Weapon Techniques and Mastery
In ELDRA, trained fighters, hunters, shield users, and martial artists may learn Weapon Techniques: battle arts honed through lifetimes of discipline, passed down through temple forms, dueling lineages, execution rites, and the desperate inventions of those who survived what should have killed them. A Weapon Technique is not a trick. It is a commitment — a moment where a warrior channels everything they are into a single motion, and the battlefield answers.
Mastery. Mastery measures how many Weapon Techniques you can call upon between rests. Your Mastery level determines how many times you may use Weapon Techniques per long rest. A character may use Weapon Techniques a total number of times per long rest equal to their Mastery level. Mastery is purchased with Experience Points and is capped at 5.
| Mastery Level | EP Cost | Technique Uses per Long Rest |
|---|---|---|
| 1 | - EP | 1 |
| 2 | 2 EP | 2 |
| 3 | 3 EP | 3 |
| 4 | 4 EP | 4 |
| 5 | 5 EP | 5 |
Starting Access. At character creation, a character may begin with at most one Basic Weapon Technique if their starting skills meet its requirements.
Learning Techniques. Weapon Techniques are not normally bought with EP. They are learned through martial schools, orders, dueling traditions, battlefield mentors, monster hunters, magical weapon tutors, or other narrative means determined during play.
Declaring a Technique. A proactive Weapon Technique is declared when you commit the AP for the action, before the roll is made. A Reaction technique is declared when its trigger occurs. If a technique explicitly says it is used after a hit, you declare it after confirming the hit. If a technique modifies an attack, spell, or other offensive action, it counts as that action for that AP unless the technique explicitly says otherwise.
Technique Limits. Unless a technique explicitly states otherwise, you may apply only one Weapon Technique to a given attack.
Relevant Skills. Most melee, shield, and unarmed techniques use Fight. Ranged techniques use Shoot. Techniques involving aggressive repositioning often require Stride or Reflex. Arcane conduit techniques for staves, rods, and wands use Magic together with the normal attack skill of the action.
Technique Grades. Weapon Techniques are divided into three grades:
-
Basic — Entry techniques. Reliable, efficient, and suitable for starting characters.
-
Advanced — Stronger techniques that demand broader training and tighter timing.
-
Master — Rare forms, signature arts, and battle-defining techniques.
Technique Requirements. Weapon Techniques do not follow a single flat gate. Each technique lists its own skill requirements. Most Basic techniques ask for one primary combat skill and one supporting skill. Advanced and Master techniques usually require a broader spread of training, reflecting the way ELDRA separates force, precision, endurance, and movement into different skills.
Recovering Uses. All expended Weapon Technique uses are recovered at the end of a long rest.
Technique Compatibility
Shields
Shield Use. Shield users learn Weapon Techniques compatible with their shield size and style.
Shield Categories. For the purpose of Weapon Techniques:
-
Light Shields: Buckler Shield
-
Medium Shields: Heater Shield, Kite Shield
-
Heavy Shields: Pavise Shield, Tower Shield
Arcane Conduits
Staffs, Rods, and Wands may be used as normal melee weapons. They also count as Arcane Conduits for the purpose of Weapon Techniques. Conduit techniques are designed for spellcasters: they are used through spells rather than as melee strikes unless an entry explicitly says otherwise. Unless stated otherwise, a conduit technique may only be used when you cast a spell that requires a roll, forces a defend roll, or directly targets one or more creatures. A conduit technique is still not itself a spell, does not change the spell’s Mana cost unless stated, and follows the normal Mastery limits for Weapon Techniques.
Techniques
Shield Weapon Techniques
Parrying Fang
When you are hit by a melee attack, reduce the damage by your shield’s Required Might + 1. If this reduces the damage to 0, you may immediately reposition 1 meter without provoking opportunity attacks and the attacker suffers -1 to its next attack roll.
Iron Bulwark
Plant your feet and raise your shield. Until the start of your next turn, gain +1 to all defend rolls against melee and ranged attacks. While in this stance, your movement speed is reduced to 0.
Rim Strike
Crack the shield’s edge into a joint or wrist. Make a shield attack. On a success, the target suffers -1 to its next attack roll and -1 to its next defend roll, both expiring at the start of your next turn.
Sheltering Vow
When an adjacent ally is targeted by an attack, interpose yourself. The attack targets you instead. You resolve your own defense normally, and the ally may immediately move 1 meter away without provoking opportunity attacks.
Stonewall Brace
When an effect would push, pull, or knock you Prone, negate that forced movement entirely. If the source of the effect is within 2 meters, it must make a Fight defend roll against your Fortitude or be pushed 1 meter away from you.
Lockjaw Guard
Until the start of your next turn, creatures you successfully defend against in melee cannot willingly move through your space or past you without winning a Fight contest against your original defend roll. On a failed contest, that creature’s remaining movement for the turn becomes 0.
Buckler Riposte
When a creature misses you with a melee attack, hook its limb or weapon with your shield and deliver a punishing counterblow. Make a shield attack against it. On a success, the target cannot take Reactions until the start of its next turn.
Shield Charge
Move up to 2 meters toward a target and make a shield attack. On a success, deal shield damage and push the target 1 meter. If the target collides with a wall, creature, or solid obstacle, it suffers -1 to all rolls until the end of its next turn.
Storm Wall
When you or an adjacent ally would take damage from a ranged attack or area effect, reduce that damage by your shield’s Required Might + your Fortitude skill level. If you reduce the damage to 0, choose one creature within 4 meters; that creature suffers -1 to its next attack roll.
Vanguard Advance
Move up to 3 meters while keeping your shield raised. Until the start of your next turn, you gain +2 to defend rolls against ranged attacks, and all allies within 2 meters of you gain +1 to ranged defend rolls. If any ally gained this bonus, your movement does not provoke opportunity attacks.
Battering Ram
Rush forward up to your speed in a straight line and make a shield attack against the first creature in your path. On a success, deal shield damage and push the target 2 meters. If you moved at least 6 meters before impact, the target must also make a Fortitude defend roll against your attack roll or fall Prone and lose its Reaction until the start of its next turn.
Planted Aegis
Drive the shield into the ground in an adjacent space. Until the start of your next turn, you and one ally standing directly behind it gain +2 to defend rolls against ranged attacks and area effects originating from the shield’s facing direction. While planted, you may not move unless you spend 1 AP to retrieve the shield. If an enemy attempts to move through the planted shield’s space, it must spend 2 additional meters of movement.
Rebuke of Steel
When you successfully defend against a melee attack by a margin of 2 or more, immediately slam the attacker. Make a shield attack. On a success, deal shield damage and the attacker is pushed 1 meter. If you succeeded by a margin of 3 or more on the counterattack, the attacker also loses its Reaction until the start of its next turn.
Golden Ward
Steel yourself against all threats. Until the start of your next turn, you gain +1 to defend rolls against melee, ranged, and magical attacks. You may not attack while this ward is active, but you may still move and use Reactions normally. If a creature misses you while Golden Ward is active, you gain +1 to your next attack roll before the end of your next turn.
Fortress Incarnate
Become an immovable point on the battlefield. Until the start of your next turn, gain +3 to all defend rolls. You cannot be pushed, pulled, grappled, or knocked Prone by any effect. While in this stance, if a creature misses you with a melee attack, it suffers -1 to all rolls until the end of its next turn.
Martyr’s Intercession
When an ally within 2 meters would take physical damage, step into the blow. Absorb damage up to your Fortitude skill level + your shield’s Required Might; any excess still hits the ally. If you are already in Fortress Incarnate or Iron Bulwark, reduce the damage you absorb by 2 before subtracting it from your Physical Stress Pool.
Siege Bastion
If your shield is planted via Planted Aegis, you and all allies behind it are treated as being in Full Cover against ranged attacks and area effects from its facing direction until the start of your next turn. While active, you may use 1 AP to reposition the planted shield up to 2 meters without ending its planted state.
Avalanche Reversal
When a creature misses you with a melee attack while you are in Iron Bulwark, Fortress Incarnate, or Golden Ward, seize the opening. Make a shield attack with +1 to the attack roll. On a success, deal shield damage + your Might, and the target is knocked Prone. If the target is Large or bigger, it is instead pushed 2 meters and suffers -2 to its next attack roll.
Fortress March
Advance while maintaining an unbreakable guard. Move up to half your speed. During and after this movement until the start of your next turn, you retain the benefits of Fortress Incarnate. All allies who remain within 2 meters of you during this movement gain +1 to defend rolls against ranged attacks until the start of your next turn.
Slashing Weapon Techniques
Bloodletting Stroke
A precise, shallow cut aimed at veins and tendons. Make a melee attack. If you succeed by a margin of 2 or more, the wound opens: the target suffers 1d4 slashing damage at the start of each of its turns until it spends 1 AP to apply pressure or receives healing. This bleed ends automatically after 3 rounds.
Unsheathe
Enter a low, coiled stance. On your next turn (and only your next turn), your first melee attack gains +1 to the attack roll and +2 to damage. If you moved 0 meters between declaring Unsheathe and making the attack, gain +2 to the attack roll instead. The stance is lost if you take damage before attacking.
Spinning Slash
Whirl your blade in a vicious arc. Make one attack roll against up to two adjacent creatures. Each creature you hit takes normal weapon damage. If both targets are hit, they each suffer -1 to their next defend roll.
Rising Crescent
A diagonal upward cut designed to lift a foe off balance. Make a melee attack. If you succeed by a margin of 3 or more, the target is knocked Prone. If the target is one size category larger than you, the threshold is a margin of 4 instead.
Sword Dance
Move up to 3 meters, making a melee attack at any point during that movement. This movement does not provoke opportunity attacks. If you end your movement in a different position than where you started, gain +1 to defend rolls against melee attacks until the start of your next turn.
Determination
Focus all intent into the next blow. Until the end of your next turn, your next melee attack ignores 2 Physical Defense. If the target is suffering from any Consequence, ignore 3 Physical Defense instead. This technique does not require an immediate attack; you may move or take other actions before striking.
Storm of Blades
Become a whirlwind. Move up to 2 meters, then make one attack roll against every creature adjacent to you at the end of the movement. Each creature you hit takes half your normal weapon damage, rounded down. If you hit 3 or more creatures, you gain +1 to all defend rolls until the start of your next turn.
Sever the Sinew
Strike with surgical cruelty at the legs. Make a melee attack. On a success, reduce the target’s movement speed by 4 meters until the end of the scene. A creature suffering this effect that attempts to move more than 2 meters on its turn must make a Fortitude defend roll against your Fight or fall Prone. A creature can only suffer one Sever the Sinew at a time.
Phantom Slash
Pass through the target’s space like a ghost, blade trailing. Move up to your speed through the target’s space (if room exists), ending on the opposite side. Make a melee attack during this movement. On a success, the target suffers -1 to all defend rolls until the start of your next turn. The target cannot take opportunity attacks against you during this movement.
Waterfowl Dance
A cascading series of slashes that turns the wielder into a storm of steel. Make three melee attacks against any combination of targets within reach. Each attack is made at -1. After each attack, you may reposition 1 meter without provoking opportunity attacks. Resolve each attack separately.
Void Shear
A cut that severs more than flesh — it frays the target’s defenses at a fundamental level. Make a melee attack. On a success, the target suffers -2 to all defend rolls until the start of your next turn. If you succeed by a margin of 3 or more, the target also cannot take Reactions and cannot benefit from magical defense enhancements until the start of its next turn.
Headsman’s Descent
An executioner’s blow, delivered from above with the weight of judgment. Move up to 4 meters and make a melee attack. On a success, deal weapon damage with +2d6 bonus damage. If the target is Prone, Restrained, or Dazed, this attack is made with Advantage.
Blood Harvest
A blow meant not merely to kill, but to herald the killing. Make a melee attack. If this attack reduces a creature’s Physical Stress Pool to 0 or forces a Consequence, all enemies within 5 meters must make a Resolve defend roll against your Fight or become Frightened of you until the end of their next turn. Regardless, all allies within 5 meters gain +1 to their next attack roll.
Piercing Weapon Techniques
Lancing Thrust
A committed forward stab that drives the target backward. Make a melee attack. On a success, push the target 1 meter directly away. If the target collides with a wall or obstacle, it suffers -1 to its next action.
Piercing Fang
A deceptive strike that slides past the guard. Make a melee attack with +1 to the attack roll. This bonus applies only against targets currently benefiting from a shield, stance, or defensive technique.
Pinning Thorn
Strike to pin a limb or cloak. Make a melee attack. On a success, reduce the target’s movement speed by 2 meters until the start of your next turn. If you succeed by a margin of 3 or more, the reduction is 4 meters instead.
Set Spear
When a creature enters your reach for the first time this round, brace and strike. Make a melee attack against it before it can attack you. If you hit and the creature was charging or moved at least 4 meters this turn, deal +2 bonus damage.
Lunging Line
A committed lunge that covers ground. Move up to 3 meters in a straight line and make a melee attack. This movement does not provoke opportunity attacks from the target. If you moved the full 3 meters, gain +1 to the attack roll.
Impaling Strike
Drive the point through the thickest plate. Make a melee attack. On a success, ignore up to 4 Physical Defense. If the target has Physical Defense 7 or higher, ignore 5 instead.
Skewer and Hold
Ram the weapon through the target and hold it in place. Make a melee attack. On a success, deal normal damage and the target is Restrained until the start of your next turn. The target can break free by spending 2 AP and succeeding on a Might check against your Fight. While you hold the target, your movement speed is also 0.
Needle Flurry
A burst of rapid, venomous thrusts. Make two melee attacks against the same target, each at -1. If both hit, the target suffers -1 to all defend rolls until the start of your next turn in addition to normal damage.
Exploit the Gap
Your eye finds the seam, the hinge, the breath between plates. Make a melee attack. On a success, your Armor Pierce increases by 1d4 for this attack. If the target is wearing armor with Required Might 3 or higher, increase by 1d4 + 1 instead.
Soul Lance
A thrust that leaves an echo of pain in the wound. Make a melee attack. On a success, the target takes 1d4 piercing damage at the start of each of its turns until it spends 2 AP to wrench the spectral barb free or receives magical healing. While the barb persists, the target also suffers -1 to Focus and Resolve checks.
Giant Hunt
A technique developed by those who hunt what should not be hunted. Move up to 2 meters and make a melee attack against a Large or bigger creature, or against any creature that moved at least 4 meters this round. On a success, deal weapon damage with +3 bonus damage and knock the target Prone. If the target is two or more size categories larger than you, you have Advantage on this attack.
Heartseeker
One thrust, aimed at the place that ends things. Make a melee attack. On a success, double the margin of success before adding it to the damage. If the target is Restrained, Grappled, or Dazed, triple it instead.
Bludgeoning Weapon Techniques
Crushing Stamp
A downward blow aimed at the foot or knee. Make a melee attack. On a success, the target cannot use more than one move action on its next turn. If the target is wearing heavy armor (Required Might 3+), it also suffers -1 to its next Reflex roll.
Knuckle Ruin
Strike the weapon hand. Make a melee attack. On a success, the target suffers -1 to its next attack roll. If you succeed by a margin of 3 or more, the target also drops one held item of the GM’s choice.
Ground Slam
Bring the weapon crashing into the earth. Make an attack roll against one adjacent creature. On a success, deal half normal damage and knock the target Prone. All other creatures within 1 meter of the impact point must make a Reflex defend roll against your attack roll or lose 1 meter of movement on their next turn.
Concussive Strike
A blow aimed at the temple. Make a melee attack. On a success, the target cannot take Reactions until the start of its next turn. If the target is not wearing a helmet or head protection (GM’s discretion), it also suffers 1 Mental Stress point.
Sundering Blow
A blow meant for armor, not flesh. Make a melee attack. On a success, reduce the target’s Physical Defense and Elemental Defense by 2 until the end of the scene. This reduction does not stack with itself, but it persists.
Earthshaker
Shatter the ground itself. Make a melee attack against a creature. On a success, deal normal damage. Additionally, all other creatures within 2 meters of the target (but not you) must make a Reflex defend roll against your attack roll or fall Prone. Creatures that fail by a margin of 3 or more are also Dazed until the end of their next turn.
Skull Crusher
An overhead blow with terrible weight. Make a melee attack. On a success, the target suffers -2 to all defend rolls until the end of your next turn. If the target fails to defend by a margin of 3 or more, it is also Dazed until the end of its next turn.
Ringing Impact
A resonating blow that shakes the soul. Make a melee attack. On a success, the target takes Mental Stress points equal to half your margin of success, rounded down, in addition to normal Physical Stress. If this inflicts at least 2 Mental Stress, the target suffers -1 to Magic and Focus checks until the end of its next turn.
Lion’s Claw
Leap and bring the weapon down with all your weight. Move up to 2 meters (this movement does not provoke opportunity attacks) and make a melee attack. On a success, deal weapon damage +1d4 bonus damage. This attack cannot be parried by Fight-based defend rolls — the defender must use Reflex.
Colossus Fall
The blow that breaks siege walls. Make a melee attack. On a success, deal weapon damage +1d8 bonus damage and knock the target Prone. If the target is already Prone, deal +1d12 bonus damage instead. Objects and structures targeted by this attack take double damage.
Cataclysm
The ground cracks. Everything nearby falls. Move up to 2 meters and make a melee attack against one creature. On a success, deal normal damage. Then, all creatures within 3 meters of the target (including the target if still standing) must make a Fortitude defend roll against your Fight + Might or fall Prone. Creatures that fail by a margin of 3 or more are also pushed 2 meters away from the impact point.
Bonebreaker Oath
A single blow that shatters enchantment and endurance alike. Make a melee attack. On a success, the target cannot benefit from Resistance effects of any kind for the rest of the scene. Additionally, any active magical defensive effect on the target (such as a ward, barrier, or enchantment granting defense bonuses) is immediately suppressed until the end of its next turn.
Arcane Conduit Techniques (Staff, Rod, Wand)
Spellthread Step
Weave your movement into the cast. When you cast a spell targeting a creature, move up to 2 meters before or after the cast. This movement does not provoke opportunity attacks from creatures affected by the spell.
Anchoring Sigil
Brand the target with a binding glyph. When you cast a spell targeting a single creature and you succeed, the target’s movement speed is reduced by 4 meters until the start of your next turn. If you succeed by a margin of 3 or more, the target also loses its Reaction until the start of its next turn.
Conduit Fork
Split the spell’s energy at the last instant. When you cast a single-target damaging spell, choose a second creature within 2 meters of the first. If your original target is hit, the second creature takes damage equal to half the original margin of success (rounded down) of the same damage type. The secondary target may make a Reflex defend roll against your original result to negate this splash.
Grounding Spiral
When you successfully defend against a spell or magical effect, channel the residual energy outward. Choose one creature within 10 meters. That creature suffers -2 to its next roll. If you defended by a margin of 3 or more, the penalty is -3 instead.
Needle of Intent
Focus the spell to a hair’s breadth. When you cast a spell targeting a single creature, ignore 1 Elemental Defense. If you succeed by a margin of 3 or more, ignore 3 instead. This technique rewards precision: if you deliberately target a creature that no ally has attacked this round, increase the Elemental Defense ignored by 1.
Spellweaver’s Slide
Cast while gliding across the battlefield like water. When you cast a spell, move up to 4 meters before, during, or after the cast. This movement does not provoke opportunity attacks. If the spell succeeds and deals damage, you may also reposition the target 1 meter in any direction.
Prismatic Refrain
The spell refracts, striking twice. When you cast an elemental spell targeting one creature, choose another creature within 3 meters of the first. If the original spell succeeds by a margin of 3 or more, the second creature must make a defend roll against a result equal to your original margin of success or take half the spell’s damage (rounded down) of the same element.
Hexbrand
Sear a curse-mark into the target’s essence. When you cast a spell on a creature and succeed, choose one: the target suffers -2 to its next Focus check; -2 to its next Magic roll; or -2 to its next Resolve defend roll. The chosen penalty persists until triggered or until the end of your next turn, whichever comes first. If the target is already suffering a penalty from a previous Hexbrand, the new one replaces it.
Leyline Hook
Grab the target with invisible force and haul. When you cast a damaging spell on a creature within 10 meters and succeed, pull that creature up to 2 meters toward you or push it up to 2 meters directly away. If you succeed by a margin of 3 or more, the target also falls Prone. If the forced movement causes the target to collide with another creature, both suffer -1 to their next action.
Silent Vector
The spell arrives without sound or source. When you cast a spell from concealment, the casting does not reveal your exact position. If the spell succeeds, the target suffers -2 to Perception checks made to locate you until the end of your next turn. If no enemy can identify you as the caster, you remain in Stealth.
Eclipse Circuit
The spell completes its orbit, striking a second target with undiminished force. When you cast a damaging spell targeting one creature, chain the spell into a second creature within 4 meters. If the original succeeds, the second takes damage equal to the full margin of success (without Focus or other modifiers). The second target defends separately against a result equal to your original attack result -1.
World-Nail Sigil
Pin the target to reality itself. When you cast a single-target spell and succeed, the target is anchored: until the end of its next turn, it cannot teleport, cannot benefit from magical forced movement, and its movement speed is halved. If you succeed by a margin of 4 or more, the target is also Restrained until the start of your next turn. Creatures anchored by this sigil have Disadvantage on attempts to become invisible or incorporeal.
Cataclysm Staffform
Channel devastating force through the staff, reshaping the spell’s area. When you cast an area spell, choose one: widen the affected area by 2 meters in all directions, or exclude up to half your Magic skill (rounded up) creatures from the effect. Additionally, creatures at the edge of the area that fail their defend roll by a margin of 1 are treated as having failed by 2.
Unarmed Weapon Techniques
Palm Blast
Drive the heel of your palm into the target’s chest. Make an unarmed attack. On a success, push the target 2 meters. If the target collides with a wall or obstacle, it takes 1d4 additional bludgeoning damage.
Low Sweep
Scythe the legs out. Make an unarmed attack. On a success, the target must make a Reflex defend roll against your attack roll or fall Prone. If the target is Prone, you may instead kick it 1 meter in any direction.
Seizing Grip
Strike and grab in a single motion. Make an unarmed attack. On a success, you may immediately Grapple the target without spending additional AP. While Grappling a target you seized this way, you have +1 to Fight checks to maintain the Grapple.
Quickstep
A flicker of motion, a strike from nowhere. Move up to 3 meters before or after making an unarmed attack. This movement does not provoke opportunity attacks. If you end in a space you were not in at the start of your turn, the target suffers -1 to Perception checks to track you until the start of your next turn.
Pressure Point
Strike a nerve cluster with surgical precision. Make an unarmed attack. On a success, the target suffers -1 to all rolls until the end of its next turn. If the target is Grappled or Restrained when you use this technique, the penalty is -2 instead.
Breaking Knee
Target the joint and break it. Make an unarmed attack. On a success, reduce the target’s movement speed by 4 meters until the end of the scene. The target also suffers -1 to Reflex checks for the same duration. A creature can only suffer one Breaking Knee at a time.
Throwing Hip
Use the target’s momentum against it. Make an unarmed attack against a creature you are Grappling, or against a creature of your size or smaller. On a success, throw the target up to 3 meters; it lands Prone. If the thrown creature lands on another creature, that creature must make a Reflex defend roll against your attack roll or also fall Prone.
Breath Crush
A devastating body blow that empties the lungs. Make an unarmed attack. On a success, the target loses its Reaction until the start of its next turn. If you succeed by a margin of 3 or more, the target also suffers -1 AP on its next turn. A target that has 0 AP remaining from this effect is Dazed instead.
Raptor of the Mists
When a creature attacks you in melee, you vanish upward. Leap up to 2 meters vertically or horizontally, avoiding the attack entirely (the attack automatically misses). On your next turn, if you make an unarmed attack against that creature, the attack is made with +1 and deals +2 bonus damage. You may only use this technique once per round.
Perfect Palm
A blow that passes through armor as if it were cloth. Make an unarmed attack. On a success, ignore 2 Physical Defense. If the target is wearing armor with Required Might 3 or higher, ignore 4 Physical Defense instead. If the target is wearing armor with Required Might 5, ignore 5 Physical Defense.
Falling Star Fist
Leap into the sky and descend like a meteor. Move up to 3 meters (including vertically) and make an unarmed attack. On a success, deal unarmed damage +1d6 bonus damage and knock the target Prone. All creatures within 1 meter of the target (but not you) must make a Reflex defend roll against your Fight or be pushed 1 meter away.
Still Water Counter
Perfect stillness, then a single devastating answer. When a creature misses you with a melee attack, make one unarmed attack against it with +1 to the attack roll. On a success, the target loses its Reaction until the start of its next turn and suffers -1 to all defend rolls until the end of its next turn. If the triggering attack missed by a margin of 3 or more, your counterattack also ignores 2 Physical Defense.
Lifesteal Fist
Channel vitality from the blow back into yourself. Make an unarmed attack. On a success, deal normal unarmed damage. You recover Physical Stress points equal to half the damage dealt (rounded down, minimum 1). If the target is reduced to 0 in its Physical Stress Pool by this attack, you recover 1 additional Physical Stress point and clear your lowest active Condition penalty (if any) for this scene.
Ranged Weapon Techniques
Mighty Shot
Draw deeper, aim truer. Make a ranged attack with +1 to the attack roll. If you did not move on this turn before firing, gain +2 to the attack roll instead.
Driving Shot
A punishing shot aimed at the center of mass. Make a ranged attack. On a success, push the target 2 meters directly away. If the target collides with a wall or obstacle, it suffers -1 to its next action.
Crippling Arrow
Aim for the legs. Make a ranged attack. On a success, reduce the target’s movement speed by 4 meters until the start of your next turn. If the target attempts to use its full movement before the reduction expires, it must make a Fortitude defend roll against your Shoot or fall Prone.
Silent Release
A shot without sound or signature. Make a ranged attack from Stealth. Regardless of the result, your position is not revealed unless the target or its allies have direct line of sight to you. If you hit, the target does not know the direction of the shot until the start of its next turn.
Skirmisher’s Bolt
Shoot while on the move. Move up to 3 meters before or after making a ranged attack. This movement does not provoke opportunity attacks from the target. If you moved at least 2 meters, gain +1 to defend rolls against ranged attacks until the start of your next turn.
Sunder Bolt
A shot that punches through steel. Make a ranged attack. On a success, increase your Armor Pierce by 2. If the target is behind Half Cover, increase by 3 instead and the shot ignores the cover penalty.
Rain of Arrows
Arc shots into the sky to descend upon clustered foes. Choose up to two creatures within 4 meters of each other and within range. Make one ranged attack roll against both. Each creature you hit takes half weapon damage (rounded up). If both are hit, each suffers -1 to its next Reflex check.
Suppressing Barrage
Lay down a storm of bolts or bullets to deny movement. Make a ranged attack. On a success, the target suffers -2 to its next attack roll. Additionally, choose a 2-meter-wide line between you and the target; any creature that moves through that line before the start of your next turn must make a Reflex defend roll against your Shoot or take 1d4 piercing damage.
Mark Shot
Place a round that marks the target for the pack. Make a ranged attack. On a success, all allies gain +1 to attack that target until the start of your next turn. If you are Hidden when you fire, the bonus is +2 instead.
Skybreaker Arrow
An arrow that falls like a lance of heaven. Make a ranged attack. On a success, deal weapon damage +1d6 bonus damage. If you succeed by a margin of 3 or more, the target is knocked Prone. If the target is airborne or flying, it is forced to descend to the ground and cannot fly until the end of its next turn.
Execution Bolt
One shot, one sentence. Make a ranged attack. On a success, double your Armor Pierce for this attack. If the target is unaware of you, triple it instead.
Storm Volley
Release a torrent of projectiles in rapid succession. Make three ranged attacks against any combination of targets within range, each at -1. Resolve each separately. After the volley, you may move up to 2 meters without provoking opportunity attacks.
Thunder Round
A devastating explosive shot. Make a ranged attack. On a success, deal normal damage to the primary target. All creatures within 2 meters of the target must make a Fortitude defend roll against your attack roll or fall Prone and take 1d4 bludgeoning damage. If the primary target is Large or bigger, the radius increases to 3 meters.