ABCDEF
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
TagsEffect NameCostPositive EffectNegative effectProc On
4
Dice Manipulation Skill Effects
5
[CR]
[DICE]
[AA]
Dice Power Up6NIncrease the Dice Power by N.Reduce the Dice Power by NAlways Active
6
7
[CR]
[DICE]
[AA]
Dice Max Up3NIncrease 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 Max3NIncrease 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 Down6NDecrease the target’s Dice Power by N.Increase the target’s Dice Power by NAlways Active
10
[CR]
[DICE]
[AA]
Burn Bonus2NIf 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 Bonus2NIf 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 Bonus2NIf 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 Bonus2NIf 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 Bonus2NIf 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 Bonus2NIf 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 Bonus2NIf the Target has [10+[3N]] or more Poison stacks, increase the Dice Power by NCannot be negative.On [Condition]
17
[CR]
[DICE]
[AA]
Smoke Bonus2NIf 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 Bonus2NIf 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 Bonus2NIf the target has N or more Bind stacks, increase the Dice Power by N.Cannot be negative.On [Condition]
20
[HB]
[DICE]
[AA]
Ruin Bonus2NIf 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 Bonus2NIf the character has N or more Haste stacks, increase the Dice Power by N.Cannot be negative.On [Condition]
22
[HB]
[DICE]
[AA]
Paralysis Bonus2NIf the target has N Paralysis, increase the Dice Power by N.Cannot be negative.On [Condition]
23
[CR]
[DICE]
[AA]
Burn Vigor2NIf 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 Vigor2NIf 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 Vigor2NIf 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 Vigor2NIf 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 Vigor2NIf 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 Vigor2NIf 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 Vigor2NIf 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 Vigor2NIf 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 Vigor2NIf the character has [1+N] or more Bind stacks, increase Dice Power by N.Cannot be negative.On [Condition]
32
[HB]
[DICE]
[OU]
Pummeling4NIf the attack is One-Sided, increase the Dice Power by N.If the attack is One-Sided, reduce the Dice Power by NOn Use with Attack
33
[HB]
[DICE]
[OU]
Vanguard4NIf 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 NOn Use with Attack
34
[HB]
[DICE]
[OU]
Analytic4NIf the target had acted this round, increase the Dice Power by N.If the target had acted this round, reduce the Dice Power by NOn Use with Attack
35
[HB]
[DICE]
[OU]
Boundary of Death16This 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 Strike6Increase 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 Crisis2NWhen 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 Madness2NWhen 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 Weakness2NWhen 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] Overheat4Increase 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 Power6Nullify 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 Skin6When 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 Vigor9001Gain +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 Paralysis4NInflict N Paralysis next round.Gain N Paralysis next round.On Clash [Result]
47
[HB]
[ES]
[OC]
Gain Fortune4NGain N Fortune next round.Inflict N Fortune to the target next round.On Either Clash [Result]
48
[HB]
[ES]
[OC]
Grant Fortune4NGive N Fortune to an Ally next round.Cannot be negative.On Either Clash [Result]
49
[CR]
[ES]
[OC]
Inflict Fragile3NInflict N Fragile next round.Gain N Fragile next round.On Clash [Result]
50
[CR]
[ES]
[OC]
Inflict Stagger Fragile4NInflict N Stagger Fragile next round.Gain N Stagger Fragile next Round.On Clash [Result]
51
[CR]
[ES]
[OC]
Inflict [Type] Fragile4NInflict 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 Impair4NInflict N Impair.Gain N Impair.On Clash [Result]
53
[HB]
[ES]
[OC]
Inflict Stagger Impair4NInflict N Stagger Impair.Gain N Stagger Impair.On Clash [Result]
54
[CR]
[DICE]
[OC]
Inflict Feeble6NInflict N Feeble next round.Cannot be negative.On Clash [Result]
55
[CR]
[DICE]
[OC]
Inflict Disarm6NInflict N Disarm next round.Cannot be negative.On Clash [Result]
56
[CR]
[MOVE]
[OC]
Inflict Bind3NInflict N Bind next round.Cannot be negative.On Clash [Result]
57
[CR]
[MOVE]
[OC]
Instant Bind4[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 Advantage4If 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]
Suppress4Inflict 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 HPNHeal the character for 2N HP.The character takes 2N HP Damage. (Ignoring Resistance)On Clash [Result]
63
[CR]
[ST]
[OC]
Regen STNHeal the character for 2N ST. The character takes N ST Damage. (Ignoring Resistance)On Clash [Result]
64
[CR]
[SP]
[OC]
Regen SP2NHeal the character for 2N SP.The character takes 2N SP Damage. (Ignore Resistance)On Clash [Result]
65
[CR]
[DICE]
[OC]
Strength6NGain N Strength next round.Gain N Feeble next round.On Clash [Result]
66
[CR]
[DICE]
[OC]
Endurance6NGain N Endurance next round.Gain N Disarm next round.On Clash [Result]
67
[CR]
[MOVE]
[OC]
Haste3NGain N Haste next round.Gain N Bind next round.On Clash [Result]
68
[HB]
[HP]
[OC]
Boost3NGain N Boost next round.Cannot be negative.On Clash [Result]
69
[HB]
[ST]
[OC]
Stagger Boost3NGain N Stagger Boost next round.Cannot be negative.On Clash [Result]
70
[CR]
[HP]
[OC]
ProtectionNGain N Protection next round.Cannot be negative.On Clash [Result]
71
[CR]
[ST]
[OC]
Stagger ProtectionNGain N Stagger Protection next round.Cannot be negative.On Clash [Result]
72
[CR]
[HP]
[OC]
[Type] ProtectionNGain 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 Strength6Gain 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 Endurance6Gain 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 Haste6Gain 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 Protection6Gain 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]
Push3NPush 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]
Pull3NPull 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]
Attract3NMove 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]
Repel3NMove 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 HP2NHeal one Ally for 4N HP.Cannot be negative.On Clash [Result]
85
[HB]
[ST]
[OC]
Heal ST2NHeal one Ally for 2N ST.Cannot be negative.On Clash [Result]
86
[HB]
[SP]
[OC]
Heal SP2NHeal one Ally for 2N SP.Cannot be negative.On Clash [Result]
87
[HB]
[HP]
[OC]
Healing Aura8NHeal 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 Back3NHeal 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 Strength4NGive 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 Endurance4NGive 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 Haste2NGive 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 Poise2NGive 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 Critical4NGive 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 Boost4NGive 2N Boost to an Ally next round.Cannot be negative.On Clash [Result]
95
[HB]
[ST]
[OC]
Give Stagger Boost4NGive 2N Stagger Boost to an Ally next round.Cannot be negative.On Clash [Result]
96
[CR]
[HP]
[OC]
Give Protection2NGive 2N Protection to an Ally next round.Cannot be negative.On Clash [Result]
97
[HB]
[ST]
[OC]
Give Stagger Protection2NGive 2N Stagger Protection to an Ally next round.Cannot be negative.On Clash [Result]
98
[HB]
[HP]
[OC]
Give [Type] Protection2NGive 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 TacticsNDeal N HP damage (After Resistance) to the target.Cannot be negative.On Clash [Result]
102
103
[HB]
[ST]
[OC]
Overwhelming Tactics2NDeal N ST damage (After Resistance) to the target.Cannot be negative.On Clash [Result]
104
[HB]
[SP]
[OC]
Tormenting Tactics3NDeal N SP (After Resistance) damage to the Target.Cannot be negative.On Clash [Result]
105
[CR]
[UQ]
[OU]
[M] Increase Range4Increase the Range of this Attack by 1 SQR.Cannot be negative.On Use
106
[CR]
[UQ]
[OU]
[R] Extra RangeNIncrease the Maximum Range by 2NReduce Maximum Range by 2N
(Max 4)
On Use
107
[CR]
[UQ]
[OC]
Ignore Infliction6Negates the target's [Inflict] effects to the characterCannot be negative.On Clash
108
109
[CRE]
[UQ]
[OU]
Delay8Cannot 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 SP2NCannot be positive.Deal N Sanity Damage to the character.On Use
111
112
[HP]
[UQ]
[OU]
Singleton8Cannot be positive.After using this Skill, you cannot use it again until you next recover Light.Always Active
113
[HP]
[UQ]
[OU]
Shield Bash4Proc 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 Past4Swap 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-hit6N(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 Strike6(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] Cleave8(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 Star6(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 Burn2NInflict N BurnGain N BurnOn Clash [Result]
122
[CR]
[ES]
[AA]
Burn+NInflict/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]
Detonate4[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 Detonate6[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 Blaze6Burns 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]
Fireball8NTrigger 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 Flame12When 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]
Wildfire4NIf 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 Surge4NInflict 2N Burn to N other enemy Targets within 2 SQRsGive 2N Burn to N of your Allies within 2 SQRs On Clash [Result]
130
[HB]
[ES]
[OC]
Burn the Candle8[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]
Blazing2NIf 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 Ash4NIf 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 Frostbite2NInflict N FrostbiteGain N FrostbiteOn Clash [Result]
136
[CR]
[ES]
[OC]
Frostbite+NInflict/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 Snap8[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 Chill10Frostbite 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 Winter6Do 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]
Blizzard8NTrigger 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]
Glaciate8[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 Ice8[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]
Slippery2NThe 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 Out4NIf 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]
Shatter2NClear 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 Burn6Inflict 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 Freeze8Activate 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 Frenzy4NInflict N FrenzyGain N FrenzyOn Clash [Result]
151
[HB]
[ES]
[OC]
Frenzy+2NInflict/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]
Disquiet6[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 Agony8Do not halve target's Frenzy at Round EndCannot be negative.On Clash Win
154
[HB]
[ES]
[OC]
Cackle8NTrigger 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 Hysteria8[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 Nerves8[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 Act8NIf 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 Bleed2NInflict N BleedGain N BleedOn Clash [Result]
161
[CR]
[ES]
[OC]
Bleed+NInflict/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 Bleed2NInflict 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)3NInflict 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]
Hemorrhage4NAny 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 Gash6Recover 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)4Recover 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]
Cauterize6Inflict Burn equal to half Bleed DMG the target took during this Action.Cannot be negative.On Clash Win
168
[CR]
[MOVE]
[OC]
Tendon Slice4Next time target would recieve non-forced movement, trigger BleedCannot be negative.On Clash Win
169
[CR]
[HP]
[OC]
Trading WoundsNIf you recover 2N+ HP due to this Action, inflict N BleedCannot be negative.On Clash Win
170
[CRE]
[HP]
[OC]
Trading Wounds (Variant)NIf you recover 3N+ HP due to this Action, inflict N BleedCannot be negative.On Clash Win
171
[HB]
[HP]
[OC]
DisgorgeNIf 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 Shock3NInflict N ShockGain N ShockOn Clash [Result]
175
[HB]
[ES]
[OC]
Shock+NInflict/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 Shock3NInflict N Shock next round.
This is not affected by Shock+.
Cannot be negative.On Clash [Result]
177
[HB]
[ES]
[OC]
Power Surge4NDo 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 Strike6Heal 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 Battery2NIf target has 2N Shock, gain 3N ChargeCannot be negative.On Use
180
[HB]
[ST]
[OC]
AmpNIf 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 SparksNIf target has N2 Shock, inflict N BurnCannot be negative.On Clash Win
182
[HB]
[ES]
[OC]
Overloading Voltage4If 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 Terror4NInflict N TerrorGain N TerrorOn Clash [Result]
186
[HB]
[ES]
[OC]
Terror+2NInflict/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 Terror4NInflict N Terror next round.
This is not affected by Terror+.
Cannot be negative.On Clash [Result]
188
[HB]
[ES]
[OC]
Paranoia4NDo 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]
Sadistic4Recover 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 Response4If target has 3 Terror, inflict 2 ParalysisCannot be negative.On Use
191
[HB]
[SP]
[OC]
JumpscareNIf 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 Poison2NInflict N Poison.Gain N Poison.On Clash [Result]
195
[HB]
[ES]
[OC]
Poison+NInflict 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 Dose4The 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 Toxin4The 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 Venom4Upon poison activation while target has 20 or more poison stacks inflict Disarm equal to half of hp damageCannot be negative.[On Use]
199
[HB]
[UQ]
[OU]
Pooling Poison2NDecay 2N from poison stack and create 2N [Toxic Fumes] on the field in a 2 sqr radius of the targetCannot be negative.[On Use]
200
[HB]
[ST]
[OU]
Staggering Toxin 2Upon poison activation while target has 10 or more poison deal ST damage aswell as HP damageCannot be negative.[On Use]
201
[HB]
[SP]
[OU]
Depresing Bane3Upon poison activation while target has 10 or more poison deal SP damage aswell as HP DamageCannot be negative.[On Use]
202
[HB]
[DICE]
[OU]
Strenghtening Toxicant4Upon 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]
Overflow3NOn 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 3Convert half of the Poison stacks on target into Burn, then remove that amount of poison.Cannot be negativeOn Clash [Result]
205
[HB]
[ES]
[OU]
Crystalline Hatred4On use,destroy half of the poison stack then half the destroyed half is converted to frostbiteCannot be negativeOn Clash [Result]
206
[HB]
[ES]
[OU]
Ruinous Flux3On 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 negativeOn Clash [Result]
207
[HB]
[ES]
[OU]
Tears born of Spite4On Use convert a third of the poison stack of the target to sinking Cannot be negative.[On Use]
208
[HB]
[DICE]
[OC]
Weakening MaliceNOn 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 RuptureNInflict N Rupture next Round (max.6)Gain N Rupture next Round (max.6)On Clash [Result]
212
[CR]
[ES]
[OC]
Rupture+NInflict/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 Vigor2NIf the character has [2+2N] or more Rupture stacks, increase Dice Power by NCannot be negative.On [Condition]
214
[CR]
[DICE]
[OU]
Rupture Bonus2NIf the target has [2+2N] or more Rupture stacks, increase Dice Power by NCannot be negative.On [Condition]
215
[CR]
[DICE]
[OC]
Instant Rupture4[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 Reversal4On 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)2On Burst, recover HP equal to Rupture DMG dealt by this BurstConnot be negative.On Burst
218
[CRE]
[HP]
[AA]
Rupture Reversal (Variant 2)4On Burst, recover HP equal to half the Rupture DMG dealt by this BurstCannot be negative.On Burst
219
[CR]
[HP]
[OC]
Rupture Boost4On 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 Pause2On 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 Jag4NOn 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 Wounds4On Rupture Burst, inflict 4 BleedCannot be negative.On Burst
223
[CR]
[ES]
[OC]
Rupture Shred4On Rupture Burst, halve target's Rupture instead of clearing Rupture (rounded down)Cannot be negative.On Burst
224
[CR]
[ES]
[OC]
Ruptured Omen8On Rupture Burst, if target had 4+ Rupture, inflict 1 Ruin & 3 Devastation.Cannot be negative.On Burst
225
[HB]
[UQ]
[OC]
Predictive Analysis8NOn 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 Tremor2NInflict N Tremor next round.Gain N Tremor next roundOn Clash [Result]
229
[CR]
[ES]
[OC]
Tremor+NInflict 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 Vigor2NIf the character has [3+N] or more Tremor stacks, increase Dice Power by N.Cannot be negative.On [Condition]
231
[CR]
[DICE]
[OU]
Tremor Bonus2NIf the target has [3+N] or more Tremor stacks, increase Dice Power by N.Cannot be negative.On [Condition]
232
[CR]
[ES]
[OC]
Instant Tremor4[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 Reversal4On 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)4On Tremor Burst, recover ST equivalent to half of the Tremor burst on the target.Cannot be negative.On Burst
235
[CR]
[ST]
[OC]
Tremor Boost4On 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 Pause2On 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 Break4NOn 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 Shock4On Tremor Burst, inflict 3 Bind to the target next round.Cannot be negative.On Burst
239
[CR]
[MOVE]
[AA]
Tremor Slam2NOn 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 Nerves8On 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)6NOn 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]
Earthquake8NOn 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 Back4On 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 Entry6On 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 I4On 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 II8On 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]
Reverberation6On 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 Suffering8On 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 Down4NOn 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]
Overclock4NOn 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 Sinking2NInflict N Sinking next RoundGain N Sinking next roundOn Clash [Result]
254
[CR]
[ES]
[OC]
Sinking+NInflict 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 Vigor2NIf the character has [3+N] or more Sinking stacks, increase Dice Power by NCannot be negative.On [Condition]
256
[CR]
[DICE]
[OU]
Sinking Bonus2NIf the target has [3+N] or more Sinking stacks, increase Dice Power by NCannot be negative.On [Condition]
257
[CR]
[ES]
[OC]
Instant Sinking4[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 Reversal4On Sinking Burst, recover SP equal to DMG dealt by this Burst (max. 10)Cannot be negative.On Burst
259
[HB]
[ST]
[OC]
Sinking Reverb4On 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 Pause4On 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 Deluge6On 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 Sorrow6NOn 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 Heart2NOn 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 Despair8On Sinking Burst, if target had 4+ Sinking, deal no SP DMG. Instead, inflict 3 Paralysis next RoundCannot be negative.On Clash Win with Attack
265
[CR]
[ES]
[AA]
Suffocated Will2NOn 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 Chill2NOn 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 Phobia4On Sinking Burst, inflict 4 TerrorCannot be negative.On Burst
268
[CR]
[ES]
[OC]
Absorb Sinking4NTransfer 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 Sinking2NTransfer 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 GuardNIf 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 Strike4On 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 PsycheCannot be negative.On Burst
272
[HB]
[DICE]
[AA]
Inner Turmoil6Before 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 ThornsNGain N Thorns next RoundGive N Thorns next RoundOn Clash [Result]
276
[HB]
[ES]
[OC]
Thorns+NGain 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 Boost4On Clash Win, Thorns Burst. At 6+ Thorns, deal additional DMG to each other equal to 1/2 ThornsCannot be negative.On Clash Win
278
[HB]
[ES]
[OC]
Scrape By4If 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 Sting4If 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 Out4NIncrease 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]
Injection4On Thorns Burst, inflict Poison to the Target equal to 1/4th of the Burst ThornsCannot be negative.On Burst
282
[HB]
[ES]
[AA]
Shrapnel Conversion2NOn Thorns Burst, clear up to 2N Rupture & Thorns from self (prioritizes Rupture) & inflict an equal amount of Rupture next RoundCannot be negative.On Burst
283
[HB]
[ES]
[AA]
Shrapnel Absorption2NOn Thorns Burst, clear up to 2N Rupture & Thorns from the target (prioritizes Thorns) & gain an equal amount of Thorns next RoundCannot be negative.On Burst
284
285
Poise
286
[CR]
[HP]
[OC]
Gain Poise2NGain N PoiseGive N PoiseOn Clash [Result]
287
[CR]
[ES]
[OC]
Increase Critical4NGain N CriticalGive N CriticalOn Clash [Result]
288
[CR]
[ES]
[OC]
Instant Crit4[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]
Precision4Roll an additional die when rolling to Crit and choose either die for the result.Cannot be negative.On Use
290
[CR]
[UQ]
[OU]
Critical Conversion2If 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)2If 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 Pause2This 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 DMGCannot be negative.On Use
294
[CRE]
[HP]
[OU]
Critical DMG+
(Variant)
2N[On Crit] Deal +2N DMGCannot be negative.On Use
295
[CR]
[ES]
[OU]
Haste Crit4N[On Crit] Gain 2N Haste next RoundCannot be negative.On Use
296
[CRE]
[ES]
[OU]
Haste Crit (Variant)2N[On Crit] Gain N Haste next RoundCannot be negative.On Use
297
[CR]
[ES]
[AA]
Scattering Dance2NIf 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)NIf 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]
Elusive2NEvade 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 Defense4Block 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]
Showdown6If 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 Swap4Activate/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)
2Activate/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 Blossom2N[On Crit] Inflict 2N BleedCannot be negative.On Clash Win with Attack
305
306
Ruin
307
[CR]
[HP]
[OC]
Inflict Ruin2NInflict N RuinGain N RuinOn Clash [Result]
308
[CR]
[ES]
[OC]
Increase Devastation4NInflict N DevastationGain N DevastationOn Clash [Result]
309
[CR]
[ES]
[OC]
Instant Devastation4[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]
Ruination4Roll 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 Conversion2If 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)2If 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 Pause2Target 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 DMGCannot be negative.On Clash Win with [Attack]
315
[CRE]
[HP]
[OC]
Devastation DMG+
(Variant)
2N[On Devastation] Deal +2N DMGCannot be negative.On Clash Win with [Attack]
316
[CR]
[ES]
[OC]
Armor Decay6N[On Devastation] Inflict N Disarm, Fragile & Stagger FragileCannot 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] Deterioration4N[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 Force2N[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 MisfortuneN[On Devastation] Inflict Ruin equal to Devastation on target, Max N.Cannot be negative.On Clash Lose
322
[CR]
[ES]
[OC]
Devastating Shock3N[On Devastation] Inflict 2N Bind next RoundCannot be negative.On Clash Win with [Attack]
323
[CRE]
[ES]
[OC]
Devastating Shock (Variant)2N[On Devastation] Inflict N Bind next RoundCannot be negative.On Use
324
[CR]
[ES]
[OC]
Debilitate8N[On Devastation] Inflict N Feeble, Disarm & 2N Bind next RoundCannot be negative.On Clash Win with [Attack]
325
[CRE]
[ES]
[OC]
Debilitate (Variant)6N[On Devastation] Inflict N Paralysis & Disarm next RoundCannot be negative.On Clash Win with [Attack]
326
[HB]
[ES]
[OC]
Despair4N[On Devastation] Inflict 2N Sinking next RoundCannot be negative.On Clash Win with [Attack]
327
[CR]
[ES]
[OC]
Primer4If 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 Smoke2NInflict N SmokeGain N SmokeOn Clash [Result]
331
[CR]
[ES]
[OC]
Smoke Overflow2NIf 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]
Fumigate4Consume 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 Breath4Consume 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 Smoke4Transfer 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 Smoke4Transfer 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 Stack4Smoke 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]
Evaporate6N[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 – Burn2NConsume N Smoke on the target to inflict 2N Burn on the target.Cannot be negative.On Clash [Result]
339
[CR]
[ES]
[OC]
Smoke – Frostbite3NConsume N Smoke on the target to inflict N Frostbite on the target.Cannot be negative.On Clash [Result]
340
[HB]
[ES]
[OC]
Smoke – Frenzy4NConsume N Smoke on the target to inflict N Frenzy on the target.Cannot be negative.On Clash [Result]
341
[CR]
[ES]
[OC]
Smoke – Bleed2NConsume N Smoke on the target to inflict 2N Bleed on the target.Cannot be negative.On Clash [Result]
342
[HB]
[ES]
[OC]
Smoke – Shock3NConsume N Smoke on the target to inflict N Shock on the target.Cannot be negative.On Clash [Result]
343
[HB]
[ES]
[OC]
Smoke – Terror4NConsume N Smoke on the target to inflict N Terror on the target.Cannot be negative.On Clash [Result]
344
[HB]
[ES]
[OC]
Smoke – RuptureNConsume N Smoke on the target to inflict 2N Rupture on the target.Cannot be negative.On Clash [Result]
345
[HB]
[ES]
[OC]
Smoke – Tremor2NConsume N Smoke on the target to inflict N Tremor on the target.Cannot be negative.On Clash [Result]
346
[HB]
[ES]
[OC]
Smoke – Sinking3NConsume N Smoke on the target to inflict N Sinking on the target.Cannot be negative.On Clash [Result]
347
[CR]
[ES]
[OC]
Smoke – Poise2NConsume N Smoke on the target to apply 2N Poise to the character.Cannot be negative.On Clash [Result]
348
[CR]
[ES]
[OC]
Smoke – Ruin2NConsume N Smoke on the target to inflict 2N Ruin on the target.Cannot be negative.On Clash [Result]
349
[CR]
[ES]
[OC]
Smoke – Paralysis2NConsume 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 – Strength4NConsume 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 – Endurance4NConsume 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 – Feeble4NConsume 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 – Disarm4NConsume 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 ChargeNGain N Charge (Max 6)Spend N Charge (Max 6)On Use
357
[CR]
[DICE]
[AA]
Charge - Dice Power Up4NConsume 6N Charge to increase the Dice Power by N.Cannot be negative.Always Active
358
[CR]
[DICE]
[AA]
Charge - Dice Max Up2NConsume 3N Charge to Increase the Dice Max By N.Cannot be negative.Always Active
359
[CR]
[HP]
[OC]
Charge - Regen HPNConsume 2N Charge to recover 3N HP to the character.Cannot be negative.On Clash [Result]
360
[CR]
[ST]
[OC]
Charge - Regen STNConsume 2N Charge to recover 2N ST to the character.Cannot be negative.On Clash [Result]
361
[CR]
[SP]
[OC]
Charge - Regen SPNConsume 2N Charge to recover N SP to the character.Cannot be negative.On Clash [Result]
362
[CR]
[ES]
[OC]
Charge - BurnNConsume 2N Charge to apply N Burn to the target.Cannot be negative.On Clash [Result]
363
[CR]
[ES]
[OC]
Charge - FrostbiteNConsume 3N Charge to apply N Frostbite to the target.Cannot be negative.On Clash [Result]
364
[CRE]
[ES]
[OC]
Charge - Frostbite
(Variant)
2NConsume 3N Charge to apply N Frostbite to the target.Cannot be negative.On Clash [Result]
365
[HB]
[ES]
[OC]
Charge - Frenzy2NConsume 4N Charge to apply N Frenzy to the target.Cannot be negative.On Clash [Result]
366
[CR]
[ES]
[OC]
Charge - BleedNConsume 2N Charge to apply N Bleed to the target.Cannot be negative.On Clash [Result]
367
[HB]
[ES]
[OC]
Charge - Shock2NConsume 3N Charge to apply N Shock to the target.Cannot be negative.On Clash [Result]
368
[HB]
[ES]
[OC]
Charge - Terror2NConsume 4N Charge to apply N Terror to the target.Cannot be negative.On Clash [Result]
369
[HB]
[ES]
[OC]
Charge - PoisonNConsume N Charge to apply N Poison to the target.Cannot be negative.On Clash [Result]
370
[CR]
[ES]
[OC]
Charge – Gain PoiseNConsume 2N Charge to apply N Poise to self or ally.Cannot be negative.On Clash [Result]
371
[CR]
[ES]
[OC]
Charge – Inflict RuinNConsume 2N Charge to apply N Ruin to the target.Cannot be negative.On Clash [Result]
372
[CR]
[ES]
[OC]
Charge - Inflict SmokeNConsume 2N Charge to apply N Smoke to the target.Cannot be negative.On Clash [Result]
373
[CR]
[ES]
[OC]
Charge - Gain SmokeNConsume 2N Charge to apply N Smoke to self or ally.Cannot be negative.On Clash [Result]
374
[CR]
[ES]
[OC]
Charge - RuptureNConsume N Charge to apply N Rupture to the target. (max 6)Cannot be negative.On Clash [Result]
375
[CR]
[ES]
[OC]
Charge - TremorNConsume 2N Charge to apply N Tremor to the target.Cannot be negative.On Clash [Result]
376
[CR]
[ES]
[OC]
Charge - SinkingNConsume 3N Charge to apply N Sinking to the target.Cannot be negative.On Clash [Result]
377
[CRE]
[ES]
[OC]
Charge - Sinking
(Variant)
NConsume 2N Charge to inflict N Sinking to the targetCannot be negative.On Clash [Result]
378
[HB]
[ES]
[OC]
Charge - ThornsNConsume N Charge to gain N Thorns next Round.Cannot be negative.On Clash [Result]
379
[CR]
[ES]
[OC]
Charge - Paralysis2NConsume 4N Charge to apply N Paralysis to the targetCannot be negative.On Clash [Result]
380
[CR]
[ES]
[OC]
Charge - BindNConsume 3N Charge to apply N Bind to the target.Cannot be negative.On Clash [Result]
381
[CR]
[ES]
[OC]
Charge - HasteNConsume 3N Charge to give N Haste to self or an allyCannot be negative.On Clash [Result]
382
[CR]
[DICE]
[OC]
Charge - Feeble3NConsume 6N Charge to apply N Feeble to the target.Cannot be negative.On Clash [Result]
383
[CR]
[DICE]
[OC]
Charge - Disarm3NConsume 6N Charge to apply N Disarm to the target.Cannot be negative.On Clash [Result]
384
[CR]
[DICE]
[OC]
Charge - Strength3NConsume 6N Charge to apply N Strength to self or ally.Cannot be negative.On Clash [Result]
385
[CR]
[DICE]
[OC]
Charge - Endurance3NConsume 6N Charge to give N Endurance to self or ally.Cannot be negative.On Clash [Result]
386
[CR]
[ES]
[OC]
Charge - Fragile2NConsume 3N Charge to apply N Fragile to the target.Cannot be negative.On Clash [Result]
387
[CR]
[ES]
[OC]
Charge - Stagger Fragile2NConsume 4N Charge to give N Stagger Fragile to the target next round.Cannot be negative.On Clash [Result]
388
[CR]
[ES]
[OC]
Charge - [Type] Fragile2NConsume 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 - Boost2NConsume 3N Charge to apply N Boost to self or ally.Cannot be negative.On Clash [Result]
390
[HB]
[ES]
[OC]
Charge - Stagger Boost2NConsume 3N Charge to apply N Stagger Boost to self or ally.Cannot be negative.On Clash [Result]
391
[CR]
[ES]
[OC]
Charge - ProtectionNConsume 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)2NConsume 2N Charge to give 2N Protection to self or ally next round.Cannot be negative.On Clash [Result]
393
[CR]
[ES]
[OC]
Charge - Stagger ProtectionNConsume 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] ProtectionNConsume 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)
NConsume 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 Barrier2NConsume 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 Barrier6On 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 Generator4On 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 Generator6On 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 Extension4NConsume [4N] Charge to gain N Combo from this action
(Max 2)
Cannot be negative.On Clash Win
401
[CR]
[ES]
[OC]
Charge – Repellent Barrier2N 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 - Multihit4N(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 Strike4Consume 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 Release4NConsume 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 Branding8Consume 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 Barrier8Consume 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 Byproducts4NConsume 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 Shot8Consume 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 Space10Consume 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 Shell4NConsume 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 - Vulnerability10Consume 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 - Reenergize4Consume 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 Haste4[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 Change2You 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 Reach2You 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 ThrowNIf 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 Through2NYou 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]
Blitz4NYou 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] Overspeed4(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]
Infiltrate2You 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]
Exfiltrate2You 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 TossN(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]
Weaving8You 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]
Instinctive4(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 Notice8(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 Strike6Mark the target with one of your available Marks.Cannot be negative.On Clash [Result]
434
[CR]
[ES]
[OC]
Target Shift4Your Mark is transferred from its current target to another of your choice.Cannot be negative.On Clash [Result]
435
[CR]
[ES]
[OC]
Finish Them Off6NThis 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 Out6NThis 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 Wound2NThis 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 Storm3NThis 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 Madness4NThis 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 2NThis 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 Place3NThis 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 Weakness2NThis 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 Opportunity4NThis 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 Quarry5NThis 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!4NThis 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!2NThis 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]
Bodyguard2NThis 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 AidNThis 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 Death3NThis skill must be used against your Marked target.
Gain N Critical
Cannot be negative.On Either Clash [Result]
450
[HB]
[ES]
[OC]
End This One3NThis skill must be used against your Marked target.
Inflict N Devastation
Cannot be negative.On Either Clash [Result]
451
[HB]
[ES]
[OC]
Assist Attack4This 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 Cry2NThis 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 Cycle2NThis 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]
Uppercut2NSpend 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]
Sweep3NSpend 2 Combo when attempting this skill.
Target gains 3N Bind next round.
Cannot be negative.On Clash Win
458
[CRE]
[DICE]
[OC]
Two Tap4NSpend 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 Strike3NSpend 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 Strike3NSpend 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 Up4NSpend 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 Up4NSpend 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 Footwork2NSpend 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]
Dodge1Spend 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 Bash4NSpend 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]
Dropkick4Spend 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)
2Spend 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]
Feint4You don't lose Combo stacks as a Result of losing this clash.Cannot be negative.On Clash Lose
469
[CRE]
[ES]
[OC]
Feint
(Variant)
2You don't lose Combo stacks as a Result of losing this clash.Cannot be negative.On Clash Lose
470
[CRE]
[MOVE]
[OC]
Quick Step3NSpend 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]
Stomp8NSpend 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)
8NSpend 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]
Preparation6N 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 Hand4Spend 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 Off6NSpend 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]
Headlock8Spend 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 Reversal3NSpend 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 Up6Spend 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]
Sidestepped2NAt 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 Time4NAt 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]
Redline4NAt 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 Nitrogen4NAt 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 Madness4NAt 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 Impact8NAt 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 Heat8At 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]
Curveball8At 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]8At 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 Drop8At 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 Pride8At 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
16At 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 Blue16At 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 Aggro2NGain N stacks of Aggro.Cannot be negative.On Use
497
[HB]
[DICE]
[AA]
Exploit Rage2NIncrease the dice power by N if the target has Taunted [Character].Cannot be negative.Always Active
498
[HB]
[DICE]
[AA]
Exploit Distraction2NIncrease the dice power by N if the target has another character's Taunted.Cannot be negative.Always Active
499
[HB]
[ES]
[OC]
Taunting2NInflict the target with N Taunted [Character].Cannot be negative.On Clash [Result]
500
[HB]
[ES]
[OC]
Infuriate2NIf the target has Taunted [Character], inflict N Frenzy.Cannot be negative.On Clash Win
501
502
Bloodfeast
503
[HB]
[UQ]
[OU]
Consume BloodfeastNCannot be positive.Consume N Bloodfeast to use this skill. (No Max)On Use
504
[HB]
[HP]
[OC]
Bloody Geyser4NSpend 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 Whirlpool6NSpend 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]
Bloodclot6For every 20 consumed Bloodfeast on the target, gain 1 dice power up.Cannot be negative.On [Condition]
507
[HB]
[DICE]
[AA]
Spit Blood2NSpend 5N consumed Bloodfeast to increase the dice max by N.Cannot be negative.On [Condition]
508
[HB]
[AR]
[OC]
[M] Blood-tinged Blade6NConsume 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 Sustenance2NSteal up to 5N stacks of Consumed Bloodfeast from the target.Cannot be negative.On Clash [Result]
510
[HB]
[ES]
[OC]
Piercing Blood4For every 10 stacks of Consumed Bloodfeast, inflict 1 bleed.Cannot be negative.On Either Clash [Result]
511
[HB]
[ES]
[OC]
Chains of Others4NSpend 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 - Strength4NConsume 15N Bloodfeast. Apply N Strength to self next round.Cannot be negative.On Clash [Result]
513
[HB]
[DICE]
[OC]
Hardblood - Endurance4NConsume 15N Bloodfeast. Apply N Endurance to self next round.Cannot be negative.On Clash [Result]
514
[HB]
[MOVE]
[OC]
Hardblood - Haste2NConsume 15N Bloodfeast. Apply N Haste to self next round.Cannot be negative.On Clash [Result]
515
deathHardblood - Heal Efficiency2NConsume 15N Bloodfeast. Apply N Heal Efficiency to self next round.Cannot be negative.On Clash [Result]
516
[HB]
[ES]
[OC]
[M] Contagious Bite4Consume 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]
Adagio6This Characters Rhythm Movement doesn’t change at the end of this Round.Cannot Be Negative.On Clash [Result]
520
[HB]
[MOVE]
[OC]
Accelerando6NThis 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]
Crescendo10If 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 Show8If 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]
Tuning6Apply 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: Strength4NIf 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: Endurance4NIf 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: Haste2NIf 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]
Nightcore3On 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 Soundscape3On 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 Fire4On 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 Synths6On 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 break6On Rhythm Resonance against a target with Frenzy, Inflict Boost and Fragile to Target next Round equal to half of their Frenzy stacksCannot be negative.On [Condition]
532
[HB]
[ES]
[OC]
MURDER EVERYONE YOU KNOW4NOn 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 ATTACK2NOn 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 GENOCIDE8On 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 & Roll4On Rhythm Resonance, Inflict Tremor next Round equal to the number of times Resonance was triggered this RoundCannot be negative.On [Condition]
536
[HB]
[ES]
[OC]
Thrashing the Stage8When 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 Death8When 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 Resonance4 [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 Sound4On 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 Valentine4[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 Harmony4On Rhythm Resonance, Gain Poise equal to the number of times Resonance was triggered this RoundCannot be negative.On [Condition]
542
[HB]
[ES]
[OC]
Rising Tension6On 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 Life12On 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 Soul2On Rhythm Resonance, Inflict Ruin equal to the number of times Resonance was triggered this RoundCannot be negative.On [Condition]
545
[HB]
[ES]
[OC]
Glass Shattering Pitch6On 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 Interpretation8On 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 Swing4On Rhythm Resonance with your marked target, you may transfer your mark to a different targetCannot be negative.On [Condition]
548
[HB]
[ES]
[OC]
Showoff Solo8If 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 Angst2NOn Rhythm Resonance Gain 2N Thorns next Round the number of times Resonance was triggered this RoundCannot be negative.On [Condition]
550
[HB]
[ES]
[OC]
Start the Moshpit2On Rhythm Resonance, gain Aggro equal to the number of times Resonance was triggered this RoundCannot be negative.On [Condition]
551
[HB]
[ES]
[OC]
Capture the Audience!4NOn 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 Life4NOn 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-La4NOn 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 Cigar6When 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 Cost4NCannot be positive.This skill Discards N Reactions
(Cannot be put on Tools)
On Use
558
[HB]
[DICE]
[AA]
Discard -
Power Up
6Increase 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
6Increase 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 HP2NIf 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 ST2NIf 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
4If 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
8NIf 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
NIf 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
NIf 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
NIf 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 - Multihit4N(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 2NCannot be positive.Deal (N Reactions Discarded) Sanity Damage to Self. (Must have Discard - Reaction Cost)On Use
569
[HB]
[HP]
[OC]
Discard - Erudition HP6If 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 ST6If 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 - Flaunt2NIf 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 - Alacricity3Inflict 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 6Cannot be positive.This skill can only be used once the character has discarded all reactions.On Use
574
[HB]
[UQ]
[OU]
Discard - Wager6If 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 - Amnesia6Cannot 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 EfficiencyNGain N Healing Efficiency.Cannot be negative.On Clash [Result]
579
[HB]
[HP]
[OC]
2nd OpinionNGain N Healing Efficiency next round.Cannot be negative.On Clash [Result]
580
[HB]
[THP]
[UQ]
Overheal4Instead of healing HP on an effective heal, heal THP instead.Cannot be negative.On [Condition]
581
[HB]
[ST]
[UQ]
Personal Trainer4Instead 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]
Therapist6Instead 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]
Operation4NOn 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]
Incision2NCannot 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 Lupus4NCannot 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 Reconstruction2NOn an effective heal, heal additional 2N HP and apply N Ruin to the target healed.Cannot be negative.On [Condition]
587
[HB]
[ES]
[UQ]
Vaccinator4On 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]
Übercharge16On 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]
Stimulants6NOn 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 InefficiencyNInflict N Healing Inefficiency.Gain N Healing Inefficiency.On Clash [Result]
593
[HB]
[HP]
[OC]
Long Term DecayNInflict N Healing Inefficiency next round.Gain N Healing Inefficiency next round.On Clash [Result]
594
[HB]
[HP]
[OC]
Lethal Injection1The Target recovers 1 HP.Cannot be negative.Clash Win
595
[HB]
[ES]
[OH]
Healing BaneNOn Rupture Burst, Inflict N Healing Inefficiency.Cannot be negative.On Burst
596
[HB]
[ES]
[OH]
The Rot and the Ruin4Inflict 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 Up4NGain a modifier of +N to your Challenge RollCannot be negative.On [Stat] Use
600
[CR]
[DICE]
[OU]
Challenge Advantage4Gain Advantage to your Challenge RollCannot be negative.On [Stat] Use
601
[CR]
[DICE]
[OU]
Challenge Power Down3NWhen making an Opposed Challenge Roll, the target rolls with -N.Cannot be negative.On [Stat] Use
602
[CR]
[DICE]
[OU]
Challenge Disadvantage6When making an Opposed Challenge Roll, the target rolls with Disadvantage.Cannot be negative.On [Stat] Use
603
[CR]
[DICE]
[OU]
Recoil2NCannot be positive.Your next roll has a modifier of -N
(Challenge/Combat)
On [Stat] Use
604
[CR]
[DICE]
[OU]
After-Effects4NCannot be positive.Your next N rolls are made with disadvantage (Challenge/Combat)On [Stat] Use
605
[CR]
[HP]
[OU]
Side-EffectsNCannot be positive.Take N HP DamageOn [Stat] Use
606
607
Action Skills
608
[HB]
[HP]
[OU]
[AS] Regen HP2NRecover N HP to the character.Deal N After Resistance HP DMG to the characterOn Use
609
[HB]
[SP]
[OU]
[AS] Regen ST2NRecover N ST to the character.Deal N After Resistance ST DMG to the characterOn Use
610
[HB]
[ES]
[OU]
[AS] Smoke4NApply N Smoke to the character.Cannot be negative.On Use
611
[HB]
[ES]
[OU]
[AS] Charge2NApply N Charge to the character. (Max 6)The user consumes N Charge to use the SkillOn Use
612
[HB]
[ES]
[OU]
[AS] Strength8NApply N Strength to the character next round.Apply N Feeble to the character next roundOn Use
613
[HB]
[ES]
[OU]
[AS] Endurance8NApply N Endurance to the character next round.Apply N Disarm to the character next roundOn Use
614
[HB]
[ES]
[OU]
[AS] Haste4NApply N Haste to the character next round.Apply N Bind to the character next roundOn Use
615
[HB]
[ES]
[OU]
[AS] Boost6NApply N Boost to the character next round.Apply N Impair to the character next roundOn Use
616
[HB]
[ES]
[OU]
[AS] Stagger Boost6NApply N Stagger Boost to the character next round.Apply N Stagger Impair to the character next roundOn Use
617
[HB]
[ES]
[OU]
[AS] Protection6NApply N Protection to the character next round.Apply N Fragile to the character next roundOn Use
618
[HB]
[ES]
[OU]
[AS] Stagger Protection6NApply N Stagger Protection to the character next round.Apply N Stagger Fragile to the character next roundOn Use
619
[HB]
[ES]
[OU]
[AS] [Type] Protection6NApply 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 Strength6NApply 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 Endurance6NApply 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 Haste3NApply 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 Boost4NApply 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 Boost4NApply 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 Protection4NApply 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 Protection4NApply 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] Protection4NGive 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 TransfusionNSpend 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 UpNConsume N BloodfeastCannot be negative.On Use
630
[HB]
[SP]
[OU]
[AS] Inhale Incense4Regen 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!2Start 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 Transfer2NTransfer 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 Snatch2NTransfer 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 On2NRecover N SP of an Ally on an adjacent SQR.Cannot be negative.On Use
635
[HB]
[SP]
[OU]
[AS] Wake-Up Slap12Instantly recover the Target from Panic. User must be on an adjacent SQR to the Target.Cannot be negative.On Use
636