| A | B | C | D | E | F | |
|---|---|---|---|---|---|---|
1 | Effects that are bizarre enough or work in such ways that they don't really belong anywhere else. | |||||
2 | ▪ Skills that consume something as a cost cannot be used if the character has less than the required value. | |||||
3 | Tags | Effect Name | Cost | Positive Effect | Negative effect | Proc On |
4 | Techniques (Instead of EP, Cost refers here to how much Emotion must be used to attempt the technique.) | |||||
5 | [CR] [MOVE] [OC] | Shove | 2N | Push the target N SQRs back. This counts as Forced Movement. | Cannot be negative. | On Clash Win |
6 | [CR] [MOVE] [OC] | Sweep | 2N | Remove N SQRs from the target’s next movement action. | Cannot be negative. | On Clash [Result] |
7 | [CR] [HP] [OC] | Vital Strike | 4N | Deal 3N HP Damage to the target. Increase HP Damage by 3N if this was used on a Reaction. | Cannot be negative. | On Clash Win |
8 | [CR] [ST] [OC] | Knockout Strike | 2N | Deal N ST Damage to the target. Increase ST Damage by N if this was used on a Reaction. | Cannot be negative. | On Clash Win |
9 | [CR] [ES] [OC] | Guard Up | 2N | Gain N Protection and Stagger Protection next round. | Cannot be negative. | On Clash [Result] |
10 | [CR] [UQ] [AA] | Overextension | 3 | Your attack range is increased by 1 SQR for this attack. | Cannot be negative. | Always Active |
11 | [CR] [MOVE] [OC] | Quick Step | 2N | Move N SQRs without provoking Opportunity attacks. | Cannot be negative. | On Clash Win |
12 | [CR] [UQ] [OC] | Sleight of Hand | 4 | Sheathe your current weapon and pull out a new weapon or tool (provided you have the hands). | Cannot be negative. | On Clash [Result] / On Action |
13 | [CR] [UQ] [OC] | Adaptability | 4 | Stow your current outfit and don a new outfit. This does not cost the round’s Reactions. | Cannot be negative. | On Clash [Result] / On Action |
14 | [CR] [UQ] [OC] | Shrug Off | 4 | You gain the benefits of the Reduce Status action. | Cannot be negative. | On Clash Win |
15 | [CR] [UQ] [OC] | Headlock | 5 | Initiate a Grapple check against the target of the clash. Skills cannot be used with this Grapple check. | Cannot be negative. | On Clash Win with [Attack] |
16 | [CR] [DICE] [AA] | Full Reversal | 2N | Can only be used with the free Attack Action gained from the Defensive 2-Handed property. The attack gains N power. If you attack the same target that you Defensive Clash Won against prior on that turn, gain an additional N power. (Max 3) | Cannot be negative. | Always Active |
17 | [CR] [UQ] [OC] | Toughen Up | 4 | Gain the benefits of the Protect Action until the start of your next turn. | Cannot be negative. | On Clash Win / On Action |
18 | [CR] [UQ] [OC] | Emotion Level | 4 | Gain 1 Light. The cost of this Technique increases by 4 Emotion for each time Emotion Level has already been increased during this combat. This gain does not count against the user’s natural Light recovery cap. This Technique can be used as an Action by spending an additional 2 Emotion. This use of Emotion Level takes its own Action, and cannot be used on top of another Action. | Cannot be negative. | On Clash Win |
19 | [CR] [UQ] [OC] | Mood Swing | 4 | Change your Disposition. | Cannot be negative. | On Clash [Result] / On Action |
20 | [CR] [UQ] [OC] | Upheaval | N | Create 2N SQRs of difficult terrain starting in an adjacent SQR when used On Clash [Result], or 3N SQRs On Action. All SQRs must be contiguous. | Cannot be negative. | On Clash [Result] / On Action |
21 | [CR] [UQ] [AC] | Create Barrier | 2N | Create N SQRs of Half Cover starting in an adjacent SQR. All SQRs must be contiguous. | Cannot be negative. | On Action |
22 | [CR] [UQ] [AA] | Versatility | 2 | This attack changes to a damage type of your choosing. | Cannot be negative. | Always Active |
23 | ||||||
24 | Fishing Pole Effect Table | |||||
25 | [CR] [DICE] [AA] | Fishing Jig | 2N | Gain 3N Power when Casting | Cannot be negative. | Always Active |
26 | [CR] [DICE] [AA] | Fishing Bell | 4N | Gain N Power when Catching | Cannot be negative. | Always Active |
27 | [CR] [DICE] [AA] | Power Pole | 4N | Gain N Power when Reeling | Cannot be negative. | Always Active |
28 | [CR] [UQ] [AA] | Pristine Hook | 6 | Negates Quality decrease on a partial Reel | Cannot be negative. | Always Active |
29 | [CR] [UQ] [AA] | Precision Hook | 10 | Increases Quality by 1 after a Successful Reel | Cannot be negative. | Always Active |
30 | [CR] [DICE] [AA] | Fish vigor | 4 | Can only be used on a fishing rod +1 Dice Power per fish caught in a row If this is used for an attack, reset the vigor. | Cannot be negative. | Always Active |
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