Arts

Arts

Arts are special Persona powers that use up exertion. They are more physically aligned than spells, and many of them work more closely with the Evoker's body than spells.

For the sake of clarity, Arts are divided into two broad groups: Action Arts and Attack Arts.

  • Action Arts are arts that act as non-attack actions, but with an extra benefit. For example, moves or evasion actions. Action Arts typically read as "Like the <X> Action, but with <extra benefit>", and unless otherwise specified are assumed to have the same keywords and action cost of the original action.
  • Attack Arts are arts that are attack actions, with an extra benefit. Attack Arts typically read as "Like an <X> attack, but with <extra benefit>", and so are assumed to have the same keywords and action cost of the original attack. However, Attack Arts are more complex in their workings than Action Arts.

All Arts regardless, are divided into one of up to five tiers. The higher the tier, the more powerful and rare the ability is. Using an Art requires using Exertion equal to the Art's Tier- thus a Tier 1 Art uses up 1 Exertion.

To use an Art, you must first have the Exertion to cast it, as well as enough actions left to perform the action. Art-empowered actions with the keywords 'attack' and 'concentration' count as per normal toward your once-per-turn limitations on actions with those keywords.

Action Arts

Action Arts empower non-attack actions, allowing you to perform amazing physical feats, but at a cost of Exertion.

Each Action Art has its own card, shown below, that details what it can do. Each Art may have the following fields:

  • Name. The name of the Art.
  • Action. The Action the Art augments. If the action requires a test, then test as normal.
  • Description. This describes how the Art actually operates, including the benefit it provides.
Tier One
Name Action Description
Monkey's Grip Climbing You take a +20 bonus to the climbing test and never fall no matter how badly you fail.
Sleek Flip Disengage You take a +20 bonus to the Disengage test, and on a success, you can make a free Standard Move.
Agile Target Dodge or Anticipate You take a +10 bonus to the test.
Faerie Step Standard Move You ignore Difficult Terrain.
Fog Walker Any Move Until the start of your next turn, you take an Advantage to Dodge and Anticipate tests, with an extra if you move through fog, low light or darkness.
Soft Paws Any Move You treat Difficult Terrain values as being one less, and enemies take Disadvantage to detect you if in stealth.
Water Walk Any Move You count water surfaces as normal surfaces and can traverse them without falling in- so long as you end your movement on solid ground.
Feather Drop Falling It halves the distance you drop for the purpose of damage, and you land on your feet.
Shadow Propel Leaping You take a +30 bonus to the test and if you fall into a chasm or gap, you instead are shunted back to your last spot of safe ground.
Strong Blade Parry You take a +10 bonus to the test.
Phantom Step Standard Move If you start and end in cover, you do not count as crossing any enemies' line of sight or effect.
Chemist's Throw Use Consumable This art empowers using a Consumable. You double the range.
Tier Two
Name Action Description
Backflip Kick Disengage Choose one enemy you were previously engaged with: all allies take a +10 to hit them until the start of your next turn. Furthermore, the target must make a Toughness test; if they fail they are pushed back DoF metres, minimum 1.
Indirect Shield Evading ranged attack If you succeed with 3 DoS or more, the attack hits an enemy of your choosing within 5m.
Smoke Phantasm Any Evasion You take a +10 bonus to the test, and if you succeed, all attacks against you take a -10 penalty until the start of your next turn.
Trip Up Evading melee attack Should you succeed by DoS equal or higher than your opponent's AB, they fall Prone and are Staggered.
Leaping Evasion Any Evasion Should you pass your evasion test, you instantly Disengage.
Dryad Step Standard Move/Run You ignore Difficult Terrain.
With Me Any Move One ally within 5m, who may not be engaged in melee, also makes a free movement. They must end their movement within 5m of you.
Wall Walking Any Move You count vertical surfaces as normal walking surfaces, and can traverse them at normal speeds. If you do not end your movement on solid ground, however, you will fall.
Double Jump Leaping After finishing your jump, you may immediately make another Jump or Leap in any direction as a Free Action.
Bend Back Parry You may use this to parry attacks of an element you Resist. Should you succeed, you repel the attack instead.
Phantom Leap Standard Move/Run If you start and end in cover, you do not count as crossing any enemies' line of sight or effect.
Bonds of Steel Protect When taking a hit for the ally, you gain AP equal to your S-Link Rank/2 with that person, minimum 1.
Pelagic Grace Any Move You count as having the Amphibious Trait, allowing you to move underwater freely.
Tier Three
Name Action Description
Marked Glyph Special Designate one ally with an Action; their next attack always counts as a Focused Attack regardless of if they moved or not. If they choose to Focus Attack anyway, they get an extra Advantage.
False Wings Leaping You add your Evoker Rank in metres to the total distance travelled.
Spacefold Step Evasion If you pass your evasion test, you can move anywhere within 2m of your attacker; they take Disadvantage to evading your attacks until the end of your next turn. Your enemy must be within your Standard Move distance of you for this Art to work.
Phalanx Defend You and all adjacent allies gain an extra Advantage to evasion tests until the start of your next turn.
Angel Step Any Move You ignore difficult terrain and can use this action to Move without being stopped by a Grapple.
Deflect Missile Parry Using this Art allows you to parry ballistic attacks with a disadvantage.
Knock Away Parry If you succeed on your parry test by DoS more than the enemy's attack DoS, you disarm them, knocking their weapon DoS metres away. If their weapon can't be disarmed they take Disadvantage to attacks with that weapon instead until the end of their next turn.
Diamond Arm Defend or Protect Non-Called attacks that strike you hit a body part of your choice. This body part gains AP equal to your TB/2.
Blink Special Spend your move to teleport to any point you can see within Standard Move distance. Teleporting does not provoke free attacks, and cannot be stopped by grapples.
Spatial Swap Special Spend your move to teleport-swap places with one willing ally within 1km, so long as you are aware of their location.
Tier Four
Name Action Description
Gate of Fire Special If there is a fire at least two feet high adjacent to you, you can spend your move to teleport into it, appearing out of an open flame at least two feet high (or wide) within 10km of yourself, that you know is there. Teleporting does not provoke free attacks.
Path of Water Special If there is a body of water (5 litre minimum) adjacent to you, You can spend your move to teleport into it, appearing out of an open, single body of water consisting of at least five litres within 10km of yourself, that you know is there. Teleporting does not provoke free attacks.
Ride the Current Special If you are adjacent to a power point or active electric current, You may teleport into it, travel across the electric current (such as one carried by a wire), emerging at an exit point within 10km. Teleporting does not provoke free attacks.
Untouchable Dodge If you pass your dodge test with more DoS than the enemy's attack had DoS, you gain two Advantages to all further Evasion tests this turn.
Slip Stream Special You may teleport to any point you can see within Run distance as a Movement. Teleporting does not provoke free attacks. This teleport cannot be stopped by grapples.
Mighty Bulwark Defend or Protect You count as Full Cover for any adjacent allies.
Tier Five
Name Action Description
Kefitzat Haderech Special You can spend your Move to teleport to an open space large enough to accommodate you within 5km of yourself, that you know is there. Teleporting does not provoke free attacks.

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Attack Arts

Attack Arts empower attack actions, costing Exertion to apply a special benefit to the attack.

Attack Arts typically mimic a certain attack action (eg Called Shot, Standard Attack) and work in all the same ways as that, including action-wise, with all the appropriate talents applying. Attack Arts all use one of the weapon templates outlined in Equipment, with the default qualities, but their own Damage level.

  • If, however, you possess a Metaweapon of the same type as an Attack Art's type, then you can use your Metaweapon's stats as the base instead. So if you have a Light weapon with +2 damage and the Tearing Quality, then when you use a Light Attack Art, you can decide to use your Metaweapon as the base, so the Attack Art is now a Damage 2 attack with the Tearing Quality before any benefits from the Attack Art itself.

Attack Arts are divided into Melee and Ballistic types, which do the appropriate damage.

Each Attack Art has its own card, shown below, that details what it can do. Each Art may have the following fields:

  • Name. The name of the Art.
  • Attack. The Attack the Art augments. If the action requires a test, then test as normal.
  • Type. The type of weapon template the Art uses. If you possess a Metaweapon of this template, you can use your weapon as a mech base instead the unmodified genetic template base.
  • Damage. The base Damage score of the Art. Not used if you're using a Metaweapon.
  • Description. This describes how the Art actually operates, including the benefit it provides.

Melee Arts

Tier One
Name Attack Type Damage Description
Bash Focused/Charge Crushing SB+1 The attack gains the Tiring (5) Quality. If the target takes damage, they must pass a Toughness+20 test or be Stunned for one round.
Batter Focused/Charge Crushing SB+1 The attack gains Cracking. If it already has it, then it reduces AP by an extra point.
Skull Cracker Focused/Charge Crushing SB+1 The attack gains the Confusing Quality, although the target takes Advantage to their test.
Skewer Any Light SB+1 The attack ignores 1 point of AP. If the target's AP is 0 before or after reduction, the attack scores an extra Wound.
Sucker Punch Any Light SB or AB+1 The attack deals Technical Hits against Unaware targets.
Swipe Any Light SB or AB+1 On a successful hit, you steal a weapon or small item not being held or equipped as well as do damage.
Beastslayer Focused Power SB+2 The attack gains the Felling (+3) Quality.
Broad Slash Any Power SB+2 The attack gains +2 damage.
Brutal Edge Focused/Charge Power SB+2 The attack gains the Cleaving Quality.
Buckler Spin Std. Shield SB+1 The attack gains the Reach (+10) Quality.
Pin Down Any Shield SB+1 If the target is currently prone, then they must pass a Toughness test in order to use a Move action on their next turn. This stacks with other tests such as grapples.
Tortoise Smack Focused Shield SB+1 You gain Advantages to this attack equal to the number of parries you made since your last turn.
Bunker Blade Any Greatweapon SB+4 You gain a +1 to AP on all areas until the start of your next turn.
Giant Slice Focused Greatweapon SB+4 The attack, should it cause at least two Wounds, earns an extra wound.
Slaying Joy Focused Greatweapon SB+4 The attack gains the High Crit (10) Quality.
Tier Two
Name Attack Type Damage Description
Ground Pound Std./Focused/Called Crushing SB+1 The attack gains the Concussive Quality, but the Concussive effect also applies to every enemy adjacent to the target.
Pounce Grapple (Initiate) Crushing SB+1 Should you successfully grapple the target, they're automatically knocked prone and suffer a single hit with damage equal to your SB+TB.
Witch Hammer Std./Focused/Called Crushing SB+1 The attack gains the Condemning Quality, although the target takes Advantage to their test.
Bouncing Claw Any Light SB+1 The attack gains the Burst (2) Quality and gains +1 DoS.
Flashy Flourish Any Light SB+1 The attack gains the Dizzying Quality; the enemy takes a +10 bonus to their Dizzying resistance test.
Lucky Punch Any Light SB or AB+1 The attack takes a -30 to hit, but becomes High Crit (30).
Assault Dive Charge Power SB+3 The attack gains +1 damage (Max +5) for every 4 metres you travel as part of the charge. If you fly during the charge and the target is grounded, then it's +1 damage (Max +8) for every 2 metres.
Cannonball Kick Std./Focused/Called Power SB+3 If this attack deals damage, the target is also pushed back 2m per DoS. This pushes through any enemies behind the target; these targets take a single hit, dealing damage equal to the target's SB+TB+Size.
Rising Slash Any Power SB+3 This attack deals an extra Wound when activated with a Baton Pass turn.
Blunt Blow Any Shield SB+1 This attack gains extra Advantages equal to the Metaweapon's Shield (X) Quality, to a minimum of +1.
Shield Grind Focused Attack Shield SB+1 The target of this attack, should they perform any action that isn't 'attack you' on their next turn, will incur an instant Free Attack from you.
Shieldwall Grapple (Initiate)/Std. Shield SB+1 This attack, should it cause damage, knocks the target prone. The attack doubles the Advantages you get from the Outnumbering Advantages.
Grisly Demise Focused Attack Greatweapon SB+5 If this attack inflicts a Heavy Wound or slays an enemy, all other enemies of the same or lesser rank in the encounter must pass a Willpower+10 test or be inflicted with the Despair Ailment.
Kill Rush Charge Greatweapon SB+5 Should this attack hit, even if it does no damage, you may immediately perform a follow-up Focused Attack on an adjacent enemy.
Mighty Swing Focused Attack Greatweapon SB+5 The attack adds an extra SB/2 to damage.
Tier Three
Name Attack Type Damage Description
Binding Chain Any Crushing SB+2 If this attack hits the target, then it deals no damage, but instead, all attacks against the target gain the Flexible quality until the start of your next turn.
Headbutt Charge/Focused Crushing SB+2 The attack gains the Tiring (10) Quality. The attack gains the Amnesing Quality, although the target takes Advantage to their test.
Rampage Focused Crushing SB+2 On a successful test you hit all adjacent enemies, and your attack gains the Knockdown Quality; any enemy who is knocked prone from Knockdown automatically takes a 2nd hit.
Iai Finish Counter Attack Light SB+2 Used as part of a Counter Attack (see talent). The attack gains the Penetrates and Unavoidable (20) Qualities.
Hasted Strike Any Light SB+2 The attack gains the Burst (2) Quality, becoming Burst (3) against targets whose initiative is lower than your own
Needling Harass Any Light SB or AB+2 The attack gains the Enraging Quality.
Power Blade Any Power SB+3 The attack gains +4 Damage and the Tearing Quality.
Deathbound Any Power SB+3 The attack gains the Arc and Keen Qualities.
Guillotine Std./Focused/Called Power SB+3 The attack gains the Cruel Quality.
Second Wind Any Damaging Attack Shield SB+1 The attack gains the Absorbs Wounds (1) Quality.
Mirrored Sheen Std./Focused/Called Shield SB+1 The attack gains the Brainwashing Quality, although the target takes Advantage to their test.
Saviour Smash Any Shield SB+1 Should you successfully hit the target, all allies engaged with the target may make an instant Disengage move, automatically passing their test.
Heat Wave Charge/Focused Greatweapon SB+5 The attack gains the Aura (3) and Burning Qualities.
Gigantic Fist Charge/Focused Greatweapon SB+5 The attack gains the High Crit (10) and Brutal Qualities.
Break and Smash Charge/Focused Greatweapon SB+5 The attack gains the Savage Quality.
Tier Four
Name Attack Type Damage Description
Hassou Tobi Focused Light SB+2 The attack gains the Burst (4) Quality.
Miracle Punch Any Light AB+3 The attack takes -20 to hit, but should it hit, automatically Critical Hits.
Fist of Hades Focused Crushing SB+3 This attack counts as an Aura (3) attack that doesn't hit your allies; it has the Dooming Quality, and any enemy that already has a Spiritual Ailment is Staggered.
God's Hand Focused/Charge Crushing SB+3 The attack gains the Armour Breaker and Paralysing Qualities.
Brave Blade Charge Power SB+4 You may move through enemies when using this attack. All enemies you pass through suffer a single hit. The attack also gains the Keen and Penetrates Qualities.
Gigantomachy Any Power SB+4 The attack gains the Felling (+4) Quality. Against targets Size 4 or larger, it gains the +3 Damage and deals an extra Wound.
Diamond Dance Std./Focused Shield SB+2 On a successful hit, you mark the target; any attacks you parry between now and your next turn are redirected to hit your target.
Iron Curtain Free Attack Shield SB+2 Used as part of a Free Attack triggered by an enemy action, such as when enemies are trying to disengage from you or as part of a Counter Attack. The attack, should it hit, automatically criticals.
Gaea's Rage Focused Greatweapon SB+6 This attack counts as an Aura (4) attack that doesn't hit your allies; it has the Felling (4) and Exposing Qualities, and causes all terrain in the area of effect to count as Difficult Terrain (3), which only affects your enemies. This difficult terrain lasts until the start of your next turn.
Pashupatastra Charge/Focused Greatweapon SB+6 If used as part of a Charge, then your movement counts as teleporting. The attack gains the Penetrates and Savage Qualities. On being used, every enemy within 20m is encased in a glowing, humming light for an hour. Illuminated enemies do not benefit from low light or darkness, cannot use stealth, and Ballistic attacks against them may reroll attack tests.

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Missile Arts

Tier One
Name Attack Type Damage Description
Elfshot Any Pistol 5 If the target is hit and takes damage, they take a Disadvantage to any ailment resistance tests until the start of your next turn.
Pistol Whip Any Pistol 5 This attack gains Short and Point Blank Advantages even if you are locked in melee. After the attack is concluded, you may automatically disengage 1m.
Riot Gun Standard Shotgun 5 This attack attack ignores Cover, Shield AP and the Barrier Quality.
Windknocker Standard Shotgun 5 The attack gains the Knockdown Quality; if the target is knocked prone by this attack, they must pass a +10 Strength test to rise from Prone during their next turn.
Flyswatter Any Assault Rifle 5 The attack gains the Anti-Air (2) Quality, and ignores penalties due to targeting creatures of size 2 or lower.
Startling Gun Any Assault Rifle 5 The attack gains the Spray Quality and loses the Burst Quality if it has it. Any enemies struck by the attack must test against Fear; on a failure they immediately move into Cover, triggering free attacks from your allies engaged with them in melee, or allies they pass on their way toward cover.
Dimming Shot Std./Focused/Called Rifle 6 After this attack is concluded, others count you as being in Low Light until the start of your next turn.
Lead Target Std./Focused/Called Rifle 6 The attack has the Unavoidable (20) Quality.
Firebomb Any Launcher 6 The attack has the Burning Quality, and causes all terrain in the area of effect to catch fire.
Woolly Step Any Launcher 0 The attack deals no damage, but any allies caught in the area of effect may make an instant free Standard Move action.
Howitzer Focused Cannon 8 The attack gains the Indirect (3) and Blast (2) Qualities, but cannot be used against targets within 10m.
Positron Cannon Focused Cannon 10 The attack ignores Cover. It destroys the Barrier Quality.
Tier Two
Name Attack Type Damage Description
Combo Gunner Attack With Multiple Weapons Pistol 6 This attack follows the ordinary rules of Multiple attacks, with the following exception: for your other weapon, you may activate an Attack Art, so long as the Art matches your other weapon and can be used as a Standard attack. If used with a melee Art, then your pistol attack gains Short and Point Blank Advantages; if used with a Ballistic Art, then all ranged hits you deal gain +1 Damage.
Trick Disarm Called Shot Pistol 6 You must call this to a target's arm. On a hit that deals damage, the target must make a Toughness test; on a failure, they drop any weapon held in the affected arm or, if they only have natural weapons, take a Disadvantage to melee attacks until the start of your next turn.
Hammer Slugger Standard Shotgun 6 The attack gains Cracking.
Thundergunner Standard Shotgun 6 The attack gains the Scattershot Quality. If it already has it, then it hits any enemies within 5m of the original target.
Smoking Sentry Overwatch Assault Rifle 6 This art lets you use the Overwatch talent even if you don't have it. You gain extra uses of Overwatch equal to the number of allies within 10m.
Tight Spitter Any Assault Rifle 6 The attack gains the Keen Quality.
Angelic Missile Focused/Called Rifle 7 The target counts as having the Weak Spot (3) Quality. If the target already has it, you gain +2 damage and the Brutal quality.
Shadowfire Standard/Called/Focused Rifle 7 After the attack is concluded, others count you as being in Darkness until the start of your next turn.
Holo Bomb Any Launcher 0 The attack deals no damage, but attacks aimed at any allies within the area of effect gain no benefits to hit due to range or outnumbering until the start of your next turn.
Scatter Bomb Any Launcher 7 This attack only hits enemies. Any enemies hit by this attack must make a Toughness or Endurance test. On a failure, they are pushed directly away from the centre of the blast a number of metres of your choosing each up to your BB, and are knocked prone. Allies may make free attacks on enemies forced out of melee by this.
Beam Cannon Focused Cannon 9 The attack gains the Line Quality; for every target it hits, it deals an extra +1 damage to the next target (so if it hits 2 targets, it'll do +1 to the 2nd target; if it hits 3, it'll do +1 to the 2nd and +2 to the 3rd) to a max of +6.
Grand Battery Focused Cannon 11 The attack ignores Cover, and deals extra damage to the target equal to the target's Size trait. However, it takes a -40 penalty to attack against targets of Size 4 or lower.
Tier Three
Name Attack Type Damage Description
Gut Shot Any Pistol 7 You must be in melee with a target to use this Art; the attack gains short and Point Blank Advantages and the High Crit (30) and Brutal Qualities.
Trick Hobble Called Attack Pistol 7 You must call this art to a target's leg. On a hit that deals damage, the target must make a Toughness test; on a failure, they reroll all agility tests and take the worse result until the start of your next turn.
Shabriri's Bell Any Shotgun 7 This attack has the the Dizzying (with a +10 to resist) and Exposing Qualities.
Grapeshot Blunder Any Shotgun 7 This attack gains the Spray and Cleaving Qualities.
Agneyastra Any Assault Rifle 7 This attack has the Anti-Air (3), Spray and Burning Qualities. Flammable non-living objects in the area of effect burst into flames.
Scary Flashlight Overwatch Assault Rifle 7 This art lets you use the Overwatch talent even if you don't have it. Enemies hit by your Overwatch attacks via this Art must take a Fear test or suffer Panic.
Devil's Barb Standard/Called/Focused Rifle 8 After the attack is concluded, others count you as being Demivisible until the start of your next turn; furthermore, you yourself ignore Demivisiblity and Invisibility.
Headshot Called Shot Rifle 8 You must call it to a target's head. On a hit, the target gains the High Crit (20) Quality and inflicts an extra wound.
Monofilo Web Any Launcher 8 This attack gains the Tearing Quality. Any enemies within the area reduce their AP by 2 until the start of your next turn.
Air Strike Any Launcher 8 For every 3 DoS this attack scores, it generates an extra attack, which scatters in a random direction based on the test's ones number, and moves a number of metres equal to its tens. The attacks have the Burning and Tiring (10) Qualities.
David's Missile Focused Cannon 10 This attack gains the Concussive Quality. Against enemies with size 4+, it gains the Felling (2) and High Crit (10) Qualities. Against enemies with Size 5+, it gains the Anti-Toughness Quality.
Terawatt Pulse Focused Cannon 12 The attack gains +4 damage and if it deals damage, deals one extra wound.
Tier Four
Name Attack Type Damage Description
Gae Bulg Any Pistol 8 The attack gains short and Point Blank to-hit bonuses if used in melee. It has the Penetrates and Tearing Qualities.
Narayanastra Any Shotgun 8 The attack gains the Anti-Toughness, Unavoidable (20) and Burst (2) Qualities.
Barbarika's Arrows Any Assault Rifle 8 Every hit made with this attack strikes the body part you desire. The attack has the Anti-Air (3) and Condemning Qualities, and deals Technical Hits against targets with the Condemned ailment.
Hecaƫrgus Focused/Called Rifle 9 This attack has the Cruel, and Paralysing Qualities.
Brahmastra Any Launcher 9 This attack has the Blast (+3) Quality, deals +3 damage and deals Technical Hits against anyone with a Physical ailment.
Longinus Focused Cannon 16 This attack deals extra damage to the target equal to their Size trait, and has the Savage Quality. It ignores Cover and instantly dispels the Barrier Quality. Finally, targets injured by this attack cannot regenerate or heal any lost wounds until they benefit from a Tier 3+ Restorative spell.

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