KEYWORDS & EFFECTS

Keywords modify how attacks and abilities work. Effects are conditions applied to creatures during combat.

KEYWORDS

Keywords appear on weapons and abilities. They define special attack properties — range modification, targeting, damage interaction.

Annihilating

KEYWORD

Doubles damage against objects, structures, and barriers. No effect against living creatures.

This attack doubles damage against objects, structures, and barriers. • Has no effect against creatures or living targets. • Damage against structures still benefits from other keywords such as Piercing and Explosive. • If combined with another damage multiplier from an ability, apply the higher multiplier rather than stacking both, unless the ability explicitly states otherwise.

Armour-Piercing

KEYWORD

Bypasses all Damage Reduction on the target, regardless of its source.

Armour-Piercing attacks ignore all Damage Reduction — whether from armour, biological hardening, Void-tempered plating, or passive class traits. • Does NOT bypass Defence Bonus or Cover bonuses — only negates damage reduction that subtracts after a hit lands. • Does not affect saves or resistances. • If a source of Damage Reduction explicitly states it cannot be bypassed, that clause takes precedence. Note: Armour-Piercing and Piercing are different keywords. Piercing passes a shot through to a target behind and ignores Cover. Armour-Piercing strips Damage Reduction entirely. A weapon can have both.

Automatic

KEYWORD

Enables sustained fire: multi-target attacks, sweep attacks, and suppressive fire.

Automatic weapons can sustain continuous fire, enabling advanced combat options: Multi-Target Fire: Attack multiple targets in a single action. Each additional target beyond the first costs 1 extra shot and suffers -1 Hit Chance. Sweep Attack: Declare a Sweep — all creatures in a 10ft cone become valid targets. Each is attacked separately, and shot costs apply per target. Suppression: Automatic weapons can trigger and maintain Suppressive Fire, interacting with zone-control abilities and Heavy Gunner class features. When a weapon has both Heavy and Automatic, it unlocks additional Heavy Gunner abilities.

Blindsense

KEYWORD

Detects and pinpoints hidden or invisible creatures within X ft, even without line of sight.

Blindsense(X) allows a creature to detect and pinpoint hidden or invisible creatures within X ft, even if they are out of line of sight. • Creatures detected by Blindsense are treated as visible for targeting — attacks against them do not suffer Disadvantage from being unseen. • Blindsense reveals location, not identity. • Not blocked by darkness, smoke, or visual obstructions — only by effects that explicitly defeat non-visual detection. • Multiple sources of Blindsense do not stack — only the highest value applies.

Critical Range

KEYWORD

Adds X to your hit roll only when determining if it qualifies as a Critical Hit. Does not affect whether the attack hits.

Critical Range(X) adds X to your hit roll only for the purpose of determining whether the result qualifies as a Critical Hit. • Does NOT increase Hit Chance — only shifts the threshold at which a hit becomes critical. • If you have Critical Range from multiple sources, add all values together. • Applies to all your attacks unless the source specifies otherwise.

Damage Reduction

KEYWORD

Reduces all incoming damage by X per hit. Applies to every hit individually and stacks from multiple sources.

Damage Reduction(X) reduces all incoming damage by X per hit. Damage cannot be reduced below 0. • Applies to every individual hit — it is not a pool that depletes. • Multiple sources of Damage Reduction stack — add all values together. • Armour-Piercing attacks bypass Damage Reduction entirely. • Applies to all damage types unless the source specifies a restriction (e.g., 'Physical only').

Defence Bonus

KEYWORD

Increases your Defence value by X, making attacks harder to land.

Defence Bonus(X) increases a creature's Defence value by X, forcing attackers to beat a higher target number. • Multiple sources of Defence Bonus stack — add all values together. • Applies passively at all times unless the source specifies a condition. • NOT the same as Damage Reduction — it makes attacks miss more often rather than reducing damage when they land. Both can apply simultaneously. • Piercing attacks ignore Defence Bonus granted by Cover, but not from armour or innate traits.

Disruptive

KEYWORD

On any hit, the target gains Distracted until the end of their next turn.

Disruptive triggers on every successful hit, regardless of the damage result (Low, Moderate, or High). • If the target is already Distracted, applying Disruptive again extends the duration — the effect does not stack in severity, only duration. • Works on both weapons and abilities.

Explosive

KEYWORD

Deals damage in an area on impact. Cannot be fired in melee range. Reloading costs an Action instead of a Quick Action.

Explosive weapons deal damage across an area on impact rather than to a single target. The blast radius is defined per weapon. • All creatures caught in the blast are affected individually — each must be resolved separately. • Cannot be fired in melee range unless an ability explicitly permits it. Attempting to do so affects the firer. • Reloading costs an Action rather than a Quick Action, unless a class ability states otherwise. • Interacts with Heavy Gunner abilities that reference Heavy or Explosive weapons.

Flying

KEYWORD

Can move vertically and horizontally without terrain penalty, passing over obstacles and hazards.

A Flying creature moves freely in all directions without terrain penalties, clearing obstacles, difficult ground, and ground-level hazards. • Out of melee reach unless the attacker can also fly, has a reach weapon, or has an ability permitting airborne melee attacks. • If knocked Prone, immediately falls and takes falling damage, landing Prone on the ground. • If Grappled or Restrained, Movement speed drops to 0 — hovers in place rather than falls, unless the effect explicitly grounds them. • Can hover (remain stationary in the air) without spending movement.

Heavy

KEYWORD

Reduces your Movement speed by half while using or wearing this item. Does not stack with other Heavy items.

While using or wearing a Heavy item, your Movement speed is reduced by half. This penalty does not stack — no matter how many Heavy items you carry, your speed is only halved once.

Multi-Target

KEYWORD

Attack up to X targets in one action. Each target beyond the first suffers -1 Hit Chance cumulatively.

Multi-Target(X) allows this attack to target up to X creatures in a single action. Each target is attacked separately with its own attack flip. • Each additional target beyond the first suffers -1 Hit Chance cumulatively (2nd target -1, 3rd target -2, etc.). • All targets must be within the weapon's range. They do not need to be adjacent unless the weapon specifies a cone. • You may target the same creature multiple times, but the Hit Chance penalty still applies per slot. • Damage is resolved with a single damage flip. • Multiple sources of Multi-Target do not stack — use the highest X value.

Piercing

KEYWORD

Shot passes through the target and hits a creature directly behind them for half damage. Also ignores Cover.

A Piercing attack travels through the primary target and strikes any creature directly behind them within line of sight. • The secondary target takes half the damage dealt to the primary target. • Piercing also ignores any Cover bonuses that would normally increase the target's Defence. Note: Piercing and Armour-Piercing are different keywords. Armour-Piercing strips Damage Reduction. A weapon can have both.

Ricochet

KEYWORD

On a miss, the attack may re-flip against a different target within 10ft of the original.

If this attack misses, it may be re-flipped once against a different target within 10ft of the original target. • Uses the same Hit Chance as the original attack — no additional penalty applies. • May only target a different creature. Cannot redirect back to the same creature. • A ricochet that also misses does not ricochet again — the attack ends. • The 10ft distance is measured from the original target, not the attacker. • Only triggers on a miss — if the original attack lands, there is no ricochet.

Shockwave

KEYWORD

On Moderate or High hits, all creatures within 5ft of the target take automatic Physical Crushing damage.

On a Moderate, High, or Critical hit, all creatures within 5ft of the primary target automatically take Physical Crushing damage: • Moderate hit: 1 damage • High hit: 1 damage • Critical: 2 damage • Low result: no shockwave Shockwave damage requires no attack roll against secondary targets — it hits automatically. It affects all creatures in range, including allies. Cover does not protect against Shockwave damage. Damage Reduction applies normally for each creature affected. Each hit in a turn resolves its own shockwave independently.

Siege

KEYWORD

Does not flip to hit. Select a target point, then roll 1D6 and a Scatter Die to determine where the attack actually lands.

Siege weapons are large, devastating, and imprecise. They use area targeting and scatter mechanics instead of a standard hit roll. How it works: 1. Choose a Target Point within maximum range — this is the intended impact zone, not a creature. 2. Roll 1D6 and a Scatter Die (directional die). Scatter distance = ((D6 result - (Intelligence / 2)) x 5ft), minimum 0ft. Higher Intelligence means more accurate fire. The Scatter Die determines which direction the shot deviates. Additional rules: • Cannot benefit from Advantage on hit rolls. • Creatures at the impact point and within the blast radius are each affected separately. • Cannot be used indoors unless the space is large enough to avoid guaranteed self-damage, at GM discretion. • If the weapon also has Annihilating, damage is doubled against structures at the scatter-adjusted impact point.

Temporal

KEYWORD

On Moderate or High damage, the target suffers Temporal Lag.

Temporal weapons are infused with Void-derived time-disruption technology. • On a Moderate or High damage result, the target suffers Temporal Lag. • Does not trigger on a Low damage result. • If the target already has Temporal Lag, applying it again has no additional effect — the effect does not stack. • The weapon only needs the Temporal keyword — the damage type does not need to be Void-typed to trigger the effect.

Two-Handed

KEYWORD

Requires both hands to wield. Cannot be paired with a shield or off-hand item.

A Two-Handed weapon requires both hands to use effectively. • Cannot be dual-wielded or paired with a shield or off-hand item. • Ranged Two-Handed weapons cannot be fired in melee range unless an ability explicitly permits it. • Dropping or holstering a Two-Handed weapon to free both hands costs a Quick Action.

Arc

KEYWORD

Energy chains between nearby targets, dealing additional hits to enemies clustered together.

Arc weapons channel electrical or Void energy that jumps between targets in close proximity. Effective against groups of clustered enemies, as the chaining damage hits each additional target caught in the arc. The number of targets and chain distance are defined per weapon or ability.

EFFECTS

Effects are conditions inflicted on creatures. Unless otherwise stated, they last until the end of the target's next turn.

Bleeding

EFFECT

Deals X physical damage at the start of each turn for Y turns. Can be removed early with a First Aid check (TN 11).

Bleeding(X) for Y: the target takes X Physical damage at the start of each of their turns for Y turns. • If Bleeding is applied to a creature already bleeding, only the instance that would deal more total damage is kept — the other is discarded. • The target or an adjacent ally may use an Action to make a First Aid check (TN 11) to remove Bleeding early.

Burning

EFFECT

Deals X fire damage at the start of each turn. X decreases by 1 each tick until it reaches 0.

Burning(X): the target takes X fire damage at the start of each of their turns. After each tick, X decreases by 1. When X reaches 0, the effect ends. If Burning is applied to a creature already burning, the new X value is added to the current value — it does not replace it.

Dazed

EFFECT

Target suffers Disadvantage on all checks until the end of their next turn.

A Dazed target suffers Disadvantage on all checks — attacks, saves, and skill checks alike — until the end of their next turn.

Disarmed

EFFECT

Target drops one equipped weapon or shield. Must use an Action to pick it back up.

The target drops one of their equipped weapons or shields. They must spend an Action to retrieve and re-equip the dropped item.

Disoriented

EFFECT

Disadvantage on all Attacks, Checks, and Saves. Cannot use Triggers. Ends at end of next turn, or earlier with a Physique Save (TN 10).

A Disoriented creature has been physically shaken and cannot gather their bearings. • Suffers Disadvantage on all Attacks, Checks, and Saves. • Cannot use Triggers while Disoriented. • At the end of their turn, the target may make a Physique Save (TN 10) to remove Disoriented early. Unless otherwise stated, Disoriented lasts until the end of the target's next turn.

Distracted

EFFECT

Target has Disadvantage on their next attack.

A Distracted target has Disadvantage on their next attack. The condition ends after they make that attack, or at the end of their next turn.

Exhausted

EFFECT

Suffers -X to all Checks and Saves, and loses 5ft Movement per X. High X values cost additional Actions per turn.

Exhausted(X) represents deep physical and mental depletion. • -X to all Checks and Saves. • Movement speed reduced by 5ft per point of X. • If X is 2 or higher: lose 1 Action per turn. • If X is 4 or higher: lose an additional Action per turn (minimum 1 Action always remains). Stacking: If applied while already Exhausted, add the new X to the existing value. Recovery: Reduce X by 1 after each Short Rest. Fully removed after a Long Rest. Cannot be removed mid-encounter unless an ability explicitly allows it.

Grappled

EFFECT

Physically seized by a creature. Movement reduced to 0, can only attack the grappler. Use an Action to attempt escape.

A Grappled creature is physically seized by another creature. • Also gains the Restrained condition. • Can only target the grappling creature with attacks. • Movement speed is reduced to 0 until they break free. • The grappler's Movement speed is halved while maintaining the grapple. • The grappler gains +1 to Hit against the Grappled target. • A creature can only Grapple one target at a time. To escape: spend an Action to make a Strength or Dexterity check against the grappler's last grapple result. On success, you are no longer Grappled or Restrained and cannot be Grappled again until the start of your next turn.

Grasping for Life

EFFECT

At 0 HP: Movement reduced to 5ft, target is Prone, and cannot act. Must be revived within 3 turns or die.

When a player reaches 0 hit points, they enter the Grasping for Life state. • Movement is reduced to 5ft. • The target is Prone. • Cannot take Actions (except Move) unless an ability states otherwise. • Requires healing to survive. If not Revived within 3 turns, the character dies. Once Revived, the character is no longer Grasping for Life but remains Prone until they stand up.

Jammed

EFFECT

Target's ranged weapon malfunctions and cannot be fired until repaired with a Repair check (TN 11).

The target's ranged weapon malfunctions and cannot be used until repaired. They must spend an Action and succeed at a Repair check (TN 11) to fix the weapon and restore normal function.

Overloaded

EFFECT

Energy-based abilities cost double for 2 turns. Can be ended early with a Resilience check (TN 12).

The target's energy-based abilities cost double for 2 turns. • If the target has no energy-based abilities, they take 2 Energy damage per turn instead. • Can be ended early by spending an Action on a Resilience check (TN 12) — on success, the effect ends immediately.

Panicked

EFFECT

Disadvantage on Willpower and Foresight checks. Each turn, flip a card — a red card forces you to flee and take cover.

Fear won. Or something worse did. A Panicked creature can't hold it together. • Suffers Disadvantage on all Willpower and Foresight-related tests. • Cannot Cheat from their hand while Panicked. At the start of each turn, flip 1 card: • Black card: act normally this turn. • Red card: must use their first Action to move away from the nearest visible threat, then attempt to Take Cover. If movement is impossible: suffer -2 on all tests this turn. Recovery: • Self: At end of their turn, make a Mental Defence check (TN 14) to end the effect. • Ally: An ally within 10ft can spend an Action on a Leadership check (TN 10) to remove Panicked immediately.

Paralyzed

EFFECT

Cannot take any Actions, Quick Actions, or Triggers. Movement is 0. All attacks against you gain Advantage.

A Paralyzed creature is completely unable to move or act. • Cannot take any Actions, Quick Actions, or Triggers. • Movement speed is reduced to 0. • All attacks made against a Paralyzed creature gain Advantage. Paralyzed is more severe than Stunned — a Stunned creature retains some function and can attempt to remove the condition, while a Paralyzed creature has no such recourse. Unless the source ability states otherwise, a Paralyzed creature may make a Physique Save at the end of each of their turns (TN set by the source) to end the condition early.

Pushed

EFFECT

Target moves in the stated direction until they hit something or the full push distance is covered.

A Pushed target moves in the specified direction, continuing until they collide with an obstacle or the full push distance is covered. If the target collides with something, both the target and the object they collide with take Physical damage equal to half the remaining push distance.

Restrained

EFFECT

Attacks against the target gain Advantage. Cannot use the Move action without spending an Action to remove the condition first.

A Restrained target is held in place. • Attacks made against a Restrained target gain Advantage to hit. • Cannot take the Move action unless they spend an Action to first remove the Restrained condition.

Silenced

EFFECT

Cannot use abilities, VoidCalls, or Triggers that require spoken words or vocal commands.

A Silenced creature cannot use abilities, VoidCalls, or Triggers that require spoken words, vocal commands, or audible activation. This includes any ability whose description references verbal components, shouted commands, or vocal triggers. • Does NOT prevent purely physical actions, non-verbal abilities, or abilities that function through touch, gesture, or passive activation. • Unless otherwise stated, Silenced lasts until the end of the target's next turn.

Slowed

EFFECT

Movement speed is halved (rounded down to nearest 5ft) until end of next turn. Multiple sources do not stack.

A Slowed creature's Movement speed is halved, rounded down to the nearest 5ft, until the end of their next turn. Multiple instances of Slowed do not stack — the creature remains at half speed regardless of how many sources applied it.

Staggered

EFFECT

Disadvantage on movement-based actions and Movement speed halved until end of next turn. If applied again while already Staggered, the target falls Prone.

A Staggered target has Disadvantage on all movement-based Actions, and their Movement speed is halved until the end of their next turn. If a creature is Staggered while already Staggered, they immediately fall Prone.

Stunned

EFFECT

Cannot use Triggers or take any Actions except attempting to remove Stunned.

A Stunned target cannot use Triggers until the end of their next turn and cannot take any Actions other than spending their turn attempting to remove the Stunned condition.

Suppressed

EFFECT

Forced to Take Cover or fall Prone. Attacks at Disadvantage. Moving out of cover triggers a free attack from the suppressor.

When first Suppressed, the target is immediately forced to Take Cover — or fall Prone if no cover is available. While Suppressed: • Suffers Disadvantage on all Attacks. • If the target moves out of cover or through the active Suppression Zone, the Suppressor may immediately make a free Attack against them. Duration: Suppressed lasts until the start of the Suppressor's next turn, unless the source ability states otherwise. Suppressed is typically applied by Suppressive Fire and interacts with Heavy Gunner abilities that reward exploiting a pinned target.

Temporal Lag

EFFECT

Target acts at the very end of the turn order on their next turn.

A creature with Temporal Lag acts at the very end of the turn order on their next turn, regardless of their initiative order. The effect ends after that delayed turn resolves.

Weakened

EFFECT

Target's Defence is halved until after they are next attacked.

The target's Defence value is halved until after they are attacked next. This makes them significantly easier to hit, but the effect ends once they take an attack — regardless of whether it hits or misses.

Withered

EFFECT

Target's Strength, Dexterity, and Physique are each reduced by X for 3 turns.

Withered(X): the target's Strength, Dexterity, and Physique stats are each reduced by X for 3 turns. This affects all checks, derived values, and abilities that depend on those three stats for the duration.

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