Prerequisite Specialism Skill: Animal Handling
This attack deals no damage, if the Target is an Animal, they must make an Insight Test.
Failed Test: The Target will not treat you and allied entities you specify as, non=hostile until you or an ally perform a hostile action, such as attacking them or aiding an entity they are hostile to.
Failed by 5+: The Target Animal also has Disadvantage on the next Trait Test you make them take.
Prerequisite Specialism Skill: Cosmology or Magical Lore
Before damage is applied, select one of the following Damage Types; Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant, Thunder or Vorpal.
You replace the Damage Type of your Weapon and Specialism Attack with the chosen Damage Type.
After damage has been applied, the Target must make an Agility Test.
Failed Test: The Target drops a Target Item held in one of their hands.
Failed by 5+: The Target drops the Target Item even if it is being held in both hands.
After the attack has resolved, you can move up to half your Movement speed, this movement does not Trigger Opportunity Attacks.
Prerequisite Specialism Skill: Faith
Before damage is applied, this Weapon is considered to have the Silvered Weapon Property for this attack, and the Damage Type of the Specialism Attack becomes Radiant damage.
Prerequisite Specialism Skill: Empathy
After damage has been applied, the Target must make a Determination Test.
Failed Test: The Target has Disadvantage on their next Attack Roll against you, as you read their movements in response to your last attack.
Failed by 5+: The Target has Disadvantage on their Attack Rolls against you until the start of your next Turn.
Prerequisite Specialism Skill: Skullduggery
After damage has been applied, the Target must make an Agility Test.
Failed Test: You can take one object from the Target’s person that is not being held and can be held in one hand, what the object is, is determined by the GG (if unsure we recommend some coins or a trinket).
Failed by 5+: The Target takes an additional 2d6 Vorpal damage from the next attack to hit them.
Prerequisite Specialism Skill: General Knowledge or Investigation
After damage has been applied, the Target must make a Determination Test.
Failed Test: You learn either:
The current conditions affecting the Target.
One of the Target’s Damage Immunities, Magnifications, Reductions, Resistances, or Vulnerabilities.
One of the Target’s condition Immunities.
One Trait, Action, or Reaction the Target has.
If an answer would reveal no information, you may choose something else to learn.
Failed by 5+: You may learn three facts from the above list, though you may not pick the same option more than once, even if this means you learn less than three pieces of information.
Prerequisite Specialism Skill: Athletics or Stamina
After damage has been applied, the Target, if they are one Size Category larger than you or smaller, must make a Physique Test.
Failed Test: The Target is pushed 1m directly away from you.
Failed by 5+: The Target is pushed a number of metres directly away from you equal to half your Physique.
Prerequisite Specialism Skill: Stealth
After damage has been applied, you gain the Invisibility condition until the start of your next Turn and have Advantage on Stealth Skill Rolls this Turn.
The condition ends early if you perform any action or reaction other than the Movement or Use Skill actions.
Prerequisite Specialism Skill: Driving
After damage has been applied, you can immediately perform one Vehicular Stunt that costs AP for 0AP.
After damage has been applied, the Target must make an Agility Test.
Failed Test: The Target is knocked Prone.
Failed by 5+: The Target's Movement speed is halved until the end of their next Turn.
Prerequisite Specialism Skill: Acrobatics
After the attack has resolved, you can move up to half your Movement speed, including through the space of the Target hit by the attack without negative effects, this movement does not Trigger Opportunity Attacks.
Prerequisite Specialism Skill: Technology
After damage has been applied, the Target and any other entity within 1m (Melee) of them, bar you, must make an Agility Test.
Failed Test: The entity takes 1d6 Fire damage, and gains a number of Degrees of the Burned condition, equal to the number of d6s expended.
Failed by 5+: They take an additional 1d6 Fire damage.
Successful Test: They take half as much damage.
Prerequisite Specialism Skill: Intimidation
After damage has been applied, the Target must make a Determination Test.
Failed Test: The Target gains a number of Degrees of the Frightened condition, equal to the number of d6s expended, until the start of your next Turn.
Failed by 5+: The Degrees of the Frightened condition lasts for their default Duration.
Prerequisite Specialism Skill: Nature or Survival
After damage has been applied, the Target must make an Endurance Test.
Failed Test: The Target takes 1d6 Poison damage, and gains a number of Degrees of the Poisoned condition, equal to the number of d6s expended, until the start of your next Turn.
Failed by 5+: The Target takes an additional 1d6 Poison damage, and the Degrees of the Poisoned condition lasts for their default Duration.
Prerequisite Specialism Skill: Diplomacy or Linguistics
This attack deals no damage, hostile entities within 3m (Near) of you, who can see you, must make an Insight Test.
Failed Test: The Target thinks you are actually on their side and will not attack you until you perform a hostile action, such as attacking them or aiding an entity they are hostile to.
Failed by 5+: The Target also has Disadvantage on the next Trait Test you make them take.
Prerequisite Specialism Skill: Focus, Medicine, or Perception
Before damage is applied, the Target must make an Agility Test.
Failed Test: The attack, if it is not already a Critical Hit, is an Overwhelming Blow.
Failed by 5+: The attack is a Critical Hit.
Prerequisite Specialism Skill: Cosmology, General Knowledge, Faiths, Magical Lore, Medicine, Nature, Technology
After damage has been applied, if the Target was an Entity Type associated with your Specialism Skill per the Table below, you may take the Study action for 0AP using your Specialism Skill, potentially applying a Temporary or Perpetual Specialism benefit against this foe in addition to the Tests normal effect.
If you already have a Perpetual Specialism benefit against the foe, the next attack you make against the Target that hits are an automatic Overwhelming Blow.
| Specialism Skill | Entity Type |
|---|---|
| Cosmology | Demi-Eternal, Dreamed, Fey, Masked, Primordial, Undead |
| General Knowledge | Animals, Dragons, Humanoids, Giants, Flora, Ooze |
| Faiths | Demi-Eternal, Masked, Outsider, Undead |
| Magical Lore | Dragons, Dreamed, Fey, Giants, Outsider, Primordial |
| Medicine | Humanoids |
| Nature | Animals, Dragons, Flora, Ooze, Primordial |
| Technology | Constructs |
Requirement: Can only be taken as part of a ranged Weapon Attack
After the attack has resolved, you may choose a new separate Target within 1m (Melee) of the original Target. The new Target must make an Agility Test.
Failed Test: The Target takes 1d6 Piercing damage.
Failed by 5+: The Target takes Piercing damage equal to half your Specialist Attack damage dealt to the original Target.
Prerequisite Specialism Skill: Deception or Performance
After damage has been applied, the Target must make an Insight Test.
Failed Test: You convince the Target the attack was actually made by an ally, select another entity you can see within 6m (Near) of you. The original Target now becomes hostile to the selected entity until the end of your next Turn.
Failed by 5+: The hostility lasts until you attack the original Target, or until the selected entity convinces the Target to stop attacking them.
Requirement: Can only be taken as part of a melee Weapon Attack
After the attack has resolved, you may choose a new separate Target within 1m (Melee) of the original Target. The new Target must make an Agility Test.
Failed Test: The Target takes damage equal to half the damage dealt to the original Target, without any Specialist Attack damage.
Failed by 5+: The Target takes damage equal to half the damage dealt to the original Target, including any Specialist Attack damage.
As the attack resolves if it hits, you may utter a cutting remark. The Target must make a Determination Test.
Failed Test: The Target gains the Marked condition, has Disadvantage on Attack Rolls against entities other than you, and can’t make Opportunity Attacks against anyone bar you.
This effect lasts until the end of the current Encounter/Scene or until another entity applies the Marked condition to the Target.
After damage has been applied, choose a target location from the list presented below, the target must make an Agility Test.
Failed Test: The Target gains the effect attached to the chosen location for the number of d6s expended until the start of your next Turn.
Failed by 5+: The applied effect lasts for the Duration of 1 Encounter/Scene.
| Location | 2dX | 3dX | 4dX |
|---|---|---|---|
| Arm | 2 Degree Burned (Weapon's Damage Type) |
3 Degrees Burned (Weapon's Damage Type) |
4 Degrees Burned (Weapon's Damage Type) |
| Head | 1 Degree Dazed |
2 Degrees Dazed |
3 Degrees Dazed |
| Ears | Disadvantage on next Attack Roll |
Imparied (Sound) |
Imparied (Sound) |
| Eyes | Disadvantage on next Attack Roll |
Imparied (Sight) |
Imparied (Sight) |
| Jaw | Disadvantage on next Attack Roll |
Silenced |
Silenced |
| Leg | 1 Degree Slowed |
2 Degrees Slowed |
3 Degrees Slowed |
Should an entity gain 5 Degrees of the Slowed condition whilst they have Degrees from this effect intead of gaining the Petrified condition they gain the Restrained condition. This Restrained condition lasts for 1 Minute, with the affected entity at the end of each of their Turns being able to make a Physique Test, with a TG equal to the TG of the last effect to give them Degrees of the Slowed condition. Ending the condition on a success.
After the attack has resolved, roll 1d4. Until the start of your next Turn, you gain a Technique Bonus to your HT equal to the roll.
After the attack has resolved, the Target must make an Endurance Test.
Failed Test: The next Attack Roll made against the Target is made with Advantage.
Failed by 5+: The Target gains the Wide Open condition.
Before the attack’s damage is applied, the Target must make an Endurance (Focus) Skill Roll.
Failed Test: If the Target makes a Concentration Test due to this attacks damage, they do so with Disadvantage.
Failed by 5+: The Target also gains the Mind Lock condition until the end of your next Turn.
After the attack has resolved, the Target must make an Endurance Test.
Failed Test: The Target gains the Damage Up [the attacking Weapon’s Damage Type] 5 condition until the start of your next Turn. Increasing the Damage Up by 5 for each additional d6 expended as part of this Specialist Technique.
Failed by 5+: The condition lasts for the Duration of 1 Encounter/Scene.
After damage has been applied, select one of the six Traits. The Target must make a Trait Test using the chosen Trait.
Failed Test: The Target gains the Damage Drain condition until the start of your next Turn.
Failed by 5+: The Target also gains the Sap [chosen Trait] 1 condition until the start of your next Turn.
Before the attack’s damage is applied, this attack becomes a Critical Hit. This does not bestow the effect of an Inspired Event.
After the attack has resolved, the Target must make an Endurance Test.
Failed Test: The Target gains the Vulnerability condition until the start of your next Turn.
Failed by 5+: The Target instead gains the Vulnerability condition until the end of your next Turn.
After the attack has resolved, the Target must make an Endurance Test.
Failed Test: The Target gains the Critical Opening 1 condition.
Failed by 5+: The Target instead gains the Critical Opening 3 condition.