• A Witcher’s Resolve1BR Stance C 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.
    T: One use of an Advantage (free reroll) during an arcane duel.
    228/247
  • A Wrinkle In Time2DU/B Stance U Cost: 0AP, Risk D (on R, 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 T A Wrinkle In Time to gain Flourish (halve the E this action causes, rounding up) for a single spell cast outside of your own turn.
    241/247
  • Air Dance1W Stance C 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
  • Amun Unveiled2 Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you have Energize (if it would cause fatigue, prevent E) for Creo spells.
    T: One use of Offensive Advantage (free reroll or replace) for a magical duel.
    1/247
  • Anardil2RW Stance M 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 T 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
  • Andabata2W Stance U 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.
    T: One use of Offensive Advantage (free reroll or replace) for a melee duel.
    103/247
  • Animate Objects1H/G Stance — Psionic C 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 (H/G: +1 opponent), giving them Disadvantage (forced reroll) for a single action of your choice. If you T Animate Objects you can instead make a Junk Golem servant (free, but it must be sustained).
    164/247
  • Anubis Rising2 Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance, you have Energize (if it would cause fatigue, prevent E) for Perdo spells.
    T: One use of Offensive Advantage (free reroll or replace) for a magical duel.
    2/247
  • Arcane DuelBB Stance C 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 T this card to cast a free spell on the loser, who does not get a defense test, although it is considered a targeted effect).
    Q: When you next focus in a magical duel, you are dealt two Trumps (choose one and discard the other).
    131/247
  • Armorer's Stance5 Stance — Mundane R 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, Q an Armor card. In this stance, you have Advantage (free reroll) for Save tests.
    T: Reroll a single die.
    3/247
  • Arrowproof3 Stance — Mundane U 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
  • Assiduitas1B Stance C 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.
    T: One use of Offensive Advantage (free reroll or replace) for a magical duel.
    132/247
  • Astral Anchor1UB Stance — Arcane C 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.
    T, E: Your next attack with a Cold Iron weapon can use an extra single pair (against the same target).
    176/247
  • Astral ProjectionBR Stance C 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.
    T: One use of Offensive Advantage (free reroll or replace) for an astral duel.
    177/247
  • Astral Sense1W Stance C 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
  • Astral SwapWBR Stance U Cost: 2AP, W/B/R, 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 F every hour).
    T: One use of Offensive Advantage (free reroll or replace) for an astral duel.
    178/247
  • Ataru Form1H/UH/R Stance — Psionic U 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
  • Aura Armor2WWBB Stance R 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 T Aura Armor to Q an Armor Save card.
    180/247
  • Azure Aegis1UU Stance C 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.
    U: Treat any Fire Magic Damage (reduced by mystic armor) like Fire Damage (reduced by physical armor).
    119/247
  • Back to Back2 Stance — Mundane C 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 R for each additional ally).
    5/247
  • Ballroom Dancing2 Stance — Mundane C Cost: 2AP — (ends when you become knocked down or stunned). Upkeep: E.
    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
  • Bardic Inspiration2 Stance — Mundane, Song C 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 “E: Gain a bonus die (cumulative) for an opposed or simple test” or “0: Recover E (only in combat)”.
    T: You or an ally in your aura reroll any test.
    7/247
  • Bastet’s Trickery2 Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance, you have Energize (if it would cause fatigue, prevent E) for Rego spells.
    T: One use of Offensive Advantage (free reroll or replace) for a magical duel.
    8/247
  • Bastion of ThoughtH/RH/R Stance — Psionic C 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 E) trait. In addition, you may T Bastion of Thought to prevent E caused by a psionic action.
    155/247
  • Battle of Wits3 Stance U 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, vb). 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
  • Beast MindUU Stance — Feline U 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
  • Berserkr Rage4 Stance — Mundane U 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
  • Blind Fighting2 Stance — Mundane C 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
  • Blood Heal1DB Stance — Blood U Cost: 2AP, Discard {Arcana} — (ends when you become knocked down, stifled or stunned).
    When you enter this stance you immediately recover 1d6 F. In this stance you recover F at the end of each turn.
    T: One use of Offensive Advantage (free reroll or replace) for any duel where you are wounded.
    133/247
  • Bloodmist Infiltration3B Stance — Blood U 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 B 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 T Bloodmist Infiltration to reroll a Contortion or Stealth test.
    134/247
  • Body BladeBG Stance C 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 6).
    • Balanced (+1 defense die, up to 6).
    • 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
  • Boost Endurance2B Stance U 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 E) for one action you take each turn. In addition, you can T Boost Endurance to prevent E.
    135/247
  • Boots on the GroundGG Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you have Energize (if it would cause fatigue, prevent E) for Terram spells.
    T: One use of Offensive Advantage (free reroll or replace) for any duel involving lands.
    165/247
  • Brain FlowH/UH/R Stance — Psionic C 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 H/U or H/R to your Psionic pool (until the end of the scene).
    182/247
  • Buckler Defense4 Stance — Mundane U Cost: 2AP — (ends when you become disarmed, knocked down or stunned).
    In this stance, you can use the Balanced (+1 defense die, up to 6) 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 T Buckler Defense to gain an extra use of Defensive Advantage (free reroll or replace).
    12/247
  • Bulletproof Monk6WB Stance R Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    You may Q 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 T Bulletproof Monk to turn a critical attack into a normal attack, for yourself or an adjacent ally.
    183/247
  • Burning ArdorRR Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you have Energize (if it would cause fatigue, prevent E) for Ignem spells.
    T: One use of Offensive Advantage (free reroll or replace) for any duel involving fire.
    156/247
  • Call Arrow1G Stance C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance, you have Advantage (free reroll) for Ammo tests.
    T: Q an Ammo card.
    T, Gdi: 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
  • Call of BloodDB Stance — Blood C Cost: 2AP — (ends when you become knocked down or stunned, or when you use d5d5).
    In this stance, your weapon is Lethal (critical success on 5+) against creatures of flesh and blood.
    T: One use of Offensive Advantage (free reroll or replace) for any duel against a creature of flesh and blood.
    136/247
  • Catching Rain2 Stance — Mundane C 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
  • Cat’s Paw1U Stance — Feline C 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
  • Celestus IncarnateWWWW Stance — Faith R Cost: 2AP, Sustained, AA — (ends when you become knocked down, stifled or stunned).
    While in this stance, you gain:
    • Flying and Fleet (+1 mobility point, cumulative).
    • A: Limit Break (set a single combat pool to 7 until the end of your next turn) for an attack against a creature of darkness or an apostate.
    • EE: Shift (maneuver one pace; this replaces the random movement after an attack).
    105/247
  • Cloak & Dagger4 Stance — Mundane U 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.
    E, T a cloak: You gain a free block.
    14/247
  • Conceal Weapon1W Stance C 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 X you revealed. As long as the object remains undetected, you may gain the benefit of surprise when you draw it.
    106/247
  • Conduit for PowerBB Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you have Energize (if it would cause fatigue, prevent E) for Vim spells.
    T: One use of Offensive Advantage (free reroll or replace) for magical duels.
    137/247
  • Conserve Energy2 Stance — Mundane C Cost: 2AP — (ends when you become knocked down or stunned, or when you suffer E).
    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 E at the end of each turn.
    15/247
  • Constant Displacement1UB Stance U 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).
    T: One use of Offensive Advantage (free reroll or replace) for a boxing, melee or naval duel.
    184/247
  • Constrict Prey2U/B Stance — Grapple C 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.
    T: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
    229/247
  • Crescent Moon2 Stance — Mundane C 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
  • Crystal Magic1GGG Stance U Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance, your slotted crystal items have “T: Reroll a Magic test”. In addition, you may pay FF and T Crystal Magic to Limit Break (set a single combat pool to 7 until the end of your next turn).
    167/247
  • Crystal Stance2G Stance U Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance, you may pay E instead of F to activate Crystal item abilities. In addition, you may pay F and T Crystal Stance to gain one use of Offensive Advantage (free reroll or replace) in combat with a Crystal weapon.
    168/247
  • Dance Backwards2 Stance — Mundane C 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
  • Dance of the Dead1B Stance C 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).
    T: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
    138/247
  • Dead Fall1W Stance C Cost: 2AP (free reaction when you suffer F), 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 X you revealed.
    107/247
  • Dead MoonBBBB Stance U 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
  • Desperate Block3 Stance — Mundane U 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 T Desperate Block to reroll a Block test. When you exit this stance, suffer EEE (each round past the first round you remain in this stance, reduce this by E).
    18/247
  • Desperate Dodge3 Stance — Mundane U 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 T Desperate Dodge to reroll a Dodge test. When you exit this stance, suffer EEE (each round past the first round you remain in this stance, reduce this by E).
    19/247
  • Desperate Parry3 Stance — Mundane U 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 T Desperate Parry to reroll a Parry test. When you exit this stance, suffer EEE (each round past the first round you remain in this stance, reduce this by E).
    20/247
  • Donning the Cobra’s Crown2U Stance — Serpentine C Cost: 2AP (ends when you become knocked down, stifled or stunned).
    In this stance your intimidate actions do not require vb and cost 1 less action point (to a minimum of 1 action point).
    T: Reroll an Intimidate test.
    122/247
  • Drawing in the Strike4 Stance — Mundane U 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
  • Drinking from the Jug2 Stance — Mundane C Cost: 2AP — (ends when you become knocked down or stunned).
    While in this stance, once per combat round when you recover E you can opt to recover F instead. The first time each combat you become Exhausted, you become Drunk instead.
    23/247
  • Drunken Stupor3 Stance — Mundane U 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
  • Ear Wurm4 Stance — Mundane, Song S 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 T Ear Wurm to prevent E caused by a defense test.
    I see the game and the game it sees me
    We will dance until they bury me
    243/247
  • Earthen Augment2GG Stance — Arcane U Cost: 2AP, G — (ends when you become knocked down, stifled or stunned).
    While in this stance you can spend E 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).
    • sf Stunning ([Court, Pentacles]: target is stunned) if your unarmed attacks already have Stunning.
    169/247
  • Effortless JourneyH/UH/UH/RH/R Stance — Psionic U 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 T Effortless Journey to stand up for free (without provoking opportunity attacks)
    H/U: Change facing instantly, any number of times.
    185/247
  • Ego ExpansionHH/UH/R Stance — Psionic U Cost: 2AP — (ends when you become knocked down or stunned).
    Upkeep: E, or H/W 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 T Ego Expansion to prevent the Intimidated or Shaken condition.
    186/247
  • Elastic Heart3 Stance — Mundane U Cost: 2AP — (ends when you become knocked down or stunned).
    In this stance, you have Advantage (free reroll) for Athletic and Resistance tests.
    T: 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
  • Elven Archery4 Stance — Mundane U 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
  • Endure Cold1W/U Stance C 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
  • Endure Heat1R Stance C 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
  • Even FlowUU Stance C 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 T Even Flow to reroll one die that came up d1, d3 or d5.
    Even flow, thoughts arrive like butterflies
    Oh, he don’t know, so he chases them away
    123/247
  • Even the Odds0 Stance — Technique S T, 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 7 until the end of your next turn). Only handed out for good deeds... 244/247
  • Fanning the Hammers3 Stance — Mundane U Cost: 2AP or P — (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
  • Fast Draw2 Stance — Mundane C 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).
    T: One use of Offensive Advantage (free reroll or replace) for any duel where you acted first.
    29/247
  • Fifth Gate of Limit2WBR Stance — Gate R 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.
    T, technique: Perform an unarmed attack with Limit Break (set a single combat pool to 7 until the end of your next turn). Draw a Trump. On {Arcana}, receive a random injury.
    187/247
  • Fighting Irish3 Stance — Mundane U 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 T Fighting Irish to reroll an unarmed Attack or Defense test.
    30/247
  • FirebloodBR Stance C Cost: 2AP, Discard {Wands} — (ends when you become knocked down, stifled or stunned).
    When you enter this stance, recover 1d6 F. In this stance you recover F 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
  • Firm Grip2 Stance — Mundane C 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.
    31/247
  • First Gate of OpeningB Stance — Gate C 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 E.
    Risk {Arcana}: Once per round, you gain a free Dodge.
    Mental inhibitions slow the body significantly, but can be overcome with training.
    140/247
  • Flame Stance2 Stance — Mundane C 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 EE or spend 1 Action Point to Remise Attack again.
    32/247
  • Flexing PoseBB Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you have Energize (if it would cause fatigue, prevent E) for Corpus spells.
    T: One use of Offensive Advantage (free reroll or replace) for any duel involving strength.
    141/247
  • Flight of SwansUU Stance — Arcane, Avian C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you have Energize (if it would cause fatigue, prevent E) for Animàl spells.
    T: One use of Offensive Advantage (free reroll or replace) for any duel involving animals.
    124/247
  • Flurry of Blows3 Stance — Mundane U 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. 33/247
  • Fortitude of Body and Mind1BR Stance U 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.
    B/R: Prevent the Stunned condition for an ally in your aura (5 paces).
    189/247
  • Fourth Gate of Pain2BR Stance — Gate U 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.
    F: Prevent E from any action you perform.
    190/247
  • Free Spirit2UB Stance U 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.
    T: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
    191/247
  • Frozen Heart1WU Stance U 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.
    W/U: Prevent the Burning condition for an ally in your aura (5 paces).
    192/247
  • Future Sight2WBR Stance R Cost: 2AP, EE — (ends when you become knocked down, stifled or stunned).
    In this stance you can see the patterns of the future. You may T Future Sight to look at the top Trump of the Fate Deck, and Q Future Sight when you discard a single Trump. If you are forced out of Future Sight, discard all Trumps.
    T: Reveal the dealer’s second focus in any duel.
    193/247
  • Gaze of Thoth2 Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance, you have Energize (if it would cause fatigue, prevent E) for Intellego spells.
    T: 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. 34/247
  • Gemini Stance2WBR Stance R 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 T Gemini Stance to both Limit Break (set a single combat pool to 7 until the end of your next turn).
    194/247
  • Get to Cover3 Stance — Mundane C 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).
    35/247
  • Ghost Love Score2WBR Stance — Song R Cost: 2AP, Sustained, rh, vb — (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.
    195/247
  • Gliding Stride1WW Stance U 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: E, or W 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.
    108/247
  • Glyph ReapingUR Stance C 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 E.
    196/247
  • Grimoire Casting (F)2 Stance C Cost: 2AP, fo, rh, EE (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).
    36/247
  • Grimoire Casting (M)2 Stance C Cost: 2AP, fo, rh, EE (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).
    37/247
  • Gun Kata4 Stance — Mundane R Cost: 2AP or P — (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).
    T: Q an Ammo card for projectile weapons.
    38/247
  • Hakkesho Kaiten1WB Stance R Cost: 3AP — (ends at the end of each turn).
    While in this stance, your unarmed attacks have sf 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:
    W: Gain 1 Command Point only usable for blocking.
    197/247
  • Hatchet Man3 Stance — Mundane U 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.
    T: Quickdraw (drawing this is a free action) a hatchet or throwing axe, then you may pay EE to enter this stance.
    T: One use of Offensive Advantage (free reroll or replace) for any duel where you wield an axe.
    39/247
  • Headlock3 Stance — Mundane U 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.
    40/247
  • Heian Kata2 Stance — Mundane C 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 0, as long as you only combine it with techniques.
    41/247
  • Heroes and Villains4 Stance — Mundane U Cost: 2AP — (ends when you become knocked down or stunned).
    In this stance, once per turn, you may pay E to make an opposed Fellowship test against a humanoid opponent. The winner activates Limit Break (set a single combat pool to 7 until the end of your next turn). If you lose, T Heroes and Villains.
    I need a superhero... Someone to save me... 42/247
  • Heron Falling5 Stance — Mundane, Avian R 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 EE and T Heron Falling to gain one use of Defensive or Offensive Advantage (free reroll or replace) in combat.
    43/247
  • Hold Thread1B Stance C 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 Belly3 Stance — Mundane U 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.
    44/247
  • Hulk Out2BR Stance — Genetic S 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 7 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.
    FF: Ignore the random movement of your attack. Your opponent still moves.
    247/247
  • I Have The Power!2BB Stance — Arcane U 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).
    U: The weapon traits also apply to your Mount.
    By the power of the Gray Skull... 143/247
  • I Know Kung Fu3 Stance — Mundane S 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).
    T: One use of Offensive Advantage (free reroll or replace) for an unarmed duel.
    245/247
  • I Know That Trick2 Stance — Mundane C 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.
    T: 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 CompanyWW Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you have Energize (if it would cause fatigue, prevent E) for Imaginem spells.
    T: One use of Offensive Advantage (free reroll or replace) for any duel involving illusions.
    109/247
  • Ivy On The Oak1BG Stance U 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).
    198/247
  • Knock Out Power4 Stance — Mundane U 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).
    46/247
  • Kotoa Matsu Kami1RWU Stance U Cost: T, 2AP, U, eyeeye or T, 2AP, eye 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).
    W, F: Q Kotoa Matsu Kami.
    199/247
  • Lady of the LakeUU Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you have Energize (if it would cause fatigue, prevent E) for Aquam spells.
    T: One use of Offensive Advantage (free reroll or replace) for any duel involving water.
    125/247
  • Lead by Example3 Stance — Mundane U Cost: T, 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.
    T: Reroll a Public Speaking test.
    47/247
  • Light Body1W/B Stance C 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
  • Light of the Shi-Tien Yen-Wang 2 Stance C 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.
    48/247
  • Lightning Shredder2WW Stance — Arcane U 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).
    T, technique: Your unarmed attack does Thunder Magic Damage (reduced by mystic armor).
    110/247
  • Lord of LightWW Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you have Energize (if it would cause fatigue, prevent E) for Auram spells.
    T: One use of Offensive Advantage (free reroll or replace) for any duel involving light.
    111/247
  • Lover Out The Window2 Stance — Mundane C Cost: 2AP, rh (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.
    49/247
  • Macilya6 Stance — Mundane R 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).
    50/247
  • Magos Dominus2B/R Stance U 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; T 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 Hair2U Stance U 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.
    U: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
    126/247
  • Maiden Dancing4 Stance — Mundane U 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 6) for Dodge tests. In addition, you may T Maiden Dancing to gain Mastery (automatic critical success) for a Dancing test, or to automatically dodge a single attack (no roll).
    51/247
  • Makashi Form1H/RH/W Stance — Psionic U 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).
    • S 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 FlowW/UBR/G Stance U Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance, when you Discard a Trump to add W, U, B, R or G to your Mana pool, you may T Mana Flow to gain one Mana (of the same color) for use in the next round. If you don’t, recover EE. In addition, you may T Mana Flow to reroll a Magic test.
    233/247
  • Mana Helix3B Stance U Cost: 2AP, B — (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 W/U/B/R/G to their Mana pool.
    T: Introduce Mana to the story.
    144/247
  • Melodic Murmurs2W Stance C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    Requirements: Arcane Chanter
    In this stance, your spells that require vb are considered a Music test.
    T: One use of Offensive Advantage (free reroll or replace) for a performance duel.
    112/247
  • Mental Reserves5 Stance — Psionic R Cost: 2AP — (ends when you become knocked down or stunned, or when you fail any willpower test).
    In this stance, you may add W, U, B, R, G, H/W, H/U, H/B, H/R or H/G to your Mana pool at the end of each round of combat. If you do so, make a Willpower test or suffer EE. At the end of combat, discard everything this card generated.
    T: One use of Offensive Advantage (free reroll or replace) for a mental duel.
    52/247
  • Metal Ward1GG Stance U 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).
    170/247
  • Mind PalaceRRRRR Stance R 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 R Mana page.
    159/247
  • Mind ShieldH/RH/RH/RH/R Stance — Psionic U 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 Symmetry1W Stance — Mirror C Cost: 2AP, Magic test, W — (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 T Mirror Symmetry to sustain a single Mirror Image (stops if you Q or end this stance).
    113/247
  • Mirrormade1WWW Stance — Mirror U 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 G, but a bargain test may help).
    114/247
  • Mistweaver2WB Stance U Cost: 2AP, rh — (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 E and T Mistweaver to Limit Break (set a single combat pool to 7 until the end of your next turn) with Dodge pool.
    201/247
  • Monkey King Ponders Eternity3 Stance — Mundane C 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 A require an additional A). When jumping from this stance, your distance is increased to 3 paces.
    53/247
  • Never Still2 Stance — Mundane C 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 Step4 Stance — Mundane U 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 Profusion3 Stance — Arcane S 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 FF at the end of each round). In addition, magical or psionic beings or things that you touch with both hands cease functioning until twilight.
    T: One use of Offensive Advantage (free reroll or replace) for any duel against a spirit.
    246/247
  • Nurgle's Embrace1DB Stance U Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance, your weapons automatically have sp Infectuous ([Court, Swords]: target is diseased) causing Tetanus, but you may pay F equal to the Complexity of another known disease to inflict that instead.
    T: Introduce a disease to the story.
    145/247
  • Nyman Form1H/WH/R Stance — Psionic U 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 lhrh only requires rh.
    You cannot combine this form with other Psi-Blade forms, unless you have an ability that specifically allows it. 202/247
  • Oath of Moment3 Stance — Mundane U 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 7 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.
    T: Your word (liars become dishonored) is taken as a truth.
    56/247
  • Once More Unto the Breach3 Stance — Mundane C 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.
    T: You have Battle Morale +1 for Armies in the Melee Tier.
    57/247
  • One Hundred Eyes4W Stance R 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 Death5 Stance — Mundane R Cost: 2AP — (only in death does duty end!).
    In this stance, you may spend XE to prevent conditions that would limit your capacity to perform your duty (X is equal to the complexity of the condition). In addition, if you would become Incapacitated in this stance, you can T Only In Death to ignore whatever caused your incapacitation (but only right up to that point).
    58/247
  • Overwatch4 Stance — Mundane U 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 Magica3B Stance U Cost: 2AP, B, 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 T Parmae Magica to allow an ally in your aura to Limit Break (set a single combat pool to 7 until the end of your next turn) with Warding pool.
    146/247
  • Peacocking4 Stance — Mundane C Cost: 2AP — (ends when you become knocked down, shaken or stunned).
    In this stance your Fashionable items gain:
    • T: Reroll a Charm or Diplomacy attack.
    • T: Reroll a defense against a Social attack.
    T: If you are wearing Fashionable armor you have one use of Offensive Advantage (free reroll or replace) for a social duel.
    60/247
  • Perfect Balance2 Stance — Mundane C 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).
    61/247
  • Piercing The Veil2 Stance C 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).
    62/247
  • Pirate Stance3 Stance — Mundane U 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.
    63/247
  • Pistoleer4 Stance — Mundane U Cost: 2AP or PP — (ends when you become knocked down, powder blind or stunned).
    In this stance, you are Accurate (+1 attack die, up to 6) with gunpowder weapons and have Advantage (free reroll) for Riding tests.
    T: Ignore the first range increment of a gunpowder weapon.
    64/247
  • Pitchfork Defense4 Stance — Mundane U 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).
    T: Introduce a farming instrument to the story (in an unlikely place, it is in poor condition).
    T: One use of Defensive Advantage (free reroll or replace) with a farming instrument.
    65/247
  • Pogo Pole Vaulting3 Stance — Monkey C Cost: 2AP, rh — (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.
    T, quarterstaff: Increase your jump range by 2 paces.
    66/247
  • Poisoned Knives3 Stance — Mundane U 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.
    T: Produce a (throwing) knife.
    67/247
  • Powder Stance3 Stance — Mundane U Cost: 2AP or P — (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.
    68/247
  • Power Penetration2H/R Stance — Psionic U 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 T Power Penetration to give a psionic attack one bonus penetration.
    161/247
  • Psionic FlightH/WH/WH/R Stance — Psionic U 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.
    H/W: Break the sound barrier for a second (you have 343 mobility points this turn, but cannot turn).
    203/247
  • Psionic Shockwave3H/RH/G Stance — Psionic R 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 E (or EE if you T this) at the end of each round (as you process ambient psionic energy).
    204/247
  • Public Library1RRR Stance U 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 R to “check out” or swap spells if you allow it, permanently adding it to their grimoire.
    162/247
  • Punch Reality4W/U/B Stance R 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; T this card introduce a terrain feature). When you exit this stance, Risk D (defensive advantage if out of combat).
    234/247
  • Purest of Silver3 Stance U 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 D 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.
    69/247
  • Quarterstaff Balance3 Stance — Mundane U 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 6) for Block, Dodge and Parry tests. In addition, after a critical parry with a quarterstaff, you may pay E and T Quarterstaff Balance to Limit Break (set a single combat pool to 7 until the end of your next turn).
    70/247
  • Race Against TimeWUBRG Stance R 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 T Race Against Time to gain a Command Point (until the end of the scene).
    205/247
  • Razzle Dazzle1RW Stance — Arcane U Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    While in this stance, you gain:
    • Engagement Limit [+1/6].
    • W: Prevent an Attack of Opportunity.
    T: Reroll a Performance test.
    206/247
  • Read the Kill3B/R Stance U 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 T Read the Kill to Limit Break (set a single combat pool to 7 until the end of your next turn).
    235/247
  • Refract SelfH/WH/BH/R Stance U 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 (E: count as three opponents this round). In addition, you may T Refract Self to have yourself or an ally in your aura reroll a Dodge test.
    207/247
  • Reveal the UnseenH/WH/W Stance — Psionic C 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.
    H/W: Reveal any astral target to all allies in your aura (5 paces). It remains visible as long as you sustain this stance.
    242/247
  • Second Gate of Healing1B Stance — Gate C 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.
    T, technique: Your unarmed attack has Damage +2 (roll two extra damage dice).
    147/247
  • Seismic Stomp3GG Stance R 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 E (or EE if you T this) at the end of each round (as you redirect geomantic energies back into the ground).
    172/247
  • Self and no Self1UBR Stance — Arcane U 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.
    T: Reroll a Meditation test.
    208/247
  • Sense Poison2G/W/U Stance U 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 T Sense Poison to prevent Poisoned.
    236/247
  • Serpentine Curve1U Stance — Serpentine C 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.
    127/247
  • Serpent’s Glare3U Stance — Serpentine U Cost: 2AP, eye — (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 d1 from any of your defensive pool results.
    T: You may use your Dodge pool for a Last Chance test. If your defense result is a critical success, Q Serpent’s Glare.
    128/247
  • Seventh Gate of Wonder1WUBRG Stance — Gate M 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.
    209/247
  • Shadow Step2W/U/B Stance U 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 O 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 T Shadow Step to reroll a Dodge test or teleport X paces.
    237/247
  • Shield Beater4 Stance — Mundane U 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 T Shield Beater to remove an opponent’s Defensive Advantage (free reroll or replace) from shields until the end of next round.
    71/247
  • Shield Brace3 Stance — Mundane U 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.
    T: One use of Offensive Advantage (free reroll or replace) for a shield duel.
    You know exactly how to catch a blow on your shield. 72/247
  • Shield Wall3 Stance — Mundane U 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).
    73/247
  • Shiem Djem So Form1H/WH/U Stance — Psionic U 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. 210/247
  • Shii-Cho Form1H/BH/W Stance — Psionic C 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 6) 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. 211/247
  • Shining in the Sun2WW Stance U 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).
    T: One use of Offensive Advantage (free reroll or replace) for any duel in direct sunlight.
    116/247
  • Siege Stance4 Stance — Mundane U Cost: 2AP — (ends when you become knocked down or stunned).
    In this stance, you are Accurate (+1 attack die, up to 6) with crossbows and have Advantage (free reroll) for Attack tests with siege weapons and Defense tests against bows.
    T: Instantly reload a crossbow.
    74/247
  • Silence of Osiris2 Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance, you have Energize (if it would cause fatigue, prevent E) for Muto spells.
    T: One use of Offensive Advantage (free reroll or replace) for a magical duel.
    75/247
  • Sixth Gate of Sight3WUB Stance — Gate R 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...”
    212/247
  • Skeletor Grinning3BR Stance — Arcane U Cost: 2AP, eye, 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).
    T: One use of Advantage (free reroll) for any duel in which intimidation can be a factor (you must describe how it would).
    213/247
  • Skirt the Edge3 Stance — Mundane U Cost: 2AP, T — (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 E) from bumping into things and people through random or forced movement. Additionally, disengage movement only costs 1 Movement Point (instead of 2).
    76/247
  • Slow and Steady2 Stance — Mundane C 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! 77/247
  • Smoke Stance2 Stance — Mundane C 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 E (or spend a command point) to Shift (maneuver one pace; this replaces the random movement after an attack).
    78/247
  • Song of the ShifterX Stance — Arcane, Song C Cost: 2AP, Singing test (advantage if you are clan fianna), vb — (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 T Song of the Shifter in place of the second stance to gain its effects.
    79/247
  • Soresu Form1H/UH/G Stance — Psionic U 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. 214/247
  • Southpaw2 Stance — Mundane C 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.
    80/247
  • Spare The Dying2WB Stance — Faith U Cost: 2AP, Sustained, A — (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 F to have an ally (but not yourself) in your aura recover 1d6 F.
    As long as I live, I shall gladly give my life. 215/247
  • Spells to Power1BG Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance, you may T 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.
    216/247
  • Spinning Staves4 Stance — Mundane U 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 E and T Spinning Staves to Limit Break (set a single combat pool to 7 until the end of your next turn).
    81/247
  • Spirit HoldWBR Stance — Arcane U 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).
    T: One use of Offensive Advantage (free reroll or replace) for any duel against a spirit.
    217/247
  • Staff Defense2 Stance — Mundane C Cost: 2AP, fo — (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.
    82/247
  • Steel Warrior2B/G Stance — Terram, Vim C Cost: 2AP, B — (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.
    238/247
  • Stone Stance2 Stance — Mundane C 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 T Stone Stance to prevent an Armor Defeating Hit.
    83/247
  • Strange Bedfellows2 Stance — Mundane C 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.
    T: You count as 2 persons against the Engagement Limit of your opponent.
    84/247
  • Strike First, Strike Last3 Stance — Mundane U 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 T 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).
    85/247
  • Strike of Flowing Water2UU Stance U 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 E to Q a U technique or you may pay EU to Limit Break (set a single combat pool to 7 until the end of your next turn).
    T: One use of Offensive Advantage (free reroll or replace) for a melee duel.
    129/247
  • Strike The Runes2BR/G Stance U Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance, whenever you activate a rune, you may pay E and T Strike The Runes to Q a rune card. If you pay an additional EE, you also Limit Break (set a single combat pool to 7 until the end of your next turn).
    239/247
  • Stroke of GeniusRR Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you have Energize (if it would cause fatigue, prevent E) for Mentem spells.
    T: One use of Offensive Advantage (free reroll or replace) for any duel involving riddles.
    163/247
  • Surely You Joust!4 Stance — Mundane U 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 S Trip ([Court, Swords]: target is knocked down).
    T: 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.” 86/247
  • Sword and Sorcery2B Stance — Arcane, Mundane U 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.
    148/247
  • Tai Chi3 Stance — Mundane U 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 E) for all actions. In addition, you can T Tai Chi to prevent E 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. 87/247
  • Tame the Tiger4 Stance — Mundane R 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.
    88/247
  • Telekinetic ShieldHH/RH/G Stance — Psionic U 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 T Telekinetic Shield to gain an additional free Block this round.
    218/247
  • Ten Heartbeats4BB Stance R 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 E at the end of each turn.
    B: Prevent E caused by Ten Heartbeats this round, and an additional E caused by any of your actions this round.
    149/247
  • Terrible Beauty1B Stance C Cost: 2AP, F — (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 F 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? 150/247
  • The Devil’s Back2D Stance U 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 “E: Prevent the Flanked condition this round”.
    T: One use of Offensive Advantage (free reroll or replace) for any duel.
    21/247
  • The Empty Mind4 Stance — Mundane, Kyudo C 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. 27/247
  • The Fire Within2RR Stance U 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 E to Q a R technique or you may pay ER to Limit Break (set a single combat pool to 7 until the end of your next turn).
    T: One use of Offensive Advantage (free reroll or replace) for a melee duel.
    158/247
  • The Old Giant3G Stance U 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 sp Infectuous ([Court, Swords]: target is diseased) causing Tetanus.
    T, G: If your Size beats at least one opponent, Limit Break (set a single combat pool to 7 until the end of your next turn).
    171/247
  • The Silence of the Wind1W Stance C 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).
    T: One use of Offensive Advantage (free reroll or replace) for any duel in the open air.
    117/247
  • Third Gate of Life 1BG Stance — Gate U 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.
    T, technique: Your unarmed attack has Range +1.
    219/247
  • Three Wands, Firmly Planted2R/W/U Stance — Arcane U Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you are Accurate (+1 attack die, up to 6) with wands and have Advantage (free reroll) for Defense tests against directed spells.
    T: One use of Offensive Advantage (free reroll or replace) for a certàmen duel.
    240/247
  • Three Whispers3 Stance — Mundane U Cost: 2AP — (ends when you become knocked down or stunned).
    In this stance, you have Advantage (free reroll) for Dodge and Stealth tests.
    T: One use of Offensive Advantage (free reroll or replace) for a melee duel.
    89/247
  • Tireless Blows2 Stance — Mundane C Cost: 2AP — (ends when you become knocked down or stunned).
    In this stance, you have Energize (if it would cause fatigue, prevent E) for melee attacks. In addition, you may T Tireless Blows to prevent E caused by a weapon.
    90/247
  • To The Death4 Stance — Mundane U 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.
    T: 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.”
    91/247
  • Tri-Fold Blade Stance3 Stance — Mundane C Cost: 2AP, vb — (ends when you become knocked down, disarmed or stunned).
    In this stance, you can use an additional rh when wielding a melee weapon that only requires one hand. However, you are unable to speak in this stance.
    92/247
  • Tsukuyomi1WBR Stance U Cost: T, 2AP, R, eyeeye or T, 2AP, eye 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 W. This counts towards your Gathering Limit.
    W, F: Q Tsukuyomi.
    220/247
  • Twin Pistols4 Stance — Mundane U Cost: 2AP or P — (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 T Twin Pistols to ignore the first range increment of a pistol.
    P: Instantly reload a pistol.
    93/247
  • Twist of Fate2WB Stance U 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.
    B: You can [try to] pickpocket a single Trump this scene (this may have unexpected consequences).
    T: One use of Offensive Advantage (free reroll or replace) for a fate duel.
    221/247
  • Two Men at a River3 Stance — Mundane C Cost: 2AP — (ends when you become knocked down, flanked or stunned).
    In this stance, your physical attacks become Meditation tests.
    T: Reroll a Philosophy test.
    94/247
  • Two With NatureGG Stance — Arcane C Cost: 2AP — (ends when you become knocked down, stifled or stunned).
    In this stance you have Energize (if it would cause fatigue, prevent E) for Herbam spells.
    T: One use of Offensive Advantage (free reroll or replace) for any duel involving plants.
    173/247
  • Unshakable Earth2G Stance U 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 T Unshakable Earth to prevent Knocked Down for an adjacent ally.
    174/247
  • Up Close and Personal3 Stance — Mundane U 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.
    T: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
    95/247
  • Use Both Barrels3 Stance — Mundane U Cost: 2AP or P — (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 T Use Both Barrels to also affect everyone adjacent to your primary target (but it loses the lethal trait).
    PP: Instantly reload a blunderbuss.
    96/247
  • Vaapad Form2H/BH/R Stance — Psionic U 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. 222/247
  • Wander Away4 Stance — Mundane U 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).
    T: One use of Offensive Advantage (free reroll or replace) for a boxing or grapple duel.
    97/247
  • War Caster Determination1BB Stance U Cost: 2AP, sustained — (ends when you become knocked down, stifled or stunned).
    In this stance, your Talisman items do not hinder the rh requirement for spells (of their type), as you channel the spell through the Talisman.
    Your spells cast in combat do not provoke opportunity attacks.
    T: Reroll a Durability test for a Talisman.
    151/247
  • War Caster Excellence1BBB Stance R Cost: 2AP, sustained — (ends when you become knocked down, stifled or stunned).
    In this stance, your Talisman items do not hinder the rh 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.
    T: Reroll a Durability test for a Talisman.
    152/247
  • War Caster Focus1B Stance C Cost: 2AP, sustained — (ends when you become knocked down, stifled or stunned).
    In this stance, your Talisman items do not hinder the rh requirement for spells (of their type), as you channel the spell through the Talisman.
    T: Reroll a Durability test for a Talisman.
    153/247
  • Wear Down2 Stance — Mundane C 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 E for each action he or she takes (remember that most have a shared fatigue and wound pool).
    T: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
    98/247
  • Weave Magic3B Stance U Cost: 2AP, rh — (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.
    T: One use of Offensive Advantage (free reroll or replace) for a magical duel.
    154/247
  • Werewolf (Crinos)2UBR Stance R Cost: 2AP, EE, Risk (berserk on R) — (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 EE and T Werewolf (Crinos) to Limit Break (set a single combat pool to 7 until the end of your next turn).
    223/247
  • Werewolf (Glabro)1UB Stance U Cost: 2AP, EE — (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 E and T Werewolf (Glabro) to gain one use of Offensive Advantage (free reroll or replace).
    224/247
  • Werewolf (Hispo)2UR Stance U Cost: 2AP, Risk (berserk on R) — (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 T Werewolf (Hispo) to increase your Engagement Limit by two.
    225/247
  • Werewolf (Lupus)UU Stance C Cost: 2AP, F — (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 T Werewolf (Lupus) to ignore the vb requirement for any action.
    130/247
  • White Storks Rising1GW Stance — Arcane, Avian C Cost: 2AP — (ends when you become knocked down, disarmed or stunned).
    Requirements: A shield with Durability greater than 4.
    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 4, you gain Bulwark (one use of defensive advantage in melee per round).
    T: You gain a Command Point that you must use for a Block defense this round.
    226/247
  • Wind Catcher1W Stance C 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}, W: Allow X additional targets in your aura (5 paces) to benefit from Wind Catcher.
    118/247
  • Wind Stance3 Stance — Mundane U 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 T Wind Stance to gain a Command Point (until the end of the scene).
    99/247
  • Wind Walk4WB Stance R Cost: 2AP, W — (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).
    B: Wind Walk affects a group.
    227/247
  • Withdraw, Then Return5 Stance — Mundane R 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).
    100/247
  • You Killed My Father3 Stance U 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 6) and your riposte attacks gain Lethal (critical success on 5+).
    My name is Inigo Montoya... 101/247