Many Actions possess tags called Aspects. These are terms which function as short hand references to rules, letting you know how an Ability and Action work at a glance without need to reprint large sections of rules text.
The Aspects
Advantage
This Effect applies Advantage to your Checks.
Attack
This action directly attacks one or more targets. It directly compares a Check against the target's Evasion or Psyche to determine if it is successful. Some Actions with this Aspect may not obviously be considered attacks to the casual observer, particularly those without visible effects.
Defense
This effect either adds to one of your Defenses or modifies one of your Defenses in some way.
Disadvantage
This Effect applies Disadvantage to your Checks.
Enchantment
An enchantment uses supernatural power to temporarily grant special powers to or otherwise improve an object or individual.
Fatigue
This effect inflicts one or more instances of Fatigue on the individual who uses it.
Focus
This trait applies to actions which require some amount of dedicated focus or concentration. These actions are able to be disrupted.
Foundation
This is a Foundation Qi Ability and serves as the basis of an individual's cultivation. The Cultivation rules apply.
An individual may only possess one Foundation Qi Ability. In order to gain a different Foundation Qi Ability, the existing Ability must be completely eliminated from the individual, causing the individual to lose the Ability permanently as well as any Levels and Level Benefits gained from possessing that Ability.
Healing
This effect restores lost Vitality or removes Afflictions. Healing effects normally cannot increase current Vitality beyond its maximum.
Knockdown
This Effect applies the Knocked Down status.
Movement
This Action either allows or requires an individual to move as part of resolving it.
Mystery
This action involves invoking the power of a divine mystery. The rules of Mysticism apply.
Persistent
This effect is always active and requires no additional effort to gain its benefit. The benefits of Persistent effects are not cumulative.
Unless explicitly stated otherwise, you can only add one Persistent effect from an Ability to any Check or Defense. If you have multiple Persistent effects for the same Check or Defense, only one of them applies.
Psi
This effect induces Strain on the user and has the potential to reduce Psychic Capacity. The Psychic rules apply.
Qi Technique
The use of this Action requires an expenditure of qi energy, reducing Qi Flow. The Cultivation rules apply.
Overusing qi can lead to Qi Deviation. A Qi Technique can only be used if the individual possesses a compatible Foundation.
Reaction
This can be used as a Reaction. Most Reactions have a Tempo and require that you have sufficient Count to perform the action, and the Count is reset when the Reaction is used.
Unless otherwise noted, you are limited to one Reaction per round.
Risk
This trait denotes an action or effect that is inherently reckless or risky. Engaging in this activity leaves you open to attack.
Spell
This action involves casting a spell. The rules of Spellcasting apply.
Stance
A particular posture and series of movement techniques which confer an ongoing benefit as long as the stance is maintained. Only one stance can be maintained at a time.