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
Lion's Share
Weapon · 1 foe
Prerequisites: Balanced
Action (clash):
Success: Deal 1 light hit. Then choose one: you gain 1 Vigor, Wit, or Zeal; or a friend in your zone gains 1 Vigor, Wit, or Zeal.
Crit Success: Deal 1 hard hit. Then you gain 1 Vigor, Wit, or Zeal, and a friend in your zone gains 1 Vigor, Wit, or Zeal.
Every exchange shakes something loose. The fable never said the lion had to keep it.
Right of Way
Weapon · 1 foe
Prerequisites: Balanced
Action (maneuver):
Success: Deal 1 light hit. Then choose one: you cross 1 edge, or a friend in your zone crosses 1 edge.
Crit Success: Deal 1 hard hit. Then you may cross 1 edge, and a friend in your zone may cross 1 edge.
The strike opens a path. You decide who takes it.
Split the Difference
Weapon · 1 zone
Prerequisites: Balanced
Action (clash):
Success: Choose one: deal 2 light hits to 1 foe in target zone, or deal 1 light hit to each of 2 different foes in target zone.
Crit Success: Choose one: deal 2 hard hits to 1 foe in target zone, or deal 1 hard hit to each of 2 different foes in target zone.
One blade, two answers: pour it into the problem in front of you, or share it around.
Take It or Leave
Weapon · 1 foe
Prerequisites: Balanced
Action (maneuver):
Success: Choose one: deal 1 light hit, or the foe crosses 1 edge of your choice.
Crit Success: Deal 1 hard hit, and the foe crosses 1 edge of your choice.
Some foes need hurting, and some just need to be somewhere else. You settle which is which.

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
Backwash
Weapon · 1 foe
Prerequisites: Chaos
Action (assert):
Success: Deal 1 hard hit to the foe. You suffer 1 light hit (a capacity above its minimum). If another character is in your zone, deal 1 light hit to the character closest to you.
Crit Success: Deal 2 hard hits to the foe. This deals no other hits.
The shot goes exactly where you pointed it. The recoil goes wherever it pleases.
No Exceptions
Here · all characters
Prerequisites: Chaos
Action (overwhelm):
Success: Deal 1 light hit to every character in your zone: foes, friends, and yourself included.
Crit Success: Deal 1 hard hit to each foe in your zone. This deals no hits to you or your friends.
The weapon doesn't ask who's standing where. It asks whether you're sure.
Scattershot
Weapon · 1 foe
Prerequisites: Chaos
Action (assert):
Success: Deal 1 light hit to the foe and to each of the 2 characters closest to it, other than you.
Crit Success: Deal 1 hard hit to the foe and 1 light hit to each of the 2 foes closest to it.
It goes off in every direction at once. Whoever keeps the target's company shares the target's luck.
Stray Bolt
Weapon · 1 random foe
Prerequisites: Chaos
Action (overwhelm):
Success: Deal 1 light hit to 1 random foe.
Crit Success: Deal 1 hard hit to 1 random foe in a zone of your choice.
You loose the bolt with no name on it. The Fates are meticulous about filling in blanks.

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):
Failure: Cross 1 edge.
Success: Deal 1 light hit. Cross 1 edge.
Crit Success: Deal 1 hard hit. Cross 1 edge.
Strike hard, then move. Basic tactics the academy somehow managed to overcomplicate.
Battering Run
Weapon · 1 foe
Prerequisites: Dynamic
Action (overwhelm):
Success: Cross 1 edge, ignoring hazardous and difficult terrain, then deal 1 light hit to a foe within your weapon's range.
Crit Success: Cross up to 2 edges, ignoring hazardous and difficult terrain, then deal 1 hard hit to a foe within your weapon's range.
The distance between you and the target is a technicality. So is whatever's in it.
Shoulder Through
Here · 1 foe
Prerequisites: Dynamic
Action (overwhelm):
Success: Deal 1 light hit. You and the foe cross 1 edge of your choice.
Crit Success: Deal 1 hard hit. The foe crosses 1 edge of your choice, and you may cross that edge as well.
You don't stop at the foe. You keep going, and you take them with you.
Through Traffic
Weapon · 2 different foes
Prerequisites: Dynamic
Action (maneuver):
Success: Deal 1 light hit to a foe within your weapon's range, cross 1 edge, then deal 1 light hit to a different foe within your weapon's range.
Crit Success: Deal 1 hard hit to a foe within your weapon's range, cross 1 edge, then deal 1 hard hit to a different foe within your weapon's range.
You take the long way through the fight and charge a toll at both ends of the crossing.

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
Captivate
Weapon · 1 foe
Prerequisites: Elegant
Action (seduce):
Success: Deal 1 light hit. The foe becomes Captivated (1).
Crit Success: Deal 1 hard hit. The foe becomes Captivated (2).
Captivated: This foe cannot use soft moves until you successfully use this talent on a different foe or the DM spends Interruption Tokens equal to the number in parentheses.
The weapon turns and glitters and sings, and the foe forgets there is anything else in the room.
Come Closer
There · 1 foe
Prerequisites: Elegant
Action (maneuver):
Success: Deal 1 light hit. The foe crosses 1 edge toward you.
Crit Success: Deal 1 hard hit. The foe crosses up to 2 edges toward you (you choose how many).
One step of the dance, and they take it before they know they've moved.
Mistaken Identity
Weapon · 1 foe
Prerequisites: Elegant
Action (seduce):
Success: Deal 1 light hit. The foe immediately deals 1 light hit to a different foe of your choice in its zone.
Crit Success: Deal 1 hard hit. The foe immediately deals 1 hard hit to a different foe of your choice in its zone, and the DM loses 1 Interruption Token.
They strike at what they saw. What they saw was never you.
The Other Hand
Weapon · 1 foe
Prerequisites: Elegant
Action (maneuver):
Success: Deal 1 light hit. Gain 1 Zeal. If the foe is Captivated, deal 1 hard hit instead.
Crit Success: Deal 1 hard hit. Gain 1 Zeal. If the foe is Captivated, deal 1 additional hard hit.
They guarded against everything they saw. That was the mistake.

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):
Failure: Gain 1 Zeal.
Success: Deal 1 light hit. The foe becomes Bound (1).
Crit Success: Deal 1 hard hit. The foe becomes Bound (2).
Bound: This foe cannot cross edges until you successfully use this talent on a different foe or the DM spends Interruption Tokens equal to the number in parentheses.
You set a shade on your foe, and it holds with the patience of the dead. They can do anything they like about it except leave.
Charged Attack
Weapon · 1 foe
Prerequisites: Mystic
Action (overwhelm):
Failure: Gain 1 Zeal.
Success: The foe chooses: cross 1 edge or suffer 1 hard hit. If the foe cannot cross an edge, it suffers the hit.
Crit Success: The foe chooses: cross 1 edge of your choice or suffer 2 hard hits. If the foe cannot cross an edge, it suffers the hits.
You gather divine charge until the air around your foe hums with it, then offer simple terms: move, or learn what the charge is for. The cornered skip straight to the learning.
Forked Fate
Weapon · 1 foe
Prerequisites: Mystic
Action (augur):
Failure: Gain 1 Zeal.
Success: Deal 1 light hit. Deal 1 light hit to a different foe of your choice in the foe's zone or an adjacent zone.
Crit Success: Deal 1 hard hit. Deal 1 light hit to each of 2 different foes of your choice, each in the foe's zone or an adjacent zone.
You strike once, threading the blow through the astral. It comes out forked, and the far branch falls on a foe you never even looked at.
Seeking Attack
Anywhere · 1 foe
Prerequisites: Mystic
Action (augur):
Failure: Gain 1 Zeal.
Success: Deal 1 light hit.
Crit Success: Deal 1 hard hit.
The astral plane keeps no distances and honors no walls. You perceive your target, and your weapon arrives.

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
Clean Line
Weapon · 1 foe
Prerequisites: Precise
Action (maneuver):
Success: Deal 1 light hit. If no other character is in the foe's zone, deal 1 hard hit instead.
Crit Success: Deal 1 hard hit. If no other character is in the foe's zone, deal 1 additional hard hit.
A foe standing alone has already drawn the line for you. You just supply the shot.
Dead to Rights
Weapon · 1 foe
Prerequisites: Precise
Instant: After declaring a safe roll with this talent, if no other character is in the foe's zone, turn it into a stacked roll.
Action (judge):
Success: Deal 1 light hit. If 3+ dice remain in your stack, deal 1 hard hit instead.
Crit Success: Deal 1 hard hit. If 2+ dice remain in your stack, deal 2 hard hits instead; if 4+ dice remain, deal 3 hard hits instead.
The foe stands alone, and you have nowhere else to be. Breath by breath, you line up the only ending you will accept.
Focused Attack
Weapon · 1 foe
Prerequisites: Precise
Action (judge):
Success: Deal 1 light hit. If no other foe is in your zone, deal 1 hard hit instead.
Crit Success: Deal 1 hard hit. If no other foe is in your zone, deal 1 additional hard hit.
No press at your back, no motion at the edge of your eye. Everything you are pours down one narrow line.
Steadying Attack
Weapon · 1 foe
Prerequisites: Precise
Instant: After declaring a safe roll with this talent, if no other foe is in your zone, turn it into a stacked roll.
Action (maneuver):
Success: Deal 1 light hit. Gain 1 Wit.
Crit Success: Deal 1 hard hit. Gain 2 Wit.
Room to breathe is room to think. You let the strike wait until it stops being a guess.

Savage

Clash · Overwhelm

Savage weapons land harder blows than anything else in the Kosmos, and the bill comes out of the wielder. Warhammers that fold armor plate, chainsaws that chew through whatever holds still, shotguns fired close enough to feel the heat. Choose between direct assault (Clash) and raw power (Overwhelm). The heaviest hits are paid for in blood, and the weapon only accepts yours.

Handling Talents
Blood for Iron
Weapon · 1 foe
Prerequisites: Savage
Action (overwhelm):
Failure: You may suffer 1 light hit (a capacity above its minimum) to deal 1 light hit.
Success: Deal 1 light hit. You may suffer 1 light hit (a capacity above its minimum) to deal 1 hard hit instead.
Crit Success: Deal 1 hard hit. You may suffer up to 2 light hits (capacities above their minimums) to deal 1 additional hard hit for each.
The weapon takes its cut either way. Paying up front just gets you the better rate.
Down to the Marrow
Weapon · 1 foe
Prerequisites: Savage
Action (clash):
Failure: You may suffer 1 light hit (a capacity above its minimum) to deal 1 light hit.
Success: Deal 1 light hit. If you have 1 or more wounds, deal 1 hard hit instead.
Crit Success: Deal 1 hard hit. If you have 1 or more wounds, deal 2 hard hits instead. If you have 3 or more wounds, deal 3 hard hits instead.
Whole fighters hold something back. You bled yours out a while ago, and the swing has been heavier ever since.
One True Blow
Weapon · 1 foe
Prerequisites: Savage
Action (clash):Risky only
Crit Fail: You may suffer 1 light hit (a capacity above its minimum) to deal 1 light hit.
Crit Success: Deal 3 hard hits.
You plant your feet and spend everything on a single answer. There is no second question.
Pound of Flesh
Weapon · 1 foe
Prerequisites: Savage
Action (overwhelm):
Failure: You may suffer 1 light hit (a capacity above its minimum) to deal 1 light hit.
Success: Suffer 1 wound. Deal 2 hard hits.
Crit Success: Suffer 1 hard hit (Vigor). Deal 3 hard hits.
You take the wound on the way in and keep walking. The pit surgeons of Mars know this technique by its scars, all of them on winners.

Support

Clash · Cultivate

Support weapons turn one fighter's swing into the whole team's turn. Tower shields that plant a friend exactly where the line needs them, war-hounds that wheel on a whistle, guardian spirits that pour fresh heart into tired hands. Choose between martial coordination (Clash) and spiritual inspiration (Cultivate). The hit is yours; everything it opens belongs to your friends.

Handling Talents
Coordinated Attack
Weapon · 1 foe
Prerequisites: Support
Action (cultivate):
Success: Deal 1 light hit. A friend in your zone may immediately use an Instant talent without paying its capacity cost.
Crit Success: Deal 1 hard hit. Up to 2 friends in your zone may each immediately use an Instant talent without paying its capacity cost.
You deliver the setup with the edge of your weapon. Beside you, a friend has been saving the punchline.
Rallying Attack
Weapon · 1 foe
Prerequisites: Support
Action (cultivate):
Success: Deal 1 light hit. A friend in the foe's zone gains 1 Vigor, Wit, or Zeal.
Crit Success: Deal 1 hard hit. A friend in the foe's zone gains 1 Vigor, Wit, and Zeal.
The blow lands and something lifts in everyone who sees it. 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. A friend may move from target zone into an adjacent zone.
Crit Success: Choose one: deal 1 hard hit to 1 foe in target zone, or deal 2 light hits distributed among foes in target zone as you choose. Each friend in target zone may move into an adjacent zone.
Every retreat needs someone who refuses to join it. Your strike buys the moment; your friends spend it getting clear.
Vanguard Attack
Weapon · 1 zone
Prerequisites: Support
Action (clash):
Success: Deal 1 light hit to a foe in target zone. A friend may move into target zone from an adjacent zone.
Crit Success: Choose one: deal 1 hard hit to 1 foe in target zone, or deal 2 light hits distributed among foes in target zone as you choose. Each friend in an adjacent zone may move into target zone.
You break the line open and hold the gap for everyone behind you. It's only polite.

Technical

Clash · Craft

Technical weapons are the only ones on the field that are also tools, and their wielders fight like the battle is a job site running behind. Thermal lances, piton-drivers, hydraulic breachers, pressure tanks wound tight on brass keys. Choose between direct combat (Clash) and field engineering (Craft). Every other handling hits the foe; Technical hits the foe and leaves the ground rebuilt to spec.

Handling Talents
Clear the Site
Weapon · 1 foe
Prerequisites: Technical
Action (clash):
Success: Deal 1 light hit. You may spend up to 2 Vigor; the foe crosses 1 edge of your choice per Vigor spent.
Crit Success: Deal 1 hard hit. The foe crosses up to 2 edges of your choice.
Your breacher's piston is rated for sealed bulkheads; a person is considerably lighter work. You choose where they land.
Drop the Scaffold
Weapon · 1 foe
Prerequisites: Technical
Action (clash):
Success: Deal 1 light hit. You may spend 1 Vigor to choose 1 edge of the foe's zone. That edge becomes Obstructed.
Crit Success: Deal 1 hard hit. You may choose 1 edge of the foe's zone. That edge becomes Obstructed.
Obstructed: This edge is difficult terrain until you apply Obstructed to a different edge or the DM spends 2 Interruption Tokens.
The follow-through releases a barricade charge, and a crossing's worth of scaffold unfolds into somebody's path. Assembly is instant. Disassembly is the other side's problem.
Rig the Line
Weapon · 1 foe
Prerequisites: Technical
Action (craft):
Success: Deal 1 light hit. You may spend 1 Wit to choose 1 edge of the foe's zone. That edge becomes Rigged.
Crit Success: Deal 1 hard hit. You may choose 1 edge of the foe's zone. That edge becomes Rigged.
Rigged: This edge is normal terrain until you apply Rigged to a different edge or the DM spends 2 Interruption Tokens.
Mid-swing, your off hand drives pitons and drops a weld-seamed plank across the worst crossing on the field. Lava, chasm, live steam: it holds, because you built it, which is more than you can say for anything else here.
Vent the Works
Weapon · 1 foe
Prerequisites: Technical
Action (craft):
Success: Deal 1 light hit. You may spend 1 Wit to choose 1 edge of the foe's zone. That edge becomes Vented.
Crit Success: Deal 1 hard hit. You may choose 1 edge of the foe's zone. That edge becomes Vented.
Vented: This edge is hazardous terrain that deals 1 light hit to any character that crosses it, until you apply Vented to a different edge or the DM spends 2 Interruption Tokens.
You crack your weapon's tank open across the doorway and let the pressure do the holding. The steam only ever expands; anyone who wants the crossing can take it up with the scald.