
You’re from a relatively just and heroic people, with a variety of specializations in combat. Whether you wield a blade, a bow, or something else entirely. Regardless of your method of attack, anyone who bears witness to your fights will know the passion poured into your every attack.
| Attribute Score Increase. Your Insight score and your Personality score are increased by +2 and your Agility score is increased by +1. Racial Life Modifier. +3 Saving Throw: Morale Skill Ranks: 3 |
Primary Racial Traits
Battle Tension (Body): Skilled and trained for battle, you’re ready for any obstacle your enemies might throw at you.
(1)-[Triggered/Threshold, Resource]: Gain a stack of Tension (max. 5).
(2)-[Triggered/Start of Turn]: If you are below the Injured Health Threshold, gain a stack of Tension.
(3)-[Triggered]: If an Ally (except Minions) is Defeated, gain a stack of Tension.
(4)-[Passive]: If you possess a stack of Tension, increase your Damage Reduction by 1(T).
(5)-[Passive]: If you possess 2+ stacks of Tension, increase the Dice Score of your roll for any Clash initiated by your Opponent that uses your Might or a Saving Throw by 1(T).
(6)-[Triggered/Power, 1/Round]: If you possess 3+ stacks of Tension, you may stop suffering from a stack of a Combat Condition you are suffering from (except Pinned, Suffocating, or Transfigured).
(7)-[Triggered/Defeat]: If you possess 4+ stacks of Tension, regain Life Points equal to 1/4 of your Maximum Life Points and then lose 2 stacks of Tension.
(8)-[Triggered/Start of Turn, 1/Encounter]: If you possess 5+ stacks of Tension, you may enter the Entrusted Special State until the end of your next turn.
Vocation Training (Mind): Trained to work in teams to cover each others’ weaknesses, Konatsians take on specialized combat roles.
(1)-[Passive]: At Character Creation, gain access to a Talent from the Physical Attack, Energy Attack, Magic Attack, or Weapon Talent Category that you meet the Prerequisites for.
(2)-[Passive]: At Character Creation, select and gain access to a Vocation of your choice.
Secondary Racial Traits
Questing Wisdom (Mind): Guided by truth and wisdom, you follow the surest path to your goals.
(1)-[Passive]: Increase the number of Technique Points you gain from Skill Improvements by 3.
(2)-[Passive]: You may use the 4th effect of the Entrusted Special State when you use the Signature Technique Maneuver instead of a Basic Attack Maneuver.
(3)-[Triggered, 1/Round]: When you regain Ki Points through an Ally’s use of the Empower Maneuver, you may use the Power Up Maneuver or Transformation Maneuver as an Out-of-Sequence Maneuver.
(4)-[Triggered, 1/Round]: When you use the Signature Technique Maneuver, you may spend up to x(T) Life Points to increase the Wound Roll of that Attacking Maneuver by an equal amount. For this effect, x is equal to twice your number of Tension Stacks. If you are knocked through a Health Threshold by this effect, do not suffer from Reduced Momentum.
Heart of Courage (Body): With the fire of righteousness and courage burning inside you, you seek justice on your own terms.
(1)-[Passive]: While you possess 2+ stacks of Tension, increase the Dice Score of your Steadfast Checks by 1.
(2)-[Passive]: While you possess 3+ stacks of Tension, increase your Soak Value by 2(T).
(3)-[Passive]: While you are in the Entrusted State, increase your Wound Rolls by 1(T) for each stack of Tension you possess.
(4)-[Triggered, 1/Encounter]: If you lose a Clash initiated by an Opponent that used your Saving Throws or Might, you may spend 1 Tension to instead automatically win that Clash.
(5)-[Triggered/Start of Turn, 1/Encounter]: Ignore the effects of all Combat Conditions (except Pinned, Prone, Suffocating, or Transfigured) you are suffering from until the end of your next turn. While you are ignoring the effects of Combat Conditions through this effect, you are not considered to be suffering from any Combat Conditions for the effects of your Opponents.
Fight against Power (Mind): Tenacious and determined, you stand against your foes no matter how strong they might be.
(1)-[Passive]: While below the Injured Health Threshold, increase your Wound Rolls and Surgency by 2(T).
(2)-[Triggered, 1/Round]: If you hit an Opponent with an Attacking Maneuver that had a Ki Wager equal to or exceeding 1/4 (rounded up) of your Max Capacity and/or had 2+ Energy Charges and did not inflict any Damage, gain a stack of Tension. This effect does not trigger if this Attacking Maneuver’s Wound Roll was a Willing Failure (see — Core Rules).
(3)-[Triggered, 1/Round]: If you are hit by an Opponent’s Attacking Maneuver that inflicts Damage equal to or exceeding 1/4 (rounded up) of your Maximum Life Points, gain a stack of Tension.
(4)-[Triggered, 1/Encounter]: If you apply the 4th effect of the Entrusted State to an Attacking Maneuver, you may apply an Energy Charge to that Attacking Maneuver for every 2 stacks of Tension you possess. After concluding that Attacking Maneuver, lose all stacks of Tension.
Vocations
Warrior: A frontliner that focuses on melee combat, you are equally capable of offense and defense.
(1)-[Passive]: Increase your Racial Life Modifier by 2.
(2)-[Passive]: While you are wielding a Weapon, increase your Damage Reduction by 2(T).
(3)-[Passive]: While you are wielding a Weapon, the base Ki Point Cost of the Guard option of the Defend Maneuver becomes 4(T).
(4)-[Triggered, 1/Round]: If you make an Armed Attack, spend 1 stack of Tension to increase the Damage Category of that Attacking Maneuver by 1 Category and the Wound Roll of that Attacking Maneuver by 2(T) for each Health Threshold you are below. You do not lose this stack of Tension until after you complete this Attacking Maneuver.
Mage: Specialized in long-range magical attacks, you fight from the back lines, protected by your teammates.
(1)-[Passive]: Reduce the Ki Point Cost of your Magic Attacks by 1(T) and reduce the TP Cost of all Magical Unique Abilities by 2.
(2)-[Passive]: Gain access to the Boom and Zoom Special Maneuvers.
(3)-[Triggered, 1/Round]: When using a Magic Attack that does not possess an AoE, you can spend 2(bT) Ki Points to apply a Line or Cone AoE to that Attacking Maneuver.
(4)-[Triggered, 1/Round]: When using a Magic Attack with an AoE, you may spend up to 4(bT) Ki Points. For every 2(bT) Ki Points spent, increase the Magnitude of that Attacking Maneuver by 1.
Mage Special Maneuvers
Boom Maneuver [1/Round]: Unleashes an explosion that damages all enemies.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 2(T)
–Exploitable: All adjacent Opponents.
–Effect: Select a Square. Use the Basic Attack Maneuver as an Out-of-Sequence Maneuver, but you must select the Simple Profile (Magic Foundation) for that Attacking Maneuver and it has a Standard Sphere AoE using the selected Square as the Target Square.
When using an Attacking Maneuver through this Maneuver, you may spend up to 2 stacks of Tension, but you do not lose these stacks of Tension until after completing this Attacking Maneuver. For each stack of Tension spent:
- Increase the Magnitude of this Attacking Maneuver by 1.
- Apply an Energy Charge to this Attacking Maneuver.
- Apply a stack of Broken to the Character(s) that take Damage from this Attacking Maneuver.
Zoom Maneuver [1/Encounter]: Instantaneously teleport to a nearby area.
–Maneuver Type: Instant Maneuver
–Action Cost: N/A
–KP Cost: 4(T)
–Effect: Select a Square. You and any number of willing Allies within a Large Sphere AoE (centered on you) are transported to that Square. You are positioned on that Square and your Allies are positioned in relation to that Square based on their previous position. If that would result in placing them on an occupied Square, place them on the nearest unoccupied Square to that position (if there is a tie, you decide).
Martial Artist: As a mid-range fighter specialized in unarmed combat, you can swap between the front lines and the rear-guard as needed.
(1)-[Passive]: Reduce the Ki Point Cost of your Physical and Energy Attacks by 1(T).
(2)-[Passive]: While you are not wielding a Weapon, increase your Speeds and Defense Value by 1(T).
(3)-[1/Round]: You can spend 1 stack of Tension to use the Defend Maneuver without spending a Counter Action. If you do, the Guard Option of the Defend Maneuver has its Ki Point Cost (before any other modifications) set to 2(T).
(4)-[Triggered, 1/Round]: If you use an Unarmed Attack that does not possess an AoE, you may spend 2(bT) Ki Points to apply a Line or Cone AoE to that Attacking Maneuver.
Priest: Dedicated to supporting your comrades, you remain on the back line, keeping your party members in the fight.
(1)-[Passive]: Increase your Surgency by 2(T) and reduce the Ki Point Cost of your Magical Unique Abilities by 1(T).
(2)-[Passive]: You may use your Magic Modifier instead of your Force Modifier when calculating Surgency (see — Surges).
(3)-[Passive]: Gain access to the Healing Hands Unique Ability and the Whack Special Maneuver.
(4)-[Triggered]: If you use the Healing Hands Unique Ability, you may spend 2(bT) Ki Points to target any Ally who is not at Long Range with its effects, instead of an Ally within your Melee Range. If you do, increase the amount of Life Points they regain from this use of Healing Hands by 1/2 of your Surgency.
Whack Special Maneuver
Whack [1/Round]: In a risky gambit of a move, you attempt to eliminate your opponent, leaving them downed in a single blow if successful.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 10(T)
–Exploitable: All adjacent Opponents.
–Effect: Spend a stack of Tension to target an Opponent who is not at Long Range and is below the Injured Health Threshold. Make a Clash (Strike vs Strike/Dodge) against that Opponent. If you win, roll a 1d10. If you roll a 10, their Life Points are set to their lowest possible value and they are Defeated.
You can only target each Opponent once per Combat Encounter with this Special Maneuver.
Thief: Though extremely versatile in combat, your actual role in the group is to provide non-combat skills and scout ahead to ensure the overall safety of your teammates.
(1)-[Passive]: Your Racial Saving Throw Bonus is applied to all of your Saving Throws.
(2)-[Passive]: Increase the Skill Bonus of your Skills by 1.
(3)-[1/Round, Ruling]: You may use a ‘Thief Maneuver’ as an Instant Maneuver if you have access to it. There is a list of Thief Maneuvers below.
(4)-[Triggered, 1/Round]: When making a Skill Clash or a Clash that uses your Saving Throws against an Opponent, you can spend 1 Tension to increase your Dice Score by 1 or 1(T) respectively. If you win a Clash after using this effect, you may use the Basic Attack Maneuver or Signature Technique Maneuver as an Out-of-Sequence Maneuver but the Opponent you won the Clash against must be a target of that Attacking Maneuver.
Thief Maneuvers
Below is a list of Thief Maneuvers:
- Brace Maneuver
- Dirty Trick Maneuver
- Flip Maneuver
- Hide Maneuver
- Hijack Maneuver
- Insult Maneuver
- Intuit Maneuver
- Search Maneuver
- Sense Maneuver
- Snatch Maneuver
- Terrify Maneuver
- Treatment Maneuver
Ranger: Specialized in long-range combat with a weapon, your marksmanship is second to none.
(1)-[Passive]: Increase your Boosted Speed by 2(T).
(2)-[Passive]: While wielding a Weapon, increase your Strike Rolls by 1(T).
(3)-[Triggered, 1/Round]: If you end your movement made through the Movement Maneuver adjacent to a Character, you may spend 1 Tension to apply one of the following effects depending on if that Character is an Ally or an Opponent:
- Ally. Remove all Combat Conditions from that Ally (except the Pinned, Suffocating, or Transfigured).
- Opponent. Use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, it must be an Armed Attack that includes an adjacent Opponent as a target. After concluding that Attacking Maneuver, you may move any number of Squares up to your Boosted Speed in a straight line away from that Opponent. This movement does not trigger the Exploit Maneuver.
(4)-[Triggered/Start of Turn]: You may spend 4(bT) Ki Points to use the Movement Maneuver as an Out-of-Sequence Maneuver.
Dancer: A skilled performer, your greatest value to the team lies in your ability to boost morale.
(1)-[Passive]: If Personality has the highest Attribute Score among your Attributes, increase your Defense Value and Initiative by 1(bT).
(2)-[Passive]: While Hyped, increase your Strike and Wound Rolls by 1(T).
(3)-[Passive]: Gain access to Dance Modifier Maneuver.
(4)-[Triggered/Start of Combat Round]: Spend 1 Tension to use the Hype Maneuver as an Out-of-Sequence Maneuver.
Dance Modifier Maneuver
Dance [1/Round]: Your performance mesmerizes your enemies and leaves them vulnerable.
–Action Cost: 1 Action
–Base Maneuver: Hype Maneuver
–KP Cost: 4(T)
–Effect: Choose one of the below ‘’Dance’ effects and then target all Opponents within a Huge Sphere AoE (centered on you). Make a Clash (Performance vs Intuition/Performance) against those Opponents. If you win against an Opponent, apply your chosen effect.
Below is a list of the ‘Dance’ effects:
- Ban Dance. That Character gains the Staggered Combat Condition until the end of their next turn.
- Fuddle Dance. That Character gains a stack of the Impaired Combat Condition until the end of their next turn.
- Entice Dance. That Character gains the Compelled Combat Condition until the end of their next turn. You are the target for the Compelled Combat Condition.
- Weird Dance. That Character has their Ki Points and Capacity reduced by your Personality Modifier.
- Death Dance. That Character has their Life Points reduced by your Personality Modifier.
Gadabout: Chaotic and whimsical, your unpredictable nature is beneficial and detrimental in equal measure… to friend and foe alike.
(1)-[Passive]: Gain access to the Goof and the Hocus Pocus Special Maneuvers.
(2)-[Triggered/Power]: Roll a 1d10. If you roll a 3 or less, you do not gain a stack of Power. If you roll a 4 or more, gain an additional stack of Power.
(3)-[Triggered/Start of Turn]: Roll a 1d10. If you roll a 1, spend 3 Tension or skip your turn. If you roll any other result, you may use a Standard Maneuver with an Action Cost of 1 Action as an Out-of-Sequence Maneuver.
Gadabout Special Maneuvers
Goof Maneuver [1/Round]: With a whimsical gag out of seemingly nowhere, you expose your foe’s vulnerabilities.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: N/A
–Exploitable: All adjacent Opponents.
–Effect: Target an Opponent who is not at Long Range. Make a Clash (Morale) against them. If you win, roll a 1d4. That Opponent gains the Combat Condition rolled until the start of your next turn:
- 1) Impaired.
- 2) Prone.
- 3) Impediment.
- 4) Sleeping.
Hocus Pocus Maneuver [1/Round]: Causes completely random effects, some of which benefit the party and others cause catastrophe.
–Maneuver Type: Standard Maneuver
–Action Cost: 1 Action
–KP Cost: 5(T)
–Exploitable: All adjacent Opponents.
–Effect: Roll a 1d10. Apply the effect based on what you roll:
- 1) You and all Allies within a Destructive Sphere AoE (centered on you) have their Life Points reduced by your Might and suffer from the Impediment Combat Condition until the start of your next turn.
- 2) Lose half of your Ki Points.
- 3) You or an Ally (decided randomly) has their Size Category set to Tiny for 1d4 Combat Rounds, but that Character’s Size Category is considered to be Small for the sake of calculating the bonus to their Defense Value.
- 4) You gain the Sleeping Combat Condition until the end of your next turn.
- 5) Nothing happens.
- 6) Use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. Increase the Wound Roll of this Attacking Maneuver by 7(T).
- 7) You or an Ally of your choice use a Surge of your choice as an Out-of-Sequence Maneuver.
- 8) You or an Aly of your choice has their Size Category set to Gigantic for 1d4 Combat Rounds, but that Character’s Size Category is considered to be Large for the sake of calculating the penalty to their Defense Value.
- 9) You or an Ally of your choice enter the Surging State until the start of your next turn. Additionally, they ignore the second effect of the Surging State.
- 10) You and all Allies within a Destructive Sphere AoE (centered on you) enter the Superior State until the start of your next turn.