Home > Rules > Ability Anthology > Reaction Abilities

Reaction Abilities

Creatures may use a single Reaction per round, unless otherwise stated by a Feature, Boon, Affliction, or State. Reaction Abilities are used in response to Triggers, and cannot be used as an Action, unless otherwise stated by a Feature, Boon, Affliction, or State. A creature regains the use of its Reaction at the start of its round.

Combat Reaction Abilities

Ability Name Proficiency Trigger Effect Cost
That Worked? General Attack Maneuver Hits Expend 3 Stamina to Empower (Double Damage) your Attack 3 Stamina
Maximum Magic! General Attack Spell Hits Expend 2 Mana to Empower (Double Damage) your Attack 2 Mana
Can You Hear ME? General Attack Chant Hits Expend 1 Morale to Empower (Double Damage) your Attack 1 Morale
Counter Strike Precision Being hit by a melee attack Make an immediate melee attack against the triggering creature 2 Stamina
Divine Shield Piety An ally within 6 range is hit by an attack Grant the ally +5 Defense until the end of the round 2 Mana
Arcane Deflection Conjure Being hit by a ranged attack Create a magical barrier that reduces the damage by half 2 Mana

Movement Reaction Abilities

Ability Name Proficiency Trigger Effect Cost
Disengage Dodge Moving away from an enemy Prevent Triggering Punishing Strike Attack Reaction 1 Stamina
Engage Precision Moving through an enemy's space Prevent Triggering Intercepting Strike Attack Reaction 1 Stamina

Support Reaction Abilities

Ability Name Proficiency Trigger Effect Cost
Beg For Help General Failing a Challenge Roll A willing creature adds their Skill Bonus to the Roll and it becomes Advantaged 1 Morale
GET IT OFF ME! General Being Healed by another creature You are cured of all Afflictions None
Shake Off General Being affected by a negative state or affliction Attempt to exit Grabbed, Pinned, Mounted States and Burning, Immobilized, Snared Afflictions 2 Stamina

Special Reactions

Some features and abilities grant special reactions or modify how reactions work:

  • Uncatchable: A feature that prevents triggering the Punishing Strike Reaction.
  • Sticky Hands: Makes Prevention Rolls and Shake Off Disadvantaged when a Grab is attempted or to be removed.