| A | B | C | D | E | F | |
|---|---|---|---|---|---|---|
1 | Skill Effect Table | |||||
2 | ▪ Skills that consume something as a cost cannot be used if the character has less than the required value. | |||||
3 | Tags | Effect Name | Cost | Positive Effect | Negative effect | Proc On |
4 | Dice Manipulation Skill Effects | |||||
5 | [CR] [DICE] [AA] | Dice Power Up | 6N | Increase the Dice Power by N. | Reduce the Dice Power by N | Always Active |
6 | ||||||
7 | [CR] [DICE] [AA] | Dice Max Up | 3N | Increase the Dice Max By N. | Reduce the Dice Max by N If the Dice Max is 1, each reduction of Dice Max gives -1 Power instead. | Always Active |
8 | [HB] [DICE] [OC] | Delayed Dice Max | 3N | Increase the Dice Max of your next action by N. | Reduce the Dice Max of your next action by N If the Dice Max is 1, each reduction of Dice Max gives -1 Power instead. | On Clash Win |
9 | [HB] [DICE] [AA] | Enemy Power Down | 6N | Decrease the target’s Dice Power by N. | Increase the target’s Dice Power by N | Always Active |
10 | [CR] [DICE] [AA] | Burn Bonus | 2N | If the target has [3 + N] or more Burn stacks, increase the Dice Power by N. | Cannot be negative. | On [Condition] |
11 | [CR] [DICE] [AA] | Frostbite Bonus | 2N | If the target has [3 + N] or more Frostbite stacks, increase the Dice Power by N. | Cannot be negative. | On [Condition] |
12 | [HB] [DICE] [AA] | Frenzy Bonus | 2N | If the target has [3 + N] or more Frenzy stacks, increase the Dice Power by N. | Cannot be negative. | On [Condition] |
13 | [CR] [DICE] [AA] | Bleed Bonus | 2N | If the target has [2 + N] or more Bleed stacks, increase the Dice Power by N. | Cannot be negative. | On [Condition] |
14 | [HB] [DICE] [AA] | Shock Bonus | 2N | If the target has [2 + N] or more Shock stacks, increase the Dice Power by N. | Cannot be negative. | On [Condition] |
15 | [HB] [DICE] [AA] | Terror Bonus | 2N | If the target has [2 + N] or more Terror stacks, increase the Dice Power by N. | Cannot be negative. | On [Condition] |
16 | [HB] [DICE] [AA] | Poison Bonus | 2N | If the Target has [10+[3N]] or more Poison stacks, increase the Dice Power by N | Cannot be negative. | On [Condition] |
17 | [CR] [DICE] [AA] | Smoke Bonus | 2N | If the target has [3 + N] or more Smoke stacks, increase the Dice Power by N. | Cannot be negative. | On [Condition] |
18 | [HB] [DICE] [AA] | Poise Bonus | 2N | If the character has [N] or more Poise stacks, increase the Dice Power by N. If you have an effect of the same name on your Augment, increase the amount of Poise required by 3. | Cannot be negative. | On [Condition] |
19 | [CR] [DICE] [AA] | Bind Bonus | 2N | If the target has N or more Bind stacks, increase the Dice Power by N. | Cannot be negative. | On [Condition] |
20 | [HB] [DICE] [AA] | Ruin Bonus | 2N | If the target has [N] or more Ruin stacks, increase the Dice Power by N. If you have an effect of the same name on your Augment, increase the amount of Ruin required by 3. | Cannot be negative. | On [Condition] |
21 | [HB] [DICE] [AA] | Haste Bonus | 2N | If the character has N or more Haste stacks, increase the Dice Power by N. | Cannot be negative. | On [Condition] |
22 | [HB] [DICE] [AA] | Paralysis Bonus | 2N | If the target has N Paralysis, increase the Dice Power by N. | Cannot be negative. | On [Condition] |
23 | [CR] [DICE] [AA] | Burn Vigor | 2N | If the character has [2 + N] or more Burn stacks, increase the Dice Power by N. If you have an effect of the same name on your Augment, increase the amount of Burn required by 3. | Cannot be negative. | On [Condition] |
24 | [CR] [DICE] [AA] | Frostbite Vigor | 2N | If the character has [2 + N] or more Frostbite stacks, increase the Dice Power by N. If you have an effect of the same name on your Augment, increase the amount of Frostbite required by 1. | Cannot be negative. | On [Condition] |
25 | [HB] [DICE] [AA] | Frenzy Vigor | 2N | If the character has [N] or more Frenzy stacks, increase the Dice Power by N. If you have an effect of the same name on your Augment, increase the amount of Frenzy required by 1. | Cannot be negative. | On [Condition] |
26 | [CR] [DICE] [AA] | Bleed Vigor | 2N | If the character has [2 + N] or more Bleed stacks, increase the Dice Power by N. If you have an effect of the same name on your Augment, increase the amount of Bleed required by 1. | Cannot be negative. | On [Condition] |
27 | [HB] [DICE] [AA] | Shock Vigor | 2N | If the character has [N] or more Shock stacks, increase the Dice Power by N. If you have an effect of the same name on your Augment, increase the amount of Shock required by 1. | Cannot be negative. | On [Condition] |
28 | [HB] [DICE] [AA] | Terror Vigor | 2N | If the character has [N] or more Terror stacks, increase the Dice Power by N. If you have an effect of the same name on your Augment, increase the amount of Terror required by 1. | Cannot be negative. | On [Condition] |
29 | [HB] [DICE] [AA] | Poison Vigor | 2N | If the Character has [10+[3*N]] or more Poison stacks, increase the Dice Power by N. If you have an effect of the same name on your Augment, increase the amount of Poison required by 1. | Cannot be negative. | On [Condition] |
30 | [HB] [DICE] [AA] | Ruin Vigor | 2N | If the character has [N] or more Ruin stacks, increase the Dice Power by N. If you have an effect of the same name on your Augment, increase the amount of Ruin required by 3. | Cannot be negative. | On [Condition] |
31 | [CR] [DICE] [AA] | Bind Vigor | 2N | If the character has [1+N] or more Bind stacks, increase Dice Power by N. | Cannot be negative. | On [Condition] |
32 | [HB] [DICE] [OU] | Pummeling | 4N | If the attack is One-Sided, increase the Dice Power by N. | If the attack is One-Sided, reduce the Dice Power by N | On Use with Attack |
33 | [HB] [DICE] [OU] | Vanguard | 4N | If the target had not acted this round yet, increase the Dice Power by N. | If the target had not acted this round yet, reduce the Dice Power by N | On Use with Attack |
34 | [HB] [DICE] [OU] | Analytic | 4N | If the target had acted this round, increase the Dice Power by N. | If the target had acted this round, reduce the Dice Power by N | On Use with Attack |
35 | [HB] [DICE] [OU] | Boundary of Death | 16 | This can't be used with Attack Replacements. If the dice roll for this attack is 4, the target cannot Clash and is treated as if their Resistance and Stagger Resistance is [x4]. | Cannot be negative. | On Use with Attack |
36 | [CR] [DICE] [AA] | Single Strike | 6 | Increase the Dice Power by the amount of your Reactions. [Min. 2 Power, Max. 6 Power.] The character forfeits all of their Reactions for this Turn. This skill can’t be used if the character has already used a Reaction this turn (or is using a Reaction to make this attack, such as through dual-wielding or Counter.). Skills containing this effect can only be used with the [Attack] Action. | Cannot be negative. | Always Active |
37 | [CR] [DICE] [AA] | Overcoming Crisis | 2N | When HP is less than or equal to [100 - 20*N]%, increase the Dice Power by N. (Max 4) | Cannot be negative. | On [Condition] |
38 | [CR] [DICE] [AA] | Overcoming Madness | 2N | When SP is less than or equal to [100 - 20*N]%, increase the Dice Power by N. (Max 4) | Cannot be negative. | On [Condition] |
39 | [HB] [DICE] [AA] | Overcoming Weakness | 2N | When ST is less than or equal to [100 - 20*N]%, increase the Dice Power by N. (Max 4) | Cannot be negative. | On [Condition] |
40 | [HB] [DICE] [AA] | [R] Overheat | 4 | Increase the Dice Power by 2. The weapon that used the skill containing this effect becomes unusable until the end of the character’s next turn. This skill can only be used on an attack with a ranged or thrown weapon. | Cannot be negative. | On Clash |
41 | [CR] [UQ] [AA] | Ignore Power | 6 | Nullify any power modification effects that are a result of status effects or Augment effects on both the character and the target. Nullify any power modification effects that are a result of a target's skill. This does not nullify any power modification effects attached to the character's skill, positive or negative. | Cannot be negative. | Always Active |
42 | [HB] [DICE] [AA] | Hardened Skin | 6 | When using a defensive die, increase your dice power By 1 for every 2 protection on self (max 4) | Cannot be negative. | On [Condition] |
43 | {HB} {DICE} {NA} {WELL NO SHIT DUMBASS} | Vigor Vigor | 9001 | Gain +1 Offencive Dice Power per Active vigor. On clash lose: Take Double Damage, die (again) and lose all aura. | You die. You cannot be revived by any means. You cannot play this character in any other game. In fact, you might as well delete the character sheet. You cannot make a character that resembles anything like this build. | When Inflicted with Dead |
44 | ||||||
45 | Skill Status Effects | |||||
46 | [CR] [ES] [OC] | Inflict Paralysis | 4N | Inflict N Paralysis next round. | Gain N Paralysis next round. | On Clash [Result] |
47 | [HB] [ES] [OC] | Gain Fortune | 4N | Gain N Fortune next round. | Inflict N Fortune to the target next round. | On Either Clash [Result] |
48 | [HB] [ES] [OC] | Grant Fortune | 4N | Give N Fortune to an Ally next round. | Cannot be negative. | On Either Clash [Result] |
49 | [CR] [ES] [OC] | Inflict Fragile | 3N | Inflict N Fragile next round. | Gain N Fragile next round. | On Clash [Result] |
50 | [CR] [ES] [OC] | Inflict Stagger Fragile | 4N | Inflict N Stagger Fragile next round. | Gain N Stagger Fragile next Round. | On Clash [Result] |
51 | [CR] [ES] [OC] | Inflict [Type] Fragile | 4N | Inflict N [Type] Fragile next round. The [Type] of the Fragile is chosen between [Blunt, Slash, Pierce] on effect selection. | Cannot be negative. | On Clash [Result] |
52 | [HB] [ES] [OC] | Inflict Impair | 4N | Inflict N Impair. | Gain N Impair. | On Clash [Result] |
53 | [HB] [ES] [OC] | Inflict Stagger Impair | 4N | Inflict N Stagger Impair. | Gain N Stagger Impair. | On Clash [Result] |
54 | [CR] [DICE] [OC] | Inflict Feeble | 6N | Inflict N Feeble next round. | Cannot be negative. | On Clash [Result] |
55 | [CR] [DICE] [OC] | Inflict Disarm | 6N | Inflict N Disarm next round. | Cannot be negative. | On Clash [Result] |
56 | [CR] [MOVE] [OC] | Inflict Bind | 3N | Inflict N Bind next round. | Cannot be negative. | On Clash [Result] |
57 | [CR] [MOVE] [OC] | Instant Bind | 4 | [Bind] from Effects and this Skill are applied to the target and are activated immediately. This occurs before any Bind skill effect is used. | Cannot be negative. | Always Active |
58 | [CR] [MOVE] [AA] | Press Advantage | 4 | If the Target has Bind, inflict [Type] Fragile to the Target next round equal to half of the stacks of Bind, rounded down. The [Type] of the Fragile is chosen between [Blunt, Slash, Pierce] on use. | Cannot be negative. | On [Condition] |
59 | [CR] [MOVE] [AA] | Suppress | 4 | Inflict Bind next round equal to the sum of the target's remaining Reactions. | Cannot be negative. | On [Condition] |
60 | ||||||
61 | Self Buff Effects | |||||
62 | [CR] [HP] [OC] | Regen HP | N | Heal the character for 2N HP. | The character takes 2N HP Damage. (Ignoring Resistance) | On Clash [Result] |
63 | [CR] [ST] [OC] | Regen ST | N | Heal the character for 2N ST. | The character takes N ST Damage. (Ignoring Resistance) | On Clash [Result] |
64 | [CR] [SP] [OC] | Regen SP | 2N | Heal the character for 2N SP. | The character takes 2N SP Damage. (Ignore Resistance) | On Clash [Result] |
65 | [CR] [DICE] [OC] | Strength | 6N | Gain N Strength next round. | Gain N Feeble next round. | On Clash [Result] |
66 | [CR] [DICE] [OC] | Endurance | 6N | Gain N Endurance next round. | Gain N Disarm next round. | On Clash [Result] |
67 | [CR] [MOVE] [OC] | Haste | 3N | Gain N Haste next round. | Gain N Bind next round. | On Clash [Result] |
68 | [HB] [HP] [OC] | Boost | 3N | Gain N Boost next round. | Cannot be negative. | On Clash [Result] |
69 | [HB] [ST] [OC] | Stagger Boost | 3N | Gain N Stagger Boost next round. | Cannot be negative. | On Clash [Result] |
70 | [CR] [HP] [OC] | Protection | N | Gain N Protection next round. | Cannot be negative. | On Clash [Result] |
71 | [CR] [ST] [OC] | Stagger Protection | N | Gain N Stagger Protection next round. | Cannot be negative. | On Clash [Result] |
72 | [CR] [HP] [OC] | [Type] Protection | N | Gain N [Type] Protection next round. The [Type] of the Protection is chosen between [Blunt, Slash, Pierce] [On Use]. | Cannot be negative. | On Clash [Result] |
73 | [HB] [DICE] [AC] | Activate Strength | 6 | Gain 1 Strength next round for every 25% of Max HP lost. (Max of 3 Strength) | Gain 1 Feeble next round for every 25% of Max HP lost. (Max of 3 Feeble) | On [Condition] |
74 | [HB] [DICE] [AC] | Activate Endurance | 6 | Gain 1 Endurance next round for every 25% of Max HP lost. (Max of 3 Endurance) | Gain 1 Disarm next round for every 25% of Max HP lost. (Max of 3 Disarm) | On [Condition] |
75 | [HB] [MOVE] [AC] | Activate Haste | 6 | Gain 1 Haste next round for every 25% of Max HP lost. (Max of 3 Haste) | Gain 1 Bind next round for every 25% of Max HP lost. (Max of 3 Bind) | On [Condition] |
76 | [HB] [HP] [AC] | Activate Protection | 6 | Gain 1 Protection and 1 Stagger Protection next round for every 25% of Max HP lost. (Max of 3 Protection & Stagger Protection) | Gain 1 Fragile and 1 Stagger Fragile next round for every 25% of Max HP lost. (Max of 3 Fragile & Stagger Fragile) | On [Condition] |
77 | [HB] [MOVE] [OC] | Push | 3N | Push the target N SQR away from you. If the target collides with a wall, they take Force Damage per unspent square of forced movement. (Max 3) | Cannot be negative. | On Clash [Result] |
78 | [HB] [MOVE] [OC] | Pull | 3N | Pull the target N SQR toward you. If the target collides with a wall, they take Force Damage per unspent square of forced movement. (Max 3) | Cannot be negative. | On Clash [Result] |
79 | [HB] [MOVE] [OC] | Attract | 3N | Move up to N SQR toward the target. If the character collides with a wall, they take Force Damage per unspent square of forced movement. (Max 3) If the character collides with another creature, that creature takes Force Damage per unspent square of the character’s forced movement. | Cannot be negative. | On Clash [Result] |
80 | [HB] [MOVE] [OC] | Repel | 3N | Move up to N SQR away from the target. If the character collides with a wall, they take Force Damage per unspent square of forced movement. (Max 3) If the character collides with another creature, that creature takes Force Damage per unspent square of the character’s forced movement | Cannot be negative. | On Clash [Result] |
81 | ||||||
82 | ||||||
83 | Ally Buff Effects The effect can be divided among multiple characters, but the effect amount and character spread need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | |||||
84 | [HB] [HP] [OC] | Heal HP | 2N | Heal one Ally for 4N HP. | Cannot be negative. | On Clash [Result] |
85 | [HB] [ST] [OC] | Heal ST | 2N | Heal one Ally for 2N ST. | Cannot be negative. | On Clash [Result] |
86 | [HB] [SP] [OC] | Heal SP | 2N | Heal one Ally for 2N SP. | Cannot be negative. | On Clash [Result] |
87 | [HB] [HP] [OC] | Healing Aura | 8N | Heal 6N HP to all Allies within a number of SQR equal to your Temperance. | Cannot be negative. | On Clash Win |
88 | [HB] [SP] [OC] | Got your Back | 3N | Heal one adjacent Ally for 2N SP. If you are using the Protect Action on said Ally, Heal 3N SP instead. | Cannot be negative. | On Clash [Result] |
89 | [HB] [DICE] [OC] | Give Strength | 4N | Give N Strength to an Ally next round. The effect can be divided among multiple characters, but the effect amount and character spread need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Clash [Result] |
90 | [HB] [DICE] [OC] | Give Endurance | 4N | Give N Endurance to an Ally next round. The effect can be divided among multiple characters, but the effect amount and character spread need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Clash [Result] |
91 | [HB] [MOVE] [OC] | Give Haste | 2N | Give N Haste to an Ally next round. The effect can be divided among multiple characters, but the effect amount and character spread need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Clash [Result] |
92 | [HB] [ES] [OC] | Give Poise | 2N | Give N Poise to an Ally. The effect can be divided among multiple characters, but the effect amount and character spread need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Clash [Result] |
93 | [HB] [ES] [OC] | Give Critical | 4N | Give N Critical to an Ally. The effect can be divided among multiple characters, but the effect amount and character spread need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Clash [Result] |
94 | [HB] [HP] [OC] | Give Boost | 4N | Give 2N Boost to an Ally next round. | Cannot be negative. | On Clash [Result] |
95 | [HB] [ST] [OC] | Give Stagger Boost | 4N | Give 2N Stagger Boost to an Ally next round. | Cannot be negative. | On Clash [Result] |
96 | [CR] [HP] [OC] | Give Protection | 2N | Give 2N Protection to an Ally next round. | Cannot be negative. | On Clash [Result] |
97 | [HB] [ST] [OC] | Give Stagger Protection | 2N | Give 2N Stagger Protection to an Ally next round. | Cannot be negative. | On Clash [Result] |
98 | [HB] [HP] [OC] | Give [Type] Protection | 2N | Give 2N [Type] Protection to an Ally next round. The [Type] of the Protection is chosen between [Blunt, Slash, Pierce] on effect selection. | Cannot be negative. | On Clash [Result] |
99 | ||||||
100 | Additional Skill Effects | |||||
101 | [HB] [HP] [OC] | Deadly Tactics | N | Deal N HP damage (After Resistance) to the target. | Cannot be negative. | On Clash [Result] |
102 | ||||||
103 | [HB] [ST] [OC] | Overwhelming Tactics | 2N | Deal N ST damage (After Resistance) to the target. | Cannot be negative. | On Clash [Result] |
104 | [HB] [SP] [OC] | Tormenting Tactics | 3N | Deal N SP (After Resistance) damage to the Target. | Cannot be negative. | On Clash [Result] |
105 | [CR] [UQ] [OU] | [M] Increase Range | 4 | Increase the Range of this Attack by 1 SQR. | Cannot be negative. | On Use |
106 | [CR] [UQ] [OU] | [R] Extra Range | N | Increase the Maximum Range by 2N | Reduce Maximum Range by 2N (Max 4) | On Use |
107 | [CR] [UQ] [OC] | Ignore Infliction | 6 | Negates the target's [Inflict] effects to the character | Cannot be negative. | On Clash |
108 | ||||||
109 | [CRE] [UQ] [OU] | Delay | 8 | Cannot be positive. | Skills containing this effect must be used with an Action (Attack or Action Skills) on your turn. The character forfeits all of their Reactions for this Turn. This skill can’t be used if the character has already used a Reaction this turn. Instead of activating when it was used, the skill will activate at the start of the character’s next turn; this Skill and associated Action doesn’t consume any Actions of that turn. | On Use |
110 | [CR] [SP] [OU] | Consume SP | 2N | Cannot be positive. | Deal N Sanity Damage to the character. | On Use |
111 | ||||||
112 | [HP] [UQ] [OU] | Singleton | 8 | Cannot be positive. | After using this Skill, you cannot use it again until you next recover Light. | Always Active |
113 | [HP] [UQ] [OU] | Shield Bash | 4 | Proc any “When Hit” or “On Hit” Effects and Statuses the Target has, as if they were hit by an Attack. | Cannot be negative. | On Clash Win with [Block] |
114 | [CR] [MOVE] [OC] | [M] Slip Past | 4 | Swap places with a target in your melee range plus 1 SQR. This movement does not provoke Opportunity Attacks for either the character or the target. | Cannot be negative. | On Clash [Result] |
115 | [CR] [AR] [OU] | Multi-hit | 6N | (Attack Only) Replaces Attack with [N+1] Attacks with -2 Dice Power. This stacks with any effects of the same name, to a max of 2 overall. Any User Dice Modification to these attacks is based on the conditions of the first Attack, regardless of effects present after the first clash (e.g. Bonus/Vigor activation) Cannot be stacked with any other attack replacement. Clash [Result] effects only activate on the main Target. On Use and Clash [Result] effects only activate one time. | Cannot be negative. | On Use |
116 | [HB] [AR] [OU] | [M] Beam Strike | 6 | (Attack Only) Replaces Attack with Area of Effect Attack with -1 Dice Power that follows a straight line of 10 or until obstructed. Any increase in range such as being a Long weapon or taking Increase Range adds 1 to this straight line, with a main target designated as the first target in the line. Cannot be stacked with any other attack replacement. Clash [Result] effects only activate on the main Target. On Use and Clash [Result] effects only activate one time. | Cannot be negative. | On Use |
117 | [HB] [AR] [OU] | [M] Cleave | 8 | (Attack Only) Replace Attack with a -2 Dice Power AoE equal to the range of your weapon (Targeting includes allies). Clash [Result] effects only activate once based on the nearest target (The nearest targets are priorities) (If there are many, you choose the target for both Clash and targeting). Cannot be stacked with any other attack replacement. You can only target up to Fortitude+2 targets. Clash [Result] effects only activate on the main Target. On Use and Clash [Result] effects only activate one time. | Cannot be negative. | On Use |
118 | [CR] [AR] [OU] | [R] Shooting Star | 6 | (Attack Only) Replaces Attack with an Area of Effect Attack with -1 Dice Power. This attack follows a straight line until obstructed, up to [Weapon Range 2] SQRs, with a main target designated as the first target in the line. Cannot be stacked with any other attack replacement. Clash [Result] effects only activate on the main Target. On Use and Clash [Result] effects only activate one time. | Cannot be negative. | On Use |
119 | ||||||
120 | Burn | |||||
121 | [CR] [HP] [OC] | Inflict Burn | 2N | Inflict N Burn | Gain N Burn | On Clash [Result] |
122 | [CR] [ES] [AA] | Burn+ | N | Inflict/Gain +N Burn on any Clash [Result]. Do not trigger if you aren't inflicting Burn, and triggers once per target (including the user) (max.3) | Cannot be negative. | On [Condition] |
123 | [CR] [ES] [OC] | Detonate | 4 | [Inflict Burn] Effects on this Attack occur before this Effect. Trigger Burn, then halve Burn as if it were Round End. | Cannot be negative. | On Clash Win with Attack |
124 | [CR] [ES] [OC] | Smokey Detonate | 6 | [Inflict Burn] Effects on this Attack occur before this Effect. Trigger Burn, then halve Burn as if it were Round End. Inflict Smoke equal to target's Burn afterwards. | Cannot be negative. | On Clash Win with Attack |
125 | [CR] [ES] [OC] | Renewed Blaze | 6 | Burns on this target do not reduce at the end of this round. This also prevents Burn from being reduced by Reduce Status or other effects that immediately activate Burn. When immediately activating Burn, do not halve Burn and remove this effect. | Cannot be negative. | On Clash Win |
126 | [CR] [ES] [OC] | Fireball | 8N | Trigger Burn against the target & all units within 2N SQR's, then halve Burn as if it were Round End. | Cannot be negative. | On Clash Win |
127 | [CR] [SP] [OC] | Dark Flame | 12 | When Burn is halved at Round End, also deal SP DMG equal to target's Burn afterwards. | Cannot be negative. | On Clash Win |
128 | [HB] [ES] [OC] | Wildfire | 4N | If this attack Staggers the Target, all other targets within N SQRs of distance of the target, Gain Burn equal to half of the Burn stacks on the main target. The Burn stacks cannot exceed the main targets this way. (Max 3) | Cannot be negative. | On Clash Win |
129 | [HB] [ES] [OC] | Blaze Surge | 4N | Inflict 2N Burn to N other enemy Targets within 2 SQRs | Give 2N Burn to N of your Allies within 2 SQRs | On Clash [Result] |
130 | [HB] [ES] [OC] | Burn the Candle | 8 | [Inflict Burn] effects on the same Attack occur before this effect triggers. Any Burn on the target is activated immediately, then reduces it by half as if Round End occurred. | Cannot be negative. | On Clash Win with Attack |
131 | [HB] [ES] [OC] | Blazing | 2N | If the user is inflicting at least [3+N] Burn, create 2N Exposed Fire in a 2 Sqr radius. Lasts until the end of the next round. | Cannot be negative. | On Clash [Result] |
132 | [HB] [DICE] [OC] | Reduce to Ash | 4N | If the target has [3+N] Burn, inflict Disarm equal to half of the Burn stacks, to a maximum of N. | Cannot be negative. | On Clash Win |
133 | ||||||
134 | Frostbite | |||||
135 | [CR] [ST] [OC] | Inflict Frostbite | 2N | Inflict N Frostbite | Gain N Frostbite | On Clash [Result] |
136 | [CR] [ES] [OC] | Frostbite+ | N | Inflict/Gain +N Frostbite on any Clash [Result]. Do not trigger if you aren't inflicting Frostbite, and triggers once per target (including the user) (max.3) | Cannot be negative. | On [Condition] |
137 | [CR] [ES] [OC] | Cold Snap | 8 | [Inflict Frostbite] Effects on this Attack occur before this Effect. Trigger Frostbite, then halve Frostbite as if it were Round End. | Cannot be negative. | On Clash Win with Attack |
138 | [CR] [ES] [OC] | Deep Chill | 10 | Frostbite stacks on this target do not reduce at the end of this turn. This also prevents Frostbite from being reduced by Reduce Status or other effects that immediately activate Frostbite. When immediately activating Frostbite, do not halve Frostbite and remove this effect. | Cannot be negative. | On Clash Win |
139 | [HB] [ES] [OC] | Long Winter | 6 | Do not halve target's Frostbite at the end of this Round. This also prevents Frostbite from being reduced by Reduce Status or other effects that immediately activate Frostbite. When immediately activating Frostbite, do not halve Frostbite and remove this effect. (does not stack with Deep Chill) | Cannot be negative. | On Clash Win |
140 | [HB] [ES] [OC] | Blizzard | 8N | Trigger Frostbite against the target & all units within 2N SQR's, then halve Frostbite as if it were Round End. | Cannot be negative. | On Clash Win |
141 | [HB] [ES] [OC] | Glaciate | 8 | [Round End] All other units within 1 SQR of the target gain Frostbite equal to half (rounded down) the target's Frostbite. Any Frostbite gained this way cannot exceed the initial target's. | Cannot be negative. | On Clash Win |
142 | [HB] [ES] [OC] | Break the Ice | 8 | [Inflict Frostbite] Effects on this Attack occur before this Effect. Trigger Frostbite, then halve Frostbite as if it were Round End. Inflict Rupture next Round equal to target's Frostbite afterwards. | Cannot be negative. | On Clash Win with Attack |
143 | [HB] [ES] [OC] | Slippery | 2N | The character needs to have [Inflict Frostbite] Effect OR an effect that results in [Inflict Frostbite] on a stat block to use this effect. Create difficult terrain in a 2N radius. The amount created depending on the sum of [Inflict Frostbite]. Lasts until the end of the next round. | Cannot be negative. | On Clash [Result] |
144 | [CR] [HP] [OC] | Chill Out | 4N | If the target has [3+N] Frostbite, inflict Bind equal to half of the Frostbite stacks, to a maximum of 3N. | Cannot be negative. | On Clash Win |
145 | [CR] [HP] [OC] | Shatter | 2N | Clear up to [2N] Frostbite from the target, dealing 1d8 Force Damage per 2 cleared. | Cannot be negative. | On Clash Win |
146 | [CR] [ES] [OC] | Freezer Burn | 6 | Inflict 2 Frostbite. [Round End] After Frostbite is halved, inflict Burn equal to Frostbite remaining. | Cannot be negative. | On Clash Win |
147 | [HB] [ES] [OC] | Brain Freeze | 8 | Activate Frostbite on Target as if it was end of round, inflict Terror equal to frostbite lost. | Cannot be negative. | On Clash [Result] |
148 | ||||||
149 | Frenzy | |||||
150 | [HB] [ST] [OC] | Inflict Frenzy | 4N | Inflict N Frenzy | Gain N Frenzy | On Clash [Result] |
151 | [HB] [ES] [OC] | Frenzy+ | 2N | Inflict/Gain +N Frenzy on any Clash [Result]. Do not trigger if you aren't inflicting Frenzy, and triggers once per target (including the user) (max.3) | Cannot be negative. | On [Condition] |
152 | [HB] [ES] [OC] | Disquiet | 6 | [Inflict Frenzy] Effects on this Attack occur before this Effect. Trigger Frenzy, then halve Frenzy as if it were Round End. | Cannot be negative. | On Clash Win with Attack |
153 | [HB] [ES] [OC] | Palpable Agony | 8 | Do not halve target's Frenzy at Round End | Cannot be negative. | On Clash Win |
154 | [HB] [ES] [OC] | Cackle | 8N | Trigger Frenzy against the target & all units within N SQR's , then halve Frenzy as if it were Round End. | Cannot be negative. | On Clash Win |
155 | [HB] [ES] [OC] | Mass Hysteria | 8 | [Round End] All other units within 1 SQR of the target gain Frenzy equal to half (rounded down) of the target's Frenzy. Any Frenzy gained this way cannot exceed the initial target's. | Cannot be negative. | On Clash Win |
156 | [HB] [ES] [OC] | Rattle the Nerves | 8 | [Inflict Frenzy] Effects on this Attack occur before this Effect. Trigger Frenzy, then halve Frenzy as if it were Round End. Inflict Tremor next Round equal to target's Frenzy afterwards. | Cannot be negative. | On Clash Win with Attack |
157 | [HB] [ES] [OC] | Disconcerting Act | 8N | If the target has [3+N] Frenzy, inflict Feeble equal to half of the Frenzy stacks, to a maximum of 2N. | Cannot be negative. | On Clash Win |
158 | ||||||
159 | Bleed | |||||
160 | [CR] [HP] [OC] | Inflict Bleed | 2N | Inflict N Bleed | Gain N Bleed | On Clash [Result] |
161 | [CR] [ES] [OC] | Bleed+ | N | Inflict/Gain +N Bleed on any Clash [Result]. Do not trigger if you aren't inflicting Bleed, and triggers once per target (including the user) (max.3) | Cannot be negative. | On [Condition] |
162 | [CR] [HP] [OC] | Inflict Delayed Bleed | 2N | Inflict N Bleed next round. This is not affected by Bleed+. | Gain N Bleed next round. This is not affected by Bleed+ | On Clash [Result] |
163 | [CRE] [HP] [OC] | Inflict Delayed Bleed (Variant) | 3N | Inflict N Bleed next round. This is not affected by Bleed+. | Gain N Bleed next round. This is not affected by Bleed+ | On Clash [Result] |
164 | [CR] [ES] [OC] | Hemorrhage | 4N | Any Bleed on the target is not reduced the next N times it activates. This does apply to Bleed that activated as a result of this clash, and counts as one instance of activation. This also prevents Bleed from being reduced by Reduce Status or other effects that immediately activate Bleed. When immediately activating Bleed, do not halve Bleed and remove 1 stack of this effect. | Cannot be negative. | On Clash Win |
165 | [CR] [ES] [OC] | Vampiric Gash | 6 | Recover HP equal to Bleed DMG target took during this Action. If the target didn't Clash with this Skill, trigger Bleed as if they took an Action, then reduce by 1/2. | Cannot be negative. | On Clash Win |
166 | [CRE] [HP] [OC] | Vampiric Gash (Variant) | 4 | Recover HP equal to half Bleed DMG target took during this Action. If the target didn't Clash with this Skill, trigger Bleed as if they took an Action, then reduce by 1/2. | Cannot be negative. | On Clash Win |
167 | [CR] [HP] [OC] | Cauterize | 6 | Inflict Burn equal to half Bleed DMG the target took during this Action. | Cannot be negative. | On Clash Win |
168 | [CR] [MOVE] [OC] | Tendon Slice | 4 | Next time target would recieve non-forced movement, trigger Bleed | Cannot be negative. | On Clash Win |
169 | [CR] [HP] [OC] | Trading Wounds | N | If you recover 2N+ HP due to this Action, inflict N Bleed | Cannot be negative. | On Clash Win |
170 | [CRE] [HP] [OC] | Trading Wounds (Variant) | N | If you recover 3N+ HP due to this Action, inflict N Bleed | Cannot be negative. | On Clash Win |
171 | [HB] [HP] [OC] | Disgorge | N | If target has 2N Bleed, deal +2N HP DMG (After resistances, cannot exceed target's Bleed) | Cannot be negative. | On Clash Win |
172 | ||||||
173 | Shock | |||||
174 | [HB] [ST] [OC] | Inflict Shock | 3N | Inflict N Shock | Gain N Shock | On Clash [Result] |
175 | [HB] [ES] [OC] | Shock+ | N | Inflict/Gain +N Shock on any Clash [Result]. Does not trigger if you aren't inflicting Shock, and triggers once per target (including the user). (Max 3) | Cannot be negative. | On [Condition] |
176 | [HB] [ST] [OC] | Inflict Delayed Shock | 3N | Inflict N Shock next round. This is not affected by Shock+. | Cannot be negative. | On Clash [Result] |
177 | [HB] [ES] [OC] | Power Surge | 4N | Do not reduce Shock next N times it triggers. (This includes Shock as a result of this Clash, and is treated as one instance.) | Cannot be negative. | On Clash Win |
178 | [HB] [ST] [OC] | Recharging Strike | 6 | Heal ST equal to the amount of Shock DMG the target took during this Action. If the target didn't Clash with this Skill, trigger Shock as if they took an Action, then remove Shock on the target by 1/2. | Cannot be negative. | On Clash Win |
179 | [HB] [ES] [OU] | Drain Battery | 2N | If target has 2N Shock, gain 3N Charge | Cannot be negative. | On Use |
180 | [HB] [ST] [OC] | Amp | N | If target has 2N Shock, deal +2N ST DMG (After resistances, cannot exceed target's Shock) | Cannot be negative. | On Clash Win |
181 | [HB] [ES] [OC] | Hot Sparks | N | If target has N2 Shock, inflict N Burn | Cannot be negative. | On Clash Win |
182 | [HB] [ES] [OC] | Overloading Voltage | 4 | If target takes DMG from an 'Overload' Skill Effect, inflict 3 Shock afterwards. | Cannot be negative. | On Clash Win |
183 | ||||||
184 | Terror | |||||
185 | [HB] [SP] [OC] | Inflict Terror | 4N | Inflict N Terror | Gain N Terror | On Clash [Result] |
186 | [HB] [ES] [OC] | Terror+ | 2N | Inflict/Gain +N Terror on any Clash [Result]. Do not trigger if you aren't inflicting Terror, and triggers once per target (including the user) (max.3) | Cannot be negative. | On [Condition] |
187 | [HB] [SP] [OC] | Inflict Delayed Terror | 4N | Inflict N Terror next round. This is not affected by Terror+. | Cannot be negative. | On Clash [Result] |
188 | [HB] [ES] [OC] | Paranoia | 4N | Do not reduce Terror next N times it triggers. (This includes Terror as a result of this Clash, and is treated as one instance) | Cannot be negative. | On Clash Win |
189 | [HB] [SP] [OC] | Sadistic | 4 | Recover SP equal to Terror DMG target took during this Action. If the target didn't Clash with this Skill, trigger Terror as if they took an Action, then reduce by half. | Cannot be negative. | On Clash Win |
190 | [HB] [ES] [OC] | Freeze Response | 4 | If target has 3 Terror, inflict 2 Paralysis | Cannot be negative. | On Use |
191 | [HB] [SP] [OC] | Jumpscare | N | If target has Terror, deal +N SP DMG (cannot exceed target's Terror) | Cannot be negative. | On Use |
192 | ||||||
193 | Poison | |||||
194 | [HB] [HP] [OC] | Inflict Poison | 2N | Inflict N Poison. | Gain N Poison. | On Clash [Result] |
195 | [HB] [ES] [OC] | Poison+ | N | Inflict additional N Poison on any Clash [Result]. This does not activate if you are otherwise not inflicting Poison, and activates once per Target, including the user in the case of negative [Inflict Poison] (Max 3). | Cannot be negative. | On [Condition] |
196 | [HB] [ES] [OC] | Lethal Dose | 4 | The next [Trigger] of Poison deals half of the Poison stack on the target as HP DMG. Poison does not [Trigger] during this Clash. | Cannot be negative. | On Clash Win with [Attack] |
197 | [HB] [ES] [OC] | Airborne Toxin | 4 | The next time that Poison Activates on the target, Inflict half of the Poison stack to all targets within 1 SQR of the main target. Poison does not [Trigger] during this Clash. | Cannot be negative. | On Clash [Result] |
198 | [HB] [DICE] [OU] | Centipede Venom | 4 | Upon poison activation while target has 20 or more poison stacks inflict Disarm equal to half of hp damage | Cannot be negative. | [On Use] |
199 | [HB] [UQ] [OU] | Pooling Poison | 2N | Decay 2N from poison stack and create 2N [Toxic Fumes] on the field in a 2 sqr radius of the target | Cannot be negative. | [On Use] |
200 | [HB] [ST] [OU] | Staggering Toxin | 2 | Upon poison activation while target has 10 or more poison deal ST damage aswell as HP damage | Cannot be negative. | [On Use] |
201 | [HB] [SP] [OU] | Depresing Bane | 3 | Upon poison activation while target has 10 or more poison deal SP damage aswell as HP Damage | Cannot be negative. | [On Use] |
202 | [HB] [DICE] [OU] | Strenghtening Toxicant | 4 | Upon poison activation while target has 20 or more poison gain Strength equal to half of the poison damage dealt | Cannot be negative. | [On Use] |
203 | [HB] [HP] [OU] | Overflow | 3N | On use after N rounds have passed, deal HP damage equal to (50N)% of poison stacks then remove that amount of poison | Cannot be negative. | On Clash [Result] |
204 | [HB] [ES] [OU] | Oil Spill | 3 | Convert half of the Poison stacks on target into Burn, then remove that amount of poison. | Cannot be negative | On Clash [Result] |
205 | [HB] [ES] [OU] | Crystalline Hatred | 4 | On use,destroy half of the poison stack then half the destroyed half is converted to frostbite | Cannot be negative | On Clash [Result] |
206 | [HB] [ES] [OU] | Ruinous Flux | 3 | On Poison activation convert all poison damage dealt to ruin if ruin goes above 10 then remove 10 ruin and inflict 1 devastation then remove poison stacks equal to ruin inflicted | Cannot be negative | On Clash [Result] |
207 | [HB] [ES] [OU] | Tears born of Spite | 4 | On Use convert a third of the poison stack of the target to sinking | Cannot be negative. | [On Use] |
208 | [HB] [DICE] [OC] | Weakening Malice | N | On Poison activation convert all poison damage dealt to dicemax down (Max N) | Cannot be negative. | On Clash [Result] |
209 | ||||||
210 | Rupture | |||||
211 | [CR] [HP] [OC] | Inflict Rupture | N | Inflict N Rupture next Round (max.6) | Gain N Rupture next Round (max.6) | On Clash [Result] |
212 | [CR] [ES] [OC] | Rupture+ | N | Inflict/Gain +N Rupture on any Clash [Result]. Do not trigger if you aren't inflicting Rupture, and triggers once per target (including the user) (max.3) | Cannot be negative. | On [Condition] |
213 | [CR] [DICE] [OU] | Rupture Vigor | 2N | If the character has [2+2N] or more Rupture stacks, increase Dice Power by N | Cannot be negative. | On [Condition] |
214 | [CR] [DICE] [OU] | Rupture Bonus | 2N | If the target has [2+2N] or more Rupture stacks, increase Dice Power by N | Cannot be negative. | On [Condition] |
215 | [CR] [DICE] [OC] | Instant Rupture | 4 | [Inflict Rupture] from other Effects & this Skill resolve & are activated immediately this Round. This occurs before Rupture Burst. | Cannot be negative. | On Clash [Result] |
216 | [CR] [HP] [AA] | Rupture Reversal | 4 | On Burst, recover HP equal to Rupture DMG dealt by this Burst (max.16) | Cannot be negative. | On Burst |
217 | [CRE] [HP] [AA] | Rupture Reversal (Variant 1) | 2 | On Burst, recover HP equal to Rupture DMG dealt by this Burst | Connot be negative. | On Burst |
218 | [CRE] [HP] [AA] | Rupture Reversal (Variant 2) | 4 | On Burst, recover HP equal to half the Rupture DMG dealt by this Burst | Cannot be negative. | On Burst |
219 | [CR] [HP] [OC] | Rupture Boost | 4 | On Clash Win, Rupture Burst. If target had 4+ Rupture, deal additional DMG to each other equal to 1/2 target's Rupture. | Cannot be negative. | On Clash Win |
220 | [CR] [HP] [OC] | Rupture Pause | 2 | On Clash Win, do not Rupture Burst. Instead, all Rupture active this Round becomes active next Round. | Cannot be negative. | On Clash Win |
221 | [CR] [ES] [OC] | Rupture Jag | 4N | On Rupture Burst, inflict Fragile next Round equal to 1/2 of the Rupture stacks burst (max. 3N) | Cannot be negative. | On Burst |
222 | [CR] [ES] [OC] | Rupture Wounds | 4 | On Rupture Burst, inflict 4 Bleed | Cannot be negative. | On Burst |
223 | [CR] [ES] [OC] | Rupture Shred | 4 | On Rupture Burst, halve target's Rupture instead of clearing Rupture (rounded down) | Cannot be negative. | On Burst |
224 | [CR] [ES] [OC] | Ruptured Omen | 8 | On Rupture Burst, if target had 4+ Rupture, inflict 1 Ruin & 3 Devastation. | Cannot be negative. | On Burst |
225 | [HB] [UQ] [OC] | Predictive Analysis | 8N | On Rupture Burst, for every N20 Rupture, decreases the HP DMG resistance threshold of the target by N. [2x -> 2.5x -> ...] Chosen between: [Blunt, Slash, Pierce] This lasts until the end of your next turn. | Cannot be negative. | On Clash Win with Attack Action |
226 | ||||||
227 | Tremor | |||||
228 | [CR] [ST] [OC] | Inflict Tremor | 2N | Inflict N Tremor next round. | Gain N Tremor next round | On Clash [Result] |
229 | [CR] [ES] [OC] | Tremor+ | N | Inflict an additional N Tremor on any Clash [Result]. This does not activate if you are otherwise not inflicting Tremor, and activates once per target, including the user in the case of negative [Inflict Tremor]. (Max 3) | Cannot be negative. | On [Condition] |
230 | [CR] [DICE] [OU] | Tremor Vigor | 2N | If the character has [3+N] or more Tremor stacks, increase Dice Power by N. | Cannot be negative. | On [Condition] |
231 | [CR] [DICE] [OU] | Tremor Bonus | 2N | If the target has [3+N] or more Tremor stacks, increase Dice Power by N. | Cannot be negative. | On [Condition] |
232 | [CR] [ES] [OC] | Instant Tremor | 4 | [Inflict Tremor] from Effects and this Skill is applied to the target and is activated immediately for the round. This occurs before any Tremor Burst. | Cannot be negative. | On Clash Win |
233 | [CR] [ST] [OC] | Tremor Reversal | 4 | On Tremor Burst, recover ST equivalent to the Tremor burst on the target (Max 10). | Cannot be negative. | On Burst |
234 | [CRE] [ST] [OC] | Tremor Reversal (Variant) | 4 | On Tremor Burst, recover ST equivalent to half of the Tremor burst on the target. | Cannot be negative. | On Burst |
235 | [CR] [ST] [OC] | Tremor Boost | 4 | On Clash Win, Tremor Burst. If the enemy had 4+ Tremor, deal an extra half of those stacks as additional ST Damage to both the target and the user. | Cannot be negative. | On Clash Win |
236 | [CR] [ES] [OC] | Tremor Pause | 2 | On Clash Win, do not Tremor Burst, and consider all currently active Tremor as instead applying next Round. It is no longer active for the given Round. | Cannot be negative. | On Clash Win |
237 | [CR] [ES] [OC] | Tremor Break | 4N | On Tremor Burst, inflict Stagger Fragile to the target next round equal to half of the burst Tremor stacks, to a maximum of 3N Stagger Fragile. | Cannot be negative. | On Burst |
238 | [CR] [ES] [AA] | Tremor Shock | 4 | On Tremor Burst, inflict 3 Bind to the target next round. | Cannot be negative. | On Burst |
239 | [CR] [MOVE] [AA] | Tremor Slam | 2N | On Tremor Burst, push the target back 1 SQR per 2 burst Tremor stacks, max N SQRs. If the target collides with a wall, they take Force Damage per unspent SQR of forced movement. | Cannot be negative. | On Burst |
240 | [CR] [DICE] [AA] | Tremoring Nerves | 8 | On Tremor Burst, if the enemy had 4+ Tremor, the target takes no ST Damage from the burst, instead inflicting 2 Feeble and 2 Disarm to the target next round. | Cannot be negative. | On Burst |
241 | [CRE] [DICE] [AA] | Tremoring Nerves (Variant) | 6N | On Tremor Burst, if the target had 4N+ Tremor, inflict N Feeble and N Disarm to the target next Round. | Cannot be negative. | On Burst |
242 | [CR] [ES] [OC] | Earthquake | 8N | On Tremor Burst, Inflict the amount of target's Tremor to all characters (allies included, self optional) within N SQRs of the target, next round. Each of these targets (including the main) are inflicted with 2N Bind next round. Targets may avoid this effect by spending a defensive Reaction measured against your initial attack roll. | Cannot be negative. | On Clash Win with Attack |
243 | [HB] [ES] [OC] | Bounce Back | 4 | On Clash Lose, Tremor Burst self. Gain Boost next Round equal to half Tremor on self before Tremor Burst. | Cannot be negative. | On Clash Lose |
244 | [HB] [ES] [OC] | Forceful Entry | 6 | On Clash Win, do not Tremor Burst. Instead, gain Stagger Boost next Round equal to 1/4 target's Tremor then clear all Tremor. | Cannot be negative. | On Clash Win with Attack |
245 | [HB] [ST] [OC] | Golden Time I | 4 | On Clash Lose, Tremor Burst self. Reduce damage taken from the attack by half the amount of Tremor Burst on self. | Cannot be negative. | On Clash Lose with Block |
246 | [HB] [ST] [OC] | Golden Time II | 8 | On Clash Lose, Tremor Burst self. Your HP cannot be reduced below the amount of Tremor Burst on self until the end of your next turn. You cannot gain Tremor while this effect is active. | Cannot be negative. | On Clash Lose with Block |
247 | [HB] [ES] [OC] | Reverberation | 6 | On Tremor Burst, halve target's Tremor instead of clearing Tremor (rounded down). | Cannot be negative. | On Clash Win with Attack |
248 | [HB] [ST] [OC] | Everlasting Suffering | 8 | On Tremor Burst, roll 1d10. On a 6+, deal additional ST DMG equal to 1/2 ST DMG dealt, then reroll until you fail. You can choose to take ST DMG equal to half the ST DMG dealt, roll the die twice instead. | Cannot be negative. | On Clash Win with Attack |
249 | [HB] [ES] [OC] | Chain Down | 4N | On Clash Win, both inflict Bind & reduce the target's Initiative by an amount equal to 1/4th the Tremor Stacks on target, rounded down, maximum of N. Initative is returned to normal when the target loses all Bind on self. | Cannot be negative. | On Clash Win with Attack |
250 | [HB] [ES] [OC] | Overclock | 4N | On Clash Win, both gain Haste & increase your Initiative by an amount equal to 1/4th the Tremor Stacks on self, rounded down, maximum of N. Initative is returned to normal when you lose all Haste on self. | Cannot be negative. | On Clash Win with Attack |
251 | ||||||
252 | Sinking | |||||
253 | [CR] [SP] [OC] | Inflict Sinking | 2N | Inflict N Sinking next Round | Gain N Sinking next round | On Clash [Result] |
254 | [CR] [ES] [OC] | Sinking+ | N | Inflict additional N Sinking on any Clash [Result]. This does not activate if you are otherwise not inflicting Sinking, and activates once per target, including the user in the case of negative [Inflict Sinking]. (Max 3) | Cannot be negative. | On [Condition] |
255 | [CR] [DICE] [OU] | Sinking Vigor | 2N | If the character has [3+N] or more Sinking stacks, increase Dice Power by N | Cannot be negative. | On [Condition] |
256 | [CR] [DICE] [OU] | Sinking Bonus | 2N | If the target has [3+N] or more Sinking stacks, increase Dice Power by N | Cannot be negative. | On [Condition] |
257 | [CR] [ES] [OC] | Instant Sinking | 4 | [Inflict Sinking] from other Effects & this Skill are applied to the Target & are activated immediately this Round. This occurs before Sinking Burst. | Cannot be negative. | On Clash Win |
258 | [CR] [ST] [AA] | Sinking Reversal | 4 | On Sinking Burst, recover SP equal to DMG dealt by this Burst (max. 10) | Cannot be negative. | On Burst |
259 | [HB] [ST] [OC] | Sinking Reverb | 4 | On Sinking Burst, deal ST DMG equal to 2x SP DMG from Sinking Burst. Note: Use only if Sanity Quickfix is active. | Cannot be negative. | On Clash Win with Attack |
260 | [CR] [ES] [OC] | Sinking Pause | 4 | On Clash Win, do not Sinking Burst. Instead, all Sinking active this Round becomes active next Round. | Cannot be negative. | On Clash Win |
261 | [CR] [ES] [AA] | Sinking Deluge | 6 | On Sinking Burst, deal DMG equal to 1.5x target's Sinking before this Burst. Against Staggered/Panicking targets, or if they Panic due to this Sinking Burst, deal DMG equal to 2x target's Sinking instead. | Cannot be negative. | On Burst |
262 | [HB] [ES] [AA] | Rain of Sorrow | 6N | On Sinking Burst, up to N units of your choice within N SQRs of the initial unit gain Sinking equal to 1/2 of the initial unit's Sinking. | Cannot be negative. | On Burst |
263 | [CR] [ES] [AA] | Broken Heart | 2N | On Sinking Burst, inflict Paralysis to the target next round equal to half of the burst Sinking stacks, to a maximum of N Paralysis. | Cannot be negative. | On Burst |
264 | [HB] [ES] [OC] | Sink into Despair | 8 | On Sinking Burst, if target had 4+ Sinking, deal no SP DMG. Instead, inflict 3 Paralysis next Round | Cannot be negative. | On Clash Win with Attack |
265 | [CR] [ES] [AA] | Suffocated Will | 2N | On Sinking Burst, inflict Smoke to the target equal to the burst Sinking stacks, to a maximum of 2N Smoke. | Cannot be negative. | On Burst |
266 | [CR] [ES] [AA] | Spine Chill | 2N | On Sinking Burst, inflict Frostbite to the target equal to the burst Sinking stacks, to a maximum of 2N Frostbite. | Cannot be negative. | On Burst |
267 | [HB] [ES] [AA] | Sinking Phobia | 4 | On Sinking Burst, inflict 4 Terror | Cannot be negative. | On Burst |
268 | [CR] [ES] [OC] | Absorb Sinking | 4N | Transfer all active Sinking from the target to the character before Burst. This Sinking is considered next round Sinking. Gain 1 Strength and 1 Endurance next round for every 2 Sinking gained this way (max N) Gain 1 Strength & Endurance per 2 Sinking gained this way (max.N) | Cannot be negative. | On Clash Win with Attack |
269 | [CR] [ES] [OC] | Transfer Sinking | 2N | Transfer up to N stacks of active Sinking from the character to the target. This Sinking is considered next round Sinking. | Cannot be negative. | On Clash Win |
270 | [CR] [ES] [OC] | Lowered Guard | N | If the character has N or more Sinking stacks, gain 2N Protection and Stagger Protection before damage is resolved. | Cannot be negative. | On Clash Lose |
271 | [CR] [UQ] [AA] | Goading Strike | 4 | On Sinking Burst, if the target panics as a result of this Attack, on selecting the Panic type to inflict upgrade it to its Goaded version. If the target is Panicking already, upgrade it to Goaded. This effect ignores Altered Psyche | Cannot be negative. | On Burst |
272 | [HB] [DICE] [AA] | Inner Turmoil | 6 | Before Clash, Sinking Burst self. Gain +1 Dice Power per 3 Sinking Burst through this Effect. | Cannot be negative. | Always Active |
273 | ||||||
274 | Thorns | |||||
275 | [HB] [HP] [OC] | Gain Thorns | N | Gain N Thorns next Round | Give N Thorns next Round | On Clash [Result] |
276 | [HB] [ES] [OC] | Thorns+ | N | Gain an additional N Thorns on any Clash [Result]. This does not activate if you are otherwise not applying Thorns, activates once for the user, and once per Target in the case of negative [Gain Thorns] (Max 3). Gain +N Thorns on Clash [Result]. Do not trigger if you aren't gaining Thorns, and triggers once per target (including the user) (max. 3) | Cannot be negative. | On [Condition] |
277 | [HB] [HP] [OC] | Thorns Boost | 4 | On Clash Win, Thorns Burst. At 6+ Thorns, deal additional DMG to each other equal to 1/2 Thorns | Cannot be negative. | On Clash Win |
278 | [HB] [ES] [OC] | Scrape By | 4 | If the Attacker is within your Thorns Reach, trigger Thorns Burst against them. | Cannot be negative. | On Clash Win with [Evade] |
279 | [HB] [ES] [OC] | Big Sting | 4 | If the target is within your Thorns Reach, trigger Thorns Burst against them. | Cannot be negative. | On Clash Win with [Attack] |
280 | [HB] [ES] [OU] | Pike Out | 4N | Increase your Thorns Reach for this Skill by +N SQRs for the purposes of Thorns Burst (max. 2) | Cannot be negative. | On Use |
281 | [HB] [ES] [AA] | Injection | 4 | On Thorns Burst, inflict Poison to the Target equal to 1/4th of the Burst Thorns | Cannot be negative. | On Burst |
282 | [HB] [ES] [AA] | Shrapnel Conversion | 2N | On Thorns Burst, clear up to 2N Rupture & Thorns from self (prioritizes Rupture) & inflict an equal amount of Rupture next Round | Cannot be negative. | On Burst |
283 | [HB] [ES] [AA] | Shrapnel Absorption | 2N | On Thorns Burst, clear up to 2N Rupture & Thorns from the target (prioritizes Thorns) & gain an equal amount of Thorns next Round | Cannot be negative. | On Burst |
284 | ||||||
285 | Poise | |||||
286 | [CR] [HP] [OC] | Gain Poise | 2N | Gain N Poise | Give N Poise | On Clash [Result] |
287 | [CR] [ES] [OC] | Increase Critical | 4N | Gain N Critical | Give N Critical | On Clash [Result] |
288 | [CR] [ES] [OC] | Instant Crit | 4 | [Gain Poise] & [Increase Critical] from other Effects & this Skill are resolved before rolling to Crit. | Cannot be negative. | On Clash Win |
289 | [CR] [UQ] [OU] | Precision | 4 | Roll an additional die when rolling to Crit and choose either die for the result. | Cannot be negative. | On Use |
290 | [CR] [UQ] [OU] | Critical Conversion | 2 | If you would have 10+ Poise as a result of this Clash, reduce Poise to 1 & gain 1 Critical. This resolves before rolling to Crit. | Cannot be negative. | On Use |
291 | [CRE] [UQ] [OU] | Critical Conversion (Variant) | 2 | If you would have 10+ Poise as a result of this Clash, reduce Poise by 9 & gain 1 Critical. This resolves before rolling to Crit. | Cannot be negative. | On Use |
292 | [CR] [UQ] [OU] | Poise Pause | 2 | This Skill cannot Crit. You cannot Crit for the rest of the Round. | Cannot be negative. | On Use |
293 | [CR] [HP] [OU] | Critical DMG+ | 4N | [On Crit] Deal +3N DMG | Cannot be negative. | On Use |
294 | [CRE] [HP] [OU] | Critical DMG+ (Variant) | 2N | [On Crit] Deal +2N DMG | Cannot be negative. | On Use |
295 | [CR] [ES] [OU] | Haste Crit | 4N | [On Crit] Gain 2N Haste next Round | Cannot be negative. | On Use |
296 | [CRE] [ES] [OU] | Haste Crit (Variant) | 2N | [On Crit] Gain N Haste next Round | Cannot be negative. | On Use |
297 | [CR] [ES] [AA] | Scattering Dance | 2N | If target has N+ Bleed, reduce your Crit Roll by -N when rolling to Crit. [On Crit] Inflict Hemorrhage (max. 3) equal to Critical | Cannot be negative. | Always Active |
298 | [CR] [ES] [AA] | Scattering Dance (Variant) | N | If target has N+ Bleed, reduce your Crit Roll by -N when rolling to Crit. [On Crit] Inflict 1 Hemorrhage. | Cannot be negative. | Always Active |
299 | [CR] [MOVE] [OC] | Elusive | 2N | Evade can Crit. Do not roll Critical DMG with this Skill if it is an Evade. [On Crit] Gain N SQRs of Movement. This does not provoke Opportunity Attacks. | Cannot be negative. | On Clash Win with Attack/Evade |
300 | [CR] [UQ] [OC] | Bulwark Defense | 4 | Block can roll Poise to check for Critical Hit. The character doesn’t deal Critical Damage with this skill. [On Crit] Reduce HP & ST damage taken this clash by the result of your Critical Hit. | Cannot be negative. | On Clash Win with Attack/Block |
301 | [CR] [ES] [OC] | Showdown | 6 | If target has Poise, clear all target's Poise & gain an equal amount of Poise. This resolves before rolling to Crit. | Cannot be negative. | On Clash Win with Attack |
302 | [CR] [UQ] [OC] | Stance Swap | 4 | Activate/Swap Stance to an avaliable Stance. This resolves immediately for the purposes of Critical effects. | Cannot be negative. | On Clash [Result] |
303 | [CRE] [UQ] [OC] | Stance Swap (Variant) | 2 | Activate/Swap Stance to an avaliable Stance. This resolves immediately for the purposes of Critical effects. | Cannot be negative. | On Clash [Result] |
304 | [CR] [ES] [AA] | Red Plum Blossom | 2N | [On Crit] Inflict 2N Bleed | Cannot be negative. | On Clash Win with Attack |
305 | ||||||
306 | Ruin | |||||
307 | [CR] [HP] [OC] | Inflict Ruin | 2N | Inflict N Ruin | Gain N Ruin | On Clash [Result] |
308 | [CR] [ES] [OC] | Increase Devastation | 4N | Inflict N Devastation | Gain N Devastation | On Clash [Result] |
309 | [CR] [ES] [OC] | Instant Devastation | 4 | [Inflict Ruin] & [Increase Devastation] from other Effects & this Skill are resolved before rolling to Devastate. | Cannot be negative. | On Clash Win |
310 | [CR] [ES] [OU] | Ruination | 4 | Roll an additional die when rolling to Devastatingly Hit and choose either die for the result. | Cannot be negative. | On Use |
311 | [CR] [ES] [OU] | Devastation Conversion | 2 | If the target would have 10 Ruin as a result of this clash, apply the target’s Ruin, reduce Ruin to 1, and increase Devastation on target by 1. This applies before rolling to Devastatingly Hit. | Cannot be negative. | On Use |
312 | [CRE] [ES] [OU] | Devastation Conversion (Variant) | 2 | If the target would have 10+ Ruin as a result of this Clash, reduce Ruin by 9 & inflict 1 Devastation on target. This resolves before rolling to Devastatingly Hit. | Cannot be negative. | On Use |
313 | [CR] [UQ] [OU] | Ruin Pause | 2 | Target cannot be Devastated for the rest of the Round. | Cannot be negative. | On Clash Win |
314 | [CR] [HP] [OC] | Devastation DMG+ | 4N | [On Devastation] Deal +3N DMG | Cannot be negative. | On Clash Win with [Attack] |
315 | [CRE] [HP] [OC] | Devastation DMG+ (Variant) | 2N | [On Devastation] Deal +2N DMG | Cannot be negative. | On Clash Win with [Attack] |
316 | [CR] [ES] [OC] | Armor Decay | 6N | [On Devastation] Inflict N Disarm, Fragile & Stagger Fragile | Cannot be negative. | On Clash Win with [Attack] |
317 | [CRE] [ES] [OC] | Armor Decay (Variant) | 6N | [On Devastation] Inflict N Disarm, Fragile & Stagger Fragile next round. | Cannot be negative. | On Clash Win with [Attack] |
318 | [CR] [ES] [OC] | [Type] Deterioration | 4N | [On Devastation] Inflict 2N [Type] Fragile next Round. The [Type] is chosen between [Blunt, Slash, Pierce] on effect selection. | Cannot be negative. | On Clash Win with [Attack] |
319 | [CR] [MOVE] [OC] | Devastating Force | 2N | [On Devastation] Push the target back 1 SQR per Devastation dice rolled, max N. If the target collides with a wall, they take Force Damage per unspent SQR of forced movement. | Cannot be negative. | On Clash Win with [Attack] |
320 | [CRE] [MOVE] [OC] | Devastating Force (Variation) | 4N | [On Devastation] Push the target back N SQRs away from the Character. If the target collides with a wall, they take 1d8 Force Damage per unspent SQR of forced movement. | Cannot be negative. | On Clash Win with [Attack] |
321 | [HB] [ES] [OC] | Lingering Misfortune | N | [On Devastation] Inflict Ruin equal to Devastation on target, Max N. | Cannot be negative. | On Clash Lose |
322 | [CR] [ES] [OC] | Devastating Shock | 3N | [On Devastation] Inflict 2N Bind next Round | Cannot be negative. | On Clash Win with [Attack] |
323 | [CRE] [ES] [OC] | Devastating Shock (Variant) | 2N | [On Devastation] Inflict N Bind next Round | Cannot be negative. | On Use |
324 | [CR] [ES] [OC] | Debilitate | 8N | [On Devastation] Inflict N Feeble, Disarm & 2N Bind next Round | Cannot be negative. | On Clash Win with [Attack] |
325 | [CRE] [ES] [OC] | Debilitate (Variant) | 6N | [On Devastation] Inflict N Paralysis & Disarm next Round | Cannot be negative. | On Clash Win with [Attack] |
326 | [HB] [ES] [OC] | Despair | 4N | [On Devastation] Inflict 2N Sinking next Round | Cannot be negative. | On Clash Win with [Attack] |
327 | [CR] [ES] [OC] | Primer | 4 | If you fail to Devastate, for the rest of the Round, if you or an ally is able to Devastate that target, all [On Devastation] Effects from this Skill & your Augments are applied. This resolves even if the Skill cannot roll to Devastate. | Cannot be negative. | On Either Clash [Result] |
328 | ||||||
329 | Smoke | |||||
330 | [CR] [HP] [OC] | Inflict Smoke | 2N | Inflict N Smoke | Gain N Smoke | On Clash [Result] |
331 | [CR] [ES] [OC] | Smoke Overflow | 2N | If the character has [2N] or more Smoke stacks, increase Dice Power by N. If you have an effect of the same name on your Augment, increase the amount of Smoke required by 2X (where X is the amount of this effect on Augment). | Cannot be negative. | On [Condition] |
332 | [CR] [HP] [OC] | Fumigate | 4 | Consume all of the user’s Smoke stacks to deal Before Resistance HP Damage equal to the amount consumed. This effect is applied after Puffy Brume. If used with a Block or Evade, this effect deals After Resistance HP Damage equal to the amount consumed. | Cannot be negative. | On Clash [Result] |
333 | [HB] [HP] [OC] | Last Breath | 4 | Consume all of the target’s Smoke stacks to deal Before Resistance HP Damage equal to the amount consumed. This effect is applied after Puffy Brume. If used with a Block or Evade, this effect deals After Resistance HP Damage equal to the amount consumed. | Cannot be negative. | On Clash [Result] |
334 | [CR] [ES] [OC] | Exhale Smoke | 4 | Transfer all already present Smoke stacks from the character to the target. If this skill also contains an effect that consumes Smoke from the target, transferred Smoke may immediately be used for that effect. Any smoke inflicted from this specific effect may go over the cap of 10. Incompatible with Inhale Smoke. | Cannot be negative. | On Clash [Result] |
335 | [CR] [ES] [OC] | Inhale Smoke | 4 | Transfer all already present Smoke stacks from the target to the character. If this skill also contains an effect that consumes Smoke from the character, transferred Smoke may immediately be used for that effect. Any smoke gained from this specific effect may go over the cap of 10. Incompatible with Exhale Smoke. | Cannot be negative. | On Clash [Result] |
336 | [CR] [ES] [OC] | Smoke Stack | 4 | Smoke inflicted from this clash may break the cap of 10 Smoke. This applies to both the target and the character. | Cannot be negative. | Always Active |
337 | [CR] [ES] [OC] | Evaporate | 6N | [Reduce Status] on yourself and gain half of what's reduced as Smoke (Max. 3N Smoke) | Cannot be negative. | On Clash [Result] |
338 | [CR] [ES] [OC] | Smoke – Burn | 2N | Consume N Smoke on the target to inflict 2N Burn on the target. | Cannot be negative. | On Clash [Result] |
339 | [CR] [ES] [OC] | Smoke – Frostbite | 3N | Consume N Smoke on the target to inflict N Frostbite on the target. | Cannot be negative. | On Clash [Result] |
340 | [HB] [ES] [OC] | Smoke – Frenzy | 4N | Consume N Smoke on the target to inflict N Frenzy on the target. | Cannot be negative. | On Clash [Result] |
341 | [CR] [ES] [OC] | Smoke – Bleed | 2N | Consume N Smoke on the target to inflict 2N Bleed on the target. | Cannot be negative. | On Clash [Result] |
342 | [HB] [ES] [OC] | Smoke – Shock | 3N | Consume N Smoke on the target to inflict N Shock on the target. | Cannot be negative. | On Clash [Result] |
343 | [HB] [ES] [OC] | Smoke – Terror | 4N | Consume N Smoke on the target to inflict N Terror on the target. | Cannot be negative. | On Clash [Result] |
344 | [HB] [ES] [OC] | Smoke – Rupture | N | Consume N Smoke on the target to inflict 2N Rupture on the target. | Cannot be negative. | On Clash [Result] |
345 | [HB] [ES] [OC] | Smoke – Tremor | 2N | Consume N Smoke on the target to inflict N Tremor on the target. | Cannot be negative. | On Clash [Result] |
346 | [HB] [ES] [OC] | Smoke – Sinking | 3N | Consume N Smoke on the target to inflict N Sinking on the target. | Cannot be negative. | On Clash [Result] |
347 | [CR] [ES] [OC] | Smoke – Poise | 2N | Consume N Smoke on the target to apply 2N Poise to the character. | Cannot be negative. | On Clash [Result] |
348 | [CR] [ES] [OC] | Smoke – Ruin | 2N | Consume N Smoke on the target to inflict 2N Ruin on the target. | Cannot be negative. | On Clash [Result] |
349 | [CR] [ES] [OC] | Smoke – Paralysis | 2N | Consume 2N Smoke on the target to inflict N Paralysis on the target next round. | Cannot be negative. | On Clash [Result] |
350 | [CR] [ES] [OC] | Smoke – Strength | 4N | Consume 3N Smoke on the target to apply N Strength to the character next round. | Cannot be negative. | On Clash [Result] |
351 | [CR] [ES] [OC] | Smoke – Endurance | 4N | Consume 3N Smoke on the target to apply N Endurance to the character next round. | Cannot be negative. | On Clash [Result] |
352 | [CR] [ES] [OC] | Smoke – Feeble | 4N | Consume 3N Smoke on the target to inflict N Feeble on the target next round. | Cannot be negative. | On Clash [Result] |
353 | [CR] [ES] [OC] | Smoke – Disarm | 4N | Consume 3N Smoke on the target to inflict N Disarm on the target next round. | Cannot be negative. | On Clash [Result] |
354 | ||||||
355 | Charge | |||||
356 | [CR] [ES] [OU] | Gain Charge | N | Gain N Charge (Max 6) | Spend N Charge (Max 6) | On Use |
357 | [CR] [DICE] [AA] | Charge - Dice Power Up | 4N | Consume 6N Charge to increase the Dice Power by N. | Cannot be negative. | Always Active |
358 | [CR] [DICE] [AA] | Charge - Dice Max Up | 2N | Consume 3N Charge to Increase the Dice Max By N. | Cannot be negative. | Always Active |
359 | [CR] [HP] [OC] | Charge - Regen HP | N | Consume 2N Charge to recover 3N HP to the character. | Cannot be negative. | On Clash [Result] |
360 | [CR] [ST] [OC] | Charge - Regen ST | N | Consume 2N Charge to recover 2N ST to the character. | Cannot be negative. | On Clash [Result] |
361 | [CR] [SP] [OC] | Charge - Regen SP | N | Consume 2N Charge to recover N SP to the character. | Cannot be negative. | On Clash [Result] |
362 | [CR] [ES] [OC] | Charge - Burn | N | Consume 2N Charge to apply N Burn to the target. | Cannot be negative. | On Clash [Result] |
363 | [CR] [ES] [OC] | Charge - Frostbite | N | Consume 3N Charge to apply N Frostbite to the target. | Cannot be negative. | On Clash [Result] |
364 | [CRE] [ES] [OC] | Charge - Frostbite (Variant) | 2N | Consume 3N Charge to apply N Frostbite to the target. | Cannot be negative. | On Clash [Result] |
365 | [HB] [ES] [OC] | Charge - Frenzy | 2N | Consume 4N Charge to apply N Frenzy to the target. | Cannot be negative. | On Clash [Result] |
366 | [CR] [ES] [OC] | Charge - Bleed | N | Consume 2N Charge to apply N Bleed to the target. | Cannot be negative. | On Clash [Result] |
367 | [HB] [ES] [OC] | Charge - Shock | 2N | Consume 3N Charge to apply N Shock to the target. | Cannot be negative. | On Clash [Result] |
368 | [HB] [ES] [OC] | Charge - Terror | 2N | Consume 4N Charge to apply N Terror to the target. | Cannot be negative. | On Clash [Result] |
369 | [HB] [ES] [OC] | Charge - Poison | N | Consume N Charge to apply N Poison to the target. | Cannot be negative. | On Clash [Result] |
370 | [CR] [ES] [OC] | Charge – Gain Poise | N | Consume 2N Charge to apply N Poise to self or ally. | Cannot be negative. | On Clash [Result] |
371 | [CR] [ES] [OC] | Charge – Inflict Ruin | N | Consume 2N Charge to apply N Ruin to the target. | Cannot be negative. | On Clash [Result] |
372 | [CR] [ES] [OC] | Charge - Inflict Smoke | N | Consume 2N Charge to apply N Smoke to the target. | Cannot be negative. | On Clash [Result] |
373 | [CR] [ES] [OC] | Charge - Gain Smoke | N | Consume 2N Charge to apply N Smoke to self or ally. | Cannot be negative. | On Clash [Result] |
374 | [CR] [ES] [OC] | Charge - Rupture | N | Consume N Charge to apply N Rupture to the target. (max 6) | Cannot be negative. | On Clash [Result] |
375 | [CR] [ES] [OC] | Charge - Tremor | N | Consume 2N Charge to apply N Tremor to the target. | Cannot be negative. | On Clash [Result] |
376 | [CR] [ES] [OC] | Charge - Sinking | N | Consume 3N Charge to apply N Sinking to the target. | Cannot be negative. | On Clash [Result] |
377 | [CRE] [ES] [OC] | Charge - Sinking (Variant) | N | Consume 2N Charge to inflict N Sinking to the target | Cannot be negative. | On Clash [Result] |
378 | [HB] [ES] [OC] | Charge - Thorns | N | Consume N Charge to gain N Thorns next Round. | Cannot be negative. | On Clash [Result] |
379 | [CR] [ES] [OC] | Charge - Paralysis | 2N | Consume 4N Charge to apply N Paralysis to the target | Cannot be negative. | On Clash [Result] |
380 | [CR] [ES] [OC] | Charge - Bind | N | Consume 3N Charge to apply N Bind to the target. | Cannot be negative. | On Clash [Result] |
381 | [CR] [ES] [OC] | Charge - Haste | N | Consume 3N Charge to give N Haste to self or an ally | Cannot be negative. | On Clash [Result] |
382 | [CR] [DICE] [OC] | Charge - Feeble | 3N | Consume 6N Charge to apply N Feeble to the target. | Cannot be negative. | On Clash [Result] |
383 | [CR] [DICE] [OC] | Charge - Disarm | 3N | Consume 6N Charge to apply N Disarm to the target. | Cannot be negative. | On Clash [Result] |
384 | [CR] [DICE] [OC] | Charge - Strength | 3N | Consume 6N Charge to apply N Strength to self or ally. | Cannot be negative. | On Clash [Result] |
385 | [CR] [DICE] [OC] | Charge - Endurance | 3N | Consume 6N Charge to give N Endurance to self or ally. | Cannot be negative. | On Clash [Result] |
386 | [CR] [ES] [OC] | Charge - Fragile | 2N | Consume 3N Charge to apply N Fragile to the target. | Cannot be negative. | On Clash [Result] |
387 | [CR] [ES] [OC] | Charge - Stagger Fragile | 2N | Consume 4N Charge to give N Stagger Fragile to the target next round. | Cannot be negative. | On Clash [Result] |
388 | [CR] [ES] [OC] | Charge - [Type] Fragile | 2N | Consume 4N Charge to give N [Type] Fragile to the target next round The [Type] of the Fragile is chosen between [Blunt, Slash, Pierce] on use. | Cannot be negative. | On Clash [Result] |
389 | [HB] [ES] [OC] | Charge - Boost | 2N | Consume 3N Charge to apply N Boost to self or ally. | Cannot be negative. | On Clash [Result] |
390 | [HB] [ES] [OC] | Charge - Stagger Boost | 2N | Consume 3N Charge to apply N Stagger Boost to self or ally. | Cannot be negative. | On Clash [Result] |
391 | [CR] [ES] [OC] | Charge - Protection | N | Consume 2N Charge to give 2N Protection to self or ally next round. | Cannot be negative. | On Clash [Result] |
392 | [CRE] [ES] [OC] | Charge - Protection (Variant) | 2N | Consume 2N Charge to give 2N Protection to self or ally next round. | Cannot be negative. | On Clash [Result] |
393 | [CR] [ES] [OC] | Charge - Stagger Protection | N | Consume 2N Charge to give 2N Stagger Protection to self or ally next round. | Cannot be negative. | On Clash [Result] |
394 | [CR] [ES] [OC] | Charge - [Type] Protection | N | Consume 2N Charge to give 2N [Type] Protection to self or ally next round. The [Type] of the Protection is chosen between [Blunt, Slash, Pierce] [On Use]. | Cannot be negative. | On Clash [Result] |
395 | [CRE] [ES] [OC] | Charge - [Type] Protection (Variant) | N | Consume 2N Charge to give N [Type] Protection to self or ally next round. The [Type] of the Protection is chosen between [Blunt, Slash, Pierce] [On Use]. | Cannot be negative. | On Clash [Result] |
396 | [CR] [ES] [OC] | Charge – Charge Barrier | 2N | Consume 2N Charge to give N Charge Barrier to self or ally next round. | Cannot be negative. | On Clash [Result] |
397 | [CR] [ES] [OC] | Charge – Maintained Barrier | 6 | On Clash Win, instead of Charge Barrier expiring at the end of the Round, you only lose half as much Charge Barrier. (round down; min. 1) | Cannot be negative. | On Clash Win |
398 | [CR] [ES] [OC] | Charge – Seismic Generator | 4 | On Tremor Burst, gain Charge equal to Tremor on Target. When bursting multiple Targets (e.g. via Earthquake), gain half the Charge (rounding down) from any secondary Targets. Max gain of 12. | Cannot be negative. | On Clash Win |
399 | [CR] [ES] [OC] | Charge – Rupturing Generator | 6 | On Rupture Burst, gain Charge equal to Rupture on Target. When bursting multiple Targets, gain half the Charge (rounding down) from any secondary Targets. Max gain of 12. | Cannot be negative. | On Clash Win with [Attack] |
400 | [CRE] [ES] [OC] | Charge – Flashy Extension | 4N | Consume [4N] Charge to gain N Combo from this action (Max 2) | Cannot be negative. | On Clash Win |
401 | [CR] [ES] [OC] | Charge – Repellent Barrier | 2N | Push the target backwards in SQRs equal to the character's Charge Barrier, to a max of N SQRs. This uses the value of the character’s Charge Barrier before any damage/loss. (This movement does not trigger Opportunity Attacks) | Cannot be negative. | On Clash Win with [Attack] |
402 | [CR] [AR] [OU] | Charge - Multihit | 4N | (Attack Only) Consume 6N Charge to replace the Attack with [N+1] consecutive Attacks with -2 Dice Power. This stacks with any effects of the same name, to a max of 2 overall. Cannot be stacked with any other attack replacement. Clash [Result] effects only activate on the main Target. On Use and Clash [Result] effects only activate one time. | Cannot be negative. | On Use |
403 | [CR] [AR] [OU] | Charge - [R] Shooting Star | 3 | (Attack Only) Consume 6 Charge to replace the Attack with an Area of Effect Attack with -1 Dice Power.This attack follows a straight line until obstructed, up to [Weapon Range 2] SQRs, with a main target designated as the first target in the line. Cannot be stacked with any other attack replacement. Clash [Result] effects only activate on the main Target. On Use and Clash [Result] effects only activate one time. | Cannot be negative. | On Use |
404 | ||||||
405 | Overcharge | |||||
406 | [CR] [DICE] [AA] | Overcharge - Refraction Strike | 4 | Consume 2 Overcharge and forfeit any number of Reactions, minimum 1. Increase the Dice Power by the number of Reactions forfeited, with a max of 6 Power. | Cannot be negative. | Always Active |
407 | [CR] [HP] [OC] | Overcharge - Charge Release | 4N | Consume 4 Overcharge. Deal Nd8 Force Damage to the Target. You can then choose to push the Target back a number of SQRs equal to double the Force Damage dice rolled. This Forced Movement does not deal Force Damage. (Max 3) | Cannot be negative. | On Clash Win |
408 | [CR] [ES] [OC] | Overcharge - Loaded Branding | 8 | Consume 3 Overcharge. Mark the Target. This can apply any Mark without the applicable Augment Effects, and counts as a single separate source of Mark (per user, not per use). | Cannot be negative. | On Clash Win |
409 | [CR] [ES] [OC] | Overcharge - Reflective Barrier | 8 | Consume 5 Overcharge. Negates the target's [Inflict] Effects to the character. Any of the target’s [Inflict] Effects that would have applied to the character as a result of the Clash instead apply to the Target. | Cannot be negative. | On Clash |
410 | [CR] [UQ] [OC] | Overcharge - Charge Byproducts | 4N | Consume N Overcharge. Place N [Exposed Fire/Broken Glass/Exhaust Fumes/Chilling Frost] Hazards in SQRs adjacent to the character. These Hazards last until the end of the next Round, and they do not affect the character | Cannot be negative. | On Clash Win |
411 | [CR] [UQ] [AA] | [R] Overcharge - Adaptive Shot | 8 | Consume 3 Overcharge. This Attack has no maximum range, and can be made against any Target within line of sight. | Cannot be negative. | Always Active |
412 | [CR] [UQ] [AA] | Overcharge - Rip Space | 10 | Consume 5 Overcharge and 10 Charge. All Damage dealt by an Attack using this Skill is treated as being dealt against Weak Resistance, unless the target’s Resistance is already Fatal to the [Type]. | Cannot be negative. | Always Active |
413 | [CR] [ES] [OC] | Overcharge - Replicating Shell | 4N | Consume 2N Overcharge. Give 5 Charge Barrier to N allies in a radius of 3 SQR around you. | Cannot be negative. | On [Clash Result] |
414 | [CR] [ES] [OC] | Overcharge - Vulnerability | 10 | Consume 4 Overcharge Double all infliction effects on target applied as part of this Clash from your own effects. | Cannot be negative. | On Clash Win |
415 | [CR] [ES] [OC] | Overcharge - Reenergize | 4 | Consume any amount of Overcharge on self. For each Overcharge consumed, gain 8 Charge. | Cannot be negative. | On Use |
416 | ||||||
417 | Haste | |||||
418 | [CR] [MOVE] [OC] | Instant Haste | 4 | [Haste] from Effects and this Skill are applied to the character and are activated immediately. This occurs before any Haste skill effect is used. | Cannot be negative. | Always Active |
419 | [CR] [UQ] [OC] | Quick Change | 2 | You must have at least 2 Haste to activate this effect. On Clash Win, stow your current outfit and don a new outfit. This does not cost the round’s Reactions. | Cannot be negative. | On Clash Win |
420 | [CR] [UQ] [OC] | Arm’s Reach | 2 | You must have at least 2 Haste to activate this effect. On Clash Win, sheathe your current weapon and pull out a new weapon or tool (provided you have the hands). | Cannot be negative. | On Clash Win |
421 | [CR] [MOVE] [OC] | Circle Throw | N | If the character has N+ Haste stacks, push the enemy N tiles in any direction. This does not trigger Opportunity Attacks and does not cause Force Damage. | Cannot be negative. | On Clash Win |
422 | [CR] [MOVE] [OC] | Follow Through | 2N | You must have at least 2N Haste to activate this effect. If you moved at least 2N SQRs directly towards the target before performing this attack, the target takes N dice of Force Damage. | Cannot be negative. | On Clash Win with [Attack] |
423 | [CR] [AR] [AA] | Blitz | 4N | You must have at least 2N Haste to activate this effect. (Attack Only) Replaces Attack with [N+1] Attacks with -2 Dice Power, to a max of 2 overall. Any User Dice Modification to these attacks is based on the conditions of the first Attack, regardless of effects present after the first clash (e.g. Bonus/Vigor activation) Cannot be stacked with any other attack replacement. Clash [Result] effects only activate on the main Target. On Use and Clash [Result] effects only activate one time. | Cannot be negative. | Always Active |
424 | [CR] [AR] [AA] | [M] Overspeed | 4 | (Attack Only) Replaces Attack with an Area of Effect Attack with -2 Dice Power. This attack and the user travel a straight line of up to the user’s Haste, consuming 1 remaining movement per tile traveled and not triggering Opportunity attacks. This line can travel through allies and enemies (but not through solid objects). Cannot be stacked with any other attack replacement. Clash [Result] effects only activate on the main Target. On Use and Clash [Result] effects only activate one time. | Cannot be negative. | Always Active |
425 | [CR] [MOVE] [OC] | Infiltrate | 2 | You must have at least 4 Haste to activate this effect. You move (Current Haste)/2 SQRs before your attack, directly towards the target. This movement does not provoke Opportunity Attacks. | Cannot be negative. | On Use |
426 | [CR] [MOVE] [OC] | Exfiltrate | 2 | You must have at least 4 Haste to activate this effect. You move (Current Haste)/2 SQRs after your attack. This movement does not provoke Opportunity Attacks. | Cannot be negative. | On Clash Win with [Attack] |
427 | [CR] [MOVE] [OC] | Caber Toss | N | (Throwing Attack Only) You must have at least N Haste to activate this effect. If you move at least N SQRs directly towards the target before performing this attack, your throwing range increases by N for the purpose of this attack. | Cannot be negative. | On [Condition] |
428 | [CR] [UQ] [OC] | Weaving | 8 | You must have at least 4 Haste to activate this effect. On Clash Win, use a Consumable or throw an Explosive. Skills cannot be used with either. | Cannot be negative. | On Clash Win with [Attack] |
429 | [CR] [UQ] [OC] | Instinctive | 4 | (Reaction Only) You must have at least 4 Haste to activate this effect. You may declare a skill with this effect in response to an enemy that has already rolled for the clash. | Cannot be negative. | On Clash |
430 | [CR] [UQ] [OC] | Moment’s Notice | 8 | (Reaction Only) You must have at least 4 Haste to activate this effect. You may declare a skill with this effect in response to an enemy that has already rolled for the clash. Your reaction becomes the type this skill is assigned to. | Cannot be negative. | On Clash |
431 | ||||||
432 | Mark | |||||
433 | [CR] [ES] [OC] | Branding Strike | 6 | Mark the target with one of your available Marks. | Cannot be negative. | On Clash [Result] |
434 | [CR] [ES] [OC] | Target Shift | 4 | Your Mark is transferred from its current target to another of your choice. | Cannot be negative. | On Clash [Result] |
435 | [CR] [ES] [OC] | Finish Them Off | 6N | This skill must be used against your Marked target. Apply 3N Fragile to the target next round. | Cannot be negative. | On Clash Win |
436 | [CR] [ES] [OC] | Tire Them Out | 6N | This skill must be used against your Marked target. Apply 3N Stagger Fragile to the target next round. | Cannot be negative. | On Clash Win |
437 | [CR] [ES] [OC] | Ignite the Wound | 2N | This skill must be used against your Marked target. Inflict N Burn and N Bleed to the target. | Cannot be negative. | On Either Clash [Result] |
438 | [HB] [ES] [OC] | Freeze the Storm | 3N | This skill must be used against your Marked target. Inflict N Frostbite and N Shock to the target. | Cannot be negative. | On Either Clash [Result] |
439 | [HB] [ES] [OC] | Feed the Madness | 4N | This skill must be used against your Marked target. Inflict N Frenzy and N Terror to the target. | Cannot be negative. | On Either Clash [Result] |
440 | [CR] [ES] [OC] | Hammer the Gap | 2N | This skill must be used against your Marked target. Inflict 2N Rupture and N Tremor to the target next round. | Cannot be negative. | On Either Clash [Result] |
441 | [CR] [ES] [OC] | Freeze in Place | 3N | This skill must be used against your Marked target. Inflict N Bind and N Frostbite to the target (Bind is next round). | Cannot be negative. | On Either Clash [Result] |
442 | [CR] [ES] [OC] | Sense their Weakness | 2N | This skill must be used against your Marked target. Inflict N Ruin to the target and apply N Poise to the character. | Cannot be negative. | On Either Clash [Result] |
443 | [CR] [ES] [OC] | Exploit the Opportunity | 4N | This skill must be used against your Marked target. Apply N Critical to the character and inflict N Devastation to the target. | Cannot be negative. | On Clash Win |
444 | [CR] [ES] [OC] | Weaken Your Quarry | 5N | This skill must be used against your Marked target. Apply N Feeble and N Disarm to the target next round. | Cannot be negative. | On Clash Win |
445 | [CR] [ES] [OC] | Capture Them! | 4N | This skill must be used against your Marked target. Apply 2N Bind and N Paralysis to the target next round. | Cannot be negative. | On Either Clash [Result] |
446 | [HB] [ES] [OC] | Strike Hard! | 2N | This skill must be used when you are Protecting your Marked Target. The Marked target gains N Boost and N Stagger Boost next round. | Cannot be negative. | On Either Clash [Result] |
447 | [CR] [ES] [OC] | Bodyguard | 2N | This skill must be used when you are Protecting your Marked Target. The Marked target gains N Stagger Protection and 2N Protection next round. | Cannot be negative. | On Either Clash [Result] |
448 | [HB] [ES] [OC] | Dutiful Aid | N | This skill must be used when you are Protecting your Marked Target. Your Marked Target recovers 3N HP and 3N ST | Cannot be negative. | On Either Clash [Result] |
449 | [HB] [ES] [OC] | Tempering of Death | 3N | This skill must be used against your Marked target. Gain N Critical | Cannot be negative. | On Either Clash [Result] |
450 | [HB] [ES] [OC] | End This One | 3N | This skill must be used against your Marked target. Inflict N Devastation | Cannot be negative. | On Either Clash [Result] |
451 | [HB] [ES] [OC] | Assist Attack | 4 | This skill must be used against your Marked target. An ally may spend 1 Reaction to make an Attack against the Marked Target if within their Reach. (A Target can only be attacked by the same character once in this way) | Cannot be negative. | On Either Clash [Result] |
452 | [CR] [ES] [OC] | Make them Cry | 2N | This skill must be used against your Marked target. Inflict N Sinking and N Smoke to the target. | Cannot be negative. | On Clash [Result] |
453 | [CR] [ES] [OC] | Grounding Cycle | 2N | This skill must be used against your Marked target. Gain 3N Charge; do not lose Charge at the end of this round if applicable. | Cannot be negative. | On Either Clash [Result] |
454 | ||||||
455 | Combo [M] | |||||
456 | [CRE] [HP] [OC] | Uppercut | 2N | Spend 3 Combo when attempting this skill. Launch the target N SQR upward. The target then falls to the ground, taking Force Damage per square fell instead of Falling Damage. | Cannot be negative. | On Clash Win with Attack |
457 | [CRE] [ES] [OC] | Sweep | 3N | Spend 2 Combo when attempting this skill. Target gains 3N Bind next round. | Cannot be negative. | On Clash Win |
458 | [CRE] [DICE] [OC] | Two Tap | 4N | Spend 2 Combo when attempting this skill. Can only be used with Dual Wielding additional attack. The second attack gains N power. If you hit the same target that you attacked prior on that turn, gain an additional N power. | Cannot be negative. | On Clash Win with Attack |
459 | [CRE] [HP] [OC] | Vital Strike | 3N | Spend 2 Combo when attempting this skill. Deal 2N HP Damage to the target, increase that damage by 4N if this was used on a Reaction. | Cannot be negative. | On Clash Win with Attack |
460 | [CRE] [ST] [OC] | Knockout Strike | 3N | Spend 3 Combo when attempting this skill. Deal N Stagger Damage to the target, increase that stagger damage by 2N if this was used on a Reaction. | Cannot be negative. | On Clash Win with Attack |
461 | [HB] [ES] [OC] | Attack Up | 4N | Spend 2 Combo when attempting this skill. Gain N Boost, Stagger Boost and Strength next Round | Cannot be negative. | On Clash Win with Attack |
462 | [CRE] [ES] [OC] | Guard Up | 4N | Spend 2 Combo when attempting this skill. Gain N Protection, Stagger Protection and Endurance next round. | Cannot be negative. | On Clash Win with Attack |
463 | [CRE] [DICE] [OC] | Good Footwork | 2N | Spend 2 Combo when attempting this skill. The next Reaction you take gains +1 Power. If you use the Defensive option not chosen for this skill, it gains an additional N Power. | Cannot be negative. | On Clash Win with Defensive |
464 | [CRE] [DICE] [OC] | Dodge | 1 | Spend 2 Combo when attempting this skill. When using this Evade Reaction, you do not gain the additional recycle penalty when using this skill. [Ex. Evading w/ a Penalty of -2, on CW with this Evade, your next recycle occurs at -2 instead of -4] | Cannot be negative. | On Clash Win with Evade |
465 | [CRE] [MOVE] [OC] | Shoulder Bash | 4N | Spend 2 Combo when attempting this Skill. Move the target N SQR backwards. This counts as forced movement. | Cannot be negative. | On Clash Win with Defensive |
466 | [CRE] [UQ] [OC] | Dropkick | 4 | Spend 2 Combo when attempting this Skill. Your attack range is increased by 1 square for this attack. | Cannot be negative. | Always Active |
467 | [CRE] [UQ] [OC] | Dropkick (Variant) | 2 | Spend 2 Combo when attempting this Skill. Your attack range is increased by 1 square for this attack. | Cannot be negative. | Always Active |
468 | [CRE] [ES] [OC] | Feint | 4 | You don't lose Combo stacks as a Result of losing this clash. | Cannot be negative. | On Clash Lose |
469 | [CRE] [ES] [OC] | Feint (Variant) | 2 | You don't lose Combo stacks as a Result of losing this clash. | Cannot be negative. | On Clash Lose |
470 | [CRE] [MOVE] [OC] | Quick Step | 3N | Spend 2 Combo when attempting this skill. Move N SQR without provoking Opportunity attacks. | Cannot be negative. | On Clash Win with Attack/Evade |
471 | [CRE] [UQ] [OC] | Stomp | 8N | Spend 3 Combo when attempting this skill. On Clash Win, inflict 2N Bind on all characters within N SQR of the target. Affected area leaves a lingering Difficult Terrain that lasts 2 Turns. Targets may avoid this effect by spending a Reaction to Evade measured against your initial attack roll. Targets that succeed this roll are immune to the Difficult Terrain if they start their turn on it. | Cannot be negative. | On Clash Win with Attack |
472 | [CRE] [UQ] [OC] | Stomp (Variant) | 8N | Spend 3 Combo when attempting this skill. On Clash Win, inflict 2N Bind on all characters within N SQR of the target. Affected area leaves a lingering Difficult Terrain that lasts 2 Turns. Targets may avoid this effect by spending a Reaction to Evade measured against your initial attack roll. | Cannot be negative. | On Clash Win with Attack |
473 | [CRE] [ES] [OC] | Preparation | 6N | Your next Combo Skill has a reduced cost of N Combo. (Combo Cost cannot be reduced below 1) | Cannot be negative. | On Clash Win |
474 | [CRE] [UQ] [OC] | Sleight of Hand | 4 | Spend 2 Combo when attempting this skill. On Clash Win, sheathe your current weapon and pull out a new weapon or tool (provided you have the hands). | Cannot be negative. | On Clash Win with Attack |
475 | [CRE] [UQ] [OC] | Shrug Off | 6N | Spend 2 Combo when attempting this skill. On Clash Win, [Reduce Status] on yourself as if you took the action with a bonus of 2N extra status removal. | Cannot be negative. | On Clash Win |
476 | [CRE] [UQ] [OC] | Headlock | 8 | Spend 3 Combo when attempting this Skill. On Clash Win, initiate a Grapple check. Skills cannot be used with this Grapple check. | Cannot be negative. | On Clash Win with Attack |
477 | [CRE] [DICE] [OC] | Full Reversal | 3N | Spend 2 Combo when attempting this skill. Can only be used with the free Attack Action gained from the Defensive 2-Handed property. The attack gains N power. If you attack the same target that you Defensive Clash Won against prior on that turn, gain an additional N power. | Cannot be negative. | Always Active |
478 | [CRE] [UQ] [OC] | Toughen Up | 6 | Spend 2 Combo when attempting this skill. Gain the benefits of the Protect Action until the start of your next turn. | Cannot be negative. | On Clash Win |
479 | ||||||
480 | Style | |||||
481 | [HB] [MOVE] [OC] | Sidestepped | 2N | At 6+ Style, spend 6 Style for the following. Move N SQR without provoking Opportunity attacks. | Cannot be negative. | On Clash Win |
482 | [HB] [MOVE] [OC] | High Time | 4N | At 12+ Style, spend 6 Style for the following. Launch the Target N SQR Upward. Upon falling, the target takes an additional N dice of Force Damage per round spent airborne to a max of N (Min 1)(Max 3). (This is VERY dependent on how you play this game and what rules you are using. It can be ignored completely) | Cannot be negative. | On Clash Win |
483 | [HB] [ES] [OC] | Redline | 4N | At 12+ Style, spend 6 Style for the following. Any Burn on this Character is activated immediately, then reduced by half. The Burn HP DMG is also applied to any Character within N SQRs of the Character. | Cannot be negative. | On Clash Win |
484 | [HB] [ES] [OC] | Liquid Nitrogen | 4N | At 12+ Style, spend 6 Style for the following. Any Frostbite on this Character is activated immediately, then reduced by half. The Frostbite ST DMG is also applied to any Character within N SQRs of the Character. | Cannot be negative. | On Clash Win |
485 | [HB] [ES] [OC] | Spreading Madness | 4N | At 12+ Style, spend 6 Style for the following. Any Frenzy on this Character is activated immediately, then reduced by half. The Frenzy SP DMG is also applied to any Character within N SQRs of the Character. | Cannot be negative. | On Clash Win |
486 | [HB] [ES] [OC] | Meteoric Impact | 8N | At 24+ Style, spend 12 Style for the following. Inflict 2N Bind on all Characters within N SQR of the Target. The affected area leaves a lingering difficult terrain that lasts until the end of the next round. You are not affected by the difficult terrain. The Bind Infliction is doubled if the skill was performed while in the air and both you and the target are brought down immediately to the ground. (This is VERY dependent on how you play this game and what rules you are using. It can be ignored completely) | Cannot be negative. | On Clash Win |
487 | [HB] [UQ] [OC] | Feel The Heat | 8 | At 24+ Style, spend 12 Style for the following. If the opponent was staggered by the attack, you can attack the same Target once again without spending an action or reaction. | Cannot be negative. | On Clash Win |
488 | [HB] [DICE] [OC] | Curveball | 8 | At 48+ Style, spend 24 Style for the following. While throwing a weapon, you gains an additional 2 SQR or range. Gain Dice Power equal to half of the SQR that the weapon moves through (Max3). | Cannot be negative. | On Clash Win |
489 | [HB] [UQ] [OC] | Buster [M] | 8 | At 48+ Style, spend 24 Style for the following. You can attempt a grapple on the Target without spending an Action. You can't use a skill to boost this grapple check. | Cannot be negative. | On Clash Win |
490 | [HB] [ES] [OC] | Fake Drop | 8 | At 48+ Style, spend 24 Style for the following. Select one of the Rhythm effects in this skill and DOUBLE it's effect. | Cannot be negative. | On Clash Win |
491 | [HB] [UQ] [OC] | Icarus Pride | 8 | At 48+ Style, spend 24 Style for the following. Neither you, nor the target are affected by gravity this turn. You begin falling at the end of the next round instead. (This is VERY dependent on how you play this game and what rules you are using. It can be ignored completely) | Cannot be negative. | On Clash Win |
492 | [HB] [ES] [OC] | *Target for next update* *Radiation is coming* Parry the Nuke | 16 | At 60+ style, spend 30 style for the following. Radiation Burst immediately, do not lose HP from this burst and deal HP DMG (After resistances) equal to Radiation lost to all targets (Including allies) in 2 SQR range. | Cannot be negative. | On Clash Win |
493 | [HB] [ES] [OC] | Paint The Town Blue | 16 | At 60+ style, spend 30 style for the following. The player can choose characters in a range of 2 SQR around the main target (Main target Included) to gain/inflict half the effects from the original clash. (Max 4 per unique gain/inflict) | Cannot be negative. | On Clash Win |
494 | ||||||
495 | Aggro | |||||
496 | [HB] [AC] [OU] | Gain Aggro | 2N | Gain N stacks of Aggro. | Cannot be negative. | On Use |
497 | [HB] [DICE] [AA] | Exploit Rage | 2N | Increase the dice power by N if the target has Taunted [Character]. | Cannot be negative. | Always Active |
498 | [HB] [DICE] [AA] | Exploit Distraction | 2N | Increase the dice power by N if the target has another character's Taunted. | Cannot be negative. | Always Active |
499 | [HB] [ES] [OC] | Taunting | 2N | Inflict the target with N Taunted [Character]. | Cannot be negative. | On Clash [Result] |
500 | [HB] [ES] [OC] | Infuriate | 2N | If the target has Taunted [Character], inflict N Frenzy. | Cannot be negative. | On Clash Win |
501 | ||||||
502 | Bloodfeast | |||||
503 | [HB] [UQ] [OU] | Consume Bloodfeast | N | Cannot be positive. | Consume N Bloodfeast to use this skill. (No Max) | On Use |
504 | [HB] [HP] [OC] | Bloody Geyser | 4N | Spend 5N Bloodfeast to launch the target N SQR upward. The target then falls to the ground, taking Force Damage per square fell instead of Falling Damage. Spent Bloodfeast is not consumed. | Cannot be negative. | On Clash Win |
505 | [HB] [MOVE] [OC] | Bloody Whirlpool | 6N | Spend 8N Bloodfeast to pull all creatures within N+1 SQR toward you by N. If the target collides with a wall, they take Force Damage per unspent square of forced movement. Spent Bloodfeast is not consumed. | Cannot be negative. | On Clash Win |
506 | [HB] [DICE] [AA] | Bloodclot | 6 | For every 20 consumed Bloodfeast on the target, gain 1 dice power up. | Cannot be negative. | On [Condition] |
507 | [HB] [DICE] [AA] | Spit Blood | 2N | Spend 5N consumed Bloodfeast to increase the dice max by N. | Cannot be negative. | On [Condition] |
508 | [HB] [AR] [OC] | [M] Blood-tinged Blade | 6N | Consume 10N Bloodfeast. After hitting a target with this attack, you may additionally clash with/hit N OTHER targets within the range of your weapon as part of the same action. The dice power is lowered by 1 for every consecutive clash. (Max 2, cannot be on the same skill as any Multi-Hit effects, the skill becomes unusable on any weapon with a Multi-Hit effect.) Clash [Result] effects activate on each Clash. On Use effects only activate one time. Any User Dice Modification to these attacks is based on the conditions of the first Attack, regardless of effects present after the first clash (e.g. Bonus/Vigor activation) | Cannot be negative. | On Clash Win with Attack |
509 | [HB] [ES] [OC] | [M] Steal Sustenance | 2N | Steal up to 5N stacks of Consumed Bloodfeast from the target. | Cannot be negative. | On Clash [Result] |
510 | [HB] [ES] [OC] | Piercing Blood | 4 | For every 10 stacks of Consumed Bloodfeast, inflict 1 bleed. | Cannot be negative. | On Either Clash [Result] |
511 | [HB] [ES] [OC] | Chains of Others | 4N | Spend 10N Bloodfeast to inflict N Bind to the target next round. Spent Bloodfeast is not consumed. | Spend 10N Bloodfeast to apply N Haste to the target next round. Spent Bloodfeast is not consumed. | On Clash Win |
512 | [HB] [DICE] [OC] | Hardblood - Strength | 4N | Consume 15N Bloodfeast. Apply N Strength to self next round. | Cannot be negative. | On Clash [Result] |
513 | [HB] [DICE] [OC] | Hardblood - Endurance | 4N | Consume 15N Bloodfeast. Apply N Endurance to self next round. | Cannot be negative. | On Clash [Result] |
514 | [HB] [MOVE] [OC] | Hardblood - Haste | 2N | Consume 15N Bloodfeast. Apply N Haste to self next round. | Cannot be negative. | On Clash [Result] |
515 | death | Hardblood - Heal Efficiency | 2N | Consume 15N Bloodfeast. Apply N Heal Efficiency to self next round. | Cannot be negative. | On Clash [Result] |
516 | [HB] [ES] [OC] | [M] Contagious Bite | 4 | Consume 30 Bloodfeast. If you are spreading toxic to the target, spread half of your initial stacks instead. You then lose an addtional 1/5 stacks. (this additional loss does not apply more stacks) | Cannot be negative. | On Clash Win with Attack |
517 | ||||||
518 | Rhythm | |||||
519 | [HB] [UQ] [OC] | Adagio | 6 | This Characters Rhythm Movement doesn’t change at the end of this Round. | Cannot Be Negative. | On Clash [Result] |
520 | [HB] [MOVE] [OC] | Accelerando | 6N | This Characters Rhythm Movement Advances an additional N Movements at the end of this Round. If this effect causes Rhythm to go past the Final Movement, loop back to the First Movement, and advance it from there. | Cannot Be Negative. | On Clash [Result] |
521 | [HB] [DICE] [OC] | Crescendo | 10 | If the Character is on the Final Rhythm Movement, Increase the Dice Power by the amount of Movements that got to play. (up to 5, decreased by Accelerando, NOT increased by Adagio.) | Cannot Be Negative. | On [Condition] |
522 | [HB] [UQ] [OC] | Greatest Show | 8 | If the Character is on the Final Rhythm Movement, every "On [One Chosen] Movement" Effect of this Character's Weapons, Outfit and Augments will be activated by the use of this skill. | Cannot be negative. | On [Condition] |
523 | [HB] [UQ] [OU] | Tuning | 6 | Apply Rhythm on the target. The Target's Rhythm Movement is set to the same Movement as this Character. | Cannot be negative. | On Use |
524 | [HB] [DICE] [OC] | Harmonize: Strength | 4N | If on the same Round that you use this skill effect, at least one other Ally with Rhythm uses this same skill effect, gain N Strength next Round. | If on the same Round that you use this skill effect, NO OTHER ALLY with Rhythm uses this same skill effect, gain N Feeble next Round. | On [Condition] |
525 | [HB] [DICE] [OC] | Harmonize: Endurance | 4N | If on the same Round that you use this skill effect, at least one other Ally with Rhythm uses this same skill effect, gain N Endurance next Round. | If on the same Round that you use this skill effect, NO OTHER ALLY with Rhythm uses this same skill effect, gain N Disarm next Round. | On [Condition] |
526 | [HB] [MOVE] [OC] | Harmonize: Haste | 2N | If on the same Round that you use this skill effect, at least one other Ally with Rhythm uses this same skill effect, gain 2N Haste next Round. | If on the same Round that you use this skill effect, NO OTHER ALLY with Rhythm uses this same skill effect, gain 2N Bind next Round. | On [Condition] |
527 | [HB] [MOVE] [OC] | Nightcore | 3 | On Rhythm Resonance, gain Haste equal to the number of times Resonance was triggered this Round. | Cannot be negative. | On [Condition] |
528 | [HB] [MOVE] [OC] | Enrapturing Soundscape | 3 | On Rhythm Resonance Inflict Bind next Round equal to the Character's Movement (1st = 1, 2nd = 2, ... Final = 5) | Cannot be negative. | On [Condition] |
529 | [HB] [ES] [OC] | Start the Fire | 4 | On Rhythm Resonance against targets with 5+ Burn, create Exposed Fire in a 3x3 SQR area centered on the target, the Exposed Fire lasts until the end of the next round. Using this skill while SQRs Exposed Fire still exist allows the hazard to extend it's lifetime until the end of the next round. | Cannot be negative. | On [Condition] |
530 | [HB] [ES] [OC] | Chilling Synths | 6 | On Rhythm Resonance against targets with 5+ Frostbite, create Chilling Frost in a 3x3 SQR area centered on the target, the Chilling Frost lasts until the end of the next round. Using this skill while SQRs Chilling Frost still exist allows the hazard to extend it's lifetime until the end of the next round. | Cannot be negative. | On [Condition] |
531 | [HB] [ES] [OC] | Core break | 6 | On Rhythm Resonance against a target with Frenzy, Inflict Boost and Fragile to Target next Round equal to half of their Frenzy stacks | Cannot be negative. | On [Condition] |
532 | [HB] [ES] [OC] | MURDER EVERYONE YOU KNOW | 4N | On Rhythm Resonance When bursting Rupture on a target, inflict half of the Rupture stacks as next turn Rupture to all characters within N SQRs of the Character. | Cannot be negative. | Clash Win with [Condition] |
533 | [HB] [ES] [AA] | SCRAP ATTACK | 2N | On Rhythm Resonance against a target with 6+ Rupture, create N SQRs of Wild Thicket within 3 SQRs of the character, these Hazards last until the end of the next Round, all allies that end their Turn while adjacent to any of these Hazards heal 1d6 HP. | Cannot be negative. | On [Condition] |
534 | [HB] [ES] [OC] | INTENSIFIED GENOCIDE | 8 | On Rhythm Resonance against a target with 4+ Rupture, do not Burst Rupture, instead halve the Target's stack and then apply Rupture next Turn equal to the current Stack to both the Target and the Character, gain Boost and Stagger Boost next Round equal to 1/3rd of the Rupture Stacks gained this way. | Cannot be negative. | On [Condition] |
535 | [HB] [ES] [OC] | Rock & Roll | 4 | On Rhythm Resonance, Inflict Tremor next Round equal to the number of times Resonance was triggered this Round | Cannot be negative. | On [Condition] |
536 | [HB] [ES] [OC] | Thrashing the Stage | 8 | When bursting Tremor on Target, deal more Stagger damage depending on the character's Movement. (1st = x1.2, 2nd = x1.4, 3rd = x1.6, 4 = x1.8, Final = x2) | Cannot be negative. | Clash Win |
537 | [HB] [ES] [OC] | Screaming Death | 8 | When on the Final Movement, trigger a Tremor Burst on Target then deal HP damage equal to double the Stagger damage dealt. | Cannot be negative. | Clash Win |
538 | [HB] [ES] [OC] | Azure Resonance | 4 | [Inflict Tremor] from Effects and this Skill are applied to the target and are activated immediately for the round. This occurs before any Tremor Burst. When clashing on a chosen Movement, Increase the Target's and the Character's Tremor by an amount equal to the movement (1st = 1, 2nd = 2, ... Final = 5) (Movement chosen on effect acquisition) | Cannot be negative. | On [Condition] |
539 | [HB] [MOVE] [OC] | The Strongest Sound | 4 | On Rhythm Resonance against targets with 5+ Tremor, push the Target a number of SQRs away equal to half of their Tremor stacks, then remove all Tremor from Target. (max 6) This counts as forced movement and cannot trigger Attacks of Opportunity If the target would collide with an obstacle, they would take 1d8 Force damage per SQR of unspent movement. | Cannot be negative. | On Clash Win with [Condition] |
540 | [HB] [ES] [OC] | Bloody Valentine | 4 | [Inflict Sinking] from Effects and this Skill are applied to the target and are activated immediately for the round. This occurs before any Sinking Burst. When clashing on a chosen Movement, Increase the Target's and the Character's Sinking by an amount equal to the Movement. (1st = 1, 2nd = 2, ... Final = 5) (Movement chosen on effect acquisition) | Cannot be negative. | On [Condition] |
541 | [HB] [ES] [OC] | Perfect Harmony | 4 | On Rhythm Resonance, Gain Poise equal to the number of times Resonance was triggered this Round | Cannot be negative. | On [Condition] |
542 | [HB] [ES] [OC] | Rising Tension | 6 | On Rhythm Resonance, gain Critical equal to the character's current Movement. (1st = 1, 2nd = 2, ... Final = 5) | Cannot be negative. | On [Condition] |
543 | [HB] [ES] [OC] | Finale to Life | 12 | On Rhythm Resonance, when triggering critical damage, deal HP damage equal to the Character's Movement for every critical die rolled. (1st = 1, 2nd = 2, ... Final = 5) | Cannot be negative. | On [Condition] |
544 | [HB] [ES] [OC] | Jazzy Soul | 2 | On Rhythm Resonance, Inflict Ruin equal to the number of times Resonance was triggered this Round | Cannot be negative. | On [Condition] |
545 | [HB] [ES] [OC] | Glass Shattering Pitch | 6 | On Rhythm Resonance, Inflict Devastation equal to the character's current Movement (1st = 1, 2nd = 2, ... Final = 5) | Cannot be negative. | On [Condition] |
546 | [HB] [ES] [OC] | Freedom of Interpretation | 8 | On Rhythm Resonance, when triggering Devastating damage, heal HP equal to the Character's Movement for every Devastation die rolled. (1st = 1, 2nd = 2, ... Final = 5) | Cannot be negative. | On [Condition] |
547 | [HB] [ES] [OC] | Alternating Swing | 4 | On Rhythm Resonance with your marked target, you may transfer your mark to a different target | Cannot be negative. | On [Condition] |
548 | [HB] [ES] [OC] | Showoff Solo | 8 | If at 24+ Style when attempting this skill, spend 12 style for the following effect: Enshroud the battlefield in the Character's Rhythm, everyone on the battlefield gains Rhythm and sets their Movement to the Character's own, all Targets gain Style equal to half the Character's Style stacks then, after this attack, remove all style from self. | Cannot be negative. | On Clash Win |
549 | [HB] [ES] [OC] | Building Angst | 2N | On Rhythm Resonance Gain 2N Thorns next Round the number of times Resonance was triggered this Round | Cannot be negative. | On [Condition] |
550 | [HB] [ES] [OC] | Start the Moshpit | 2 | On Rhythm Resonance, gain Aggro equal to the number of times Resonance was triggered this Round | Cannot be negative. | On [Condition] |
551 | [HB] [ES] [OC] | Capture the Audience! | 4N | On Rhythm Resonance, Inflict Presence equal to the character's current Movement to N Targets. (1st = 1, 2nd = 2, ... Final = 5) | Cannot be negative. | On [Condition] |
552 | [HB] [ES] [OC] | High Life | 4N | On Rhythm Resonance, gain 1 Strength or Endurance next Round for every 10 Smoke present on all Targets currently in combat. (excluding the Character) (max N Strength) | Cannot be negative. | On [Condition] |
553 | [HB] [ES] [OC] | Shangri-La | 4N | On Rhythm Resonance, A chosen ally within N Sqrs of the Character gains 1 Strength or Endurance next Round for every 10 Smoke present on all Targets currently in combat. (excluding the Character) (max N Strength) | Cannot be negative. | On [Condition] |
554 | [HB] [ES] [OC] | Aftershow Cigar | 6 | When losing final Movement at the End Of Round gain Smoke equal to double the Movements that fully played out this combat, then heal SP equal to the Character's current smoke stack. (the smoke gained above the max stack will stll count towards the SP healing. Accelerando and Adagio do not increase the amount of Movements that fully played out for the entire Round, including the natural Movement increase.) | Cannot be negative. | On Clash [Result] with [Condition] |
555 | ||||||
556 | Discard | |||||
557 | [HB] [UQ] [OU] | Discard - Reaction Cost | 4N | Cannot be positive. | This skill Discards N Reactions (Cannot be put on Tools) | On Use |
558 | [HB] [DICE] [AA] | Discard - Power Up | 6 | Increase the Dice Power of this Skill by N for every Reaction it Discarded. (Can’t be on the same skill as Discard - Dice Max Up) | Cannot be negative. | Always Active |
559 | [HB] [DICE] [AA] | Discard - Max Up | 6 | Increase the Dice Max of this Skill by 2N for every Reaction it Discarded. (Can’t be on the same skill as Discard - Dice Power Up) | Cannot be negative. | Always Active |
560 | [HB] [HP] [AA] | Discard - Shield HP | 2N | If this skill has successfully performed a Discard: Gain 6N Temporary HP, up to [10(Reactions Discarded)] | Cannot be negative. | On [Condition] |
561 | [HB] [ST] [AA] | Discard - Shield ST | 2N | If this skill has successfully performed a Discard: Gain 4N Temporary ST, up to [8(Reactions Discarded)] | Cannot be negative. | On [Condition] |
562 | [HB] [QU] [OC] | Discard - Cast Off | 4 | If this skill has successfully performed a Discard: [Reduce Status] on yourself without spending an action. | Cannot be negative. | On Clash Win |
563 | [HB] [QU] [OC] | Discard - Removal | 8N | If this skill has successfully performed a Discard: Force the Target to Discard N Reactions. | Cannot be negative. | On Clash Win |
564 | [HB] [ES] [OC] | Discard - Gain Smoke | N | If this skill has successfully performed a Discard: Apply N Smoke to the Character, up to [3(Reactions Discarded)] (Max 6) | Cannot be negative. | On Clash [Result] |
565 | [HB] [ES] [OC] | Discard - Gain Charge | N | If this skill has successfully performed a Discard: Apply 2N Charge to the Character, up to [6(Reactions Discarded)] (Max 6) | Cannot be negative. | On Clash [Result] |
566 | [HB] [ES] [OC] | Discard - Gain Poise | N | If this skill has successfully performed a Discard: Apply N Poise to the Character, up to [2(Reactions Discarded)] (Max 4) | Cannot be negative. | On Clash [Result] |
567 | [HB] [AR] [OC] | Discard - Multihit | 4N | (Attack Only) If this skill has Discarded at least N Reactions: replace the Attack with [N+1] Attacks. This stacks with any effects of the same name, to a max of 2 overall, and the extra attack granted by THIS effect, with its lack of -2 Dice Power penalty, happens LAST in the order of attacks. Cannot be stacked with any other attack replacement. Clash [Result] effects only activate once based on the outcome of the First Clash. On Use effects only activate one time. Any User Dice Modification to these attacks is based on the conditions of the first Attack, regardless of effects present after the first clash (e.g. Bonus/Vigor activation) | Cannot be negative. | On Use |
568 | [HB] [SP] [OU] | Discard - Expend Knowledge | 2N | Cannot be positive. | Deal (N Reactions Discarded) Sanity Damage to Self. (Must have Discard - Reaction Cost) | On Use |
569 | [HB] [HP] [OC] | Discard - Erudition HP | 6 | If this skill has successfully performed a Discard: Recover [4(Reactions Discarded)] HP to another character. | Cannot be Negative. | On Clash Win |
570 | [HB] [ST] [OC] | Discard - Erudition ST | 6 | If this skill has successfully performed a Discard: Recover [2(Reactions Discarded)] ST to another character. | Cannot be Negative. | On Clash Win |
571 | [HB] [ES] [OC] | Discard - Flaunt | 2N | If this skill has successfully perfomed a Discard: Apply [N(Reactions Discarded)] Aggro to the Character. (Max 4) | Cannot be Negative. | On Clash Win |
572 | [HB] [ES] [OC] | Discard - Alacricity | 3 | Inflict 2 Haste to self if the character has discarded a reaction this turn. | Inflict 2 Bind to self if the character has discarded a reaction this turn. | On Clash [Result] |
573 | [HB] [UQ] [OU] | Discard - Gambit | 6 | Cannot be positive. | This skill can only be used once the character has discarded all reactions. | On Use |
574 | [HB] [UQ] [OU] | Discard - Wager | 6 | If the user has no reactions while using this skill, gain 3 Dice Power on the skill. | Cannot be Negative. | On Use |
575 | [HB] [UQ] [OU] | Discard - Amnesia | 6 | Cannot be positive. | After using this skill, you cannot use it again until you recover light, this counts as 1 Discard for the purposes of skill effects that call for it. | On Use |
576 | ||||||
577 | Healing Efficiency | |||||
578 | [HB] [HP] [OC] | Gain Healing Efficiency | N | Gain N Healing Efficiency. | Cannot be negative. | On Clash [Result] |
579 | [HB] [HP] [OC] | 2nd Opinion | N | Gain N Healing Efficiency next round. | Cannot be negative. | On Clash [Result] |
580 | [HB] [THP] [UQ] | Overheal | 4 | Instead of healing HP on an effective heal, heal THP instead. | Cannot be negative. | On [Condition] |
581 | [HB] [ST] [UQ] | Personal Trainer | 4 | Instead of healing HP on an effective heal, heal ST equal to Healing Efficiency on the character. | Cannot be negative. | On [Condition] |
582 | [HB] [SP] [UQ] | Therapist | 6 | Instead of healing HP on an effective heal heal SP equal to half Healing Efficiency on the character. (rounded down) | Cannot be negative. | On [Condition] |
583 | [HB] [HP] [UQ] | Operation | 4N | On an effective heal if the target is at less then [100-N*20]% heal them for additional 3N HP. (max 4) | Cannot be negative. | On [Condition] |
584 | [HB] [ES] [UQ] | Incision | 2N | Cannot be positive. | You need a minimum of 3 Healing Efficiency to use this skill. On an effective heal, inflict N Bleed to the target. | On [Condition] |
585 | [HB] [ES] [UQ] | Its Lupus | 4N | Cannot be positive. | You need a minimum of 3 Healing Efficiency to use this skill. On an effective heal, inflict N Bind next round to the target. | On [Condition[ |
586 | [HB] [HP] [UQ] | Hex Reconstruction | 2N | On an effective heal, heal additional 2N HP and apply N Ruin to the target healed. | Cannot be negative. | On [Condition] |
587 | [HB] [ES] [UQ] | Vaccinator | 4 | On an effective heal, inflict 1 [Type] Protection of your choice for every 2 Healing Efficiency spent on the target. | Cannot be negative. | On [Condition] |
588 | [HB] [ES] [UQ] | Übercharge | 16 | On an effective heal, instead of healing HP Inflict Protection and Stagger Protection next round equal to half the amount healed. | Cannot be negative. | On [Condition] |
589 | [HB] [DICE] [UQ] | Stimulants | 6N | On an effective heal, inflict N Strength/Endurance next round to the target. | Cannot be negative. | On [Condition] |
590 | ||||||
591 | Healing Inefficiency | |||||
592 | [HB] [HP] [OC] | Healing Inefficiency | N | Inflict N Healing Inefficiency. | Gain N Healing Inefficiency. | On Clash [Result] |
593 | [HB] [HP] [OC] | Long Term Decay | N | Inflict N Healing Inefficiency next round. | Gain N Healing Inefficiency next round. | On Clash [Result] |
594 | [HB] [HP] [OC] | Lethal Injection | 1 | The Target recovers 1 HP. | Cannot be negative. | Clash Win |
595 | [HB] [ES] [OH] | Healing Bane | N | On Rupture Burst, Inflict N Healing Inefficiency. | Cannot be negative. | On Burst |
596 | [HB] [ES] [OH] | The Rot and the Ruin | 4 | Inflict 2 Healing Inefficiency per Devastation dice rolled. | Cannot be negative. | On Devastating Hit |
597 | ||||||
598 | Stat Challenge Skills [Can be used outside of Combat. These skills may only have “On [Stat] Use” effects.] | |||||
599 | [CR] [DICE] [OU] | Challenge Power Up | 4N | Gain a modifier of +N to your Challenge Roll | Cannot be negative. | On [Stat] Use |
600 | [CR] [DICE] [OU] | Challenge Advantage | 4 | Gain Advantage to your Challenge Roll | Cannot be negative. | On [Stat] Use |
601 | [CR] [DICE] [OU] | Challenge Power Down | 3N | When making an Opposed Challenge Roll, the target rolls with -N. | Cannot be negative. | On [Stat] Use |
602 | [CR] [DICE] [OU] | Challenge Disadvantage | 6 | When making an Opposed Challenge Roll, the target rolls with Disadvantage. | Cannot be negative. | On [Stat] Use |
603 | [CR] [DICE] [OU] | Recoil | 2N | Cannot be positive. | Your next roll has a modifier of -N (Challenge/Combat) | On [Stat] Use |
604 | [CR] [DICE] [OU] | After-Effects | 4N | Cannot be positive. | Your next N rolls are made with disadvantage (Challenge/Combat) | On [Stat] Use |
605 | [CR] [HP] [OU] | Side-Effects | N | Cannot be positive. | Take N HP Damage | On [Stat] Use |
606 | ||||||
607 | Action Skills | |||||
608 | [HB] [HP] [OU] | [AS] Regen HP | 2N | Recover N HP to the character. | Deal N After Resistance HP DMG to the character | On Use |
609 | [HB] [SP] [OU] | [AS] Regen ST | 2N | Recover N ST to the character. | Deal N After Resistance ST DMG to the character | On Use |
610 | [HB] [ES] [OU] | [AS] Smoke | 4N | Apply N Smoke to the character. | Cannot be negative. | On Use |
611 | [HB] [ES] [OU] | [AS] Charge | 2N | Apply N Charge to the character. (Max 6) | The user consumes N Charge to use the Skill | On Use |
612 | [HB] [ES] [OU] | [AS] Strength | 8N | Apply N Strength to the character next round. | Apply N Feeble to the character next round | On Use |
613 | [HB] [ES] [OU] | [AS] Endurance | 8N | Apply N Endurance to the character next round. | Apply N Disarm to the character next round | On Use |
614 | [HB] [ES] [OU] | [AS] Haste | 4N | Apply N Haste to the character next round. | Apply N Bind to the character next round | On Use |
615 | [HB] [ES] [OU] | [AS] Boost | 6N | Apply N Boost to the character next round. | Apply N Impair to the character next round | On Use |
616 | [HB] [ES] [OU] | [AS] Stagger Boost | 6N | Apply N Stagger Boost to the character next round. | Apply N Stagger Impair to the character next round | On Use |
617 | [HB] [ES] [OU] | [AS] Protection | 6N | Apply N Protection to the character next round. | Apply N Fragile to the character next round | On Use |
618 | [HB] [ES] [OU] | [AS] Stagger Protection | 6N | Apply N Stagger Protection to the character next round. | Apply N Stagger Fragile to the character next round | On Use |
619 | [HB] [ES] [OU] | [AS] [Type] Protection | 6N | Apply N [Type] Protection to the character next round. The [Type] of the Protection is chosen between [Blunt, Slash, Pierce] on effect selection. | Cannot be negative. | On Use |
620 | [HB] [DICE] [OU] | [AS] Give Strength | 6N | Apply N Strength to another character next round. The effect can be divided among multiple characters, but the amount of the effect and the number of characters chosen need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Use |
621 | [HB] [DICE] [OU] | [AS] Give Endurance | 6N | Apply N Endurance to another character next round. The effect can be divided among multiple characters, but the amount of the effect and the number of characters chosen need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Use |
622 | [HB] [ES] [OU] | [AS] Give Haste | 3N | Apply N Haste to another character next round. The effect can be divided among multiple characters, but the amount of the effect and the number of characters chosen need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Use |
623 | [HB] [ES] [OU] | [AS] Give Boost | 4N | Apply N Boost to another character next round. The effect can be divided among multiple characters, but the amount of the effect and the number of characters chosen need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Use |
624 | [HB] [ES] [OU] | [AS] Give Stagger Boost | 4N | Apply N Stagger Boost to another character next round. The effect can be divided among multiple characters, but the amount of the effect and the number of characters chosen need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Use |
625 | [HB] [ES] [OU] | [AS] Give Protection | 4N | Apply N Protection to another character next round. The effect can be divided among multiple characters, but the amount of the effect and the number of characters chosen need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Use |
626 | [HB] [ES] [OU] | [AS] Give Stagger Protection | 4N | Apply N Stagger Protection to another character next round. The effect can be divided among multiple characters, but the amount of the effect and the number of characters chosen need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. | Cannot be negative. | On Use |
627 | [HB] [ES] [OU] | [AS] Give [Type] Protection | 4N | Give N [Type] Protection to another character next round. The effect can be divided among multiple characters, but the amount of the effect and the number of characters chosen need to be specified upon Skill Creation. The character doesn't have to give the full bonus, but it cannot be applied to self unless there are no other allied targets possible. The [Type] of the Protection is chosen between [Blunt, Slash, Pierce] on effect selection. | Cannot be negative. | On Use |
628 | [AS] Blood Transfusion | N | Spend up to N Consumed Bloodfeast. Give another ally Consumed Bloodfeast stacks equal to the amount spent. (Target must be able to consume Bloodfeast) | Cannot be negative. | On Use | |
629 | [AS] Drink Up | N | Consume N Bloodfeast | Cannot be negative. | On Use | |
630 | [HB] [SP] [OU] | [AS] Inhale Incense | 4 | Regen SP by the amount of Smoke on Character, then lose all smoke. | Cannot be negative. | On Use |
631 | [HB] [ES] [OU] | [AS] Join the Ensemble! | 2 | Start the Rhythm Movements for another willing Character. (If this skill is used on a Target that already has Rhythm active, this effect does nothing). | Cannot be negative. | On Use |
632 | [HB] [ES] [OU] | [AS] Energy Transfer | 2N | Transfer up to 2N Charge from yourself to Target Ally Within 2 SQRs. (Max 6) | Cannot be negative. | On Use |
633 | [HB] [ES] [OU] | [AS] Energy Snatch | 2N | Transfer up to N Charge from Target Within 2 SQRs to Character. (Max 6) | Cannot be negative. | On Use |
634 | [HB] [SP] [OU] | [AS] Shoulder to Cry On | 2N | Recover N SP of an Ally on an adjacent SQR. | Cannot be negative. | On Use |
635 | [HB] [SP] [OU] | [AS] Wake-Up Slap | 12 | Instantly recover the Target from Panic. User must be on an adjacent SQR to the Target. | Cannot be negative. | On Use |
636 | ||||||