Combat Masteries

Agile Reflexes

Requirements

Reaction 4, Cannot wear armor

Price

3 talents (CC)

You are quick on your feet and agile. When not wearing armor, you can use your agility instead of your guard for expertise defensive skills. Wearing armor removes this mastery’s benefits.

Ambidextrous

Rank 1
Requirements

Agility 3, Might 3, Offensive combat skill associated with the weapon at novice.

Price

3 talents (CC)

Through practice and training, you have learned how to dual wield Short Arms (guns) and single-handed heavy melee weapons. Drawing two single-handed weapons at the same time is now considered a free action.

Rank 2
Requirements|

Agility 6, Might 6, Offensive Melee Skill associated with the weapon at adept.

Price

3 talents

You can wield a single two-handed melee weapon as if it was a single-handed weapon. Your two-handed skill replaces your one-handed (or off-handed) skill when wielding the two-handed weapon one handed. This does not include two handed polearms unless they have the double weapon special.

Rank 3
Requirements

Agility 8, Might 8, Offensive Melee Skill associated with the weapon at adept tier

Price

3 talents

You can freely dual wield two-handed melee weapons as if they are single-handed weapons. Your two-handed skill replaces one of your one-handed or off-hand skills when using two-handed weapons with one hand, not both. This does not include two handed polearms unless they have the double weapon special.

Archery Weapons

Requirements

Fighting 3, Might 2

Price

3 talents (CC)

You have learned the correct technique for using archery equipment. You can use these archery weapons.

Barrage

At the cost of accuracy, you can continuously swing at new targets after each successful hit. Depending on the rank depends on how many other targets you can attack with this mastery. This mastery can only be used on your turn and only with melee weapons.

Rank 1
Requirements

Fighting 5, Agility 4, Multiple Engagements

Price

5 talents

If you hit your last opponent, you can attack again within your reach without moving. The first extra attack suffers a -1 to your accuracy and increases to -2 for any additional attack after the first. You can continue to attack as many targets as possible within your range until you miss an attack. Once you miss an attack or there are no targets to attack, this ability ends.

Rank 2
Requirements

Fighting 7, Agility 7

Price

5 talents

You can take a 5ft. step between attacks. You cannot move more than your total available movement for that round.

Battle Dancer

Focus Mastery
Requirements

Agility 6, Reaction 6, Multiple Engagements

Price

4 talents

Cost

10 essence per round

Every battle has a rhythm, a song, a dance that you have attuned to yourself. Using your essence, the music of battle becomes your dance partner through the chaos of combat, intertwining you with its rhythm.

This ability is considered a special ability and requires the actions to activate. At the beginning of your turn, spend the indicated cost of this mastery to keep the following effects active.

  • Gain lucky defense rolls (including against advantage attacks)
  • +1 to reaction checks
  • +1 to attacks with melee weapons
  • One extra action each round.

Getting hit while this ability is active requires a self-psyche check to keep your connection to the battle’s rhythm. Failing the check causes this ability to end.

Berserker’s Wrath

Requirements

Fighting 5, Guard 5, Mental 5, Weapon specialization

Price

4 talents

Cost

1+ essence per round

For each essence spent per round, you gain that much additional damage and damage reduction. However, each round, the cost of this mastery doubles based on the previous rounds cost to a maximum of sixteen. If life force (health) is used for the cost, instead of essence, you gain one fatigue each round. So, if you spend three essence to gain +3 damage and damage reduction, the next round’s cost increase to 6 but so does your extra damage and damage reduction. This mastery can only be used with melee weapons, and the damage reduction does not stack with armor.

Bulletproof

Requirements

Guard 5, Shield skill 7

Price

5 talents

Your defense rolls become lucky rolls versus ranged weapons when you are using a shield (excludes buckler).

Charged Attack

Requirements

Vitality 4, Fighting 4

Price

3 talents

Cost

1-20 essence

Extra Damage

2-40

Using a weapon you are proficient with, you use essence to increase your attacks’ damage based on how much essence is spent. For every essence spent deal two extra damage up to a maximum of twenty essence. Rolling a one when using this ability causes an extra point of durability damage to your weapon.

Counter

Requirements

Agility 5, Mental 5

Price

6 talents

Gain two actions that can only be used as counter actions.

Counterattack

Cost

1 counter

Rank 1
Requirements

Fighting 4, Agility 3, Proficiency with your weapon, Multiple Engagements

Price

3 talents (CC)

Using your knowlede of combat and defense strategy and a counter action, you can make an attack on the target who just attacked you but missed. This can only be done in melee combat. 

Rank 2
Requirements

Fighting 6, Agility 5, Weapon Specialization

Price

3 talents

A ranged weapon can be used in the same way as stated in rank one as long as the target is within 20ft.

Counter Defense

Requirements

Agility 4, Mental 4

Price

5 talents

Cost

1 counter action

You can stop any counter action from being used against you. The counter action being used against you automatically has no effect on you unless it is energetic based.

Deceptive Throwing

Requirements

Agility 4, Weapon specialization, Throwing at novice

Cost

3 talents (CC)

Your throwing abilities have grown to where your off-hand attacks can be performed using your throwing skill instead of your off-hand skill.

Dextrous Fighter

Requirements

Agility 3, Might 3, Weapon specialization, One-handed at novice

Cost

3 talents (CC)

When dual wielding weapons that are not heavy or two-handed, you can use your one-handed skill in place of your off-handed skill.

Dislike of Objects

Requirements

Might 6, Mental 6

Price

3 talents

You can chain durability damage (up to three chains) when specifically targeting inanimate objects (i.e. called shot to equipped equipment or gear).

Distract

Requirements

Agility 3, Mental 3, Multiple Engagements

Price

3 talents (CC)

Cost

1 counter action

Allows you to perform a feint attack as a counter action. On an enemy turn, before they would make their attack, you can feint an attack on them in order to distract them. The enemy must be within your weapons’ range and only melee weapons can be used. The target suffers a -2 to that next attack.

Dual Weapon Types

Requirements

Associated Skill 12, associated weapon mastery (if applicable), mental 6

Price

4 talents

Gain one additional weapon type to be affected by the Critical Finesse ability gained when the associated skill reached adept tier. This mastery can be taken multiple times, but a new skill must be selected and cannot be used on the same skill more than once.

Duck & Weave

Requirement

Perception 6, Multiple Engagements

Price

5 talents

You gain the ability to move through enemy spaces without provoking advantage attacks. To use this ability, you must move completely through the enemy’s space before ending your move.

Essence Shot

Requirements

Channeling 4, Archery or Ranged Tech Weapons

Price

4 talents

Cost

3 essence

When firing a ranged weapon, you can spend the cost of this mastery to materialize essence as a second attack of the ammo being used. The materialized essence is fired at the same target and deals half the damage of the original attack. Two separate attack rolls are made, one for the weapon’s attack and a second for the essence shot. This cannot be used with melee weapons.

Explosive Expert

Requirements

Mechanical 4, Automation 6

Price

4 talents

You are proficient in the understanding of how explosives work. When using an explosive, it no longer explodes in your hand when a one is rolled.

Fetch

You have learned how to utilize throwing weapons.

General Requirements

Weapon must have the double weapon property.

Rank 1
Requirements

Throwing 6, agility 5, perception 5

Price

3 talents

Retrieving a throwing weapon after throwing it is a free action, even if it has become embedded and requires force to remove.

Rank 2
Requirements

Agility 8, throwing 10, one handed or off-hand 8

Price

3 talents

After a successful ranged attack with a throwing weapon, you can retrieve it and make another melee attack on the same target with a single action. If melded with a throwing weapon it is a free action and costs one essence to return the weapon to your hand.

Heavily Protected

Requirements

Guard 8, Heavy Armor 14

Price

4 talents

When wearing heavy armor your protection chain increment increases by one to a maximum of 9-10. This mastery can only be taken once.

Heavy Weapon Expert

This mastery can be taken multiple times, but each time it must be a different weapon type and the weapon specialization must be taken for that new weapon type. 

Rank 1
Requirements

Might 5, Offensive Melee Skill 7, Weapon Specialization

Price

3 talents

You are a master with heavy weapons. If you have weapon specialization in a weapon, you get an extra base damage die for heavy or two-handed weapons. However, the additional die cannot be used for critical strike damage. 

Rank 2
Requirements

Might 7, Offensive Melee Skill 10, Perception 8

Price

3 talents

Critical strikes with the heavy weapons selected from rank one cause’s a bleeding wound that until treated deals 1d8 bleed damage per round.

Improved Critical Strike

Requirements

Perception 7, One Offensive Combat skill adept, Weapon Specialization

Price

4 talents

You increased your chance of critical hits with certain weapons types. This mastery is specific to the weapon type of your choice. Each time the mastery is taken, it applies to a different weapon type and increases the critical strike range of that weapon type by one increment. This cannot exceed the maximum allowed critical strike range of 7-10.

Improved Critical Called Shot

Requirements

Mental 10, Reaction and Psyche 12, One Offensive Combat skill master, Improved Critical Strike Rank 1

Price

5 talents

The weapon used for Improved Critical Strike’s called shot critical strike range increases to 6-8.

Kobudo Weapons

Requirements

Fighting 3, Might 2

Price

3 talents (CC)

You have learned the proper way to wield weapons of the Kobudo category. You can use kobudo weapons.

Luck Shot

Requirements

One Offensive Combat skill 6, Weapon Specialization mastery

Price

7 talents

Cost

3 essence

Spending the cost of this mastery makes your next called shot a lucky called shot.

Martial Weapons

Requirements

Fighting 3, Might 2

Price

3 talents (CC)

You have learned the proper way to handle weapons of the martial category. You can wield martial weapons.

Melee Tech Weapons

Requirements

Mental 4, Melee Combat Skill 5

Price

3 talents (CC)

You understand how technology-based melee weapons function. You can use all melee steam weapons. When using melee technology weapons, your accuracy depends on the style of the weapon (one handed or two handed).

Mounted Combat Masteries

Before these masteries can be executed, a pilot check with a DR 10 must be made. If the mount is injured, the difficulty rating increases by one for every five health the mount has lost.

General Requirements

Skilled Rider and you must be mounted to use these masteries.

Mounted Channeling
Requirements

Mental 5, Pilot 5

Price

4 talents

You can channel a spell while riding a moving mount. Channeling while on a stationary mount does not require this mastery.

Ride by Attack
Requirements

Agility 5, Weapon Specialization

Price

4 talents

You have learned how to ride past your target and make an attack as you pass. The target cannot make an advantage attack against you. This is for melee weapons only.

Ride by Attack Counter
Requirements

Agility 5, Reaction 6

Price

4 talents

You can make an advantage attack against a mounted target that is riding past you and is within your weapons range. This includes if the target is performing a Ride by Attack.

Shot on the Move
Requirements

Agility 4, Weapon Specialization

Price

4 talents

You ignore the mounted ranged attack’s penalty when you are shooting a ranged weapon or using a throwing weapon while riding on a mount.

Trample
Requirements

Agility 4, Might 4, Pilot 5

Price

4 talents

To trample a target requires complete control of your mount. Using your pilot skill versus the target’s reaction check determines if the trample is successful. The target can avoid the trample by rolling higher than your pilot check. If your pilot check is equal to or higher than their reaction check, they take damage based on the mount’s stats. If the target of the trample is wielding a polearm that deals piercing damage, an attack using the polearm can be made instead of a reaction. The attack is made against the mount, not the rider. If the attack is successful, it stops the trample, and the mount takes the polearm damage.

Multi Arrow

General Requirements

Archery Weapons

You have learned to shoot multiple arrows at a single target. An attack roll must be made for each arrow.

Rank 1
Requirements

Agility 5, Archery 6

Price

4 talents

Cost

4 essence & 1 action

Additional Arrows

1 per attack

Rank 2
Requirements

Agility 7, Archery 8

Price

4 talents

Cost

8 essence & 1 action

Additional Arrows

2 per attack

Rank 3
Requirements

Agility 8, Archery 9

Price

4 talents

Cost

16 essence & 2 action

Additional Arrows

3 per attack

Multiple Engagements

Requirements

Reaction 5, Perception 5, Proficiency with your weapon.

Price

3 talents (CC)

You can be engaged with up to five opponents at a time. This also allows you to attack targets who move past you even if you are not engaged with them. See advantage attack under the combat section of the game rules chapter for more information.

Over Burst

Requirements

Mechanical 4, Long Arm Gun

Price

4 talents

When a Long Arm is used, an additional burst can chain the base damage die automatically once.

Polearm Expert

Rank 1
Requirements

Agility 5, Weapon Specialization with a polearm weapon

Price

3 talents

You are a master of your polearm, allowing you to make attacks with the back end of the polearm for one action. Your polearm becomes a dual weapon. Damage for the additional attack is half the normal damage of the polearm.

Rank 2
Requirements

Agility 8, Two Handed 6

Price

3 talents

Your extra attack from rank one’s damage is no longer halved. All polearms that you wield have the special weapon properties of Trip and Disarm. If they already have these specials, they do not stack.

Rank 3
Requirements

Agility 10, Two Handed 12

Price

3 talents

Critical strikes with polearms cause a wound normally inflicted from called shots. Roll 1d20, if 1-4 left upper limb, 5-8 right upper limb, 9-12 left lower limb, 13-16 right lower limb, and 17-20 torso. Refer to the called shot wounds for details related to the wound.

Protector

General Requirements

Agility 5, Defense skill 7

You can move in the way of a friendly target who is being attacked. The protector makes a defensive roll instead of the original target. The one you are protecting is physically moved five feet and you replace their spot. This can also push an ally out of the way from area of effects. The indicated distance is how far you can move in order to get to your ally.

Rank 1
Requirements

Guard 6

Price

3 talents

Cost

1 counter action

Distance

10ft.

Rank 2
Requirements

Guard 9

Price

3 talents

Cost

1 counter action

Distance

20ft.

You can use this mastery a second time in the same round, without paying the cost, if your initial counter action was used for this mastery.

Ranged Tech Weapons

Requirements

Mental 4, Gun 5, Perception 5

Price

3 talents (CC)

You understand how technology based ranged weapons function. You can use all guns. When using ranged technology weapons, your Gun skill is used for accuracy.

Rapid Steam Shot

Requirements

Mechanical 4, Ranged Tech Weapons, Revolver

Price

4 talents

You can unload your revolver’s cylinder in a one turn attack, but each bullet after the first has a -1 to accuracy. This requires a full turn to perform.

Skillful Disengage

Requirements

Agility or Guard 5, Might 4

Price

3 talents

You have learned how to quickly yet safely withdrawal from your target in combat. This mastery can be taken multiple times to decrease the action type used.

This mastery starts with allowing you to use one action, and finally a free action to disengage. Each time this mastery is taken, its requirements increase by one. Its price remains the same every time it is purchased.

Rank 1

Disengage using one action.

Rank 2

Disengaging using a free action

Small Time Weapons

You’ve discovered how to use a specific type of weapon. These weapons are creatures who are smaller than you.

Rank 1
Requirements

Might 8, Two Handed 8

Price

5 talents

After grappling a target that is at least two size categories smaller than you, they can be used as an improvised club with a -2 to the attack. The damage applies to both the creature being struck and the target being used as the club. This includes critical strike damage. A successful attack releases the grapple on the target but leaves them dazed for one round.

Rank 2
Requirements

Might 10, Two Handed 10

Price

5 talents

The grapple on the target is no longer released after a successful attack.

Sniper

Requirements

Agility 7, Perception 7, Archery Weapons or Ranged Tech Weapons

Price

4 talents

Long Arms and bows you use have its range increased by +100ft.

Steady Strike

Requirements

Fighting 4, Agility 3, One Expertise Combat skill

Price

4 talents (CC)

Cost

2-10 essence

Extra Accuracy: +1-5

As a free action, using a weapon that you are proficient with, you steady your attack in order to increase your accuracy based on the amount of essence spent. A maximum of ten essence can be spent, resulting in a maximum of +5 to a single attack.

Take Aim

Requirements

Ranged combat skill being used is expertise, Archery or Mechanical 8, Weapon Specialization

Price

4 talents

Cost

1 turn

Spend one complete turn studying your target to increase your critical strike chance by one increment with your next called shot (max. 5-8). On your next turn, you must start with making a called shot on the target you studied last turn. However, because of your intense focus on your target, you have unlucky defense rolls (Multiple Engagements has no effect).

Throwing Weapons

Requirements

Fighting 3, Might 2

Price

3 talents (CC)

You have learned the proper way to handle throwing weapons. You can use throwing weapons.

Volatile Can Chucker

Requirements

Mechanical 7, Automation 4, Melee or Ranged Tech Weapons

Price

4 talents

You know, the ins and outs of steam canisters. This knowledge gives you the ability to know when they are going to explode. Whenever a steam canister that is within your reach is about to explode, you can make an Automation check to grab it (DR 12) and throw it as an explosive. You know, the weak spots in the canisters allowing you to make called shots on them (equivalent to a called shot to the hand). Hitting them causes them to take 1d4 durability damage.

Weapon Specialization

Requirements

Fighting 5, Might 4, Mastery for the weapon (if applicable) or martial arts at novice tier

Price

3 talents

You have trained with a specific weapon type (or martial arts) long enough to become one with those weapons. When using the specific weapon of your choosing that is connected to this mastery, you gain +1 to your attack. This mastery can be taken multiple times, but each time it must be connected to a new weapon type. This mastery can only be taken once per weapon type.



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