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Appendix A: Combo Actions

General Combo Actions

Martial Artist Action Card (Combo Action) Brutal Uppercut AP Cost: 0AP CP Cost: 1CP Requirement: This action can only be performed after the Attack action, a Flurry of Blows, a Jump Strike, or a Leg Kick Effect: Make an Unarmed Strike. These attacks do not generate CP except on a Critical Hit. On a Hit: The Target must make an Endurance Test. Failed Test: The Target is thrown a number of metres directly upwards equal to a roll of your Martial Arts Die + half your Martial Artist Level. Failed by 5+: Double the distance the Target is thrown into the air. If this Combo Action would reduce your CP to your Combo Storage Maximum or if performed after a Leg Kick, you regain 1AP. This AP restoration can only occur once per Turn. Martial Artist Action Card (Combo Action) Flurry of Blows AP Cost: 0AP CP Cost: 1CP Requirement: This action can only be performed after the Attack action or an Unarmed Strike. Effect: Make a number of simultaneous Unarmed Strikes equal to half your SB against one Target. On a Hit: Instead of a normal Damage Roll for each attack, you make a single Damage Roll using the following calculation: Unarmed Strike Damage Die + X Martial Arts Damage Die + SB + Trait used for Attack Roll. Where X equals the number of hits made with this attack, for determining the number of hits Overwhelming Blows and Critical Hits count as two hits rather than one. The Unarmed Strike Damage Die increases its size by 1, for this Damage Roll, for each Hit to a maximum of a d20.  If you score 5 or more Hits, you can roll the Unarmed Strike Damage Die twice for the Damage Roll. Attacks made as part of this action do not generate CP. For every Critical Hit you gain CP equal to a roll of your Martial Arts Die. The AP cost of this action does not increase with multiple uses in a Turn, but the CP cost increases by 2 for each prior use on a Turn. Martial Artist Action Card (Combo Action) Gap Closer AP Cost: 1AP CP Cost: 1CP Target: An unoccupied space you can see within Range Range: 6m | Near Effect: You move to the Target space. You can move through occupied spaces without penalties, and do not Trigger Opportunity Attacks. Martial Artist Action Card (Combo Action) Jump Strike AP Cost: 0AP CP Cost: 1CP Requirement: This action can only be performed after the Attack action, a Brutal Uppercut, a Flurry of Blows, or a Leg Kick Effect: Make an Unarmed Strike. These attacks do not generate CP except on a Critical Hit. On a Hit: The Target must make a Physique Test. Failed Test: The next Attack Roll made as part of a Combo Action or Unarmed Strike against the Target before the end of your next Turn, is made with Advantage. If this Combo Action would reduce your CP to your Combo Storage Maximum or if performed after three consecutive Flurry of Blows, you regain 1AP. This AP restoration can only occur once per Turn. Martial Artist Action Card (Combo Action) Leg Kick AP Cost: 0AP CP Cost: 1CP Requirement: This action can only be performed after the Attack action, a Brutal Uppercut, a Flurry of Blows, or a Jump Strike Effect: Make an Unarmed Strike. This attack does not generate CP except on a Critical Hit. On a Hit: The Target must make an Agility Test. Failed Test: The Target is knocked Prone. Failed by 5+: The Target reduces their Walking speed by a number of metres equal to half your SB (minimum of 0m), until the start of your next Turn. If this Combo Action would reduce your CP to your Combo Storage Maximum or if performed after a Jump Strike, you regain 1AP. This AP restoration can only occur once per Turn. Martial Artist Action Card (Combo Action) Nauseating Strike AP Cost: - CP Cost: 1CP Effect: Once per Turn, after successfully hitting a Target with an Unarmed Strike or a Weapon with the Martial Arts Weapon Property, you may turn the strike into a nauseating strike. For this Damage Roll you do not roll your Martial Arts Die, instead after the damage has resolved, if the Target took any damage, they must make an Endurance Test. Failed Test: The Target takes Poison damage equal to a roll of your Martial Arts Die, this does not generate CP, and gains one Degree of the Poisoned condition until the end of your next Turn. Failed by 5+: They gain an additional Degree of the Poisoned condition. Successful Test: They take half as much damage. Martial Artist Action Card (Combo Action) Patient Defence AP Cost: 1AP CP Cost: 1CP Effect: You perform the Dodge action and gain BP equal to a roll of your Unarmed Strike Die + your Martial Arts Die. For the Duration of the Dodge action, if you are holding a Shield you are Trained in the use of, its Shield Bonus increases by 1. Martial Artist Reaction Card (Combo Action) Retaliatory Strike RP Cost: 1RP CP Cost: 1CP Trigger: An Opportunity Attack being made against you misses you Effect: Make a single Unarmed Strike or attack with a Weapon with the Martial Arts Weapon Property, it does not impede your current Movement. This attack does not generate CP except on a Critical Hit. Martial Artist Action Card (Combo Action) Rising Strike AP Cost: 0AP CP Cost: 1CP Requirement: You are Prone Effect: Make a single Unarmed Strike or a Weapon Attack with a Weapon with the Martial Arts Weapon Property. You rise to stand without Triggering Opportunity Attacks or expending any movement. This attack does not generate CP except on a Critical Hit. Martial Artist Action Card (Combo Action) Dazing Strike AP Cost: - CP Cost: 1CP Prerequisite: 5th Level Effect: Once per Turn, after successfully hitting a Target with an Unarmed Strike or a Weapon with the Martial Arts Weapon Property, you may turn the strike into a dazing strike. For this Damage Roll you do not roll your Martial Arts Die, instead after the damage has resolved, if the Target took any damage, they must make an Endurance Test. Failed Test: The Target takes Force damage equal to a roll of your Martial Arts Die, this does not generate CP, and gain one Degree of the Dazed condition until the end of your next Turn. Failed by 5+: They gain an additional Degree of the Dazed condition. Successful Test: They take half as much damage. Martial Artist Action Card (Combo Action) Forceful Strike AP Cost: - CP Cost: 1CP+ Effect: Once per Turn, after successfully hitting a Target, who is no more than one Size Category larger than you, with an Unarmed Strike or a Weapon with the Martial Arts Weapon Property, you may turn the strike into a forceful strike. For this Damage Roll you do not roll your Martial Arts Die, instead after the damage has resolved, if the Target took any damage, they must make an Physique Test. Failed Test: The Target is pushed 1m directly away from you. The distance they are pushed back is increased by 1m for every additional 2CP spent on this Combo Action. Martial Artist Action Card (Combo Action) Board Break Strike AP Cost: - CP Cost: 2CP Effect: Once per Turn, after successfully hitting a Target object, vehicle, structure, or Construct, with an Unarmed Strike or a Weapon with the Martial Arts Weapon Property, you may turn the strike into a board break strike. The attack is considered a Critical Hit. This attack does not generate CP. Martial Artist Reaction Card (Combo Action) Focused Defence RP Cost: 1RP CP Cost: 2CP Trigger: You receive damage Effect: You react to reduce to force of the incoming strike. When you take this action choose one of the following options: Bludgeoning, Force, Piercing, or Slashing. You gain Resistance to the chosen Damage Type until the start of your next Turn, including against the Triggering damage. If you chose Spiritual Focus Feature you can instead choose Radiant as an option. Martial Artist Action Card (Combo Action) Shared Restoration AP Cost: 1AP CP Cost: 2CP Prerequisite:  The Martial Arts: Focused Restoration Feature Target: An entity you can see within Range Range: Touch Effect: You may have one of the following effects occur to the Target: •You can end one Disease. •You can end the Charmed condition. •You can reduce the Degrees of the Frightened condition by 1 Degree. •You can reduce the Degrees of the Poisoned condition by 1 Degree. Martial Artist Action Card (Combo Action) Soul Strike AP Cost: 1AP CP Cost: 2CP+ Target:  An entity you can see within Range Range: 6m | Near + 3m per additional CP Effect: Make a ranged Unarmed Strike. This attack generates half the normal amount of CP. If you chose the Spiritual Focus Feature you can spend an additional 1 CP on the action, to push the Target a number of metres directly away from you equal to half your Intuition. Martial Artist Action Card (Combo Action) Push Through the Pain AP Cost: 0AP CP Cost: 2CP+ Requirement: Level 5 Effect: Once per Turn, you may immediately roll your Martial Arts Die once for every 2CP you spend as part of this Combo Action. You recover HP equal to the total result of the roll(s) + your SB. If you chose the Spiritual Focus or Survival Focus Feature, you can also add your Intuition to the amount of HP restored. This action does not generate CP. Martial Artist Action Card (Combo Action) Finishing Strike AP Cost: 0AP CP Cost: 3CP Prerequisite: 10th Level Requirement: You must have performed a number of Combo Actions equal to half your SB this Turn Effect: Once per Turn, make an Unarmed Strike, or a Weapon Attack with a Weapon with the Martial Arts Weapon Property, with Advantage. On a Hit: Instead of rolling the damage die and Martial Arts Die as part of the Damage Roll, you instead roll your Martial Arts Die once for every Combo Action, including this one, that you have performed this Turn. The rest of the Damage Roll is calculated normally. This attack ignores Damage Reductions to its Damage Types, on an Overwhelming Blow it also ignores Resistances, and on a Critical Hit it also ignores Immunities. This action does not generate CP. Martial Artist Action Card (Combo Action) Diamond Body AP Cost: 1AP CP Cost: 4CP Prerequisite: 18th Level Duration: 1 Encounter/Scene Effect: You can in moments of focus turn your body as hard and unbreakable as diamond.  You gain Resistance to all Damage Types, bar Entropic and Cosmic damage. For the Duration of this action, you may choose for your Unarmed Strikes to deal Cosmic damage instead of their normal Damage Type. The effects of this action ends early if you become Incapacitated.


Tradition Specific Combo Actions

These Combo Actions are known to specific Martial Artist Traditions, each one requires you having unlocked at least the first Tier of that Tradition to meet their Prerequisites.

Tradition of the Avatar

Martial Artist Action Card (Combo Action) Hellbrand Strike AP Cost: - CP Cost: 1CP Requirement: Avatar’s Bond Entity Type = Masked Effect: Once per Turn, after successfully hitting a Target with an Unarmed Strike or a Weapon with the Martial Arts Weapon Property, you may turn the strike into a hellbrand strike. For this Damage Roll you do not roll your Martial Arts Die, instead after the damage has resolved, if the Target took any damage, must make a Determination Test. Failed Test: The Target takes Necrotic Fire damage equal to a roll of your Martial Arts Die, this does not generate CP. The Target also gains 1d4 Degrees of the Burned (Necrotic Fire) condition. Failed by 5+: They gain an additional Degree of the Burned (Necrotic Fire) condition. Successful Test: The Target takes half as much damage. Martial Artist Action Card (Combo Action) Nightmare Strike AP Cost: - CP Cost: 1CP Requirement: Avatar’s Bond Entity Type = Dreamed Effect: Once per Turn, after successfully hitting a Target with an Unarmed Strike or a Weapon with the Martial Arts Weapon Property, you may turn the strike into a nightmare strike. For this Damage Roll you do not roll your Martial Arts Die, instead after the damage has resolved, if the Target took any damage, they must make a Knowledge Test. Failed Test: The Target takes Psychic damage equal to a roll of your Martial Arts Die, this does not generate CP. The Target also gains one Degree of the Frightened condition until the end of your next Turn. Failed by 5+: They gain an additional Degree of the Frightened condition. Successful Test: The target takes half as much damage. Martial Artist Action Card (Combo Action) Pneumatic Punch AP Cost: 1AP+ CP Cost: 1CP Requirement: Avatar’s Bond Entity Type = Construct Effect: You build up power to enhance your strikes. You gain a Pneumatic Charge for each AP spent. These Charges remain until the end of the Encounter/Scene or you make an Attack Roll with an Unarmed Strike. When make an Attack Roll with an Unarmed Strike whilst having Pneumatic Charges the following effects occur: •You gain a Pneumatic Bonus to the Attack Roll equal to the number of Pneumatic Charges you have. •You gain a Pneumatic Bonus to the Damage Roll equal to double the number of Pneumatic Charges you have. •The Unarmed Strike’s Damage Type is replaced with Lightning Vorpal damage. Martial Artist Action Card (Combo Action) Spirit Shift AP Cost: 1AP CP Cost: 1CP Requirement: You have agreements with multiple spirits per the Avatar’s Bond Feature Effect: You quickly change your bond in a moment of need. You can change the spirit you are actively bonded with per the Avatar’s Bond Feature as if you had completed a Long Rest. Once you have used this Combo Action you cannot do so again until the start of a new Encounter/Scene. Martial Artist Action Card (Combo Action) Titanic Strike AP Cost: - CP Cost: 1CP Requirement: Avatar’s Bond Entity Type = Giant Effect: Once per Turn, after successfully hitting a Target with an Unarmed Strike or a Weapon with the Martial Arts Weapon Property, you may turn the strike into a titanic strike. For this Damage Roll you do not roll your Martial Arts die, instead after the damage has resolved, if the Target is no one Size Category larger than you or smaller and took any damage, they must make a Physique Test. Targets of a smaller Size Category than you have Disadvantage on this Test. Failed Test: The Target takes Force damage equal to a roll of your Martial Arts Die, this does not generate CP. The Target also is knocked Prone. They cannot get up from Prone until the start of your next Turn. Failed by 5+: The Target cannot get up from Prone for a number of Rounds equal to half the roll of your Martial Arts Die (minimum of 2 Rounds) ending at the start of your Turn on the appropriate Round. Martial Artist Action Card (Combo Action) Vampiric Strike AP Cost: - CP Cost: 1CP Requirement: Avatar’s Bond Entity Type = Undead Effect: Once per Turn, after successfully hitting a Target with an Unarmed Strike or a Weapon with the Martial Arts Weapon Property, you may turn the strike into a vampiric strike. For this Damage Roll you do not roll your Martial Arts Die, instead after the damage has resolved, if the Target took any damage, they must make an Endurance Test. Targets that have the Bloodied condition have Disadvantage on this Test. Failed Test: The Target takes Necrotic damage equal to a roll of your Martial Arts Die, this does not generate CP. You recover HP equal to the Necrotic damage dealt. Failed by 5+: The Target takes twice as much damage and has Disadvantage on the next Trait Test they make before the start of your next Turn. Successful Test: The Target takes half as much damage. And you do not recover any HP. Martial Artist Action Card (Combo Action) Radiant Healing AP Cost: 1AP CP Cost: 1-5CP Requirement: Avatar’s Bond Entity Type = Demi-Eternal Target: An entity you can see within Range Range: 12m | At Range Effect: You infuse a target with your restorative magic. Roll your Martial Arts Die a number of times equal to the CP spent on this action. This does not generate CP. The Target regains HP equal to the result of the roll + your SB. This has no effect on Undead or Constructs. You can reduce the number of dice rolled by 3 to Target an additional Target. Martial Artist Reaction Card (Combo Action) Absorbing Body RP Cost: 1RP CP Cost: 1-6CP Requirement: Avatar’s Bond Entity Type = Ooze Trigger: You receive damage Effect: Your body ripples to absorb the incoming blow. Roll a number of your Martial Arts Die equal to the CP spent, this does not generate CP. Reduce the Triggering damage by the total of your Martial Arts Die roll. Damage Reduced to 0: If you reduce the damage to 0, then you can as part of this reaction make a single Unarmed Strike. Martial Artist Action Card (Combo Action) Draconic Breath AP Cost: 1AP CP Cost: 1-6CP Requirement: Avatar’s Bond Entity Type = Dragon Range: Self AoE: [CP Spent]m Cone, Emanating from You Effect: You exhale a cone of magic. As part of this action choose Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Vorpal damage. Each entity in the AoE must make an Agility Test. Failed Test: The entity takes damage of your chosen Damage Type equal to your SB rolls of your Unarmed Strike Damage Die. Failed by 5+: They take twice as much damage. Successful Test: They take half as much damage. Martial Artist Action Card (Combo Action) Arcane Shot AP Cost: 1AP CP Cost: 2CP Requirement: Avatar’s Bond Spirit Type = Magical Target: An entity you can see within Range Range: 12m | At Range Effect: As part of this action choose Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Vorpal damage. Make a ranged Unarmed Strike against the Target, though instead of an Attack Roll the Target must make an Agility Test. Failed Test: Act as if the Unarmed Strike hit, though the Damage Type of the Unarmed Strike is altered to your chosen Damage Type. This action generates half as much CP. Failed by 5+: Instead act as if the Unarmed Strike was a Critical Hit and normal CP is generated. Successful Test: The Target takes half as much damage and no CP is generated. Martial Artist Action Card (Combo Action) Elemental Upheaval AP Cost: 2AP CP Cost: 2CP Requirement: Avatar’s Bond Entity Type = Primordial AoE: [Half SB]m Radius Sphere, Centred on You Effect: You unleash a blast of elemental energy at your foes. As part of this action choose Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder, or Vorpal damage. Each entity in the AoE must make an Agility Test. Failed Test: The Target takes damage of your chosen Damage Type equal to SB rolls of your Unarmed Strike Damage Die and is knocked Prone. Failed by 5+: The Target takes twice as much damage and is pushed back a number of metres directly away from you equal to a roll of your Martial Arts Die before being knocked Prone. This does not generate CP. Successful Test: The Target takes half as much damage. Martial Artist Action Card (Combo Action) Empowered Blow AP Cost: 0AP CP Cost: 2CP Requirement: Avatar’s Bond Spirit Type = Heroic Effect: Make an Unarmed Strike. This attack does not generate CP except on a Critical Hit. On a Hit: The Target becomes Marked by you. An entity Marked by this action adds a roll of your Unarmed Strike Damage Die to Damage Rolls. Until the start of your next Turn, Attack Rolls against the Target Marked by this action from any entity are made with Advantage. On a Critical Hit: Until the start of your next Turn, Attack Rolls against the Target Marked by this action from any entity also increase their Critical Hit Scope by 1. Martial Artist Reaction Card (Combo Action) Illusory Guard RP Cost: 1RP CP Cost: 2CP Requirement: Avatar’s Bond Entity Type = Fae Trigger: You are hit by an Attack Roll Target: An unoccupied space you can see within Range Range: 12m | At Range Effect: Your mastery of fae illusions causes your foes to strike locations where you never were. Roll your Martial Arts Die, reducing the Triggering Attack Roll by that amount, potentially turning a hit into a miss as the blow strikes an illusion rather than you. On a Miss: You immediately Teleport to the Target location and are Invisible to the end of your next Turn. Martial Artist Action Card (Combo Action) Rallying Virtue AP Cost: 1AP CP Cost: 2CP Requirement: Avatar’s Bond Spirit Type = Virtuous Target: A number of allied entities you can see within Range up to your SB Range: 6m | Near Effect: When you use this action choose a Trait. Each Target gains BP equal to a roll of your Martial Artist Level + your SB. Whilst an entity has BP remaining from this action, they have Advantage on Trait Tests utilising that Trait, bar Attack Rolls. Martial Artist Action Card (Combo Action) Sage’s Insight AP Cost: 0AP CP Cost: 2CP Requirement: Avatar’s Bond Spirit Type = Sage Effect: You can perform either the Seek, Socialise, or Study action. You have Advantage on the Trait Test made as part of the action. Martial Artist Action Card (Combo Action) Solar Beam AP Cost: 1AP+ CP Cost: 2CP Requirement: Avatar’s Bond Entity Type = Flora Target: An entity you can see within Range Range: [Number of Solar Charge]m Effect: You build up power for a radiant blast. You gain a Solar Charge for each AP spent. These Charges remain until the end of the Encounter/Scene or you spend 2AP with this action to fire the beam instead of gaining Solar Charge. When firing the beam draw a 2m wide Line between you and the Target. Each entity in the Line including the Target must make an Agility Test. Failed Test: The entity takes Radiant damage equal to X rolls of your Martial Arts Die, where X equals you Solar Charge. This does not generate CP. Failed by 5+: They take twice as much damage. Successful Test: They take half as much damage. Martial Artist Action Card (Combo Action) Martial Barrage AP Cost: 2AP CP Cost: 2-6CP Requirement: Avatar’s Bond Spirit Type = Martial Effect: Make a single Unarmed Strike or a Weapon Attack using a Weapon with the Martial Arts Weapon Property. On a Hit: After resolving the attack make another Weapon Attack or Unarmed Strike, increasing the Critical Hit Scope of the Attack Roll by 1. Repeat the above until you either move, miss with an Attack Roll, score a Critical Hit, or you have made a number of Attack Rolls with this action equal to the CP spent on it. Attacks made with this action do not generate CP. Martial Artist Action Card (Combo Action) Beast Shape AP Cost: 1AP CP Cost: 3CP Requirement: Avatar’s Bond Entity Type = Animal Duration: 1 Encounter/Scene Effect: Your form gains animal like traits. For the Duration, you gain the following benefits: •Your Unarmed Strike Damage Die increases in size by 1 (max 1d20). •You gain a Movement speed of your choice equal to your Walking speed. •You gain Resistance to Bludgeoning, Piercing, and Slashing damage. •You gain one of the following Skill Foci for Investigation, Perception, and Survival Skills: Hearing, Sight, or Smell. •You have Advantage on an Attack Rolls against a Target, if they are within the AoC of an allied entity that is not Incapacitated. Martial Artist Action Card (Combo Action) Determined Soul AP Cost: 1AP CP Cost: 3CP Requirement: Avatar’s Bond Entity Type = Humanoid and you are under the effects of the Desperation condition. Effect: You gain strength when the stakes are down. You can expend a number of unexpended Hit Die up to half your Martial Artist Level, recovering HP and gaining LP equal to the total roll of the expended Hit Die + your Determination. Until the start of your next Turn, your Inspired Event Scope increases by half your SB, and you gain a Focus Bonus equal to your Determination to all Trait Tests and Damage Rolls. Martial Artist Action Card (Combo Action) Monstrous Form AP Cost: 1AP CP Cost: 3CP Requirement: Avatar’s Bond Spirit Type = Monstrous Targets: All entities that can see you within Range Range: 6m | Near Duration: 1 Encounter/Scene Effect: For the Duration, your Martial Arts Die and Size Category increases in size by 1. You can choose to deal Necrotic damage instead of the normal Damage Type for your Unarmed Strikes. When this action is used all Targets must make a Determination Trait Test. Failed Test: The Target gains half SB Degrees of the Frightened condition. Failed by 5+: They gain an additional Degree of the condition. Martial Artist Action Card (Combo Action) Warp Body AP Cost: 1AP CP Cost: 3CP Requirement: Avatar’s Bond Entity Type = Outsider Effect: You channel the Outside into your body. Roll your Unarmed Strike Damage Die and select one of the following effects to gain the benefit of, until the start of your next Turn: •You modify your body, altering your appendages or maybe growing new ones. Increase your Walking speed or another Movement speed you currently have, or gain a new Movement speed equal to the rolled x 2 (to a maximum of 20m). •You modify yourself to reduce the effectiveness of enemy attack such as growing a thickened hide, or your skin becomes covered in slime. You can reduce the damage you take from attacks by an amount equal to the rolled result, this reduction occurs after effects like Resistances or Vulnerabilities have been applied. •You modify your body to deal with a hostile environment. You can choose to either gain Nightvision to a distance in metres equal to your rolled result, or you can gain either Cold Resistance, Fire Resistance or the ability to breathe underwater. Martial Artist Action Card (Combo Action) Spirit’s Mantle AP Cost: 1AP CP Cost: 6CP Requirement: Tier 4 Duration: 1 Hour Effect: You are filled with the power of your spirit. For the Duration you gain the following benefits: •Your Inspired Event Scope increases by half your SB. •Focus Bonuses granted by your Spirit Type are doubled. •You gain Resistance to Bludgeoning, Piercing, and Slashing damage. •If you score a Critical Hit, increase your Damage Roll by your Martial Artist Level. •During Active Time Encounters, at the start of each of your Turns, you gain 1d4 CP. This effect ends early if you are Incapacitated or Die.


Tradition of the Destructive Fist

Martial Artist Action Card (Combo Action) Form of Destruction (Behemoth Form): Behemoth’s Rush AP Cost: 1AP CP Cost: 1CP Requirement: Since the start of your last Turn, the last Form of Destruction Combo Action you used was from Leviathan Form. Effect: You rush and overwhelm foes with the power of a behemoth. As part of this action, you may move up to your Walking speed, this movement does not Trigger Opportunity Attacks. You make a single Unarmed Strike. On a Hit: The Damage Roll rolls the Unarmed Strike Die a number of times equal to 2 + 1 for every 6m moved as part of this action (minimum of 1 if they moved at all with this action). Martial Artist Action Card (Combo Action) Form of Destruction (Behemoth Form): Demolishing Blow AP Cost: 1AP CP Cost: 1CP Requirement: Since the start of your last Turn, the last Form of Destruction Combo Action you used was from Leviathan Form. Effect: You strike with the destructive force of a behemoth. You make a single Unarmed Strike. On a Hit: The Target must make an Endurance Test. Failed Test: The Target gains a number of Degrees of the Burned (Force) condition equal to your SB, Failed by 5+: The Burned condition from this action cannot be removed as an action, instead they must repeat the Endurance Test at the end of each of their turns, reducing the Degrees of the condition by 1 on a success and removing it completely once it has been reduced to 0 Degrees. Martial Artist Action Card (Combo Action) Form of Destruction (Dragon Form): Dragon Kick AP Cost: 1AP CP Cost: 1CP Effect: You strike like a swing of a dragon’s tail. You make a single Unarmed Strike. On a Hit: The Target must make an Agility Test. Failed Test: The Target is knocked Prone. Failed by 5+: The Target is pushed directly away from you a number of metres equal to half your SB, then knocked Prone. Combo Chain: If since the start of your last Turn, the previous Form of Destruction Combo Action was from the Behemoth Form, the next time this Encounter/Scene you perform the Form of Destruction (Dragon Form): Drake’s Claw Combo Action, you can roll the Martial Arts Die twice for the Damage Roll, adding both results to the roll. Martial Artist Action Card (Combo Action) Form of Destruction (Dragon Form): Drake’s Claw AP Cost: 2AP CP Cost: 1CP Effect: Your strike out with the force of a dragon. You make an Unarmed Strike. On a Hit (Combo Chain): If since the start of your last Turn, the previous Form of Destruction Combo Action was from the Behemoth Form, your Unarmed Strikes from this action are considered an automatic Critical Hit. This does not however count as an Inspired Event unless the d20 roll falls within your Inspired Event Scope. This action is counted as the Attack action for Features and abilities that would modify the Attack Action. Martial Artist Action Card (Combo Action) Form of Destruction (Leviathan Form): Rising Tide AP Cost: 1AP CP Cost: 1CP Requirement: Since the start of your last Turn, the last Form of Destruction Combo Action you used was from Dragon Form. Effect: Your strikes build up momentum for greater strikes in the future. You make a single Unarmed Strike. On a Hit: The Target gains the Marked condition. While Marked in this way whenever you would roll your Martial Arts Die as part of a Damage Roll, roll double the number of Martial Arts Die for Damage Rolls against the Marked Target. The Marked condition applied by this action is removed at the end of the current Encounter/Scene. Martial Artist Action Card (Combo Action) Form of Destruction (Leviathan Form): Twin Point AP Cost: 1AP CP Cost: 1CP Requirement: Since the start of your last Turn, the last Form of Destruction Combo Action you used was from Dragon Form. Effect: You strike so swiftly, it appears you hit multiple points simultaneously. You make a single Unarmed Strike. On a Hit: The Damage Roll rolls the Marital Arts Die a number of times equal to half your SB. This does not generate CP. Martial Artist Action Card (Combo Action) Form of Ruin: Forbidden Potential AP Cost: 1AP CP Cost: 1CP Cost: 5 Charges of Kinetic Potential Effect: You channel your Kinetic Power into empowering your strike against your foe. You make an Unarmed Strike. On a Hit: The attack is an automatic Critical Hit. This does not however count as an Inspired Event unless the d20 roll falls within your Inspired Event Scope. For the Damage Roll your Unarmed Strike Die and Martial Arts Die are treated as d12s. Martial Artist Action Card (Combo Action) Form of Destruction (Behemoth Form): Mountain Breaker AP Cost: 1AP CP Cost: 1CP TRequirement: Since the start of your last Turn, the last Form of Destruction Combo Action you used was from Leviathan Form. Effect: You strike the ground shattering the earth and throwing the fragments into the foes around you. Each entity within your AoC must make an Agility Test. Failed Test: The entity takes damage as if they had been hit by an Unarmed Strike, though you may roll the Martial Arts Die twice for the Damage Roll, and the Damage Type is replaced with Force damage. This does not generate CP. Failed 5+: They gains the Wide Open condition until the start of your next Turn. Successful Test: They take half as much damage. Martial Artist Action Card (Combo Action) Form of Destruction (Dragon Form): Shadow of the Dragon AP Cost: 1AP CP Cost: 2CP Effect: You strike out like a beat of a dragon’s wings. Each entity within your AoC must make an Agility Test. Failed Test: The entity takes damage as if they had been hit by an Unarmed Strike. This does not generate CP. Failed by 5+: They are knocked Prone. Successful Test: They take half as much damage. Combo Chain: If since the start of your last Turn, the previous Form of Destruction Combo Action was from the Behemoth Form, the Damage Roll for failed Tests is treated as if you had landed a Critical Hit with an Unarmed Strike against the entity. This only adds 3 Kinetic Potential Charges no matter how many entities were hit. Martial Artist Action Card (Combo Action) Form of Destruction (Leviathan Form): Vortex Fury AP Cost: 1AP CP Cost: 2CP Requirement: Since the start of your last Turn, the last Form of Destruction Combo Action you used was from Dragon Form. Effect: You strike out like a whirlpool. Each entity within your AoC must make an Agility Test. The AoC’s Radius increases by half your SB for this action. Failed Test: The Target takes damage as if they had been hit by an Unarmed Strike and becomes Marked. While Marked in this way, whenever you would roll your Martial Arts Die as part of a Damage Roll, roll double the number of Martial Arts Die against the Marked target. The Marked condition applied by this action is removed at the end of the current Encounter/Scene. Successful Test: They take half as much damage. Martial Artist Action Card (Combo Action) Form of Ruin: Enlightened Destruction AP Cost: 1AP CP Cost: 2CP Cost: 5 Charges of Kinetic Potential Target: A Target point you can see within Range Range: Agility or Intuition metres (your choice) Effect: You fire a beam of energy formed from you built up kinetic power. Each entity within a 1m wide line between you and the Target point and/or within your AoC must make an Agility Test. Failed Test: The entiy takes damage as if they had been hit by a Critical Hit with an Unarmed Strike. The Damage Type of the attack is Radiant damage and your Unarmed Strike Damage Die and Martial Arts Die are d12s for this Damage Roll. Successful Test: They take half as much damage. Martial Artist Action Card (Combo Action) Form of Ruin: Ruinous Strike AP Cost: 1AP CP Cost: 4CP Prerequisite: Fist of Destruction Tier 3 Requirement: You must have performed a number of Combo Actions equal to half your SB this Turn, and have not performed this action this Turn Cost: 1 or more Charges of Kinetic Potential Effect: Make an Unarmed Strike with Advantage. On a Hit: The Damage Roll rolls the Unarmed Strike Damage Die a number of times equal to an amount of Kinetic Potential you expended, and rolls the Martial Arts Die a number of times equal to an amount of Combo Actions, including this one, that you have performed this Turn. The rest of the Damage Roll is calculated normally. The Target then gains the Vulnerability condition against the next Combo Action made against them. This action does not generate CP.


Tradition of the Elementalist

Martial Artist Action Card (Combo Action) Elemental Strike AP Cost: - CP Cost: 0CP+ Effect: Once per Turn, after successfully hitting a Target with an Unarmed Strike, you may turn the strike into an elemental strike. Before making the Damage Roll for the Unarmed Strike, you can select a spell you have Prepared whose Spell Tag is that of an element you have formed a Minor Elemental Bond with. This Combo Action costs CP equal to the Circle of the chosen spell, this is reduced by 1CP if the spell has a Range of Touch, spells cannot be cast at higher Circles using this action. Upon making the Damage Roll, in addition to the Unarmed Strikes normal effect, the spell is immediately cast on the Target. If the spell asks to Target a point or location the Target point is where the Target entity is located. The damage die of the spell is changed in size to be that of your Martial Arts Die. You can increase the CP spent by 2 to give the Target Disadvantage on Trait Tests to resist or avoid the spell. This action does not generate CP. Martial Artist Action Card (Combo Action) Flame Serpents AP Cost: 1AP CP Cost: 1CP Prerequisite: Minor Elemental Bond: Fire Effect: Flames dance around your limbs as you strike with a serpent’s speed. Make two Unarmed Strike attacks, these can be separated to Target separate entities no more than 2m (Near) apart. On a Hit: The Unarmed Strike deals additional Fire damage equal to a roll of your Martial Arts Die. Martial Artist Reaction Card (Combo Action) Wind Catch RP Cost: 1RP CP Cost: 1CP Prerequisite: Minor Elemental Bond: Air Trigger: You are Falling or an Attack Roll from a Weapon Attack or Unarmed Strike is made against you Effect: You manipulate the air around you to keep your safe from harm. Roll your Martial Arts Die, and determine the effect by this reaction’s Trigger: •Attack Roll: If an attack was made against you, you can reduce the Attack Roll by the result of your roll, potentially turning a hit into a miss. •Falling: If you are Falling, reduce the number of damage dice rolled from falling by the result of your Martial Arts Die (if reduced to 0 no damage is taken). Martial Artist Action Card (Combo Action) Earthen Pillar AP Cost: 1AP CP Cost: 2CP Prerequisite: Minor Elemental Bond: Earth Target: An entity you can see within Range Range: 6m | Near Effect: You summon a pillar of earth beneath your opponent to throw them into the air. Make a ranged Unarmed Strike against the Target. On a Hit: The Unarmed Strike deals additional Force damage equal to a roll of your Martial Arts Die, and the Target must make a Physique Test. Failed Test: The Target is knocked a number of metres into the air equal to your Intuition (minimum 1m), before falling straight back down Prone. Failed by 5+: The distance they are thrown upwards is doubled. Martial Artist Action Card (Combo Action) Water Whip AP Cost: 1AP CP Cost: 2CP Prerequisite: Minor Elemental Bond: Water Target: An entity you can see within Range Range: 6m | Near Effect: You call forth a coil of water to drag your foe towards you. Make a ranged Unarmed Strike against the Target. On a Hit: The Unarmed Strike deals additional Cold damage equal to a roll of your Martial Arts Die and the Target must make an Agility Test. Failed Test: The Target is pulled a number of metres directly towards you equal to your Intuition (minimum 1m). Failed by 5+: They are knocked Prone after being pulled. Martial Artist Action Card (Combo Action) Elemental Blast AP Cost: 2AP CP Cost: 2CP Prerequisite: Tier 2 Target: A point you can see within Range Range: 24m | At Range AoE: 4m Radius Sphere, Centred on Target Effect: You unleash a bast of elemental power at a point of you choosing. Each entity the AoE must make an Agility Test. Failed Test: The entity takes damage, whose Damage Type is that of an Element which you have an Elemental Bond, equal to half your SB rolls of your Martial Arts Die. This does not generate CP. Failed by 5+: You instead roll the Martial Arts Die a number of times equal to your SB. Successful Test: They take half as much damage. Martial Artist Action Card (Combo Action) Elemental Stride AP Cost: - CP Cost: 2CP Prerequisite: Tier 3 Requirement: This action must be taken as part of the Movement action Effect: You channel elemental power into your stride. For this use of the Movement action, you increase a type of Movement speed by your Intuition (minimum 1m). The type of Movement speed affected is based on what Element you have a Minor Elemental Bond with: •Air. Flying speed. •Earth. Burrowing speed. •Fire. Climbing speed. •Water. Swimming speed. While moving with this action, if your movement causes a hostile entity to enter your AoC they take damage, whose Damage Type is that of an Element you have a Minor Elemental Bond with, equal to a roll of your Martial Arts Die. An entity can be affected by this effect once per Turn. This action does not generate CP. Martial Artist Action Card (Combo Action) Elemental Finisher AP Cost: 2AP CP Cost: 4CP Prerequisite: Tier 3 Requirement: You must have performed a number of Combo Actions equal to half your SB this Turn Effect: You unleash a bast of raw elemental power. Each entity within a Cone Emanating from you, whose size in metres equals double the number of Combo Actions, including this one, performed this Turn, must make an Agility Test. Failed Test: The entity takes damage, whose Damage Type is that of an Element which you have an Elemental Bond, to half your SB rolls of your Unarmed Strike Damage Die plus an equal number of rolls of your Martial Arts Die. This does not generate CP. Failed by 5+: You instead roll the Martial Arts Die a number of times equal to your SB. Successful Test: They take half as much damage.


Tradition of the Performer

Martial Artist Action Card (Combo Action) Working the Crowd AP Cost: 1AP CP Cost: 1CP Requirement: The combat is in front of a crowd of onlookers Effect: You encourage the crowd to cheer you on. You can make a TG 15 Performance Skill Roll to convince a crowd to cheer your next move. Successful Test: Your next Attack Roll made this Turn is made with Advantage. The GG may alter the TG based on the mood and demeanour of the crowd and their opinions of you. Martial Artist Action Card (Combo Action) Heel Turn AP Cost: 1AP CP Cost: 2CP Prerequisite: Performer’s Role Feature Effect: You know how to change roles for the best show. You may change your chosen Role for the Performer’s Role Feature. Martial Artist Action Card (Combo Action) Tag In AP Cost: 1AP CP Cost: 2CP Prerequisite: Tag-Team Fighter Feature Target: Your Fight Partner, that you can see, within Range Range: 6m | Near Effect: You and your Fight Partner channel the power of your bond to change places in the ring. You and the Target teleport such that you swap places. Martial Artist Action Card (Combo Action) Build Up Charge AP Cost: 1AP CP Cost: 3CP Prerequisite: Build Up Finisher Feature Effect: You follow a small ritual you perform to build up your momentum for your follow up attacks. Once per Encounter/Scene, you increase your Build Up modifier by 1. Martial Artist Reaction Card (Combo Action) Channel Energy RP Cost: 1RP CP Cost: 3CP Trigger: You score an Inspired Event Effect: You channel the energy from the ring to empower you and your allies in this fight. Increase your Limit Potential by your Martial Artist Level + your Determination. Martial Artist Action Card (Combo Action) Kin In The Ring AP Cost: 0AP CP Cost: 3CP Prerequisite: Tag-Team Fighter Feature Duration: 1 Encounter/Scene Effect: You and your Fight Partner have an unbreakable bond. For the Duration, you and your Fight Partner gain the Shared Bond Concept, “Tag-Team Duo”. Martial Artist Action Card (Combo Action) Tag Team Finish AP Cost: 1AP CP Cost: 5CP Prerequisite: Tag-Team Fighter Feature Effect: You and your Fight Partner use your signature combo move! You may perform the Shared Focus Inspired Action with your Fight Partner without an Inspired Event. Martial Artist Action Card (Combo Action) Unstoppable Team AP Cost: 1AP CP Cost: 5CP Prerequisite: Tag-Team Fighter Feature Effect: You and your Fight Partner are supernaturally in sync. You may Invoke your Shared Bond Concept for your Fight Partner without requiring a Mark of Fate.


Tradition of the Psionisist

Martial Artist Action Card (Combo Action) Psi-Terror Strike AP Cost: - CP Cost: 1CP Effect: Once per Turn, after successfully hitting a target with an Unarmed Strike or a Weapon with the Martial Arts Weapon Property, you may turn the strike into a nightmare strike. For this Damage Roll you do not roll your Martial Arts Die, instead after the damage has resolved, if the Target took any damage, they must make a Knowledge Test. Failed Test: The Target takes Psychic damage equal to a roll of your Martial Arts Die, this does not generate CP. The Target also gains one Degree of the Frightened condition until the end of your next Turn. Failed by 5+: They gain an additional Degree of the Frightened condition. Successful Test: They take half as much damage. Martial Artist Reaction Card (Combo Action) Psionic Reflexes RP Cost: 1RP CP Cost: 2CP Trigger: You are making an Agility Test to resist or avoid an effect Effect: You have trained such that your body will react with the slightest psychic vibrations before you consciously know to act. You instead of making an Agility Test, make a Knowledge (Acrobatics) Test. Martial Artist Action Card (Combo Action) Psionic Strike AP Cost: - CP Cost: 3CP Effect: Once per Turn, when making an Unarmed Strike or a Weapon with the Martial Arts Weapon Property, you may turn the strike into a psionic strike. Instead of making an Attack Roll the Target must make an Agility Test. Failed Test: The Target is treated as being hit by your attack, replacing the attack’s Damage Type with Psychic damage. The Target takes additional Psychic damage equal to a roll of your Martial Arts Die. This action does not generate CP. Failed by 5+: The attack is considered a Critical Hit. Successful Test: They take half as much damage. Martial Artist Action Card (Combo Action) Telekinesis AP Cost: 2AP CP Cost: 4CP Target: An entity or object, no more than 1 Size Category larger than you, you can see within Range Range: 6m | Near Effect: You channel your psionic potential to move an object or entity. The effect of this action is determined by the type of Target: Target is an Object: You can move the Target up to 6m (Near), it cannot be any further than 12m (At Range) from you or else the object is dropped. You may perform the Use Item action as part of this action and if it is a melee Weapon without the Two=Handed Weapon Property, you can make a single attack with it using your Knowledge as the Trait for the Attack Roll. Target is an Entity: You can shove or pull the Target. The Target must make a Physique Test. Failed Test: The Target is Grappled until the start of your next Turn, and is moved a number of metres directly towards or away from you equal to your Knowledge (minimum 1m).


Tradition of the Savant

Martial Artist Action Card (Combo Action) Marking Strike AP Cost: - CP Cost: 2CP Effect: Once per Turn, when making an Unarmed Strike or a Weapon with the Martial Arts Weapon Property, you may turn the strike into a marking strike. If this attack deals damage to the Target, they become Marked by you and must make a Knowledge Test. On a Failed Test: Choose a number of the following effects to occur equal to half your SB: •You learn the Target’s Entity Type. •You learn one action or reaction the Target can perform. •You learn if the Target’s current HP is closer to being Bloodied, Desperate, or their Hit Point Maximum. •You have Advantage on the next Test made as part of the Study action against the Target. •The Target cannot tell a lie until the start of your next Turn. The Target is aware of this effect. Martial Artist Reaction Card (Combo Action) Maintained Momentum RP Cost: 0RP CP Cost: 3CP+ Trigger: The Trigger for any reaction you know occurs Effect: You keep momentum going in a fight. When a Trigger for one of your reactions would occur, you can use this Combo Action to perform the effects of the reaction for 3CP + the CP cost of the other reaction. When using a reaction with this Combo Action you can ignore the restriction of using the same reaction only once per Round. Martial Artist Action Card (Combo Action) Analysed Strike AP Cost: 2AP CP Cost: 4CP Prerequisite: Tier 3 Requirement: You have performed the Study action against the Target during this Encounter/Scene Effect: You use your knowledge of the target to exploit their openings. Make a single Unarmed Strike. On a Hit: The Target must make an Endurance Test. Failed Test: The Target gains the Vulnerability condition until they next receive damage or the end of the Encounter/Scene whichever occurs first. Failed by 5+: The Vulnerability condition lasts until the end of the Encounter/Scene or until they have received damage 3 times. Martial Artist Action Card (Combo Action) Recalled Legends AP Cost: - CP Cost: 5CP Effect: Once per Turn, when using the Study action, you may recall legends. If the Test made as part of the Study action is successful, you also gain additional knowledge as if you had cast the Identify and/or Legend Lore spell on the Target.


Tradition of the Spiritualist

Martial Artist Action Card (Combo Action) Cure Wounds AP Cost: 2AP CP Cost: 1-5CP Target: An entity you can see within Range Range: Touch Effect: You infuse a target with your eternal magic. Roll your Unarmed Strike Damage Die a number of times equal to the CP spent on this action. The Target regains HP equal to the result of the roll + your Intuition. This has no effect on Undead or Constructs unless they are your Eternal’s Chosen Entity Type. You can reduce the number of Die rolls by 3 to remove either the Impaired (Hearing or Sight), Paralysed, Stunned, or Petrified conditions, or reduce the Degrees of the Dazed, Poisoned, or Slowed condition by 2 Degrees. If this action is used on your Eternal’s Chosen Entity Type increase the number of Unarmed Strike Damage Die rolls by 2. Martial Artist Action Card (Combo Action) Inflict Wounds AP Cost: 2AP CP Cost: 1-5CP Target: An entity you can see within Range Range: Touch Effect: You harm a target with your eternal magic. Make a single Unarmed Strike or attack with a Weapon with the Martial Arts Weapon Property. On a Hit: Increase your Damage Roll by a number of rolls of your Unarmed Strike Damage Die equal to the CP spent. This attack does not generate CP. You can reduce the number of Die rolls by 2, to cause the Target to, until the end of your next Turn, have Disadvantage on Trait Tests to resist or avoid the effects of your spells. You can reduce the number of Die rolled by up to 3, to apply one Degree of the Poisoned condition for each Die removed. If this action is used on your Eternal’s Nemesis Entity Type increase the number of Unarmed Strike Damage Die rolled by 2. Martial Artist Action/Reaction Card (Combo Action) Channel Faith AP/RP Cost: Varies CP Cost: 2CP Effect: Select one Channel Faith action/reaction presented in your Eternal’s description. You perform it for its appropriate AP/RP cost, using your Spiritualist Tradition Spell Attack Roll modifier and Spell TG when needed. Martial Artist Action Card (Combo Action) Restore Life AP Cost: 2AP CP Cost: 6CP Target: The remains of an entity that has Died within the last 5 Minutes you can see within Range. Range: Touch Effect: You channel your Eternal’s magic to bring an ally back to life. The Target returns to life with HP equal to your Martial Artist Level + your Intuition. If they were of your Eternal’s Chosen Entity Type, increase the HP restored by 3 rolls of your Unarmed Strike Damage Die. If the entity Died with any of the following conditions these are removed when they are revived; Impaired (Hearing and/or Sight), Dazed, Deafened, Paralysed, Petrified, Poisoned, Slowed, and Stunned.