40 lines
No EOL
1.6 KiB
Markdown
40 lines
No EOL
1.6 KiB
Markdown
### **Tier 1 (Melee 1+)**
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1. **Power Strike** – Mark a die as **Powerful**; add its face value as Injury if the attack succeeds.
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2. **Guarded Stance** – Mark a die as **Persistent**; if you succeed on your next defense, carry +1 die into your next attack.
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3. **Disarm** – Mark a die as **Effectful**; on success, force opponent to drop weapon/shield.
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### **Tier 2 (Melee 2+)**
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1. **Flurry** – Split your dice pool into two attacks; mark one die as **Risky** across both.
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2. **Press the Advantage (Melee/Tactics)** – On a successful hit, allies attacking the same target gain +1 die until end of round.
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3. **Hook and Trip (Melee/Brawl)** – Success margin 2+ knocks target prone or strips their shield instead of dealing Injury.
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### **Tier 3 (Melee 3+)**
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1. **Bleeding Edge (Melee/Survival)** – Attacks inflict 1 ongoing Injury per round until treated if at least one **Effectful** die succeeds.
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2. **Duelist’s Focus (Melee/Dodge)** – When facing a single opponent, mark one die as **Lucky** each round.
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3. **Vicious Riposte (Melee/Dodge)** – If you succeed on a Parry, immediately counterattack with +1 die and mark one die as **Powerful**.
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### **Tier 4 (Melee 4+)**
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1. **Finishing Blow** – Exceed opponent’s defense by 3+ successes = immediately _Subdue_ (or kill if using a **Vicious** die).
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2. **Unstoppable Onslaught (Melee/Brawl)** – Dropping an enemy lets you immediately attack another adjacent foe with the same pool.
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3. **War Banner (Melee/Command)** – When you drop an enemy, allies within Presence meters may reroll 1 die on their next action. |