List of 5th Edition Schools
Inflicting Actions
Inflicting Actions: An Attack Action that is done primarily to inflict a status effect: Dazed, Disoriented, Immobilized, Prone, or Silenced.
- Generally, Inflicting actions are done using Unarmed attacks, and require a free hand. Unless specified, this means you need to be in a one-handed grip with your weapon unless the attack is done with the weapon.
- The player must provide an explanation as to how they are inflicting the effect. Examples are provided below.
- The TN for an Inflicting action is the same as for a Strike action (generally TN2, TN3 for an opponent in Air Stance.)
- If the Inflicting Action roll is successful, the target of the inflicting action may take a Fitness roll (unless otherwise specified) to prevent the inflicted condition, with the TN being dependent on the Condition and the Target’s stance. Every 2 bonus successes on the initial inflicting action roll increases this TN to prevent the condition by 1.
- Inflicting actions cause no Fatigue and cannot create Critical Strikes
- Certain Inflicting Action Conditions can be Sustained.
Sustained: When a Condition created by an Inflicting Action is sustained, it can be carried over from one turn to the next without requiring the person doing the inflicting action to reroll to inflict the condition.
- The person who did the original Inflicting action cannot take attack actions or movement actions while sustaining the condition. They can change stance.
- The target of the condition may make the same Fitness roll against the inflicting action that they made when they were targeted by the effect every turn that the condition is sustained. This does not consume their action.
- If a Condition is sustained, the target of the condition cannot break free of that condition just by not taking the associated action (IE: Movement action, Attack action) for a round, but instead need to succeed on their fitness roll to break the condition.
Inflicting Dazed: Attacking with a torch, throwing embers, throwing sand in their eyes, shining a bright light in their face, producing a strong sound or sudden unexpected effect.
Inflicting Disoriented: Causing someone to stumble, fall, get dizzy, or be confused as to where they are being attacked from.
Inflicting Immobilized: Grappling or binding someone, wrestling
Inflicting Prone: Knocking someone down flat on the ground and keeping them there.
Inflicting Silenced: Putting a hand over someone’s mouth, punching them in the face, or startling them into silence briefly.
- Inflicting Dazed is a TN2 Martial Arts (Unarmed) + Fire Attack
- Requires at least one hand free. Weapons can only be held in a one-handed grip or the attacker must be unarmed.
- Can only occur at Range 0 or Range 1.
- If it happens at Range 0, the attacker also is Dazed.
- Requires a consumable item to attack: a light, fire, dirt, improvised weapon, etc. Using this item to inflict Dazed consumes it.
- Inflicted Dazed cannot be sustained.
- Inflicted Dazed can be resisted with a TN2 Fitness check (+1 to resist Air, -2 to resist Water for a minimum of 1), modified by +1 for every 2 bonus successes on the attack.
Inflicting Disoriented: Causing someone to stumble, fall, get dizzy, or be confused as to where they are being attacked from.
- Inflicting Disoriented can be done in one of two ways:
- As a TN2 Martial Arts (Unarmed) + Air Attack at Range 0 to trip, knock someone over, or spin someone.
- As a TN2 Martial Arts (Ranged) + Air attack at Range 3 to scatter pebbles, distract, or otherwise make it difficult to identify where someone is coming from. This can only be done in Obscuring Terrain.
- As a TN2 Martial Arts (Unarmed) + Air Attack at Range 0 to trip, knock someone over, or spin someone.
- Requires at least one hand free. Weapons can only be held in a one-handed grip or the attacker must be unarmed.
- Inflicted Disoriented cannot be sustained.
- Inflicted Disoriented can be resisted with a TN2 Fitness check (+1 to resist Earth, -2 to resist Fire for a minimum of 1), modified by +1 for every 2 bonus successes on the attack.
Inflicting Immobilized: Grappling or binding someone, wrestling
- Inflicting Immobilized can be done in one of two ways:
- As a TN2 Martial Arts (Unarmed) + Water Attack at Range 0 to grab or tackle someone.
- As a TN2 Martial Arts (Melee) + Water attack with a Snaring weapon at Weapon-range to entangle with the snaring weapon as the primary attack.
- As a TN2 Martial Arts (Unarmed) + Water Attack at Range 0 to grab or tackle someone.
- Inflicting Immobilized Unarmed requires at least one hand free. Weapon must be in a one-handled grip or unarmed.
- Inflicted Immobilized can be resisted with a TN2 Fitness check (+1 to resist Water, -2 to resist Air for a minimum of 1), modified by +1 for every 2 bonus successes on the attack.
- Inflicted Immobilized CAN be sustained. Once the condition is set, the attacker must stop sustaining or the target must break the effect before the condition can be removed.
Inflicting Prone: Knocking someone down flat on the ground and keeping them there.
- Inflicting Prone can be done in one of two ways:
- As a TN2 Martial Arts (Unarmed) + Earth Attack at Range 0 to knock someone down.
- As a TN2 Martial Arts (Melee) + Earth attack with a Cumbersome weapon at Weapon-range to knock someone down with the weapon as the primary attack.
- As a TN2 Martial Arts (Unarmed) + Earth Attack at Range 0 to knock someone down.
- Inflicting Prone Unarmed requires at least one hand free. Weapon must be in a one-handled grip or unarmed.
- Inflicted Prone can be resisted with a TN2 Fitness check (+1 to resist Fire, -2 to resist Earth for a minimum of 1), modified by +1 for every 2 bonus successes on the attack.
- Inflicted Prone CAN be sustained. Once the condition is set, the attacker must stop sustaining or the target must break the effect before the condition can be removed.
Inflicting Silenced: Putting a hand over someone’s mouth, punching them in the face, or startling them into silence briefly.
- Inflicting Silenced can be done in one of two ways - Physically, or by a Scheme action
- To inflict Silence Physically
- Perform a TN2 Martial Arts (Unarmed) + Void Attack to cover the opponents mouth, gag them, or punch them in the face.
- This action must be done at Range 0
- Inflicting Silenced Unarmed requires at least one hand free. Weapon must be in a one-handled grip or unarmed.
- Inflicted Silence can be resisted with a TN2 Fitness check (+1 to resist Fire, -2 to resist Void for a minimum of 1), modified by +1 for every 2 bonus successes on the attack.
- If the Target is also Immobilized when Silenced is inflicted, this action can be Sustained. Once the condition is set, the attacker must stop sustaining or the target must break the effect before the condition can be removed.
- If the Target is not Immobilized when Silenced is inflicted, Silenced cannot be sustained.
- Perform a TN2 Martial Arts (Unarmed) + Void Attack to cover the opponents mouth, gag them, or punch them in the face.
- To inflict Silence as a Scheme action:
- Perform a Command + Void Scheme Action to startle or command an opponent into silence
- Silencing as a Scheme action cannot be done quietly.
- This action must be done at Range 1-2.
- Inflicted Silence from a Scheme action can be resisted with a TN2 Meditation check (+1 to resist Fire, -2 to resist Void for a minimum of 1), modified by +1 for every 2 bonus successes on the attack.
- Silenced inflicted by a Scheme action cannot be sustained.
- Perform a Command + Void Scheme Action to startle or command an opponent into silence