====== Reliable Finish ====== **Pool**: Combat\\ **Tier**: Adept\\ **Usage**: Attack, Action, 3 seconds\\ **Requires**: Flair is Kindled\\ ---- When your confidence is running strong, your strikes become more reliable. Your Flair must be Kindled to use this action. Make a Melee or Unarmed attack roll against a target. * **Complete Success**: You score a **Critical Hit**, inflicting your weapon's base damage times eight, plus your Body attribute modifier. Your Flair is Extinguished. * **Success**: You score a **Solid Hit**, inflicting your weapon's base damage times six, plus your Body attribute modifier. Your Flair is Extinguished. * **Partial Success**: You score a **Hit**, inflicting your weapon's base damage times five, plus your Body attribute modifier. Your Flair is Extinguished. * **Failure**: You **Miss** your target entirely, doing no damage, but your Flair remains Kindled. * **Complete Failure**: You **Miss** the target entirely, doing no damage, and manage to make yourself look a bit stupid in the process. Your Flair is Extinguished. |**Complete Success** | Damage × 8 + Body | |**Success** | Damage × 6 + Body | |**Partial Success** | Damage × 5 + Body | |**Failure** | No Damage | |**Complete Failure** | No Damage | **Special Conditions** A target's Armour Rating is subtracted from your Melee skill check. A target wearing Heavy Armour also reduces the weapon's base damage by one. If you are wielding a weapon in both hands, increase the damage multiplier //on a **Hit** or better// by one---that is, a **Hit** inflicts damage times five, a **Solid Hit** inflicts damage times six, and a **Critical Hit** inflicts damage times eight. A weapon held in a character's off hand suffers slight on its attack roll.