Here is a list of Common Taglines and Effects, as well as General Game Concepts.
You should closely approach the downed monster and say “Searching.” The monster’s player will likely give you any items the monster had. If your character has the “Harvest Game” ability from the Survival Skill, you can also call “Harvest Game” to see if there are any valuable parts of the creature that can be salvaged. [...]
Like magical schools, fighting styles must be taught by someone who already knows them, with both student and teacher spending a downtime action for this purpose. More than that, however, Advanced styles can ONLY be taught by someone who has completely mastered the school itself, achieving level 6 in it. The character must also meet [...]
Absolutely yes. Advanced Styles require that the character use only the weapon (or weapon and shield) configuration listed. This means that Scholar’s Sword style is not compatible with a shield. Likewise, Noble Paladin only works with a War Mace and a Small Shield; A hammer or sword is insufficient, and if the Paladin has their [...]
No. Resilience protects a character’s entire body at all times. Resilience is meant to be an abstract concept that represents how hard it is to wound a character, not how protected a character is in any specific location. Note that Resilience is not the same thing as wounds. A character can be wounded and yet [...]
Resilience is lost in alphabetical order: Armor, Protection, and then Vitality. This is only important when figuring when/if armor needs to be maintained, protections need to be reset, or you need to rest. There are no powers that bypass a specific kind of resilience that do not bypass them all, so you will not have [...]
When a character that is not Strong holds a heavy weapon or wields a large shield, the weapon or shield is treated as the character’s arm for the purposes of wounds. Any attack that hits the weapon or shield counts as if it struck the character’s arm, and it will immediately disarm them. Furthermore, characters [...]
The “lightest touch” moniker for Fractured refers to the lightest touch your target can actually feel. You are allowed to hit players in thick armor harder in order to allow them to feel the hit, and adjudicating the force necessary for an opponent to feel a hit is a real skill that players will quickly [...]
Yes. If you call the tagline, you spend the Prowess for it whether successful or not. This also extends to Feats as well. In Forest of Doors, if a resource is spent to do something it stays spent whether it was successful or not.
Yes. The Sword Skill allows characters to use its abilities with any sword just as the Close Weapons skill allows you to use your combat abilities with all close weapons. Note that heavy weapons and shields still require the Strong trait, even if you have the appropriate skill for such.