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.
To use an Art, you must know the art and have an action ready to use it, unless you wish to Surge the Art, in which case you must also expend a point of Power. See below:
Surge Arts
When you activate an Art, you must first decide whether to cast it at Regular strength, or at Surge strength.
At Regular strength, the art is cast as shown on its card, using the listed actions and using normal values.
At Surge strength, however, the art is more powerful but also more strenuous: whenever you cast at Surge strength, it costs a point of Power. In exchange, you may add a single Surge Bonus to the spell.
Some arts have their own Surge Bonuses listed on their profile- you may choose one of these. Alternatively, there are a handful of generic Surge Bonuses which may be applied instead:
- Damage boost. Arts that deal damage may add half your Evoker Rank to damage, minimum 1.
- Crit Boost. Arts that deal damage gain a +10 to their Crit Threshold.
- Wound boost. Arts that deal damage, should they wound a target, deal an extra wound.
- Test boost. Arts that require passing a test to use may add an Advantage to the test.
- Move boost. Arts that move you may add half your Evoker Rank to your AB (or whichever number you're using to calculate your basic movement off) for the purposes of movement, minimum 1.
- Range boost. Ranged Arts increase their range by 100%.
- Action Combo Boost. At the end of the art you're surging, you can then use any Action Art you know at regular strength for free, performing the accompanying action too. This can allow you to move extra times if you desire. Surge Only arts cannot be selected for this bonus.
Certain situations, traits or passives might increase the number of Surge Bonuses you can apply to a surge spell. For example, if you're using an art that at least one of your Minors possesses, then you may apply an extra Surge Bonus.
Finally, certain arts- such as the Cannon arts- have the keyword 'Surge Only', and may only be cast at Surge strength. Follow the rules for Surges normally, although you cannot apply a Surge Bonus unless you have extra Surges from other sources.
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Action Arts
Action Arts empower non-attack actions, allowing you to perform amazing physical feats.
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 Basic Move. |
Agile Target | Dodge or Anticipate | You take a +10 bonus to the test. |
Faerie Step | Basic 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 | Basic 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 and it becomes a free action, although you can only use a consumable as a free action once per turn with this art. |
Tier Two | ||
Name | Action | Description |
Backflip Kick | Disengage | Choose one enemy you were previously engaged with: all allies take an advantage 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 an advantage to the test, and if you succeed, all attacks against you take a disadvantage 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 | Basic Move/Run | You ignore Difficult Terrain. |
With Me | Any Move | All allies within 5m not engaged in melee, may make a free Basic Move. 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 | Basic 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 Basic 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 | Surge Only. 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 Melee Bonus, 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 | Surge Only. Spend your move to teleport to any point you can see within Basic Move distance. Teleporting does not provoke free attacks, and cannot be stopped by grapples. |
Spatial Swap | Special | Surge Only. 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 | Surge Only. 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 | Surge Only. 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 | Surge Only. 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 | Surge Only. 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 | Surge Only. 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 | Surge Only. 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. |
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, unless it's superior to the weapon's damage.
- 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 or Endurance (Resist Physical) test with 2 advantages or be Stunned for one round. |
Batter | Focused/Charge | Crushing | SB+1 | The attack gains Armour Breaker. 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 of your choice not being held or equipped as well as do damage. This cannot take tome items, but it can instead use up one of your Tome Inventory uses. |
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 or Endurance (Injury) 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+5 | Surge Only. You gain a +1 to AP on all areas until the start of your next turn. |
Giant Slice | Focused | Greatweapon | SB+5 | Surge Only. The attack, should it cause at least two Wounds, earns an extra wound. |
Slaying Joy | Focused | Greatweapon | SB+5 | Surge Only. 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+TB | Should you successfully grapple the target, they're automatically knocked prone and suffer a single hit with damage equal to your SB+TB. This damage is not increased by your DoS nor is it decreased by your target's DoS. |
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 three Disadvantages, 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, not modified by DoS. |
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 Chance 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 | Surge Only. 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 test w/1 advantage or be inflicted with the Despair Ailment. |
Kill Rush | Charge | Greatweapon | SB+5 | Surge Only. 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 | Surge Only. The attack adds an extra SB/2 to damage. |
Tier Three | ||||
Name | Attack | Type | Damage | Description |
Binding Chain | Any | Crushing | - | 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 | Surge Only. The attack gains the Aura (3) and Burning Qualities. |
Gigantic Fist | Charge/Focused | Greatweapon | SB+5 | Surge Only. The attack gains the High Crit (10) and Brutal Qualities. |
Break and Smash | Charge/Focused | Greatweapon | SB+5 | Surge Only. The attack gains the Savage Quality. |
Tier Four | ||||
Name | Attack | Type | Damage | Description |
Hassou Tobi | Focused | Light | SB+2 | Surge Only. The attack gains the Burst (4) Quality. |
Miracle Punch | Any | Light | AB+3 | Surge Only. The attack takes three disadvantages to hit, but should it hit, automatically Critical Hits. |
Fist of Hades | Focused | Crushing | SB+3 | Surge Only. This attack counts as an Aura (3) attack that doesn't hit your allies; it has the Damning Quality, and any enemy that already has a Spiritual Ailment is Staggered. |
God's Hand | Focused/Charge | Crushing | SB+3 | Surge Only. The attack gains the Armour Breaker and Paralysing Qualities. |
Brave Blade | Charge | Power | SB+4 | Surge Only. 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 | Surge Only. 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 | Surge Only. 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 | Chance Attack | Shield | SB+2 | Surge Only. Used as part of a Chance 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 | Surge Only. 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 | Surge Only. 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. |
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 Strength or Athletics test with advantage 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 chance 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 | 7 | Surge Only. 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 and does not roll to hit, but any allies caught in the area of effect may make an instant free Basic Move action. |
Howitzer | Focused | Cannon | 8 | Surge Only. The attack gains the Indirect (3) and Blast (2) Qualities, but cannot be used against targets within 10m. |
Positron Cannon | Focused | Cannon | 11 | Surge Only. The attack ignores Cover. It destroys the Barrier Quality. |
Tier Two | ||||
Name | Attack | Type | Damage | Description |
Combo Gunner | All-Weapon Attacks | Pistol | 6 | This attack follows the ordinary rules of All-Weapon 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 or Endurance (Injury) 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 Armour Breaker. |
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 | Surge Only. 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 | 12 | Surge Only. 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 | 12 | Surge Only. The attack ignores Cover, and deals extra damage to the target equal to the target's Size trait. However, it takes four disadvantages 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 or Endurance (Injury) 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 | Surge Only. 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 | Surge Only. 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 | Surge Only. 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 | Surge Only. For every 3 DoS this attack scores, it generates an extra attack, which originates in the target square of the first hit. The attacks have the Blast (2), Burning and Tiring (10) Qualities. |
David's Missile | Focused | Cannon | 12 | Surge Only. 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 | Surge Only. 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 | Surge Only. 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 | Surge Only. The attack gains the Anti-Toughness, Unavoidable (20) and Burst (2) Qualities. |
Barbarika's Arrows | Any | Assault Rifle | 8 | Surge Only. 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 | Surge Only. This attack has the Cruel, and Paralysing Qualities. |
Brahmastra | Any | Launcher | 9 | Surge Only. This attack has the Blast (+3) Quality, deals +3 damage and deals Technical Hits against anyone with a Physical ailment. |
Longinus | Focused | Cannon | 16 | Surge Only. 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. |