cover for your allies for the round

Ability: Grand Sentinel (Style: Earthen Guardian, level 8) Gain a (main roll) sized shield against melee attacks and a (main roll)*2 sized shield against ranged attacks, and count as cover for your allies for the round. Requires anchored stance. Mechanics: Type: Main action Cost: -4 to other abilities, decaying at a rate of 2 per turn Segment: 10 Stealthable: yes Non-lethal: yes See also: style earthen guardian
ability guardian strike ability

Strike your opponent in melee, doing (main roll) damage of your weapon type

Ability: Guardian Strike (Style: Earthen Guardian, level 2) Strike your opponent in melee, doing (main roll) damage of your weapon type. If the target was trying to move past you, they are knocked prone and flung backwards away from you +4 hexes. If you're in anchor stance, they are flung an additional +2 hexes and take an additional +4 damage from the strike. Mechanics: Type: Main action Cost: -3 to other abilities, decaying at a rate of 3 per turn Segment: 20 Stealthable: yes Non-lethal: yes See also: style earthen guardian
ability guardian tree ability

Turn a target hex, or hex under a target character, into a tree which provides cover

Ability: Guardian Tree (Style: Blossoms Barrier, level 8) Turn a target hex, or hex under a target character, into a tree which provides cover. Anyone standing on the hex is harmlessly displaced and gains a point of verdant aura. Creating a second tree removes the first. Mechanics: Type: Tactical action Cost: -3 to other abilities, decaying at a rate of 3 per turn Segment: 50 Stealthable: yes Non-lethal: yes Adventure: Whole group gains +3 to rolls against hazards when they could potentially use natural shelter. See also: style blossoms barrier
ability guardian's bloom ability

Chosen ally and two other allies closest to them gain a (main roll)/2 point shield and a point of verdant aura

Ability: Guardian's Bloom (Style: Blossoms Barrier, level 5) Chosen ally and two other allies closest to them gain a (main roll)/2 point shield and a point of verdant aura. If an ally next to them takes a health point of damage, the shield spreads to that ally, also giving them a same-point shield and a point of verdant aura. These secondary shields cannot spread. Shields decay by 2 points per round. Mechanics: Type: Main action Cost: None Segment: 30 Stealthable: yes Non-lethal: yes Adventure: When assisting someone in a roll, they reroll 2s. See also: style blossoms barrier
ability hail storm ability

Convert the pressure zone nearest the target to a localized hail storm

Ability: Hail Storm (Style: Stormbreaker, level 6) Convert the pressure zone nearest the target to a localized hail storm. Lasts for 4 rounds, doing (main roll) * consumed pressure / 5 water damage per round to all characters in the area. Mechanics: Type: Main action Cost: None Segment: 50 Stealthable: yes Non-lethal: yes See also: style stormbreaker
See Also: style stormbreaker
ability ice armor ability

Give an ally a (main roll) damage shield that decays by 1/4 each round

Ability: Ice Armor (Style: Patient Edge, level 3) Give an ally a (main roll) damage shield that decays by 1/4 each round. If you are also guarding or going back-to-back with that ally, the shield gains an extra +4. Mechanics: Type: Main action Cost: -2 to abilities, decaying at a rate of 2 per round Segment: 30 Stealthable: yes Non-lethal: yes Adventure: +4 to rolls involving ice. See also: style patient edge
See Also: style patient edge
ability ice zone ability

Create a zone three hexes to a side under your feet of icy terrain

Ability: Ice Zone (Style: Patient Edge, level 6) Create a zone three hexes to a side under your feet of icy terrain. Anyone moving at least three hexes who moves in the zone slides to the other side of the zone and ends their movement. Shrinks in size by one hex each round. Mechanics: Type: Tactical action Cost: -6 to abilities, decaying at a rate of 3 per round Segment: 20 Stealthable: yes Non-lethal: yes Adventure: +3 to rolls dealing with slippery or tricky surfaces. See also: style patient edge
See Also: style patient edge
ability ignite ability

Target catches fire

Ability: Ignite (Style: Solar Song, level 4) Target catches fire. If not put out, the fire will end after (main roll)/2 rounds. Requires at least 4 stacks of Solar Dance to use. Mechanics: Type: Main action Cost: -3 to abilities, decaying at a rate of 3 per turn Segment: 10 Stealthable: no Non-lethal: no Adventure: +5 to any roll helpable by starting a fire. See also: style solar song
See Also: style solar song
ability immortal stone ability

Raise all damage thresholds by 20.

Ability: Immortal Stone (Style: Earthen Guardian, level 9) Raise all damage thresholds by 20. Mechanics: Type: Tactical action Cost: -10 to other abilities decaying at a rate of 5 per turn; -8 to all other rolls decaying at a rate of 2 per turn Adventure: When using a methodical approach that involves endurance or resilience and using a qi dice, explode on a 6, 7 or 8. See also: style earthen guardian
ability infuse the sun ability

All allies within two hexes of you add (main roll)/2 fire damage to their attacks this round.

Ability: Infuse the Sun (Style: Solar Song, level 8) All allies within two hexes of you add (main roll)/2 fire damage to their attacks this round. Mechanics: Type: Main action Cost: None Segment: 0 Stealthable: yes Non-lethal: yes Adventure: When spending qi on a roll, all allies gain +3 to rolls while in bright sunlight. See also: style solar song
See Also: style solar song
ability invisibility ability

Become entirely invisible; can only take damage from AOE attacks

Ability: Invisibility (Style: Darkened Veil, level 9) Become entirely invisible; can only take damage from AOE attacks. Cannot be used two rounds in a row. Mechanics: Type: Main action Cost: None Segment: 10 Stealthable: yes Non-lethal: yes Adventure: On rolls to avoid detection when spending qi dice, cannot roll below a 5. See also: style darkened veil
ability kick off ability

Do (main roll)/2 slashing damage to a target in melee, then immediately leap 3 hexes away, doing (main roll)/2 piercing damage with a thrown dagger.

Ability: Kick Off (Style: Silken Viper, level 7) Do (main roll)/2 slashing damage to a target in melee, then immediately leap 3 hexes away, doing (main roll)/2 piercing damage with a thrown dagger. Mechanics: Type: Main action Cost: -4 to other abilities, decaying at a rate of 2 per round Segment: 0 Stealthable: yes Non-lethal: yes See also: style silken viper
See Also: style silken viper
ability lashing pull ability

Target an enemy up to 3 hexes away

Ability: Lashing Pull (Style: Snaring Storm, level 7) Target an enemy up to 3 hexes away. They take (main roll) damage, are knocked prone and dragged adjacent to you. Mechanics: Type: Main action Cost: -4 to other abilities, decaying at a rate of 2 per round Segment: 35 Stealthable: yes Non-lethal: yes Adventure: Cannot roll below a 4 on any attempt to retrieve an item. See also: style snaring storm
ability lifting winds ability

Lifting Winds — Passive ability (level 8)

Ability: Lifting Winds (Style: Stormbreaker, level 8) Mechanics: Type: Passive Adventure: +5 to any roll that involves jumping. See also: style stormbreaker
See Also: style stormbreaker
ability mirror stance ability

Switch into or out of Mirror Stance.

Ability: Mirror Stance (Style: Patient Edge, level 1) Switch into or out of Mirror Stance. Mechanics: Type: Tactical action Cost: None Segment: 0 Stealthable: yes Non-lethal: yes Adventure: +3 to any methodical + insight roll. See also: style patient edge
See Also: style patient edge
ability molten comet ability

Leap into the air and then fling yourself at an enemy within 6 hexes

Ability: Molten Comet (Style: Iron Claw, level 7) Leap into the air and then fling yourself at an enemy within 6 hexes. Land in an adjacent hex, pushing anyone there aside, doing (main roll) bludgeoning damage to the target and (main roll)/2 + (furnace heat)*2 fire damage to all adjacent characters. Mechanics: Type: Main action Cost: -3 to other abilities, decaying at a rate of 3 per turn Segment: 50 Stealthable: no Non-lethal: yes Adventure: Any roll that involves leaping a distance and doesn't require stealth, use ability to gain +5 to the roll. See also: style iron claw
See Also: style iron claw
ability nature's grasp ability

Adventure skill

Ability: Nature's Grasp (Style: Blossoms Barrier, level 3) Adventure skill. You and your allies can stick to any part of the natural environment like a spider; whenever trying to climb or cross something made of wood or other natural materials, you and your group can re-roll 1s. You and your group gain +3 to dealing with any hazards due to natural terrain like thorns. Mechanics: Type: Passive See also: style blossoms barrier
ability nature's kiss ability

Target ally gains +1 point of verdant aura

Ability: Nature's Kiss (Style: Blossoms Barrier, level 1) Target ally gains +1 point of verdant aura. Any DOTs on the target are reduced by one round in duration. Mechanics: Type: Tactical action Cost: None Segment: 60 Stealthable: yes Non-lethal: yes Adventure: When assisting someone, you can activate this ability to give them your qi regeneration tick for the round. See also: style blossoms barrier
ability orbiting spiral ability

All enemies who enter a hex next to you take 5 damage.

Ability: Orbiting Spiral (Style: Shattered Star, level 2) All enemies who enter a hex next to you take 5 damage. Mechanics: Type: Tactical action Cost: -4 to other abilities, decaying at a rate of 2 per round Segment: 20 Stealthable: yes Non-lethal: yes Adventure: +5 to any roll to prevent anyone from approaching. See also: style shattered star
ability perfect lunge ability

Deal (main roll)*3/2 damage to a single target, traveling up to three hexes to strike them.

Ability: Perfect Lunge (Style: Patient Edge, level 8) Deal (main roll)*3/2 damage to a single target, traveling up to three hexes to strike them. Mechanics: Type: Main action Cost: -6 to abilities, decaying at a rate of 3 per round Segment: 75 Stealthable: yes Non-lethal: yes See also: style patient edge
See Also: style patient edge
ability perfect slice ability

Deal (main roll) damage to the target, ignoring all shields

Ability: Perfect Slice (Style: Radiant Edge, level 9) Deal (main roll) damage to the target, ignoring all shields. Only usable with 2 Gleaming Eyes. Mechanics: Type: Main action Cost: -6 to abilities, decaying at a rate of 3 per round Segment: 50 Stealthable: yes Non-lethal: yes Adventure: If using qi on a roll to cut something, or that could be helped by cutting something, explode on 6s, 7s and 8s — even if the thing couldn't normally be cut. See also: style radiant edge
See Also: style radiant edge
ability phoenix stance ability

If an attack would take your last HP this round, you instead detonate, doing furnace heat * 5 fire damage to everyone adjacent, and then remain standing until the very final segment of the round.

Ability: Phoenix Stance (Style: Iron Claw, level 9) If an attack would take your last HP this round, you instead detonate, doing furnace heat * 5 fire damage to everyone adjacent, and then remain standing until the very final segment of the round. Mechanics: Type: Tactical action Cost: -3 to other abilities, decaying at a rate of 3 per turn Segment: 10 Stealthable: no Non-lethal: yes See also: style iron claw
See Also: style iron claw
ability pirouette ability

Can move through allies and enemies while moving, as long as you don't end up on the same hex as them — spinning them as you go

Ability: Pirouette (Style: Razor Petals, level 7) Can move through allies and enemies while moving, as long as you don't end up on the same hex as them — spinning them as you go. Every enemy you pass through has their 1 HP threshold lowered by 3 for the round. Mechanics: Type: Tactical action Cost: -5 to other abilities, decaying at a rate of 5 per round Segment: 0 Stealthable: yes Non-lethal: yes See also: style razor petals
See Also: style razor petals
ability protecting mist ability

Create an area of concealment on your hex and all surrounding hexes that lasts (main roll)/3 rounds

Ability: Protecting Mist (Style: Stormbreaker, level 3) Create an area of concealment on your hex and all surrounding hexes that lasts (main roll)/3 rounds. The mist moves with you. Creates a pressure zone centered on your hex when used. Mechanics: Type: Main action Cost: None Segment: 35 Stealthable: yes Non-lethal: yes Adventure: Whole party rerolls 1s on rolls to avoid detection or ranged attacks when mist could be used to give them cover. See also: style stormbreaker
See Also: style stormbreaker
ability radiant bullet ability

Your ranged attack gains Radiant Edge bonus this round and adds +1 to Gleaming Eyes.

Ability: Radiant Bullet (Style: Radiant Edge, level 8) Your ranged attack gains Radiant Edge bonus this round and adds +1 to Gleaming Eyes. Mechanics: Type: Tactical action Cost: -4 to abilities, decaying at a rate of 2 per round Segment: 20 Stealthable: yes Non-lethal: yes Adventure: +5 to rolls that involve any sort of bounce or ricochet. See also: style radiant edge
See Also: style radiant edge
ability raise the pressure ability

Create an additional pressure zone at the hex of your target.

Ability: Raise the Pressure (Style: Stormbreaker, level 1) Create an additional pressure zone at the hex of your target. Mechanics: Type: Tactical action Cost: -4 to other abilities, decaying at a rate of 2 per round Segment: 40 Stealthable: yes Non-lethal: yes See also: style stormbreaker
See Also: style stormbreaker
ability reflective strike ability

When struck in melee range with an attack or ability, do (taken damage) * (main roll) * 8 % damage back to the aggressor

Ability: Reflective Strike (Style: Patient Edge, level 5) When struck in melee range with an attack or ability, do (taken damage) * (main roll) * 8 % damage back to the aggressor. Only affects the first enemy to strike you. Mechanics: Type: Main action Cost: -2 to abilities, decaying at a rate of 2 per round Segment: 0 Stealthable: yes Non-lethal: yes Adventure: Gain +5 to any methodical roll which is in response to or countering something done to you or your group. See also: style patient edge
See Also: style patient edge
ability ribbon dance ability

Weave your rope dart around yourself in a confusing dance of movement

Ability: Ribbon Dance (Style: Snaring Storm, level 4) Weave your rope dart around yourself in a confusing dance of movement. Gain +5 to your 1 HP threshold for the round. Mechanics: Type: Tactical action Cost: -4 to other actions, decaying at a rate of 2 per round Segment: 10 Stealthable: yes Non-lethal: yes Adventure: +5 to rolls to distract with a ribbon dance or to pass as a civilian dancer. See also: style snaring storm
ability ride the lightning ability

Leap into the air and then dart across the battlefield in a surge of lightning, landing next to your target and doing (main roll)/2 wind damage to them and all surrounding characters

Ability: Ride the Lightning (Style: Stormbreaker, level 7) Leap into the air and then dart across the battlefield in a surge of lightning, landing next to your target and doing (main roll)/2 wind damage to them and all surrounding characters. Max range 6 hexes. Creates a pressure zone at your landing location. Mechanics: Type: Main action Cost: -6 to all abilities, decaying at a rate of 3 per round Segment: 35 Stealthable: no Non-lethal: yes See also: style stormbreaker
See Also: style stormbreaker
ability rising flames ability

Create a fire hazard on your current hex and all surrounding hexes

Ability: Rising Flames (Style: Solar Song, level 1) Create a fire hazard on your current hex and all surrounding hexes. For the round you take 50% less fire damage and cannot catch fire. Mechanics: Type: Tactical action Cost: -6 to abilities, decaying at a rate of 3 per round Segment: 15 Stealthable: no Non-lethal: no Adventure: +5 to any roll involving fire. See also: style solar song
See Also: style solar song
ability rope anchor ability

You can use wall running as if you use qi-lightness, but cannot make melee attacks while doing so

Ability: Rope Anchor (Style: Snaring Storm, level 2) You can use wall running as if you use qi-lightness, but cannot make melee attacks while doing so. If you are using Rope Anchor and an ally is next to you, they get a new movement option to travel with you for free. You both gain the benefit of back-to-back for the duration. Mechanics: Type: Tactical action Cost: None Segment: 0 Stealthable: yes Non-lethal: yes Adventure: Cannot roll below a 4 on any roll where you could use your rope dart to help swing or anchor to climb. See also: style snaring storm
ability searing fist ability

Punch a target in melee, doing (main roll) * (1 + furnace heat/2) metal damage and consuming all furnace heat

Ability: Searing Fist (Style: Iron Claw, level 6) Punch a target in melee, doing (main roll) * (1 + furnace heat/2) metal damage and consuming all furnace heat. Target is also knocked back (furnace heat) hexes. Mechanics: Type: Main action Cost: -8 to other abilities decaying at a rate of 4 per turn; -9 to other rolls decaying at a rate of 3 per turn Segment: 50 Stealthable: yes Non-lethal: no Adventure: Any quick roll to destroy something flammable where you use a qi dice, reroll on a 6, 7 or 8. Roleplay: Brand command — leave a handprint or crude drawing on a burnable surface in the room, which lasts 24 hours. (Triggers the `brand` command.) See also: style iron claw, brand
ability shadow army ability

Your shadow leaps forward to attack a target at range doing (main roll)/2 damage, then chains up to four other enemies within three hexes of the previous target, doing (main roll)/2 damage to them

Ability: Shadow Army (Style: Darkened Veil, level 8) Your shadow leaps forward to attack a target at range doing (main roll)/2 damage, then chains up to four other enemies within three hexes of the previous target, doing (main roll)/2 damage to them. Only can chain to enemies with disorientation; consumes a stack of disorientation upon chaining. Mechanics: Type: Main action Cost: None Segment: 50 Stealthable: yes Non-lethal: yes See also: style darkened veil
ability shadow field ability

Target hex, or hex at target enemy, becomes wreathed in darkness; all ranged attacks coming from people inside the area do half damage

Ability: Shadow Field (Style: Darkened Veil, level 7) Target hex, or hex at target enemy, becomes wreathed in darkness; all ranged attacks coming from people inside the area do half damage. Lasts for 3 rounds. Mechanics: Type: Tactical action Cost: -6 to other abilities, decaying at a rate of 3 per turn Segment: 50 Stealthable: yes Non-lethal: yes See also: style darkened veil
ability shadow strike ability

Perform a powerful spin kick; at the conclusion of the kick, a shadow replica launches from your body to deliver the kick to the target at range, doing (main roll)*3/2 shadow damage and adding a point of disorientation.

Ability: Shadow Strike (Style: Darkened Veil, level 3) Perform a powerful spin kick; at the conclusion of the kick, a shadow replica launches from your body to deliver the kick to the target at range, doing (main roll)*3/2 shadow damage and adding a point of disorientation. Mechanics: Type: Main action Cost: -6 to other abilities, decaying at a rate of 3 per turn Segment: 45 Stealthable: yes Non-lethal: yes See also: style darkened veil
ability shadow's dance ability

Shadows seem to transform into illusory soldiers who strike anyone with disorientation

Ability: Shadow's Dance (Style: Darkened Veil, level 6) Shadows seem to transform into illusory soldiers who strike anyone with disorientation. Consumes the disorientation and reduces all their damage thresholds by 4 per point for the rest of the round and the next round. Mechanics: Type: Tactical action Cost: -4 to other abilities, decaying at a rate of 2 per turn Segment: 20 Stealthable: yes Non-lethal: yes Adventure: Any roll to distract or intimidate a target where illusions from shadow could help, gain +5 to your roll. See also: style darkened veil
ability shadow's return ability

At the end of the round you snap back to the position you started the round in

Ability: Shadow's Return (Style: Darkened Veil, level 5) At the end of the round you snap back to the position you started the round in. Anyone attacking you in melee at the time gains 1 disorientation. Mechanics: Type: Tactical action Cost: -6 to other abilities, decaying at a rate of 3 per turn Segment: 100 Stealthable: yes Non-lethal: yes See also: style darkened veil
ability shadow's veil ability

You fade into the shadows

Ability: Shadow's Veil (Style: Darkened Veil, level 1) You fade into the shadows. Any ranged attacks against you that occur before your first attack or ability do half damage. Mechanics: Type: Tactical action Cost: -3 to other abilities, decaying at a rate of 3 per turn Segment: 0 Stealthable: yes Non-lethal: yes Adventure: Activate to gain +3 to rolls involving shadow or darkness based stealth. See also: style darkened veil
ability shattering blow ability

Attack a target with a melee attack that destroys any damage shields they have, then does (main roll) damage.

Ability: Shattering Blow (Style: Shattered Star, level 4) Attack a target with a melee attack that destroys any damage shields they have, then does (main roll) damage. Mechanics: Type: Main action Cost: -6 to other abilities, decaying at a rate of 3 per round Segment: 30 Stealthable: yes Non-lethal: yes Adventure: When using qi on a roll to break an obstacle or object, explode on 6s, 7s, and 8s. See also: style shattered star
ability shred ability

Do double damage to a target attacking someone on the opposite side from you (i.e

Ability: Shred (Style: Razor Petals, level 5) Do double damage to a target attacking someone on the opposite side from you (i.e. with their back turned). Mechanics: Type: Tactical action Cost: -6 to other abilities, decaying at a rate of 3 per round Segment: 0 Stealthable: yes Non-lethal: yes See also: style razor petals
See Also: style razor petals
ability side swipe ability

Swing the meteor hammer around, doing (main roll) damage and knocking your target three hexes left

Ability: Side Swipe (Style: Shattered Star, level 3) Swing the meteor hammer around, doing (main roll) damage and knocking your target three hexes left. Next usage, and alternating usages, knock them to the right instead. Mechanics: Type: Main action Cost: -3 to other abilities, decaying at a rate of 3 per round Segment: 50 Stealthable: yes Non-lethal: yes Adventure: +5 to any roll to redirect force or use a fulcrum. See also: style shattered star
ability sky eyes ability

Sky Eyes — Passive ability (level 5)

Ability: Sky Eyes (Style: Stormbreaker, level 5) Mechanics: Type: Passive Adventure: Gain +5 on any roll that involves the weather. See also: style stormbreaker
See Also: style stormbreaker
ability slither step ability

You cannot be force-moved or snared this round.

Ability: Slither Step (Style: Silken Viper, level 8) You cannot be force-moved or snared this round. Mechanics: Type: Tactical action Cost: -4 to other abilities, decaying at a rate of 2 per round Segment: 10 Stealthable: yes Non-lethal: yes Adventure: +5 to escape any bindings, cage or trap. See also: style silken viper
See Also: style silken viper
ability slowing venom ability

Hit the target with a dagger coated in a toxin that reduces their movement by 50% for this round and (main roll)/3 rounds afterwards.

Ability: Slowing Venom (Style: Silken Viper, level 2) Hit the target with a dagger coated in a toxin that reduces their movement by 50% for this round and (main roll)/3 rounds afterwards. Mechanics: Type: Main action Cost: None Segment: 50 Stealthable: yes Non-lethal: yes Adventure: When using qi on a roll to chase someone, explode on 6s, 7s and 8s. See also: style silken viper
See Also: style silken viper
ability solar barrage ability

Attack a single target at range for (main roll)*3/2 damage.

Ability: Solar Barrage (Style: Solar Song, level 6) Attack a single target at range for (main roll)*3/2 damage. Mechanics: Type: Main action Cost: -6 to abilities, decaying at a rate of 3 per round Segment: 60 Stealthable: yes Non-lethal: yes See also: style solar song
See Also: style solar song
ability solar beacon ability

Your target and anyone adjacent to them takes 25% more ranged damage and cannot benefit from concealment for this round and the next.

Ability: Solar Beacon (Style: Solar Song, level 3) Your target and anyone adjacent to them takes 25% more ranged damage and cannot benefit from concealment for this round and the next. Mechanics: Type: Tactical action Cost: -4 to abilities decaying at a rate of 2 per round; -4 to other rolls decaying at a rate of 4 per round Segment: 10 Stealthable: no Non-lethal: yes Adventure: When using a qi dice, all allies gain +5 to rolls dealing with darkness or obscured vision. See also: style solar song
See Also: style solar song
ability solar lance ability

Target and all characters in a line for 10 hex distance from you take (main roll) damage.

Ability: Solar Lance (Style: Solar Song, level 9) Target and all characters in a line for 10 hex distance from you take (main roll) damage. Mechanics: Type: Main action Cost: -6 to abilities decaying at a rate of 2 per turn; -4 to other rolls decaying at a rate of 2 per turn Segment: 30 Stealthable: no Non-lethal: no Adventure: When spending qi on a roll involving doing something at very long range, cannot roll below a 4. See also: style solar song
See Also: style solar song
ability spinning stones ability

Summon a shield of spinning stone fragments around you

Ability: Spinning Stones (Style: Earthen Guardian, level 6) Summon a shield of spinning stone fragments around you. Any adjacent enemy takes (main roll)/3 damage, or (main roll) damage if they attack you. Shield lasts for this round and the next round. Mechanics: Type: Main action Cost: -6 to other abilities, decaying at a rate of 3 per turn Segment: 25 Stealthable: yes Non-lethal: yes See also: style earthen guardian
ability steadfast authority ability

Steadfast Authority — Passive ability (level 4)

Ability: Steadfast Authority (Style: Earthen Guardian, level 4) Mechanics: Type: Passive Adventure: When making any attempt to persuade that involves a promise of protection, reroll 1s and 2s. See also: style earthen guardian
ability steel skin ability

Gain a 10 point shield against piercing damage, decaying by 5 per round.

Ability: Steel Skin (Style: Iron Claw, level 3) Gain a 10 point shield against piercing damage, decaying by 5 per round. Mechanics: Type: Tactical action Cost: -4 to other abilities, decaying at a rate of 2 per round Segment: 10 Stealthable: yes Non-lethal: yes See also: style iron claw
See Also: style iron claw
ability sting ability

Sting an enemy in melee or up to two hexes away with a whittling strike, doing (main roll) damage and reducing their HP thresholds by 1 for 20 rounds

Ability: Sting (Style: Snaring Storm, level 1) Sting an enemy in melee or up to two hexes away with a whittling strike, doing (main roll) damage and reducing their HP thresholds by 1 for 20 rounds. Stacks. Mechanics: Type: Main action Cost: -3 to other abilities, decaying at a rate of 1 per round Segment: 35 Stealthable: yes Non-lethal: yes See also: style snaring storm
ability stinging wind ability

Summon a gust of wind to sting someone's eyes, reducing their ranged damage by 50% for the rest of the round.

Ability: Stinging Wind (Style: Snaring Storm, level 3) Summon a gust of wind to sting someone's eyes, reducing their ranged damage by 50% for the rest of the round. Mechanics: Type: Tactical action Cost: -4 to other actions, decaying at a rate of 2 per round Segment: 10 Stealthable: yes Non-lethal: yes Adventure: +5 to group stealth rolls where you could temporarily blind guards. See also: style snaring storm
ability stone anchor ability

Anchor yourself

Ability: Stone Anchor (Style: Earthen Guardian, level 1) Anchor yourself. While anchored you cannot be forcibly moved and gain +4 to your 2/3 HP threshold but cannot move. Can exit anchor stance freely at the start of the next round. Mechanics: Type: Tactical action Cost: None Segment: 10 Stealthable: yes Non-lethal: yes Adventure: +5 to any roll to avoid being pushed or moved. See also: style earthen guardian
ability stone fist ability

Deliver a punch with a fist of stone, doing (main roll) earth damage to an enemy and knocking them back 4 hexes, or 6 if in anchored stance.

Ability: Stone Fist (Style: Earthen Guardian, level 5) Deliver a punch with a fist of stone, doing (main roll) earth damage to an enemy and knocking them back 4 hexes, or 6 if in anchored stance. Mechanics: Type: Main action Cost: -3 to other abilities, decaying at a rate of 3 per turn Segment: 75 Stealthable: yes Non-lethal: yes Adventure: If using methodical approach to break anything and using a qi dice, cannot roll below a 5. See also: style earthen guardian
ability swirling blizzard ability

Deal (main roll) water damage to an enemy and reduce their movement speed by (main roll)*5 % for the rest of this round and the next.

Ability: Swirling Blizzard (Style: Patient Edge, level 7) Deal (main roll) water damage to an enemy and reduce their movement speed by (main roll)*5 % for the rest of this round and the next. Mechanics: Type: Main action Cost: -3 to abilities, decaying at a rate of 3 per round Segment: 50 Stealthable: yes Non-lethal: yes Adventure: When rolling to slow or chase, explode on 7s and 8s. See also: style patient edge
See Also: style patient edge
ability thorn snare ability

Target takes (main roll) damage and is snared for the remainder of this round.

Ability: Thorn Snare (Style: Blossoms Barrier, level 7) Target takes (main roll) damage and is snared for the remainder of this round. Mechanics: Type: Main action Cost: -4 to other abilities, decaying at a rate of 2 per turn Segment: 40 Stealthable: yes Non-lethal: yes Adventure: When using a qi dice to restrain or catch someone, explode on 6s, 7s and 8s. See also: style blossoms barrier
ability through the flame ability

Take 50% damage from fire damage for this and the next round.

Ability: Through the Flame (Style: Iron Claw, level 2) Take 50% damage from fire damage for this and the next round. Mechanics: Type: Tactical action Cost: None Segment: 20 Stealthable: yes Non-lethal: yes Adventure: Any roll that involves dealing with fire cannot roll below a 3. See also: style iron claw
See Also: style iron claw
ability thunderclap ability

If the target is in a high pressure zone of at least 6, consume the pressure zone to daze the target

Ability: Thunderclap (Style: Stormbreaker, level 2) If the target is in a high pressure zone of at least 6, consume the pressure zone to daze the target. Their damage and HP thresholds are reduced by (main roll)*5 % for the rest of the round and they take (main roll)/2 wind damage. Mechanics: Type: Main action Cost: None Segment: 10 Stealthable: yes Non-lethal: yes Adventure: +5 to any roll to startle or scare a crowd. See also: style stormbreaker
See Also: style stormbreaker
ability toxic mastery ability

Toxic Mastery — Passive ability (level 9)

Ability: Toxic Mastery (Style: Silken Viper, level 9) Mechanics: Type: Passive Adventure: +5 to any roll involving poisons, toxins or narcotics. Roleplay: Dose command — can turn a drink in someone's inventory or held into an alcoholic drink or a drug of another type. Use once per day, only usable if the target has done at least three interactive emotes with you. (Triggers the `dose` command.) See also: style silken viper, dose
ability twirling flurry ability

Do (main roll)/2 slashing damage to your target and up to two other adjacent enemies.

Ability: Twirling Flurry (Style: Radiant Edge, level 4) Do (main roll)/2 slashing damage to your target and up to two other adjacent enemies. Mechanics: Type: Main action Cost: -4 to abilities, decaying at a rate of 2 per round Segment: 60 Stealthable: yes Non-lethal: yes See also: style radiant edge
See Also: style radiant edge
ability weakening venom ability

Hit the target with a dagger coated in a toxin that reduces their melee damage by 50% for this round and (main roll)/3 rounds afterwards.

Ability: Weakening Venom (Style: Silken Viper, level 6) Hit the target with a dagger coated in a toxin that reduces their melee damage by 50% for this round and (main roll)/3 rounds afterwards. Mechanics: Type: Main action Cost: None Segment: 50 Stealthable: yes Non-lethal: yes Adventure: +3 to identifying injuries, diseases or causes of death. See also: style silken viper
See Also: style silken viper
ability whirling fans ability

Do (main roll)/2 damage to all adjacent enemies and apply a stack of shallow cuts to them all.

Ability: Whirling Fans (Style: Razor Petals, level 2) Do (main roll)/2 damage to all adjacent enemies and apply a stack of shallow cuts to them all. Mechanics: Type: Main action Cost: -6 to other abilities, decaying at a rate of 3 per round Segment: 50 Stealthable: yes Non-lethal: yes See also: style razor petals
See Also: style razor petals
ability whirlwind strike ability

Strike your primary target for (main roll)*2/3 damage, and up to two adjacent other enemies for (main roll)/2 damage.

Ability: Whirlwind Strike (Style: Shattered Star, level 1) Strike your primary target for (main roll)*2/3 damage, and up to two adjacent other enemies for (main roll)/2 damage. Mechanics: Type: Main action Cost: -3 to other abilities, decaying at a rate of 3 per round Segment: 30 Stealthable: yes Non-lethal: yes See also: style shattered star
ability whispering winds ability

Whispering Winds — Passive ability (level 8)

Ability: Whispering Winds (Style: Snaring Storm, level 8) Mechanics: Type: Passive Adventure: When spending a qi dice to overhear a whisper or whisper to a remote target, explode on 6s, 7s or 8s. Roleplay: Windwhisper command — allows you to whisper anonymously to anyone in sight. Overhear command — allows you to hear the next thing said or whispered by the target in sight you couldn't otherwise hear; usable once per day. (Triggers the `windwhisper` command, the `overhear` command.) See also: style snaring storm, windwhisper, overhear
ability wilting venom ability

Hit the target with a dagger coated in a toxin that does 5 poison damage this round and for (main roll)/3 rounds afterwards.

Ability: Wilting Venom (Style: Silken Viper, level 1) Hit the target with a dagger coated in a toxin that does 5 poison damage this round and for (main roll)/3 rounds afterwards. Mechanics: Type: Main action Cost: None Segment: 50 Stealthable: yes Non-lethal: no Adventure: +3 to any roll to interrogate a target. See also: style silken viper
See Also: style silken viper
ability wind trip ability

If any target who was not already in melee with you charges into melee with you, you trip them with your rope, knocking them prone and then sending them 3 hexes past you.

Ability: Wind Trip (Style: Snaring Storm, level 5) If any target who was not already in melee with you charges into melee with you, you trip them with your rope, knocking them prone and then sending them 3 hexes past you. Mechanics: Type: Tactical action Cost: -4 to other abilities, decaying at a rate of 2 per round Segment: 10 Stealthable: yes Non-lethal: yes See also: style snaring storm

S

school ember fist school

Ember Fist School — The school of overwhelming power, unbreakable stances, and the belief that the shortest distance between two points is through whatever stands in the way.

School: Ember Fist The school of overwhelming power, unbreakable stances, and the belief that the shortest distance between two points is through whatever stands in the way. Its styles teach practitioners to channel qi into devastating strikes and superhuman endurance, hardening the body like forged metal and striking with the force of a landslide. Styles include heavy striking arts, iron body techniques, and elemental channelling of fire, earth, and metal. Styles taught by this school: • Earthen Guardian — Defensive melee style that manipulates earth to harden the body and protect allies with stone shields. • Iron Claw — Aggressive melee style that manipulates metal and fire, turning skin to heated steel to strike. • Shattered Star — Aggressive style focused on area damage and dazing opponents. See also: style earthen guardian, style iron claw, style shattered star
school mirrored tempest school

Mirrored Tempest School — The school of the tactician and the chess player, where every exchange is a problem to be solved.

School: Mirrored Tempest The school of the tactician and the chess player, where every exchange is a problem to be solved. Its practitioners read the geometry of a fight — the spacing, the timing, the patterns in an opponent's habits — then exploit them with effortless redirection, turning their opponents' strengths into weaknesses. Styles focus on grappling and throws, counterattacks, and water and wind manipulation. Styles taught by this school: • Patient Edge — Defensive style using ice and metal, focused on counterattacks against those who strike the practitioner or allies. • Snaring Storm — Ranged melee style that whittles opponents down with light wind attacks, then entangles them with the rope when they try to close, or redirects with throws. • Stormbreaker — Channeling style that uses ice, wind, and shadow to confuse enemies and deal area damage. See also: style patient edge, style snaring storm, style stormbreaker
school radiant chorus school

Radiant Chorus School — Where other schools channel qi through the body, this school projects it outward, turning kicks and strikes into elemental projectiles, forming shields, or infusing allies with qi to empower or heal them.

School: Radiant Chorus Where other schools channel qi through the body, this school projects it outward, turning kicks and strikes into elemental projectiles, forming shields, or infusing allies with qi to empower or heal them. Styles include healing and restorative arts prized by every kingdom, defensive techniques that generate barriers and wards from elemental qi, and offensive channelling that rivals the destructive power of gunpowder munitions. Styles taught by this school: • Blossoms Barrier — Supportive style channeling wood, earth, and water to protect and strengthen allies while snaring enemies. • Radiant Edge — Melee style that empowers attacks with elemental force. • Solar Song — Offensive channeling style with high single-target and area damage. See also: style blossoms barrier, style radiant edge, style solar song
school veiled grace school

Veiled Grace School — The school of the unseen strike, the redirected gaze, and the principle that the fight you win best is the one your opponent never knew they were in.

School: Veiled Grace The school of the unseen strike, the redirected gaze, and the principle that the fight you win best is the one your opponent never knew they were in. Its practitioners cultivate speed, misdirection, and precision. Styles lean toward shadow and poison manipulation, acrobatics, and assassination techniques refined into high art. Styles taught by this school: • Darkened Veil — Ranged mystic style that confuses and distracts opponents. • Razor Petals — Quick melee style focused on debuffs and damage over time. • Silken Viper — Mixed melee and ranged style using poison, shadow, and nimble movement across the battlefield. See also: style darkened veil, style razor petals, style silken viper
style blossoms barrier style

Supportive style channeling wood, earth, and water to protect and strengthen allies while snaring enemies.

Style: Blossoms Barrier (School: Radiant Chorus) Weapon: Wood Channeling Bonuses: +9 2/3 HP threshold, +7 Ranged, +5 1 HP threshold, +3 Melee | +3 bludgeoning, -3 piercing A supportive art of the Radiant Chorus, Blossoms Barrier wakes qi in the living world — coaxing trees from stone, sealing doors with thornwork, layering allies in verdant auras that spread and regrow with every wound. Practitioners tend the battlefield like a garden: their blossoms shield the wounded, their thorns snare the charging, their petals swirl into razored storms. The strongest wall, they say, is the one that blooms. Unique Mechanic: Verdant Aura Infuse someone's qi aura with verdant natural energy to help protect them. Mastery Bonus: For (mastery) rounds after switching out of this stance, any helpful action (shielding, guarding, going back-to-back) with an ally also gives them a point of verdant aura. Abilities: 1. Nature's Kiss — tactical action, segment 60. Target ally gains +1 point of verdant aura. Syntax: ability nature's kiss 2. Blossom's Dance — tactical action, segment 10. Shroud yourself in distracting and obscuring blossoms as you move. Syntax: ability blossom's dance 3. Nature's Grasp — passive. Adventure skill. Syntax: ability nature's grasp 4. Flower's Rebuke — main action, segment 20. For the rest of the round, anyone who attacks the target ally in melee combat takes (main roll)/2 damage from slicing blossoms that swirl around them. Syntax: ability flower's rebuke 5. Guardian's Bloom — main action, segment 30. Chosen ally and two other allies closest to them gain a (main roll)/2 point shield and a point of verdant aura. Syntax: ability guardian's bloom 6. Forest's Bulwark — main action, segment 30. Verdant energy flares to life in the aura of allies. Syntax: ability forest's bulwark 7. Thorn Snare (advanced) 8. Guardian Tree (advanced) 9. Blossom Storm (advanced) See also: school radiant chorus, ability nature's kiss, ability blossom's dance, ability nature's grasp, ability flower's rebuke, ability guardian's bloom, ability forest's bulwark
style darkened veil style

Ranged mystic style that confuses and distracts opponents.

Style: Darkened Veil (School: Veiled Grace) Weapon: Shadow Channeling Bonuses: +9 1 HP threshold, +7 Ranged, +5 2/3 HP threshold, +3 Melee | +3 bludgeoning, -3 slashing A ranged mystic art of the Veiled Grace, Darkened Veil turns shadow against the mind. Enemies struck by its qi grow disoriented: blows go wide, certainty curdles. Its practitioners fade from view, snap back into missed positions, send shadow-replicas to deliver kicks from across a courtyard, and wreathe targets in darkness until illusory soldiers strike them down. The fight you win best is the one your opponent fought only with phantoms. Unique Mechanic: Disorientation Disorientation builds on enemies targeted by Darkened Veil attacks and can be exploited. Enemies gain one disorientation whenever they lose a HP to a Darkened Veil attack. Mastery Bonus: For (mastery) rounds after switching out of this style, taking an HP from an enemy or applying any sort of debuff causes them to gain a point of disorientation. Abilities: 1. Shadow's Veil — tactical action, segment 0. You fade into the shadows. Syntax: ability shadow's veil 2. Distraction — main action, segment 25. Distract a target enemy with shadowy illusions, applying one disorientation and reducing all ranged damage they do by (main roll)*5 % and melee damage by (main roll)*2 % for three rounds. Syntax: ability distraction 3. Shadow Strike — main action, segment 45. Perform a powerful spin kick; at the conclusion of the kick, a shadow replica launches from your body to deliver the kick to the target at range, doing (main roll)*3/2 shadow damage and adding a point of disorientation. Syntax: ability shadow strike 4. Concealing Shadows — tactical action, segment 25. Create a shadowy area at the target ally or hex and all hexes one around it, providing concealment. Syntax: ability concealing shadows 5. Shadow's Return — tactical action, segment 100. At the end of the round you snap back to the position you started the round in. Syntax: ability shadow's return 6. Shadow's Dance — tactical action, segment 20. Shadows seem to transform into illusory soldiers who strike anyone with disorientation. Syntax: ability shadow's dance 7. Shadow Field (advanced) 8. Shadow Army (advanced) 9. Invisibility (advanced) See also: school veiled grace, ability shadow's veil, ability distraction, ability shadow strike, ability concealing shadows, ability shadow's return, ability shadow's dance
style earthen guardian style

Defensive melee style that manipulates earth to harden the body and protect allies with stone shields.

Style: Earthen Guardian (School: Ember Fist) Weapon: Spear (default) — per-fight variants: Spear (piercing), Staff (bludgeoning), Glaive (slashing) Bonuses: +9 2/3 HP threshold, +7 Melee, +5 1 HP threshold, +3 Ranged | +3 bludgeoning, -3 piercing The sentinel art of the Ember Fist, Earthen Guardian teaches the body to become the mountain. Its Stone Anchor stance roots the practitioner in place, trading mobility for unbreakable thresholds. From that footing, guardians punish anyone who tries to flow past them: stone fists knock enemies back, spinning fragments wreathe them in a grinding shield, and the earth itself splits at their stamp. Around them, allies stand behind a wall that does not break. Unique Mechanic: Stone Anchor Stance Anchored stance roots the practitioner in place, trading mobility for damage resistance. Mastery Bonus: For (mastery) rounds after exiting Earthen Guardian stance, can stay in Stone Anchor stance. If not in Stone Anchor stance for those rounds, gain +2 to the 2/3 HP thresholds and movement effects move the practitioner half as much as they typically would. Abilities: 1. Stone Anchor — tactical action, segment 10. Anchor yourself. Syntax: ability stone anchor 2. Guardian Strike — main action, segment 20. Strike your opponent in melee, doing (main roll) damage of your weapon type. Syntax: ability guardian strike 3. Bulwark — tactical action, segment 10. Choose a target ally. Syntax: ability bulwark 4. Steadfast Authority — passive. When making any attempt to persuade that involves a promise of protection, reroll 1s and 2s. Syntax: ability steadfast authority 5. Stone Fist — main action, segment 75. Deliver a punch with a fist of stone, doing (main roll) earth damage to an enemy and knocking them back 4 hexes, or 6 if in anchored stance. Syntax: ability stone fist 6. Spinning Stones — main action, segment 25. Summon a shield of spinning stone fragments around you. Syntax: ability spinning stones 7. Earth Break (advanced) 8. Grand Sentinel (advanced) 9. Immortal Stone (advanced) See also: school ember fist, ability stone anchor, ability guardian strike, ability bulwark, ability steadfast authority, ability stone fist, ability spinning stones
style iron claw style

Aggressive melee style that manipulates metal and fire, turning skin to heated steel to strike.

Style: Iron Claw (School: Ember Fist) Weapon: Unarmed Bonuses: +9 Melee, +7 2/3 HP threshold, +5 Ranged, +3 1 HP threshold | +3 slashing, -3 bludgeoning The fire-and-metal striking art of the Ember Fist, Iron Claw forges its practitioner into a living weapon. An Internal Furnace kindles with every blow given or taken; as heat climbs, skin hardens to searing steel, blood turns to burning oil, and punches land with the weight of a cast ingot. Molten comets, erupting lines of flame, and phoenix-stance detonations carry the fight forward. The longer the exchange, the hotter the Iron Claw burns. Unique Mechanic: Internal Furnace Every time you take an HP of damage or deal an HP of damage, your internal furnace grows in heat by 1. Each new level adds +2 to your melee attack rolls, stacking to a max of +8. If you don't take or do any damage in a round, you lose all furnace heat. Mastery Bonus: Internal Furnace continues to stack and provide benefits for (mastery) rounds after switching out of this style. Abilities: 1. Firestorm Kick — main action, segment 60. Deal (main roll)/2 bludgeoning damage to all adjacent enemies. Syntax: ability firestorm kick 2. Through the Flame — tactical action, segment 20. Take 50% damage from fire damage for this and the next round. Syntax: ability through the flame 3. Steel Skin — tactical action, segment 10. Gain a 10 point shield against piercing damage, decaying by 5 per round. Syntax: ability steel skin 4. Blood of Fire — tactical action, segment 20. Anyone who attacks you in melee with a slashing weapon takes 2 * furnace heat fire damage; anyone who attacks you in melee with a piercing weapon takes 1 * furnace heat fire damage as they are splashed by your burning blood. Syntax: ability blood of fire 5. Eyes of Fire — passive. Any roll to intimidate someone can add +5 to the roll. Syntax: ability eyes of fire 6. Searing Fist — main action, segment 50. Punch a target in melee, doing (main roll) * (1 + furnace heat/2) metal damage and consuming all furnace heat. Syntax: ability searing fist 7. Molten Comet (advanced) 8. Eruption (advanced) 9. Phoenix Stance (advanced) See also: school ember fist, ability firestorm kick, ability through the flame, ability steel skin, ability blood of fire, ability eyes of fire, ability searing fist
style patient edge style

Defensive style using ice and metal, focused on counterattacks against those who strike the practitioner or allies.

Style: Patient Edge (School: Mirrored Tempest) Weapon: Sword Bonuses: +9 2/3 HP threshold, +7 1 HP threshold, +5 Melee, +3 Ranged | +3 piercing, -3 bludgeoning The swordsman's art of the Mirrored Tempest, Patient Edge wins fights by absorbing them. In Mirror Stance the practitioner halves their offense to store an enemy's blows; when the stance ends, every stored bonus returns as a reflected strike. Ice armor coats allies, frozen zones slide charging enemies off their lines, and counters ride every melee swing back to its source. The chess player who waits longest moves last — and hits hardest. Unique Mechanic: Mirror Stance When in Mirror Stance all main action rolls are halved, but half of other people's main action rolls against you are stored (or, if NPC, half their damage), storing the max each round if multiple. When switching out of the stance, all your main action rolls get those added as bonuses in inverse order. So if you stored 4 in round 1 and 6 in round 2, then switch out of Mirror Stance, you'd get a 6 point bonus in round 3 and a 4 point bonus in round 4. Mastery Bonus: For (mastery) rounds after switching out of this style, continue to benefit from the bonuses acquired during Mirror Stance. Abilities: 1. Mirror Stance — tactical action, segment 0. Switch into or out of Mirror Stance. Syntax: ability mirror stance 2. Counter Kick — main action, segment 40. After an enemy attacks you in melee, sweep their leg to send them prone, then follow up with a kick which does (main roll) damage and sends them back 3 hexes. Syntax: ability counter kick 3. Ice Armor — main action, segment 30. Give an ally a (main roll) damage shield that decays by 1/4 each round. Syntax: ability ice armor 4. Counter Blizzard — main action, segment 0. Deal (main roll)/2 damage to every enemy who attacks you or an adjacent ally in melee this round. Syntax: ability counter blizzard 5. Reflective Strike — main action, segment 0. When struck in melee range with an attack or ability, do (taken damage) * (main roll) * 8 % damage back to the aggressor. Syntax: ability reflective strike 6. Ice Zone — tactical action, segment 20. Create a zone three hexes to a side under your feet of icy terrain. Syntax: ability ice zone 7. Swirling Blizzard (advanced) 8. Perfect Lunge (advanced) 9. Elemental Mirror (advanced) See also: school mirrored tempest, ability mirror stance, ability counter kick, ability ice armor, ability counter blizzard, ability reflective strike, ability ice zone
style radiant edge style

Melee style that empowers attacks with elemental force.

Style: Radiant Edge (School: Radiant Chorus) Weapon: Twin Sabers Bonuses: +9 Melee, +7 2/3 HP threshold, +5 1 HP threshold, +3 Ranged | +3 slashing, -3 bludgeoning The twin-saber art of the Radiant Chorus, Radiant Edge pairs melee and qi projection into a self-reinforcing loop. Each melee strike sharpens the next ability; each ability sharpens the next swing — push either side too far and the bonuses backfire. Blades deflect piercings in flurries, flare into fire arcs, and finish with a shield-ignoring slice when the eyes gleam brightest. A swordsman's discipline, at the tempo of a fireworks show. Unique Mechanic: Radiant Edge Every round you use a melee attack, you gain a point of Gleaming Eyes, giving your main action abilities +2. Every time you use a main action ability, you gain a point of Radiant Edge, giving your melee attacks +2. If either bonus reaches +6 it backfires, losing all bonuses and inflicting (bonus size) damage to you. Mastery Bonus: For (mastery) rounds after switching out of this style, continue to stack/benefit from Gleaming Eyes and Radiant Edge. Abilities: 1. Deflecting Flurry — main action, segment 0. Gain a (main roll)*2 damage shield from slashing and piercing damage, decaying by 50% each round. Syntax: ability deflecting flurry 2. Dazzle — tactical action, segment 10. Lower target's HP thresholds by 3 for the round. Syntax: ability dazzle 3. Dazzling Flurry — main action, segment 50. Do (main roll)*3/2 metal damage to your target in melee. Syntax: ability dazzling flurry 4. Twirling Flurry — main action, segment 60. Do (main roll)/2 slashing damage to your target and up to two other adjacent enemies. Syntax: ability twirling flurry 5. Distracting Blades — passive. When attacking an enemy in melee who's attacking an adjacent ally to you, they do (radiant edge)*2 less damage. Syntax: ability distracting blades 6. Blazing Slash — main action, segment 30. Do (main roll)/2 fire damage to your target and all other enemies in a two hex wide line behind them up to three hexes long. Syntax: ability blazing slash 7. Blinding Eyes (advanced) 8. Radiant Bullet (advanced) 9. Perfect Slice (advanced) See also: school radiant chorus, ability deflecting flurry, ability dazzle, ability dazzling flurry, ability twirling flurry, ability distracting blades, ability blazing slash
style razor petals style

Quick melee style focused on debuffs and damage over time.

Style: Razor Petals (School: Veiled Grace) Weapon: Bladed Fans Bonuses: +9 1 HP threshold, +7 Melee, +5 Ranged, +3 2/3 HP threshold | +3 slashing, -3 piercing The fan-dancer's art of the Veiled Grace, Razor Petals kills to music. Its practitioner spins through a crowd on bladed fans, leaving a trail of shallow cuts that deepen into bleeding wounds, crippled footwork, and thresholds shaved to nothing. Pirouettes carry them through allies and enemies alike; fan dances redirect enemy strikes onto whoever stands nearest. At court the practitioner passes for an entertainer — until the first cut opens, and the dance is already over. Unique Mechanic: Shallow Cuts Melee attacks apply stacks of shallow cut to the target, which can be exploited. Mastery Bonus: Attacks continue to apply shallow cut stacks for (mastery) rounds after switching out of the style. Abilities: 1. Dancer's Grace — tactical action, segment 0. Gain qi lightness without giving up qi dice regen. Syntax: ability dancer's grace 2. Whirling Fans — main action, segment 50. Do (main roll)/2 damage to all adjacent enemies and apply a stack of shallow cuts to them all. Syntax: ability whirling fans 3. Concealed Weapon — passive. If you start combat, your first round melee attacks do 150% damage. Syntax: ability concealed weapon 4. Fan Storm — main action, segment 50. Attack every enemy within 7 hexes who has a stack of shallow cuts, consuming the stacks. Syntax: ability fan storm 5. Shred — tactical action, segment 0. Do double damage to a target attacking someone on the opposite side from you (i. Syntax: ability shred 6. Fan Dance — main action, segment 10. Do a mesmerising fan dance with those around you, dancing back and forth with them. Syntax: ability fan dance 7. Pirouette (advanced) 8. Crippling Slashes (advanced) 9. Blood Sacrifice (advanced) See also: school veiled grace, ability dancer's grace, ability whirling fans, ability concealed weapon, ability fan storm, ability shred, ability fan dance
style shattered star style

Aggressive style focused on area damage and dazing opponents.

Style: Shattered Star (School: Ember Fist) Weapon: Meteor Hammer Bonuses: +9 Melee, +7 Ranged, +5 2/3 HP threshold, +3 1 HP threshold | +3 piercing, -3 slashing The meteor-hammer art of the Ember Fist, Shattered Star fights by orbital mechanics. Its practitioner winds the weighted chain into wide arcs, building momentum across the battlefield: every hex of travel between targets adds force to the next blow. Strikes chain from one enemy to the next, shatter shields, knock foes prone, and rain down from above. The meteor hammer, they say, does not swing — it falls. Unique Mechanic: Momentum Gain a damage boost the greater the distance between the location of your previous round's main target and the location of the current round's main target, including when it's the same target (due to movement). Every hex of distance is a +0.5 bonus, max +2 per round, max +6 overall. Resets on any round where you make no melee attacks or your target is in the same place. Mastery Bonus: Continue to stack and gain benefits from momentum for (mastery) rounds after switching out of this style. Abilities: 1. Whirlwind Strike — main action, segment 30. Strike your primary target for (main roll)*2/3 damage, and up to two adjacent other enemies for (main roll)/2 damage. Syntax: ability whirlwind strike 2. Orbiting Spiral — tactical action, segment 20. All enemies who enter a hex next to you take 5 damage. Syntax: ability orbiting spiral 3. Side Swipe — main action, segment 50. Swing the meteor hammer around, doing (main roll) damage and knocking your target three hexes left. Syntax: ability side swipe 4. Shattering Blow — main action, segment 30. Attack a target with a melee attack that destroys any damage shields they have, then does (main roll) damage. Syntax: ability shattering blow 5. Remote Action — passive. +5 to rolls to avoid damage from traps from actions you could've done remotely with your meteor hammer. Syntax: ability remote action 6. Flying Strike — main action, segment 50. Launch the meteor hammer forward, knocking an enemy prone and sending them back 3 + momentum hexes and doing (main roll) damage. Syntax: ability flying strike 7. Double Strike (advanced) 8. Gravity's Friend (advanced) 9. Falling Star (advanced) See also: school ember fist, ability whirlwind strike, ability orbiting spiral, ability side swipe, ability shattering blow, ability remote action, ability flying strike
style silken viper style

Mixed melee and ranged style using poison, shadow, and nimble movement across the battlefield.

Style: Silken Viper (School: Veiled Grace) Weapon: Main hand claw, offhand throwing dagger Bonuses: +9 Ranged, +7 Melee, +5 1 HP threshold, +3 2/3 HP threshold | +3 piercing, -3 bludgeoning The poison-and-shadow art of the Veiled Grace, Silken Viper refuses to hold still. Its practitioner leads with a clawed hand and answers with a throwing dagger, slipping between melee and ranged so nimbly that each shift sharpens their defense. Every strike carries a toxin — some that slow, some that weaken, some that linger for days, some that amplify whatever else is already in the blood. Serpents do not duel; they choose the moment. Unique Mechanic: Evasive Adds +1 to all HP thresholds every round you alternate between melee and ranged — e.g. if you used melee last round and ranged this round you get the bonus. Using a mix of both in a round counts as either one beneficially. Using abilities does not count. Max +5. Resets when you lose an HP. Also gain +2 to all HP thresholds for attacking different targets, based on how many rounds it's been since you attacked that target — e.g. attacking two targets alternating would keep you at +2 constantly; attacking three on a rotation would be +4 constantly. Using a targeted ability counts. Max +8. Resets when you lose an HP. Mastery Bonus: Continue to stack and benefit from stacks of Evasive for (mastery) rounds after switching out of this style. Abilities: 1. Wilting Venom — main action, segment 50. Hit the target with a dagger coated in a toxin that does 5 poison damage this round and for (main roll)/3 rounds afterwards. Syntax: ability wilting venom 2. Slowing Venom — main action, segment 50. Hit the target with a dagger coated in a toxin that reduces their movement by 50% for this round and (main roll)/3 rounds afterwards. Syntax: ability slowing venom 3. Hidden Viper — passive. Cannot roll below a 4 on rolls to hide, find a hiding place, or find a secret passage. Syntax: ability hidden viper 4. Disorientating Venom — main action, segment 50. Hit the target with a dagger coated in a toxin that reduces their ranged damage by 50% for this round and (main roll)/3 rounds afterwards. Syntax: ability disorientating venom 5. Compromise — main action, segment 25. Hit the target with a dagger coated in a toxin that exacerbates other toxins, increasing the duration of all toxins on the target by (main roll)/2 rounds. Syntax: ability compromise 6. Weakening Venom — main action, segment 50. Hit the target with a dagger coated in a toxin that reduces their melee damage by 50% for this round and (main roll)/3 rounds afterwards. Syntax: ability weakening venom 7. Kick Off (advanced) 8. Slither Step (advanced) 9. Toxic Mastery (advanced) See also: school veiled grace, ability wilting venom, ability slowing venom, ability hidden viper, ability disorientating venom, ability compromise, ability weakening venom
style snaring storm style

Ranged melee style that whittles opponents down with light wind attacks, then entangles them with the rope when they try to close, or redirects with throws.

Style: Snaring Storm (School: Mirrored Tempest) Weapon: Rope Spear Bonuses: +9 1 HP threshold, +7 Melee, +5 Ranged, +3 2/3 HP threshold | +3 slashing, -3 piercing The rope-spear art of the Mirrored Tempest, Snaring Storm fights at the perfect distance. Its practitioner keeps opponents one hex out — close enough to whittle, too far to retaliate — and punishes every attempt to close. Those who charge are tripped and flung past; those who flee are dragged back; those who crowd together are tangled into each other. The rope is a leash, the wind a sting — and the geometry of the fight belongs to the Snaring Storm. Unique Mechanic: Perfect Distance Can melee attack at 1 hex range. Enemies you've struck at that range with a melee attack cannot hit you with melee or ranged attacks while at that range. Mastery Bonus: For (mastery) rounds after switching out of this style, can continue to benefit from Perfect Distance. Abilities: 1. Sting — main action, segment 35. Sting an enemy in melee or up to two hexes away with a whittling strike, doing (main roll) damage and reducing their HP thresholds by 1 for 20 rounds. Syntax: ability sting 2. Rope Anchor — tactical action, segment 0. You can use wall running as if you use qi-lightness, but cannot make melee attacks while doing so. Syntax: ability rope anchor 3. Stinging Wind — tactical action, segment 10. Summon a gust of wind to sting someone's eyes, reducing their ranged damage by 50% for the rest of the round. Syntax: ability stinging wind 4. Ribbon Dance — tactical action, segment 10. Weave your rope dart around yourself in a confusing dance of movement. Syntax: ability ribbon dance 5. Wind Trip — tactical action, segment 10. If any target who was not already in melee with you charges into melee with you, you trip them with your rope, knocking them prone and then sending them 3 hexes past you. Syntax: ability wind trip 6. Confounding Pull — main action, segment 10. Target an enemy up to 3 hexes away. Syntax: ability confounding pull 7. Lashing Pull (advanced) 8. Whispering Winds (advanced) 9. A Thousand Needles (advanced) See also: school mirrored tempest, ability sting, ability rope anchor, ability stinging wind, ability ribbon dance, ability wind trip, ability confounding pull
style solar song style

Offensive channeling style with high single-target and area damage.

Style: Solar Song (School: Radiant Chorus) Weapon: Fire Channeling Bonuses: +9 Ranged, +7 2/3 HP threshold, +5 Melee, +3 1 HP threshold | +3 piercing, -3 slashing The fire-channeling art of the Radiant Chorus, Solar Song turns its practitioner into a rising sun. Stacks of Solar Dance build round by round, feeding brighter lances, wider fireballs, and targets that simply catch and burn; linger in melee too long and the practitioner detonates the accumulation on themselves. Fire dances twist arrows aside, a solar beacon strips enemies of concealment, and a final chorus infuses allies' weapons with the same flame. Offensive channeling that, as the school boasts, rivals gunpowder. Unique Mechanic: Solar Dance Every round gain +1 stack, increasing fire channeling and ability damage by +2. If an enemy stays in melee range with you the whole round, your stacks explode, doing 3 damage per stack to you and 1 to all adjacent characters and resetting the stacks. Mastery Bonus: For (mastery) rounds after switching out of this style, ranged attack and ability damage continues to benefit from Solar Dance bonuses. The bonus no longer stacks, but stacks can explode; damage is 2 per stack however. Abilities: 1. Rising Flames — tactical action, segment 15. Create a fire hazard on your current hex and all surrounding hexes. Syntax: ability rising flames 2. Fire Dance — tactical action. Take 25% less damage from ranged attacks as you twist and dance. Syntax: ability fire dance 3. Solar Beacon — tactical action, segment 10. Your target and anyone adjacent to them takes 25% more ranged damage and cannot benefit from concealment for this round and the next. Syntax: ability solar beacon 4. Ignite — main action, segment 10. Target catches fire. Syntax: ability ignite 5. Fireball — main action, segment 25. Target and all other characters adjacent to them take (main roll)/2 fire damage; characters one hex ring further out take (main roll)/4 fire damage. Syntax: ability fireball 6. Solar Barrage — main action, segment 60. Attack a single target at range for (main roll)*3/2 damage. Syntax: ability solar barrage 7. Fire Breath (advanced) 8. Infuse the Sun (advanced) 9. Solar Lance (advanced) See also: school radiant chorus, ability rising flames, ability fire dance, ability solar beacon, ability ignite, ability fireball, ability solar barrage
style stormbreaker style

Channeling style that uses ice, wind, and shadow to confuse enemies and deal area damage.

Style: Stormbreaker (School: Mirrored Tempest) Weapon: Lightning Channeling (wind damage) Bonuses: +9 Ranged, +7 1 HP threshold, +5 Melee, +3 2/3 HP threshold | +3 bludgeoning, -3 slashing The lightning-channeling art of the Mirrored Tempest, Stormbreaker weaponizes the sky itself. Every ranged attack seeds the battlefield with pressure zones; when pressure rises high enough, the practitioner calls lightning down onto every enemy standing in it. Chain bolts skip between targets, mist trails the practitioner for cover, and hail storms wring the harvested pressure into rolling damage. By the time the first clap of thunder arrives, the weather has already been arranged. Unique Mechanic: Pressure Zones First ranged attack you make against a target, or on some abilities, creates a pressure zone. Pressure is +3 at the target hex and surrounding hexes, and +1 on the two surrounding layers of hexes from that. Pressure stacks and is exploitable. Mastery Bonus: For (mastery) rounds after switching out of this style, continue to apply pressure zones with ranged attacks and targeted offensive abilities. Abilities: 1. Raise the Pressure — tactical action, segment 40. Create an additional pressure zone at the hex of your target. Syntax: ability raise the pressure 2. Thunderclap — main action, segment 10. If the target is in a high pressure zone of at least 6, consume the pressure zone to daze the target. Syntax: ability thunderclap 3. Protecting Mist — main action, segment 35. Create an area of concealment on your hex and all surrounding hexes that lasts (main roll)/3 rounds. Syntax: ability protecting mist 4. Chain Lightning — main action, segment 35. Strike your target for (main roll)/2 damage, which then bounces to the next closest character doing 3/4 of the damage. Syntax: ability chain lightning 5. Sky Eyes — passive. Gain +5 on any roll that involves the weather. Syntax: ability sky eyes 6. Hail Storm — main action, segment 50. Convert the pressure zone nearest the target to a localized hail storm. Syntax: ability hail storm 7. Ride the Lightning (advanced) 8. Lifting Winds (advanced) 9. Call Lightning (advanced) See also: school mirrored tempest, ability raise the pressure, ability thunderclap, ability protecting mist, ability chain lightning, ability sky eyes, ability hail storm

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