Special Effects

Fighting is far more than simply injuring or killing an opponent. Combative arts teach many methods of defeating a foe, perhaps rendering them helpless or forcing them into situations where they must capitulate, without necessarily needing to actually cause them harm. Special Effects represent these techniques, and control how they occur in play. Whenever opponents engage in a Differential Roll of their respective fighting skills (Combat Styles or Evade for example), any resulting difference in success levels indicates an opportunity for Special Effects to occur. This reflects one combatant maneuvering his opponent into a disadvantageous situation which can be exploited using a cunning trick or tactic.

The number of Special Effects received depends on the difference between the levels of success, as illustrated on the Differential Rolls Results Table.

If any Special Effects are won during an exchange, they must be selected before Damage and Hit Location, if any, are rolled. In cases where the recipient is badly wounded in addition to receiving a Special Effect, Endurance rolls are resolved after the application of the effect.

Special Effects cover a diverse range of situations and techniques. Some are designed specifically for attacks, whilst others are intended for defense, and a few are adaptable for either circumstance. Certain Special Effects can also be limited to particular weapon types or specific dice rolls, requiring a Critical or Fumble result on their skill check for instance.

When two or more Special Effects are gained, the combatant may freely mix and match which ones are selected, providing he meets the prerequisite conditions for each one. Some effects can be stacked. For example, an attacker who rolls a critical success and wins two Special Effects could choose Maximize Damage twice, rather than choosing two separate offensive maneuvers.

Special Effects Summary

Special Effect

Offensive

Defensive

Specific Weapon Type

Specific Roll

Stackable

Accidental Injury


X


Attacker Fumbles


Arise


X




Bash

X


Shields or Bludgeoning



Bleed

X


Cutting Weapons



Blind Opponent


X


Defender Criticals


Bypass Armor

X



Attacker Criticals

X

Choose Location

X



See Description


Circumvent Cover

X


Ranged Weapons



Circumvent Parry

X



Attacker Criticals


Close Range

X

X




Compel Surrender

X

X




Damage Weapon

X

X




Disarm Opponent

X

X




Drop Foe

X


Siege Weapons, Firearms



Duck Back

X


Ranged Weapons



Enhance Parry


X




Entangle

X

X

Entangling Weapons



Flurry

X


Unarmed


X

Force Failure

X

X




Grip

X


Unarmed



Impale

X


Impaling Weapons



Kill Silently

X


Small Weapons

See Description


Marksman

X


Ranged Weapons



Maximize Damage

X



Attacker Criticals

X

Open Range


X




Overextend Opponent


X



X

Overpenetration

X


Ranged Weapon

Critical Only


Pin Down

X


Ranged Weapon


X

Pin Weapon

X

X


Critical Only


Prepare Counter


X



X

Press Advantage

X





Rapid Reload

X




X

Remise

X


Small Weapon Only



Scar Foe

X

X




Select Target


X


Attacker Fumbles


Slip Free


X


Defender Criticals


Spoil Spell

X





Stand Fast


X




Stun Location

X


Bludgeoning Weapons



Sunder

X


Axes, Two Handed Weapons



Take Weapon

X

X

Unarmed



Trip Opponent

X

X




Weapon Malfunction

X


Ranged Weapons

Attack Fumbles


Withdraw


X