Way of the Monks
In battle, your Strength and
Speed equalize (the higher drops to the lower), then both drop 3 Sub-Tiers.
Once you attack, they return with +1 Sub-Tier for each hit you took while debuffed (max +5).
Flow styles come with no moveset. Instead, you work the style into your own flow for it to be effective. It’s easily the hardest form of combat, needing patience and a level head, but a master of a Flow style is extremely hard to beat, even by someone stronger and faster.
Non-aggressive tactics. Tai Chi users fight in a calm, zen-like state, and its true power is restraint: you know exactly where to strike, with just the right amount of force to take your opponent out.
First, read your opponent’s physical flow by dodging their attacks 3 times. After that, you need +3 extra Speed to be Auto-Hit.
In the Flow State, every 6 turns, roll 1d100. A hit debuffs your opponent:
| Roll | Strike | Effect |
|---|---|---|
| 1 – 50 | Nothing | — |
| 51 – 60 | Arm Pressure Point | |
| 61 – 70 | Double Arm Pressure Point | |
| 71 – 80 | Leg Pressure Point | |
| 81 – 90 | Double Leg Pressure Point | |
| 91 – 99 | Full Body Strike | Paralysis for 2 turns |
| 100 | Solar Plexus Strike | Instant K.O. |
Two single Pressure Point hits on the same stat stack to half. Rolling Nothing 3 times puts Pressure Strike on a 6-turn cooldown.
Use your opponent’s own speed against them. Judo shines against opponents faster than you.
Take a stance. Your opponent must move in and strike you physically, then roll 1d10:
| Roll | Result |
|---|---|
| 1 – 4 | Failure: 5-turn cooldown |
| 5 – 9 | Success: avoid the Auto-Hit with a counter, plus 1 free Non-Lethal hit |
| 10 | Instant Pin: overpower and pin them, then subdue them however you like |
An Old World style taught in dojos across the Mainland and Outworld. It balances defense and offense, and brings a crucial mechanic: Parrying.
Way of the Monks
In battle, your Strength and
Speed equalize (the higher drops to the lower), then both drop 3 Sub-Tiers.
Once you attack, they return with +1 Sub-Tier for each hit you took while debuffed (max +5).
Parrying
Instantly deflect a physical attack. Roll 1d30:
| Roll | Result |
|---|---|
| 1 – 10 | Failure: stunned 1 turn |
| 11 – 20 | Parry: deflect the attack |
| 21 – 29 | Critical Parry: deflect + 1 free Auto-Hit |
| 30 | Super Critical: deflect + Instant K.O. |
A Brazilian art disguised as a dance. Capoeiristas never stand still: the constant sway of the Ginga makes them hard to pin down and builds into devastating spinning kicks.
Every attack you dodge builds 1 Momentum (max 5). When you attack, spend Momentum: each point adds +2 Power to a kick. Getting hit resets your Momentum to 0.
At 5 Momentum, spend it all on a spinning heel kick instead. Roll 1d20:
| Roll | Result |
|---|---|
| 1 – 7 | Whiffed: Momentum is lost |
| 8 – 14 | Sweep: opponent is knocked down and can’t move next turn |
| 15 – 19 | Clean Hit: opponent is stunned 1 turn + 1 free Auto-Hit |
| 20 | Lights Out: Instant K.O. |
The Art of Eight Limbs: fists, elbows, knees and shins. Muay Thai fighters condition their bodies to take punishment and are at their deadliest up close.
Every 3 physical hits you take give +1 Sub-Tier of Defense for the rest of the fight (max +4).
Land 2 hits in a row to lock your opponent in the clinch. While clinched, they can’t move away or use long-range attacks. Each turn in the clinch, roll 1d12:
| Roll | Result |
|---|---|
| 1 – 4 | Opponent breaks free (clinch ends) |
| 5 – 9 | Knee: +4 Power hit |
| 10 – 11 | Elbow Cut: hit + opponent loses 5 |
| 12 | Knockout Knee: opponent is stunned 2 turns |
The clinch lasts 3 turns at most, then needs a 5-turn cooldown.