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A Witcher’s Resolve

Stance
Cost: 2AP, Sustained — (ends when you become knocked down, stifled or stunned).
Requirements: Witcher
In this stance, if the first spell you cast this combat phase is a Glyph spell, you can cast another spell.
: One use of an Advantage (free reroll) during an arcane duel.
228/247
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A Wrinkle In Time

Stance
Cost: 0AP, Risk
(on
, lost in time and space) — (ends when you become knocked down, stifled or stunned).
In this stance, spells that you cast outside of your own turn cost one less Action Point and you have Advantage (free reroll). In addition, you may
A Wrinkle In Time to gain Flourish (halve the
this action causes, rounding up) for a single spell cast outside of your own turn.
241/247
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Air Dance
Stance
Cost: 2AP (free if you reveal court of swords) — (ends when you become knocked down, stifled or stunned, or when you do not move for an entire turn).
In this stance you hover just above the ground, and may ignore most difficult terrain and obstacles (it does not grant flight, so deep pits or obstacles higher than one pace will still present a problem).
Air Dance grants you Mobility +1 (an extra mobility point), whether you are in the stance or not.
102/247
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Amun Unveiled
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Energize (if it would cause fatigue, prevent
) for Creo spells.
: One use of Offensive Advantage (free reroll or replace) for a magical duel.
1/247
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Anardil

Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you may match the pools of your target when attacking or defending. In addition, you may
Anardil to challenge a creature of darkness to an astral or melee duel (a social attack, with offensive advantage for the duel on a critical success). If the creature defends against (or refuses) the challenge, you gain one use of Offensive Advantage (free reroll or replace) against it.
175/247
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Andabata
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, opponents do not get Offensive Advantage (free reroll or replace) when attacking you while Blinded or in total darkness, nor do you receive penalties for your own actions involving (lack of) vision.
: One use of Offensive Advantage (free reroll or replace) for a melee duel.
103/247
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Animate Objects
Stance — Psionic
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you can animate small earthen and metal objects in your aura (5 paces). If there are enough items, they may hinder one opponent each round (
: +1 opponent), giving them Disadvantage (forced reroll) for a single action of your choice. If you
Animate Objects you can instead make a Junk Golem servant (free, but it must be sustained).
164/247
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Anubis Rising
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you have Energize (if it would cause fatigue, prevent
) for Perdo spells.
: One use of Offensive Advantage (free reroll or replace) for a magical duel.
2/247
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Arcane Duel
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, once per turn, you may challenge a magus or spirit to a Certàmen duel for free with a Social vs. Resistance test (the winner of the duel may
this card to cast a free spell on the loser, who does not get a defense test, although it is considered a targeted effect).
: When you next focus in a magical duel, you are dealt two Trumps (choose one and discard the other).
131/247
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Armorer's Stance
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
When you enter this stance, you can make a Hard (16) Crafting test to quickly adjust damaged armor. If successful,
an Armor card. In this stance, you have Advantage (free reroll) for Save tests.
: Reroll a single die.
3/247
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Arrowproof
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, your shield has the Cover (ignore normal successes from ranged attacks; critical successes count as normal successes) trait, but not against projectile attacks.
4/247
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Assiduitas
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you can sustain a single spell for free (you can sustain a second spell as normal). If you [are forced to] leave this stance, any sustained spells immediately end.
: One use of Offensive Advantage (free reroll or replace) for a magical duel.
132/247
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Astral Anchor

Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
Requirements: A Cold Iron weapon or shield.
In this stance, you are immune to the Displace trait and all Teleport effects.
,
: Your next attack with a Cold Iron weapon can use an extra single pair (against the same target).
176/247
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Astral Projection
Stance
Cost: 2AP — (ends when you become stifled or your physical body is wounded).
In this stance you leave your body behind (as if you were asleep), so you can travel through astral space (and initiate duels with astral denizens). Your awareness of the real world dims, so this is not great for spying, but you retain a general sense of the physical plane.
: One use of Offensive Advantage (free reroll or replace) for an astral duel.
177/247
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Astral Sense
Stance
Cost: 2AP, Sustained — (ends when you become knocked down, stifled or stunned).
In this stance, you extend your senses into the astral plane (think of it as a spider web), within your aura (5 paces). You may have to make a Perception test to sense certain objects or persons. Astral Sense is quite subtle, so is Extremely Hard (20) to detect by those outside of the area of effect, and Very Hard (18) inside of it.
104/247
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Astral Swap

Stance
Cost: 2AP,
, Shadow Twin — (ends when you become knocked down, stifled or stunned).
When you enter this stance, you swap places with your shadow twin (who is usually not fatigued or hurt). Out of combat this usually gives you the opportunity to hide.
In this stance, the sibling in astral space is considered resting and has Regeneration (recover
every hour).
: One use of Offensive Advantage (free reroll or replace) for an astral duel.
178/247
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Ataru Form

Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
Keywords: Psi-Blade.
Requirements: A slashing weapon.
In this stance your melee attack has Offensive Advantage (free reroll or replace) but you have Engagement Limit -2 (to a minimum of one).
You cannot combine this form with other Psi-Blade forms, unless you have an ability that specifically allows it.
179/247
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Aura Armor



Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you and allies in your aura (5 paces) have Advantage (free reroll) for Armor Saves and Mystic +1 (increased armor value and ignores penetration from mystic attacks). In addition, you may
Aura Armor to
an Armor Save card.
180/247
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Azure Aegis

Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance your Block defense tests grant you Armor Value +2/+0 on each Hit Location against ranged attacks.
: Treat any Fire Magic Damage (reduced by mystic armor) like Fire Damage (reduced by physical armor).
119/247
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Back to Back
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned, or when you are no longer next to an ally).
While you are adjacent to an ally, both you and the ally are Skilled (+1 die) for parrying tests when someone attacks you (the ally does not need to have this talent). You can extend this to additional allies (pay
for each additional ally).
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Ballroom Dancing
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned). Upkeep:
.
In this stance, you have Advantage (free reroll) for Dancing tests. In addition, you can “lock step” [1AP] with a single partner, mimicking all their movement and maneuvers so you stay at the same distance. If you are forced into obstacles (or opponents), you may become Knocked Down unless you make an (opposed) Agility test.
6/247
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Bardic Inspiration
Stance — Mundane, Song
Cost: 2AP, Singing test (advantage if you’re holding an instrument) — (ends when you become knocked down, silenced or stunned).
In this stance, once per round you or an ally in your aura (5 paces) may “
: Gain a bonus die (cumulative) for an opposed or simple test” or “
: Recover
(only in combat)”.
: You or an ally in your aura reroll any test.
7/247
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Bastet’s Trickery
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you have Energize (if it would cause fatigue, prevent
) for Rego spells.
: One use of Offensive Advantage (free reroll or replace) for a magical duel.
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Bastion of Thought
Stance — Psionic
Cost: 2AP, Sustained — (ends when you become knocked down or stunned).
In this stance your psionic actions receive double the normal benefit from the Energize (if it would cause fatigue, prevent
) trait. In addition, you may
Bastion of Thought to prevent
caused by a psionic action.
155/247
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Battle of Wits
Stance
Cost: 2AP — (ends when you become knocked down, stifled, poisoned or stunned).
In this stance, once per turn, you may challenge an intellectual (like a Magus or priest) to a Gambling duel (2AP, 2C,
). Before the duel, reveal a slotted Poison card. The loser of the duel becomes Poisoned with the revealed Poison. This condition cannot be prevented. You cannot challenge the same target more than once per scene.
Never go in against a Sicilian when death is on the line!
9/247
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Beast Mind
Stance — Feline
Cost: 2AP, Hard (16) Semble test — (ends when you become knocked down, stifled or stunned).
In this stance you are immune to Mentem effects, but cannot perform any Mentem actions. You also become susceptible to Animàl effects. Ending this stance is considered a Veer action.
120/247
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Berserkr Rage
Stance — Mundane
Cost: 2AP, Berserk — (ends when you are no longer berserk).
In this stance, your melee and thrown attacks automatically have Damage +2 (roll two extra damage dice).
Discard {Trump}: Prevent Knocked Down or Stunned. Become Berserk.
10/247
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Blind Fighting
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, opponents do not get Offensive Advantage (free reroll or replace) when attacking you while Blinded or in total darkness. You still have Disadvantage (forced reroll) for your own actions involving vision.
Discard {Trump}: Prevent the Blinded or Flanked condition (if you prevent flanked, this only lasts until the end of your next turn).
11/247
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Blood Heal

Stance — Blood
Cost: 2AP, Discard {Arcana} — (ends when you become knocked down, stifled or stunned).
When you enter this stance you immediately recover 1d6
. In this stance you recover
at the end of each turn.
: One use of Offensive Advantage (free reroll or replace) for any duel where you are wounded.
133/247
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Bloodmist Infiltration
Stance — Blood
Cost: 2AP (ends when you become bleeding, knocked down or stunned).
In this stance, you have Advantage (free reroll) for Dodge tests. If you Sustain the stance (or pay
for an entire scene), you become slightly incorporeal and can slowly walk through obstacles (like the bars of a cell, not a thick wall) and your opponents have Disadvantage (forced reroll) for Block and Parry tests. In addition, you can
Bloodmist Infiltration to reroll a Contortion or Stealth test.
134/247
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Body Blade
Stance
Cost: 2AP — (ends when you become stifled or stunned).
In this stance one of your limbs transforms into a sparkling blade (piercing, slashing) that has two of the following traits:
• Accurate (+1 attack die, up to
).
• Balanced (+1 defense die, up to
).
• Damage +1 (roll an extra damage die).
• Fast (normal attacks cost 5 AP).
• Offhand (no penalties when attacking with two weapons).
• Penetration: 1 (ignore one point of armor).
Risk {Pentacles}, Technique: The Body Blade inflicts Magic Damage (reduced by mystic armor) this turn.
181/247
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Boost Endurance
Stance
Cost: 2AP — (ends when you become exhausted, knocked down, stifled or stunned).
In this stance, you have Advantage (free reroll) for Toughness tests and Energize (if it would cause fatigue, prevent
) for one action you take each turn. In addition, you can
Boost Endurance to prevent
.
135/247
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Boots on the Ground
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Energize (if it would cause fatigue, prevent
) for Terram spells.
: One use of Offensive Advantage (free reroll or replace) for any duel involving lands.
165/247
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Brain Flow
Stance — Psionic
Cost: 2AP, Sustained — (ends when you become knocked down or stunned).
In this stance, when you act in the Deliberate phase and you have no psi points, add
or
to your Psionic pool (until the end of the scene).
182/247
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Buckler Defense
Stance — Mundane
Cost: 2AP — (ends when you become disarmed, knocked down or stunned).
In this stance, you can use the Balanced (+1 defense die, up to
) trait against ranged attacks. Whenever you critically block with a balanced shield you gain one use of Defensive Advantage until the end of the next round. In addition, you may
Buckler Defense to gain an extra use of Defensive Advantage (free reroll or replace).
12/247
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Bulletproof Monk

Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
You may
Bulletproof Monk when you dodge a bullet, literally or figuratively.
In this stance, you cannot be affected by the Lethal (critical success on 5+) or Murderous (critical success on 4+) traits. You may
Bulletproof Monk to turn a critical attack into a normal attack, for yourself or an adjacent ally.
183/247
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Burning Ardor
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Energize (if it would cause fatigue, prevent
) for Ignem spells.
: One use of Offensive Advantage (free reroll or replace) for any duel involving fire.
156/247
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Call Arrow
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you have Advantage (free reroll) for Ammo tests.
:
an Ammo card.
, 
: Retrieve a small [stuck to something] wooden object that weighs less than a quiver of arrows (about 400 grams) from a distance no greater than 100 paces.
166/247
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Call of Blood
Stance — Blood
Cost: 2AP — (ends when you become knocked down or stunned, or when you use 
).
In this stance, your weapon is Lethal (critical success on 5+) against creatures of flesh and blood.
: One use of Offensive Advantage (free reroll or replace) for any duel against a creature of flesh and blood.
136/247
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Catching Rain
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned, or when you are unable to move).
In this stance, whenever an opponent in melee range moves away from you, you may immediately Shift (maneuver one pace; this replaces the random movement after an attack) to pursue your opponent. In addition, you may Shift just before a Feint.
13/247
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Cat’s Paw
Stance — Feline
Cost: 2AP (free if you reveal court of cups) — (ends when you become stifled or stunned).
In this stance, you are Skilled (+1 die) for Stealth tests. When you Stand Up you have 6 Action Points, 2 Mobility Points (instead of 4AP, 0MP) and do not provoke Opportunity Attacks.
121/247
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Celestus Incarnate


Stance — Faith
Cost: 2AP, Sustained, 
— (ends when you become knocked down, stifled or stunned).
While in this stance, you gain:
• Flying and Fleet (+1 mobility point, cumulative).
•
: Limit Break (set a single combat pool to
until the end of your next turn) for an attack against a creature of darkness or an apostate.
• 
: Shift (maneuver one pace; this replaces the random movement after an attack).
105/247
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Cloak & Dagger
Stance — Mundane
Cost: 2AP — (ends when you become knocked down, stunned or disarmed).
In this stance, your daggers have Companion ([Court]: one use of advantage against target until the end of your next turn) with cloaks.
,
a cloak: You gain a free block.
14/247
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Conceal Weapon
Stance
Cost: 2AP, Reveal {Swords}, Sustained — (ends when you become knocked down, stifled or stunned).
When you adopt this stance, you conceal a carried object no larger than yourself with a touch of illusion magic. The Normal (14) difficulty to detect it is increased by the
you revealed. As long as the object remains undetected, you may gain the benefit of surprise when you draw it.
106/247
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Conduit for Power
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Energize (if it would cause fatigue, prevent
) for Vim spells.
: One use of Offensive Advantage (free reroll or replace) for magical duels.
137/247
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Conserve Energy
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned, or when you suffer
).
When you enter this stance, if in combat, gain a Command Point (until the end of the scene, or until you leave this stance).
In this stance, in combat, you automatically recover
at the end of each turn.
15/247
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Constant Displacement

Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you have Advantage (free reroll) for Dodge tests and you may extend the range of your teleport spells (for free).
: One use of Offensive Advantage (free reroll or replace) for a boxing, melee or naval duel.
184/247
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Constrict Prey
Stance — Grapple
Cost: 2AP — (ends when you become mangled, stifled or stunned).
Keywords: Serpentine.
Requirements: You can only shift into this stance while grappling an opponent.
In this stance you inflict 1d3 armor-defeating physical damage on an opponent you are grappling at the end of each round.
: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
229/247
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Crescent Moon
Stance — Mundane
Cost: 2AP, wielding two scimitars, two axes or an axe and a scimitar — (ends when you become knocked down or stunned, or when you are not wielding a valid combination of weapons).
In this stance, your weapons automatically have the Companion ([Court]: one use of advantage against target until the end of your next turn) trait.
16/247
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Crystal Magic


Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, your slotted crystal items have “
: Reroll a Magic test”. In addition, you may pay 
and
Crystal Magic to Limit Break (set a single combat pool to
until the end of your next turn).
167/247
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Crystal Stance
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you may pay
instead of
to activate Crystal item abilities. In addition, you may pay
and
Crystal Stance to gain one use of Offensive Advantage (free reroll or replace) in combat with a Crystal weapon.
168/247
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Dance Backwards
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned, or when you do not move for an entire turn).
In this stance, backwards movement only costs 1 mobility point per pace. In addition, if you are not Surprised, whenever an opponent moves close enough to make a melee attack against you, you may pay [1AP] to change facing towards your attacker and maneuver backwards 1 pace in a random direction, for free (your opponent may still close the distance after you maneuver and resume his attack).
17/247
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Dance of the Dead
Stance
Cost: 2AP, Dancing test — (ends when you become knocked down, stifled or stunned).
When you enter this stance, an undead creature adjacent to you automatically becomes Grappled. If you would incapacitate your opponent, instead you take control of it (this is a targeted spell effect).
: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
138/247
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Dead Fall
Stance
Cost: 2AP (free reaction when you suffer
), Reveal {Swords}, Sustained — (ends when you move or become stifled or stunned).
When you adopt this stance, you fall to the ground and use minor illusion magic to exaggerate the appearance of any disease, poison or wound to persuade onlookers that you have died. The Normal (14) difficulty to detect this deception is increased by the
you revealed.
107/247
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Dead Moon


Stance
Cost: 1 day of meditation — (does not end unless you are exhausted and stifled at the same time).
In this stance, you can control an almost unlimited number of undead servants and have no need for sleep (although you become a little lethargic during daylight hours). You can sense what is happening around your servants, but the larger their number the vaguer this sense becomes.
139/247
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Desperate Block
Stance — Mundane
Cost: 2AP (free reaction if you have no action points left) — (ends when you become knocked down or stunned).
When you enter this stance, receive a free Block, usable only this round. In this stance, you may
Desperate Block to reroll a Block test. When you exit this stance, suffer 

(each round past the first round you remain in this stance, reduce this by
).
18/247
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Desperate Dodge
Stance — Mundane
Cost: 2AP (free reaction if you have no action points left) — (ends when you become knocked down or stunned).
When you enter this stance, receive a free Dodge, usable only this round. In this stance, you may
Desperate Dodge to reroll a Dodge test. When you exit this stance, suffer 

(each round past the first round you remain in this stance, reduce this by
).
19/247
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Desperate Parry
Stance — Mundane
Cost: 2AP (free reaction if you have no action points left) — (ends when you become knocked down or stunned).
When you enter this stance, receive a free Parry, usable only this round. In this stance, you may
Desperate Parry to reroll a Parry test. When you exit this stance, suffer 

(each round past the first round you remain in this stance, reduce this by
).
20/247
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Donning the Cobra’s Crown
Stance — Serpentine
Cost: 2AP (ends when you become knocked down, stifled or stunned).
In this stance your intimidate actions do not require
and cost 1 less action point (to a minimum of 1 action point).
: Reroll an Intimidate test.
122/247
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Drawing in the Strike
Stance — Mundane
Cost: 2AP, must be unarmed — (ends when you become knocked down; mangled or stunned, or when you are wielding weapons).
In this stance, after successfully defending against a melee attack, you may perform an Opportunity Attack (at normal cost) against your attacker.
22/247
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Drinking from the Jug
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
While in this stance, once per combat round when you recover
you can opt to recover
instead. The first time each combat you become Exhausted, you become Drunk instead.
23/247
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Drunken Stupor
Stance — Mundane
Cost: 2AP, Drinking test (free if you are drunk) — (ends when you become knocked down, sober or stunned).
In this stance, Opportunity Attacks against you have Disadvantage (forced reroll), and Opportunity Attack you make have Advantage (free reroll).
24/247
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Ear Wurm
Stance — Mundane, Song
Cost: 2AP — (ends when you become knocked down or stunned; when it ends, flip this card).
In this stance, you have Advantage (free reroll) for Dodge and Trap tests as you bob and weave to the beat. In addition, opponents have Disadvantage (forced reroll) for Ranged tests against you. You may
Ear Wurm to prevent
caused by a defense test.
I see the game and the game it sees me
We will dance until they bury me
243/247
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Earthen Augment

Stance — Arcane
Cost: 2AP,
— (ends when you become knocked down, stifled or stunned).
While in this stance you can spend
to prevent a random movement in combat (only for you, not for your opponent).
While in this stance, your unarmed attacks cost +1 AP, but have the following traits:
• Stunning ([Pentacles]: target is stunned).
•
Stunning ([Court, Pentacles]: target is stunned) if your unarmed attacks already have Stunning.
169/247
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Effortless Journey


Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance you may use Mobility Points to teleport (at the same rate as normal movement). You can teleport only to unoccupied spaces you can see. In addition, you may
Effortless Journey to stand up for free (without provoking opportunity attacks)
: Change facing instantly, any number of times.
185/247
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Ego Expansion

Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
Upkeep:
, or
for an entire scene.
In this stance your aura is doubled in size. At the end of each round, you must make a Fellowship test or you become Berserk, your aura doubles again (each round, and you cannot end this stance) and your powers start to randomly manifest. In addition, you may
Ego Expansion to prevent the Intimidated or Shaken condition.
186/247
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Elastic Heart
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, you have Advantage (free reroll) for Athletic and Resistance tests.
: One use of Offensive Advantage (free reroll or replace) for a social duel.
I’ve got thick skin and an elastic heart.
But your blade, it might be too sharp.
25/247
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Elven Archery
Stance — Mundane
Cost: 2AP (ends when you become disarmed, knocked down or stunned).
When you enter this stance, you reload and hold three arrows in your draw hand. Your reload actions with a composite bow, compound bow, flat bow or self bow cost one less action point (cumulative) for the next three reloads. After this, you must reload at regular cost, but may again draw and hold three arrows.
Elves can use this stance with a longbow, thanks to many long years of training.
26/247
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Endure Cold
Stance
Cost: 2AP (free when you prevent stunned) — (ends when you become knocked down, stifled or stunned).
In this stance opponents cannot use the Freezing trait on you (you can still become stunned, just not as a result of that trait) and you have Elemental +6 (increased armor value and ignores penetration from elemental attacks) against cold attacks.
Discard {Trump}: Prevent the Stunned condition.
230/247
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Endure Heat
Stance
Cost: 2AP (free when you prevent burning) — (ends when you become knocked down, stifled or stunned).
In this stance opponents cannot use the Flaming or Incendiary traits on you (you can still become burning, just not as a result of those traits) and you have Elemental +6 (increased armor value and ignores penetration from elemental attacks) against fire attacks.
Discard {Trump}: Prevent the Burning condition.
157/247
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Even Flow
Stance
Cost: 2AP, Sustained — (ends when you become knocked down, stifled or stunned).
In this stance you and allies in your aura (5 paces) round up (instead of down) for everything. In addition, you may
Even Flow to reroll one die that came up
,
or
.
Even flow, thoughts arrive like butterflies
Oh, he don’t know, so he chases them away
123/247
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Even the Odds
Stance — Technique
, Exile (return the card to the storyteller) Even the Odds: You or an ally in your aura (5 paces) may Limit Break (set a single combat pool to
until the end of your next turn).
Only handed out for good deeds...
244/247
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Fanning the Hammers
Stance — Mundane
Cost: 2AP or
— (ends when you become knocked down, powder blind or stunned).
In this stance, your gunpowder weapons automatically have Feint ([Court]: remise attack). This has little to no use for single shot weapons, but you can use another gunpowder weapon in your offhand to make the remise attack (without penalties).
28/247
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Fast Draw
Stance — Mundane
Cost: 2AP (free reaction if an opponent acts before you in a round) — (ends when you become knocked down or stunned; cannot be used if surprised).
When you enter this stance, you may switch to the Quick phase (pause enemy turns while you take yours).
: One use of Offensive Advantage (free reroll or replace) for any duel where you acted first.
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Fifth Gate of Limit


Stance — Gate
You can only enter this stance while in the Fourth Gate of Pain stance.
Cost: 2 AP. Ends when you become knocked down, stifled or stunned, or when you are carrying a weapon.
While in this stance, your successful dodge defenses become attacks that lose all traits.
, technique: Perform an unarmed attack with Limit Break (set a single combat pool to
until the end of your next turn). Draw a Trump. On {Arcana}, receive a random injury.
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Fighting Irish
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, your unarmed attacks have Damage +1 (roll an extra damage die). In addition, you can
Fighting Irish to reroll an unarmed Attack or Defense test.
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Fireblood
Stance
Cost: 2AP, Discard {Wands} — (ends when you become knocked down, stifled or stunned).
When you enter this stance, recover 1d6
. In this stance you recover
at the end of each turn and you have Elemental +1 (increased armor value and ignores penetration from elemental attacks) against fire attacks. If (or when) Fireblood fully heals you, it ends a single condition affecting you, then immediately ends.
188/247
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Firm Grip
Stance — Mundane
Cost: 2AP (free whenever you prevent disarmed) — (ends when you become knocked down or stunned).
In this stance you grip a one-handed weapon with both hands, so opponents cannot use the Flexible trait on you (you can still become disarmed, just not as a result of that trait).
Discard {Trump}: Prevent the Disarmed condition.
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First Gate of Opening
Stance — Gate
Cost: 2 AP. Ends when you become knocked down, stifled or stunned, or when you are carrying a weapon.
In this stance each of your unarmed attacks cause one less
.
Risk {Arcana}: Once per round, you gain a free Dodge.
Mental inhibitions slow the body significantly, but can be overcome with training.
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Flame Stance
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, your Remise Attack actions are free [0AP, 1C], but you cannot prevent the Disarmed condition. In addition, after a failed Remise Attack, you may pay 
or spend 1 Action Point to Remise Attack again.
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Flexing Pose
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Energize (if it would cause fatigue, prevent
) for Corpus spells.
: One use of Offensive Advantage (free reroll or replace) for any duel involving strength.
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Flight of Swans
Stance — Arcane, Avian
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Energize (if it would cause fatigue, prevent
) for Animàl spells.
: One use of Offensive Advantage (free reroll or replace) for any duel involving animals.
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Flurry of Blows
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, your unarmed attacks cost 4AP and automatically have the Offhand (no penalties when attacking with two weapons) trait.
These are the famous Kaolin temple monks. They pursue spiritual peace though mastery of bare fisted murder.
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Fortitude of Body and Mind

Stance
Cost: 2AP (free when you prevent stunned) — (ends when you become knocked down, stifled or stunned).
In this stance opponents cannot use the Freezing or Stunning traits on you (you can still become stunned, just not as a result of those traits).
Discard {Trump}: Prevent the Stunned condition.
: Prevent the Stunned condition for an ally in your aura (5 paces).
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Fourth Gate of Pain

Stance — Gate
You can only enter this stance while in the Third Gate of Life stance.
Cost: 2 AP. Ends when you become knocked down, stifled or stunned, or when you are carrying a weapon.
While in this stance, you ignore the negative effects of any injury.
: Prevent
from any action you perform.
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Free Spirit

Stance
Cost: 2AP, Sustained — (ends when you become stifled or stunned).
In this stance, you have Mobility +2 (two extra mobility points). In addition, up to two Mobility Points each turn can be used to teleport.
: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
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Frozen Heart

Stance
Cost: 2AP (free whenever you prevent burning) — (ends when you become knocked down, stifled or stunned).
In this stance opponents cannot use the Flaming or Incendiary traits on you (you can still become burning, just not as a result of those traits).
Discard {Trump}: Prevent the Burning condition.
: Prevent the Burning condition for an ally in your aura (5 paces).
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Future Sight


Stance
Cost: 2AP, 
— (ends when you become knocked down, stifled or stunned).
In this stance you can see the patterns of the future. You may
Future Sight to look at the top Trump of the Fate Deck, and
Future Sight when you discard a single Trump. If you are forced out of Future Sight, discard all Trumps.
: Reveal the dealer’s second focus in any duel.
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Gaze of Thoth
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you have Energize (if it would cause fatigue, prevent
) for Intellego spells.
: One use of Offensive Advantage (free reroll or replace) for a magical duel.
Wisdom is power and power is wisdom, one with each other, perfecting the whole.
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Gemini Stance


Stance
Cost: 2AP, Gemini (you or your “other” can enter this stance for both of you) — (ends when you become knocked down, stifled or stunned).
In this stance, your other can use your techniques and you both ignore the Flanked condition, as long as you are in one another’s aura (7 paces). In addition, if you are Flanking an opponent, you may
Gemini Stance to both Limit Break (set a single combat pool to
until the end of your next turn).
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Get to Cover
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned, or if you move or attack).
In this stance, you move behind some cover (like trees or rocks), and you are considered to have Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
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Ghost Love Score


Stance — Song
Cost: 2AP, Sustained,
,
— (ends when you become knocked down, stifled or stunned).
In this stance, you attract ghosts to act out their past lives as appropriate for the surroundings (the ghosts ignore you and those in your aura unless you interact with them). In addition, beginning from the second turn you sustain Ghost Love Score, you can charm and control the actions of a single ghost (each turn you get to charm and control an additional ghost, but each individual control has to be sustained). Typically no tests are needed, although an especially powerful ghost may require a Social attack.
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Gliding Stride

Stance
Cost: 2AP (free if you reveal court of swords) — (ends when you become immobilized, knocked down, paralyzed, pinned, stifled or stunned, or when you do not move for an entire turn).
Upkeep:
, or
for an entire scene.
In this stance you can fly (by “stepping” on air), and may ignore most difficult terrain and obstacles. In addition, you have Mobility +2 (two extra mobility points) each turn.
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Glyph Reaping
Stance
Cost: 2AP, Sustained — (ends when you become knocked down, stifled or stunned).
In this stance, when you cast a Glyph spell, and it is either a failure or a critical success, recover
.
196/247
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Grimoire Casting (F)
Stance
Cost: 2AP,
,
, 
(free with personal library) — (ends when you become disarmed, knocked down, stifled or stunned).
In this stance, your spells, cast while holding {your grimoire}, are protected from the corrupting influence of astral space. In addition, you can cast known formulaic spells (that aren’t slotted) directly from your grimoire, although this does cost +1 Complexity (up to 6).
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Grimoire Casting (M)
Stance
Cost: 2AP,
,
, 
(free with personal library) — (ends when you become disarmed, knocked down, stifled or stunned).
In this stance, your spells, cast while holding {your grimoire}, are protected from the corrupting influence of astral space. In addition, you can cast known formulaic spells (that aren’t slotted) directly from your grimoire, although this does cost +1 Complexity (up to 6).
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Gun Kata
Stance — Mundane
Cost: 2AP or
— (ends when you become knocked down, powder blind or stunned).
In this stance, your gunpowder weapons automatically cause Defensive Disadvantage (forced reroll) and have Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
:
an Ammo card for projectile weapons.
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-
Hakkesho Kaiten

Stance
Cost: 3AP — (ends at the end of each turn).
While in this stance, your unarmed attacks have
Knockback ([Court, Swords]: target is pushed back 1d6 paces in a random direction; this replaces the random movement after an attack). You gain Cover (ignore normal successes from ranged attacks; critical successes count as normal successes), as well as:
: Gain 1 Command Point only usable for blocking.
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-
Hatchet Man
Stance — Mundane
Cost: 2AP — (ends when you become disarmed, knocked down or stunned).
In this stance, you are Fast (normal attacks cost 5 AP) with one-handed axes.
: Quickdraw (drawing this is a free action) a hatchet or throwing axe, then you may pay 
to enter this stance.
: One use of Offensive Advantage (free reroll or replace) for any duel where you wield an axe.
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Headlock
Stance — Mundane
Cost: 2AP — (ends when you become knocked down, mangled or stunned).
Requirements: You can only shift into this stance while grappling an opponent.
In this stance, reveal a Trump from the Fate Deck. If the revealed Trump is {Swords}, the opponent becomes Silenced. You may discard a {Trump} to become Destined (free redraw of Trump) for this.
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Heian Kata
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, you are Steady (+1 weapon skill for purposes of combining stances and techniques, cumulative) and you can use up to two techniques on attacks.
Heian Kata’s Complexity is
, as long as you only combine it with techniques.
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Heroes and Villains
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, once per turn, you may pay
to make an opposed Fellowship test against a humanoid opponent. The winner activates Limit Break (set a single combat pool to
until the end of your next turn). If you lose,
Heroes and Villains.
I need a superhero... Someone to save me...
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-
Heron Falling
Stance — Mundane, Avian
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, your attacks with a free hand automatically have the Companion ([Court]: one use of advantage against target until the end of your next turn) trait. In addition, you may pay 
and
Heron Falling to gain one use of Defensive or Offensive Advantage (free reroll or replace) in combat.
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Hold Thread
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
While in this stance, you can “ready” a formulaic spell so you can perform it as a reaction, out of normal turn order. You set a clear condition (out of your control) that triggers your readied spell, and it gains Advantage (free reroll) if it is very specific. If you want to trigger your spell without the condition being met, the spell has Disadvantage (forced reroll).
142/247
-
Hollow Body, Wine Belly
Stance — Mundane
Cost: 2AP, Drinking test — (ends when you become knocked down, sober or stunned).
While in this stance, you move in a completely unpredictable fashion (all your movement becomes random), allowing you a free dodge for every incoming attack. In addition, all your attacks automatically have the Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing) trait.
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Hulk Out

Stance — Genetic
Cost: 2AP, Sembling test — (ends when you become exhausted, shaken or intimidated). You can only enter this stance once each scene.
In this stance, your clubs lose the Nonlethal trait and gain Damage +1 (roll an extra damage die). You have Limit Break (set a single combat pool to
until the end of your next turn) for your Light pool the first two rounds of combat. However, your Resistance pool has max 4 dice.

: Ignore the random movement of your attack. Your opponent still moves.
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I Have The Power!

Stance — Arcane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, your unarmed attacks and attacks with a sword have the following traits:
• Damage +1 (roll an extra damage die).
• Double Chi (damage dice explode).
: The weapon traits also apply to your Mount.
By the power of the Gray Skull...
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-
I Know Kung Fu
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, you have one use of Advantage (free reroll) in unarmed combat each round (either in attack or defense).
: One use of Offensive Advantage (free reroll or replace) for an unarmed duel.
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I Know That Trick
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, when an opponent inflicts a condition on you that was already inflicted on someone this scene, automatically prevent it.
: In any duel, when the dealer uses an ability to replace a Trump card, counter that ability and you may apply it yourself (even though you are technically already done).
45/247
-
Imaginary Company
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Energize (if it would cause fatigue, prevent
) for Imaginem spells.
: One use of Offensive Advantage (free reroll or replace) for any duel involving illusions.
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-
Ivy On The Oak

Stance
Cost: 2AP — (ends when you become disarmed, knocked down, stifled or stunned).
Requirement: A one-handed weapon and a shield.
In this stance you automatically have:
• Engagement Limit: 6.
• Mystic +1 (increased armor value and ignores penetration from mystic attacks).
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Knock Out Power
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned). Knock Out Power may not work on targets that have a big size advantage over you, nor will it work on targets with weird physiology.
In this stance, your unarmed attacks lose all traits but have:
• [Court]: Target is Incapacitated (doesn’t last long, but it will usually end the fight).
• Trip ([Swords]: target is knocked down).
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Kotoa Matsu Kami


Stance
Cost:
, 2AP,
, 
or
, 2AP,
with Sharingan — (ends when you become blinded, knocked down, stifled or stunned).
While in this stance, all Bird servants within your aura (5 paces) or to whom you have an arcane connection, gain Flail (target has -1 defense die).
,
:
Kotoa Matsu Kami.
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-
Lady of the Lake
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Energize (if it would cause fatigue, prevent
) for Aquam spells.
: One use of Offensive Advantage (free reroll or replace) for any duel involving water.
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-
Lead by Example
Stance — Mundane
Cost:
, 2AP or 2AP, wielding a banner — (ends when you become knocked down disarmed, or stunned).
In this stance, all allies adjacent to you gain a free reroll for a combat action using the same combat pool.
: Reroll a Public Speaking test.
47/247
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Light Body
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you are practically weightless, allowing you to move across non solid surfaces (like water), walk on walls (although you must begin and end your turn on solid ground) and ignore all difficult terrain and obstacles (including opponents). In addition, you have Mobility +2 (two extra mobility points) each turn. However, you are Vulnerable (injury threshold is halved) in this stance (if you can reveal strength, ignore this penalty).
231/247
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Light of the Shi-Tien Yen-Wang
Stance
Cost: 2AP — (ends when you become disarmed, knocked down, stifled or stunned).
Requirement: A cold iron weapon.
In this stance you can detect the dead or the undead in your aura (5 paces). Your blade glows with a blueish hue. All dead or undead creatures are Unskilled (-1 die) and have Disadvantage (forced reroll) for Stealth tests, and you have Mastery (automatic critical success) for Perception tests against them.
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-
Lightning Shredder

Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Elemental +3 (increased armor value and ignores penetration from elemental attacks) against Thunder damage and are immune to Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests).
, technique: Your unarmed attack does Thunder Magic Damage (reduced by mystic armor).
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-
Lord of Light
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Energize (if it would cause fatigue, prevent
) for Auram spells.
: One use of Offensive Advantage (free reroll or replace) for any duel involving light.
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-
Lover Out The Window
Stance — Mundane
Cost: 2AP,
(free if you can reveal lovers, or when you are caught by a jealous spouse) — (ends when you become knocked down or stunned, or when you no longer have a free hand).
In this stance, you may ignore most difficult terrain and obstacles (including opponents) as you leap over or under them (you can leap over obstacles up to 1 pace high). Each round, you may automatically prevent one opportunity attack caused by your movement.
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-
Macilya
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, if you are facing a shorter weapon (even a marginally shorter one), your opponent’s melee attack traits are replaced with “[Arcana]: Attack fails, has no effect”.
In this stance, if you are wielding a long steel with both hands, it automatically has Damage +1 (roll an extra damage die).
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Magos Dominus
Stance
Cost: 2AP, Sustained — (ends when you become knocked down, stifled or stunned).
When you enter this stance, you force another magus to a quick, raw Certàmen duel (the winner enters this stance;
it). In this stance, the winner has Advantage (free reroll) over his or her rival (and any allies that were present to view the duel).
232/247
-
Maiden Combs Her Hair
Stance
Cost: 2AP (free reaction when you become grappled) — (ends when you become knocked down or stunned, or when you do not end grappled).
When you enter Maiden Combs Her Hair, you immediately get a free, opposed Weapon Skill test to end the Grappled condition. In this stance, you are Skilled (+1 die) for Swimming tests.
: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
126/247
-
Maiden Dancing
Stance — Mundane
Cost: 2AP, Dancing test — (ends when you become immobilized, knocked down, paralyzed, pinned or stunned).
In this stance, you are Balanced (+1 defense die, up to
) for Dodge tests. In addition, you may
Maiden Dancing to gain Mastery (automatic critical success) for a Dancing test, or to automatically dodge a single attack (no roll).
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-
Makashi Form

Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
Keywords: Psi-Blade.
Requirements: A slashing weapon.
In this stance your slashing weapon has:
• Duelist (one use of advantage in duels).
•
Sharp (armor penetration +2).
You cannot combine this form with other Psi-Blade forms, unless you have an ability that specifically allows it.
200/247
-
Mana Flow

Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, when you Discard a Trump to add
,
,
,
or
to your Mana pool, you may
Mana Flow to gain one Mana (of the same color) for use in the next round. If you don’t, recover 
. In addition, you may
Mana Flow to reroll a Magic test.
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-
Mana Helix
Stance
Cost: 2AP,
— (ends when any participant becomes knocked down, stifled or stunned).
To enter this stance, at least two participants must succeed in a Magic test [Complexity: 4, advantage if a participant has ritual magic slotted]. In this stance, at the start of each participant’s turn, they add
to their Mana pool.
: Introduce Mana to the story.
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-
Melodic Murmurs
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
Requirements: Arcane Chanter
In this stance, your spells that require
are considered a Music test.
: One use of Offensive Advantage (free reroll or replace) for a performance duel.
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-
Mental Reserves
Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned, or when you fail any willpower test).
In this stance, you may add
,
,
,
,
,
,
,
,
or
to your Mana pool at the end of each round of combat. If you do so, make a Willpower test or suffer 
. At the end of combat, discard everything this card generated.
: One use of Offensive Advantage (free reroll or replace) for a mental duel.
52/247
-
Metal Ward

Stance
Cost: 2AP, Sustained — (ends when you become stifled). You cannot carry or use metal items when Metal Ward is active (the items would be repelled from you).
In this stance, when you are attacked by a metal item, your armor automatically has Bludgeon +3 (increased armor value and ignores penetration from bludgeoning attacks), Pierce +3 (increased armor value and ignores penetration from piercing attacks) and Slash +3 (increased armor value and ignores penetration from slashing attacks).
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-
Mind Palace



Stance
Cost: 1 day of meditation — (does not end unless you are exhausted and stifled at the same time).
In this stance, you can sustain two spells for free (you can sustain a third spell as normal). If you [are forced to] leave this stance, any sustained spells immediately end and you destroy all cards slotted in your
Mana page.
159/247
-
Mind Shield


Stance — Psionic
Cost: 2AP, Sustained — (ends when you become knocked down or stunned).
In this stance the psychic force around your mind protects you and allies in your aura (5 paces): your mind(s) cannot be read and you all have Defensive Advantage (free reroll or replace) against psionic attacks.
160/247
-
Mirror Symmetry
Stance — Mirror
Cost: 2AP, Magic test,
— (ends when you become knocked down, stifled or stunned).
When you enter this stance, you summon a Mirror Image of yourself into any adjacent square. On a critical success, you summon two Mirror Images. Mirror Images must be sustained. In this stance, opponents must randomly direct attacks at you or one of your Mirror Images (if in range). In addition, you may
Mirror Symmetry to sustain a single Mirror Image (stops if you
or end this stance).
113/247
-
Mirrormade


Stance — Mirror
Cost: 2AP, Magic test — (ends when you and your reflection perform a short ritual at twilight).
To enter this stance, you need a full size reflective surface. If successful, you and your reflection change places (it cannot activate any of your abilities but is otherwise indistinguishable from you). If it dies, you retain all knowledge it amassed. Reflections don’t want to die and may “go rogue” (on
, but a bargain test may help).
114/247
-
Mistweaver

Stance
Cost: 2AP,
— (ends when you become knocked down, stifled or stunned).
Advantage (free reroll) for Weaving tests.
In this stance, your Dodge tests are considered Weaving tests. In addition, you may pay
and
Mistweaver to Limit Break (set a single combat pool to
until the end of your next turn) with Dodge pool.
201/247
-
Monkey King Ponders Eternity
Stance — Mundane
Cost: 2AP — (ends when you become knocked down, shaken or stunned).
While in this stance, your unarmed attacks and attacks with a quarterstaff are considered a Philosophy test. You gain Unholy (Effects targeting you that require
require an additional
). When jumping from this stance, your distance is increased to 3 paces.
53/247
-
Never Still
Stance — Mundane
Cost: 2AP (free whenever you prevent immobilized, paralyzed or pinned) — (ends when you become knocked down or stunned).
In this stance, opponents cannot use the Pinning trait on you (you can still become pinned, just not as a result of that trait).
Discard {Trump}: Prevent the Immobilized, Paralyzed or Pinned condition.
54/247
-
No Backwards Step
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned, or when you move backwards).
In this stance, forward movement is never considered difficult terrain, you gain one use of Offensive Advantage (free reroll or replace) when a successful parry deals no damage and your melee attacks automatically have the Prowess ([Swords]: one use of offensive advantage against target until the end of your next turn) trait.
55/247
-
Null Profusion
Stance — Arcane
Cost: 2AP, Untouchable — (ends when you become knocked down or stunned).
In this stance, spirits in your [lack of] aura (5 paces) begin “bleeding” essence (they suffer 
at the end of each round). In addition, magical or psionic beings or things that you touch with both hands cease functioning until twilight.
: One use of Offensive Advantage (free reroll or replace) for any duel against a spirit.
246/247
-
Nurgle's Embrace

Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, your weapons automatically have
Infectuous ([Court, Swords]: target is diseased) causing Tetanus, but you may pay
equal to the Complexity of another known disease to inflict that instead.
: Introduce a disease to the story.
145/247
-
Nyman Form

Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
Keywords: Psi-Blade.
Requirements: A slashing weapon.
In this stance your melee attack pool does not suffer from any penalties. In addition your mind helps you wield your blade, so any weapon requiring 
only requires
.
You cannot combine this form with other Psi-Blade forms, unless you have an ability that specifically allows it.
202/247
-
Oath of Moment
Stance — Mundane
Cost: Ritual (requires that you perform a short ritual at twilight) — (ends at next twilight).
In this stance, you may use a single free Limit Break (set a single combat pool to
until the end of your next turn) to help keep your vow. If you do not fulfill your oath in time, or leave this stance, suffer Fatigue equal to your Threshold.
: Your word (liars become dishonored) is taken as a truth.
56/247
-
Once More Unto the Breach
Stance — Mundane
Cost: 2AP — (ends when you become knocked down, stunned, or silenced).
In this stance, all allies within you aura (5 paces) can use your Willpower and Resistance pools instead of their own for defensive tests.
: You have Battle Morale +1 for Armies in the Melee Tier.
57/247
-
One Hundred Eyes
Stance
Cost: 2AP, Blinded (you can just close your eyes) — (ends when you become knocked down, stifled or stunned).
In this stance, due to your total focus, you have:
• Echolocation: {Perception} paces.
• Engagement Limit: 6.
• Immunity to Blinded and Flanked.
When one relies on sight to perceive the world, it is like trying to stare at the galaxy through a crack in the door.
115/247
-
Only In Death
Stance — Mundane
Cost: 2AP — (only in death does duty end!).
In this stance, you may spend 
to prevent conditions that would limit your capacity to perform your duty (
is equal to the complexity of the condition). In addition, if you would become Incapacitated in this stance, you can
Only In Death to ignore whatever caused your incapacitation (but only right up to that point).
58/247
-
Overwatch
Stance — Mundane
Cost: 2AP — (ends when you become blinded, jammed, knocked down or stunned, or when you move, or take any action other than a ranged attack or reload).
Your weapon must be ready to fire to take advantage of Overwatch (easy with automatic weapons, but not so easy with reload weapons). In this stance, you may make a ranged Opportunity Attack [1AP, 2C] against anyone who maneuvers or moves in your field of vision, but not in melee range (friendly fire may happen in confusing situations).
59/247
-
Parmae Magica
Stance
Cost: 2AP,
, Sustained (free if you can reveal magician) — (ends when you become knocked down, stifled or stunned).
In this stance, your Parma Magica ritual also affects people in your aura (5 paces). People may enter and leave your aura freely, gaining and losing your protection as they come or go. In addition, you may
Parmae Magica to allow an ally in your aura to Limit Break (set a single combat pool to
until the end of your next turn) with Warding pool.
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Peacocking
Stance — Mundane
Cost: 2AP — (ends when you become knocked down, shaken or stunned).
In this stance your Fashionable items gain:
•
: Reroll a Charm or Diplomacy attack.
•
: Reroll a defense against a Social attack.
: If you are wearing Fashionable armor you have one use of Offensive Advantage (free reroll or replace) for a social duel.
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Perfect Balance
Stance — Mundane
Cost: 2AP (free whenever you prevent knocked down) — (ends when you become knocked down or stunned).
In this stance, opponents cannot use the trip trait on you (you can still become knocked down, just not as a result of that trait).
Discard {Trump}: Prevent the Flanked or Knocked Down condition (if you prevent flanked, this only lasts until your next turn).
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Piercing The Veil
Stance
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, you can move between magic zones. Usually a Hard (16) Occult Perception test is needed, although the difficulty may be higher for some zones (for example, fairy regions are notoriously difficult to break out of). In addition, you can make Opportunity Attacks against opponents that use “special” movement modes (like teleportation).
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Pirate Stance
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, your melee attacks automatically have the Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing) trait. If an adjacent opponent becomes Disarmed, you may step on the weapon, preventing them from picking it up.
Discard {Trump}: Counter an ability that prevents Disarmed or Knocked Down.
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Pistoleer
Stance — Mundane
Cost: 2AP or 
— (ends when you become knocked down, powder blind or stunned).
In this stance, you are Accurate (+1 attack die, up to
) with gunpowder weapons and have Advantage (free reroll) for Riding tests.
: Ignore the first range increment of a gunpowder weapon.
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Pitchfork Defense
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, you can use a pitchfork as if it were a trident (instead of an improvised weapon).
: Introduce a farming instrument to the story (in an unlikely place, it is in poor condition).
: One use of Defensive Advantage (free reroll or replace) with a farming instrument.
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Pogo Pole Vaulting
Stance — Monkey
Cost: 2AP,
— (ends when you become knocked down or stunned, or when you disengage).
In this stance, if you are wielding a quarterstaff, you use it to elevate yourself into the air (up 1 pace). This can result in you taking the higher ground. You can only use one hand for attack or defense tests. In this stance, decrease the movement point cost of disengaging by 1.
, quarterstaff: Increase your jump range by 2 paces.
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Poisoned Knives
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, your melee and ranged attacks with edged weapons automatically have the Poisonous ([Cups]: target is poisoned) trait. You can apply any poison you own if the trait triggers.
: Produce a (throwing) knife.
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Powder Stance
Stance — Mundane
Cost: 2AP or
— (ends when you become knocked down or stunned, or when you fail to mark a target).
In this stance, at the start of each turn, you may make an opposed Perception test [2AP, 2C] against a target you can see to cause them to become Marked. You may only have one mark at any one time and your mark fades at the end of the scene.
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Power Penetration
Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance your psionic attacks automatically have the Penetrating ([extra pair]: bonus penetration) trait. In addition, you can
Power Penetration to give a psionic attack one bonus penetration.
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Psionic Flight

Stance — Psionic
Cost: 2AP, Sustained — (ends when you become knocked down or stunned).
In this stance you can fly (rather slow), and may ignore most difficult terrain and obstacles.
: Break the sound barrier for a second (you have 343 mobility points this turn, but cannot turn).
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Psionic Shockwave

Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
When you enter this stance, everyone in your aura (5 paces) must make an opposed Strength vs. your Willpower test [Complexity: 5 for you, with advantage] or be Knocked Down. On a critical success, the area need not be centered on you (the area must be adjacent to your square). In this stance, you recover
(or 
if you
this) at the end of each round (as you process ambient psionic energy).
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Public Library


Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, allies in your aura (5 paces) can cast spells from your spells page and even grimoire cast spells from your grimoire (they cannot use the card’s activated abilities). In addition, allies can pay
to “check out” or swap spells if you allow it, permanently adding it to their grimoire.
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Punch Reality
Stance
Cost: 2AP, Sustained — (ends when you become knocked down, stifled or stunned).
When you enter this stance, you deliberately break reality and draw allies and opponents you can see into a temporary magic zone (it a twisted version of your surroundings where the laws of physics don’t always apply;
this card introduce a terrain feature). When you exit this stance, Risk
(defensive advantage if out of combat).
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Purest of Silver
Stance
Cost: 2AP — (ends when you become disarmed, knocked down, stifled or stunned).
Requirement: A silver weapon.
In this stance you automatically have:
• Purity +1 (Reduce the amount of
for any Corruption test by one).
Sacrifice a Silver Coin: Your silver weapon gains Invulnerable (cannot be broken or destroyed) until the end of the scene.
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Quarterstaff Balance
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, if you are wielding a quarterstaff you automatically have Balanced (+1 defense die, up to
) for Block, Dodge and Parry tests. In addition, after a critical parry with a quarterstaff, you may pay
and
Quarterstaff Balance to Limit Break (set a single combat pool to
until the end of your next turn).
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Race Against Time



Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you can “save” up to two unspent Action Points each round. You can never have more than 16 Action Points, and if at any point you find yourself without Action Points or are forced out of this stance, skip your next turn. In addition, you may
Race Against Time to gain a Command Point (until the end of the scene).
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Razzle Dazzle

Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
While in this stance, you gain:
• Engagement Limit [+1/6].
•
: Prevent an Attack of Opportunity.
: Reroll a Performance test.
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Read the Kill
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you can analyze [1AP, 2C] a dead creature in your aura (5 paces, one time per creature) to gain one use of Advantage (free reroll) against others of its kind until you leave this stance. You may spend two of these advantages and
Read the Kill to Limit Break (set a single combat pool to
until the end of your next turn).
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Refract Self

Stance
Cost: 2AP, Telepath — (ends when you become knocked down or stunned).
In this stance you make others in your aura (5 paces) perceive yourself as being many. You have Defensive Advantage (free reroll or replace) for Dodge tests (but only for attacks that originate inside your aura) and count as two opponents in melee combat (
: count as three opponents this round). In addition, you may
Refract Self to have yourself or an ally in your aura reroll a Dodge test.
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Reveal the Unseen
Stance — Psionic
Cost: 2AP, Sustained — (ends when you become knocked down or stunned).
In this stance you can see into the astral plane as far as your aura (5 paces) reaches.
: Reveal any astral target to all allies in your aura (5 paces). It remains visible as long as you sustain this stance.
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Second Gate of Healing
Stance — Gate
You can only enter this Stance while in the First Gate of Opening stance.
Cost: 2 AP. Ends when you become knocked down, stifled or stunned, or when you are carrying a weapon.
While in this stance, you have Advantage (free reroll) for Recovery Tests.
, technique: Your unarmed attack has Damage +2 (roll two extra damage dice).
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Seismic Stomp

Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned)
When you enter this stance, everyone in your aura (5 paces) must make an opposed Weapon Skill vs. your Strength test [Complexity: 5 for you, with advantage] or be Knocked Down. On a critical success, the area need not be centered on you (the area must be adjacent to your square). In this stance, you recover
(or 
if you
this) at the end of each round (as you redirect geomantic energies back into the ground).
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Self and no Self


Stance — Arcane
Cost: 2AP — (ends when you become knocked down, disoriented, or stunned).
While in this stance, you may spend 2 Action Points to switch a Tattoo with a Tattoo in your grimoire for free. This is considered a Donning action. This tattoo must have at some point been drawn on your body.
: Reroll a Meditation test.
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Sense Poison
Stance
Cost: 2AP, Sustained — (ends when you become knocked down, stifled or stunned).
In this stance, you enhance your senses to detect poisons within your aura (5 paces), whether the poison be in food, drink or even the air. You may have to make Perception tests to detect certain concealed or magical poisons, but you always have Advantage (free reroll) for Poison tests and may
Sense Poison to prevent Poisoned.
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Serpentine Curve
Stance — Serpentine
Cost: 2AP (ends when you become knocked down, stifled or stunned).
In this stance any ranged attack that targets you is Inaccurate (-1 attack die). This includes spell effects at range, but not the long range of melee weapon (unless it is thrown). If you attempt to Dodge this attack, it is considered a Dancing test.
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Serpent’s Glare
Stance — Serpentine
Cost: 2AP,
— (ends when you become blinded, knocked down or stunned).
While in this stance, you can prevent Blinded with {Cups}, and you can remove up to 2
from any of your defensive pool results.
: You may use your Dodge pool for a Last Chance test. If your defense result is a critical success,
Serpent’s Glare.
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Seventh Gate of Wonder




Stance — Gate
Adds a technique (Eighth Gate of Death) to your grimoire.
You can only enter this Stance while in the Sixth Gate of Sight stance.
Cost: 2 AP. Ends when you become knocked down, stifled or stunned, or when you are carrying a weapon.
While in this stance, you are considered to be in all Gate stances.
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Shadow Step
Stance
Cost: 2AP, Reveal {Cups}, Sustained — (ends when you become knocked down, stifled or stunned).
In this stance, you move from shadow to shadow and may teleport up to
paces at the start of each turn (you must reveal an appropriate trump each turn as this determines your movement range). Other means of movement cost one extra mobility point per pace, due to the disorienting nature of the transportation. In addition, you may
Shadow Step to reroll a Dodge test or teleport
paces.
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Shield Beater
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, your melee attacks with a bludgeoning, heavy or large weapon automatically have Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test). In addition you may
Shield Beater to remove an opponent’s Defensive Advantage (free reroll or replace) from shields until the end of next round.
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Shield Brace
Stance — Mundane
Cost: 2AP, Strength test — (ends when you become knocked down or stunned).
In this stance you cannot be moved by attacks and your shield is Skilled (+1 die) for Durability tests.
: One use of Offensive Advantage (free reroll or replace) for a shield duel.
You know exactly how to catch a blow on your shield.
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Shield Wall
Stance — Mundane
Cost: 2AP — (ends when you become disarmed, knocked down or stunned).
In this stance, you are Immune to Pushed and Pulled. In addition, if you are adjacent to an ally wielding a shield, you both have Cover (ignore normal successes from ranged attacks; critical successes count as normal successes).
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Shiem Djem So Form

Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
Keywords: Psi-Blade.
Requirements: A slashing weapon with Feint.
In this stance your melee attack triggers its Feint ([Court]: remise attack) trait on {Swords} as well.
You cannot combine this form with other Psi-Blade forms, unless you have an ability that specifically allows it.
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Shii-Cho Form

Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
Keywords: Psi-Blade.
Requirements: A slashing weapon.
In this stance your slashing weapon is Accurate (+1 attack die, up to
) for your melee attack and your parry defense.
You cannot combine this form with other Psi-Blade forms, unless you have an ability that specifically allows it.
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Shining in the Sun

Stance
Cost: 2AP — (ends when you become knocked down or stunned, or when you are not in direct sunlight).
In this stance, you have Absorb 1 (if a source would deal damage, prevent 1 of that damage) and Damage +2 (roll two extra damage dice).
: One use of Offensive Advantage (free reroll or replace) for any duel in direct sunlight.
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Siege Stance
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, you are Accurate (+1 attack die, up to
) with crossbows and have Advantage (free reroll) for Attack tests with siege weapons and Defense tests against bows.
: Instantly reload a crossbow.
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Silence of Osiris
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you have Energize (if it would cause fatigue, prevent
) for Muto spells.
: One use of Offensive Advantage (free reroll or replace) for a magical duel.
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Sixth Gate of Sight


Stance — Gate
You can only enter this stance while in the Fifth Gate of Limit stance.
Cost: 2 AP. Ends when you become knocked down, stifled or stunned, or when you are carrying a weapon.
While in this stance, you are immune to Stealth, Imaginem, or any invisibility effects.
While in this stance, it enhances Engagement Limit [+2/+2].
“You cannot escape my gaze...”
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Skeletor Grinning

Stance — Arcane
Cost: 2AP,
, sustained — (ends when you become knocked down, stifled or stunned).
Keywords: Illusion, Infernal, Necromancy.
Your head transforms into a flaming skull, spattered with gore. While in this stance, your Intimidate actions gain Spectacular (can use three of a kind for free).
: One use of Advantage (free reroll) for any duel in which intimidation can be a factor (you must describe how it would).
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Skirt the Edge
Stance — Mundane
Cost: 2AP,
— (ends when you become angered, berserk, knocked down, stunned or taunted).
While in this stance you gain Advantage (free reroll) for Acrobatics tests and you suffer no penalties (such as
) from bumping into things and people through random or forced movement. Additionally, disengage movement only costs 1 Movement Point (instead of 2).
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Slow and Steady
Stance — Mundane
Cost: 2AP, Mount with Mobility 6 or lower — (ends when you become knocked down or stunned, or when you are no longer on your Mount).
You and your Mount have Armor Value +2/+0 on each hit location and have Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn) against attackers that were at least 3 paces away at the start of the round.
... wins the race!
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Smoke Stance
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, you have Mobility +2 (two extra mobility points) each turn, but your attacks cannot benefit from Damage Bonus. In addition, after a failed attack, you may pay
(or spend a command point) to Shift (maneuver one pace; this replaces the random movement after an attack).
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Song of the Shifter
Stance — Arcane, Song
Cost: 2AP, Singing test (advantage if you are clan fianna),
— (ends when you become knocked down, stifled or stunned).
In this stance, you may activate another shifter stance and ignore its costs (your singing test has base complexity equal to the second stance). In addition, you may
Song of the Shifter in place of the second stance to gain its effects.
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Soresu Form

Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
Keywords: Psi-Blade.
Requirements: A slashing weapon.
In this stance you have a free Parry each round of combat. If you have attempted to parry this round, you have Armor Value +2/+0 on each hit location.
You cannot combine this form with other Psi-Blade forms, unless you have an ability that specifically allows it.
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Southpaw
Stance — Mundane
Cost: 2AP (free if you are left handed) — (ends when you become knocked down or stunned).
While in this stance, your targets have Disadvantage (forced reroll) for Dodge or Parry tests against your melee and unarmed attacks, but you yourself cannot benefit from Defensive Advantage (free reroll or replace) against someone who is right handed.
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Spare The Dying

Stance — Faith
Cost: 2AP, Sustained,
— (ends when you become knocked down, stifled or stunned).
In this stance, nobody in your aura (5 paces) can die (they can get incapacitated just fine). At the end of each round, you may spend
to have an ally (but not yourself) in your aura recover 1d6
.
As long as I live, I shall gladly give my life.
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Spells to Power

Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you may
any number of spells (Y) before making a light or melee attack to receive a Damage +Y (roll Y extra damage dice) for that attack.
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Spinning Staves
Stance — Mundane
Cost: 2AP, {S} — (ends when you become knocked down or stunned).
In this stance, if you are wielding a staff weapon with both hands, you may make a free, opposed Weapon Skill test to prevent an Opportunity Attack made against you or an ally within reach. If you succeed, you may pay
and
Spinning Staves to Limit Break (set a single combat pool to
until the end of your next turn).
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Spirit Hold

Stance — Arcane
Cost: 2AP, Sustained — (ends when you become knocked down, stifled or stunned).
When you adopt this stance, you may make an opposed Willpower test (this is not considered targeted) against a spirit in your aura (5 paces). If successful, the spirit cannot take actions (except talking) as long as you do not move (you can take other actions).
: One use of Offensive Advantage (free reroll or replace) for any duel against a spirit.
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Staff Defense
Stance — Mundane
Cost: 2AP,
— (ends when you become knocked down or stunned).
In this stance, if you are wielding a {staff weapon} with both hands, you have Defensive Advantage (free reroll or replace) for Parry tests once per round.
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Steel Warrior
Stance — Terram, Vim
Cost: 2AP,
— (ends when you become knocked down or stunned).
In this stance, you add Armor Value +X/+0 on each hit location, where X is your Magic pool divided by 2 (round down). While in this stance, you cannot use your Magic pool for any reason other than this stance.
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Stone Stance
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, you have Damage +1 (roll an extra damage die), Mobility -1 (one less mobility point). In addition, you may
Stone Stance to prevent an Armor Defeating Hit.
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Strange Bedfellows
Stance — Mundane
Cost: 2AP, wielding a weapon and a shield with the Companion trait.
In this stance, your weapon gains the Companion ([Court]: one use of advantage against target until the end of your next turn) trait matching your shield.
: You count as 2 persons against the Engagement Limit of your opponent.
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Strike First, Strike Last
Stance — Mundane
Cost: 2AP — (ends when you become knocked down, stunned or surprised, or when you are not the first to act in a round).
In this stance, if you are the first to act in a round you may
Strike First, Strike Last to gain one use of Offensive Advantage (free reroll or replace) until the end of this round. In addition, if you Incapacitate an opponent, you gain a Command Point (until the end of the scene).
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Strike of Flowing Water

Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, after each attack (that costs at least five action points), if it has no effect, you may pay
to
a
technique or you may pay 
to Limit Break (set a single combat pool to
until the end of your next turn).
: One use of Offensive Advantage (free reroll or replace) for a melee duel.
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Strike The Runes

Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, whenever you activate a rune, you may pay
and
Strike The Runes to
a rune card. If you pay an additional 
, you also Limit Break (set a single combat pool to
until the end of your next turn).
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Stroke of Genius
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Energize (if it would cause fatigue, prevent
) for Mentem spells.
: One use of Offensive Advantage (free reroll or replace) for any duel involving riddles.
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Surely You Joust!
Stance — Mundane
Cost: 2AP (free reaction when you enter a joust duel) — (ends when you become knocked down or stunned).
In this stance, your equipment has Dependable (advantage for durability and save tests) and
Trip ([Court, Swords]: target is knocked down).
: One use of Offensive Advantage (free reroll or replace) for a mounted duel.
“A great battle is a terrible thing,” the old knight said, “but in the midst of blood and carnage, there is sometimes also beauty, beauty that could break your heart.”
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Sword and Sorcery
Stance — Arcane, Mundane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, as long as you use only weapons and are adjacent to an ally who uses only spells (or vice versa), you and your ally both have one use of Advantage (free reroll) for any Attack or Defense test each round.
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Tai Chi
Stance — Mundane
Cost: 2AP — (ends when you become angered, berserk, knocked down, stunned or taunted).
In this stance, you have Energize (if it would cause fatigue, prevent
) for all actions. In addition, you can
Tai Chi to prevent
for any action taken in the Deliberate phase.
T’ai chi ch’üan, is a martial art practiced for both its defense training and its health benefits.
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Tame the Tiger
Stance — Mundane
Cost: 2AP — (ends when you become angered, berserk, knocked down, stunned or taunted or move from your current position).
Your melee attacks gain Lethal (critical success on 5+) and you have Defensive Advantage (free reroll or replace) for parrying. You are also unaffected by Random Movement.
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Telekinetic Shield

Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance you are considered to have a Round Shield (made of mental energy) that requires no hands and grants a free Block every round. In addition, you may
Telekinetic Shield to gain an additional free Block this round.
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Ten Heartbeats

Stance
Cost: 4 AP — (ends when you become knocked down, stifled or stunned).
In this stance, you have 10 Action Points each round, but you also suffer
at the end of each turn.
: Prevent
caused by Ten Heartbeats this round, and an additional
caused by any of your actions this round.
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Terrible Beauty
Stance
Cost: 2AP,
— (ends when you become knocked down, stifled or stunned).
In this stance, you gain a bonus damage die (cumulative) each time you cause at least
to an opponent in your aura (but no more than once per round). These dice fade at the end of the scene (or when you end the stance).
Am I beautiful as I tear you to pieces?
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The Devil’s Back
Stance
Cost: 2AP (free reaction when you become flanked) — (ends when you become knocked down or stunned).
In this stance, turning is a free action. This makes it hard to flank you, so you have “
: Prevent the Flanked condition this round”.
: One use of Offensive Advantage (free reroll or replace) for any duel.
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The Empty Mind
Stance — Mundane, Kyudo
Cost: 2AP — (ends when you become knocked down or stunned, no longer have a bow equipped, or act in the Quick phase of combat).
In this stance, you are immune to random movement caused by an attack on you, and cannot become Taunted.
The art of Kyudo is perfected by being mindful and emptying your mind at the same time.
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The Fire Within

Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, after each attack (that costs at least five action points), if it has no effect, you may pay
to
a
technique or you may pay 
to Limit Break (set a single combat pool to
until the end of your next turn).
: One use of Offensive Advantage (free reroll or replace) for a melee duel.
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-
The Old Giant
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, all your items seem old, rusty and worn out (disadvantage for durability tests), but your weapons have
Infectuous ([Court, Swords]: target is diseased) causing Tetanus.
,
: If your Size beats at least one opponent, Limit Break (set a single combat pool to
until the end of your next turn).
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The Silence of the Wind
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you have Mobility +1 (an extra mobility point). If you don’t move at all in a round, gain a Command Point (until the end of the scene).
: One use of Offensive Advantage (free reroll or replace) for any duel in the open air.
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Third Gate of Life 

Stance — Gate
You can only enter this Stance while in the Second Gate of Healing stance.
Cost: 2 AP. Ends when you become knocked down, stifled or stunned, or when you are carrying a weapon.
While in this stance, you have Mobility +3 (three extra mobility points) while acting in the Deliberate phase of combat.
, technique: Your unarmed attack has Range +1.
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Three Wands, Firmly Planted
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you are Accurate (+1 attack die, up to
) with wands and have Advantage (free reroll) for Defense tests against directed spells.
: One use of Offensive Advantage (free reroll or replace) for a certàmen duel.
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Three Whispers
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, you have Advantage (free reroll) for Dodge and Stealth tests.
: One use of Offensive Advantage (free reroll or replace) for a melee duel.
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Tireless Blows
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
In this stance, you have Energize (if it would cause fatigue, prevent
) for melee attacks. In addition, you may
Tireless Blows to prevent
caused by a weapon.
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To The Death
Stance — Mundane
Cost: 2AP (and possibly severe social repercussions) — (ends when you become knocked down or stunned).
In this stance your Injury Threshold is set to 6 and becomes immune to manipulation. The consequences of the duel change to something fatal.
: One use of Offensive Advantage (free reroll or replace) for a melee or ranged duel.
“How many time shall we fire, Mister Wilkes?”
“Just as often as your Lordship pleases; I have brought a bag of bullets and a flask of gunpowder.”
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Tri-Fold Blade Stance
Stance — Mundane
Cost: 2AP,
— (ends when you become knocked down, disarmed or stunned).
In this stance, you can use an additional
when wielding a melee weapon that only requires one hand. However, you are unable to speak in this stance.
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Tsukuyomi


Stance
Cost:
, 2AP,
, 
or
, 2AP,
with Sharingan — (ends when you become blinded, knocked down, stifled or stunned).
While in this stance, your attacks lose their Illusionary trait. Whenever one of your Illusion attacks kills an opponent, you may Gather
. This counts towards your Gathering Limit.
,
:
Tsukuyomi.
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Twin Pistols
Stance — Mundane
Cost: 2AP or
— (ends when you become knocked down, powder blind or stunned).
In this stance, your pistols automatically have Companion ([Court]: one use of advantage against target until the end of your next turn) and Offhand (no penalties when attacking with two weapons). In addition, you may
Twin Pistols to ignore the first range increment of a pistol.
: Instantly reload a pistol.
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Twist of Fate

Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance, you are Skilled (+1 die) for Pick Pocket tests. In addition, you can pickpocket in your aura (5 paces) and in combat.
: You can [try to] pickpocket a single Trump this scene (this may have unexpected consequences).
: One use of Offensive Advantage (free reroll or replace) for a fate duel.
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Two Men at a River
Stance — Mundane
Cost: 2AP — (ends when you become knocked down, flanked or stunned).
In this stance, your physical attacks become Meditation tests.
: Reroll a Philosophy test.
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Two With Nature
Stance — Arcane
Cost: 2AP — (ends when you become knocked down, stifled or stunned).
In this stance you have Energize (if it would cause fatigue, prevent
) for Herbam spells.
: One use of Offensive Advantage (free reroll or replace) for any duel involving plants.
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Unshakable Earth
Stance
Cost: 2AP — (ends when you become stifled or stunned).
To enter Unshakable Earth you must be standing on {natural ground, earthen, or stone surfaces}. In this stance you have Mobility -2 (two less mobility points) each turn but are Immune to Knocked Down, Pulled and Pushed. You may
Unshakable Earth to prevent Knocked Down for an adjacent ally.
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Up Close and Personal
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
When you enter this stance, you may Shift (maneuver one pace; this replaces the random movement after an attack). In this stance you ignore the negative effects of the Close trait.
: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
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Use Both Barrels
Stance — Mundane
Cost: 2AP or
— (ends when you become knocked down, power blind or stunned).
In this stance, you don’t need both hands to fire a blunderbuss (nor is it unreliable when used on someone in your aura). In addition, you may
Use Both Barrels to also affect everyone adjacent to your primary target (but it loses the lethal trait).

: Instantly reload a blunderbuss.
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Vaapad Form

Stance — Psionic
Cost: 2AP — (ends when you become knocked down or stunned).
Keywords: Psi-Blade.
Requirements: A slashing weapon, astral sight.
In this stance you can parry non-directed spells within your weapon’s range (compare to the spell’s point of origin). If successful, the spell has no effect. On a critical success, the caster can no longer cast this spell while in your aura.
You cannot combine this form with other Psi-Blade forms, unless you have an ability that specifically allows it.
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Wander Away
Stance — Mundane
Cost: 2AP (free if you are attacked while drunk) — (ends when you become knocked down or stunned).
When you enter this stance, you may move 1d6 paces in a random direction (this movement does not consume mobility points). In this stance you have Mobility +1 (an extra mobility point).
: One use of Offensive Advantage (free reroll or replace) for a boxing or grapple duel.
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War Caster Determination

Stance
Cost: 2AP, sustained — (ends when you become knocked down, stifled or stunned).
In this stance, your Talisman items do not hinder the
requirement for spells (of their type), as you channel the spell through the Talisman.
Your spells cast in combat do not provoke opportunity attacks.
: Reroll a Durability test for a Talisman.
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War Caster Excellence


Stance
Cost: 2AP, sustained — (ends when you become knocked down, stifled or stunned).
In this stance, your Talisman items do not hinder the
requirement for spells (of their type), as you channel the spell through the Talisman.
Your Talisman adds Penetration: 2 (ignore two points of armor) to spells (of their type).
Your spells cast in combat do not provoke opportunity attacks.
: Reroll a Durability test for a Talisman.
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War Caster Focus
Stance
Cost: 2AP, sustained — (ends when you become knocked down, stifled or stunned).
In this stance, your Talisman items do not hinder the
requirement for spells (of their type), as you channel the spell through the Talisman.
: Reroll a Durability test for a Talisman.
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Wear Down
Stance — Mundane
Cost: 2AP — (ends when you become knocked down or stunned).
Requirements: You can only shift into this stance while grappling an opponent.
In this stance, your opponent suffers
for each action he or she takes (remember that most have a shared fatigue and wound pool).
: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
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Weave Magic
Stance
Cost: 2AP,
— (ends when you become knocked down, stifled or stunned).
Advantage (free reroll) for Weaving tests.
In this stance, your Magic or Warding tests are considered Weaving tests.
: One use of Offensive Advantage (free reroll or replace) for a magical duel.
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Werewolf (Crinos)


Stance
Cost: 2AP, 
, Risk (berserk on
) — (ends when you become exhausted, incapacitated or are injured with a silver weapon).
In this stance, you roll two bonus dice for Damage, Strength, Toughness and Weapon Skill tests and you can pay 
and
Werewolf (Crinos) to Limit Break (set a single combat pool to
until the end of your next turn).
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Werewolf (Glabro)

Stance
Cost: 2AP, 
— (ends when you become exhausted, incapacitated or are wounded with a silver weapon).
In this stance, you roll a bonus die for Perception and Strength tests and you may pay
and
Werewolf (Glabro) to gain one use of Offensive Advantage (free reroll or replace).
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Werewolf (Hispo)

Stance
Cost: 2AP, Risk (berserk on
) — (ends at sunrise).
In this stance you are treated as a dire wolf. If you are Berserk, you are Skilled (+1 die) for unarmed attacks and Dodge tests. If you can see the moon, you may
Werewolf (Hispo) to increase your Engagement Limit by two.
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Werewolf (Lupus)
Stance
Cost: 2AP,
— (ends when you become exhausted or incapacitated).
In this stance you are treated as a grey wolf in combat. You can no longer speak. You roll a bonus die for Agility tests and have Mobility +2 (two extra mobility points). If you can see the moon, you may
Werewolf (Lupus) to ignore the
requirement for any action.
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White Storks Rising

Stance — Arcane, Avian
Cost: 2AP — (ends when you become knocked down, disarmed or stunned).
Requirements: A shield with Durability greater than
.
In this stance, you can perform disengage movements as though they were normal movement. If you are wielding an additional shield with Durability greater than
, you gain Bulwark (one use of defensive advantage in melee per round).
: You gain a Command Point that you must use for a Block defense this round.
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Wind Catcher
Stance
Cost: 2AP — (ends when you become knocked down, stifled or stunned, or when you land).
In this stance you can safely fall up to {Willpower} times 100 paces. Make a Navigation test to steer the direction of your descent, landing no further from the target landing site than the distance fallen. On a critical success, hit the target landing site exactly.
Reveal {Swords},
: Allow
additional targets in your aura (5 paces) to benefit from Wind Catcher.
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Wind Stance
Stance — Mundane
Cost: 3 AP — (ends when you become knocked down or stunned).
In this stance, you have 9 Action Points each round, but your attacks cannot benefit from Damage Bonus. You may
Wind Stance to gain a Command Point (until the end of the scene).
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Wind Walk

Stance
Cost: 2AP,
— (ends when you become knocked down, stifled or stunned).
In this stance, you turn Incorporeal (elemental and physical damage is halved) and can walk (sometime quite quickly) on air currents (elemental and physical damage you deal is also halved).
: Wind Walk affects a group.
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Withdraw, Then Return
Stance — Mundane
Cost: 2AP — (ends when you charge, become knocked down or stunned).
In this stance, you have Mobility +1 (an extra mobility point) each turn and backwards movement only costs 1 Mobility Point per pace. In addition, your melee attacks automatically have Feint ([Court]: remise attack) and Prowess ([Swords]: one use of offensive advantage against target until the end of your next turn).
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You Killed My Father
Stance
Cost: 2AP, Sustained — (ends when you become knocked down, disarmed or stunned).
In this stance, your parry defenses have Balanced (+1 defense die, up to
) and your riposte attacks gain Lethal (critical success on 5+).
My name is Inigo Montoya...
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