Breakdowns

We breakdown Arts into three categories: Offensive, Defensive, and Utility. While we recommend taking one from each you can pick as many as you would like from any list.

Offensive

Used primarily in combat for attacks or to modify attacks.

Stand Alone

Hollow Shards - Spend ⚂⚂ then do a Elemental Attack against a Nearby target. On Hit: Deal 1 damage and the next time you activate this Art it does 1 extra damage this turn. (Stacking.) Bonus: +1 to the Attack Sum.

Blood Thinning Dart - Spend ⚂⚂ then pick a Nearby target, they must do a Physique roll. On a Partial they cant Heal until the start of your next turn. On a Failure do the Partial effect and they also take 1 damage.

Shooting Star - Spend ⚂⚂ then do a Elemental Attack against a Nearby target. On Hit: Make the target illuminate the surrounding area and move the target 2 tiles. Bonus: +1 tile moved. Downside: This attack cant do Knockback damage.

Splinters - Spend ⚂⚂ and 1 Strain then do a Elemental Attack against up to 3 Nearby targets. You may pick the same target multiple times, making them do multiple Dodge rolls. On Hit: Deal 1 damage. Bonus: Pick 1 extra target. Downside: Pick 1 less target.

Force Away - Spend ⚂⚂⚂ then every creature you can Reach must roll Finesse. On a Partial they take 1 damage. On a Failure do the Partial and they get Knocked back 4 tiles.

Molly - Spend ⚂⚂⚂ and 1 Strain then pick a point Nearby. Everything within Reach of that point gains 2 Burn.

Grenade - Spend ⚂⚂⚂ and 1 Strain then pick then pick a point Nearby. Everything within Reach of that point must roll Finesse. On a Partial they go Prone. On a Failure do the Partial effect and they take 1 damage.

Weapon Buff

Destructive Swing - Spend ⚂⚂ then do a Close Weapon Attack with -2 to the Attack Sum (this does not effect Bonuses and Downsides). This Attack gains +1 damage.

Maneuver - Spend ⚂⚂ then do a Close Weapon Attack. You may choose to move 2 tiles before or after this Attack.

Footwork Lure - Spend ⚂⚂ then do a Close Weapon Attack. On Hit, make the target move somewhere within Reaching of you.

Cleave - Spend ⚂⚂ and 1 Strain, then do a Close Weapon Attack against all targets Close to you.

Precision Strike - Spend ⚂⚂ and 1 Strain, then do a Weapon Attack with +3 to the Attack Sum (this does not effect Bonuses and Downsides).

Piercing Shot - Spend ⚂⚂ and 1 Strain, then do a Weapon Attack. It damages all targets in a line up to your Weapons Range. This may go through weak walls.

Ricochet - Spend ⚂⚂ and 2 Strain, then do a Nearby, Far, or Distant Weapon Attack. On Hit, pick a new target within 3 tiles of this one and repeat this Art without spending Strain or dice. Use the same Attack Sum. (You cannot bounce to an already chosen target.)


Defensive

Can be used in or out of combat.

Headbutt - Spend ⚂⚂ then do a Close Attack. On Hit: Give the target 2 Stun, or if you are Grappling the target give them 4 Stun instead. Bonus: +1 Stun. Downside: -1 Stun.

Train of Thought - Spend ⚂⚂ then gain a dice that has a value of the combined dice (to a maximum of a 6).

Bull Rush - Spend ⚂ then Move. During this Move you may go through weak walls. You Knockback creatures you move into equal to your Physique, and destroy segments of the - wall you go through.

Deployable Wall - Spend ⚂ then make a wall you can Reach that is up to 3 tiles long and 1 tile high. It has ⚂/3 Health (round up). (Objects always get Hit, Fail Checks, and lose Contests).

Augment - Spend ⚂ and 1 Strain to do one of the following based on the ⚂‘s value. These effects last a few minutes. 1,2: Give a creature +1 tile when they Move. 3,4: Give a target 1 Shielding. 5,6: Give a Weapon +1 Burn on Hit.

Defender - Spend a Locked ⚂ to do one of the following: Give a creature Close to you Obscured until the end of the turn. When a creature Close to you is Hit you may take the Hit instead. When you get Hit reduce damage by ⚂/3 (round up).

Reach For It - Spend 1 Strain to increase the range of an action by 1 tier. Close Reaching Near Far Distant.

Taunt - Spend ⚂⚂ and do a Presence Contest against a creature Nearby. If you win, the target must interact with you and has -3 Forward to their next roll not pertaining to you. (This may make you the sole target of a creatures Attacks). If you lose, spend 1 Strain.

Smoke - Spend ⚂⚂⚂ then pick then pick a point Nearby. Everything within Reach of that point becomes Obscured for a minute.


Utility

Primarily used for things outside of combat.

Track Creature - Spend ⚂ to follow the path of a creature which you have named or have evidence of. If the creature is within 1 days worth of travel of you, a path will appear in front of you guiding you along.

Disguise - Over a few minutes, or if you spend ⚂⚂⚂ and 1 Strain a moment, give a creature Close to you a Disguise. The Disguise can change physical appearance, clothes, and/or the way they smell. While someone has this Disguise they get +1 Ongoing to act as the Disguise or to hide who they are. The Disguise lasts for a few hours or until they take damage.

Heavy Duty Lock - Over a few minutes put a special Lock on an entryway, container, or similar target Close to you. The Lock can be locked or unlocked by presenting some form of password or object (such as a special symbol) which is declared when made.

Hollow Heart Poison - Spend ⚂ and pick a Close Creature. For the next few hours their heart stops, skin turns pale, and they are perceived to be dead while not moving by all forms of investigation. Animals which normally feed on dead creatures will ignore them after inspection.

Uncanny Climb - Spend ⚂ and 1 Strain; Focus on making a creature you touch able to walk on walls and ceilings for up to 1 hour.

Alarm - Over a few minutes put a special Alarm on a location, container, or item Close to you. The Alarm goes off when something happens (such as being touched or moved) and can set off items, make a loud noise, or inform you specifically of being triggered.

Weightless - Spend ⚂⚂ and 1 Strain to make a target weightless for a few minutes. If the target is unwilling do an Ingenuity Contest, making them weightless if you win. While weightless the target is no longer tied down by gravity and can “swim” through the air. All terrain is counted as Rough Terrain while “swimming”.

Hook Shot - Spend ⚂⚂ to pull a small object Far from you Close to you. If you target something larger do a Physique roll. On a Partial, pull the target 3+Physique tiles towards you. On a Success pull twice as far.

Hologram - Spend ⚂ to make a simple Hologram thats no bigger than a person somewhere Nearby. The Hologram can be animated and lasts for a few minutes. A creature may do a Look Around or Investigate contest against you to discern if it’s a Hologram.

Party Tricks - Spend ⚂ then pick Grow or Wither, Set the Stage, Strange Steps, or BE LOUD; these effects last for a few minutes.

  • Grow or Wither - Touch a small plant or seed. You make that plant grow or die and decay.
  • Set the Stage - You create a weak illusion that can cover everything within 3 tiles of you. This illusion can do things such as make the room noticeably darker, add colored lighting, simple effects such as sparks or thin smoke, or other similar effects.
  • Strange steps - Your footprints change, instead of leaving normal footprints you may instead grow small plants or flowers, leave behind illusionary fire, glowing foot prints, or a similar effect.
  • BE LOUD - Sounds you make become 3 times as loud.

Quantum Toy - Spend ⚂ then pick Move, Memory Perl, or Small Hole; these effects last for a few minutes.

  • Move - Touch a small item. Once per turn, you may spend ⚂ to make that item move a few tiles in a straight line.
  • Memory Perl - Create a small Perl with 1 memory or thought that is no longer than 1 minute long. When a creature touches the Perl they then telepathically hear and/or see this memory/thought.
  • Small Hole - Create a portal, no larger than your fist, in front of you with an exit Close by. You do not need to see the exit point to make this portal. (It can be on the other side of a wall.)

Mini Terraformer - Spend ⚂ to change the general shape, color, and temperature of loose earth (such as dirt, gravel, or sand), non-special gasses (such as fog, smoke, or air), fires, and simple liquids (such as water or oil) up to a maximum of 1 cubic tile.

  • Some examples are; being able to freeze water, ignite or snuff out small fires, dry wet objects or creatures, make air bubbles in water (extends breathable air to a few minutes), and remove grime from surfaces.

Idk about these

power swing - modal attack rip and tear crippling strike - close attack give slow or rooted