Weapon Handlings

A handling defines how a weapon is used in combat — the techniques, rhythms, and combat actions it unlocks. Each weapon has one handling. See Character Creation for how handlings fit into building your hero.

Balanced

Clash · Maneuver

Balanced weapons reward adaptability over specialization. Well-crafted blades thrust or slash with equal grace, reliable pistols perform at any range. Choose between direct engagement (Clash) and tactical positioning (Maneuver). The best weapon is the one that adapts to any situation.

Handling Talents
Dueling Attack
Weapon · 1 foe
Prerequisites: Balanced
Instant: After declaring a safe roll with this talent, if there are no other foes in your zone, make it stacked.
Action (clash):
Success: Deal 1 hard hit if you have at least 3 dice remaining in your stack, otherwise deal 1 light hit.
Crit Success: Deal 1 hard hit + a hard hit for every die remaining in your stack.
You bring all your skill to bear against a single opponent: the way dueling was meant to be.
Flowing Attack
Weapon · 1 zone
Prerequisites: Balanced
Action (maneuver):
Success: Deal 2 light hits among foes in target zone.
Crit Success: Deal 5 light hits among foes in target zone.
You move through combat like water, engaging multiple targets in one continuous motion.
Multi-Attack
Weapon · 1 zone
Prerequisites: Balanced
Action (maneuver):
Failure: Move to an adjacent zone.
Success: Deal 2 light hits to different foes in target zone.
Crit Success: Deal 2 hard hits to different foes in target zone.
You flow between targets with practiced efficiency, engaging multiple opponents in one fluid motion.
Taunting Attack
Weapon · 1 foe
Prerequisites: Balanced
Action (clash):
Success: Deal 1 light hit + each ally in the foe's zone gains 1 Protection.
Crit Success: Deal 1 hard hit + each ally in the foe's zone gains 3 Protection.
Your strike draws enemy attention toward you and away from your allies.

Chaos

Assert · Overwhelm

Chaos weapons embrace powers too wild to safely contain. Flamethrowers bathe entire areas in fire, "controlled"-explosive devices don't discriminate between friend and foe, Link-discharge weapons leap unpredictably between targets. Choose between intimidating displays (Assert) and pure destruction (Overwhelm). Sometimes the best way to win is making the battlefield so dangerous that only the truly committed survive.

Handling Talents
Backlash Attack
Weapon · 1 foe
Prerequisites: Chaos
Action (overwhelm):
Success: Deal 1 light hit to target foe, the 2 closest others, and yourself + you may spend 1 Vigor or Zeal to turn every hit into a hard hit.
Crit Success: Deal 1 hard hit to target foe and the 2 closest others (not you).
Destructive force this intense doesn't care who's holding the trigger.
Empowering Attack
Weapon · 1 foe
Prerequisites: Chaos
Action (assert):
Success: Deal 1 light hit to target foe and the 2 closest others (not you) + gain 1 Protection for each foe hit.
Crit Success: Deal 1 light hit to target foe and the 2 closest others (not you) + gain 2 Protection for each foe hit.
You unleash destructive force that spreads to nearby targets. The more it hits, the more protected you feel.
Obliterating Attack
Weapon · 1 zone
Prerequisites: Chaos
Action (overwhelm):
Success: Deal 1 hard hit to yourself + deal 1 light hit to all others in target zone (not you).
Crit Success: Deal 1 hard hit to all other entities in target zone.
You release pure destruction without discrimination. Everything in the target area burns.
Sacrificial Attack
Weapon · 1 zone
Prerequisites: Chaos
Action (assert):
Success: Suffer 1 wound + deal 2 hard hits among foes in target zone.
Crit Success: Suffer 1 hard hit + deal 4 hard hits among foes in target zone.
You push your weapon far beyond safe limits. There's a reason the manual had all those warnings.

Dynamic

Overwhelm · Maneuver

Dynamic weapons combine raw power with tactical mobility. Spears with devastating reach, lances that build momentum, rapid-fire rifles that suppress while repositioning. Choose between overwhelming power (Overwhelm) and tactical movement (Maneuver). Victory comes from being in the right place at the right time with enough force to end it.

Handling Talents
Attack and Fade
Here · 1 foe
Prerequisites: Dynamic
Action (maneuver):
Success: Deal 1 light hit + move to an adjacent zone.
Crit Success: Deal 1 hard hit + move to an adjacent zone.
Strike hard, then move. Basic tactics the academy somehow managed to overcomplicate.
Strafing Attack
There · 1 foe
Prerequisites: Dynamic
Instant: After declaring a safe roll with this talent, if you moved into a new zone this spotlight, make it stacked.
Action (maneuver):
Success: Deal 1 light hit to target foe + for every 2 dice remaining in your stack, you may move to an adjacent zone you have not entered this turn and deal 1 light hit to a foe in that zone.
Crit Success: Deal 1 hard hit to target foe + for each die remaining in your stack, you may move to an adjacent zone you have not entered this turn and deal 1 hard hit to a foe in that zone.
You move through the battlefield like a storm, striking targets as you flow between positions.
Stunning Attack
Weapon · 1 foe
Prerequisites: Dynamic
Action (overwhelm):
Success: Deal 1 light hit + the foe is Stunned (1).
Crit Success: Deal 1 hard hit + the foe is Stunned (2).
Stunned: This foe cannot move zones and cannot use free abilities until you successfully use this talent on a different foe or the DM spends Interruption Tokens equal to the number in parentheses.
A precisely targeted strike that disrupts your opponent's ability to respond.
Sweeping Attack
Weapon · 1 foe
Prerequisites: Dynamic
Action (overwhelm):
Success: Deal 1 light hit to target + 1 light hit to the 2 closest others (not you).
Crit Success: Deal 1 hard hit to target + 1 hard hit to the 2 closest others (not you).
Your attack catches multiple opponents in its path. Momentum is hard to dodge.

Elegant

Maneuver · Seduce

Elegant weapons transform combat into artful performance. Rope darts flow like silk through impossible angles, fighting fans conceal deadly edges behind beautiful forms, razor-edged cards slice through air. Choose between fluid positioning (Maneuver) and mesmerizing misdirection (Seduce). The most devastating attacks are those your opponents never see coming.

Handling Talents
Cascading Attack
Weapon · 1 foe
Prerequisites: Elegant
Instant: After declaring a safe roll with this talent, if an ally is in the foe's zone, make it stacked.
Action (maneuver):
Success: Deal 1 light hit + for every 2 dice remaining in your stack, deal an additional light hit to a different foe in the target's zone.
Crit Success: Deal 1 hard hit + for each die remaining in your stack, deal an additional hard hit to a different foe in the target's zone.
A flowing sequence of strikes ripples across multiple opponents like water finding its level.
Mesmerizing Attack
Weapon · 1 foe
Prerequisites: Elegant
Instant: After declaring a safe roll with this talent, if an ally is in the foe's zone, make it stacked.
Action (seduce):
Success: Deal 1 light hit + allies in the foe's zone gain 1 Protection for every 2 dice remaining in your stack.
Crit Success: Deal 1 hard hit + allies in the foe's zone gain 2 Protection + 1 Protection for each die remaining in your stack.
Your attack captivates opponents' attention so completely that your allies fade from their focus.
Repositioning Attack
Weapon · 1 foe
Prerequisites: Elegant
Action (maneuver):
Success: Deal 1 light hit + move to an adjacent zone.
Crit Success: Deal 1 hard hit + move to an adjacent zone.
Your strike flows with grace that carries you seamlessly into a new position.
Set-Up Attack
Weapon · 1 foe
Prerequisites: Elegant
Instant: After declaring a safe roll with this talent, if an ally is in the foe's zone, make it stacked.
Action (seduce):
Success: Deal 1 hard hit if you have at least 3 dice remaining in your stack, otherwise deal 1 light hit.
Crit Success: Deal 1 hard hit + a hard hit for every die remaining in your stack.
Precise timing and positioning create perfect opportunities for devastating follow-up strikes.

Mystic

Overwhelm · Augur

Mystic weapons channel divine boons, astral projection, and shade manipulation. Divinely blessed blades infused with godly power, attuned weapons guided through the astral plane striking the target's spirit, projectiles pushed by spirits at devastating speeds. Choose between overwhelming spiritual force (Overwhelm) and astral perception (Augur). The most effective attacks are those empowered by forces beyond the physical realm.

Handling Talents
Binding Attack
Weapon · 1 foe
Prerequisites: Mystic
Action (overwhelm):
Success: Deal 1 light hit + the foe is Bound (2).
Crit Success: Deal 1 hard hit + the foe is Bound (3).
Bound: This foe cannot move zones and cannot use free abilities until you successfully use this talent on a different foe or the DM spends Interruption Tokens equal to the number in parentheses. You gain balance tokens equal to the Interruption Tokens spent.
Divine energy or directed shades anchor your opponent, preventing movement and tactical flexibility.
Charged Attack
Weapon · 1 foe
Prerequisites: Mystic
Action (overwhelm):
Success: The foe must move to an adjacent zone or suffer 1 hard hit.
Crit Success: The foe must move to an adjacent zone or suffer 3 hard hits.
You gather divine power into a devastating ultimatum: move or suffer the consequences.
Reciprocal Attack
Weapon · 1 foe
Prerequisites: Mystic
Action (augur):
Success: Deal 1 light hit + gain 2 Protection.
Crit Success: Deal 1 hard hit + gain 2 Protection or 1 balance token.
Spiritual energy flows through your strike and returns to strengthen you. A satisfying cycle.
Seeking Attack
Anywhere · 1 foe
Prerequisites: Mystic
Action (augur):
Success: Deal 1 light hit.
Crit Success: Deal 1 hard hit.
You perceive your target across any distance and push your weapon there, transcending normal limitations of range and line of sight.

Precise

Maneuver · Judge

Precise weapons demand careful timing, exact placement, and tactical awareness. Rapiers requiring perfect form, sniper rifles accounting for wind and movement, laser weapons needing precise calibration. Choose between tactical positioning (Maneuver) and analytical targeting (Judge). One perfectly placed strike achieves more than a dozen wild swings.

Handling Talents
Focused Attack
Weapon · 1 foe
Prerequisites: Precise
Action (judge):
Success: Deal 1 light hit + if there are no other foes in your zone, deal 1 hard hit instead.
Crit Success: Deal 1 hard hit + if there are no other foes in your zone, deal an additional hard hit.
Complete concentration on your target, shutting out all distractions.
Pinpoint Attack
Weapon · 1 foe
Prerequisites: Precise
Action (judge):
Crit Fail: Deal 1 light hit.
Crit Success: Deal 4 hard hits.
An extremely precise strike at your opponent's most vulnerable point. Either devastating or embarrassing.
Sneak Attack
Weapon · 1 foe
Prerequisites: Precise
Action (maneuver):
Success: Deal 1 light hit + if an ally is in the same zone as the target, deal 1 hard hit instead.
Crit Success: Deal 1 hard hit + if an ally is in the same zone as the target, deal an additional hard hit.
You coordinate with your allies' positioning, using their presence as the perfect distraction.
Steadying Attack
Weapon · 1 foe
Prerequisites: Precise
Instant: After declaring a safe roll with this talent, if there are no other foes in your zone, make it stacked.
Action (maneuver):
Success: Deal 1 light hit + gain 1 Wit.
Crit Success: Deal 1 hard hit + gain 3 Wit.
You take time to line up the perfect strike. Patience rewarded with clarity.

Savage

Clash · Overwhelm

Savage weapons embrace overwhelming force over finesse. Massive warhammers shatter armor and bone, chainsaws tear through obstacles, shotguns deliver point-blank devastation. Choose between direct assault (Clash) and raw power (Overwhelm). Sometimes the best defense is an offense so terrifying that enemies think twice about fighting back.

Handling Talents
Frenzied Attack
Weapon · 1 foe
Prerequisites: Savage
Action (clash):
Success: Deal 1 light hit + you may spend Protection to deal additional hits to different foes in the target's zone: spend 1 Protection per light hit or 2 Protection per hard hit (maximum 2 Protection total).
Crit Success: Deal 1 hard hit + you may spend Protection to deal additional hard hits to different foes in the target's zone: spend 1 Protection per hard hit (maximum 2 Protection total).
A wild series of strikes spreading destruction across multiple targets.
Intimidating Attack
Weapon · 1 foe
Prerequisites: Savage
Action (overwhelm):
Success: Deal 1 light hit + gain 2 Protection.
Crit Success: Deal 1 light hit + gain 5 Protection.
A strike designed as much to terrify as to harm. Fear is its own armor.
Reckless Attack
Weapon · 1 foe
Prerequisites: Savage
Action (clash):
Success: Deal 1 light hit or spend 2 Protection to deal 1 hard hit instead.
Crit Success: Deal 1 hard hit + you may spend 1 Protection to deal an additional hard hit.
You abandon all pretense of defense, throwing everything into devastating assault. Protection is for people who plan to get hit twice.
Rush Attack
There · 1 foe
Prerequisites: Savage
Action (overwhelm):
Success: Spend 2 Protection to ignore any hazardous or difficult terrain effects + move to target's zone + deal 1 light hit.
Crit Success: Ignore any hazardous or difficult terrain effects + move to the target's zone + deal 1 hard hit.
Charge directly toward your target. Obstacles are just things that haven't been broken yet.

Support

Clash · Cultivate

Support weapons transform combat into collaborative excellence. Shields protect and position teammates, animal companions respond to tactical guidance, spirits inspire and strengthen allies. Choose between martial coordination (Clash) and spiritual inspiration (Cultivate). A team fighting in perfect harmony achieves what no individual hero ever could.

Handling Talents
Coordinated Attack
Weapon · 1 foe
Prerequisites: Support
Action (cultivate):
Success: Deal 1 light hit + an ally in your zone may use an instant talent without paying its capacity cost.
Crit Success: Deal 1 hard hit + allies in your zone may each use an instant talent without paying its capacity cost.
You create perfect setup opportunities for your allies to execute their most devastating techniques.
Rallying Attack
Weapon · 1 foe
Prerequisites: Support
Action (cultivate):
Success: Deal 1 light hit + an ally in the foe's zone gains 1 Vigor, Wit, or Zeal.
Crit Success: Deal 1 hard hit + an ally in the foe's zone gains 1 Vigor, Wit, and Zeal.
Your strike carries inspirational energy that reinvigorates nearby allies. Nothing motivates like watching someone else do the hitting.
Rearguard Attack
Weapon · 1 zone
Prerequisites: Support
Action (clash):
Success: Deal 1 light hit to a foe in target zone + an ally may move from target zone into an adjacent zone.
Crit Success: Deal 1 hard hit or 2 light hits among foes in target zone + allies may move from target zone into an adjacent zone.
Covering force that enables tactical withdrawals and repositioning.
Vanguard Attack
Weapon · 1 zone
Prerequisites: Support
Action (clash):
Success: Deal 1 light hit to a foe in target zone + an ally may move into target zone from an adjacent zone.
Crit Success: Deal 1 hard hit or 2 light hits among foes in target zone + allies may move into target zone from an adjacent zone.
You clear the way forward, creating opportunities for your allies to advance.

Technical

Clash · Craft

Technical weapons marry combat prowess with engineering brilliance. Link-powered harnesses amplify strength through steam pressure, clockwork automatons require tactical winding, pneumatic rifles feature adjustable pressure chambers. Choose between direct combat (Clash) and mechanical manipulation (Craft), spending capacity scores as fuel for enhanced performance. Victory comes from understanding your tools as deeply as your enemies.

Handling Talents
Calibrated Attack
Weapon · 1 foe
Prerequisites: Technical
Action (craft):
Success: Deal 1 light hit + you may spend 1 Vigor or Wit to deal 1 hard hit instead.
Crit Success: Deal 1 hard hit + you may spend 1 Vigor or Wit to deal 2 additional hard hits.
Careful manual calibration and precise mechanical adjustment achieve an optimal strike.
Disruption Attack
Weapon · 1 foe
Prerequisites: Technical
Action (clash):
Success: The foe is Disrupted (1).
Crit Success: Deal 1 hard hit + the foe is Disrupted (2).
Disrupted: This foe cannot use any ability until you successfully use this talent on another foe or the DM spends Interruption Tokens equal to the number in parentheses. You gain balance tokens equal to the Interruption Tokens spent.
Mechanical force or steam pressure disrupts your opponent's rhythm, breaking their flow entirely.
Multi-Chamber Attack
Weapon · 1 foe
Prerequisites: Technical
Instant: After declaring a safe roll with this talent, spend 1 Wit to make it stacked.
Action (craft):
Success: Deal 1 light hit + 1 light hit for every 2 dice remaining in your stack among foes in the target's zone.
Crit Success: Deal 1 hard hit + 1 hard hit for every die remaining in your stack among foes in the target's zone.
You manually activate multiple firing chambers in rapid sequence, careful mechanical coordination engaging several threats.
Unlocking Attack
Weapon · 1 foe
Prerequisites: Technical
Action (clash):
Success: Deal 1 light hit + gain 1 Vigor or Wit.
Crit Success: Deal 1 light hit + gain 3 Vigor or Wit.
Mechanical feedback lets you adjust and optimize against this opponent's defenses, reading them like instrument gauges.