ABCDEF
1
f
2
▪ Effects from augments that require a target are applied by specifying either Attack or Defense.
3
ex: Inflict Burn (Offensive) -> On Clash Win with an attack, inflict N Burn to target
4
Burn Bonus (Defensive) -> +1 to Defensive Dice when target has 2+ Burn
5
TagsEffect NameCostPositive EffectNegative effectProc On
6
Dice Manipulation Augmentation Effects
7
[CR]
[DICE]
[AA]
Burn Bonus2If the target has 2 or more Burn, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
8
[CR]
[DICE]
[AA]
Frostbite Bonus2If the target has 2 or more Frostbite, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
9
[HB]
[DICE]
[AA]
Frenzy Bonus2If the target has Frenzy, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
10
[CR]
[DICE]
[AA]
Bleed Bonus2If the target has Bleed, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
11
[HB]
[DICE]
[AA]
Poison Bonus2If the target has 10 or more Poison, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
12
[HB]
[DICE]
[AA]
Shock Bonus2If the target has Shock, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
13
[HB]
[DICE]
[AA]
Terror Bonus2If the target has Terror, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
14
[CR]
[DICE]
[AA]
Rupture Bonus2If the target has Rupture, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
15
[CR]
[DICE]
[AA]
Tremor Bonus2If the target has Tremor, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
16
[CR]
[DICE]
[AA]
Sinking Bonus2If the target has Sinking, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
17
[CR]
[DICE]
[AA]
Bind Bonus2If the target has Bind, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
18
[CR]
[DICE]
[AA]
Poise Bonus2If the character has 4 or more Poise, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
19
[CR]
[DICE]
[AA]
Ruin Bonus2If the target has 4 or more Ruin, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
20
[CR]
[DICE]
[AA]
Smoke Bonus2If the target has 3 or more Smoke, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
21
[HB]
[DICE]
[AA]
Charge Bonus2If the target has 3 or more Charge, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
22
[HB]
[DICE]
[AA]
Thorns Bonus2If the character has 5 or more Thorns, gain 1 Dice Power Up.Cannot be negative.On [Condition] with [Attack/Defense]
23
[HB]
[DICE]
[AA]
Aggro Bonus2If the character is reacting to an Attack redirected with Aggro, gain +1 Dice PowerCannot be negative.On [Condition] with [Attack/Defense]
24
[CR]
[DICE]
[AA]
Burn Vigor6Gain 1 Offensive / Defensive Dice Power Up for every 3 Burn the character has at the moment of attack/defense. Type chosen at effect acquisition.
(Max of 3 Dice Power Up)
(Dice Power type chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
25
[CR]
[DICE]
[AA]
Frostbite Vigor6Gain 1 Offensive / Defensive Dice Power Up for every 2 Frostbite the character has at the moment of attack/defense. Type chosen at effect acquisition.
(Max of 3 Dice Power Up)
(Dice Power type chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
26
[HB]
[DICE]
[AA]
Frenzy Vigor6Gain 1 Offensive / Defensive Dice Power Up for every 2 Frenzy the character has at the moment of attack/defense. Type chosen at effect acquisition.
(Max of 3 Dice Power Up)
(Dice Power type chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
27
[CR]
[DICE]
[AA]
Bleed Vigor6Gain 1 Offensive / Defensive Dice Power Up for every 2 Bleed the character has at the moment of attack/defense. Type chosen at effect acquisition.
(Max of 3 Dice Power Up)
(Dice Power type chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
28
[HB]
[DICE]
[AA]
Poison Vigor6Gain +1 Offensive / Defensive Dice Power Up for every 10 Poison the character has at the moment of attack.
(Max of 3 Dice Power Up)
(Dice Power type chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
29
[HB]
[DICE]
[AA]
Shock Vigor6Gain +1 Offensive / Defensive Dice Power per 2 Shock the character has at the moment of attack/defense. Type chosen at effect acquisition.
(Max of 3 Dice Power Up)
(Dice Power type chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
30
[HB]
[DICE]
[AA]
Terror Vigor6Gain +1 Offensive / Defensive Dice Power per 2 Terror the character has at the moment of attack/defense. Type chosen at effect acquisition.
(Max of 3 Dice Power Up)
(Dice Power type chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
31
[HB]
[DICE]
[AA]
Charge Vigor6Gain 1 Offensive / Defensive Dice Power Up for every 12 Charge the character has at the moment of attack/defense. Type chosen at effect acquisition.
(Max of 3 Dice Power Up)
(Dice Power type chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
32
[CR]
[DICE]
[AA]
Haste Vigor6Gain 1 Dice Power Up for every 2 Haste the character has at the moment of attack/defense. Type chosen at effect acquisition.
(Max of 3 Dice Power Up)
Cannot be negative.On [Condition] with [Attack/Defense]
33
[CRE]
[DICE]
[AA]
Haste Vigor
(Variant)
6Gain 1 Offensive / Defensive Dice Power Up for every 2 Haste the character has at the moment of attack/defense. (Any Bind active subtracts from Haste) Type chosen at effect acquisition.
(Max of 3 Dice Power Up)
(Dice Power type chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
34
[HB]
[DICE]
[AA]
Bind Vigor6Gain +1 Offensive / Defensive Dice Power for every 2 Bind the character has at the moment of attack/defense. Type chosen at effect acquisiton.
(Max of 3 Dice Power Up)
(Dice Power type chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
35
[HB]
[DICE]
[AA]
Spiky Shield6Gain +1 Defensive Dice Power per 5 Thorns on self when declaring Blocks (max. 3)Cannot be negative.On [Condition] with [Attack/Defense]
36
[HB]
[DICE]
[AA]
Vampire Killer2If the target has Consumed Bloodfeast, gain 1 Dice Power Up.If the target does not have Consumed Bloodfeast, gain 1 Dice Power Down.On [Condition] with [Attack/Defense]
37
[CR]
[DICE]
[AA]
Smoke Overflow2NIf the character has 4+4N or more Smoke stacks, the character gains N Dice Power Up on attack/defense. Type chosen at effect acquisition. (Max 3)
The character's Smoke cap is raised to 8+4N.
The increased Smoke cap gained from this does not count as being above 10 for the purposes of any other Effects for the user.
Cannot be negative.On [Condition] with [Attack/Defense]
38
[CR]
[DICE]
[AA]
Bloodthirst2NIn the first round of combat, gain N Offensive & Defensive Dice Power Up. Whenever the character defeats an opponent, apply N Strength to the character next round. (Max 3)Cannot be negative.On [Condition]
39
40
Augmentation Status Effects
41
[CR]
[HP]
[OC]
Inflict Burn2NInflict N Burn.Cannot be negative.On Clash [Result] with [Attack/Defense]
42
[CR]
[ST]
[OC]
Inflict Frostbite2NInflict N Frostbite.Cannot be negative.On Clash [Result] with [Attack/Defense]
43
[HB]
[SP]
[OC]
Inflict Frenzy2NInflict N Frenzy.Cannot be negative.On Clash [Result] with [Attack/Defense]
44
[CR]
[HP]
[OC]
Inflict Bleed2NInflict N Bleed.Cannot be negative.On Clash [Result] with [Attack/Defense]
45
[HB]
[ST]
[OC]
Inflict Shock2NInflict N Shock.Cannot be negative.On Clash [Result] with [Attack/Defense]
46
[HB]
[SP]
[OC]
Inflict Terror2NInflict N Terror.Cannot be negative.On Clash [Result] with [Attack/Defense]
47
[HB]
[HP]
[OC]
Inflict PoisonNApply N Poison to the Target.Cannot be negative.On Clash [Result] with [Attack/Defense]
48
[CR]
[HP]
[OC]
Inflict RuptureNInflict N Rupture next Round.Cannot be negative.On Clash [Result] with [Attack/Defense]
49
[CR]
[ST]
[OC]
Inflict Tremor2NInflict N Tremor next Round.Cannot be negative.On Clash [Result] with [Attack/Defense]
50
[CR]
[SP]
[OC]
Inflict Sinking2NInflict N Sinking next Round.Cannot be negative.On Clash [Result] with [Attack/Defense]
51
[CR]
[HP]
[OC]
Gain PoiseNGain N Poise to the character.Cannot be negative.On Clash [Result] with [Attack/Defense]
52
[CR]
[HP]
[OC]
Inflict RuinNInflict N Ruin to the target.Cannot be negative.On Clash [Result] with [Attack/Defense]
53
[CR]
[HP]
[OC]
Inflict Smoke2NInflict N Smoke.Cannot be negative.On Clash [Result] with [Attack/Defense]
54
[CR]
[ES]
[AA]
Flash FireNIn the first round of combat, all successful Attacks/Counters made by the character inflict +N Burn.In the first round of combat, all successful Attacks/Counters made by the character inflict N Burn to the character.
The character’s Burn Resistance is reduced by N for the round.
On Clash Win with Attack
55
[CR]
[ES]
[AA]
Flash FreezeNIn the first round of combat, all successful Attacks/Counters made by the character inflict +N Frostbite.In the first round of combat, all successful Attacks/Counters made by the character inflict N Frostbite to the character.
The character’s Frostbite Resistance is reduced by N for the round.
On Clash Win with Attack
56
[HB]
[ES]
[AA]
Flash Frenzy2NIn the first round of combat, all successful Attacks/Counters made by the character inflict +N Frenzy.In the first round of combat, all successful Attacks/Counters made by the character inflict N Frenzy to the character.
The character’s Frenzy Resistance is reduced by N for the round.
On Clash Win with Attack
57
[CR]
[ES]
[AA]
Quick GashesNIn the first round of combat, all successful Attacks/Counters made by the character inflict +N Bleed.In the first round of combat, all successful Attacks/Counters made by the character inflict N Bleed to the character.
The character’s Bleed Resistance is reduced by N for the round.
On Clash Win with Attack
58
[HB]
[ES]
[AA]
Quick Zap2NIn the first round of combat, all successful Attacks/Counters made by the character inflict +N Shock.In the first round of combat, all successful Attacks/Counters made by the character inflict N Shock to the character.
The character’s Shock Resistance is reduced by N for the round.
On Clash Win with Attack
59
[HB]
[ES]
[AA]
Quick Terror2NIn the first round of combat, all successful Attacks/Counters made by the character inflict +N Terror.In the first round of combat, all successful Attacks/Counters made by the character inflict N Terror to the character.
The character’s Terror Resistance is reduced by N for the round.
On Clash Win with Attack
60
[HB]
[ES]
[AA]
Quick Ragebait2NIn the first round of combat, all successful Attacks/Counters made by the character Inflict +N Taunted.In the first round of combat, all successful Attacks/Counters made by the character Apply +N Taunted to the Character.On Clash Win with Attack
61
[CR]
[ES]
[AA]
Sudden DownpourNIn the first round of combat, all successful Attacks/Counters made by the character inflict +N Sinking.Cannot be negative.On Clash Win with [Attack]
62
[CR]
[ES]
[AA]
Rapid FumesNIn the first round of combat, all successful Attacks/Counters made by the character inflict +N Smoke.Cannot be negative.On Clash Win with [Attack]
63
[HB]
[ES]
[AA]
Desperate FlamesNAll Attacks/Counters made by this unit inflict +N Burn after 2+N Rounds.Cannot be negative.On Clash Win with Attack
64
[HB]
[ES]
[AA]
Desperate FreezeNAll Attacks/Counters made by this unit inflict +N Frostbite after 2+N Rounds.Cannot be negative.On Clash Win with Attack
65
[HB]
[ES]
[AA]
Desperate Zeal2NAll Attacks/Counters made by this unit inflict +N Frenzy after 2+N Rounds.Cannot be negative.On Clash Win with Attack
66
[HB]
[ES]
[AA]
Desperate Cutting2NAll Attacks/Counters made by this unit inflict +N Bleed after 2+N Rounds.Cannot be negative.On Clash Win with Attack
67
[HB]
[ES]
[AA]
Desperate Storm2NAll Attacks/Counters made by this unit inflict +N Shock after 2+N Rounds.Cannot be negative.On Clash Win with Attack
68
[HB]
[ES]
[AA]
Desperate Fear2NAll Attacks/Counters made by this unit inflict +N Terror after 2+N Rounds.Cannot be negative.On Clash Win with Attack
69
[HB]
[ES]
[OC]
Erupting Growth2NIf you have no Thorns, gain +N Thorns from all [Gain Thorns] Effects (as [Status]+) (max.3)Cannot be negative.On Clash [Result] with [Attack/Defense]
70
[CR]
[ES]
[OC]
PyromaniacNOn Clash Win with Attack OR Counter, transfer up to N Burn from self to target or target to self (chosen on effect acquisition)Cannot be negative.On Clash Win with Attack
71
[CR]
[ES]
[OC]
CryomaniacNOn Clash Win with Attack OR Counter, transfer up to N Frostbite from self to target or target to self (chosen on effect acquisition)Cannot be negative.On Clash Win with Attack
72
[HB]
[ES]
[OC]
CompulsionNOn Clash Win with Attack OR Counter, transfer up to N Frenzy from self to target or target to self (chosen on effect acquisition)Cannot be negative.On Clash Win with Attack
73
[CR]
[ES]
[OC]
HemomaniacNOn Clash Win with Attack OR Counter, transfer up to N Bleed from self to target or target to self (chosen on effect acquisition)Cannot be negative.On Clash Win with Attack
74
[HB]
[ES]
[OC]
ElectromaniacNOn Clash Win with Attack OR Counter, transfer up to N Shock from self to target or target to self (chosen on effect acquisition)Cannot be negative.On Clash Win with Attack
75
[HB]
[ES]
[OC]
PhobomaniacNOn Clash Win with Attack OR Counter, transfer up to N Terror from self to target or target to self (chosen on effect acquisition)Cannot be negative.On Clash Win with Attack
76
[HB]
[ES]
[OC]
DipsomaniacNOn Clash Win with Attack OR Counter, transfer up to N Poison from self to target or target to self (chosen on effect acquisition)Cannot be negative.On Clash Win with [Attack]
77
[CR]
[ES]
[OC]
Siphon LuckNOn Clash Win with Attack/Counter, transfer up to N already present stacks of Poise from self to the target OR from target to self.Cannot be negative.On Clash Win with [Attack]
78
[CR]
[ES]
[OC]
Siphon CurseNOn Clash Win with Attack/Counter, transfer up to N already present stacks of Ruin from self to the target OR from target to self.Cannot be negative.On Clash Win with [Attack]
79
[HB]
[ES]
[AA]
Energy TransferNOn Clash Win with Attack OR Counter, transfer up to N Charge from self to target or target to self (chosen on effect acquisition)Cannot be negative.On [Condition]
80
[CR]
[ES]
[AA]
Systems OnlineNGain 3N Charge at the start of the first round.Cannot be negative.On [Condition]
81
[CR]
[ES]
[SOR]
Constant Barrier3NAt the start of each Round, spend up to 3N Charge; gain 1 Charge Barrier for every 3 Charge spent this way.Cannot be negative.On [Condition]
82
[CRE]
[ES]
[SOR]
Kinetic Generator2Gain Charge equal to Combo at round start.Cannot be negative.On [Condition]
83
[CR]
[HP]
[UQ]
Blood Cycler4Whenever a character within 3 SQRs of the character (not self) procs an instance of Bleed, recover 2 HP.Cannot be negative.Always Active
84
[HB]
[ES]
[UQ]
Volt Absorber4Whenever a character within 3 SQRs of the character (not self) procs an instance of Shock, gain 3 ChargeCannot be negative.Always Active
85
[CR]
[DICE]
[UQ]
Wasting Curse4 [On Devastating Hit], inflict 1 Feeble to the target and targets adjacent to them (excluding self/allies) next round.Cannot be negative.Always Active
86
[CR]
[ES]
[UQ]
Slowing Curse4[On Devastating Hit], inflict 2 Bind to target and targets adjacent to them (excluding self/allies) next round.Cannot be negative.Always Active
87
[CR]
[ES]
[UQ]
Exposing Curse4[On Devastating Hit], inflict 1 Fragile & 1 Stagger Fragile to target and targets adjacent to them (excluding self/allies) next round.Cannot be negative.Always Active
88
[CR]
[ES]
[UQ]
Spreading Curse4[On Devastating Hit], inflict 3 Ruin to target and targets adjacent to them (excluding self/allies) next round.Cannot be negative.Always Active
89
[HB]
[ES]
[AA]
Persistent Annoyance6On Thorns Burst, reduce Thorns by 1/2 instead of clearing all Thorns (rounded down).
Incompatible w/Rapid Spike
Cannot be negative.Always Active
90
[HB]
[ES]
[OC]
Rapid Spike4All [Gain Thorns] Effects which apply Thorns next Round only apply 1/2 as much Thorns (rounded down). However, you gain that much Thorns this Round.
Incompatible with Persistent Annoyance
Cannot be negative.On Clash Win
91
92
Augmentation Buff Effects
93
[CR]
[DICE]
[SOR]
Activate Strength6At the start of the round, apply 1 Strength to the character for every 25% of Max HP lost. (Max of 3 Strength)At the start of the round, apply 1 Feeble to the character for every 25% of Max HP lost. (Max of 3 Feeble)On [Condition]
94
[CR]
[DICE]
[SOR]
Activate Endurance6At the start of the round, apply 1 Endurance to the character for every 25% of Max HP lost. (Max of 3 Endurance)At the start of the round, apply 1 Disarm to the character for every 25% of Max HP lost. (Max of 3 Disarm)On [Condition]
95
[CR]
[ES]
[SOR]
Activate Haste4At the start of the round, apply 1 Haste to the character for every 25% of Max HP lost. (Max of 3 Haste)At the start of the round, apply 1 Bind to the character for every 25% of Max HP lost. (Max of 3 Bind)On [Condition]
96
[CR]
[ES]
[SOR]
Activate Protection4At the start of the round, apply 1 Protection and 1 Stagger Protection to the character for every 25% of Max HP lost. (Max of 3 Protection & Stagger Protection)At the start of the round, apply 1 Fragile and 1 Stagger Fragile to the character for every 25% of Max HP lost. (Max of 3 Fragile & Stagger Fragile)On [Condition]
97
[HB]
[ES]
[SOR]
Activate Charge4At the start of the round, gain 2 Charge for every 25% of Max HP lost. (Max of 6 Charge)Cannot be negative.On [Condition]
98
[HB]
[ES]
[SOR]
Pain Battery4At the start of the round, apply 1 Healing Efficiency to the character for every 25% of Max HP lost. (Max of 3 gain 1 Healing Efficiency)Cannot be negative.On [Condition]
99
[CR]
[DICE]
[SOR]
Caged Strength6At the start of the round, apply 1 Strength to the character for every 25% of Max Sanity lost. (Max of 3 Strength)
This effect is deactivated when in Panic.
Cannot be negative.On [Condition]
100
[CR]
[DICE]
[SOR]
Caged Endurance6At the start of the round, apply 1 Endurance to the character for every 25% of Max Sanity lost. (Max of 3 Endurance)
This effect is deactivated when in Panic.
Cannot be negative.On [Condition]
101
[CR]
[ES]
[SOR]
Caged Haste4At the start of the round, apply 1 Haste to the character for every 25% of Max Sanity lost. (Max of 3 Haste)
This effect is deactivated when in Panic.
Cannot be negative.On [Condition]
102
[CR]
[ES]
[SOR]
Caged Protection4At the start of the round, apply 1 Protection and 1 Stagger Protection to the character for every 25% of Max Sanity lost. (Max of 3 Protection & Stagger Protection)
This effect is deactivated when in Panic.
Cannot be negative.On [Condition]
103
[CR]
[DICE]
[OC]
Lone Fighter2NGain N Dice power during a [Offensive/Defensive Clash] against an enemy within melee weapon range that has not had an Action taken against them during this round or the previous round by any of this character’s allies (Max 3). Type chosen at effect acquisition.
This Effect can't be activated if there are any allies within 2 SQRs of the character.
Cannot be negative.On [Condition] with [Attack/Defense]
104
[CR]
[DICE]
[AA]
Overcharged Drive2When you gain Overcharge, also gain 1 Strength OR Endurance next Round, max once per Round. Type chosen at Effect acquisition.Cannot be negative.On [Condition]
105
[CR]
[DICE]
[UQ]
Remembrance4At the end of the round, if any allies are out of combat due to reaching 0 HP, apply 2 Strength OR Endurance to the character next round.
Type chosen at effect acquisition.
At the end of the round, if any allies are out of combat due to reaching 0 HP, apply 2 Feeble to the character next round.On [Condition]
106
[CR]
[HP]
[UQ]
Momentum2NIf you do a Melee Attack after moving 3 SQRs in a straight line, on Clash Win you do +N HP Damage for each SQR moved after the third.
(Max. 20 overall HP Damage)
Cannot be negative.On [Condition]
107
[CR]
[UQ]
[UQ]
Cavalry Charge4If you do a Melee Attack Action immediately after moving 3 or more SQRs in a straight line, the enemy clash is rolled with Disadvantage.Cannot be negative.On [Condition]
108
[CR]
[MOVE]
[AA]
Kinetic Storage4 If you have leftover movement this turn, store the amount and add it to your base movement next turn (Max 6 SQR). This does not stack across turns.Cannot be negative.Always Active
109
[CR]
[MOVE]
[AA]
RepositionNOnce per combat, you may move up to N SQRs without provoking Opportunity Attacks.
This movement can be spread across multiple instances/movement actions as applicable.
Cannot be negative.Always Active
110
[CR]
[SP]
[AA]
Heightened Presence2You count as [Rank+1] for purposes of SP gain/loss.You count as [Rank-1] for purposes of SP gain/loss.Always Active
111
[CR]
[SP]
[UQ]
Terrorize4On a killing blow, deal 5 SP Damage to all targets, excluding self/allies.Cannot be negative.On [Condition]
112
[CR]
[ES]
[AA]
Status Barrier4At the start of each Round, if you have Charge Barrier, you take the Reduce Status Action, but you can only reduce [Charge Barrier]2 stacks this way.Cannot be negative.Always Active
113
[HB]
[ES]
[SOR]
PHD4Combat Start gain 6 Healing Efficiency.Cannot be negative.Always Active
114
[HB]
[ES]
[SOR]
False PHD4Cannot be positive.Combat Start gain 6 Healing Inefficiency.Always Active

115
116
Augmentation Resistances
117
[CR]
[HP]
[AA]
Burn ResistanceNReduce damage taken from Burn by NIncreases damage taken from Burn by NAlways Active
118
[CR]
[ST]
[AA]
Frostbite ResistanceNReduce stagger damage taken from Frostbite by NIncreases stagger damage taken from Frostbite by NAlways Active
119
[HB]
[SP]
[AA]
Frenzy ResistanceNReduce sanity damage taken from Frenzy by NIncreases sanity damage taken from Frenzy by NAlways Active
120
[CR]
[HP]
[AA]
Bleed ResistanceNReduce damage taken from Bleed by NIncreases damage taken from Bleed by NAlways Active
121
[HB]
[ST]
[AA]
Shock ResistanceNReduce stagger damage taken from Shock by NIncreases stagger damage taken from Shock by NAlways Active
122
[HB]
[SP]
[AA]
Terror ResistanceNReduce sanity damage taken from Terror by NIncreases sanity damage taken from Terror by NAlways Active
123
[CR]
[HP]
[AA]
Rupture ResistanceNReduce damage taken from Rupture by NIncreases damage taken from Rupture by NAlways Active
124
[CR]
[ST]
[AA]
Tremor ResistanceNReduce stagger damage taken from Tremor by NIncreases stagger damage taken from Tremor by NAlways Active
125
[HB]
[SP]
[AA]
Sinking ResistanceNReduce Sanity Damage taken from Sinking by NIncreases Sanity Damage taken from Sinking by NAlways Active
126
[HB]
[HP]
[AA]
Thorns ResistanceNReduce damage taken from Thorns by NIncreases damage taken from Thorns by NAlways Active
127
[CR]
[UQ]
[AA]
Damage Resistance4NReduce Damage and Stagger Damage taken from Attack by N (Max 3)Increases Damage and Stagger Damage taken by N.Always Active
128
[CR]
[HP]
[AA]
Steady2NReduce HP Damage taken from Force Damage to Xd(8-N). Decrease the number of dice rolled for Falling Damage by +1. (Max 4)Increase HP Damage taken from Force Damage to Xd(8+N). Increase the number of dice rolled for Falling Damage by +1. (Max 4)Always Active
129
130
Additional Augment Effects
131
[CR]
[HP]
[OC]
Regen HPNRecover N HP to the characterDeal N After Resistance HP Damage to the character.
(Condition can be on Clash Lose)
On Clash Win with [Attack/Defense]
132
[CR]
[ST]
[OC]
Regen STNRecover N ST to the characterDeal N After Resistance ST Damage to the character.
(Condition can be on Clash Lose)
On Clash Win with [Attack/Defense]
133
[CR]
[UQ]
[AA]
Strong Arm4NThe character may wield a 2-Handed weapon in a single hand. This applies to N hands. (Max 2)Cannot be negative.Always Active
134
[CR]
[UQ]
[AA]
Additional Reaction4Give the character one extra ReactionCannot be negative.Always Active
135
[CR]
[UQ]
[AA]
Additional Block2NGain N additional Block Reaction(s).Cannot be negative.Always Active
136
[CR]
[UQ]
[AA]
Stat Increase6Increases a Stat by 1Decreases a Stat by 1Always Active on [Stat]
137
[CR]
[HP]
[UQ]
Absorb4On a killing blow, regenerate as much HP the target had remaining.Cannot be negative.On [Condition]
138
[CR]
[ST]
[UQ]
Indomitable8The first time you become Staggered in combat, you recover all your Stagger immediately. (Once per combat)Cannot be negative.On [Condition]
139
[CR]
[HP]
[UQ]
Unrelenting4When you elect to take a Sacrificial Injury, you may ignore the associated Limb Loss.
(Once per combat)
Cannot be negative.On [Condition]
140
[CR]
[SP]
[UQ]
Unstoppable6The first time you Panic in combat, you un-Panic and recover all your SP immediately.
(Once per combat)
Cannot be negative.On [Condition]
141
[CR]
[SP]
[UQ]
Turbulence4When taking Stagger DMG, you may choose an amount of that damage to take as Sanity DMG instead.
This effect cannot be used when in Panic.
Cannot be negative.Always Active
142
[CR]
[UQ]
[OC]
Weapon SheathsNWhen you Successfully Attack/Counter you may switch the weapon you used with a weapon which is already in a sheath. You cannot switch to a weapon you do not have the hands to wield with on swap (Dual Wield 1H to 2H).
You gain a number of Sheaths equal to N.
Cannot be negative.On [Condition]
143
[HB]
[UQ]
[AA]
Throwing Master2When throwing melee weapons, you are not subject to disadvantage or the -2 power penalty. You also may throw your weapons +1 extra sq. on top of [Rank+Fortitude] range. (Will still require an action to pick up the weapon once thrown and can be picked up by others.)Cannot be negative.Always Active
144
[CR]
[UQ]
[AA]
Retracting Cable2Whenever you throw a Melee Weapon, you can bring it back to you by using 1 reaction instead of picking it up manually.Cannot be negative.Always Active
145
[CR]
[UQ]
[AA]
Subduing Force2You can perform non-lethal attacks without Disadvantage.Cannot be negative.Always Active
146
[CR]
[MOVE]
[AA]
Protective Movement4When you use the Protect Action, you can move to be adjacent to any ally being attacked out of your turn as long as you have movement left.
Each SQR you move out of your turn counts as 2 SQRs of movement of your movement action.
Cannot be negative.Always Active
147
[CR]
[MOVE]
[AA]
Featherstride Technique4When you would take an Opportunity Attack from an enemy, if you have additional movement remaining granted by Haste, you may use this movement to move out of the enemy's range and nullify the Opportunity Attack. This does not waste the Reaction of the attacker. This can be activated [Haste/2] times in a round. Cannot be negative.Always Active
148
[HB]
[UQ]
[AA]
Exaptation2Any Thorns damage dealt by this Character has a Damage Type defined on the acquisition of this effect.Cannot be negative.Always Active
149
[CR]
[UQ]
[AA]
Altered Psyche [Type]2Pick one Panic type upon acquiring this augment. Upon entering panic, you will be forced to take the corresponding Panic type regardless of your roll.Cannot be negative.Always Active
150
[CR]
[DICE]
[AA]
Desperate Struggle4During a Clash, the character may consume 5 SP in order to force a reroll of a singular die, taking the new result regardless of value. If rerolling a die from the enemy, additionally spend 1 Reaction.
This effect cannot be used when in Panic.
Cannot be negative.Always Active
151
[HB]
[ES]
[AA]
Gather Footing2On Clash Win, if the natural roll of the dice was Max, gain 2 Critical.Cannot be negative.Always Active
152
[CR]
[SP]
[AA]
ExecuteNWhen this character defeats an opponent, all allies regain N SP.Cannot be negative.Always Active
153
[CR]
[HP]
[AA]
Redundant Systems2You may elect to take a Sacrificial Injury even when the damage would not reduce the character to 0 HP.Cannot be negative.On [Condition]
154
[CR]
[UQ]
[AA]
Extra Arm4NThe character may have N extra hands to hold Tools with. This cannot be used to hold Weapons. This counts as an extra limb for purposes of Sacrificial Injury.Cannot be negative.Always Active
155
[CR]
[UQ]
[AA]
Medical Expertise2NYou gain N+1 uses of Medical Expertise per short rest. You can spend a use to double the recovery of an ally or restore 1 limb of an ally, if they are missing one. This can be used on the same person twice. These uses expire at the end of the short rest.Cannot be negative.Always Active
156
[CR]
[UQ]
[AA]
Regeneration Versatility4When regenerating due to Regen HP or Regen ST augment/skill effects, you may apply the entire amount to either your HP or your ST. This does not activate when regenerating due to non-effect sources.Cannot be negative.Always Active
157
[CR]
[ES]
[UQ]
Split Second4When using a targeted Haste effect, you may combine your Haste and the target’s Bind for the purpose of meeting the Haste effect’s condition. You must have at least 1 Haste for this augment to function.Cannot be negative.On [Condition]
158
[CR]
[SP]
[AA]
Passive Lucidity4At the start of the Round, the character regains 2 SP.
This effect is deactivated when in Panic.
Cannot be negative.Always Active
159
[CR]
[ES]
[AA]
Concentrated Overcharge2You can use an Action to Stagger yourself, treating it as a normal Stagger. You may choose to not lose SP from this. Immediately gain 4 Overcharge after Staggering yourself this way.
Any other Augment with this conditional also activates this.
Cannot be negative.On [Condition]
160
[HB]
[UQ]
[UQ]
Spite Given Form 3NWhen Adjacent to Characters with 5 or more Poison you may use one of your reactions to convert 5N poison into N ammo this ammo proceeds to disappear after combat and can only be standard ammo.Cannot be negative.On [Condition]
161
162
Emotion Augment Effects
163
[CR]
[UQ]
[AA]
Impassioned4Gain the benefits of the Impassioned effects when your Disposition is selected.You cannot declare a Disposition on Combat Start, and cannot gain Emotion.Always Active
164
[CR]
[UQ]
[AA]
Multifaceted4When you declare your Disposition at Combat Start, you may declare a Secondary Disposition. You cannot gain the Impassioned effects of your Secondary Disposition.Cannot be negative.Always Active
165
[CR]
[UQ]
[AA]
Mercurial2At the start of your turn, you may change your active Disposition(s).Cannot be negative.Always Active
166
[CR]
[DICE]
[AA]
Fervor4Gain 1 Dice Power Up for every time the character utilizes Emotion Level this combat.
(Max of 3 Dice Power Up)
Cannot be negative.On [Condition] with [Attack/Defense]
167
[CR]
[UQ]
[UQ]
Meditation4You can use an Action to Stagger yourself, treating it as a normal Stagger, and you may choose not to lose SP from this. Immediately Gain 8 Emotion after Staggering yourself this way. Any other Augment with this conditional also activates this.Cannot be negative.On [Condition]
168
169
Augmentation Smoke Effects
170
[CR]
[HP]
[OH]
Puffy Brume4When the character strikes a target, deal additional HP Damage equal to half of the character’ Smoke stack (Rounded down).Cannot be negative.On [Condition]
171
[CR]
[ST]
[OH]
Dizzying Smog4When the character strikes a target with Smoke, deal additional ST Damage equal to half of the additional HP Damage granted by Smoke. (Rounded down)Cannot be negative.On [Condition]
172
[HB]
[ES]
[AA]
Smoke Stack2Increases the Max stack of Smoke to 20.
When Smoke stack is above 10, lose 2 Smoke stack at the end of the round.
Cannot be negative.Always Active
173
[HB]
[HP]
[AA]
Unclean LivingNWhen taking extra Damage due to Smoke, treat the stack as if it were 2N less.Cannot be negative.Always Active
174
175
Augmentation Mark Effects
176
[CR]
[HP]
[AA]
Target for Aid4NAs an Action you may Mark 1 Target.
When the Marked target gains a status effect from you they gain 3 HP per distinct status effect; stacks of the same status only proc this benefit once. If you Protect the Marked Target they recover 5 HP per Reaction you use to intercept Clashes for the Marked.
This counts as N source(s) of Mark.
Cannot be negative.Always Active
177
[CR]
[UQ]
[AA]
Target for Analysis4NAs an Action you may Mark 1 Target.
You learn 1 HP Resistance or 1 ST Resistance of your target that they are weak to. If you Clash Win against the Marked target for Weak or Fatal they gain 2 [Type] Fragility of that type next turn.

If the target has no Weak or Fatal resistances, the target chooses from their next weakest resistances, and the 2 Fragility will apply instead for that type on appropriate hits.
This counts as N source(s) of Mark.
Cannot be negative.Always Active
178
[CR]
[HP]
[AA]
Target for Assassination4NAs an Action you may Mark 1 Target.
On Hit against your Marked Target, deal 3 extra HP Damage [After Resistance]. This additional damage applies once more for effects of Rupture and Tremor Burst, as well as Critical and Devastating Hits, additively per effect.
This counts as N source(s) of Mark.
Cannot be negative.Always Active
179
[HB]
[DICE]
[AA]
Target for Dueling3NAs an Action you may Mark 1 Target.
If you or the marked target don't target each other with an attack, decrease the Dice Power of the attacker by N.
This counts as N source(s) of Mark.
Cannot be negative.Always Active
180
[CR]
[ES]
[AA]
Target for Encirclement4NAs an Action, you may Mark 1 Target.
Any allied character (including the user) that ends the round within 2 SQRs of the target gains 2 Haste next Round.
This counts as N source(s) of Mark.
Cannot be negative.Always Active
181
[CR]
[ES]
[AA]
Target for Exploitation4NAs an Action you may Mark 1 Target.
On Hit against your Marked Target, gain 2 Charge.
This counts as N source(s) of Mark.
Cannot be negative.Always Active
182
[CR]
[UQ]
[AA]
Target for Fantaticism4NAs an Action you may Mark 1 Target.
When your Marked Target takes the Reduce Status Action, the amount of Status they can reduce is halved.
Your Marked Target cannot reduce Renewed Blaze/Deep Chill/Hemorrhage with the Reduce Status Action.
This counts as N source(s) of Mark.
Cannot be negative.Always Active
183
[CR]
[UQ]
[AA]
Target for Tending4NAs an Action, you may Mark 1 target.
During your turn, you can spend 1 Reaction to use the Reduce Status Effect action on the Marked target regardless of distance.
This counts as N source(s) of Mark.
Cannot be negative.Always Active
184
[CR]
[SP]
[AA]
Target for Subjugation4NAs an Action you may Mark 1 Target.
On Clash Win against your Marked target, deal 2 SP Damage and regen 2 SP.
This counts as N source(s) of Mark.
Cannot be negative.Always Active
185
[HB[
[HP]
[AA]
Target for Burial4NAs an Action you may Mark 1 Target.
On Clash Win against your Marked Target, inflict 2 Healing Inefficiency.
This counts as N source(s) of Mark.
Cannot be negative.Always Active
186
[HB]
[UQ]
[UQ]
Assist Defense2NN times per round, when you are the target of an attack from your Marked target, an ally adjacent to you may spend a reaction to engage with the Attack as if they had used the Protect action.Cannot be negative.On [Condition]
187
[HB]
[ES]
[OH]
Mark of Vengeance2When an enemy deals HP Damage to you or an ally, you may spend a reaction to Mark that enemy if you haven't already Marked a unit.Cannot be negative.On [Condition]
188
[HB]
[UQ]
[UQ]
Relentless Hunt2When your Marked Target dies, mark another Target in range.Cannot be negative.On [Condition]
189
[HB]
[UQ]
[OH]
Collect Bounty3NOn a killing blow with your Marked target, recover 5N HP and ST and apply N Strength to the character next round. (Max 3).Cannot be negative.On [Condition]
190
191
Augmentation Stance Effects
192
[HB]
[ES]
[AA]
Power Trigger: Strength4By spending 1 Reaction you may activate/swap to this Stance.
When activating this stance, you lose all your Style and can't use effects that require Style.
When losing Style, it is not transferred, instead it is removed like upon being staggered or panicked.
You can use a free action to exit this stance and depending on the amount of style generated while in this state, you gain the following benefits (When you get a higher tier reward, you can choose to take a lower tier one):
12 Style - The next time you will lose Style, don't and gain 12 Style.
24 Style - The next time you deal HP DMG, you can choose to deal an additional HP DMG equal to half your current style.
36 Style - Gain 3 Strength next round
48 Style - Your next 3 actions/reactions are considered a [Clash Win] for the purposes of weapon, outfit, augment and skill effects.
60 Style - ALL the characters Style skill effects and Style skill requirements for the rest of the fight become 0.
Cannot be negative.Always Active
193
[HB]
[ES]
[AA]
Power Trigger: Bastion4By spending 1 Reaction you may activate/swap to this Stance.
When activating this stance, you lose all your Style and can't use effects that require Style.
When losing Style, it is not transferred, instead it is removed like upon being staggered or panicked.
You can use a free action to exit this stance and depending on the amount of style generated while in this state, you gain the following benefits (When you get a higher tier reward, you can choose to take a lower tier one):
12 Style - Your next protection action is free.
24 Style - You and all your allies regain 3 SP.
36 Style - Your next 3 actions/reactions gain the [Ignore Power] and [Ignore Infliction] effect.
48 Style - If you are not staggered at the end of this round, you heal HP and ST equal to HP DMG taken this turn at the end of your next turn.
60 Style - You are incapable of taking HP DMG and ST DMG from ANY source until the end of your next round.
Cannot be negative.Always Active
194
[CR]
[ES]
[AA]
Striker Stance4By spending 1 Reaction you may activate/swap to this Stance.
[On Crit] with this Stance active, you may perform an additional Attack, once per round. This additional Attack must use the same weapon, cannot use Skills, and rolls with -2 Dice Power. If the Critical Hit was as a result of a defensive reaction, this Attack may be performed with any applicable held weapon.
Cannot be negative.Always Active
195
[CR]
[ES]
[AA]
Slayer Stance4By spending 1 Reaction you may activate/swap to this Stance.
[On Crit] with this Stance active, roll your Critical damage twice, then take the higher result.
Cannot be negative.Always Active
196
[CR]
[ES]
[AA]
Slasher Stance4By spending 1 Reaction you may activate/swap to this Stance.
[On Crit] with this Stance active, gain 2 Critical after spending your current Critical (and 1 Poise, as per status).
Your Critical dice becomes a D6.
Cannot be negative.Always Active
197
[CRE]
[ES]
[AA]
Slasher Stance
(Variant)
4By spending 1 Reaction you may activate/swap to this Stance.
[On Crit] with this Stance active, gain 2 Critical after spending your current Critical (and 1 Poise, as per status).
Your Critical dice becomes a D4.
Whenever you would gain Critical, gain double that amount.
Cannot be negative.Always Active
198
[HB]
[ES]
[AA]
Single Stance 2By spending 1 reaction, you may swap to this Stance.
[On crit] with this stance active, you can sacrifice reactions for +1 crit or sacrifice actions for +2 crit. The crit gained from this is added instantly.
Cannot be negative.Always Active
199
200
Augmentation Discard Effects
201
[HB]
[DICE]
[OC]
Weight of Knowledge8When clashing with [Attack/Defense] gain Dice Max Up by the amount of Reactions spent the last time the Character has used a Skill with Discarding effects on it, up to 4.Cannot be negative.On [Condition] with [Attack/Defense]
202
[HB]
[HP]
[AA]
Best Choice2For every Reaction you Discard, Heal 3 HP.Cannot be negative.Always Active
203
[HB]
[UQ]
[AA]
Bottom Deal6If the Character has Discarded at least 2 Reactions last Round, the Character gets an Extra Reaction this Round.Cannot be negative.Always Active
204
[HB]
[UQ]
[AA]
Stacking the Deck6If the Character has Discarded at least 2 Reactions last Round, the Character gets Regens 1 Light.Cannot be negative.Always Active
205
[HB]
[HP]
[UQ]
Unpaid Overtime2Cannot be positiveAt the end of your turn if you have remaining Reactions deal [2Reactions Remaining) HP Damage to Self.On [Condition]
206
[HB]
[ST]
[UQ]
Post Study-Leave2Cannot be positiveAt the end of your turn if you have remaining Reactions deal [2Reactions Remaining) ST Damage to Self.On [Condition]
207
[HB]
[SP]
[UQ]
Migraine3Cannot be positiveAt the end of your turn if you have remaining Reactions deal [Reactions Remaining) SP Damage to Self.On [Condition]
208
[HB]
[MOVE]
[AA]
Speed Reader4If the Character has discarded all reactions, they gain additonal movement equal to their Insight Modifier when taking the dash action.Cannot be negative.Always Active
209
[HB]
[DICE]
[AA]
Brushing Up4When an Ally has discarded at least 2 Reactions last Round, Gain 1 EnduranceCannot be negative.On [Condition]
210
[HB]
[DICE]
[AA]
Study Hall4When an Ally has discarded at least 2 Reactions last Round, Gain 1 StrengthCannot be negative.On [Condition]
211
[HB]
[HP]
[UQ]
Supportive Study6If the Character has discarded at least 2 Reactions last Round, Recover [(3Reactions Discarded)] HP to another CharacterCannot be negative.On [Condition]
212
[HB]
[UQ]
[UQ]
Workshop Expertise6Whenever the character produces unique ammo using a skill, increase the rank of the ammo by 2.Cannot be negative.On [Condition]
213
214
Augmentation Aggro Effects
215
[HB]
[ES]
[AA]
Frightful Presence2NOn Combat start, inflict 1 Taunted [Character] to N Enemies. If there are less enemies than Taunted stacks, the Character can stack the remaining Taunted on enemy Targets without restrictions.Cannot be negative.Always active
216
[HB]
[ES]
[OC]
Defensive Formation2NYou have 2N SQR of Additional Movement that can only be used for the purposes of Aggro.Cannot be negative.On Clash Win
217
218
Augmentation Bloodfeast Effects
219
[HB]
[UQ]
[AC]
Bloodfeast4Whenever a character takes bleed damage, increase the Bloodfeast pool by the amount of bleed damage taken.
If multiple characters have this augment, they do NOT stack.
You must have this augment to be able to consume Bloodfeast.
Cannot be negative.On [Condition]
220
[HB]
[HP]
[UQ]
Rejuvenating Blood - HP2NFor every 10 Bloodfeast you consume, replenish 4N HPIf you do not consume at least 10 Bloodfeast this round, take 4N HP DamageOn [Condition]
221
[HB]
[ST]
[UQ]
Rejuvenating Blood - ST2NFor every 10 Bloodfeast you consume, replenish 2N STIf you do not consume at least 10 Bloodfeast this round, take 4N ST DamageOn [Condition]
222
[HB]
[SP]
[UQ]
Rejuvenating Blood - SP2NFor every 10 Bloodfeast you consume, replenish N SPIf you do not consume at least 10 Bloodfeast this round, take 4N SP DamageOn [Condition]
223
[HB]
[UQ]
[UQ]
Rejuvenating Blood - Light4For every 100 Bloodfeast you consume, replenish 1 light.Cannot be negative.On [Condition]
224
[HB]
[ES]
[UQ]
Always HungryNAt the end of the round, consume as much Bloodfeast as you can, up to a maximum of N. For each Bloodfeast you consumed in this way, gain that many more Consumed Bloodfeast stacks. (No Max)Cannot be negative.Always Active
225
[HB]
[ES]
[UQ]
DecoagulationNAt the end of the round, remove up to N stacks of Consumed Bloodfeast. For every stack removed, increase the Bloodfeast pool by 1. (No Max)Cannot be negative.Always Active
226
227
Augmentation Rhythm Effects
228
[HB]
[ES]
[AA]
Inbuilt Metronome2Whenever the Character doesn’t have any Rhythm, reapply Rhythm 1st Movement to the Character.Cannot be negative.Always Active
229
[HB]
[ES]
[AA]
Duet6As an action, you may mark yourself and 1 Target (ally or otherwise) with Rhythm movement equal to the character's Rhythm movement.

As long as the Rhythm movements of the Targets remain the same, any Resonance effects the marked have, will proc regardless of the current Target's movement.

Once any of the marked Targets are staggered, enter panic, or have different Rhythm movements, remove the Duet Mark at round end.

Weapon Forms can trigger off of Duet only once per round.
You can remove the Duet mark with an action.
Cannot be negative.Always Active
230
[HB]
[HP]
[AA]
Rhythmic Entrainment - Heart2When a Character (not self) triggers Rhythm Resonance within 3 SQRs of self, recover 2 HPCannot be negative.Always Active
231
[HB]
[ST]
[AA]
Rhythmic Entrainment - Muscles4When a Character (not self) triggers Rhythm Resonance within 3 SQRs of self, recover 2 STCannot be negative.Always Active
232
[HB]
[SP]
[AA]
Rhythmic Entrainment - Mind4When a Character (not self) triggers Rhythm Resonance within 3 SQRs of self, recover 1 SPCannot be negative.Always Active
233
[HB]
[UQ]
[AA]
Rhythmic Entrainment - Soul4NWhenever the Character reaches the Final Movement, recover N light, additionally, grant 1 light to N allies within 3 SQRs of self.Cannot be negative.Always Active
234
[HB]
[UQ]
[SOR]
In-built Resonance Chamber2During one Rhythm Movement apply stacks of Protection to the Character or an ally within 3 SQRs next turn equal to the Movement.
(1st = 1, 2nd = 2, … Final = 5)
(Movement chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
235
[HB]
[UQ]
[SOR]
In-built Accordion Flaps2During one Rhythm Movement apply stacks of Stagger Protection to the Character or an ally within 3 SQRs next turn equal to the Movement to yourself or an ally.
(1st = 1, 2nd = 2, … Final = 5)
(Movement chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
236
[HB]
[UQ]
[SOR]
In-built Harp strings2During one Rhythm Movement apply stacks of [Type] Protection to the Character or an ally within 3 SQRs next turn equal to the Movement to yourself or an ally.
(1st = 1, 2nd = 2, … Final = 5)
(type chosen on effect acquisition)
(Movement chosen on effect acquisition)
Cannot be negative.On [Condition] with [Attack/Defense]
237
238
Augmentation Penalty Effects
239
[CR]
[HP]
[AA]
Cursed4NCannot be positive.Your minimum Ruin is 2N and minimum Devastation is N instead of 0.
Whenever you would be below this amount, gain Ruin/Devastation until you are at 2N Ruin and N Devastation.
Always Active
240
[CR]
[HP]
[AA]
Flat Footed2NCannot be positive.When taking Forced Movement, move N extra spaces.Always Active
241
[CR]
[MOVE]
[AA]
Sluggish2NCannot be positive.Your character loses n SQRs of base movement.Always Active
242
[CR]
[UQ]
[AA]
Weak Heart8NCannot be positive.Your Bleed Out timer is N rounds less
(Max 2).
Always Active
243
[CR]
[SP]
[AA]
Paranoid4Cannot be positive.When recovering SP from any source, recover at half efficiency.Always Active
244
[CR]
[DICE]
[AA]
Squeamish2NCannot be positive.When the character defeats an opponent, apply N Feeble to the character next round. (Max 3)On [Condition]
245
[HB]
[DICE]
[AA]
Slow Start2NCannot be positive.In the first round of combat, gain N Offensive & Defensive Dice Power Down.On [Condition]
246
[HB]
[DICE]
[AA]
Enfeeble4NCannot be positive.You have a minimum of N Feeble at all times.Always Active
247
[HB]
[DICE]
[AA]
Disarmament4NCannot be positive.You have a minimum of N Disarm at all times.Always Active
248
[HB]
[ES]
[AA]
Enbindment4NCannot be positive.You have a minimum of N Bind at all times.Always Active
249
[HB]
[ES]
[AA]
The Weak2NCannot be positive.You have a minimum of N Impair at all times.Always Active
250
[HB]
[ES]
[AA]
Fragility4NCannot be positive.You have a minimum of N Fragile and Stagger Fragile at all times.Always Active
251
[HB]
[ES]
[AA]
Necrosis4NCannot be positive.You have a minimum of N Healing Inefficiency at all times.Always Active
252
[HB]
[HP]
[AA]
Black Lung4NCannot be positive.When taking damage from Smoke, take the entire stack of Smoke as damage instead of half.
Your minimum Smoke is 2N instead of 0.
Whenever you would be below this amount, gain Smoke until you are at 2N Smoke stacks.
Always Active
253
254
Augmentations (Prosthetics)
255
[CR]
[UQ]
[AA]
Specialized part2NPart of the body is replaced with a [N Rank] machine. The part is determined to be a Reusable Tool.
This Tool refreshes its uses per combat, rather than per day; and does not take up a Tool Slot.
Cannot be negative.Always Active
256
[CR]
[UQ]
[AA]
Combat part2NA part of the body is replaced with a machine that functions as an [N Rank] weapon.
This weapon may use Combat Part exclusive Form Properties.
Cannot be negative.Always Active
257
[CR]
[UQ]
[AA]
Functional part??Functional parts are passives and capacities that aren’t represented in the actual game terms. For more information, please go to Functional Part Repository for examples.Cannot be negative.Always Active
258
259
Augmentations (Aesthetics)
260
[CR]
[UQ]
[AA]
Simple prosthetic0Replacing a part of the body with a machine part that performs the same as the original human body part.Cannot be negative.Always Active
261
[CR]
[UQ]
[AA]
Body replacement0Replaces your entire body with a humanoid machine with the same performance as your original body.Cannot be negative.Always Active
262
[CR]
[UQ]
[AA]
Non-humanoid body0Replaces the entire body with a non-humanoid machine with the same performance as the original human body. (E.g. Cat, Wolf, Schadenfreude, Bird, etc.)Cannot be negative.Always Active
263