Crush Avatar Skills
Inherent Skills:
Basic Skills:
Advanced Skills:
Daily Skills:
Bare Fists | Inherent | Passive |
Crush Avatars do not require a weapon to use their skills. However, they will lose their Weapon Proficiency bonuses. Normal attacks without a weapon deal 1d4 damage instead of 1 damage. |
Natural Dual Wielder | Inherent | Passive |
The Crush Avatar’s weapon, the knuckles, comes in a pair. The player may choose to wield a single knuckle gauntlet or both. It will not affect the player’s damage if only one is wielded. If the player chooses to wield both knuckles, the player is considered Dual Wielding. However, if the player chooses to perform a Normal Attack as their extra attack, their Off-Hand suffers no penalty. The player suffers regular dual wielding penalties when performing a Skill as their extra attack. |
Soft Strike Style | Inherent | Passive |
Whenever you use a Single Target Active - Offensive skill, you may have it deal half damage. If you do, it has a chance to cause 1 round of Flow Blocked on a 1d6 roll of 4-6. Multiple attacks are able to increase the amount of rounds of Flow Blocked on a target affected this way. |
Basic Skills:
Ascending Vulture | Basic | Active - Offensive | |
Perform a jumping knee into a jumping high kick to knock an enemy away. | |||
Attack Type: Physical | Property: Single Target | ||
FP Cost: 2 FP | Range: 0’ - 5’ | ||
Cool Down Category: A | |||
Combat Effects: Deals 3d4 + PDMG physical Wind damage. The target is Knocked Back by Strength Modifier*5’. Deals an extra 1d4 damage if the target is Knocked Up. |
Berserker | Basic | Active - Buff | |
Go into a berserker state to attack more often. | |||
Attack Type: None | Property: Target User | ||
FP Cost: 2 FP | Range: None | ||
Buff Duration: 3 rounds | Cool Down Category: C | ||
Effect: You may perform an additional Normal Attack during your Main Action. You may use this skill as a Quick Action, or you may move your entire Movement Speed during your Move Phase and still use this skill as your Main Action. |
Blowback | Basic | Active - Offensive | |
Slam a target with your shoulder, knocking them away. | |||
Attack Type: Physical | Property: Single Target | ||
FP Cost: 1 FP | Range: 0’ - 5’ | ||
Cool Down Category: A | |||
Combat Effects: Deals 2d6 + PDMG physical damage. The target is Knocked Back by Strength Modifier*5’. |
Brute Kick | Basic | Active - Offensive | |
Surprise an enemy who evades your attack with a high kick. | |||
Attack Type: Physical | Property: Single Target, Special - Interrupt | ||
FP Cost: 1 FP | Range: 0’ - 5’ | ||
Cool Down Category: A | |||
Combat Effects: Deals 1d6 + PDMG physical damage. Only usable after a target evades your Normal Attack. Ignores Defense. Leaves the target Knocked Up. |
Counter Puncher | Basic | Passive |
You use your speed and reflexes to counterattack enemies. You gain +2 Physical Evasion when being attacked by an enemy within 5’ of you. Whenever you evade an attack by an enemy within 5’ of you, roll 1d6. On a result of 4-6, you may perform a Normal Attack on the attacker. |
Rage | Basic | Active - Offensive | |
Sets you in a combo extender state, slamming your fists down on an enemy from over their head. | |||
Attack Type: Physical | Property: Single Target, Special - Interrupt | ||
FP Cost: 1 FP | Range: 0’ - 5’ | ||
Cool Down Category: A | |||
Combat Effects: Deals 1d6 + 4 + PDMG physical damage. Only usable after landing a Normal Attack. Leaves the target Floored. You gain +1 Accuracy when using this skill. |
Advanced Skills:
Boulder Toss | Advanced | Active - Offensive | |
Dig into the ground to pick up a boulder and toss it at a foe. | |||
Attack Type: Physical | Property: Single Target, Impact Line | ||
FP Cost: 3 FP | Range: 0’ - 30’ | ||
Cool Down Category: A | |||
Combat Effects: Deals 2d8 + PDMG physical damage. May be used after landing Brute Kick or Fury. The target is Knocked Back by Strength Modifier*5’. Deals an extra 1d8 damage to Knocked Up units. You gain +2 Accuracy when using this skill after Brute Kick or Fury. | |||
Other Effects: Boulder Toss is capable of destroying wooden objects. |
Bursting Palms | Advanced | Active - Offensive | |
Thrust your palms to each of your sides, knocking back enemies. | |||
Attack Type: Physical | Property: Point-Blank AoE | ||
FP Cost: 3 FP | Range: 0’ - 10’ | ||
Cool Down Category: A | |||
Combat Effects: Deals 2d8 + PDMG physical damage to all units within 10’ of you. All hit units are Knocked Back by Strength Modifier*10’. | |||
Other Effects: This attack is capable of destroying wooden objects. |
Epiphany | Advanced | Active - Buff | |
Employ an ancient deep breathing technique to gain a burst of combat effectiveness. | |||
Attack Type: Magical | Property: Target User | ||
FP Cost: 10 FP | Range: None | ||
Buff Duration: 3 rounds | Cool Down Category: C | ||
Effect: All of your Basic and Advanced Active - Offensive skills have no Cool Down or FP Cost. You may use this skill as a Quick Action, or you may move your entire Movement Speed during your Move Phase and still use this skill as your Main Action. |
Fury | Advanced | Active - Offensive | |
Sets you in a combo extender state, striking your enemy with a slicing uppercut. | |||
Attack Type: Physical | Property: Single Target, Special - Interrupt | ||
FP Cost: 3 FP | Range: 0’ - 5’ | ||
Cool Down Category: A | |||
Combat Effects: Deals 2d8 + PDMG physical damage. Only usable after landing a Normal Attack or Rage. Leaves the target Knocked Up. Removes Floored from the target. You gain +2 Accuracy when using this skill. |
Heartbreaker Punch | Advanced | Active - Offensive | |
Perform a corkscrew punch powerful enough to cause a foe to skip a heartbeat. | |||
Attack Type: Physical | Property: Single Target, Special - Interrupt | ||
FP Cost: 4 FP | Range: 0’ - 5’ | ||
Cool Down Category: A | |||
Combat Effects: Deals 2d8 + PDMG physical damage. May be used after landing a Normal Attack or Rage. Leaves the target Staggered for 1 round and Flow Blocked for 1 round afterward. You gain +2 Accuracy when using this skill after Rage. |
Savage | Advanced | Active - Offensive | |
Perform a powerful, flaming side kick on a target for heavy damage. | |||
Attack Type: Physical | Property: Single Target | ||
FP Cost: 2 FP | Range: 0’ - 5’ | ||
Cool Down Category: A | |||
Combat Effects: Deals 4d6 + PDMG physical Fire damage. Only usable after landing Rage. The target is Knocked Back by Strength Modifier*5’. You gain +2 Accuracy when using this skill. |
Thunder Burst | Advanced | Active - Offensive | |
Charge your fist with electricity and blast an enemy with lightning. | |||
Attack Type: Magical | Property: Single Target, Impact Line | ||
FP Cost: 3 FP | Range: 0’ - 20’ | ||
Cool Down Category: A | |||
Combat Effects: Deals 3d6 + PDMG magical Lightning damage. May be used after landing Bursting Palms. Chance to cause Staggered on a 1d6 roll of 4-6. You gain +2 Accuracy when using this skill after Bursting Palms. If another unit is in direct physical contact of the target and the attack hits, then that unit must perform a Vitality check. If they roll a 12 or higher, they pass and only take half damage from the attack. If they fail, they take full damage and have a chance to Stagger. |
Daily Skills:
Supreme Behemoth | Daily | Active - Offensive | |
Focus the entirety of your body’s energy into a single, devastating punch with the force of a charging behemoth. | |||
Attack Type: Physical | Property: Single Target, Special - Interrupt | ||
FP Cost: None | Range: 0’ - 5’ | ||
Cool Down Category: D | |||
Combat Effects: Deals 4d12 + 24 + PDMG physical Earth damage. May be used after landing Fury. Leaves the target Staggered. Removes Knocked Up from the target. The target is Knocked Back by Strength Modifier*10’. Knocks Back targets that cannot be normally Knocked Back. Damage caused by Knockback may exceed the damage caused by this skill. You gain +3 Accuracy when using this skill after Fury. This skill cannot be Critically Evaded when using this skill after Fury. | |||
Overflow Bonus: 6 HP cost - Damage +1d12 + 12. Increase the Knockback to Strength Modifier*20’. Double damage taken from Knockback. | |||
Other Effects: This skill is capable of destroying stone objects. |
Tectonic Decimator | Daily | Active - Offensive | |
Slam your fists into the ground, decimating the earth around you. | |||
Attack Type: Physical | Property: Point-Blank AoE | ||
FP Cost: None | Range: 0’ - 15’ | ||
Cool Down Category: D | |||
Combat Effects: Deals 3d12 + 12 + PDMG physical Earth damage to all units within 15’ of you. May be used after landing Savage. If this skill is used after landing Savage, you leap to your target before performing this skill, ignoring Deadlock while doing so, and increase the damage to 6d12 + 24. All hit units are now Floored. | |||
Overflow Bonus: 4 HP cost - Damage +2d12. This skill’s Floor cannot be ignored. | |||
Other Effects: This skill turns the affected area into uneven terrain. If this skill is used on a floor above an open space, the floor will break, and all units, including you, will fall into the space below. |