Glossary

Index

  1. Bleeding
  2. Charge
  3. Conditions
  4. Critical Hit
  5. Dazed
  6. During the Move
  7. Effect Resolution
  8. EoE
  9. EoT
  10. Forced Movement
  11. Free Strike
  12. Frightened
  13. Grabbed
  14. Opportunity Attack
  15. Prone
  16. Pull
  17. Push
  18. Resistance Rolls
  19. Resistance Rolls and Effects
  20. Restrained
  21. Roll Against Multiple Targets
  22. Shift
  23. Size and Space
  24. Slide
  25. Slowed
  26. Taunted
  27. Weakened

Bleeding

While you are bleeding, you can’t regain Stamina.

Charge

When you take the Charge action, you move up to your speed in a straight line, then make a melee free strike (see Free Strikes) against a creature when you end your move. You can’t shift when you charge.

Critical Hit

When you make a power roll as part of an attack or action and the total of the roll is 19 or 20 before adding your characteristic (a natural 19 or natural 20), you score a critical hit. This allows you to immediately take an additional action after resolving the power roll, whether or not it’s your turn and even if you are dazed (see Conditions).

Dazed

While you are dazed, you can do only one thing on your turn: use a maneuver, use an action, or take a move action. You also can’t use triggered actions, free triggered actions, or free maneuvers.

During the Move

Certain ability effects allow you to move and affect other creatures or objects during that move, such as the shadow’s Blade Dance ability. For such abilities, the move begins in the space you first leave when you begin the move, and ends in the last space you move into.

Effect Resolution

Unless otherwise indicated, any effects that are determined by a power roll result occur after the power roll’s damage has been dealt to all targets.

EoE

If an effect ends with “(EoE)” at the end of its description, a creature suffers the effect until the end of the encounter.

EoT

If an effect ends with “(EoT)” at the end of its description, a creature suffers the effect until the end of their next turn.

Forced Movement

Some actions and maneuvers allow you to push, pull, or slide another creature a specific distance across the battlefield. Collectively, these types of movement are called forced movement:

Push X
You move the target up to X squares away from you in a straight line, without moving them vertically.
Pull X
You move the target up to X squares toward you in a straight line, without moving them vertically. Each square you move the creature must bring them closer to you.
Slide X
You move the target up to X squares in any direction, except for vertically.

When you force move a target, you can always move that target fewer squares than the number indicated. For example, when the conduit gets a tier 3 “push 5” result with their Thunder of the Divine ability, they can push targets any distance up to 5 squares, including choosing to not move certain targets at all.

Forced movement ignores difficult terrain and never provokes opportunity attacks. When you force move a target into damaging terrain or into terrain that produces an effect, they are affected as if they had moved into it willingly.

Free Strike

Every creature can make a free strike as an action on their turn, though doing so typically isn’t the most effective choice. Most of the time, you’ll use free strikes when the rules call for it. Specific rules let you use free strikes as part of an action that allows you to also do something else impactful, such as how the Charge action lets you move and use a melee free strike in one action (see Charge).

Many rules and abilities allow heroes to make free strikes when it isn’t their turn, such as the tactician’s Overwatch ability. As well, all characters can make an opportunity attack free strike.

Frightened

If you are frightened, attacks you make against the source of your fear take a bane. If that source is a creature, their attacks against you gain an edge. You can’t willingly move closer to the source of your fear if you know the location of that source. If you gain the frightened condition from one source while already frightened by a different source, the new condition replaces the old one.

Grabbed

While you are grabbed, your speed is 0, you can’t be force moved, you can’t use the Knockback maneuver, and you take a bane on attacks that don’t target the creature grabbing you. If the creature grabbing you moves, they bring you with them. If the creature’s size is equal to or less than yours, their speed is halved while they have you grabbed.

The creature grabbing you can use a maneuver to move you into an unoccupied space adjacent to them.

The creature grabbing you can end the grab at any time (no action required). You can also attempt to escape being grabbed (see Escape Grab in Combat). If you teleport or if the creature grabbing you is force moved to a space that isn’t adjacent to you, you are no longer grabbed.

Opportunity Attack

Whenever a creature within the reach of your melee free strike moves out of it without shifting, you can take advantage of their movement to quickly make a melee free strike against them as a free triggered action. This is called an opportunity attack.

If you have a bane or double bane on the power roll against the creature, you can’t make the free strike.

Prone

While you are prone, you are flat on the ground, attacks you make take a bane, and melee attacks made against you gain an edge. You must crawl to move along the ground, which costs you 1 additional square of movement for every square you crawl. You can’t climb, jump, swim, or fly while prone. If you are climbing, flying, or jumping while you are knocked prone, you fall.

While prone, you can stand up as a maneuver (see Maneuvers in Combat), unless the ability or effect that imposed the condition says otherwise. You can use a maneuver to make an adjacent prone creature stand up.

Pull

Push

Resistance Rolls

Resistance rolls are special power rolls made to avoid harmful effects from traps, hazards, and other creatures’ attacks and abilities. You don’t decide when it’s time to make a resistance roll. Instead, you make one in response to a dangerous situation when the rules or the Director call for it. The higher the result of the resistance roll, the less harm the effect does to your character.

Some abilities that are used by the heroes’ foes have the target of the ability make a resistance roll instead of the creature using the ability making a power roll. These abilities have the Resistance keyword, indicating that the target rolls to see how well they can resist the ability.

Resistance Rolls and Effects

If an effect ends with “([CHARACTERISTIC] resistance ends)” at the end of its description, then a creature suffering the effect can make a resistance roll at the end of your turn to remove the effect. Unless otherwise specified, a resistance roll to end an effect is set up as follows:

Power Roll + [Specified Characteristic]:
• 11 or lower: The effect persists
• 12–16: The effect ends at the end of your next turn
• 17+: The effect ends immediately

Heroes’ abilities don’t apply effects that require resistance rolls, to prevent the Director from doing a lot of tracking and rolling.

Restrained

While you are restrained, your speed is 0 and you can’t be force moved. Your attacks take a bane, attacks and damaging area powers against you gain an edge, and you have a bane on Might and Agility resistance rolls.

If you teleport while restrained, the condition ends.

Roll Against Multiple Targets

When an ability targets multiple creatures, you make one power roll and apply the result to all the creatures you target. If you have edges or banes against some but not all of your targets, you might apply a different tier of result to individual targets.

Shift

Whenever you use your move action or when another effect allows you to move, you can instead shift to use up to half the maximum squares of movement the effect allows. Whenever you shift, creatures can’t make opportunity attacks against you during your movement (see Free Strikes).

Certain effects might also allow you to shift a specific number of squares, including many effects that let you shift up to your speed.

Size and Space

A creature’s size indicates how many squares they occupy during combat, which defines the creature’s space. If a creature’s size is 1, they occupy a space of 1 square. If a creature is larger than 1 square, their size equals the number of squares they take up in length, width, and height.

If a creature is a size 1, their size value includes the letter T, S, M, or L, abbreviations of tiny, small, medium, and large respectively. This letter indicates the difference between tiny pixies, small polders, medium humans, and large hakaan, each of which occupy of a space 1 square in combat.

Objects can also have a size rating. If an object has an O (an abbreviation for oblong) next to its size, it indicates that the object’s size isn’t the number of squares the object occupies, but rather it’s relative mass and weight to a creature of equivalent size. If an ability or feature allows you to interact with objects of a certain size that rule includes all objects of that size, oblong or otherwise.

Examples sizes of creatures and objects up to size 5, but there is no limit to what a creature or object’s size could be.

Size Example Creature Example Object
1T Pixie Potato
1S Polder Heavy armor
1M Human Wardrobe
1L Hakaan Anvil
2 Ogre Carriage
3 Treant Sailboat
4 Ancient Dragon Galley
5 The Kraken Castle

Slide

Slowed

While you are slowed, your speed is 2 unless it is already lower.

Taunted

If you are taunted, you have a double bane on attacks that don’t include the creature who taunted you. If you gain the taunted condition from one creature while already taunted by a different creature, the new condition replaces the old one.

Weakened

While you are weakened, all your ability power rolls and tests (but not resistance rolls) take a bane.