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, movement actions 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:

  • Action. The Action the Art augments. If the action requires a test, then test as normal.
  • Keywords. This lists the Art's keywords (which are usually identical to their action, so is provided mostly for reminder benefits.)
  • Description. This describes how the Art actually operates, including the benefit it provides.
Tier One
Name Action Description
Monkey's Grip Climbing This art acts like you climbing. You take a +20 bonus to your test and never fall no matter how badly you fail.
Sleek Flip Disengage This art acts like you disengaging. It now becomes a Half Action, and if you take and pass the acrobatics test, becomes a Free instead.
Agile Target Dodge This art acts like a Dodge. You take a +10 bonus to the test.
Faerie Step Full Move This art acts like you making a half move. You ignore Difficult Terrain.
Fog Walker Half Move/Full Move/Run This art acts like you making a half, full or run move. Until the start of your next turn, you take a +20 bonus to dodge tests, +40 if you move through fog, low light or darkness.
Soft Paws Half Move/Full Move/Run This art acts like you making a half, full or run move. You take a +10 bonus against Difficult Terrain, and enemies take a -10 penalty to detect you if in stealth.
Water Walk Half Move/Full Move/Run This art acts like you making a half, full or run 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 Jump (Dropping) or Falling This art acts like you jumping down, but also can be used if you fall involuntarily. It halves the distance you drop before reduction from talents/tests, and you land on your feet.
Shadow Propel Jump Or Leap This art acts like you jumping up or leaping horizontally. You always count as having a maximum running start and if you fail and fall into a dangerous spot (like a chasm), you instead are shunted back to your last spot of safe ground.
Strong Blade Parry This art acts like a Parry. You take a +10 bonus to the test.
Phantom Step Tactical Advance This art acts like a Tactical Advance, but with the extra benefit that if you are hidden or stealthed from enemies, you do not count as crossing their line of sight or effect.
Chemist's Throw Use Expendable This art acts like you using an expendable item. You increase the range by a step.
Tier Two
Name Action Description
Backflip Kick Disengage/Assassin Strike This art acts like you disengaging or using the Assassin Strike talent. 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+20 test or be knocked back 1d5 metres.
Indirect Shield Dodge This art acts like you making a Dodge against a ranged attack. If you succeed with 3 DoS or more, the attack hits an enemy of your choosing within 5m.
Smoke Phantasm Dodge This art acts like you making a Dodge. 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 Dodge (melee) This art acts like you making a Dodge against a melee attack. Should you succeed by DoS equal or higher than your opponent's AB, they fall Prone and are Staggered.
Leaping Evasion Dodge, Parry This art acts like you making a Dodge or Parry (as appropriate). Should you succeed, you instantly Disengage.
Dryad Step Half Move/Full Move This art acts like you making a Half or Full move. You ignore Difficult Terrain.
With Me Half Move/Full Move This art acts like you making a Half or Full Move. One ally within 5m, who may not be engaged in melee, also moves. They must end their movement within 5m of you.
Wall Walking Half Move/Full Move/Run This art acts like you making a half, full or run 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 Jump or Leap This art acts like you jumping up or leaping horizontally. After finishing your jump, you may immediately make another Jump or Leap in any direction as a Free Action.
Bend Back Parry This art acts like you making a Parry. You may use this to parry attacks of an element you Resist. Should you succeed, you repel the attack instead.
Phantom Leap Tactical Advance This art acts like a Tactical Advance, but with the extra benefit that if you are hidden or stealthed from enemies, you do not count as crossing their line of sight or effect. Furthermore, you move at Full Move distance.
Bonds of Steel Parry (Sacrifice) This art acts like you making a Sacrifice action on someone else. Your designated arm gains AP equal to your S-Link Rank with that person.
Pelagic Grace Half Move/Full Move/Run This art acts like you making a half, full or run move. You count as having the Amphibious Trait, allowing you to move underwater freely.
Tier Three
Name Action Description
Marked Glyph Aim This art acts like you Aiming. You may transfer all Aiming bonuses to any ally you are in contact with, so long as you can both see the same target.
False Wings Boosted Jump This art acts like you making a Boosted Jump. It does nothing extra except enable a Boosted Jump.
Spacefold Step Dodge This art acts like you Dodging. If you pass your dodge test, you can move anywhere within 2m of your attacker; they take a -20 penalty to evading your attacks until the end of your next turn. Your enemy must be within Half Move distance of you for this Art to work.
Phalanx Guard Mode This art acts like you making a Guard Mode action. You gain an extra reaction which may only be spent on parries or dodges until the start of your next turn.
Angel Step Half Move/Full Move/Run This art acts like you making a half, full or run move. You ignore Difficult Terrain.
Deflect Missile Parry This art acts like you making a Parry. Using this Art allows you to parry ranged attacks with a -10 penalty.
Knock Away Parry This art acts like you making a Parry. If you succeed on your parry test by DoS more than the enemy's attack DoS, you disarm them, knocking their weapon 1d5m away. If their weapon can't be disarmed they take a -20 penalty to attacks with that weapon instead until the end of their next turn.
Diamond Arm Parry (Sacrifice/On Self) This art acts like you making a Sacrifice action (inc. on yourself). Your designated arm gains AP equal to your TB/2.
Blink Teleport This art acts like you Teleporting as a Half Action. You may teleport to any point you can see within Full Move distance.
Spatial Swap Teleport This art acts like you Teleporting as a Half Action. You may swap places with one willing ally within 100m, so long as you are aware of their location.
Tier Four
Name Action Description
Gate of Fire Teleport This art acts like you Teleporting as a Half Action. You may appear out of an open flame at least two feet high (or wide) within 10km of yourself, that you know is there.
Path of Water Teleport This art acts like you Teleporting as a Half Action. You may appear out of an open, single body of water consisting of at least five litres within 10km of yourself, that you know is there.
Ride the Current Teleport This art acts like you Teleporting as a Half Action. You may travel across an active electric current (such as one carried by a wire), emerging at its exit point within 10km.
Untouchable Dodge This art acts like you Dodging. If you pass your dodge test with more DoS than the enemy's attack had DoS, you regain the spent Reaction.
Slip Stream Teleport This art acts like you Teleporting as a Half Action. You may teleport to any point you can see within Run distance.
Mighty Bulwark Guard Mode This art acts like you making a Guard Mode action. Your allies may treat you as Cover with a value equal to your TB until the start of your next turn.
Tier Five
Name Action Description
Kefitzat Haderech Teleport This art acts like you Teleporting as a Full Action+Reaction. You may appear in an open space large enough to accommodate you within 5km of yourself, that you know is there.

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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 (Although you do not need prerequisite talents, ie. Swift Attack to use a Swift Attack-type Art). Attack Arts all use one of the weapon templates outlined in Equipment, and their attacks count as though you were using an unaugmented version of that weapon- thus an Attack Art with the Light Template deals 1d5 damage and has the Light quality (so adds AB or SB).

  • 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 the above Attack Art, you can decide to use your Metaweapon as the base, so the Attack Art is now a 1d5+2 attack with the Tearing Quality before any benefits from the Attack Art itself.

Attack Arts are divided into Melee and Missile 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.
  • Description. This describes how the Art actually operates, including the benefit it provides.

Melee Arts

Tier One
Name Attack Type Description
Bash Heavy/Charge Crushing This art mimics a Charge or Heavy Attack. If the target takes damage, they must pass a Toughness+10 test or be Stunned for one round.
Batter Standard/Charge/Heavy Crushing This art mimics a Standard, Charge or Heavy Attack. The attack gains Cracking (+2).
Skull Cracker Heavy/Charge Crushing This art mimics a Charge or Heavy Attack. It gains the Confusing Quality; the enemy takes a +10 bonus to their test.
Skewer Any Damaging Attack Light This art mimics any Attack action of your choice, so long as it deals damage. It gains +2 penetration.
Sucker Punch Standard Light This art mimics a Standard Attack. It deals Technical Hits against Unaware targets.
Swipe Standard Light This art mimics a Standard Attack. On a successful hit, you steal a Common item from the target's drop list, or a Rare (if any) on 3+ DoS.
Beastslayer Heavy Power This art mimics a Heavy Attack. The attack gains the Felling (+2) Quality.
Broad Slash Standard/Charge/Heavy Power This art mimics a Standard, Charge or Heavy Attack. The attack gains +2 damage.
Brutal Edge Heavy/Charge Power This art mimics a Standard Attack, Heavy Attack, or Charge. The attack gains the Cleaving Quality.
Buckler Spin Standard Shield This art mimics a Standard Attack. It has the Reach (+10) Quality.
Pin Down Standard/Charge/Heavy Shield This art mimics a Standard, Charge or Heavy attack. If the target is currently prone, then they must pass a Toughness test in order to use the Stand action on their next turn.
Tortoise Smack Heavy Shield This art mimics a Heavy Attack. The attack does not apply the standard -20 penalty to parrying.
Bunker Blade Cautious Attack Greatweapon This art mimics a Cautious Attack. You gain a +2 to AP on all areas until the start of your next turn.
Giant Slice Heavy Greatweapon This art mimics a Heavy attack. The attack gains the Proven (+4) Quality.
Slaying Joy Heavy Greatweapon This art mimics a Heavy attack. The attack gains the Slayer Quality.
Tier Two
Name Attack Type Description
Ground Pound Standard/Heavy Crushing This art mimics a Standard or Heavy Attack. It gains the Concussive Quality, but the Concussive effect also applies to every enemy adjacent to the target.
Pounce Grapple (Initiate) Crushing This art mimics a Grapple initiating attack. Should you win the grapple, the target takes a single hit from the Crushing type and is knocked prone.
Witch Hammer Standard/Heavy Crushing This art mimics a Standard or Heavy Attack. It gains the Condemning Quality.
Bouncing Claw Lightning Attack Light This art mimics a Lightning Attack. It may score up to four hits, and gains two extra hits per 1 DoS.
Flashy Flourish Standard/Charge Light This art mimics a Standard Attack or a Charge. It gains the Dizzying Quality; the enemy takes a +10 bonus to their test.
Lucky Punch Standard/Called Light This art mimics a Standard or Called Shot Attack. The attack takes a -30 to hit, but becomes Vengeful (-3).
Assault Dive Charge Power This art mimics a Charge. The charge uses Run distance instead of Charge distance. If you are flying, and use this on a grounded enemy, the attack gains Special Damage.
Cannonball Kick Knockdown Power This art mimics a Knockdown. If you win, the target is also pushed back 1m per DoS. Any enemies in the path of the target takes a single hit to the body, as per this attack's Type.
Rising Slash Standard/Charge/Heavy Power This art mimics a Standard, Charge or Heavy Attack. This attack gains Special Damage when activated with a Baton Pass turn.
Blunt Blow Standard/Charge/Heavy Shield This art mimics a Standard, Charge or Heavy Attack. This attack gains extra Damage and Penetration equal to the Metaweapon's Shield (X) Quality, to a minimum of +2.
Shield Grind Cautious Attack Shield This art mimics a Cautious Attack. You gain an Attack of Opportunity of the Shield type against the target should they perform any action except attack you on their next turn (including Disengage).
Shieldwall Knockdown/Take Down Shield This art mimics a Knockdown or Takedown. You apply the Ganging Up bonus to your Strength test, plus another +10 if one of the allies has a shield of their own.
Grisly Demise Heavy Greatweapon This art mimics a Heavy Attack. If this attack inflicts Lethal Damage (inc. by Criticals) or slays an enemy, all other enemies within 5m must pass a Willpower+20 test or be inflicted with the Despair Ailment.
Kill Rush Heavy Greatweapon This art mimics a Heavy Attack. However, you can use it as a Half Action, or in place of a Charge's normal attack.
Mighty Swing Heavy Greatweapon This art mimics a Heavy Attack. For every 2 DoS, it hits one other enemy adjacent to you, to a maximum of four different enemies.
Tier Three
Name Attack Type Description
Binding Chain Standard/Charge/Heavy Crushing This art mimics a Standard, Charge or Heavy Attack. On a successful hit, the target may not use the Disengage action without winning an Opposed Agility test against your WS first.
Headbutt Charge/Heavy Crushing This art mimics a Charge or Heavy Attack. The attack gains Cracking (+3) and the Amnesing Quality; although the target takes a +10 bonus to their test.
Rampage Heavy Crushing This art mimics a Heavy Attack. On a successful test you hit all adjacent enemies, and your attack gains the Concussive Quality; any enemy who is knocked prone from Concussive automatically takes a 2nd hit.
Iai Finish Counter Attack Light This art mimics a Counter Attack. It gains +2 Penetration, the Razor Sharp and Unstoppable Qualities.
Hasted Strike Lightning Attack Light This art mimics a Lightning Attack. It takes an extra -10 penalty (-20), but on a success hits all adjacent enemies, and gains one extra hit on all of them per 3 DoS, to a maximum of three total hits.
Needling Harass Standard/Charge Light This art mimics a Standard or Charge. It gains the Enraging Quality.
Power Blade Standard/Charge/Heavy Power This art mimics a Standard, Charge or Heavy Attack. The attack gains +4 damage and the Tearing Quality.
Deathbound Swift Attack Power This art mimics a Swift Attack. Every extra hit must be allocated against a different target. The attack gains the Cleaving Quality and gains +1 DoS.
Guillotine Standard/Heavy Power This art mimics a Standard or Heavy Attack. The attack gains the Cruel Quality.
Second Wind Any Damaging Attack Shield This art mimics any Attack action of your choice, so long as it deals damage. It gains the Devouring Quality.
Mirrored Sheen Standard/Cautious Attack Shield This art mimics a Standard or Cautious Attack. The attack gains the Brainwashing Quality; the target takes a +10 bonus to their test.
Saviour Smash Standard/Charge/Heavy Shield This art mimics a Standard, Charge or Heavy Attack. Any ally engaged with your target may instantly make a Disengage action as a free.
Heat Wave Heavy Greatweapon This art mimics a Heavy Attack. It counts as a Blast (2) attack centered on you that doesn't hit you; it has the Burning Quality.
Gigantic Fist Heavy Greatweapon This art mimics a Heavy Attack. The attack gains Vengeful (-1) and the Brutal Quality.
Break and Smash Heavy Greatweapon This art mimics a Heavy Attack. The attack may not be parried.
Tier Four
Name Attack Type Description
Hassou Tobi Lightning Attack Light This art mimics a Lightning Attack. Simply passing the test lands four hits, and it gains one extra hit per 1 DoS to a max of 8 hits total.
Miracle Punch Standard/Called Light This art mimics a Standard or Called Shot Attack. The attack takes a -50 to hit, but should it hit, automatically Critical Hits, Confirms, and rerolls all damage dice, including Special Damage dice.
Fist of Hades Heavy Crushing This art mimics a Heavy Attack. It counts as a Blast (3) attack centered on you that doesn't hit you or your allies; it has the Dooming Quality, and any enemy that already has a Spiritual Ailment is Staggered.
God's Hand Heavy/Charge Crushing This art mimics a Heavy or Charge Attack. It gains +2 damage and the Cracking (3) and Armour Killer Qualities.
Brave Blade Charge Power This art mimics a Charge Attack. The attack gains the Keen and Savage Qualities. You may move through enemies when making this charge, and each enemy you pass through takes a single hit.
Gigantomachy Standard/Charge/Heavy Power This art mimics a Standard, Charge or Heavy Attack. The attack gains the Felling (4) and Brutal Qualities, and deals Special Damage to targets larger than Normal size.
Diamond Dance Standard/Heavy Shield This art mimics a Standard or Heavy Attack. On a successful hit, any attacks you parry until the start of your next turn are redirected to hit your target instead, adding your SB/2 as damage.
Iron Curtain Standard (AoO) Shield This art mimics a Standard Attack of Opportunity. On a successful hit, you automatically deal a Critical Hit.
Gaea's Rage Heavy Greatweapon This art mimics a Heavy Attack. It counts as a Blast (4) attack centered on you that doesn't hit you; it has the Felling (4) and Exposing Qualities, and causes all terrain in the area of effect to count as Difficult Terrain (-30), which only affects your enemies. This difficult terrain lasts until the start of your next turn.
Pashupatastra Charge/Heavy Greatweapon This art mimics a Standard, Charge or Heavy attack. If used as part of a Charge, then your movement counts as teleporting. The attack gains +4 penetration and the Savage Quality. 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 ranged attacks against them may reroll attack tests.

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Missile Arts

Tier One
Name Attack Type Description
Elfshot Standard/Called Pistol This art mimics a Standard or Called Shot attack. If the target is hit and takes damage, they take a -10 penalty to any ailment resistance tests until the start of your next turn.
Gun Kata Standard/Called Pistol This art mimics a Standard or Called Shot attack. This attack gains Point Blank bonuses even if you are locked in melee. After the attack is concluded, you may automatically disengage 1m.
Riot Gun Standard Shotgun This art mimics a Standard attack. The attack ignores Cover, Shield AP and the Barrier Quality.
Windknocker Standard Shotgun This art mimics a Standard attack. The attack gains the Concussive 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 Burst Assault Rifle This art mimics a Semi or Full Auto Burst attack. The attack gains Anti-Air (10) and ignores penalties due to being size 3 or lower.
Startling Gun Suppressive Fire Assault Rifle This art mimics a Suppressive Fire attack. The attack does not hit allies, and any enemies who fail their Pinning test must instantly Full Move toward cover, triggering Attacks of Opportunity if they leave melee or pass allies.
Dimming Shot Standard/Called Rifle This art mimics a Standard or Called shot attack. After the attack is concluded, others count you as being in Low Light until the start of your next turn.
Lead Target Standard/Called Rifle This art mimics a Standard or Called shot attack. The attack has the Lock On Quality.
Firebomb Standard Launcher This art mimics a Standard attack. The attack has the Burning Quality, and causes all terrain in the area of effect to catch fire.
Woolly Step Standard Launcher This art mimics a Standard attack. The attack deals no damage, but any allies caught in the area of effect may make an instant free Full Move action.
Howitzer Standard Cannon This art mimics a Standard attack. The attack gains the Indirect (3) and Blast (2) Qualities, but cannot be used against targets within 10m.
Positron Cannon Standard Cannon This art mimics a Standard attack. The attack doubles its AP for the purposes of Cover and the Barrier Quality.
Tier Two
Name Attack Type Description
Combo Gunner Multiple Pistol This art mimics a Multiple attack. It 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, Flurry or Burst attack. If used with a melee Art, then your pistol attack gains Point Blank to hit bonuses; if used with a ranged Art, then all ranged hits deal +1 damage and penetration.
Trick Disarm Called Shot Pistol This art mimics a Called Shot attack. You must call it to a target's arm. On a hit that deals damage, the target must make a WS or Strength test; on a failure, they drop any weapon held in the affected arm or, if they only have natural weapons, take a -15 penalty to melee attacks until the start of your next turn.
Hammer Slugger Standard Shotgun This art mimics a Standard attack. It gains Cracking (+1).
Thundergunner Standard Shotgun This art mimics a Standard attack. The attack gains the Storm Quality- if it does not have the Scatter Quality, it gains that too.
Smoking Sentry Overwatch (Standard) Assault Rifle This art mimics an Overwatch attack, using Standard Attacks. Unlike normal Overwatches, your killzone is a 45 degree arc with a range of 30m, and persists past the first attack: you remain in Overwatch until you make a number of Overwatch attacks equal to the number of allies within your killzone, or until the start of your next turn. Dodging etc still disables Overwatch.
Tight Spitter Burst Assault Rifle This art mimics a Semi or Full Auto Burst attack. You halve your DoS for the purposes of generating extra hits, but you can replace every hit's damage die result with your DoS instead of just one.
Angelic Missile Called Shot Rifle This art mimics a Called Shot attack, and can only be used with an attack that benefits from the Aim action. The target counts as having the Weak Spot armour Quality. If the target already has it, you gain extra damage as well as penetration per DoS.
Shadowfire Standard/Called Rifle This art mimics a Standard or Called shot attack. After the attack is concluded, others count you as being in Darkness until the start of your next turn.
Holo Bomb Standard Launcher This art mimics a Standard attack. 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 ganging up until the start of your next turn.
Scatter Bomb Standard Launcher This art mimics a Standard attack. 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 BSB, and are knocked prone.
Beam Cannon Standard Cannon This art mimics a Standard attack. It gains the Line Quality; for every target it hits, it deals an extra +2 to the next target (so if it hits 2 targets, it'll do +2 to the 2nd target; if it hits 3, it'll do +2 to the 2nd and +4 to the 3rd) to a max of +6.
Grand Battery Standard Cannon This art mimics a Standard attack. It ignores Cover (although it still depletes it), 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 Description
Gut Shot Standard/Called/Grapple Pistol This art mimics a Standard, Called or Grappled attack. You must be in melee with a target; the attack gains Point Blank to-hit bonuses, the Vengeful (3) and Slayer Qualities.
Trick Hobble Called Shot Pistol This art mimics a Called Shot attack. You must call it to a target's leg. On a hit that deals damage, the target must make a WS or Strength test; on a failure, they take a -20 penalty to all Agility tests until the start of your next turn.
Shabriri's Bell Standard Shotgun This art mimics a Standard attack. It has the Dizzying and Exposing Qualities.
Grapeshot Blunder Standard Shotgun This art mimics a Standard attack. It has the Scatter Quality, but each hit has the Blast (1) and Savage Qualities.
Agneyastra Standard Assault Rifle This art mimics a Standard attack. It has the Anti-Air (20), Spray and Burning Qualities. Flammable non-living objects in the area of effect burst into flames.
Scary Flashlight Overwatch Assault Rifle This art mimics an Overwatch attack. Unlike normal Overwatches, your killzone is a 45 degree arc with a range of 30m. Any enemies who wish to enter your killzone must pass a Fear test first.
Devil's Barb Standard/Called Rifle This art mimics a Standard or Called Shot attack. 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 This art mimics a Called Shot attack. You must call it to a target's head. On a hit, the target gains Special Damage and the Vengeful (-2) Quality.
Monofilo Web Standard Launcher This art mimics a Standard attack. It deals no damage, but any attacks against enemies in the area gain the Razor Sharp Quality until the start of your next turn.
Air Strike Standard Launcher This art mimics a Standard attack. For every 3 DoS, it generates an extra attack, which lands within 1d5m of the original location in a random direction. The attacks have the Burning Quality, and any hit by it must make a +10 Pinning Test.
David's Missile Standard Cannon This art mimics a Standard attack. It has the Concussive Quality. Against enemies with size 5+, it gains the Felling (2) and Vengeful (-1) Qualities. Against enemies with Size 7+, it gains the Unstoppable Quality.
Terawatt Pulse Standard Cannon This art mimics a Standard attack. It deals +4 damage, +2 Penetration, and has Proven (4).
Tier Four
Name Attack Type Description
Gae Bulg Standard/Called/Grapple Pistol This art mimics a Standard, Called or Grappled attack. It gains Point Blank to-hit bonuses if used in melee. It has +2 Penetration and the Razor Sharp quality; if this is enough to reduce the target's AP to 0, then it also inflicts the target with blood loss if they fail a Toughness-20 test.
Narayanastra Standard Shotgun This art mimics a Standard attack. It has the Armour Killer Quality.
Barbarika's Arrows Burst Assault Rifle This art mimics a Burst attack. You may call every hit you make. The attack has the Anti-Air (30) and Condemning Qualities, and deals Special Damage against targets with the Condemned ailment.
Hecaƫrgus Standard/Called Rifle This art mimics a Standard or Called Shot attack. It has the Cruel, Slayer and Paralytic Strike Qualities.
Brahmastra Standard Launcher This art mimics a Standard attack. It has the Blast (+3) Quality, deals +1d10 damage and deals Special Damage against anyone with a Physical ailment.
Longinus Standard Cannon This art mimics a Standard attack. It 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.

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