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Appendix A: Tactical Manoeuvres

General Tactical Manoeuvres

Lore Master Action Card (Tactical Manoeuvre) Call to Action AP Cost: 2AP Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words encourage your allies toward decisive action. The Target can use their reaction (1RP) to immediately take one action other than the Attack action, which costs 2AP. If this action requires the choosing of Targets, you get to select the Targets for the action. Lore Master Action Card (Tactical Manoeuvre) Careful Strike AP Cost: 1AP Effect: You are careful to not tip off your foe to their openings. You may only perform this action after using the Set-Up action. You perform a single Weapon Attack or Unarmed Strike against a Target. On a Miss: You do not expend the benefit of the Set-Up action. Lore Master Action Card (Tactical Manoeuvre) Commander’s Stance AP Cost: 1AP Effect: You adopt a posture best for protecting yourself. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Attack Rolls against allied entities in your AoC are made with Disadvantage. •Allied entities in your AoC make Determination Tests, bar Attack Rolls, with Advantage. Lore Master Action Card (Tactical Manoeuvre) Corps-a-Corps AP Cost: 2AP Effect: You like to start close to a target. You can immediately Teleport a distance up to your Movement speed. You then perform a single Weapon Attack or Unarmed Strike. Lore Master Reaction Card (Tactical Manoeuvre) Counter Manoeuvre RP Cost: 1RP Trigger: A hostile entity enters your AoC Target: A willing entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your allies trust your plan to counter the enemy’s own. The Target can move up to half their speed, following a path of your choosing. This movement does not Trigger Opportunity Attacks. Lore Master Action Card (Tactical Manoeuvre) Dazing Strike AP Cost: 1AP Cost: You may expend one Tactical Manoeuvre Die Effect: You aim your attacks to daze your foes. Make a single Weapon Attack or Unarmed Strike. On a Hit: If you chose to expend your Manoeuvre Die, you can increase the damage of the attack by a roll of your Manoeuvre Die. After damage is resolved the Target must make an Endurance Test. On a Failed Test: The Target gains one Degree of the Dazed condition. If they Fail the Test by 5+: They gain an additional Degree of the condition. Lore Master Action Card (Tactical Manoeuvre) Displacement AP Cost: 1AP Cost: You may expend one Tactical Manoeuvre Die Effect: Knowing when to retreat is as important as knowing when to strike. Make a single Weapon Attack or Unarmed Strike. Once the attack has resolved, you leap back, Teleporting to an unoccupied space a distance exactly equal to your Movement speed. This movement must move away from the Target meaning the direct line between your current space to the unoccupied space, cannot go over the area occupied by the opponent you attacked with this action. Once you have moved this way your Movement speed becomes 0 until the start of your next Turn. Empowered Action: If you chose to expend your Manoeuvre Die, before your speed is reduced to 0, you can immediately move a distance equal to the roll of your Manoeuvre Die. Lore Master Action Card (Tactical Manoeuvre) Duellist’s Stance AP Cost: 1AP Effect: You adopt a posture best for taking out a foe in melee. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You have Advantage on all melee Weapon Attacks and Unarmed Strikes. •You have -1RP. Lore Master Action Card (Tactical Manoeuvre) Force Back AP Cost: 2AP Cost: You may expend one Tactical Manoeuvre Die Effect: Sometimes its best to keep a distance. Make a single Weapon Attack or Unarmed Strike. On a Hit: If you chose to expend your Manoeuvre Die, you can increase the damage of the attack by a roll of your Manoeuvre Die. After damage is resolved if the Target is no more than one Size Category larger than you, they must make a Physique Test. On a Failed Test: The Target is pushed a number of metres equal to your Trait of Power directly away from you. Lore Master Action Card (Tactical Manoeuvre) Get Up! AP Cost: 1AP Cost: 1 Tactical Manoeuvre Die Target: An allied entity within Range on 0HP Range: 1m | Melee Effect: Your words reach your allies even when downed. The Target recovers HP equal to a roll of your Tactical Manoeuvre Die + your Trait of Power and gains 1 Degree of the Dazed condition until the end of your next Turn. The Target may also expend one unexpended Hit Die to add the result of its roll to the HP restored. Lore Master Action Card (Tactical Manoeuvre) Guard’s Stance AP Cost: 1AP Effect: You adopt a posture best for protecting yourself. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your movement does not provoke Opportunity Attacks. •You have +2 Shield Bonus to your HT. Lore Master Action Card (Tactical Manoeuvre) Guided Aim AP Cost: 1AP Cost: 1 Tactical Manoeuvre Die Target: An allied entity you can see within Range Range: 6m | Near Effect: Your words aid your ally in their ranged attacks. Until the start of your next Turn, the Target increases the Base Range of their ranged Weapon Attacks by a number of metres equal to a roll of your Tactical Manoeuvre Die, and the Long Range of their Ranged Weapons by a number of metres equal to double the roll of the  Manoeuvre Die. Lore Master Reaction Card (Tactical Manoeuvre) Hit It Harder! RP Cost: 1RP Trigger: A Target makes a Damage Roll for a Weapon Attack or Unarmed Strike Cost: You may expend one Tactical Manoeuvre Die Target: A willing allied entity you can see within Range, who can see/hear you and understand you Range: 6m | Near Effect: Your words drive your foe to put all their strength into this blow. The Target can reroll their Damage Roll, they must use the higher result. Empowered Action: If you chose to expend a Manoeuvre Die, the Target can add a roll to your Manoeuvre Die to their Damage Roll. Lore Master Action Card (Tactical Manoeuvre) Inspiring Words AP Cost: 1AP Cost: You may expend one Tactical Manoeuvre Die Target: An allied entity you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words inspire others to greatness. The Target can gain BP equal to your Trait of Power + your Lore Master Level. Empowered Action: If you chose to expend a Manoeuvre Die, the BP bestowed increases by a roll of your Tactical Manoeuvre Die. Lore Master Action Card (Tactical Manoeuvre) Intimidating Strike AP Cost: 1AP Cost: You may expend one Tactical Manoeuvre Die Effect: You aim your attacks to terrify your foes. Make a single Weapon Attack or Unarmed Strike. On a Hit: If you chose to expend your Manoeuvre Die, you can increase the damage of the attack by a roll of your Manoeuvre Die. After damage is resolved if the Target must make a Determination Test. On a Failed Test: The Target gains one Degree of the Frightened condition. If they Fail the Test by 5+: They gain an additional Degree of the condition. Lore Master Reaction Card (Tactical Manoeuvre) Maintain Engagement RP Cost: 1RP Trigger: A hostile entity attempting to move out of your AoC or within your AoC Cost: You may expend one Tactical Manoeuvre Die Effect: You can try to maintain engagement with foes trying to escape. Make a single melee Weapon Attack or Unarmed Strike against the Triggering entity. On a Hit: The Target’s Movement speed is immediately reduced to 0 until the end of the current Turn. Empowered Action: If you chose to expend your Manoeuvre Die, you can increase the damage of the attack by a roll of your Manoeuvre Die. Lore Master Reaction Card (Tactical Manoeuvre) Parry RP Cost: 1RP Trigger: An Attack Roll hits you Cost: 1 Tactical Manoeuvre Die Effect: You prepare to knock away strikes, reducing the severity of a blow. You can decrease the damage dealt by the result of your Manoeuvre Die’s roll + your Agility. You then gain the benefit of the Dodge action. Lore Master Action Card (Tactical Manoeuvre) Planned Manoeuvre AP Cost: 1AP Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your allies trust you to plan for them a route to victory. The Target can use their reaction (1RP) to move up to half their speed, following a path of your choosing. Lore Master Action Card (Tactical Manoeuvre) Press the Advance AP Cost: 2AP Cost: You may expend one Tactical Manoeuvre Die Target: Any number of willing entities you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: You know moving as a team is the best option for exploiting an opening. You may move up to double your Movement speed, after which your Movement speed becomes 0 until the start of your next Turn. Your Targets may then use their reaction (1RP), to perform the same action. You then may perform a single Weapon Attack or Unarmed Strike. If the attack hits and you chose to expend your Manoeuvre Die, you can increase the Damage Roll by a roll of your Manoeuvre Die. Lore Master Action Card (Tactical Manoeuvre) Push Onwards AP Cost: 1AP Cost: You may expend one Tactical Manoeuvre Die Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your insights push others to go beyond their limits. The Target has 1 more AP than normal on their next Turn. If the Target uses that AP they must make an Endurance Test, this is made with Advantage if you expended a Manoeuvre Die. On a Failed Test: The Target gains one Degree of Exhaustion. Lore Master Action Card (Tactical Manoeuvre) Regroup AP Cost: 2AP Cost: 1 Tactical Manoeuvre Die Target: Any number of willing entities you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Sometimes you need to regroup for the next step of the plan. Your Targets may spend their reaction (1RP), to move a number of metres equal to a roll of your  Manoeuvre Die towards you (minimum of 3m). This movement does not provoke Opportunity Attacks. Lore Master Action Card (Tactical Manoeuvre) Skirmisher’s Stance AP Cost: 1AP Effect: You adopt a posture best for hit and run tactics. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your Walking speed increases by 2m. •Attack Rolls made as part of Opportunity Attacks are made with Disadvantage. Lore Master Reaction Card (Tactical Manoeuvre) Spellbreaker RP Cost: 1RP Trigger: You see a spell cast Targeting an entity, object, or point in space within your AoC Cost: 1 Tactical Manoeuvre Die Effect: You cut at the arcane makeup of a spell to dismiss it entirely. Make a Contested Test, with you making an Attack Roll with your Weapon adding the roll from your Manoeuvre Die, the Spellcaster making a spell Attack Roll plus the Circle of the spell. If the Caster Wins: The spell resolves as normal. If you Win or Draw: Your Weapon breaks through the spell dismissing it immediately with no effect, though any resources the caster used to cast the spell are still expended. If a spell is cast that Targets an entity, object, or point in space outside your AoC but creates an AoE that would include you. You can make the same Test as above, though if you succeed or draw, instead your AoC is not included within the spell’s AoE. Lore Master Reaction Card (Tactical Manoeuvre) Squad Deployment RP Cost: 1RP Trigger: An Initiative Test being called for Cost: 1 Tactical Manoeuvre Die Target: A number of allied entities within Range, who can understand you and see/hear you, up to your Trait of Power Range: 6m | Near Effect: Your words rouse the party quickly into formation. Roll the Tactical Manoeuvre Die. You and each Target can immediately move a number of metres equal to half their Walking speed + a roll of your Tactical Manoeuvre Die. Lore Master Reaction Card (Tactical Manoeuvre) Squad Initiative RP Cost: 1RP Trigger: An Initiative Test being called for Cost: 1 Tactical Manoeuvre Die Target: A number of allied entities within Range, who can understand you and see/hear you, up to your Trait of Power Range: 6m | Near Effect: Your words rouse the party quickly into the fray. Roll the Tactical Manoeuvre Die. You and each Target gain a Leadership Bonus equal to the roll of the Tactical Manoeuvre Die to the Initiative Test. Lore Master Action Card (Tactical Manoeuvre) Squad Mark AP Cost: 2AP Cost: 1 Tactical Manoeuvre Die Target: A number of allied entities within Range, who can understand you and see/hear you, up to your Trait of Power Range: 6m | Near Duration: 1 Encounter/Scene Effect: Your words guide the party in battle. Make a single melee Weapon Attack or Unarmed Strike. On a Hit: The Target is Marked by you. For the Duration, while the Target of your attack is Marked, all Targets of this action can add your Tactical Manoeuvre Die to Damage Rolls against the Marked entity and treat the Marked entity as Marked by them for their Features. Lore Master Action Card (Tactical Manoeuvre) Strategic Analysis AP Cost: 1AP Cost: You may expend one Tactical Manoeuvre Die Effect: You are careful to not tip off your foe to their openings. You can perform the Study action. Empowered Action: If you expended a Manoeuvre Die, you can add the result of your Manoeuvre Die roll to the Trait Test. Lore Master Reaction Card (Tactical Manoeuvre) Strike Back RP Cost: 1RP Trigger: An Attack Roll Targeting you misses Cost: You may expend one Tactical Manoeuvre Die Effect: You capitalise on the openings of your opponent’s failure. Make a melee Weapon Attack or Unarmed Strike against the Triggering Target. On a Hit: If you expended a Manoeuvre Die, you may increase the Damage Roll against the Target by a roll of your Manoeuvre Die. Lore Master Action Card (Tactical Manoeuvre) Strike Them Down AP Cost: 2AP Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words encourage your allies toward violence. The Target can use their reaction (1RP) to immediately take the Attack action. You choose the Target(s) for the action. Lore Master Reaction Card (Tactical Manoeuvre) Take the Initiative RP Cost: 1RP Trigger: You reduce a hostile entity to 0HP or a hostile entity within your AoC is reduced to 0HP Cost: You may expend one Tactical Manoeuvre Die Target: A number of allied entities within Range, who can understand you and see/hear you, up to your Trait of Power Range: 6m | Near Effect: Your success drives others to action. The Target can use a reaction (1RP), to either move up to half their Movement speed or make a single Weapon Attack or Unarmed Strike. Empowered Action: If you chose to expend a Manoeuvre Die, the Target can add a roll to your Manoeuvre Die to their Damage Roll and their Movement does not Trigger Opportunity Attacks. Lore Master Reaction Card (Tactical Manoeuvre) Try Again! RP Cost: 1RP Trigger: A Target fails an Attack Roll for a Weapon Attack or Unarmed Strike Cost: You may expend one Tactical Manoeuvre Die Target: A willing allied entity you can see within Range, who can see/hear you and understand you Range: 6m | Near Effect: Your words drive your foe to try to strike again. The Target can reroll their Attack Roll, they must use the result of the new roll. Empowered Action: If you chose to expend a Manoeuvre Die, the Target can add a roll to your Manoeuvre Die to their Attack Roll. Lore Master Action Card (Tactical Manoeuvre) Guide to Glory AP Cost: 2AP Prerequisite: Level 5 Cost: You may expend one Tactical Manoeuvre Die Target: An allied entity you can see within Range Range: 6m | Near Effect: You channel your power to guide an ally to success. The Target may use their reaction (1RP) at the start of their next Turn, to gain Advantage on all Attack Rolls and to be able to reroll each Damage Roll they make on that Turn using the higher result. An entity Targeted by this action cannot be Targeted by it again until they have completed a Long Rest. Empowered Action: If you chose to expend a Manoeuvre Die, the Target can choose for one Attack Roll and one Damage Roll on their Turn, to roll the Manoeuvre Die and add its result to the associated roll. Lore Master Action Card (Tactical Manoeuvre) Squad Defense AP Cost: 2AP Prerequisite: Level 5 Cost: 1 Tactical Manoeuvre Die Target: A number of allied entities within your AoC, who can understand you and see/hear you, up to your Trait of Power Effect: You rally your friends into a defensive formation. Until the start of your next Turn, each Target gains a Shield Bonus equal to the number of other allied entities within their AoC. Each Target gains Damage Reduction to Bludgeoning, Force, Piercing, and Slashing damage equal to a roll of your Tactical Manoeuvre Die. Lore Master Action Card (Tactical Manoeuvre) Squad Offense AP Cost: 2AP Prerequisite: Level 5 Cost: 1 Tactical Manoeuvre Die Target: A number of allied entities within your AoC, who can understand you and see/hear you, up to your Trait of Power Effect: You rally your friends into a offensive formation. Until the start of your next Turn, each Target gains a Squad Bonus to their Attack Rolls equal to the number of other allied entities within their AoC (maximum of your Trait of Power). Each Target can increase one Damage Roll by a roll of your Tactical Manoeuvre Die.


Academy Specific Tactical Manoeuvres

Academy of the Blademaster

Both Deflect Attacks reactions are Learnt together, and both Deflect Spells reactions are Learnt together.

Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 1 - Determination AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the basic form all Blademasters learn when they begin their training. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You gain a Shield Bonus to your HT equal to your Trait of Power (minimum of +1). •You have Advantage on Trait Tests to resist or avoid being knocked Prone, pushed, pulled, or otherwise unwillingly moved. •Your movement does not provoke Opportunity Attacks. •You may expend a Tactical Manoeuvre Die when making a Determination Test to resist or avoid a harmful effect, the Test automatically succeeds, and this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 2 - Contention AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus their studies on duelling their opponents in single combat. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You may use treat all Weapons as having the Finesse Weapon Property and may perform Opportunity Attacks. •You have Advantage on all melee Weapon Attack and Unarmed Strike Attack Rolls. •You have +1 RP which may only be used to perform Opportunity Attacks or Tactical Manoeuvres. •You may expend a Tactical Manoeuvre Die when an Attack Roll is declared against you from an entity within your AoC. You gain a Focus Bonus to your HT until the start of your next Turn, equal to the roll of your Manoeuvre Die and this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 3 - Resilience AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus their studies on preventing ranged attacks. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You are treated as being in Half Cover from Ranged Attack Rolls. •If you perform the Deflect Attack or Deflect Spell Tactical Manoeuvres against a ranged attack, you may roll the Tactical Manoeuvre Die twice combining their results when determining the Damage Reduction. If the damage is reduced to 0, you do not need to expend a Manoeuvre Die to redirect the attack. •You have +1 RP which may only be used to perform the Deflect Attack or Deflect Spell Tactical Manoeuvres. You must have Learnt these Manoeuvres to be able to use them. •You may expend a Tactical Manoeuvre Die when performing the Deflect Attack or Deflect Spell Tactical Manoeuvre against a ranged attack. You automatically reduce the damage to 0 and are considered to have expended a Tactical Manoeuvre Die for the Manoeuvre, once the Manoeuvre has resolved and this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 4 - Aggression AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus striking from multiple angles at their foes to keep them on the back foot. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •You may use treat all Weapons as having the Finesse Weapon Property. •Whenever you deal damage to an opponent with a melee Weapon Attack or Unarmed Strike you may immediately move up to half your Walking speed •You have Advantage on Acrobatics Skill Rolls. •On your Turn, you may for 2AP expend a Tactical Manoeuvre Die. You may make a single melee Weapon Attack or Unarmed Strike against each hostile entity within your AoC. Adding a roll of your Manoeuvre Die to the Damage Roll of any hits. Once this action has resolved this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 5 - Perseverance AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus on counterattacking and exploiting their enemies’ openings. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •At the start of each of your Turns, you may choose to either gain a +2 Shield Bonus to HT or a +2 Focus Bonus to your melee Attack Rolls. This Bonus last until the Stance ends or you choose a different result. •In response to an opponent within your AoC missing you with an Attack Roll, you may use your reaction (1RP) to make a single melee Weapon Attack or Unarmed Strike against the Triggering Target. •If you perform the Deflect Attack or Deflect Spell Tactical Manoeuvres against a ranged attack, even if you do not reduce the damage to 0HP you may expend a Tactical Manoeuvre Die to make a ranged attack against a Target, however the damage dealt is halved. If you do reduce the damage to 0, you have Advantage on the ranged Attack Roll. •In response to an attack from a Target within your AoC hitting you, you may use your reaction (1RP) and expend a Tactical Manoeuvre Die. You may make a single melee Weapon Attack or Unarmed Strike against the Triggering Target with Advantage. Adding a roll of your Manoeuvre Die to the Damage Roll on a hit. Once this reaction has resolved this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 6 - Moderation AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus on a balanced approach, not just between offence and defence, but with the physical and the immaterial. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your Inspired Event Scope increases by 1. •You gain a +1 Focus Bonus to HT and a +1 Focus Bonus to Attack Rolls. •You have Advantage on Acrobatics and Focus Skill Rolls to resist, avoid, or end harmful effects. •When casting a spell or performing a Tactical Manoeuvre, you may expend a Tactical Manoeuvre Die. You gain Advantage on Attack Rolls made as part of the Spell or Manoeuvre and grant the Target Disadvantage on Trait Tests to resist or avoid the effects of the spell or Manoeuvre. Should it deal damage you also add a roll of your Manoeuvre Die to the Damage Roll. Once the Spell or Manoeuvre has resolved this Stance ends. Lore Master Action Card (Tactical Manoeuvre) Bladestance Form 7 - Ferocity AP Cost: 1AP Prerequisite: Academy of the Blademaster Effect: This is the form is taken by Blademasters who wish to focus on strengthening their blows with raw emotion and power. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your Critical Hit Scope Increases by 2. •You may during your Turn grant yourself Advantage on all Attack Rolls made until the start of the following Turn, however for the same Duration all Attack Rolls against you are made with Advantage. Your Attacks that hit whilst this is occurring add two rolls of your Manoeuvre Die to their Damage Rolls. •You have Advantage on Determination Tests, bar Attack Rolls. •In response to an attack from a Target within your AoC hitting you, you may use your reaction (1RP) and expend a Tactical Manoeuvre Die. You may make a single melee Weapon Attack or Unarmed Strike against the Triggering Target with both the Critical Hit and Critical Failure Scope increased by 2. Adding a roll of your Manoeuvre Die to the Damage Roll on a hit. Once this reaction has resolved this Stance ends. Lore Master Reaction Card (Tactical Manoeuvre) Blade Wall RP Cost: 1RP Prerequisite: Academy of the Blademaster Requirement: Not under the effects of the Frozen, Grappled, or Restrained conditions Trigger: An Attack Roll is made against you Effect: Your training allows you to blow incoming strikes with your blade with near supernatural speed. Make an Attack Roll using a melee Weapon or Unarmed Strike. The TTV of your Attack Roll, if it is higher than your current HT, becomes your HT until the end of the Turn. Lore Master Reaction Card (Tactical Manoeuvre) Deflect Attacks (Melee) RP Cost: 1RP Prerequisite: Academy of the Blademaster Trigger: You receive damage from a Melee Weapon Attack or Unarmed Strike Effect: You have trained to redirecting the blows of attackers away from you. You attempt to deflect the attack, reduce the damage of the attack by a roll of your Tactical Manoeuvre Die + your Trait of Power + your Lore Master Level. If you reduce the damage to 0 and the attack was a Melee Attack, you may expend a Tactical Manoeuvre Die to redirect the attack, to cause the attacker to make an Attack Roll against your chosen Target, resolving the rest of their attack as normal. On Hit: You may add a roll of your Tactical Manoeuvre Die to resulting the Damage Roll. Lore Master Reaction Card (Tactical Manoeuvre) Deflect Attacks (Ranged) RP Cost: 1RP Prerequisite: Academy of the Blademaster Trigger: You receive damage from a Ranged Weapon Attack or Unarmed Strike Effect: You have trained to redirecting the blows of attackers away from you. You attempt to deflect the attack, reduce the damage of the attack by a roll of your Tactical Manoeuvre Die + your Trait of Power + your Lore Master Level. If you reduce the damage to 0 and the attack was a Ranged Attack, you may expend a Tactical Manoeuvre Die to make a Ranged Attack with the Weapon/Ammunition. The Weapon has a Base Range of 6m (Near) and a Long Range of 12m (At Range). On Hit: You may add a roll of your Tactical Manoeuvre Die to resulting the Damage Roll. Lore Master Reaction Card (Tactical Manoeuvre) Deflect Spells (Melee) RP Cost: 1RP Prerequisite: Academy of the Blademaster Trigger: You receive damage from a spell Targeting only you with an Attack Roll Effect: You have trained to redirecting the blows of attackers away from you. You attempt to deflect the attack, reduce the damage of the attack by a roll of your Tactical Manoeuvre Die + your Trait of Power + your Lore Master Level. If you reduce the damage to 0 and the attack was a Melee Spell Attack, you may expend a Tactical Manoeuvre Die to redirect the attack to cause the attacker to make a spell Attack Roll against your chosen Target, resolving the rest of their spell as normal. On Hit: You may add a roll of your Tactical Manoeuvre Die to resulting the Damage Roll. Lore Master Reaction Card (Tactical Manoeuvre) Deflect Spells (Ranged) RP Cost: 1RP Prerequisite: Academy of the Blademaster Trigger: You receive damage from a spell Targeting only you with an Attack Roll Effect: You have trained to redirecting the blows of attackers away from you. You attempt to deflect the spell, reduce the damage of the attack by a roll of your Tactical Manoeuvre Die + your Trait of Power + your Lore Master Level. If you reduce the damage to 0 and the attack was a Ranged Spell Attack, you may expend a Tactical Manoeuvre Die to make a Ranged Spell Attack Roll with the spell against a Target you can see within 12m (At Range) of you. On Hit: You may add a roll of your Tactical Manoeuvre Die to resulting the Damage Roll. Lore Master Action Card (Tactical Manoeuvre) Focused Strike AP Cost: 1AP Prerequisite: Academy of the Blademaster Cost: You may expend one Tactical Manoeuvre Die Target: A hostile entity you can see within Range Range: Melee Effect: You have learned to channel you focus to taking down your enemies one foe at a time. The Target gains the Marked condition and until the start of your next Turn, you double your SB on Attack and Damage Rolls made against your Target. Until the start of your next Turn, Attack Rolls made by hostile entities bar your Target against you are made with Advantage. Empowered Action: If you chose to expend a Manoeuvre Die, you may make a single melee Weapon Attack or Unarmed Strike as part of this action. Lore Master Action Card (Tactical Manoeuvre) Enduring Blade AP Cost: 2AP Prerequisite: Academy of the Blademaster Tier 3 Requirement: Has the Bloodied condition Cost: 1 Tactical Manoeuvre Die Effect: Your duty is clear your blade cannot fall. You recover HP equal to a roll of your Tactical Manoeuvre Die + your Lore Master Level.


Academy of the Field Chirurgeon

Lore Master Action Card (Tactical Manoeuvre) Get Back In The Fight! AP Cost: 2AP Prerequisite: Academy of the Field Chirurgeon Cost: 1 Tactical Manoeuvre Die Target: An entity within Range, who can understand you and see/hear you Range: Your AoC Effect: Your drive your ally to keep fighting in the harshest conditions. The Target recovers HP equal to a roll of your Tactical Manoeuvre Die + your Trait of Power. If the Target has the Desperation condition you can roll the Manoeuvre Die twice adding both results together. The Target may also expend one unexpended Hit Die to add the result of its roll to the HP restored. If the Target is Bloodied they may instead expend a two Hit Die. Lore Master Reaction Card (Tactical Manoeuvre) Martyr’s Charge RP Cost: 1RP Prerequisite: Academy of the Field Chirurgeon Trigger: You see an allied entity reduced to 0HP Effect: You strike out to make a risky gamble for the sake of the party. You may immediately move up to double your Movement speed towards the Triggering ally. All hostile entities may make an Opportunity Attacks against the you for 0RP, even if they normally cannot use this reaction. If you get within 1m of the Triggering ally you can touch and heal them. The amount of HP restored is equal to your Trait of Power plus a number of rolls of your Tactical Manoeuvre Die, equal to the number of Opportunity Attacks made against you during your movement as part of this reaction. You expend none of your Tactical Manoeuvre Dice for this effect. Lore Master Action Card (Tactical Manoeuvre) Medic’s Stance AP Cost: 1AP Prerequisite: Academy of the Field Chirurgeon Effect: You adopt a posture best for supporting your allies. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •Your can add your Tactical Manoeuvre Die to any rolls to determine HP restored without expending the Manoeuvre Die. •Allied entities within your AoC with 0HP, gain a +[half your SB] Medic Bonus to their HT, and Attack Rolls against them do not automatically count as Critical Hits for being Unconscious. Lore Master Action Card (Tactical Manoeuvre) Protect the Wounded! AP Cost: 2AP Prerequisite: Academy of the Field Chirurgeon Requirement: An allied entity within your AoC is at 0HP Target: A number of allied entities within Range up to or equal to your Trait of Power Range: 3m | Near Effect: You drive your allies to fight to protect the wounded. Each Target may make a Weapon Attack or Unarmed Strike, gaining a Medic Bonus to their Attack Roll equal to the number of allied entities within your AoC at 0HP. Until the start of your next Turn, each entity hit by Attack Rolls of your Targets has Disadvantage on Attack Rolls made against you and allied entities at 0HP. Lore Master Reaction Card (Tactical Manoeuvre) Saviour's Shield RP Cost: 1RP Prerequisite: Academy of the Field Chirurgeon Trigger: An allied entity on 0 HP within Range is the Target of an Attack Roll Range: Your AoC Effect: You use your body to shield an ally. The Triggering ally gains a Medic Bonus to their HT equal to your Trait of Power against the Triggering Attack Roll. Until the start of your next Turn, or until the Triggering allied entity moves away from their current location, any Attack Roll that would hit them hits you instead. Lore Master Action Card (Tactical Manoeuvre) Adrenaline Rush AP Cost: 1AP Prerequisite: Academy of the Field Chirurgeon Tier 2 Cost: 1 Tactical Manoeuvre Die Target: An entity within Range, who can understand you and see/hear you Range: Touch Effect: You push your ally to keep going. At the start of the Targets next Turn, they gain 1d10 BP, +2 AP and +1RP, doubles their Walking speed, and gains a +2 Haste Bonus to their HT for 1 Round. Their following Turn when the effects of this Manoeuvre has ended, the Target gains a Degree of Exhaustion. Lore Master Action Card (Tactical Manoeuvre) Stave Off the Reaper AP Cost: 2AP Prerequisite: Academy of the Field Chirurgeon Tier 2 Cost: 1 Tactical Manoeuvre Die Target: An allied entity you can see within Range Range: Your AoC Effect: Even death itself knows to fear reaching for a medic’s patient. The Target can remove a number of Degrees of the Doom condition equal to a roll of your Tactical Manoeuvre Die. If you roll a result greater than the Target’s Degrees of the Doom condition, they recover HP equal to double the difference. Lore Master Action Card (Tactical Manoeuvre) You’ll Die, When I Say You Can Die! AP Cost: 3AP Prerequisite: Academy of the Field Chirurgeon Tier 4 Cost: 3 Tactical Manoeuvre Dice Target: An allied entity you can see within Range who has Died within the last Round Range: Touch Effect: Your bring an ally back from the brink. The Target returns to life with 1 HP, with 1 Degree of the Dazed condition and 3 Degrees of the Wounded condition. This action can’t return to life an entity that has died of old age, nor can it restore any missing body parts.


Academy of the Loreweaver

Lore Master Action Card (Tactical Manoeuvre) Dance of Blades AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance to drive your allies to fight ferociously. Until the end of your next Turn, you and each allied entity who can see or hear you within your AoC, may perform the Blade Dance Strike action. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near), and all Blade Dance Strikes add a roll of your Tactical Manoeuvre Die to their Damage Roll. Blade Dance Strike (1AP). Make a single melee Weapon Attack or Unarmed Strike. Lore Master Action Card (Tactical Manoeuvre) Dance of Flames AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: 1 Tactical Manoeuvre Die Effect: You perform a dance that leaves flames in your wake. Until the end of your next Turn, when due to your movement, an entity or an object that isn’t being worn or carried enters your AoC, they take Fire damage equal to a roll of your Manoeuvre Die. An entity or object can only take this damage once per Turn. Lore Master Action Card (Tactical Manoeuvre) Dance of Nightmares AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance to call form the deepest nightmares of your foe’s psyche. Each hostile entity within your AoC must perform a Determination Test. On a Failed Test: The Target gains a Degree of the Frightened condition. If they Fail the Test by 5+: They gain an additional Degree of the condition. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near) and on a failed Test the Target takes Psychic damage equal to a roll of your Manoeuvre Die. The damage is halved on a successful Test and doubled if they failed the Test by 5 or more. Lore Master Action Card (Tactical Manoeuvre) Dance of Shadows AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance the summons the shadows to shield you from the enemy. Until the end of your next Turn, you and each allied entity who can see or hear you within your AoC, whilst they remain within your AoC gain the benefits of Half Cover and are Lightly Obscured. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near) and those affected by this action have Three Quarters Cover against attacks made from outside the area. Lore Master Action Card (Tactical Manoeuvre) Dance of Whirling Death AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance that sharpens the blades of your allies. Until the end of your next Turn, you and each allied entity who can see or hear you within your AoC, ignore damage Reduction to Bludgeoning, Force, Piercing, Slashing, and Vorpal damage for Weapon Attacks and Unarmed Strikes. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near), you also ignore Resistances to the listed Damage Types, and once per Dance, each Target can increase a Damage Roll of a Weapon Attack or Unarmed Strike by a roll of your Tactical Manoeuvre Die. Lore Master Action Card (Tactical Manoeuvre) Dance of Winds AP Cost: 1AP Prerequisite: Academy of the Loreweaver Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance to call upon the winds to speed your allies along. Until the end of your next Turn, you and each allied entity who can see or hear you within your AoC, increase their Walking speed by 3m. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near), and affected Targets may perform a Wind Fuelled Rush for 1AP. Wind Fuelled Rush. You move a distance equal to your Walking speed + a roll of a Manoeuvre Die. This Movement does not provoke an Opportunity Attacks and follows the rules for Flying. Lore Master Action Card (Tactical Manoeuvre) Dance of the Tempest AP Cost: 2AP Prerequisite: Academy of the Loreweaver Tier 2 Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance the summons a cloud of blades around you. You can move up to your Walking Speed, whenever you would move such that a hostile entity would leave your AoC you may make a single melee Weapon Attack or Unarmed Strike against the Target. Each hostile entity may only be attacked once per use of this action. Empowered Action: If you chose to expend a Manoeuvre Die, you may increase your Damage Rolls for this action by a roll of your Manoeuvre Die. Lore Master Action Card (Tactical Manoeuvre) Dance of the Vines AP Cost: 1AP Prerequisite: Academy of the Loreweaver Tier 2 Cost: You may expend one Tactical Manoeuvre Die Effect: You perform a dance the summons vines around you and your allies. Until the end of your next Turn, you and each allied entity who can see or hear you within your AoC, increases the Reach of their Melee Weapons and Unarmed Strikes by 1m. Empowered Action: If you chose to expend a Manoeuvre Die, the Range of the dance increases to 6m (Near), and all affected allies may replace their Weapon’s Damage Type with Radiant damage.


Academy of the Shadebinder

Lore Master Reaction Card (Tactical Manoeuvre) Drain Summon RP Cost: 1RP Prerequisite: Academy of the Shadebinder Trigger: You receive damage Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your arcane energy out of your summon and back into you. You recover HP equal to half the Target’s HP (minimum your Lore Master Level). The Target is then reduced to 0HP. Lore Master Action Card (Tactical Manoeuvre) Enlarge Summon AP Cost: 2AP Prerequisite: Academy of the Shadebinder Cost: 1 Tactical Manoeuvre Die Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Duration: Duration of Summoning spell, except if is Instantaneous, at which point becomes 1 Encounter/Scene Effect: You channel your magic to add mass to the essence of your summon. The Target increases its Size Category by 1. Lore Master Action Card (Tactical Manoeuvre) Investiture of the Blade AP Cost: 2AP Prerequisite: Academy of the Shadebinder Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your magic to to empower your summon with the power of a fury. The Target gains the following benefits: •The Target has Advantage on Attack Rolls against entities Marked by it or you. •Increase the size of their damage dice by 1, and they add your Trait of Power to their Damage Rolls. •Allied entities have Advantage on Attack Rolls against Targets within the AoC of the Target. The Target of this Manoeuvre cannot be the Target of other Investiture Manoeuvres. Lore Master Action Card (Tactical Manoeuvre) Investiture of the Mender AP Cost: 2AP Prerequisite: Academy of the Shadebinder Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your magic to to empower your summon with the power of a healer. The Target gains the following benefits: •Increase the size of the dice used to bestow BP or restore HP by 1, and they add your Trait of Power to those rolls. •Allied entities that have had HP restored or BP bestowed by the Target's actions have Advantage on the next Trait Test they make. •Allied entities in the Target’s AoC have Advantage on Trait Tests to resist, avoid, or end negative effects and conditions. The Target of this Manoeuvre cannot be the Target of other Investiture Manoeuvres. Lore Master Action Card (Tactical Manoeuvre) Investiture of the Stalwart AP Cost: 2AP Prerequisite: Academy of the Shadebinder Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your magic to to empower your summon with the power of a protector. The Target gains the following benefits: •The Target increases their HP and Hit Point Maximum by your Lore Master Level. •Hostile entities within 6m (Near) the Target, have Disadvantage on Attack Rolls against Targets other than the Target. •When an entity within the AoC of the Target would be hit by an Attack Roll, the Target can use their reaction (1RP) to force the Attack Roll to hit them instead. The Target of this Manoeuvre cannot be the Target of other Investiture Manoeuvres. Lore Master Action Card (Tactical Manoeuvre) Invigorate Summon AP Cost: 1AP Prerequisite: Academy of the Shadebinder Cost: 1 Tactical Manoeuvre Die Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your magic to empower your Summon. The Target recovers HP equal to the roll of your Tactical Manoeuvre Die and Recharge any Recharge actions. Lore Master Action Card (Tactical Manoeuvre) Mass Investiture AP Cost: 2AP Prerequisite: Academy of the Shadebinder Requirement: You know two or more of the Investiture of the Blade, Investiture of the Mender, and Investiture of the Stalwart Manoeuvres Target: A number of Companions within Range with the Summoned Entity Tag, up to your Trait of Power Range: 6m | Near Effect: You channel your magic to to empower your summons with the power of the furies, healers, and protectors. You can for each Target of this Manoeuvre, use either the Investiture of the Blade, Investiture of the Mender, or Investiture of the Stalwart Manoeuvres you have Learnt. Each Target can be Targeted by a different Manoeuvre. Lore Master Action Card (Tactical Manoeuvre) Restore Summon AP Cost: 2AP Prerequisite: Academy of the Shadebinder Cost: 1 Tactical Manoeuvre Die Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your magic to restore the essence of your summon. The Target recovers HP equal to a roll of your Tactical Manoeuvre Die + your Trait of Power. If the Target has the Desperation condition you can roll the Manoeuvre Die twice adding both results together. You may also expend one unexpended Hit Die to add the result of the roll to the HP restored. If the Target is Bloodied you may instead expend a two Hit Die. Lore Master Action Card (Tactical Manoeuvre) Summoner’s Stance AP Cost: 1AP Prerequisite: Academy of the Shadebinder Effect: You adopt a posture best for your summoning magic. Upon adopting this Stance, your Movement speed is halved for this Turn and any benefits of prior Stances are ended. Until you adopt a new Stance, or you move your full Movement speed, you gain the following benefits: •When you choose to Target only one of your Companions with the Summoned Entity Tag with a Tactical Manoeuvre, you can choose to instead Target a number of Companions with the Summoned Entity Tag within 6m (Near) of you up to your SB. •Companions with the Summoned Entity Tag within your AoC may use your HT instead of their own if it is greater. Lore Master Action Card (Tactical Manoeuvre) Surge of Fury AP Cost: 2AP Prerequisite: Academy of the Shadebinder Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel your arcane energy to drive an ally into a fury. The Target may immediately use an action that would make an Attack Roll. These Attack Rolls are made with Advantage, however until the start of your next Turn, Attack Rolls against the Target are made with Advantage. Lore Master Action Card (Tactical Manoeuvre) Arcane Infusion AP Cost: 1AP Prerequisite: Academy of the Shadebinder Tier 2 Target: A Companion within Range with the Summoned Entity Tag Range: 6m | Near Effect: You channel some of your arcane energy infuse your summons with additional energy. Until the end of your next Turn, the Target gains +1AP, +1RP, and increases their Walking speed by half your SBm. Lore Master Action Card (Tactical Manoeuvre) Pack Strike AP Cost: 2AP Prerequisite: Academy of the Shadebinder Tier 2 Cost: 1 Tactical Manoeuvre Die Target: A number of Companions within Range with the Summoned Entity Tag, up to your Trait of Power Range: 6m | Near Effect: You rally your summons into a offensive formation. Each Target can make a single attack with Advantage against an entity of your choosing with one of their actions. Each Target gains a Squad Bonus to their Attack Rolls equal to the number of other allied entities that made an Attack Roll due to this Manoeuvre. Each Target can increase their Damage Roll by a roll of your Tactical Manoeuvre Die.


Academy of the Spellsword

Lore Master Action Card (Tactical Manoeuvre) Cleansing Word AP Cost: 1AP Prerequisite: Academy of the Spellblade Cost: You may expend one Tactical Manoeuvre Die Target: An entity you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words aid in the bolstering your ally.  The Target can immediately roll any Trait Tests required to remove conditions, spells, powers, or rites affecting them. If the effects from the above sources do not allow for an additional Trait Test to end their effect early, repeat any initial Trait Test that bestowed their effect. Empowered Action: If you expended a Tactical Manoeuvre Die, then the Target may add it to their Trait Tests. Lore Master Reaction Card (Tactical Manoeuvre) Quick Morale Boost RP Cost: 1RP Prerequisite: Academy of the Spellblade Trigger: An entity within Range, who can understand you and see/hear you, failing a Knowledge, Intuition, or Determination Test to resist or avoid a negative effect Cost: 1 Tactical Manoeuvre Die Range: 6m | Near Effect: Your words reassure others when they need it most. The Triggering entity can reroll the Test adding a roll of your Tactical Manoeuvre Die to the result. They must use the new result even if it is worse than the original. Lore Master Action Card (Tactical Manoeuvre) Taunting Jab AP Cost: 2AP Prerequisite: Academy of the Spellblade or Warlord Cost: 1 Tactical Manoeuvre Die Target: An number of entities up to a roll of your Tactical Manoeuvre Die, within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your taunting words throw others off of their game. Each Target must make a Determination Test. On a Failed Test: The Target has Disadvantage on their next Attack Roll, against entities other than you, this effect ends at the end of your next Turn. Lore Master Action Card (Tactical Manoeuvre) Vicious Words AP Cost: 2AP Prerequisite: Academy of the Spellblade Cost: 1 Tactical Manoeuvre Die Target: An entity within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your harsh words throw causes others pain. The Target must make an Intuition Test. On a Failed Test: The Target takes Psychic damage equal to a roll of your Tactical Manoeuvre Die, reduces their next Attack Roll TTV by the rolled result of your Manoeuvre Die, and has Disadvantage on the next Trait Test they make to resist or avoid a negative effect.


Academy of the Warlord

Lore Master Action Card (Tactical Manoeuvre) Ambush Tactics AP Cost: 2AP Prerequisite: Academy of the Warlord Cost: You may expend one Tactical Manoeuvre Die Target: An number of allied entities you can see within Range, who can understand you and see/hear you equal to your Trait of Power Range: 6m | Near Duration: 1 Hour Effect: You guide your allies in avoiding detection. For the Duration, you and each Target has Advantage on Stealth Skill Rolls whilst they remain within Range. Empowered Action: If you chose to expend a Manoeuvre Die, the Duration increases by a number of Hours equal to a roll of your Tactical Manoeuvre Die. Lore Master Action Card (Tactical Manoeuvre) Change Tactics AP Cost: 1AP Prerequisite: Academy of the Warlord Cost: 1 Tactical Manoeuvre Die Target: One willing allied entity you can see within Range, who can see/hear you Range: 6m | Near Effect: Time for a change of plans. The Target’s Initiative set to be equal to yours, taking their Turn after yours has completed this Round. In subsequent Rounds they may take their Turn simultaneously with yours. If they already had a Turn this Round, they may still take their Turn after yours this Round. Lore Master Action Card (Tactical Manoeuvre) Distracting Blow AP Cost: 2AP Prerequisite: Academy of the Warlord Cost: You may expend one Tactical Manoeuvre Die Effect: You aim to distract your foes. You make a single Weapon Attack or Unarmed Strike. On a Hit: If you chose to expend your Manoeuvre Die, you can increase the Damage Roll by the result of your Manoeuvre Die. After damage is resolved if the Target must make an Intuition Test. On a Failed Test: An allied entity within 1m of the Target may spend 1RP and move half their Movement speed. The Target may not make Opportunity Attacks against your ally for this movement. Lore Master Action Card (Tactical Manoeuvre) Drive Them Out! AP Cost: 1AP Prerequisite: Academy of the Warlord Target: A number of allied entities you can see within Range, who can understand you and see/hear you up to your Trait of Power Range: 6m | Near Effect: Your drive your allies to slay the enemy hordes. Targets may use their reaction (1RP), to make a single Weapon Attack or Unarmed Strike against a Broken Minion or a Bloodied entity. Lore Master Action Card (Tactical Manoeuvre) Feign an Opening AP Cost: 2AP Prerequisite: Academy of the Warlord Target: A hostile entity you can see within Range Range: Melee Effect: You lure your foe into a trap. Make a Weapon Attack or Unarmed Strike. Until the start of your next Turn, if the Target makes any Attack Rolls against you it is made with Advantage. However, if they make an Attack Roll against you, an allied entity you can see within 6m (Near) of you, can use their reaction (1RP) to make a single Weapon Attack or Unarmed Strike against the Target. Lore Master Action Card (Tactical Manoeuvre) Get Back In The Fight! AP Cost: 2AP Prerequisite: Academy of the Warlord Cost: 1 Tactical Manoeuvre Die Target: An entity within Range, who can understand you and see/hear you Range: Your AoC Effect: Your drive your ally to keep fighting in the harshest conditions. The Target recovers HP equal to a roll of your Tactical Manoeuvre Die + your Trait of Power. If the Target has the Desperation condition you can roll the Manoeuvre Die twice adding both results together. The Target may also expend one unexpended Hit Die to add the result of its roll to the HP restored. If the Target is Bloodied they may instead expend a two Hit Die. Lore Master Reaction Card (Tactical Manoeuvre) Hold the Line! RP Cost: 1RP Prerequisite: Academy of the Warlord Trigger: One or more allied entities who can see/hear you within Range, have to make a Trait Test to resist or avoid a damaging effect that would deal half damage on a successful Test Cost: 1 Tactical Manoeuvre Die Range: 6m | Near Effect: Your drive your allies to stand strong. The Triggering entity can choose to make the Trait Test with Disadvantage. If the Target does this and failed their Test, they take damage as normal. If the Target does this and succeeds their Test, they take no damage. Lore Master Action Card (Tactical Manoeuvre) Inspiring Speech AP Cost: 2AP Prerequisite: Academy of the Warlord Cost: You may expend one Tactical Manoeuvre Die Target: A number of allied entities you can see within Range, who can understand you and see/hear you equal to your Trait of Power Range: 6m | Near Effect: Your words inspire others to greatness. Each Target can gain BP equal to your Trait of Power + your Lore Master Level. Empowered Action: If you chose to expend a Manoeuvre Die, the BP bestowed increases by a roll of your Tactical Manoeuvre Die. Lore Master Reaction Card (Tactical Manoeuvre) Protective Strike RP Cost: 1RP Prerequisite: Academy of the Warlord Trigger: An Attack Roll by an entity Marked by you, hits an entity other than you Cost: 1 Tactical Manoeuvre Die Effect: You step in to aid your allies. Make a melee Weapon Attack or Unarmed Strike against the Triggering entity. On a Hit: Increase the Damage Roll against the Triggering entity by the result of the Manoeuvre Die roll. You also decrease the Attack Roll of the Triggering entity by the result of your Manoeuvre Die roll, potentially turning a hit into a miss. Lore Master Action Card (Tactical Manoeuvre) Rallying Cry AP Cost: 2AP Prerequisite: Academy of the Warlord Cost: You may expend one Tactical Manoeuvre Die Target: A number of allied entities you can see within Range, who can understand you and see/hear you up to your Trait of Power Range: 6m | Near Effect: Your words encourage others to access reserves of energy to keep fighting. The Target can spend one of their unexpended Hit Die, rolling it and adding your Trait of Power, regaining that many Hit Points. This Manoeuvre has no effect on Targets with no remaining unexpended Hit Die. Empowered Action: If you chose to expend a Manoeuvre Die, you can add the result of your Manoeuvre Die roll to HP restored. Lore Master Reaction Card (Tactical Manoeuvre) Spur to Heroism RP Cost: 1RP Prerequisite: Academy of the Warlord Trigger: You see an allied entity be reduced to 0HP Target: An allied entity you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your words encourage others to make risky gambles for the sake of the party. The Target can use their reaction (1RP) to immediately move up to double their Movement speed towards the Triggering ally. All hostile entities may make Opportunity Attacks against the Target for 0RP, even if they normally cannot make these attacks. If the Target gets within 1m of the Triggering ally they can touch and heal them. The amount of HP restored is equal to your Trait of Power plus the roll of a number of your Tactical Manoeuvre Die, equal to the number of Opportunity Attacks made against the Target during their movement. You expend none of your Tactical Manoeuvre Dice for this effect. Lore Master Action Card (Tactical Manoeuvre) Taunting Jab AP Cost: 2AP Prerequisite: Academy of the Spellblade or Warlord Cost: 1 Tactical Manoeuvre Die Target: An number of entities up to a roll of your Tactical Manoeuvre Die, within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your taunting words throw others off of their game. Each Target must make a Determination Test. On a Failed Test: The Target has Disadvantage on their next Attack Roll, against entities other than you, this effect ends at the end of your next Turn. Lore Master Action Card (Tactical Manoeuvre) Team Strike AP Cost: 3AP Prerequisite: Academy of the Warlord Cost: You may expend one Tactical Manoeuvre Die Target: An allied entity you can see within Range, who can understand you and see/hear you Range: 6m | Near Effect: Your aim is to coordinate your attacks with others. Make a single Weapon Attack or Unarmed Strike against a Target. On a Hit: If you chose to expend your Manoeuvre Die, you can increase the Damage Roll by the result of your Manoeuvre Die. After damage is resolved, you can select an allied entity within 6m (Near) of you who can see or hear you, they can spend 1RP to make a single Weapon Attack or Unarmed Strike against a Target of your choosing. They can also add the result of your Manoeuvre Die roll their Damage Roll if you expended it. Lore Master Action Card (Tactical Manoeuvre) You First! AP Cost: 1AP Prerequisite: Academy of the Warlord Cost: 1 Tactical Manoeuvre Die Target: A willing allied entity you can see within Range who does not share your place in the Initiative Order Range: 6m | Near Effect: Your drive your ally to shake up the combat. The Target exchanges places with you in the Initiative Order. Once your Turn ends, it is the Target’s Turn. Lore Master Action Card (Tactical Manoeuvre) Back to the Drawing Board! AP Cost: 2AP Prerequisite: Academy of the Warlord Tier 2 Cost: 1 Tactical Manoeuvre Die Target: A number of allied entities, bar you, you can see within Range, who can understand you and see/hear you up to your Trait of Power Range: 6m | Near Effect: You disrupt the rhythm of combat for your team. Each Target, starting with the entity with the highest place in the Initiative Order, may choose to either increase their place in the Order by 1, decrease it by 1, or remain in their current position. Lore Master Action Card (Tactical Manoeuvre) Bring It Down! AP Cost: 3AP Prerequisite: Academy of the Warlord Tier 2 Cost: 1 Tactical Manoeuvre Die Target: A hostile entity you an see within Range Range: 6m | Near Effect: You aim to distract your foes. You make a single Weapon Attack or Unarmed Strike. Until the start of your next Turn, Attack Rolls against the Target gains a Squad Bonus, which equals the number of attacks that has hit the Target since this action was used. You may make a single Weapon Attack or Unarmed Strike against the Target, adding your Tactical Manoeuvre Die to the Damage Roll. Lore Master Reaction Card (Tactical Manoeuvre) Patient Planning RP Cost: 1RP Prerequisite: Academy of the Warlord Tier 2 Trigger: You Turn is about to begin Cost: 1 Tactical Manoeuvre Die Effect: You wait for the perfect moment to strike. Before your Turn actually begins, you move yourself down one place in the Initiative Order. Whoever is moved to your previous place now starts their Turn. Lore Master Action Card (Tactical Manoeuvre) Pinning Strike AP Cost: 2AP Prerequisite: Academy of the Warlord Tier 2 Cost: 1 Tactical Manoeuvre Die Effect: You slow down one foe. Make a melee Weapon Attack or Unarmed Strike. On a Hit: Add your Tactical Manoeuvre Die to your Damage Roll. At the end of your Turn, you and the opponent swap places in the Initiative Order. The Target is treated as just having had their Turn occur. Lore Master Action Card (Tactical Manoeuvre) Take a Breather! AP Cost: 3AP Prerequisite: Academy of the Warlord Tier 3 Cost: 1 Tactical Manoeuvre Die Target: An allied entity you can see within Range, who can understand you and see/hear you Range: Your AoC Effect: Your words encourage others to make risky gambles for the sake of the party. The Target can choose one Feature, action, or ability that replenishes upon completing a Short Rest. The Feature, action, or ability is restored as if they had completed a Short Rest. Once a Target has been affected by this action they cannot do so again until they have completed a Long Rest. Lore Master Action Card (Tactical Manoeuvre) You’ll Die, When I Say You Can Die! AP Cost: 3AP Prerequisite: Academy of the Warlord Tier 4 Cost: 3 Tactical Manoeuvre Die Target: An allied entity you can see within Range who has Died within the last Round Range: Touch Effect: Your bring an ally back from the brink. The Target returns to life with 1HP, 1 Degree of the Dazed condition, and 3 Degrees of the Wounded condition. This action can’t return to life an entity that has died of old age, nor can it restore any missing body parts.