
There are 3 Foundations: Physical, Energy and Magic. Each one has its own set of Profiles, listed below, that you can use freely when allowed to make an Attacking Maneuver (unless specified otherwise). They can be used to create Signature Techniques (see — Signature Techniques) or simply used through the Basic Attack Maneuver.
An attack that is of a Foundation can be referred to as an X Attack – where ‘X’ is replaced by the Foundation (i.e. Physical Attack).
Damage Attribute. Each Foundation has a Damage Attribute that is added onto the Dice Score of any Wound Roll made for an Attacking Maneuver of that Foundation. For Physical or Energy, the Damage Attribute is your Force Modifier. For Magic, the Damage Attribute is your Magic Modifier.
Damage Category. Each Profile has a base Damage Category, the Damage Category of an Attacking Maneuver made with this Profile before any modifications are applied.
Minimum Ki Point Cost. Each Profile has a Ki Point Cost that must be spent to use an Attacking Maneuver of that Profile.
The Ki Point Cost of an Attacking Maneuver cannot be reduced to lower than 1/2 of the listed KP Cost of that Attacking Maneuver’s Profile.
Favored Element. Some effects may designate a Profile as a Favored Element. A Favored Element (of which you can have multiple) is a selected Profile with ‘Elemental’ in the name gained through an effect which applies the following effects:
- You may use your Favored Element even if your Magic Score is below 3.
- You may use your Force Modifier as the Damage Attribute for your Favored Element(s).
- You increase your Strike and Wound Rolls by 1(T) and 2(T) respectively when making an Attacking Maneuver with your Favored Element(s).
Multi-Foundation Profiles
Multi-Foundation Profiles are Profiles that don’t belong to a specific Foundation. Instead, when using any of these Profiles, you can decide which of the Foundations that Profile belongs to for the duration of that Attacking Maneuver, including all the rules that are applied to Profiles of that Foundation and using their Damage Attribute.
Each Multi-Foundational Profile lists which Foundations they can be applied to.
Simple: A simple punch, kick, energy ball, or spell.
–Foundations: All
–Damage Category: Standard
–KP Cost: 0
–Effect: None.
Combination: A combination of several attacks done in sequence.
–Foundations: All
–Damage Category: Standard
–KP Cost: 3(T)
–Effect: After you hit an Opponent with this Attacking Maneuver but before you roll your Wound Roll, roll your Strike Roll for this Attacking Maneuver against the Dice Score of their Dodge Roll or Strike Roll (if they used the Parry option of the Defend Maneuver) an additional 3 times. For every additional time your Strike Roll exceeds their Dice Score, increase the Wound Roll by an additional 2(T).
Launching: An attack that sends enemies flying away from you.
–Foundations: Physical/Energy
–Damage Category: Standard
–KP Cost: 3(T)
–Effect: This Profile has multiple effects:
- This Attacking Maneuver gains the Knockback Advantage for free (this does not increase the KP Cost, or the TP Cost if it is a Signature Technique).
- Double any Collision Damage a Character suffers due to any movement resulting from this Attacking Maneuver’s use of the Knockback Advantage.
Mega Flare: By focusing as much energy as possible, this attack is highly destructive.
–Foundations: All
–Damage Category: Standard
–KP Cost: 4(T)
–Effect: This Profile has multiple effects:
- The maximum number of Energy Charges for this Profile is 10.
- For every Energy Charge applied to this Attacking Maneuver, increase the Wound Roll by 1(T).
- If the number of Energy Charges applied to this Attacking Maneuver is 7+, increase the Damage Category by 1 Category.
Physical Profiles
Physical Attacks can only be made against Opponents within your Melee Range, unless specified otherwise.
Blitz: An attack made as part of a high-speed charge.
–Damage Category: Standard
–KP Cost: 4(T)
–Effect: This Profile has multiple effects:
- This Attacking Maneuver gains the Charging Assault Advantage for free (this does not increase the KP Cost, or the TP Cost if it is a Signature Technique).
- If you move a number of Squares that exceeds your Normal Speed due to the effects of Charging Assault, you score a Critical Result on the Wound Roll regardless of the Natural Result.
- If this Attacking Maneuver is a Signature Technique, reduce the KP Cost by 2(T).
Crushing: A heavy strike with the intent to break bones or cause internal damage.
–Damage Category: Lethal
–KP Cost: 6(T)
–Effect: Only apply half of your Haste to the Strike Roll for this Attacking Maneuver.
Pinpoint: Attacks made against pressure points, done through immense skill and precision.
–Damage Category: Standard
–KP Cost: 4(T)
–Effect: This Profile has multiple effects:
- This Attacking Maneuver ignores an amount of the target’s Soak Value equal to your Insight Modifier.
- If you score a Critical Result on the Strike Roll for this Attacking Maneuver, double your Insight Modifier for the duration of this Attacking Maneuver.
Powered: A single, powerful punch or kick charged to the brim with ki.
–Damage Category: Standard
–KP Cost: 8(T)
–Effect: This Profile has multiple effects:
- Apply your Damage Attribute an additional time for this Attacking Maneuver.
- This Attacking Maneuver gains an Energy Charge.
Soaring: A physical attack that launches a concussive shock wave at a distant opponent.
–Damage Category: Direct
–KP Cost: 5(T)
–Effect: This Attacking Maneuver has a Standard Line AoE.
Sweeping: Through a spinning kick, some kind of physical shock wave, or any other form of attack, the user strikes at multiple enemies simultaneously.
–Damage Category: Standard
–KP Cost: 4(T)
–Effect: This Profile has multiple effects:
- This Attacking Maneuver has a Minor Sphere AoE (centered on you).
- Allies in this Attacking Maneuver’s AoE are not targeted by this Attacking Maneuver.
- If you deal Damage with this Attacking Maneuver, double the amount of Diminishing Defense stacks a target would receive from this Attacking Maneuver.
Energy Profiles
Energy Attacks can be made against an Opponent at any distance from you within the Battlefield (unless they possess an AoE). You cannot use an Energy Attack if your Force Score is below 3.
Beam: A concentrated beam of energy that has incredible power.
–Damage Category: Direct
–KP Cost: 8(T)
–Effect: This Attacking Maneuver gains an Energy Charge that does not count towards your maximum number of Energy Charges.
Blast: A cone-shaped wave of energy that can expand.
–Damage Category: Direct
–KP Cost: 5(T)
–Effect: This Attacking Maneuver has a Cone AoE.
Clearing: A huge surge of energy that strikes a large area.
–Damage Category: Standard
–KP Cost: 6(T)
–Effect: This Profile has multiple effects:
- Target a Square that is not at Long Range. This Attacking Maneuver has a Sphere AoE centered on your chosen Square.
- The minimum Natural Result for the Strike Roll for this Attacking Maneuver is 5 (if your Natural Result is less than 5, it becomes 5). This is applied after rolling and applying any increases to your Natural Result.
Concentrated: A further concentrated beam that carries the ability to penetrate through all defenses.
–Damage Category: Lethal
–KP Cost: 10(T)
–Effect: This Profile has multiple effects:
- This Attacking Maneuver has a Line AoE.
- Ignore 1/2 of your target’s Damage Reduction.
Cutting: A disk or small arc of energy focused to possess a cutting edge.
–Damage Category: Direct
–KP Cost: 6(T)
–Effect: This Profile has multiple effects:
- On the Strike Roll for this Attacking Maneuver, if you do not score a Critical Result, then you score a Botch Result regardless of the Natural Result.
- On a Critical Result for the Strike Roll of this Attacking Maneuver, increase the Damage Category by 1 Category.
- On the Wound Roll for this Attacking Maneuver, the Critical Target is 5.
Wave: An attack that strikes down a number of enemies lined up together.
–Damage Category: Direct
–KP Cost: 6(T)
–Effect: Target a Square that is not at Long Range. This Attacking Maneuver has a Line AoE centered on your chosen Square, pointing in any cardinal direction of your choice.
Magic Profiles
Magic Attacks can be made against an Opponent at any distance from you within the Battlefield (unless they possess an AoE). You cannot use a Magic Attack if your Magic Score is below 3.
Elemental (Dark): Using the powers of darkness, you launch powerful, demonic spells at your opponents. Burn your own life to empower your spell.
–Damage Category: Standard
–KP Cost: 2(T)
–Effect: This Profile has multiple effects:
- When making a Ki Wager for this Attacking Maneuver, you may spend your Life Points instead of your Ki Points (reduce your Capacity as if you spent Ki Points as usual).
- Any Squares occupied by Character(s) who take Damage from this Attacking Maneuver have their Light Level reduced by 1 Level (see — Light Levels) until the start of your next turn. If this Attacking Maneuver has an AoE, then all Squares within the AoE have their Light Level reduced by 1 Level instead until the start of your next turn instead.
Elemental (Earth): Using the powers of earth, you launch chunks of stone at your opponent that batter their defenses.
–Damage Category: Direct
–KP Cost: 4(T)
–Effect: After using this Attacking Maneuver (regardless of if you hit your target(s) or deal damage), for each target of this Attacking Maneuver, you may create a Feature with a Hardness Rank equal to the highest among the Squares adjacent to you on any Square within a Large Sphere AoE (centered on a target of the target of this AoE – only one Feature per AoE).
Elemental (Fire): Using the powers of fire, you launch plumes of flames at your opponent that break down their defenses.
–Damage Category: Direct
–KP Cost: 8(T)
–Effect: This Profile has multiple effects:
- If you knock an Opponent through a Health Threshold, they gain a stack of the Broken Combat Condition until the end of your next turn.
- Any Squares occupied by Character(s) who take Damage from this Attacking Maneuver become Aflame (see — Environmental Qualities, Battle Environments) until the start of your next turn. If this Attacking Maneuver has an AoE, then all Squares within the AoE become Aflame until the start of your next turn instead.
Elemental (Ice): Using the power of ice, you create frigid winds of icy projectiles to assault your opponents and try to freeze them in place!
–Damage Category: Direct
–KP Cost: 8(T)
–Effect: This Profile has multiple effects:
- If you knock an Opponent through a Health Threshold, they gain a stack of the Slowed Combat Condition until the end of your next turn.
- Any Squares occupied by Character(s) who take Damage from this Attacking Maneuver become Frozen (see — Environmental Qualities, Battle Environments) until the start of your next turn. If this Attacking Maneuver has an AoE, then all Squares within the AoE become Frozen until the start of your next turn instead.
Elemental (Light): Using the powers of light, you create constructs or shattered fragments of light to assault your foes. The more energy spent, the more lethal the spell.
–Damage Category: Standard
–KP Cost: 2(T)
–Effect: This Profile has multiple effects:
- This Attacking Maneuver gains the Full Wager Advantage for free (this does not increase the KP Cost, or the TP Cost if it is a Signature Technique).
- Any Squares occupied by Character(s) who take Damage from this Attacking Maneuver have their Light Level increased by 1 Level (see — Light Levels) until the start of your next turn. If this Attacking Maneuver has an AoE, then all Squares within the AoE have their Light Level increased by 1 Level instead until the start of your next turn instead.
Elemental (Lightning): Using the powers of lightning, you electrocute an opponent.
–Damage Category: Direct
–KP Cost: 8(T)
–Effect: This Profile has multiple effects:
- If you knock an Opponent through a Health Threshold, they gain the Impediment Combat Condition until the end of your next turn.
- Any Squares occupied by Character(s) who take Damage from this Attacking Maneuver become Electrified (see — Environmental Qualities, Battle Environments) until the start of your next turn. If this Attacking Maneuver has an AoE, then all Squares within the AoE become Electrified until the start of your next turn instead.
Elemental (Metal): Using the powers of magnetism, you manipulate metal and slam it against your enemies to bypass their guard.
–Damage Category: Lethal
–KP Cost: 8(T)
–Effect: Any Squares occupied by Character(s) who take Damage from this Attacking Maneuver become Metallic (see — Environmental Qualities, Battle Environments). If this Attacking Maneuver has an AoE, then all Squares and Features within the AoE become Metallic and gain the Dangerous Environment Quality or the Sharp Feature Quality respectively. Any Squares or Features that become Metallic through this effect have their Hardness Rank increased to 3 if it was lower.
Elemental (Plantlife): Using the powers of nature, you conjure a series of entangling vines, trees, or other flora.
–Damage Category: Standard
–KP Cost: 3(T)
–Effect: This Profile has multiple effects:
- This Attacking Maneuver gains the Staggering Attack Advantage for free (this does not increase the KP Cost, or the TP Cost if it is a Signature Technique).
- After using this Attacking Maneuver (regardless of if you hit your target(s) or deal damage), you may create a Feature occupying an unoccupied Square of your choice adjacent to the target(s) of this Attacking Maneuver. This Feature has a Hardness Rank of 1 and the Splintering Feature Quality. If this Attacking Maneuver possessed an AoE, you may instead fill all of the unoccupied Squares within that AoE with Features that possess a Hardness Rank of 1 and the Splintering Feature Quality.
Elemental (Poison): Using the powers of poison, you shoot a stream of potent venom at your enemies to weaken them.
–Damage Category: Direct
–KP Cost: 8(T)
–Effect: This Profile has multiple effects:
- If you knock an Opponent through a Health Threshold, they gain the Poisoned Combat Condition until the end of your next turn.
- Any Squares occupied by Character(s) who take Damage from this Attacking Maneuver become Poisoned (see — Environmental Qualities, Battle Environments) until the start of your next turn. If this Attacking Maneuver has an AoE, then all Squares within the AoE become Poisoned until the start of your next turn instead.
Elemental (Water): Using the powers of water, you strike with waves of potent water to knock them over.
–Damage Category: Direct
–KP Cost: 8(T)
–Effect: This Profile has multiple effects:
- If you knock an Opponent through a Health Threshold, they gain the Prone Combat Condition.
- Any Squares occupied by Character(s) who take Damage from this Attacking Maneuver become the Bog Environment (see — Battle Environments) until the start of your next turn. If this Attacking Maneuver has an AoE, then all Squares within the AoE become the Bog Environment until the start of your next turn instead.
Elemental (Wind): Using the powers of the wind, this attack is able to blow away opponents with great force.
–Damage Category: Direct
–KP Cost: 4(T)
–Effect: This Profile has multiple effects:
- This Attacking Maneuver gains the Knockback Advantage for free (this does not increase the KP Cost, or the TP Cost if it is a Signature Technique).
- When moving a Character through the effects of the Knockback Advantage, you can move that Character in any direction.