Cost | Options |
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a | - -1 Strain (may be triggered once).
- +b to the next allied check.
- Notice an important point in the conflict.
- Activate an item Quality or trigger Critical.
Likely to cost multiple a
|
aa | - Perform an immediate free Manoeuver.
May not exceed '2 Manoeuvers per Turn' limit - +b to target's next check.
- +b to any allies (or your own) next check.
|
aaa | - Negate target's Defence until end of current Round.
- Ignore penalising environmental effects until end of next Turn.
- +1 rDef OR mDef until end of next Turn.
- Target drops held item.
|
t | - Initiative roll only: Free Manoeuver before combat.
- Upgrade the Difficulty of the target's next check.
- Upgrade the Ability of any ally's (or your own) next check.
- Do something vital!
|
tt | - Destroy environmental cover permanently.
- Activate Sunder Quality, even if your weapon doesn't have it.
|
h | - +1 Strain (may be triggered once).
- Lose the benefits of a prior Maneouver. The target may perform the Maneouver again as soon as they are able.
|
hh | - Target may make a Maneouver after this check is resolved as an Out-of-Turn Incidental.
- +b to target's next check.
- This character (or their ally) suffers +b to their next check.
(This character's choice)
|
hhh | - This character falls prone.
- Accidentally grants any enemy a significant advantage for the remainder of the Encounter.
|
d | - If combat check fails, and ally is in Engaged Range of target: Attack strikes ally.
- Weapon becomes Out-of-Ammo.
Can't be used on items with Limited Ammo. - The current/most recently used item is damaged one step.
- Upgrade Difficulty of an ally's next check
(Target's choice)
|