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- | ====== Abilities ====== | ||
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- | Abilities tagged with (Melee), (Projectile) or (Area) all are considered weapons and deal (type+escalation+modifiers) damage of the selected type. All weapons inflict the Bleeding condition and critically hit (ignoring defenses) on a trigger die result of 12. | ||
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- | Some ability trees have associated weaknesses listed below them. Weaknesses are optional; you don't need to take the weakness to take advantage of the tree. If a creature has a weakness, they may select one ability per every three levels they have from the associated tree to equip in their loadout for free. The weakness and the selected abilities are never unequipped or transferable. Once/if a creature hits level 30 (and thus has all 10 abilities from their weakness' | ||
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- | Trees accessed through a weakness still count as one of your ten known trees. | ||
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- | ^ Ability | ||
- | | 1 | [[# | ||
- | | 2 | [[# | ||
- | | 3 | [[# | ||
- | | 4 | [[# | ||
- | | 5 | [[#Beam (Projectile)]] | ||
- | | 6 | [[# | ||
- | | 7 | [[#Blade (Melee)]] | ||
- | | 8 | [[#Blizzard (Area)]] | ||
- | | 9 | [[#Bludgeon (Melee)]] | ||
- | | 10 | [[# | ||
- | | 11 | [[# | ||
- | | 12 | [[# | ||
- | | 13 | [[#Bow (Projectile)]] | ||
- | | 14 | [[#Brawl (Melee)]] | ||
- | | 15 | [[# | ||
- | | 16 | [[# | ||
- | | 17 | [[# | ||
- | | 18 | [[# | ||
- | | 19 | [[# | ||
- | | 20 | [[# | ||
- | | 21 | [[# | ||
- | | 22 | [[# | ||
- | | 23 | [[# | ||
- | | 24 | [[# | ||
- | | 25 | [[# | ||
- | | 26 | [[# | ||
- | | 27 | [[# | ||
- | | 28 | [[# | ||
- | | 29 | [[# | ||
- | | 30 | [[# | ||
- | | 31 | [[# | ||
- | | 32 | [[#Firearm (Projectile)]] | ||
- | | 33 | [[# | ||
- | | 34 | [[# | ||
- | | 35 | [[# | ||
- | | 36 | [[# | ||
- | | 37 | [[# | ||
- | | 38 | [[#Gatling (Projectile)]] | ||
- | | 39 | [[# | ||
- | | 40 | [[# | ||
- | | 41 | [[#Glare (Projectile)]] | ||
- | | 42 | [[# | ||
- | | 43 | [[#Grapnel (Projectile)]] | ||
- | | 44 | [[# | ||
- | | 45 | [[# | ||
- | | 46 | [[#Hazard (Area)]] | ||
- | | 47 | [[# | ||
- | | 48 | [[# | ||
- | | 49 | [[# | ||
- | | 50 | [[#Injector (Melee)]] | ||
- | | 51 | [[# | ||
- | | 52 | [[# | ||
- | | 53 | [[# | ||
- | | 54 | [[#Lasher (Melee)]] | ||
- | | 55 | [[# | ||
- | | 56 | [[# | ||
- | | 57 | [[# | ||
- | | 58 | [[# | ||
- | | 59 | [[# | ||
- | | 60 | [[# | ||
- | | 61 | [[# | ||
- | | 62 | [[# | ||
- | | 63 | [[# | ||
- | | 64 | [[# | ||
- | | 65 | [[# | ||
- | | 66 | [[# | ||
- | | 67 | [[# | ||
- | | 68 | [[# | ||
- | | 69 | [[# | ||
- | | 70 | [[# | ||
- | | 71 | [[#Orbiter (Projectile)]] | ||
- | | 72 | [[# | ||
- | | 73 | [[# | ||
- | | 74 | [[# | ||
- | | 75 | [[# | ||
- | | 76 | [[#Polearm (Melee)]] | ||
- | | 77 | [[# | ||
- | | 78 | [[#Poppet (Projectile)]] | ||
- | | 79 | [[# | ||
- | | 80 | [[# | ||
- | | 81 | [[#Quake (Area)]] | ||
- | | 82 | [[# | ||
- | | 83 | [[# | ||
- | | 84 | [[# | ||
- | | 85 | [[# | ||
- | | 86 | [[#Shout (Area)]] | ||
- | | 87 | [[# | ||
- | | 88 | [[# | ||
- | | 89 | [[# | ||
- | | 90 | [[# | ||
- | | 91 | [[# | ||
- | | 92 | [[# | ||
- | | 93 | [[#Spikes (Melee)]] | ||
- | | 94 | [[# | ||
- | | 95 | [[# | ||
- | | 96 | [[# | ||
- | | 97 | [[# | ||
- | | 98 | [[# | ||
- | | 99 | [[# | ||
- | | 100 | [[# | ||
- | | 101 | [[# | ||
- | | 102 | [[# | ||
- | | 103 | [[# | ||
- | | 104 | [[# | ||
- | | 105 | [[# | ||
- | | 106 | [[# | ||
- | | 107 | [[#Throwing (Projectile)]] | ||
- | | 108 | [[#Trample (Melee)]] | ||
- | | 109 | [[# | ||
- | | 110 | [[# | ||
- | | 111 | [[# | ||
- | | 112 | [[# | ||
- | | 113 | [[# | ||
- | | 114 | [[# | ||
- | | 115 | [[#Vitriol (Projectile)]] | ||
- | | 116 | [[# | ||
- | | 117 | [[# | ||
- | | 118 | [[# | ||
- | |||
- | ===== Acrobatics ===== | ||
- | |||
- | * **Acrobatics.** Overcome challenging terrain. | ||
- | * **Catfall.** Greatly reduce damage from falling. | ||
- | * **Controlled Jump.** Multitask while jumping. | ||
- | * **Light Step.** Ignore difficult terrain. | ||
- | * **Perfect Balance.** Balance on anything and have no penalty when doing so. | ||
- | * **Skate.** Move freely through slippery areas. | ||
- | * **Scale.** Become an expert climber. | ||
- | * **Cling.** Climbing is as easy as walking. | ||
- | * **Stunt.** Move with style. | ||
- | * **Wall Jump.** Use walls to jump. | ||
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- | ++++ Details | | ||
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- | ^Acrobatics |||**Clamber: | ||
- | | -> ^Catfall ||**Soft Landing:** Falling damage (1 point per 2 meters fallen) is applied to your Flow first instead of directly to your Endurance. \\ \\ **Parachute: | ||
- | | -> ^Controlled Jump ||**Smooth Sailing:** You're comfortable enough jumping that you don't need to even think about it anymore while airborne. When mid-air during a particularly long jump, you can choose to spend a point of Endurance to take actions other than simply continuing to move until you land. When you do other actions mid-air, you automatically move 5 meters closer to the end of your jump's path without having to pay any additional attention to what you're doing. | | ||
- | |-> ^Light Step ||**Ignore Difficult Terrain:** You ignore difficult terrain (sticky mud, deep snow, shifting sand, etc) by just walking across its surface without sinking in. You take no impairment to movement when on difficult terrain and enemy attacks against you do not get the normal +2 damage bonus. This benefit only applies to land-based difficult terrain- if you're swimming through water-based difficult terrain like thick weeds or whatever you still have to suffer the downsides. | | ||
- | | -> ^Perfect Balance ||**Perfect Balance:** You can easily balance on even very difficult surfaces such as tightropes or soapy floors. While you are balancing, you take no impairment to movement. | | ||
- | |::: | -> ^Skate |**Inertial Push:** Any time you stop moving on a slippery area, you may immediately take another movement action for free. This second movement action does not allow you to leave the slippery area. \\ \\ **Roller Derby:** You have a pair of roller skates or similar wheeled gear. You can put on or take off your skates as an action. While you have skates on, you can treat any relatively flat, smooth area as being slippery for purposes of using Skate to get around in it, but you take an impairment to move in any area that is not mostly smooth and flat (such as stairs). | | ||
- | | -> ^Scale ||**Improved Climbing:** You can climb anything the approximate smoothness of a brick wall or less. While you are climbing, you have an impairment to your movement and attackers gain +2 damage against you with all forms of attack. | | ||
- | |::: | -> ^Cling |**Perfect Climb:** You can climb anything the approximate smoothness of a pane of glass or less, meaning that there will be very few (if any) surfaces you cannot climb. You can also climb on ceilings and overhangs with the same degree of skill that you climb walls. While you are climbing, you take no impairment to movement and attackers do not gain the normal +2 damage against you. | | ||
- | | -> ^Stunt ||**That' | ||
- | | -> ^Wall Jump ||**Sproing Boing:** You can make jumps off of vertical surfaces as if they were horizontal ones. You don't need to be climbing the vertical surface in question to do this- jumping at a wall allows you to jump back off it in the opposite direction as soon as your first jump lands if you want. \\ \\ **Wall Run:** Having a surface for extra grip means that all jumps made off a wall can go up to 2 meters vertically instead of the normal 1 (or 5 meters vertically if you get a 20-meter running start). | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Aircraft ===== | ||
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- | * **Aircraft.** You have a flying machine. | ||
- | * **Airship.** The aircraft can fly encumbered. | ||
- | * **Feather Fall.** The aircraft is protected from falls. | ||
- | * **Flight Patches.** Repair tatter more quickly. | ||
- | * **Jet Power.** Increase speed. | ||
- | * **Sky Screamer.** Greatly increase speed. | ||
- | * **Windcutter.** Ignore difficult terrain. | ||
- | * **Silent Aircraft.** The aircraft moves quietly. | ||
- | * **VTOL.** Move vertically freely. | ||
- | * **Air Platform.** Hover in place. | ||
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- | ++++ Details | | ||
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- | ^Aircraft |||**On Mechanical Wings:** Aircraft are vehicles and follow all vehicle rules outlined in the Vehicles section on the Game Concepts page. Aircraft can only be used to travel through the air. You can own as many different vehicles as you want, but must purchase each chassis separately using Supply (see chart below). \\ \\ **Fuel Costs:** Flying requires a lot of energy, and all aircraft have some form of engine or power source that consumes fuel the same way that creatures consume food. Every day in which the vehicle was used requires you to either test a Fuel item or spend one Supply. \\ \\ **Always Forward:** An aircraft must constantly be moving forward in order to stay aloft. At the end of any round in which the aircraft is not moved twice by its pilot, it immediately loses 20 meters of elevation. In order to take a movement action while falling in this manner, the pilot must roll a trigger die and get a result of 7+. If the trigger die is not 9+, the action was wasted and the aircraft continues falling. A falling aircraft that hits the ground is destroyed. \\ \\ **Airfields: | ||
- | |-> ^Airship ||**Powerful Lift:** The aircraft is designed to carry cargo, and is capable of flight even when carrying more than a light load. | | ||
- | |-> ^Feather Fall ||**Failsafe Descent:** If the aircraft falls for any reason (Tatter exceeds current Vitality, it becomes unexpectedly encumbered, the pilot doesn' | ||
- | |-> ^Flight Patches ||**Modular Design:** The aircraft is exceptionally easy to perform minor repairs to. Removing a point of Tatter from the aircraft takes only a single action instead of requiring several minutes. The Supply cost is unchanged. \\ \\ **Toolkit Patches:** This ability has a special synergy with the Patch Up ability from the Handyman tree. Any creature with Patch Up removing a point of Tatter from the aircraft can roll a die and ignore the Supply cost when the result is a 7+, just as if they were restoring Vitality. | | ||
- | |-> ^Jet Power ||**Sky Roarer:** The aircraft has a more powerful and efficient engine. Its base movement rate is increased to 20. \\ \\ **High-Speed Smash:** Aircraft with the Jet Power upgrade deal damage equal to double the current Escalation when deliberately smashed into things. If this is enough to destroy the vehicle, it explodes and deals five times the current Escalation to all targets instead. \\ \\ **Super Noisy:** Moving the vehicle makes noise that alerts/ | ||
- | |::: |-> ^Sky Screamer |**Breathtaking Speed:** The aircraft is incredibly streamlined and fitted with a highly advanced engine. Every time it moves it can go up to 50 meters per action, and its traveling speed is increased to 50 regions per day. \\ \\ **Fuel Guzzler:** Fuel costs are 2 Supply per day (or testing a Fuel item twice) when Sky Screamer is used instead of the normal 1. | | ||
- | |::: |-> ^Windcutter |**Unhindered: | ||
- | |-> ^Silent Aircraft ||**Whispers In The Sky:** The aircraft flies quietly and does not draw any undue attention to itself via noise, even if the Jet Power upgrade ability is also equipped. | | ||
- | |-> ^VTOL ||**Vertical Ascent:** The aircraft can convert any amount of horizontal movement into vertical movement, even allowing it to fly directly up or down. It can take off or land anywhere that is large enough for it to fit. | | ||
- | |::: |-> ^Air Platform |**Hover-Capable: | ||
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- | ^Aircraft Size ^Space ^Light Load ^Max Load ^Crew/ | ||
- | |5 |1 |1/5 |1 |1 | | ||
- | |6 |+1 |1 |5 |2 | | ||
- | |7 |+2 |5 |20 |5 | | ||
- | |8 |+5 |20 |100 |10 | | ||
- | |9 |+10 |100 |500 |20 | | ||
- | |10 |+20 |500 |2k |50 | | ||
- | |11 |+50 |2k |10k |100 | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Allure ===== | ||
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- | * **Allure.** Charm and seduce. | ||
- | * **Casanova.** Your lovers aren't jealous. | ||
- | * **Heartbreaker.** Make them cry. | ||
- | * **Love Token.** Your lover gives you something. | ||
- | * **Personal Magnetism.** Attract anything. | ||
- | * **Old Flame.** Run into past lovers. | ||
- | * **Pillow Talk.** Learn secrets from lovers. | ||
- | * **Shamhat.** Change seductees' | ||
- | * **Social Armor.** Make enemies reluctant to harm you. | ||
- | * **Stride of Pride.** Getting lucky makes you lucky. | ||
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- | ++++ Details | | ||
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- | ^Allure |||**Charming: | ||
- | | -> ^Casanova ||**No Jealousy:** It's clear to everybody that you aren't settling down any time soon, and they won't try to interfere with your caddish ways. You may freely use Allure to charm multiple targets simultaneously. This effect also extends to any actual affairs or trysts you engage in so long as Casanova is equipped. Note that this ability only protects you from others being jealous of **your** lack of fidelity and does not prevent you from suffering negative consequences from your partner' | ||
- | | -> ^Heartbreaker ||**Spurn: | ||
- | | -> ^Love Token ||**Remembrances: | ||
- | | -> ^Old Flame ||**Fancy Seeing You Here:** Keep a list of everybody you've seduced. At any time, you can spend a point of Supply and say that a selected past lover is present during the current circumstances if it would be at all plausible for them to be there. For example, you could use Old Flame to " | ||
- | | -> ^Personal Magnetism ||**Stupid Sexy Flanders:** You have a certain //je ne sais quoi// that makes everybody want to try and impress you. You may use Allure to inflict the Charmed condition on any creature you are capable of communicating with, not just ones that find you sexually/ | ||
- | | -> ^Pillow Talk ||**Afterglow Admission: | ||
- | | -> ^Shamhat ||**A Sexy Turn:** Intimacy can have a way of changing minds matched by few other social interactions. If you improve your relationship level to Bond with any subject you've seduced (whether directly through seducing them or via any other means) you change their way of thinking in some way. This might mean causing them to switch to your side in a conflict, adopting a different lifestyle of your choosing, making them give up a goal you would find detrimental, | ||
- | | -> ^Social Armor ||**Too Pretty To Die:** Your allure makes even enemies pause, reluctant to harm you. Once per round at the beginning of your turn as a free action, you can directly address a single enemy within 10 meters with which you share a language that you have not (yet) made any offensive actions against. That enemy has a failure chance of 12 with all attacks made against you until the beginning of your next turn. Enemies that are immune to the Charmed condition for any reason are also immune to the effects of Social Armor. Once you've used an offensive action (such as an attack) against a creature, Social Armor no longer functions against them for the remainder of the current conflict. | | ||
- | | -> ^Stride of Pride ||**I' | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Artillery (Area) ===== | ||
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- | * **Artillery.** Launch enormous payloads over huge distances. | ||
- | * **Automated Artillery.** The artillery slowly reloads itself. | ||
- | * **Big Bertha.** Crank it up to 11. | ||
- | * **Miniaturized.** The artillery piece is more transportable. | ||
- | * **Parts Kit.** Recreate the artillery quickly and cheaply. | ||
- | * **Remote Strike.** You don't need to be adjacent to the piece in order to fire it. | ||
- | * **Rockets.** Greatly increase range. | ||
- | * **Shells.** Increase area of effect. | ||
- | * **Warheads.** Greatly increase area of effect. | ||
- | * **Siege Engineer.** Never misfire. | ||
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- | ++++ Details | | ||
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- | ^Artillery |||**Boulder Launch:** Artillery attacks hit a targeted space and all other spaces within 2 meters of it. Artillery strikes are overwhelmingly powerful, dealing +10 bonus damage to all targets and critically hitting on a 10+. \\ \\ **Long Range:** Artillery attacks can be used to target any space within 200 meters, but not any space within 20 meters. \\ \\ **Inaccuracy: | ||
- | |-> ^Automated Artillery ||**Self-Reload: | ||
- | |-> ^Big Bertha ||**Heavy Weapon:** The artillery is unusually large and powerful. The actual artillery piece itself is size 8 instead of size 7 (meaning that it has 100 bulk and occupies all spaces within 5 meters of its central point). Range is increased to 1 kilometer from 200, minimum range increases to 100 meters from 20, misfire distance is increased from 10 to 20, reload time increases to 50 actions from 10, and the damage bonus increases to +20 from +10. \\ \\ **Supply Eater:** Firing a Big Bertha always consumes one Supply regardless of the trigger die result. | | ||
- | |-> ^Miniaturized ||**Smaller Package, Same Punch:** The artillery piece is size 6 instead of 7 (or 7 instead of 8 if Big Bertha is also equipped). All other statistics and effects remain the same. | | ||
- | |-> ^Parts Kit ||**Rapid Construction: | ||
- | |-> ^Remote Strike ||**Push The Button:** You do not need to be adjacent to your artillery in order to fire it and may do so with an action from anywhere (so long as the artillery piece is loaded and ready to fire). Range and obstacles are calculated from the actual position of the artillery piece, but you may target any location you can see from your own position. | | ||
- | |-> ^Rockets ||**Extended Range:** Effective range of the artillery is increased from 200 meters to 1 kilometer, and misfire distance is increased from 10 meters to 20. If Big Bertha is also equipped, range becomes 10 kilometers and misfire distance is 100 meters. Minimum range is not affected. | | ||
- | |-> ^Shells ||**Explosive Rounds:** The artillery' | ||
- | |::: |-> ^Warheads |**Devastation: | ||
- | |-> ^Siege Engineer ||**Precision Fire:** The artillery has no chance to misfire no matter what the result on the trigger die is. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Beam (Projectile) ===== | ||
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- | * **Beam.** Shoot a laser, heat ray or other directed energy beam. | ||
- | * **Beam Bounce.** Redirect the beam off any flat surface. | ||
- | * **Concentrated.** The beam has greater effective range. | ||
- | * **Continuous Stream.** Gain bonus damage for repeatedly attacking the same target. | ||
- | * **Dazzling.** The beam can inflict the Bleary or Blind conditions. | ||
- | * **Invisible Beam.** Use the attack discretely. | ||
- | * **Overclock.** Increase damage at risk of overheating. | ||
- | * **Phased Array.** The beam penetrates atmospheric conditions. | ||
- | * **Recharger.** The weapon does not require Supply when used sparingly. | ||
- | * **Refraction Corrector.** The beam works in water. | ||
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- | ++++ Details | | ||
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- | ^Beam |||**Range: | ||
- | |-> ^Beam Bounce ||**Reflect Off Anything:** The beam can be bounced/ | ||
- | |-> ^Concentrated ||**Longer Range:** The beam's range is increased from 50 meters to 200 meters (500 with failure 4, 1000 with failure 8). In vacuum, the beam's range becomes 1000 meters (2000 with failure 4, 5000 with failure 8). | | ||
- | |-> ^Continuous Stream ||**Keep 'Er Frying:** Firing the beam allows you to simply hold it in place on a target, compounding damage. When you attack a target at least twice with your beam during a round, then all beam attacks against that target on your next round deal +2 damage. If you don't attack a single subject at least twice during a round, you don't get this benefit until the round after you do. Attacks that fail for whatever reason against a target still count as attacks made and contribute to getting the benefits of Continuous Stream. | | ||
- | |-> ^Dazzling||**Spotted Vision:** The beam attack inflicts the Bleary condition when the trigger die is 10+. If the trigger die is 12, it instead inflicts the Blind condition. | | ||
- | |-> ^Invisible Beam ||**From A Clear Sky:** The beam's light is not on the normal visible spectrum, rendering it invisible. You can use the weapon while hiding without revealing your location. Targets getting shot by invisible beams will still react normally to getting shot at by unknown assailants, probably running for cover. | | ||
- | |-> ^Overclock ||**Full Power:** All attacks with the beam weapon deal +5 damage above normal due to greatly increased energy discharge. However, if the trigger die result is 1-4 on any attack with the beam it suffers a heat overload and cannot be used again until you've given it time to cool down by taking at least two actions other than firing it. | | ||
- | |-> ^Phased Array ||**Penetrator: | ||
- | |-> ^Recharger ||**Free Lunch:** When you fire the beam weapon, it does not consume or require Supply so long as the last action you took was anything other than firing the beam weapon. Every time you fire your beam multiple times consecutively, | ||
- | |-> ^Refraction Corrector ||**Sea Beams:** The beam functions perfectly fine in water and against targets that are in water. Murky or otherwise less-than-clear water still blocks the beam like any other form of concealment. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Beastmaster ===== | ||
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- | * **Beastmaster.** You have a pet. | ||
- | * **Androcles.** Make lasting friendships with animals. | ||
- | * **Dolittle.** Talk with animals. | ||
- | * **Bestial Bond.** Possess your pet. | ||
- | * **Locate Animal.** Find animals on demand. | ||
- | * **Maneuvers.** Your pet repositions freely. | ||
- | * **Menagerie.** Have multiple pets. | ||
- | * **Rampage.** Grant your pet free attacks. | ||
- | * **Whistle.** Call your pet. | ||
- | * **Wild Empathy.** Soothe the savage beast. | ||
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- | ++++ Details | | ||
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- | ^Beastmaster |||**Pet:** You have an animal that goes adventuring with you. The animal in question can be any animal in your campaign world whose level is a maximum of 2/3 of your own (see chart below for a cheatsheet), | ||
- | | -> ^Androcles ||**Friend of the Wild:** Your pet is always considered your friend, but Androcles makes you capable of forming and maintaining ongoing, meaningful friendships with any animals. After any positive experience you can roll to form relationships with an animal just like you could with any other NPC. Animals that you have a friendship or bond with will remember and act positively towards you like any other friend would. If you have previously befriended an animal using Androcles, you can turn it into a new pet with no Supply cost. \\ \\ **Bestial Hirelings: | ||
- | |::: | -> ^Dolittle |**Beast Tongue:** You can meaningfully communicate with animals. Animals are not terribly good at abstract thinking but will generally be happy to share their perspectives, | ||
- | | -> ^Bestial Bond ||**Possess Animal:** You can enter a trance that places your consciousness directly into your pet, allowing you to see through their eyes and directly control their actions in order to perform complex tasks. While using Bestial Bond, you are unconscious and helpless. Your pet remains aware while you possess them and can override your control and kick you out at any time, but generally won't unless you try to make them do something clearly suicidal. \\ \\ **Ritual:** It takes a few minutes for you to go into your trance. Your pet must be in physical contact with you the whole time, but once the trance has been achieved you can have your pet leave and accomplish other tasks as normal. You cannot continuously possess your pet for more than one day at a time. | | ||
- | | -> ^Locate Animal ||**Waiting Here:** You can name any type of animal commonly found in your current environment. One or more specimens of that animal type will show up shortly afterwards- either you run across them or they run across you. If you choose to spend a point of Supply when naming the animal type you want to meet, their reaction is shifted +2 positive steps when you meet them. | | ||
- | | -> ^Maneuvers ||**Away To Me, Pig:** It no longer costs an action for you to give the Move command. If you're riding your pet as a mount, this completely frees up all your actions each round while your pet moves you around the battlefield | | ||
- | | -> ^Menagerie ||**Gotta Catch 'Em All:** You can tame/ | ||
- | | -> ^Rampage ||**Cry Havoc:** When you have a trigger die result of 10+ on any attack, your pet (if present) may make a bonus attack action of its own for free against any target you specify, even if you haven' | ||
- | | -> ^Whistle ||**Epona' | ||
- | | -> ^Wild Empathy ||**Disney Princess:** By speaking soothingly and offering a treat, you may spend an action and one point of Supply to inflict the Charmed condition on any animal of your own level or lower. The target cannot recover from this condition while it remains in your presence unless you act aggressively towards it and will be generally calm and docile (at least towards you and those you designate as " | ||
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- | ^Your Level |1 |2 |3 |4 |5 |6 |7 |8 |9 |10 | | ||
- | ^Pet Level |0 |1 |2 |2 |3 |4 |4 |5 |6 |6 | | ||
- | ^Your Level |11 |12 |13 |14 |15 |16 |17 |18 |19 |20 | | ||
- | ^Pet Level |7 |8 |8 |9 |10 |10 |11 |12 |12 |13 | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Blade (Melee) ===== | ||
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- | * **Blade.** Chop them to bits. | ||
- | * **Cleave.** Get free attacks after felling targets. | ||
- | * **Close-Quarters.** No failure chance in grapples or underwater. | ||
- | * **Duelist.** Fight better against one target. | ||
- | * **Footwork.** Make small moves along with attacks. | ||
- | * **Balestra.** Make more small moves with attacks. | ||
- | * **Parry.** Block a strike from the front. | ||
- | * **Riposte.** Counter after blocking. | ||
- | * **Remise.** Reroll failed attacks. | ||
- | * **Vorpal.** Occasional instant kills. | ||
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- | ++++ Details | | ||
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- | ^Blade |||**Range: | ||
- | | -> ^Cleave ||**Momentum: | ||
- | | -> ^Close-Quarters ||**Grapple-Capable: | ||
- | | -> ^Duelist ||**1v1 Me Bro:** You are practiced in focusing your attention on a single enemy, though this doesn' | ||
- | | -> ^Footwork ||**Free Step:** Every time you attack with your blade, you can move 1 meter for free. The movement can happen immediately before or immediately after the attack happens, or you can forgo it if you like where you're at right now. You can't use Footwork if you have an impairment to movement or are immobilized. | | ||
- | |::: | -> ^Balestra |**Double Hop:** You may take two free one-meter steps per attack instead of one. Both can be before or after or you can take one before and one after, it's up to you. You still can't make free Balestra movements if you have an impairment to movement or are immobilized. | | ||
- | | -> ^Parry ||**Blade Block:** You can choose to cancel a Melee-type attack made against you by an attacker inside your visual arc. When you do this, the attack simply fails to hit you; you blocked it with your blade. \\ \\ **Limitations: | ||
- | |::: | -> ^Riposte |**Got Your Answer Right Here:** Every time you parry an attack, you may immediately make a free Blade attack of your own against the enemy you parried. If they' | ||
- | | -> ^Remise ||**Maximum Effort:** If your Blade attack fails for any reason (concealment, | ||
- | | -> ^Vorpal ||**Snicker-Snack: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Blizzard (Area) ===== | ||
- | |||
- | * **Blizzard.** Freeze an area. | ||
- | * **Frozen Burst.** The effect sometimes explodes. | ||
- | * **Frozen Feet.** The attack can inflict the Stuck condition. | ||
- | * **Icy Ground.** Area of effect becomes slippery. | ||
- | * **Maintenance.** Maintain your blizzard effects into future rounds. | ||
- | * **Cold Front.** Maintaining moves the effect. | ||
- | * **Creeping Cold.** Maintaining can expand the area of effect. | ||
- | * **Polar Vortex.** Maintaining pulls in nearby creatures. | ||
- | * **Winter.** Maintain two blizzards at once. | ||
- | * **Snowfall.** Area of effect is concealed. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Blizzard |||**Range and Area:** As an action, you can deploy a freezing blizzard on any space within throwing range (0-10 meters). The blizzard effect immediately strikes all creatures in the target space and all adjacent spaces. Solid barriers such as walls prevent the spread of the effect from its center point. \\ \\ **Cold-Based: | ||
- | | -> ^Frozen Burst ||**Explosive Fury:** When the trigger die is 7+, the attack strikes the target space and all other spaces within 2 meters of its epicenter instead of the normal 1 meter. | | ||
- | | -> ^Frozen Feet ||**Ice Down:** When the trigger die is 10+, all creatures struck by the effect gain the Stuck condition. | | ||
- | | -> ^Icy Ground ||**Slipperify: | ||
- | | -> ^Maintenance ||**Ongoing Storm:** At the beginning of your next turn after using a Blizzard attack, you can choose to repeat its effect. Maintaining a Blizzard is a free action, but you can only maintain one Blizzard effect at a time. Maintained blizzards repeat their attack by striking the same exact spaces as they did on the previous round but otherwise act exactly like new attacks (including rolling a new trigger die and potentially consuming Supply). | | ||
- | |::: | -> ^Cold Front |**Storm Blowing In:** Every time you maintain a blizzard effect, you can choose to move its epicenter up to two meters in any direction you please. You must be able to see (or otherwise clearly sense) the target destination in order to move your Blizzard there. | | ||
- | |::: | -> ^Creeping Cold |**Freeze The World:** If the trigger die rolled when maintaining a blizzard is 7+, the Blizzard effect expands to fill every space adjacent to its previous borders. Continuous maintenance allows this effect to stack, hitting a progressively-larger area every time. | | ||
- | |::: | -> ^Polar Vortex |**Draw In:** When you maintain the Blizzard effect, it immediately pulls all creatures inside or adjacent to its area of effect one meter closer to its center. Creatures in the center or who are blocked from being pulled in further by other creatures are immune to this effect. Creatures larger than the blizzard' | ||
- | |::: | -> ^Winter |**North Wind's Fingers:** You can maintain up to two Blizzard effects per round. Roll separate trigger dice for each. | | ||
- | | -> ^Snowfall ||**Vision Blocked:** The blizzard' | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Bludgeon (Melee) ===== | ||
- | |||
- | * **Bludgeon.** Use a blunt instrument. | ||
- | * **Concuss.** Inflict the Dazed condition. | ||
- | * **Dive Bomb.** Deal more damage at the end of a fall. | ||
- | * **Driver.** Knock subjects away from you. | ||
- | * **Knockdown.** The attack knocks targets prone. | ||
- | * **Mighty Blow.** Trade accuracy for power. | ||
- | * **Bell-Ringer.** Mighty blows critically hit more often. | ||
- | * **Pound.** Repeated strikes are empowered. | ||
- | * **Rotate.** The attack can change its target' | ||
- | * **Shellburst.** Exhaust armor. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Bludgeon |||**Range: | ||
- | |-> ^Concuss ||**I' | ||
- | | -> ^Dive Bomb ||**Gravity-Accelerated: | ||
- | | -> ^Driver ||**Fore!: | ||
- | | -> ^Knockdown ||**Those Pesky Moles:** When the trigger die is 10+, you apply the Prone condition to an attacked foe. | | ||
- | | -> ^Mighty Blow ||**Total Beatdown:** You may choose to attack as a mighty blow instead of normally. Mighty blows have a failure chance of 4, but deal +5 bonus damage when they land. | | ||
- | |::: | -> ^Bell-Ringer |**Obliterating Strike:** In addition to their normal benefit, Mighty Blow strikes critically hit on a 10+ instead of the normal 12. | | ||
- | | -> ^Pound ||**Repeat Clobbering: | ||
- | |-> ^Rotate ||**Right Round Baby:** When the trigger die displays a 7+, you may choose a new facing for the target. The target may change their facing normally on their next turn. | | ||
- | |-> ^Shellburst ||**Armor Won't Help The Heart Stay Sharp:** When you attack a subject that has the Tank ability equipped, the strike always exhausts their armor' | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Boat ===== | ||
- | |||
- | * **Boat.** You have a boat. | ||
- | * **Naval Engine.** The boat's speed is increased. | ||
- | * **Wavebreaker.** The boat can carry more and ignores difficult terrain. | ||
- | * **Pumps.** Remove water easily. | ||
- | * **Automatic Pumps.** Water is removed automatically. | ||
- | * **Sandship.** Your boat can move through sand. | ||
- | * **Submarine.** Take your boat underwater. | ||
- | * **Lurker Beneath.** Keep your boat underwater. | ||
- | * **Undersight.** Know what's underneath you. | ||
- | * **Wake.** Create difficult terrain behind you. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Boat |||**You' | ||
- | |-> ^Lifeboats ||**More Boats:** The boat can carry any number of smaller boats you want (limited by the main boat's carrying capacity, of course). These smaller boats have all the same upgrades as the main boat and can be lowered/ | ||
- | |-> ^Naval Engine ||**Powered Ship:** The boat relies primarily on a powered engine of some sort instead of wind/muscle power. Every time it moves it can go up to 20 meters per action instead of 10, and its traveling speed is increased to 20 regions per day. \\ \\ **High-Speed Smash:** Boats with the Naval Engine upgrade deal damage equal to double the current Escalation when deliberately smashed into things. If this is enough to destroy the vehicle, it explodes and deals five times the current Escalation to all targets instead. \\ \\ **Noisy:** Moving the vehicle makes noise that alerts/ | ||
- | |::: |-> ^Wavebreaker |**Unhindered: | ||
- | |-> ^Pumps ||**Efficient Removal:** You can remove 1 Water Point with a single action instead of a double action. | | ||
- | |::: |-> ^Automatic Pumps |**Hydrophobia: | ||
- | |-> ^Sandship ||**The Other Ship of the Desert:** Your boat can treat sand as water for all practical purposes and move through sandy areas just like the ocean. | | ||
- | |-> ^Submarine ||**Aquatic Descent:** Your boat can travel underneath water instead of only along the surface. Submarines need to surface at least once a day to cycle in fresh air, or every creature aboard gains an unrecoverable Choking condition. | | ||
- | |::: |-> ^Lurker Beneath |**Advanced Vessel:** The submarine no longer needs to surface to take on fresh air and can remain submerged practically indefinitely. \\ \\ **Sea Camouflage: | ||
- | |-> ^Undersight ||**Fishfinder: | ||
- | |-> ^Wake ||**Wavemaker: | ||
- | |||
- | ^Boat Size ^Space ^Light Load ^Max Load ^Crew/ | ||
- | |5 |1 |1/5 |1 |1 | | ||
- | |6 |+1 |1 |5 |2 | | ||
- | |7 |+2 |5 |20 |5 | | ||
- | |8 |+5 |20 |100 |10 | | ||
- | |9 |+10 |100 |500 |20 | | ||
- | |10 |+20 |500 |2k |50 | | ||
- | |11 |+50 |2k |10k |100 | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Boomstick (Area) ===== | ||
- | |||
- | * **Boomstick.** Fire a spread of pellets/ | ||
- | * **Blow Away.** Send targets flying. | ||
- | * **Blow Down.** Knock moved targets prone. | ||
- | * **Carnage.** Potentially hit more targets. | ||
- | * **Double Barreled.** Deal more damage by consuming supply more quickly. | ||
- | * **Flechettes.** The weapon inflicts the Splinters condition. | ||
- | * **Intimate Boom.** Deal enhanced damage at very close range. | ||
- | * **Longer Falloff.** Shoot effectively at longer range. | ||
- | * **Pump Action.** No need to reload between shots. | ||
- | * **Shotgun Surgeon.** Avoid hitting targets you otherwise would. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Boomstick |||**Triangle Spread:** A boomstick' | ||
- | |-> ^Blow Away ||**Knockback: | ||
- | |::: |-> ^Blow Down |**Knockdown: | ||
- | |-> ^Carnage ||**More Targets:** The boomstick hits up to six targets instead of up to three. The maximum number of targets is equal to half the trigger die's value (round fractions up). | | ||
- | |-> ^Double Barreled ||**Ramp Up:** The boomstick deals +2 additional damage to all targets, but consumes supply on a 1-6 instead of a 1-4. This bonus damage is on top of the bonus damage granted from targets at close range, if applicable. | | ||
- | |-> ^Flechettes ||**Needle Spray:** The boomstick leaves jagged bits of metal embedded in its targets. When the trigger die is 7+, all struck subjects gain the Splinters condition. | | ||
- | |-> ^Intimate Boom ||**Adjacent Empowered: | ||
- | |-> ^Longer Falloff ||**Enhanced Range:** The attack deals +2 damage against all creatures out to 10 meters, normal damage out to 20, and normal with a failure chance of 6 against creatures out to 50. | | ||
- | |-> ^Pump Action ||**Rapid Reload:** You no longer need to spend an action reloading between every shot. | | ||
- | |-> ^Shotgun Surgeon ||**Avoid Target:** You can chose for your boomstick to skip a target that it would normally hit, instead moving on to the next valid target and leaving the chosen excluded target unharmed. You can only do this once per shot. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Boss ===== | ||
- | |||
- | * **Boss.** Break the rules when fighting alone. | ||
- | * **Ammo Hax.** Power abilities with bullshit. | ||
- | * **Crescendo.** Double benefit from Escalation. | ||
- | * **Lockdown.** Trap opponents in your arena. | ||
- | * **Robust.** Sometimes instantly refresh. | ||
- | * **Rusher.** Sometimes move around freely. | ||
- | * **Telegraph.** Mega-attacks that take a round to land. | ||
- | * **Turn Red.** Gain new abilities when you lose Endurance. | ||
- | * **Dancing Mad.** Combat ability increases. | ||
- | * **One-Winged Angel.** Gain even more abilities when you lose Vitality. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Boss |||**You See a Bad Mother:** You don't take two actions during a turn like everybody else does. Instead, you take one action immediately after every two actions taken by your opponents during their collective turn. If you wish to perform double-action effects such as Whirlwind from the Brawl tree or a focused condition removal attempt, you may do so by forfeiting the next future action you would be entitled to. After all your opponents have gone, you gain the benefits of effects that refresh or grant a benefit once per round during your turn (such as regaining lost Flow and throwing off conditions). \\ \\ **Paid The Cost To Be The Boss:** The powerful action economy of a Boss comes at a price, or rather two prices: first, you must fight alone and unsupported by any allies. Allies that exist as a direct result of an ability you have (such as Minion, Turret, Necromancy, mercenaries hired through Networking, and so forth) do not count against this limitation and can freely be used to back you up in combat. Secondly, your Boss powers only function in a certain specific area, called your " | ||
- | |-> ^Ammo Hax ||**OMG WTF:** When you would have to spend a point of Supply to power any ability during combat, you can ignore the cost and keep your Supply. You may only do this once per round, and regain the ability to ignore Supply costs during your refresh phase at the end of the round. Ammo Hax does not function outside of battle or for any purpose other than powering abilities that have Supply costs. | | ||
- | |-> ^Crescendo ||**Make My Monster Grow:** You get dangerous much more quickly than regular creatures do. You add double the current Escalation to the damage of all attacks you make instead of the normal amount. | | ||
- | |-> ^Lockdown ||**Cage Match:** When you decide to engage in combat, all the doors and other easily-accessed entryways in your boss arena seal themselves shut. Especially creative and determined opponents might still be able to find a way out depending on the circumstances, | ||
- | |-> ^Robust ||**Tubthumper: | ||
- | |-> ^Rusher ||**Keeps Closing The Gap:** Every time you take an action, roll a trigger die. If the result is a 7+, you can also take a movement action for free immediately before or after your upcoming action. Rusher does not give you free movement actions during your refresh phase, only during the regular actions you take after every two of your opponents' | ||
- | |-> ^Telegraph ||**I Got Something For You:** During your refresh phase, you can choose to start charging up a mega-attack as a free action. This mega-attack can be made with any of your weapons, and it's very clear to all of your opponents exactly what you're doing and with what weapon you're doing it. On your next refresh phase, you must complete your telegraphed attack. You can choose any target that's within range to hit with it (if none are, the telegraphed attack is wasted). Telegraphed attacks add your level to the amount of damage dealt, making them potentially very powerful. You cannot both complete a telegraphed attack and start charging up a new one in the same refresh phase. | | ||
- | |-> ^Turn Red ||**This Isn't Even My Final Form:** Designate one known ability from any tree per two levels you have. All abilities on this list get added to your loadout the first time you lose any Endurance due to being attacked (losing it yourself via sprinting or whatever does not trigger Turn Red). Turn Red abilities do not occupy slots in your regular loadout and are available purely as a bonus. They are unequipped automatically at the end of combat. When Turn Red triggers, you are physically changed in some way that makes it obvious you just received a power-up (it doesn' | ||
- | |::: |-> ^Dancing Mad |**Biggest Bad:** When Turn Red triggers, all your combat statistics (Melee, Projectile, and Area) increase by +1 per 5 levels that you have. If you also have One-Winged Angel equipped, this bonus changes to +1 per 3 levels you have when One-Winged Angel triggers. | | ||
- | |::: |-> ^One-Winged Angel |**BEHOLD: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Bow (Projectile) ===== | ||
- | |||
- | * **Bow.** Fire arrows, bolts, stones or similar. | ||
- | * **Arc Shot.** Arch your shots over barriers. | ||
- | * **Crossbow.** The bow must be reloaded between uses, but becomes stronger. | ||
- | * **Double Shot.** Fire two arrows at once. | ||
- | * **Spread Shot.** Hit multiple targets at once. | ||
- | * **Drop Shot.** Deal more damage to targets at lower elevation. | ||
- | * **Longshot.** Dramatically increase effective range. | ||
- | * **Pin Down.** Inflict the Stuck condition. | ||
- | * **Shatter Shot.** Inflict the Splinters condition. | ||
- | * **Trick Arrow.** Use your bow to deliver throwable effects to faraway destinations. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Bow |||**Range: | ||
- | |-> ^Arc Shot ||**Put The " | ||
- | |-> ^Crossbow ||**Reload: | ||
- | |-> ^Double Shot ||**Double The Fun:** Shoot two arrows at once as a single action. Both arrows are shot at the same target. Roll separate attack checks for each, including separate trigger dice. Each shot has a special failure chance of 4. | | ||
- | |::: |-> ^Spread Shot |**Twing Twang:** When shooting multiple arrows at once, you may shoot them at different targets. Each target must be within the same visual field. | | ||
- | |-> ^Longshot ||**Increased Range:** Your range increases to 100 meters instead of 20. You may fire at targets within 200 meters with a failure chance of 4 and 500 meters with failure chance 8. | | ||
- | |-> ^Drop Shot ||**Fish In A Barrel:** So long as you are at least three meters higher in elevation than your target is, you deal +2 damage to them with all Bow attacks. | | ||
- | |-> ^Pin Down ||**Nailed It:** When the trigger die is 10+, you inflict the Stuck condition to your target by nailing them in place with your arrows. The target must be on or adjacent to a solid surface for this ability to function- midair targets with nothing nearby to be nailed to cannot be affected by Pin Down. | | ||
- | |-> ^Shatter Shot ||**Thousand Points:** When the trigger die is 10+, you inflict the Splinters condition to your target as your arrow splits into many smaller fragments in their flesh. | | ||
- | |-> ^Trick Arrow ||**Ranged Delivery:** Any effects or abilities you have equipped with a thrown range (0-10m) such as explosives, smoke bombs or similar can be used at a range of up to 50m instead, or 200m if you also have the Longshot ability equipped. Firing a trick arrow consumes supply according to the rules for whatever throwable effect you fire instead of the normal rules for firing your bow. The only thrown effect that cannot be used as a Trick Arrow is a Throwing (Projectile) attack. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Burglary ===== | ||
- | |||
- | * **Burglary.** Steal things. | ||
- | * **Counterfeit.** Leave a fake substitute behind. | ||
- | * **Hidden Pockets.** Hide objects on your person. | ||
- | * **Legerdemain.** Steal things from a distance. | ||
- | * **Misdirection.** Steal in front of a suspicious audience. | ||
- | * **Pickpocket.** Steal things in another' | ||
- | * **Fingersmith.** Steal the unstealable. | ||
- | * **Mug.** Steal while attacking. | ||
- | * **Supply Smasher.** Destroy Supply carried by enemies. | ||
- | * **Disable.** Temporarily disarm opponents you steal from. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Burglary |||**Nimble Fingers:** You can steal any small, light object in the environment that isn't too secure (silverware, | ||
- | |-> ^Counterfeit ||**Not The Real McCoy:** You can spend a point of Supply when you steal something to replace it with a real-looking, | ||
- | |-> ^Hidden Pockets ||**Stash: | ||
- | |-> ^Legerdemain ||**Ranged Thievery:** You can steal things from any location within 5 meters of you that you have line-of-effect to instead of only adjacent locations. | | ||
- | |-> ^Misdirection ||**Sleight of Hand:** You can attempt to steal things even while being directly observed by creatures that are not in the Clueless state. | | ||
- | |-> ^Pickpocket ||**Easy Mark:** You can steal small, light objects that are in a creature' | ||
- | |::: |-> ^Fingersmith |**Tricky Mark:** You can steal objects that are in a creature' | ||
- | |::: |-> ^Mug |**This is a Holdup:** Every time you attack a target within 1 meter (5 meters if you also have the Legerdemain ability equipped) and the trigger die is a 10+, you also automatically steal something of your choice from the target. Stealing with Mug doesn' | ||
- | |-> ^Supply Smasher ||**Smash And Grab:** You can use an action to destroy one Supply carried by an adjacent enemy, even in the middle of battle. This requires a stealing check as normal to succeed. If the trigger die is a 9+, you also gain the point of Supply for yourself immediately after stealing it. | | ||
- | |::: |-> ^Disable |**That Looks Important: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Burrow ===== | ||
- | |||
- | * **Burrow.** Tunnel through the earth. | ||
- | * **Earthswimmer.** Leave no trace of your digging. | ||
- | * **Fast Digger.** Burrow more quickly. | ||
- | * **Earth Bolt.** Burrow very quickly. | ||
- | * **Wormsign.** Create difficult terrain in your wake. | ||
- | * **Stonebreaker.** Slowly burrow through stone. | ||
- | * **Tremorsense.** Read vibrations in the earth. | ||
- | * **Tremorsensitive.** Increase the range of your tremorsense. | ||
- | * **Tunneler.** Leave tunnels behind if desired. | ||
- | * **Cave-In.** Collapse your tunnels on command. | ||
- | |||
- | * **Weakness: Blind.** You have no sense of sight. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Burrow |||**Digger: | ||
- | | -> ^Earthswimmer ||**Out Of Phase:** You pass through the earth instead of tearing it out of your way. Your tunneling leaves no traces- no disturbed soil, no uprooted plants, no sand in your pockets or grime on your face. | | ||
- | | -> ^Fast Digger ||**Power Excavation: | ||
- | |::: | -> ^Earth Bolt |**Cthonic Speedracer: | ||
- | |::: | -> ^Wormsign |**It Approaches: | ||
- | | -> ^Stonebreaker ||**Borer: | ||
- | | -> ^Tremorsense ||**Good Vibes:** You know how to read vibrations in the earth. You are continuously aware of all solid objects, creatures, and obstacles within 5 meters of your location so long as both you and the things you are observing are in contact with the earth (or another solid surface). If you can sense something with tremorsense, | ||
- | |::: | -> ^Tremorsensitiveโ |**Heartbeat Of Earth:** The range of your tremorsense extends to 20 meters rather than 5. | | ||
- | | -> ^Tunneler ||**Give 'Em The Shaft:** You can choose to leave a tunnel behind you when you burrow. Other creatures of your own size or smaller can travel through your tunnel comfortably. | | ||
- | |::: | -> ^Cave-Inโ |**Collapse: | ||
- | |||
- | |||
- | ^Weakness: Blind |||**Sightless: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Callous ===== | ||
- | |||
- | * **Callous.** Be cruel to your allies for personal gain. | ||
- | * **Collateral.** Deal more damage when also hitting allies. | ||
- | * **Disciplinarian.** Deal more damage to former allies. | ||
- | * **Heartless.** Bystanders and charmed enemies count as allies. | ||
- | * **Tyranny.** Fearful enemies count as allies. | ||
- | * **Meatshield.** Force an ally to take a hit for you. | ||
- | * **Motivator.** Killing an ally makes the others fight harder. | ||
- | * **Sadism.** Killing an ally has longer personal effects. | ||
- | * **Rapacious.** Force allies to lose Supply in your stead. | ||
- | * **Vent.** Damaging allies lets you throw off conditions. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Callous |||**Stepping Stone:** You may ignore the effects of any ground-based negative effect such as difficult terrain or Hazard attacks by using your allies as stepping stones. You may freely move through (but not stop in) any such space within 2 meters of an ally. This automatically inflicts the Prone condition on the ally or allies you use as stepping stones. You may also stop moving when in such spaces without suffering any ill effects, but only in a space occupied by an ally (you stand on them). | | ||
- | | -> ^Collateral ||**Kill Them All:** When you use any multi-target attack that hits both enemies and allies simultaneously (such as many area attacks or using special multi-target options available to some melee/ | ||
- | | -> ^Disciplinarian ||**Back In Line, Worm:** Your callous tactics might frequently alienate your former allies, but you're ready for such an eventuality. You may choose to deal +2 damage with all attacks against any ally or former ally that has since turned on you. If you don't recognize a former ally (due to them being in disguise or you having betrayed so many former allies that they just aren't memorable anymore) you don't get this bonus when attacking them. Current allies can also be damaged more efficiently through the use of Disciplinarian if desired, but this is optional. | | ||
- | | -> ^Heartless ||**Nobody' | ||
- | |::: | -> ^Tyranny |**Submit To Me:** As Heartless, but you may sometimes also treat enemies that you have inflicted the Fear condition on as allies for purposes of Callous abilities. Roll a die at the beginning of each turn when you have inflicted the Fear condition on one or more subjects; if the result is a 7+ you may treat such targets as allies for the purposes of Callous abilities for that round. | | ||
- | | -> ^Meatshield ||**You First, I Insist:** When targeted by any Melee or Projectile-type attack, you can choose to switch positions with any adjacent ally immediately before the attack lands. The selected ally takes the hit instead of you. You cannot use Callous to switch positions with enemies, only allies. You may use Callous to force allies to take hits in your place an unlimited number of times per round. | | ||
- | | -> ^Motivator ||**Overlord Is Displeased: | ||
- | |::: | -> ^Sadism |**Bloodlust: | ||
- | | -> ^Rapacious ||**Greed' | ||
- | | -> ^Vent ||**I Feel Better:** Every time you damage an ally, you may immediately make a recovery check to throw off any active condition on you. This recovery check is in addition to the normal check you always get at the end of each round. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Captain ===== | ||
- | |||
- | * **Captain.** Lead a squad in battle. | ||
- | * **Battlefield Assassin.** Strike directly at enemy captains. | ||
- | * **Battlefield Medicine.** Save your squad if it gets wiped out. | ||
- | * **Command Action.** Give your squad an extra action by spending both of yours. | ||
- | * **Command Recovery.** Give your squad an extra chance to throw off a condition. | ||
- | * **Evasive.** You become immune to area attacks when embedded. | ||
- | * **Lieutenant.** Embed two captains in one squad. | ||
- | * **Loose Formation.** Make your squad more resistant to area effects. | ||
- | * **Supply Sergeant.** Provide Supply to your squad more cheaply. | ||
- | * **Withdrawal.** Disengage as a free action. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Captain |||**Embedded Leader:** You can โembedโ yourself with an allied squad that recognizes your authority. When embedded, you cannot be targeted by any melee or projectile attacks unless/ | ||
- | | -> ^Battlefield Assassin ||**One On One:** While embedded in a squad, you may freely make attacks against the captains of other squads. Those captains are still immune to attacks from your squad until theirs is wiped out, but you may personally attack them at any time you want and they cannot attack you back unless they also have Battlefield Assassin. | | ||
- | | -> ^Battlefield Medicine ||**Lifesaver: | ||
- | | -> ^Command Action ||**Fire!: | ||
- | | -> ^Command Recovery ||**On Your Feet, Maggots!:** By spending an action, you immediately cause your squad to make a recovery check against a condition they are suffering. This recovery attempt is in addition to the one they get for free at the end of every turn. You can spend multiple actions per turn using this ability, but no more than once per turn per condition. | | ||
- | | -> ^Evasive ||**Duck And Weave:** While embedded in a squad, you are immune to area attacks as well as melee and projectile ones. | | ||
- | | -> ^Lieutenant ||**Let Me In There:** You know how to coordinate leadership with another captain. Up to two creatures with the Captain ability can embed themselves in a single squad at once so long as both of them have Lieutenant equipped. Both captains can independently take actions or use Captain abilities such as Command Action or Command Recovery if desired. | | ||
- | | -> ^Loose Formation ||**Scatter: | ||
- | | -> ^Supply Sergeant ||**Munitions Stock:** As an action, you can provide a squad of 10 soldiers that you are embedded in with 1 Supply each by spending only 3 Supply of your own. Normally you must spend 10 Supply to restock your squad. | | ||
- | | -> ^Withdrawal ||**The Wedding' | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Capture ===== | ||
- | |||
- | * **Capture.** Capture the helpless. | ||
- | * **Arrest.** Capture the clueless. | ||
- | * **Entangle.** Inflict Stuck/ | ||
- | * **Gulliver.** Capture any size of creature. | ||
- | * **Lasso.** Capture within throwing range. | ||
- | * **Obedience Collar.** Inflict pain or injury to captives at a distance. | ||
- | * **Checkup.** Know the status of captives. | ||
- | * **Conditioning.** Program compliance. | ||
- | * **Invisible Fence.** Captives cannot leave a certain proscribed area. | ||
- | * **Paralysis.** Make subjects completely helpless. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Capture |||**Hogtie: | ||
- | | -> ^Arrest ||**We Going Downtown:** As an action, you can capture any adjacent creature that you could assassinate (they are currently clueless in regards to your existence/ | ||
- | | -> ^Entangle ||**Let' | ||
- | | -> ^Gulliver ||**Manacles For Every Occasion:** You can tie up and subdue any creature regardless of size or bizarre body types. | | ||
- | | -> ^Lasso ||**Yee-Haw: | ||
- | | -> ^Obedience Collar ||**Corrective Punishment: | ||
- | |::: | -> ^Checkup |**How We Doing Today:** As an action, you can check up on the status, location and general situation of anybody you've fitted with an Obedience Collar from any distance. You can also administer punishments from any distance if you so desire. | | ||
- | |::: | -> ^Conditioning |**Would You Kindly:** Through repeated application of punishment and reward, you can slowly break the will of a captive. An individual captive' | ||
- | |::: | -> ^Invisible Fence |**Proscribed Range:** You can designate an area of whatever size you want that you wish to confine your captives to. If they leave the area, they immediately begin losing one Vitality per round until they either return to it or die. | | ||
- | | -> ^Paralysis ||**Neuron Shutdown:** Instead of tying a helpless subject up, you completely paralyze them. The subject is completely helpless and incapable of any sort of action while the paralysis lasts and cannot be freed by being untied or get up to any possible mischief. The Escape Artist ability cannot be used to throw off paralysis, and player-controlled adventurers cannot escape it through the use of an operation like they could escape being tied up. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Charlatan ===== | ||
- | |||
- | * **Charlatan.** Pretend to be something you're not. | ||
- | * **Alter Ego.** Establish a secondary identity. | ||
- | * **Bystander.** Avoid danger by pretending to be harmless. | ||
- | * **Face Artist.** Disguise others and rapidly change your own. | ||
- | * **Feign Death.** Pretend to be dead. | ||
- | * **Keel Over.** Quickly pretend to be dead. | ||
- | * **Impersonation.** Master the art of looking and acting like a specific other person. | ||
- | * **Infiltrator.** Disappear, then appear again when dramatically appropriate. | ||
- | * **Morph.** Your disguises are much more durable and versatile. | ||
- | * **Zero.** Make yourself utterly boring. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Charlatan |||**Disguise: | ||
- | | -> ^Alter Ego ||**Second Identity:** You have an alternative identity you can switch to by switching up your disguise. Your alternate identity has their own name, reputation and everything required to exist (if you play in a setting with social security numbers and credit cards, your alternate identity has their own). Those who are familiar with you can still possibly recognize you when you are in the guise of your alternative identity (and thus provoke a disguise check), but no one else can. You can burn an identity at any time and create a new one in its place, but your new identity won't be available until the beginning of the next session. | | ||
- | | -> ^Bystander ||**Harmless Chump:** Roll a disguise check at the beginning of combat. If successful (7+), enemies don't consider you a credible threat and focus on your allies instead. While this ability is equipped, you cannot be deliberately targeted with a damaging attack (although you can still be targeted accidentally or incidentally, | ||
- | | -> ^Face Artist ||**Shared: | ||
- | | -> ^Feign Death ||**Juliet' | ||
- | |::: | -> ^Keel Over |**I Am Slain:** You can pretend you are dead instantly at any time, including as an immediate reaction to taking damage (so you can make it look like the damage killed you). | | ||
- | | -> ^Impersonation ||**Mirroring: | ||
- | |::: | -> ^Infiltrator |**Dramatic Reveal:** At any time during a session, you can spend 1 Supply and go off on your own. If you have no Supply remaining, you cannot use Infiltrator. Later, you can declare that some chump background character in the vicinity of the rest of your party reveals themselves as you in disguise. For instance, when your party is facing off against Lord Toastwanker you could interrupt the proceedings by saying that Toast-Henchman #3 was actually you all along and immediately stab Lord Toastwanker in the back. \\ \\ **Complications and Limits:** Roll a disguise check when you reveal yourself: if the result is a failure whoever you were impersonating immediately shows up right as you pull off the disguise (and they may have brought help). You can't choose to reveal yourself anywhere except in the vicinity of the rest of your party (so if they failed to get past the toast-guards, | ||
- | | -> ^Morph ||**Deep Change:** The disguise is either incredibly durable or actually physically changes your body somehow, making it biological in nature rather than mere trickery. The disguise cannot be ruined by any external circumstances. Disguises are still automatically ruined if you unequip the Charlatan ability as normal. \\ \\ **Smell Right:** Your scent is changed to match your disguise. \\ \\ **More Versatility: | ||
- | | -> ^Zero ||**Cunning Worm:** You know how to disguise yourself as no one in particular- somebody so boring and unremarkable that they' | ||
- | |||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Chronomancy ===== | ||
- | |||
- | * **Chronomancy.** Manipulate time. | ||
- | * **Delay Damage.** Postpone damage taken. | ||
- | * **Entropy.** Hasten damaging conditions. | ||
- | * **Haste Field.** Nearby allies can use haste. | ||
- | * **Reversion.** Return a subject to a previous state. | ||
- | * **Rewind.** Reverse an action. | ||
- | * **Deep Rewind.** Reverse more non-combat time. | ||
- | * **Slow.** Inflict the Slowed condition. | ||
- | * **Stasis.** Briefly freeze a subject in time. | ||
- | * **Time Twin.** Summon yourself from the future. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Chronomancy |||**Haste: | ||
- | |-> ^Delay Damage ||**Love Now, Hurt Later:** When you take damage, you can choose to briefly delay its effect. Make note of how much damage you would have taken. You suffer all delayed damage at the end of your next turn. \\ \\ **Supply-Driven: | ||
- | |-> ^Entropy ||**The Downward Spiral:** You can hasten the effects of any condition that deals damage over time (Burning, Choking, Poisoned, Bleeding, Dissolving or their variants like Contagion or Curseburn). By taking an action to concentrate on any creature within 10 meters of your position that currently has one of these conditions, they immediately take damage equal to what that condition would normally apply (half current Escalation, rounded down). If the target has more than one damaging condition in place on them, they take this damage for each. Damage dealt through Entropy is considered identical to whatever damaging condition the subject has and thus ignores all defenses. | | ||
- | |-> ^Haste Field ||**Everybody Jam:** All allies within 5 meters of you can choose to take an extra action during their turn, just like you can. Each ally that elects to do this must roll their own trigger die and spend their own Supply when the result is 1-6. | | ||
- | |-> ^Reversion ||**Anchor Point:** By spending an action and a point of Supply, you can make careful note of a single creature within 5 meters of your location' | ||
- | |-> ^Rewind ||**Let' | ||
- | |::: |-> ^Deep Rewind |**Dagger Of Time:** You may spend one Supply to rewind time up to about a minute' | ||
- | |-> ^Slow ||**What' | ||
- | |-> ^Stasis ||**Timefreeze: | ||
- | |-> ^Time Twin ||**Future You:** Any time during your turn as a free action, you can spend 1 Supply to summon up a special helper: yourself, from one round in the future. Your future self appears in any space adjacent to your current position of your choice. You control both yourself and your future self, who has the same loadout as you and all the same statistics and conditions. \\ \\ **Shared Fate:** Anything that happens to you (damage taken, conditions acquired, healing bestowed) also happens to your future self, but the reverse is not true. If either of you use Supply, it gets taken from your singular communal pool. \\ \\ **Closed Loop:** At the beginning of your next turn, both you and your future self disappear (you have been summoned back in time to help your past self.) You are completely absent from combat for the next round until the beginning of your next turn after that, whereupon you appear in the same place (or the nearest available space, if it's occupied) and in the same condition as your future self was when they disappeared. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Brawl (Melee) ===== | ||
- | |||
- | * **Brawl.** Fight up close and personal. | ||
- | * **Commando.** Assassinate suspicious creatures. | ||
- | * **Counterattack.** Make vengeance attacks for free. | ||
- | * **Flurry.** Make multiple quick attacks. | ||
- | * **Followup.** Sometimes make free additional attacks. | ||
- | * **Grab.** Grapple targets after attacking them. | ||
- | * **Harrier.** Deal more damage to those your allies have already attacked. | ||
- | * **Pounce.** Move a short distance as part of your attack. | ||
- | * **Ravage.** Quickly dispatch prone foes. | ||
- | * **Whirlwind.** Attack all adjacent targets at once. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Brawl |||**Range: | ||
- | |-> ^Commando ||**Suspicious Assassination: | ||
- | |-> ^Counterattack ||**Return Pain:** When you are attacked by an adjacent foe, you may immediately make a Brawl attack of your own back against them if they are within your reach. Your counterattack is resolved immediately after the attack that triggered it. \\ \\ **All In The Timing:** If the trigger die rolled with a counterattack is a 7+, then it is a completely free action. If not, then you get one less action on your next turn. If you've already lost two action on your next turn from counterattacks, | ||
- | |-> ^Flurry ||**Double Strike:** Attack rapidly, hitting twice as a single action. Both attacks are directed at the same target. Roll separate attack trigger dice for each strike. Each attack has a special failure chance of 4. | | ||
- | |-> ^Followup ||**And One More:** Whenever you critically hit with this weapon, you may immediately make another single attack against the same target for free. This additional free attack must be directed at the same target as the original and is resolved immediately after the first attack that triggered it. | | ||
- | |-> ^Grab ||**Grapple: | ||
- | |-> ^Harrier ||**Wolfpack Tactics:** When you attack a creature that has already been attacked by one of your allies during the current turn, you deal +2 damage. | | ||
- | |-> ^Pounce ||**Leap Attack:** You may move up to two meters and make a brawl attack as a single action. | | ||
- | |-> ^Ravage ||**Coup De Grace:** You deal +5 damage against targets with the Prone condition with this weapon instead of the normal +2. | | ||
- | |-> ^Whirlwind ||**Multiattack: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Communications ===== | ||
- | |||
- | * **Communications.** Talk with others at a distance. | ||
- | * **Comms Jammer.** Prevent all comms use in an area. | ||
- | * **Comms Network.** Friends and allies don't need their own Communications ability. | ||
- | * **White Pages.** Call acquaintances. | ||
- | * **Data Storage.** Make recordings. | ||
- | * **Messaging.** Send and receive messages or recordings. | ||
- | * **Hidden Comms.** Your comms cannot be detected. | ||
- | * **Satellites.** Talk with others anywhere. | ||
- | * **Visual Comms.** Send visual as well as auditory data. | ||
- | * **Wiretapping.** Secretly access others' | ||
- | |||
- | * **Weakness: Distracted.** You never see danger coming. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Communications |||**Call Me:** As an action, you may call up any other creature that you have previously met that also has the Communications ability equipped. After calling somebody, you can talk with them until one or both of you wish to end the conversation. If desired, you can conference call by spending additional actions to add more creatures to the conversation. \\ \\ **Limitations: | ||
- | | -> ^Comms Jammer ||**White Noise:** By spending an action and a point of Supply, you can set up a communications jammer. The jammer blocks all use of the Communications ability within 1 kilometer of its location, including your own. Jammers burn out after an hour and can be destroyed as an action by anyone that finds them. | | ||
- | | -> ^Comms Network ||**Family Plan:** You can use Communications to call party members and creatures with whom you have a relationship level of Friend or Bond, even if those creatures don't have a Communications ability of their own. You experience the normal limitations of location when calling such creatures. \\ \\ **Pick Up, Man:** When calling a friend that isn't expecting you, roll a trigger die. If the result is 7+, they pick up and you successfully initiate contact. If not, then your attempt fails and you have to wait at least another in-game day to try again. Friends that have their own Communications ability equipped are not subject to this limitation. Creatures with whom you have a Bond relationship always pick up with no roll required. \\ \\ **Cord Holder:** While you can contact friends and allies with the Comms Network ability, they cannot contact you of their own volition. | | ||
- | |::: | -> ^White Pages |**Lookup Hookup:** You can attempt to initiate communication with creatures that are acquaintances, | ||
- | | -> ^Data Storage ||**Get This Saved:** You can use your communications device to record audio and play it back later. If you have the Visual Comms ability equipped, you can also record visual information such as snapping pictures or recording short video clips. \\ \\ **Keep It Sane:** Your comms device is assumed to have a good amount of storage without being infinite. You cannot record anything that would last more than half an hour or so. "Lord Toastwanker' | ||
- | |::: | -> ^Messaging |**Check It Out:** You can send your recordings or simple plain text to anyone you can initiate contact with via the Communications ability. Even if you fail to initiate contact (such as can happen with the Comms Network ability) the target will get the message later on for sure even if they don't see it right away. | | ||
- | | -> ^Hidden Comms ||**Wearing A Wire:** Your comms equipment is hidden or disguised such that no one looking at you can tell you have it, even while you are using it. A thorough search of your person will reveal your comms, but anything less won't. | | ||
- | | -> ^Satellites ||**Can' | ||
- | | -> ^Visual Comms ||**Videophone: | ||
- | | -> ^Wiretapping ||**Bug Bailey:** You can use your comms to listen in on conversations held using another' | ||
- | |||
- | ^Weakness: Distracted |||**Screen Addict:** You are constantly wrapped up in your comms devices, causing you to ignore the world around you. When rolling for initiative, you always automatically get a 1 (and thus take no actions during the initiative round). Any attacks made against you before you've taken any actions in a battle deal +5 damage, and any traps (as the Trapper tree) you spring on yourself remove +1 Vitality from you. The Click, Improved Initiative and Danger Sense abilities from the Twitchy tree are all useless to you. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Cryophile ===== | ||
- | |||
- | * **Cryophile.** Wield frost. | ||
- | * **Entomb.** Trap frozen subjects in blocks of ice. | ||
- | * **Freezeproof.** You cannot be frozen. | ||
- | * **Cold Immunity.** Become immune to cold. | ||
- | * **Icemaker.** Create ice blocks. | ||
- | * **Icewall.** Rapidly create many ice blocks. | ||
- | * **Icy Armor.** Protect yourself with a temporary ice coating. | ||
- | * **Icy Jam.** Deny a target access to their supplies. | ||
- | * **Slowing Chill.** Frozen targets are also slowed. | ||
- | * **Winter Step.** Freeze the ground in your wake. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Cryophile |||**Wield Ice:** You infuse your attacks with cold. When you use any attack ability the target(s) gain the Frozen condition on a trigger die result of 7+. \\ \\ **Empower Blizzard:** When using a Blizzard ability to attack, it always inflicts the Frozen condition regardless of what the trigger die displays instead of only on a 10+. \\ \\ **Antipodal: | ||
- | |-> ^Entomb ||**Icy Coffin:** When you roll a 12 on the trigger die with any area attack that can inflict the Frozen condition, the target is frozen completely inside an enormous chunk of ice. Such targets immediately gain the Wrapped and Choking conditions. | | ||
- | |-> ^Freezeproof ||**Chilled Out:** You become immune to the Frozen condition. If you already had the Frozen condition, equipping the Freezeproof ability automatically removes it. \\ \\ **Warmseeker: | ||
- | |::: |-> ^Cold Immunity |**Frostproof: | ||
- | |-> ^Icemaker ||**Lay A Block:** By spending an action you can create a large block of ice (approximately 1x1x1 meter) in any space adjacent to your position. Any inanimate objects inside the block are trapped there, but creatures are ejected harmlessly as the block forms. The block can be pushed/ | ||
- | |::: |-> ^Icewall |**Ice Sheet:** You may create up to 12 ice blocks at a time as a single action. All ice blocks created must be adjacent to and fused with each other, and at least one must be adjacent to your position. You lose Supply if the roll on the trigger die is equal to or less than the total number of ice blocks created. | | ||
- | |-> ^Icy Armor ||**Frozen Protection: | ||
- | |-> ^Icy Jam ||**Supply Denial:** You can coat an enemy' | ||
- | |-> ^Slowing Chill ||**Creeping Cold:** Every time the trigger die for a Cryophile-enhanced attack is 10+, its subject(s) also gain the Slowed condition. | | ||
- | |-> ^Winter Step ||**Frozen Path:** You can choose for every space you move through or end your turn in to quickly freeze under your feet, becoming covered with a thin, slippery layer of ice. The ice lasts until the end of combat (or for a few minutes outside of a combat situation). Any creature without the Acrobatics ability will fall prone upon entering a slippery space, including you. Simply freezing a space as you pass through doesn' | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Curie ===== | ||
- | |||
- | * **Curie.** Deal with radioactivity. | ||
- | * **Meltdown.** Dose everything nearby when damaged. | ||
- | * **Mutagenesis.** Mutate a target. | ||
- | * **Nuclear Power.** Ignore Supply costs, but dose everyone. | ||
- | * **Purge.** Clean up irradiated creatures. | ||
- | * **Rad Weapons.** Inflict Fatigue with attacks. | ||
- | * **Rad Dose.** Attacks can dose targets with radiation. | ||
- | * **Radgeneration.** Radiation energizes you. | ||
- | * **Rad Surge.** Radiation gives you bonus actions. | ||
- | * **Radioscan.** Examine a subject' | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Curie |||**Geiger Counter:** Radiation is invisible to many, but not to you. You are immediately alerted when entering areas of high radiation and know exactly what level of radiation you are dealing with and where it's coming from. | | ||
- | |-> ^Meltdown ||**Critical Overload:** Every time you lose a point of Vitality for any reason (including from being dosed by radiation), you immediately dose every creature (both friend and foe) within 5 meters of your position with radiation. Meltdown radiation is outward-facing and you do not dose yourself when this happens. Note that two creatures with the Meltdown ability in close physical proximity can potentially cause a runaway chain reaction to occur by continually getting dosed, losing Vitality, and then dosing the other in turn. | | ||
- | |-> ^Mutagenesis ||**Transmute Genome to Jello:** By spending an action and a point of supply you may bombard yourself or an adjacent target with highly mutagenic radiation, causing them to mutate immediately. When determining the exact mutation gained from Mutagenesis, | ||
- | |-> ^Nuclear Power ||**Better Living Through Fission:** As a free action at the beginning of your turn, you can choose to produce whatever you need via splitting the atom. You ignore all Supply costs required for powering abilities for that turn. Any ability that normally cannot be used at all when you're out of Supply can be used freely for the round in which you invoked Nuclear Power. \\ \\ **Sunrise: | ||
- | |-> ^Purge ||**Radaway: | ||
- | |-> ^Rad Weapons ||**Radiant Damage:** You infuse your attacks with radioactive material. Whenever the trigger die is 10+, the target of your attack gains the Fatigue condition. Targets with the Poisonproof ability from the Grit tree are immune to this effect. | | ||
- | |::: |-> ^Rad Dose |**Full Blast:** When the trigger die is 10+, you affect the target of your attack with a dose of radiation in addition to inflicting Fatigue to them. See Radiation in the Game Concepts page for more details- this might cause the target to lose one Vitality, become irradiated for a day, or even randomly mutate. | | ||
- | |-> ^Radgeneration ||**Reprocessing: | ||
- | |::: |-> ^Rad Surge |**Glowing One:** Being dosed with radiation further energizes you, giving you an immediate bonus action. The action can be anything you would normally spend an action to do and it is resolved immediately after you get dosed. | | ||
- | |-> ^Radioscan ||**X-Ray Vision:** By spending a few minutes, you can examine the internal structure of a creature or object that's no larger than you are. This reveals all irregularities, | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Curse ===== | ||
- | |||
- | * **Curse.** Bestow curses. | ||
- | * **Black Mirror.** Copy your own conditions to a target. | ||
- | * **Scapegoat.** Throw off conditions after passing them. | ||
- | * **Blight.** Inflict the Deficit condition. | ||
- | * **Cackle.** Re-inflict a previously-removed condition. | ||
- | * **Denounce.** Inflict curses at longer range. | ||
- | * **Gloat.** Freely curse the terrified. | ||
- | * **Ill Luck.** The subject' | ||
- | * **Retributive Curse.** Curse those who harm you. | ||
- | * **Terrify.** Cursing sometimes causes fear. | ||
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- | ++++ Details | | ||
- | |||
- | ^Curse |||**Cursed Touch:** By spending an action to touch them, you may add the Cursed condition to any subject adjacent to your position. | | ||
- | |-> ^Black Mirror ||**As Am I, So Are You:** When you inflict the Cursed condition to a target, you may also inflict one other condition that you are currently suffering from to the target (except Grabbed). If you are not suffering from any conditions, Black Mirror has no effect. | | ||
- | |::: |-> ^Scapegoat |**Weight Off My Shoulders: | ||
- | |-> ^Blight ||**Well' | ||
- | |-> ^Cackle ||**Not So Fast:** You may take an action to laugh loudly and point at any subject within 20 meters that successfully threw off a condition during their last turn. That subject immediately re-acquires the condition they rid themselves of. If they rid themselves of multiple conditions, you choose which one they get back. | | ||
- | |-> ^Denounce ||**Curse Thee!:** You can curse any subject within 10 meters of your position instead of the normal range of 1 meter. Your target must be able to either see or hear you clearly in order for you to curse them (they have to know about it somehow or it doesn' | ||
- | |-> ^Gloat ||**Pathetic!: | ||
- | |-> ^Ill Luck ||**Hexed and Vexed:** When you curse a subject, the single next trigger die they roll for any reason is always automatically treated as a result of 1. This effect doesn' | ||
- | |-> ^Retributive Curse ||**I Stab At Thee:** Whenever you lose one or more points of Vitality from an attack, you may instantly and automatically curse whoever did it. This ignores the normal limitations on the Curse ability' | ||
- | |-> ^Terrify ||**Cause Fear:** When you curse a subject, roll a trigger die. If the result is 7+, the subject also gains the Fear condition. | | ||
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- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Darkseeker ===== | ||
- | |||
- | * **Darkseeker.** Gain weird powers when unobserved. | ||
- | * **Darkvision.** See in the dark. | ||
- | * **Hidden Reconstitution.** If no one observed your death, it didn't happen. | ||
- | * **Slasher.** Spread fear by making kills. | ||
- | * **Offscreen Warp.** Perform long actions instantly. | ||
- | * **Uncertainty Principle.** Teleport when unobserved. | ||
- | * **Dark Reach.** Treat nearby unobserved spaces as your location. | ||
- | * **Implacable Stalker.** Cross any distance to ambush prey. | ||
- | * **Unknowable.** Automatically teleport instead of being discovered. | ||
- | * **Unspeakable.** Show up when spoken of. | ||
- | |||
- | * **Weakness: Wretched.** You gain the Fear condition when observed. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Darkseeker |||**Shadow Cloak:** When you are in an area of complete concealment, | ||
- | | -> ^Darkvision ||**See In The Dark: | ||
- | | -> ^Hidden Reconstitution ||**No Body, No Kill:** If you die for any reason while unobserved, you do not truly die. You leave no body, even if a thorough search is later made to find it. You return to life within a week, or within a month if the method of your death thoroughly destroyed your body. If you were being directly observed when you died, this ability does not function and you stay dead. | | ||
- | | -> ^Offscreen Warp ||**Can' | ||
- | | -> ^Slasher ||**Sow Terror:** If you make a kill while unobserved, any other creatures present that were allied to the slain creature immediately gain the Fear condition. | | ||
- | | -> ^Uncertainty Principle ||**B-Horror Tricks: | ||
- | |::: | -> ^Dark Reach |**Could Be Anywhere:** So long as you are not currently being directly observed, you may treat any unobserved location within 5 meters of your actual location as your temporary location for purposes of range on your abilities. For example, you could use a Brawl attack on something six meters away from your true location by striking from an area of darkness adjacent to the target. | | ||
- | |::: | -> ^Implacable Stalker |**Right Behind You: | ||
- | |::: | -> ^Unknowable |**The Darkness My Home:** You are unknowable and unobservable, | ||
- | |::: | -> ^Unspeakable |**Beetlejuice: | ||
- | |||
- | ^Weakness: Wretched |||**Fear Their Eyes:** You cannot bear to be looked upon. Anytime you are directly observed, you gain the Fear condition in relation to your observer. | | ||
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- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Deathtouch (Melee) ===== | ||
- | |||
- | * **Deathtouch.** Kill with a touch. | ||
- | * **Culling.** Critical hits are empowered against the debuffed. | ||
- | * **Death Knell.** Kills empower further attacks. | ||
- | * **Delayed Strike.** Unleash an attack' | ||
- | * **Multi-Delay.** Delay multiple attacks. | ||
- | * **Doombringer.** Assassinate higher-level targets. | ||
- | * **Drain Touch.** Siphon life from targets. | ||
- | * **Devour Life.** Heal fully on a critical hit. | ||
- | * **Finisher.** Sometimes instantly kill the weak. | ||
- | * **Flexible Touch.** Partial usability in water/ | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Deathtouch |||**Range: | ||
- | |-> ^Culling ||**Sacrifice The Crippled:** Critically hitting on a target that is suffering from any condition deals +2 damage above normal. If the subject has an injury, bonus damage from critting is +5 instead of +2. | | ||
- | |-> ^Death Knell ||**Inexorable End:** Every time you make a kill with a Deathtouch attack during a given combat, you deal +1 damage more than normal until the end of that combat. This effect stacks with multiple kills. As soon as combat ends/ | ||
- | |-> ^Delayed Strike ||**Quivering Palm:** When you successfully strike a creature, you can chose to delay the hit. A delayed hit deals no damage and seemingly has no effect at all. At any later point during the battle on your turn that you desire, you can choose to unleash the delayed strike on its target. If the initial attack critically hit or had any other beneficial effect from a high trigger die result, then the delayed version also gains those bonuses. The damage of a delayed strike is calculated based on the current Escalation when it is unleashed, not when it was originally set up. You cannot delay more than a single attack at any given time. If a target with a delayed attack in place on them dies for some other reason, the delayed attack is wasted but you may delay a new attack on a different target if desired. | | ||
- | |::: |-> ^Multi-Delay |**Kenshiro: | ||
- | |-> ^Doombringer ||**Fell The Mighty:** Your effective level for purposes of assassinating targets is increased by +1 for every two levels you actually have when making assassination strikes with a Deathtouch attack. For example, if you are level 6 then you can freely assassinate targets up to level 9 with this ability. | | ||
- | |-> ^Drain Touch ||**Life Siphoning: | ||
- | |::: |-> ^Devour Life |**Life Drain:** When you critically hit with a Deathtouch attack, you immediately regain all lost Endurance. | | ||
- | |-> ^Finisher ||**Finger of Death:** If the trigger die on a Deathtouch attack is 7+ against a target whose level is half or less than your own, you instantly kill them (reduce Vitality to 0) regardless of how much Flow/ | ||
- | |-> ^Flexible Touch ||**One-Inch Soul Tearing:** You may use Deathtouch attacks while in a grapple or underwater with a failure chance of 6 instead of not being able to do so at all. | | ||
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- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Decoy ===== | ||
- | |||
- | * **Decoy.** Create illusionary duplicates. | ||
- | * **Edged Illusion.** Your decoys can attack. | ||
- | * **Homunculi.** Create decoys with life energy instead of supply. | ||
- | * **Loose Crowd.** Your decoys don't need to stick so closely to you. | ||
- | * **Scattered Fakes.** Your decoys can range some distance away. | ||
- | * **Phantom Swarm.** Create up to five decoys at a time. | ||
- | * **Possess Decoy.** Possess a decoy for a time. | ||
- | * **Solid Decoy.** Your decoy fools all senses. | ||
- | * **Tag Switch.** Switch places with a decoy. | ||
- | * **Bailout Switch.** Switch instantly with a decoy. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Decoy |||**Mirror Image:** As an action, you create an illusionary duplicate of yourself in any adjacent space that looks, moves, sounds, and acts exactly like you. You may have up to two decoys active at a time. Decoys expire naturally on their own after a day or so. If a decoy takes any amount of damage for any reason before its natural expiration, it is immediately destroyed. \\ \\ **Indistinguishable: | ||
- | |-> ^Edged Illusion ||**Shattering Strike:** You may spend an action to use any equipped attack ability through one of your illusions instead of personally. The attack deals damage and acts in all ways completely like the real thing, but originates from the decoy' | ||
- | |-> ^Homunculi ||**Blood Drops:** You create decoys out of your own energy rather than existing supplies. Every time you create a decoy, you can choose to spend one Endurance instead of rolling to (potentially) spend one Supply. Endurance invested in a decoy in this manner cannot be reclaimed or healed back in any way until the decoy is destroyed, but once the decoy is destroyed you instantly heal it back. You can choose to destroy a decoy (and reclaim the invested Endurance) freely at any time if desired. Creating decoys in this manner does not require you to have any Supply remaining. | | ||
- | |-> ^Loose Crowd ||**Fan Out, Me:** Your decoys can move to any point within 5 meters of you or another decoy instead of having to stay adjacent. Decoys that stray beyond this range are still instantly destroyed. | | ||
- | |::: |-> ^Scattered Fakes |**Go Everywhere: | ||
- | |-> ^Phantom Swarm ||**Bigger Crew:** You can have up to five decoys at once instead of the normal limit of only two. | | ||
- | |-> ^Possess Decoy ||**Walking Dream:** By putting yourself in a deep slumber (a process that requires a few minutes to complete), you can possess one of your active decoys. While possessing a decoy you see through its eyes, speak through its mouth and control its actions exactly as if it was yourself. Possessed decoys are not bound by the normal rules on how far they may travel from you; while possessing a decoy you may range up to a full kilometer from your true location. If the decoy is destroyed you wake up but you remember everything that happened to it while you were possessing it. Possessed decoys are subject to all the normal limitations of decoys such as being unable to attack, being destroyed by any amount of damage, and being intangible to the touch. | | ||
- | |-> ^Solid Decoy ||**Sensual Fake:** Your decoys have solid form rather than being simple illusions. They cannot be told apart from you through touch or any ability-granted special sense such as scent or tremorsense. | | ||
- | |-> ^Tag Switch ||**I' | ||
- | |::: |-> ^Bailout Switch |**Not Here:** You can switch places with any of your decoys no matter the distance instantly at any time by spending a point of Supply, even as an immediate interrupt to an attack directed at you. | | ||
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- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Devour ===== | ||
- | |||
- | * **Devour.** Consume others whole. | ||
- | * **Gluttony.** Hold more in your stomach. | ||
- | * **Insatiable.** Hold even more in your stomach. | ||
- | * **Holding Pouch.** Gain a second, safe stomach for storage. | ||
- | * **Hyperdigestion.** Instantly digest things that die in your stomach. | ||
- | * **Metabolize.** Digesting things restores Endurance. | ||
- | * **Leech Belly.** Your stomach bleeds those it contains. | ||
- | * **Sucking Maw.** You don't need to grab something before you devour it. | ||
- | * **Reaching Maw.** Devour from a greater distance away. | ||
- | * **Toxic Guts.** Your stomach poisons those it contains. | ||
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- | ++++ Details | | ||
- | |||
- | ^Devour |||**Consume: | ||
- | | -> ^Gluttony ||**Big Stomach:** Your stomach can hold bulk equal to a creature one size smaller than yourself. | | ||
- | |::: | -> ^Insatiable |**Huge Stomach:** Your stomach can hold bulk equal to a creature of your own size. | | ||
- | | -> ^Holding Pouch ||**Safekeeping: | ||
- | | -> ^Hyperdigestion ||**Rapid Metabolism: | ||
- | |::: | -> ^Metabolize |**Invigorating Meal:** Every time you dispose of a dead subject in your stomach with Hyperdigestion, | ||
- | | -> ^Leech Belly ||**Siphon Action:** Your digestive processes efficiently suck all fluids from your prey. Creatures in your stomach immediately gain the Bleeding condition, and cannot recover from it until/if they manage to leave. | | ||
- | | -> ^Sucking Maw ||**Inhale Your Food:** You can devour any adjacent creature without needing to grab them first. | | ||
- | |::: | -> ^Reaching Maw |**Charybdis: | ||
- | | -> ^Toxic Guts ||**Siphon Action:** The mix of chemicals in your stomach is highly poisonous. Creatures in your stomach immediately gain the Poisoned condition, and cannot recover from it until/if they manage to leave. | | ||
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- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Domination ===== | ||
- | |||
- | * **Domination.** Crush the will of others. | ||
- | * **Beckon.** Summon charmed targets forward. | ||
- | * **Convoke.** Charmed targets approach automatically. | ||
- | * **Flagellant.** Force a target to harm themselves. | ||
- | * **Fratricide.** Force a target to attack an ally. | ||
- | * **Discipline.** Attacking doesn' | ||
- | * **Enthrall.** Keep targets charmed long-term. | ||
- | * **Mindbreaker.** Enslave the traumatized. | ||
- | * **Remorse.** Breaking the charm is painful. | ||
- | * **Remote Charm.** Charm from a distance. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Domination |||**Charming Contact:** You can spend an action to inflict the Charmed condition to any creature within 1 meter of your position. \\ \\ **Supply-Driven: | ||
- | |-> ^Beckon ||**Come To Me:** You can spend an action to force all creatures that you have currently inflicted the Charmed condition on (through Domination or any other method) to make a movement action to come closer to you. Charmed creatures do not need to sprint or enter obvious danger but must otherwise get as close as possible to you with a single action' | ||
- | |::: |-> ^Convoke |**Gather Round:** You automatically use Beckon once as a free action at the beginning of each of your turns. | | ||
- | |::: |-> ^Flagellant |**Punish Thyself:** You can spend an action to force one subject charmed by you (whether via Mind Bend or any other ability that inflicts the Charmed condition) to harm themselves, removing one Vitality per three levels of the target. Flagellation bypasses Endurance and Flow and cannot be avoided or reduced in any way. Forcing a subject to self-harm in this way automatically removes the Charmed condition just like attacking them directly would. | | ||
- | |::: |-> ^Fratricide |**Play Claudius:** You can spend an action to force one subject charmed by you (whether via Mind Bend or any other ability that inflicts the Charmed condition) to attack any other subject you specify. You can specify which weapon the target should use or leave it up to them to decide. Attacks provoked by Fratricide are free actions and do not count against the targets' | ||
- | |-> ^Discipline ||**Embrace Your Punishment: | ||
- | |-> ^Enthrall ||**My New Pet:** The Charmed condition inflicted by Domination cannot be recovered from so long as you remain in the target creature' | ||
- | |-> ^Mindbreaker ||**Clean Vessel:** If a creature dies while under the effects of a Charmed condition that you inflicted on them via Domination, roll a trigger die. If the result is 10+, they survive with 1 Vitality instead of dying but their minds are permanently shattered. Such creatures are permanently charmed by you and will generally do whatever you tell them to, but are also very clearly and irrevocably insane. If mindbroken subjects are killed a second time it's for real and they are not saved again. | | ||
- | |-> ^Remorse ||**What Have I Done:** When any creature throws off the Charmed condition inflicted by Domination, they immediately lose all Flow. | | ||
- | |-> ^Remote Charm ||**Trust You As Far As...:** You can use Domination to charm any target within throwing range (0-10 meters) instead of only adjacent ones. | | ||
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- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Explosive (Area) ===== | ||
- | |||
- | * **Explosive.** Attack a whole area at once with a thrown explosive. | ||
- | * **Bomb Voyage.** Perform assassinations with explosives. | ||
- | * **Debris.** The area of effect becomes difficult terrain. | ||
- | * **Delayed Blast.** The blast takes longer, but is more powerful. | ||
- | * **Depth Charge.** The explosive can be used in water. | ||
- | * **Emanation.** The explosive uses no Supply, but is centered on the user. | ||
- | * **Rupture.** Use the explosive automatically when you take damage. | ||
- | * **Expanded.** The explosion tends to fill a bigger area. | ||
- | * **Forceful.** The explosion sends targets flying and possibly knocks them down. | ||
- | * **Mine.** Use explosives as semi-hidden traps. | ||
- | |||
- | * **Volatile.** You sometimes explode after getting hit. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Explosive |||**Range and Area:** Explosives can target any point within throwing range (0-10 meters). An explosive attack affects every creature in the target space and all other spaces within a distance determined by the trigger die rolled when the attack is used. If the trigger die is a 1-4, it affects all creatures within 1 meter of its origin. If the trigger die is a 5-8, it affects all creatures within 2 meters of its origin. If the trigger die is a 9-12, it affects all creatures within 5 meters of its origin. Walls and other solid barriers block the explosive from filling its entire area. \\ \\ **Powerful: | ||
- | |-> ^Bomb Voyage ||**Explosive Finale:** You can perform assassinations with explosives so long as you meet all the normal requirements (target is Clueless and their level is equal to or less than your own). | | ||
- | |-> ^Debris ||**Bog Down:** Every space affected by the blast becomes difficult terrain (like sticky mud, deep snow, shifting sands, or similar) until the end of combat (or for about a minute when used outside of combat). Creatures take an impairment when moving through difficult terrain and all attacks against a creature in difficult terrain deal +2 damage. | | ||
- | |-> ^Delayed Blast ||**3... 2... 1...:** When you use the explosive, you can choose to set it to explode after a short delay of 1, 2 or 5 rounds instead of immediately. The explosion happens at the beginning of your turn after the specified number of rounds has elapsed. Explosives that have not yet gone off advertise their danger in an obvious manner (blinking lights, beeping noises, etc). \\ \\ **Enhanced Effect:** The explosive deals bonus damage based on the selected delay: +2 damage for one round, +5 damage for two rounds, and +10 for five rounds. | | ||
- | |-> ^Depth Charge ||**Aquatic-Capable: | ||
- | |-> ^Emanation ||**Innate: | ||
- | |::: |-> ^Rupture |**Reactive Boom:** If you take any amount of damage from any source other than damaging conditions while a Rupture ability is equipped, you automatically use the Explosive ability as an immediate reaction to whatever caused the damage. You cannot choose not to Rupture when you take damage; it'll always happen whether you want it to or not. \\ \\ **Kamikaze: | ||
- | |-> ^Expanded ||**Bigger Blast:** The blast affects the target space and all other spaces within 2 meters when the trigger die is 1-4, within 5 meters when the trigger die is 5-8, and within 10 meters when the trigger die is 9-12. | | ||
- | |-> ^Forceful ||**Takeoff: | ||
- | |-> ^Mine ||**Click Boom:** You can set explosives to blow up when triggered instead of immediately. A mine occupies a space, but is not readily apparent to a casual observer. If a creature walks (or is otherwise moved, voluntarily or not) over one of your mines, it immediately explodes. A creature that takes an action to look for hidden traps will automatically spot them, as will any creature that walks slowly and carefully (taking a voluntary impairment to movement). \\ \\ **Cheap And Pre-Paid:** Roll a trigger die when you set a mine- if the result is 1-3, setting the mine cost one Supply. You cannot set mines if you have no Supply remaining. When the mine is set off, you roll another trigger die as normal but never have to spend additional Supply from the actual attack roll. \\ \\ **Remote Detonator: | ||
- | |||
- | ^Weakness: Volatile |||**Unsafe Handling:** You aren't very careful with how you store your explosives, and they tend to go off at inopportune moments. Any time you are critically hit by an attack, you must immediately use an Explosive attack centered on your current location. This attack harms you as well as anyone near you. Volatile explosions require Supply as normal and will not be triggered if you have no Supply remaining. | | ||
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- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Firearm (Projectile) ===== | ||
- | |||
- | * **Firearm.** Fire high-energy ballistic projectiles. | ||
- | * **Magazined.** Reloading between shots is no longer required. | ||
- | * **Double Tap.** Deal more damage at the cost of more Supply. | ||
- | * **Rapid Fire.** Gain free extra attacks on a 12. | ||
- | * **Piercing.** Ignore shields and lessen the effects of cover. | ||
- | * **Piercethrough.** Hit multiple targets on a line. | ||
- | * **Rifling.** Greatly increase your range. | ||
- | * **Scoped.** Increase range to incredible levels. | ||
- | * **Silenced.** Shots no longer make large amounts of noise. | ||
- | * **Steady Hands.** Deal more damage when you don't move. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Firearm |||**Range: | ||
- | |-> ^Magazined ||**Rapid Reload:** More advanced construction means you no longer need to reload your firearm between shots. | | ||
- | |::: |-> ^Double Tap |**Worth Shooting Twice:** You make a habit of shooting extra bullets just to make sure the job is done correctly. Extra damage is increased from +2 to +5, but Supply consumption happens on a trigger die result of 1-6 instead of 1-3. You can choose whether or not to use Double Tap on each individual shot depending on whether you are currently prioritizing damage or ammunition. | | ||
- | |::: |-> ^Rapid Fire |**Extra Shot:** When the trigger die is 12, you may choose to make another attack action for free. This free attack does not need to be against the same target as the original attack was. Rapid Fire can grant free attacks on any Firearm attacks, including other free attacks granted by Rapid Fire. There is no limit to how many times per round you can get a free attack from Rapid Fire except for your luck. | | ||
- | |-> ^Piercing ||**Cover Breaking:** The attack ignores partial cover (which normally has a failure chance of 6). Total cover is treated as total concealment instead (which carries a failure chance of 8). \\ \\ **Shield Denial:** Attacks with the firearm completely ignore any Shield ability used by their target. | | ||
- | |::: |-> ^Piercethrough |**Lineshot: | ||
- | |-> ^Rifling ||**Increased Range:** Your range increases to 200 meters instead of 50. You may fire at targets within 500 meters with a failure chance of 4, or 1000 meters with a failure chance of 8. | | ||
- | |::: |-> ^Scoped |**Huge Range:** Your range increases to 1000 meters (2000 with failure chance 4, 5000 with failure chance 8). When using this ability to shoot at a target further away from you than 200 meters, you must spend one action aiming before you spend another to fire. | | ||
- | |-> ^Silenced ||**Quiet Shot:** Using the firearm does not create any noise (at least, not any louder than any other weapon). | | ||
- | |-> ^Steady Hands ||**Squeeze The Trigger:** The firearm deals an additional +2 bonus damage with all attacks so long as the last action you took was not a movement. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Firebug ===== | ||
- | |||
- | * **Firebug.** Wield fire. | ||
- | * **Burnproof.** You cannot be burned. | ||
- | * **Heat Immunity.** Become immune to heat. | ||
- | * **Flame Sheath.** Spread fire with a touch. | ||
- | * **Inferno Walker.** Spread fire with your presence. | ||
- | * **Hellfire.** Inflict Curseburn in place of Burning. | ||
- | * **Incinerator.** Further damage burning subjects. | ||
- | * **Oil.** Lay down a slippery, flammable substance. | ||
- | * **Grease Up.** Inflict the Oily condition. | ||
- | * **Wildfire.** Cause fire to spread to new targets. | ||
- | |||
- | * **Weakness: Quenchable.** Water is deadly to you. | ||
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- | ++++ Details | | ||
- | |||
- | ^Firebug |||**Wield Fire:** You infuse your attacks with flame. When you use any attack ability the target(s) gain the Frozen condition on a trigger die result of 7+. \\ \\ **Empower Flamethrower: | ||
- | |-> ^Burnproof ||**Hot Enough:** You become immune to the Burning condition. If you already had the Burning | ||
- | |::: |-> ^Heat Immunity |**Unmeltable: | ||
- | |-> ^Flame Sheath ||**Forests Of The Night:** You gain benefits from being on fire. Any time you have the Burning or Curseburn conditions, you also gain the effects of Flame Sheath. \\ \\ **Ninjas Can't Catch Me:** Any creature grabbing you or grabbed by you immediately gains the Burning condition at the beginning of your turn. You can use an action to inflict the Burning condition on any adjacent target with a touch. Any flammable materials you come in contact with also start burning. \\ \\ **Self-Immolation: | ||
- | |::: |-> ^Inferno Walker |**Ash In My Wake:** When you are on fire, you radiate extreme heat. At the beginning of each of your turns, you automatically inflict the Burning condition on all creatures and set fire to any flammable objects within 2 meters of your position. \\ \\ **Pyrokinetic Training:** You can choose to not add the Burning condition to creatures/ | ||
- | |-> ^Hellfire ||**Cursed Flame:** Any time you would inflict the Burning condition by any means, you inflict the Curseburn condition instead. \\ \\ **Freezing Heat:** You can use both Firebug and Cryophile to enhance a single attack at once. | | ||
- | |-> ^Incinerator ||**Burn This Mother Down:** Every time you would add the Burning/ | ||
- | |-> ^Oil ||**No Music, Some Dancing:** As an action, you toss a bottle of oil to any location within throwing range (0-10 meters). The target space and all adjacent spaces become slippery. Any creature passing through or stopping in a slippery space gains the Prone condition unless they have the Acrobatics ability equipped. The oil lasts until the end of combat or for a few minutes when used outside of a combat situation. \\ \\ **Light 'Em Up:** The oily area is highly flammable. If any part of it is exposed to fire (via a subject with the Burning or Curseburn conditions or an attack capable of inflicting them, or any other circumstance involving an open flame) every contiguous oil-soaked area immediately catches on fire. Passing through or stopping in a burning space inflicts the Burning as well as Prone conditions. Burning spaces shed bright light out to a distance of 5 meters and dim light out to a distance of 10. \\ \\ **Supply-Driven: | ||
- | |::: |-> ^Grease Up |**Cover Liberally: | ||
- | |-> ^Wildfire ||**Spread The Burn:** Fires always seem to get out of control when you're around. If any creature within 10 meters of you has the Burning or Curseburn condition at the beginning of your turn before you take any actions, you cause the condition to spread automatically to any other creature of your choice within 2 meters of the original. You may only do this once per round. | | ||
- | |||
- | ^Weakness: Quenchable |||**Don' | ||
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- | Grease/ | ||
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- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Flamethrower (Area) ===== | ||
- | |||
- | * **Flamethrower.** Spray fire at a spread of targets. | ||
- | * **Breath Weapon.** Spend Endurance instead of Supply to power the attack. | ||
- | * **Firewall.** Set selected spaces on fire. | ||
- | * **Flamewalker.** Move while attacking. | ||
- | * **Fluid Flow.** The flamethrower ignores cover. | ||
- | * **Hypergolic.** The flamethrower can function without air. | ||
- | * **Propellent.** Knock targets away. | ||
- | * **Smoke Vent.** Expel concealing and choking clouds of smoke. | ||
- | * **Spread Panic.** Sometimes inflict fear. | ||
- | * **Wide Spread.** Increase the effect' | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Flamethrower |||**Target Area:** Define an equilateral triangle on the battlefield with ten meters on each side. This is the target area of your flamethrower strike. \\ \\ **Variable Targets:** Your flamethrower attack can hit a maximum number of creatures in the target zone equal to the result of the trigger die. For example, if there are five creatures in the target zone but the trigger die displays a 3, then the flamethrower only hits three of the five. Closer creatures are hit before ones further away. For multiple creatures equidistant, | ||
- | |-> ^Breath Weapon ||**Innate: | ||
- | |-> ^Firewall ||**Burning Barrier:** Instead of making a standard attack, you may designate a number of spaces equal to the result on the trigger die within 10 meters to spray burning material on. All designated spaces must be adjacent to at least one other such space. Any creature that enters, passes through, or ends their turn inside one or more such spaces during their turn takes damage as if you had hit them with your flamethrower (minus bonus damage from close range, maximum once per round per target). Roll a trigger die as normal against targets to determine critical hits and added conditions such as Burning. Attacking creatures that wander through your firewall never costs Supply, but the initial action to spray the firewall down has the possibility to as normal. Burning spaces go out on their own at the end of combat, or last for a few minutes if used outside of combat. | | ||
- | |-> ^Flamewalker ||**Dragon Tank:** When you spend an action to attack with your Flamethrower, | ||
- | |-> ^Fluid Flow ||**Ducking Won't Save You:** The flames easily go through cracks/ | ||
- | |-> ^Hypergolic ||**Self-Oxidized: | ||
- | |-> ^Propellent ||**Knockback: | ||
- | |-> ^Smoke Vent ||**Concealing Exhaust:** Every time you fire the flamethrower, | ||
- | |-> ^Spread Panic ||**Terrorize: | ||
- | |-> ^Stun Lock ||**Overwhelming Force:** The ruthless application of a solid wave of fire gives opponents pause. All affected targets gain the Dazed condition when the trigger die is 7+. | | ||
- | |-> ^Wide Spread ||**Spray Madly:** The area affected by your spray is your entire visual arc instead of a defined triangle. Targets are selected based on their distance from you as normal. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Fleshgrinder (Melee) ===== | ||
- | |||
- | * **Fleshgrinder.** A weapon built like a power tool. | ||
- | * **Keystarter.** Start the weapon up quickly and cheaply. | ||
- | * **Long Tool.** Reach is increased to two meters. | ||
- | * **Maniac.** Your attacks inspire fear. | ||
- | * **Rev Up.** Empower the single next hit. | ||
- | * **Shredder.** Rip away a target' | ||
- | * **Meat Shredder.** Deal more damage to those without shreddables. | ||
- | * **Weapon Shredder.** Tear up a target' | ||
- | * **Sleeping Giant.** You can attack without turning the weapon on. | ||
- | * **Wild Swing.** Hit multiple targets. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Fleshgrinder |||**Start Up:** Fleshgrinders need to be started up before they can be used effectively. This requires one action and a point of Supply. If you have no Supply, you cannot start up a fleshgrinder (and thus cannot use it in combat). Unlike other effects that consume or rely on Supply, fleshgrinders never consume additional Supply from low results on the trigger die- it's a one-and-done kind of deal. Once started up, a fleshgrinder lasts for one battle (or a few minutes if used outside of battle) before it needs to be started up again to be used. \\ \\ **Jam Session:** If the trigger die used with a fleshgrinder is a 1, the weapon jams. When this happens, it must be started up again (costing another action and Supply) before you may continue attacking with it. \\ \\ **Groovy:** Fleshgrinders deal +2 damage with all strikes and critically hit on a 10+ instead of the normal 12. \\ \\ **Range:** Fleshgrinder attacks can only be used against creatures directly adjacent (1 meter away) from you. \\ \\ **Awkward: | ||
- | |-> ^Keystarter ||**Quick Startup:** Starting up the fleshgrinder no longer costs an action and can be done any time on your turn. \\ \\ **Fuel Efficiency: | ||
- | |-> ^Long Tool ||**Pole Saw:** The fleshgrinder can be used to attack targets within 1-2 meters instead of the normal 1 meter. | | ||
- | |-> ^Maniac ||**Horrifying: | ||
- | |-> ^Rev Up ||**Spinning Wild:** By taking an action to rev up the fleshgrinder to output greater power, you deal +5 bonus damage with the single next attack you make with it. This bonus damage is in addition to the bonus damage the fleshgrinder always deals anyway. This single empowered attack cannot jam even if the trigger die is a 1. After attacking, the benefit from Rev Up is lost and another action must be spent revving the weapon up again to regain it. | | ||
- | |-> ^Shredder ||**Spurned Defenses:** The weapon rips through and tears away a subject' | ||
- | |::: |-> ^Meat Shredder |**Shred Everything: | ||
- | |::: |-> ^Weapon Shredder |**Tear 'Em Up:** The fleshgrinder attack can also force a target to remove a weapon ability from their loadout (any ability from a tree whose name has Melee, Projectile or Area in it). You can choose whether you want to target a creature' | ||
- | |-> ^Sleeping Giant ||**Drill Smack:** The weapon is constructed in such a way that it retains some effectiveness even when not turned on. You can freely attack with the fleshgrinder without starting it up (and thus avoid the noise, startup action, and Supply cost). An unpowered fleshgrinder does not jam on a trigger die result of 1, but is also somewhat less effective than normal: it no longer critically hits on a 10+, does not deal an additional +2 damage, and any special effects that happen on a 10+ as a result of other abilities in the Fleshgrinder tree (such as Maniac or Shredder) happen only on a 12 instead. Additional effects that happen on a 10+ from other trees (such as Firebug) are unaffected. | | ||
- | |-> ^Wild Swing ||**Bloodbath: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Flight ===== | ||
- | |||
- | * **Flight.** Glide through the air. | ||
- | * **Aerial Maneuvers.** Change direction freely. | ||
- | * **Air Brakes.** Fly at less than maximum speed if desired. | ||
- | * **Hover.** Stay still in mid-air. | ||
- | * **Dogfighter.** Tatter flying opponents more readily. | ||
- | * **Powered Flight.** No longer lose elevation automatically. | ||
- | * **Ascent.** You can convert horizontal movement into vertical movement. | ||
- | * **Strafe.** Make free attacks while flying. | ||
- | * **Strong Flier.** You can fly while carrying heavy loads. | ||
- | * **Swoop.** Make free moves by losing elevation. | ||
- | |||
- | * **Weakness: Fragile.** You are easily broken. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Flight |||**Fall Horizontal: | ||
- | |-> ^Aerial Maneuvers ||**Dragonfly Style:** You can change direction as many times per movement as you want, and the change in direction can be as big as you want. \\ \\ **Do A Barrel Roll:** You no longer take extra damage from attacks while flying. | | ||
- | |-> ^Air Brakes ||**Slow Fly:** When making a movement action through the air, you no longer are required to go the full maximum distance per move. You must still go a minimum of one meter every movement action, but are not required to go any further to avoid falling. | | ||
- | |::: |-> ^Hover |**Levitation: | ||
- | |-> ^Dogfighter ||**Takedown: | ||
- | |-> ^Powered Flight ||**Self-Propulsion: | ||
- | |::: |-> ^Ascent |**Personal VTOL:** You can choose to convert any amount of normal horizontal movement speed into vertical movement speed instead during a move. This additional vertical movement speed stacks with the normal amount of vertical ascension you get for free as part of a powered flight movement. | | ||
- | |-> ^Strafe ||**Flyby Attack:** When you spend two or more actions during a turn performing flying movement (whether through the Flight ability or via piloting an aircraft), you may also make one attack action for free at the end of your turn. | | ||
- | |-> ^Strong Flier ||**Air Freight:** You can fly while carrying enough weight to give you an impairment. You still cannot fly if carrying enough weight to immobilize you, obviously. | | ||
- | |-> ^Swoop ||**Skydiver: | ||
- | |||
- | ^Weakness: Fragile |||**Light, Not Sturdy:** You have hollow bones, gossamer wings, or are simply made of lightweight materials rather than strong ones. You take +2 damage from all attacks. This stacks with all other damage-increasing situations such as the bonus damage against you while you are flying. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Fusion ===== | ||
- | |||
- | * **Fusion.** Fuse with another creature. | ||
- | * **Conjoin.** The fusion is polycephalous. | ||
- | * **Dance Instructor.** Fuse with those who don't know how. | ||
- | * **Maestro.** Get a full performance from your partner. | ||
- | * **Takeover.** Fuse with an unwilling subject. | ||
- | * **Garnet.** Stay fused indefinitely. | ||
- | * **Latency.** Ignore weaknesses if desired. | ||
- | * **Quicksilver.** Fuse quickly. | ||
- | * **Synergy.** Freely equip what's known by all. | ||
- | * **Troika.** Fuse three individuals. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Fusion |||**Time To Make a Platypus:** You can fuse together your body with that of a willing partner who also has the Fusion ability equipped, creating a single new creature that is more powerful than either of you alone. The new fused creature has a physical appearance that is a combination/ | ||
- | |-> ^Conjoin ||**Two Ninjas Duct Taped Together To Make A Super Ninja:** Instead of making a single creature with both traits, your fusions create a composite mashup creature by fusing bodies together. For every 5 levels possessed by the hybrid being you create, it may equip one ability from the Polycephaly tree of your choice for free. You do not need to know the abilities in question. The hybrid creature' | ||
- | |-> ^Dance Instructor ||**Follow My Lead:** Your partner does not need to have Fusion equipped or even know it in order to fuse with you. You are always considered the primary regardless of what the other partner' | ||
- | |::: |-> ^Maestro |**Fabulous, | ||
- | |::: |-> ^Takeover |**Hostile Merger:** You can fuse with creatures that are unwilling. Unless you also have the Quicksilver ability equipped, this generally means they must be unconscious or restrained. You can still initiate fission as an action whenever you want, but your unwilling partner cannot. \\ \\ **Dueling Wills:** Your fusion partner will continuously fight you for control over the new form. At the beginning of each turn, roll a trigger die to see who's in control, as follows: \\ - If your level is at least double your partner' | ||
- | |-> ^Garnet ||**Long Fuse:** Fusions you are involved in don't automatically end when they lose Vitality or after time passes; you can stay fused as long as you damn well please. You also have no fusion refractory period and no longer need to get any sleep in-between different fusions. | | ||
- | |-> ^Latency ||**Suppressed Weakness:** The fused being does not need to have any of the weaknesses of either partner so long as only one partner has them. You and your partner decide which weaknesses to keep and which to discard when performing a fusion. For example, if you fuse with a robot that has the Synthetic weakness but you don't, the new fused being can be Synthetic or not depending on what you want at the time. If both of you had the Synthetic weakness, however, then the final fused being would be required to have it too. Your partner does not need to have Latency equipped so long as you do. | | ||
- | |-> ^Quicksilver ||**Fast Meld:** You can perform a fusion as a single action so long as your partner is adjacent to you. Your partner does not need to have Quicksilver equipped so long as you do. | | ||
- | |-> ^Synergy ||**Come Together:** For every three levels the new hybrid creature has, it may equip one ability that is known by all of its constituents for free. Going back to the previous example, if Sarah and Dimitri both know a lot of Blade abilities, then their level 9 fusion Samitrah can equip up to three Blade abilities that they have in common without using any loadout slots to do so. Your partner does not need to have Synergy equipped so long as you do. The fused creature does not need to have the synergy ability in its loadout to gain its benefits, but you do need to have it equipped when performing the initial fusion. | | ||
- | |-> ^Troika ||**Triple Team:** You can perform a fusion of three individuals instead of the normal two. The highest-level participant is the primary as usual, and both others contribute fusion XP and their list of known abilities to the final result. Your partners do not need to have Troika equipped in order to do this so long as you do. \\ \\ **Staggered Fusion:** You can fuse all three partners at once or fuse two and then fuse in the third one later. This is an exception to the normal rule that fused beings cannot be fused again. When performing fission, the troika fusion can eject just one member and leave the other two fused if desired. | | ||
- | |||
- | ^Level ^Fusion XP ^ ^Level ^Fusion XP ^ | ||
- | |1 |+1 | |11 |+66 | | ||
- | |2 |+3 | |12 |+78 | | ||
- | |3 |+6 | |13 |+91 | | ||
- | |4 |+10 | |14 |+105 | | ||
- | |5 |+15 | |15 |+120 | | ||
- | |6 |+21 | |16 |+136 | | ||
- | |7 |+28 | |17 |+153 | | ||
- | |8 |+36 | |18 |+171 | | ||
- | |9 |+45 | |19 |+190 | | ||
- | |10 |+55 | |20 |+210 | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Gatling (Projectile) ===== | ||
- | |||
- | * **Gatling.** Fire ridiculous numbers of bullets. | ||
- | * **Autocannon.** Mount the gatling for better range and faster fire. | ||
- | * **Cheesemaker.** Destroy a target' | ||
- | * **Demolition.** Destroy a target' | ||
- | * **Death Hum.** Sometimes inflict the Fear condition. | ||
- | * **Mobile Fire.** Move while attacking. | ||
- | * **More Dakka.** Get free attacks in exchange for more Supply. | ||
- | * **Saturation Fire.** Turn failures into successes on demand. | ||
- | * **Suppression.** Keep targets pinned down. | ||
- | * **Sweep.** Shoot everybody. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Gatling |||**Range: | ||
- | |-> ^Autocannon ||**Stabilized: | ||
- | |-> ^Cheesemaker ||**Swiss, To Be Precise:** The weapon rips through and tears away a subject' | ||
- | |::: |-> ^Demolition |**Mr. Gorbachev: | ||
- | |-> ^Death Hum ||**Goddamn Sexual Tyrannosaurus: | ||
- | |-> ^Mobile Fire ||**OK Baby Here I Come:** When you spend an action to spin up or attack with your Gatling, you may take a movement action for free immediately afterward. Free movements from Mobile Fire have an impairment. | | ||
- | |-> ^More Dakka ||**Still Not Enuff:** Every time you make a Gatling attack, you can choose to make an additional attack for free immediately afterward. The new attack has its own trigger die roll. Free attacks made through More Dakka always consume a point of Supply regardless of the trigger die result. | | ||
- | |-> ^Saturation Fire ||**Cannot Outsmart Boolet:** If a Gatling attack fails for any reason, you can immediately spend an extra Supply to spray a bunch more bullets and make it hit anyway. The trigger die result is not altered via Saturation Fire, only the possibility of failure. | | ||
- | |-> ^Suppression ||**Stay Down:** When the trigger die is a 7+, you suppress your target. If a target you suppressed moves from their current position at all for any reason during their next turn, you may automatically attack them for free as an immediate interrupt to their movement at any point along their movement path. If the target does not move during their next turn, you don't get the free attack. Suppression only lasts until the end of the target' | ||
- | |-> ^Sweep ||**Free Bullets For All:** You can choose to sweep with your weapon instead of focusing fire on a single target. Sweep attacks hit a total number of targets within your sight arc equal to the number on the trigger die. Closer targets are hit first before further-away ones. \\ \\ **Scatterfire: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Geomancy ===== | ||
- | |||
- | * **Geomancy.** Alter the terrain. | ||
- | * **Battlements.** Hamper incoming attacks. | ||
- | * **Enduring.** Make changes last. | ||
- | * **Enormous.** Make changes larger. | ||
- | * **Ley Lines.** Increased range. | ||
- | * **Part Water.** Move water aside. | ||
- | * **Pit.** Open holes in the ground. | ||
- | * **Sudden Fall.** Drop chumps in holes. | ||
- | * **Smooth.** Make terrain smoother. | ||
- | * **Wall.** Raise barriers from the ground. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Geomancy |||**Remake The World:** By spending an action and a point of Supply, you can change the local terrain in various ways. The range of geomancy is 10 meters. All changes from Geomancy last until the end of combat (or for a few minutes when used outside of combat). \\ \\ **Shapeable: | ||
- | |-> ^Battlements ||**Fortified: | ||
- | |-> ^Enduring ||**Aspect of Stone:** When you use a Geomancy effect to change the local terrain, you can choose to spend an extra point of Supply to make the effect last for the rest of the session instead of expiring in a few minutes, or two extra points of Supply to make the effect last permanently. Permanent Geomancy effects are no more or less durable than their natural counterparts and can be destroyed through any method that could normally destroy such things (for example, a crew of dudes with shovels can clean up and remove a permanent Mire given time). | | ||
- | |-> ^Enormous ||**Aspect of Sky:** When you use a Geomancy effect to change the local terrain, you can choose to spend an extra point of Supply to make the effect larger than normal. All effects appear in their target space as normal and affect all other spaces within a range one step higher than normal on the 0-> 1-> 2-> 5-> 10-> 20-> 50-> 100-> etc scale. You can also choose to spend two extra points of Supply to increase the size by two steps on the scale instead of one. | | ||
- | |-> ^Ley Lines ||**Increased Range:** Your closeness to the hidden energies in the earth increases the range of all Geomancy effects to 50 meters. | | ||
- | |-> ^Part Water ||**This One's a Classic:** All water (or comparable liquids) in the target space or any other space within 2 meters is pushed aside in defiance of physics, letting you pass through the place where it was without swimming or even getting wet. Displaced liquids have to go somewhere and you might cause an overflow by using Part Water (GM adjudicates). Any creatures or boats swimming/ | ||
- | |-> ^Pit ||**Yawning Gap:** You open up a hole in the earth (or other solid surface). The target space and all adjacent spaces split open and reveal a pit up to 3 meters deep. If Pit is used in an area where the floor is less than 3 meters thick, it simply opens up a hole leading to whatever' | ||
- | |::: |-> ^Sudden Fall |**Tumble Shrieking: | ||
- | |-> ^Smooth ||**I Bring The Road:** You flatten the target space and all other spaces within two meters. This removes most roughness and edges (approximately to the degree of making stairs into bumpy but serviceable ramps), allowing wheeled vehicles to move freely through the affected area. Any difficult terrain in the affected area is removed and pits (such as from the Pit ability) lose 3 meters of depth. \\ \\ **Smoothed Walls:** Any walls or vertical surfaces in the area are also smoothed, making them more difficult to climb. Rough, easily climbable surfaces (such as ladders or the sides of Pit/Wall geomancy effects) require the Acrobatics ability to climb after being smoothed, surfaces that already required the Acrobatics ability to climb now require the Scale ability from the Acrobatics tree, and surfaces that required the Scale ability now require the Cling ability from the Acrobatics tree. \\ \\ **Auto-Smoothing: | ||
- | |-> ^Wall ||**Raise Pillar:** You pull stone or other material in the (solid-surfaced) target space upwards into a column three meters tall. The column fills the target space entirely and acts as an obstacle as any normal column would. The sides of the column are rough and uneven enough to act as a sort of ladder, making it climbable by any creature that doesn' | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Ghoul ===== | ||
- | |||
- | * **Ghoul.** Become empowered by cannibalism. | ||
- | * **Absorb Memory.** Steal memories from your victims. | ||
- | * **Fetch.** Assume the shape of your victim. | ||
- | * **Graverobber.** Feed on unfresh bodies. | ||
- | * **Meat Lore.** Learn your victims' | ||
- | * **Parasite.** Cling painlessly to a victim. | ||
- | * **Shameful Leech.** Your victim denies your presence. | ||
- | * **Sanguine.** Gain temporary bonus Vitality. | ||
- | * **Scourge.** Attacks are empowered against bleeding targets. | ||
- | * **Zest.** Enhance strength and speed. | ||
- | |||
- | * **Weakness: Hunger.** You must feed. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Ghoul |||**Cannibalize: | ||
- | |-> ^Absorb Memory ||**Brain Eater:** After feeding on a corpse, you gain some of the deceased' | ||
- | |::: |-> ^Fetch |**Shape Taker:** Feeding on the corpse of something of the same type as you causes you to physically change to resemble the deceased. This lasts for one in-game day, at which point you revert back to your true form. You can extend the effects of this ability by spending one point of Supply per day, but once you lose your stolen shape you cannot ever re-assume it. | | ||
- | |-> ^Graverobber ||**Old Flesh:** You can successfully feast on any reasonably intact corpse, not just the recently-slain. | | ||
- | |-> ^Meat Lore ||**Steal Power:** After eating a corpse of a creature of the same type as yourself, you immediately gain an opportunity to learn one of your meal's abilities as if you had used an appropriate keystone. You must pay for this opportunity using Supply as normal. You can only learn abilities in this manner that are part of trees you already have (or if you have a blank tree, you can put any root ability into it). Unlike learning abilities in the normal way via keystones, you cannot learn any ability of your choice from the tree- only ones that your meal personally knew. You may learn up to one ability per corpse eaten in this way. | | ||
- | |-> ^Parasite ||**Cling: | ||
- | |::: |-> ^Shameful Leech |**In Plain Sight:** Once you've attached, your host immediately forgets about you even if they saw you do it. If you remove a point of Vitality from your host, they briefly remember you and have one round to remove/slay you before forgetting you again. Other creatures can clearly see you clinging to your host and may act normally towards you, though your host will actively deny your existence. | | ||
- | |-> ^Sanguine ||**Heart Eater:** After feeding on a creature similar to yourself, you gain +1 additional Vitality on top of any lost Vitality restored. This additional Vitality is added to your normal limit and supports an additional Endurance and Flow as well. \\ \\ **Transient Life:** Additional Vitality gained from this ability is temporary. If you unequip the Sanguine ability, it is irretrievably lost. If you lose Vitality from taking damage, the bonus points from Sanguine are lost first and cannot be restored. Bonus Vitality from Sanguine fades away and is lost on its own within 24 hours if it isn't lost any other way. You can have a maximum amount of temporary bonus Vitality from Sanguine up to your level at any given time. | | ||
- | |-> ^Scourge ||**Smell Of Blood:** You deal +2 damage with all attacks against creatures that have the Bleeding condition. | | ||
- | |-> ^Zest ||**Stolen Life Energies:** Your meals make you stronger and faster than before. After eating the corpse of something similar to yourself, you may immediately equip one ability from either the Strength or Mobility trees. You do not need to actually know an ability equipped from Zest, nor does the ability take up a slot in your loadout. Abilities equipped in this way fade and disappear after 24 hours. | | ||
- | |||
- | ^Weakness: Hunger |||**Obligate Blasphemevore: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Glare (Projectile) ===== | ||
- | |||
- | * **Glare.** Kill with a stare. | ||
- | * **Evil Eye.** Sometimes inflict the Curse condition. | ||
- | * **Faceoff.** Empowered attacks at point-blank range. | ||
- | * **Glance.** Occasionally attack for free. | ||
- | * **Hypnotic.** Sometimes inflict the Confusion condition. | ||
- | * **Lock Eyes.** Force a target to keep looking at you. | ||
- | * **Stink Eye.** Glare at those who strike you. | ||
- | * **Petrify.** Turn a subject to stone. | ||
- | * **Visage.** Sight lines can be one-way. | ||
- | * **Imagist.** Glare through images of yourself. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Glare |||**Eye Contact:** A Glare attack requires eye contact with a subject in order to damage them. You and the subject must be facing each other and neither of you can have concealment/ | ||
- | |-> ^Evil Eye ||**Cursed Glare:** You inflict the Curse condition on the target when the trigger die is 10+. | | ||
- | |-> ^Faceoff ||**Eye-To-Eye: | ||
- | |-> ^Glance ||**Quick Peek:** When the trigger die used with Glare is a 10+, the attack didn't cost an action. This can happen a maximum of once per round (refreshing at the beginning of your turn), no matter how many times you roll a 10+. | | ||
- | |-> ^Hypnotic ||**Crushed Will:** You inflict the Confusion condition on the target when the trigger die is 10+. | | ||
- | |-> ^Lock Eyes ||**Can' | ||
- | |-> ^Petrify ||**Gorgon Style:** When the attack critically hits, the target is temporarily petrified. Being petrified inflicts the Wrapped condition, but also doubles all of the target' | ||
- | |-> ^Stink Eye ||**Vengeful Look:** Every time you are damaged, have a condition inflicted on you, get shoved around by or are otherwise targeted with an offensive action by any enemy that you can see, roll a trigger die. If the result is 10+, you may immediately use a Glare against the attacker as a instant free action. Stink Eye doesn' | ||
- | |-> ^Visage ||**Gaze Upon Me And Despair:** You no longer need to be able to see a target clearly in order to target them, although the target still must be able to see you. For example, a creature skulking in the darkness can be hit by a Glare so long as you're well-lit and looking in its general direction. | | ||
- | |::: |-> ^Imagist |**Ego Projection: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | |||
- | ===== Gourmet ===== | ||
- | |||
- | * **Gourmet.** Edibles are your specialty. | ||
- | * **Bait.** Provoke a friendly encounter. | ||
- | * **Break Bread.** Befriend creatures by eating with them. | ||
- | * **Delicious Distraction.** Lure the clueless with food. | ||
- | * **Health Food.** Eating restores Endurance. | ||
- | * **Lembas.** Rations last longer. | ||
- | * **Mystic Chef.** Your food grants temporary abilities. | ||
- | * **Sous-Chef.** Expand your recipe book with allies. | ||
- | * **Supertaster.** Avoid dangers in food. | ||
- | * **The Itis.** Put diners to sleep. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Gourmet |||**Free Lunch:** The first time you equip this ability during a given session, you immediately gain one Rations item for free. You only get this benefit if you actually know the Gourmet ability- if you're temporarily equipping it through some other means, you don't get the free ration. \\ \\ **Lunchbox: | ||
- | | -> ^Bait ||**Lure Encounter: | ||
- | | -> ^Break Bread ||**Share A Meal:** You're so affable (and your food is so good) that anybody who eats with you can't help liking you. Any creature that shares a meal/drink with you gains the Charmed condition. Creatures that wish to resist having a meal with you must roll a trigger die- on a 7+ they turn you down but on a 1-6 they just can't help themselves. The Charmed condition cannot be recovered from until the affected creature(s) leave your presence or you take an action that would normally remove it such as attacking the subject. \\ \\ **Fine Memories:** Depending on how the meal ends, this experience is likely to count as a positive interaction even after the Charm effect wears off and thus allow you to make a friendship check with the target. | | ||
- | | -> ^Delicious Distraction ||**Ooh, A Rice Ball:** As an action, you can deploy something delicious to any location within throwing range (0-10 meters). Any creature in the Clueless state that spots the food immediately wanders over to it and then spends three full rounds inspecting/ | ||
- | | -> ^Health Food ||**Mmm, Wall Chicken:** You can restore one point of Vitality to yourself or any other creature in your vicinity by testing against a Rations item just like you were using it to feed yourself for a day. This takes a few minutes per point of Vitality restored. You cannot use Mystery Meat to fuel this ability, only Rations. | | ||
- | | -> ^Lembas ||**Nutritionally Dense:** You're very good at stretching rations out. When you test rations in order to feed yourself for a day or to fuel any Gourmet ability that calls for it, you must choose to spend Supply or lose the Rations item on a check result of 1-2 instead of 1-4. | | ||
- | | -> ^Mystic Chef ||**Brew Fame, Bottle Glory, Stopper Death:** You can cook up potions or other comestibles that temporarily alter or enhance the minds or bodies of those that consume them. Potions can be created with a few minutes of work and consumed as an action. An unconsumed potion counts as a utility item and takes up an inventory slot. \\ \\ **Reagents: | ||
- | |::: | -> ^Sous-Chef |**Stir The Pot, Igor:** You can make potions keyed to any ability that a companion or ally knows, not just your own. The other creature in question must assist you for the few minutes required to create the potion. | | ||
- | | -> ^Supertaster ||**Anton Ego:** You know the exact ingredients in everything you eat. If your food has been tampered with (poisoned, drugged, full of spider eggs etc such as through the Poison Food ability from the Poisoner tree) you know and can spit it out before it has a chance to harm you. \\ \\ **Infinispice: | ||
- | | -> ^The Itis ||**Sleepytime Snacks:** You can choose for any creature that eats your food to become very sleepy afterwards. So long as they don't perceive themselves to be in any immediate danger, they will almost immediately fall asleep and stay that way for at least a few hours. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Grapnel (Projectile) ===== | ||
- | |||
- | * **Grapnel.** Fire a rope. | ||
- | * **Hobble.** Sometimes inflict the Stuck condition. | ||
- | * **Longarm.** Increased range. | ||
- | * **Grapcannon.** Greatly increased range. | ||
- | * **Retraction.** Quickly retract your line. | ||
- | * **Slam Pull.** Freely attack the retracted. | ||
- | * **Ziplaunch.** Send a target flying. | ||
- | * **Safety Line.** Keep from falling. | ||
- | * **Tether.** Link two things together. | ||
- | * **Webslinger.** Stick to anything. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Grapnel |||**Sink A Line:** Successfully attacking a target with a Grapnel automatically attaches a 10-meter rope to them, inflicting the Grabbed condition. Creatures can detach the rope from themselves by recovering from the Grabbed condition. You can also use Grapnel to attach a line to an object or feature in the environment, | ||
- | |-> ^Hobble ||**Tied Legs:** When the trigger die used to make a Grapnel attack is 10+, it inflicts the Stuck condition to its target. | | ||
- | |-> ^Longarm ||**Fire From Afar:** Your grapnel' | ||
- | |::: |-> ^Grapcannon |**So Much Line:** As Longarm, but your grapnel' | ||
- | |-> ^Retraction ||**Get Over Here:** After you've attached your grapnel to an object or creature, you can choose to retract the line as an action. If the creature/ | ||
- | |::: |-> ^Slam Pull |**Batman Kick:** When you retract a grapnel you've attached to a creature, you can use the momentum this generates to immediately make one Melee-type attack you have equipped against that target as a free action. If you don't have any Melee weapon abilities equipped, Slam Pull grants no benefit. This attack is in addition to any free Spikes attacks that might be made via retraction. | | ||
- | |::: |-> ^Ziplaunch |**And Away We Go:** When you pull a subject to you, you can choose to detach and sidestep at just the right moment to send them flying behind you. The subject continues moving in the same direction past your position and equal distance to that which they were pulled- for example, a creature standing 7 meters due north of you will end up 7 meters due south after you've pulled this trick on them. You can also pull this trick on yourself if you're the one being pulled to your subject instead of vice versa. Solid barriers prevent a target from being launched any further. Ziplaunching a target detaches your line from them, requiring another Grapnel attack against them if you want to pester them any more. | | ||
- | |-> ^Safety Line ||**Not Today:** If you are falling or otherwise being moved against your will, you can fire your grapnel at any time as a free action (even when it's not your turn). | | ||
- | |-> ^Tether ||**The Hookup:** Your grapnels are double-ended. After firing it once, you can fire it again without detaching it from your first target. The second target must be within 10 meters of both yourself and the first target (20 meters if you have the Longarm ability equipped). This attaches both targets to each other instead of attaching anything to you. \\ \\ **Remote Retract:** If you have the Retraction ability, you can use it to slam your tethered subjects together. If your subjects are large enough that the rope can't hold them without breaking, it just retracts to the point of being taut than then stops (handy for creating tightropes and ziplines). | | ||
- | |-> ^Webslinger ||**Swing New York:** Through a powerful piercing mechanism or maybe a very sticky line, you can attach your grapnel line to any solid surface instead of only those that are reasonably grabbable. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Grit ===== | ||
- | |||
- | * **Grit.** Become tough as nails. | ||
- | * **Bloodless.** Become immune to Bleeding. | ||
- | * **Breathless.** Become immune to Choking. | ||
- | * **Die Hard.** Become difficult to kill. | ||
- | * **Poisonproof.** Become immune to Poisoned. | ||
- | * **Rad Resistance.** Resist radiation effects. | ||
- | * **Toxic Immunity.** Become completely immune to toxicity. | ||
- | * **Regeneration.** Automatically regain lost Endurance. | ||
- | * **Soothing Regen.** Regain associated Flow along with Endurance. | ||
- | * **Toughness.** Become immune to Dazed. | ||
- | |||
- | * **Weakness: Synthetic.** You are unaffected by the Heal and Gourmet trees. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Grit |||**Injury Resistance: | ||
- | |-> ^Bloodless ||**Dry Corpus:** You either have highly efficient clotting mechanisms or have no precious bodily fluids (blood, sap, oil or otherwise) at all. You are immune to the Bleeding condition. If you were already suffering from it, equipping this ability instantly removes it. | | ||
- | |-> ^Breathless ||**Unchokable: | ||
- | |-> ^Die Hard ||**Boris The Bullet-Dodger: | ||
- | |-> ^Poisonproof ||**Iron Antibodies: | ||
- | |::: |-> ^Rad Resistance |**Rad-X:** When you are exposed to radiation, you never lose Vitality or mutate as a result. You might still soak up radiation and thus expose others via your presence later, but you suffer no ill effects yourself. Rad Resistance does not give you any protection from mutations that occur from other sources than radiation, such as eating mystery meat. | | ||
- | |::: |-> ^Toxic Immunity |**Incorruptible: | ||
- | | -> ^Regeneration ||**Regenerate Endurance: | ||
- | |::: |-> ^Soothing Regen |**Feels Good Man:** As normal Regeneration, | ||
- | | -> ^Toughness ||**Juggernaut: | ||
- | |||
- | ^Weakness: Synthetic |||**Artificial Body:** You're tough because you don't have a standard metabolism- this could make you a construct (such a a robot or golem), an undead creature (such as a walking skeleton or vampire) or even something else stranger yet (a magma monster, maybe?). You cannot be aided via the Heal ability; it simply always fails when used on you. You can still repair your own lost Vitality by spending a point of Supply and a few minutes per each point so returned. Because you don't eat in the same way organic creatures do, all effects created by the Gourmet tree (both positive and negative) simply don't work on you at all. You have to consume Fuel items once per day in the same way as non-synthetic creatures consume Rations. | | ||
- | |||
- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Handyman ===== | ||
- | |||
- | * **Handyman.** Always have the right tool. | ||
- | * **Adhesive.** Stick things together. | ||
- | * **Adaptability.** Switch loadouts for free sometimes. | ||
- | * **Advanced Lighting.** Your lights have a variety of improvements. | ||
- | * **Containment.** Store anything safely. | ||
- | * **Fogbuster.** Your lights are brighter. | ||
- | * **Freebies.** Provide tools for free sometimes. | ||
- | * **Hardline.** Tougher, stronger ropes. | ||
- | * **Luggage.** Store utility items effectively. | ||
- | * **Patch Up.** Spend less Supply to restore Vitality. | ||
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- | ++++ Details | | ||
- | |||
- | ^Handyman |||**Toolchest: | ||
- | | -> ^Adaptability ||**No Sweat:** When you change your current loadout, roll a trigger die. If the result is 7+, changing loadouts did not cost any Supply. \\ \\ **Player-Exclusive: | ||
- | | -> ^Adhesive ||**KRAGLE: | ||
- | | -> ^Advanced Lighting ||**Improved Design:** Light sources you produce don't go out when wet (they can even be used freely underwater). \\ \\ **Button-Operated: | ||
- | | -> ^Containment ||**I Can Hold That:** You can spend Supply to produce appropriate containers to hold anything, even really dangerous or exotic substances (like lava, ghost hornets, or miniature black holes). | | ||
- | | -> ^Fogbuster ||**Brighter Light:** Light sources you produce can partially pierce concealment that is not based on darkness such as fog, smoke, foliage, and so forth. The light source' | ||
- | | -> ^Freebies ||**Mountains of Junk:** When you spend a Supply to pull out a useful item, roll a trigger die. If the result is a 7+, then pulling out the item didn't actually cost any Supply at all. You must have at least one point of Supply remaining to use this ability. | | ||
- | |-> ^Hardline ||**Tougher Rope:** Your rope is actually a tougher substitute such as steel cable, fine chain or woven spider silk. Your lines can no longer be cut and can support the weight of a creature up to 2 size categories larger than yourself instead of the normal 1 size larger (or 5 creatures 1 size larger than you, or 20 creatures of your own size). | | ||
- | | -> ^Luggage ||**Got It All Packed Away:** You can hold up to two utility items, trinkets, macguffins or similar miscellaneous objects at a time in a single inventory slot. Non-utility items such as treasures or keystones are not affected by Luggage. | | ||
- | | -> ^Patch Up ||**I Can Fix That:** When you spend a Supply to restore a point of Vitality to a creature/ | ||
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- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Hazard (Area) ===== | ||
- | |||
- | * **Hazard.** Make an area painful to walk in. | ||
- | * **Floating Hazard.** The hazard floats in liquid or 0-G. | ||
- | * **Foot Snare.** Immobilize those that pass through the area. | ||
- | * **Hidden Hazard.** The hazardous area is semi-hidden from view. | ||
- | * **Inevitable.** Going slow doesn' | ||
- | * **Maker' | ||
- | * **Scatter Wide.** Affect a larger area. | ||
- | * **Size-Adapted.** Ignore failure due to size differences. | ||
- | * **Slippery.** The area requires good balance to pass through. | ||
- | * **Stick-In.** Inflict the Splinters condition. | ||
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- | ++++ Details | | ||
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- | ^Hazard |||**Caltrops: | ||
- | |-> ^Floating Hazard ||**Surface Pain:** The hazard can be used on the surface of water (or other liquids). Swimming underneath the surface doesn' | ||
- | |-> ^Foot Snare ||**Immobilize: | ||
- | |-> ^Hidden Hazard ||**Camouflaged Pain:** The hazard you add to the selected spaces is not readily apparent to a casual observer. A creature that takes an action to look for hidden traps will automatically spot them, as will any creature that walks slowly and carefully (taking a voluntary impairment to movement). | | ||
- | |-> ^Inevitable ||**Always Underfoot: | ||
- | |-> ^Maker' | ||
- | |::: |-> ^Leader' | ||
- | |-> ^Scatter Wide ||**Larger Area:** The target space and all other spaces within two meters become hazardous. | | ||
- | |-> ^Size-Adapted ||**Fits All:** Mixed-size hazardous material means the hazard has no failure chance from size differences at all. | | ||
- | |-> ^Slippery ||**Unsure Footing:** Hazardous spaces are also made slippery. Creatures without the Acrobatics ability fall prone when moving through them, automatically getting attacked by the hazard again as a result. | | ||
- | |-> ^Stick-In ||**Barbed Caltrops:** Bits of the hazard break off inside its victim, paining them even after they leave. The effect inflicts the Splinters condition on a 7+. | | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Heal ===== | ||
- | |||
- | * **Heal.** Cure the injured. | ||
- | * **Antitoxin.** Treat and prevent poisoning. | ||
- | * **Coagulants.** Treat and prevent bleeding. | ||
- | * **Contingent.** Automatically treat yourself when need is dire. | ||
- | * **Convalesce.** Treat injuries. | ||
- | * **First Aid.** Treatment also restores one point of Vitality. | ||
- | * **Revive.** Treatment can bring back the recently dead. | ||
- | * **Helping Hand.** Aid the subject' | ||
- | * **Painkillers.** Lessen the effect of the next attack. | ||
- | * **Throw Medicine.** Treat others at throwing range. | ||
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- | ++++ Details | | ||
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- | ^Heal |||**Treatment: | ||
- | | -> ^Antitoxin ||**Halt Poison:** Treating someone immediately removes the Poisoned or Contagion condition from them if they have it. \\ \\ **Temporary Protection: | ||
- | | -> ^Coagulants ||**Stop Bleeding:** Treating someone immediately removes the Bleeding condition from them if they have it. \\ \\ **Temporary Protection: | ||
- | | -> ^Contingent ||**Automatic: | ||
- | | -> ^Convalesce ||**Field Dressing:** If a healed subject is currently suffering from an injury, they may completely ignore its effects for the duration of the current battle. \\ \\ **Nurse:** Injured creatures (including yourself) that get bed rest for a day recover on a check result of 5+ instead of 9+ if you were present to tend to them. | | ||
- | | -> ^First Aid ||**Restore Vitality:** When you medically treat a subject, they also regain a single point of lost Vitality. The Vitality is restored immediately before the Endurance that covers it. | | ||
- | |::: | -> ^Revive |**Kickstart a Heart:** You can use First Aid to restore vitality to a subject that has none left, so long as they died in the past three rounds and still have a fairly intact body. Subjects that have been dead more than three rounds cannot be revived in this manner. | | ||
- | | -> ^Helping Hand ||**Back In Shape:** If a healed subject attempts to recover from a condition at the end of the turn in which they were healed, they succeed on a 5+ instead of the normal 9+. Helping Hand only benefits the single next recovery attempt made, and only when it is made at the end of the same turn as the healing itself. | | ||
- | | -> ^Painkillers ||**I Feel Nothing:** When you medically treat a subject, the single next attack against them has a special failure chance of 12. This failure chance applies even against attack types that don't normally have failure chances, such as explosives. If the subject is not attacked before the beginning of their next turn, this effect fades and is wasted. | | ||
- | | -> ^Throw Medicine ||**Chuck A Potion:** You can medically treat other creatures within throwing range (0-10 meters) of your position. If for some reason a creature does not wish to be healed by you, attempting to heal them has no effect. | | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Illusion ===== | ||
- | |||
- | * **Illusion.** Create an intangible image that looks real. | ||
- | * **Animated.** The illusion performs a shot loop of activity. | ||
- | * **Animator.** Control your illusion directly. | ||
- | * **Auditory.** Your illusions make noise. | ||
- | * **Corporeal.** Fool all senses. | ||
- | * **Transform Sound.** Change the nature of noise produced. | ||
- | * **Enduring Image.** Maintain an illusion indefinitely. | ||
- | * **Mirage.** Create bigger illusions. | ||
- | * **Road Runner.** Treat illusions as reality. | ||
- | * **Shadowcaster.** Deploy illusions within throwing range. | ||
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- | ++++ Details | | ||
- | |||
- | ^Illusion |||**Hologram: | ||
- | |-> ^Animated ||**Motion Loop:** You can specify a short loop of activity (no longer than a few rounds or so) that your illusion plays out repeatedly. Illusions maintained through the use of the Enduring Image ability can have action loops of up to several minutes in length instead of a few rounds. | | ||
- | |::: |-> ^Animator |**Guided Direction: | ||
- | |-> ^Auditory ||**Hallucinatory Sound:** You may create auditory as well as visual illusions. You can even synch them up if you also have the Animated ability equipped to make a visual illusion appear to be creating appropriate sounds as it moves, and can further manipulate the sounds being created in real-time if you have the Animator ability equipped. | | ||
- | |::: |-> ^Corporeal |**Almost Reality:** Your illusions fool all the senses at once, even touch. Physically interacting with the illusion no longer allows a creature to automatically see through it, and special senses such as tremorsense or scent can no longer be reliably used to dispel the illusion either. | | ||
- | |::: |-> ^Transform Sound |**Massaged Soundwaves: | ||
- | |-> ^Enduring Image ||**Persistent Illusion:** Your illusions persist for as long as you have the Enduring Image ability equipped instead of dissipating on their own after a few minutes. | | ||
- | |-> ^Mirage ||**Hallucinatory Terrain:** The area of your illusions increases to encompass the target space and all other spaces within a range that's one step on the 1-> 2-> 5-> 10-> 20-> 50-> etc scale for every 3 levels you have. For example: at level 3, the illusion can fill the target space and all other spaces within 1 meter. At level 6, the target space and all other spaces within 2 meters. At level 9, the target space and all other spaces within 5 meters. You get the idea. | | ||
- | |-> ^Road Runner ||**Magical Trompe-l' | ||
- | |-> ^Shadowcaster ||**Ranged Illusions: | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Improvised (Melee) ===== | ||
- | |||
- | * **Improvised.** Hit 'em with whatever' | ||
- | * **Dual Purpose.** Choose between two conditions. | ||
- | * **Synergized.** Inflict both conditions. | ||
- | * **Elemental Junk.** Gain more added condition options. | ||
- | * **Grisly.** Use dead things as weapons. | ||
- | * **Body Work.** Use live creatures as weapons. | ||
- | * **Oversized.** Improve range. | ||
- | * **Power Smash.** Shatters hurt more. | ||
- | * **Finale.** Shatters add conditions. | ||
- | * **Snatch Up.** Re-arm while moving. | ||
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- | ++++ Details | | ||
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- | ^Improvised |||**Variable: | ||
- | |-> ^Dual Purpose ||**Two Choices:** You can pick two choices from your available list of conditions rather than only one. Every time the trigger die is 10+, you can decide which of your two choices gets applied to your target. If you also have the Elemental Junk ability equipped, you can choose a maximum of one condition from it at a time. | | ||
- | |::: |-> ^Synergized |**Both Choices:** As Dual Purpose, but both selected conditions are applied every time the trigger die is 10+. | | ||
- | |-> ^Elemental Junk ||**Weird Energy:** You have a knack of picking up more unusual objects that confer conditions through applied energy or chemistry. Add the following options to your list of inflicted conditions: **Burning, Dissolving, Electrified, | ||
- | |-> ^Grisly ||**They Were Partial To This:** When you pick up a new weapon while located on or adjacent to a creature' | ||
- | |::: |-> ^Body Work |**Beat A Dude With Another Dude:** If you have inflicted the Grabbed condition to any creature that is small enough for you to carry without an impairment (under normal circumstances, | ||
- | |-> ^Oversized ||**Big Junk:** You tend to pick up and use larger random objects as weapons, increasing effective range. When picking up a new weapon, you can choose between a range of 1-2 or 2-5 meters instead of the normal 1. If range is 2-5, the weapon cannot be used to strike directly adjacent targets at all. | | ||
- | |-> ^Power Smash ||**Crack Hard:** When your improvised attacks shatter, they also deal +2 damage from the additional force of the blow. \\ \\ **Bring The Pain:** You can choose to deliberately shatter your current weapon on any strike you like after seeing the trigger die result. | | ||
- | |::: |-> ^Finale |**Parting Gift:** When your improvised attacks shatter, they also automatically deal the weapon' | ||
- | |-> ^Snatch Up ||**Grab For Weapons:** You can grab a new weapon by simply scooping one up as you run by. Every time you take an action to move, you may gain a new improvised weapon for free. | | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Injector (Melee) ===== | ||
- | |||
- | * **Injector.** Inject poison with a needle. | ||
- | * **Breakoff.** Leave your injector in a target. | ||
- | * **Ejector.** Killing targets with progressive attacks spreads poison. | ||
- | * **Hallucinogen.** Inflict the Confused condition. | ||
- | * **Prescription.** The attack is more effective against a specified target. | ||
- | * **Recurrence.** Use progression attacks even after targets are no longer poisoned. | ||
- | * **Rolling Progression.** Sometimes progression attacks are free. | ||
- | * **Spite.** Make more progression attacks. | ||
- | * **Subtle Needle.** Attack without giving yourself away. | ||
- | * **Wasp.** No failure chance against larger targets. | ||
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- | ++++ Details | | ||
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- | ^Injector |||**Range: | ||
- | |-> ^Breakoff ||**Left In Flesh:** You may choose to break your injector inside your target after successfully hitting them in melee. When you do so, you deal +2 damage, deal the Splinters condition, and automatically critically hit/ inflict the Poisoned condition regardless of the actual result of the trigger die. \\ \\ **Self-Disarm: | ||
- | |-> ^Ejector ||**Grand Finale:** When you kill a target using a progression attack, they violently expel poisonous fluids as they succumb. All creatures adjacent to such creatures when they die immediately gain the Poisoned condition. This counts as being inflicted by your Injector and thus you can use progression attacks on targets poisoned secondarily in this manner. | | ||
- | |-> ^Hallucinogen ||**Alter Brain Chemistry: | ||
- | |-> ^Prescription ||**Just For You:** By spending an hour, you can adjust the toxic formula in your injector to be particularly effective against a specific individual that you name, such as "Lord Toastwanker", | ||
- | |-> ^Recurrence ||**Reawakened Toxins:** Your toxins don't wear off, they just go dormant for a while. You may make progression attacks against targets that you have previously poisoned with your injector even after those targets throw off the Poisoned condition. You still have to have inflicted the Poisoned status at least once to a target to make progression attacks against them. Once the battle ends (or a few minutes pass) you can no longer use Recurrence to make progression attacks against a target- they' | ||
- | |-> ^Rolling Progression ||**No Time To Waste:** When you make a progression attack and the trigger die is 10+, then the progression attack did not cost an action and you can use the action for something else. You still may only make one progression attack per round. You need at least one action remaining in order to attempt a progression attack, and if the trigger die isn't 10+ then you commit to using said action to make the attack. | | ||
- | |-> ^Spite ||**Virulence: | ||
- | |-> ^Subtle Needle ||**Just A Little Poke:** You can use the attack while hiding or moving in a crowd without giving away your position or intent. Attacked subjects will still be aware that they just got injected, but not know by whom. | | ||
- | |-> ^Wasp ||**Not To Be Ignored:** The attack has no failure chance from attacking larger targets, either in melee or through progression. It doesn' | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Intimidation ===== | ||
- | |||
- | * **Intimidation.** Make them fear you. | ||
- | * **Attention.** Inflict fear at a distance. | ||
- | * **Menace.** Close in on the afraid. | ||
- | * **Rival.** Establish negative relationships. | ||
- | * **Shout Down.** Force noncombatants to surrender. | ||
- | * **Coercion.** Surrendered targets are cooperative. | ||
- | * **Language of Violence.** No words are needed. | ||
- | * **Overwhelming Presence.** Fighters also submit. | ||
- | * **Stockholm Syndrome.** They don't resent you. | ||
- | * **Startle.** Fear is more effective the moment after. | ||
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- | ++++ Details | | ||
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- | ^Intimidation |||**Get In Their Face:** You can inflict the Fear condition on any adjacent target as an action. | | ||
- | | -> ^Attention ||**Hey You, Boy:** The range of Intimidation and any relevant upgrades such as Shout Down are increased to 10 meters. | | ||
- | |::: | -> ^Menace |**Coming For Your Ass:** When you inflict the Fear conditon on a subject, you may immediately make a single movement action for free. You must end this movement closer to the subject you inflicted Fear on than you started. | | ||
- | | -> ^Rival ||**Sworn Foe:** You know how to leave a lasting impression, even if it's not a fond one. After having a negative experience with any creature, you can roll to establish a relationship with them as a rival. This has the same odds (9+) as establishing a friendship with a creature after a positive experience, only it sometimes can be much easier to have a negative experience than a positive one. Rivals won't aid you the same way friends will, but will always treat you with respect and will hate the idea of anyone except them getting to defeat you. \\ \\ **Nemesis: | ||
- | | -> ^Shout Down ||**Force Surrender: | ||
- | |::: | -> ^Coercion |**Bad Cop:** When you shout down a subject, their attitude is temporarily treated as friendly towards you- they will offer minor aid, give you intel, open a door for you, or anything else that a friendly creature might do. Coerced creatures will not do anything that will directly cause them to come to harm, but will be surprisingly cooperative and pliant in other respects. | | ||
- | |::: | -> ^Language of Violence |**Universal Communication: | ||
- | |::: | -> ^Overwhelming Presence |**Submit To Me:** You can force even combatants that would otherwise be willing to fight to surrender themselves to you when you use Intimidation on them. This requires a trigger die check of 10+. If a creature resists, then you may not retry on that creature again. All limitations on forcing the surrender of noncombatants also apply against combatants (such as being higher-level than you or immune to the Fear condition). \\ \\ **Context-Sensitive: | ||
- | |::: | -> ^Stockholm Syndrome |**Not So Bad:** When you force a subject to surrender, they don't resent you for it and the experience can even be taken as a positive interaction (which allows you to roll for a relationship increase at the end of the session). The subject is still fully capable of resenting you for anything else you do related to their surrender, however- if you're in the habit of abusing prisoners or killing their friends then the subject will rightfully hate you as normal. | | ||
- | | -> ^Startle ||**Big Bad Wolf:** When you inflict the Fear condition via any means, it's extra effective immediately afterwards. For the first round of having a Fear condition that you gave them, subjects are required to spend both actions escaping from you instead of only their first action. In later rounds the Fear condition acts normally. \\ \\ **Fear Override:** When you would inflict Fear on a subject that has the Steadfast ability (and thus is immune) they still must spend their next single action on their next turn escaping from you anyway. | | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Intrigue ===== | ||
- | |||
- | * **Intrigue.** Read and manipulate others. | ||
- | * **Assassin.** Study a mark to take their life. | ||
- | * **Betrayer.** Kill your friends efficiently. | ||
- | * **Doublespeak.** Hide messages in normal communication. | ||
- | * **Greedo.** Pass blame to your victims. | ||
- | * **Know Motive.** Learn a subject' | ||
- | * **Lie Detector.** Discern truth from lies most of the time. | ||
- | * **Size Up.** Learn a target' | ||
- | * **Tongue Slip.** Trick a subject into revealing information. | ||
- | * **Reassurance.** Subjects don't realize they' | ||
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- | ++++ Details | | ||
- | |||
- | ^Intrigue |||**Bamboozle: | ||
- | | -> ^Assassin ||**Declare Mark:** You can declare any creature in the game universe to be your " | ||
- | |-> ^Betrayer ||**E Tu, Brute:** You deal +5 damage with all attacks against any creature that you have established a friendship with. Your attacks always automatically critically hit against a creature with whom you have established a bond. | | ||
- | |-> ^Doublespeak ||**Cant:** You can slip secret messages into your communication by using allusions, slang and innuendo that your allies (or whoever else you choose) can understand but anyone else listening/ | ||
- | |-> ^Greedo ||**He Shot First:** If you should find yourself in a situation where you need to beat, rob, murder or otherwise exploit somebody but there are witnesses around who might disapprove, you know how to spin it to make yourself look vindicated and your victim seem like the aggressor. \\ \\ **Sorry About The Mess:** You must spend 1 Supply to make your deception look good. Your deception is fleeting and won't hold up to intense scrutiny, but will totally buy you enough time to flee the scene if necessary. | | ||
- | |-> ^Know Motive ||**Discern Purpose:** By taking an action, you can learn the motivations of a single creature you are directly observing for the activity they are currently undertaking. For example, if a creature is attacking you you learn its motive for wanting to fight, and if you see Lord Toastwanker trying to keep his face covered you learn his reasons for trying to not be noticed. If a creature is plausibly doing multiple things at once (such as " | ||
- | |-> ^Lie Detector ||**Lying Cat:** Whenever you are listening to another creature speak, you can ask the GM if they' | ||
- | |-> ^Size Up ||**Combat Reading:** By taking an action to analyze any creature you can see, you learn their level and the allocation of their three combat skills (Melee, Projectile, Area). | | ||
- | | -> ^Tongue Slip ||**Conversational Trickery:** You have a way of making others talk about themselves even when they don't want or mean to. If you can engage a subject in conversation for at least a few minutes, you may compel them to truthfully answer any personal question you ask of them, such as their greatest fear, marital status, true loyalty, or whatever. You can only compel personal information using this ability- for example, a captured spy will freely tell you he likes getting spanked by ladies dressed as turkeys but will remain tight-lipped about what he was after. The GM has final decision on what constitutes a " | ||
- | |::: | -> ^Reassurance |**You' | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Kaiju ===== | ||
- | |||
- | * **Kaiju.** Take advantage of large size. | ||
- | * **Battle Platform.** Carry smaller allies with ease. | ||
- | * **Bigger Fish.** Use kaiju tricks on things only a little smaller. | ||
- | * **Collateral.** Hit multiple targets at once. | ||
- | * **Earthshaker.** Knock down everything in your path. | ||
- | * **Giant Reach.** Melee abilities gain increased range. | ||
- | * **Giant Effects.** All abilities gain increased range. | ||
- | * **Giant Strides.** Move more quickly. | ||
- | * **Ogrish Cruelty.** Inflict even more damage on smaller targets. | ||
- | * **Shrug Off.** Area attacks can fail against you. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Kaiju |||**Bully: | ||
- | | -> ^Battle Platform ||**On Your Shoulders: | ||
- | | -> ^Bigger Fish ||**Should' | ||
- | | -> ^Collateral ||**Wide Strikes:** When you use a single-target attack (such as Brawl or Bludgeon) it can hit and affect up to 2 targets at once so long as they are adjacent to each other, within your reach, and all at least 2 size categories smaller than you. \\ \\ **Scaling Terror:** The effect of Collateral increases with greater size disparity. If you're three sizes larger than all of your targets, the attack hits up to five of them. If 4 sizes larger, the attack hits up to 10. All targets must be in a continuously adjacent clump. | | ||
- | | -> ^Earthshaker ||**Thunderous Footfalls: | ||
- | | -> ^Giant Reach ||**Enhanced Close Range:** For every 20 levels you have, your range with all abilities and effects that normally have a range of 5 meters or less is increased by one step on the 1-> 2-> 5-> 10-> 20-> 50-> 100-> etc scale. Abilities that target " | ||
- | |::: | -> ^Giant Effects |**Enhanced Everything Range:** As Giant Reach, but the range enhancement is applied to every ability and effect you have instead of just the ones that normally have a range of 5 meters or less. This also includes all area-of-effect abilities that affect a given space and all other spaces within a given range from it, such as the Smoke ability (which if you were level 20 or the effective equivalent could be thrown to any point within 20 meters instead of 10 and would fill a space and all other spaces within 5 meters with thick smoke instead of all others within 2. That kind of thing). Basically, if an ability has any listed number that relates to range or effect area, it gets slid up a step on the scale. | ||
- | | -> ^Giant Strides ||**Enhanced Movement:** For every 20 levels you have, you may make one bonus movement (of up to 5 meters) every time you take a movement action. Every size category you are above SC 5 counts as an extra +5 levels for purposes of calculating your bonus move speed from Giant Strides, while every size category you are below SC 5 counts as a -5 level penalty. For instance, a SC 6 creature gains its first free movement benefit from Giant Strides at level 15 instead of level 20, and then again at level 35 instead of level 40. \\ \\ **Landstrider: | ||
- | | -> ^Ogrish Cruelty ||**Murder Titan:** You deal +5 damage against creatures at least two sizes smaller than yourself instead of only +2. | | ||
- | | -> ^Shrug Off ||**Unstopped, | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Lasher (Melee) ===== | ||
- | |||
- | * **Lasher.** A long, flexible weapon. | ||
- | * **Constrict.** Continue making attacks against a grabbed target. | ||
- | * **Disable Weapon.** Grabbing a target also disables one of their weapons. | ||
- | * **Far Hand.** Use your lasher to grab things at a distance. | ||
- | * **Lash Pull.** Reposition grabbed targets. | ||
- | * **Lash Leverage.** Reposition targets of any size. | ||
- | * **Lasher Smasher.** Attack repositoned targets by smacking them into things. | ||
- | * **Leg Tangle.** Knock targets prone. | ||
- | * **Serpentine.** Sometimes backstab from the front. | ||
- | * **Tentacle.** The weapon can be used in water. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Lasher |||**Reach: | ||
- | |-> ^Constrict ||**Pressure Cut:** You can make attacks with your lasher while using it to grapple, but only against the target you're grappling. | | ||
- | |-> ^Disable Weapon ||**Wrap Tight:** When you successfully grapple a target with your lasher, you can choose to completely disable one of the target' | ||
- | |-> ^Far Hand ||**Painless: | ||
- | |-> ^Lash Pull ||**Scorpion Style:** If you have successfully grabbed a target with your lasher, you can use an action to pull them directly towards you any number of spaces you like. \\ \\ **Whirl About:** If the target you struck is small enough that you could lift them without suffering an impairment (under normal circumstances, | ||
- | |::: |-> ^Lash Leverage |**Twist and Yank:** You're an expert at using an opponent' | ||
- | |::: |-> ^Lasher Smasher |**Knock Around:** When you use an action to move a grabbed target to any new space adjacent to a solid obstacle, you also attack the moved subject with your lasher for free. | | ||
- | |-> ^Leg Tangle ||**Lash Trip:** When the trigger die is 10+, you inflict the Prone condition on the target. | | ||
- | |-> ^Serpentine ||**Unpredictable Thrasher:** The lasher' | ||
- | |-> ^Tentacle ||**Water-Capable: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Lightning (Projectile) ===== | ||
- | |||
- | * **Lightning.** Arc bolts of electricity at a target. | ||
- | * **Ball Lightning.** Sometimes create ball lighting that shocks nearby targets. | ||
- | * **Bolt Thrower.** Use lightning at a greater range. | ||
- | * **Conduit.** Chains are harmless to allies. | ||
- | * **Directed Chain.** Gain more control over where chains go. | ||
- | * **Extra Chains.** Create longer chains. | ||
- | * **Flowing Current.** Secondary targets have no failure chance. | ||
- | * **Invoked.** Summon lightning from the sky. | ||
- | * **Redirect Lightning.** Absorb incoming electric attacks to power your own. | ||
- | * **Thunderclap.** Knock targets prone with a wave of force. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Lightning |||**Range: | ||
- | |-> ^Ball Lightning ||**Glowing Electric Sphere:** When the trigger die result is 10+, you create a totally unscientific ball lightning phenomenon. The ball lightning is a glowing, electrically-charged sphere that appears in whichever empty space adjacent to the attack' | ||
- | |-> ^Bolt Thrower ||**Hand of God:** The range of your lightning bolts is increased to 50 meters. | | ||
- | |-> ^Conduit ||**Spare Them:** Your lightning can chain harmlessly to allies. Allies struck by chain lightning are not damaged by the experience and become temporarily immune to the Electrified condition (both being inflicted with it personally or as secondary targets of it). This condition immunity lasts until the end of the battle (or for a few minutes if used outside of battle). Allies so affected are not actually immune to electricity attacks, including Lightning used by an enemy, but cannot get the Electrified condition from them. | | ||
- | |-> ^Directed Chain ||**Chain Control:** When the lightning chains to a new target, you choose which one the bolt chains to. The selected new target does not need to be the closest available creature, but does have to be within 5 meters of the original target as normal. | | ||
- | |-> ^Extra Chains ||**Arc Twice:** When the lightning chains, it arcs off the secondary target to hit a third one (whichever creature is closest to the secondary target except for the primary target, max range 5 meters). No creature can be hit more than once by a single lightning chain. \\ \\ **Arc Thrice:** When the trigger die is a 10+, the lightning also chains off the third target to strike a fourth. | ||
- | |-> ^Flowing Current ||**Unerring Chains:** After striking its first target, the electricity flows unerringly to the next. Secondary (or beyond, if the Extra Chains ability is equipped) targets of a chain strike have no failure chance from size or concealment. Such failure chances still apply normally to primary targets, however. | | ||
- | |-> ^Invoked ||**Call Lightning: | ||
- | |-> ^Redirect Lightning ||**Absorb Charge: | ||
- | |-> ^Thunderclap ||**Force Wave:** When the trigger die is 7+, the target gains the Prone condition. Secondary targets (if any) do not get knocked down by the thunderclap. \\ \\ **Loud:** Using the attack creates a loud noise that draws the attention of everybody in the general vicinity. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Lore ===== | ||
- | |||
- | * **Lore.** Knowledge is power. | ||
- | * **Factotum.** Use any knack in any operation. | ||
- | * **Fast Learner.** Reduce Supply costs for new abilities. | ||
- | * **Gestalt.** Always have knowledge relevant to a challenge. | ||
- | * **Identify.** Know what things are. | ||
- | * **MacGyver.** Use knacks you don't actually have. | ||
- | * **Photographic Memory.** Remember details with perfect accuracy. | ||
- | * **Polyglot.** Speak all common languages. | ||
- | * **Babel Fish.** Speak all languages. | ||
- | * **Thrifty.** Sometimes reclaim used keystones. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Lore |||**Walking Library:** You either carry many reference materials with you at all times or you're just plain great at remembering information. You can undertake an operation to research a particularly obscure or unusual bit of knowledge that would normally require access to a library at any time or place (even when you're chained to a wall somewhere or in similar circumstances). \\ \\ **Deep Literacy:** Most people can read and write, but not the way you can. You can use writing in place of speaking to perform any kind of social ability in the game. For example, you could write a poem to seduce somebody with Allure, haggle by mail with Negotiate, or tell believable lies with Intrigue. Any ability that reveals something about a creature' | ||
- | | -> ^Factotum ||**Jack Of All:** You can use any of your knacks in any operation, even if you don't actually have training or expertise in that operation type. When your check to use such a knack fails, however, you must immediately spend a point of Supply in addition to locking out that knack for the remainder of the challenge. If you have no Supply remaining, you cannot use Factotum. | | ||
- | | -> ^Fast Learner ||**Cheaper Education: | ||
- | | -> ^Gestalt ||**Global Whole:** Gestalt is considered a relevant ability for any and every operation challenge that could possibly occur in any campaign world. Even if you have nothing else relevant to the situation at hand, having Gestalt equipped is guaranteed to give you access to your first three knacks. | | ||
- | | -> ^Identify ||**What' | ||
- | | -> ^MacGyver ||**Improvised Tool:** By spending a point of Supply, you can use any knack in the game during an operation even if you don't have it on your list at all. If the check fails, you must lock out one of your available knacks instead. You cannot use Macgyver at all if you have no Supply remaining or if you have already locked out all of your available knacks. | | ||
- | | -> ^Photographic Memory ||**Perfect Recall:** You can remember and recreate with perfect accuracy anything that you saw, heard, or otherwise sensed during the current session no matter how brief the exposure. Anything that happened in a previous session can only be remembered with the normal human level of accuracy. | | ||
- | | -> ^Polyglot ||**Translation: | ||
- | |::: | -> ^Babel Fish |**Universal Translation: | ||
- | | -> ^Thrifty ||**Keystone Reclamation: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Lucky ===== | ||
- | |||
- | * **Lucky.** Manipulate probability. | ||
- | * **Escalator.** Escalation rises faster. | ||
- | * **Favored Soul.** Become immune to the Cursed condition. | ||
- | * **Gambit.** Enforce extreme results. | ||
- | * **Hot Streak.** Good luck makes you lucky. | ||
- | * **Joker.** Reroll others' | ||
- | * **Lucky Break.** Avoid danger. | ||
- | * **Luck Pusher.** Reroll multiple times. | ||
- | * **Magic Find.** Enemies drop random keystones. | ||
- | * **Money Spider.** Enemies drop better loot. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Lucky |||**Charmed Life:** Whenever you roll a die for any reason, you can choose to spend 1 Supply to immediately reroll it and take whichever result you prefer. You cannot reroll dice using Lucky if you have no Supply remaining. You cannot use Lucky to reroll any die more than once. \\ \\ **Snake Eyes:** If you get the exact same number as before when you reroll the die, your Supply is refunded to you but you still can't reroll it again. | | ||
- | |-> ^Escalator ||**That Damn Kid is Back Again:** Things get dangerous for everybody when you're around. Every time you're involved in a conflict and the Escalation increases, you can choose to make it go up by +2 points instead of the normal +1 that round. Escalation cannot increase by more than +2 in any given round no matter how many Escalators are present. | | ||
- | |-> ^Favored Soul ||**Karma Houdini:** You are immune to the Cursed condition. If you already had the Cursed condition on you, equipping this ability removes it instantly. | | ||
- | |-> ^Gambit ||**Life On The Edge:** You have a way of producing the most unlikely of results, though not necessarily the ones you want. When you reroll a die using the Lucky ability, you may declare you are using Gambit beforehand. A result of 1-6 on a Gambit-enhanced die counts as a 1, and a result of 7-12 counts as a 12. | | ||
- | |-> ^Hot Streak ||**I' | ||
- | |-> ^Joker ||**Scales of Fortune:** You're so lucky you can actually change the luck of those around you. You can use Lucky to reroll any die whose results affect you, not just your own dice (such as encounter checks, attacks made against you, and so on). | | ||
- | |-> ^Luck Pusher ||**Keep On Rollin': | ||
- | |-> ^Lucky Break ||**Defy Danger:** When you suffer damage or some other unfortunate circumstance, | ||
- | |-> ^Magic Find ||**Where' | ||
- | |-> ^Money Spider ||**Windfalls: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Mastermind ===== | ||
- | |||
- | * **Mastermind.** Plan and execute heists. | ||
- | * **Access.** Get through doors. | ||
- | * **Danger Eye.** Strike first in every fight. | ||
- | * **Insiders.** You've got a guy on the inside. | ||
- | * **Port.** Use Mastermind in a room without casing. | ||
- | * **Preparation.** Offset Supply costs. | ||
- | * **Quiet Moment.** Ensure no interruptions. | ||
- | * **Delay Alarm.** Shut down an alarm before it goes off. | ||
- | * **Sabotage.** Cancel out traps and turrets. | ||
- | * **Uniformed.** Dress appropriately for the occasion. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Mastermind |||**Casing: | ||
- | |-> ^Access ||**Got The Key:** By spending a point of Supply, you can get a copy of the key/ | ||
- | |-> ^Danger Eye ||**Saw This Coming:** When entering a room in a cased facility that you have already revealed (whether through Mastermind or just by having already been there) and meeting an encounter there, your entire side has a surprise round. When players have surprise, they all take two free actions before rolling initiative and taking any additional actions as normal. Hidden enemies waiting in ambush that would normally get a surprise round on you simply cancel out the effect of Danger Eye, causing initiative to be rolled normally. | | ||
- | |-> ^Insiders ||**Called In Favors:** By spending two points of Supply, you can declare that any single nameless NPC you meet in a cased facility (Toast-Guard #3, Research Flunky #7, etc) is actually already in your pocket and is here to help to the best of their ability. You cannot use Insiders to declare allegiance from any NPC important enough that the GM gave them a name unless the GM is cool with it. If you're not sure, ask. | | ||
- | |-> ^Port ||**We' | ||
- | |-> ^Preparation ||**Ready Like Batman:** When you spend your 24 hours casing a facility, you immediately gain a Preparation utility item that occupies a slot in your inventory. When you need to spend Supply to power any Mastermind ability, you can choose to use your Preparation instead (and thus ignore the cost). Roll a trigger die when you use preparation items: if the result is 7+ you keep the item and can re-use it in place of Supply costs in the future, but otherwise it gets consumed and you lose it. You can create additional preparation items by spending an additional 24 hours preparing for each one. PReparation items don't disappear or leave your inventory if you unequip the Preparation ability, but the ability does need to be equipped in order for you to make use of them. | | ||
- | |-> ^Quiet Moment ||**Off Your Back:** You can spend a Supply at any time while in a cased facility to give yourself or a teammate a short time (up to a few minutes) to work without interruptions. In a quiet moment, no guards/ | ||
- | |::: |-> ^Delay Alarm |**Not Caught Yet:** You can use a quiet moment to delay the onset of an alarm. An " | ||
- | |-> ^Sabotage ||**Trap Disarmed:** If you or a teammate stumbles into a trap of any sort in a cased facility, you can say that you already knew about the trap in question. This completely cancels the trap's effect and lets you bypass it safely. \\ \\ **Turret Passcode:** You can also make any automated turret in a cased facility regard you and your party as friendlies and thus refuse to attack you. \\ \\ **Supply Cost:** Roll a trigger die when you use Sabotage. If the result is 1-6, then using it costs 1 point of Supply. You cannot use Sabotage if you have no Supply remaining. | | ||
- | |-> ^Uniformed ||**Look Like You Belong:** You can provide appropriate uniforms, badges, etc to yourself and your whole team before starting the heist without spending any Supply. You totally seem like you belong so long as nobody looks too closely. If you or a teammate need to switch to a different uniform/ | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Mechanic ===== | ||
- | |||
- | * **Mechanic.** Upgrade and repair vehicles. | ||
- | * **Collaborator.** Expand your upgrade repertoire with help. | ||
- | * **Decentralized Controls.** Passengers can wield the vehicle' | ||
- | * **Battle Stations.** The vehicle gains additional non-movement actions. | ||
- | * **Defensive Mechanic.** Upgrade the vehicle' | ||
- | * **Dreadnought Mechanic.** Upgrade the vehicle' | ||
- | * **Elemental Mechanic.** Infuse the vehicle with unusual energy. | ||
- | * **Modular Upgrades.** Add or switch upgrades quickly. | ||
- | * **Rolling Repair.** Repairing Vitality also refreshes Endurance. | ||
- | * **Space Efficiency.** Add more upgrades. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Mechanic |||**Fast Patch:** You can spend a point of Supply to restore 1 point of Vitality to a vehicle or creature as a single action instead of as several minutes' | ||
- | |-> ^Collaborator ||**Workshop Buddy:** You can upgrade a vehicle with abilities you don't personally know so long as another creature that does know them is willing to hang out with you while you add them to the vehicle and perform your daily maintenance routine on it. Your collaborator doesn' | ||
- | |-> ^Decentralized Controls ||**Get On The Gun, Lad:** A vehicle' | ||
- | |::: |-> ^Battle Stations |**Everybody Pull:** With Battle Stations equipped, the vehicle gains +1 additional non-movement action every round per three levels it has (for example, a level 6 vehicle can take up to four non-movement actions per round). Every action taken by the vehicle must be paid for via one of its passengers taking an action. | | ||
- | |-> ^Defensive Mechanic ||**Protective Upgrades:** You are an expert in upgrading a vehicle for durability and defense. You may upgrade a vehicle with abilities from the Shield, Smoke, Tank and Twitchy trees. All abilities are applied to the vehicle itself, not those riding in it. Vehicles with the Improved Initiative/ | ||
- | |-> ^Dreadnought Mechanic ||**Terrifying Upgrades:** You know how to turn a vehicle into an awe-inspiring platform of destruction. You may upgrade a vehicle with abilities from the Rowdy, Kaiju, Precision and Strength trees. All abilities are applied to the vehicle itself, not those riding in it. Any special actions granted by such abilities must be used by the vehicle' | ||
- | |-> ^Elemental Mechanic ||**Elemental Upgrades:** You have the ability to infuse vehicles with unorthodox energies and materials. You may upgrade a vehicle with abilities from the Cryophile, Firebug, Mordant, Poisoner and Tesla trees. Added attack effects are applied to the vehicle' | ||
- | |-> ^Modular Upgrades ||**Fast-Switch: | ||
- | |-> ^Rolling Repair ||**Giving 'Er All She's Got, Captain:** When you spend an action and a Supply to restore a point of lost Vitality to a vehicle or creature, you also restore all lost Endurance to that vehicle/ | ||
- | |-> ^Space Efficiency ||**More Upgrades:** You may add a number of upgrades to a vehicle equal to the vehicle' | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Merchant ===== | ||
- | |||
- | * **Merchant.** Get money, spend money. | ||
- | * **Debtor.** Borrow Supply on demand. | ||
- | * **Extravagance.** Luxuries are more effective. | ||
- | * **Investor.** Use treasure as capital and vice versa. | ||
- | * **Salesman.** Sell treasures for more. | ||
- | * **Shop Around.** Buy any keystone on demand. | ||
- | * **Black Market.** Know where the contraband is sold. | ||
- | * **Speculation.** Gamble on assets. | ||
- | * **Stockpiler.** Store more Supply in an inventory slot. | ||
- | * **Tight-Fisted.** Become immune to the Deficit condition. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Merchant |||**Mobile Market:** You may choose to turn a keystone into one Supply anywhere, not just while within an area that has a marketplace. This benefit affects everybody around you as well. | | ||
- | |-> ^Debtor ||**Small Loans:** When you equip the Debtor ability you immediately gain a Stock item with 5 Supply in it, but you also gain a " | ||
- | |-> ^Extravagance ||**Throwin' | ||
- | |-> ^Investor ||**Adventure Capitalist: | ||
- | |-> ^Salesman ||**Extra Dosh:** When you sell a treasure item you use an alternate, more lucrative trigger die chart to determine how much Supply you get: 1-4 is 2 Supply, 5-8 is 3 Supply, 9-12 is 4 Supply. | | ||
- | |-> ^Shop Around ||**Keystone Finder:** Name any keystone in the game that wouldn' | ||
- | |::: |-> ^Black Market |**We All Want Things:** You know how to buy anything, even illegal or objectionable goods. You have no limits on the types of keystones you can attempt to buy using Shop Around, other than keystone types that simply don't exist in your campaign world. \\ \\ **The Hookup:** While in civilized areas you may also trade your Supply for anything else other than keystones that could conceivably be sold there with no questions asked, challenges overcome or further interaction required. Dealing through the black market in this way never carries any negative consequences for you (although carrying around contraband might cause trouble for any of the normal reasons later on). | | ||
- | |-> ^Speculation ||**I' | ||
- | |-> ^Stockpiler ||**Fat Wallet:** You can keep up to 10 Supply as a single Stock item instead of only 5. | | ||
- | |-> ^Tight-Fisted ||**Greed: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Mimic ===== | ||
- | |||
- | * **Mimic.** Do as others do. | ||
- | * **Gogo.** Equip allies' | ||
- | * **Integration.** Equip anybody' | ||
- | * **Innovation.** Add your own enhancements to mimicked actions. | ||
- | * **Mime' | ||
- | * **Mirroring.** Mimic faster. | ||
- | * **Muscle Memory.** Remember a mimicked action. | ||
- | * **Blue Magic.** Remember more and for longer. | ||
- | * **Scarecrow.** Mimic enemies. | ||
- | * **Me First.** Mimic enemies before they act. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Mimic |||**Monkey Do:** If you see something being done, you can copy it... once. When an ally takes any action within 5 meters of your location, you can spend two actions during the same turn to mimic it. Mimicked actions are considered to have all the same upgrade abilities, range, etc as the original action did (if relevant) but use your own position, combat statistics and trigger die (if relevant). If the mimicked action costs Supply, you must pay it and you cannot mimic an ability that potentially costs Supply if you do not currently have any Supply remaining of your own. You do not apply any potential enhancements provided by your own abilities to a mimicked action. \\ \\ **So Let's Break This Down:** For example, if an ally uses a Firearm ability to shoot a target while standing within 5 meters of your location, you could spend two actions to also use a Firearm attack with all the same upgrades and modifiers as your ally (including relevant abilities from other trees that might alter or enhance the Firearm attack such as Firebug, Precision or Smite), even if you don't know any Firearm abilities at all. Your attack uses your own location for considerations such as range, cover, etc and you use your own Projectile combat rating to determine damage. If you roll low enough on the trigger die that using the Firearm costs Supply, you pay it. If you have abilities of your own that would normally enhance a Firearm attack such as Firebug, Precision or Smite, you DO NOT apply their effects to your mimicked attack if they weren' | ||
- | |-> ^Gogo ||**Mercurial Skillset:** If you spend at least a few minutes in the presence of an ally, you can equip their abilities as if they were your own. Changing your loadout costs Supply as usual, and you must keep Gogo in your new loadout. When you equip an ability that you don't actually know, it takes up two ability slots instead of the normal one slot. You keep your borrowed abilities equipped (and can use them as much as you like) until you change your loadout again, even if you get separated from the ally you borrowed them from. | | ||
- | |::: |-> ^Integration |**Watch Out For MacReady:** You can borrow abilities from any creature you like, not just allies who are willing to let you. You can even borrow abilities from dead creatures by spending a few minutes with their corpse. | | ||
- | |-> ^Innovation ||**Your Own Twist:** If you have any abilities equipped that could enhance or alter the effects of an action you are mimicking, you may apply their effects even if the original action did not have them. | | ||
- | |-> ^Mime' | ||
- | |-> ^Mirroring ||**Fast Mimicry:** You can mimic an action as a single action instead of taking two. Every time you do, roll a separate trigger die from whatever die is required by the mimicked action, if any. If the result is 1-4, then the fast mimickry costs 1 Supply in addition to any Supply cost normally required by the action. You cannot use Mirroring if you have no Supply remaining. | | ||
- | |-> ^Muscle Memory ||**Keep That Trick:** When you mimic an action, you can choose to mimic yourself on your next turn and do it again. You can keep on mimicking yourself and performing the same trick over and over until you do something else for a round, in which case the mimicked action is lost and cannot be mimicked anymore. | | ||
- | |::: |-> ^Blue Magic |**Keep All The Tricks:** When you mimic an action, you can choose to memorize it. A memorized action occupies an inventory slot. For as long as you have the memorized action in your inventory, you can choose to perform that action any time. | | ||
- | |-> ^Scarecrow ||**Back At Ya:** You can also mimic actions taken by enemies, not just allies. | | ||
- | |::: |-> ^Me First |**Hipster Bait:** When an enemy takes an action you would like to mimic, you can choose to do it as an immediate interruption that is resolved right before the enemy actually does it. This is totally capable of changing the outcome of the enemy' | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Mindblast (Area) ===== | ||
- | |||
- | * **Mindblast.** Overload a target' | ||
- | * **Blastwave.** Hit multiple targets. | ||
- | * **Feedback.** Counterblast mental tampering. | ||
- | * **Head Exploder.** Prevent revival and spread fear. | ||
- | * **Insanity.** Sometimes inflict the Confused condition. | ||
- | * **Mind Bend.** Sometimes inflict the Charmed condition. | ||
- | * **Mind Eraser.** Put targets in a brief coma. | ||
- | * **Mute.** Shut down a target' | ||
- | * **Scorn.** Deal more damage to the weak-minded. | ||
- | * **Unblinking.** Attack without giving yourself away. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Mindblast |||**Zero In:** Mindblast affects any single creature within 10 meters. Despite being single-target, | ||
- | | -> ^Blastwave ||**Wide Force:** The attack' | ||
- | | -> ^Feedback ||**Counterblast: | ||
- | | -> ^Head Exploder ||**Brutal Awesome:** If you kill a subject (remove their last Vitality) with Mindblast, you make their head literally explode. This destroys their body in a way that prevents any kind of revival. \\ \\ **Terrorstruck: | ||
- | | -> ^Insanity ||**Drive Mad:** When the trigger die is a 10+, the attack inflicts the Confused condition. | | ||
- | | -> ^Mind Bend ||**Perception Shift:** Your mindblasts can temporarily alter their target' | ||
- | | -> ^Mind Eraser ||**Overload: | ||
- | | -> ^Mute ||**Shh:** Any creature struck by the Mindblast momentarily loses their ability to speak or use language to coordinate with others until the beginning of your next turn. Such creatures cannot call out for help, yell instructions, | ||
- | | -> ^Scorn ||**Superior Brains:** You find it easier to overload minds that are less sophisticated. The attack deals +2 damage to creatures with the Animal weakness and +5 damage to creatures with the Mindless weakness. This bonus does not stack for creatures that have both weaknesses. | | ||
- | | -> ^Unblinking ||**Unseen Battlefield: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Minion ===== | ||
- | |||
- | * **Minion.** Summon weak helpers. | ||
- | * **Lackeys.** Minions can operate semi-independently. | ||
- | * **Minion Folio.** Gain more minion options. | ||
- | * **Minion Master.** Seize control of enemy minions. | ||
- | * **Minion Summons.** Conjure new minions quickly. | ||
- | * **Castoff.** Deployed minions take your conditions. | ||
- | * **Throw Minion.** Deploy minions in throwing range. | ||
- | * **Regifted Life.** Regain Endurance when your minions die. | ||
- | * **Spawn.** Deploy minions when damaged. | ||
- | * **Twinion.** Deploy more minions for free. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Minion |||**A Little Backup:** You are followed around by a weak disposable minion creature that takes any actions you want it to, including suicidally dangerous ones. If your minion dies, a new one is created/ | ||
- | | -> ^Lackeys ||**Not Completely Incompetent: | ||
- | | -> ^Minion Folio ||**Least Key of Solomon:** Create three additional separate loadouts/ | ||
- | | -> ^Minion Master ||**Undeniable Authority: | ||
- | | -> ^Minion Summons ||**On The Double, Maggots:** You can deploy a new minion to any adjacent space as a single action rather than waiting a few minutes. If you have no active minions, this has no chance to cost Supply as normal. | | ||
- | |::: | -> ^Castoff |**Scapegoat: | ||
- | |::: | -> ^Throw Minion |**Ranged Deployment: | ||
- | | -> ^Regifted Life ||**For The Master:** You immediately restore an amount of lost Endurance equal to your minion' | ||
- | | -> ^Spawn ||**Flesh Of My Flesh:** You don't deploy minions so much as birthe them. When you take damage for any reason, you may choose to deploy a minion into any adjacent space as a free action immediately afterwards. If you lost Vitality to damage, then your free deployment also has no Supply cost even if you already have an active minion. \\ \\ **Cesarean Section:** If you are killed, you automatically deploy 1 minion per 3 levels you have immediately after your death. These minions are under your control as normal and cost no Supply. | | ||
- | | -> ^Twinion ||**Double Trouble:** Your first two minions are free instead of only one. Further minions have a chance to cost Supply as normal. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Mite ===== | ||
- | |||
- | * **Mite.** Take advantage of small size. | ||
- | * **Climb Aboard.** Freely grab larger targets. | ||
- | * **Backrider.** Get behind them. | ||
- | * **Crazy Ivan.** Getting closer is safer. | ||
- | * **Featherweight.** Use mite tricks on things only a little bigger. | ||
- | * **Gap Finder.** Area attacks can fail against you. | ||
- | * **Kneecapper.** Cripple targets' | ||
- | * **Leaf Rider.** Dodge and move. | ||
- | * **Oaf Shield.** Redirect failed attacks to your cover. | ||
- | * **Overlooked.** Be beneath giants' | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Mite |||**Leg Dodger:** When sharing a space with a creature that's at least two sizes larger than you, you enjoy partial cover (failure chance 6) against all attacks. This includes attacks originating from the creature with whom you're sharing a space. | | ||
- | |-> ^Climb Aboard ||**Wander' | ||
- | |::: |-> ^Backrider |**Shank You Very Much:** Once you've grabbed on to a larger creature, you can spend an action crawling onto their back or a similar blind spot on their body, meaning that no matter which way your mount faces you are always behind them. After you've done this, all attacks you make against the creature you're riding are considered backstabs and deal +2 extra damage if made with an eligible weapon type. \\ \\ **Climber' | ||
- | |-> ^Crazy Ivan ||**What The Hell:** Larger creatures tend to see you as either inconsequential or as prey, and thus have trouble dealing with the situation when you charge right at them. At the beginning of your turn, you may specify a single creature that's at least two sizes larger than you. So long as you end your turn closer to that creature than when you started, the larger creature' | ||
- | |-> ^Featherweight ||**Punching Up:** You can pass through and share spaces with targets one size larger than yourself. Any Mite abilities or effects that normally only function against targets two sizes larger than you now function against targets only one size larger. | | ||
- | |-> ^Gap Finder ||**Tiny Evader:** Attacks that normally have no failure chance against smaller targets (such as most area attacks, Trample attacks, or Vitriol attacks with the Carpet upgrade) now have a failure chance against you of 2 per size category of difference between you and your attacker. For example, if you are size 4 then area attacks made by size 5 creatures against you have a failure chance of 2. | | ||
- | |-> ^Kneecapper ||**Vicious Anklebiting: | ||
- | |-> ^Leaf Rider ||**Evasive Little Bastard:** You know how to take advantage of the considerable force being brought to bear against you. Every time a creature at least two sizes larger than you has an attack fail against you for any reason, you can immediately take a movement action for free. This movement action happens immediately after the attack that provoked it, even if it's not your turn. | | ||
- | |-> ^Oaf Shield ||**Give It To The Lunk:** When you're sharing a space with a larger creature and a creature two or more sizes larger than you attacks you and fails (due to the cover you get from the Mite ability, the size discrepancy, | ||
- | |-> ^Overlooked ||**The Hidden Mouse:** Larger creatures have a tendency to simply not notice you. So long as you hold still and don't do anything that would draw attention to yourself, you can hide in plain sight (no concealment or cover required) from any creatures at least two sizes larger than yourself. Larger creatures that have already noticed you for whatever reason and are actively paying attention to you can't be fooled by Overlooked. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Mobility ===== | ||
- | |||
- | * **Mobility.** Enhanced movement flexibility. | ||
- | * **Dodge.** Evade a melee attack. | ||
- | * **Projectile Dodge.** Evade projectiles. | ||
- | * **Redirection.** Pick a new target for a dodged attack. | ||
- | * **Uncanny Dodge.** Dodge attacks you cannot see coming. | ||
- | * **Runner' | ||
- | * **Skirmish.** Sometimes move freely after attacking. | ||
- | * **Speedster.** Trade Endurance for free moves. | ||
- | * **Tag Team.** Swap positions with allies. | ||
- | * **Traveler.** Overland travel speed is increased. | ||
- | |||
- | * **Weakness: Handless.** You have no hands. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Mobility |||**Sprinter: | ||
- | | ->^ Dodge ||**Jump Clear:** When you are targeted by a Melee-type weapon, you can immediately choose to spend a point of Endurance to dodge it after seeing the dice result but before actually suffering the effect. Dodging grants you an immediate free movement action that interrupts the incoming attack. The attack targets the place you were, not the place you are (and thus has no effect on you). \\ \\ **Limitations: | ||
- | |::: |-> ^ Projectile Dodge |**Bullet Time:** You can also dodge Projectile attacks. | | ||
- | |::: |-> ^ Redirection |**Sow Chaos:** When you successfully dodge an attack, you can choose to have the attack you dodged target any space adjacent to your original position. You cannot redirect an attack back against its attacker, nor can the attack target a space that it normally couldn' | ||
- | |::: |-> ^ Uncanny Dodge |**Didn' | ||
- | | -> ^ Runner' | ||
- | | -> ^ Skirmish ||**Run n' Gun:** Whenever you spend an action to attack and the trigger die is 7+, you may take a movement action for free. This movement happens immediately after the attack that triggered it. Skirmish is not triggered by attacks made as a free action (such as through use of a Hazard attack, Counterattack from the Brawl tree, or More Dakka from the Gatling tree). | | ||
- | | -> ^ Speedster ||**Push It To The Limit:** You can spend a point of Endurance to take a single move action for free (up to 5 meters) at any point during your turn, and may do so as many times per turn as you want. Unlike regular sprinting, bonus movement actions from Speedster do not need to be parceled with regular movement actions. | ||
- | | -> ^Tag Team ||**Rotate In:** As an action, you may switch positions with a willing ally. After taking the action, you end up where they were and they end up where you were. The ally you are switching positions with must be either adjacent to you or within the same contiguous body of adjacent allied creatures as you are. | | ||
- | | -> ^ Traveler ||**Long Distance Travel:** Your overland traveling speed is increased from five regions per day to ten regions per day. | | ||
- | |||
- | ^Weakness: Handless |||**Ain' | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Mordant ===== | ||
- | |||
- | * **Mordant.** Wield corrosion. | ||
- | * **Acid Blood.** Dissolve nearby targets when hit. | ||
- | * **Body Disposal.** Quickly eliminate dead bodies. | ||
- | * **Corroder.** Use acid to destroy objects. | ||
- | * **Insoluble.** You cannot be dissolved. | ||
- | * **Caustic Immunity.** Become immune to caustic dangers. | ||
- | * **Caustic Wake.** Leave corrosive puddles behind as you move. | ||
- | * **Reintegration.** Heal yourself as others dissolve. | ||
- | * **Ruination.** Destroy targets' | ||
- | * **Obliteration.** Destroy targets' | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Mordant |||**Wield Corrosion: | ||
- | |-> ^Acid Blood ||**Dissolving: | ||
- | |-> ^Body Disposal ||**Self-Cleaning: | ||
- | |::: |-> ^Corroder |**Destroy Stuff:** You can carefully apply caustic material to inanimate objects of size 5 or less in order to destroy them. Paper, cloth or flesh is instantly ruined, while material of the approximate toughness of wood/ | ||
- | |-> ^Insoluble ||**Them' | ||
- | |::: |-> ^Caustic Immunity |**Acidproof: | ||
- | |::: |-> ^Caustic Wake |**Slime Trail:** You can choose to dribble a trail of corrosive material as you move. Doing so gives you an impairment to your movement, but leaves caustic puddles in every space you passed through. If you occupy multiple spaces due to being size 6 or higher, then all spaces passed through are affected. These puddles persist until the end of combat (or for a few minutes when used outside of combat). Any creature that ends their turn in a caustic puddle immediately gains the Dissolving condition. | | ||
- | |-> ^Reintegration ||**Dis-Disintegration: | ||
- | |-> ^Ruination ||**Dissolve Supply:** Every time you would inflict the Dissolving condition on a subject that already has it (and therefore do nothing of interest), you instead destroy one point of their Supply. | | ||
- | |::: |-> ^Obliteration |**Dissolve Abilities: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Theurgy ===== | ||
- | |||
- | * **Theurgy.** Reap the rewards of faith. | ||
- | * **Communing.** Contact a patron directly. | ||
- | * **Divine Bond.** Establish relationships with patrons. | ||
- | * **Pact.** Get free boons from befriended patrons. | ||
- | * **Henotheist.** More boons from your favorite. | ||
- | * **Petitioner.** Swap out boons. | ||
- | * **Priest.** Access boons from a patron' | ||
- | * **Hierophant.** Access a patron' | ||
- | * **Relic.** Imbue boons into objects. | ||
- | * **Tithing.** Buy boons with Supply. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Theurgy |||**Mystic Patronage: | ||
- | |-> ^Communing ||**Contact Other Plane:** By spending an hour or so meditating, drumming, cleansing yourself, drinking cactus juice or some other ritual you can directly contact a patron. This can be a patron you've already had dealings with in the past or it could be one you've only heard of; for example, in campaign worlds with an animism flavor you could use Communing to contact the spirit of a river or a sacred sword. Some patrons might refuse to give you any of their time depending on their nature; the GM can decide this or roll a reaction check normally. \\ \\ **Inspiration: | ||
- | |-> ^Divine Bond ||**Buddy Cthulhu:** You are capable of developing personal relationships with patrons just like you would with other creatures. Every time you do something a patron would approve of enough to grant you a boon, you may make a friendship check to improve your relationship with that patron. As normal for friendship rolls, you may check once per session and the Networking tree improves the odds of success. \\ \\ **When All Other Hope is Lost:** If you die or otherwise are well and truly fucked, there' | ||
- | |::: |-> ^Pact |**Divine Instrument: | ||
- | |-> ^Henotheist ||**Ya #1 Boy:** Although you might respect and even draw upon the power of a variety of patrons through your mystic arts, there' | ||
- | |-> ^Petitioner ||**Grant Me Something Else:** By spending a few minutes in contemplation or prayer, you can switch out a boon ability you currently have equipped for a different boon ability offered by the same patron that better suits your current needs. If you also have the Priest/ | ||
- | |-> ^Priest ||**Learned Acolyte:** Every patron actually has three ability trees they grant, not just one. Novice theurgists simply only have access to a patron' | ||
- | |::: |-> ^Hierophant |**Cardinal: | ||
- | |-> ^Relic ||**Sacred Objects:** Instead of using a boon to equip an ability temporarily, | ||
- | |-> ^Tithing ||**Pious Payments:** You can ask for miracles on demand simply by making a small donation (1 Supply) at any shrine, church or other holy site dedicated to a given patron. This gives you the normal benefit of a patron' | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Necromancy ===== | ||
- | |||
- | * **Necromancy.** Reanimate the dead. | ||
- | * **Binds of Death.** Never lose control. | ||
- | * **Deathlord.** Control more undead. | ||
- | * **Essential Salts.** Make a corpse easily portable. | ||
- | * **Grasping Dead.** Corpses grab your enemies. | ||
- | * **Mechromancy.** Reanimate everything. | ||
- | * **Necrosculptor.** Grant various weaknesses. | ||
- | * **Revenance.** Return the dead to life for a while. | ||
- | * **Lichdom.** Revenants stick around much longer. | ||
- | * **Speak With Dead.** Converse with the dead. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Necromancy |||**Arise: | ||
- | | -> ^Binds Of Death ||**Keep Control:** If you animate an undead that would put you over your normal cap for control, it simply crumbles into dust instead and you do not lose control over any of the undead you have previously animated. If you happen to die while controlling undead, all of them immediately crumble into dust instead of going into a life-ending frenzy. | | ||
- | | -> ^Deathlord ||**Increased Control:** You can control twice as many undead at a time. You can mix and match different control thresholds for different undead- for example, you can control one undead of your own level AND three undead of half your level at once, instead of only being able to do one or the other. | | ||
- | | -> ^Essential Salts ||**Port-A-Corpse: | ||
- | | -> ^Grasping Dead ||**Corpse Tag-Team:** As an action, you can cause any corpse within 10 meters of your position to animate just long enough to grab any target of your choice adjacent to/on top of it. The corpse doesn' | ||
- | | -> ^Mechromancy ||**Animate Everything: | ||
- | | -> ^Necrosculptor ||**Every Variety:** You are well-practiced in the creation of various alternative forms of undead, allowing you to fine-tune the weaknesses of your minions (and revenants, and liches). You may choose to add the Nightbound (Undead), Tethered (Spectre), Slowpoke (Strength), Hunger (Ghoul), Fragile (Flight) and/or Wretched (Nightseeker) weaknesses to anything you reanimate. Adding the Nightbound ability to a corpse no longer requires them to lose any other abilities to gain the Undead one. | | ||
- | | -> ^Revenance ||**Unfinished Business:** Through the use of a more involved ritual, you can raise a corpse as a revenant instead of as a mindless undead puppet. This costs one Supply as usual. Revenants do not have most of the normal undead weaknesses such as permanent Fatigue, impaired movement, or being Mindless but still gain the Synthetic weakness if they didn't already have it. Revenants are also completely free-willed and not under your control (they may or may not even appreciate you raising them in this manner) and thus don't count against your control limits. Player-controlled adventurers raised as revenants lose one of their trees entirely and trade in all abilities from it one-for-one for abilities from the Undead tree instead. Revenants last for 24 hours or until killed again, after which point they will crumble into dust and be unraiseable a second time. All revenants instinctively know this and will generally pursue a goal of their choice with single-minded intensity. \\ \\ **Self-Revenance: | ||
- | |::: | -> ^Lichdom |**Unlife Eternal:** If you become a revenant yourself, you can bind your life to an object called here a " | ||
- | | -> ^Speak With Dead ||**Tales Bones Tell:** You can talk to any corpse that has an intact mouth. The dead have no memory or knowledge of anything that happened to them after they died, including any past conversations you may have had with them using this ability. The dead tend to speak briefly or cryptically, | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Negotiate ===== | ||
- | |||
- | * **Negotiate.** Make a deal. | ||
- | * **Alternatives.** Always a plan B. | ||
- | * **Appraisal.** Know when a deal's lopsided. | ||
- | * **Bribery.** Exchange Supply for favors. | ||
- | * **Credible.** Your promises are as good as gold. | ||
- | * **Fair Deal.** Negotiating with you is always pleasant. | ||
- | * **First Impression.** Improve reaction checks. | ||
- | * **Reverse Psychology.** Enemies do what you tell them not to. | ||
- | * **Smooth Over.** Quickly calm down the agitated. | ||
- | * **Truce.** Call for a cease-fire in hostilities. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Negotiate |||**Really Wanna Zig-A-Zig Ah:** You can tell what others want just by interacting with them a little. You don't need to share a common language with a creature in order to know what it currently most wants, but you do need to have some sort of exchange in which they are aware of you and vice versa. Fighting totally counts as an interaction, | ||
- | | -> ^Alternatives ||**Other Suppliers: | ||
- | | -> ^Appraisal ||**Know Your Worth:** You know the relative value of everything that can be bargained for, even non-material things. Before closing any deal, you can ask (out of character) if you're being ripped off. The other party must answer truthfully (again, out of character). | | ||
- | | -> ^Bribery ||**Grease Palms:** You are an expert in the giving of bribes. By spending 1 point of Supply, you can compel most creatures to perform any minor favor for you. A given creature' | ||
- | | -> ^Credible ||**I' | ||
- | | -> ^Fair Deal ||**Firm Handshake: | ||
- | | -> ^First Impression ||**Come Bearing Gifts:** When you or your party encounters another group and a reaction roll occurs, you can spend a point of Supply to improve whatever result you got by a further +1 attitude shift. You can spend multiple points of Supply to improve an encounter' | ||
- | | -> ^Reverse Psychology ||**Just Don't Throw Me in the Briar Patch:** You know how to get what you want with even those who refuse to negotiate. If you tell any party that personally dislikes you to do something, roll a trigger die. If the result is a 4+, they will always do the opposite without even taking time to think about it. You cannot retry this check. The GM might rule some checks to automatically fail if they proscribe actions which would very clearly and unambiguously help you or hurt the target ("I sure hope you don't untie me and give me my gun back" or "Hey, I bet you're too chicken to jump in that oven" are two such examples) unless, of course, the target both hates you a whole hell of a lot and is also very, very stupid. | | ||
- | | -> ^Smooth Over ||**Just Chill Out:** You have a calming effect on people. As an action, you can calm down somebody who is angry or upset about something. If the target is specifically upset at you or otherwise blames you for their current troubles, you need to roll a trigger die and get a 7+ to successfully calm them down. You cannot retry. | | ||
- | | -> ^Truce ||**Talk It Out:** As an action, you can attempt to end a battle you are involved in peacefully by convincing your opponents to try diplomacy instead. If you cannot communicate with your opponents meaningfully, | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Networking ===== | ||
- | |||
- | * **Networking.** You make friends easily. | ||
- | * **Casteless.** Ignore the effects of social class. | ||
- | * **Charming.** Make friends extremely easily. | ||
- | * **Employer.** Hire temporary help. | ||
- | * **Headhunter.** Hire exactly the right help. | ||
- | * **Intriguing Offer.** You can employ higher-level hirelings. | ||
- | * **Loyalty.** Hirelings are much less likely to desert. | ||
- | * **I Know You.** Declare previous relationships with new NPCs. | ||
- | * **Reputation.** Control what others have heard about you. | ||
- | * **VIP.** You're always on the list. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Networking |||**Likable: | ||
- | | -> ^Casteless ||**Preconception Dodger:** You never suffer any unusual animosity from interacting with others of a different social class/ | ||
- | | -> ^Charming ||**Popular: | ||
- | | -> ^Employer ||**Hirelings: | ||
- | |::: | -> ^Headhunter |**I Know Just The One:** You know a guy that knows a guy who would be a perfect addition to the team you're putting together. When in a civilized area, you can effectively create your own hirelings by specifying their level, loadout, combat ability distribution, | ||
- | |::: | -> ^Intriguing Offer |**Worth Your While:** You can employ hirelings of up to your own level instead of only half, but doing so requires you to pay 2 Supply instead of the normal 1. | | ||
- | |::: | -> ^Loyalty |**Trustworthy Leadership: | ||
- | | -> ^I Know You ||**Long Time No See:** When encountering or interacting with a nameless NPC (a bartender, clerk, policeman, evil henchman #4, or similar) you can declare that you have actually met them before by spending a point of Supply. Roll a trigger die; if the result is 5+ the target NPC also remembers you. If the result is a 9+, you already have a Friendship-level relationship with the NPC. The GM has the right to disallow you from using this ability on NPCs that already have names and backgrounds, | ||
- | | -> ^Reputation ||**A Pirate' | ||
- | | -> ^VIP ||**Free Admission: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Oracle ===== | ||
- | |||
- | * **Oracle.** Predict and manipulate the future. | ||
- | * **Burning Wick.** Gain fate dice as you lose Vitality. | ||
- | * **Causal Chain.** Fate dice sometimes renew. | ||
- | * **Dual Weave.** Maintain two fate dice at a time. | ||
- | * **Braid Fate.** Maintain three fate dice at a time. | ||
- | * **Channel Fate.** Combine two fate dice into one. | ||
- | * **Precognition.** Make new predictions quickly. | ||
- | * **Smooth Fate.** Force fate to give average results. | ||
- | * **Tangled Fates.** Your allies can use your fate dice. | ||
- | * **Doomcaster.** Force enemies to use your fate dice. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Oracle |||**Fatespinner: | ||
- | |-> ^Burning Wick ||**Last Wish:** Every time you lose Vitality for any reason, you immediately gain a fate die for free. If you already had a fate die, you can replace it with this new one if you like its value better. | | ||
- | |-> ^Causal Chain ||**Woven Strands:** Every time you use a fate die, roll a trigger die. If the result is 9+, you immediately get another randomly-determined fate die for free to replace the one you just used. | | ||
- | |-> ^Dual Weave ||**Two Strands:** You may have up to two fate dice active and available at a time. | | ||
- | |::: |-> ^Braid Fate |**Three Strands:** You may have up to three fate dice active and available at a time. | | ||
- | |::: |-> ^Channel Fate |**Declare Future:** You may combine two fate dice with any values into a single fate die with a value you choose. Combining fate dice does not cost any actions or Supply. | | ||
- | |-> ^Precognition ||**Fast Divination: | ||
- | |-> ^Smooth Fate ||**Destiny' | ||
- | |-> ^Tangled Fates ||**Friendly Interference: | ||
- | |::: |-> ^Doomcaster |**Unfriendly Interference: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Orbiter (Projectile) ===== | ||
- | |||
- | * **Orbiter.** A telekinetic missile. | ||
- | * **Backfinder.** Backstab targets from any angle. | ||
- | * **Chainstrike.** A target' | ||
- | * **Phase Missile.** The orbiter passes through walls. | ||
- | * **Seeker.** Range 20 against the last target. | ||
- | * **Split Missile.** Fire two orbiters at once. | ||
- | * **Tearthrough.** Cleave through targets. | ||
- | * **Thrust.** Greatly increase range by spending an extra action. | ||
- | * **Veer.** Failed attacks can be tried again. | ||
- | * **Skipper.** Failure cause is irrelevant. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Orbiter |||**Short Range:** Orbiter attacks can only be used on targets within 5 meters of your position. \\ \\ **Twist and Turn:** Orbiter can freely change direction mid-air to best approach their target. You can have your orbiter follow any path you desire within range from your position to your target' | ||
- | |-> ^Backfinder ||**Blindspot Exploitation: | ||
- | |-> ^Chainstrike ||**Yondu Style:** The orbiter stays in place after hitting, ready to fly to a new target on demand. If the last action you took was attacking with your orbiter (successfully or not), you may treat the position of the last creature targeted as your own position for purposes of range. If you take any other action after attacking the orbiter automatically flies back to your side instead. | | ||
- | |-> ^Phase Missile ||**Ghost Projectile: | ||
- | |-> ^Seeker ||**Homing Dart:** Hitting a target briefly leaves an invisible mark that allows later hits to home in effectively. Range is increased from 5 to 20 if targeting the last creature that was successfully struck by the attack during the current battle. | | ||
- | |-> ^Split Missile ||**Double The Fun:** You fire two orbiters at once instead of the normal one, allowing you to simultaneously strike up to two different targets within range. Both orbiters must be directed at different targets, and only one trigger die is rolled for both. Split Missile attacks consume Supply on a die result of 1-4 instead of the normal 1-2. | | ||
- | |-> ^Tearthrough ||**Tiny Juggernaut: | ||
- | |-> ^Thrust ||**Maximum Effort:** By spending a double action to attack instead of the normal single one, range is increased from 5 to 50. If you also are using the Seeker ability, then range is effectively infinite against the last target struck. | | ||
- | |-> ^Veer ||**Second Pass:** If the attack fails due to concealment, | ||
- | |::: |-> ^Skipper |**Unstoppable: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Perception ===== | ||
- | |||
- | * **Perception.** Make uncanny observations. | ||
- | * **Alertness.** Use Perception quickly. | ||
- | * **Biography.** Learn details about creatures. | ||
- | * **Eavesdropper.** Hear things you otherwise wouldn' | ||
- | * **Forensics.** Analyze an area to know what happened there. | ||
- | * **Hindsight.** Also know when things happened. | ||
- | * **Tracking.** Follow a creature' | ||
- | * **Intuition.** Search for intangible qualities. | ||
- | * **Target Definition.** Know where a creature is at all times. | ||
- | * **Truesight.** See through illusions and fakes. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Perception |||**Sneak Detector:** By taking an action to stop and carefully observe your immediate surroundings, | ||
- | | -> ^Alertness ||**Fast Processing: | ||
- | | -> ^Biography ||**Sherlock A Chump:** You can learn details such as origin, nationality, | ||
- | | -> ^Eavesdropper ||**Overhear: | ||
- | | -> ^Forensics ||**Analyze The Scene:** When you use Perception, you gain an understanding of the sequence of most significant events that happened in an area recently. For example, at a murder scene you gain information about where/how the victim was killed, how many creatures were involved, what was left behind, and similar details. The GM describes the clues and markers you find and what they mean. The most important things that the GM must reveal if at all applicable: what happened here, and how? | | ||
- | |::: | -> ^Hindsight |**Construct A Timeline:** As Forensics, but you also gain a solid estimate of the exact time in the past at which every individual event that left clues for you to follow happened. Your timeline is always accurate in terms of which events happened in what order, and close to accurate in terms of absolute time depending on how long ago they happened. For example, you could probably narrow down something that happened last night to within 15 minutes of its actual time, but something that happened centuries ago might get you no closer than a year or two. | | ||
- | |::: | -> ^Tracking |**Follow The Trail:** Any creature that entered or left the area you're examining left a trail behind when they did so, and you know exactly how to follow it. You can follow a trail without having to make any more Perception actions, even when the trail leaves your examined area. Every time the trail crosses through an area that could muddle it (crossing a river, joining up with many other creatures, etc) you must make another Perception action to pick it up again. \\ \\ **Slow Going:** You take an impairment to all movement and travel speeds when following a trail unless you also have the Alertness ability from this tree equipped. | | ||
- | | -> ^Intuition ||**Hints: | ||
- | | -> ^Target Definition ||**I' | ||
- | | -> ^Truesight ||**Pierce The Veil:** When you take an action to use Perception on your surroundings, | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Performance ===== | ||
- | |||
- | * **Performance.** Distract or inspire an audience. | ||
- | * **Audience Participation.** Your performances are self-sustaining. | ||
- | * **Anthem.** Inspire courage and valor. | ||
- | * **Dirge.** Inspire fear and doubt. | ||
- | * **Lullaby.** Put your audience to sleep. | ||
- | * **Rabble Rouser.** Incite a mob. | ||
- | * **Siren.** Compel creatures to approach and follow. | ||
- | * **Spotlight.** Increase performance range. | ||
- | * **Steel.** Pump up the team before battle. | ||
- | * **Traveling Song.** Avoid penalties from forced marches. | ||
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- | ++++ Details | | ||
- | |||
- | ^Performance |||**Look At Me:** By giving a speech, singing a song, or performing in some other manner you can seize and hold the attention of everyone within 10 meters of your location. They all turn in your direction and pay exclusive attention to you for as long as you continue taking no actions except for continuing to perform (up to a hour or so maximum). Some might move closer to get a better view unless they have a specific reason to stay where they are (guards posted at doors will stay by their doors, but still look at you.) \\ \\ **Immunities: | ||
- | | -> ^Audience Participation ||**Self-Sustaining: | ||
- | | -> ^Anthem ||**Lift Spirits:** Your performance rallies and energizes your allies in combat. Enemies are unaffected by an Anthem, as are allies whose level is higher than your own (they' | ||
- | | -> ^Dirge ||**Crush Spirits:** Your performance demoralizes your enemies in combat. Allies are unaffected by a Dirge, as are enemies whose level is higher than yours (they' | ||
- | | -> ^Lullaby ||**Sleepytime: | ||
- | | -> ^Rabble Rouser ||**Incite Mob:** You can use your performance to take advantage of discontent in your audience and turn them into a mob which will immediately organize itself and go perform some sort of vandalism/ | ||
- | | -> ^Siren ||**Lure Away:** Any audience distracted by your performance is required to come in close for a better look, even those creatures which really should know better (such as guards). You may take one move action with an impairment per round while continuing to perform, and your audience will follow where you go. \\ \\ **Immunities: | ||
- | | -> ^Spotlight ||**Increased Audience:** Your performance range increases from 10 meters to 20 meters. | | ||
- | | -> ^Steel ||**Epic Speech:** If you have a few minutes before combat, you can spend a Supply and perform for your allies to pump them up. All allies (including yourself) who witness your Steel performance gain the benefits of the Grit and Steadfast abilities if they didn't already have them until the end of their next fight (or for an hour or so if they don't actually get in any fights). Allies who already have the Grit and/or Steadfast abilities equipped gain the effects of an upgrade of their choice from each tree for the duration of Steel instead. \\ \\ **Enhanced Effect:** You may spend one or more additional points of Supply when you use the Steel ability. For every extra point spent, you may give all affected allies the (temporary) benefit of any given upgrade ability from the Grit and Steadfast trees in addition to the effects of the root abilities themselves. | | ||
- | | -> ^Traveling Song ||**Marching Beat:** You know how to keep morale high on long journeys. When you have this ability equipped and your journeying group chooses to make a forced march, roll a trigger die. On a 4+, your group can ignore the normal penalty from forced marching (-1 Vitality and unrecoverable Fatigue condition). \\ \\ **Limited Switchups: | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Pilot ===== | ||
- | |||
- | * **Pilot.** Drive a vehicle more effectively. | ||
- | * **Crisis Management.** Movement gives bonuses to condition recovery. | ||
- | * **Defensive Driving.** The vehicle' | ||
- | * **Drift Turner.** Turn your vehicle as much as you want. | ||
- | * **Traffic Weaver.** Pass freely through occupied spaces. | ||
- | * **Evasive Maneuvers.** Dodge incoming strikes. | ||
- | * **Full Throttle.** Make your vehicle sprint. | ||
- | * **Instinctual Pilot.** Move your vehicle completely freely. | ||
- | * **Rolling Pickup.** Get yourself and others aboard fast. | ||
- | * **Twitch Reflexes.** Use movement-granting abilities with your vehicle. | ||
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- | ++++ Details | | ||
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- | ^Pilot |||**I' | ||
- | |-> ^Crisis Management ||**Shake It Off:** So long as your vehicle moved at least once during the turn, it throws off any conditions it may be suffering from with a check of 5+ instead of 9+. | | ||
- | |-> ^Defensive Driving ||**Vehishield: | ||
- | |-> ^Drift Turner ||**Slide Around:** You ignore the normal restrictions on vehicle turning- you can turn your vehicle as many times as you wish during a move, just like creatures can do. | | ||
- | |::: |-> ^Traffic Weaver |**Blockade Runner:** You may move your vehicle through (but not stop in) spaces occupied by other vehicles or creatures that would normally prevent your passage. Whether these obstacles are friendly or not is irrelevant. | | ||
- | |-> ^Evasive Maneuvers ||**Erratic Dodge:** You make yourself a much more difficult target by moving wildly. You may choose to take a voluntary impairment to your movement for a round. If your vehicle moved twice during that round, all incoming attacks have a failure chance of 6 until the beginning of your next turn (including attacks that normally have no failure chance, such as area effects). | | ||
- | |-> ^Full Throttle ||**Gear Shifting:** When moving your vehicle, you can choose to make it " | ||
- | |-> ^Instinctual Pilot ||**Leaf in the Wind:** You don't need to spend any actions of your own/your crew's at all to move your vehicle. Vehicles still cannot move more than twice per round. | | ||
- | |-> ^Rolling Pickup ||**Hazzard Slide:** You don't need to spend an action to climb in your vehicle- so long as you're adjacent to it, you can hop into the driver' | ||
- | |-> ^Twitch Reflexes ||**Spin That Wheel:** You may use any ability you have equipped that grants a free movement (such as Dodge from the Mobility tree or Vanguard from the Steadfast tree) to move your vehicle instead of personally moving. Abilities that enhance or alter movement cannot be used with your vehicle, only those that grant movement. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Poisoner ===== | ||
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- | * **Poisoner.** Wield poison. | ||
- | * **Miasma.** Constantly poison everything near you. | ||
- | * **Overdose.** Inflict more damage to the already-poisoned. | ||
- | * **Paracelsus.** Turn poison to medicine in your body. | ||
- | * **Poison Food.** Poison consumables for assassination use. | ||
- | * **Targeted Toxin.** Foolproof targeting. | ||
- | * **Shared Venom.** Poison the weapons of your allies. | ||
- | * **Tranquilizers.** Knock poisoned targets unconscious. | ||
- | * **Wear Down.** Tranquilizers work even on non-assassination strikes. | ||
- | * **Viral Toxin.** Inflict Contagion instead of Poisoned. | ||
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- | ++++ Details | | ||
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- | ^Poisoner |||**Wield Poison:** You infuse your attacks with toxic material. When you use any attack ability the target(s) gain the Poisoned condition on a trigger die result of 7+. \\ \\ **Empower Injector:** When using an Injector ability to attack, it always inflicts the Poisoned condition regardless of what the trigger die displays instead of only on a 10+. | | ||
- | | -> ^Miasma ||**Walking Wasteland: | ||
- | | -> ^Overdose ||**Toxic Surge:** Every time you would add the Poisoned condition to a creature that already has it (and thus not actually do anything of further interest), you instead immediately deal additional poison damage (1 Endurance/ | ||
- | | -> ^Paracelsus ||**Internal Alchemies: | ||
- | | -> ^Poison Food ||**Feast of Corruption: | ||
- | |::: | -> ^Targeted Toxin |**Special For You:** Through clever silverware-switching, | ||
- | | -> ^Shared Venom ||**Poison Blades:** You can spend an action to poison the weapons of an adjacent ally. Any additional effects from poison that you gain from having appropriate Poisoner abilities equipped (such as the effects of Tranquilizers or Viral Toxin) is also applied to the selected ally's poison. \\ \\ **Depletion: | ||
- | | -> ^Tranquilizers ||**Knockout Drugs:** When you assassinate a target using any poisoned weapon, you can choose to knock them unconscious instead of killing them. Unconscious creatures wake up several hours later none the worse for wear (although possibly with a huge headache). Targets immune to poison cannot be knocked unconscious in this way. | | ||
- | |::: | -> ^Wear Down |**Anesthetize: | ||
- | |-> ^Viral Toxin ||**Toxic Vectors:** Your poisons are contagious. Every time you would inflict the Poisoned condition to a target, you inflict the Contagion condition instead. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Polearm (Melee) ===== | ||
- | |||
- | * **Polearm.** Dish out pain with a long stick. | ||
- | * **Choke Up.** Attack adjacent targets. | ||
- | * **Interception.** Attack approaching targets. | ||
- | * **Impalement.** Intercepted targets must stop moving or be attacked again. | ||
- | * **Receive Charge.** Interception attacks are empowered. | ||
- | * **Lancer.** Deal more damage when mounted. | ||
- | * **Phalanx.** Creatures don't give each other cover from you. | ||
- | * **Skewer.** Sometimes hit secondary targets behind the first ones. | ||
- | * **Sweep.** Sometimes knock targets prone. | ||
- | * **Telescopic.** Gain truly enormous reach. | ||
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- | ++++ Details | | ||
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- | ^Polearm |||**Range: | ||
- | |-> ^Choke Up ||**Close-Quarters: | ||
- | |-> ^Interception ||**Poke 'Em Good:** You can choose to instantly attack any enemy that enters any of the spaces you can reach with this weapon for free as an immediate interruption to their movement. The attack is resolved before the target can do anything else, including continue moving. Every time you do this, you get one less action on your next turn. You can do this a maximum of twice per turn. | | ||
- | |::: |-> ^Impalement |**Drive Yourself Deeper:** When you successfully strike a target with an interception attack, the target is given a choice: immediately stop moving and remain in their current position until the beginning of their next turn, or continue moving and suffer another polearm attack from you as the weapon gets pushed more painfully into them. This secondary attack costs you nothing to perform and is resolved immediately after the interception attack that triggered it. Targets that stop moving do not get attacked again in this way. | | ||
- | |::: |-> ^Receive Charge |**Improved Interceptions: | ||
- | |-> ^Lancer ||**Extra Momentum:** When you are riding on something else that moves you around the battlefield without you having to take any movement actions yourself (a mount, a vehicle, a large friend that has the Battle Platform ability from the Kaiju tree, or similar) you deal +2 damage with all Polearm attacks made during the same round you are moved. You don't get the Lancer bonus when fighting against something else that's also riding the same thing you are. | | ||
- | |-> ^Phalanx ||**Stab Around:** You're used to handling your polearm in a crowd. Creatures no longer impose a failure chance on your attacks when standing between you and your intended target. | | ||
- | |-> ^Skewer ||**Stab Through:** When the trigger die is a 7+, your attack passes through your target and damages another secondary target standing behind them. If you can draw a straight line from the middle of the space you occupy through any part of the space occupied by your primary and intended secondary targets and your secondary target is within your polearm' | ||
- | |-> ^Sweep ||**Spinning Cane:** When the trigger die is 7+, the target gains the Prone condition. | | ||
- | |-> ^Telescopic ||**Long, Long Pike:** Through clever craft or technique, you can greatly extend the reach of your polearm when necessary. You can use your polearm to attack targets within 6-10 meters distance of your position, but the attack has a failure chance of 4 when used at this range due to the extreme awkwardness of such a long-ass pole. Attacks made at your normal range of 2-5 meters are unaffected and have no special failure chance from having Telescopic equipped. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Polycephaly ===== | ||
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- | * **Polycephaly.** You have multiple heads. | ||
- | * **Calcobrina.** You can split and merge your multiple selves. | ||
- | * **Cerberus.** You have three heads instead of two. | ||
- | * **Chimera.** Your heads have different loadouts. | ||
- | * **Ghidorah.** Heads avenge each other. | ||
- | * **Hydra.** Share health between selves. | ||
- | * **Kuato.** Choose which head takes the hit. | ||
- | * **Pushmi-Pullyu.** Heads support each other. | ||
- | * **Scylla.** Heads empower each other' | ||
- | * **Zaphod.** Keep your actions when you've lost a head. | ||
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- | ++++ Details | | ||
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- | ^Polycephaly |||**Fractured Body:** You have two heads, making you actually two creatures sharing a single body instead of a single creature. Your Vitality/ | ||
- | |-> ^Calcobrina ||**Split: | ||
- | |-> ^Cerberus ||**What' | ||
- | |-> ^Chimera ||**Every One Different: | ||
- | |-> ^Ghidorah ||**King Of Battle:** Whenever one of your heads is attacked, roll a trigger die. If the result is 7+, one of your other heads may attack the attacker for free as an immediate action that happens directly after the attack that triggered it. | | ||
- | |-> ^Hydra ||**Transfusion: | ||
- | |-> ^Kuato ||**Hidden Mastermind: | ||
- | |-> ^Pushmi-Pullyu ||**Mutual Recovery:** If one of your selves successfully recovers from a condition that the other was also suffering from, it gets removed from both. \\ \\ **Mutual Healing:** If one of your selves recovers lost Endurance via any means, roll a trigger die. If the result is 7+, the other also recovers the same amount. \\ \\ **Second Stepped:** If you also have the Cerberus ability equipped, beneficial effects from Pushmi-Pullyu are passed to both other heads. | | ||
- | |-> ^Scylla ||**From All Sides:** Your heads are skilled at coordinating attacks from multiple directions at once. If you have already successfully attacked a target during the current round, the single next attack made with a different head during the same round deals +2 damage. | | ||
- | |-> ^Zaphod ||**Hyperenergetic: | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Poppet (Projectile) ===== | ||
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- | * **Poppet.** Harm a target with sympathetic magic. | ||
- | * **Doll Collector.** Have multiple dolls at a time. | ||
- | * **Dollface.** Be the poppet. | ||
- | * **Effigy.** Make dolls of anyone. | ||
- | * **Fabrication.** Make a new doll as a single action. | ||
- | * **Meleager.** Force critical hits by destroying the poppet. | ||
- | * **Patchwork.** Aid your allies with poppets. | ||
- | * **Puppeteer.** Sometimes make a target move. | ||
- | * **Scrying.** Divine information about your target. | ||
- | * **Whispers.** Speak to a target through your doll. | ||
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- | ++++ Details | | ||
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- | ^Poppet |||**Hollywood Voodoo:** In order to use Poppet attacks on a target, you must first construct a small doll or figure to represent them. This requires a few minutes of work, one point of Supply, and something closely related to the target (such as a lock of their hair or a scrap of their clothing). Once the doll is made, you can attack the target by sticking needles into the doll that represents them at any time. \\ \\ **Unseen Torment:** Poppet attacks have a range of 50 meters and completely ignore the normal failure chances from cover, concealment and size differences. It also completely ignores defenses from the Shield ability tree. \\ \\ **Don' | ||
- | |-> ^Doll Collector ||**My Little Pretties:** You can create, hold and keep a number of dolls at a time equal to your level instead of just one. Designate one doll as your primary focus. If you unequip the Doll Collector ability, you lose access to and cannot make use of any dolls except your primary one. You can designate a new doll to be your primary focus at any time during your turn as an action, but only if you have Doll Collector equipped. | | ||
- | |-> ^Dollface ||**Be The Poppet:** The magics binding your doll with its victim also partially entangle you. Every time you take damage for any reason, the creature corresponding to your doll also automatically takes an amount of damage equal to half what you took, rounded down. This damage cannot be avoided or reduced in any way. Only damage you actually took is counted for purposes of Dollface; damage reduced by your defenses doesn' | ||
- | |-> ^Effigy ||**Close Enough:** You no longer need to have anything directly related to a subject in order to make a doll of them. Simply making your doll look vaguely like the subject is enough. | | ||
- | |-> ^Fabrication ||**Fast Construction: | ||
- | |-> ^Meleager ||**Lifetaker: | ||
- | |-> ^Patchwork ||**Sympathetic Aid:** You can make dolls of allies, not just enemies. By spending an action, you can transfer a condition other than Grabbed from the ally the doll represents to the doll itself. This removes the condition from that ally. Roll a trigger die when doing this; on a 1-6 the strain destroys the doll immediately afterwards. \\ \\ **Witch Doctor:** If you also have the Heal ability, you can use it on your doll to affect the doll's subject so long as they' | ||
- | |-> ^Puppeteer ||**I' | ||
- | |-> ^Scrying ||**Find The Thimble:** By taking an action to concentrate on your doll, you can learn the current emotional state of the creature it represents. If said creature is currently within 100 meters of you, Scrying also reveals their exact location. | | ||
- | |-> ^Whispers ||**Messenger: | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Precision ===== | ||
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- | * **Precision.** Always have a chance to hit. | ||
- | * **Aim.** Take more time to unleash an extra-accurate strike. | ||
- | * **Blind-Fight.** Ignore concealment within a limited range. | ||
- | * **Improved Blind-Fight.** Increase blind-fighting range. | ||
- | * **Bloodletter.** Inflict bleeding more often. | ||
- | * **Giant Slayer.** More easily attack larger targets. | ||
- | * **Improved Critical.** Deal more frequent and devastating critical hits. | ||
- | * **Point Blank.** Projectiles no longer have minimum range. | ||
- | * **Runt Stomper.** More easily attack smaller targets. | ||
- | * **Snipe.** Perform ranged assassinations. | ||
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- | ++++ Details | | ||
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- | ^Precision |||**Unerring Strike:** You always hit your target with a weapon attack when you roll a 10+ on the trigger die, even if stacking failure chances would make hitting impossible except on a 12. The only circumstance Precision does not allow you to beat the odds with is when a target has complete cover (there is a solid object between you and them that completely blocks line-of-effect.) | | ||
- | |-> ^Aim ||**In My Sights:** You take a little extra time to set up an extra-accurate attack. You can choose to take two actions to make a single attack. When making this single attack, you may roll the trigger die three times and pick whichever result you like the best. | | ||
- | |-> ^Blind-Fight ||**Unerring: | ||
- | |::: |-> ^Improved Blind-Fight |**Lucky Guesser:** You completely ignore the failure chance from partial concealment regardless of range, and ignore total concealment against all targets within 10 meters. | | ||
- | |-> ^Bloodletter ||**Make 'Em Bleed:** All attacks inflict the Bleeding condition to their target on a die result of 10+ instead of 12. | | ||
- | |-> ^Giant Slayer ||**Goliath Buster:** You may act as if you were up to one size larger than you actually are for purposes of weapon failure chance. This can reduce failure chance from attacking a larger target to 0 but not below 0. Your size does not actually change, only your ability to effectively attack things larger than you are. \\ \\ **Scaling Bonus:** You may treat yourself as being up to one size category larger than before for every five levels you have attained. This means that at level 10 you may act as two sizes larger, at level 15 three sizes larger, and so on. | | ||
- | |-> ^Improved Critical ||**Find The Gap:** All weapon attacks critically hit (ignore defense) on a trigger die result of 11+ instead of a 12. Weapons that critically hit on a 10+ (such as firearms, explosives and crossbows) now critically hit on a 9+ instead. \\ \\ **Make Them Hurt:** Every time you critically hit with any weapon attack, you deal +2 damage in addition to ignoring the target' | ||
- | |-> ^Point Blank ||**In Your Face:** When using any projectile attack against a target that is within 1/10th of the projectile' | ||
- | |-> ^Runt Stomper ||**Precision Tracking:** You may act as if you were up to one size smaller than you actually are for purposes of weapon failure chance. This can reduce failure chance from attacking a smaller target to 0 but not below 0. Your size does not actually change, only your ability to effectively attack things smaller than you are. \\ \\ **Scaling Bonus:** You may treat yourself as being up to one size category smaller than before for every five levels you have attained. This means that at level 10 you may act as two sizes smaller, at level 15 three sizes smaller, and so on. | | ||
- | |-> ^Snipe ||**Ranged Slayer:** You may assassinate (instantly kill) creatures of your own level or lower that are in the Clueless state with any projectile weapon. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Psychonaut ===== | ||
- | |||
- | * **Psychonaut.** Enter the Manifest. | ||
- | * **Manifest Bailout.** Wake up at will even when in danger. | ||
- | * **Manifest Conductor.** Take others with you to the Manifest. | ||
- | * **Manifest Caster.** Send others to the Manifest unaccompanied. | ||
- | * **Manifest Discovery.** Create useful objects as needed. | ||
- | * **Manifest Shaper.** Change the fabric of the Manifest. | ||
- | * **Manifest Guardian.** Summon an allied creature from your subconscious. | ||
- | * **Manifest Travel.** Instantly travel to new locations. | ||
- | * **Manifest Calling.** Travel to the presence of a named creature. | ||
- | * **Manifest Stowaway.** Travel along for free when someone else does. | ||
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- | ++++ Details | | ||
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- | ^Psychonaut |||**Setting-Specific: | ||
- | |-> ^Manifest Bailout ||**Nope Nope Nope:** You can choose to wake up (and therefore leave the Manifest) anytime you please as an action, even when you are in active danger. \\ \\ **Disincorporate: | ||
- | |-> ^Manifest Conductor ||**Take You There:** By falling asleep while in physical contact with another sleeping creature, you can transport both yourself and their consciousness to the Manifest. This happens whether the sleeper wants it or not. Once you have done this, your passenger must stay in the Manifest until such time as either you or they wake up. Being killed in the physical world does not qualify as waking up. | | ||
- | |::: |-> ^Manifest Caster |**Toss You There:** You can send a sleeping creature' | ||
- | |-> ^Manifest Discovery ||**Of Course It's Here:** By spending a Supply, you can alter the fabric of the Manifest in subtle ways. Manifest Discovery can make any small change to the current scene you want so long as it's mostly logical in nature- for example, you could use it to find the key to a locked door underneath a nearby flowerpot, or change into fancy clothing when you find yourself at a Manifest ball. | | ||
- | |::: |-> ^Manifest Shaper |**Dream Terrain:** By spending a point of Supply, you can change the Manifest in more impressive ways. You can alter an area of terrain in some way (add a staircase, put a hole in a wall, create a light source, fill it with water, whatever). \\ \\ **Dream Limits:** Your change has to be able to fit inside approximately a 10x10x10 meter cube. You cannot use Manifest Shaper to change an area that you or any ally is currently observing- you just turn around and suddenly things are different. | | ||
- | |-> ^Manifest Guardian ||**Surreal Defender:** You have spawned your own personal denizen of the Manifest formed from your own subconscious thoughts and desires. By spending a Supply, you can summon your Manifest Guardian to your side (any space adjacent to you), where it may immediately take any actions you want it to. Summoning a guardian is a free action. Guardians last until the beginning of your next turn, but can be re-summoned. You cannot have more than one instance of your guardian active at any given time. Your guardian is fully healed and regains all lost Supply every time you re-summon it. Your Manifest Guardian cannot be summoned outside the Manifest. Guardians cannot give you any of their own Supply. \\ \\ **Guardian Stats:** Your guardian is always the same level as you with a static loadout that you choose. Your guardian can freely have any abilities that you or the GM agree are appropriate- even though it's born of your thoughts, it might be capable of doing things you can't. \\ \\ **Manifest Clones:** Manifest native creatures do not have the same sort of consciousness that creatures from the real world do. When a Manifest native creature uses this ability, it simply temporarily creates another creature of the same type. | | ||
- | |-> ^Manifest Travel ||**Speed of Thought:** By spending a Supply, you can transport yourself to the Manifest analogue of any real-world place you've ever visited or are otherwise familiar with as an action. | | ||
- | |::: |-> ^Manifest Calling |**In Your Dreams:** You can use Manifest Travel to appear in the presence of any other creature that you are familiar with who is currently also in the Manifest. | | ||
- | |::: |-> ^Manifest Stowaway |**Tagalong: | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Quake (Area) ===== | ||
- | |||
- | * **Quake.** Slam the ground to create shockwaves. | ||
- | * **Aftershock.** Sometimes stomp again for free. | ||
- | * **Collapse.** Bring down structures. | ||
- | * **Earthwave.** Always knock targets prone. | ||
- | * **Harmonize.** The second stomp is empowered. | ||
- | * **Meteor.** Attack for free after a long fall. | ||
- | * **Quake Slam.** Slam targets directly. | ||
- | * **Stake Driver.** Smash them into the ground. | ||
- | * **Rubble.** Turn the area of effect into difficult terrain. | ||
- | * **Shockwave.** Knock targets up into the air. | ||
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- | ++++ Details | | ||
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- | ^Quake |||**Slam The Earth:** Quake attacks hit every target within 2 meters of your position. \\ \\ **Ground-Focused: | ||
- | |-> ^Aftershock ||**The Other Shoe Drop:** When the trigger die on a Quake attack is a 12, you may immediately make a second Quake attack for free. | | ||
- | |-> ^Collapse ||**Earthfall: | ||
- | |-> ^Earthwave ||**No Upstanding Citizens Please:** Your Quake attacks always inflict the Prone condition regardless of the trigger die result instead of only on a 10+. Creatures too large to be knocked down remain so. | | ||
- | |-> ^Harmonize ||**One-Two Kaboom:** If you use a Quake attack twice in a row without changing location, the second stomp is amplified by the energies of the first for an increased effect. The second stomp affects all targets within 5 meters of your position instead of 2 meters, and all targets within 2 meters take an additional +2 damage. If you somehow manage to stomp three or more times in a single round (such as through the Aftershock ability or another effect), all attacks beyond the second are empowered equally to the second one. | | ||
- | |-> ^Meteor ||**Dive Bomb:** If you fall 5 or more meters, you may make a Quake attack at your point of impact as a free action. For every 2 meters of distance you fell, you deal +1 damage with this attack to a maximum in bonus damage equal to your level. | | ||
- | |-> ^Quake Slam ||**Bring The Quake To You:** Instead of slamming the earth, you can slam an adjacent target directly. This allows you to use a Quake attack on a target that isn't in direct contact with the ground, such as those that are midair or swimming underwater. Quake Slamming a target in this way deals no damage to any other targets unless they are in physical contact with the first one (such as if they' | ||
- | |::: |-> ^Stake Driver |**Axe Kick:** If your target is in contact with the ground, then Quake Slamming them also strikes all other targets within 2 meters of the primary target that are also in contact with the ground (except for you yourself, you're immune). If the trigger die is 10+, then you physically drive the target into the earth with the force of your attack, inflicting the Immobilized condition to them. Creatures that get stake-driven in this way are immune to the effects of the Shockwave upgrade from this tree, but any other targets are not. | | ||
- | |-> ^Rubble ||**Wreckage Everywhere: | ||
- | |-> ^Shockwave ||**Newton' | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Rowdy ===== | ||
- | |||
- | * **Rowdy.** You know how to play rough. | ||
- | * **Bull Rush.** Shove targets further by moving into them. | ||
- | * **Cheap Shot.** Daze a target. | ||
- | * **Clever Wrestling.** Carry larger opponents with ease. | ||
- | * **Hostage Shield.** Use a grabbed target to block projectiles. | ||
- | * **Improved Grab.** Always succeed on grab attempts. | ||
- | * **Improved Trip.** Always succeed on trip attempts. | ||
- | * **Pocket Sand.** Throw stuff in their eyes. | ||
- | * **Tackle.** Grab for free at the end of a movement. | ||
- | * **Throttle.** Grabbing a target lets you choke them. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Rowdy |||**Grapple: | ||
- | | -> ^Bull Rush ||**Keep Shoving:** You can shove a target by moving into their space instead of as a separate action. This moves them back one space as normal, upon which you can continue moving into their space to keep pushing them. Moving into a target' | ||
- | | -> ^Cheap Shot ||**Groin Kick:** By taking an action to hit a target in a painfully vulnerable spot, you automatically inflict the Dazed condition to that target. | | ||
- | | -> ^Clever Wrestling ||**Goliath Tosser:** You know how to use a creature' | ||
- | | -> ^Hostage Shield ||**Meat Armor:** When grappling a subject, projectile attacks against you coming from an attacker inside your visual arc only succeed on a 10+. If the trigger die displays anything lower, they strike the creature you are grabbing instead. You may only use this ability with living creatures you've grabbed; dead ones no longer provide useful protection in this way. | | ||
- | | -> ^Improved Grab ||**Git 'Em:** You no longer need to roll a trigger die to grab a target; it automatically succeeds. | | ||
- | | -> ^Improved Trip ||**Sweep The Leg:** You no longer need to roll a trigger die to trip a target; it automatically succeeds (so long as the target is small enough). | | ||
- | | -> ^Pocket Sand ||**In Your Face:** As an action, you throw/ | ||
- | | -> ^Tackle ||**Flying Grab:** You can attempt to grab a target as part of a movement action so long as you end your movement in a space adjacent to the target. Making a tackle in this way doesn' | ||
- | | -> ^Throttle ||**Choke Out:** When grabbing any subject of up to one size larger than yourself, you may choose to automatically apply the Choking condition to them. This condition cannot be recovered from unless and until the subject escapes your grasp. Note that choking creatures also cannot call for help. | | ||
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- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Sacrifice ===== | ||
- | |||
- | * **Sacrifice.** Spill blood for power. | ||
- | * **Bleed.** Inflict the Bleeding condition. | ||
- | * **Blood Renewal.** Sacrifice Vitality to gain regeneration. | ||
- | * **Exsanguination.** Blood loss near you is increased. | ||
- | * **Lazarus.** Bring back the dead. | ||
- | * **Retissue.** Bring back the destroyed dead. | ||
- | * **Life Inversion.** Briefly reverse Endurance restoration. | ||
- | * **Reaping.** Deaths invigorate you. | ||
- | * **Sacrifice.** Kill in exchange for Supply. | ||
- | * **Shared Pain.** Empower attacks by losing Endurance. | ||
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- | ++++ Details | | ||
- | |||
- | ^Sacrifice |||**Currency of Life:** Whenever you would have to spend Supply to power an ability, you can choose to lose a point of Vitality instead. Supply spent for reasons other than powering abilities (such as to feed yourself) is unaffected by Sacrifice. | | ||
- | |-> ^Bleed ||**Call The Blood:** As an action, you can inflict the Bleeding condition to any subject within 10 meters. | | ||
- | |-> ^Blood Renewal ||**Purge And Fill:** As an action, you can choose to lose any amount of Vitality. At the beginning of each turn after using Blood Renewal immediately after regaining Flow, you automatically regenerate an amount of Endurance equal to the Vitality you sacrificed. Vitality lost in any other way does not trigger Blood Renewal. \\ \\ **Finale:** When combat ends, the regeneration stops. Roll a trigger die for every point of Vitality you sacrificed via Blood Renewal; if the result is a 7+, you get that Vitality back for free. If not, you don't (but you can get it back any of the normal ways one might regain lost Vitality). | | ||
- | |-> ^Exsanguination ||**Stain The Earth Red:** Any enemy creature within 5 meters of your position takes double the normal damage from the Bleeding condition. Bleeding allies are unaffected. | | ||
- | |-> ^Lazarus ||**Life For Life:** You can resurrect the dead, at a price. Any creature that has a mostly-intact body can be raised via Lazarus, no matter how long ago they actually died. The ritual for doing so requires a full day of work and a suitable sacrifice. The sacrifice must be a creature of at least equivalent level to the dead subject that is either helpless or willing who is killed as part of the ritual. \\ \\ **Came Back Wrong:** Roll a trigger die upon completion of the ritual. If the result is 5+, everything' | ||
- | |::: |-> ^Retissue |**Return The Blood:** You can use Lazarus to raise a dead creature even if they don't have an intact body, but you still need at least a piece of their body- a single bone, lock of hair, smear of blood, or similar is enough. The chance of the subject coming back wrong increases to 1-8 on the trigger die when you don't have an intact body. | | ||
- | |-> ^Life Inversion ||**Reversed Heartbeat: | ||
- | |-> ^Reaping ||**Taste Of Death:** Every time a creature dies within 10 meters of your location, you immediately regain one point of lost Endurance per three levels possessed by the dead creature. You cannot regain lost Endurance beyond your maximum in this way. Creatures of less than level 3 provide no benefit to you through Reaping. | | ||
- | |-> ^Sacrifice ||**Life For Power:** You can kill any helpless or willing subject and offer up their life in exchange for power. For every five levels possessed by the slain subject, you gain one point of Supply. Sacrifices of less than level 5 provide no benefit to you. Committing a sacrifice in this way requires a few minutes of uninterrupted work. \\ \\ **The Value Of Life:** Sacrifice is less efficient when used on less-sapient creatures. Creatures with the Animal weakness yield one Supply per 7 levels instead of 5, and creatures with the Mindless weakness yield one Supply per 10 levels. | | ||
- | |-> ^Shared Pain ||**Dark Knight:** You can choose to lose 1 or 2 Endurance when making weapon attacks. If you lose 1 Endurance, the attack deals +2 damage. If you lose 2 Endurance, the attack deals +5 damage. If you have no Endurance remaining, using Shared Pain causes you to lose Vitality instead. You are not obligated to use Shared Pain if you have it equipped and are free to decide whether you wish to enjoy its benefits/ | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Shapeshift ===== | ||
- | |||
- | * **Shapeshift.** Take an alternate form. | ||
- | * **Druid.** You have yet another form. | ||
- | * **Enduring Change.** Stay shifted. | ||
- | * **Lapse.** Shifting removes or adds weaknesses. | ||
- | * **Quickshift.** Shapeshift freely. | ||
- | * **Rally.** Shifting heals you. | ||
- | * **Reface.** You look different in your new form. | ||
- | * **Resize.** Your new form is a different size. | ||
- | * **Respec.** Your new form has different combat stats. | ||
- | * **Saiyan.** Your new form is empowered, but draining. | ||
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- | ++++ Details | | ||
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- | ^Shapeshift |||**Skin-Changer: | ||
- | |-> ^Druid ||**Third Face:** Create another alternate form using all the same rules and restrictions as your first. You can choose to shapeshift into either your normal alternate form or this other one every time you change. | | ||
- | |-> ^Enduring Change ||**Once On, Stays On:** You no longer automatically revert after a few minutes or when you fall unconscious/ | ||
- | |-> ^Lapse ||**Remove Weakness:** If you have a weakness, then shapeshifting with Lapse temporarily removes it for as long as you remain in your alternate form. You lose both the positive and negative aspects of the weakness. Removing a weakness with Lapse is optional: you can decide to do it or not, but once the choice is made that's the way it always works from now on. \\ \\ **Gain Weakness:** You can designate a weakness and associated free abilities for your alternate form. When you shapeshift, you gain that new weakness and its attendant abilities. You lose them again when you revert. Unlike other abilities in your alternate form's loadout, you don't need to already know the free abilities bestowed by the weakness. | | ||
- | |-> ^Quickshift ||**I' | ||
- | |-> ^Rally ||**Self-Heal: | ||
- | |-> ^Reface ||**Alter Ego:** When you shapeshift into your alternate form, it is no longer recognizable as you. It's still recognizable as itself, so anybody familiar with your alternate form will recognize it if they see it again. | | ||
- | |-> ^Resize ||**Pym Particles: | ||
- | |-> ^Respec ||**Combat Shift:** Create a different allocation of your three combat values (Melee, Projectile, Area) for your alternate form. When you shift while Respec is equipped, you start using your alternate allocation instead of your regular one until you revert. Every time you level up, add a point to one of your alternate combat values just like your standard array. | | ||
- | |-> ^Saiyan ||**HYAAAAA: | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Shield ===== | ||
- | |||
- | * **Shield.** Block attacks from the front. | ||
- | * **Area Deflection.** Your shield works on some area weapons. | ||
- | * **Breakaway.** Sacrifice your shield to negate an attack. | ||
- | * **Pushback.** Reactively knock back attackers. | ||
- | * **Dazing Bash.** Knocked back attackers are dazed. | ||
- | * **Ricochet.** Sometimes redirect blocked projectiles. | ||
- | * **Shield Other.** Protect adjacent allies. | ||
- | * **Sticky Shield.** Snare blocked enemy weapons. | ||
- | * **Tower Shield.** Your shield blocks more often. | ||
- | * **Turtle.** Hunker down and defend from all sides. | ||
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- | ++++ Details | | ||
- | |||
- | ^Shield |||**Shields Up:** You may use an action to go on the defensive. Until the beginning of your next turn, all Melee and Projectile attacks coming from a source inside your vision arc have a failure chance of 6. Attacks from creatures outside this arc are unaffected by a Shield ability. Area attacks are also unaffected by shield use. | | ||
- | | -> ^Area Deflection ||**Block Blasts:** Your shield applies its failure chance against Explosive, Blizzard, Flamethrower, | ||
- | | -> ^Breakaway ||**Let It Go:** You can completely negate an incoming attack that your shield applies a failure chance to by allowing it to take all the damage. This automatically unequips the Shield ability from your loadout immediately after negating the attack. You can look at the dice results of an oncoming attack before deciding to use Breakaway to negate it. Player-controlled adventurers can re-equip the Shield ability by changing their loadout as normal. | | ||
- | | -> ^Pushback ||**Clang: | ||
- | |::: | -> ^Dazing Bash |**Make 'Em See Stars:** When you push back an attacker with your shield, roll a trigger die. On a 10+ (or on a 7+ if the provoking attack was successfully blocked), the shoved target also gains the Dazed condition. | | ||
- | | -> ^Ricochet ||**Redirect Projectiles: | ||
- | | -> ^Shield Other ||**Get Behind Me:** All allies adjacent to you also gain the benefits of your shield against attacks from sources inside your visual arc. This does not stack if they also have shields of their own. | | ||
- | | -> ^Sticky Shield ||**Blade Catcher:** Every time you block an incoming melee attack with your shield, you may roll a trigger die. If the result is a 7+, the enemy gets their weapon stuck into/onto your shield and must choose between two options: either they accept a Grabbed condition from you, or they immediately unequip the weapon they were using. Unequipped weapons can be reclaimed if the shield-bearer is defeated, or adventurers with unequipped weapons can re-equip them the normal way they change their loadout. | ||
- | | -> ^Tower Shield ||**More Defense:** Your shield grants a failure chance of 8 instead of 6. | | ||
- | | -> ^Turtle ||**Mini-Fort: | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Shout (Area) ===== | ||
- | |||
- | * **Shout.** Produce blastwaves of sonic energy. | ||
- | * **Burster.** Slain targets explode for more damage. | ||
- | * **Discordant.** Sometimes inflict the Confused condition. | ||
- | * **Howl.** Sometimes inflict the Fear condition. | ||
- | * **Inhale.** Suck in targets before blasting them. | ||
- | * **Shoutbox.** Power shouts with Endurance and ignore Choking. | ||
- | * **Storm Wave.** Knock targets down and clear the air. | ||
- | * **Roh-Dah.** Blow targets away. | ||
- | * **Turbulence.** Block projectiles and thrown effects. | ||
- | * **Wind Tunnel.** Block and redirect. | ||
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- | ++++ Details | | ||
- | |||
- | ^Shout |||**Sonic Wave:** You produce a powerful wave of force. You cannot use a Shout attack when you have the Choking condition. Shouts work fine underwater or against creatures that are underwater (although if you're underwater, you're probably choking) but shouts cannot ever be used in a vacuum since there is nothing to propagate the wave. \\ \\ **Target Area:** A Shout attack hits every space in your visual arc out to 5 meters. \\ \\ **Supply Eater.** When the trigger die is 1-6, the attack consumes one Supply. \\ \\ **Failproof: | ||
- | |-> ^Burster ||**Master Exploder:** The vibrations from your Shout are so powerful that when the attack kills a creature (removes its last Vitality), the creature in question immediately explodes and deals additional damage equal to their level to all other adjacent creatures. This additional damage cannot be reduced or evaded in any way. Exploded creatures obviously don't leave intact corpses, for any effects that depend on that. | | ||
- | |-> ^Discordant ||**Warp Minds:** When the trigger die is 10+, the attack inflicts the Confused condition to all targets damaged by the attack. | | ||
- | |-> ^Howl ||**Strike Fear:** When the trigger die is 10+, the attack inflicts the Fear condition to all targets damaged by the attack. | | ||
- | |-> ^Inhale ||**Suck In:** Your inhalation immediately before unleashing a Shout attack creates a small area of vacuum, drawing subjects in closer before blasting them. Every creature within 2 meters of the shout' | ||
- | |-> ^Shoutbox ||**Weirding Module:** You either have a device that creates your Shout effects instead of depending on your voice (such as a sonic wave emitter or totally sweet electric guitar) or your voice is just too damn strong to be cut off by something as trivial as not being able to breathe. You can freely use Shouts when you have the Choking condition. \\ \\ **Energy-Powered: | ||
- | |-> ^Storm Wave ||**Blow The Man Down:** When the trigger die is 10+, the attack inflicts the Prone condition to all targets damaged by the attack. Creatures large enough to occupy spaces outside of the area of effect are not blown away. \\ \\ **Clear Skies:** The attack removes all non-darkness concealment from its target area (such as mist, smoke, foliage, etc). | | ||
- | |::: |-> ^Roh-Dah |**Blown Away:** When the attack strikes an adjacent subject (within 1 meter of your position), they are immediately propelled away from you a distance in meters equal to the damage they take. Creatures large enough to occupy spaces outside of the area of effect are not blown away. | | ||
- | |-> ^Turbulence ||**Air Chaos:** You can choose to Shout as a free action when a projectile attack or thrown effect passes through the attack' | ||
- | |::: |-> ^Wind Tunnel |**Redirection: | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Slippery ===== | ||
- | |||
- | * **Slippery.** Fit where you shouldn' | ||
- | * **Artful Dodger.** Move through spaces occupied by anyone. | ||
- | * **Escape Artist.** Throw off bonds with ease. | ||
- | * **Lemmiwinks.** Escape from inside creatures. | ||
- | * **Scuttle.** Make free movements after escaping. | ||
- | * **Escape Route.** Clear the way for your allies. | ||
- | * **Sidestep.** Give no cover to enemies. | ||
- | * **Low Profile.** Treat partial cover as full. | ||
- | * **Squeeze.** Fit into small spaces. | ||
- | * **Shrink.** Actually reduce your size when squeezing. | ||
- | |||
- | * **Weakness: Flammable.** Your greasy coating makes fire more dangerous. | ||
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- | ++++ Details | | ||
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- | ^Slippery |||**Squeeze By:** You may freely move through (but not stop inside) spaces occupied by your allies and neutral parties that are willing to let you through. This doesn' | ||
- | | -> ^Artful Dodger ||**Can' | ||
- | | -> ^Escape Artist ||**Get Loose:** You can spend an action to remove the Grabbed, Stuck, or Wrapped conditions. If you are under multiple such conditions at a time, you can only remove one of them per action. | | ||
- | |::: | -> ^Lemmiwinks |**Can' | ||
- | |::: | -> ^Scuttle |**Woop Woop Woop:** When you use an action to either throw off a Grabbed/ | ||
- | | -> ^Escape Route ||**Make A Path:** All of your allies gain the benefit of your Slippery ability, but only in regards to your own space and any space within 2 meters of you. If you also have the Artful Dodger ability equipped, your allies gain the benefit of it as well. | | ||
- | | -> ^Sidestep ||**Don' | ||
- | |::: | -> ^Low Profile |**Suck It In:** You can present a minimal target to enemies as well as allies. You treat all partial cover (solid objects between you and an attacker) as full cover instead. | | ||
- | |-> ^Squeeze ||**Contortionist: | ||
- | |::: | -> ^Shrink |**Actually Tiny:** When you squeeze down, you actually become the new size you are acting as. Targets of a different size than your new size have all the normal failure chances to hit you, and vice-versa. You can return to your normal size at any time. \\ \\ **Flexible: | ||
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- | ^Weakness: Flammable |||**Ready To Burn:** Your slipperiness stems from being covered in a greasy substance at all times. Unfortunately for you, it's flammable. You are treated as having an unrecoverable Oily condition at all times. The Burnproof and Heat Immunity abilities form the Firebug tree have no effect for you. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Smite ===== | ||
- | |||
- | * **Smite.** Slay monsters and horrors. | ||
- | * **Crusade.** Nearby allies can also smite. | ||
- | * **Detect Evil.** Know if a subject is really a monster. | ||
- | * **Elder Sign.** Ward an area against monstrous entry. | ||
- | * **Ender.** Things you kill stay dead. | ||
- | * **Exorcise.** Remove monster-inflicted conditions. | ||
- | * **Holy Water.** Make an attack strike true and strong. | ||
- | * **Holy Avenger.** Apply Holy Water to any and all. | ||
- | * **Turning.** Make monsters fear you. | ||
- | * **Zeal.** Spurn death at monstrous hands. | ||
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- | ++++ Details | | ||
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- | ^Smite |||**Demon Slayer:** You deal +2 damage with all attacks against monstrous enemies. If you don't know if an enemy is monstrous, Smite has no effect. \\ \\ **Monsters Defined:** The rules do not have any mechanical way of designating certain creatures as monstrous or others as not. Bears, for example, are certainly monster-like in some ways but still not Monsters with a capital M. Smite works against anything that can be considered either irredeemably evil or deeply and unnaturally wrong; in a standard fantasy setting this would include both demons and undead but in a modern occult setting it might purely apply to the spawn of elder gods. In many settings such as spy thrillers or noir investigations where nothing is truly black and white Smite might be completely useless. Creatures that have invested in trees such as Undead, Ghoul, Darkseeker, Spectre, Necromancy, Callous, Sacrifice or Devour are often monstrous (but not necessarily so). Ask your GM what " | ||
- | |-> ^Crusade ||**Drive It From This World:** All allies within 2 meters of your position that can clearly see/ | ||
- | |-> ^Detect Evil ||**Monster Sense:** As an action, you can tell if any creature you can see/ | ||
- | |-> ^Elder Sign ||**Wards: | ||
- | |-> ^Ender ||**And Stay Down:** When you strike the killing blow on any enemy, they are guaranteed to stay dead. Abilities that allow a creature to cheat death (such as Undead, Revive from the Heal tree, Die Hard from the Grit tree, Revenance/ | ||
- | |-> ^Exorcise ||**Banish Taint:** As an action, you can automatically remove a single condition that was inflicted by a monster from yourself or any ally within 5 meters of your position. Conditions that come from non-monstrous sources are unaffected by Exorcise. | | ||
- | |-> ^Holy Water ||**Anointed Blades:** By spending an action and a point of Supply, you can bless your weaponry or otherwise infuse it with material baneful to monsters. The single next time you Smite a monster, the trigger die is considered to automatically be a 12 without even having to roll for it. | | ||
- | |::: |-> ^Holy Avenger |**Sacred Slayer:** You no longer need to spend an action to anoint your weaponry- your weapons are always considered baneful to monsters. You can spend a point of Supply to make any trigger die used to attack a monster a 12, even if you've already rolled it. | | ||
- | |-> ^Turning ||**I Abjure Thee:** You present a symbol of something a monster hates as an action, inflicting the Fear condition on any target within 10 meters that you can see. This ability has no effect on non-monstrous foes. \\ \\ **Anathemic Dread:** Monsters with the Steadfast ability that would normally be immune to the Fear condition are still partially affected by a Turning, acting as if they have the Fear condition for one round anyway. | | ||
- | |-> ^Zeal ||**Not Today:** If you die (your Vitality is reduced to 0) while actively combating or hunting a monster, you do not die. You immediately regain an amount of Vitality equal to the number of people you can name that are directly counting on you in that moment. You can also count yourself, so Zeal always restores at least one Vitality. You must name specific individuals (so "the townsfolk of Gristle Crossing" | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Smoke ===== | ||
- | |||
- | * **Smoke.** Cloak an area in concealing smoke. | ||
- | * **Disorienting Haze.** Creatures in the smoke lose their way. | ||
- | * **Ink Cloud.** The smoke works underwater. | ||
- | * **Lingering Smoke.** The smoke lasts much longer. | ||
- | * **Noxious Smoke.** The smoke causes choking. | ||
- | * **Hallucinogenic Smoke.** The smoke causes confusion. | ||
- | * **Smoke Signal.** Change the appearance of the smoke produced. | ||
- | * **Stimulant Cloud.** Breathing the smoke regenerates Endurance. | ||
- | * **Tear Gas.** The smoke blinds those inside it. | ||
- | * **Wide Cloud.** The area of effect is increased. | ||
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- | ++++ Details | | ||
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- | ^Smoke |||**Screening: | ||
- | | -> ^Disorienting Haze ||**Swirling Adrift:** The smoke disorients those who start their turn inside it, causing them to briefly lose their sense of direction. If a disoriented creature wishes to move to a new location, they must move in a straight line in a randomly-chosen direction (assign the numbers 1-6 to all adjacent hexes and roll a trigger die; if the die's result is 7-12 simply subtract 6) instead of choosing for themselves which direction to go. Once a creature leaves the smoke cloud they are no longer disoriented. Moving in a random direction can freely lead a disoriented creature into trouble such as off a cliff, into the middle of enemies, or into spaces affected by a Hazard ability. \\ \\ **Rechecks: | ||
- | | -> ^Ink Cloud ||**Cephalopod Style:** You can use the smoke cloud underwater. Underwater smoke abilities are always centered on your own location rather than a place in throwing range. | | ||
- | | -> ^Lingering Smoke ||**Clinging Haze:** The smoke lasts until the end of the conflict (or for a few minutes when used outside of a combat conflict) instead of dissipating at the beginning of your next turn. \\ \\ **Optional: | ||
- | | -> ^Noxious Smoke ||**Asphyxiation: | ||
- | |::: | -> ^Hallucinogenic Smoke |**Confusion Cloud:** The smoke is laced with chemicals that distort the perception of those who breathe it. Any creature that gains the Choking condition from the smoke cloud also gains the Confused condition. Creatures immune to the Choking condition for whatever reason are also immune to the Confused condition in this case. | | ||
- | | -> ^Smoke Signal ||**High Visibility: | ||
- | | -> ^Stimulant Cloud ||**Inhaled Vapors:** Any creature that starts their turn inside the smoke immediately regains one lost Endurance, or two lost Endurance if inside an area of complete concealment. | | ||
- | | -> ^Tear Gas ||**Eye Irritant:** When a creature starts their turn inside the smoke area, they must roll a trigger die. If the result is a 1-6, they immediately gain a condition- Bleary if standing in an area of partial concealment, | ||
- | | -> ^Wide Cloud ||**Billowing Veil:** The smoke' | ||
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- | ++++ | ||
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- | [[# | ||
- | |||
- | ===== Spacecraft ===== | ||
- | |||
- | * **Spacecraft.** You have a space-faring vessel. | ||
- | * **A-Grav.** The spacecraft has artificial gravity. | ||
- | * **Airlock.** Move into and out of the spacecraft. | ||
- | * **Lander.** Make planetfall. | ||
- | * **Reactive Hull.** Repair breaches quickly. | ||
- | * **Sleeper Ship.** The crew can hibernate. | ||
- | * **Solar Sail.** Slow, but free propulsion. | ||
- | * **Streak.** Increase spacecraft speed. | ||
- | * **Full Burn.** Greatly increase speed. | ||
- | * **Warp.** Jump through space. | ||
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- | ++++ Details | | ||
- | |||
- | ^Spacecraft |||**Floating In A Tin Can:** Spacecraft are vehicles and follow all vehicle rules outlined in the Vehicles section on the Game Concepts page. Spacecraft can only be used to travel through the vacuum of space and cannot be used to visit the surface of a planet large enough to maintain an atmosphere. The interior of a spacecraft has no more gravity than the outside does. You can own as many different vehicles as you want, but must purchase each chassis separately using Supply (see chart below). \\ \\ **Space Coasting:** Momentum is not lost in space. Every time the spacecraft takes a move action, it continues to automatically and unavoidably take another move action in the same direction and for the same distance at the beginning of each round. For example, if you traveled five hexes forward and two to the right, the spacecraft will continue going five hexes forward and two to the right every round. You can stop this by taking an action to countermove in the opposite direction, canceling up to 10 meters' | ||
- | |-> ^A-Grav ||**Just Like Home:** The interior of the spacecraft has some form of artificial gravity, allowing creatures inside it to walk around instead of floating. | | ||
- | |-> ^Airlock ||**Spacewalk Launch:** The spacecraft is fitted with a functional airlock, allowing creatures and objects to move between its interior and exterior without allowing any vacuum into the craft' | ||
- | |-> ^Lander ||**Planetfall: | ||
- | |-> ^Reactive Hull ||**Modular Design:** The spacecraft is exceptionally easy to perform minor repairs to. Removing a breach point from the spacecraft takes only a single action instead of requiring several minutes. The Supply cost is unchanged. \\ \\ **Toolkit Patches:** This ability has a special synergy with the Patch Up ability from the Handyman tree. Any creature with Patch Up removing a breach point from the spacecraft can roll a die and ignore the Supply cost when the result is a 7+, just as if they were restoring Vitality. | | ||
- | |-> ^Sleeper Ship ||**Hibernation Pods:** The ship is equipped with facilities for putting creatures into suspended animation. While hibernating, | ||
- | |-> ^Solar Sail ||**Cold Winds Of Light:** The ship is equipped with solar sails, giving it an alternative form of movement. Movement made by solar sail instead of the ship's primary engine has a speed of 2 meters of acceleration per action (or 2 regions per day) instead of the normal 10, but never consumes fuel or Supply and can be used indefinitely (a useful feature for very long interstellar voyages). \\ \\ **Praise The Sun:** Solar sails cease functioning when they have no access to the light of a star, such as when in a nebula or the shadow of a planetary body. | | ||
- | |-> ^Streak ||**Like A Shooting Star:** A more powerful and efficient engine allows the spacecraft to add up to 20 meters of acceleration per move instead of the normal 10. | | ||
- | |::: |-> ^Full Burn |**Get Offa Whitefall: | ||
- | |-> ^Warp ||**FTL:** The spacecraft is fully equipped to make use of gateways that connect different regions of the universe together such as wormholes, jump lanes, mass relays or whatever. Spacecraft without the Warp ability are destroyed when they try to use such gateways. Warp does not allow a spacecraft to jump anywhere it wants, only to where the gateway connects. Warp cannot be used anywhere except for places where a gateway exists. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Spacer ===== | ||
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- | * **Spacer.** Keep control in zero gravity. | ||
- | * **Inertia Correction.** More easily manipulate massive objects. | ||
- | * **Personal Gravity.** Move freely on any surface. | ||
- | * **Propulsion.** Accelerate yourself in zero gravity. | ||
- | * **Counterthrust.** You don't knock yourself back with attacks and effects. | ||
- | * **Spacejets.** Accelerate yourself at high speeds. | ||
- | * **Stabilized.** You are not vulnerable and never spin out in zero gravity. | ||
- | * **Vacuum-Proof.** Become immune to vacuum exposure. | ||
- | * **Zero-G Combat.** Deal more damage to non-spacers. | ||
- | * **Zero-G Lifestyle.** Avoid the negative effects of long-term zero gravity. | ||
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- | * **Weakness: Spaceborn.** You struggle in gravity. | ||
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- | ++++ Details | | ||
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- | ^Spacer |||**Precision Pushoff:** When you push off a solid surface in a zero-gravity environment, | ||
- | | -> ^Inertia Correction ||**The Right Spin:** You know how to make best use of your limited muscle power when gravity isn't a factor. By spending two actions pushing instead of one, you can impart a velocity of 1 meter per round to an an object as if you were 1 size category larger than you actually are. You can further increase your effective size category by spending additional time pushing: 5 actions allows you to impart velocity as if you were two size categories larger, 10 actions allow you to act as if 3 size categories larger, and so forth. Note that once velocity is imparted, you have to re-apply it in the opposite direction if you want the pushed object to stop moving. | | ||
- | | -> ^Personal Gravity ||**Stickdown: | ||
- | | -> ^Propulsion ||**Self-Propelled: | ||
- | |::: | -> ^Counterthrust |**Keep 'Er Steady:** You no longer propel yourself backwards when pushing an object or using an attack of any sort. You still have the normal chance to spin out of control when using attacks, however. | | ||
- | |::: | -> ^Spacejets |**Rapid Acceleration: | ||
- | | -> ^Stabilized ||**No Vulnerability: | ||
- | |-> ^Vacuum-Proof ||**Spacewalker: | ||
- | |-> ^Zero-G Combat ||**Space Hunter:** When using attacks against creatures in zero-gravity that don't have the Spacer ability equipped, you deal +5 damage instead of the normal +2. You deal +2 damage to targets that have the Spacer ability but not the Stabilized one. | | ||
- | |-> ^Zero-G Lifestyle ||**Robust Physiology: | ||
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- | ^Weakness: Spaceborn |||**Gravitationally Challenged: | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Spectre ===== | ||
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- | * **Spectre.** Be an intangible phantom. | ||
- | * **Phaseout.** Become completely intangible. | ||
- | * **Phasethrough.** Walk through walls. | ||
- | * **Poltergeist.** Gain limited normal interaction with the physical world. | ||
- | * **Possession.** Take control of another' | ||
- | * **Body Thief.** Take control of the waking. | ||
- | * **Domineer.** Possess anything. | ||
- | * **Steal Breath.** Inflict the Choking condition. | ||
- | * **Transparency.** Grant yourself concealment. | ||
- | * **Withering Aura.** Fatigue nearby creatures. | ||
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- | * **Weakness: Tethered.** You cannot leave a certain area. | ||
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- | ++++ Details | | ||
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- | ^Spectre |||**Out Of Phase:** You exist on the edge of reality, not quite material but definitely not nothing, either. You can freely move around, observe your environment, | ||
- | | -> ^Phaseout ||**Out Of Phase:** At the beginning of your turn, you can choose to become completely immaterial for one round. When you choose to do this, you become completely immune to all abilities and effects in the game but cannot take any actions other than movement. At the beginning of your next turn, you return back to normal (unless you choose to extend the effect another round.) \\ \\ **Condition Suspension: | ||
- | | -> ^Phasethrough ||**Walk Through Walls:** You can pass through solid material (but not creatures). You take two impairments to your movement speed while doing so. You gain an unrecoverable Choking condition while inside a solid object that is immediately removed once you're out of it again. \\ \\ **Darkened Realm:** Passing through solid matter is somewhat disorienting. Every time you start your turn inside a solid object, roll a trigger die; on a 1-6 you lose your sense of direction for that round and start moving in a randomly-selected direction instead of your desired direction. Having the Pathfinder ability equipped from the Survival tree makes you immune to this effect. | | ||
- | | -> ^Poltergeist ||**Manifestation: | ||
- | | -> ^Possession ||**Meat Puppet:** You can physically possess the body of a creature that is sleeping or unconscious as an action. While possessing another creature, you disappear and are considered to be physically inside them, even if they are smaller than you. If your host takes any damage while you possess them, you also take the same amount of damage. \\ \\ **Driver Picks The Music:** You use your own combat skills and ability loadout while possessing a body, not the host' | ||
- | |::: | -> ^Body Thief |**Souljacker: | ||
- | |::: | -> ^Domineer |**Sunken Ghost:** You can freely possess corpses and drive them around, although possession does not remove wounds or damage from creatures that died violently. Corpses that are not mostly intact might not be capable of movement anymore (GM adjudicates). \\ \\ **In The Shell:** You can possess vehicles (such as those created by the Boat, Aircraft, Wheels, etc trees). Doing so wrests control of the vehicle away from whoever' | ||
- | | -> ^Steal Breath ||**Ripped From Your Lungs:** As an action, you can inflict the Choking condition to any creature within 10 meters of your position. | | ||
- | | -> ^Transparency ||**See Right Through Me:** By spending an action, you grant yourself partial concealment until the beginning of your next turn. If in a space that already has partial concealment, | ||
- | | -> ^Withering Aura ||**Sap Vitality:** Any creatures that end their turn within 1 meter of you immediately gain the Fatigue condition. | | ||
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- | ^Weakness: Tethered |||**Geographically Bound:** You cannot ever leave a certain location, such as a certain building, a geographical feature such as a pond, or similar. A good rule of thumb is that the location cannot be more than 100 meters across. You cannot be transported out of the proscribed area against your will- there are invisible barriers that apply to you and you alone that cannot ever be crossed by any means. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Spikes (Melee) ===== | ||
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- | * **Spikes.** Automatically counterattack everything nearby. | ||
- | * **Barbed Spikes.** Automatically grab spiked targets. | ||
- | * **Bristling.** You have almost too many spikes. | ||
- | * **Interception.** Preemptively counterattack. | ||
- | * **Long Spikes.** Increase the area of effect. | ||
- | * **Outflow.** Automatically attack everything near you every round. | ||
- | * **Retractable.** Turn your spikes on or off. | ||
- | * **Spike Slam.** Attack with your spikes on demand. | ||
- | * **Body Slam.** Attack by smacking into targets. | ||
- | * **Tearaway Spikes.** Inflict the Splinters condition. | ||
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- | ++++ Details | | ||
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- | ^Spikes |||**Defensive Offense:** You cannot use an action to attack with a Spikes weapon the same way you can choose to use other weapons. When an adjacent (1 meter distant from you) enemy attacks you using any weapon, you may immediately attack them back with your Spikes as a free action that is resolved immediately after the attack that triggered it. Non-adjacent enemies that attack you from a distance of 2 meters or greater do not trigger a free counter in this manner. \\ \\ **Grapple Pain:** At the beginning of your turn before you take any actions, you automatically use your Spikes weapon to attack any adjacent creature that you have inflicted the Grabbed condition on or vice versa for free. \\ \\ **Size Matters:** Spikes have standard size-based failure chances (4 per category of difference). Spikes do not have any failure chance from concealment, | ||
- | |-> ^Barbed Spikes ||**Sink The Hooks:** You inflict the Grabbed condition on a target when the trigger die is 7+. | | ||
- | |-> ^Bristling ||**Excessively Spiky:** You have very little surface area without any spikes, making you both more dangerous and more awkward. All your Spike attacks deal +2 damage and critically hit on a 10+, but you take an impairment to movement speed for as long as the ability is equipped. | | ||
- | |-> ^Interception ||**Front-Loaded Pain:** When you use Spikes to counterattack a creature that has attacked you, your Spikes attack is resolved immediately before the attack that triggers it instead of immediately afterwards. If an attacker is killed or incapacitated by your spikes, this can completely cancel their attack. | | ||
- | |-> ^Long Spikes ||**Far Jabs:** The effective range of the Spikes ability increases to 2 meters instead of only 1. | | ||
- | |-> ^Outflow ||**Aura Pain:** Every round at the beginning of your turn before taking any actions, you automatically use your Spikes weapon to attack every other creature adjacent to you (both friend and foe). This effect replaces and does not stack with the normal automatic attack you make at the beginning of your turn against creatures you are in a grapple with. | | ||
- | |::: |-> ^Retractable |**Toggle Switch:** You can spend an action to turn your Spikes weapon on or off. | | ||
- | |-> ^Spike Slam ||**Spiny Gauntlets: | ||
- | |::: |-> ^Body Slam |**Ram Attack:** When you make a move, you can use your Spikes weapon to attack any single creature whose space you moved through or which is adjacent to the space in which you stop moving. This does not cost an action. | | ||
- | |-> ^Tearaway Spikes ||**Left In Flesh:** You inflict the Splinters condition on a target when the trigger die is 10+. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Starbuck ===== | ||
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- | * **Starbuck.** Manage vehicle operations. | ||
- | * **Cargomaster.** Allow a vehicle to carry more weight. | ||
- | * **Dealership.** Buy more vehicles cheaply. | ||
- | * **Emergency Protocol.** Remove vehicle conditions. | ||
- | * **Fuel Efficiency.** Sometimes ignore fuel costs. | ||
- | * **Hot Swap.** Change vehicle-related loadouts freely. | ||
- | * **Hotwire.** Steal others' | ||
- | * **Mess Supply.** Feed everyone aboard cheaply. | ||
- | * **Navigator.** Increase travel speed. | ||
- | * **Skidbladnir.** Take your vehicles anywhere. | ||
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- | ++++ Details | | ||
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- | ^Starbuck |||**First Mate's Burden:** You are an excellent steward and manager of vehicle operations. When riding on a vehicle, the crew requirements of that vehicle are reduced to that of a vehicle one size category smaller. Crew requirements cannot be reduced below 1 (every vehicle still needs a pilot). Multiple Starbucks do not stack no matter how many there are on board. \\ \\ **Level-Scaling: | ||
- | |-> ^Cargomaster ||**Efficient Packing:** Any vehicle you are riding in can carry weight as if it was one size category larger than it actually is thanks to your knowledge of packing, storage, and balance. \\ \\ **Smuggler' | ||
- | |-> ^Dealership ||**Cut-Rate: | ||
- | |-> ^Emergency Protocol ||**Not On My Watch:** You know how to respond to vehicular emergencies quickly and decisively. If a vehicle fails to recover from a condition it is suffering from at the end of a round, you can spend one Supply to remove the condition anyway. | | ||
- | |-> ^Fuel Efficiency ||**Gear Shifting:** Whenever you would need to spend a point of Supply to fuel a vehicle' | ||
- | |-> ^Hot Swap ||**Vehicular Exchange:** You can replace any vehicle-related abilities in your loadout (such as those from the Aircraft, Boat, Wheels, Pilot, Mechanic, or Starbuck trees) with any other vehicle-related abilities you know without spending Supply to do so. Trading out vehicle-related abilities for non-vehicle ones costs Supply as normal. \\ \\ **Transformer: | ||
- | |-> ^Hotwire ||**GTA:** You can take temporary possession of an unattended vehicle that doesn' | ||
- | |-> ^Mess Supply ||**Extra Stocks:** A vehicle acts as a mobile storehouse, multiplying your resources. When you spend a point of Supply to feed yourself for a day, you also feed every crew member and passenger that is riding on the same vehicle with you for free. | | ||
- | |-> ^Navigator ||**Route Plotting:** By paying meticulous attention to maps and taking frequent measurements of location, you greatly increase the traveling efficiency of the vehicle you are riding on. The vehicle' | ||
- | |-> ^Skidbladnir ||**Pocket Vehicle:** You can pull out your vehicles anywhere as an action- whether this is through folding them down into a small space, conjuring them across space to your location, or some other sort of mystic techno-bullshittery is up to you and the GM. You never need to leave a vehicle behind and always have it with you at a moment' | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Steadfast ===== | ||
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- | * **Steadfast.** Be fearless and mentally tough. | ||
- | * **Adversity.** Deal more damage as you near death. | ||
- | * **Comeback Kid.** Restore Endurance when you throw off a condition. | ||
- | * **Defiance.** Deal more damage when outnumbered. | ||
- | * **Determinator.** Use Supply to throw off conditions. | ||
- | * **Implacable.** Become immune to the Charmed condition. | ||
- | * **Refocus.** Restore all lost Flow with an action. | ||
- | * **Self-Assured.** Become immune to the Confused condition. | ||
- | * **Taunt.** Force an enemy to attack you. | ||
- | * **Vanguard.** You quickly get where the danger is. | ||
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- | * **Weakness: Mindless.** You have no mind to sway. | ||
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- | ++++ Details | | ||
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- | ^Steadfast |||**Fearless: | ||
- | | -> ^Adversity ||**Returned Agony:** If you have currently lost at least one point of Vitality, you deal +2 damage with all attacks. If you have lost at least half your Vitality, you deal +5 damage with all attacks. | | ||
- | | -> ^Comeback Kid ||**Refreshing Victory:** You are energized by success. When you successfully throw off a condition in effect on you, you immediately restore all lost Endurance. | | ||
- | |-> ^Defiance ||**I Like Those Odds:** When you and your allies are outnumbered in battle by your enemies, you deal +2 damage with all attacks. | | ||
- | |-> ^Determinator ||**Overcome Through Sacrifice: | ||
- | |-> ^Implacable ||**In Charge:** You are immune to the Charmed condition. If you already had that condition on you, equipping this ability removes it instantly. | | ||
- | |-> ^Refocus ||**Battlefield Meditation: | ||
- | |-> ^Self-Assured ||**Firm Focus:** You are immune to the Confused condition. If you already had that condition on you, equipping this ability removes it instantly. | | ||
- | |-> ^Taunt ||**Come At Me, Bro:** Once per round during your turn as a free action, you can deliberately provoke any creature within 10 meters of your position with whom you are already in combat. The taunted creature is obligated to focus all attacks on you and cannot direct attacks at any other targets except incidentally (such as through the use of area attacks that include you as a target). The effect ends as soon as the taunted creature successfully attacks you. Creatures with the Self-Assured ability from this tree are immune to being taunted, as are creatures that can't attack you without moving closer to put you in range. | | ||
- | |-> ^Vanguard ||**Heedless Charge:** You run into danger with no hesitation. Every round, you may take one movement action for free at any time during your turn. This free movement must end with you closer to the nearest enemy than you were before. If you cannot move any closer to the nearest enemy than you already are (due to being blocked or already adjacent to said enemy) then Vanguard does not function. Since the movement granted by this ability does not actually require you to spend an action, you can even use it during an initiative turn when you normally would not be able to do anything. | | ||
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- | ^Weakness: Mindless |||**Dumb As Hell:** You have no ability to think, make plans, or deductively reason. You still know who your allies are and how to navigate your environment/ | ||
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- | [[# | ||
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- | ===== Stealth ===== | ||
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- | * **Stealth.** Avoid being noticed. | ||
- | * **Ambusher.** Deal additional backstab damage. | ||
- | * **Camouflage.** Hide without concealment. | ||
- | * **Invisibility.** Quickly hide without concealment. | ||
- | * **Creep.** You can move without breaking cover. | ||
- | * **Flit.** Sneak quickly. | ||
- | * **Fade.** Hide while being observed. | ||
- | * **Hush.** Lead others in stealth. | ||
- | * **Overwatch.** Make ambush attacks. | ||
- | * **Traceless.** Leave no path or scent behind. | ||
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- | ++++ Details | | ||
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- | ^Stealth |||**Stealth Check:** Using stealth always carries a risk you might be noticed when you don't want to be. During any round in which you use stealth in such a way that might get you noticed, you roll a trigger die. If you get a 5+, you're good and nobody noticed. If you didn' | ||
- | | -> ^Ambusher ||**Improved Backstab:** When using any weapon ability that grants additional damage for a backstab (which is most melee and projectile weaponry) you deal +5 damage to a target that is not observing you instead of +2. | | ||
- | |-> ^Camouflage ||**In Plain Sight:** You can spend ten rounds carefully applying camouflage to yourself specific to a given environment, | ||
- | |::: |-> ^Invisibility |**Chameleon: | ||
- | |-> ^Creep ||**Low Profile:** You can move or make operation actions without betraying your presence, allowing you to hide and sneak simultaneously. Taking other actions such as attacking or whatever will still give you away. | | ||
- | |::: |-> ^Flit |**Fast Sneaking:** You do not take an impairment to movement when sneaking. You are always assumed to be sneaking by default unless you specifically state otherwise. | | ||
- | |-> ^Fade ||**Vanish: | ||
- | |-> ^Hush ||**Stealth Leader:** You can lead a small group of other creatures in stealth. So long as they stay within 2 meters of you and do what you say, they all benefit from your equipped stealth skills and use whatever your roll was as their own. If one of them goes off on their own, they no longer gain this benefit. | | ||
- | |-> ^Overwatch ||**Ambusher: | ||
- | |-> ^Traceless ||**No Trail:** You leave no tracks, scent or other signs of your passing. You cannot be tracked. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Strength ===== | ||
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- | * **Strength.** Leverage pure muscle power. | ||
- | * **Berserker.** Enter a destructive fury. | ||
- | * **Rage Control.** Enter and leave berserk mode easily. | ||
- | * **Door Kicker.** Smash up wooden stuff. | ||
- | * **Bend Bars, Lift Gates.** Smash up metal stuff. | ||
- | * **Feat of Strength.** Gain incredible strength for short periods. | ||
- | * **Monty Hauler.** Carry more treasure. | ||
- | * **Pack Mule.** Lift even more than usual. | ||
- | * **Power Throw.** Increase the range of all thrown effects. | ||
- | * **Rooted.** Become immovable. | ||
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- | * **Weakness: Slowpoke.** You are permanently slowed. | ||
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- | ++++ Details | | ||
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- | ^Strength |||**Enhanced Carrying:** Both your light and maximum load limits are increased by one step on the 1-> 2-> 5-> 10-> 20-> 50-> etc scale. If you are human-sized (category 5) this means you can carry up to 1/2 a Bulk with no penalty and 2 Bulk maximum instead of the normal limits of 1/5 and 1 respectively. | | ||
- | |-> ^Berserker ||**Rage Mode:** Use an action to enter berserk mode. You cannot choose to end the berserk effect until all enemies are defeated (dead, fleeing or surrendered). You gain no benefits from the Berserker ability unless and until you enter berserk mode. \\ \\ **Reckless Power:** When using a Melee attack ability, you deal +5 damage with all melee attacks. However, while you are in berserk mode you also take +2 more damage from all attacks of any kind made against you. \\ \\ **Unstoppable: | ||
- | |::: |-> ^Rage Control |**Smoother Berserking: | ||
- | |::: |-> ^Terrifying Rage |**Scatter Them:** If the trigger die is 10+ on any melee attack made while in berserk mode, you apply the Fear condition to the subject you struck. | | ||
- | |-> ^Door Kicker ||**Here' | ||
- | |::: |-> ^Bend Bars, Lift Gates |**Rampage: | ||
- | |-> ^Feat of Strength ||**Holy Shit:** You can spend a point of Supply in order to carry weight as if you were two sizes larger than you actually are until the beginning of your next turn. If you also have the Pack Mule ability equipped, you carry weight as if you were three sizes larger. | | ||
- | |-> ^Monty Hauler ||**More Bling:** You can carry up to two treasure items in a single inventory slot. | | ||
- | |-> ^Pack Mule ||**Superstrength: | ||
- | |-> ^Power Throw ||**Long Pitch:** Your range with all thrown effects in the game increases from 0-10 to 0-20 meters. You can also throw at ranges from 21-50 meters, but roll a trigger die when doing so (or if the effect already involves a trigger die, just use the results of that one). On a result of 1-6, your accuracy was a little off and the GM repositions the effect to a new space of their choice within 2 meters of your intended target. | | ||
- | |-> ^Rooted ||**Ain' | ||
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- | ^Weakness: Slowpoke |||**Mighty Glacier:** While undeniably strong, you're also ponderously slow. You have a permanent, unrecoverable Slowed condition, causing you to lose one of your actions each round 50% of the time. | | ||
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- | [[# | ||
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- | ===== Survival ===== | ||
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- | * **Survival.** Stay alive in the wild. | ||
- | * **Avoidance.** Evade random encounters. | ||
- | * **Endure Temperature.** Stay comfortable in hot and cold environments. | ||
- | * **Extreme Foraging.** Easily find food in sparse environments. | ||
- | * **Pathfinder.** Never get lost. | ||
- | * **Refueler.** Find fuel instead of food. | ||
- | * **Scent.** Have a powerful sense of smell. | ||
- | * **Powerful Nose.** Your sense of smell is further enhanced. | ||
- | * **Skilled Hunter.** Get bonus rations from the field. | ||
- | * **Weather Eye.** Predict or control the weather. | ||
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- | * **Weakness: Animal.** Live by instinct, not reason. | ||
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- | ++++ Details | | ||
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- | ^Survival |||**Forager: | ||
- | |-> ^Avoidance ||**Brush By:** By reading the signs and keeping your eyes open, you can avoid encounters. When your party would normally run into a random encounter with another creature(s), | ||
- | |-> ^Endure Temperature||**Goldilocks: | ||
- | |-> ^Extreme Foraging ||**Not Picky:** You can easily find food even where others couldn' | ||
- | |-> ^Pathfinder ||**Direction Sense:** You always know which direction is which and how to get back to any place you've been before, no matter how disorienting your environment is. \\ \\ **Spurn Hazards:** You know how to deal with and are immune to the effects of any natural features found in the environment that replicate the effects of the Hazard ability (such as the spiked rocks of a cavern floor or the razor-leaf ivy clinging to the side of an old building). Hazardous areas created by somebody actually using a Hazard ability affect you normally; you have no special defense against those. \\ \\ **This Is The Way:** You take no impairment to daily move speed when traveling overland through wilderness region hexes. This benefit also extends to any reasonably small group you are traveling with that you can act as a guide for. Combat movement is unaffected by Pathfinder as normal. | | ||
- | |-> ^Refueler ||**Gas Siphoner:** You can attempt to scavenge Fuel items instead of Rations. Fuel is somewhat scarcer than food; roll a trigger die when doing so. You successfully find Fuel on a result of 7+ when in lush, populated environments and on a 4+ in sparser environments. You can still only attempt to scavenge a maximum of once per day. | | ||
- | |-> ^Scent ||**Sniff Sniff:** You have a highly-developed sense of smell. You can identify the presence of unusual smells within 5 meters, and identify the precise location of their source with an action. You can recognize the smells of types of creature or specific individuals if you've encountered them before. Smells linger in an area for a few hours even after their source has left. \\ \\ **Interference: | ||
- | |::: |-> ^Powerful Nose |**Expanded Range:** You can detect smells out to a range of 20 meters, or 10 meters downwind/50 meters upwind. \\ \\ **Shark Snout:** Water no longer ruins scent for you. \\ \\ **Old Scents:** You can detect the scent of things that have left the area up to a few days before rather than a few hours. | | ||
- | |-> ^Skilled Hunter ||**Extra Nosh:** Roll a trigger die when finding Rations/ | ||
- | |-> ^Weather Eye ||**Elemental Advantage: | ||
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- | ^Weakness: Animal |||**Beast: | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Swarm ===== | ||
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- | * **Swarm.** You are a bunch of creatures. | ||
- | * **Engulf.** Share spaces with other creatures. | ||
- | * **Beset.** Deal more damage to engulfed foes. | ||
- | * **Horde.** Increase your swarm size. | ||
- | * **Multiattack.** Strike multiple targets at once. | ||
- | * **Pliable.** Sometimes ignore condition effects. | ||
- | * **Redshirts.** Your pain is an effective warning. | ||
- | * **River.** Avoid all bottlenecking. | ||
- | * **Shedding.** Lose swarm abilities instead of Vitality. | ||
- | * **Split.** Divide into two smaller swarms. | ||
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- | * **Rabble.** You take more damage from multiple-hit effects. | ||
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- | ++++ Details | | ||
- | |||
- | ^Swarm |||**I Am Legion:** While you generally act like a single creature, you're actually a whole bunch of smaller creatures working in concert (like a cloud of locusts, band of goblins, or crew of comedy pirates). Exactly how many isn't important and might vary from scene to scene or even moment to moment, but despite your numbers you're not too much more effective than any single other creature. \\ \\ **Swarm Traits:** You occupy space, carry weight and crew vehicles as a single creature two sizes larger than you actually are, but act as your true size for purposes of size-based attack failure. You can pass through any gap or passageway that is accessible to a creature of your true size, but doing so imposes an impairment on your movement speed as your constituent creatures all bottleneck themselves. Area attacks and other multi-hit effects treat you as just one creature and thus only hit you once. You somehow only need to spend one point of Supply to feed yourself per day, just like a single creature. | | ||
- | |-> ^Engulf ||**Flow Around:** You can freely share spaces with other creatures, allowing you to move through or stop inside any occupied space on the battlefield (other creatures cannot pass freely through you unless you permit it). If you start any turn sharing one or more of your occupied spaces with another creature, you have an impairment to movement for that round. \\ \\ **Surround & Pound:** Attacking a creature that you've engulfed with an applicable weapon type applies a backstab bonus (+2 damage), since you're hitting them from all angles. | | ||
- | |::: |-> ^Beset |**Hooligan Thrash:** You can use single-target attacks and effects on every creature you've engulfed simultaneously as a single action and with the use of a single trigger die (if applicable). | | ||
- | |-> ^Horde ||**Huge Swarm:** There are a LOT of you. You occupy space, carry weight and crew vehicles as a creature three sizes larger than your true size instead of two sizes larger. | | ||
- | |-> ^Multiattack ||**Split Focus:** When you make any attack, you can choose two targets/ | ||
- | |-> ^Pliable ||**Resilience: | ||
- | |-> ^Redshirts ||**Guess We're In Danger:** Members of your swarm seem to be dying constantly (and tragi-comically). Every time you get hurt you lose a few- and it causes your allies to briefly look to their own defense. For every 2 points of damage you take (every 2 Flow, Endurance, or Vitality removed from you by any means), you gain one point of " | ||
- | |-> ^River ||**Living Flow:** You don't take any impairment to movement speed when passing through gaps accessible to creatures of your true size. If you have the Engulf ability equipped, you also take no impairment to movement when sharing the same space as another creature(s). | | ||
- | |-> ^Shedding ||**Dieoffs: | ||
- | |-> ^Split ||**Scatter Bitch, It's The Five-O:** You can break into a whole bunch of individual creatures as an action. Doing so produces one creature of your true size per point of Vitality that you currently have, and each individual creature has exactly 1 point of Vitality (your Endurance and Flow are also split among your constituent creatures as evenly as possible). All your constituent creatures have your full loadout equipped and can be controlled individually, | ||
- | |||
- | ^Weakness: Rabble |||**Get In Your Own Way:** Your constituent members don't do a very good job protecting each other. Any time you are successfully hit by an attack that is capable of hitting more than one target at a time, you take +5 damage from it. This includes almost all Area attacks as well as special multiple-hit attacks such as Lightning (when it chains) or Firearms upgraded with the Piercing ability. You still count as only a single target for purposes of these attacks and thus allow them to potentially hit other targets as well. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Swim ===== | ||
- | |||
- | * **Swim.** Move easily in water. | ||
- | * **Capsize.** Sink ships. | ||
- | * **Splash.** Toss water at a target. | ||
- | * **Drown.** Splashed targets also choke. | ||
- | * **Submersible Arms.** Use any attacks underwater. | ||
- | * **Water Adapted.** Swim freely and breathe water. | ||
- | * **Aquatic Predator.** Deal additional damage against clumsy swimmers. | ||
- | * **Sunken Camouflage.** Gain partial concealment against non-swimmers. | ||
- | * **Wavebreaker.** Ignore difficult water-based terrain. | ||
- | * **Sandswim.** Treat sand as water. | ||
- | |||
- | * **Weakness: Aquatic.** You struggle when on land. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Swim |||**Improved Swimming:** You have one impairment to movement speed when swimming instead of two. \\ \\ **Submersion: | ||
- | |-> ^Capsize ||**Sink Yo Battleship: | ||
- | |-> ^Splash ||**Water Toss:** As an action, throw a bunch of water anywhere within throwing range (0-10 meters). \\ \\ **Water Effects:** If you throw the water at a creature with the Burning condition, the condition is instantly and automatically removed. If you throw it at a space that is currently burning, it puts out the fire in that space. Light sources such as torches that are not shielded from water will be extinguished. You can provide enough water to satisfy a creature' | ||
- | |::: |-> ^Drown |**Right In The Gabber:** Your thrown water is precisely aimed to get right in the way of a target' | ||
- | |-> ^Submersible Arms ||**Water-Adapted Attacks:** You can freely use any attacks while underwater without any failure chance, even those that normally cannot be used underwater at all. However, while you have Submersible Arms equipped all attack abilities gain a failure chance in air or against targets that are not also in water equal to the normal failure chance they would have in water. For example, the Firearm (Projectile) ability cannot normally be used in water. If you equip Submersible Arms, you may use your firearm freely underwater with no penalties or drawbacks, but cannot use it outside of water at all. | | ||
- | |-> ^Water Adapted ||**Native Swimming:** You have no impairment to your movement speed while swimming at all. \\ \\ **Breathe: | ||
- | |::: |-> ^Aquatic Predator |**Killer From The Deep:** You deal +2 damage with all weapons when attacking any target that does not have the Water Adapted ability that is currently swimming. If the target does not have the Swim ability either, the bonus damage increases to +5. \\ \\ **Kraken:** You also deal this bonus damage when attacking boats or ships if the target boat's pilot does not have the Water Adapated/ | ||
- | |::: |-> ^Sunken Camouflage |**Lurker Beneath:** When underwater, you gain partial concealment against anything that is outside the water. If you would already gain partial concealment (such as from murky water or dim light) you instead gain complete concealment. This ability does not function against creatures that are also underwater. | | ||
- | |-> ^Wavebreaker ||**Coming Through:** You ignore the negative effects of water-based difficult terrain (thick weeds, ice covering, etc) that would otherwise slow you down when swimming. You take no impairment when moving through such spaces and do not take additional damage from attacks while inside them. | | ||
- | |::: |-> ^Sandswim |**Desert Shark:** If desired, you can treat sand as a liquid for purposes of swimming in it. Every Swim ability upgrade applies fully when " | ||
- | |||
- | ^Weakness: Aquatic |||**Streamlined And Legless:** Your body is completely unsuited for life on land. You have two impairments to movement speed and take +2 damage from all attacks when crossing land. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Tank ===== | ||
- | |||
- | * **Tank.** Shrug off hits. | ||
- | * **Apocalypse Proof.** Briefly ignore harsh environments. | ||
- | * **Back Plating.** Protection from backstabs. | ||
- | * **Eternal.** Keep your armor active. | ||
- | * **Immortal.** Armor lasts longer when you need it most. | ||
- | * **Impregnable.** Sometimes it's super effective. | ||
- | * **Juggernaut.** Smash through whatever' | ||
- | * **Lightweight Armor.** Doesn' | ||
- | * **Smug Safety.** Regain life when you avoid losing any. | ||
- | * **Unbreakable.** Negate critical hits with Supply. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Tank |||**Armored Plating:** You are covered in heavy armor. The first time in a round you are struck by any attack, you treat your relevant combat ability score as double its normal value for purposes of defense against that attack. For example, if you are struck by a melee attack and your Melee combat ability is 3, you could subtract 6 damage from the attack instead of the normal 3 damage. Your combat ability scores are not actually changed and Tank has no effect whatsoever on your offensive capabilities. \\ \\ **Renewing Defense:** Every time you use Tank to reduce the damage taken from an attack, roll a trigger die. If the result is 7+, Tank remains active to protect you from the next attack taken as well. There is no limit to how many attacks Tank can protect you from during a given round except your luck. Tank always renews and is ready to defend you again at the beginning of each new turn you take. \\ \\ **Heavy:** Your armor is bulky and somewhat difficult to move in. You take an impairment to all movement while Tank is equipped. \\ \\ **Noisy:** Tanking is not a subtle activity, and moving around in your armor makes a fair amount of noise. You cannot sneak or otherwise go unnoticed while Tank is equipped. | | ||
- | |-> ^Apocalypse Proof ||**Environmental Shielding: | ||
- | |-> ^Back Plating ||**Rear Guard:** Attackers gain no bonus damage against you with either backstabs or melee attacks when you have the Prone condition on any attack that your armor applies against. If your armor has already been depleted during the current round, backstabs and prone strikes deal +2 damage as normal. \\ \\ **Achilles Sabaton:** For every three levels you have, you are treated as being one level higher than you actually are for purposes of resisting assassinations via weapon attack abilities. Assassinations carried out through non-weapon abilities (such as Poison Food in the Poisoner tree) bypass this protection. | | ||
- | |-> ^Eternal ||**Fort Besselat:** When your armor depletes for the round as a result of you rolling 1-6, you can choose to spend a point of Supply to negate the depletion and keep its benefit anyway. | | ||
- | |-> ^Immortal ||**Desperate Defense:** If you have no Endurance remaining, your armor always refreshes itself after a hit automatically. You no longer need to roll and get a 7+. As soon as you get any amount of Endurance back, you lose this benefit. | | ||
- | |-> ^Impregnable ||**Tower of Defense:** When the die rolled to see if your armor' | ||
- | |-> ^Juggernaut ||**Wham Bam Thank You Ma' | ||
- | |-> ^Lightweight Armor ||**Mithril Shirt:** Your armor gives all the normal protection at a fraction of the weight, but you still definitely feel it slowing you down after a few hits. You no longer take an impairment to movement from equipping the Tank ability, but only as long as Tank's effect hasn't been depleted at the moment. As soon as you lose Tank's protection, you take an impairment to movement again until the end of your next turn. \\ \\ **Can' | ||
- | |-> ^Smug Safety ||**Break On Me:** Every time you get hit but successfully negate all damage from the hit (whether by means of the Tank ability or not) you instantly regain one lost Endurance or Flow per five levels you have. You do not gain this benefit when an attack directed at you fails. | | ||
- | |-> ^Unbreakable ||**Defiance: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Teamwork ===== | ||
- | |||
- | * **Teamwork.** Assist your allies. | ||
- | * **Adviser.** Give allies a second chance. | ||
- | * **Assistant.** Sacrifice your own knacks in place of an ally' | ||
- | * **Back Watcher.** Defend allies from backstabs. | ||
- | * **Bodyguard.** Take hits for your allies. | ||
- | * **Flanker.** Allies can backstab adjacent foes. | ||
- | * **Rescue.** Grant an ally a recovery check. | ||
- | * **Shepherd.** Take allies along during movements. | ||
- | * **Tracer.** Reduce failure chances against a given target. | ||
- | * **Warlord.** Grant free attacks to allies. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Teamwork |||**Go! Go!:** You can use an action to shout directions to any ally within 20 meters, granting the target a free movement or operation action of their choice. Other kinds of actions such as attacks cannot be granted via Teamwork. A single creature cannot be granted an additional action via Teamwork more than once per round. | | ||
- | | -> ^Adviser ||**Shared Wisdom:** Your allies (including yourself) may reroll one die of their choice per battle or operation and take whichever result they prefer. This doesn' | ||
- | | -> ^Assistant ||**Raid My Toolbox:** When participating in an operation challenge and an ally fails their check to use a knack, you can choose to lock out any of your own currently-available knacks instead of that ally locking out the one they were attempting to use. | | ||
- | | -> ^Back Watcher ||**Got Your Back:** If you can see/ | ||
- | | -> ^ Bodyguard || **Ward:** When any ally adjacent to you is targeted by any attack, you can choose to immediately interrupt the attack by moving into your allies' | ||
- | | -> ^Flanker ||**Harrier: | ||
- | | -> ^Rescue ||**Shake It Off:** By spending an action, you can shout encouragement to any ally within 20 meters. The selected target may immediately make a free recovery check against any condition they are currently suffering from. | | ||
- | | -> ^Shepherd ||**Stick With Me:** When you move, you can choose to bring an adjacent ally with you. The chosen ally ends up in any space adjacent to your new position. This doesn' | ||
- | | -> ^Tracer ||**Call Targets:** By taking an action, you can call for allies to strike a specific enemy within 20 meters. Until the beginning of your next turn, all failure chances are reduced by 6 (minimum 0) against the specified enemy for yourself and all allies. | | ||
- | | -> ^Warlord ||**Strike!: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Telepathy ===== | ||
- | |||
- | * **Telepathy.** Read minds. | ||
- | * **Amnesia.** Erase a subject' | ||
- | * **Plant Memory.** Replace removed memories with new ones. | ||
- | * **Gaze Reading.** Read minds through eye contact. | ||
- | * **Mental Sending.** Send messages mind-to-mind. | ||
- | * **Memory Delver.** Force information from a subject. | ||
- | * **Gentle Delver.** Get information from a subject without harming them. | ||
- | * **Mind Sense.** Sense nearby minds. | ||
- | * **Psychic Surgery.** Repair damaged minds. | ||
- | * **Thought Shield.** Become immune to telepathy. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Telepathy |||**Mindreader: | ||
- | |-> ^Amnesia ||**Neuralyzer: | ||
- | |::: |-> ^Plant Memory |**Psychic Gardener:** When you cause amnesia in a subject, you can plant false memories of the past minute or so in place of the true memories that you erased. If the memories you implant are too implausible, | ||
- | |-> ^Gaze Reading ||**Peeping Tom of the Soul:** You only require eye contact to read a subject' | ||
- | |-> ^Mental Sending ||**Communication: | ||
- | |-> ^Memory Delver ||**Mind Pillage:** Instead of reading the subject' | ||
- | |::: |-> ^Gentle Delver |**Mind Visit:** Gentle Delver works like Memory Delver, but has no chance to damage the subject' | ||
- | |-> ^Mind Sense ||**Psycholocation: | ||
- | |-> ^Psychic Surgery ||**Repair Minds:** By spending several hours of effort and five Supply, you can mentally repair damage done to a mind by telepathy or natural trauma such as missing memories from the Amnesia ability or mind erasure from the Memory Delver ability. | | ||
- | |-> ^Thought Shield ||**The Empty Room:** You are immune to having your thoughts read, detected or tampered with via the Telepathy skill tree. \\ \\ **Mind Fortress:** All Mindblast attacks used against you have a failure chance of 6. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Teleport ===== | ||
- | |||
- | * **Teleport.** Suddenly be somewhere else. | ||
- | * **Blink.** Teleport as a free action. | ||
- | * **Known Territory.** Teleport anywhere you've been. | ||
- | * **Atlased.** Teleport anywhere you've got a description for. | ||
- | * **Teletravel.** Teleport huge distances. | ||
- | * **Phase Jump.** Increase both range and cost. | ||
- | * **Sanctum.** Teleport home any time. | ||
- | * **Teleport Other.** Teleport something else. | ||
- | * **Conjure.** Teleport to you, not away. | ||
- | * **Transposition.** Switch places with a target. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Teleport |||**Bamf!** When you make a move action, you can choose to teleport to your new destination instead of walking, swimming, flying or whatever-elseing there. Teleportation ignores obstacles, difficult terrain and hazards between you and your target destination. Your teleportation is restricted to a range of 5 meters and does not count as regular movement, meaning that you cannot sprint or take advantage of the Mobility tree when teleporting. You must be able to clearly see your target destination in order to teleport to it. You take anything you're carrying with you, including creatures that you're grabbing or who are grabbing you. If you're carrying too much weight to walk or move, you're also carrying too much weight to teleport. \\ \\ **Supply-Driven: | ||
- | |-> ^Blink ||**Fast Teleport:** You can choose to teleport as a free action up to once per round during your turn. When you do so, it costs 1 point of Endurance in addition to any Supply. Blink does not alter the time required to use the Teletravel upgrade in any appreciable way. | | ||
- | |-> ^Known Territory ||**Been There Already:** You can teleport to any place within range that you've already been to, even if you can't currently see your target destination clearly. | | ||
- | |::: |-> ^Atlased |**Cartographed Destination: | ||
- | |::: |-> ^Teletravel |**Across The World:** After a few minutes of meditation, you can teleport to any location in the world that you want. This costs a variable amount of supply depending on the distance traveled in regions: 1 for 1 region, 2 for 2, 3 for up to 5, 4 for up to 10, 5 for 20, 6 for 50, 7 for 100, and so on. | | ||
- | |-> ^Phase Jump ||**Long Teleport:** You can teleport longer distances at higher potential Supply cost: \\ - You may teleport up to 10 meters as an action, but it consumes Supply on a 1-3. \\ - You may teleport up to 20 meters as an action, but it consumes Supply on a 1-6. \\ - You may teleport up to 50 meters as an action, but it always consumes Supply without needing to roll a die. | | ||
- | |-> ^Sanctum ||**Homebound: | ||
- | |-> ^Teleport Other ||**Sending: | ||
- | |::: |-> ^Conjure |**Just Like A Prayer:** As Teleport Other, but instead of teleporting another subject away from your location you can teleport another subject TO your location. The subject appears in any space adjacent to you that you want (or if they' | ||
- | |-> ^Transposition ||**The Ol' Switcheroonie: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Tesla ===== | ||
- | |||
- | * **Tesla.** Wield electricity. | ||
- | * **EM Attraction.** Electric attacks can't miss electrified targets. | ||
- | * **Enervation.** Inflict Fatigue via electricity. | ||
- | * **Floater.** Lift targets into the air. | ||
- | * **Jolt.** Electrify attackers. | ||
- | * **Ride The Lightning.** Teleport when hit by electricity. | ||
- | * **Shockproof.** You cannot be electrified. | ||
- | * **Electric Immunity.** Become immune to electricity. | ||
- | * **Supercharge.** Restore lost Endurance with electricity. | ||
- | * **Telectrokinesis.** Move electrified targets. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Tesla |||**Wield Electricity: | ||
- | |-> ^EM Attraction ||**Ionized Targets:** When using any electricity-boosted attack (such as Lightning or another weapon that the Tesla ability upgrades to inflict the Electrified status) you completely ignore all miss chances from concealment or smaller size when attacking targets that already have the Electrified status on them. Failure chance against larger targets is unaffected. | | ||
- | |-> ^Enervation ||**Energy Drain:** Every time the trigger die for a Tesla-enhanced attack is 10+, its subject(s) also gain the Fatigue condition. | | ||
- | |-> ^Floater ||**Shocking Lift:** When you hit a target with a Tesla-upgraded attack, large amounts of raw current briefly lift them into the air. Any damaging attack that hits a floating target sends them flying in the opposite direction of their attacker a distance in meters equal to half the damage they took (rounded down). If a target sent flying in this manner hits a wall or other solid obstacle, they stop moving and take +2 damage from the attack. If they are sent flying by an attack that normally does that anyway (such as Martial weapons with the Driver upgrade or Explosives with the Forceful upgrade) then they go a distance equal to the full damage taken instead of half. \\ \\ **Return To Earth:** Once a target has been sent flying, they stop floating and further attacks do not knock them about any further. Floating targets that don't get knocked flying stop floating on their own at the beginning of their next turn. \\ \\ **Special Defense:** Creatures with the Spacer ability equipped are used to floating and don't lose their balance when lifted via Floater, making them immune to being knocked flying by subsequent attacks. | | ||
- | |-> ^Jolt ||**Crackle With Power:** You are constantly charged with electric current. When damaged by any adjacent enemy, you automatically inflict the Electrified condition to your attacker. Anybody that grabs you is also electrified. \\ \\ **Shocking Grasp:** You may spend an action to inflict the Electrified condition to any adjacent creature. | | ||
- | |-> ^Ride The Lightning ||**Go With The Flow:** When targeted by any electricity-based effect (such as being hit by a Lightning effect thrown by an enemy), you may instantly teleport to the nearest open space adjacent to the source of the effect. Your movement is resolved immediately after the effect that triggers it. | | ||
- | |-> ^Shockproof ||**Grounded: | ||
- | |::: |-> ^Electricity Immunity |**Power Negation:** Any Tesla-enhanced attack or Lightning attack has a failure chance of 6 against you. You are also immune to the following abilities from the Tesla tree: Enervation, Floater. \\ \\ **Shock And Awe:** Sources of electricity aside from attacks (such as natural lightning strikes, getting thrown into a transformer, | ||
- | |::: |-> ^Supercharge |**Invigorating Energy:** Any time you would have gained the Electrified condition if you weren' | ||
- | |-> ^Telectrokinesis ||**Make Them Move:** You have some method of pushing or pulling on powerful electric fields. You may spend an action to force any creature within 10 meters that has the Electrified condition to move up to 5 meters in any direction you want, including into danger (off cliffs, into spikes, etc). | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Throwing (Projectile) ===== | ||
- | |||
- | * **Throwing.** Throw knives, shuriken, rocks, or similar. | ||
- | * **Boomerang.** Curve your throws. | ||
- | * **Fastball Special.** Turn a creature into a thrown weapon. | ||
- | * **Coordinated Throw.** Being thrown is more pleasant for your allies. | ||
- | * **Impact.** Use any thrown effect as an attack. | ||
- | * **Juggler.** Catch and redirect incoming thrown effects. | ||
- | * **Lightning Hands.** Catch and redirect more effects. | ||
- | * **Pass.** Toss objects safely to your allies. | ||
- | * **Skipper.** Bounce thrown attacks to secondary targets. | ||
- | * **Throw Anything.** Turn any inanimate object into a projectile. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Throwing |||**Range: | ||
- | |-> ^Boomerang ||**Long Way Round:** The attack treats cover (solid objects and barriers, failure chance 6/total) as concealment (permeable vision-blockers, | ||
- | |-> ^Fastball Special ||**Live Ammunition: | ||
- | |::: |-> ^Coordinated Throw |**Safety First:** You can choose whether or not the ammunition is damaged by being thrown. \\ \\ **Perfect Timing:** If the ammunition has actions left during the round, they can take them at any point while sailing through the air. | | ||
- | |-> ^Impact ||**Right In The Face:** You may treat any non-attack effect with a thrown range such as smoke bombs, thrown minions, etc as a Throwing attack. Attacks with a thrown range (such as Blizzard, Explosive, Vitriol, Hazard etc) cannot be combined with the Impact ability, but any other thrown effect in the game can be. The thrown effect deals damage to a selected target as usual and then deploys its normal effect to the target/ | ||
- | |-> ^Juggler ||**Return To Sender:** When you are targeted by any thrown effect (including not only Throwing weapons but anything else with a thrown range such as explosives, smoke bombs, or whatever), you can choose to catch the thrown projectile and hurl it at anybody else you want, including back at its thrower. The effect is exactly identical to what its user intended, but with a target chosen by you instead of them. Effects that don't target you or the space you occupy cannot be caught with Juggler. \\ \\ **Turn Conservation: | ||
- | |::: |-> ^Lightning Hands |**Interception: | ||
- | |-> ^Pass ||**Heads-Up: | ||
- | |-> ^Skipper ||**Bonk Bonk:** When the trigger die is 10+, your thrown projectile bounces to a new target within 5 meters of the primary target. Both targets are affected equally by the attack. You choose the secondary target. Walls, creatures and other solid barriers between the primary target and the selected secondary target cause the attack to fail against the secondary. If you are throwing a living creature via the Fastball Special ability, the ammunition is only damaged once even though it is smacking into two targets. | | ||
- | |-> ^Throw Anything ||**Chuck Garbage:** Instead of throwing one of your weapons made for that purpose, you can choose to throw anything else you happen to have at hand- forks, bottles, chairs, rocks, severed heads, frozen salmon, whatever. You cannot throw anything that would give you an impairment to movement if you carried it (or in other words is your own size or larger). Living creatures tend to squirm and throw off your aim so they cannot be effectively thrown with this ability (but dead ones are fine so long as they are under the size limit). Exceptionally soft or squishy objects (such as pillows) might be ruled by the GM to not actually do any damage when you throw them. \\ \\ **Easy Pickup:** Picking up an object and throwing it is all part of the same fluid motion for you so long as the object you intend to throw is within arms-reach of your current position. \\ \\ **Supply-Free: | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Trample (Melee) ===== | ||
- | |||
- | * **Trample.** Attack by moving over a target. | ||
- | * **Beatdown.** Trampling knocks targets prone. | ||
- | * **Breakthrough.** When you make a kill, you can keep trampling. | ||
- | * **Full Throttle.** Keep on trampling even when some survive. | ||
- | * **Careful Steps.** Don't harm chosen targets. | ||
- | * **Naval Smash.** Trample targets on the surface of water. | ||
- | * **Plow.** Shove targets aside. | ||
- | * **Wild Plow.** Knock targets flying. | ||
- | * **Press.** Pin targets down with your weight. | ||
- | * **Ram.** Smash into targets you couldn' | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Trample |||**Stomp: | ||
- | |-> ^Beatdown ||**Knock Over:** Targets of your trample attack gain the Prone condition when the trigger die is 7+. | | ||
- | |-> ^Breakthrough ||**Keep Rolling:** When you kill a subject with your trample attack, you can also attack the next target you run over with the same movement action. You do not re-roll the trample attack for the next target. If that target also is killed, you can keep right on trampling until either a target survives it or you run out of movement. | | ||
- | |::: |-> ^Full Throttle |**Choo Choo Motherfucker: | ||
- | |-> ^Careful Steps ||**Spare Them:** You can choose not to trample any given creature whose space you pass through. | | ||
- | |-> ^Naval Smash ||**Wavesmasher: | ||
- | |-> ^Plow ||**Shove Aside:** When you pass through the space occupied by another creature that you could trample they are immediately moved to the nearest space you don't occupy, clearing them from your path. This effect applies even to targets that are not damaged by your trample attack (due to not being the first you run over with a given movement action or for whatever other reason). | | ||
- | |::: |-> ^Wild Plow |**Knock Flying:** Plowed creatures are sent flying in whatever direction they were ejected from your path. Creatures one size smaller than you are moved 2 meters, two sizes smaller are moved 5 meters, three sizes smaller are moved 10 meters, and so forth up the 1-> 2-> 5-> 10-> 20-> etc scale for every size category smaller than you the plowed target is. | | ||
- | |-> ^Press ||**Flop Onto:** You may stop moving while sharing a space with a creature you are trampling. Doing so immediately causes you to apply the Grabbed condition on all creatures trapped underneath you. As soon as you move off, the Grabbed condition is automatically removed. | | ||
- | |-> ^Ram ||**Smash Into:** You can use a Trample attack by smashing directly into your target instead of moving over them. This allows you to use trample attacks against targets that would normally be immune, such as those that are underwater/ | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Trapper ===== | ||
- | |||
- | * **Trapper.** Set deadly traps. | ||
- | * **Alarm.** The trap makes noise. | ||
- | * **Area Trap.** The trap strikes an area. | ||
- | * **Advanced Trigger.** The trap is effective in more ways. | ||
- | * **Crippler.** The trap inflicts various conditions. | ||
- | * **Displacement.** The trap's trigger and effect can be displaced. | ||
- | * **Lockdown.** The trap inflicts the Stuck condition. | ||
- | * **Paranoia.** Set traps retroactively. | ||
- | * **Resetting.** Your traps reset themselves. | ||
- | * **Trap Toss.** Deploy traps in throwing range. | ||
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- | ++++ Details | | ||
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- | ^Trapper |||**Dungeon Classics:** By taking an action, you can set a trap in any adjacent space. When another creature (or object, or whatever- traps can be sprung just by throwing junk into them) enters the space with the trap in it, they lose 1-3 Vitality (you choose how much when you set the trap). Traps bypass Endurance and Flow and cannot be avoided or reduced via combat defenses in any way. Losing Vitality triggers injury checks as normal. Once triggered, a trap is destroyed/ | ||
- | |-> ^Alarm ||**Noise Trap:** The trap creates a loud noise, flash of light, or similar flashy effect when it is triggered that draws the attention of everything in the general area. | | ||
- | |-> ^Area Trap ||**Wide Spread:** When the trap is triggered it strikes not just the creature that entered its space but all other creatures in spaces within 2 meters. | | ||
- | |-> ^Advanced Trigger ||**Proximity: | ||
- | |-> ^Crippler ||**Added Conditions: | ||
- | |-> ^Displacement ||**Displaced In Space:** The trap's trigger and effect no longer need to be in the same place. You can specify any space within 20 meters of the trap's trigger to be struck by the trap's effect when it gets triggered. \\ \\ **Displaced In Time:** The trap no longer needs to go off immediately after being sprung. You can specify a delay of anything from one round to several days after the trap is triggered before it actually goes off. If a creature has left the target space by this point then they are obviously safe. | | ||
- | |-> ^Lockdown ||**Snare: | ||
- | |-> ^Paranoia ||**Fortress Mentality: | ||
- | |-> ^Resetting ||**Auto-Refreshment: | ||
- | |-> ^Trap Toss ||**Like It Says On The Tin:** You can set a trap anywhere within throwing range (0-10m) instead of only on adjacent spaces. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Turret ===== | ||
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- | * **Turret.** Deploy stationary automated attackers. | ||
- | * **Duraturret.** Reclaim more damaged turrets. | ||
- | * **Front Plating.** Turrets are harder to damage from the front. | ||
- | * **Infused Turret.** Turrets gain the benefits of elemental trees. | ||
- | * **Overclock.** Turrets attack faster at a cost. | ||
- | * **Swivel Turret.** The turret can change its facing. | ||
- | * **Improved Tracking.** Facing is changed freely. | ||
- | * **Target Definition.** Turrets gain Precision abilities for free. | ||
- | * **Throw Turret.** Deploy in throwing range. | ||
- | * **Turret Stable.** Have more turret choices. | ||
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- | ++++ Details | | ||
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- | ^Turret |||**Sentry Device:** By spending an action and a point of Supply, you may deploy a turret to any adjacent location. Your turrets act as creatures the same size as you with one level per two that you have. Turrets can only know and equip weapon abilities. You decide the loadout and statistics of your turrets, and every time you deploy a new turret it uses the same statistics as every other one. Turrets have no Supply of their own; if a turret uses Supply for any reason you must pay from your own Supply pool. \\ \\ **Turret Traits:** A turret cannot ever move under its own power, although it can be moved or carried by other creatures. Turrets attack completely autonomously and know the difference between your friends and your enemies (you control exactly what they do), but may only take one action per round and cannot change their facing. As inanimate objects, turrets are immune to the Choking, Poisoned, Bleeding, Dazed, Fear, Confused, and Charmed conditions but cannot be affected in any way by the Heal or Gourmet trees. Attacks that are capable of dealing the Poisoned condition have a failure chance of 8 against turrets. \\ \\ **Reclamation: | ||
- | |-> ^Duraturret ||**I Can Fix It:** You may reclaim any turret that hasn't lost any Vitality instead of only turrets that haven' | ||
- | |-> ^Front Plating ||**Shielded: | ||
- | |-> ^Infused Turret ||**Added Effects:** If you have an ability equipped that adds an elemental condition (Cryophile, Firebug, Mordant, Poisoner, or Tesla) to attacks when you deploy a turret, then you can choose to empower your turret with that energy/ | ||
- | |-> ^Overclock ||**Maximum Effort:** All turrets deployed while this ability is equipped are overclocked. An overclocked turret attacks twice per round instead of the normal once, but automatically loses one point of Endurance per round at the end of your turn from the additional strain. If the turret has no Endurance remaining, it loses Vitality instead. | | ||
- | |-> ^Swivel Turret ||**Servos Engage:** The turret can spend an action to change its facing instead of attacking. | | ||
- | |::: |-> ^Improved Tracking |**I SEE YOU:** The turret can change its facing as a free action at the beginning of its turn before taking any other actions. | | ||
- | |-> ^Target Definition ||**Extra Precise:** Your turrets all gain one ability from the Precision tree per three levels that you have for free. You choose which abilities they get and once chosen, this does not change. Just add them on to the bottom of their statistics notes. | | ||
- | |-> ^Throw Turret ||**Ranged Deployment: | ||
- | |-> ^Turret Stable ||**Multiple Types:** You may make up to three additional turret loadouts/ | ||
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- | [[# | ||
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- | ===== Twitchy ===== | ||
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- | * **Twitchy.** Reflexes and paranoia keep you safe. | ||
- | * **Click.** Quickly escape from triggered traps. | ||
- | * **Improved Initiative.** Always act first. | ||
- | * **Danger Sense.** Never get ambushed. | ||
- | * **Kip Up.** Stand up from prone quickly. | ||
- | * **Light Sleeper.** Stay alert when asleep. | ||
- | * **Opening Strike.** Deal heavy damage to the flat-footed. | ||
- | * **Quick Draw.** Arm yourself with no Supply cost. | ||
- | * **Running Drop.** Drop throwable effects behind you as you move. | ||
- | * **Whirl.** Face every direction at once. | ||
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- | ++++ Details | | ||
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- | ^Twitchy |||**Free Pivot:** You may end your turn facing any direction you want rather than the direction you were last moving/ | ||
- | | -> ^Click ||**Out Of Danger:** If you personally trigger a trap, landmine, pressure-plate or other mechanism by moving over/near it, roll a trigger die. If the result is a 7+ you may make a single free move action immediately before the mechanism goes off (quite likely allowing you to get out of harm's way entirely). You do not get this defense against traps triggered by others. If you trigger more traps as part of your free movement, you are not protected from them. | | ||
- | |-> ^Improved Initiative ||**Improved Initiative: | ||
- | |::: |-> ^Danger Sense |**Uncanny Initiative: | ||
- | | -> ^Kip Up ||**Never Gonna Keep Me Down:** Any time you start your turn with the Prone condition, you automatically remove it by getting up again as a free action. You can only do this at the beginning of your turn. | | ||
- | | -> ^Light Sleeper ||**One Eye Open:** You can be woken up by the slightest thing out of the ordinary. Abilities and effects that would mask a creature' | ||
- | |-> ^Opening Strike ||**Surprise, | ||
- | |-> ^Quick Draw ||**Suddenly Armed:** Changing your loadout costs no Supply so long as you only equip weapon abilities and their upgrades. A weapon ability is any ability that has a combat type (Melee, Projectile or Area) in its name. Equipping non-weapon abilities causes the loadout change to cost Supply as normal. \\ \\ **Players Only:** Only player-controlled adventurers are capable of changing their loadout on the fly, and thus they are the only ones that can learn this ability. | | ||
- | | -> ^Running Drop ||**In Your Wake:** You can use any thrown effect as part of a movement without spending an action to do so. The thrown effect targets the space you were in at the beginning of your move, and comes into effect either immediately before you start moving or immediately after you finish (you decide). If you were moving through open space (such as through jumping, flying, or similar) then the thrown effect is dropped down to the ground below your starting location. You can only drop one throwable per movement action you take. | | ||
- | |-> ^Whirl ||**Dervish: | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Undead ===== | ||
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- | * **Undead.** You have returned from the grave. | ||
- | * **Ability Drain.** Reduce a target' | ||
- | * **Level Drain.** Reduce a target' | ||
- | * **Power Drain.** Reduce a target' | ||
- | * **Deathmask.** The dead leave you alone. | ||
- | * **Detect Life.** Sniff out the living. | ||
- | * **Masquerade.** Appear as one of the living. | ||
- | * **Paling.** Immunity to dark effects. | ||
- | * **Reaper' | ||
- | * **Spawn.** Create progeny from the dead. | ||
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- | * **Weakness: Nightbound.** You are burned by sunlight. | ||
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- | ++++ Details | | ||
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- | ^Undead |||**The Undying:** Death didn't quite take you the first time, and now it won't take you at all. When you are reduced to 0 Vitality, you don't die. Roll a trigger die after every round spent " | ||
- | |-> ^Ability Drain ||**Grasping Wraith:** You can fog the memory and reduce the life-force of a touched subject. As an action, you can touch any adjacent target and cause them to unequip one ability of their choice. Ability Drain also reduces the maximum loadout limit of a target by 1, preventing them from re-equipping the lost ability by switching their loadout. Equipped abilities that are not currently occupying a loadout slot (such as those granted by weaknesses) cannot be affected by Ability Drain. A creature' | ||
- | |::: |-> ^Level Drain |**Black Wind Blows Through You:** As Ability Drain, but the target also loses one point of maximum Vitality. The lost Vitality returns when the drained abilities do. Creatures reduced to 0 maximum Vitality die instantly (and horribly). | | ||
- | |::: |-> ^Power Drain |**Weaken And Despair:** As Ability Drain, but the target also loses one point from their highest combat statistic (Melee, Projectile, or Area). If two or more combat statistics are equal, the victim can choose which takes the hit. A combat statistic can be reduced to 0 in this way but not below 0. | | ||
- | |-> ^Deathmask ||**Fraternity of the Dead:** Most undead are filled with an unquenchable rage and lash out at every other creature they encounter. Such undead recognize you as one of their own, however, and do not attack you unless you attack them first. Free-willed undead or other undead who have a higher purpose in wanting to kill you (including undead minions raised via the Necromancy tree) have a failure chance of 8 with all attacks made against you, including with attacks that normally suffer no failure chance at all (such as most Area-type attacks). This special protection is lost as soon as you take any offensive action against such attackers, however. | | ||
- | |-> ^Detect Life ||**Heartbeat Finder:** You can detect the vital life-force that you now lack. The location and presence of all living creatures within 10 meters of your position is revealed to you until the beginning of your next turn. Creatures with the Synthetic weakness from the Grit tree or any creature with an Undead ability equipped is not considered alive and thus is not revealed with Detect Life. You suffer no failure chance from concealment when attacking creatures you've revealed via Detect Life. | | ||
- | |-> ^Masquerade ||**Walk Amongst the Living:** Your undead nature is supernaturally cloaked in some fashion. Your flesh appears healthy, your voice full and rich, your eyes bright, your scent not at all that of grave-dirt and putrescence. This disguise never slips or fails so long as you've got the Masquerade ability equipped, and only abilities that see the truth of things (such as Truesight from the Perception tree or Detect Evil from the Smite tree) can pierce your disguise. | | ||
- | |-> ^Paling ||**Shield of Death:** Your dark nature protects you from dark effects. You are completely immune to all offensive effects used against you from the Curse, Sacrifice, Spectre and Undead trees. | | ||
- | |-> ^Reaper' | ||
- | |-> ^Sire ||**Spawn Progeny:** You can choose to create a spawn from the corpse of a creature that you have personally killed. Within 24 hours, the dead creature comes back to " | ||
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- | ^Weakness: Nightbound |||**Wicked Sunburn:** When you are exposed to sunlight, you immediately gain an unrecoverable Curseburn condition for as long as you stay in it. Retreating to the shadows replaces the Curseburn condition with the Burning one instead and allows you the ability to recover. These conditions override any protections you might have from the Firebug ability- even if you're normally completely immune to heat, sunlight still burns you. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Verdant ===== | ||
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- | * **Verdant.** You're a plant. | ||
- | * **Greentongue.** Communicate with plants. | ||
- | * **Innocuous.** Make like a tree. | ||
- | * **Photosynthesis.** Sometimes feed yourself with sunlight. | ||
- | * **Fruiting.** Grow edibles for your allies. | ||
- | * **Pollen.** Choke everyone near you. | ||
- | * **Dust Eye.** Sometimes also blind them. | ||
- | * **Sleep Flower.** Knock targets unconscious. | ||
- | * **Spring.** Regrow after death. | ||
- | * **Tanglefoot.** Nearby spaces become difficult terrain. | ||
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- | * **Weakness: Stationary.** You're rooted in place. | ||
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- | ++++ Details | | ||
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- | ^Verdant |||**Green Power:** Your plant-like nature gives you unusual powers of regeneration. When taking a day of bed rest to remove an injury, you automatically succeed in throwing it off if you were in sunlight for most of said day. | | ||
- | |-> ^Greentongue ||**Speak With Plants:** You can communicate on a basic level with plants. This takes an extremely long time (minimum an hour to exchange a few basic pieces of information, | ||
- | |-> ^Innocuous ||**Blend In:** While not invisible, you look so much like the local non-sapient plants that nobody gives you a second thought. Creatures don't view you as another creature in any way (bandits will pass by you, nobles will gossip near you, monkeys will climb on you) unless they see you move or take an action. Once you give yourself away to a creature they won't be fooled again during the same session. | | ||
- | |-> ^Photosynthesis ||**Solar Powered:** You can synthesize your own food with sunlight. Any time you spend all day outside in the sun, roll a die. If the result is 7+, you don't need to spend any Supply to feed yourself that day. If you didn't do anything physically demanding that day (such as travel, combat or labor of any kind) then you don't need to roll the die at all and automatically succeed. | | ||
- | |::: |-> ^Fruiting |**Goodberry: | ||
- | |-> ^Pollen ||**Choking Dust:** You can produce a large amount of pollen, spores or similar on command. By taking an action, you can apply the Choking condition to every creature within 2 meters of your position. This ability does not affect yourself but does affect allies in the area of effect, if any. \\ \\ **Supply-Driven: | ||
- | |::: |-> ^Dust Eye |**Gound Pound:** Your pollen is highly abrasive to the eyes of those it affects as well as their respiratory tracts. When the trigger die rolled to check for Supply costs is a 7+, all affected targets also gain the Bleary condition. If it's a 10+, they gain the Blind condition instead. | | ||
- | |::: |-> ^Sleep Flower |**Old Man Willow:** If a creature is in the Clueless state when you shake your pollen on them, you knock them unconscious instead of inflicting any conditions on them. Unconscious creatures can be woken up the same way you could wake up any sleeping creature, or will wake up on their own in a few hours if left alone. | | ||
- | |-> ^Spring ||**Death and Regrowth:** Your plantlike regeneration is even stronger than before. If you die in a place where your body has access to water and sunlight, you can regrow and return to life. Roll a die for every day your body soaks in what it needs; if the result is a 9+ then you come back to life that day with 1 Vitality. If your body is completely destroyed you cannot cheat death by using Spring, but if you die in a place without sunlight/ | ||
- | |-> ^Tanglefoot ||**Undergrowth: | ||
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- | ^Weakness: Stationary |||**Not Mobile:** You are rooted permanently in the ground. You cannot take movement actions at all, although you can freely be carried around by non-stationary creatures if somebody puts you in a big enough pot. | | ||
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- | [[# | ||
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- | ===== Verminate (Area) ===== | ||
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- | * **Verminate.** Expel a swarm of vermin. | ||
- | * **Counterswarm.** Your swarm protects you from others. | ||
- | * **Directed Swarm.** Pinpoint a single target. | ||
- | * **Eyetaker.** The attack can inflict Bleary/ | ||
- | * **Feed Me.** Steal life from targets. | ||
- | * **Infestation.** Infest corpses with vermin. | ||
- | * **Throw Nest.** Attack within throwing range. | ||
- | * **Return Clip.** Hit additional targets on the way back. | ||
- | * **Vermiburst.** The area of effect is sometimes increased. | ||
- | * **Vermincloak.** Gain partial concealment after attacking. | ||
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- | ++++ Details | | ||
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- | ^Verminate |||**Stinging Cloud:** You command a swarm of tiny creatures that attack targets on command. By spending an action, you attack every adjacent space to your own position. Verminate attacks are completely under your control and never harm your allies or anyone else you don't wish to hit, even if they are standing in the area of effect. \\ \\ **Failproof: | ||
- | |-> ^Counterswarm ||**Tiny Linebackers: | ||
- | |-> ^Directed Swarm ||**Alternate Fire:** Instead of releasing your vermin in every direction, you can pinpoint a specific target for them. You may use your Verminate attack on any single target within 5 meters as an action. Doing so only costs Supply on a 1 instead of the normal 1-3. Having the Directed Swarm ability equipped does not obligate you to use it- you can use your Verminate ability in the normal way too if desired. \\ \\ **Alternate Synergies: | ||
- | |-> ^Eyetaker ||**Fly Blind:** Your vermin have a penchant for getting in their victim' | ||
- | |-> ^Feed Me ||**Return Their Blood:** Your vermin bring back bits of their victim' | ||
- | |-> ^Infestation ||**Corpse Nest:** Your vermin can enter and infest corpses in their area of effect- either corpses that were already there or ones freshly created by the Verminate attack itself. At any point later on, you can spend an action to command them to burst out. This creates another Verminate attack centered on the corpse' | ||
- | |-> ^Throw Nest ||**Bee Grenade:** Instead of using a Verminate attack' | ||
- | |::: |-> ^Return Clip |**Way Back Sting:** After throwing a nest, your vermin return to you and hit up to three creatures directly between your position and the original target location. The attack on these secondary targets uses the same trigger die result as the original attack. | | ||
- | |-> ^Vermiburst ||**Huge Swarm:** When the trigger die is 7+, the attack strikes all spaces within 2 meters instead of the normal distance of 1. | | ||
- | |-> ^Vermincloak ||**Concealing Cloud:** When you use a Verminate attack, you and all allies in the area of effect gain partial concealment until the beginning of your next turn. Moving to a new position cancels this effect prematurely for the mover. | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Vitriol (Projectile) ===== | ||
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- | * **Vitriol.** Propel chemicals at a target. | ||
- | * **Carpet.** No failure chance against smaller targets. | ||
- | * **Eyebite.** The attack can inflict the Bleary/ | ||
- | * **Potency.** Splashed targets can also gain conditions. | ||
- | * **Sloppy.** The attack splashes more often. | ||
- | * **Spillage.** The attack leaves caustic puddles behind. | ||
- | * **Splatter.** Splash effects have a range of 2 meters. | ||
- | * **Unstable.** The attack is empowered, but risky to use. | ||
- | * **Highly Unstable.** More power, more risk. | ||
- | * **Vapors.** The attack can inflict the Choking condition. | ||
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- | ++++ Details | | ||
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- | ^Vitriol |||**Range: | ||
- | |-> ^Carpet ||**No Escape, Shrimp:** The attack has no failure chance when used against smaller targets, no matter how much smaller they are. Failure chances from other circumstances (such as concealment) still apply normally. | | ||
- | |-> ^Eyebite ||**Blinding Chems:** The vitriol attack inflicts the Bleary condition when the trigger die is 10+. If the trigger die is 12, it instead inflicts the Blind condition. | | ||
- | |-> ^Potency ||**Conditioned Wave:** When the vitriol inflicts any conditions such as Dissolving on its primary subject, it also inflicts the same conditions to any secondary subjects struck by splash damage. | | ||
- | |-> ^Sloppy ||**Hella Splashy:** The vitriol deals splash damage on a 7+ instead of a 10+. | | ||
- | |-> ^Spillage ||**Caustic Puddles:** After successfully hitting a subject, the excess caustic material forms a 1-meter-wide puddle in the target creature' | ||
- | |-> ^Unstable ||**Chemical Reaction:** You can choose to quickly mix chemicals together and empower your vitriol, but only at risk of it boiling over in your face. Every time you attack with an Unstable vitriol, you deal +5 damage. However, if the trigger die result is 1-2 your concoction explodes in your hand before you throw it and the attack targets you instead of your intended target. Reroll the trigger die to determine the attack' | ||
- | |::: |-> ^Highly Unstable |**You Crazy Fuck:** When you throw an unstable vitriol attack, the initial trigger die result only counts for checking if it explodes prematurely and if it overcomes the target' | ||
- | |-> ^Splatter ||**Dribble Wide:** When the vitriol deals splash damage, it does so to all creatures within 2 meters of the point of impact rather than only 1 meter. | | ||
- | |-> ^Vapors ||**Lungburner: | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Waft ===== | ||
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- | * **Waft.** Ride the wind. | ||
- | * **Double Jump.** Jump again midair. | ||
- | * **Float.** Float over traps and hazards. | ||
- | * **Air Slide.** Don't fall right away. | ||
- | * **Surface Runner.** Walk on water. | ||
- | * **Launch.** Shoot yourself straight up. | ||
- | * **Cannon Launch.** Shoot yourself sideways. | ||
- | * **Lightness.** Be light on demand. | ||
- | * **Springheel.** Perform amazing jumps. | ||
- | * **Vault.** Float up when striking down. | ||
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- | ++++ Details | | ||
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- | ^Waft |||**Instant Jumps:** Whether through controlled tailwinds, gravity manipulation, | ||
- | | -> ^Double Jump ||**The Videogame Standard:** You can jump, then jump once more while you're in the air. This second jump doesn' | ||
- | | -> ^Float ||**Hover: | ||
- | |::: | -> ^Air Slide |**Wile E. Coyote:** Gravity doesn' | ||
- | |::: |-> ^Surface Runner |**Cross Water:** You can walk across the surface of water (or other liquids) as if they were solid ground. You can't start doing this if you're already inside the liquid in question- you have to start from a solid position. If you take any action other than constantly moving while on the surface of a liquid, you sink into it (and must swim from there). You have no special protection from dangerous liquids you walk on such as acid or lava. | | ||
- | | -> ^Launch ||**Dragoon Boots:** As an action, you may immediately launch yourself 10 meters straight up (20 meters if you also have the Springheel ability equipped) and optionally up to 2 meters horizontally in any direction of your choice. You cannot choose to launch yourself a shorter distance than the full 10 (or 20), and if you hit a barrier such as a ceiling you take damage as if you fell the remaining distance (1 damage per 2 meters, applied directly to your Vitality). For example, if you try to Launch yourself in a room with 4-meter high ceilings, you smack into the ceiling and take damage as if you fell the remaining 6 meters (3 Vitality lost). You cannot Launch if you've currently got an impairment to your movement rate for any reason or if you're not on a solid surface to launch off of. | | ||
- | |::: | -> ^Cannon Launch |**Wayside School Dragoon Boots:** As Launch, but you may launch yourself horizontally in any direction instead of only straight up. Gravity doesn' | ||
- | | -> ^Lightness ||**Like A Bubble:** You can choose to act as if you were much lighter than usual. This reduces your effective bulk (and thus how hard you are to carry) to that of a creature two sizes smaller than you actually are without changing your size or strength. \\ \\ **Float Away:** When subject to any attack or effect that moves you (such as Roh-Dah in the Shout tree or Driver in the Bludgeon tree) you can choose to be pushed up to three times as far by the effect as normal. \\ \\ **Windrider: | ||
- | | -> ^Springheel ||**Wuxia Style:** You can jump up to 20 meters horizontally or 5 meters vertically. \\ \\ **Acrobatics Synergy:** If you also have the Acrobatics ability equipped, your jumps are enhanced to 50 meters horizontally or 10 meters vertically. Jumps made with the benefit of the Wall Jump ability from the Acrobatics tree have a vertical distance of 20 meters. | | ||
- | | -> ^Vault ||**Third Law, Applied:** When you successfully strike a target with any melee-type weapon, you immediately float up to three meters up in the air and optionally one meter horizontally in a direction of your choice. \\ \\ **Blows From Above:** You don't fall back to the ground until one of three things happens: you take any action other than attacking a target with a melee weapon, your melee attack fails for whatever reason, or you just decide you want to. If you decide to fall and you've got an action left, you can interrupt that fall at any point with another attack if you want (useful for when you've been Vaulting a lot and are now just out of reach). | | ||
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- | ++++ | ||
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- | [[# | ||
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- | ===== Wheels ===== | ||
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- | * **Wheels.** You have a wheeled vehicle. | ||
- | * **Automobile.** The vehicle is self-powered. | ||
- | * **Coasting.** Coast after moving. | ||
- | * **Hydraulics.** Make really sweet jumps. | ||
- | * **Off-Roader.** The vehicle can handle rougher ground. | ||
- | * **Cliff Buggy.** Drive up walls. | ||
- | * **Hovermobile.** The vehicle skims above the surface. | ||
- | * **Roll Cage.** The vehicle cannot be flipped. | ||
- | * **Tunnel Car.** The vehicle can dig through the earth. | ||
- | * **Boremobile.** The vehicle can dig through stone. | ||
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- | ++++ Details | | ||
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- | ^Wheels |||**Of Polished Steel:** Wheeled stuff are vehicles and follow all vehicle rules outlined in the Vehicles section on the Game Concepts page. You can own as many different vehicles as you want, but must purchase each chassis separately using Supply (see chart below). Wheeled vehicles can only travel across areas that are relatively flat and smooth- anything too rough and it gets stuck. When traveling uphill, wheeled vehicles must expend significantly more energy than creatures and take an impairment to movement. When traveling downhill, wheeled vehicles can coast, making movement a free action for as long as you're headed downhill (up to twice per turn). You can't choose not to move when going downhill, but you can steer normally. \\ \\ **Extra Strong:** Wheeled vehicles are literally made for carrying stuff, and can carry weight as if they are one size larger than they actually are. Check the Wheeled Size chart below for all your wheeled vehicle' | ||
- | |-> ^Automobile ||**Motor: | ||
- | |-> ^Coasting ||**Keep On Rollin': | ||
- | |-> ^Hydraulics ||**Sweet Jumps:** The vehicle can make jumps equal to its movement rate in length or half that in height. You can jump any time- no ramps necessary. Distance traveled while jumping counts as normal distance traveled through a move action (you can't jump further than you can move normally). If your movement runs out while jumping, you are still mid-air until your next turn comes up and you cannot take any actions other than continuing your jump until you land. | | ||
- | |-> ^Off-Roader ||**Rougher Ground:** The vehicle can move over terrain that is not smooth or flat. Anything that a creature could handle without any special difficulty (such as stairs) can now be moved across with the vehicle with equal ease. Like a creature, the vehicle takes an impairment to movement if it enters difficult terrain (sticky mud, shifting sands, deep snow, etc). The vehicle still can't go anywhere that a human would have to use their hands for (such as up ladders). | | ||
- | |::: |-> ^Cliff Buggy |**Straight Up:** Your vehicle can climb up nearly vertical solid surfaces- anything the approximate roughness of a natural cliff face. Anything as smooth and perfectly vertical as a brick wall doesn' | ||
- | |::: |-> ^Hovermobile |**Skim Above:** Your vehicle doesn' | ||
- | |-> ^Roll Cage ||**Unflippable: | ||
- | |-> ^Tunnel Car ||**Drill Tank:** The vehicle can angle itself downward and dig a tunnel through the earth. While tunneling, the vehicle takes two impairments to movement. The vehicle cannot tunnel through stone, only earth or material of similar softness/ | ||
- | |::: |-> ^Boremobile |**Rockbreaker: | ||
- | |||
- | ^Wheeled Vehicle Size ^Space ^Light Load ^Max Load ^Crew/ | ||
- | |5 |1 |1/5 |1 |1 | | ||
- | |6 |+1 |1 |5 |2 | | ||
- | |7 |+2 |5 |20 |5 | | ||
- | |8 |+5 |20 |100 |10 | | ||
- | |9 |+10 |100 |500 |20 | | ||
- | |10 |+20 |500 |2k |50 | | ||
- | |11 |+50 |2k |10k |100 | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Wonder ===== | ||
- | |||
- | * **Wonder.** Create unpredictable effects. | ||
- | * **Ante Up.** Pay for more targets. | ||
- | * **Barker.** Increased range. | ||
- | * **Buyback.** Negate unwanted results. | ||
- | * **Doubles.** Rolling doubles strengthens effects. | ||
- | * **Triples.** Strengthen effects even more. | ||
- | * **Huckster.** Your choice of targets. | ||
- | * **Stacked Deck.** Roll another die. | ||
- | * **Double Lift.** Roll two more dice. | ||
- | * **Straights.** Get more effects sometimes. | ||
- | |||
- | ++++ Details | | ||
- | |||
- | ^Wonder |||**Slot Machine of Fate:** As an action, you can unleash a random effect against any target of your choice within 5 meters of your position. Concealment and cover are irrelevant to the functioning of Wonder; you need only know that a target exists. You can target yourself with Wonder if desired. Roll a die and consult the Wonder Reel below to discover what happens to your target. The die rolled for the Wonder Reel is not a trigger die and thus cannot be affected by abilities that manipulate probability such as Lucky or Oracle. \\ \\ **Dicey Situations: | ||
- | |-> ^Ante Up ||**Spread Chaos:** When you choose an effect from those available to you on the Wonder Reel, you can choose to spend 1 Supply to also affect any other target of your choice that's within 5 meters of the original target (or within 20 meters of the original, if you also have Barker equipped). You can freely do this as many times as you like (and have Supply for). | | ||
- | |-> ^Barker ||**Rope 'Em In:** You can use Wonder on any target within 20 meters instead of the normal 5. | | ||
- | |-> ^Buyback ||**Know When To Fold 'Em:** Any time you use Wonder on a target and dislike the outcome, you can choose to spend Supply to negate it entirely. You must decide to use Buyback immediately after rolling up the effect but before you actually bestow it. | | ||
- | |-> ^Doubles ||**Make A Pair:** If you roll two or more of the same number when using the Wonder Reel and choose the listed effect, it is increased in strength. Check the " | ||
- | |::: |-> ^Triples |**Three of a Kind:** Rolling three or more of the same number empowers an effect even further. Check the " | ||
- | |-> ^Huckster ||**Pass The Buck:** You can specify two different targets before rolling on the Wonder Reel. You choose which target you actually affect at the same time you decide which effect to inflict from those available to you. | | ||
- | |-> ^Stacked Deck ||**Odds In Your Favor:** Whenever you roll on the Wonder Reel, you can roll +1 extra die. You still can't use Wonder unless there' | ||
- | |::: |-> ^Double Lift |**Cheating Fate:** As Stacked Deck, but you can roll +2 extra dice on the Wonder Reel. | | ||
- | |-> ^Straights ||**Dire Or Otherwise: | ||
- | |||
- | ^ The Wonder Reel ^^^^ | ||
- | ^Result ^Effect ^Doubles ^Triples ^ | ||
- | |1 |**Damage.** Target loses 1 point of Vitality. |Target loses 3 Vitality. |Target loses 7 Vitality. | | ||
- | |2 |**Sap.** Target gains a random condition from the following list (roll again): \\ 1-2: Burning. \\ 3-4: Dissolving. \\ 5-6: Electrified. \\ 7-8: Choking. \\ 9-10: Poisoned. \\ 11-12: Splinters. |Target gains condition, plus the conditions above and below it in the list for a total of 3 conditions. The 1-2 result is considered adjacent to the 11-12 result and vice versa for purposes of this effect. |Target gains all listed conditions. | | ||
- | |3 |**Befuddle.** Target gains a random condition from the following list (roll again): \\ 1-2: Charmed. \\ 3-4: Confused. \\ 5-6: Fear. \\ 7-8: Dazed. \\ 9-10: Fatigued. \\ 11-12: Cursed. |Target gains condition, plus the conditions above and below it in the list for a total of 3 conditions. The 1-2 result is considered adjacent to the 11-12 result and vice versa for purposes of this effect. |Target gains all listed conditions. | | ||
- | |4 |**Denial.** Target gains a random condition from the following list (roll again): \\ 1-2: Frozen. \\ 3-4: Stuck. \\ 5-6: Slowed. \\ 7-8: Deficit. \\ 9-10: Bleary. \\ 11-12: Prone. |Target gains condition, plus the conditions above and below it in the list for a total of 3 conditions. The 1-2 result is considered adjacent to the 11-12 result and vice versa for purposes of this effect. |Target gains all listed conditions. | | ||
- | |5 |**Vulnerable.** The next 2 attacks made against the target ignore defense (automatically critically hit) regardless of the trigger die result. This effect fades at the end of combat if not used. |Effect extends for the next 5 attacks. |Effect extends for the next 10 attacks. | | ||
- | |6 |**Shift.** The target is moved to a new location of their choice within 6-10 meters of their current location. |Target is moved 11-20 meters. |Target is moved 21-50 meters. | | ||
- | |7 |**Fortune.** All trigger dice rolled by the target for the next round count as a 1 if the result is 1-6, and as a 12 if the result is 7-12. |Effect continues until end of combat. |Effect continues until end of session. | | ||
- | |8 |**Inspire.** The target can take a free action of their choice. |Target takes two free actions. |Target takes four free actions. | | ||
- | |9 |**Defense.** Until the beginning of your next turn, all attacks against the target have a failure chance of 4. |Failure chance is 8. |Target is completely immune to all attacks. | | ||
- | |10 |**Soothe.** One condition of the target' | ||
- | |11 |**Health.** The target immediately regains all lost Flow. |The target immediately regains all lost Endurance, then Flow. |The target immediately regains all lost Vitality, then Endurance, then Flow. | | ||
- | |12 |**Wealth.** The target immediately gains +1 Supply. Wealth created via Wonder Reel is not lootable if the effect happens to an enemy. |The target immediately gains 1 Treasure item. |The target immediately gains 2 Treasure items and a Luxury item. | | ||
- | |||
- | ++++ | ||
- | |||
- | [[# | ||
- | |||
- | ====== Future ====== | ||
- | |||
- | [[abilitiestemp]] | ||
- | |||
- | More ability trees that might or might not be added in the future. Every ability beyond this point is incomplete and not available for you to learn or use. | ||
- | |||
- | * Summoner (bind powerful monsters to your service) | ||
- | * extradimensional spaces | ||
- | * local/ | ||
- | * teacher | ||
- | * mech suit | ||
- | * chaser? | ||
- | * landholder | ||
- | * aegis (defensive buff, shareable) | ||
- | * singularity | ||
- | * artificer- create items? | ||
- | * airblade/ | ||
- | * pilebunker (melee) | ||
- | |||
- | Burglary- mug | ||