-
A Diplomatic Solution
Technique — Social
Cost:
, 2 AP,
.
Duration: Instant.
Keywords: Mundane, Diplomacy.
Make a Social versus Resistance test (targets must be able to understand you). You defuse the situation and change the current combat into a social one. Can only be used the first round of combat, and if it fails, it cannot be used again for the scene.
: Reroll a Diplomacy test.
5/10
53/488
-
A Rusty Blade
Technique
Cost: +0AP, +1C, Durability.
Your melee or ranged attack with an edged, mundane weapon has Infect causing Tetanus. If the trait triggers or your weapon breaks
this card and recover 
.
: Produce a “rusty knife surprise”.
, 
: Prevent the Diseased condition.
170/488
-
Acrobatic Dodge
Technique
Cost:
, +0AP, +1C.
Your dodge defense resolves without penalties.
: Reroll a Dodge test.
She’s like a frog on XTC. Why won’t she stay still? We’re wasting precious ammo here.
1/488
-
Acrobatic Strike
Technique
Cost:
, +0AP, +0C
or +0AP, +0C, Reveal {Arcana}.
You Shift (maneuver one pace; this replaces the random movement after an attack), ignoring terrain, before your melee or unarmed attack, that has Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn) and Unsteady ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you are knocked down).
297/488
-
Aimed Shot
Technique
Cost: +0AP, +1C
or +0AP, +0C against a marked target.
Your ranged attack gains Aimed (roll three location dice).
I’ll give it a shot.
2/488
-
All Is Rust
Technique
Cost:
, +0AP, +0C
or +0AP, +0C, Reveal {Pentacles}.
Your attack or defense with a metal item against a metal item resolves as normal. After resolution, your opponent’s item must make an opposed Durability test against your item. The loser’s item breaks (on a critical success your opponent is diseased: tetanus).
379/488
-
Allomantic Push

Technique
Cost:
, +0AP, +2C.
Risk copper coin: You produce a thrown attack using coins (lost on
). They inflict
physical damage.
Your thrown attack has:
• Shoving ([Cups, Swords, Wands]: target is pushed back two paces in a random direction; this replaces the random movement after an attack).
387/488
-
And His Money
Technique — Social
Cost:
, +0AP, +1C,
.
Your Bargain or Pick Pocket test resolves with Advantage (free reroll) as you bamboozle the target.
, Sacrifice And His Money: Reroll a Wealth test.
336/488
-
Angry Contagion


Technique — Social
Cost:
, +0AP, +0C,
,
.
Your Curse Taunt attack resolves as normal, but includes an additional effect (a magical contagion). If successful, at the beginning of each of your turns (until the end of the scene), the contagion attempts to copy itself to the nearest ally in the aura (5 paces) of “patient zero”. The contagion has
dice and inflicts Taunted.
337/488
-
Anticipate Blow
Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Wands}.
You read your target’s mind just before your melee or unarmed attack. The attack gains Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn) and Prowess ([Swords]: one use of offensive advantage against target until the end of your next turn).
338/488
-
Arcane Intellect
Technique
Cost: +0AP, +1C.
Your spell that costs at least five action points resolves as normal, but the next spell you cast before the end of your next turn has -1 Complexity. On a critical success, it has -2 Complexity.
3/488
-
Arcanum Matrix

Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Fate spell is protected from the corrupting influence of astral denizens. You are Destined (free redraw of Trump) for any check when resolving the spell. Once per session, on a critical success, you may discard a Trump to draw a Trump from the Fate Deck.
251/488
-
Armored Matrix

Technique
Cost:
, +0AP, +1C
Requirement: Spell Matrix.
Your spell is protected from the corrupting influence of astral denizens, and is Very Hard (18) to detect astrally. In addition, spells cast through this matrix have Advantage (free reroll) for Durability tests (spells have durability equal to complexity plus two) and your slotted spells cannot be destroyed.
298/488
-
Arrow Catcher
Technique
Cost:
, +0AP, +1C,
.
Your unarmed block defense against a missile or thrown attack resolves with Advantage (free reroll). If successful you may “draw” or “reload” the caught item for free. Reveal the top Trump of the Fate Deck:
• [Arcana]: You
Arrow Catcher.
• [Cups, Pentacles, Swords, Wands]: Gain a Command Point (until the end of the scene).
4/488
-
Arrow Cutting
Technique
Cost:
, +0AP, +1C.
Your parry defense with a weapon against a missile or thrown attack resolves with Advantage (free reroll). If successful, reveal the top card of the Fate Deck:
• [Arcana]: You
Arrow Cutting.
• [Cups, Pentacles, Swords, Wands]: Gain a Command Point (until the end of the scene).
5/488
-
Arrow Palm
Technique
Cost:
, +0AP, +1C.
Your unarmed attack has Penetration: 2 (ignore two points of armor).
The bonus from this technique is cumulative with the one from Fist Like a Bullet, but not with other sources.
6/488
-
Arrow Storm
Technique
Cost:
, +1AP, +1C, 3 ammo.
Your ranged attack with an automatic weapon, or with a missile weapon with reload:2 or less, or with three light throwing weapons can use up to two extra single pairs (divided over the same or different targets who must be within 5 paces of each other) and has Feint ([Court]: remise attack).
7/488
-
Astral Appearance

Technique
Cost:
, +0AP, +1C, Sustained.
You shift your sight into the astral plane, with a range of 15 paces. You may have to make a Perception test to see certain objects or persons. You can still see into the physical plane (with a range of 5 paces), and your eyes do not glow when you use Astral Appearance.
Astral (can only be detected with Astral Sight) Dwellers can use Astral Appearance to hide the reflective quality of their eyes (no cost).
: Reroll an Occult Stealth test.
252/488
-
Astral Sight
Technique
Cost:
, +0AP, +1C, 
.
You briefly shift your sight into the astral plane, with a range of 10 paces. You may have to make a Perception test to see certain objects or persons. Note that you can no longer see into the physical plane while shifted, and that your eyes glow when you do this. Astral Sight last only a single round.
253/488
-
Aura Flare

Technique — Psionic
Cost:
, +0AP, +1C.
Your aura doubles in size (10 paces) just before your psionic attack, which resolves as normal (this is not subtle; the effect lasts until the beginning of your next turn).
: Double your aura in size (cumulative).
Why not see which is brighter: Your aura or the sun?
388/488
-
Avoid Spell
Technique
Cost:
, +0AP, +1C
or +0AP, +0C,
.
Your dodge defense with a form of astral perception active allows you to dodge spells and spell effects without penalties.
: Reroll a Dodge test.
299/488
-
Awakening the Bear
Technique
Cost:
, +0AP, +1C.
Your unarmed attack resolves with Advantage (free reroll) or Offensive Advantage (free reroll or replace) against an animal and has Damage +2 (roll two extra damage dice).
If you roll
on a Damage test when you use Awakening the Bear, you become Berserk.
8/488
-
Backstab
Technique
Cost:
, +0AP, +1C.
Your melee attack against a flanked or surprised target has Damage +2 (roll two extra damage dice).
: Make an opposed Weapon Skill test against an adjacent opponent. The loser becomes Flanked.
9/488
-
Bamboozle
Technique — Social
Cost:
, 2 AP,
,
.
Duration: Instant.
Keywords: Mundane, Trick.
Make a Fellowship or Agility vs. Perception test. You trick your opponent into moving one pace (two paces on a critical success) towards any direction. This can trigger an attack of opportunity from one of your allies (not from you).
2/5
10/488
-
Banish the Lights
Technique
Cost: +0 AP, +1C.
While Banish the Lights is untapped, you can make an unarmed parry defense against attacks with a Light weapon or against a Faith or Candle attack.
, 
: Extinguish all man-made sources of light in your aura (5 paces).
478/488
-
Bank Shot
Technique
Cost:
, +0AP, +1C,
.
or +0AP, +0C, Risk {Swords}.
Your ranged attack ignores cover and line of sight. You need not have line of sight to the target when you use Bank Shot, but must have had line of sight to the target in the previous turn (or some other way of divining their location). In addition, you must have some sort of solid surface to ricochet your projectile off.
254/488
-
Barbed Shot
Technique
Cost:
, +0AP, +0C.
Your ranged attack has Razor ([Cups]: target is bleeding).
A Barbed Shot (that caused at least
) causes 1d6
if removed without the assistance of a trained surgeon. If not removed, the target becomes Diseased (chilling fever).
11/488
-
Bare-Handed Blade Block
Technique
Cost:
, +0AP, +1C,
.
Your rather unexpected unarmed parry defense against a melee, ranged or thrown attack resolves without penalties. If successful, reveal the top Trump of the Fate Deck:
• [Arcana]: You
Bare-Handed Blade Block.
• [Cups]: You may Maneuver a single pace.
• [Pentacles]: Attacking weapon must make a Hard (16) Durability test or break.
• [Swords]: Gain a Command Point (until the end of the scene).
• [Wands]: Attacker is Disarmed.
12/488
-
Bargain
Technique — Social
Cost: 2 AP,
.
Duration: Instant.
Keywords: Mundane.
Bargain cannot be used on a hostile target.
Make a Social vs. Resistance test. Bargain is hard to define in rules, but the better your success, the more weight is lent to your offer. Under no circumstance will this allow you to push idiotic offers on targets (for example, your castle for my horse).
You are allowed to combine this technique with one other Social technique that enhances Bargain.
5/10
13/488
-
Battle Bellow

Technique — Social, Shout
Cost:
, +1AP, +1C, 
or +0AP, +0C,
, Discard {Wands}.
Your intimidate attack has an additional effect and affects a group of targets (no more than 5 paces apart). If successful, you and allies in your aura (5 paces) each gain one use of Offensive Advantage (free reroll or replace) that you can use (against any target, not just the ones you intimidated) until someone successfully wounds you (or you stop fighting).
339/488
-
Battle Cry
Technique — Social, Shout
Cost:
, +0AP, +1C,
.
Your melee or unarmed attack has Impressive ([Cups]: target is shaken).
: Reroll a Resistance or Willpower test.
Battle cries are not necessarily articulate, although they often aim to invoke patriotic or religious sentiment.
14/488
-
Battle Shout

Technique — Social, Shout
Cost:
, +0AP, +1C, 
or +0AP, +0C,
, Risk {Wands}.
Your intimidate attack has an additional effect. If successful, you gain one use of Offensive Advantage (free reroll or replace) that you can use (against any target, not just the one you intimidated) until someone successfully wounds you (or you stop fighting).
340/488
-
Battle Taunt

Technique — Social
Cost:
, +0AP, +1C, 
or +0AP, +0C,
, Risk {Wands}.
Your taunt attack has an additional effect. If successful, you gain one use of Defensive Advantage (free reroll or replace) that you can use (against any target, not just the one you taunted) until someone successfully wounds you (or you stop fighting).
“So shall we fight with blade or wit? I suggest for your sake we choose steel, as you can at least borrow a blade.”
341/488
-
Beat Attack
Technique
Cost:
, +0 AP, +0 Complexity.
Your melee attack with a weapon resolves with Advantage (free reroll) and your target has Disadvantage (forced reroll) for Block or Parry tests against your attack.
15/488
-
Beat Parry
Technique
Cost:
, +0AP, +0C.
Your parry defense against a weapon attack resolves with Advantage (free reroll). After the defense, if successful, the attacking weapon must make a Normal (14) Durability test. On a critical defense, the test is Hard (16) instead.
16/488
-
Bend Like A Reed
Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Cups}.
Your dodge defense resolves with Defensive Advantage (free reroll or replace).
: One use of Defensive Advantage (free reroll or replace) in a melee duel.
442/488
-
Best Buddies
Technique — Social
Cost:
, +0AP, +0C.
Your resistance defense, or that of an ally in your aura (5 paces), resolves with Advantage (free reroll).
A single rose can be my garden...
A single friend, my world...
17/488
-
Biting Insult
Technique — Social
Cost:
, +0AP, +0C.
Requirement: Target must understand you.
Your intimidate or taunt attack resolves with Advantage (free reroll). If combat ensues due to your insult, recover
.
“So shall we fight with blade or wit? I suggest for your sake we choose steel, as you can at least borrow a blade.”
18/488
-
Black Leopard, Red Wolf
Technique
Cost:
, +0AP, +0C.
Your unarmed attack has Razor ([Cups]: target is bleeding). After the attack (successful or not), your target must make an opposed Weapon Skill test against you. The loser is Bleeding (bleeding is cumulative).
19/488
-
Blade Flurry
Technique
Cost:
, +0AP, +1C.
Your melee attack has Feint ([Court]: remise attack).
: Gain a Command Point (until the end of the scene).
I live, I love, I slay, I am content.
20/488
-
Blood Arrow
Technique
Cost:
, +0AP, +0C, no ammo
or +0AP, +0C, Reveal {Arcana}.
Your ranged attack with a bow inflicts Physical Damage (reduced by physical armor) and has Blinding ([Swords]: target is blinded) and Reload:0 (costs 0 AP to reload).
If you have no Wounds, you suffer
upon creating a Blood Arrow.
300/488
-
Blood in the Streets
Technique
Cost:
, +0AP, +1C.
Your melee or ranged attack against a mythic creature in an urban environment resolves with Advantage (free reroll). If you have an ally within reach, they gain one use of Defensive Advantage (free reroll or replace) against your target until the end of the next round (the creature is likely to attack that character).
21/488
-
Blood Magic

Technique
Cost:
, +0AP, +0C,
or +0AP, -1C,
,
.
Illegal (when you use this card around others, risk dishonored, on
).
Your spell is more robust and has Penetration: 2 (ignore two points of armor). After you cast it (so after you’ve calculated the fatigue cost), add
to its Complexity.
: You
Blood Magic.
301/488
-
Blood Matrix
Technique
Cost:
, -1AP, -1C.
Requirement: Blood Matrix Charm.
Your spell is protected from the corrupting influence of astral denizens, and is Very Hard (18) to detect astrally. If your spell is countered, destroy Blood Matrix (and your charm).
487/488
-
Bloodthirst

Technique
Cost:
, +0AP, +1C.
Your melee or unarmed attack has Damage +2 (roll two extra damage dice). Bloodthirst heals
(or
if not wounded) for each damage die that comes up
.
: Reroll an unarmed attack.
302/488
-
Blunderbuss Blast
Technique
Cost:
, +0AP, +1C, 
.
Your ranged attack with a blunderbuss can use up to two extra single pairs (divided over the same or different targets who must be within 5 paces of each other).
22/488
-
Body Electric

Technique
Cost:
, +1AP, +1C
or +0AP, +1C, Risk {Cups} or {Swords}.
Your melee or unarmed attack inflicts Thunder Magic Damage (reduced by mystic armor) and has
Stunning ([Court, Pentacles]: target is stunned).
: You
Body Electric.
I sing the body electric, baby.
443/488
-
Boisterous Matrix

Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Imaginem spell is protected from the corrupting influence of astral denizens. You are Destined (free redraw of Trump) for its Illusionary check (if any).
255/488
-
Bouncing Blast

Technique
Cost:
, +0AP, +1C
or +0AP, +1C (when casting bouncing blaster).
or +0AP, +0C, Risk {Cups}.
Your directed attack ignores cover and line of sight. You need not have line of sight to the target when you use Bouncing Blast, but must have had line of sight to the target in the previous turn (or some other way of divining their location). In addition, you must have some sort of solid surface to ricochet your projectile.
303/488
-
Branding With Fire

Technique
Cost:
, +0AP, +1C.
Your unarmed attack or melee attack with a Fire Damage weapon has the following trait:
• [Wands]: Target becomes Marked unless the target discards {Cups}.
342/488
-
Break Attack
Technique
Cost:
, +0AP, +0C.
Your melee attack with a Heavy weapon has Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
Break Attack increases the difficulty for Durability tests you cause by one level (+2, even if you don’t use this technique, not cumulative).
: An opponent must reroll a Durability test.
23/488
-
Break Technique
Technique
Cost:
, +0AP, +1C.
Your block or parry defense resolves without penalties. If successful, the attacker has to make an opposed Weapon Skill test against you, or any technique that was used in the attack is Destroyed.
24/488
-
Broad Swipe
Technique
Cost:
, +0AP, +0C.
Your melee attack with a Large weapon resolves with Advantage (free reroll) and can use an extra single pair (against a different target).
,
: An opponent must reroll a Dodge test.
25/488
-
Bullet Catcher
Technique
Cost:
, +0AP, +2C,
.
Your parry defense against a missile, projectile or thrown attack resolves without penalties. If successful, reveal the top Trump of the Fate Deck:
[Arcana]: You
Bullet Catcher.
[Cups, Pentacles, Swords, Wands]: Gain a Command Point (until the end of the scene).
Catching a bullet in the teeth, instead of a hand, is a common variant when limit breaking.
444/488
-
Bullet Time Manoeuvre

Technique — Chronomancy
Cost:
, +0AP, +1C.
Your dodge defense against a melee, missile, projectile or thrown attack resolves without penalties. If successful, reveal the top Trump of the Fate Deck:
[Arcana]: You
Bullet Time Manoeuvre.
[Swords, Wands]: You Shift (maneuver one pace; this replaces the random movement after an attack).
390/488
-
Bulletproof Human Shield
Technique
Cost:
, +0AP, +2C.
Your unarmed block defense cannot use more than
dice. If successful, you may attempt an opposed Weapon Skill test against another adjacent target to switch places with the target (who can prevent this pull as normal). If you succeed in switching, the original attack loses all traits and is redirected to the target you switched places with (who does get to defend, but likely has disadvantage unless he has seen you perform this trick before). If you fail to switch, the original attack simply misses.
26/488
-
Burn Powder
Technique
Cost: +0AP, +0C,
.
Your ranged attack with a gunpowder weapon has Damage +1 (roll an extra damage die) and Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
380/488
-
Burning Books

Technique
Cost:
: +0AP, +1C, sacrifice a Book or Tome (it must share some relevance with the spell)
or +0AP, +0C, Reveal {Judgment}.
Your spell attack has Limit Break (set a single combat pool to
until the end of your next turn). On a critical success, it also gains Flaming ([Wands]: target is burning).
: Add
to your result pool while in a duel involving books or fire (before rolling your dice).
343/488
-
But You Have Heard of Me 

Technique — Social
Cost:
, 2 AP,
.
Duration: Instant.
Keywords: Mundane, Intimidate.
You use your fame (or infamy) to your advantage and impress (Intimidate) the enemy leader. If you are a pirate; you are Skilled (+1 die) for this test. If successful, both parties back off from each other, and an uneasy ceasefire will persist for three rounds.
: Introduce a tall tale to the story.
10/20
391/488
-
By The Book
Technique
Cost:
, +0AP, +1C
or
, +0AP, +0C for a counterspell cast from your grimoire.
Your warding defense resolves without penalties. If you are in the Grimoire Casting stance, you also have Defensive Advantage (free reroll or replace) for the Warding test.
304/488
-
Call of Harrow


Technique
Cost:
, +0AP, +1C,
.
Your Very Hard (18) Occult Perception test against an unmarked spirit reveals one ability or weakness of the spirit. On a critical success, place the Marked (this is not considered a targeted spell effect, as most spirits are unfamiliar with blood magic) condition on the spirit until the end of the scene, although you can extend the mark until twilight by spending
.
392/488
-
Called Shot


Technique
Cost:
, +1AP, +1C, 
or +0AP, +0C,
, Discard {Swords} or {Wands}.
You call out where your attack will land. Your melee or ranged attack resolves as normal. If successful, roll an additional location die (cumulative) to determine what location the attack hits. If you hit the location you called out (even if you inflict no damage), all opponents who witness your deed are Intimidated and you Limit Break (set a single combat pool to
until the end of your next turn).
445/488
-
Cast Your Fate to the Wind

Technique
Cost:
, +0AP, +1C.
Your Auram or thrown attack resolves with Advantage (free reroll). After the attack (successful or not), draw a Trump from the Fate Deck, then discard any Trump. On a critical success, you may pay 

instead of discarding a Trump.
256/488
-
Catch and Return
Technique
Cost:
, +0AP, +0C,
.
Your parry defense with a free hand against a thrown attack cannot use more that
dice. If successful, your defense roll becomes an attack that loses all traits, but has:
[Arcana, Pentacles]: You
Catch and Return.
[Cups, Swords, Wands]: Deal
damage.
“It’s all in the reflexes.”
27/488
-
Catch in a Web
Technique — Arachnomancy
Cost:
, +0AP, +1C.
Your unarmed, melee or Arachnomancy attack against a Pinned target has Tearing (two bonus damage dice and wounds require double normal time to heal).
276/488
-
Ceding Parry
Technique
Cost:
, +0AP, +0C
or +0AP, +0C with a balanced weapon.
Your parry defense resolves as normal. After the defense, if successful, you may Shift (maneuver one pace; this replaces the random movement after an attack). On a critical defense, Shift twice.
28/488
-
Centered Strike
Technique
Cost: +0AP, +1C
or +0AP, +0C with a light weapon.
Your physical attack resolves as normal. After the attack, if you don’t suffer
, you recover
(or 
on a critical success).
29/488
-
Charge
Technique
Cost: +0AP, +1C
or +0AP, +0C, with rush, or while mounted.
Your melee attack with a weapon has Mobility +1 (an extra mobility point). However, you must spend your entire mobility pool. If you move into your opponent’s square, you and your opponent may have to make an opposed Weapon Skill test to determine who is Knocked Down.
30/488
-
Charm
Technique — Social
Cost: 2 AP, Complexity: 1,
.
Duration: Instant.
Keywords: Mundane.
Charm cannot be used on a hostile target.
Make a Social vs. Resistance test. If successful, the target’s attitude towards you slightly improves (hostile, apprehensive, neutral, friendly, loyal). On a critical success, target is Friendly.
You are allowed to combine this technique with one other Social technique that enhances Charm.
5/10
31/488
-
Chopping Strike
Technique
Cost:
, +0AP, +0C
or +0AP, +0C with a slashing weapon.
Your melee attack with a weapon has Razor ([Cups]: target is bleeding).
If you’re facing a bleeding opponent, you may pay 
and
Chopping Strike to Limit Break (set a single combat pool to
until the end of your next turn).
32/488
-
Circle Parry
Technique
Cost:
, +0AP, +0C.
Your parry defense against a melee or thrown attack resolves as normal. If the attacker performs any extra attacks against you before the beginning of your next turn, you get a free parry defense against each of them.
33/488
-
Claw Frenzy


Technique
Cost:
, +0AP, +1C, Risk Berserk (on
).
Both your hands veer into a fearsome claws (slashing), just before your unarmed attack that can use an extra single pair (against a different or the same target) and has:
• Feint ([Court]: remise attack).
• Offhand (no penalties when attacking with two weapons).
• Penetration: 2 (ignore two points of armor).
• Strain (costs
instead of
).
393/488
-
Claw Shape
Technique
Cost: +0AP, +1C (suffer at least
)
or +0AP, +0C, Reveal {Cups}.
Your hand veers into a fearsome claw (slashing), just before your unarmed attack that has:
• Feint ([Court]: remise attack).
• Penetrating ([extra pair]: bonus penetration).
• Strain (costs
instead of
).
277/488
-
Claws of the Dragon

Technique
Cost:
, +1AP, +2C
or +1AP, +1C, Risk {Wands}.
Your unarmed attack has:
• Magic Damage (reduced by mystic armor).
• Long (can attack targets up to 3 paces away, but not adjacent targets).
• Astral (can only be detected with Astral Sight).
• Large (requires both hands, but can use three of a kind for free).
394/488
-
Cleave
Technique
Cost:
, +0AP, +0C.
Your melee attack with a weapon that is not Light resolves with Advantage (free reroll), can use an extra single pair (against a different target) and has Damage +1 (roll an extra damage die) against both targets.
34/488
-
Cleaving the Sands

Technique
Cost:
, +0AP, +1C
or
, +0AP, +0C, Reveal {Pentacles}.
You can use Parry defense with an edged weapon against a
directed Terram effect targeting you.
: While fighting in a Desert with an edged weapon, it gains
Blinding ([Court, Swords]: target is blinded).
381/488
-
Clever Feint
Technique
Cost:
, +0AP, +1C.
Your melee attack has Feint ([Court]: remise attack).
: One use of Offensive Advantage (free reroll or replace) for any duel.
35/488
-
Cobra Kiai
Technique — Social, Serpentine
Cost:
, +0AP, +1C,
.
Your intimidate attack has an additional effect. If successful, your target is Intimidated instead of Shaken. On a critical success, the target is is Fleeing instead of Intimidated.
278/488
-
Cobra Strike
Technique — Serpentine
Cost:
, +0AP, +1C
or +0 AP, +0 Complexity, Risk {Cups}.
Your unarmed attack has
Poisonous ([Court, Cups]: target is poisoned). Cobra Strike has no effect if you do not have poison. You can apply any poison you own if the trait triggers.
: Produce snake venom.
279/488
-
Coincidental Dodge
Technique
Cost:
, -1 AP, -1 Complexity.
Coincidental Dodge has Complexity: 0 for purposes of stance and technique limits.
Your dodge defense can be used even when you are not aware of the attack, resolves without penalties and you have Defensive Advantage (free reroll or replace).
Discard {Fool}: You
Coincidental Dodge.
36/488
-
Come Drink With Me!
Technique — Social
Cost:
, +0AP, +0C,
.
Your charm attack against a group of humanoids has an additional effect (a touch of magical suggestion). If successful, your target(s) accept(s) your truce and drink with you (and your allies). Maybe they can’t hold their liquor, and suffer Disadvantage (forced reroll) due to drunkenness? This ability has no effect is there is no drink to be had.
: Produce enough alcoholic beverages for all!
344/488
-
Complex Incantation
Technique
Cost: +1AP, +0C,
.
Your spell attack has Spectacular (can use three of a kind for free). If you get three of a kind you may recover
and downgrade your attack to a single pair. If you do, your target is Staggered (this happens before defense).
305/488
-
Compound Attack
Technique — Feint
Cost: +0AP, +1C.
Your melee remise attack resolves with Advantage (free reroll) and your target has Disadvantage (forced reroll) for Block, Dodge or Parry tests against your attack.
An attack preceded by one or more feints which oblige the opponent to parry, allowing the attacker to deceive the parry.
37/488
-
Confound Foe
Technique
Cost:
, +0AP, +0C.
Your physical attack resolves as normal. After the attack (successful or not), your target must make an opposed Weapon Skill test against you. The loser is Staggered.
38/488
-
Confusion Matrix

Technique
Cost:
, +1AP, +2C.
Requirement: Spell Matrix.
Your Mentem spell is protected from the corrupting influence of astral denizens and gains Flail (target has -1 defense die). In addition, if the spell fails,
it.
345/488
-
Convenient Hiding Spot
Technique
Cost:
, +0AP, +1C.
Introduce a convenient hiding spot to the story. Your stealth test resolves with Advantage (free reroll). If you successfully ambush your opponent, so does any attack you make in the first round of combat.
39/488
-
Corps-à-corps
Technique
Cost:
, +0AP, +0C.
Your melee attack resolves as normal. After the attack (successful or not), your target must make an opposed Strength test against you. The loser is Knocked Down.
: Reroll a Strength test.
40/488
-
Coulé Attack
Technique
Cost:
, +0AP, +0C.
Your melee attack resolves as normal. After the attack (successful or not), your target must make an opposed Weapon Skill test against you. The loser becomes Grappled.
: Reroll a Weapon Skill test.
41/488
-
Coup de Grâce
Technique
Cost:
, +0AP, +1C.
You can make up to two opportunity attacks each round (instead of just one).
Coup de Grâce is an opportunity melee attack [1AP, 3C] against an opponent that is bleeding, disarmed, knocked down or stunned and has Murderous (critical success on 4+).
42/488
-
Creature Analysis


Technique
Cost:
, +0AP, +1C.
Your Hard (16) Occult Perception test against an unmarked animal reveals one ability or weakness of the animal. On a critical success, place the Marked condition on the animal until the end of the scene, although you can extend the mark until twilight with an Occult Tracking test.
395/488
-
Critical Hit
Technique
Cost:
, +1AP, +1C or
, +0AP, +0C,
.
Your melee or unarmed attack cannot use more than
dice but resolves with Advantage (free reroll) and has:
• Lethal (critical success on 5+).
• Astounding (can use four of a kind for free).
Mortality clarified in a single strike!
306/488
-
Critical Shot
Technique
Cost:
, +1AP, +1C
or +0AP, +0C, Discard {Swords}.
Your ranged attack cannot use more than
dice but resolves with Advantage (free reroll) and has:
• Lethal (critical success on 5+).
• Astounding (can use four of a kind for free).
257/488
-
Crossed Riposte
Technique
Cost:
, +0AP, +2C
or
, +0AP, +1C with parry mastery.
Your parry defense with a weapon in both hands uses
dice. If successful, your defense becomes an attack that loses all traits, but can use an extra single pair (against the same target) and has:
• [Arcana, Pentacles]: Deal no damage and your weapons must make a Normal (14) Durability test.
• [Cups, Swords, Wands]: Deal
damage.
43/488
-
Crouching Tiger, Hidden Dragon
Technique
Cost:
, +0AP, +1C.
—Crouching Tiger————————————
Your unarmed attack has Tearing (two bonus damage dice and wounds require double normal time to heal) and is considered a Feline test.
—Hidden Dragon————————————
: One use of Offensive Advantage (free reroll or replace) for any duel.
44/488
-
Crushing Blow
Technique
Cost:
, +0AP, +1C.
Your melee attack with a heavy weapon has:
• Damage +2 (roll two extra damage dice).
• Trip ([Swords]: target is knocked down).
: Reroll a Damage or Strength test.
45/488
-
Crystal Refraction


Technique
Cost:
, +1AP, +1C, 
or +0AP, +0C, Discard {Wands}.
Toss a handful of crystals in the air. Your directed attack with a wand affects every square adjacent to you (ignore normal targets) and has Feint ([Court]: remise attack).
Discard {Eight of Wands}: Limit Break (set a single combat pool to
until the end of your next turn).
396/488
-
Crystalline Matrix

Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix, Crystal item.
Your Terram spell is protected from the corrupting influence of astral denizens, and gains Knockback ([Swords]: target is pushed back 1d3 paces in a random direction; this replaces the random movement after an attack). In addition, your Crystal items have Talisman (Terram) for spells cast through this matrix.
446/488
-
Cutting Edge
Technique
Cost:
, +0AP, +0C.
Your melee attack has Razor ([Cups]: target is bleeding).
: Conditions and Injuries can only cause you to bleed a maximum of 1 wound each turn for the rest of this scene.
46/488
-
Cutting the Bonds
Technique
Cost:
, +0AP, +1C.
Your parry defense with a slashing weapon against a weapon attack or thrown attack gains Balanced (+1 defense die, up to
). The opposing weapon loses Snaring and
Snaring.
47/488
-
Cutting the Rain

Technique
Cost:
, +0AP, +1C
or
, +0AP, +0C, Reveal {Cups}.
You can use Parry defense with an edged weapon against a
directed Aquam effect targeting you.
: While fighting in rain with an edged weapon,
Limit Break (set a single combat pool to
until the end of your next turn). This card cannot
until end of scene.
280/488
-
Cyclonic Roundhouse
Technique
Cost:
, +0AP, +1C.
The Bulwark (one use of defensive advantage in melee per round) trait cannot be used against your unarmed kick attack. Your unarmed kick attack gains Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test) if it is blocked or parried.
258/488
-
Dance of Knives
Technique
Cost:
, +0AP, +0C.
Your melee attack with a slashing weapon resolves as normal (but counts as a dancing test). After the attack (successful or not) your opponent must make an opposed Agility test against you (combatants armed with a dagger or knife have advantage). The loser is Bleeding.
: Reroll an Agility test.
48/488
-
Deadeye
Technique
Cost:
, +0AP, +1C,
.
Your ranged attack with a projectile weapon ignores the first 5 paces to calculate the range to your target. This does not increase the Range Increment of your weapon.
: Double the Range Increment or Maximum Range of your projectile weapon this turn.
259/488
-
Death from Above
Technique — Feline
Cost:
, +0AP, +1C.
Requirements: You must have higher ground.
Your physical melee attack is considered an Acrobatics test. If successful, you ignore falling damage, and the falling damage is added to the Damage you inflict on your target.
49/488
-
Death Swipe
Technique
Cost:
, +0AP, +1C
or
, +0AP, +0C with a Large weapon.
When your melee attack with a slashing weapon kills an opponent, gain an Attack of Opportunity against an enemy adjacent to the killed enemy (within your weapon’s reach). On a critical success, your attack gains Aimed (roll three location dice).
50/488
-
Deflecting Palm
Technique
Cost:
, +0AP, +1C.
Your unarmed block defense against an unarmed attack resolves without penalties. If you defend, your attacker suffers
and has Disadvantage (forced reroll) for Block, Dodge or Parry tests against your attacks until the end of your next turn. If you critically defend,
Deflecting Palm.
51/488
-
Descending Shadow Thrust
Technique
Cost:
, +0AP, +0C.
Type: Nethermancy
Your melee attack with a Piercing weapon against a Marked target resolves as normal. If you inflict at least 

, the target becomes Marked. If the target is a creature of darkness or is Marked, add
to your Mana pool.

: Limit Break (set a single combat pool to
until the end of your next turn) for your Melee pool against a Marked target.
260/488
-
Desperate Shot
Technique
Cost:
, +0AP, +1C, 
or
, +0AP, +0C (on an opportunity attack).
Your ranged attack resolves with Offensive Advantage (free reroll or replace). If your target is charging you, gain an additional use of Advantage (free reroll). However, you have Disadvantage (forced reroll) for Defense tests in melee until the beginning of your next turn.
52/488
-
Desperation
Technique — Social
Cost:
, +0AP, +0C
or +0AP, +0C, Reveal {Hanged Man}.
Your social attack against a target in your aura (5 paces) resolves as normal, but your target is Unbalanced (-1 defense die) for the Resistance test. If you revealed {Hanged Man}, double this penalty (-2 defense dice).
It’s not the despair, Laura. I can take the despair. It’s the hope I can’t stand.
346/488
-
Direction Arrow
Technique
Cost: +0AP, +1C, 1 ammo.
You attach an Arcane Connection to an arrow and fire it straight up into the air. Make an Occult Perception test [2AP, 2C]. If successful, when the arrow hits the ground it shatters and sparks into a flaming arrow that points to your target (another character or an object). If the target is within 100 paces, they lose all forms of stealth.
: Reroll a Tracking test.
447/488
-
Disarm Foe
Technique
Cost:
, +0AP, +0C.
Your melee attack resolves as normal. After the attack (successful or not), your target must make an opposed Weapon Skill test against you. The loser is Disarmed.
: Reroll a Weapon Skill test.
54/488
-
Dishonorable Blow
Technique
Cost:
, +0AP, +0C.
Illegal (when you use this card around others, risk dishonored, on
).
Your attack resolves with Advantage (free reroll). After the attack (successful or not), your target must make an opposed Fellowship test against you. The loser is Staggered and Stunned.
55/488
-
Dismissing the Cur
Technique — Social
Cost:
, +0AP, +1C.
You can use your Parry defense with a Fashionable weapon or a fan against a Social attack targeting you.
: Introduce a social faux pas or a tactless act to the story.
56/488
-
Disrupt Mind

Technique — Psionic
Cost:
, +0AP, +1C
You channel psionic energy into your melee or unarmed attack that resolves as normal. After the attack (successful or not), your target must make an opposed Intelligence test against you. The loser is Stunned.
: You
Disrupt Mind.
347/488
-
Dominate Beast

Technique — Social
Cost:
, +0AP, +1C, 
.
Your charm attack against an animal has an additional effect (you radiate magical control). If successful, you establish dominance over the animal for {Fellowship} minutes, during which time the animal will not take any hostile action against you. You may command the creature to perform one simple task that requires less time to complete than the duration (this task cannot pose more danger to the animal than to you).
397/488
-
Double Tap
Technique
Cost:
, +0AP, +0C, 2 ammo.
Your ranged attack with an automatic weapon, or with a missile weapon with reload:2 or less, or with two light throwing weapons can use an extra single pair (against the same target).
: Draw or reload one of the above weapons for free.
57/488
-
Double Toss
Technique
Cost:
, +1AP, +1C.
You may pay 

to Limit Break (set a single combat pool to
until the end of your next turn) with Ranged pool, just before your thrown attack with a weapon in both hands that can use an extra single pair (against a different or the same target).
58/488
-
Double-handed Swing
Technique
Cost:
, +0AP, +0C.
Your melee attack with a weapon without the Large and Light traits has Damage +1 (roll an extra damage die) and Large (requires both hands, but can use three of a kind for free).
: Reroll a Strength test.
59/488
-
Down Strike
Technique
Cost:
, +0AP, +1C, 
or +0AP, +0C, Risk {Swords},
.
Your melee attack from higher ground has Damage +2 (roll two extra damage dice) and Double Chi (damage dice explode).
If you achieve higher ground by jumping into your opponent’s square, you and your opponent may have to make an opposed Weapon Skill test to determine who is Knocked Down.
261/488
-
Dragonfly’s Last Dance

Technique
Cost:
, +0AP, +0C,
.
Split Second (activate this after a failed test).
You turn back time to redo your dodge defense. It resolves without penalties, with Advantage (free reroll) and you may pay
to Limit Break (set a single combat pool to
until the end of your next turn). If you fail to defend (again), you are Incapacitated.
398/488
-
Drunken Fist
Technique
Cost:
, +0AP, +0C
or +0AP, +0C while drunk.
Your unarmed attack has:
• Damage +2 (roll two extra damage dice).
• Inaccurate, but physical attacks against you also have the Inaccurate (-1 attack die) trait until the beginning of your next turn.
“The most potent weapon of war!” (drinks)
60/488
-
Eagle Eye
Technique — Avian
Cost:
, +0AP, +1C, 
or +0 AP, +1C,
, Risk {Cups} or {Swords}.
Your ranged attack ignores range increment penalties (this does not grant unlimited range, you cannot make attacks beyond a range that would normally have reduced your pool to
or less).
: Enhance your visual acuity up to three times that of a normal human (you may use this ability for the rest of the session by concentrating).
448/488
-
Earthly Hand
Technique — Monkey
Cost:
, +1AP, +1C, 
or +1AP, +0C,
, Reveal {Pentacles}.
You gain Immobile (cannot move, but is immune to Knocked Down) until the next deliberate phase and your unarmed kick attack has Shoving ([Cups, Swords, Wands]: target is pushed back two paces in a random direction; this replaces the random movement after an attack).
: One use of Advantage (free reroll) in a gambling or acrobatics duel.
61/488
-
Eighth Gate of Death
Technique
Can only be used while in the Seventh Gate of Wonder stance.
: Perform an unarmed attack with a combat pool of
. When successful, draw 3 Trumps and choose one of them to resolve as damage. You become incapacitated after this attack, and must perform a Death Threshold check.
The final Gate allows its wielder explosive potential in exchange for his life force.
481/488
-
Elbow Strike
Technique
Cost:
, +0AP, +1C.
Your unarmed attack has Stunning ([Pentacles]: target is stunned).
: Reroll a Damage or Toughness test.
A fearsome technique and staple of the Muay Thai Martial Art.
62/488
-
Electric Eel

Technique
Cost:
, +0AP, +1C
or +0AP, +1C, Risk {Cups} or {Swords}.
Your unarmed attack has
Stunning ([Court, Pentacles]: target is stunned).
: You
Electric Eel.
I am not eccentric. It’s just that I am more alive than most people. I am an unpopular electric eel set in a pond of goldfish.
399/488
-
Elemental Shaping


Technique
Cost:
, +0AP, +1C
or +0AP, +1C with sculptor.
Your directed attack that targets an area has Damage +1 (roll an extra damage die) and can omit up to one square from it’s area of effect. For each additional square you want to omit, you may pay
.
400/488
-
Emergency Mixer
Technique
Cost:
, +0AP, +1C.
Your potion Crafting test resolves with a bonus die (the ingredient list is also slightly relaxed, as you always have a few things in your pockets for emergencies). You can mix the potion in just two rounds (but treat the crafting as a spontaneous spell against the potion’s complexity plus one).
63/488
-
Emergency Shield

Technique — Psionic
Cost:
, +0AP, +1C.
Your block defense can be performed without a shield, as you make one from thin air. The first time you do this, your attacker is likely to be Surprised.
Sheer will can thwart any blade...
307/488
-
Emotion Song
Technique — Social
Cost: +1 minute, +1C,
.
Keywords: Song
Your charm action affects a large group of humanoids, magically influencing the feelings of all those listening.
The Emotion Song talent uses a character’s powerful performance to arouse an audience to a basic emotion such as fear, love, hate, happiness, anger, and joy. The audience directs the basic emotion at the subject of the song.
348/488
-
Empathic Command
Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Cups}.
The dodge defense of your mount resolves with Defensive Advantage (free reroll or replace). It is important to remember that your mount can always dodge for you.
: Communicate telepathically with your mount, as long as it is within a mile.
281/488
-
Empathic Sense
Technique
Cost:
, +0AP, +0C.
Your resistance defense resolves with Advantage (free reroll) as you read your opponent’s emotions.
: Sense someone you know well, or someone you have an Arcane Connection to. You get a general idea of their emotional state and a vague sense of location, but cannot judge distance.
349/488
-
En Garde
Technique
Cost:
, +0AP, +1C.
Your parry defense resolves without penalties.
: One use of Offensive Advantage (free reroll or replace) in a melee duel.
64/488
-
Engaging Banter

Technique — Social
Cost:
, +0AP, +1C, Sustained,
.
Your charm attack against a target in your aura (5 paces) that understands what you are saying distracts your opponent and has an additional effect. If successful, the target is Confused as long as you keep up the chatter and stay in line of sight. Although your banter is magically enhanced, it does not count as a magical attack.
350/488
-
Enhanced Matrix
Technique
Cost:
, +0AP, +0C.
Requirement: Spell Matrix.
Your spell is protected from the corrupting influence of astral denizens, and is Very Hard (18) to detect astrally. In addition, you have Advantage (free reroll) for the spellcasting test.
308/488
-
Enter the Dragon
Technique
Cost:
: +0AP, +1C
or +0AP, +0C, Risk {Wands}.
Your unarmed attack has Flaming ([Wands]: target is burning). If you used this technique last turn, it has
Flaming ([Court, Wands]: target is burning) instead.
: You
Enter the Dragon.
351/488
-
Entropy Matrix
Technique
Cost:
, +0AP, +0C.
Requirement: Spell Matrix.
Your
spell is protected from the corrupting influence of astral denizens, and is Very Hard (18) to detect astrally. In addition, spells cast through this matrix have Damage +1 (roll an extra damage die).
309/488
-
Explosive Runes
Technique
Cost:
, +0AP, +1C,
.
Your directed, melee or ranged attack with a free hand has Flaming ([Wands]: target is burning).
,
: You trap a book, circle, grimoire or scroll with explosive runes that detonate when read. Explosive Runes roll
dice and are Murderous (critical success on 4+).
352/488
-
Extend Reach
Technique
Cost:
, +0AP, +0C.
Your melee attack with a polearm has an extra pace of reach, but cannot apply damage dice (for any reason).
: You maneuver a single pace.
65/488
-
Eye of the Tiger
Technique — Feline
Cost: +0AP, +3C,
, Reveal {Trump}.
Your opposed test does not use your regular pool. Instead use
(equal to the value of the revealed trump). If your pool is boosted to more than
,
Eye of the Tiger. If you fail, Discard the revealed Trump. On a critical success, you have Flourish (halve the
this action causes, rounding up) for the test.
: Gain a bonus die for a simple or opposed test.
66/488
-
Eyes Mad With Glee
Technique
Cost:
, +1AP, +1C, 

or
, +1AP, +0C, with Sharingan.
Reveal a {Trump} from the Fate Deck. Your target might become Drunk (on
) or Confused (on
). Reveal {Temperance} from your hand to be Destined (free redraw of Trump) for this. Your melee attack or your ranged attack within 5 paces of your target resolves as normal.
353/488
-
Falling Touch
Technique
Cost:
, +1AP, +1C.
You can dodge while falling (or suspended in the air) without any penalties.
: Absorb 4 (if a source would deal damage, prevent 4 of that damage) for falling damage.
67/488
-
False Sight

Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Swords}.
Your illusion spell is more complex. After you cast it (so after you’ve calculated the fatigue cost), add
to its Complexity. This also increases the difficulty to detect it by one level (+2), and gives the spell Penetration: 1 (ignore one point of armor).
262/488
-
Fan Defense
Technique
Cost:
, +0 AP, +1 Complexity.
Your parry defense with a fan resolves with Advantage (free reroll). On a critical success against a ranged attack,
Fan Defense.
: Produce and Quickdraw (drawing this is a free action) a fan.
: One use of Offensive Advantage (free reroll or replace) for a social duel.
68/488
-
Fan of Knives
Technique
Cost:
, +0AP, +1C, 9 ammo.
Your thrown attack with knives or shuriken has:
• Accurate (+1 attack die, up to
).
• AoE:4 (affects everyone within four paces), but only in a 180 degree arc in front of you and cannot affect targets beyond this range.
• Feint ([Court]: remise attack).
69/488
-
Fangs in the Dark

Technique
Cost:
, +0AP, +1C.
Requirements: Only usable at night or in a darkened location.
When performing a melee attack with a knife, dagger, or Fast weapon, your attack is considered a Stealth test, and you can
Moon lands to either give your attack Damage +1 (roll an extra damage die) or Razor ([Cups]: target is bleeding).
310/488
-
Far From Never



Technique
Cost:
, +0AP, +1C, Timekeeper.
Your block, dodge or parry defense resolves as normal. For each die that comes up
, gain a Command Point (until the end of the scene).
You cried, the fire has just died
It’s gone forever, and the chance to live our lives
It’s gone forever, and where we stand tonight
It’s where we stand tonight, so far from never
401/488
-
Fast Casting
Technique
Cost:
, -1AP (but never less than one action point), +1C.
Your spell resolves as normal (but is faster).
: Cast a spontaneous spell in a single round (it costs 8 action points instead of 1 minute to cast). You have to have the ability to cast spontaneous spells.
311/488
-
Fast Inward
Technique
Cost:
, +0AP, +1C.
You Shift (maneuver one pace; this replaces the random movement after an attack) before your melee or unarmed attack, that has Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
70/488
-
Fearsome Charge
Technique
Cost:
, +1AP, +0C
or
, +0AP with the rush trait, or while mounted.
or +0AP, +0C, Risk {Wands}.
Your melee attack has:
• Impressive ([Cups]: target is shaken).
• Mobility +2 (two extra mobility points).
However, you must spend your entire mobility pool.
449/488
-
Feint Attack
Technique — Feint
Cost: +0AP, +1C.
Your melee remise attack has Lethal (critical success on 5+).
A feint attack is designed to draw defensive action towards the point under assault. It is usually used as a diversion to force the enemy to concentrate more manpower in a given area, to weaken the opposing force in another area.
71/488
-
Feint Disarm
Technique — Feint
Cost: +0AP, +1C.
Your melee remise attack resolves as normal. After the attack (successful or not), your target must make an opposed Weapon Skill test against you, for which your target has Disadvantage (forced reroll). The loser is Disarmed.
72/488
-
Feint Retreat
Technique — Feint
Cost: +0AP, +1C, 
.
Your remise attack or parry defense resolves as normal. After the attack or defense (successful or not) you may Shift (maneuver one pace; this replaces the random movement after an attack) up to two times.
A feint retreat is performed by briefly engaging the enemy, then retreating. It is intended to draw the enemy pursuit into a prepared ambush, or to cause disarray.
73/488
-
Fighting Words
Technique
Cost:
, +0AP, +0C.
Your melee attack has Provoke ([Pentacles]: target is angered).
: Challenge an opponent to a duel with a free Social vs. Resistance test (the challenge is not binding but if your opponent declines he or she becomes dishonored).
“Them’s fightin’ words!”
74/488
-
Fire Defense
Technique
Cost:
, +0AP, +0C.
Your block or dodge defense against a fire attack grants you Elemental +2 (increased armor value and ignores penetration from elemental attacks) and it automatically prevents one Armor Defeating
.
354/488
-
Fire Eater Technique
Technique
Cost: +1AP, +1C, 
or +0AP, +1C,
, Reveal {Wands}.
If you are holding a {source of fire}, your unarmed attack gains a range of 5 paces and Flaming ([Wands]: target is burning). In addition, it causes Fire Magic Damage (reduced by mystic armor). You must have an unblocked line of sight to your target.
75/488
-
Fire Jet Matrix

Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Ignem spell is protected from the corrupting influence of astral denizens. If an opponent tries to use an Abjuration effect against the spell, that action has Unskilled (-1 die) and Disadvantage (forced reroll).
355/488
-
First Impression
Technique — Social
Cost: +0AP, +1C,
,
.
Your charm action against a humanoid target has an additional effect (makes you seem friendlier). Whether the attack is successful or not, the target’s attitude towards you instantly improves (hostile, apprehensive, neutral, friendly, loyal). First Impression can be used on a hostile target, but just once (when you first meet). The effects are not permanent, and slowly fade over time. If a target realizes that he has been manipulated by your magic, your longterm relationship may seriously suffer.
356/488
-
Fist Like a Bullet
Technique
Cost:
, +0AP, +0C.
Your unarmed attack has Penetration: 1 (ignore one point of armor).
The bonus from this technique is cumulative with the one from Arrow Palm, but not with other sources.
77/488
-
Flash of Light
Technique
Cost:
, +0AP, +1C
or
, +0AP, +0C, silver weapon.
Your melee attack with a metal weapon has:
• Aimed (roll three location dice).
• Damage +1 (roll an extra damage die) against creatures of darkness.
If you reveal {Moon}, it also has:
• Blinding ([Swords]: target is blinded).
263/488
-
Flexible Grip
Technique
Cost:
, +0AP, +1C.
Your melee or ranged attack with a weapon has Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing). If you disarm your target, you may spend
to Limit Break (set a single combat pool to
until the end of your next turn).
78/488
-
Flourish
Technique
Cost:
, +0 AP, +1 Complexity.
or +0AP, +0C, with a foil or rapier
Your melee attack has Flourish (halve the
this action causes, rounding up). On a critical success your target is Marked (even on a successful defense) until the end of next turn.
79/488
-
Fluidity Matrix

Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Aquam spell is protected from the corrupting influence of astral denizens, and gains Flail (target has -1 defense die) and Feint ([Court]: remise attack).
282/488
-
Flying Kick
Technique
Cost:
, +0AP, +1C. You have Rush (advantage if you moved 6 or more paces this turn) this round.
Your unarmed attack, made after moving at least 2 paces, has:
• Damage +1 (roll an extra damage die).
• Trip ([Swords]: target is knocked down).
80/488
-
Flying Knee
Technique
Cost:
, +0AP, +1C.
Your unarmed attack has Snaring ([Wands]: target is grappled). After the attack, your target must make an opposed Agility test against you. The loser is Knocked Down.
81/488
-
Force of Eagle's Claw
Technique — Avian
Cost:
, +0AP, +1C.
Your unarmed attack has:
• Damage +1 (roll an extra damage die).
• Razor ([Cups]: target is bleeding).
: One use of Offensive Advantage (free reroll or replace) in a grappling duel.
82/488
-
Fork

Technique
Cost:
, +1AP, +0C.
Your spell that has a single target resolves as normal. After it resolves you must immediately cast a free copy of the spell, which has a Complexity one higher than the original and must target a different, legal target.
A focus (if you use one) applies to both the original and the copy.
402/488
-
Forward Blade Slash
Technique
Cost:
, -1AP, +2C.
Your melee attack with an edged Large weapon resolves as normal. Your opponent is pushed back 1 square (directly away from you). This replaces the random movement after the attack. You may choose to move one square towards your opponent.
,
: An opponent must reroll a Block test.
83/488
-
Four Arms Barrage
Technique
Cost:
, +0AP, +1C.
Your unarmed punch attack can use an extra single pair (against a different or the same target). If both attacks target the same opponent, the attack also gains Flail (target has -1 defense die).
84/488
-
Get Over Here!
Technique
Cost:
, +0AP, +1C.
Your melee attack with a Snaring weapon against a target of similar Size (max 1 difference) loses all traits and becomes Nonlethal (inflicts
instead of
). If successful, inflict
damage, pull the target 1d3 paces towards you (causing Opportunity Attacks if possible) and the target is Grappled. On a critical success, this will be automatically 3 paces.
85/488
-
Give Ground
Technique
Cost:
, +0AP, +0C.
Your dodge defense has Advantage (free reroll) against area of effect attacks. If successful, you may Shift (maneuver one pace; this replaces the random movement after an attack) after the attack, although you may only maneuver away from your attacker (or the area of effect).
86/488
-
Go Bananas
Technique — Monkey
Cost:
, +1AP, +1C
or +1AP, +1C, Risk {Strength}.
Your unarmed attack has Double Chi (damage dice explode). On a critical success, your attack loses the Nonlethal trait, causing physical damage.
: One use of Advantage (free reroll) in a duel involving strength.
87/488
-
Graceful Exit

Technique — Social
Cost:
, +0AP, +1C,
.
Your bargain action affects a group of people. If successful, you strike a subtle deal in the minds of your targets: “live and let live”, so you can make good your escape. Affected opponents may take no action against you, and you may only move directly away from them (should you return, angry opponents receive advantage on all test against you).
Risk {Wands},
:
allies may also retreat.
450/488
-
Grapple
Technique
Cost:
, +0AP, +0C.
Your unarmed attack against a target of equal or smaller Size does not cause damage. Instead, a successful attack results in the loser becoming Grappled. On a critical success, increase the resulting Weapon Skill test by 2. You can choose to sustain this action.
88/488
-
Great Leap

Technique
Cost:
,
or
. Can be used in any phase.
Make a Quickness test [Complexity: 3] and keep the three highest dice to determine your Mobility Points this turn. Your jump must be in a straight line, with a maximum vertical elevation of 4 paces. On a critical success, your movement does not provoke Opportunity Attacks this turn.
312/488
-
Ground Control
Technique — Social
Cost:
, +0AP, +1C.
Your intimidate attack has an alternative effect and increased range. If successful, you force a single enemy away from a place you can see (they feel a general sense of unease, and have disadvantage to detect your attack).
: Affect a group of enemies.
Can you hear me, Major Tom?
-/+15
382/488
-
Half Advance (Appel)
Technique
Cost:
, +0AP, +0C.
You stomp the ground just before a melee attack, threatening an advance. Your target must immediately make an opposed Weapon Skill test against you. The loser becomes distracted and ends all stances. Your attack then resolves as normal.
: Reroll a Weapon Skill test.
89/488
-
Half and a Hand Swing
Technique
Cost:
, +0AP, +1C (if your offhand is free, you may pay
instead of
).
Your melee attack with a heavy one handed weapon has Lethal (critical success on 5+).
The man who passes the sentence should swing the sword.
90/488
-
Hammerhand Smash
Technique
Cost:
, +0AP, +1C.
Requirement: Hammer.
Your melee attack with a hammer has Rush (advantage if you moved 6 or more paces this turn). If you are a Dwarf, you have Mobility +1 (an extra mobility point) and this attack is considered an Ambush test.
91/488
-
Hand of Five Poisons
Technique
Cost:
, +0AP, +0C.
Your unarmed attack has Poisonous ([Cups]: target is poisoned). Hand of Five Poisons has no effect if you do not have poison. You can apply any poison you own if the trait triggers.
: Reroll a Poison test.
92/488
-
Hard Strike
Technique
Cost:
, +0AP, +0C
or +0AP, +0C, with a bludgeoning weapon.
Your melee attack with a weapon has Stunning ([Pentacles]: target is stunned). If you stun your target, you may spend
to Limit Break (set a single combat pool to
until the end of your next turn).
93/488
-
Hasty Retreat
Technique
Cost: become fleeing (if already fleeing, 
). Can be used in any phase.
Make a Quickness test [Complexity: 2] and keep the two highest dice to determine your Mobility Points this turn. On a critical success, your movement does not provoke Opportunity Attacks this turn.
94/488
-
Headbutt
Technique
Cost:
, +0AP, +0C.
Your unarmed attack loses all traits and instead has Strain (costs
instead of
) and
Stunning ([Court, Pentacles]: target is stunned).
: Your unarmed attack against an opponent you are grappling has Damage +1 (roll an extra damage die).
95/488
-
Heartening Laugh
Technique
Cost:
, +0AP, +0C, Sustained.
Your resistance defense is accompanied by a booming, mocking laugh that (regardless of success or failure) bolsters allies in your aura (5 paces), who gain Advantage (free reroll) for Resistance tests as long as you sustain the effect.
357/488
-
Heavy Cavalry
Technique
Cost:
, +0AP, +1C.
Your mounted melee attack with a cavalry weapon resolves with Advantage (free reroll) for you and Offensive Advantage (free reroll or replace) for your mount. If you pay
, mounted allies in your aura (5 paces) receive the same benefits.
Its hard to lead a cavalry charge if you think you look funny on a horse.
96/488
-
Heiko no Kyudo
Technique — Kyudo
Cost:
, +1AP, +0C.
When performing a ranged attack with a missile weapon, if this attack is successfully blocked, dodged or parried, the attack continues against any enemy adjacent to the original target (using the same dice result).
Heiko, or the parallel arrow, allows the archer to line up its targets.
451/488
-
Hew
Technique
Cost:
, +0AP, +1C.
Your melee attack with an edged weapon against a knocked down or prone target has Mastery (automatic critical success).
Hew still requires you to make a successful attack set, and you opponent can defend as normal, but any set is a critical success.
97/488
-
Hidden Circles
Technique
Cost:
.
Your thaumathurgic ritual or spell has an additional effect. The circle and its contents are not visible to the naked eye (it will briefly flare up when it activates, quickly becoming invisible again), and is obfuscated from magical scryers. It is Very Hard (18) to spot Hidden Circles even if you are specifically looking for them. You may increase the difficulty by one level (+2) for each extra
you spend.
264/488
-
Hidden Matrix

Technique
Cost:
, +0AP, +1C.
Requirement: Spell Matrix.
Your spell is protected from the corrupting influence of astral denizens, and is Impossible (22) to detect (any somatic or verbal components are masked with minor illusions; even obvious manifestations — for example, a fireball might shoot from the sky instead of your hand).
: Reroll an Imaginem or Stealth test.
403/488
-
Hilt Smack
Technique
Cost:
, +0AP, +0C.
Your melee attack with a hilted weapon or a polearm against an adjacent target has Shoving ([Cups, Swords, Wands]: target is pushed back two paces in a random direction; this replaces the random movement after an attack).
You can use Hilt Smack to attack adjacent targets with a long weapon.
98/488
-
His Master's Blade
Technique
Cost:
, +0AP, +1C.
Requirement: A masterwork weapon.
Your directed, melee or ranged attack with a weapon resolves with Offensive Advantage (free reroll or replace).
99/488
-
Hoist Your Own Petard
Technique — Explosive
Cost:
, -1 AP (to a minimum of 1), +0C or
-1 AP (to a minimum of 1), +0C, Reveal {The Fool}.
Make an attack with an Explosive weapon. The target location is yourself (you basically drop it). The weapon loses Unstable (if it has the trait) and you only take half damage from this attack. On a critical success, you may also choose one trait of the weapon that will not apply to you (before drawing a Trump). It will still apply to all others in the Area of Effect.
Self
100/488
-
Honor the Moon
Technique
Cost:
, +0AP, +1C
or +0AP, +1C, Reveal {Moon}.
Requirement: a Silver weapon.
You can parry
directed Corpus effects targeting you.
Your parry defense resolves as normal. If you successfully defend, your parry causes Stifled (on
). If the defense was a critical success, you are Destined (free redraw of Trump) for this check.
The Moon’s light seems to be reflected by the movement of the blade.
101/488
-
Horrific Matrix


Technique — Alien
Cost: +0AP, +1C.
Requirement: Spell Matrix.
Your spell with
Complexity causes Decrepitude (Willpower) (You cannot roll more than 7 dice for Willpower tests and always have Disadvantage) in addition to its effects.
: Reroll an Alien or Planar test.
404/488
-
Hundred Palms Flurry
Technique — Grapple
Cost:
, +1 AP, +1C or
+1 AP, +1C if you spent no Action Points or Movement Points to move this turn.
Your unarmed punch attack loses all traits and gains:
• Fast (normal attacks cost 5 AP).
• Knockback ([Swords]: target is pushed back 1d3 paces in a random direction; this replaces the random movement after an attack).
•
Snaring ([Court, Wands]: target is grappled).
102/488
-
Hunter’s Mark
Technique
Cost:
, +0AP, +1C, 
or
, +0AP, +0C,
, Hunter.
Attempt an opposed Weapon Skill test to place the Marked condition on a single target you can see, just before your ranged attack that has two additional location dice (cumulative) to determine where the attack hits. You may only have one mark active at any one time and your mark fades at the end of the scene, although you can extend it to twilight with an Occult Tracking test.
452/488
-
Ignite Powder
Technique
Cost:
, 2AP, +1C.
You have an Arcane Connection to all gunpowder up to 20 paces from you. You can use this connection to ignite larger quantities of powder, likely inflicting damage.
Alternatively, you can automatically disarm someone holding a gunpowder weapon (by igniting the powder; this inflicts no damage).
: Reroll a Trap test involving explosives.
453/488
-
Impressive Shot
Technique
Cost:
, +0AP, +0C
or +0AP, +0C, Reveal {Wands}.
Your ranged attack has:
• Feint ([Court]: remise attack).
• Impressive ([Cups]: target is shaken).
If you get a Remise Attack, you must use the Intimidate social attack (if you don’t have it slotted, borrow it — this card counts as it).
358/488
-
Improved Kinesics

Technique — Psionic
Cost:
, +0AP, +1C
You channel psionic energy into your melee or unarmed attack that has Phenomenal (can use full house for free).
: Reroll a Fellowship, Resistance or Social test.
359/488
-
Incite Mob


Technique — Social
Cost: +1 minute, +2C,
, Discard {Wands}.
Your charm action affects a large group of humanoids. You must state a target, a grievance, and propose an action for the mob to take (the action may be peaceful or violent, constructive or destructive). If successful, the crowd acts on your proposed action (usually until twilight). On a critical success, the crowd may infect others they encounter, swelling their ranks.
360/488
-
Incite Stampede

Technique — Social
Cost: +1 minute, +2C,
, Discard {Cups}.
Your intimidate attack affects a large group of herd animals. You must run around the herd, hissing and screaming like a madman. If successful, the herd stampedes roughly in the direction of your choice (usually until exhausted). On a critical success, the herd has Advantage (free reroll) for every test (meeeuuuh).
405/488
-
Inertia Strike
Technique — Psionic
Cost:
, +0AP, +0C
You channel psionic energy into your melee or unarmed attack that has
Trip ([Court, Swords]: target is knocked down).
: When a target of Inertia Strike prevents the Knocked Down condition, counter that ability.
361/488
-
Infernal Matrix

Technique
Cost: +0AP, +1C
or +0AP, +0C, Reveal {Arcana}.
Your spell is protected from the corrupting influence of astral denizens, and ignores Dominion auras. If the revealed Trump is {The Devil}, the target is Unbalanced (-1 defense die). If you discard the revealed Trump, your spell gains Flaming ([Wands]: target is burning).
362/488
-
Infinity Matrix
Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your spell is protected from the corrupting influence of astral denizens, and is Extremely Hard (20) to detect astrally. In addition, a spell cast through this matrix will be sustained by the matrix (the matrix can only sustain a single spell, not each spell cast through it).
: You
Infinity Matrix.
313/488
-
Ingenious Infiltration
Technique
Cost:
, +0AP, +1C.
Your climbing test resolves with Advantage (free reroll). If you pay
, you are also Skilled (+1 die). If you need to make any Pick Lock or Stealth tests during the climb, they receive the same benefits.
They climbed up the sewage drain!?
103/488
-
Intimidate
Technique — Social
Cost: 2 AP,
.
Duration: Instant.
Keywords: Mundane, Shout.
Make a Social vs. Resistance test. If successful, your target is Shaken. On a critical success, your target is Intimidated instead. If you fail, you cannot use Intimidate on the same target for the rest of the scene.
You are allowed to combine this technique with one other Social technique that enhances Intimidate.
10/20
104/488
-
Iron Monkey
Technique
Cost:
, +0AP, +0C.
Your unarmed attack has Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
: Prevent a bone break (on yourself). This may allow you to avoid some Injury cards entirely.
105/488
-
It’s in the Wrists
Technique
Cost:
, +0AP, +1C.
Your throwing attack with a knife or dagger has increased range (+5/+5).
: Produce a (throwing) knife. Pay an additional
to
It’s in the Wrists.
+5/+5
106/488
-
Jade Strike 
Technique
Cost:
, +0AP, +1C.
Your melee attack with a jade weapon causes Magic Damage (reduced by mystic armor) and you become Immobile (cannot move, but is immune to Knocked Down) until the end of the round.
: Reroll a Corruption defense test.
479/488
-
Jump Shot
Technique
Cost:
, +0AP, +1C
or +0AP, +0C against a marked target.
You can perform a jump move (for free) right before your perform a ranged attack. If this is the only movement you perform during the Quick Phase, you do not suffer the Disadvantage for ranged attacks. If you jump down towards your target from higher ground*, your attack has a Range Increment of +5/+5.
+5*/+5*
107/488
-
Kanteki no Kyudo
Technique — Kyudo
Cost:
, +1AP, +1C.
You can use 
(pair of twos) to make your attack with a missile weapon armor- defeating.
: Reroll an Ammo test.
Kanteki, or the arrow that pierces the target, is one of the three levels of skill in Kyudo.
108/488
-
Kill Command
Technique
Cost:
, +0AP, +0C,
(fatigues you).
An attack made by one of your servants has Lethal (critical success on 5+) or Murderous (critical success on 4+) if the servant already had that trait. If the attack is a critical success, you may pay 

. If you do, your servant activates Limit Break (set a single combat pool to
until the end of your next turn).
Sic ‘m, boy.
109/488
-
Kill Me
Technique — Social
Cost:
, +0AP, +1C,
. When you use Kill Me, all your Armor Saves (if any) are set to 6+ for the rest of the scene.
Your Taunt attack has an additional effect. If successful, you get a free defense (block, dodge or parry) each round until no more opponents are Angered, Berserk or Taunted.
363/488
-
Kill The Light
Technique
Cost:
, +0AP, +1C.
Your melee attack against a creature of light (or true faith) has Lethal (critical success on 5+) or Murderous (critical success on 4+) if it was already lethal.
: One use of Offensive Advantage (free reroll or replace) in any duel against a creature of light (or true faith).
110/488
-
Kip-Up
Technique
Cost:
,
or
with Acrobat.
Your Stand Up action gives you an additional 2 Mobility Points. Your next defense test this round gains Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn).
111/488
-
Kiss of Red Knives

Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Cups}.
Your melee attack with a slashing weapon has
Razor ([Court, Cups]: target is bleeding).
: You
Kiss of Red Knives.
406/488
-
Kitsune Archery

Technique
Cost:
, +1AP, +1C
or
, +0AP, +0C, Risk {Cups}.
Your ranged attack with a bow has
Feint ([Court]: remise attack, for which target has disadvantage) and Reload:0 (costs 0 AP to reload).
: You
Kitsune Archery.
283/488
-
Kneel!


Technique — Social
Cost:
, Sustained, 


(if you discard {Emperor}, you may apply this to a group).
Your intimidate action automatically works (no roll; does not count as an attack): the target kneels before you (only the strongest can do anything but strain and swear in response by discarding a trump). This ends or prevents combat, but does not endear you to the target. If someone attacks a target so influenced, you suffer 


.
407/488
-
Kuchi Yose no Jutsu


Technique — Matrix
Cost:
, +0AP, +1C,
.
Requirement: Spell Matrix.
Your Summon or Manifest spell is protected from the corrupting influence of astral denizens. In addition, you can spend 
from your result pool to ignore the upkeep of the resulting Servant. On a critical success, you can also use 
.
454/488
-
Kung Fu Panda
Technique
Cost: +0AP, +0C.
Your unarmed attack resolves with a random trait:
1. Unsteady ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you are knocked down)).
2. Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
3. Impressive ([Cups]: target is shaken).
4. Stunning ([Pentacles]: target is stunned).
5. Trip ([Swords]: target is knocked down).
6. Tearing (two bonus damage dice and wounds require double normal time to heal), and roll again.
112/488
-
Lacrimosa Matrix

Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Necromancy spell is protected from the corrupting influence of astral denizens and is considered a Music Song test. In addition, ignore the
requirement. If 
is required, this becomes
.
408/488
-
Lariat Tackle
Technique — Grapple
Cost:
, +1 AP, +1C or
+1 AP, +1C with Grapple Specialization.
Your unarmed punch attack loses all traits and gains:
• Fast (normal attacks cost 5 AP).
• Rush (advantage if you moved 6 or more paces this turn).
•
Snaring ([Court, Wands]: target is grappled).
113/488
-
Lasting Impression

Technique — Social
Cost: +1 minute, +1C, Discard {Wands}.
Requirement: Can only be used when you first meet a group of characters or when you prepare to leave a group and will not return for at least 24 hours.
Your blessing charm action affects a group of humanoids, imprinting a dramatic image of yourself in the minds of those affected. If successful, you and the targets gain one use of Advantage (free reroll) for any test every day until the next lunar cycle. One can only benefit from one such effect at the same time.
364/488
-
Lava Claw
Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Wands}.
Your unarmed attack has:
• Flaming ([Wands]: target is burning).
• Reach (can attack targets up to 2 paces away).
: Produce a handful of searing hot lava (you can handle this without harm for no longer than one minute) or obsidian (when it cools off).
365/488
-
Layered Ward Application 

Technique
Cost: 
.
Your thaumathurgic ritual or spell has two additional effects. First, you can combine an unlimited number of Warding techniques within it (you must pay the cost for each). Second, when it fails a Durability test, it may immediately reroll, but is Unbalanced (-1 defense die) for the reroll.
314/488
-
Leadership
Technique
Cost:
, +0AP, +1C.
Your melee attack resolves with Advantage (free reroll). After the attack (successful or not) you opponent must make an opposed Fellowship test against you. The winner may have an ally in his or her aura (5 paces) Limit Break (set a single combat pool to
until the end of your next turn).
114/488
-
Leopard Catches Cloud
Technique — Feline
Cost: +0AP, +1C.
Your unarmed attack has Snaring ([Wands]: target is grappled). Against a spirit, it also has Oust ([Court]: target spirit is banished).
: Reroll an Agility or Strength test.
115/488
-
Life Boost
Technique
Cost: +0AP, +0C,
.
Your spell has Penetrating ([extra pair]: bonus penetration). After you cast it (so after you’ve calculated the fatigue cost), add
to its Complexity.
The universe rewards those willing to spill their life’s blood for the promise of power.
315/488
-
Lightning Kicks
Technique
Cost:
, +0AP, +1C.
Your unarmed kick attack has Spectacular (can use three of a kind for free) and can use up to two extra single pairs (against a different or the same target). You must spend
for each additional single pair.
116/488
-
Limit Breaker
Technique
Cost: +1AP, +2C
or +1AP, +1C while berserk.
Your physical attack has Spectacular (can use three of a kind for free). If you get three of a kind you may recover
and downgrade your attack to a single pair. If you do, Limit Break (set a single combat pool to
until the end of your next turn).
117/488
-
Lion Fang Bite
Technique — Feline
Cost:
, -1AP, +1C.
Your melee attack with a weapon that is not Light has Damage +1 (roll an extra damage die). If the target is Immobile, Immobilized or Pinned, your attack also has Double Chi (damage dice explode).
: One use of Advantage (free reroll) in a duel involving a contest of swordsmanship.
118/488
-
Lion Technique
Technique — Feline
Cost:
, +0AP, +0C.
Your unarmed or melee attack has Impressive ([Cups]: target is shaken).
One’s blade is only as sharp as one’s conviction.
119/488
-
Liquid Courage
Technique — Social
Cost: +0AP, +0C, Cheers! (
a brewing or potion card).
Your social attack or resistance defense resolves with Advantage (free reroll).
If you use Liquid Courage more than once in a scene, risk Drunk (on
).
120/488
-
Lizard Leap

Technique
Cost:
, 
or
,
or Discard {Cups}. Can be used in any phase.
Make a Quickness test [Complexity: 4] and keep the four highest dice to determine your Mobility Points this turn. Your jump must be in a straight line, with no maximum vertical elevation. On a critical success, your movement does not provoke Opportunity Attacks this turn and you may split your jump into two smaller ones (free turning).
284/488
-
Lock and Load
Technique
Cost:
, +0AP, +1C.
Your ranged attack with a projectile weapon resolves without penalties. On a critical success, add a Trump from the Fate Deck (do this even if your target defends) to your Fate Hand.
121/488
-
Lone Wolf and Cub
Technique
Cost:
, +0AP, +0C.
Your melee or unarmed attack has Trip or
Trip ([Court, Swords]: target is knocked down) if an ally is adjacent to your target.
You can also safely carry a baby in combat.
122/488
-
Long Shot
Technique
Cost:
, +0AP, +0C.
Your ranged attack with a missile weapon ignores the first 5 paces to calculate the range to your target. This does not increase the Range Increment of your weapon.
: Reroll a Ranged test where you roll
or less dice (from range increments or for another reason, does not matter).
123/488
-
Look Out, Sir!
Technique — Grapple
Cost:
, +1AP, +1C.
You can perform a dodge defense instead of an ally adjacent to you. You gain Shift (maneuver one pace; this replaces the random movement after an attack) until the end of the round. If successful, your defense becomes an unarmed attack (using the same dice result) that loses all traits, but has:
•
Snaring ([Court, Wands]: target is grappled).
124/488
-
Lucky Shot
Technique
Cost:
, +0AP, +1C.
Your dodge defense resolves with Advantage (free reroll). If you dodge a ranged attack, and have a ranged weapon ready, you may immediately make an Opportunity Attack [1AP, 2C] against your attacker.


: Quickdraw (drawing this is a free action) a ranged weapon.
125/488
-
Macrokinesis
Technique — Psionic
Cost:
, +0AP, +1C
Your psionic attack can have an additional target for each cumulative
you pay (so +1
, +2 

, +3 




, etc...).
: Sustain a Psionic Power for free this scene (this ends if you
this card).
366/488
-
Majestic Glare

Technique
Cost: +0AP, +2C or +0AP, +0C, Reveal {Empress}.
Your resistance defense works against any attack (physical, mystical or social), made from any distance, provided you can see your attacker, and they can see you. If successful, the attacker is temporarily cowed by your piercing stare and her attack fails, immediately ending her turn. On a critical success, the attacker becomes affected by Curse of Nobility (this is considered a targeted spell effect).
You cannot defeat me! I’ve lived too many lives. Ravaged entire kingdoms. I have been given powers that you could not even fathom! I will never stop. Never!
265/488
-
Majesty
Technique
Cost: +0AP, +1C or +0AP, +0C, Reveal {Emperor}.
Your resistance defense works against any attack (physical, mystical or social), provided the attack was made from inside your aura (5 paces). If successful, the attacker is temporarily overwhelmed by your presence and his attack fails, immediately ending his turn. On a critical success, the attacker automatically becomes affected by Curse of Nobility.
I look into the mirror, and see myself as I might become.
485/488
-
Making an Entrance
Technique — Social
Cost:
, 6AP or
, 2AP, {Wands}.
This action can only be used the first round of combat. You make sure everyone sees you entering the battlefield. Make a Hard (16) Charm test (the difficulty can increase depending on the adversaries affected). If successful, you gain a single Offensive Advantage (free reroll or replace) to be used at any time during this scene. On a critical success, you also gain 2 Command Points.
367/488
-
Manifest Void Remora

Technique
Cost:
, +0AP, +1C, discard {Cups}.
Your unarmed attack or melee attack with an Animàl Talisman weapon can only be defended against with a Warding defense costing 1 Action Point. If successful, it does not deal damage, instead causing a Mana Clash (reveal the top card of the deck; if you don’t spend the associated mana, you suffer 
and cannot use Mana until the end of next round) and Bleeding.
409/488
-
Masterful Feint
Technique — Feint
Cost: +1AP, +2C or +1AP, +1C (on an opportunity or remise attack).
Your melee attack resolves as normal and has Astounding (can use four of a kind for free). If your attack is a critical success, after the attack your opponent must make an opposed Weapon Skill test against you. The loser is Bleeding, Disarmed or Knocked Down (your choice, before you make the test).
126/488
-
Maximum Effort
Technique
Cost:
, +0AP, +1C (after the initial roll).
Requirement: not Human.
Reroll any failed test, and become Skilled (+1 die) if it is an opposed or simple test, but this must be your final roll. Should you fail (again), an unfortunate accident befalls you and your companions (flip this card).
We’re gonna be rich!
127/488
-
Memory of A Thousand Steps

Technique — Psionic
Cost: +0AP, +1C
You Shift (maneuver one pace; this replaces the random movement after an attack) before your melee or unarmed attack, that resolves as normal. After the attack, you must Shift again, back to the space you came from.
: You Shift an additional time before (and after) your attack.
410/488
-
Mental Leap

Technique — Psionic
Cost:
. Can be used in any phase.
Make a Perception test [Complexity: 3] and keep the three highest dice to determine your Mobility Points this turn. Your jump must be in a straight line, with a maximum vertical elevation of 4 paces. On a critical success, your movement does not provoke Opportunity Attacks this turn and you may split your jump into two smaller ones (free turning).
411/488
-
Merciless Shot
Technique
Cost:
, +0AP, +0C.
Your ranged attack against a bleeding, disarmed, knocked down, prone or stunned target resolves with Offensive Advantage (free reroll or replace).
: Instantly reload a bow.
128/488
-
Mercury Flow Whirlwind Strike 

Technique
Cost:
, +0AP, +1C.
Your melee attack with a silver weapon has Stifling ([Wands]: target is stifled). On a successful attack with a critical success, it also allows you to steal a random Mana token from the opponent (if there are any).
: Reroll a Warding test.
The gleam of the blade seems to capture the hue of the moonlight.
412/488
-
Might of the Mountain

Technique
Cost:
, +0AP, +1C.
Requirement: Dwarf.
Your melee attack has Lethal (critical success on 5+) or Murderous (critical success on 4+) if it was already lethal.
: You
Might of the Mountain.
A secret technique passed on from father to son, only dwarfs can learn Might of the Mountain.
488/488
-
Mighty Swing
Technique
Cost:
, +0AP, +1C.
Your melee or thrown attack with an axe has Lethal (critical success on 5+).
: Reroll a Damage or Strength test.
129/488
-
Momentum Attack
Technique
Requirement: Only usable after moving at least 6 squares this turn.
Cost:
, +0AP, +1C
or +1AP, +0C with the rush trait.
Your melee or unarmed attack has
Knockback ([Court, Swords]: target is pushed back 1d6 paces in a random direction; this replaces the random movement after an attack) and Trip ([Swords]: target is knocked down).
: Redraw a Trump for damage or reroll a Damage die.
316/488
-
Monkey Climbs the Tree
Technique
Cost:
, +1AP, +2C, 
.
Make an opposed Athletics test. If successful, your unarmed attack cannot be dodged, only blocked (or another form of defense) and always hits the head (no need to roll for hit location). On a critical success (of the Athletics test), your opponent is grappled. Your attack has Large (requires both hands, but can use three of a kind for free).
: Reroll a Climbing test.
The technique consists of climbing up on your opponent’s body to deliver a pair of elbows to the head.
130/488
-
Monkey Leaps Through Mist
Technique
Cost:
. Can be used in any phase.
Make a Quickness test [Complexity: 2] and keep the two highest dice to determine your Mobility Points this turn. Your jump must be in a straight line, with a maximum vertical elevation of 2 paces. On a critical success, your movement does not provoke Opportunity Attacks this turn.
131/488
-
Monkey Travels the World
Technique
Cost: +0AP, +0C,
for each opponent above your Engagement Limit.
Your melee attack with a quarterstaff gains Damage +1 (roll an extra damage die). Until the end of the round when you parry attacks using the quarterstaff, ignore the Flanked condition (if you have it).
: While using Monkey Travels the World, your quarterstaff has a Range Increment of +1/+1.
132/488
-
More Power
Technique — Feint
Cost: +1AP, +1C, 
or +0AP, +1C,
on a remise attack.
Your directed attack has Phenomenal (can use full house for free). If your target successfully dodges this attack, their next action has Disadvantage (forced reroll).
317/488
-
Mortal Resolve
Technique
Cost:
, +0AP, +0C (flip into stake them!).
Your melee attack against a vampire resolves with Advantage (free reroll). If you make the attack with a stake, it doesn’t count as an Improvised Weapon.
Real vampires don’t nibble on the necks of nubile young virgins. They tear people to pieces and suck the blood out of the chunks.
133/488
-
Mount & Blade
Technique
Cost: +0AP, +1C.
Requirement: A weapon with the Cavalry trait.
You Shift (maneuver one pace; this replaces the random movement after an attack), right before your mounted melee attack that has:
• Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn).
• Prowess ([Swords]: one use of offensive advantage against target until the end of your next turn).
134/488
-
Mount Attack

Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Cups}.
Your mounted melee attack can use an extra single pair (against the same target). The extra pair represents an attack by your mount. It also has Trample ([Court]: remise attack by your mount).
: You
Mount Attack.
The only true rule for cavalry is to follow the enemy as long as he retreats.
285/488
-
Mounted Attack
Technique
Cost: +0AP, +1C
or +0AP, +0C with a Cavalry weapon.
Your mounted melee attack against infantry has Trample ([Court]: remise attack by your mount).
: One use of Offensive Advantage (free reroll or replace) in a battle or mounted duel.
Without cavalry, battles are without result.
135/488
-
Mounted Shot
Technique
Cost:
, +0AP, +0C.
Your mounted ranged attack resolves with Advantage (free reroll), but your target has Disadvantage (forced reroll) for Block, Dodge and Parry tests against your attack.
136/488
-
Mutually Assured Destruction 
Technique — Monkey
Cost:
, +0AP, +2C
or +0AP, +1C, Reveal {The Moon}.
Your unarmed attack cannot be blocked or dodged and has a range increment of +0/+2. If the attack does not have a long range, it gains a long range of 2. However, if successful, your opponents will likewise be able to simultaneously perform an attack of opportunity against you that cannot be blocked or dodged.
+0/+2
455/488
-
Mystic Aim

Technique
Cost:
, +0AP, +1C
or
, +0AP, +2C for head
or +0AP, +1C, Risk {Swords} for head.
Your ranged attack resolves without penalties. If successful, the attack hits the location you wish it to hit.
: Reroll your hit location dice.
266/488
-
Naval Attack
Technique
Cost: +0AP, +1C
or +0AP, +0C with a Naval weapon.
Your melee or ranged attack while on a ship or in aquatic terrain has Prowess ([Swords]: one use of offensive advantage against target until the end of your next turn).
: One use of Offensive Advantage (free reroll or replace) in a naval duel.
137/488
-
Neko-Odori
Technique — Feline
Cost:
, 
, +0AP, +1C
or
, +0AP, +1C with Cat’s Eye.
Your unarmed attack or attack with a Light weapon resolves as if you counted twice against the Engagement Limit of your opponent (for purposes of determining flanking). You may optionally move yourself to the back of the opponent (at the cost of moving the two squares). If you do so, your attack becomes an Acrobatics test.
286/488
-
Nightingale Sings
Technique — Song
Cost:
, +0AP, +0C.
Keywords: Avian
Your unarmed attack has Unskilled (-1 die). Your next spell is cast with Advantage (free reroll). If the unarmed attack is a critical success, the spell has Offensive Advantage (free reroll or replace).
: Reroll a Song or Music test.
Preparation is half the battle...
138/488
-
Nightingale Sings No More
Technique — Avian
Cost:
, +0AP, +0C.
Your unarmed attack has Stifling ([Wands]: target is stifled).
: Reroll a Quickness test.
You quickly strike for the throat.
139/488
-
Nightshade Matrix

Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Herbam spell is protected from the corrupting influence of astral denizens, and gains Poisonous ([Cups]: target is poisoned). In addition, if the spell you cast through this matrix is a critical success you need only reveal (instead of spending) the inflicted Poison.
413/488
-
Nimble Dodge
Technique
Cost:
, +0AP, +0C
or +0AP, +0C vs. opportunity attack.
Your dodge defense resolves with Advantage (free reroll).
: Another ally in your aura (5 paces) may reroll a Dodge test.
140/488
-
Nine Hells Summary Execution 

Technique — Infernal
Cost:
, +1 AP, +2C.
Your melee attack has:
• Incendiary ([Wands]: target is burning; target is burning if attack inflicts damage).
• Risk {The Devil}: Tearing (two bonus damage dice and wounds require double normal time to heal).
•
: Damage +1 (roll an extra damage die). You can do this up to three times per attack.
368/488
-
Nonchalant Dodge
Technique
Cost:
, +0AP, +0C.
Your dodge defense cannot use more than
dice. If successful, your defense becomes a social attack that loses all traits, but has:
• [Arcana]: You
Nonchalant Dodge.
• [Pentacles]: Target is Taunted.
• [Cups, Swords, Wands]: Target is Angered.
141/488
-
Null Strike
Technique
Cost:
, +0AP, +0C.
Your melee or unarmed attack against a spirit has (if melee) Lethal (critical success on 5+) or (if unarmed) Murderous (critical success on 4+). It also has Oust ([Court]: target spirit is banished).
: One use of Offensive Advantage (free reroll or replace) in any duel against a spirit.
142/488
-
One Gesture
Technique
Cost:
, +0AP, +0C.
Your spell ignores
and limits
to a single gesture (the gesture is pretty flashy, so stealth is out of the question). This will reduce a 
requirement to
.
: You
One Gesture.
414/488
-
One Word
Technique
Cost:
, +0AP, +0C.
Your spell ignores
and limits
to a single word (the word must be spoken forcefully, so stealth is out of the question).
: You
One Word.
415/488
-
One-Two
Technique — Feint
Cost: +1AP, +1C
or +0AP, +1C on an opportunity or remise attack.
Your melee attack with a light weapon has Phenomenal (can use full house for free). If your target successfully parries this attack, their weapon must make a Hard (16) Durability test.
143/488
-
Outwit
Technique
Cost:
, +0AP, +1C.
Your block, dodge or parry defense against a feint or remise attack resolves with Advantage (free reroll). If successful, your opponent must make an opposed Intelligence test against you. The loser destroys her or his technique (or the ability to make remise attacks). On a critical success, the winner may
their technique.
144/488
-
Overhead Lash
Technique
Cost:
, +0AP, +0C.
Your melee attack with a Whip resolves with
Knockback ([Court, Swords]: target is pushed back 1d6 paces in a random direction; this replaces the random movement after an attack).
,
: Destined (free redraw of Trump) for a Damage trump of an attack with a Snaring weapon.
145/488
-
Palm of the Iron Fox
Technique
Cost:
, +1AP, +1C
or
, +0AP, +0C, Risk {Cups}.
Your unarmed attack or a melee attack with one free hand has
Feint ([Court]: remise attack, for which target has disadvantage).
: You
Palm of the Iron Fox.
287/488
-
Panther Snares Rabbit
Technique — Feline
Cost:
, +0AP, +0C
or +0AP, +0C, Reveal {Cups}.
If you are bound, grappled or otherwise restricted from moving, you may attempt to break loose or recover for free before your unarmed attack that has
Snaring ([Court, Wands]: target is grappled).
288/488
-
Parley?

Technique — Social
Cost:
, +0AP, +1C,
.
Your charm attack against the leader of a group of humanoids has an additional effect (a touch of magical suggestion). If successful, you (and companions) will not be harmed until you have a chance to negotiate with them (or a higher authority, if any exist).
, [shuffle slightly to the right]: Prevent any condition.
Parley! I invoke the right of parley. According to the Code, you have to take me to your captain!
416/488
-
Parma Vulgaris

Technique
Cost:
, +0AP, +1C.
Your block defense or magic save resolves with Advantage (free reroll).
, Exile Parma Vulgaris or Sacrifice a shield: You or an ally in your aura (5 paces) get an additional Magic Save of 4+ (before defense, roll 4 or more, modified by penetration, against a non-directed spell targeting you; if successful, the spell has no effect on you).
318/488
-
Pattern Matrix
Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your spell is protected from the corrupting influence of astral denizens, and is Extremely Hard (20) to detect astrally. In addition, if the spell you cast through this matrix is a critical success you Limit Break (set a single combat pool to
until the end of your next turn).
319/488
-
Pattern Symmetry
Technique
Cost:
, +0AP, +1C.
Your spell that targets an area resolves as normal, but you may extend its area of effect for free (double the area parameters).
: One use of Offensive Advantage (free reroll or replace) in a magical duel.
456/488
-
Peer into the Void
Technique
Cost:
, 2 AP,
,
.
Duration: Instant.
Requirements: An Obsidian item.
You look deep into the surface of your {Obsidian item}. Make a Magic versus Resistance test. If successful, the target drops out of any stance and automatically stops all sustained actions.
: Reroll a Geology or Stealth test.
5/10
480/488
-
Personal Challenge
Technique — Social
Cost:
, +0AP, +0C, 
or +0AP, +0C,
, Reveal {Temperance}.
Your taunt attack has an additional effect. If successful, your target is pressured to duel with you (you choose the type of duel, but it must be appropriate to the immediate situation). On a critical success, the target is both Shaken and Taunted. It is bad etiquette to interfere with a personal challenge (become dishonored on
).
369/488
-
Phantom Blade Slash
Technique
Cost:
, +1AP, +1C
or +0AP, +1C, Risk {Swords}.
Requirements: A Crystal Slash weapon
Your melee attack with a Crystal Slash weapon has Feint ([Court]: remise attack). If the remise attack is successful, it has Penetration +2 and causes Thunder Magic Damage (reduced by mystic armor).
457/488
-
Phoenix Essence Eventail

Technique — Avian
Cost:
: +0AP, +1C
or +0AP, +0C, Risk {Wands}.
Your melee attack with a Slashing weapon causes Fire Magic Damage (reduced by mystic armor). If you reveal {The Emperor}, your attack gains Damage +2 (roll two extra damage dice).
: Your attack gains Flail (target has -1 defense die) unless opponent spends
. You can do this up to three times per attack.
370/488
-
Pie to the Face
Technique
Cost:
, 2 AP,
, sacrifice Food.
Your thrown Ranged attack is Nonlethal (causes
instead of
) and if successful, it causes Blinded. On a critical success, it also causes Burning.
5/10
146/488
-
Piercing Shot
Technique
Cost:
, +0AP, +1C.
Your ranged or thrown attack with a penetrating weapon has bonus penetration and resolves with Advantage (free reroll). This adds on to the existing weapon penetration (if any), but is not cumulative with other penetration bonuses.
147/488
-
Pillage
Technique
Wanderlust (you can slot a land adjacent to this card).
Cost:
, +0AP, +2C, sacrifice Wanderlust land.
Limit Break (set a single combat pool to
until the end of your next turn) when facing multiple opponents in melee. If the sacrificed land wasn’t a Basic Land,
Limit Break (set a single combat pool to
until the end of your next turn).
458/488
-
Pistol Whip
Technique
Cost:
, +0AP, +1C.
Your melee attack with the butt or handle of a pistol or musket has
Stunning ([Court, Pentacles]: target is stunned). If you attack with a musket, it also has Trip ([Swords]: target is knocked down).
: Quickdraw (drawing this is a free action) a pistol.
148/488
-
Planar Matrix

Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Teleport spell is protected from the corrupting influence of astral denizens and is considered a Planar test. In addition, casting the spell through this matrix effectively doubles its range. If the range is Touch, it becomes 5 paces.
: Reroll a Navigation test.
459/488
-
Point Blank Shot
Technique
Cost:
, +0AP, +0C.
Your ranged attack against a target that is not adjacent to you, but within 5 paces has Damage +1 (roll an extra damage die). If your attack is a critical success (even if target defends), you may spend
to Limit Break (set a single combat pool to
until the end of your next turn).
149/488
-
Poison the Well

Technique
Cost:
, +0AP, +1C.
Your ranged Poisonous attack can use Ingested Poisons. They gain AoE:1 (affects everyone within one pace).
417/488
-
Positioning Shot
Technique
Cost: +1AP, +1C.
You Shift (maneuver one pace; this replaces the random movement after an attack) left or right before your ranged attack, that resolves as normal. On a critical success (even if target defends), you may Shift again, in any direction, but not diagonally.
150/488
-
Pouring Wine
Technique — Social
Cost:
, 3AP, 
,
.
Keywords: Mundane, Trick.
Once per combat, while you are in the Drinking from the Jug stance, you pour yourself and your enemies a cup from your jug. This elaborate and difficult task causes a pause in your surroundings. Make a Very Hard (18) Fellowship test. If successful, no one may act while you pour, and all attention is focused on you. This allows a single ally to take a surprise action. On a critical success, a second ally may also take an action.
151/488
-
Power Drain
Technique
Cost:
, +0AP, +1C
or +0AP, +1C, Reveal {Arcana}.
Your unarmed attack is Unskilled (-1 die).
If successful, your attack causes no damage, but instead loses 1d4 from either their Mana Pool or their pattern (vis). The target can no longer add mana to their Mana Pool until they succeed in a Very Hard (18) Recovery test (costs 6 AP). On a critical success, the target is Stifled.
320/488
-
Power Infused Matrix

Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Vim spell is protected from the corrupting influence of astral denizens, and is considered a Projectile (disadvantage unless you are aiming; target has disadvantage).
321/488
-
Power Shot

Technique
Cost:
, +1AP, +1C, 1 ammo.
Your missile or thrown attack inflicts Magic Damage (reduced by mystic armor) and has Damage +1 (roll an extra damage die). In addition, damage from your damage die automatically affects everyone adjacent to your target.
418/488
-
Powerful Blow
Technique
Cost:
, +0AP, +0C.
Your melee attack with a weapon that is not Light has Damage +1 (roll an extra damage die). Alternatively, a melee attack with a Large weapon has Damage +2 (roll two extra damage dice).
152/488
-
Precise Strike
Technique
Cost:
, +1AP, +1C.
Your melee attack with a weapon resolves with Advantage (free reroll) and inflicts at least [Intelligence] damage (if it hits).
You always roll an extra hit location die (cumulative) to determine where your attacks hit when Precise Strike is slotted.
153/488
-
Prise De Fer
Technique
Cost:
, +0AP, +2C
or
, +0AP, +1C with parry mastery.
Your parry defense cannot use more than
dice. If successful, your defense roll becomes an attack that loses all traits (your opponent has disadvantage), but has:
• [Arcana, Pentacles]: Deal no damage and your weapon must make a Normal (14) Durability test.
[Cups, Swords, Wands]: Deal
damage.
154/488
-
Prophetic Matrix


Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Fate spell is protected from the corrupting influence of astral denizens. You have Advantage (free reroll) for casting that Fate spell. On a critical success, the spell causes a Fate Lash (reveal the top card of the deck; if you cannot reveal a card of the same suit from your hand, you suffer
and discard a random card from your hand) in addition to its effects.
419/488
-
Push Forward!
Technique
Cost: +1AP, +1C
or +0AP, +1C with a bulwark shield.
Your melee attack resolves as normal. On a critical success, you inflict normal damage (instead of critical damage) and Knocked Down. After the attack, you Shift (maneuver one pace; this replaces the random movement after an attack) yourself forward. Your opponent is Pushed in the same direction (this provokes an opportunity attack, but not from you).
155/488
-
Push Kick
Technique
Cost:
, +0AP, +0C.
Your unarmed parry defense cannot use more than
dice and resolves with Advantage (free reroll) if you acted before your attacker this turn. If successful, your defense becomes an attack that loses all traits, but has:
• [Arcana, Pentacles]: You
Push Kick.
• [Cups, Wands]: No damage, target is Pushed back two paces.
• [Swords]: No damage, target is Knocked Down.
156/488
-
Quarterstaff Kick
Technique
Cost:
, +0AP, +0C.
Your melee attack with a quarterstaff can use an extra single pair (against a different or the same target). The extra pair represents an unarmed attack.
: Reroll an unarmed attack or reroll a melee attack with a quarterstaff.
157/488
-
Quick Gulp
Technique
Cost:
, +0AP, +0C.
Your melee attack resolves as normal. After the attack has resolved (including any counterattacks), you may quickly drink one of your slotted potions (reduce the action point cost to zero, but pay other costs as normal).
GULP!
158/488
-
Quick Kick
Technique
Cost:
, +0AP, +0C.
Your melee or unarmed attack has Trip ([Swords]: target is knocked down). After the attack you decide how the target moves (instead of random movement), but you can only Push your target.
159/488
-
Quick Shot
Technique — Feint
Cost: +1AP, +1C
or +0AP, +1C on an opportunity or remise attack.
Your ranged attack with an automatic, light or reload:2 (or less) weapon has Phenomenal (can use full house for free). If your target successfully dodges this attack, their next action has Disadvantage (forced reroll).
160/488
-
Rabid Attack

Technique
Cost:
, +1AP, +0C or +0AP, +1C while Berserk.
Your melee attack has:
•
Impressive ([Court, Cups]: target is shaken; a critical success does not inflict lethal injury, but normal damage and intimidated).
• Provoke ([Pentacles]: target is angered).
: You become Berserk. At the start of each turn, someone in your aura (5 paces) becomes Berserk.
371/488
-
Raging Blow
Technique
Cost:
, +0AP, +1C
or +0AP, +1C when berserk
or +0AP, +0C, Risk {Wands}.
Your melee attack has a bonus damage die (cumulative). After the attack (successful or not), you keep the bonus damage die, applying it to future melee attacks this scene.
: Become Berserk.
372/488
-
Raven Flight Matrix

Technique — Avian
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Animàl spell is protected from the corrupting influence of astral denizens, and gains Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn). In addition, if the spell you cast through this matrix is a critical success it also gains Concealable (disadvantage to find this item).
289/488
-
Raven Sigil Matrix

Technique — Avian
Cost:
, +0AP, +1C.
Requirement: Spell Matrix.
Your Animàl
spell is protected from the corrupting influence of astral denizens, and has
Provoke ([Court, Pentacles]: target is angered; a critical success does not inflict lethal injury, but normal damage and taunted).
290/488
-
Raven's Call
Technique — Avian
Cost:
, +0AP, +0C.
Your unarmed attack has
Provoke ([Court, Pentacles]: target is angered; a critical success does not inflict lethal injury, but normal damage and taunted).
Well the raven is a wicked bird
His wings are black as sin
And he floats outside my prison window
Mocking those within
291/488
-
Reach for Nirvana
Technique
Cost:
, +0AP, +0C.
Your unarmed attack has a Range Increment of +1/+0 and is considered a Contortion test.
“Without enlightenment, you are lost in darkness! Seek the light!”
161/488
-
Ready Action
Technique
Cost: +0AP, +1C
or +0AP, +0C with Improved Initiative.
You can prepare almost any action so you can perform it as a reaction, out of normal turn order. You must set a clear condition that triggers your readied action. You cannot take any other actions before the resolution of the prepared action, except for free actions and up to one defensive dodge. If you do, the prepared action is lost.
162/488
-
Reciting Vows
Technique
Cost:
, +0AP, +1C, 
or +0AP, +1C,
, with Sacred Oath.
When rolling for a Catch Your Breath action, roll 2d6 and keep the highest. You may spend up to 3
or
to recover an additional
.
267/488
-
Reckless Charge
Technique
Cost:
, +1AP, +0C, 
or +1AP, +0C with the Rush trait.
Your melee attack has:
• Large (requires both hands, but can use three of a kind for free).
• Mobility +2 (two extra mobility points).
However, you must spend your entire mobility pool. If you move into your opponent’s square, you and your opponent may have to make an opposed Weapon Skill test to determine who is Knocked Down.
163/488
-
Reckless Strike
Technique
Cost:
, +0AP, +1C, {S}.
Your melee attack has:
• Damage +2 (roll two extra damage dice).
• Large (requires both hands, but can use three of a kind for free).
• Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
164/488
-
Red Fury
Technique
Cost:
, +0AP, +1C.
Your melee attack has:
• Damage +1 (roll an extra damage die).
•
Razor ([Court, Cups]: target is bleeding).
: Your directed spells have Damage +1 (roll an extra damage die) this scene.
322/488
-
Red Talon Strike
Technique
Cost: +0AP, +1C.
Requirements: Shape Shifter
Only usable against animals or opponents with greater Size than you. Your hand veers into a fearsome claw (slashing), just before your unarmed attack that has:
•
Razor ([Court, Cups]: target is bleeding).
• Penetrating ([extra pair]: bonus penetration).
460/488
-
Reverberation

Technique
Cost:
, +0AP, +1C or +0AP, +0C,
.
Your defense against a directed attack uses Warding pool (instead of block, dodge or parry) and cannot use more than
dice. If successful, your defense becomes an attack that loses all traits, but has:
• [Arcana, Pentacles]: Deal no damage and suffer
.
• [Cups, Swords, Wands]: Deal
Magic Damage (reduced by mystic armor) as normal.
You
Reverberation at the start of each turn.
323/488
-
Reverse Stroke
Technique
Cost:
, +0AP, +1C.
Your melee attack with a weapon has:
• Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
• Phenomenal (can use full house for free).
Strike that. Reverse it.
165/488
-
Righteousness 

Technique
Cost:
, +1AP, +1C or +0AP, +1C,
.
Your parry defense resolves with Limit Break (set a single combat pool to
until the end of your next turn). On a critical success, you may switch this Limit Break to your Melee pool (it will still end at the end of your next turn).
420/488
-
Riposte
Technique
Cost:
, +0AP, +1C.
or
, +0AP, +0C with parry mastery.
Your parry defense cannot use more than
dice. If successful, your defense becomes an attack that loses all traits, but has:
[Arcana, Pentacles]: Deal no damage and your weapon must make a Normal (14) Durability test.
[Cups, Swords, Wands]: Deal
damage.
You
Riposte at the beginning of each turn.
166/488
-
Risky Blow
Technique
Cost:
, +0AP, +0C.
Your melee attack resolves as normal. After the attack (successful or not) your target must make an opposed Weapon Skill test against you. The loser is Staggered.
: Reroll a Weapon Skill test.
167/488
-
Roll to Dodge
Technique
Cost: +0AP, +1C.
Your dodge defense resolves as normal. If successful, you may Shift (maneuver one pace; this replaces the random movement after an attack).
168/488
-
Run Through
Technique
Cost:
, +0AP, +0C.
Your melee attack with a piercing weapon has Sharp (armor penetration +1). After the attack, if you used a bayonet, cutlass or spear, you Shift (maneuver one pace; this replaces the random movement after an attack) yourself and your target.
169/488
-
Rune Matrix
Technique
Cost:
, +0AP, +1C.
Requirement: Morndin or Spell Matrix.
Your rune or spell is protected from the corrupting influence of astral denizens, and is Extremely Hard (20) to detect astrally. In addition, runes and spells cast through this matrix are harder to counter; opponents have Disadvantage (forced reroll) when trying to do so.
324/488
-
Rune of Forge Fire

Technique
Cost:
, +1AP, +1C.
Activate this rune. Your melee attack resolves as normal.
: On any melee attack where your active Trump is {Wands}: Target is Burning.
373/488
-
Rune of Fury

Technique
Cost:
, +1AP, +1C, Quick Phase.
Activate this rune. Shift (maneuver one pace; this replaces the random movement after an attack) for each
you pay. Then your melee attack resolves as normal. While this rune is active you are Fleet (+1 mobility point, cumulative).
: When you act in the Deliberate Phase and recover at least
: Recover an additional
.
421/488
-
Rune of Lightning

Technique
Cost:
, +1AP, +1C.
Activate this rune. Your melee attack resolves as normal.
: On any melee attack where your active Trump is {Swords}: Target is Stunned.
268/488
-
Rune of Oath and Steel


Technique
Cost:
,
, +1AP, +1C.
Activate this rune. Your melee attack resolves as normal. While this rune is active, your items are Dependable (advantage for durability and save tests).
: On any melee attack where your active Trump is {Pentacles}: Target must make a Hard (16) Durability test for a worn item.
383/488
-
Rune of Parrying

Technique
Cost:
,
, +0AP, +0C, Sustained.
Activate this rune to gain a free parry defense (this round only). While this rune is active, your parry defenses resolve with Advantage (free reroll).
384/488
-
Rune of Smiting

Technique
Cost:
, +1AP, +1C.
Activate this rune. Your melee attack resolves as normal. While this rune is active you collect
at the end of each round.
: On any melee attack while you have
:
•
: Advantage (free reroll).
• 
: Lethal (critical success on 5+).
• 

: Limit Break (set a single combat pool to
until the end of your next turn).
269/488
-
Rune of Strength

Technique
Cost:
, +1AP, +1C.
Activate this rune. Your melee attack resolves as normal. While this rune is active, your attacks have Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
: On any melee attack where one of your damage dice comes up
: You have Double Chi (damage dice explode) this attack.
325/488
-
Rune of Striking


Technique
Cost:
,
, +1AP, +1C.
Activate this rune. Your melee attack resolves as normal. While this rune is active, your attacks automatically have Damage +1 (roll an extra damage die).
: On any melee attack where your active Trump is {Arcana}: Limit Break (set a single combat pool to
until the end of your next turn).
326/488
-
Rune of Tears

Technique
Cost:
, +1AP, +1C.
Activate this rune. Your melee attack resolves as normal. While this rune is active, when you suffer
, an opponent in your aura (5 paces) suffers the same amount (this is considered a targeted spell effect).
: On any melee attack where your active Trump is {Cups}: Target is Bleeding.
292/488
-
Scorpion and the Frog

Technique — Social
Cost:
, +1AP, +1C, 
or +1AP, +0C,
, Risk {Wands}.
Your taunt attack has an additional effect. If successful, your target becomes overconfident and drops a random benefit (such as a stance or a blessing). On a critical success, the target will not reapply the benefit for the rest of combat.
It’s in my nature.
374/488
-
Second Attack
Technique
Cost:
, +1AP, +1C.
Your melee attack can use an extra single pair (against a different or the same target) and has Feint ([Court]: remise attack).
: Reroll any Attack test.
171/488
-
Shaft Smack
Technique
Cost:
, +0AP, +0C.
Your melee attack with a polearm has Stunning ([Pentacles]: target is stunned).
: Prevent Disarmed with a polearm.
172/488
-
Sharpshooting
Technique
Cost:
, +0AP, +1C.
or
, +0AP, +0C (with a musket or rifle).
Make an opposed Perception test against your target just before your ranged attack that resolves with Advantage (free reroll) and has two additional location dice (cumulative) to determine where the attack hits (if you won the opposed test, ignore the cover trait).
173/488
-
Shield Advantage
Technique
Cost:
, +0AP, +0C.
Your block defense with a shield resolves as normal, but if the attack causes a condition, you may attempt to prevent it with a Normal (14) Durability test.
174/488
-
Shield Bash
Technique
Cost:
, +0AP, +0C, Durability.
Your melee attack with a shield resolves with Advantage (free reroll) and has
Trip ([Court, Swords]: target is knocked down). On a critical success, you inflict normal damage (instead of a critical damage) and Knocked Down.
175/488
-
Shield Beater
Technique — Feint
Cost: +1AP, +1C
or +0AP, +1C on an opportunity or remise attack.
Your melee attack with a heavy weapon has Phenomenal (can use full house for free). If your target successfully blocks this attack, their shield must make a Hard (16) Durability test or break.
176/488
-
Shield Charge
Technique
Cost:
, +1AP, +0C, Durability.
Your melee attack with a shield has:
• Mobility +2 (two extra mobility points).
•
Trip ([Court, Swords]: target is knocked down).
On a critical success, you inflict normal damage (instead of a critical damage) and Knocked Down. Must Move!
177/488
-
Shield Defense
Technique
Cost: +0AP, +1C.
Your block defense with a shield resolves as normal, but it automatically prevents one Armor Defeating
.
You know exactly how to protect yourself from devastating blows with a shield.
178/488
-
Shield Hook
Technique
Cost:
, +0AP, +1C.
Your melee attack with an axe against a target with a shield loses all traits, and instead has:
• Feint ([Court]: remise attack) with your offhand.
• [Pentacles, Swords, Wands]: Your axe and your target’s shield are “grappling”. Target cannot apply advantage to defense, and instead has Disadvantage (forced reroll) for Block tests until he unhooks your axe with a Recovery test. You cannot use your axe while it is hooking the shield.
179/488
-
Shield Master
Technique
Cost:
, +0AP, +1C, Durability.
Your block defense with a shield resolves with Defensive Advantage (free reroll or replace) and without penalties. On a critical success, until the end of the scene, your attacks automatically have Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn).
To my sword I owe my glory, but to my shield I owe my life.
180/488
-
Shield of Fate

Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Cups}.
Your block defense can be used to defend for an adjacent ally. On a block for an ally, you reveal the top Trump of the Fate Deck and have a chance to draw it (on
,
).
422/488
-
Shield Ricochet
Technique
Cost:
, +0AP, +0C, Durability.
Your block defense with a shield against a ranged attack resolves with Advantage (free reroll), even against a projectile weapon, and the attack is treated as if it has Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success).
Where did that come from!?
181/488
-
Shield Riposte
Technique
Cost:
, +0AP, +1C.
Your block defense with a shield cannot use more than
dice. If successful, your defense roll becomes an attack that loses all traits, but has:
• [Arcana, Pentacles]: Deal no damage and your shield must make a Normal (14) Durability test.
• [Cups, Swords, Wands]: Target is Knocked Down.
You
Shield Riposte at the start of each turn.
182/488
-
Shield Sweep
Technique
Cost:
, +0AP, +1C.
Your melee attack with a shield can use an extra single pair (against a different or the same target) and has Trip ([Swords]: target is knocked down). On a critical success, you inflict normal damage (instead of a critical damage) and Knocked Down.
183/488
-
Shirayuki Matrix
Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Freezing
spell is protected from the corrupting influence of astral denizens, and targets not only your target, but everyone adjacent to the target (even allies).
293/488
-
Shoryuken Fist
Technique
Cost:
, +0AP, +1C.}.
You cannot be moved by random movement while using this technique. Instead you jump upwards 1 pace (mind the ceiling) and then land again.
Your unarmed punch attack has:
• Shoving ([Cups, Swords, Wands]: target is pushed back two paces in a random direction; this replaces the random movement after an attack).
• 1 AP or 1 MP: This attack gains Damage +1 (roll an extra damage die, cumulative).
184/488
-
Shoulder Charge
Technique
Cost:
, +1AP, +1C
or
, +1AP, +0C with the rush trait.
Your unarmed attack has:
• Mobility +4 (four extra mobility points).
• Trip ([Swords]: target is knocked down).
However, you must spend your entire mobility pool. If you move into your opponent’s square, you and your opponent may have to make an opposed Weapon Skill test. The loser is Knocked Down.
185/488
-
Shoulder the Weight
Technique
Cost:
: +0AP, +1C.
Requirements: Wield a weapon and a shield.
Your melee attack against a Mount or a target of Size 1 or greater gains Defender ([Pentacles]: one use of defensive advantage against target until the beginning of your next turn). Until your next turn, you are Accurate (+1 attack die, up to
) and Balanced (+1 defense die, up to
) against this target.
186/488
-
Shoving Strike
Technique
Cost:
, +0AP, +0C.
Your melee attack with a polearm (or with any weapon and a shield in your offhand) has Shoving ([Cups, Swords, Wands]: target is pushed back two paces in a random direction; this replaces the random movement after an attack).
: You can attack an adjacent target with a long weapon (you must use this technique if it is
).
187/488
-
Shrouded in Jade
Technique — Abjuration
Cost:
, +0AP, +0C with a Jade item.
You block a directed spell effect targeting you using your Magic pool. If this attack would cause
, negate the Corruption test. You must make a Durability test against the
difficulty (even if the attack fails). If you fail, the item is destroyed.
385/488
-
Shunpo Flash Step

Technique
Cost:
, +0AP, +0C
or +0AP, +0C, Reveal {The Chariot}.
When using Mobility Points, your movement does not trigger Opportunity Attacks. You have Shift (maneuver one pace; this replaces the random movement after an attack) this round.
423/488
-
Shuriken-do
Technique
Cost:
, +0AP, +0C.
Your thrown attack with a shuriken resolves without penalties and ignores the first 5 paces to calculate range. If desired, change the weapon’s type to Pierce or Slash.
: Produce a shuriken.
188/488
-
Silberback Tackle
Technique — Grapple
Cost:
, +0 AP, +0C.
Your Grapple attack against an animal or a half-animal (such as a chimaera or a werewolf) has Advantage (free reroll). If the target becomes Grappled, immediately flip the Grappled condition. Combining Silberback Tackle with the Grapple technique does not count against your limit of combining techniques (but does still count against your Weapon Skill limit).
189/488
-
Silent Blow
Technique
Cost:
, +0AP, +0C.
Your melee or thrown attack with a light weapon barely makes any noise.
: Reroll an Ambush test.
190/488
-
Silver Fang Heritage
Technique
Cost:
, +0AP, +0C, Werewolf.
While in your Werewolf form, your block or parry defense ignores your Vulnerable (injury threshold is halved) to silver until the end of the round and it automatically prevents one Armor Defeating
.
486/488
-
Sinister Strike
Technique
Cost:
, +0AP, +0C.
Your melee attack with a light weapon has Damage +2 (roll two extra damage dice). If you are wielding a light weapon in each hand, your attack instead has Damage +3 (roll three extra damage dice), even if you do not use both weapons in the attack.
191/488
-
Six Harmony Fist
Technique
Cost:
, +1AP, +1C.
Your unarmed attack inflicts Magic Damage (reduced by mystic armor), even though you remain completely mundane.
Always aim at complete harmony of thought and word and deed. Always aim at purifying your thoughts and everything will be well.
192/488
-
Skillful Lunge
Technique
Cost:
, +0AP, +0C.
You Shift (maneuver one pace; this replaces the random movement after an attack) before your melee attack, that resolves as normal.
193/488
-
Skirmish
Technique
Cost: +0AP, +1C
or +0AP, +0C when flanking.
Your physical attack resolves as normal. On a critical success (even if target defends), move one pace in any direction or gain a Command Point (until the end of the scene).
194/488
-
Smashing Blow
Technique
Cost:
, +0AP, +0C
or +0AP, +0C, Reveal {Pentacles}.
Your unarmed attack has Damage +1 (roll an extra damage die). In addition, the blow has great effect on barriers (doors, shield, walls), both magical and mundane: it must make a Hard (16) Durability test. You attempt this technique multiple times for the same barrier, but each attempt after the first costs
or 
.
461/488
-
Snake Creeps Down
Technique — Serpentine
Cost:
, +0AP, +0C.
Your unarmed attack has Flexible ([Wands]: target is disarmed; can attack in any direction, ignoring facing).
: Reroll a Climbing test (up to two times if you’re climbing down).
195/488
-
Snake in Eagle’s Shadow
Technique — Avian
Cost:
, +0AP, +0C,
.
Your unarmed attack from higher ground while screaming like an eagle has Accurate (+1 attack die, up to
).
If you move next to (or over) appropriate scenery (like a low wall, a rock or a tree), you can “create” higher ground with a free Hard (16) Quickness test [0AP, 2C]. However, if you fail the test, you are Knocked Down.
196/488
-
Sonic Boom
Technique — Shout
Cost:
, 5 AP,
or
, 4 AP,
if you are a Dwarf.
You produce a booming sound in an unobstructed straight line towards a target. Make a Ranged vs Dodge, Block test. If successful, inflict
physical damage. This attack has the following traits:
• Knockback ([Swords]: target is pushed back 1d3 paces in a random direction; this replaces the random movement after an attack).
• Projectile (disadvantage unless you are aiming; target has disadvantage).
5/10
197/488
-
Sparrow in Swallow's Nest
Technique — Avian
Cost:
, +0AP, +1C.
Your unarmed attack while flanked resolves with Advantage (free reroll). After the attack, if you are no longer Flanked, you may pay
to Limit Break (set a single combat pool to
until the end of your next turn).
: Engagement Limit is 5 for 2 rounds.
198/488
-
Spell Analysis
Technique
Cost:
, +0AP, +1C
or +0AP, +1C with Sharingan.
Your warding defense resolves with Advantage (free reroll), and is also considered an Occult test. On a critical defense, place the Marked condition on your attacker until the end of the scene, although you can extend it to the next twilight with a Hard (16) Magic test (you may only have one mark active at any one time).
462/488
-
Spell Guardian
Technique
Cost:
, +0AP, +1C.
Requirement: A mythical or summoned servant to act as Spell Guardian.
Abjuration effects against your spell have Disadvantage (forced reroll). On a critical success, your spell cannot be countered. If the spell is still successfully countered, your Spell Guardian receives
Magic Damage (reduced by mystic armor).
199/488
-
Spell Matrix
Technique
Cost: +0AP, +1C
or +0AP, +0C, Reveal {Arcana}.
Your spell is protected from the corrupting influence of astral denizens, and is Very Hard (18) to detect astrally.
Spells are traditionally placed in a matrix to shield the magician from any corrupt energy present in astral space when forming the spell.
200/488
-
Spellbound
Technique
Cost:
, +0AP, +0C.
Your directed attack has
Pinning ([Court, Pentacles]: target is pinned).
The very suggestion
of your words, she said,
bind my wrists tighter than any rope.
327/488
-
Spelljammer Matrix

Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your spell is protected from the corrupting influence of astral denizens, and gains Penetration: 2 (ignore two points of armor). In addition, if the spell you cast through this matrix is a critical success it cannot be dodged.
424/488
-
Spellstorm



Technique
Cost:
, +1AP, +0C,
.
Your spell that has a single target resolves as normal. After it resolves you must immediately cast a free copy of the spell, which has a Complexity one higher than the last copy and must target a different, legal target. Repeat this process until a copy reaches Complexity 6 or no legal targets are available. A focus (if you use one) applies to both the original and all copies (it will, in most cases, allow or force you to cast one extra copy).
425/488
-
Spinning Loon Attack
Technique
Cost:
, +0AP, +1C.
Your melee attack with a Flail weapon resolves with Knockback ([Swords]: target is pushed back 1d3 paces in a random direction; this replaces the random movement after an attack). You may choose to apply this Knockback effect against any additional target in range. Each additional target costs an additional Action Point and increases the Complexity by 1.
201/488
-
Spirit Bargain


Technique — Social
Cost:
, +1 minute, +1C.
Your bargain action against a spirit allows you to make deals with spirits without constraining yourself in the bargain. You must be able to hold a short, civil conversation with the spirit. If successful, you procure a single service, which must be completed before the end of the current lunar cycle. On a critical success, you procure two services.
426/488
-
Spirit Block


Technique
Cost:
, -1 AP, -1 Complexity.
Your block defense resolves without penalties, and you can block even if you cannot see (or know about) an attack.
Spirit Block does not work in areas a spirit cannot affect, like in a consecrated graveyard or Life Circle of One. If your spirit is banished it automatically returns at twilight.
You
Spirit Block at the start of each turn.
427/488
-
Spirit Claw
Technique
Cost:
, +0AP, +1C.
You mold spiritual energy into over sized astral claws that inflict Magic Damage (reduced by mystic armor), just before your unarmed attack against a spirit that has:
• Oust ([Court]: target spirit is banished).
• Penetration: 1 (ignore one point of armor).
• Strain (costs
instead of
).
463/488
-
Spirit Dodge


Technique
Cost:
, -1 AP, -1 Complexity.
Your dodge defense resolves without penalties, and you can dodge even if you cannot see (or know about) an attack.
Spirit Dodge does not work in areas a spirit cannot affect, like in a consecrated graveyard or Life Circle of One. If your spirit is banished it automatically returns at twilight.
You
Spirit Dodge at the start of each turn.
428/488
-
Spirit Ram
Technique
Cost:
, +0AP, +1C.
You mold spiritual energy into an astral battering ram, just before your unarmed attack against a spirit that has:
• Knockback ([Swords]: target is pushed back 1d3 paces in a random direction; this replaces the random movement after an attack).
• Mobility +1 (an extra mobility point).
• Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
• Stunning ([Pentacles]: target is stunned).
However, you must spend your entire mobility pool.
464/488
-
Spirit Strike
Technique
Cost:
, +0AP, +1C or +0AP, +0C,
.
Your melee or ranged attack with a weapon briefly shifts into astral space before it hits, trailing cold green wisps of mist. Your target has Disadvantage (forced reroll) to defend against this attack. Spirit Strike causes Physical Damage (reduced by physical armor), but can affect spirits.
328/488
-
Split Shot
Technique
Cost:
, +0AP, +1C, 3 ammo.
Your ranged attack with an automatic weapon, or with a missile weapon with reload:2 or less, or with two light throwing weapons resolves with Advantage (free reroll) and can use an extra single pair (against a different target who must be within 5 paces of your primary target).
: Draw or reload one of the above weapons for free.
202/488
-
Spot Armor Flaw
Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Swords}.
Your melee or ranged attack resolves with Advantage (free reroll). If successful, it is automatically Armor Defeating (your target can counter this as normal with 
).
Spot Armor Flaw cannot be used on a target with Bulwark (many shields have this trait).
270/488
-
Spot Weakness
Technique
Cost:
, +0AP, +0C.
Requirement: Sharingan.
Your melee attack has one of these effects (your choice; it triggers after your attack):
• Make an opposed Perception or Weapon Skill test against your target. The loser ends all stances.
• Gain one use of Offensive Advantage (free reroll or replace) against your target.
482/488
-
Staggering Insult
Technique — Social
Cost:
, +0AP, +0C.
Requirement: Target must understand you.
Your taunt attack has an additional effect (if in a crowd the defender has disadvantage). If successful, the target is also Staggered.
“Sir, I would love to trade insults with you, but I fear I would not get a fair return for my investment.”
203/488
-
Stake Them!
Technique
Cost:
, +0AP, +0C (flip into mortal resolve).
Your melee attack with a stake does not count as an improvised weapon, and you roll an extra location die. Against vampires, it has:
• Accurate (+1 attack die, up to
).
• Penetrating ([extra pair]: bonus penetration).
: One use of Defensive Advantage (free reroll or replace) against a vampire.
204/488
-
Stand and Deliver
Technique — Social
Cost:
, +0AP, +0C,
.
Your intimidate attack performed at night has an additional effect. If successful, the target is far less likely to put their personal safety over monetary concerns (will gladly hand over valuables to be rid of you). It also make it unlikely that somebody will immediately pursue you.
205/488
-
Stay Down
Technique — Social
Cost:
, -1AP, +1C.
Your intimidate attack against a disarmed, knocked down or prone target has an additional effect (target cannot avoid opportunity attacks even if this attack fails) and resolves with Advantage (free reroll) if you wield a weapon with a range of at least 2.
“May I suggest you stay where you are, sir?”
206/488
-
Steady the Drunkard
Technique — Grapple
Cost:
, +0 AP, +2C or
+0 AP, +1C with Drunken Master.
Your unarmed attack does not cause any damage or conditions. Instead, on a successful attack your opponent becomes Grappled. While grappled, your opponent cannot use any non-mundane abilities or bonuses. This attack cannot be blocked.
It freezes the life blood of your opponent, making them unable to channel any magic.
207/488
-
Steely Stare
Technique — Social
Cost:
, +0AP, +1C, Sustained.
Your curse intimidate attack has an additional effect (target is less effective). If successful, the target is Inaccurate (-1 attack die) against you as long as you retain visual contact. On a critical success, the target is Inaccurate for attacks against allies in your aura (5 paces) as well.
375/488
-
Steps Towards the Underworld 
Technique — Infernal
Cost:
, 2 AP,
.
Duration: Instant.
Each square you pass through while moving leaves behind a blazing fire until the end of the round. Anyone moving through this square receives
Fire Magic Damage (reduced by mystic armor). When used in the Deliberate Phase, you can also use up to 2 Actions Points for movement (if wanted).
: Extend the Duration of the blazing fire until the end of scene.
376/488
-
Sting of the Scorpion's Tail
Technique
Cost:
, +0AP, +0C.
Your melee attack has Poisonous ([Cups]: target is poisoned). Sting of the Scorpion’s Tail has no effect if you do not have poison. You can apply any poison you own if the trait triggers.
: Produce scorpion venom.
208/488
-
Stop Hit
Technique
Cost:
, +0AP, +0C.
Your melee or ranged attack has Pinning ([Pentacles]: target is pinned). After the attack, if you drop your weapon (or if you used ammo), your target must make an opposed Weapon Skill test against you or become pinned.
209/488
-
Stopping Aim
Technique — Social
Cost:
, +0AP, +1C, Sustained.
Your intimidate attack with a ranged weapon allows you to stop opponents dead in their tracks for fear of being skewered. If successful, the target is Immobilized and Shaken. In addition, the target cannot recover from any conditions while you aim your weapon at her or him. On a critical success, the target is Immobilized and Intimidated.
377/488
-
Storm Arrow

Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Swords}.
Your ranged attack with metal (tip) ammo inflicts Physical Damage (reduced by physical armor) and has:
• Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests).
• Reload:0 (costs 0 AP to reload).
• Stunning ([Pentacles]: target is stunned).
271/488
-
Stormstrike
Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Swords}.
Your melee attack with a metal weapon inflicts Thunder Magic Damage (reduced by mystic armor) and has:
• Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests).
• Stunning ([Pentacles]: target is stunned).
272/488
-
Strength in Numbers
Technique — Social
Cost:
, +0AP, +0C.
Your melee or social attack, made against an opponent whose party your party outnumbers, resolves with Advantage (free reroll).
: Enhance Engagement Limit [+1/4] for yourself and an adjacent ally until the end of the scene (cannot be activated when alone).
210/488
-
Subdue the Sun
Technique
Cost:
, +1AP, +1C
or +1AP, +0C, Reveal {Pentacles}.
Your unarmed melee attack resolves as normal. You gain Damage +1 (roll an extra damage die). If this attack inflicts Exhausted, it also inflicts Stunned. You may reveal {Strength} to gain Double Chi (damage dice explode) for this attack.
211/488
-
Sudden Strike
Technique — Feint
Cost: +1AP, +1C or +0AP, +1C on an opportunity or remise attack.
Your unarmed or melee attack has Phenomenal (can use full house for free).
: Quickdraw (drawing this is a free action) a weapon.
212/488
-
Super Strength
Technique
Cost:
, +0 AP, +1 Complexity
or +0AP, +0C, Risk {Pentacles}.
Your unarmed attack has
Knockback ([Court, Swords]: target is pushed back 1d6 paces in a random direction; this replaces the random movement after an attack). If a target is pushed back into an obstacle, a Very Hard (18) Quickness test might be appropriate to avoid becoming Knocked Down.
465/488
-
Suplex Manoeuvre
Technique — Grapple
Cost:
, 5 AP, 4C or
5 AP, 3C with Wrestler.
You flip your opponent over your head. Make a Light vs Resistance test against an opponent you are grappling. This is considered an unarmed attack. If successful, they receive
physical Bludgeon damage and become Knocked Down. They are no longer Grappled.
213/488
-
Surprise Strike
Technique
Cost:
, +1 AP, +0 Complexity
or +0 AP, Risk {Swords} or {Wands}.
Your melee or thrown attack with a light weapon against a flanked or surprised target has Damage +4 (roll four extra damage dice).
466/488
-
Switch Tactics
Technique
Cost:
, +0AP, +1C.
Drop your held weapon and Quickdraw (drawing this is a free action) a slotted weapon of another type. Make an Agility test [0AP, 3C]. If successful, make an attack that resolves with Offensive Advantage (free reroll or replace). If you fail, drop both weapons (lose all remaining action points).
214/488
-
Sword-Point Diplomacy
Technique — Social
Cost: +0AP, +1C,
,
.
Duration: Instant.
Keywords: Mundane.
If you clearly have the upper hand (in military terms) on your opposition, you have Offensive Advantage (free reroll or replace) for any bargain, charm, or intimidate test.
Take my blood if you want. Just don’t take my gold!
5/10
215/488
-
Tailgating
Technique
Cost:
, 
.
For each two squares you move through that any of your allies have already moved through this round, you spend 1 Mobility Point or 1 Action Point less.
216/488
-
Take the Ground
Technique
Cost:
, +0AP, +0C
or +0AP, +0C with a polearm or reach.
Your melee attack with a weapon has Trip ([Swords]: target is knocked down). If you Knock Down your target, you may spend
to Limit Break (set a single combat pool to
until the end of your next turn).
217/488
-
Talent Shredder

Technique
Cost:
, +0AP, +1C or +0AP, +0C,
.
Your melee or unarmed attack has Stifling ([Wands]: target is stifled). If you are attacking with a cold iron weapon, it has
Stifling ([Court, Wands]: target is stifled) instead. After the attack (successful or not), your opponent must make an opposed Sanity test against you. The loser destroys a random card.
329/488
-
Talisman Shield
Technique
Cost:
, +0AP, +1C, Talisman.
Your block or parry defense against a ranged attack resolves without penalties. You may use your Magic pool for this defense. You may defend in a similar manner to a
directed spell of the Talisman’s type.
330/488
-
Tattoo Seal — Hedgehog 


Technique
Cost:
, +0AP, +1C.
Requirement: Bokukei.
Your directed, melee or ranged attack with ink has Seal ([extra pair]: target is tattooed). If you hit the tattooed location again with ink, even if the target defends, at the end of each round, he or she must make a Willpower test (if they succeed in two tests in a row this effect ends) or become Stifled. They have Decrepitude (Willpower) (You cannot roll more than 7 dice for Willpower tests and always have Disadvantage) while they are tattooed by your powers.
429/488
-
Tattoo Seal — Umbra


Technique
Cost:
, +0AP, +1C.
Requirement: Bokukei.
Your directed, melee or ranged attack with ink has Seal ([extra pair]: target is tattooed). If you hit the tattooed location again with ink, even if the target defends, at the end of each round, he or she must make a Strength test (if they succeed in two tests in a row this effect ends) or become Pinned. They have Decrepitude (Strength) (You cannot roll more than 7 dice for Strength tests and always have Disadvantage) while they are tattooed by your powers.
430/488
-
Tattoo Seal — Wasp


Technique
Cost:
, +0AP, +1C.
Requirement: Bokukei.
Your directed, melee or ranged attack with ink has Seal ([extra pair]: target is tattooed). If you hit the tattooed location again with ink, even if the target defends, at the end of each round, he or she must make a Poison defense test (if they succeed in two tests in a row this effect ends) or die.
431/488
-
Taunt
Technique — Social
Cost: 2 AP,
.
Duration: Instant.
Keywords: Mundane, Shout.
Make a Social vs. Resistance test. If successful, your target is Angered. On a critical success, your target is Taunted instead. If you fail, you cannot use Taunt on the same target for the rest of the scene.
You are allowed to combine this technique with one other Social technique that enhances Taunt.
10/20
218/488
-
Taunting Blow
Technique
Cost:
: +0AP, +0C.
Your melee attack resolves as normal. After the attack (successful or not), your target must make an opposed Fellowship test against you. The loser is Angered, or Taunted on a critical success.
: Reroll a Fellowship test.
219/488
-
Telekinetic Punch
Technique — Psionic
Cost:
, +0AP, +0C
Your melee or unarmed attack has Shoving ([Cups, Swords, Wands]: target is pushed back two paces in a random direction; this replaces the random movement after an attack).
: Increase the push two paces.
432/488
-
Telekinetic Throw

Technique — Psionic
Cost: +1AP, +1C
Your telekinetic thrown attack resolves as normal (it may surprise your target, if it comes from an odd angle) and has:
• [Cups, Wands, Pentacles]: Add
,
or
to your Psionic pool.
You can use anything in your aura that could be freely picked up to make this attack.
433/488
-
Teleportation Savant
Technique
Cost:
, +0AP, +0C.
Your teleport spell resolves with Advantage (free reroll).
Slotting this technique reduces the Complexity of the Apportation Strike spell by
.
467/488
-
Tempestuous Matrix

Technique
Cost:
, +1AP, +1C.
Requirement: Spell Matrix.
Your Auram spell is protected from the corrupting influence of astral denizens and gains Blinding. In addition, if the spell cast through this matrix is a critical success it gains
Blinding ([Court, Swords]: target is blinded).
273/488
-
Temporal Calculus

Technique
Cost:
, +1AP, +1C, 

or +0AP, +1C,
with Chronomancer.
Keywords: Oneiromancy.
Your attack is considered a Logic Oneiromancy test and if it is a ranged attack, it gains +2/+5 Range Increment.
: Introduce a crime suspect to the story.
434/488
-
Thaumathurgic Hexagram


Technique
Cost:
,
,
, Exhausted.
Your thaumathurgic ritual or spell has an additional effect. A hexagram binds a spirit into a host (an item, person or structure also inside the circle), but brings a lot of logistical problems (especially if the spirit is unwilling). An inversed hexagram allows you to free bound spirits without risk to the host or spirit.
435/488
-
Thaumathurgic Pentagram

Technique
Cost:
.
Your thaumathurgic ritual or spell has an additional effect. A pentagram banishes any unbound spirit that come into contact with it (no defense test, but this is considered a targeted spell effect), although this destroys the circle. An inversed pentagram summons a type of spirit of your choice (or a specific spirit if you know its True Name). The spirit is not beholden to you, and you will have to bargain for its service.
436/488
-
Thaumathurgic Triangle

Technique
Cost:
.
Your thaumathurgic ritual or spell has an alternate effect. A triangle allows you to open portals to other places, including other planes (most frequently this is used to permanently or temporarily link two circles together across vast distances, most often with a token of some sort to restrict access). An inversed triangle allows you to seal portals or tears in reality.
331/488
-
The Boar and the Butterfly

Technique
Cost:
, +1AP, +1C,
.
You teleport up to 1d6 paces (pay
for a bonus die), just before you unarmed attack that has Rush (advantage if you moved 6 or more paces this turn) and Scatter ([Arcana]: attack scatters 1d6 paces in a random direction, then resolves, but cannot be an armor-defeating or critical success). After the attack your opponent must make an opposed Willpower test against you. The loser is teleported to the square you started your turn in.
389/488
-
The First Blow
Technique
Cost:
, +0AP, +1C, 

.
Requirement: You can only use The First Blow when you strike the first blow in a scene (if any else strikes first, tough luck).
You Limit Break (set a single combat pool to
until the end of your next turn) just before your melee, social or unarmed attack which resolves as normal.
76/488
-
There Is Only War
Technique
Cost:
, +0AP, +1C
or +0AP, +1C with a war hammer.
Your melee attack with a Bludgeoning weapon has Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
— or —
Your melee attack with a Piercing weapon (or a war hammer) has Penetrating ([extra pair]: bonus penetration).
220/488
-
Thread Weaving
Technique
Cost: -
AP, +1C
or -
AP, +0C, Reveal {appropriate Trump}.
Your spell resolves as normal (
is equal to the amount of
,
,
,
or
you spend, as appropriate for the spell). The reduction carries over to the next spell you cast before the end of your next round.
: One use of Offensive Advantage (free reroll or replace) for a magical duel.
221/488
-
Threading the Needle
Technique
Cost:
, +1AP, +1C
or
, +0AP, +1C, Risk {Swords}.
Your melee attack with a slashing weapon affects a number of additional opponents for each additional Action Point you spend. These additional opponents must have been in range of your attack at any point during your movement in this combat round. This attack is considered a Weaving test.
294/488
-
Threaten Consequence
Technique — Social
Cost:
, +0 AP, +1 Complexity.
Your resistance defense resolves as normal. If you fail, the attacker has the option to prevent all conditions their attack would inflict. If they refuse, you may pay 
or 

(one use of offensive advantage in a duel or limit break).
“Sir, I may be a liar, a cheat and a scoundrel, but I am also an excellent swordsman and a passable shot, so I suggest you take that remark back.”
222/488
-
Throw and Charge
Technique
Cost:
, +0AP, +1C
or
, +0AP, +0C (with a javelin or spear).
You have Mobility +2 (two extra mobility points) this turn. While charging, you may Quickdraw (drawing this is a free action) and make a thrown attack, which resolves as normal. You must spend your entire mobility pool. If you move into an opponent’s square, you and your opponent make an opposed Strength test to determine who is Knocked Down.
223/488
-
Thunderclap Smash

Technique
Cost:
, +1AP, +1C
or
, +0AP, +1C if you are a Dwarf.
Your unarmed attack causes Thunder Magic Damage (reduced by mystic armor). On a critical success, it also gains Conductive (targets wearing metal armor or carrying metal objects have disadvantage for defense tests). Your hands have Armor Value +1/+1 until the end of your next combat round.
274/488
-
Tiger Pushes Mountain
Technique — Feline
Cost:
, +0AP, +0C.
Your unarmed attack resolves as normal, but can Pull or Push targets larger than yourself.
, 

: Make a Strength test to Limit Break (set a single combat pool to
until the end of your next turn).
224/488
-
Time Matrix
Technique
Cost:
, -1AP, +1C
or -1AP, +1C, Chronomancer.
Requirement: Spell Matrix.
Your spell is protected from the corrupting influence of astral denizens, and is Very Hard (18) to detect astrally. In addition, after casting a spell through this matrix, gain a Command Point (until the end of the scene).
332/488
-
Tip Your Hat
Technique — Social
Cost: +1AP, +0C.
Keywords: Mundane.
Your interact or draw/sheathe action does not provoke an Attack of Opportunity.
: Reroll a Drinking or Gambling test.
It’s just common courtesy.
225/488
-
Tonfajutsu
Technique
Cost:
, +0AP, +1C.
Your parry defense with a club against a melee attack gains Balanced (+1 defense die, up to
). If successful, reveal a Trump from the fate deck:
• [your suit]: Opponent becomes Disarmed.
• [Arcana]: You must make a Hard (16) Durability test for your Club.
226/488
-
Torque Strike
Technique
Cost:
, +0AP, +0C.
Your melee attack with an Obsidian weapon has Shatter ([Court]: target breaks an item of your choice if it fails a hard durability test).
Torque Strike increases the difficulty for Durability tests you cause by two levels (+4, even if you don’t use this technique, not cumulative) if used against a Fashionable, Silver or Jade item.
: One use of Advantage (free reroll) for a duel involving melee weapons.
227/488
-
Toteki no Kyudo
Technique — Kyudo
Cost:
, +1AP, +0C.
Offensive Advantage (free reroll or replace) against a stationary target, or if the target has been Marked. If this target is in a melee battle, you only have Advantage (free reroll).
Toteki, or the arrow that hits the target, is one of the three levels of skill in Kyudo.
228/488
-
Touch of the Divine
Technique
Cost:
,
, +1AP, +1C
or
, +0AP, +0C, Risk {Pentacles}.
Your unarmed attack causes Thunder Magic Damage (reduced by mystic armor) instead of nonlethal damage. On a critical success, the attack has Damage +1 (roll an extra damage die).
: You
Touch of the Divine.
275/488
-
Toxic Strike
Technique
Cost:
, +0AP, +0C.
Your melee or unarmed attack has Damage +1 (roll an extra damage die). After the attack (successful or not) the target must make an opposed Sanity test against you. The loser suffers
.
You can channel pollutants or radiation in your attacks.
229/488
-
Transdimensional Strike
Technique
Cost:
, +0AP, +0C,
.
Your melee attack resolves as normal. After the attack, you may Shift (maneuver one pace; this replaces the random movement after an attack) or if you have slotted it, cast Apportation Strike [0AP, 3C] (your choice).
Reduces the Complexity of the Apportation Strike spell by
.
468/488
-
Trembling the Earth
Technique
Cost:
, +0AP, +1C.
Your melee attack with a Stone weapon proceeds as normal. If you fail your attack, the opponent must succeed a Hard (16) Athletics Agility test or become Knocked Down.
: One use of Offensive Advantage (free reroll or replace) when using Strength in a duel.
386/488
-
Trick Shot
Technique
Cost:
, +0AP, +0C.
Your ranged attack resolves with Disadvantage (forced reroll), as you show off “your skills”. If your attack is a success (even if your opponent defends), you may spend 

to Limit Break (set a single combat pool to
until the end of your next turn).
230/488
-
Trip The Darkness
Technique
Cost:
, +0AP, +1C.
Your melee attack against a creature of darkness (or corruption) has Lethal (critical success on 5+) or Murderous (critical success on 4+) if it was already Lethal.
: One use of Offensive Advantage (free reroll or replace) in any duel against a creature of darkness (or corruption).
231/488
-
Tumbling Attack
Technique
Cost:
, +0AP, +1C.
You may Shift (maneuver one pace; this replaces the random movement after an attack) before your melee or thrown attack that resolves with Advantage (free reroll).
: Make a Quickness test [2AP, 3C], then maneuver
paces in a straight line (
is equal the success level of the test, up to
).
232/488
-
Turn to Mist


Technique
Cost:
, +0 AP, +2 Complexity.
Your dodge defense resolves with Advantage (free reroll). If it fails, become Incorporeal just before the attack hits. However, your own strikes are Incorporeal (elemental and physical damage is halved) too as long as this card is tapped.
: You
Turn to Mist.
437/488
-
Twice-Reversed Ward


Technique
Cost: 
, +2 difficulty for all tests.
Your thaumathurgic ritual or spell cannot be broken unless it is defeated two times (in a row).
The door was inscribed with elven wards, each twice reversed. Jezal marveled at the impossible artistry scribed into that imposing granite.
438/488
-
Two Blades as One
Technique
Cost: +0AP, +1C.
Requirement: Ambidextrous.
Your melee attack with a weapon in both hands can use an extra single pair (against a different or the same target) but is Inaccurate (-1 attack die), unless at least one weapon has the offhand trait.
483/488
-
Two Tigers Subdue Dragon
Technique — Feline
Cost:
, +0AP, +0C.
Your unarmed attack (or a melee attack with one free hand) can use an extra single pair (against a different or the same target). The extra pair represents an unarmed attack.
233/488
-
Two Wand Attack

Technique
Cost: +1AP, +1C
or +0AP, +1C, Reveal {Wands}.
Your directed attack with a wand in both hands can use an extra single pair (against a different or the same target) but is Inaccurate (-1 attack die), unless at least one wand has the offhand trait. If you
Two Wand Attack, your attack has Advantage (free reroll).
439/488
-
Two Weapon Attack
Technique
Cost:
, +1AP, +1C
or +0AP, +1C, Reveal {Swords}.
Your melee attack with a weapon in both hands can use an extra single pair (against the same target) but is Inaccurate (-1 attack die), unless at least one weapon has the offhand trait.
234/488
-
Two Weapon Dance
Technique
Cost: +1AP, +1C.
Requirement: Wardancer.
Your melee attack with a weapon in both hands can use an extra single pair (against a different or the same target) but is Inaccurate (-1 attack die), unless at least one weapon has the offhand trait. It also has Feint ([Court]: remise attack). If you
Two Weapon Dance, your attack is considered a Dancing test.
235/488
-
Two Weapon Mastery
Technique
Cost:
, +1AP, +1C (you may pay
instead of
).
Your melee attack with a weapon in both hands can use up to two extra single pairs (divided over the same or different targets) but is Inaccurate (-1 attack die), unless at least one weapon has the offhand trait. It also has Feint ([Court]: remise attack).
236/488
-
Two Weapon Specialist
Technique
Cost: +1AP, +1C.
Your melee attack with a weapon in both hands can use an extra single pair (against a different or the same target) but is Inaccurate (-1 attack die), unless at least one weapon has the offhand trait. If you
Two Weapon Specialist, your attack has Advantage (free reroll).
237/488
-
Unfortunate Accident
Technique — Condition
Give Unfortunate Accident to the storyteller, who can use it to introduce a complication to the story. Alternatively, it can be used to force the reroll of any test (even yours or that of a companion).
Once used, Unfortunate Accident flips and returns to your grimoire.
484/488
-
Unsheating Blade Strike
Technique
Cost:
, +1AP, +1C.
Requirements: A Crystal weapon.
After your melee attack with a Crystal weapon, replace random movement only for you with up to two paces in the direction of the attack. If you are then in range of another enemy, you may perform an attack of opportunity (1AP, 2C) against this enemy. You can not move through difficult or blocking terrain this way, although your primary target is not considered as blocking.
469/488
-
Uppercut
Technique
Cost:
, +0AP, +1C.
You may pay 

to Limit Break (set a single combat pool to
until the end of your next turn) just before your unarmed attack that has Damage +1 (roll an extra damage die) and Unwieldy ([Arcana]: attack resolves, but cannot be an armor-defeating or critical success; you have disadvantage until the end of your next turn).
: One use of Offensive Advantage (free reroll or replace) for a boxing duel.
238/488
-
Vanish
Technique
Cost:
, +0AP, +1C,
.
Your dodge defense resolves as normal, but you simultaneously throw a {Smoke Bomb} to the ground (the bomb is not expended by this technique). If successful, you vanish in the smoke. This provides Cover (ignore normal successes from ranged attacks; critical successes count as normal successes) and opponents cannot see you unless they first succeed in an opposed Perception vs. Stealth test (to make it easy, make a test when you execute this technique).
239/488
-
Venom Spit

Technique — Serpentine
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Cups}.
Your melee or unarmed attack has:
• Blinding ([Swords]: target is blinded).
• Poisonous ([Cups]: target is poisoned) — apply any poison you own if the trait triggers.
: Spit venom [2AP, 3C]. Make an opposed Perception test. The loser is Blinded (you may prevent this by paying
).
5/-
295/488
-
Vermillion Clique Matrix

Technique
Cost: +1AP, +1C.
or +0AP, +0C, Reveal {The Fool}.
Your Mentem spell is protected from the corrupting influence of astral denizens, and gains Provoke. If the spell you cast through this matrix is a critical success it gains
Provoke ([Court, Pentacles]: target is angered; a critical success does not inflict lethal injury, but normal damage and taunted) instead.
378/488
-
Veteran Strike
Technique
Cost: +1AP, +1C.
Requirement: Weapon Skill
.
Requirement: any Veteran card.
Your melee attack has Phenomenal (can use full house for free).
240/488
-
Vicious Bite
Technique — Feint
Cost: +0AP, +1C
or +0AP, +0C on an opportunity or remise attack.
Requirement: Fangs.
Your unarmed attack resolves with Advantage (free reroll) and has Damage +1 (roll an extra damage die) and Infect causing rabies. If you bite someone with Armor Rating 3 or more (successfully), you must make a Hard (16) Toughness test or suffer an Injury (broken tooth).
241/488
-
Viper Bite

Technique — Serpentine
Cost:
, +0AP, +1C.
You must move at least 2 paces towards your opponent to use Viper Bite and perform an unarmed attack or a melee attack with a Light weapon. While moving, you are immune to opportunity attacks and may spend up to 2 of your mobility points as action points for this attack.
296/488
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Vital Strike
Technique
Cost:
, +0AP, +0C.
Your melee or thrown attack with a weapon that can both pierce and slash (like a dagger or knife) has Lethal (critical success on 5+).
242/488
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Wand Ace

Technique
Cost:
, +0AP, +1C
or +0AP, +0C, Risk {Wands}.
Your directed attack with a wand has:
• Damage +1 (roll an extra damage die).
• Heavy ([extra pair]: bonus damage die; target has disadvantage to defend with light items).
Discard {Ace of Wands}: Limit Break (set a single combat pool to
until the end of your next turn).
440/488
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Warding (Animàl)
Technique
Cost:
.
Your thaumathurgic ritual or spell has an additional effect. The circle also keeps mundane animals out (or in for inversed circles). You may keep out all animals, or just specific animals. If desired, you may create tokens that allow an exception (like for your own horse). The circle will not keep out dead animal matter (like leather armor).
470/488
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Warding (Aquam)
Technique
Cost:
.
Your thaumathurgic ritual or spell has an additional effect. The circle also keeps mundane liquids out (or in for inversed circles). You may keep out all liquids, or just specific liquids.
471/488
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Warding (Auram)
Technique
Cost:
.
Your thaumathurgic ritual or spell has an additional effect. The circle also keeps mundane gases out (or in for inversed circles). You may keep out all gases, or just specific gases.
472/488
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Warding (Corpus)
Technique
Cost:
.
Your thaumathurgic ritual or spell has an additional effect. The circle also keeps mundane humanoids out (or in for inversed circles). You may keep out all humanoids, or just specific humanoids. If desired, you may create tokens that allow an exception (like for your companions).
333/488
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Warding (Herbam)
Technique
Cost:
.
Your thaumathurgic ritual or spell has an additional effect. The circle also keeps mundane, natural plant matter out (or in for inversed circles). You may keep out all plant matter, or just specific plant matter. This may seem useless, but you can keep out pollen, poisonous spores and many other things. It is also very important to realize that, for example, a rope is not natural plant matter (it is processed).
473/488
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Warding (Ignem)
Technique
Cost:
.
Your thaumathurgic ritual or spell has an additional effect. The circle also keeps mundane heat and light out (or in for inversed circles). You may keep out either or both, or just specific light (although you would need proficiency to know about particle physics for the latter).
474/488
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Warding (Imaginem)
Technique
Cost:
.
Your thaumathurgic ritual or spell has an alternative effect. The circle automatically destroys illusions that attempt to cross the barrier (it does not keep out magic).
Sacrifice the circle: The circle explodes outwards, destroying all illusions within {Diameter} paces.
475/488
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Warding (Mentem)
Technique
Cost:
.
Your thaumathurgic ritual or spell has an additional effect. The circle also keeps out (or in for inversed circles) mental energy (including, but not limited to, astral projections, dream walkers, and psionics). If desired, you may create tokens that allow an exception.
476/488
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Warding (Terram)
Technique
Cost:
.
Your thaumathurgic ritual or spell has an additional effect. The warding also keeps mundane metals and/or minerals out (or in for inversed circles). You may keep out all metals or minerals, or just specific ones.
477/488
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Weapon Hook
Technique
Cost:
, +0AP, +1C.
Your melee attack with an axe loses all traits and has:
•
Flexible ([Court, Wands]: target is disarmed; can attack in any direction, ignoring facing).
• [Cups, Pentacles, Swords]: Your axe and your target’s weapon are “grappling”. Target cannot apply advantage to attacks, and instead has Disadvantage (forced reroll) for Parry tests until she unhooks your axe with a Recovery test. You cannot use your axe while it is hooking the weapon.
243/488
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We’re Best Friends, Right?
Technique — Grapple
Cost:
, +0AP, +0C
or +0AP, +0C while drunk.
Your unarmed attack resolves as normal. After the attack (successful or not), your target must make an opposed Weapon Skill test against you. The loser becomes Grappled.
, drink: One use of Offensive Advantage (free reroll or replace) for a grapple duel.
244/488
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Whirling Death
Technique
Cost:
, +0AP, +1C.
Requirement: Wardancer.
Your dodge defense resolves as normal. If successful, you may Shift (maneuver one pace; this replaces the random movement after an attack). On a critical success, you gain one use of Offensive Advantage (free reroll or replace) against your attacker until the end of your next turn.
245/488
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White Stork Spreads Wings
Technique — Avian
Cost:
, +0AP, +1C.
Your unarmed attack makes you Balanced (+1 defense die, up to
) for Block, Dodge and Parry tests until the beginning of your next turn. If you critically defend while this bonus is active, you may spend 
to Limit Break (set a single combat pool to
until the end of your next turn).
246/488
-
Wild Charge
Technique
Cost:
, +0AP, +1C
or +1AP, +0C with the rush trait.
Your melee attack has Mobility +3 (three extra mobility points). However, you must spend your entire mobility pool. If you move into your opponent’s square, you and your opponent may have to make an opposed Weapon Skill test to determine who is Knocked Down.
247/488
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Willforce
Technique
Cost:
, +0AP, +0C.
Your spell has Penetrating ([extra pair]: bonus penetration) and your target has Disadvantage (forced reroll) for Armor and Magic Saves against it.
: Reroll a Willpower test.
441/488
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Witty Repartee
Technique — Social
Cost:
, +0AP, +1C.
Your resistance defense cannot use more than
dice. If successful, your defense becomes a social attack that inflicts Angered. On a critical success, it inflicts Taunted instead.
You
Witty Repartee at the start of each turn.
“Darling, that wig is so last season.”
“Oh you are so right; I should never have copied your style.”
248/488
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Wizard’s Communion
Technique
Cost: +1AP, +0C, plus 
, where
is equal to the order of participation.
Your spell, cast together with at least one other adjacent magus, can pool abilities and resources (flip card).
,
: Wizard’s Communion counts as a single additional form or technique for spontaneous spells this scene.
334/488
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Wizard’s Communion (Back)
Technique
Before the casting of the spell, each secondary caster may attempt a Magic test. If successful, choose one of these effects:
• Advantage (free reroll) for the primary caster.
• Apply a Stance or Technique to the spell.
• Bonus Penetration for the spell.
• Extend the spell’s duration, range or targets.
• Rolling 
on this test fumbles the entire casting of the communion (each participant suffers 
and risks
on
).
Cannot be used on an Untraditional (cannot be affected like a normal hermetic spell) spell.
If there are more participants than the spell’s Complexity, the primary caster has Limit Break (set a single combat pool to
until the end of your next turn).
Only one participant must know Wizard’s Communion (Back), but only a magus who knows this technique can be the primary caster.
Participants must each pay the costs (including all applied modifications) and each suffer the consequences (
) of the spell.
335/488
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You Beat Me To The Punch
Technique
Cost: +1AP, +0C.
Your Companion or Servant performs an Ambush physical attack before combat has started against any target in range. This will almost certainly start combat.
249/488
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Zaiteki no Kyudo
Technique — Kyudo
Cost:
, +1AP, +2C.
Your attack with a missile weapon cannot be dodged, only blocked (or some other form of defense).
: A single target is Marked for your next ranged attack with a missile weapon.
Zaiteki, or the arrow that exists in the target, is one of the three levels of skill in Kyudo.
250/488