A
Do (main roll)/2 fire damage to your target and all other enemies in a two hex wide line behind them up to three hexes long.
Gleaming eyes flare, doing (main roll) fire damage to a target attacking you and partially blinding them
Anyone who attacks you in melee with a slashing weapon takes 2 * furnace heat fire damage; anyone who attacks you in melee with a piercing weapon takes 1 * furnace heat fire damage as they are splashed by your burning blood.
Convert every two shallow cuts on the target into a DOT that does 10 demon damage for (main roll)/2 rounds starting next round
A whirlwind of razor-sharp blossoms swirls from every ally with verdant aura points, consuming them and doing (main roll)/3 * verdant points damage to all adjacent enemies
Shroud yourself in distracting and obscuring blossoms as you move
Choose a target ally
Summon lightning on every enemy standing in a zone with at least 10 pressure, doing (main roll) damage to them and (main roll)/2 damage to all adjacent characters, stacking
Strike your target for (main roll)/2 damage, which then bounces to the next closest character doing 3/4 of the damage
Hit the target with a dagger coated in a toxin that exacerbates other toxins, increasing the duration of all toxins on the target by (main roll)/2 rounds.
If you start combat, your first round melee attacks do 150% damage.
Create a shadowy area at the target ally or hex and all hexes one around it, providing concealment
Target an enemy up to 3 hexes away
Deal (main roll)/2 damage to every enemy who attacks you or an adjacent ally in melee this round.
After an enemy attacks you in melee, sweep their leg to send them prone, then follow up with a kick which does (main roll) damage and sends them back 3 hexes.
Slash at someone's hamstrings, doing (main roll)/2 damage and reducing their movement by (main roll)*5 % this round and next, and their level 1 HP threshold by (main roll)/5 this round and the next.
Lower target's HP thresholds by 3 for the round.
Do (main roll)*3/2 metal damage to your target in melee.
Gain a (main roll)*2 damage shield from slashing and piercing damage, decaying by 50% each round.
Hit the target with a dagger coated in a toxin that reduces their ranged damage by 50% for this round and (main roll)/3 rounds afterwards.
When attacking an enemy in melee who's attacking an adjacent ally to you, they do (radiant edge)*2 less damage.
Distract a target enemy with shadowy illusions, applying one disorientation and reducing all ranged damage they do by (main roll)*5 % and melee damage by (main roll)*2 % for three rounds.
Strike an adjacent target for (main roll)*2/3 damage, then immediately dash up to 3 hexes to strike the next closest enemy for (main roll)*2/3 damage.
Punch the ground under you with a stone fist
Elemental Mirror — Passive ability (level 9)
Stamp your foot, causing a line of fire to burst from the ground in a line 5 hexes long
Eyes of Fire — Passive ability (level 5)
Leap into the air and throw the meteor hammer down to strike an enemy
Do a mesmerising fan dance with those around you, dancing back and forth with them
Attack every enemy within 7 hexes who has a stack of shallow cuts, consuming the stacks
Fire Breath — Passive ability (level 7)
Take 25% less damage from ranged attacks as you twist and dance
Target and all other characters adjacent to them take (main roll)/2 fire damage; characters one hex ring further out take (main roll)/4 fire damage.
Deal (main roll)/2 bludgeoning damage to all adjacent enemies.
For the rest of the round, anyone who attacks the target ally in melee combat takes (main roll)/2 damage from slicing blossoms that swirl around them
Launch the meteor hammer forward, knocking an enemy prone and sending them back 3 + momentum hexes and doing (main roll) damage
Verdant energy flares to life in the aura of allies
Gain a (main roll) sized shield against melee attacks and a (main roll)*2 sized shield against ranged attacks, and count as cover for your allies for the round
Strike your opponent in melee, doing (main roll) damage of your weapon type
Turn a target hex, or hex under a target character, into a tree which provides cover
Chosen ally and two other allies closest to them gain a (main roll)/2 point shield and a point of verdant aura
Convert the pressure zone nearest the target to a localized hail storm
Give an ally a (main roll) damage shield that decays by 1/4 each round
Create a zone three hexes to a side under your feet of icy terrain
Target catches fire
Raise all damage thresholds by 20.
All allies within two hexes of you add (main roll)/2 fire damage to their attacks this round.
Become entirely invisible; can only take damage from AOE attacks
Do (main roll)/2 slashing damage to a target in melee, then immediately leap 3 hexes away, doing (main roll)/2 piercing damage with a thrown dagger.
Target an enemy up to 3 hexes away
Lifting Winds — Passive ability (level 8)
Switch into or out of Mirror Stance.
Leap into the air and then fling yourself at an enemy within 6 hexes
Adventure skill
Target ally gains +1 point of verdant aura
All enemies who enter a hex next to you take 5 damage.
Deal (main roll)*3/2 damage to a single target, traveling up to three hexes to strike them.
Deal (main roll) damage to the target, ignoring all shields
If an attack would take your last HP this round, you instead detonate, doing furnace heat * 5 fire damage to everyone adjacent, and then remain standing until the very final segment of the round.
Can move through allies and enemies while moving, as long as you don't end up on the same hex as them — spinning them as you go
Create an area of concealment on your hex and all surrounding hexes that lasts (main roll)/3 rounds
Your ranged attack gains Radiant Edge bonus this round and adds +1 to Gleaming Eyes.
Create an additional pressure zone at the hex of your target.
When struck in melee range with an attack or ability, do (taken damage) * (main roll) * 8 % damage back to the aggressor
Weave your rope dart around yourself in a confusing dance of movement
Leap into the air and then dart across the battlefield in a surge of lightning, landing next to your target and doing (main roll)/2 wind damage to them and all surrounding characters
Create a fire hazard on your current hex and all surrounding hexes
You can use wall running as if you use qi-lightness, but cannot make melee attacks while doing so
Punch a target in melee, doing (main roll) * (1 + furnace heat/2) metal damage and consuming all furnace heat
Your shadow leaps forward to attack a target at range doing (main roll)/2 damage, then chains up to four other enemies within three hexes of the previous target, doing (main roll)/2 damage to them
Target hex, or hex at target enemy, becomes wreathed in darkness; all ranged attacks coming from people inside the area do half damage
Perform a powerful spin kick; at the conclusion of the kick, a shadow replica launches from your body to deliver the kick to the target at range, doing (main roll)*3/2 shadow damage and adding a point of disorientation.
Shadows seem to transform into illusory soldiers who strike anyone with disorientation
At the end of the round you snap back to the position you started the round in
You fade into the shadows
Attack a target with a melee attack that destroys any damage shields they have, then does (main roll) damage.
Do double damage to a target attacking someone on the opposite side from you (i.e
Swing the meteor hammer around, doing (main roll) damage and knocking your target three hexes left
Sky Eyes — Passive ability (level 5)
You cannot be force-moved or snared this round.
Hit the target with a dagger coated in a toxin that reduces their movement by 50% for this round and (main roll)/3 rounds afterwards.
Attack a single target at range for (main roll)*3/2 damage.
Your target and anyone adjacent to them takes 25% more ranged damage and cannot benefit from concealment for this round and the next.
Target and all characters in a line for 10 hex distance from you take (main roll) damage.
Summon a shield of spinning stone fragments around you
Steadfast Authority — Passive ability (level 4)
Gain a 10 point shield against piercing damage, decaying by 5 per round.
Sting an enemy in melee or up to two hexes away with a whittling strike, doing (main roll) damage and reducing their HP thresholds by 1 for 20 rounds
Summon a gust of wind to sting someone's eyes, reducing their ranged damage by 50% for the rest of the round.
Anchor yourself
Deliver a punch with a fist of stone, doing (main roll) earth damage to an enemy and knocking them back 4 hexes, or 6 if in anchored stance.
Deal (main roll) water damage to an enemy and reduce their movement speed by (main roll)*5 % for the rest of this round and the next.
Target takes (main roll) damage and is snared for the remainder of this round.
Take 50% damage from fire damage for this and the next round.
If the target is in a high pressure zone of at least 6, consume the pressure zone to daze the target
Toxic Mastery — Passive ability (level 9)
Do (main roll)/2 slashing damage to your target and up to two other adjacent enemies.
Hit the target with a dagger coated in a toxin that reduces their melee damage by 50% for this round and (main roll)/3 rounds afterwards.
Do (main roll)/2 damage to all adjacent enemies and apply a stack of shallow cuts to them all.
Strike your primary target for (main roll)*2/3 damage, and up to two adjacent other enemies for (main roll)/2 damage.
Whispering Winds — Passive ability (level 8)
Hit the target with a dagger coated in a toxin that does 5 poison damage this round and for (main roll)/3 rounds afterwards.
If any target who was not already in melee with you charges into melee with you, you trip them with your rope, knocking them prone and then sending them 3 hexes past you.
S
Ember Fist School — The school of overwhelming power, unbreakable stances, and the belief that the shortest distance between two points is through whatever stands in the way.
Mirrored Tempest School — The school of the tactician and the chess player, where every exchange is a problem to be solved.
Radiant Chorus School — Where other schools channel qi through the body, this school projects it outward, turning kicks and strikes into elemental projectiles, forming shields, or infusing allies with qi to empower or heal them.
Veiled Grace School — The school of the unseen strike, the redirected gaze, and the principle that the fight you win best is the one your opponent never knew they were in.
Supportive style channeling wood, earth, and water to protect and strengthen allies while snaring enemies.
Ranged mystic style that confuses and distracts opponents.
Defensive melee style that manipulates earth to harden the body and protect allies with stone shields.
Aggressive melee style that manipulates metal and fire, turning skin to heated steel to strike.
Defensive style using ice and metal, focused on counterattacks against those who strike the practitioner or allies.
Melee style that empowers attacks with elemental force.
Quick melee style focused on debuffs and damage over time.
Aggressive style focused on area damage and dazing opponents.
Mixed melee and ranged style using poison, shadow, and nimble movement across the battlefield.
Ranged melee style that whittles opponents down with light wind attacks, then entangles them with the rope when they try to close, or redirects with throws.
Offensive channeling style with high single-target and area damage.
Channeling style that uses ice, wind, and shadow to confuse enemies and deal area damage.


