This is an old revision of the document!
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.
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's associated tree) they stop accruing any additional benefits from the weakness when leveling up. Creatures that are level 1 or 2 still gain one free ability from a weakness, but don't gain a second until level 6 as normal.
Trees accessed through a weakness still count as one of your ten known trees.
Ability | Summary | |
---|---|---|
1 | Acrobatics | Overcome challenging terrain. |
2 | Aircraft | You have a flying machine. |
3 | Allure | Charm and seduce. |
4 | Artillery (Area) | Launch enormous payloads over huge distances. |
5 | Beam (Projectile) | Shoot a laser or other directed energy beam. |
6 | Beastmaster | You have a pet. |
7 | Blade (Melee) | Chop them to bits. |
8 | Blizzard (Area) | Freeze an area. |
9 | Bludgeon (Melee) | Use a blunt instrument. |
10 | Boat | You have a boat. |
11 | Boomstick (Area) | Fire a spread of pellets/shrapnel. |
12 | Boss | Break the rules when fighting alone. |
13 | Bow (Projectile) | Fire arrows, bolts, stones or similar. |
14 | Brawl (Melee) | Fight up close and personal. |
15 | Burglary | Steal things. |
16 | Burrow | Tunnel through the earth. |
17 | Callous | Be cruel to your allies for personal gain. |
18 | Captain | Lead a squad in battle. |
19 | Capture | Capture the helpless. |
20 | Charlatan | Pretend to be something you're not. |
21 | Chronomancy | Manipulate time. |
22 | Communications | Talk with others at a distance. |
23 | Cryophile | Wield frost. |
24 | Curie | Deal with radioactivity. |
25 | Curse | Bestow curses. |
26 | Darkseeker | Gain weird powers when unobserved. |
27 | Deathtouch (Melee) | Kill with a touch. |
28 | Decoy | Create illusionary duplicates. |
29 | Devour | Consume others whole. |
30 | Domination | Crush the will of others. |
31 | Explosive (Area) | Attack an area with a thrown explosive. |
32 | Firearm (Projectile) | Fire high-energy ballistic projectiles. |
33 | Firebug | Wield fire. |
34 | Flamethrower (Area) | Spray fire at a spread of targets. |
35 | Fleshgrinder (Melee) | A weapon built like a power tool. |
36 | Flight | Glide through the air. |
37 | Fusion | Fuse with another creature. |
38 | Gatling (Projectile) | Fire ridiculous numbers of bullets. |
39 | Geomancy | Alter the terrain. |
40 | Ghoul | Become empowered by cannibalism. |
41 | Glare (Projectile) | Kill with a stare. |
42 | Gourmet | Edibles are your specialty. |
43 | Grapnel (Projectile) | Fire a rope. |
44 | Grit | Become tough as nails. |
45 | Handyman | Always have the right tool. |
46 | Hazard (Area) | Make an area painful to walk in. |
47 | Heal | Cure the injured. |
48 | Illusion | Create an intangible image that looks real. |
49 | Improvised (Melee) | Hit 'em with whatever's handy. |
50 | Injector (Melee) | Inject poison with a needle. |
51 | Intrigue | Read and manipulate others. |
52 | Intimidation | Make them fear you. |
53 | Kaiju | Take advantage of large size. |
54 | Lasher (Melee) | A long, flexible weapon. |
55 | Lightning (Projectile) | Arc bolts of electricity at a target. |
56 | Lore | Knowledge is power. |
57 | Lucky | Manipulate probability. |
58 | Mastermind | Plan and execute heists. |
59 | Mechanic | Upgrade and repair vehicles. |
60 | Merchant | Get money, spend money. |
61 | Mimic | Do as others do. |
62 | Mindblast (Area) | Overload a target's brain. |
63 | Minion | Summon weak helpers. |
64 | Mite | Take advantage of small size. |
65 | Mobility | Enhanced movement flexibility. |
66 | Mordant | Wield corrosion. |
67 | Necromancy | Reanimate the dead. |
68 | Negotiate | Make deals. |
69 | Networking | You make friends easily. |
70 | Oracle | Predict and manipulate the future. |
71 | Orbiter (Projectile) | A telekinetic missile. |
72 | Perception | Make uncanny observations. |
73 | Performance | Distract or inspire an audience. |
74 | Pilot | Drive a vehicle more effectively. |
75 | Poisoner | Wield poison. |
76 | Polearm (Melee) | Dish out pain with a long stick. |
77 | Polycephaly | You have multiple heads. |
78 | Poppet (Projectile) | Harm a target with sympathetic magic. |
79 | Precision | Always have a chance to hit. |
80 | Psychonaut | Enter the Manifest. |
81 | Quake (Area) | Slam the ground to create shockwaves. |
82 | Rowdy | You know how to play rough. |
83 | Sacrifice | Spill blood for power. |
84 | Shapeshift | Take an alternate form. |
85 | Shield | Block attacks from the front. |
86 | Shout (Area) | Produce blastwaves of sonic energy. |
87 | Slippery | Fit where you shouldn't be able to. |
88 | Smite | Slay monsters and horrors. |
89 | Smoke | Cloak an area in concealing smoke. |
90 | Spacecraft | You have a space-faring vessel. |
91 | Spacer | Keep control in zero gravity. |
92 | Spectre | Be an intangible phantom. |
93 | Spikes (Melee) | Automatically counterattack everything nearby. |
94 | Starbuck | Manage vehicle operations. |
95 | Steadfast | Be fearless and mentally tough. |
96 | Stealth | Avoid being noticed. |
97 | Strength | Leverage pure muscle power. |
98 | Survival | Stay alive in the wild. |
99 | Swarm | You are a bunch of creatures. |
100 | Swim | Move easily in water. |
101 | Tank | Shrug off hits. |
102 | Teamwork | Assist your allies. |
103 | Telepathy | Read minds. |
104 | Teleport | Suddenly be somewhere else. |
105 | Tesla | Wield electricity. |
106 | Theurgy | Reap the rewards of faith. |
107 | Throwing (Projectile) | Throw knives, shuriken, rocks, or similar. |
108 | Trample (Melee) | Attack by moving over a target. |
109 | Trapper | Set deadly traps. |
110 | Turret | Deploy stationary automated attackers. |
111 | Twitchy | Reflexes and paranoia keep you safe. |
112 | Undead | You have returned from the grave. |
113 | Verdant | You're a plant. |
114 | Verminate (Area) | Expel a swarm of vermin. |
115 | Vitriol (Projectile) | Propel chemicals at a target. |
116 | Waft | Ride the wind. |
117 | Wheels | You have a wheeled vehicle. |
118 | Wonder | Create unpredictable effects. |
++++ Details |
Acrobatics | Clamber: You have the ability to climb up and down surfaces roughly equal in difficulty to a rope. While you are climbing, you have an impairment to your movement and attackers gain +2 damage against you with all forms of attack. Jump: You can jump up to 5 meters in distance or 1 meter high. This increases to 10 meters in distance or 2 meters high if you can get a 20-meter running start in a straight line. (Without Acrobatics, a creature can jump up to 2 meters horizontally or 5 meters horizontally/1 meter vertically with a running start). 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. Balance: You can move across areas that require a basic sense of balance (ice, wet floors, fallen logs, etc) without falling prone. While you are balancing, you have an impairment to movement. You still cannot balance on extremely difficult things to walk on (tightropes, smooth soapy floors, etc). Land on Your Feet: Falling damage (1 point per 2 meters fallen) is applied to your Endurance first instead of directly to your Vitality. Stay Light: You cannot use or benefit from the Acrobatics tree while carrying anything more than a light load. |
||
---|---|---|---|
→ | Catfall | Soft Landing: Falling damage (1 point per 2 meters fallen) is applied to your Flow first instead of directly to your Endurance. Parachute: You can spend a point of Supply to completely negate all damage from a fall of any height. |
|
→ | 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's Impossible! By spending a point of Endurance, you can pull off something impressive and maybe a bit crazy (such as swinging on a chandelier, riding a shield down a staircase, or using an ogre's backswing to launch yourself through the air) to move up to 10 meters from your current position while ignoring terrain and obstacles other than those that completely block progress (such as walls). If you can describe it at all, you can do it. Performing a stunt costs two actions, one action, or no actions in addition to the Endurance cost (you choose). Wipeout: Stunts are dangerous and unpredictable as well as awesome. Every time you do one you have a chance to totally screw it up, resulting in you stopping your movement and gaining the Prone condition at any point along your planned route of the GM's choosing. Screwing up your stunt does not refund you the lost Endurance you spent to make it. The odds of suffering a wipeout depend on how reckless you chose to be when making the stunt, represented by how many actions you invested in it. Roll a trigger die: if you spent two actions, you have no chance to wipeout. If you spent only one action, you wipeout when the trigger die is 1-4. If you made the stunt as a free action, you wipeout on 1-8. |
|
→ | 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). |
++++
++++ Details |
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: Aircraft cannot take off or land unless they have a large amount of flat terrain to do so in. Tatter: Flight is a delicate thing, and it's entirely possible you can lose the ability to fly effectively from cumulative damage long before you die from it. Every time the aircraft is the subject of a critical hit from an attack while flying, it gains get one “Tatter Point”. If an aircraft's tatter points ever exceed its current Vitality, it cannot fly anymore (and if this happens while it is actively flying, it immediately falls). Accumulated tatter points can be removed by spending a point of Supply and a few minutes work, or all go away automatically at the end of a session. Noisy: Moving the vehicle makes noise that alerts/draws creatures in the vicinity. Lightweight: Flight requires a very low weight ratio to succeed. If the aircraft is carrying anything more than a light load, it cannot fly. |
||
---|---|---|---|
→ | 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't keep it moving fast enough, etc) it loses a maximum of 10 meters in elevation per round and neither it nor its passengers/cargo is further damaged/destroyed when it hits the ground. Aircraft that are destroyed midair via losing all their Vitality fall normally. | |
→ | 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/draws creatures from far and wide. |
|
→ | 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: The aircraft ignores the negative effects of air-based difficult terrain (heavy winds, etc) that would otherwise slow it down. It takes no impairment and does not take extra damage from attacks when moving through such spaces. | |
→ | 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: The aircraft can hover in place, removing its need to move every round in order to stay aloft. |
Aircraft Size | Space | Light Load | Max Load | Crew/Chassis Cost |
---|---|---|---|---|
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 |
++++
++++ Details |
Allure | Charming: You know how to be highly attractive when you want to be. Everything interested in you reacts positively to your flirting and gains the Charmed condition, even if you have nothing else to offer and the target should really know better. This requires at least a few minutes of conversation to perform. Targets that are not romantically/sexually interested in (or at least curious about) your particular species/gender are immune to this ability. 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. Seduction: If you desire you can fully seduce anybody you've charmed, but only if the target is willing, interested and/or corruptible. So long as it ends well, this counts as a positive experience and allows you to make a check to improve your relationship with the seduced target. Safety First: You always keep prophylactics and setting in mind. Provided you have the ability to control the circumstances you are immune to any unwanted side-effects of your romantic activities including infections, pregnancies, and unwanted interruptions. In Control: You can turn off your allure any time you want. It never affects the game's events unless you're specifically using it to do so. Jealousy: You can only charm a single target at once. Charming a second target breaks your hold on the first one. |
||
---|---|---|---|
→ | 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's lack of fidelity- it's still probably a prudent idea to slip out a window if your lover's spouse comes home early. | |
→ | Heartbreaker | Spurn: If you are mean to a subject you have charmed and thus break the effect, you can choose to have the event really emotionally damage them. Heartbroken subjects cannot do anything except mope around and feel sorry for themselves for the rest of the session, which can handily get them out of your way or make sure they cannot perform their normal duties properly for a time. Heartbroken subjects will still defend themselves normally if attacked. | |
→ | Love Token | Remembrances: If you seduce a target, they give you some token of their affection- a bottle of wine, an intimate photograph, a cringe-worthy original poem, or similar. Roll a trigger die: if the result is a 4+, they also give you something directly useful and practical in the form of 1 Supply. This is in addition to their normal gift. If the trigger die is 7+, they give you the gift, the Supply, and a keystone relating to one of the trees they have in their loadout. | |
→ | 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 “coincidentally” run into the pirate Deadlights Jack Madrigal in a waterfront dive or in the Duke's prison, but probably not at the Duke's ball or at temple services because Deadlights doesn't do that kind of nonsense. Your lover will remember you, but the circumstances of your parting will determine exactly how fondly. | |
→ | 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/romantically attractive. | |
→ | Pillow Talk | Afterglow Admission: If you seduce a target, they tell you something interesting or useful. If you have something in mind, you can specify what you want to know- otherwise the target's player comes up with something. Pillow Talk can be used to learn things that were supposed to be kept strictly secret; the target just can't help themselves. | |
→ | 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, or any similar life-altering decision. Roll a trigger die when you do this: if the result is a 7+, the change is permanent. If not, it only lasts until the end of the session. You may only ever do this once per subject. | |
→ | 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'm King of the World!: After successfully seducing somebody, you can declare any trigger die roll that you make for any reason to be a 12 before you roll it. You must use Stride of Pride before you actually roll the die- once you roll it, it is what it is. You may use this benefit once, but it refreshes every time you get laid (to a maximum of once per game day). You must have the Stride of Pride ability equipped both when performing the initial seduction and when using it to declare a 12, but unequipping it in-between these two events doesn't cause you to lose the charge. Shared Benefit: You can also grant the benefit of Stride of Pride to whoever you seduced. Their charge is subject to the same limitations as yours and cannot be used unless you have the ability equipped, but is also separate from yours (them using their charge doesn't deplete yours and vice versa). |
++++
++++ Details |
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: Artillery is difficult to fire with the same degree of precision as smaller, more manageable weaponry. When the trigger die is 1-2, the artillery misfires and targets a different space 10 meters away from the original intended target location in a random direction. If it's potentially interesting to know where a misfire goes, determine randomly by assigning each of the six directions on a hex grid a number starting with 1 in the space closest to the firer and reroll the trigger die (subtracting 6 from results of 7+) to determine exactly where the artillery strike falls. Very Slow Reload: Artillery requires 10 actions to reload between each shot. Multiple creatures that are adjacent to the artillery piece can all contribute actions to reload it faster. Supply-Driven: When the trigger die is 1-6, using an Artillery attack consumes one Supply. Bulky: Artillery is not carried like other weapons. An artillery piece is treated in many ways as a creature of size category 7, meaning that it has 20 bulk and occupies a space and all other spaces within 2 meters of its center. It cannot be picked up or moved by anything incapable of carrying 20 bulk. You have to be adjacent to your artillery piece in order to fire it. Destructible: An artillery piece has Vitality/Endurance/Flow equal to the level of its creator. If it is actively being manned when coming under attack, it also uses its creator's combat ratings for purposes of defense. Constructible: You can re-create your artillery anywhere you want by spending several hours of work. Area Benefits: Artillery has no failure chance due to concealment or size differences. Unstuck: Any target damaged by this attack immediately loses the Stuck or Wrapped conditions, if they had them. |
||
---|---|---|---|
→ | Automated Artillery | Self-Reload: Each round at the beginning of your turn, the artillery automatically reduces the remaining number of actions required to reload it by 2. You or other adjacent creatures can speed this along the normal way by spending actions of your own, but the artillery can completely reload itself given time. Overdrive: You can spend a point of Supply during your turn as a free action to reduce the number of actions required to reload the artillery by 10. You don't need to be present to do this. |
|
→ | 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: The artillery can be constructed quickly and cheaply. The time required to recreate the artillery piece in a new area is reduced to a few minutes instead of a few hours. If desired, you can spend a point of Supply to create the artillery as a single action. | |
→ | 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's area of effect is increased to all spaces within 5 meters of the target location instead of all spaces within 2 meters. | |
→ | Warheads | Devastation: The artillery's area of effect is increased to all spaces within 20 meters of the target location instead of all spaces within 2 meters. | |
→ | Siege Engineer | Precision Fire: The artillery has no chance to misfire no matter what the result on the trigger die is. |
++++
++++ Details |
Beam | Range: Beam weapons can be used against any target within 50 meters from their user (or 100 with failure chance 4, 200 with failure chance 8). In a vacuum without air to diffract the beam, beam weapons can be used against targets within 200 meters (or 500 with failure chance 4, 1000 with failure chance 8). Circumstances of Failure: Some common circumstances that have failure chances for beam attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all. Particulate Block: Concealment that comes from any source other than darkness or distance (such as mist, smoke, foliage, etc) blocks beam weapons. Partial concealment can be penetrated, but every meter of partial concealment counts as five meters of normal space for purposes of range. Total concealment cannot be penetrated at all. Darkness and distance-based concealment do not block beam weapons and function normally. Water Incompatible: Beam weapons are instantly diffracted upon striking water and cannot be used while underwater or against creatures that are underwater. Light Behavior: Beams are weaponized light and/or energy and thus pass through transparent objects such as glass. Highly reflective surfaces such as polished metal and mirrors bounce and redirect the beam effect- when a beam hits such a surface, the firer can choose a new direction for it to travel in. Maximum range is reduced by 5 meters per bounce. Charge: Beam attacks consume a point of Supply when the trigger die is 1-2. If you have no Supply remaining, you cannot use Beam weapons at all. Massless Effect: Unlike other attacks, using a Beam ability while in a zero-gravity environment does not propel you in the opposite direction and has no chance to cause you to spin out of control. |
||
---|---|---|---|
→ | Beam Bounce | Reflect Off Anything: The beam can be bounced/redirected off any relatively flat static surface, not just highly reflective ones. Maximum range is reduced by 5 meters per bounce as usual. Mirror Efficiency: When bouncing off reflective surfaces, maximum range is not reduced by redirecting the beam. |
|
→ | 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: The beam weapon punches through all forms of concealment and atmospheric conditions, including those not caused by darkness or distance. | |
→ | 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, it has a chance to consume Supply as normal. | |
→ | 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. |
++++
++++ Details |
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), subject to GM approval. Your pet automatically levels up as you do from your ongoing training and attention. “Animals” are defined by the game rules as any creature that has the Animal weakness from the Survival tree, regardless of its connection to the natural world. If the animal is large/strong enough to carry you, you can use it as a mount and ride it around. An animal companion has no Supply of its own; if it uses Supply for any reason it gets deducted from your stocks instead. Limited Control: You don't have total control of your pet's actions. You may spend an action to command your pet to “Move” (the pet stops whatever they're doing and goes to a specified point to wait for further commands or follows a specified creature), or “Attack” (the pet moves to/attacks a specific individual target you specify to them). Your pet will carry out the command you give them to the best of their ability even if it requires multiple rounds to complete (you only need to order a pet to attack once for it to keep fighting until defeating their target); generally you control them directly but sometimes the GM might overrule you in this regard. If pet commanded to fight manages to slay or otherwise incapacitate their target, you'll have to spend another action commanding them to attack a new one. Replaceable: You can obtain a new pet (or replace a dead one) with any other animal that is not hostile to you. This costs 3 Supply. You can only have one pet at a time. Responsibility: When you travel with a pet, you are responsible for it. It can likely find food on its own (due to the Animal weakness for the Survival tree that it has by definition) but if circumstances mean that it cannot, you must front the costs of feeding it or it will desert you. Left Behind: If you don't have the Beastmaster ability equipped, your pet is unavailable to help you (they are left behind or head home on their own). If your pet is already established to have been left at home, equipping Beastmaster while in the dungeon does not make them appear. They're still back home. |
||
---|---|---|---|
→ | 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: If you also have the Employer ability from the Networking tree equipped, you can spend Supply to turn a non-hostile animal into a hireling. Hireling animals will take a much more active role in cooperating with you and defending you to the best of their ability, and can be commanded like additional pets. |
|
→ | 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, particularly in exchange for things they want (food, safety, and mating opportunities tend to be popular). Animals with the Mindless weakness have nothing more to say than any other mindless creature. | |
→ | 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/capture additional animals to use as pets. Doing so costs 3 Supply as normal, and you cannot tame any animal whose level exceeds 2/3 your own. You may bring only one pet with you on adventures, but can switch out which one you're using with a few minutes' work if the intended new pet is physically present in a scene with you and you have Menagerie equipped. Alternately, you can switch in a new pet as a single action by spending one point of Supply. Kodo! Podo!: If you have the Whistle ability equipped you can use it to summon any animal in your menagerie, not just the one you're currently adventuring with. Animals that are not currently designated as your pet are incapable of actually helping you in any way until you tag them in. |
|
→ | 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't previously ordered them to attack that target. If your pet has no suitable targets in range then this opportunity is wasted. | |
→ | Whistle | Epona's Song: You can use an action to call for your pet from any distance. If they're not currently present in a scene or situation, they show up after the shortest delay possible that doesn't strain plausibility too much. | |
→ | 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 “safe”). Fond Meeting: If you also have the Androcles ability equipped, charming an animal with Wild Empathy counts as a positive experience and allows you to roll to establish or improve a relationship with the animal in question. |
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 |
++++
++++ Details |
Blade | Range: Blades can be used against any target within 2 meters of your position. Circumstances of Failure: Some common circumstances that have failure chances for blade attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all. -Using the ability while partially or completely submerged in water has a failure chance of 6. -Using the ability while being grappled has a failure chance of 6. Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Assassination: When you attack a creature of your own level or lower that is in the Clueless state with a martial weapon ability, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). |
||
---|---|---|---|
→ | Cleave | Momentum: When you either make a kill with this attack (reduce a target's Vitality to 0) or get a result of 12 on the trigger die, you may immediately make another attack with the weapon against any other target you can reach as a free action. Your bonus attack cannot be against the same creature that caused you to get a Cleave attack in the first place. There is no upper limit to how many times you can Cleave per round. | |
→ | Close-Quarters | Grapple-Capable: The attack has no special failure chance when used against a creature that is grabbing you. OK For Water: The attack has no special failure chance when used underwater or against a creature that is underwater. |
|
→ | Duelist | 1v1 Me Bro: You are practiced in focusing your attention on a single enemy, though this doesn't serve you as well when facing multiples. At the beginning of your turn, you can declare any single enemy to be your focus for that round. You deal +2 damage with all Blade attacks against your focus enemy, but all enemies other than your focus enemy deal +2 damage with all attacks against you. You can change your focus enemy or stop focusing on a specific enemy at all at the beginning of each new turn before you take any actions, but the ability's downside persists until your next turn even if you unequip the Duelist ability. | |
→ | 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: You cannot parry an attack if it has a trigger die result of 10+, or any attack that isn't of the Melee type. Every time you choose to parry an attack, you get one less action on your next turn. You cannot parry more than twice per round. |
|
→ | 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're out of your reach, you can't counterattack them with Riposte. Riposte attacks have a special failure chance of 4. | |
→ | Remise | Maximum Effort: If your Blade attack fails for any reason (concealment, cover, the Shield ability, different-sized target, whatever) you can choose to immediately reroll it by losing one point of Endurance (or Vitality of you have no Endurance remaining). If the rerolled attack would hit, then that's the one you actually use. You can only use Remise to reroll an attack once, and you cannot reroll an attack if it did not fail. | |
→ | Vorpal | Snicker-Snack: When the trigger die is 12, you instantly kill (reduce to 0 Vitality) your target if they're your level or lower. Higher-level targets are unaffected by Vorpal. Vorpal is considered an assassination effect, so any ability that raises your effective level for purposes of assassination or protects your target from the same also applies to Vorpal. |
++++
++++ 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: When the trigger die is 10+, the affected creature(s) gain the Frozen condition. Supply-Driven: If the trigger die is 1-6, using the ability consumes one Supply. If you have no supply remaining, you cannot use a Blizzard ability. Water Blocked: Blizzard attacks cannot be used underwater or against creatures that are underwater, but work fine on the surface of water. |
||
---|---|---|---|
→ | 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: The blizzard's area of effect is covered in a sheen of ice, becoming slippery. Creatures without the Acrobatics ability immediately gain the Prone condition when inside it, whereas those with Acrobatics can move through with an impairment. The slipperiness of the area outlasts the blizzard effect itself and goes away only at the end of the current combat (or after a few minutes if used outside of combat). | |
→ | 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's total area of effect are likewise immune. | |
→ | 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's area of effect gains partial concealment until the beginning of your next turn. Areas that already had partial concealment (including other blizzard effects with this upgrade) gain full concealment instead. Opaque: Concealment created by blizzards cannot be seen through the way that concealment created from darkness can. If a creature is on the opposite side of a blizzard-filled space with partial concealment, then they have partial concealment relative to you even if their actual position is outside the blizzard entirely. If a creature is inside the blizzard, they treat all spaces as having the same amount of concealment as they have themselves. |
++++
++++ Details |
Bludgeon | Range: Bludgeons can be used against any target within 2 meters of your position. Circumstances of Failure: Some common circumstances that have failure chances for bludgeon attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all. -Using the ability while being grappled has a failure chance of 6. Water Sucky: Bludgeons are nearly useless underwater and cannot be used to harm targets while in water or against a target that is. Back Blow: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Assassination: When you attack a creature of your own level or lower that is in the Clueless state with a bludgeon ability, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). |
||
---|---|---|---|
→ | Concuss | I'll Shiver Your Timbers: When the trigger die is 10+, you inflict the Dazed condition to a struck target. | |
→ | Dive Bomb | Gravity-Accelerated: You may attack once as a free action when falling from a height of 5 meters or higher. 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. | |
→ | Driver | Fore!: When the trigger die is 10+, the attack knocks its subject directly away from you a distance equal to half the damage the subject took (rounded down). This can freely knock the subject into danger such as off cliffs, into lava or similar. Weight Limit: You can only send targets flying with Driver if they're light enough for you to carry (unless you have the Strength ability, this means that they must be your own size or smaller). Wall Slam: If the target stops moving prematurely instead of flying their full normal distance due to hitting a solid barrier such as a wall, then they take +2 damage from the attack. |
|
→ | 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: When you attack a target at least twice with your bludgeon during a round, then all bludgeon 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 Pound. | |
→ | 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's protection until the beginning of their next turn. They don't even roll for it like they normally would. |
++++
++++ Details |
Boat | You're On A Boat: Boats are vehicles and follow all vehicle rules outlined in the Vehicles section on the Game Concepts page. Boats can only be used in areas of water or other liquids. You can own as many different vehicles as you want, but must purchase each chassis separately using Supply (see chart below). Sinking Hazard: Boats are in danger of sinking. Every time a boat is critically hit with an attack it takes on some amount of water, represented in-game as one “Water Point”. If a boat's current Water Points ever exceed its current Vitality, it immediately sinks. A boat's crew can spend two actions bailing out to reduce their boat's current Water Points by 1. |
||
---|---|---|---|
→ | 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/launched by spending one action per lifeboat. | |
→ | 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/draws creatures in the vicinity. Fuel Costs: Boats with engines consume fuel the same way that creatures consume food. Every day in which the vehicle's engine was used requires you to either test a Fuel item or spend one Supply. |
|
→ | Wavebreaker | Unhindered: The boat ignores the negative effects of water-based difficult terrain (thick weeds, ice covering, etc) that would otherwise slow it down. It takes no impairment and does not take extra damage from attacks when moving through such spaces. | |
→ | Pumps | Efficient Removal: You can remove 1 Water Point with a single action instead of a double action. | |
→ | Automatic Pumps | Hydrophobia: 1 Water Point is removed from the boat at the beginning of every turn with no actions required at all. More Water Points can be removed by spending actions as normal if desired. Resurfacing: If a boat sinks due to its Water exceeding its Vitality, the automatic pumps continue removing water and dry bulkheads are sealed off to provide buoyancy. As soon as Water is once more less than Vitality, the boat resurfaces on its own. |
|
→ | 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: So long as the submarine is at a depth of at least 10 meters, it is completely invisible from the surface. |
|
→ | Wake | Wavemaker: If desired, your boat can leave roiling, swelling, choppy conditions behind it as it moves. All spaces passed through by the boat are considered difficult terrain until the beginning of your next turn, inflicting an impairment to movement of any other boats moving through the same area or swimmers in the water below. |
Boat Size | Space | Light Load | Max Load | Crew/Chassis Cost |
---|---|---|---|---|
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 |
++++
++++ Details |
Boomstick | Triangle Spread: A boomstick's target area is defined by a equilateral triangle on the battlefield 10 meters on a side with one corner adjacent to your position. Variable Targets: Boomsticks can hit a different number of potential targets in their area of effect depending on the trigger die, up to a maximum of 3: if the trigger die is a 1-4, they hit only one target for that attack. If 5-8, they hit two. If 9-12, they hit three. Nearer targets inside the area of effect are selected first. If multiple creatures are equidistant and the boomstick cannot hit all of them, select which will be hit randomly. Cover Failure: Boomsticks suffer no failure chance from concealment or size differences, but are fully affected by cover (including the partial cover failure chance of 6 granted by one creature standing in front of another). Damage Falloff: Boomsticks are more powerful at closer range. When used against targets within 5 meters, the attack deals +2 damage. Against targets within 10 meters, damage is normal. Targets within 11-20 meters take normal damage but have a failure chance of 6. Water Limitations: Boomsticks cannot be used effectively at all while underwater or against creatures that are underwater. Ammunition: Boomstick attacks consume a point of Supply when the trigger die is 1-4. Loud: Using the attack creates a loud noise that draws the attention of everybody in the general vicinity. Reload: In order to fire a boomstick, you need to reload it first. Reloading can be done for free by taking a movement action, or costs an action by itself if you don't want to move. Once reloaded, the boomstick can be used to attack with another action as normal, but will then need to be reloaded once again. Unstuck: Any target damaged by this attack immediately loses the Stuck or Wrapped conditions, if they had them. |
||
---|---|---|---|
→ | Blow Away | Knockback: Targets damaged by the boomstick are moved directly away from the attack's user a number of spaces equal to half the damage they took (round down). Large creatures that occupy multiple spaces are immune to this effect unless every space they occupy is within the triangular area of effect. | |
→ | Blow Down | Knockdown: Any target that is moved by the boomstick's attack also gains the Prone condition when the trigger die is 10+. If they were moved at least two meters, the trigger die only needs to be 7+. | |
→ | 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: Boomsticks deal +5 damage instead of +2 to targets that are within 1 meter of you. If you also have the Longer Falloff ability equipped, this benefit extends to creatures within 2 meters. | |
→ | 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. |
++++
++++ 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 “arena.” A boss arena is a large room (the size of a cathedral or gymnasium maybe), preferably with some varied and interesting terrain that connect with the bosses' themes. Wait What: Yeah, you should probably have a theme too. Theme music, even. A boss should be bombastic and awe-inspiring, or at least fail hilariously in the attempt. Boss fights are nothing to half-ass. |
||
---|---|---|---|
→ | 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, but it's gonna take a lot of thinking and effort while you beat their asses so they'll probably accept the inevitable and fight you to the death. If/when you are defeated, the exits unseal and your opponents are free to leave. | |
→ | Robust | Tubthumper: Every time you take an action, roll a trigger die. If the result is a 10+, you immediately refresh all once-per-round effects such as regaining Flow and throwing off conditions. This free refreshment happens in addition to the normal refreshment that happens at the end of every round. If you also have the Rusher ability equipped, roll just one die for both effects. | |
→ | 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' actions. If you also have the Robust ability equipped, roll just one die for both effects. | |
→ | 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't have to be literally turning red though). | |
→ | 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: Designate an additional one known ability per two levels you have. These abilities are added to your loadout alongside the ones from Turn Red the first time you lose a point of Vitality from an attack. Your physical appearance is further altered to mark this change. |
++++
++++ Details |
Bow | Range: Bow attacks can be used on any subject within 20 meters of your position. You may also fire at targets within 50 meters of your position with a failure chance of 4 and targets within 100 meters with a failure chance of 8. Circumstances of Failure: Some common circumstances that have failure chances for bow attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all. Water Limitations: Bows cannot be used effectively at all while underwater. You may freely fire at targets that are underwater, but each meter of water passed through counts as five meters of air for purposes of range. Shot in the Back: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Ammunition: Bow attacks have a chance to consume supply. When the trigger die rolled with a bow attack displays a 1, you lose one supply. If you have no supply remaining, you cannot use bow attacks at all. Standing Only: Bows cannot be used by a subject with the Prone condition. |
||
---|---|---|---|
→ | Arc Shot | Put The “Arc” In Archer: You can freely shoot over creatures and solid barriers so long as their height is no more than half the intended distance of your shot. Barriers circumvented in this way do not apply a failure chance to your attack or prevent you from making it at all the way they normally would. | |
→ | Crossbow | Reload: In order to fire a crossbow, you need to reload it first. Reloading can be done for free by taking a movement action, or costs an action by itself if you don't want to move. Once reloaded, the crossbow can be used to attack with another action as normal, but will then need to be reloaded once again. Powerful: Shots with a crossbow deal +2 damage above normal and critically hit (ignore defenses) on a 10+. Increased Range: Crossbows can fire at any target within 50 meters (or 100 meters with a failure chance of 4, 200 with failure chance 8.) If the Longshot ability is also equipped, this range increases to 200/500/1000 instead. Lying Shot: Unlike base bows, crossbows can be freely used while you have the Prone condition. |
|
→ | 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. |
++++
++++ Details |
Burglary | Nimble Fingers: You can steal any small, light object in the environment that isn't too secure (silverware, keycards, wallets, snacks, etc) within 1 meter of your position as an action, even if you are being directly observed. You cannot use this ability to steal objects that are currently in somebody's direct possession. You can only use this ability when all onlookers who would object to your larceny are currently Clueless. Steal Check: When you use this ability to steal something, roll a trigger die. If you roll a 5+, your theft went unnoticed. If you roll a 1-4, you can choose between spending a point of Supply to succeed anyway or just allowing your target to catch you filching. |
||
---|---|---|---|
→ | Counterfeit | Not The Real McCoy: You can spend a point of Supply when you steal something to replace it with a real-looking, but fake substitute. Close examination or attempts to use the fake will immediately reveal that it is a fake, but casual observation will not. | |
→ | Hidden Pockets | Stash: You can hide anything reasonably small and light on your person in a place impossible to find. No amount of searching (or stripping) will reveal it. You can only hide one such item at a time. | |
→ | 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's direct possession. This requires a check as normal. Live Looting: Instead of stealing a specific item, you can use Pickpocket to loot a target just as if they were dead. Use just one trigger die for both the stealing check and the looting check. All normal limits on looting apply. Pilfer Inventory: You can steal something directly from a target's inventory. Supply and Stock cannot be stolen in this way, but anything else the target happens to be carrying can. Ability Exemption: Pickpocket cannot be used to disable any of a target creature's abilities. |
|
→ | Fingersmith | Tricky Mark: You can steal objects that are in a creature's direct possession that wouldn't normally be possible to steal without drawing attention, such as their pants. | |
→ | 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't require a separate trigger die roll and is always successful. | |
→ | 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: When you destroy a target's Supply, you can also temporarily disable one of their weapons. Choose any attack ability that the target possesses; the target cannot use that ability during their next turn at all. The disabled weapon becomes available for use again at the beginning of your next turn. |
++++
++++ Details |
Burrow | Digger: You can dig tunnels through earth and soil. Digging is much slower than regular movement, giving you two impairments to movement speed. You cannot dig through anything harder than packed soil, such as stone. Tunnels collapse behind you as you dig, so anyone following you will need to dig their own way through. | ||
---|---|---|---|
→ | 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: You take one impairment to move while burrowing instead of the normal two. If you also have the Stonebreaker ability equipped, you take four impairments when burrowing through rock instead of five. | |
→ | Earth Bolt | Cthonic Speedracer: You take no impairments while burrowing through soil at all. If you also have the Stonebreaker ability equipped, you take three impairments when burrowing through rock instead of five. | |
→ | Wormsign | It Approaches: When burrowing just below the surface, you leave a pattern of disturbed earth that bogs down anyone walking through it. Any such spaces count as difficult terrain until they settle at the end of combat (or after a few minutes when this happens outside of combat). | |
→ | Stonebreaker | Borer: You can dig through stone as well as earth. Doing so gives you five impairments to movement instead of two (meaning that if you have no other impairments, every space so traveled costs 50x more movement speed than normal and requiring you to take ten actions for every meter tunneled, or five if you sprint). | |
→ | 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, it doesn't have concealment against your attacks even if it normally would. Limitations: Tremorsense ignores cover and concealment, but flying or swimming things are invisible to it. More porous materials such as sand don't carry vibrations dependably enough for you to use tremorsense through. The range of tremorsense does not ignore or skip past features or terrain that block it- if there is a two-meter-wide chasm in front of you, tremorsense doesn't reveal how close the opposite side is since vibrations don't travel across the open space. |
|
→ | Tremorsensitive | 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-In | Collapse: You may collapse any tunnels you have personally dug within 5 meters of your location by taking an action to stomp them down. Creatures inside the tunnels at the time are buried and immediately gain the Choking and Wrapped conditions. You are immune to negative effects from stomping down your tunnels on yourself and may dig yourself out as normal. |
Weakness: Blind | Sightless: Large amounts of time spent underneath the earth have rendered you blind. All spaces are considered to have complete concealment from you. |
---|
++++
++++ 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/projectile attacks), your enemies (but not allies) take an additional +5 damage. Allies take normal damage. | |
→ | 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's Exempt From Sacrifice: You may treat any neutral bystander creature or any creature that you have inflicted the Charmed condition on as an “ally” for the purpose of all Callous abilities. Doing so counts as an offensive action (and thus removes the Charmed condition and immediately reclassifies the target as an enemy). | |
→ | 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: Every time you kill an ally (regardless of whether it was on purpose or accidentally) you and all your other allies deal +2 damage with all attacks until the beginning of your next turn. | |
→ | Sadism | Bloodlust: The bonus +2 damage from killing an ally lasts until the end of the battle, but only for you. Your other allies will need fresh examples if you wish to re-invigorate them as usual. | |
→ | Rapacious | Greed's Gullet: Every time you use or lose a point of Supply for any reason, roll a trigger die. If the result is 7+, you can force any ally within 5 meters of you to lose a point of their Supply instead and you keep yours. If there are no allies within 5 meters of your position that have Supply remaining, then Rapacious has no effect. | |
→ | 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. |
++++
++++ Details |
Captain | Embedded Leader: You can “embed” yourself with an allied squad that recognizes your authority. When embedded, you cannot be targeted by any melee or projectile attacks unless/until your squad is wiped out. Attacks that target your entire squad at once still hit you normally. You must move along with the squad, but make attacks or other actions independently. If you are incapable of moving along with a squad (such as if they are mounted and you're on foot, or they're swimming and you don't know how) you cannot embed yourself with them. | ||
---|---|---|---|
→ | 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: If the squad you are embedded in gets wiped out while this ability is equipped, they do not die so long as you yourself survive the battle. After the battle ends, they are all revived with 1 Vitality. You cannot use this ability to save squads you are not embedded in. | |
→ | Command Action | Fire!: By spending two actions of your own, you can have your squad make one extra attack during their turn. If you don't have two actions to spend, you cannot use this ability. | |
→ | 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: Area attacks have a failure chance of 6 when used against squads you're embedded in. If an attack fails against your squad, it also doesn't affect you. | |
→ | 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's Off: Up to once per round during your turn, your squad can disengage with any adjacent squad that it was previously engaged with for free. You cannot actually make a move, only cancel your engagement. |
++++
++++ Details |
Capture | Hogtie: You can completely tie up, gag and otherwise make incapable of action or escape one adjacent, helpless (unconscious, surrendered or willing) creature that's up to one size larger or smaller than yourself. Doing so costs an action. Hard To Escape: The subject cannot take any actions while tied up and remains helpless until such time as you untie/release them. Creatures with the Escape Artist ability from the Slippery tree can get loose as an action, but creatures without it generally cannot escape at all. Player-controlled adventurers that get tied up with a Subdue ability can get free with a relevant operation challenge. Proscribed Freedoms: You can tie up subjects in such a way that they are capable of taking certain types of action such as leaving their legs unbound so they can walk, or taking out their gag so they can talk. You can change this up at any time you want. Supply-Driven: Whenever you tie somebody up, roll a trigger die. If the result is 1-3, you lose one Supply. You cannot use this ability if you have no Supply remaining. |
||
---|---|---|---|
→ | 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/intentions and they are of your own level or lower). | |
→ | Entangle | Let's Wrap This Up: You can inflict the Stuck condition on an adjacent subject as an action even if they're not helpless or willing. This costs Supply on a 1-3 as normal for Capture, and you can't do it if you don't have any Supply remaining. If you get a 10+ on the trigger die rolled to see if the ability costs any Supply, you inflict the Wrapped condition instead of Stuck. Conditions you inflict with this ability can be recovered from or removed like any other condition. | |
→ | Gulliver | Manacles For Every Occasion: You can tie up and subdue any creature regardless of size or bizarre body types. | |
→ | Lasso | Yee-Haw: Capture and all of its upgrades (such as Arrest or Entangle) can be used at throwing range (0-10 meters) instead of only against adjacent targets. | |
→ | Obedience Collar | Corrective Punishment: When you tie up a subject, you fit them with a device that allows you to remotely administer pain or death. At any time provided you can see the subject, you can choose to inflict any of the following effects to the subject as an action: remove all Endurance, remove one Vitality, or remove all Vitality. Obedience collars can be escaped in the same way as other bonds. | |
→ | 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's will can be broken by spending a certain number of days training them depending on their level- 1 day for level 1 creatures, 2 for level 2, 5 for level 3, 10 for 4, 20 for 5, and so on. Days spent training do not need to all be in a row, but if a creature escapes your custody before the training is complete their training resets to 0 days. Bend The Knee To No One: Creatures with the Implacable ability from the Steadfast tree are immune to mental conditioning in this way. Recuperative Therapy: Conditioning can also be used to reverse its own effects, if you rescue a brainwashed slave or something and you want to give them their life back. Doing so requires the same amount of time and effort as breaking them in the first place. |
|
→ | 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. |
++++
++++ Details |
Charlatan | Disguise: You make yourself not recognizable as yourself through the use of makeup, latex, illusion or similar aesthetic trickery. You can freely change your perceived coloration, age, weight, ethnicity, sex, or similar. You cannot change your perceived species or radically change your body type, nor can you make yourself look precisely like another creature who already exists. Your voice, scent, and mannerisms remain unchanged. Slow Application: It takes a few minutes of continuous work to apply a disguise. You can remove a disguise as a single action. Skin-Deep: Your disguise only works when nobody examines it too closely. Makeup tends to smudge off, wigs go askew, etc. If you partake in too much physical activity, get soaked in water, get intimate with somebody, or some similar circumstance your disguise is ruined. The GM decides when and if this happens and will probably warn you of the potential for such if possible. Ability-Dependent: If you unequip the Charlatan ability for any reason, all disguises you have crafted with it are automatically and immediately ruined. Disguise Checks: Those who are familiar with you have a chance to see through your disguise. When encountering such, roll a trigger die. If the result is 5+, they don't recognize you. If not, you choose between spending a point of Supply to maintain your facade or spending nothing and letting them see through it. You only need to check once per session per familiar person. Other abilities in the Charlatan tree might also require disguise checks to avoid different negative consequences. Fashionista: You can provide any sort of clothing, uniform or costume in your own size on demand. Doing so requires a few minutes as you dig through your collection. You can also provide clothing for someone else that isn't in or near your own size, but this takes a few in-game hours for you to find/borrow/modify/create the outfit in question for them. Changing clothing requires a couple rounds of work. |
||
---|---|---|---|
→ | 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, such as by area attacks). This does not make you immune to negative consequences if your allies lose; depending on context being a bystander might mean anything from you getting hauled off as a war trophy to simply being devoured last. If you make an attack while Bystander is equipped, it comes as such a surprise that the targeted enemy counts as Clueless and can potentially be assassinated. Making an attack in this way removes the effects of Bystander for the remainder of the conflict, and any enemy survivors will not fall for your tricks again. | |
→ | Face Artist | Shared: You can apply disguises to other (willing) creatures as well as yourself. Quickchange: You can apply disguises to yourself (but not others) as a single action instead of a few minutes of work. |
|
→ | Feign Death | Juliet's Repose: You can convincingly pretend to be dead through self-hypnosis, chemical assistance or other trickery- your heartbeat slows, your breathing lessens, and your temperature drops. When a creature examines your “corpse”, make a disguise check to hide the fact that you're faking it. You remain fully aware while feigning death and can stop at any time. Put Yourself Under: Convincingly faking your own death requires a few minutes of uninterrupted concentration to pull off. |
|
→ | 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: You can craft disguises that look exactly like another creature that already exists. You must be familiar with the creature you are impersonating in order to disguise yourself as them. Mimickry: You disguise also alters your voice and your mannerisms. Increased Danger: When disguised as a specific other individual, you run the risk of being discovered (and thus need to make disguise checks when encountering) not only by those who are familiar with you, but also those who are familiar with the one you are impersonating. |
|
→ | 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, so did you). While you are gone the game goes on without you and you don't have any direct effect on the proceedings until you rejoin by revealing your disguise. |
|
→ | 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: You can disguise yourself as a similar or related species. For example, a human could be disguised as an elf or a chimp but not as a squid. You gain no special qualities or abilities of your new form, only its shape and appearance. |
|
→ | Zero | Cunning Worm: You know how to disguise yourself as no one in particular- somebody so boring and unremarkable that they're difficult to notice. While disguised as a zero, you are generally ignored by everyone and nobody will be likely to even remember you were there unless you do something really memorable or interesting (which immediately spoils your disguise). Enemies in combat target you last or don't bother to target you at all unless you give them good reason to. If you enter a crowd, you effectively disappear. Passing as a Zero requires a disguise check as normal. |
++++
++++ Details |
Chronomancy | Haste: You may take an additional action during your turn beyond what you would normally be allowed. Each time you do so, roll a trigger die. If the result is 1-6, then doing so cost 1 Supply. You may only use Chronomancy to gain an additional action a maximum of once per round. You cannot use Chronomancy to gain additional actions if you have no Supply remaining. Slow Immunity: You are immune to the Slowed condition while you have Chronomancy equipped. If you already had it, then equipping Chronomancy instantly removes it. Metronome: Your sense of time is impeccable. You always know exactly what time it is and the precise amount of time that has passed between any two events you have personally witnessed. |
||
---|---|---|---|
→ | 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: Roll a trigger die every time you delay damage from any source. If the result is 1-3, doing so cost 1 Supply. You cannot use this ability if you have no Supply remaining. |
|
→ | 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's current status (including location, conditions suffered, current Vitality/Endurance/Flow, etc.) Write this information down if you have to. Later, you can spend another action to revert the selected creature back to the way they were when you made the anchor point. This can reverse any kind of death or misfortune so long as it happened after you set the anchor point. A creature's Supply is not reverted when you use this ability and remains spent. The creature retains their memory of what happened. Time's Limit: Reaching back through time becomes more difficult the further back one reaches. If you haven't reverted a creature by the end of battle (or after a few minutes if used outside of a battle) the effect fades and is wasted. Chaos Theory: Combat or other high-stakes conflict in particular tends to breed many alternative timelines, which in turn make reversion much more difficult. If there is any amount of active Escalation when you wish to revert a creature back to their anchor point state, you must roll a trigger die. If the result is equal to or less than the total Escalation of the fight, the reversion fails and the effect is wasted. |
|
→ | Rewind | Let's Try That Again: You may spend 1 Supply after taking an action to reverse everything that happened as a result of that action. If you spent an action moving, you are moved back to where you were. If you attacked or aided another creature, the effects are removed. If you gave something away or made some sort of mistake or had some bad luck, it gets reversed. You act in every way as if you had not made the action you are rewinding, because now you haven't. You may spend the action again immediately after rewinding. Rewind only affects you personally and cannot undo the actions of anyone else, including your allies. | |
→ | Deep Rewind | Dagger Of Time: You may spend one Supply to rewind time up to about a minute's worth instead of only one action, but only if there is 0 Escalation on the board for the entire span of time you're rewinding (you can't use Deep Rewind during combat or other stressful situations). | |
→ | Slow | What's Your Hurry?: By spending an action, you inflict the Slowed condition to any subject in throwing range (0-10m). | |
→ | Stasis | Timefreeze: By spending an action, you may briefly freeze in time any subject in throwing range (0-10m). A subject in stasis cannot take any actions, but also cannot be affected in any way and is effectively immune to everything, both positive and negative. Supply-Driven: Roll a trigger die when using Stasis. If the result is 1-6, doing so cost 1 Supply. You cannot use this ability if you have no Supply remaining. |
|
→ | 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. |
++++
++++ Details |
Brawl | Range: Brawl attacks can only be used against creatures directly adjacent (1 meter away) from you. Circumstances of Failure: Some common circumstances that have failure chances for brawl attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all. Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Assassination: When you attack a creature of your own level or lower that is in the Clueless state with a brawl ability, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). Sleeper Hold: When you assassinate a subject with a brawl attack, 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). |
||
---|---|---|---|
→ | Commando | Suspicious Assassination: You can assassinate creatures that are suspicious of danger and actively searching for you, not just those that are blissfully unaware of your existence. You still can't assassinate anybody once initiative has been rolled in combat. | |
→ | 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, then you cannot counterattack any more this round. |
|
→ | 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: When the trigger die is 7+, you inflict the Grabbed condition on your target. While grabbing a given target, you cannot make brawl attacks against any other targets. | |
→ | 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: Make a single attack that hits every creature adjacent to you. You can avoid hitting adjacent allies if you desire. Windup: Making a whirlwind attack costs two actions instead of one. If you don't have two actions to spare, you cannot make a whirlwind attack. Other close-combat upgrade abilities synergize normally with Whirlwind (Flurry hits all adjacent targets twice, Pounce lets you move a short distance before unleashing the whirlwind, etc.) |
++++
++++ 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: Communications calls only send audio information. The other creature you are talking to doesn't need to be present, but does need to be in the same 10-kilometer regional hex as you are. Wires of Civilization: You can talk to creatures outside of your own regional hex so long as both you and the target creature are inside regional hexes claimed by factions that allow use of their signal for private use. |
||
---|---|---|---|
→ | 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, not just friends. Acquaintances require a die result of 7+ to establish contact with. Improved Odds: Contacting friends works on a 4+ instead of 7+. Trusted Line: Party members and creatures with which you have a Bond relationship can contact you any time of their own volition. |
|
→ | 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's sworn testimony” or “ogres farting” are fine, but “the complete ballroom party covering all rooms from 7 until midnight” would not be. The GM decides what's reasonable and what isn't. |
|
→ | 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't Stop The Signal: You can use communications to talk to other creatures while you or they are anywhere. | |
→ | Visual Comms | Videophone: Your comms can send/receive visual as well as auditory information. | |
→ | Wiretapping | Bug Bailey: You can use your comms to listen in on conversations held using another's comms equipment. Doing so requires you to plant a hidden device on the target as an action, preferably in a way that doesn't let them see you do it. Your bug can be found with a thorough search and ceases functioning at the end of the session. When you plant a bug, roll a trigger die- if the result is 1-4, doing so costs 1 Supply. You cannot plant a bug if you have no Supply remaining. |
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. |
---|
++++
++++ 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: The Burning and Freezing conditions are mutually exclusive. If Cryophile is used to upgrade a Flamethrower attack, the Freezing condition overrides the Burning condition (resulting in a frost-thrower instead of a flamethrower) but all other abilities and upgrades remain the same. Cryophile and Firebug cannot both be used to enhance the same attack at once unless the Hellfire upgrade ability from the Firebug tree is also equipped. No Liberation: Your Explosive, Artillery, and cold-modified Flamethrower attacks no longer remove the Stuck or Wrapped conditions from their targets. |
||
---|---|---|---|
→ | 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: You have no special resistance to attacks and effects that deal damage through cold, just the Frozen condition that such attacks cause. |
|
→ | Cold Immunity | Frostproof: Any Cryophile-enhanced attack or Blizzard attack has a failure chance of 6 against you. You are also immune to the following abilities from the Cryophile tree: Entomb, Icy Jam, and Slowing Chill. An Ice Person: Sources of extreme cold other than attacks (such as arctic travel or being trapped in a walk-in freezer or whatever) are harmless to you. |
|
→ | 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/rolled around relatively easily due to its slick surface. If created next to a solid surface the block can be anchored to it, rendering it immobile but also capable of supporting the weight of a creature of size 5 or smaller (multiple blocks could support a larger creature, though). Ice blocks are relatively brittle and can be destroyed by any attack that deals at least 5 points of damage to them, or any attack that has been upgraded with the Firebug ability. Supply-Driven: Roll a trigger die when you create an ice block. If the result is 1, you lose 1 point of Supply. You cannot create ice blocks at all if you have no Supply remaining. |
|
→ | 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: You can coat yourself with a protective layer of ice as an action. Icy Armor doubles all of your combat ratings, but only for purposes of defense. Breakaway Protection: Icy armor is temporary by nature and is removed immediately after you move, take damage from an attack, gain the Burning condition, or unequip the Icy Armor ability. Attacks that fail against you or otherwise fail to damage you at all do not remove Icy Armor. Frozen Conversion: Anytime you gain the Frozen condition, you also gain the effects of Icy Armor automatically without having to spend an action at all. If you are immune to the Frozen condition, you gain the effects of Icy Armor every time you would otherwise be frozen. |
|
→ | Icy Jam | Supply Denial: You can coat an enemy's supplies and mechanisms with a thick layer of frost. Every time the trigger die for a Cryophile-enhanced attack is 10+, its subject(s) also gain the Deficit condition. | |
→ | 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't make you fall prone since you aren't spending much time in it. Waterwalker: You can walk on water by freezing its surface as you step on it. Doing so knocks you prone unless you have the Acrobatics ability. Fast Freeze: If you have the Skate ability from the Acrobatics tree equipped, you can choose to freeze the ground immediately before you step on it instead of immediately after. This allows you to move (and skate) across any surface you please by freezing yourself a path. |
++++
++++ 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, you may roll twice and pick whichever result you like better. | |
→ | 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: Immediately upon invoking Nuclear Power, you and every other creature within 20 meters are immediately dosed with radiation (both friend and foe). Due to the extreme strain of housing a reactor, you cannot avoid the Fatigue condition caused by your personal dose of radiation even if you have the Poisonproof ability from the Grit tree equipped. Other creatures can avoid being Fatigued in this way as normal. |
|
→ | Purge | Radaway: By spending a few minutes and a point of Supply, you can remove residual radiation from any creature/object that has been irradiated through exposure. The remaining irradiated duration is completely canceled no matter how long it was. Purge doesn't remove ambient radiation from the environment, just from individual creatures/objects. | |
→ | 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: Getting dosed with radiation invigorates you, immediately restoring all lost points of Endurance and granting +2 damage on all attacks you make until the beginning of the next enemy turn. Endurance regained via Radgeneration bypasses the Fatigue condition, which usually precludes any healing at all. There is no limit to how frequently this effect can occur; if you are in an area of extremely high radiation that doses those inside it every round, then you will restore all lost Endurance every round. Embrace The Taint: Radgeneration requires full exposure. If you have the Poisonproof ability from the Grit tree equipped, then Radgeneration does not function. |
|
→ | 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, hidden mutations, embedded objects, ingested poisons, objects hidden via the Hidden Pockets ability in the Burglary tree, and everything else relevant and/or interesting. When using Radioscan on a creature they must hold still for the duration, meaning they must be restrained or willing. The Cost: When making a Radioscan, you can choose to either spend a point of Supply or simply dose your subject with radiation. Inanimate objects cannot lose Vitality or mutate from being dosed with radiation, but can become irradiated and act as radiation sources for the following day (potentially dosing anybody that spends the following day in their presence). |
++++
++++ 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: When you pass a condition to a subject via curse, you may immediately make a recovery attempt from that condition for free. | |
→ | Blight | Well's Run Dry: When you curse a subject, they also gain the Deficit condition. | |
→ | 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't take.) | |
→ | Gloat | Pathetic!: If you inflict the Fear condition to a target by any means, you may curse them as a free action up to once per round on your turn so long as they remain within 20 meters of you until they throw off the fear. | |
→ | 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't stack with multiple cursings. | |
→ | 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's range but otherwise acts exactly like a normal cursing. Death Curse: When you are killed, your killer gains an injury of your choice. |
|
→ | Terrify | Cause Fear: When you curse a subject, roll a trigger die. If the result is 7+, the subject also gains the Fear condition. |
++++
++++ Details |
Darkseeker | Shadow Cloak: When you are in an area of complete concealment, the failure chance of all attacks against you (including area attacks not normally affected by concealment) becomes 12, making you nearly unharmable under most circumstances. Trigger die rolls of 12 always hit regardless of failure chance, and creatures with the Precision ability always hit on 10+. Limitations: If an attacker can discern your exact location through a sense other than sight (such as scent from the Survival ability tree or tremorsense from the Burrow ability tree) they can attack you normally and ignore this effect. The Improved Blind-Fight ability from the Precision ability tree also ignores this effect. If you take an action to attack or make any other aggressive move, you lose this effect until the beginning of your next turn. |
||
---|---|---|---|
→ | Darkvision | See In The Dark: You ignore concealment from darkness within 20 meters of your location, and treat all darkness-based concealment as one step less severe within 50 meters (darkness is treated as dim light, dim light is treated as full light.) This ability does not actually light up darkened spaces and grants no benefits to anyone but yourself. Concealment from sources other than darkness (fog, foliage, whatever) is unaffected by the Darkvision ability. | |
→ | 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't Leave You Alone: You can do anything that would normally take a few minutes of work (change costumes, trash a hotel bar, boot a car, or any ability effect that requires a few minutes of work) as a single action so long as nobody is observing you when you do it. Roll a trigger die when you use Offscreen Warp; if the result is 1-6 then doing so costs 1 Supply. You cannot use Offscreen Warp if you have no Supply remaining. | |
→ | 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: If nobody is directly observing you, you can use an action to teleport to any other point within 20 meters of your location you are familiar with that is also not currently being observed. If your target destination is being observed, the teleport action fails and the action is wasted. | |
→ | 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: If a creature is actively fleeing from you (either due to the Fear condition or for more pragmatic reasons) you can teleport to an unobserved space within five meters of their location no matter how far away from you they are or even if you are completely unfamiliar with their location. If there are no valid locations for you to teleport into, the action fails. | |
→ | Unknowable | The Darkness My Home: You are unknowable and unobservable, lurking in total darkness, thick fog or behind the backs of those who would understand you. If a creature would ever directly visually observe you, you immediately teleport to the nearest unobserved space and the would-be observer sees nothing where you once were. Other Senses: Senses other than sight (such as touch, sonar, scent, etc) don't allow somebody to know you enough to trigger a teleport unless they are sustained continuously for three rounds or longer. |
|
→ | Unspeakable | Beetlejuice: Anybody that you've given permission can speak your name to summon you to their side. You appear in the nearest unobserved space to their current location. Doing this costs an action and one point of Supply (to be paid by either them or you). Gatecrashers: If an entire species or kind of creature has this ability, sometimes a single specimen will show up when that species is talked about without any need for Supply or permission. Roll a trigger die if a relevant situation arises; if the result is 1-4 then something answers the call. Make this check no more than once per session per speaker. |
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. |
---|
++++
++++ Details |
Deathtouch | Range: Deathtouch attacks can only be used against creatures directly adjacent (1 meter away) from you. Circumstances of Failure: Some common circumstances that have failure chances for deathtouch attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all. -Deathtouch attacks cannot be used at all while grappled or underwater. Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Assassination: When you attack a creature of your own level or lower that is in the Clueless state with a deathtouch ability, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). High Crit Rate: Deathtouch attacks critically hit (ignore defenses) on a trigger die result of 10+ instead of the normal 12. Unlike other attack forms that critically hit on a 10+ (such as firearms or explosives) Deathtouch attacks do not also gain a bonus +2 damage on all strikes. |
||
---|---|---|---|
→ | 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/Escalation fades, then the bonus damage from Death Knell also fades. | |
→ | 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: You can delay any number of attacks you want instead of only one. All delayed attacks must be made against the same target. | |
→ | 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: When you successfully damage a target with a Deathtouch attack, you immediately regain 1 point of lost Endurance per 5 levels you have. | |
→ | 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/Endurance/Vitality they would normally be left with afterwards. | |
→ | 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. |
++++
++++ 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: Onlookers cannot tell you apart from your duplicate by any normal means other than touch. Creatures with abilities that grant unusual senses (such as Scent from the Survival tree or Tremorsense from the Burrow tree) can use those senses to tell the difference between you and your decoy and are not fooled. Decoys cannot use abilities or attacks, but will all pretend to simultaneously with you to disguise which of you actually is responsible. While your decoys can talk in your voice, they do not actually have minds or memories of their own and generally just spout catchphrases that you also tend to use. Supply-Driven: Roll a trigger die when deploying a decoy. If the result is a 1-3, using the ability costs 1 Supply. You cannot deploy decoys if you have no Supply remaining. Switcheroo: When you create a decoy, you can choose to create it in the space you are currently occupying and instantly move yourself into any adjacent space instead. Nobody can tell just from watching you deploy a decoy exactly which of you is real and which is not. Hit Takers: 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. Decoys cannot be affected by conditions, but will seem as if they are if appropriate. If an enemy manages to hit you (and thus determines that you are the real one) your adjacent decoys will merge and split with you at the beginning of your next turn, thus removing this certainty. Running Crew: When you move around, so do your decoys. Your decoys always end their movement adjacent to either you or another decoy. If this is impossible for any reason, all decoys left behind are instantly destroyed. Your decoys cannot move faster than you yourself could, and cannot sprint unless you yourself sprinted that round. |
||
---|---|---|---|
→ | 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's position instead of your own. If the trigger die rolled with the attack is 1-6, the strain instantly destroys the attacking decoy after the attack is resolved. | |
→ | 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: As Loose Crowd, but all decoys must stay within 20 meters of you or each other. | |
→ | 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'm Over Here: As an action, you can instantly switch positions with any of your decoys that are within 10 meters of your position. You go where they were, and they go where you were. | |
→ | 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. |
++++
++++ Details |
Devour | Consume: You can choose to spend an action to devour/engulf/absorb an adjacent creature. You can freely devour Clueless creatures or those which you have inflicted the Grabbed condition on in some manner (the Rowdy ability tree is the easiest but by no means the only option for grabbing targets). Stomach Capacity: Your stomach can hold an amount of bulk equal to a creature two sizes smaller than you. For example, a human's (size 5) stomach could hold a maximum bulk equal to that of a size 3 creature, or 1/20. You can't devour a creature if your stomach doesn't have enough room for it. Struggling Prey: A devoured creature cannot be targeted by any further attacks, including yours. Devoured creatures are considered grabbed by you but cannot move on their own and cannot target anyone with an attack except for you (and they suffer failure chances on attacks against you from being grabbed, if applicable). A creature inside your stomach can escape by personally dealing at least 1 point of damage to your Vitality (or if you are dead and have no Vitality left, simply by making a successful attack against you), which opens up a hole in your stomach long enough for them to slip out and appear adjacent to you. The hole closes on your next turn. Escaping your stomach automatically removes the Grabbed condition from a creature. Alternately, if you die then a devoured creature's allies can cut them out of your stomach with an action. Digest: Crushing action deals unavoidable damage each round at the beginning of your turn to everything in your stomach equal to the current Escalation. Your stomach has no air, so creatures inside it have the Burning condition removed (if applicable) but gain unrecoverable Choking and Dissolving conditions that cannot be recovered from as long as they remain in your stomach. Escaping your stomach removes the Choking condition automatically but not the Dissolving condition. If a creature dies in your stomach, it disappears after one in-game day, freeing up room for you to devour something else. Sustenance: Any day in which one or more creatures die in your stomach is a day in which you don't need to spend any Supply on rations for yourself. If you consume a very large number/mass of creatures, the GM can choose to extend this effect for a few/several days instead of only one (but beware of bloating, constipation, and flatulence). |
||
---|---|---|---|
→ | 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: You have a second stomach or internal cavity that has air and does not harm any creature or object placed in it. When you devour something, you can choose which stomach it goes to. You can safely disgorge anything in your holding pouch as an action. | |
→ | Hyperdigestion | Rapid Metabolism: When something dies in your stomach, it gets digested/disposed of instantly. This frees up the space they were occupying and allows you to immediately devour something else. | |
→ | Metabolize | Invigorating Meal: Every time you dispose of a dead subject in your stomach with Hyperdigestion, you immediately have all your lost Endurance restored (if any). | |
→ | 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: You can pull in and devour any creature within 5 meters of your position without needing to grab them first. | |
→ | 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. |
++++
++++ 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: Roll a trigger die when inflicting the Charmed condition. If the result is 1-6, then doing so cost a point of Supply. You cannot use Domination to charm a target if you have no Supply remaining. |
||
---|---|---|---|
→ | 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's worth of movement. This bonus movement action takes place on your turn immediately after using Beckon, and does not count against the targets' limit of two actions per round. | |
→ | 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' limit of two actions per round. | |
→ | Discipline | Embrace Your Punishment: You or your allies attacking or taking a directly offensive action against a target you've charmed (whether through Domination or any alternative method) gives them a single immediate recovery attempt from the condition instead of automatically removing it outright. This recovery attempt is in addition to the normal recovery attempt creatures get at the end of their turn. | |
→ | Enthrall | My New Pet: The Charmed condition inflicted by Domination cannot be recovered from so long as you remain in the target creature's presence and don't take any directly offensive action against them. Attacking the subject instantly removes the Charmed condition as normal, and leaving their presence allows them to start making recovery attempts. | |
→ | 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. |
++++
++++ 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: Explosive attacks deal +2 damage to all struck targets and critically hit on a 10+ instead of the normal 12. Water-Averse: Explosive attacks cannot be used effectively at all while underwater or against another creature that is underwater. Supply Eater: When the trigger die is 1-6, the attack consumes one Supply. Failproof: Explosive attacks do not suffer a fail chance from any of the normal circumstances that affect melee or projectile attacks such as size differences, concealment or similar. Total cover still applies, but partial cover (including the partial cover from standing behind another creature) does not. Loud: Using the attack creates a loud noise that draws the attention of everybody in the general vicinity. Unstuck: Any target damaged by this attack immediately loses the Stuck or Wrapped conditions, if they had them. |
||
---|---|---|---|
→ | 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: The explosive can be used while in water or against a subject that is in water. | |
→ | Emanation | Innate: The explosive attack draws on an innate stock rather than external supplies. Using the explosive never consumes Supply no matter what the trigger die result is. Centered: Instead of targeting a point in thrown range, Emanation explosives target all spaces within the proscribed distance from their user. The user themselves is not affected by the explosive, but any nearby allies in range are. |
|
→ | 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: When using the explosive by choice, you have the option to significantly empower the explosion at the cost of your own life. Doing so deals additional damage equal to your level to all targets struck, but immediately reduces your Vitality to 0 (thus killing you). This death is treated exactly the same as normal deaths from damage and thus can be repaired/prevented by any means that could normally prevent death such as a lifesaving operation or the Die Hard ability from the Grit tree. |
|
→ | 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: Creatures that were caught in the blast are physically moved directly away from the epicenter a distance equal to half the damage they took (rounded down). Creatures precisely in the epicenter are instead moved directly away from you. This effect can freely move subjects off cliffs/into lava/through portals and so forth. Exceptionally large creatures that occupy multiple spaces are immune to this effect unless every space they occupy was affected. Splat: If the trigger die was 10+, all subjects who the explosion moved also gain the Prone condition. |
|
→ | 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: You can set off all your planted mines at once by spending an action. Mine Vest: When combined with the Emanation ability, you may only plant mines on yourself and only one at a time. They are set off by any other creature ending their turn within 1 meter of your current location. Such mines cost no Supply to set up. |
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. |
---|
++++
++++ Details |
Firearm | Range: Firearm attacks can be used on any subject within 50 meters from your position (or targets within 100 meters with a failure chance of 4 and within 200 meters with a failure chance of 8). Empowered: Firearms are powerful. All firearm attacks deal +2 damage at all times and critically hit on a 10+. Loud: Attacking with a firearm creates a loud noise that gets the attention of everything in the general area, especially when fired multiple times in succession. The consequences of this will vary depending on the circumstances, but in any case makes firearms an exceptionally poor choice for stealth. Circumstances of Failure: Some common circumstances that have failure chances for firearm attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all. Water Limitations: Firearms cannot be used effectively at all while underwater or against targets that are underwater (bullets simply ricochet off the surface). Shot in the Back: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Ammunition: Firearm attacks have a chance to consume supply. When the trigger die rolled with a firearm attack displays a 1-3, you lose one supply. If you have no supply remaining, you cannot use firearm attacks at all. Slow Reload: In order to fire a firearm, you need to reload it first. Reloading can be done for free by taking a movement action, or costs an action by itself if you don't want to move. Once reloaded, the firearm can be used to attack with another action as normal, but will then need to be reloaded once again. |
||
---|---|---|---|
→ | 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: Your bullets pass right through their targets, hitting a second subject directly behind the first. 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 firearm's normal range, then they are considered a valid target for a Piercethrough attack. Secondary targets are struck with the same damage and trigger die result as the primary target was. Extra Piercy: If the trigger die is 7+, your bullet pierces and strikes up to 5 targets instead of 2. All struck targets must be on a straight line from your position. |
|
→ | 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. |
++++
++++ 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: When using a Flamethrower ability to attack, it always inflicts the Burning condition regardless of what the trigger die displays instead of only on a 10+. Antipodal: The Burning and Frozen conditions are mutually exclusive. If Firebug is used to upgrade a Blizzard attack, the Burning condition overrides the Frozen condition (resulting in a firestorm instead of an ice storm) but all other abilities and upgrades remain the same. Cryophile and Firebug cannot both be used to enhance the same attack at once unless the Hellfire upgrade ability from the Firebug tree is also equipped. |
||
---|---|---|---|
→ | Burnproof | Hot Enough: You become immune to the Burning condition. If you already had the Burning condition, equipping the Burnproof ability automatically removes it. You are not immune to the Curseburn condition. Not Totally Heatproof: You have no special resistance to attacks and effects that deal damage through heat, just the Burning condition that such attacks cause. You are also not immune to the Curseburn condition. Flame If You Want To: You can still obtain the Burning condition if desired for using the benefits of the Flame Sheath ability, but you are completely immune to being damaged by it. |
|
→ | Heat Immunity | Unmeltable: Any Firebug-enhanced attack or Flamethrower attack has a failure chance of 6 against you. Flame-o, Hotman: Sources of extreme heat other than attacks (such as desert travel, stifling forge complexes, magma or whatever) are harmless to you. Noteworthy: while the heat of lava won't harm you, it still tends to produce toxic fumes and is impossible to wash out of your hair. |
|
→ | 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: You can set yourself on fire or put it out again at any time as an action. |
|
→ | 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/objects with Flame Sheath that you otherwise automatically would. |
|
→ | 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/Curseburn condition to a creature that already has it (and thus not actually do anything of further interest), you instead immediately deal additional burning damage to that creature. You can do this an unlimited number of times per round. | |
→ | 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: Roll a trigger die every time you toss a bottle of oil. If the result is 1-3, then the throw costs 1 point of Supply. You cannot throw oil if you have no Supply remaining. Careful Application: If you have a little more time you can be much more careful and discriminate with how you place your oil. You can make any adjacent space oily as an action. Roll to consume Supply once per 10 spaces you choose to apply oil to in this way, minimum once. |
|
→ | Grease Up | Cover Liberally: You're talented in applying a thick layer of oil to creatures from a distance, not just the ground. When you throw a bottle of oil, any creature occupying the central target space gains the Oily condition. | |
→ | 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't Go Out: Your inner fires are essential to your well-being. When you enter water or become wet for any reason, you immediately gain the Dissolving condition. |
---|
Grease/gasoline, explosion when striking burning target
++++
++++ 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, determine which get hit randomly. Allies are fully capable of being burned by a flamethrower in addition to enemies. Close Devastation: The attack does +5 damage to all creatures within 2 meters of your location, and +2 damage to all creatures within 3-5 meters of your location. Creatures within 6-10 meters take normal damage. Incinerate: When the trigger die is 10+, all struck targets gain the Burning condition. Anything ignitable in the target area also catches fire. Supply Eater. When the trigger die is 1-6, the attack consumes one Supply. Water-Averse: Flamethrower attacks cannot be used effectively at all while underwater or against another creature that is underwater. Failproof: Other than their inability to work in water, flamethrowers do not suffer a fail chance from any of the normal circumstances that affect melee or projectile attacks such as size differences, concealment or similar. Unstuck: Any target damaged by this attack immediately loses the Stuck or Wrapped conditions, if they had them. |
||
---|---|---|---|
→ | Breath Weapon | Innate: The flamethrower draws on your internal energy rather than external supplies. You must spend one point of Endurance to use the attack, but it never consumes Supply and can be used even if you have no supply remaining at all. If you have no Endurance, you lose Vitality. Breathe Freely: You cannot use a Breath Weapon-upgraded Flamethrower if you are currently under the effects of the Choking condition. |
|
→ | 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, you may take a movement action for free immediately afterward. Free movements from Flamewalker have an impairment. | |
→ | Fluid Flow | Ducking Won't Save You: The flames easily go through cracks/around corners and thus ignore anything less than absolute total cover. | |
→ | Hypergolic | Self-Oxidized: The flamethrower works in airless environments such as vacuum or underwater. The flames it spreads still go out automatically in such environments, but the raw damage output is unaffected. | |
→ | Propellent | Knockback: Targets damaged by the flamethrower are moved directly away from you. Targets within 2 meters of you are moved 3 meters away, targets 3-5 meters away are moved 2 meters, and targets 6-10 meters are moved 1 meter. Large creatures that occupy multiple spaces are immune to this effect unless every space they occupy is within the triangular area of effect. | |
→ | Smoke Vent | Concealing Exhaust: Every time you fire the flamethrower, a large amount of black smoke is created in your current location. Your space and all other spaces within one meter gain complete concealment, while all spaces within two meters gain partial concealment. The smoke is rather noxious and inflicts the Choking condition on any creature that ends their turn standing in it, including yourself. Smoke automatically dissipates at the beginning of your next turn. | |
→ | Spread Panic | Terrorize: Flamethrowers are inherently terrifying weapons. When the trigger die is 10+, you apply the Fear condition to every creature struck. | |
→ | 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. |
++++
++++ 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: Fleshgrinders cannot be used against anything that's grappling you or against anything that is underwater. Circumstances of Failure: Some common circumstances that have failure chances for fleshgrinder attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all. Noisy: Fleshgrinders make a lot of noise while they're running, alerting every creature in the general area. Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Assassination: When you attack a creature of your own level or lower that is in the Clueless state with a fleshgrinder ability, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). Note that fleshgrinders' noisy nature makes it very hard for enemies to be Clueless when you start one up around them. |
||
---|---|---|---|
→ | Keystarter | Quick Startup: Starting up the fleshgrinder no longer costs an action and can be done any time on your turn. Fuel Efficiency: Roll a trigger die when starting up the fleshgrinder. If the result is 7+, then doing so didn't cost any Supply. |
|
→ | Long Tool | Pole Saw: The fleshgrinder can be used to attack targets within 1-2 meters instead of the normal 1 meter. | |
→ | Maniac | Horrifying: Swinging the fleshgrinder around wildly kind of freaks people out. The attack inflicts the Fear condition on a trigger die result of 10+. | |
→ | 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's solid defenses. When the trigger die is a 10+, the attack's target immediately unequips one Tank or Shield ability of their choice. Shredder does not unequip the entire tree, only a single ability in it. If the target has no Tank or Shield abilities equipped, Shredder has no additional effect. Players struck by Shredder can re-equip removed abilities in the normal fashion, but non-player creatures lose the unequipped abilities until the beginning of a new session. | |
→ | Meat Shredder | Shred Everything: When the trigger die is 10+ but the target does not have any abilities equipped that you can shred, the attack deals +5 damage to them instead of the normal +2. | |
→ | 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's defenses or weapons whenever you get a chance to shred them. | |
→ | 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: When you hit a target with an attack, you also hit any other creatures adjacent to the original target that are within your reach. However, if the trigger die is a 1-3 you also hit yourself. Your Melee combat rating applies to defense against self-hits, but any failure chance you might have does not. Having this ability equipped doesn't obligate you to use it- you can decide whether each individual attack will be a Wild Swing or not as you please. |
++++
++++ Details |
Flight | Fall Horizontal: As a form of movement, you can glide through the air. Gliding requires constant attention and balance and provides no upwards thrust. For every action you spend to continue gliding, you lose 1 meter of elevation immediately after moving. When you spend an action to do anything else (such as attack or use another effect that is not a free action to activate), you lose 20 meters in elevation immediately afterwards. Full Speed: Every action you take to continue gliding requires you to travel your full movement distance (if possible). Always Forward: You cannot turn quickly or nimbly while gliding. You may make one direction change per action spent gliding. This direction cannot be more than a single hex's deviation (60 degrees) from your previous flight path. Updraft Rider: If you glide through an updraft (such as from a bonfire, heat vent, or similar) you immediately gain 20 meters in elevation whether you want to or not. Vulnerable Flight: Due to awkwardness, you take +2 damage from all attacks while in flight. Gotta Be Light: If you are carrying enough weight to give you an impairment to movement, you cannot glide at all. Tattered: Flight is a delicate thing, and it's entirely possible you can lose the ability to fly effectively from cumulative damage long before you die from it. Every time you are the subject of a critical hit from an attack while flying, you get one “Tatter Point”. If your tatter points ever exceed your current Vitality, you cannot fly anymore (and if this happens while you are actively flying, you immediately fall). Accumulated tatter points can be removed by spending a point of Supply and a few minutes work, or all go away automatically at the end of a session. |
||
---|---|---|---|
→ | 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: You no longer need to move at all in order to stay airborne and can simply remain in place, taking any other actions you please. You still lose elevation for every action taken as normal. | |
→ | Dogfighter | Takedown: When attacking a flying target, you add a tatter point to them on any successfully damaging attack when the trigger die is 7+ instead of only on critical hits. | |
→ | Powered Flight | Self-Propulsion: You have some way of propelling yourself through the air. You no longer lose elevation automatically, and can choose to gain 1 meter of elevation for every move action you take instead. High Energy: Powered flight has a comparatively expensive cost. For every day in which you use Powered Flight to move, you must consume twice as many rations. |
|
→ | 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: You may make up to two flight movement actions for free during your turn. For every movement made in this way, you lose as much vertical distance as you traveled horizontally. If you cannot lose the required vertical distance (because you're too close to the ground already) then you also cannot use Swoop. |
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. |
---|
++++
++++ 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/hybrid of both you and your partner and has access to the inventory and Supply of both partners. Fusing takes a few minutes of coordinated dancing around or whatever. But What About The Stats Though: This part is slightly trickier! The new hybrid fusion creature is created by starting with the highest-level partner (the “primary”) and adding an amount of special fusion XP to them depending on the level of the other partner (the “secondary”). See below for fusion XP values- for example, a level 5 secondary contributes 15 fusion XP. If both partners are of equivalent level, they decide for themselves who gets to be the primary. Fusion XP is added to the primary's total, potentially causing them to instantly level up and gain all level-dependent benefits (an extra Vitality/Endurance/Flow, combat statistic point, and loadout slot). The new fused creature can immediately change its loadout, drawing from the abilities known by either of its constituents. This new loadout does not need to include the Fusion ability. The newly-fused being's size category is equal to whichever of the two was larger, and it gains any weaknesses from both of its constituents. Fused creatures cannot fuse again. Example Please: The adventurers Sarah (level 7) and Dimitri (level 5) perform a fusion. Sarah is higher-level, so she serves as the primary and immediately gains 15 fusion XP from the level 5 Dimitri. 15 XP is enough for her to immediately hit level 8 (cost of 7 XP) and then level 9 (cost of 8 more), meaning that the hybrid being Samitrah is level 9 and immediately gains 2 Vitality/Endurance/Flow, 2 points in its combat attributes, and 2 more loadout slots. Samitrah can now create a new loadout for free using any ability known by either Sarah or Dimitri. Sarah and Dimitri's players can cooperatively decide what Samitrah will do. Fission: The fusion can be ended at any time by either of its participants as an action. Doing so causes both participants to reappear wherever the fused being was (or as close as possible, if there's no room) with the same loadouts and level that they had before the fusion occurred. Fusion XP disappears when the fusion does. If no partner initiates, fission happens automatically when the fused being first loses any Vitality or after a few hours pass. Any lost Vitality from the fused being is distributed among the aprtners as they see fit (for example, if Samitrah lost 4 Vitality and split as a result then Sarah and Dimitri also collectively lose 3 Vitality between the two of them- this can be an even split of 2 each, 4 for one and 0 for the other, or whatever). Takes A Toll: Once a creature has been part of a fusion and then split again for whatever reason, they cannot be a part of any other fusions until they've got a good night's sleep. For Your Convenience: If you find yourself fusing regularly with another creature, keeping a record of the level and statistics of the fused being you become close at hand can save you a lot of time! |
||
---|---|---|---|
→ | 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's two heads resemble (and maintain the personalities of) yourself and your fusion partner respectively. You cannot equip the Cerberus ability from the Polycephaly tree unless you have three fusion partners working in concert (via the Troika ability from this tree). Your partner does not need to have Conjoin equipped so long as you do. | |
→ | 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's level is, and they provide only half the normal amount of Fusion XP (rounded down) to the new hybrid being. | |
→ | Maestro | Fabulous, Darling: As Dance Instructor, but your partner contributes the full amount of fusion XP their level entitles them to. | |
→ | 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's, you are in control on a result of 4+. - If your level is at least equal to your partner's, you are in control on a result of 7+. - If your partner's level is higher, you are in control on a result of 10+. - If your partner's level is at least double yours, you are never in control. |
|
→ | 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 |
++++
++++ Details |
Gatling | Range: Gatling attacks can be used on any subject within 50 meters from your position. You may fire at targets within 100 meters of your position with a failure chance of 4, or 200 meters with a failure chance of 8. Empowered: Gatlings are overwhelmingly powerful. All gatling attacks deal +5 damage at all times and critically hit on a 10+. Loud: Attacking with a gatling creates a loud noise that gets the attention of everything in the general area. Circumstances of Failure: Some common circumstances that have failure chances for gatling attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all. Water Limitations: Gatlings cannot be used effectively at all while underwater or against targets that are underwater (bullets simply ricochet off the surface). Shot in the Back: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Ammunition: When the trigger die rolled with a gatling attack displays a 1-6, you lose one supply. If you have no supply remaining, you cannot use gatling attacks at all. Spin Up: Gatlings must be spun up before you can start firing with them. Spinning up the weapon takes an action. You can only use Gatling to make an attack if your last action was either spinning up the weapon or making a Gatling attack. |
||
---|---|---|---|
→ | Autocannon | Stabilized: The range of the weapon is increased from 50 meters to 200 meters. The weapon can be used to attack targets out to a range of 500 meters with a failure chance of 4, or 1000 meters with failure chance 8. Belt-Fed: You no longer need to spin up the Gatling before you fire it. Tripod: Tremendous recoil means that autocannons can no longer be fired by hand. The weapon must be mounted on a tripod or other structure in order to be fired. Setting up or taking down the tripod requires an action. Anybody that wishes to fire the autocannon must be in the same space as the tripod in order to do so. |
|
→ | Cheesemaker | Swiss, To Be Precise: The weapon rips through and tears away a subject's solid defenses. When the trigger die is a 7+, the attack's target immediately unequips one Tank or Shield ability of their choice. Cheesemaker does not unequip the entire tree, only a single ability in it. If the target has no Tank or Shield abilities equipped, Cheesemaker has no additional effect. Players struck by Cheesemaker can re-equip removed abilities in the normal fashion, but non-player creatures lose the unequipped abilities until the beginning of a new session. | |
→ | Demolition | Mr. Gorbachev: If a creature has cover from another creature, your attack is transferred to the covering creature (the trigger die result is unchanged) if it fails instead of just failing outright. If your attack fails against a target due to cover from inanimate objects or battlefield features, then your bullets destroy the cover instead. You can freely fire at creatures that have total cover even though you have no chance to hit them; Demolition will tear a new hole in their cover that you can then subsequently shoot through with later attacks. Destruction Limits: When you destroy cover with Demolition, you can destroy an amount of it no larger than you are yourself per attack. Especially thick, durable cover (like a steel vault door, maybe?) might be destroyed significantly slower than this and require multiple attacks to get through. |
|
→ | Death Hum | Goddamn Sexual Tyrannosaurus: A gatling is an inherently terrifying weapon in the right hands, like yours. You inflict the Fear condition to a struck target when the trigger die is 10+. | |
→ | 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's next turn. You cannot re-suppress a target using the free attack that suppression granted you, but you may freely do so with a regular attack on your next round. | |
→ | 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: Your bullets are much less concentrated when using Sweep. When making Sweep attacks with a gatling, you no longer deal the +5 bonus damage to targets hit and range is reduced from 50 to 20 (100 with the Autocannon ability, and further range increments can be targeted with failure chances as normal). |
++++
++++ 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: All Geomancy effects are shapeable, meaning that you can choose not to affect any spaces in the target area of your choice if you want. The Choice Is Yours: Geomancy offers a wide range of effects. Choose just one at a time when using a Geomancy ability to change the terrain, unless an effect specifically states that it is combinable with another. Mire: By default, the only Geomancy ability available to you is Mire. You cause an area to become muddy, sticky, shifty, or otherwise difficult to move through. The target space and all other spaces within 2 meters become difficult terrain. Bonfire: If you have the Firebug ability equipped, you can use Geomancy to create a bonfire. The target space starts burning brightly, creating bright light within 10 meters and raising the light level by 1 step out to 20 meters (darkness becomes dim light, dim light becomes bright light). Any creature that passes through the bonfire immediately gains the Burning condition. If standing in the bonfire, it is impossible to recover from the Burning condition. Icemaker: If you have the Cryophile ability equipped, you can use Geomancy to freeze an area. Any liquids in the target space and all other spaces within 2 meters are immediately frozen. Creatures swimming in the liquids are harmlessly ejected out of the frozen area if possible. Frozen water floats and can support creatures' weight, but is slippery (immediately fall prone when entering it). Frozen magma just becomes warm stone. Acid Pool: If you have the Mordant ability equipped, you can use Geomancy to create a pool of acid (or other corrosive material). The pool fills the target space and all adjacent spaces. Any creature that passes through an affected space automatically gains the Dissolving condition. If standing in the acid pool, it is impossible to recover from the Dissolving condition. Lodestone: If you have the Tesla ability equipped, you can use Geomancy to create a magnetic attractor. Any creature within 20 meters of the target space that ends their turn with the Electrified condition on them is pulled up to 2 meters closer to its center automatically (5 meters closer if within 10 meters of the center). Solid barriers and other creatures prevent being pulled in this manner. This effect happens immediately before the Electrified condition deals damage. Filth: If you have the Poisoner ability equipped, you can use Geomancy to create an area of toxic offal, slime or sludge. The target space and all other spaces within 5 meters have an incredibly rank and awful smell that's difficult to bear. Any creature that spends a few consecutive minutes (or the duration of an entire battle) in the area contracts a vile disease that inflicts a random injury to them. Creatures with the Poisonproof ability from the Grit tree are immune to this effect. Irradiate: If you have the Curie ability equipped, you can use Geomancy to irradiate an area. Any creature that ends their turn in the target space, spends a few minutes (or the duration of a combat) within 5 meters of the target space, or spends a day within 20 meters of the target space is dosed with radiation and suffers all the normal effects of such. Consecrate: If you have the Smite ability equipped, you can use Geomancy to make an area uncomfortable to monsters. Any monsters in the target space or any other spaces within 5 meters have a failure chance of 4 with all attacks, including attacks that normally have no failure chance. |
||
---|---|---|---|
→ | Battlements | Fortified: The target space and all adjacent spaces are warped and fortified with low walls lines with convenient slits. Any creature in the affected area has partial cover (failure chance 6) from all outside attackers, but can attack out of the area with no such penalty. Creatures inside the same contiguous Battlements area can freely attack each other without any penalties; such penalties only apply to creatures outside attacking in. | |
→ | 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/floating in the water are harmlessly displaced along with it. | |
→ | 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's underneath. Any creature that falls in the pit gains the Prone condition and takes falling damage as normal (1 point per 2 meters fallen, applied directly to Vitality). The sides of the pit are rough and easy to climb for any creature that doesn't use wheels to get around (but climbing imposes an impairment to movement speed and all attacks against a climbing creature deal +2 damage). Safe Open: The pit opens slowly and smoothly. Any creatures in the area of effect when the pit was opened are moved to its edge instead of being dropped directly inside. Reapplication: The pit can be made deeper or wider by simply using the Pit ability again. Spiked Pit: If you also have the Hazard ability equipped, you can create a spiked pit with this ability. Spiked pits are created with their bottom already lined with a Hazard effect. Any upgrades you have to your Hazard ability also apply to the hazard created in your pits. This does not require an extra action or any additional Supply. Pit Trap: If you also have the Trapper ability equipped, you can create pit traps with this ability. Pit traps are invisible until triggered just like regular traps. When the trap is triggered, creatures fall in the pit. Pit traps do not deal any damage (other than falling damage) but any other Trapper abilities you have equipped when you create the pit trap apply. |
|
→ | Sudden Fall | Tumble Shrieking: The pits you create are opened quickly and unpredictably. Any creatures in the target area immediately fall in. | |
→ | 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: If you have Smooth equipped when you use the Pit or Wall geomancy abilities, you can automatically create smoother walls (requiring the Acrobatics ability to climb) on those effects as you create them. Walls can be further smoothed by more applications of this ability as normal. |
|
→ | 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't depend on wheels to get around (but climbing imposes an impairment to movement speed and all attacks against a climbing creature deal +2 damage). The column melds seamlessly with any obstacles adjacent to it such as walls, ceilings, or other columns. If a creature was in the target area when you raised the column, it ends up standing on top of it if there's space or harmlessly moved to the side if there's not. Side Column: If desired, a column can be created in a non-vertical orientation where there's space and enough material to work with. It's up to the GM to adjudicate exactly what can and cannot be effectively built from a bunch of 1x1x3 stone blocks without collapsing. |
++++
++++ Details |
Ghoul | Cannibalize: You can restore lost Vitality to yourself by taking what you need from corpses. Depending on context this might mean eating them, draining their blood or tearing out organs and stuffing them into your own chest cavity, but regardless of the method anybody who sees you doing it knows that you're a monster. You can restore up to five points of Vitality from a creature of the same general type as yourself (for example, if you are a humanoid you gain this benefit when feasting on corpses of other humanoids), or one point of Vitality from creatures that are of a different general type than yourself. Corpses of creatures that are very different from yourself cannot be effectively turned into Vitality in this way (GM's discretion). Slow Diner: Cannibalizing corpses is a slow process, requiring several minutes of in-game time per point of Vitality restored. Fresh Meat: You cannot cannibalize corpses that are too old or rotten. In order to grant benefits, a corpse must be warm and bloody. If the victim is technically still alive and not actually a corpse yet, so much the better. Devour Synergy: If you consume a creature whole using the Devour ability tree, you can cannibalize the swallowed creature automatically as soon as it dies in your stomach. This still takes the normal amount of time per point of Vitality, but you can walk around and do other things while the process works itself out. |
||
---|---|---|---|
→ | Absorb Memory | Brain Eater: After feeding on a corpse, you gain some of the deceased's memories and can answer any simple question that the subject would know the answer to (such as “where are the diamonds hidden?” or “what was your real name?”). After getting your answer, roll a trigger die. On a 7+, you may answer another question. On a 1-6, the memories have faded and you cannot ask any more. You can keep answering questions until you roll a 1-6, at which point you're done. You cannot answer complex questions that would require more than a short phrase as an answer. All stolen memories automatically fade at the end of the session even if you didn't exhaust them by asking questions. | |
→ | 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: You can painlessly attach yourself to another creature that you have inflicted the Grabbed condition to. If the selected creature is large enough to be able to carry your weight without an impairment, they don't even notice you unless they saw you attach or somebody else points you out to them. Tap The Veins: While attached, you can remove 1 Endurance for every 3 levels you have from your host as an action. This causes you to regain an equivalent amount of Endurance. If the host has no Endurance left, continuing to tap them will remove their Vitality instead. Removing a point of Vitality from your host will automatically alert them to your presence, if they weren't already. While you are attached, your host cannot regain lost Endurance naturally but may still do so through abilities such as Heal. |
|
→ | 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: You cannot feed yourself in any way other than via Ghoul, and all your meals must be from creatures similar to yourself. If you don't feed, you start to suffer starvation. |
---|
++++
++++ 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/cover in relation to the other. Range: You can use Glare attacks against targets at ranges up to 20 meters. Circumstances of Failure: All cover and concealment completely prevents Glare attacks from being used at all, but all size-based failure chances are halved in comparison to other attack types (failure rate of 2 per category of difference instead of the normal 4 per category). Glare is unaffected by transparent solid barriers (such as glass) between you and your target. The attack can be used completely freely in water and against creatures that are underwater so long as you and the target can still see each other. No Backstabbing: Because the attack cannot function against a creature with its back turned, Glare cannot be used to backstab targets. Eye Strain: When the trigger die is a 1, a Glare attack consumes one Supply. If you have no supply remaining, you cannot use Glare attacks at all. Image Impotency: Using a Glare attack requires you and the target to be looking at each other in the flesh. Merely looking at an image of you (such as your reflection or your picture on a video screen) has no effect. |
||
---|---|---|---|
→ | Evil Eye | Cursed Glare: You inflict the Curse condition on the target when the trigger die is 10+. | |
→ | Faceoff | Eye-To-Eye: When you use Glare attacks against creatures within 2 meters of your position, you deal +2 damage and critically hit when the trigger die is 10+. | |
→ | 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't Turn Away: When you successfully damage a target with a Glare attack, you can force them to keep looking at you. The target is forbidden from taking any action that would interfere with their view of you- if they move, they cannot go any place that would put barriers between yourself and them and have to end their turn facing you. This compulsion lasts until the beginning of your next turn, and only affects the single last creature that you Glared at. The target's allies have no such compulsions and can freely take actions of their own to cut off your ability to Glare at the target, such as moving to a position in between you and them. | |
→ | 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's combat scores for purposes of defense. If the target has the Tank ability equipped, their defenses are tripled instead. Recovering from the Wrapped condition removes the petrification, including the defensive bonus it provides. If you kill a target with a Glare while this ability is equipped, they are turned into stone permanently regardless of whether or not the killing blow was a critical hit. Taken for Granite: If desired, you can also temporarily petrify willing subjects (that want the defensive bonuses more than they want to move, or just as part of a scheme to disguise them as a statue) by meeting their gaze. Temporarily petrifying a willing subject in this manner deals no damage to them and cannot fail, but you still need to roll a trigger die to see if the ability consumed Supply. |
|
→ | 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't let you change your facing, so you might as well not even roll a check in response to attacks from behind (unless you also have the Twitchy ability). | |
→ | 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: You can use a Glare attack on any creature that is currently looking at an image of you (such as your reflection, your face in a video recording, or even a particularly realistic portrait painting). You can only Glare at one target at a time that you specify, but you do not need to be able to see them at the time or even know exactly where they are. |
++++
++++ 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: You can hold one Rations item at a time without it taking up a slot in your inventory. Additional Rations items take up inventory slots as normal. Connoisseur: If you need a specific, high-quality edible when you're out in the field (like warm pie, fifty-year-old scotch, or dragon steaks, maybe) you can pull it out with an action by testing a Rations item just like you were feeding yourself for the day. You can't do this with Mystery Meat, only Rations. If you don't have a Rations item in your inventory, you can still pull out a specific edible via spending a point of Supply for it. |
||
---|---|---|---|
→ | Bait | Lure Encounter: By testing a Rations item or spending a point of Supply and a few hours over a cooking fire, you can lure a random encounter. You can choose a particular sort of creature that is fairly common in the area or just roll one up randomly. The encounter arrives shortly, and so long as you let it eat will have an attitude +2 steps better than whatever gets rolled. You cannot fuel Bait with Mystery Meat, only Rations. | |
→ | 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/eating it. Creatures in the Suspicious or Alert states are immune to this trickery. Whenever you use Delicious Distraction, you can either test against a Rations item as if you were using it to feed yourself for a day or simply spend a point of Supply. You cannot use Mystery Meat to fuel this ability, only Rations. | |
→ | 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: Brewing a potion requires you to either spend Supply or test against a Rations item as if you were feeding yourself for a day with it. You cannot use Mystery Meat in this way, only Rations. Potion Effects: Every potion is keyed to a specific ability tree declared when you create it. When a creature consumes your potion, they may temporarily equip an ability of the selected tree for free (the target does not need to know the ability they're equipping and it does not take up an ability slot to do so). The potion's effect lasts for a few minutes or until the end of the current conflict if used in combat. Concentrated Tincture: For every three levels you have, your potions increase in strength and allow their drinker to equip +1 ability of their choice from the given tree for free. Recipe Book: You may only create potions keyed to ability trees that you personally know at least the root ability of. |
|
→ | 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: You can make anything taste good. ANYTHING. Making something taste good is not the same as making it nutritious. Meat's Meat, Yo: By spending a few minutes carefully picking through Mystery Meat, you can transform it into a regular Rations item with no chance to mutate its imbibers. |
|
→ | 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. |
++++
++++ 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, so long as there's something there to grab on to (sheer walls aren't grabbable). If your grapnel line is already attached to something, you can't fire the weapon again until you detach it. Detachment: You can detach your grapnel at any time as an action even if you're not near its attachment point. You can also choose to spend an action and a point of Supply to load a new rope to fire again, leaving the one you've already fired attached. Rope Traits: Ropes are strong enough to support the equivalent of five creatures of your own size or a single creature of a size category 1 larger than yours at a time. Any creature with the Acrobatics ability can climb up a rope; climbing down one can be accomplished without Acrobatics by any creature with hands. Horizontal tightropes can be walked across with the Perfect Balance ability from the Acrobatics tree. Ropes can be cut with an action or destroyed by most attacks. Handyman Synergies: As both the Grapnel and Handyman trees can produce ropes, they have several synergies to those who invest in both. If you have the Handyman ability equipped, roll a trigger die whenever you choose to load a new rope into your grapnel; if the result is 7+, the new rope doesn't cost any Supply. If you also have the Freebies ability from the Handyman tree equipped, then loading a new rope is free on a result of 4+. If you have the Hardline ability from the Handyman tree equipped, your grapnel ropes are also increased in strength by it. Range: A grapnel's range is equal to the rope it contains (10 meters). Circumstances of Failure: Some common circumstances that have failure chances for grapnels include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all. Water Limitations: Grapnels cannot be used effectively at all while underwater. You may freely fire them at targets that are underwater, but each meter of water passed through counts as five meters of air for purposes of range. Shot in the Back: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. |
||
---|---|---|---|
→ | 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's range (and carried rope) increases to 20 meters instead of 10. Choosing to replace the rope rather than detach it costs 2 Supply instead of the normal 1. The first time you equip the Longarm ability during a given session fills it with a full 20-meter rope for free, even if it only had a 10-meter rope in it before. | |
→ | Grapcannon | So Much Line: As Longarm, but your grapnel's range (and carried rope) increases to 50 meters. Choosing to replace the rope rather than detach it costs 5 Supply instead of the normal 1. The first time you equip the Grapcannon ability during a given session fills it with a full 50-meter rope for free, even if it only had a 10 or 20-meter rope in it before. | |
→ | 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/object is light enough that you could carry them (this usually means smaller than you), they are immediately pulled to you. If they're bigger/heavier, you are pulled to them. If you're equal, you get pulled together somewhere in the middle. If either subject has the Spikes (Melee) ability equipped, the other is damaged by it. | |
→ | 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. |
++++
++++ Details |
Grit | Injury Resistance: Your probability of gaining an injury after any event in which you lost Vitality is halved (rounded down). For instance, losing 6 Vitality in a battle normally gives a chance of 6 to be inflicted with an injury, but with Grit the chance becomes 3 instead. | ||
---|---|---|---|
→ | 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: You either don't have to breathe or carry your own sealed source of air with you. You are immune to the Choking condition. If you were already suffering from it, equipping this ability instantly removes it. | |
→ | Die Hard | Boris The Bullet-Dodger: When you take damage that would remove your last Vitality point and kill you, you lose 1 Supply and are left with 1 Vitality remaining and do not die. If you have no supply left to use, then you cannot cheat death with Die Hard. You can only cheat death in this way a maximum of one time per round, refreshing at the beginning of your turn. Swan Song: If you are killed despite having Die Hard active (due to running out of Supply or for any other reason), your death is delayed until the end of your next turn. You are invincible until you die and cannot be further harmed or stopped by damage in any way. |
|
→ | Poisonproof | Iron Antibodies: You become immune to the Poisoned condition. If you already had the Poisoned condition, equipping the Poisonproof ability automatically removes it. Deny The Glow: You do not get the Fatigue condition when you are exposed to radiation. You are not immune to Fatigue from non-radiation sources. Not Totally Toxicproof: You have no special resistance to attacks and effects that deal damage through poison, just the Poisoned condition that such attacks cause. You are also not immune to the Contagion condition. |
|
→ | 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: Any Poisoner-enhanced attack or Injector attack has a failure chance of 6 against you. Wasteland Walker: Sources of toxicity other than attacks are harmless to you, such as areas of naturally-occurring poison gas. Not Contagious: You are also immune to the Contagion condition. |
|
→ | Regeneration | Regenerate Endurance: At the beginning of each of your turns before you take any actions, you regain 1 point of Endurance for every 5 levels you have automatically. This happens after you regain lost Flow. Rapid Recuperation: You regain one point of lost Vitality for every 5 levels you have per day automatically after getting a good sleep. |
|
→ | Soothing Regen | Feels Good Man: As normal Regeneration, but you regain the point(s) of Endurance before you regain lost Flow instead of after. | |
→ | Toughness | Juggernaut: You are immune to the Dazed condition. If you were already suffering from it, equipping this ability instantly removes it. |
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. |
---|
++++
++++ Details |
Handyman | Toolchest: When this ability is equipped, you can spend an action and a point of Supply to pull out a useful tool or item such as a hand mirror, tub of grease, notepad, tea set, empty jar, harmonica, bar of soap or whatever else you find a need for in a given moment but don't actually explicitly have with you already. Toolchest items must be relatively common things that could conceivably fit inside a backpack. Once you pull something out, it gets added to your inventory list as a utility item and can be dropped or traded to somebody else as normal for utilities. Two common pieces of adventuring gear you may wish to acquire with this ability are light sources (such as torches/lanterns) and rope, more detailed rules for which follow: Light: The space occupied by a light source and all other spaces within 5 meters have their light level increased to well-lit, and all other spaces out to 10 meters from the light source have their light level increased by +1 step (darkness becomes dim light, dim light becomes well-lit). Opaque barriers such as walls block the spread of light. You can turn your light off or on again with an action, but it automatically gets turned off if it gets wet and cannot be re-lit until it dries. Rope: Every point of Supply spent acquiring rope gives you ten meters of it; you can produce longer ropes by spending multiple Supply at a time. Ropes are strong enough to support the equivalent of five creatures of your own size or a single creature of a size category 1 larger than yours at a time. Use multiple ropes if you need to lift something heavier. Ropes come with free grappling hooks if desired, though you can only use a grappling hook within throwing range (0-10 meters). Any creature with the Acrobatics ability can climb up a rope; climbing down one can be accomplished without Acrobatics by any creature with hands. Horizontal tightropes can be walked across with the Perfect Balance upgrade ability to Acrobatics. Ropes can be cut with an action. Ladders: As an alternative to rope, you can use Handyman to produce ladders instead. Ladders do not require Acrobatics to climb up (but still require hands). A ladder is three meters long for every point of Supply spent instead of ten meters. |
||
---|---|---|---|
→ | 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: Since only player-controlled adventurers have variable loadouts, only they can learn or equip the Adaptability ability. |
|
→ | Adhesive | KRAGLE: By spending an action and a point of Supply, you can attach just about anything to anything else strongly enough that it would take a tremendous amount of force to part them again (like somebody who has the Bend Bars Lift Gates ability from the Strength tree could maybe do it, but nobody else could). The adhesive dries invisibly and formlessly but takes a few minutes to set up after application. Universal Solvent: You're smart enough to carry a counteragent, and can harmlessly unstick your adhesives by spending another action and point of Supply when you're near them. This also works for other people's adhesives or anything else unusually sticky you run across. |
|
→ | Advanced Lighting | Improved Design: Light sources you produce don't go out when wet (they can even be used freely underwater). Button-Operated: The light can be turned on or off again for free once per round during your turn. Directed: When spending Supply to create the light source, you can optionally make it directed. A directed light source extends one step further on the 1→ 2→ 5→ 10→ 20→ 50→ 100→ etc scale than before, but only illuminates your space and spaces within your visual arc. Unattended directed lights illuminate a visual arc established by whoever put them down. |
|
→ | 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's space and all other spaces within 2 meters of it have their concealment reduced by one step (full concealment becomes partial concealment, partial concealment is removed). Wider Spread: All spaces within 10 meters are well-lit and all other spaces out to 20 meters have their light level increased by one step. |
|
→ | 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/vehicle/whatever, roll a trigger die. If the result is a 7+, then patching up the target didn't actually cost any Supply at all. You must have at least one point of Supply remaining to use this ability. |
++++
++++ Details |
Hazard | Caltrops: You toss hazardous material at a target space within throwing range (0-10 meters). The target space and all adjacent spaces become hazardous until somebody goes and spends time cleaning them up. Solid barriers prevent the spread of the hazard from its central origin point. Supply-Driven: Roll a trigger die when you first set the hazard. If the result is 1, creating the hazardous area costs 1 Supply. You cannot create hazardous areas if you have no Supply remaining. Hazard Attack: You instantly and automatically use your Hazard attack on any creature that enters an affected space. This includes your allies or even yourself. Entering a space does not have to be done willingly to provoke an attack. If any creature gains the Prone condition while in a hazard area, they are automatically attacked again (up to once per round). Repeated Exposure: If a given creature enters two or more hazardous spaces during their round (regardless of whether those spaces are from a single Hazard effect or from multiple different ones) they are attacked twice. If they enter five or more, they are attacked three times. Ten or more, four times- and so on. Creatures large enough to occupy multiple spaces only count as entering one hazard space per meter traveled no matter how many they actually “entered.” Tippy-Toe: Creatures can voluntarily take an impairment to movement when entering a hazardous space. Doing so causes the space to not count as hazardous for them in that moment. Ground-Based: Hazards can only be spread on solid or semi-solid surfaces, and only affect creatures that pass over them without flying, teleporting, or using other forms of movement that would allow them to logically bypass the effect. Fail Circumstances: Hazard attacks have no failure chance from concealment or cover, but normal failure chances from size differences (4 per category of difference). Corpse Bridge: If a creature dies in a space with a Hazard, their corpse falls there and can be walked on by other creatures. This effectively removes the Hazard in that space. Larger creatures that occupy multiple spaces remove the Hazard from all of them when they die. |
||
---|---|---|---|
→ | Floating Hazard | Surface Pain: The hazard can be used on the surface of water (or other liquids). Swimming underneath the surface doesn't affect a target, but swimming across the surface or breaking the surface (from either side) does. Freefall Pain: The hazard can be deployed in zero-gravity situations, creating a floating hazardous patch that is dangerous to move through just as if they were spread on a solid surface. |
|
→ | Foot Snare | Immobilize: When the trigger die on a hazard's attack is a 7+, the target gains the Stuck condition. | |
→ | 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: The hazard cannot be avoided by taking an impairment to movement into affected spaces. This is visually apparent to anyone looking at it. | |
→ | Maker's Path | Know The Way: You are completely immune to the effects of your own hazard and can move through the area freely. | |
→ | Leader's Path | Show The Way: Your allies are also immune to your hazards. | |
→ | 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+. |
++++
++++ Details |
Heal | Treatment: As an action, you can give medical treatment to yourself or any creature adjacent to you. Giving a creature medical treatment immediately restores all lost Endurance to that creature. Lost Vitality, if any, is not restored. Each point of Endurance must have a corresponding point of Vitality to support it or it is lost. Supply-Driven: Roll a trigger die when you use Heal to give medical treatment. If the result is a 1-6, the action consumed a point of Supply. You cannot use this ability if you have no Supply remaining. Medical Training: You are proficient with all operations involving any sort of medical or anatomical procedure (performing surgery, delivering babies, stitching together abominations, performing autopsies, or similar). |
||
---|---|---|---|
→ | Antitoxin | Halt Poison: Treating someone immediately removes the Poisoned or Contagion condition from them if they have it. Temporary Protection: The subject becomes immune to the Poisoned condition until the end of the current conflict (or for about a minute if there is no current conflict.) The subject is not immune to the Contagion condition during this time. |
|
→ | Coagulants | Stop Bleeding: Treating someone immediately removes the Bleeding condition from them if they have it. Temporary Protection: The medicated subject becomes immune to the Bleeding condition until the end of the current conflict (or for about a minute if there is no current conflict.) |
|
→ | Contingent | Automatic: You instantly and automatically medically treat yourself as a free action after you take damage that removes your last Endurance, even if it is not your turn. This requires Supply to perform as usual. If the damage that removed your last Endurance also removed one or more points of Vitality, then this is resolved before the healing happens. | |
→ | 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. |
++++
++++ Details |
Illusion | Hologram: You can create a three-dimensional image of anything you want in an adjacent space as an action. Whatever you make an image of cannot be larger than the single space it's inside. Your illusion is completely silent, still, and intangible. Something's Weird: If any creature has any reason whatsoever to be suspicious of your illusion, you must roll a check to make it believable. Roll a trigger die: if the result is 7+, then the illusion passes muster and no one's the wiser. If not, then the suspicious creature sees through the illusion and knows it's a fake. You only have to check once per suspicious creature per illusion in this manner; once a given creature has been fooled they stay fooled no matter how much they look at the illusion in question. Among other things, this means that a certain amount of artfulness should be employed by an effective illusionist to avoid detection; most people won't look twice at an illusionary stapler on a desk (no check required) but will do a double-take at illusionary gnomes wearing bondage gear on the same desk (check definitely required). Clutch Coverup: If an illusion check fails, you can turn it into a success instead by spending 1 Supply. Intangible: Your illusions cannot be touched and do not respond to anything that happens in the environment. If a creature physically interacts with the illusion in any way, they automatically discover that it isn't real. You can't spend Supply to avoid discovery from physical interaction. Creatures with unusual senses (such as Tremorsense from the Burrow tree or Scent from the Survival tree) can see through the illusion automatically as well. Singular and Short-Lived: Your illusion lasts for a few minutes and then naturally dissipates on its own. You can only have one illusion active at a time; if you create another while you still have one active the old one immediately disappears. |
||
---|---|---|---|
→ | 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: So long as you are within 20 meters of your illusion and can see it clearly, you can cause its parts to move and act in any way you please. Controlling your illusion for a round requires you to spend an action concentrating. | |
→ | 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: You can change the nature of sounds originating in the illusion's space, changing them to noises of a different nature. You cannot change the volume of noises produced, only what they sound like. For instance, you could use Transform Sound to turn the noise of Lord Toastwanker's death-scream into another noise of equal volume that would be less likely to arouse suspicion, such as a metal pot being dropped or Lady Toastwanker making vigorous love. You must be within 20 meters of the illusion at the time any sounds are made in order to transform them. | |
→ | 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'œil: When you create an illusion, you can treat it as real by spending 1 Supply per round you wish to do so. For example, you can run across an illusionary bridge, clean yourself off with illusionary towels, or pass through an illusionary door. Once you stop paying the Supply costs, reality rewrites itself back over the illusion and the GM might have to adjudicate what happens next- if you were flying away on the back of a giant illusionary bird, for instance, the bird stops being real and you immediately start to fall. Ticket To Ride: Your illusions are not treated as real by anybody except yourself. If you have Road Runner equipped, you can also choose to spend Supply to treat illusions created by other creatures as real if you want. |
|
→ | Shadowcaster | Ranged Illusions: You can deploy your illusions to any position within throwing range (0-10 meters) instead only to adjacent locations. |
++++
++++ Details |
Improvised | Variable: Improvised weapons are anything you happen to pick up- planks of wood, barbecue forks, potted cacti, frozen salmon, whatever. Picking up an improvised weapon requires an action, but once it's in your hands you can attack with it as much as you want. When you first pick up an improvised weapon, pick one condition from the following list: Bleary, Choking, Dazed, Splinters. The weapon inflicts that condition to its subject when the trigger die is 10+. You can change the inflicted condition by picking up a different weapon. You can only ever have one improvised weapon in your hands at a time. Shatter: Improvised weapons are not nearly as sturdy as their more conventional counterparts. When the trigger die is 1-3, the attack succeeds as normal (provided nothing else made it fail) but the improvised weapon you were using shatters and becomes useless. You must pick up a new one in order to continue attacking. If the weapon gets disabled or disarmed for any other reason, you can re-arm yourself by picking up a new weapon as usual. Range: Improvised attacks can only be used against creatures directly adjacent (1 meter away) from you. Circumstances of Failure: Some common circumstances that have failure chances for improvised attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all. Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Assassination: When you attack a creature of your own level or lower that is in the Clueless state with an improvised ability, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). Bottle Breaker: When you assassinate a subject with an improvised attack, 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). Awkward: Improvised weapons are too awkward to use while underwater or when you have the Grabbed condition. |
||
---|---|---|---|
→ | 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, Frozen, Poisoned. You still can only pick one condition for your weapon to apply; the Elemental Junk ability simply gives more choices. Expert Infusion: If you also have the matching elemental wielding ability equipped (Firebug for Burning, Mordant for Dissolving, Tesla for Electrified, Cryophile for Frozen, or Poisoner for Poisoned) then the selected condition is applied every time the weapon hits its target, not just on a 10+. |
|
→ | Grisly | They Were Partial To This: When you pick up a new weapon while located on or adjacent to a creature's corpse, you can tear off part of the dead body to use as an improvised weapon (or just use the whole thing, if the creature in question was small/light enough). Your enemies find it very unnerving to be attacked by somebody as metal as you are, causing you to inflict the Fear condition in addition to any other conditions when the trigger die is 10+. | |
→ | 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, this means any creature smaller than yourself) you can swing them around and attack with them as an Improvised attack even while they are still alive. The effect of the attack (damage, critical hits, and added conditions including Fear from the Grisly ability) are applied to both the creature you are using as a weapon and whoever you're hitting with them. If your weapon “shatters” when wielding another creature, you simply lose your grip on them and drop them in an adjacent space instead of instantly destroying them. | |
→ | 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's chosen condition. | |
→ | 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. |
++++
++++ Details |
Injector | Range: Injector attacks can only be used against creatures directly adjacent (1 meter away) from you. Circumstances of Failure: Some common circumstances that have failure chances for injector attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all. Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Assassination: When you attack a creature of your own level or lower that is in the Clueless state with an injector ability, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). Poisonous: You inflict the Poisoned condition to a target on a 10+. Progression Attacks: After you have successfully inflicted the Poisoned condition to a target with the Injector, you can make progression attacks against that target. Progression attacks act just like normal injector attacks (cost an action, failure chance vs already-poisoned creatures, etc) but have infinite range, gain no backstab bonus, and suffer no failure chance from cover or concealment. You can make up to one progression attack with your Injector per round, but only against targets that you have personally inflicted the Poisoned condition to with your Injector. If a target has the Poisoned condition from a different ability or from a different attacker, then you cannot make progression attacks against them. If the target throws off or otherwise removes the Poisoned condition, you can no longer make progression attacks on them unless/until you re-inflict it. |
||
---|---|---|---|
→ | 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: Breaking off your injector removes your ability to use it in melee until the end of the battle, although you may still freely use it to make progressive attacks. You can also choose to repair your injector at any time by spending 1 Supply, allowing you to start using it in melee again. |
|
→ | 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: When the trigger die is 10+, you inflict the Confused condition to your target. | |
→ | 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”, “The Dean's horse”, or “that one guy in the homemade batman costume who keeps trying to steal my hubcaps.” Against the specified target, the injector deals +2 damage with all regular and progression strikes. You can declare a new prescription target by spending another hour to re-adjust your formula. The injector has no special bonus against creatures other than the specified target, but still has all the normal effects against them. Materials Advantage: If you have access to some part of the intended subject's body (hair clippings, drop of blood, chewed-off fingernails, severed thumb, whatever) when you are adjusting your formula to target them, then the bonus damage increases to +5. |
|
→ | 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've finally flushed all the toxins from their system. | |
→ | 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: You may make up to two progression strikes in a round instead of the normal limitation of only one. | |
→ | 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't matter exactly how much larger the target is. Attacking smaller targets is unaffected and still has the normal failure chance. |
++++
++++ Details |
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: You can increase a Rival relationship to a Nemesis one with a further negative interaction and die roll of 11+. A nemesis hates you so much that they also kind of love you. Networking Synergy: If you have the Networking ability or its Charming upgrade equipped, the increased chance to establish a friendship or bond also applies to the chance to establish a rival or nemesis respectively. |
|
→ | Shout Down | Force Surrender: When you use Intimidation to inflict fear on a noncombatant, you can force them to lie down on the ground and surrender to you instead of screaming, running away or otherwise making trouble. Surrendered subjects remain prone and docile for as long as you remain in the vicinity, even if they recover from the Fear condition. Attacking a surrendered subject ends the effect. Limitations: Creatures that are both willing and capable of fighting you cannot be forced to surrender with this ability. Creatures that are higher-level than you or who are immune to the Fear condition are also immune to being shouted down. You have to share a language with a subject or otherwise be capable of clearly communicating your desires to them in order to force them to 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: You don't need any sort of common language with a subject in order to shout them down, nor does the subject even need to be capable of speaking or comprehending any language at all. It's always clear exactly what you want from them. | |
→ | 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: There are three circumstances that make it easier to force a surrender: if the target's level is half or less of your own, if the target is outnumbered by you and your allies, and if the target has lost one or more points of Vitality. If one of the circumstances is true, you only need a check result of 7+ to force them to surrender. If two are true, you need a 4+. If all three are true, then forcing them to surrender automatically succeeds without even needing to roll the die. |
|
→ | 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. |
++++
++++ Details |
Intrigue | Bamboozle: When you tell a quick, simple lie that a target has no special reason to disbelieve (but failure would still potentially be interesting) you normally have to roll a die and the lie is immediately believed on a 7+. With Intrigue equipped, your quick simple lies are always believed with no check necessary. Complex or dubious lies are unaffected by this ability and will likely require an operation to convince the target of. | ||
---|---|---|---|
→ | Assassin | Declare Mark: You can declare any creature in the game universe to be your “mark”. You can only have one mark at a time. Information: For every substantial piece of information you learn about a creature after you have declared them your mark, you may treat your level as +1 higher than it actually is for purposes of assassinating them and you gain +1 bonus damage against them with all weapon attacks. Substantial pieces of information shed some amount of light on the mark's personality, background, or motivations- things like “collects rare pornography”, “takes their coffee with two creams and no sugars”, or “has a pet cat named Mr. Boopsyfloof” are all good pieces of information, but things like “has two eyes”, “doesn't like being punched”, or “is taking a bath right now” are not good pieces of information. The Hunt: Only information you find out about a creature after declaring them a mark gives a bonus- if you already knew a bunch of information about a creature before declaring them a mark, you can't use any of it for a bonus. If you ever unequip the Assassin ability or declare a new mark, you lose all bonuses associated with information you found out and must start over with new information if you return to the hunt again later. |
|
→ | 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/watching you would not even notice. | |
→ | 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 “wearing a fake moustache”, “brushing their teeth”, and “entering a house of ill repute”) you can specify which activity you'd like to know the motivation for. Single-Word: The target creature's player (usually the GM) sums up their motives in only one word (such as “fear”, “hunger”, “greed”, “shame”, “lust”, etc). If a creature's motives are too complex to sum up in one word, just pick a single word that fits the best. |
|
→ | Lie Detector | Lying Cat: Whenever you are listening to another creature speak, you can ask the GM if they're telling the truth. The GM secretly rolls a die where you can't see- if the result is 4+, then the GM tells you honestly if they're telling the truth or if they seem like they're hiding something. If the result is 1-3, the GM simply tells you that they are telling the truth whether that's accurate or not. Social Fog: If the creature you are using Lie Detector on also has the Intrigue ability equipped, Lie Detector automatically fails. |
|
→ | 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 “personal” vs a “business” question. Embarrassing Slip-up: After providing the answer to your question, the subject will be more guarded around you and won't answer anything else through the use of this ability for the rest of the session. Monologue: If a creature believes that you are in their power (they have you captured, confined, or they simply believe themselves to completely and overwhelmingly outclass you) then you can provoke them into telling you anything you want about themselves, their plan, anything. You are not limited to only one piece of information nor are you limited to only personal questions. They hold nothing back. Note that you do not actually have to be under your target's power, they need only believe that you are. |
|
→ | Reassurance | You're Doing Fine: When you use Tongue Slip to trick information out of a target, they don't notice or realize that they revealed anything at all. |
++++
++++ Details |
Kaiju | Bully: You deal +2 damage with all attacks against creatures that are at least two sizes smaller than yourself. For example, if you are the standard human size 5, you gain this bonus damage against all creatures of size 3 or less. The Kaiju ability doesn't give you an improved chance to hit smaller creatures, only damage them. | ||
---|---|---|---|
→ | Battle Platform | On Your Shoulders: You are skilled at moving and fighting while ensuring a smooth ride for anybody you're carrying. Creatures riding on you need no special riding ability and do not need to grab on to you in order to keep their footing. No matter how much you run around or even get knocked down, your passengers are unaffected and may freely attack or use other actions while riding on you without worrying about falling off. | |
→ | Bigger Fish | Should've Known: Any Kaiju abilities or effects that normally only function against targets two sizes smaller than you now function against targets only one size smaller. | |
→ | 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: When you move, any creatures at least two sizes smaller than you within 2 meters of your route automatically gain the Prone condition. | |
→ | 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 “adjacent” targets have a range of 1. Every size category you are above SC 5 counts as an extra +5 levels for purposes of calculating your bonus range from Giant Reach, while every size category you are below SC 5 counts as a -5 level penalty. For example, if you are level 20 then your range with Brawl attacks would be 2 instead of 1, and your range with Bludgeon attacks would be 5 instead of 2. Abilities that do not have a range of at least 1 (such as Trample or Explosive with the Emanation upgrade)) are unaffected by Giant Reach. If you have an ability with a minimum range (such as a Lasher or Polearm attack) the minimum range is also increased by Giant Reach in the same way as the maximum range. All Effects Means All Effects: Abilities with a greater range than 5 meters that have some sort of special bonus or enhancement when used on targets within 5 meters (such as Flamethrower or Boomstick) don't gain any enhancement to overall range or area of effect but do get an enhancement to the range at which their close-range special effects happen. |
|
→ | 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: Your traveling speed is also increased by +5 regions per day for every bonus movement you get to take. |
|
→ | Ogrish Cruelty | Murder Titan: You deal +5 damage against creatures at least two sizes smaller than yourself instead of only +2. | |
→ | Shrug Off | Unstopped, Unfazed: Attacks that normally have no failure chance against larger targets (such as most area attacks or Injector attacks with the Wasp 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 6 then area attacks made by size 5 creatures against you have a failure chance of 2. |
++++
++++ Details |
Lasher | Reach: Lasher weapons can be used against any target within 5 meters of your position, but not against targets within 1 meter. Circumstances of Failure: Some common circumstances that have failure chances for martial weapon attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all. -The attack cannot be used while underwater or grappled at all. Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Assassination: When you attack a creature of your own level or lower that is in the Clueless state with a lasher weapon ability, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). Wrap: Lashers can frequently be used to entangle targets. When the trigger die is 7+, you may choose to inflict the Grabbed condition on your target if desired. You cannot use your lasher to make attacks while using it to grapple somebody. |
||
---|---|---|---|
→ | 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's equipped weapon abilities. Disabled weapons cannot be used at all for as long as the effect lasts. If the subject recovers from the Grabbed condition, this ends the disabling effect as well. | |
→ | Far Hand | Painless: If you want, you can choose to use your lasher without inflicting damage to its subject. Other effects such as grabbing are unaffected. Snatch: You can use your lasher to grab any unattended object in range and pull it to yourself as an action. Swinger: You can use your lasher to grab immovable objects such as beams, branches, gargoyles, etc above you in range as an action and then swing on it like a rope. Detaching is a separate action. |
|
→ | 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, this means they must be a smaller size than you) you can move them to any space in range of the Lasher attack instead of just moving them towards you. |
|
→ | Lash Leverage | Twist and Yank: You're an expert at using an opponent's own momentum for your personal ends. You can use a lash pull action to move creatures of any size/bulk to any new space in range of the attack, not just small/light ones. | |
→ | 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's business end moves somewhat erratically, sometimes catching targets off-guard. When the trigger die result is a 7+, the attack is considered a backstab and gains the normal +2 damage boost if it wasn't already a backstab. Creatures immune to being backstabbed for any reason (such as Back Plating from the Tank tree) or that can see in all directions at once via use of the Whirl ability from the Twitchy tree cannot be backstabbed via Serpentine. Any ability that enhances normal backstabs (such as Unseen Killer from the Darkseeker tree) also enhances Serpentine backstabs. | |
→ | Tentacle | Water-Capable: You can use the attack underwater or against targets that are underwater with no failure chance. |
++++
++++ Details |
Lightning | Range: Lightning is difficult to reliably direct over a long distance and has an effective range of 10 meters. Electric Nature: Lightning attacks inflict the Electrified condition to their target(s) on a trigger die result of 10+. Chain Lightning: When the trigger die is a 7+, the lightning bolt bounces to a new target, dealing damage to them as well. The new target is always whichever creature is physically nearest to the original- this can be a friend, foe or even yourself. If there are multiple creatures equidistant, choose randomly. If there are no other creatures within 5 meters of the original target, the lightning bolt does not chain. Secondary chained targets apply full failure chance from size, concealment etc (which might be enough to save them from the chain effect) and do not gain attack-added conditions such as Electrified even if the original target did. Circumstances of Failure: Some common circumstances that have failure chances for lightning bolts include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all. Water Limitations: Lightning stops moving forward when it enters water and instead spreads out from its point of entry in all directions, dealing the attack's damage to everything within 5 meters (including the ability's user, if applicable.) If you are underwater when you fire off a lightning bolt, you are considered the centerpoint of the effect. Shot in the Back: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Charge: Using a Lightning attack consumes 1 Supply when the trigger die is 1-3. |
||
---|---|---|---|
→ | 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's target is closest to your position. Ball lightning sheds light: all spaces within two meters become well-lit and all spaces out to five meters have their light level increased by one step (darkness becomes dim light, dim light becomes well-lit). Wild Zap: Every round at the beginning of your turn, any ball lightning you have created automatically inflicts the Electrified condition to all creatures within 5 meters of its position. Roll a trigger die when this happens: if 1-6, the ball lightning disappears afterwards. Ball lightning does not discriminate; you and your allies can be zapped by it just as easily as your enemies can. Incorporeal: Ball lightning has no physical presence and can be walked right through if desired. Doing so causes the ball lightning to immediately zap the one in contact with it, including the possibility for inflicting the Electrified status or dissipating afterwards. Impermanent: Any ball lightning that doesn't dissipate on its own through zapping a creature disappears anyway at the end of the battle, or after a few minutes if created outside of battle. |
|
→ | 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: Instead of firing a lightning bolt from your position to that of your target, you can call it down from above them instead. This allows you to treat cover (solid barriers) as concealment (non-solid visual blockers) instead. Targets without at least a meter or two of open space above them cannot be targeted in this way. Summon the Elements: When you use the Lightning ability against a target that has nothing above them except sky, the attack deals +2 damage. When a target has nothing above them except sky and there is already a storm brewing/in effect, the attack deals +5 damage. |
|
→ | Redirect Lightning | Absorb Charge: When you are targeted with an electricity-based attack (any attack that can cause the Electrified condition is considered electricity-based), you can choose to automatically absorb it. This completely cancels the attack against you. If you absorb a Lightning attack in this way, it also cancels any chains that would normally arc off you. Release: Immediately after absorbing an electric attack, you must release the absorbed energy. You make a Lightning attack of your own immediately after the attack you absorbed. This attack is completely identical to your normal Lightning attacks, but does not consume Supply and can be done even if you have no Supply remaining. Conservation of Action: Every time you absorb and release an attack, you take one less action on your next turn. You may use this ability a maximum of twice per round. Non-Recursive: You cannot use Redirect Lightning to absorb chain effects from your own Lighting attacks. Elemental Alternity: If you have an ability equipped that alters your Lightning to inflict a different condition (Firebug, Cryophile, Mordant or Poisoner) then Redirect Lightning allows you to absorb and release attacks of the selected type instead of electric ones. |
|
→ | 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. |
++++
++++ 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's personality, motivations or similar by examining their behavior can also be used to learn about them by examining something they've written. |
||
---|---|---|---|
→ | 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: All your Supply costs to learn new abilities are reduced by 1 point. This can reduce Supply costs for learning new abilities to 0 but not below 0. | |
→ | 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's This Thing: You can accurately identify a single object or creature in your presence. Roll a trigger die when doing so- if the result is 1-6, then the identification cost one Supply to perform. The GM will tell you what it is and maybe something interesting about it that cannot be learned just by looking at it. This information can be general (“that's a Schnozz-Beast, they're immune to poison and feed on daydreams”) or specific (“that's the original lost crown of the Dukes of Belfort, stolen in the year 785 by a Schnozz-Beast.”) If the thing you're identifying is random dungeon dressing with no further function than to look cool, the GM can feel free to tell you that too. If you're trying to identify something that is truly and completely unprecedented (and therefore you have had zero chance to ever read about it or anything similar before) then the GM can tell you you have no idea, but in this case the supply you spent (if any) is immediately refunded. | |
→ | 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: When this ability is equipped, you understand and can make yourself understood in all languages commonly spoken in your campaign world. Ancient, dead and obscure languages are still unknown to you. Tongues: If you're in a friendly settlement that has the Creole feature and thus allows you to permanently learn new languages, you may do so for free instead of spending 3 Supply per language. |
|
→ | Babel Fish | Universal Translation: You understand and can make yourself understood in every language. | |
→ | Thrifty | Keystone Reclamation: Every time you use a keystone to either learn a new ability or to attempt to unlock a new tree for your campaign, roll a trigger die. If the result is 7+, the keystone is not actually consumed and you may keep it. |
++++
++++ 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'm On Fire Here: Whenever you roll a 12 for any reason, you may use Lucky to reroll your single next die result without spending any Supply to do so. If you get a 12 again, the effect rolls over and you can keep taking advantage of it until you roll a die that isn't a 12. | |
→ | 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': If you are unsatisfied with the results of a reroll from Lucky, you can spend another Supply to reroll again. You can keep doing this as long as you have the Supply to burn. | |
→ | Lucky Break | Defy Danger: When you suffer damage or some other unfortunate circumstance, you may spend a point of Supply and roll a trigger die. If the die result is 4+, then you completely avoid or negate the damage/danger through some sort of contrived, ludicrous or straight-up miraculous coincidence. If you roll 1-3, you suffer consequences as normal and the Supply spent is lost. You cannot use Lucky Break if you have no Supply remaining. | |
→ | Magic Find | Where'd They Get That?: When you loot a keystone off a corpse, the keystone is selected randomly from all possible ability trees available/unlocked in your campaign world instead of being limited to only abilities known by the deceased. Roll twice for random ability trees and pick whichever one you like better. | |
→ | Money Spider | Windfalls: When you roll to loot a corpse you use a different, more lucrative trigger die chart: 1-4 is nothing, 5-8 is a keystone of an ability tree equipped by the target, 9-10 is a treasure, and 11-12 is a luxury. |
++++
++++ Details |
Mastermind | Casing: Name a facility (bank, prison, research lab, spaceship, fortress, dungeon, whatever) that you want to break into or out of. By spending 24 hours studying the facility in question (examining blueprints, subtly interrogating workers, using your giant logical brain, etc) you can case it. All Mastermind abilities require you to case a facility before you can use them there; an uncased facility cannot be affected by Mastermind. Mapping: At any time when you're in a cased facility, you can ask the GM to add a room to your map that you haven't actually explored yet. You know the layout and entrances/exits of that room exactly as if you had physically entered it. Secret or hidden features are not revealed by this mapping, nor are any creatures present in the room. Costly Intel: Whenever you ask the GM to reveal a room you haven't entered yet, there is a possibility that doing so will cost you Supply. Roll a trigger die: if the room to be revealed is one door/passageway away from your current position, you spend Supply on a 1. If two doors/passageways away, you spend Supply on a 1-3. If three doors/passageways away, you spend Supply on a 1-6. If four or more, you always must spend Supply to have it added to your map. |
||
---|---|---|---|
→ | Access | Got The Key: By spending a point of Supply, you can get a copy of the key/credentials/passcode to open one door in a facility you've cased. If a door requires multiple keys then you will need to spend multiple Supply to get it open. | |
→ | 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'll Do It Live: You can spend a point of Supply to case a single room that you're currently occupying. You can use all Mastermind abilities in this room even if you haven't spent the 24 hours casing the facility it's located in. | |
→ | 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/passerby will randomly wander through your area and all surveillance equipment (such as security cameras, cursed magical heads, etc) temporarily cease functioning in your location. You cannot call for a quiet moment when being observed by a guard (unless they're helpless to do anything about it), in combat, or after a general alarm has already been raised. | |
→ | Delay Alarm | Not Caught Yet: You can use a quiet moment to delay the onset of an alarm. An “alarm” here is defined as any situation that would totally blow your cover- this could be an actual high-tech alarm system or it could be something as simple as some random guard spotting you and running off shouting for their friends. When you spend Supply to create a quiet moment and delay an alarm, it doesn't actually capture any attention until the quiet moment ends (a few minutes). You can call for multiple quiet moments to further delay an alarm (after all, you totally planned for this). If you can shut down the source of the alarm before time runs out (perform an operation to shut down the siren, grab the guard and knock them out, etc) then the alarm is canceled and you never get caught at all. | |
→ | 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/costume mid-heist, you can provide one at any time by spending one Supply. |
++++
++++ 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' work. You must be either adjacent to or riding in the vehicle in question in order to do this. Mounted Weaponry: You can add attack abilities to a vehicle by mounting oversized weaponry to it. Whoever is driving the vehicle can spend actions to use the vehicle's weapon abilities without having to equip or even know them personally. Vehicle-mounted weapons use the vehicle's size rather than the driver's for purposes of size-based failure chance, and calculate range from any of the spaces occupied by the vehicle instead of only from the pilot's position. The pilot cannot use any of their own abilities that affect attacks (such as Precision) when using a vehicle's mounted weapons- what the vehicle has equipped is what the pilot gets to use. The pilot uses their own combat statistics to determine damage with vehicle-mounted weaponry, however. Upgrade Limitations: A vehicle can have a maximum number of abilities added to it equal to half its level (rounded down). You can only add weapon abilities (abilities from any tree tagged as Melee, Projectile or Area) and only ones that you personally know. Tinkering with a vehicle requires several hours of work for every such ability added (or replaced). You can only upgrade a single vehicle at a time, and must spend at least an hour or two every day tuning it up to keep all its upgrades in good working order. |
||
---|---|---|---|
→ | 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't need to have the Mechanic ability, but they do have to be able to talk intelligently about their abilities with you and therefore they cannot have the Mindless (Steadfast) or Animal (Survival) weaknesses. | |
→ | Decentralized Controls | Get On The Gun, Lad: A vehicle's passengers can man its weaponry or otherwise use its abilities by spending actions, freeing up the pilot to spend their actions making movement actions instead if desired. A vehicle can only take a maximum of two movement and two non-movement actions per round under normal circumstances, no matter how many passengers it has aboard. | |
→ | 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/Danger Sense abilities from the Twitchy tree or the Apocalypse Proof ability from the Tank tree also grant them to the pilot and all passengers. Vehicles cannot benefit from the Light Sleeper or Quick Draw abilities from the Twitchy tree. Any special actions granted by such abilities must be used by the vehicle's pilot. Vehicles still have the same limited number of upgrade slots as before, and you still need to personally know any ability you add to the vehicle. | |
→ | 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's pilot. Vehicles still have the same limited number of upgrade slots as before, and you still need to personally know any ability you add to 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's mounted weapons (if any) and defensive/utility abilities are applied to the vehicle itself. If in doubt, a vehicle's passengers are immune to any potentially dangerous abilities upgraded to it (such as the Flame Sheath ability from the Firebug tree). Vehicles still have the same limited number of upgrade slots as before, and you still need to personally know any ability you add to the vehicle. | |
→ | Modular Upgrades | Fast-Switch: You've made modifications with fast replaceability in mind. Adding a new upgrade to a vehicle (or replacing an existing one) only takes a few minutes of work instead of a few hours. If desired, you also have the option to spend a point of Supply to do it as a single action. | |
→ | 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/creature immediately afterwards (up to the limit of the subject's new Vitality). | |
→ | Space Efficiency | More Upgrades: You may add a number of upgrades to a vehicle equal to the vehicle's level instead of only half the vehicle's level. |
++++
++++ 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 “Debt” item that takes up an inventory slot. You cannot have more than 6 Debt at a time, as that is your maximum number of inventory slots. If you get the Butterfingers injury while carrying more than 2 Debt, the excess debt is not dropped but all your other items are. Debt Dodging: There are three ways to get rid of debt. At the beginning of each session in which you are carrying debt, roll a trigger die for each. If the result is a 10+, you managed to pay off the debt through a side hustle and it is immediately removed. You can also choose to rid yourself of a debt at any time by spending 5 Supply to pay it back. Finally, debt is also transferable to other creatures, but only if they are willing to take it. Players Only: Only player-controlled adventurers have access to the Debtor ability. |
|
→ | Extravagance | Throwin' Benjamins: When you use a Luxury item to carouse with, it counts as 4 points of Supply instead of the normal 3. | |
→ | Investor | Adventure Capitalist: You can spend one Supply to convert a Treasure item into Capital or vice versa. | |
→ | 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't be considered illegal, immoral or priceless in your campaign world (such as possibly Ghoul, Burglary, Spectre, Devour, Callous, etc). So long as you're in any establishment of Outpost tier or higher, you can attempt to find that keystone for sale. Roll a trigger die: if the result is 9+, you can buy it for 2 Supply. If 5+, you can buy it for 5 Supply. If 1-4, it just isn't available right now. You can attempt to buy a keystone of any specific given type only once per session per establishment in this way, but you can freely try to buy keystones of multiple different types. | |
→ | 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'm gonna say BUY: Playing the market is a gamble, but you make shrewd enough investments that you often at least break even. When you start a new session, you can choose to purchase one or more “Asset” items for 1 Supply each. When you end the session, roll a trigger die for each Asset in your inventory to see what it's worth: 1-6 is one Supply, and 7-12 is one treasure item. You can only purchase new Assets at the beginning of a session and cash them in at the end- if you forget to cash in an asset, you'll have to wait for the end of the next session. Socked Away: You need the Speculation ability equipped to purchase assets and to cash them in, but unequipping it doesn't remove any asset items from your inventory. |
|
→ | Stockpiler | Fat Wallet: You can keep up to 10 Supply as a single Stock item instead of only 5. | |
→ | Tight-Fisted | Greed: You are immune to the Deficit condition. If you were already suffering from the Deficit condition, equipping this ability immediately removes it. |
++++
++++ 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't part of the original attack you're mimicking. Rapid Fade: You can only mimic an action once. After the turn ends, you will need to see the same action being taken again if you wish to mimic it again. Keep It Short: Any abilities that require two actions to make (such as using the Whirlwind ability in the Brawl tree or somebody else's mimicry) cannot be mimicked. |
||
---|---|---|---|
→ | 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's Eye | Ranged Mimickry: You can mimic any actions that you see being taken within 20 meters of your location instead of only 5. | |
→ | 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's action or even canceling it entirely (such as mimicking an enemy's attack and killing them with it before they actually get to use it). Conservation of Action: Actions taken preemptively mimicking are subtracted from the total actions available for you to take during your next turn, which in most cases means that you won't be able to do anything when your turn comes up since you already did it. |
++++
++++ Details |
Mindblast | Zero In: Mindblast affects any single creature within 10 meters. Despite being single-target, Mindblast is considered an area effect and its damage is modified by the Area rating of the attacker/defender. Supply-Driven: If the trigger die is 1-3, using the ability consumes one Supply. If you have no supply remaining, you cannot use a mindblast ability. Mind Power: Mindblasts ignore failure chances based on size, cover, or concealment. They cannot be used on completely inanimate objects, but function fully on creatures with the Mindless weakness (you can disrupt whatever primitive operating system drives the thing instead of its “brain”). Mindblast attacks have a failure chance of 6 against any creature with the Thought Shield ability from the Telepathy tree equipped. |
||
---|---|---|---|
→ | Blastwave | Wide Force: The attack's range is reduced to 5, but affects every target inside your visual arc that is within range (including allies, if applicable) instead of a single one. You are not required to turn your attacks into Blastwaves when you have this ability equipped- you can pick whether to use it from attack to attack. Increased Supply Consumption: Supply is consumed when the trigger die is 1-6 instead of 1-3 when using Blastwave. |
|
→ | Feedback | Counterblast: Whenever you are targeted with a Mindblast, Domination or Telepathy effect, you may use a Mindblast attack on whoever provoked it immediately afterwards as a free action. Feedback has no maximum range and can be triggered a maximum of once per round. | |
→ | 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: All living enemies within 2 meters of the head-exploded target immediately gain the Fear condition from a combination of lingering psychic anguish and being splattered with head-bits. |
|
→ | 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's loyalties. When the trigger die is 7+, the attack inflicts the Charmed condition to its target immediately afterwards. | |
→ | Mind Eraser | Overload: When the trigger die is a 12, you force the target into a brief catatonic state. This inflicts the Prone condition to them and makes them completely helpless until the beginning of your next turn. Catatonic creatures cannot take any actions or defend themselves and are considered to be in the Clueless state for purposes of assassination strikes. | |
→ | 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, or make use of the Teamwork or Performance trees. | |
→ | 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: You may use the attack while hiding without giving yourself away or revealing that you've attacked at all. |
++++
++++ 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/shows up to take its place within a few minutes. Minions last indefinitely until they are killed, left alone without your supervision, or you unequip the Minion ability (in which case they are destroyed, but you can always deploy another one). Minions automatically leave your service at the end of each game session. Minion Swarm: You can have multiple minions active at a time. If you wish to deploy additional minions beyond the first one, you can summon them with a few minutes' work at any time. When you do so, roll a trigger die. If the result is a 1-6, summoning the additional minion costs you a point of Supply. You cannot have more than your one free minion at a time if you have no Supply remaining, but you can always have just one without worrying about Supply at all. Minion Stats: Your minions have one level for every three levels you have. Specify your minions' combat stats and loadouts ahead of time- every time you deploy a minion, it uses the exact same statistics as every other minion you deploy. Your choices for your minion's loadouts is subject to GM approval as normal. Every time you gain another three levels, your minions also automatically level up once to keep pace with you. Just like all non-adventurer creatures, a minion cannot change their loadout. When a minion uses Supply for any reason, it gets drawn from your own Supply pool. Minions cannot have minions of their own. Towering Boss: Your minions cannot be larger than you are. |
||
---|---|---|---|
→ | Lackeys | Not Completely Incompetent: Your minions are capable of carrying out your instructions and wishes even when you are not personally present, and can be safely left behind to perform any task you set them to the best of their ability without automatically expiring. Minions that are not directly present still count against the total limit of minions you control and thus any additional minions beyond the first still have a chance to cost Supply. | |
→ | Minion Folio | Least Key of Solomon: Create three additional separate loadouts/statistics for your minions (for a total of four). When you deploy a minion, it can be of any of the four types available to you instead of always being of your default type. | |
→ | Minion Master | Undeniable Authority: As an action, you can seize control of any enemy minion within 10 meters of your location. Enemy minions seized in this manner keep the same statistics as before, but are under your control instead of whoever initially deployed them. Enemies that are not created through the use of a Minion ability cannot be controlled with this ability, no matter how weak and obsequious they might be in personality. Necromaster: If you also have the Necromancy ability equipped, you can use Minion Master to seize control of enemy undead servitors created by it. Undead seized in this way count against your normal limits for controlling undead (see the Necromancy tree for more details). Turret Hacker: If you also have the Turret ability equipped, you can use Minion Master to seize control of enemy turrets created by it. Turrets seized in this way cannot be reclaimed for Supply (see the Turret tree for more details). |
|
→ | 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: Roll a trigger die every time you deploy a new minion. If the result is 7+, you immediately lose one condition you are currently suffering from and the deployed minion gains that condition instead. Exceptions: You cannot castoff a condition that you are not currently capable of recovering from. If your minions are immune to a given condition, they cannot remove it from you in this manner. In order to castoff positioning-sensitive conditions like Grabbed, you must deploy your minion into a space where they can be grabbed by whoever's grabbing you. Roll Once: If the minion you are deploying is not your initial free one and thus requires a trigger die roll to see if it costs Supply, use just the one roll to determine both chance-based effects. |
|
→ | Throw Minion | Ranged Deployment: You can deploy minions to any point in throwing range (0-10) instead of only in adjacent spaces. | |
→ | Regifted Life | For The Master: You immediately restore an amount of lost Endurance equal to your minion's level every time one of them dies for any reason. Killswitch: You can choose to instantly kill any minion you have deployed as an action. |
|
→ | 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. |
++++
++++ 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's Move: While sharing a space with a creature two or more sizes larger than yourself, you can inflict the Grabbed condition to them as a free action. Your target can shake you off by recovering form the Grabbed condition as usual, but unless they also manage to do something to get you away from them you can just re-apply it as another free action on your next turn. | |
→ | 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's Bonus: If you have the Scale ability from the Acrobatics tree equipped, you don't need to spend any additional actions getting into position to use Backrider. |
|
→ | 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's first attack made against you on their following turn automatically fails regardless of the result on the trigger die. Other creatures than your specified target are unaffected by Crazy Ivan. | |
→ | 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: You might not be able to reach very far, but you've learned to be very effective with what you've got. When you successfully damage any creature at least two sizes larger than yourself, your target suffers an impairment to movement speed until the beginning of your next turn. | |
→ | 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, or any other reason) the attack is immediately redirected against the creature with whom you're sharing a space instead. The trigger die is not rerolled. The attacker and the shield can be the same creature (e.g. a giant clumsily tries to smash you with their club as you skitter around their feet, but end up smashing themselves in the nuggets instead). | |
→ | 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. |
++++
++++ Details |
Mobility | Sprinter: When you sprint (move twice as a single action), it doesn't cost any Endurance so long as you did so in a perfectly straight line. | ||
---|---|---|---|
→ | 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: You can only dodge attacks that you see; you cannot choose to dodge an attacker that is behind you or that has complete concealment from you. Every time you dodge, you get one fewer action on your next turn. You cannot dodge more than twice per turn. |
|
→ | 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't have (such as one that's out of its reach.) | |
→ | Uncanny Dodge | Didn't See That Coming: You can dodge attacks from attackers that you cannot see. You must still at least be aware of the existence of the attacker in order to dodge them. | |
→ | Runner's Lungs | Marathoner: Every time you sprint or use any ability in the game that costs 1 Endurance to use, roll a trigger die (if the ability already involves a trigger die, just use the results of that one). If the result is 7+, then you ignore the Endurance cost for that action. You must commit to potentially using the Endurance before rolling to see if it was free after all- no fair rolling first and then deciding. | |
→ | 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't Handy: You have no hands or similar appendages that allow for fine motor control and manipulation. You might be able to crudely carry objects in your mouth or whatever but doorknobs, knots, buckles and so forth are nearly insurmountable obstacles to you. |
---|
++++
++++ Details |
Mordant | Wield Corrosion: You infuse your attacks with corrosive material. When you use any attack ability the target(s) gain the Dissolving condition on a trigger die result of 7+. Empower Vitriol: When using a Vitriol ability to attack, it always inflicts the Dissolving condition regardless of what the trigger die displays instead of only on a 10+. |
||
---|---|---|---|
→ | Acid Blood | Dissolving: Your bodily fluids are distinctly caustic, and spray out when you're hit. When you take damage for any reason, you may immediately inflict the Dissolving condition on any creature of your choice within 1 meter. If you currently have the Bleeding condition (or got it from the triggering attack), the range of this ability increases to 5 meters. | |
→ | Body Disposal | Self-Cleaning: If any creature suffering from a Dissolving condition that you placed on them dies, they immediately dissolve into a puddle of goo or a heap of dust over the course of one round, and then into nothing at all the next round after. You can also instigate this process on any adjacent corpse with an action. | |
→ | 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/plastic requires three rounds to eat through. Stone requires a few minutes and metal requires a few hours. Supply-Driven: The highly concentrated material required for precision object corrosion is rarer than the garden-variety stuff you infuse your weapons with. Every time you apply caustic material to an object in order to destroy it, roll a trigger die. If the result is 1-3, destroying the object cost 1 Supply. You cannot use this ability if you have no Supply remaining. Bigger Destruction: You can destroy objects of more than size 5 if desired by applying multiple doses of material. Depending on the situation, you might or might not even need to destroy an object entirely anyway (if you want to create a leak in a size 7 tun barrel, a man-sized hole is plenty enough). |
|
→ | Insoluble | Them's My Molecules: You become immune to the Dissolving condition. If you already had the Dissolving condition, equipping the Insoluble ability automatically removes it. Not Totally Causticproof: You have no special resistance to attacks and effects that deal damage through caustic sources, just the Dissolving condition that such attacks cause. |
|
→ | Caustic Immunity | Acidproof: Any Mordant-enhanced attack or Vitriol attack has a failure chance of 6 against you. You are also immune to the following abilities from the Mordant tree: Body Disposal, Ruination. Sovereign Glue: Sources of extreme corrosion other than attacks (such as alkaline seas or disintegration chambers) are harmless to you. |
|
→ | 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: As those around you collapse into their constituent molecules, you salvage their losses to put yourself back together on the same level. Every time any creature within 10 meters of your position takes damage from the Dissolving condition (including friends, foes, or even yourself), you immediately regain 1 point of lost Endurance. There is no limit to how much Endurance you can restore to yourself per round in this fashion, although maximum Endurance is limited by your current Vitality as normal. | |
→ | 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: Every time you would dissolve a target's Supply with Ruination but they don't have any Supply left to dissolve, you destroy one of their equipped abilities instead. The target chooses which ability they lose access to from their current loadout. Players struck by Obliteration can re-equip removed abilities in the normal fashion, but non-player creatures lose the unequipped abilities until the beginning of a new session. |
++++
++++ Details |
Theurgy | Mystic Patronage: Your campaign world is home to powerful entities (referred to here as “patrons”, but they could be gods, greater spirits, fey lords, demons, ancient AIs, genius loci, whatever) who can grant supernatural assistance to those they deem worthy. Through prayer, meditation, sacrifice or ritual your worthiness is evident, and your patrons grant scientifically undeniable boons to you. Divine Favor: Every patron has a specific favored ability tree that relates directly to their nature or agenda, e.g. Thoth's main thing is Lore but Crom's is Steadfast and Mothra's is Kaiju. By performing an action that a specific patron approves of (cleansing their shrines, protecting their worshippers, smiting their enemies, converting new worshippers, etc) and invoking them by name when you do it, the patron temporarily grants you part of their power in appreciation (this is known as their “boon”). Boons can be stored for later or spent to immediately equip an ability from the tributed patron's granted ability tree. You don't actually have to know any ability granted in this way, and equipping it doesn't cost any Supply or take up a loadout slot. The GM ultimately decides if a given act is something that a given patron would especially approve of or not. A given patron's motivations and preferences should be pretty well-defined to avoid turning this into a game of “Mother May I?” Fickle Are They: You cannot gain more than one boon/equipped boon ability per three levels that you have at once, but they don't all have to be from the same patron. Used and unused boons both count against this limit. If you qualify for a new boon while at your limit, you can choose to decline it or replace one of the ones you're currently enjoying. Really impressive acts (slaying a unique enemy of the patron, erecting a new temple, converting many worshippers, etc) grant up to three boons from the patron all at once. If you ever unequip the Theurgy ability, you also lose access to any patron boon abilities you had until you re-equip it. All Things Pass: At the end of each session all actively equipped boon abilities are unequipped and lost, but unused boons are kept. They Wax Wroth: If you do something a given patron would especially disapprove of (killing their worshippers, desecrating their shrines, supporting an opposed patron, opening a banana from the wrong end, etc) they immediately remove any boons they may have been granting you and refuse to grant any more until you perform something satisfactorily repentant. |
||
---|---|---|---|
→ | 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: By contacting a patron directly, you can receive advice and information from them (unless they're lying) and get an irrefutable answer as to what their wishes are and how their favor can be won. You can probably come up with other uses for a direct line to something that normally cannot be directly communicated with as well. |
|
→ | 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's a small chance that any patrons you have befriended will intervene on your behalf (cancel the hit that killed you, open the cell that holds you before your execution, let you find food and water in the desert, or similar reality-rewriting bullshit). Roll a trigger die when you have no one else to turn to: your life is saved (or at least you're given a fair chance at survival) on a 10+ if the patron is a Friend, and a 7+ if the patron is a Bond. You can check just once for a life-saving miracle in this way from any patron of your choice no matter how many patrons you've established a relationship with. If this check succeeds, your relationship with the chosen patron cools slightly (a Bond becomes a Friendship, a Friendship disappears) but you can re-earn your way back into a patron's good graces with further deeds in their name. |
|
→ | Pact | Divine Instrument: Patrons you've befriended know they can depend on you to be their hands in the world, and give you their boons for free. You can ask a befriended patron for a boon at any time as an action, and they'll give it to you. Roll a trigger die when you use your Pact in this way: if the result is 1-6, then the patron disapproves of how needy you're being and your relationship with them cools (a Bond becomes a Friendship, a Friendship disappears). | |
→ | Henotheist | Ya #1 Boy: Although you might respect and even draw upon the power of a variety of patrons through your mystic arts, there's one you serve with particular devotion. Pick one patron available in your campaign world; you can gain up to one boon per five levels you have from that specific patron. These boons are tracked separately from and do not count against your normal limit of boons. You can change your preferred patron, but usually only if you undergo a pretty severe crisis of faith. | |
→ | 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/Hierophant abilities equipped, you new boon can be from one of the patron's alternate ability tree offerings. Don't Be A Pest: Patrons sometimes get cranky when they're constantly being asked to change things up. Roll a trigger die whenever you use Petitioner to change a granted boon; if the result is 1-4 you can choose between spending a point of Supply to prove your sincerity to the patron or simply losing the boon entirely. |
|
→ | Priest | Learned Acolyte: Every patron actually has three ability trees they grant, not just one. Novice theurgists simply only have access to a patron's first layer of mystery. Your deeper understanding of shamanism/theology allows you to access the second tree granted by any patrons you manage to please. You can select your boon from the primary tree or from this secondary tree as you desire. You don't need to keep the Priest ability equipped to continue accessing/using boons from a secondary tree, you just need to have it equipped when selecting said boons. | |
→ | Hierophant | Cardinal: You have enough knowledge of esoteric theology that you can clearly understand the deeper natures of the divine and confidently answer questions that laypeople find completely nonsensical. More practically, you can access boons from a patron's third ability tree if you want to. | |
→ | Relic | Sacred Objects: Instead of using a boon to equip an ability temporarily, you can spend 1 Supply and a few minutes of work to imbue it into a physical object. Relics grant an ability from the boon's patron permanently without expiring at the end of a session, and do not count against your normal limit on boons. You can change the ability granted by a relic at the beginning of each session, but it must always be one that its originating patron is capable of granting. Limitations: Relics occupy a slot in your inventory, and do not function when carried by anyone that doesn't have the Relic ability equipped. |
|
→ | 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's boon without having to do anything more outlandish or noteworthy to earn it. If you don't have a holy site to a patron available nearby, then you cannot use Tithing. |
++++
++++ Details |
Necromancy | Arise: You can create a minion from a freshly-dead corpse. Doing so takes a few minutes of work. In order to make an undead minion, a corpse must meet three criteria: it must be generally intact, it must be dead for no more than a day or so, and the creature whose corpse it is must not have had the Synthetic weakness (you can only reanimate organic life). An undead minion created via Necromancy has (mostly) the same loadout of abilities it had in life except one of its abilities is replaced with the Undead ability instead (GM or target creature's player picks which one), and automatically gains the Synthetic (Grit) and Mindless (Steadfast) weaknesses if they didn't already have them along with all attendant abilities in those trees. Your minions will follow you and do whatever you tell them to, although their mindlessness means they can only really understand commands of up to two words, plus pointing at things. Go Forth, Puppets: Giving an order to your minions takes an action. They'll keep doing whatever you tell them to until you take another action to tell them to stop. This includes directing them to attack- minions will continue to savage a defeated enemy while ignoring the remaining active enemies until you direct them to a new target. They're stupid as hell. Control Limits: While you can raise any corpse you want, you can only safely control a limited number of undead at a time. The maximum number of undead minions you can control is dependent on the highest level minion you currently have: - You can control 1 undead of up to your own level. - You can control 3 undead of up to 1/2 your level. - You can control 5 undead of up to 1/3 your level. - You can control 10 undead of up to 1/5 your level. - You can control 30 undead of up to 1/10 your level. For example, if you are level 8 and you are currently controlling an undead minion of level 4, you could potentially reanimate and control up to two more minions provided none of them have a level higher than 4. Vengeful Dead: If you reanimate an undead that goes over your normal control limit, it and all other undead you formerly controlled break free and immediately try to kill you, followed by any other living thing they come across. The GM is not obligated to tell you exactly what level a creature was before you raise it. You can release control of an undead at any time (causing it to collapse back into an inert corpse and thus free up additional control capacity) but once an undead has broken free and is coming for you there is no way to stop it except through violence. If you ever die while controlling undead, they all immediately start wildly trying to kill any living thing they come across. Temporary Army: All animated undead created via Necromancy disappear between game sessions. You start each new session without any carryovers. Reagents: When reanimating a creature, roll a trigger die. If the result is equal to or less than the creature's level, then reanimating them costs 1 Supply. For example, reanimating a level 5 creature costs Supply on a result of 1-5. Creatures of higher than level 12 might cost multiple points of Supply to fully reanimate- spend one point of Supply for every 12 levels they have and then roll a trigger die normally for any remainder. For example, reanimating a level 30 dropwhooper corpse automatically costs 2 Supply for the first 24 levels, then possibly costs an additional 1 Supply for the last 6 if the die result is 1-6. |
||
---|---|---|---|
→ | 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: Instead of reanimating a corpse, you can perform your ritual to reduce it into a light, easily-portable form. This costs the same amount of time and potential Supply as reanimating them. At any later point, you can use an action to throw the reduced corpse to any point in throwing range (0-10 meters) whereupon it immediately returns to full size and animates under your control as normal. If desired, you can also turn adjacent active undead into essential salts by spending an action (which makes them not count against your control limits while still technically keeping them under your supervision). Reducing an already-animated corpse doesn't cost any extra Supply. Constant Companion: Reduced undead occupy an inventory slot as a utility item, allowing you to carry them over into future sessions. |
|
→ | 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't come to life any more than this, but their grip remains strong even after the brief animation you bestowed on them. The target gains the Grabbed condition from the selected corpse. This ability does not cost any Supply. | |
→ | Mechromancy | Animate Everything: You can freely use Necromancy to create minions out of things that had the Synthetic weakness. You can also animate corpses that are well over a day old, so long as you still have most of their bones/remnants left intact. You may even re-animate the corpse of a minion that was previously destroyed if desired. | |
→ | 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: If you are killed while Revenance is equipped and are willing to spend the 1 Supply to power the ritual, you immediately self-animate as a revenant. You follow all the normal rules for revenance, including the short lifespan. |
|
→ | Lichdom | Unlife Eternal: If you become a revenant yourself, you can bind your life to an object called here a “life-jar” (traditionally a phylactery or similar ritual object, but anything works). Such permanent revenants are referred to as “liches”. So long as you physically carry your life-jar object with your life bound inside, you no longer are destroyed after 24 hours. If you ever lose physical contact with your life-jar for a continuous 24 hours, you crumble to dust as normal. Unbound Wheel: Liches no longer age naturally. If they are killed through violence but their life-jar remains intact, they slowly restore themselves by creating a new body (a process that requires about a month to complete). Liches that die after 24 hours apart from their life-jar do not self-resurrect in this way. Destroying a lich's life-jar object also prevents this from happening. Expensive: Binding a lich's life to their life-jar requires a large number of ritual components costing 1 Supply per level of the creature in question. Ritual Maintenance: After becoming a lich, you do not need to have the Lichdom ability equipped continuously to stave off death. You do need to have the Lichdom ability equipped to come back from the dead, however, so if you die without it equipped you're done for and crumble into dust. You can use Lichdom to turn other creatures into liches as well, but if you ever unequip Lichdom these created liches immediately crumble into dust unless they also have learned the Lichdom ability and can thus maintain themselves. |
|
→ | 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, and are generally motivated solely by getting you to leave them alone. The dead are not compelled to answer your questions if they don't want to for whatever reason. You can use this ability to converse with corpses you have animated as well as inert ones, or if you also have the Essential Salts ability you can even communicate with a corpse's reduced form despite their lack of a discernible mouth. |
++++
++++ 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, as does a stare-down in the street. A creature's wants are revealed to you in general terms, such as “to eat meat” or “to cause chaos.” | ||
---|---|---|---|
→ | Alternatives | Other Suppliers: Sometimes negotiations just don't work out no matter how many tricks you have up your sleeve. If you end up walking away without getting what you want, the other party will always tell you who else can provide what you wanted- for example, the banana merchant would give you the name of a competitor or the nightclub bouncer might mention the back entrance that only opens when the staff takes out the trash. The other party does not consciously know that they gave you an alternative and still consider themselves completely victorious over you. | |
→ | 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's definition of “minor favor” will vary greatly depending on the creature in question- a criminal thug might be willing to kill a bystander in exchange for your bribe, while an honest judge might not be willing to do anything more than give you correct instructions for navigating a bureaucracy. Acceptable Price: No matter how powerful the target of your bribery (in terms of level or social status) they never ask for more than 1 Supply as a bribe. Plausible Deniability: If the favor you want is too large or too risky for a bribe to cover, the target never becomes offended by your crass attempt to buy them off. They simply refuse to do it, your Supply is returned to you, and everything is forgotten. |
|
→ | Credible | I'm Good For It: When you make an offer during a negotiation, a promise to deliver something later is considered just as good as delivering on the spot. You don't need to give anything more than your word. If you renege on the deal, Credible no longer functions on the same target in the future or on any other party who knows that you're a dirty debt-dodger unless you can convince them it wasn't your fault. | |
→ | Fair Deal | Firm Handshake: Whenever you participate in any kind of Negotiate-compatible social operation challenge (such as to get a target to agree to do something for you or make a deal of some kind) it is considered a positive experience for both you and the target, no matter what terms were eventually negotiated. You can make a friendship roll with any target negotiated with in this way. | |
→ | 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's attitude roll by even more positive shifts on a 1-for-1 basis if you desire. | |
→ | 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, then you cannot attempt to call a truce. Attempting to call a truce costs a point of Supply to show your sincerity and willingness to sacrifice. If you have no Supply remaining, you cannot use this ability. Truce Check: Calling a truce doesn't always work- once the weapons are out and battle's been joined, it can be hard to stop it. Roll a trigger die: if the result is a 9+, then combat ends (for now). If not, nobody pays any attention to you and the Supply used in the attempt is wasted. You can try again by spending more Supply, though. If your side has not yet taken any purely offensive actions (dealing damage or inflicting conditions) or your side obviously outclasses your enemies in some way, you only need a 5+ to succeed on the truce call. If both conditions are true, the truce call succeeds automatically with no check required at all. |
++++
++++ Details |
Networking | Likable: When rolling to befriend an NPC you succeed on a 5+ instead of a 9+. When rolling to increase an already-existing friendship to a bond, you succeed on a 9+ instead of an 11+. | ||
---|---|---|---|
→ | Casteless | Preconception Dodger: You never suffer any unusual animosity from interacting with others of a different social class/race/species/whatever than yourself. With this ability peasants can rub elbows with kings, Palestinians can party with Israelis, and a robot can be accepted into a troop of monkeys. Note that a given target can still hate you for any number of other, more personal reasons- but these reasons must be personal rather than simply a blanket hate of your entire background. | |
→ | Charming | Popular: When rolling to befriend an NPC you always succeed automatically. When rolling to increase an already-existing friendship to a bond, you succeed on a 7+. | |
→ | Employer | Hirelings: You can spend Supply to hire lackeys, minions or assistants that will accompany you on adventures. Hirelings are defined as sapient, free-willed creatures that work for you in exchange for material compensation. You control the actions of your hirelings for as long as they remain in your service. Hiring Process: A hireling costs 1 Supply in order to hire them, paid up front. You can only recruit hirelings in civilized areas where such help could reasonably be found (although you might be able to make a hireling out of random rescued prisoners, wandering minstrels, friendly woodsmen or whatever during play out in the wilderness). A hireling's services last until the end of the session, in which case they either leave your service or require you to re-pay their fee to retain them at the beginning of the next session. You must be able to communicate clearly with a hireling in order to employ them. To Be The Boss: You can only employ hirelings whose level is half or less of your own. Friend Discount: If you have a friendship with the creature you wish to hire as a hireling, roll a trigger die when acquiring their services. If the result is a 9+, they waive their fee for that session and come along for free. If not, you must pay their fee as normal. You can't offer to hire somebody and then turn them down because they won't work for free. If you have a bond with the target creature, then they waive their fees on a 5+ instead of a 9+. NPCs: Hirelings are considered NPCs and as such are subject to all NPC restrictions. This means that a hireling has only one static loadout that cannot be changed mid-stream, has no operation knacks, and has only 3 Supply of their own. If a hireling uses up a point of Supply, it gets taken from their personal pool. Players can gift their own supply to a hireling, but hirelings will not and cannot gift their supply back to players. The supply used to employ the hireling in the first place is irretrievably gone the moment the transaction is made. Morale: If hirelings are mistreated, put in unreasonable danger, or simply decide that your expedition isn't worth what they're being paid they have a chance to desert your service. When such a circumstance happens, roll a trigger die. If the result is 1-6, the hireling deserts you either immediately or at the next possible moment. If you are deliberately cruel or careless with your hirelings, the GM can rule that they desert automatically with no check allowed. Command: You only have direct control over your hirelings while you have the Employer ability equipped. If you unequip it your hirelings simply stay put or head back to base camp to await further orders and no longer provide any help to you until you equip it again. |
|
→ | 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, etc. The GM only determines their appearance and temperament. | |
→ | 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: When making a morale check for a hireling, they only desert on a 1-2 instead of a 1-6. If the circumstances aren't your fault, you don't need to check at all. | |
→ | 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, but there's no hard rule that disallows such either. Charming Advantage: If you also have the Charming ability equipped, the target always remembers you and you're already friends on a 5+ instead of a 9+. |
|
→ | Reputation | A Pirate's Worth: When meeting one or more creatures for the first time, you may spend a Supply and specify that they have heard of you before and exactly what they have heard. For example, you might use this ability to specify that Lord Toastwanker has heard that you're good at getting jobs done discreetly, or alternately that Lord Toastwanker's wife has heard that you're good at making love discreetly. You can specify multiple things you have a reputation for, but doing so costs 1 supply per additional facet. | |
→ | VIP | Free Admission: You can get into any exclusive establishment, event, or social gathering in the game world simply by showing up and asking to be let in. Allies that lack this ability might or might not be allowed in with you depending on circumstances. This ability does not guarantee you entrance into classified areas or private residences (unless there's a party or something going on in there). Unequipping the ability will get you un-invited and possibly physically thrown out. |
++++
++++ Details |
Oracle | Fatespinner: You have a limited ability to predict possible futures. You can make a reading on the future by spending a few minutes of in-game time to deal cards, cast bones, meditate, or whatever your preferred method of divination is. After making a reading, roll a trigger die (hereafter referred to as the “fate die” and set it aside. At any time later on during the session when rolling a die for ANY reason, you can choose to use the value on your fate die instead of rolling. This consumes the fate die and removes it from play. You can only use your fate die in place of a roll you have not actually made yet- once you've made a roll, you must accept it as it stands and can no longer direct fate. Augury's Price: When you create a fate die, roll another trigger die. If the result is 1-4, then making your prediction cost 1 Supply. You cannot use Oracle to create fate dice if you have no Supply remaining. Rolling to see if Oracle costs any Supply is the single check in the entire game that cannot have a fate die substituted with its value- this is beyond even your ability to predict. Limited Prognostication: You may only have one fate die at a time. You may freely replace your current fate die with a new one by taking another few minutes to make another prediction, but doing so requires you to roll again to potentially use Supply. |
||
---|---|---|---|
→ | 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: You may create a fate die as an action instead of requiring a few minutes of work, allowing you to gain this resource even in the middle of combat or other high-stress situations. | |
→ | Smooth Fate | Destiny's Bell Curve: In the end, all things conform to the average. You know how to make this happen on demand. You can choose to change the result on any fate die to a 7 immediately after rolling it. You cannot use Smooth Fate on fate dice you've already rolled and accepted the results of. | |
→ | Tangled Fates | Friendly Interference: Your fate dice can also be used by any of your allies within 10 meters of your position if you will it. | |
→ | Doomcaster | Unfriendly Interference: You can force enemies within 10 meters of your position to use any of your fate dice you want simply by declaring it at any time. |
++++
++++ 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's, allowing it to ignore any cover that it can get around without straying more than 5 meters from your position. Circumstances of Failure: Some common circumstances that have failure chances for orbiter attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Assassination: When you attack a creature of your own level or lower that is in the Clueless state with an orbiter ability, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). Supply-Driven: The attack consumes Supply on a trigger die result of 1-2. If you have no Supply remaining, you cannot use the attack. |
||
---|---|---|---|
→ | Backfinder | Blindspot Exploitation: You can backstab targets with your orbiter even if they can see you so long as you route the attack to make it come from a space that they can't see. This also allows the attack to potentially bypass Shield abilities. | |
→ | 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: The orbiter passes harmlessly through all walls, creatures and solid barriers between it and its target. All cover is treated as concealment instead. | |
→ | 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: When the attack either kills a target or critically hits, you may immediately attack again with it as a free action. | |
→ | 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, you can immediately make another attack against the same target again (reroll the trigger die). You may only do this once per missed attack, and only for attacks missed due to concealment and not any other factor. | |
→ | Skipper | Unstoppable: You can make a Veer-style followup attack any time the attack fails on a target for any reason, not just when it fails due to concealment. |
++++
++++ Details |
Perception | Sneak Detector: By taking an action to stop and carefully observe your immediate surroundings, you automatically notice and know the position of all concealed creatures within 10 meters of your position. Perception reveals creatures hidden via natural concealment as well as those that are using the Stealth tree to hide themselves. A hidden creature can spend 1 point of Supply to remain hidden from you for a round; this protection wears off at the beginning of your next turn. Supply spent to evade a use of Perception is in addition to any supply spent to maintain a Stealth effect when failing a check, if any. Hidden creatures remain revealed to you until the beginning of your next turn. Failure Chance Intact: Using Perception reveals the location and existence of hidden creatures and negates any additional concealment they might be granting themselves through the use of the Stealth tree, but concealment from other sources still applies its full normal failure chance on all attacks made. Secret Finder: You also automatically notice any hidden details of your surroundings such as traps or secret doors. Wall-Blocked: Perception is blocked by solid barriers such as walls unless you have some means of perceiving the space beyond (such as Tremorsense from the Burrow tree). Supply-Driven: Roll a trigger die every time you use Perception to examine your environment. On a result of 1-4, using Perception costs you 1 point of Supply. You cannot use Perception to examine your surroundings if you have no Supply remaining. |
||
---|---|---|---|
→ | Alertness | Fast Processing: You can use Perception to examine your environment as a free action instead of a normal action. You may do this multiple times per round if you want. Every time you use Perception, you must roll to potentially use up Supply as normal. | |
→ | Biography | Sherlock A Chump: You can learn details such as origin, nationality, marital status and so forth about a single target in range when you take an action to use Perception on your surroundings. You can ask one question about a target and get an honest answer without actually asking them anything at all- or alternately, you can just ask the GM to tell you something illuminating or interesting about the target that isn't readily apparent at first glance. Biography reveals information relevant to a target's background, personality or hobbies but not necessarily specific information they know (such as where they hid the diamonds). | |
→ | Eavesdropper | Overhear: You can clearly make out and understand voices and noises that would be too muffled or distorted for anyone else to understand. You do not need to make a Perception action to gain the benefits of this ability; it's always on. Any circumstances that would make a sound completely imperceptible prevents you from using Eavesdropper to understand it. Lipreader: If you can see somebody's face when they're talking, you know exactly what they're saying regardless of whether they're perceptible enough to hear or not. |
|
→ | 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: When you use a Perception action to examine your surroundings, specify an abstract quality such as “dangerous”, “useful” or “valuable”. The GM secretly rolls a die and if the result is 4+ will tell you what, if anything, within the area you examined is/has the most of the given quality. If the secret die result is 1-3, the GM gives a misleading answer instead (your intuition is not always correct). | |
→ | Target Definition | I'll Always Find You: When you use Perception, you can choose to mentally mark any creature in range (hidden or not). You always know exactly where the marked creature is for the remainder of the current conflict (or for a few minutes when used outside of combat) no matter where they go out to a maximum range of 100 meters. It simply becomes impossible for that creature to hide from you or mislead you about its location. | |
→ | Truesight | Pierce The Veil: When you take an action to use Perception on your surroundings, you also see all things as they truly are. This allows you to see the truth underneath illusions from the Illusion tree, disguises from the Charlatan tree, counterfeits made via the Counterfeit ability in the Burglary tree, decoys made via the Decoy tree, and other similar tricks or fakeries. Creatures who created these effects can spend a point of Supply to maintain their ruse against you, but only for a single turn per Supply spent. Any illusions pierced remain so until the beginning of your next turn. |
++++
++++ 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: People or creatures that are in combat or feel actively threatened are immune to being distracted by your performance. Your allies are also unaffected by this ability (unless they choose to be). Dueling Banjos: When you meet another performer and wish to have a contest of skill, each of you rolls a trigger die and adds the total number of abilities from the Performance tree they have equipped to the result. The winner is the higher number. Performance duels generally follow a “best 2 of 3” model. The loser is obligated to do anything from buying the winner a drink to leaving the scene in disgrace. Get A Band Together: Other creatures that also have the Performance ability can assist you in your performances. Band members must take an action to perform every time you do, but do not gain any personal benefits from doing so. For every band member you have assisting you, the range of your Performance effects increases by +5 meters (or +10 meters for band members that also have the Spotlight ability equipped). Band members don't necessarily need to have the same Performance abilities as you to assist you as long as they at least have the root Performance ability itself (for example, if you're performing a Dirge your band members don't need to know the Dirge ability specifically). |
||
---|---|---|---|
→ | Audience Participation | Self-Sustaining: You include your audience in your performance, causing its distraction effect to persist even if you are no longer performing or even present. In a campaign with a more serious tone, this might mean instigating a debate or orchestrating a spectacle. In a less-serious campaign, this might mean causing a spontaneous musical number to occur. In any case, you are free to quietly slip away and the performance will continue to distract its audience for an hour or so without you (so long as nothing interferes with it, like news of an attack). | |
→ | 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're tougher to impress). At the end of every round in which you performed, every ally of your own level or lower within performance range (default 10 meters) must roll a trigger die. If their result is 1-6, nothing happens to them. If their result is a 7+, they gain a benefit depending on their current situation: - Allies suffering from one or more conditions remove one condition of their choice immediately. - Allies without any conditions that have lost Endurance regain up to 3 points of Endurance. - Allies that have full Endurance and no conditions deal +2 damage with all attacks until the end of the next round. Combat Performance: Performing in combat requires at least one action every round. Your other action can be whatever you please as normal. If you ever stop performing an Anthem during combat, you cannot start again during the same combat (your audience has heard that one already). Countersong: You cannot perform a Dirge and an Anthem at the same time. If any creature is ever affected by both at once (an Anthem from an ally and a Dirge from an enemy) the two performances cancel each other out and the creature suffers no good or bad effects from either. |
|
→ | 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're tougher to impress). At the end of every round in which you performed, every enemy of your own level or lower within performance range (default 10 meters) must roll a trigger die. If their result is 7+, nothing happens to them. If their result is a 1-6, they gain a condition based on their current situation: - Enemies with no Endurance remaining gain the Fear condition. - Enemies with no Flow remaining gain the Fatigue condition. - All other enemies gain the Dazed condition. Combat Performance: Performing in combat requires at least one action every round. Your other action can be whatever you please as normal. If you ever stop performing a Dirge during combat, you cannot start again during the same combat (your audience has heard that one already). Countersong: You cannot perform a Dirge and an Anthem at the same time. If any creature is ever affected by both at once (an Anthem from an ally and a Dirge from an enemy) the two performances cancel each other out and the creature suffers no good or bad effects from either. |
|
→ | Lullaby | Sleepytime: Your performance soothes its audience to slumber. By spending a few minutes continuously performing for an audience that has already been distracted, you can cause them to fall asleep (or go into shutdown mode or whatever other equivalent to sleep a creature has). Sleeping creatures can be woken up by anything that would normally wake a sleeper. Anything that would cause an audience to stop being distracted by a performance (such as an interruption to the performance or any immediate danger) also prevents them from being put to sleep. | |
→ | 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/violence. Rabble rousing creates one squad of rabble (level 3, M1/P1/A1, Brawl/Throwing/Acrobatics) for every ten members of your audience, rounded down. Mob Mentality: The problem with mobs is that they are impossible to fully control. Immediately after inciting a mob, roll a trigger die. If you were attempting to incite a mob against a target that the local population already had a grudge against, they go after that target and only that target on a result of 4+. Otherwise, they go after the preferred target on a 7+. If you roll anything less than the target number, then the mob perverts your intent in some way and goes after a different target than you intended. For example, if you were trying to incite a mob against an evil dictator and failed your roll, the mob might go burn the homes of an ethnic minority instead. The GM decides exactly how a mob mentality might go wrong. |
|
→ | 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: Just as with normal performance-based distraction, creatures that are in combat or otherwise feel threatened are immune to the effects of Siren. In addition, creatures of your own level or higher have special immunity to the Siren ability, although they can be distracted as normal with the base Performance ability. Pied Piper: You can specify only a given sort of audience you wish to attract, such as “cockroaches”, “handsome men” or “stockbrokers”. Creatures not of the specified audience are not compelled to follow you, although a few might anyway. |
|
→ | 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: When this ability is equipped it cannot be unequipped again until the beginning of the next game day. |
++++
++++ Details |
Pilot | I'm the Driver, Man: When you are steering a vehicle of any kind (such as a boat from the Boat ability tree) you can move the vehicle once per round without having to spend any actions of your own (or your crew's, if applicable). A vehicle cannot move more than twice per round. | ||
---|---|---|---|
→ | 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: Damage done to a vehicle you are driving never strikes you or any of the other passengers in the vehicle (under normal circumstances, attacks against a vehicle whose trigger die is 7+ also damage one of the vehicle's passengers of the driver's choice- or three passengers if damaged by an Area-type attack). Launchpad McQuack: When your vehicle smashes into things or gets smashed into by other vehicles, you and every other passenger take no damage (although the vehicle still does). If the vehicle is destroyed/crashed/sunk, everybody automatically gets free without the normal chance to be caught in the wreckage. |
|
→ | 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 “sprint” like a creature can. This increases the vehicle's movement speed by one step on the 1→ 2→ 5→ 10→ 20→ 50→ 100→ etc scale for that single movement action. After sprinting your vehicle, roll a trigger die. If the result is 1-6, the vehicle immediately loses 1 point of Endurance. | |
→ | 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's seat (or whatever) as a free action. Get In, Loser: You may freely pick up any willing allies with your vehicle simply by moving through any space adjacent to them. They end up riding on the vehicle with no further actions required of either you or them. |
|
→ | 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. |
++++
++++ Details |
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: You are constantly surrounded with a toxic aura that poisons everything near you. At the beginning of each of your turns the Poisoned condition is automatically applied to every creature adjacent to your position (both friends and foes). | |
→ | 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/Vitality, +1/3 Escalation) to that creature. You can do this an unlimited number of times per round. | |
→ | Paracelsus | Internal Alchemies: The only difference between a medicine and a poison is the dosage, and you can metabolize one into the other. When you gain the Poisoned or Contagion conditions, you restore all lost Endurance immediately afterwards (up to once per round, resetting at the beginning of your turn). If you are immune to or already are suffering from the Poisoned/Contagion conditions for whatever reason, then you restore just one point of Endurance instead of all of it every time you would otherwise have been poisoned. | |
→ | Poison Food | Feast of Corruption: You can poison any food, drink or similar. If any creature consumes the tainted material, they are subject to an assassination a short time afterwards (anywhere from the next round to a minute or so, depending on what's dramatically appropriate.) Effects that protect a subject from the Poisoned condition such as using a Heal ability upgraded with Antitoxin or equipping a Poison Immunity ability from the Grit tree also protect them from assassination in this manner, but nothing else does. You do not need to be present or even conscious/alive to assassinate creatures in this way. Assassination Rules: This assassination-by-food is subject to the normal level-based assassination rules; if the target subject is higher-level than you, they do not die and instead merely gain the Poisoned condition. Unlike with weapon assassinations, the target does not need to be in the Clueless state to be assassinated in this way. If you also have the Tranquilizers ability from this tree then you can choose to lace food with knockout drugs instead of deadly poisons if you want. |
|
→ | Targeted Toxin | Special For You: Through clever silverware-switching, portion sizing, chemical engineering or some other trickery you can poison only targets you want to be poisoned through the use of Poison Food (for example, you can poison only Lord Toastwanker and not his wife even if they eat off each others' plates, or poison all the goblins and not yourself even if they make you taste it in front of them first). | |
→ | 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: When an ally attacks with a weapon you poisoned for them and gets a 1-2 on the trigger die, the poison is removed immediately afterwards. You may re-poison the weapon if desired. All poisoned weapons lose their potency at the end of the current conflict (or after a few minutes when used outside of battle). |
|
→ | 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: Any killing blow you make with a poisoned weapon or with an applied Poisoned condition can knock a target out instead of ending their life at your discretion, not just assassination strikes. Creatures that lose Vitality to any source before the final strike don't get it back after waking up, only the Vitality they would have lost in the finishing blow. | |
→ | 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. |
++++
++++ Details |
Polearm | Range: Polearm attacks can be used against any target within 2-5 meters of your position, but not against creatures within 1 meter. Circumstances of Failure: Some common circumstances that have failure chances for polearm weapon attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents attacks from being used at all. -Polearms are totally unsuited for use in a grapple and cannot be used agauinst a subject that has inflicted the grabbed condition to you. Harpoon: Polearms are easily adapted to underwater use and have no special failure chance or awkwardness when used in such environments. Backstab: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Assassination: When you attack a creature of your own level or lower that is in the Clueless state with a martial weapon ability, it instantly dies. Creatures that are higher-level than you are immune to assassination and your attack is resolved normally against them. Assassination strikes can fail just like normal strikes (due to concealment, size differences, etc). |
||
---|---|---|---|
→ | Choke Up | Close-Quarters: You can expertly shift your grip position on your polearm to use it at close range as needed on the fly. You can use your polearm to attack targets within 1 meter with no penalty. Grapple-Ready: You can use the polearm against a creature that has grabbed you with a failure chance of 6. |
|
→ | 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: You deal +2 damage with all interception attacks made with this weapon. If the target of your interception was sprinting at the time you intercepted them, the attack automatically critically hits. | |
→ | 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's normal range, then they are considered a valid target for a Skewer attack. Secondary targets are struck with the same damage and trigger die result as the primary target was. | |
→ | 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. |
++++
++++ Details |
Polycephaly | Fractured Body: You have two heads, making you actually two creatures sharing a single body instead of a single creature. Your Vitality/Endurance/Flow are split as evenly as possible between your two selves, and each can be targeted, harmed and healed independently of the other. All Area-type attacks or other attacks that are capable of hitting multiple targets treat you as one single creature instead of two (the attacker chooses which head takes the hit, as usual). If one of your selves dies but the other survives, the dead twin can be revived at any later point by any means that restores lost Vitality. Applying a condition to one of your selves doesn't apply it to both, and each self makes their own recovery checks each round just like two separate creatures. Dormancy: Players with the Polycephaly ability only split their health pool in half while the ability is equipped. When the ability is not equipped, the second half is assumed to be present but dormant. If you've already lost one or more points of Vitality when equipping the Polycephaly ability, split your remaining Vitality as evenly as possible. Now, The Benefit Part: A second head means faster processing and more actions. You may take three actions per round instead of the normal two. Neither of your halves may take more than two actions in any given round, and you may not take more than two movement actions total. If either self dies, the remaining one can take only two actions per turn as usual. Both selves have access to your full loadout, combat statistics and Supply pool. |
||
---|---|---|---|
→ | Calcobrina | Split: You can physically separate your different selves as an action. While split, each self can be in different locations at once. If your selves get more than 20 meters apart, they immediately start losing Endurance/Vitality each round equal to a damaging condition (1 +1/3 Escalation). Your constituent selves are all one size category smaller than you normally are. Split selves must all make their own movement actions to get around. And Merge: When your constituent selves are all adjacent to each other, you can choose to merge again as another action. |
|
→ | Cerberus | What's Better Than Two Heads: You have three heads instead of two. Your Endurance/Vitality/Flow is split three ways as evenly as possible instead of two ways, but you can take four actions per round instead of three. No single head can take more than two actions as usual, and you still cannot take more than two movement actions total. Area effects hit all three of your heads simultaneously. | |
→ | Chimera | Every One Different: Your heads are very different from each other (mentally, physically or both), allowing each to equip a slightly different loadout. For every three levels you have, one slot in your loadout is a “flex” slot. Each of your heads can put a different ability that you know into flex slots, effectively increasing your loadout limit. Abilities in the Polycephaly tree cannot be flexed; all your heads must keep them equipped at all times. Note that no single head can take more than two actions in a round, so (for example) if only one head has a Flamethrower attack equipped you can't burninate everybody more than twice per round. | |
→ | 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: At the beginning of your turn, one of your selves can take any amount of Vitality and/or Endurance from the other. This doesn't cost an action, and can even be done if one head has been killed (thus bringing it back to life). | |
→ | Kuato | Hidden Mastermind: Your heads are very talented at coordinating, or maybe one of them is simply incredibly protective of the other. When you are targeted with any attack, you choose which head takes the blow instead of the attacker choosing. Multi-target attacks still hit all your heads as normal. | |
→ | 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: You're always feverishly calculating and processing the world around you with whichever head's not active at the moment, helping you set up all sorts of contingency plans even if you're not entirely sure what they are. At the beginning of each round in which one of your heads has been killed/defeated, roll a trigger die. If the result is 7+, you may take three (or four, if you've also got Cerberus equipped) actions that round as normal despite your temporarily reduced number of heads. |
++++
++++ Details |
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't Wear It Out: If you roll a 1-3 when using a Poppet attack, your needles irreparably damaged the doll you were using and it is destroyed. You cannot continue using Poppet to attack until you create a new doll to represent your target. You can recycle the personalized component related to the target when making a new doll- no need to go steal another sock or whatever. No Backshots: Unlike most other projectile-type attacks, Poppet attacks deal no extra damage when made from a position where your target cannot see you. Doll Limits: You can only have one doll prepared at a time. Making a new one means harmlessly destroying the old one first. Dolls freely last from session to session, however. Returned Knowledge: The sympathetic magic of poppets isn't always one-way. If the trigger die rolled for a Poppet attack is equal to or less than the total Escalation of the current conflict, the victim of the attack knows exactly where the attacker is (if they didn't before). |
||
---|---|---|---|
→ | 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't count as damage you took. If you have the Doll Collector ability equipped, Dollface only passes damage to the creature represented by the doll that is currently your primary focus. | |
→ | 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: You can whip up a new doll as a single action instead of requiring a few minutes of work. | |
→ | Meleager | Lifetaker: You can choose to automatically get a trigger die result of 12 on your next Poppet attack, but doing so automatically destroys the doll you were using. You must decide to use Meleager before actually rolling the trigger die. | |
→ | 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're in range. |
|
→ | Puppeteer | I'll Make You Move: When the trigger die result is a 10+, you can force the target to make a movement to a location you specify. This movement happens immediately after your attack and does not cost the target an action- their body is moving of its own accord. You must be able to directly observe a target location in order to compel your victim to move there. The victim can only move as far as it could by spending one action under normal circumstances: distance is limited by their movement speed and any impairments they might currently be suffering from, and if they have the Immobilized condition they cannot be moved at all with this ability. You cannot force a target to sprint with this free movement, but you can freely move them into danger such as off cliffs. | |
→ | 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: By speaking softly to your doll, you can make the creature it represents hear your voice in its head. The target creature has no way of responding to your whispers. Using a doll in this way doesn't damage it and can't destroy it. Black Wind: Whispers works at unlimited range. |
++++
++++ Details |
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: You ignore the failure chance for attacks against targets with partial concealment within 10 meters and ignore total concealment against adjacent targets. | |
→ | 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's defenses. |
|
→ | Point Blank | In Your Face: When using any projectile attack against a target that is within 1/10th of the projectile's total effective range, you deal +2 damage. For example, Firearm attacks have an effective range of 50 without any abnormal failure chances, so Point Blank is effective at ranges of up to 5 meters. | |
→ | 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. |
++++
++++ Details |
Psychonaut | Setting-Specific: The Psychonaut ability is specific to the Black Horizon campaign setting and unavailable outside of it. Dreamwalker: You can enter the Manifest in your dreams any time you fall asleep and stay there as long as you like. When you wake up, you will remember your experience and anything you learned. You have no special protections from the dangers of the Manifest, only the ability to enter it. You can choose to wake up any time except for when you are in immediate danger. Being woken up by something else immediately removes you from the Manifest as normal. Controlled Narcolepsy: You can instantly fall asleep any time you want as an action. Possession: This ability functions differently for creatures native to the Manifest, since they have no physical bodies. A Manifest native creature with the Psychonaut ability can instead use it to consume the essence of a slain creature from the physical world and possess their body, thus allowing limited “travel” in the reverse direction. |
||
---|---|---|---|
→ | 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 natives that use this ability simply temporarily dissolve their bodies and meld with the background dream-stuff of the Manifest. This makes them completely invincible but also oblivious until such time as they make another body for themselves as an action. |
|
→ | 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's consciousness to the Manifest as an action by touching them without actually falling asleep or entering the Manifest yourself. The sleeper's consciousness remains in the Manifest until they wake up (either naturally or by being shaken awake or whatever). | |
→ | 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: If any other creature in your presence uses Manifest Travel to transport themselves to a new place, you can choose to come along for the ride whether you were invited or not. |
++++
++++ Details |
Quake | Slam The Earth: Quake attacks hit every target within 2 meters of your position. Ground-Focused: Creatures that aren't in physical contact with the earth (or the same solid object as you are) are immune to Quake attacks. You cannot use Quake if you are not personally in contact with a solid surface to stomp on. Quake also cannot be used underwater, as the shockwave is quickly absorbed and diffused. Unsteady Ground: When the trigger die is 10+, all struck targets gain the Prone condition. Targets large enough to occupy more than one space are not knocked prone unless all the spaces they occupy are inside the area of effect. Failproof: Like most area attacks, Quake ignores all failure chance from concealment and size differences. Unlike many other effects, Quake also ignores cover (including total cover). Supply-Driven: When the trigger die is 1-6, using the attack consumes one point of Supply. If you have no Supply remaining, you cannot use the ability. |
||
---|---|---|---|
→ | 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: The Quake disrupts and collapses any earthen (or similar substance) structure inside of its area of effect, such as sandcastles or tunnels dug through the use of the Burrow tree. Jump Clear: The destruction wrought by your Collapse-enhanced attacks happens at the end of your side's phase, not immediately after you do it. This gives you time to move out of the way and potentially avoid any negative consequences of your destruction such as falling into newly-created pits or being buried in an avalanche. Bring Down The House: If you also have the Door Kicker or Bend Bars Lift Gates abilities from the Strength tree equipped, your quake attacks destroy all applicable structures of comparable materials. For example, you can punch holes in wooden floors by stomping on them if you have Door Kicker equipped, or concrete floors with Bend Bars Lift Gates. |
|
→ | 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're grabbing/riding them). | |
→ | 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: Every space affected by the attack 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. | |
→ | Shockwave | Newton's Third: Targets struck by the attack are lifted a short distance into the air. Lifted targets will fall back down on the ground at the beginning of their next turn. If they are hit with any attacks while floating in this time they are knocked back from the attacker a distance equal to half the damage taken and hit the ground immediately afterwards. Attacks and effects that already knock targets back (such as Bludgeon or Explosive abilities with the appropriate upgrades) knock lifted targets twice as far as normal. Immunity: Any creature large enough that you couldn't knock them prone with the attack also cannot be lifted by Shockwave. Having the Spacer ability equipped makes a creature completely immune to the blowback effect- such targets are already well-accustomed to dealing with effective weightlessness. Rising Energy: Floating targets (whether from being hit by a Shockwave or hovering via the Hover ability in the Acrobatics tree) are no longer immune to your Quake Stomp attacks. Anything more than a short distance up off the ground is still immune as normal, though. |
++++
++++ Details |
Rowdy | Grapple: As an action, you can attempt to grab a target within 1 meter that doesn't want to be grabbed. Roll a trigger die- if it is 7+, you inflict the Grabbed condition on them. If not, you didn't manage to get a grip. Your odds of success are not affected by the relative size of the target; Rowdy can be used to snatch a mouse or cling to the back of a dragon with equal ease. Shove: As an action, push a target within one meter of you one meter directly away. You can freely shove them off cliffs/into danger in this manner. In order to shove a target, you must be capable of carrying the subject- unless you've invested in the Strength tree, this means that you are normally restricted to shoving only creatures of your own size or smaller. Trip: As an action, you can attempt to trip a creature within 1 meter. Roll a trigger die- if the result is 7+, you inflict the Prone condition on them. Tripping subjects is subject to the same size restrictions as shoving them. |
||
---|---|---|---|
→ | 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's space in order to shove them gives an impairment to your movement for that space. | |
→ | 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's own momentum against them. You act as if you are one size larger than you actually are for purposes of carrying the weight of creatures that you have inflicted the Grabbed condition to. In addition to making grabbed targets easier to move around, this ability also has obvious synergy with the Fastball Special ability from the Throwing tree or the Body Work ability from the Improvised tree. Your strength is not increased when carrying inanimate objects or unconscious creatures. | |
→ | 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/spit/excrete/otherwise propel some kind of material into a target's eyes. A target must be facing towards you and be within 5 meters of your position in order for you to use Pocket Sand on them. Targets within 1-2 meters gain the Blind condition, and targets within 3-5 meters gain the Bleary condition. | |
→ | 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't cost an additional action, it simply happens for free after you move. | |
→ | 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. |
++++
++++ 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's good. If it's 1-4, then the raised subject has been marked or changed in some way by being wrenched back to the world of the living (mentally, physically, or otherwise). The GM decides how, and might or might not tell you. |
|
→ | 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: You can temporarily reverse the effects of healing for any creature within 5 meters as an action. Until the beginning of your next turn, every time the subject would regain Endurance by any means or for any reason, they lose an equivalent amount of Endurance instead of regaining it. Subjects cannot lose Vitality from this effect, only Endurance. Effects that restore all Endurance (such as Heal) cause the subject to lose it all instead. | |
→ | 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/cost with every weapon attack you make. |
++++
++++ Details |
Shapeshift | Skin-Changer: You have an alternate form. Designate a loadout for your alternate form comprised of abilities that you know (write it down on the back of your character sheet, maybe). Your alternate form's loadout cannot include Shapeshift but can include any other ability you've learned that you like, and you can add a new ability to it every time you level up. Whenever you have Shapeshift equipped, you can change your form (and thus change your loadout to the designated loadout) as an action. Changing your loadout via Shapeshift doesn't cost any Supply. Familiar Form: Your alternate form can look like anything that makes sense in your campaign world, but it still looks pretty much like you and anybody that knows what you look like in your regular form can recognize you in your alternate one too. Shapeshift Upgrades: Because your alternate form cannot include the Shapeshift ability or any of its upgrades, shapeshifting by necessity unequips all of them. The benefits of Shapeshift upgrade abilities are bestowed on you if you have them equipped at the moment you shapeshift, not before. Reversion: You can return to the loadout you had before shapeshifting as an action, which also returns you to your normal form. Changing your loadout the normal way also causes you to revert, regardless of which abilities you choose to equip after changing. Reversion happens automatically after a few minutes, or immediately if you are killed or fall unconscious while in your alternate form. Once you revert, you cannot use Shapeshift to change again for a few minutes (or until the end of the current conflict, if any). |
||
---|---|---|---|
→ | 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/are killed. You can stay in your alternate form for as long as you like. | |
→ | 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'm Always Angry: Shapeshifting is instinctual for you and can happen instantly. Changing your form no longer costs an action and can be done at any time, even when it's not your turn or as a preemptive reaction to events in the game world just like changing your loadout the normal way. Sun's Going Down: You can also revert to your pre-change loadout any time for free. You still can't change again after reverting until a few minutes pass as normal. |
|
→ | Rally | Self-Heal: The act of shapeshifting restores all lost Endurance to you. | |
→ | 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: Your alternate form can be of a different size category than you are. If Resize is equipped when you shapeshift, you change to the new size and remain in it until you change your loadout again and revert to your true size as well as shape. Your new size is always the same when you shapeshift and cannot be more than 1 category different from your regular size per 5 levels you have. | |
→ | 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: When you shapeshift, all of your combat values (Melee, Projectile, and Area) are temporarily increased by +1 per 3 levels that you have. RAAAAAGGHH: Shapeshifting with Saiyan active costs 1 Supply. Every round at the beginning of your turn after shapeshifting, you must either spend 1 Supply or lose the benefits of Saiyan. Once you lose the benefits of Saiyan, you can't get them back unless/until you shapeshift again. |
++++
++++ 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, Shout and Boomstick weapons. In the case of explosives and blizzards, the center of the area of effect must be within your visual arc radius instead of the attacker themselves. | |
→ | 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: When an adjacent enemy inside your visual arc attacks you with any weapon, you may shove them back one meter immediately after their attack is resolved as a free action. In order to shove a target, you must be capable of carrying the subject- unless you have the Strength ability, this means that you are normally restricted to shoving only creatures of your own size or smaller. Third Law: If the attack that triggered the pushback was successfully blocked by your shield, they are pushed back two meters instead of one. |
|
→ | 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: Every time you block an incoming projectile attack with your shield, you may roll a trigger die. If the result is a 7+, you may redirect that projectile to hit any other target you choose that is inside your visual arc and within 5 meters of your position. | |
→ | 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: After taking an action to go on the defensive as normal, you may take a second action to hunker down and completely cover yourself. After going completely on the defensive in this manner your shield applies a failure chance to attacks from every direction, not just the ones in front of you. |
++++
++++ 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: Other than their inability to work when choking or in space, shouts do not suffer a fail chance from any of the normal circumstances that affect melee or projectile attacks such as size differences, concealment or similar. Loud: Shouts create a lot of noise and draw a tremendous amount of attention from any creatures in the general area. |
||
---|---|---|---|
→ | 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's area of effect is moved 2 meters into the area of effect. Creatures already in the area of effect are moved 2 meters closer to your position. Creatures that hit a solid barrier (such as a wall or another creature) stop moving. Creatures that are large enough that part of their body lies outside of the area of effect plus 2 meters are not moved. You are not moved personally, but creatures right beside you are. | |
→ | 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: Shouting no longer has a chance to consume any Supply, and you may do so even if you have no Supply remaining. Every time you shout, you lose one point of Endurance instead (or Vitality if you have no Endurance remaining). |
|
→ | 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's target area during the enemy phase. Doing so attacks all targets in the target area as usual and also completely cancels the triggering effect. You can only use Turbulence in response to a projectile or thrown effect crossing the target area, and cannot change your facing in order to change the active target area. Exceptions: Beam, Glare, Lightning and Poppet attacks are unaffected by Turbulence, as none create a physical projectile. Conservation of Actions: Every time you use Turbulence, you gain one fewer action on the next round. You may perform Turbulence a maximum of twice per round. |
|
→ | Wind Tunnel | Redirection: When you use Turbulence to cancel a projectile or thrown effect, you have such exacting control that you can redirect the effect to any location within 10 meters inside your visual arc of your choice. The original attacker's combat strength and trigger die result (if applicable) are still used. |
++++
++++ Details |
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't require you to squeeze down, you just do it. | ||
---|---|---|---|
→ | Artful Dodger | Can't Stop Me: You may freely move through (but not stop inside) any occupied spaces, including enemy spaces. | |
→ | 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't Hold Me: You can use an action to escape from the stomach of a creature that has swallowed you whole via the Devour ability. You appear in any space adjacent to the devourer you want. But How? You may also use an action to escape from similar circumstances to being swallowed whole, such as sealed inside a coffin or buried in cement. |
|
→ | Scuttle | Woop Woop Woop: When you use an action to either throw off a Grabbed/Stuck/Wrapped condition or use Lemmiwinks to escape from an impossible situation, you may immediately make a movement action for free. | |
→ | 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't Mind Me: You are skilled at not getting in your allies' way. Enemies never gain cover (partial or full) from having you in between them and an attacker. | |
→ | 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: You can occupy space and pass through gaps as if you were one size smaller than you actually are. While squeezing yourself down, you take an impairment to movement and take +2 damage from all attacks. Level-Enhanced: For every five levels you have, you can squeeze through spaces as if you were one size smaller than before. For example, at level 10 you can fit through spaces as if you were two sizes smaller, and at level 15 you can fit through spaces as if you were three sizes smaller. |
|
→ | 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: You no longer take an impairment to movement or additional damage from attacks while squeezing. |
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. |
---|
++++
++++ Details |
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 “monstrous” means in the context of your campaign. |
||
---|---|---|---|
→ | Crusade | Drive It From This World: All allies within 2 meters of your position that can clearly see/hear/otherwise sense you also deal +2 damage with all attacks against monsters as you shout out encouragement and lead by example. | |
→ | Detect Evil | Monster Sense: As an action, you can tell if any creature you can see/otherwise sense is actually a monster in disguise. You cannot be fooled by any means. This ability does not reveal anything about the moral character of normal people or creatures. Glamdring: You can also use Detect Evil more generally to know if there is currently a monster within 20 meters of your position. If yes, you still don't know exactly where it is but you totally know it's out there. |
|
→ | Elder Sign | Wards: Your studies of monster lore let you know what they fear and hate. By spending a few hours inscribing symbols, burning incense, chanting prayers or whatever else is appropriate you can ward an area of up to a few rooms in size. Monsters cannot enter your warded area for 24 hours afterwards. You can maintain your wards on an area once you've set them up with a quick ritual taking only a few minutes (extending the protection for another 24 hours every time you do so), but can only have one warded area at a time. Non-monster creatures (including those who wish you direct harm) are unaffected by Elder Sign. | |
→ | 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/Lichdom from the Necromancy tree, Hidden Reconstitution from the Darkseeker tree, or any other similar abilities) cannot function, nor do any other effects or circumstances that might cause you to normally see the slain enemy again in the future. | |
→ | 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” doesn't work) but you don't actually need to know an individual's name to know they're counting on you (so “that scared little boy over there” totally works). If Zeal restores Vitality beyond your level, excess is turned into Endurance (or Flow). You cannot use Zeal to survive death in situations where monsters are not involved at least tangentially. Zeal can be used to cheat death a maximum of once per session. |
++++
++++ Details |
Smoke | Screening: You may toss a smoke bomb into any space within throwing range (0-10 meters). The targeted space and all other spaces within 2 meters gain complete concealment, and all other spaces within 5 meters become one step more concealed than before (no concealment becomes partial concealment, partial concealment becomes total concealment). The smoke dissipates at the beginning of your next turn. Opaque: Concealment created by smoke cannot be seen through the way that concealment created from darkness can. If a creature is on the opposite side of a smoke-filled space with complete concealment, then they have complete concealment relative to you even if their actual position is outside the smoke entirely. If a creature is inside the smoke, they treat all spaces as having the same amount of concealment as they have themselves. Air-Circulated: Smoke doesn't spread or have any effect in water. Supply-Driven: Roll a trigger die when you toss a smoke bomb. If the result is 1-3, you lose one Supply. You cannot use the Smoke ability if you have no Supply remaining. |
||
---|---|---|---|
→ | 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: A disoriented creature can stop moving before going the full number of spaces they are allowed, just like a normal movement (and if they hit an obstacle, they will have to). Every time a disoriented creature takes a move, they randomly determine the direction again. Moves made as part of a special ability (such as Dodge or Bodyguard from the Mobility tree) are also made in a random direction just like normal moves. Direction-Keeping: If a creature starts their turn inside the part of the smoke that only grants partial concealment, they roll a trigger die. If the result is 7+, they are not disoriented that round. Creatures in the center of the smoke where it grants complete concealment are always disoriented. Once a creature becomes disoriented, they remain so until they leave the smoke. Disorientation Defense: Creatures with the Pathfinder ability from the Survival tree are completely immune to disorientation. Creatures with the Tremorsense ability from the Burrow tree are immune so long as they remain in contact with the earth. |
|
→ | 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: You can still choose for a smoke bomb to last the normal short time when you have this ability equipped if desired. |
|
→ | Noxious Smoke | Asphyxiation: The smoke is rough on the lungs of those who breathe it. Any creature that starts their turn inside the area of the smoke gains the Choking condition. | |
→ | 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: You can alter the cosmetic properties of the smoke produced such as its color. Smoke created with the ability is visible from a long way away- several kilometers at least. | |
→ | 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, or Blind if standing in an area of complete concealment. | |
→ | Wide Cloud | Billowing Veil: The smoke's area of effect is increased to five meters for complete concealment and ten meters for partial. |
++++
++++ 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' worth of stored momentum. Long-distance journeying works in the same way, only with momentum measured in regions per day instead of hexes per round. A spaceship needs to be crewed to start or alter its momentum, but will coast all by itself. Fuel Costs: Spacecraft 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, except for days in which you did nothing but coast along with stored momentum. Breach: A spacecraft is by necessity a tightly-sealed highly pressurized environment equipped with some sort of life support system that recycles breathable air for its inhabitants. Enough damage to breach its hull is a huge problem. Every time the spacecraft is the subject of a critical hit from an attack, it gains one “Breach Point”. If a spacecraft's breach points ever exceed its current Vitality, it springs a leak and loses all its air, making its interior into vacuum (and causing all associated effects of vacuum to befall its hapless inhabitants). Accumulated breach points can be removed by spending a point of Supply and a few minutes work, or all go away automatically at the end of a session. Noiseless: There is no noise in space. Moving a spacecraft doesn't draw any unusual amount of attention. Note that there is also not a lot of cover to be had in space, so spacecraft are rarely stealthy anyway. Space Smash: Because they are capable of being accelerated to extremely high speeds, the damage dealt by smashing a spacecraft into something in space is variable. For every 10 meters per round a spacecraft was moving when it crashed, it and whatever it crashes into takes damage equal to the current Escalation (maximum 10 times current Escalation). If this damage is enough to destroy the spacecraft, it explodes on impact and deals double normal damage to whatever it hits instead. |
||
---|---|---|---|
→ | 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's interior. It takes a minute to pass completely through an airlock in either direction. Docking Bay: Two spacecraft that both have the Airlock upgrade can dock directly together, allowing creatures to pass between them freely. This takes a few minutes to do and can only happen if both spacecraft are willing (or one of them is disabled). |
|
→ | Lander | Planetfall: The spacecraft can land and take off from the surfaces of planets with atmospheres. This is a straight-down, straight-up kind of operation- if you're interested in flying your spacecraft around then you should invest in Hot Swap from the Starbuck tree along with your choice of Aircraft abilities. Escape Velocity: Entering or escaping from a planet's gravity well is serious business. It takes a whole day just to come down or fly up, and flying up costs 2 points of Supply on top of any normal fuel costs. |
|
→ | 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, creatures are helpless and oblivious to the world around them but do not age or require food, water or air (handy for long voyages through the void, as this greatly reduces the amount of food that gets consumed). Hibernation takes about an hour to either enter or leave, and the ship can be set to automatically end the hibernation process at a specified time, upon arrival at a specified location, or in response to specified situations (such as a hull breach). | |
→ | 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: The spacecraft is capable of incredible speeds, allowing it to add up to 50 meters of acceleration per movement. Gonna Need A Nibbler: Fuel costs are doubled: test a Fuel item twice per day or spend 2 Supply when Full Burn is used. |
|
→ | 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. |
++++
++++ Details |
Spacer | Precision Pushoff: When you push off a solid surface in a zero-gravity environment, you always travel in precisely the direction you please and no longer have a chance of going askew. (Normally you roll a trigger die when pushing off of a solid surface in 0-G: 1-2 and you travel at an angle one hex's deviation to the left, 3-4 and it's one hex's deviation to the right.) The Spacer ability only removes the possibility of pushoff mishaps; once you start floating in a given direction you still can't stop until you run into/grab another solid object that can arrest your movement. | ||
---|---|---|---|
→ | 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: By spending an action, you can orient yourself to any large solid object in zero gravity and act as if you had normal gravity in relation to that object (perhaps through magnetic boots, technobabble science-wizardry or some other kind of trickery). This allows you to stand, run and otherwise act normally on the surface of whatever you're standing on without any unusual impairments. You are always generally perpendicular to the surface of whatever object you are on, which means your orientation might change drastically from the point of view of an observer watching you run around the outside surface of a huge sphere. Liftoff: You can un-stick yourself from a surface in order to float around normally by spending another action. |
|
→ | Propulsion | Self-Propelled: You no longer need a solid surface to push off of in order to accelerate yourself, and can even do so in mid-flight in any direction. | |
→ | 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: You take advantage of the frictionless environment to attain breathtaking speeds. Your base movement rate is increased by two steps on the 1→ 2→ 5→ 10→ 20→ 100→ etc scale for purposes of accelerating yourself through zero-gravity environments. Other forms of movement, including walking via use of the Personal Gravity upgrade, are unaffected. | |
→ | Stabilized | No Vulnerability: You are completely comfortable in zero-gravity environments and no longer take +2 damage while in them. No Spinout: You never spin out of control when using attacks in zero gravity. |
|
→ | Vacuum-Proof | Spacewalker: Exposure to vacuum no longer removes 1 point of Vitality from you per round. Vacuum is still an airless environment and imposes an unrecoverable Choking condition to you as long as you're in it as normal. | |
→ | 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: Your maximum Vitality is never reduced from long-term exposure to zero-gravity conditions. You no longer need to check for this at all so long as you had this ability equipped for the full day prior. |
Weakness: Spaceborn | Gravitationally Challenged: You're perfectly adapted for zero-gravity environments, making gravity (such as that found on a planet's surface) utterly crippling to you. You have two impairments to movement speed and take +2 damage from all attacks when in an environment with gravity. |
---|
++++
++++ Details |
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, and engage in conversation, but anything else might or might not work. All weapon ability effects (any ability that has (Melee), (Projectile) or (Area) after its name is a weapon) have a failure chance of 6 when used by you or against you. All other abilities (including offensively-focused trees that are not actually weapons, such as Rowdy) work normally for and against you. Ghost On Ghost: Another spectre exists on the same level as you, and thus can combat you normally (and vice versa). Weapon attacks function normally against other creatures that also have the Spectre ability equipped, and theirs function normally against you. Dormancy: You can choose to enter a dormant state any time you are alone and peaceful. When dormant you are completely invisible, intangible, undetectable and invincible. You are unaware of the world around you while dormant, but will automatically wake up and become active again when another creature comes within 10 meters of your resting place. |
||
---|---|---|---|
→ | 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: While using Phaseout, conditions have no effect on you and can be ignored. They are not removed, however, and you do not get your normal recovery attempt from active conditions at the end of your turn. The Grabbed condtion is an exception; if you move out of range of your grabber while phased out, the condition is removed automatically. Supply-Driven: Every time you choose to phase out for a round, roll a trigger die. If the result is 1-6, then doing so costs 1 point of Supply. You cannot phase out if you have no Supply remaining. |
|
→ | 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: You are talented at interacting with the physical world. You may take one action per round that ignores the normal failure chance imposed by the Spectre ability. Any further actions during the same round take the normal failure chance as standard. | |
→ | 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's. You can choose to relinquish the possession any time you want, upon which point you will appear next to your former host. The host remembers nothing of the experience. |
|
→ | Body Thief | Souljacker: You can possess the body of a creature that is in the Clueless state, even if they're awake. | |
→ | 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's normally driving it and makes you the new pilot, but does not reduce any crew requirements the vehicle normally has (and thus probably prevents you from simply driving off a huge ocean liner all by yourself, as the normal crew is unlikely to be cooperative). |
|
→ | 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, this becomes total concealment. Alternately, you can spend a second action to grant yourself total concealment until the beginning of your next turn regardless of the concealment status of your environment. | |
→ | Withering Aura | Sap Vitality: Any creatures that end their turn within 1 meter of you immediately gain the Fatigue condition. |
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. |
---|
++++
++++ Details |
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, however. Slampaler: If you ever run into anybody at speed while having Spikes equipped (such as from falling on them from a height or being thrown at them) you attack them automatically with this weapon. No Backstab Bonus: Unlike many other forms of melee attack, Spikes give no bonus damage when attacking a creature that cannot see you. |
||
---|---|---|---|
→ | 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: You may use your spikes to attack a single target as an action on demand, instead of only being able to attack with them reactively. | |
→ | 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+. |
++++
++++ Details |
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: The crew-reducing effects of Starbuck increase with higher level. Affected vehicles are treated as one size smaller than they actually are for crew purposes for every five levels the Starbuck has. |
||
---|---|---|---|
→ | 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's Hold: When carrying a load that does not exceed its usual limit, you can store it in a way that hides it completely from all but the most determined inspectors. Effects that reveal secret doors or hidden spaces might still find your secrets, but nothing else will. |
|
→ | Dealership | Cut-Rate: You may purchase a vehicle chassis as if it were one size smaller than it actually is for purposes of determining Supply cost. This discount increases to two effective sizes smaller if you are level 15 or higher. All vehicle chassis cost a minimum of 1 Supply. | |
→ | 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's operation for a day, roll a trigger die. On a result of 7+ that day didn't actually cost any Supply at all. Note that only vehicles with engine (natively or through upgrades) require fuel to begin with. | |
→ | 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: If you have abilities from more than one vehicle-granting tree (such as Boat and Wheels) then changing out abilities from one such tree also physically transforms the vehicle in question to make it act like the other type. For example, you can drive your car (Wheels) into a lake, switch out for Boat abilities instead, and keep on driving the car as a boat instead. |
|
→ | Hotwire | GTA: You can take temporary possession of an unattended vehicle that doesn't belong to you (it was created via abilities equipped to somebody else). The vehicle retains all upgrades from its tree (Boat, Aircraft, Wheels, etc) but does not retain any abilities equipped to it via the Mechanic tree. Unfamiliar Controls: Roll a trigger die once per game day that you use your stolen vehicle (minimum once). You must spend additional Supply that day if you roll a number equal to or lower than the total number of abilities included in the vehicle that you don't personally have equipped. For example, if you steal a rowboat (just the Boat root ability) and you don't have Boat equipped (because you don't know it, maybe) then you use Supply on your stolen boat when you roll a 1. If you steal a state of the art superyacht submarine that includes all 10 Boat abilities, you must spend supply when you roll a 10 or less instead. |
|
→ | 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's traveling speed in regions per day is increased by one step on the 1→ 2→ 5→ 10→ 20→ 50→ 100→ etc scale. | |
→ | 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's notice. |
++++
++++ Details |
Steadfast | Fearless: You are immune to the Fear condition. If you already had the Fear condition on you, equipping this ability removes it instantly. | ||
---|---|---|---|
→ | 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: When you roll to throw off a condition at the end of your turn but fail to do so, you can choose to spend a point of Supply to throw it off anyway. | |
→ | 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: You may take an action to completely restore all lost Flow. | |
→ | 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. |
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/obtain food/etc, but can be tricked by the simplest of ruses. |
---|
++++
++++ Details |
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't, then you choose whether to spend 1 Supply and remain unnoticed or just allow yourself to be seen. No matter how many observers there are or how many stealthy things you do, you only roll a maximum of once per round this way. Hide In Shadows: When in an area of partial concealment (dim light, partial fog, etc), you may instead treat it as full concealment. If another creature looks at your location, they might see you if you failed your stealth check. Taking any actions while hiding gives you away automatically. You can't hide if somebody is directly observing you when you do it. Sneak: When you move, you can choose to sneak. Sneaking gives you an impairment to movement speed, but potentially hides your presence. Normally when you move through a space or spaces within standard detection distance (10 meters or the same room, whichever is less) of a creature, they hear you moving and know your general location. If you instead sneak through, you get through unheard if you pass the stealth check. Sneaking requires you to use unnatural movements and select optimal paths, making it impossible to both hide and sneak at the same time. |
||
---|---|---|---|
→ | 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, such as “tundra” or “deep forest.” As long as you are in the selected environment, you can hide anywhere, not just places with partial concealment. Your camouflage ceases functioning as soon as you enter a new environment or the situation changes. For example, a creature with forest camouflage gains no benefit from it if they enter a forest meadow, even if the forest is close-by. | |
→ | Invisibility | Chameleon: You can hide in areas with no concealment no matter the terrain. High-Powered: Invisibility is potent stuff that's easy to screw up. Stealth checks made when relying on Invisibility require a 7+ to succeed instead of a 5+. |
|
→ | 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: You can hide from a creature even when they are directly observing you. | |
→ | 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: During the enemy phase you may use any equipped weapon to instantly attack any creature that doesn't know where you are when they take a movement action. This attack is resolved as an instant interrupt to the target's movement and can be done at any point along the target's route that you want. Every time you do this, you get one less action on your next turn. You can do this a maximum of twice per turn. | |
→ | Traceless | No Trail: You leave no tracks, scent or other signs of your passing. You cannot be tracked. |
++++
++++ Details |
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: While in berserk mode, you are completely immune to the Fear and Charmed conditions. If these conditions were in place on you before, entering berserk mode removes them instantly. Focused: While in berserk mode, you cannot perform any actions other than dealing damage to enemies in melee or moving into position to do so. |
|
→ | Rage Control | Smoother Berserking: You may enter berserk mode as a free action at any time you want, even when it's not your turn. Come Down Off It: You may end berserk mode prematurely by spending an action to calm yourself down. You must spend at least one full round in berserk mode before you can choose to calm down. |
|
→ | 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's Johnny: As an action, you can smash any door-sized or smaller object made of wood or another material of similar durability. This is mostly useful for knocking down locked doors, but could also be used in other circumstances to destroy inconvenient obstacles. Noisy: Smashing things makes a lot of noise and draws the attention of everything in the general vicinity. |
|
→ | Bend Bars, Lift Gates | Rampage: As Door Kicker, but you can also smash up objects made of tough materials like stone or metal. Smashing things still makes noise. | |
→ | 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: You carry weight as if you were one size category larger than you actually are. If you are human sized (category 5), this means you act as if category 6 instead (1 Bulk with no penalty, 5 Bulk maximum). | |
→ | 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't Going Nowhere: You can spend an action to firmly plant yourself in place. Until you voluntarily move from your chosen position, you become immune to the Prone condition and cannot be moved against your will by any means (including shoving, pulling, or being devoured). |
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. |
---|
++++
++++ Details |
Survival | Forager: You can spend a bit of time hunting for berries, catching fish, dumpster diving or whatever to produce a Rations item anywhere for free. You can get a Rations in this way a maximum of once per day. Variable Results: When traveling in an area that has a lot of life and/or resources (cities, forests, grasslands, etc) you always automatically succeed at getting a Rations item. When traveling in a more sparse environment that is lower on resources (such as deserts, tundra, the open ocean, etc) roll a trigger die every time you want to hunt- you get a Ration only when the result is 7+. When traveling in an entirely barren environment (the vacuum of space, perhaps) there is nothing to forage and this ability is useless. |
||
---|---|---|---|
→ | 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), you can immediately spend a Supply to negate it- you and the encounter simply pass by each other unnoticed. You must spend the Supply before any reaction checks are made. | |
→ | Endure Temperature | Goldilocks: You can comfortably travel in unusually hot or cold environments without any negative effect. | |
→ | Extreme Foraging | Not Picky: You can easily find food even where others couldn't. You treat sparse and low-resource environments (deserts, tundra, the open ocean, etc) as lush, resource rich environments for purposes of foraging and no longer need to roll a trigger die to successfully find Rations in such environments. Gastown Boy: If you also have the Refueler ability equipped, Extreme Foraging allows you to always successfully find fuel in lush environments and find it on a 7+ in sparse environments. |
|
→ | 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: If there is a powerful wind blowing, your ability to smell things is altered. You may only smell things within 2 meters downwind from your location, but out to 10 meters upwind of your location. You cannot smell things in water or that crossed a body of water. |
|
→ | 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/Fuel (or if you're already rolling a die to determine success, just use the results of that one.) When you get a 10+, you find two items that day instead of the normal one. Subsistence: You can choose to use your scavenging trigger die result as your result for consumption of a single ration/Fuel item if desired. For instance, when you roll a 5+ to scavenge you can also say that that 5+ applies to your Rations use for the day (and thus you don't consume it), but when you roll a 1-4 to scavenge you can decide to try again separately to see if you consume your Rations. |
|
→ | Weather Eye | Elemental Advantage: You can accurately predict the weather and even control it on a metagame level. If desired, roll a trigger die at the beginning of the day. If the result is 7+, you can define what sort of weather the local area will have for that day, so long as it is a fairly typical weather pattern (you can't make a deluge in the desert or summon up a hurricane, but you could cover a seaside town in fog or blanket the earth in snow during winter.) Even when you fail to define the weather in a given day, the GM will still tell you exactly what it will be ahead of time if you ask. Commitment: If you successfully use the Weather Eye ability to define the weather of an area, you cannot unequip it again until the next game day. NPC Difference: Creatures other than player-controlled adventurers with this ability cannot use it to control the weather, but still always know what's coming and will be prepared for it to the best of their abilities. |
Weakness: Animal | Beast: You are not sapient and possess no spoken/written language. You cannot make complex plans and have only the most rudimentary tool use, if any at all. Having this weakness marks you as susceptible to the Beastmaster ability line. You are not mindless, however, and have no trouble knowing who your allies are or when it's prudent to retreat. If you have both this weakness and the Mindless weakness from the Steadfast tree, you are treated as a mindless creature that is still susceptible to Beastmaster abilities. |
---|
++++
++++ 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. | |
→ | Beset | Surround And Pound: You deal +2 damage with all attacks made against creatures that you're sharing a space with. When using an attack type that is capable of backstabbing (like most melee and projectile attacks) this bonus damage stacks with the backstab bonus, which always applies against engulfed targets. | |
→ | 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/areas of effect instead of the normal single one. Both subjects must be valid targets (within range, etc). Your attack hits both, but has a special failure chance of 4. Roll just one die for multiattacks. | |
→ | Pliable | Resilience: Conditions only affect some of you, not all of you. At the beginning of any round in which you are suffering from one or more conditions, roll a trigger die. If the result is 7+, you can choose to simply ignore the effects of a single condition for that round. This does not remove the condition in question, just lets you ignore its negative effects. You can only ignore one condition's effects per round using Pliable. | |
→ | 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 “Warning.” You can spend Warning on a 1-for-1 basis to instantaneously negate damage dealt to any ally within 10 meters of your location. You lose all unused Warning at the end of combat or after a few minutes when used outside of combat. | |
→ | 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: When it comes down to serious injury, you can pass off some of the burden to your less-important drones. When you lose Vitality for any reason, you can choose to keep the Vitality and immediately unequip one Swarm ability per two points of Vitality you would lose instead. Swarm abilities unequipped in this way cannot be re-equipped for the rest of the current session. | |
→ | 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, but are much less effective alone than they were together: each can take only 1 action per round and has a special failure chance of 8 with all attacks. Recombine: You can choose to recombine yourself around any of your individual selves as an action. This will automatically reabsorb any other selves contiguous with the recombining self and recombine all remaining Vitality/Endurance/Flow from absorbed selves. Any selves that are either dead or not positioned contiguously with the self that initiated the recombination do not return their Vitality/Endurance/Flow to your total and are lost. Survivor: If even one of your many selves created from Split survive the experience, you can reform around the lone survivor and carry on. |
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. |
---|
++++
++++ Details |
Swim | Improved Swimming: You have one impairment to movement speed when swimming instead of two. Submersion: You can swim underneath the surface of water as well as on the surface of it. Swimming under the surface inflicts the Choking condition on you until you reach air again. Aquatic Defense: You no longer take additional damage from attacks while in water. |
||
---|---|---|---|
→ | Capsize | Sink Yo Battleship: When you attack a ship, boat or other watercraft you add 1 Water Point to it every time you successfully damage it, not just on critical hits. When a ship's Water Points exceed its current Vitality, it sinks. | |
→ | 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's thirst for an entire day with one use of this ability. Supply-Driven: When you use a Splash ability, roll a trigger die. The ability consumes one Supply when the trigger die displays a 1. You cannot use the ability at all if you have no Supply remaining. If you are swimming when you use the Splash ability, it costs no Supply at all and can be used freely as much as you like. Alternative Fire: You can choose to fire a powerful stream of water instead of a single burst. Targeted creatures of your own size or smaller immediately gain the Prone condition. If the target is smaller than you, it also gets pushed directly back 5 meters per difference in size (for example, a size 5 creature using Torrent on a size 3 creature would push them back 10 meters). Only creatures that get knocked prone by the torrent are knocked away- creatures that were already prone or are immune to being prone for whatever reason are immune to the knockback effect. Firing a torrent in this way consumes Supply on a 1-3 instead of only on a 1 unless you are currently swimming, in which case it never costs Supply as normal. |
|
→ | Drown | Right In The Gabber: Your thrown water is precisely aimed to get right in the way of a target's breathing. When a subject struck by a Splash effect (whether the normal burst or the powerful torrent alt-fire) you can choose to automatically inflict the Choking condition on them as well. Targets that have the Water-Adapted ability from this tree are immune to the choking effect. | |
→ | 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: You can breathe both air and water, or else hold your breath long enough that deep diving isn't an issue. You no longer gain the Choking condition when underwater. Ballasted: You become completely immune to the Prone condition while swimming. If you already have the Prone condition, getting into water will instantly remove it. |
|
→ | 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/Swim abilities equipped just as if they were swimming. |
|
→ | 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 “swimming” in sand. |
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. |
---|
++++
++++ 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: Your armor can protect you from any kind of harsh environment, at least for a little while. For your first few minutes of exposure you suffer no ill effects from situations like being dunked in lava, jettisoned into space, frozen in a glacier, doused in radiation, or dragged deep underwater. After protecting you from a harsh environmental danger, your suit needs minor repairs (costing 1 Supply and a few minutes of work) before it can do so again. The Apocalypse Proof ability does not protect you from any sort of ability used by another creature (attack or otherwise), only dangers inherent to and naturally occurring in your surroundings themselves. | |
→ | 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's benefit refreshes for another hit is a 10+, then your armor effectively triples your defense the next time it is used instead of the normal doubling. This effect fades and is wasted if not used by the beginning of your next turn. | |
→ | Juggernaut | Wham Bam Thank You Ma'am: Once per movement action taken, you can push down a single creature standing in your path. This immediately inflicts the Prone condition to them and allows you to pass through (but not stop in) the space they occupy. Creatures you are not strong enough to carry (under normal circumstances, this means any creature larger than you) cannot be knocked down with Juggernaut. OOOOOHHHH YYEEEEEEEEAAAAHHH: This ability has a special synergy with the Door Kicker and Bend Bars, Lift Gates abilities from the Strength tree. If you have those abilities also equipped, you can use Juggernaut to simply smash through objects you are capable of breaking as part of a movement. |
|
→ | 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't Shrink the Clink: Your armor still makes noise and draws attention to you while you wear it, even with this ability. |
|
→ | 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: When an attacker critically hits against you, you can spend a Supply to negate the critical hit and thus allow you to apply your defense against it. Unbreakable does not negate any other additional effects of the attack (such as inflicted conditions), only the critical hit itself. |
++++
++++ 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't require any additional actions or effort from either you or the ally in question but can only be done once per such scene- once it's used, it's gone until the next battle or operation. Each ally has their own single re-roll from Adviser. If there are multiple Advisers on a team, all allies still only gain one re-roll per scene but may roll one additional die per adviser present and take the best result from all such dice rolled. | |
→ | 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/otherwise sense an enemy, that enemy cannot backstab any of your allies even when the ally in question cannot see them. | |
→ | 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' space and moving them into any space adjacent to their previous space that you choose. The attack is then executed normally. If it was a melee or projectile attack, it targets you instead of the intended target. If it was an area attack, it targets everyone inside of its target zone as normal (but you could potentially have moved your ally outside of its target zone, thus sparing them from the effect). Guard Sprint: You can move up to 5 meters to take a hit for an ally if you sacrifice a point of Endurance to do so. You must stop moving in the same spot where your warded ally was standing before you dashed in to save them from a hit. Conservation Of Actions: Every time you use Bodyguard to take a hit for an ally, you may take one less action on your next turn. You may use Bodyguard a maximum of twice per turn. |
|
→ | Flanker | Harrier: You have a way of drawing enemy attention. Your allies may backstab (deal +2 damage to) any enemy that is adjacent to you, even if the target can clearly see the ally in question. Attacks that are not capable of backstabbing (such as Spikes, Glare, and all area attacks) cannot be used to take advantage of Flanker. Your own attacks are unaffected by your Flanker ability (although you could still take advantage of an ally's Flanker ability, if applicable). | |
→ | 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't cost an action for the ally in question. | |
→ | 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!: You can spend an action to grant a free action of any type to any ally within 20 meters instead of only movement and operation actions. A single creature can still only be granted one additional action through Teamwork/Warlord per round. |
++++
++++ Details |
Telepathy | Mindreader: By concentrating, you are able to read the surface thoughts/inner monologue of any creature you are in physical contact with for a round. Creatures that know their mind is being read can fill their thoughts with useless LALALA babble in order to not give anything away. If you do not share a common language with a subject, you cannot effectively read their mind either. Supply-Driven: Roll a trigger die whenever you read a target's mind for a round. If the result is 1-3, the exertion required 1 point of Supply. You cannot read minds if you have no Supply remaining. |
||
---|---|---|---|
→ | Amnesia | Neuralyzer: You can induce temporary amnesia in a subject instead of reading their mind. This is subject to the same range and supply limitations as reading the subject's mind. The subject forgets the events of the last minute or so. | |
→ | 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, the subject will be suspicious that their mind has been tampered with. | |
→ | Gaze Reading | Peeping Tom of the Soul: You only require eye contact to read a subject's mind, not physical contact. This requires you and your subject to be facing each other and neither to have partial or complete concealment in relation to the other. | |
→ | Mental Sending | Communication: By taking an action to concentrate, you can send a short mental message to any creature you are familiar with. This is subject to the same range and supply limitations as reading the subject's mind. Sending mental messages does not actually allow you to know what the recipient is thinking or enable them to send a reply. | |
→ | Memory Delver | Mind Pillage: Instead of reading the subject's surface thoughts, you can ask the subject one question which they must answer honestly. This is subject to the same range/supply limitations as reading their mind. Subjects know you've been in their minds taking their secrets after you do this to them. Destructive Pillage: If the result on the trigger die when using Memory Delver is 1-6, you damage the subject's mind in the process of extracting information (effectively erasing it). Such subjects become unable to care for themselves, lose all purpose and goals, and are completely incapable of having their mind read any more. |
|
→ | Gentle Delver | Mind Visit: Gentle Delver works like Memory Delver, but has no chance to damage the subject's mind. Using Gentle Delver is a much more careful process and requires a few minutes of sustained continuous contact instead of a single round. | |
→ | Mind Sense | Psycholocation: By taking an action, you can sense the presence and general location of minds within 10 meters of your location as well as getting a sense of whether each mind sensed is sapient or animal in intelligence. Mind Sense doesn't reveal a creature's location precisely enough for you to ignore any concealment they might have, only reveals their location. Mindless creatures are undetectable via Mind Sense. Unlike other Telepathy abilities, Mind Sense does not require any Supply (only an action.) | |
→ | 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. |
++++
++++ 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: Every time you take an action to teleport, roll a trigger die. If the result is a 1, then doing so costs 1 Supply. You cannot teleport at all if you have completely run out of Supply. |
||
---|---|---|---|
→ | 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: You can teleport to any place within range that you have a reliable description or picture of, even if you've never been there personally. If you try to teleport to a place that doesn't actually exist, the teleportation fails and Supply spent (if any) is wasted. | |
→ | 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: Designate one location in the game world as your “sanctum” by spending a Supply and one full day inside it. You can teleport to your Sanctum as an action anytime you want by spending one point of Supply regardless of whether you can see it or how far away from it you happen to be at the time. You can designate a new Sanctum location by spending another Supply and day of work, but doing so removes Sanctum status from your old location. | |
→ | Teleport Other | Sending: Instead of personally teleporting, you can teleport any object or creature you are currently touching that you are capable of carrying. The subject must be willing, and you follow all normal rules of teleportation (range, line of sight, Supply cost, etc) that you would normally follow for yourself. Note that where you tell a subject you will teleport them to and where you actually teleport them can be different. | |
→ | 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're small enough, they appear in your hands). | |
→ | Transposition | The Ol' Switcheroonie: When you teleport, you can designate any single creature within teleportation range. You appear where they were and they appear where you were. Larger creatures that occupy multiple spaces are assumed to be occupying their center space for purposes of this ability. |
++++
++++ Details |
Tesla | Wield Electricity: You infuse your attacks with raw electric current. When you use any attack ability the target(s) gain the Electrified condition on a trigger die result of 7+. Empower Lightning: When using a Lightning ability to attack, it always inflicts the Electrified condition regardless of what the trigger die displays instead of only on a 10+. Water Limitations: Electrically-modified attacks stop moving forward when they enter water and instead spread out from their point of entry in all directions, dealing the attack's damage to everything within 2 meters, including the ability's user if applicable (Lightning attacks upgraded with the Tesla ability spread out to a range of 10 meters instead). If you are underwater when you fire off an attack upgraded by Tesla, you are considered the center point of the effect. |
||
---|---|---|---|
→ | 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: You become immune to the Electrified condition. If you already had the Electrified condition, equipping the Shockproof ability automatically removes it. If you trigger another creature's Electrified condition through proximity, you are not damaged by it. Not Totally Immune: You have no special resistance to attacks and effects that deal damage through electricity, just the Electrified condition that such attacks cause. |
|
→ | 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, or whatever) are harmless to you. |
|
→ | Supercharge | Invigorating Energy: Any time you would have gained the Electrified condition if you weren't immune to it, you regain all lost Endurance. This can happen a maximum of one time per round starting at the beginning of your turn. This happens immediately after taking damage from the source that electrified you, if any. | |
→ | 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). |
++++
++++ Details |
Throwing | Range: Throwing weapons can be used on any subject within thrown range (0-10 meters). Circumstances of Failure: Some common circumstances that have failure chances for throwing weapons include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all. Water Limitations: Throwing weapons cannot be used effectively at all while underwater. You may freely throw them at targets that are underwater, but each meter of water passed through counts as five meters of air for purposes of range. Shot in the Back: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Ammunition: Throwing weapon attacks have a chance to consume supply. When the trigger die rolled with a throwing attack displays a 1, you lose one supply. If you have no supply remaining, you cannot use throwing weapons at all. |
||
---|---|---|---|
→ | Boomerang | Long Way Round: The attack treats cover (solid objects and barriers, failure chance 6/total) as concealment (permeable vision-blockers, failure chance 4/8) instead so long as there's any semi-plausible open path between you and your target that doesn't get out of range at any point. Kung Fu Treachery: Your thrown attacks can sometimes approach their target from an unexpected direction. When the trigger die is 10+ against a target that is facing you, the attack hits them from behind instead and counts as a backstab as well as ignoring the Shield ability. |
|
→ | Fastball Special | Live Ammunition: You can use another creature as a projectile. To use the Fastball Special ability, you must either have grabbed an enemy or have a willing ally within 1 meter of your position. The enemy/ally in question must be light enough that you could carry without having any impairment to your movement speed (which usually means that they must be smaller than you). The creature you throw is henceforth referred to as the ammunition, because that's what this ability makes them into. Short Flight: If the ammunition hits a wall or another creature, they stop moving and land in whichever adjacent space to the obstacle is nearest to you. If you threw the target up into the air, then they will take falling damage as normal when they come down. Damage: Using a creature as a projectile deals damage to both that creature and whatever you threw them at. Both the ammunition and the target are affected by the results of the trigger die (including critical hits and bleeding). Supply-Free: When you're using a creature as ammunition, attacking has no chance to consume supply and you may do so even when you have no supply remaining. |
|
→ | 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/centered on the target's space. If the thrown effect has a chance to consume Supply, then it consumes Supply at the same rate when used as a Throwing attack. Roll just one trigger die for both the attack and supply consumption. | |
→ | 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: Every time you use a Juggler ability to turn an enemy's action into one of your own, you take one less action than normal on your next turn. You may make use of Juggler a maximum of twice per round. |
|
→ | Lightning Hands | Interception: You can use Juggler to catch any thrown effect that targets a space within one meter of your position or that passes through a space within one meter of your position. Snatch Arrows: You can use Juggler to catch and redirect Bow or Orbiter attacks made against you. Arrows/orbiters can only be redirected to a new location within throwing range of yourself. |
|
→ | Pass | Heads-Up: You can toss any object you are carrying to an ally in thrown range, who can catch it as a free action. Even dangerous or fragile objects can be quickly passed to an ally in this fashion with no negative effect. This ability is most often used to give Supply to an ally that is running low from a distance in the middle of a fight. | |
→ | 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: You never lose Supply when throwing random garbage and can do so even when you have no supply left at all. |
++++
++++ Details |
Trample | Stomp: Trample attacks cannot be used on demand like other attacks are. Instead, every time you move through the space occupied by another creature smaller than you are you automatically use your trample attack on them. Normally you may only move through the space of creatures two sizes different than your own, but having a trample attack equipped allows you to move through (and trample) creatures one size smaller than you or creatures of your own size that have the Prone condition. Personal Space: You cannot stop your movement in the space occupied by another creature. If you don't have enough movement speed to move into and then out of a target creature's space, you cannot trample them. Failure: Unlike other melee weapons, trample attacks suffer no failure chance when attacking smaller creatures. However, it is completely impossible to use them on larger creatures by definition. Failure chance from concealment is normal (4 for partial, 8 for complete). Trample Limit: No matter how many other creatures' spaces you move through in a turn, you only actually use your trample attack on the first one. All others are unharmed by the experience. Ground-Based: You can only trample subjects that are currently sitting on the ground (or another solid/semisolid surface). Swimming or flying subjects cannot be trampled even if you move through their space. |
||
---|---|---|---|
→ | 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: You can trample up to two creatures in a movement that are not killed by the attack. Once a third creature survives being trampled, you can't trample any more with that movement action. You can trample a single creature more than once. | |
→ | Careful Steps | Spare Them: You can choose not to trample any given creature whose space you pass through. | |
→ | Naval Smash | Wavesmasher: You can trample a creature on the surface of water as easily as one on a more solid surface. You have to be moving across the surface of water as well, obviously. Submerged creatures still cannot be trampled. | |
→ | 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/flying or larger than yourself. Larger targets have a failure chance of 4 per size category difference, as usual. Runup: You must move at least five meters and end in a space adjacent to your intended target in order to ram them. If you move at least 20 meters in a more-or-less straight line before ramming, the attack deals +2 damage. |
++++
++++ Details |
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/rendered useless. Untriggered traps usually disappear at the end of the game session. You don't need to keep the Trapper ability equipped after you've set a trap for it to remain effective. Supply-Driven: Roll a trigger die when you set a trap. The probability of losing Supply depends on how much Vitality the trap removes: 1 Vitality traps cost Supply on a result of 1, 2 Vitality traps cost Supply on a result of 1-3, and 3 Vitality traps cost Supply on a result of 1-6. You cannot set traps at all if you have no Supply remaining. Hidden: If you didn't see a trap being set, then it can be hard to spot. When creatures come within detection distance of a trap (10 meters or the same room, whichever is less) roll a trigger die. If the result is 5+, the wandering creature does not sense the trap. A given creature has only one chance to sense the trap- if they fail they are permanently ignorant to the trap's existence unless they ascertain its presence in some other way. Roll a maximum of once per round no matter how many creatures come in contact with your trap or how many traps you've clustered in an area. If you are aware of a creature successfully spotting your trap, you can choose to immediately spend a point of Supply to turn their success into a failure. Knowing that a trap is there lets you avoid entering its space, but the trap will still spring on you if you enter its space anyway. Creatures who search an area slowly and carefully for traps will reveal them automatically, but this causes time to pass and triggers an encounter check. Trap Limitations: Traps require a creature to exert some amount of pressure on their space in order to spring- jumping, flying or hovering creatures do not spring traps. Size Limits: Traps suffer a failure chance against creatures that are a different size category than you are, just like many attacks do. The chance is the same (4 per category different). Roll the check for failure when the trap is sprung, not when it's set. Elemental Synergy: If you have an ability equipped that adds an elemental condition (Cryophile, Firebug, Mordant, Poisoner, or Tesla) to attacks when you set a trap, then you can choose to empower your trap with that energy/substance as well. The matching condition is automatically applied to any creature that springs the trap. |
||
---|---|---|---|
→ | 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: The trap is cleverly designed. Jumping, floating or flying creatures now trigger the trap just like land-walkers so long as they pass through its space, and your traps no longer suffer any failure chance from being sprung by differently-sized creatures. Honeypot: Instead of being set to trigger when a creature enters its space, you can also choose to cause the trap to trigger when interacting with something in the environment (turning a doorknob, opening a book, looking into a hole, or similar.) |
|
→ | Crippler | Added Conditions: When you set a trap, choose one of the following conditions: Bleary, Bleeding, Choking, Dazed, or Splinters. You don't have to choose the same condition for every trap you set and can freely mix it up as much as you want. When the trap is sprung, it inflicts the chosen condition as well as removing Vitality. You can choose to inflict multiple conditions if desired by reducing the Vitality removed by the trap by 1 point per additional condition. | |
→ | 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: The trap inflicts the Stuck condition to whatever creature triggers it. | |
→ | Paranoia | Fortress Mentality: If combat breaks out in any location where you have previously spent at least a few minutes of time, you can declare that you trapped the location retroactively. Indicate the spot where you laid traps and roll to use Supply as normal. You can use Paranoia to lay a limit of three traps per location retroactively; being ready with further traps in case of trouble might require a bit of actual paranoia. | |
→ | Resetting | Auto-Refreshment: Your traps automatically reset themselves, allowing them to be sprung multiple times. A trap cannot be sprung more than once per round. | |
→ | 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. |
++++
++++ Details |
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: If a turret never loses any Endurance, it can be reclaimed. Reclaiming a turret takes an action and removes it from the world, but refunds the point of Supply you spent to deploy it. Turrets that lost any Endurance for any reason are too damaged to reclaim properly. |
||
---|---|---|---|
→ | Duraturret | I Can Fix It: You may reclaim any turret that hasn't lost any Vitality instead of only turrets that haven't lost any Endurance. | |
→ | Front Plating | Shielded: All Melee and Projectile attacks have a failure chance of 6 against the turret from the front. Backstabs against the turret are unaffected. Any attack or effect that could bypass the Shield tree also bypass Front Plating. | |
→ | 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/substance as well. Any effects on your own attacks arising from an elemental tree are also applied to attacks made by your turrets. | |
→ | 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: You may deploy a turret to any location within throwing range instead of only adjacent spaces. | |
→ | Turret Stable | Multiple Types: You may make up to three additional turret loadouts/statistics (for a total of four). When you deploy a turret, it can be any of your four different choices instead of only your default type. |
++++
++++ Details |
Twitchy | Free Pivot: You may end your turn facing any direction you want rather than the direction you were last moving/using an action in. Turnabout: You can change which direction you are facing as a reaction to being attacked. Your direction change happens immediately after the attack that triggered it. You can do this any number of times per round. Shield Synergy: If you have the Shield ability equipped, the visual arc from which it protects you changes to match your facing every time you turn in response to attack. |
||
---|---|---|---|
→ | 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: You always act twice during an initiative round without needing to make a check. Players Only: Due to the way initiative is checked, this ability is only available to player-controlled adventurers. |
|
→ | Danger Sense | Uncanny Initiative: You act first (taking two actions) even when your party is surprised by an enemy encounter. You then take your normal two actions again after the enemy surprise phase is over during the initiative round while everybody else is rolling for initiative like chumps. | |
→ | 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's noise or presence to an awake person (such as the Stealth ability tree) still work against you, but no more effectively than they would if you were awake. | |
→ | Opening Strike | Surprise, Chump: You deal +10 damage with all weapon attacks against targets that have not yet taken an action in the current conflict. Once a creature has taken an action, this ability no longer functions against them. | |
→ | 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: You are always considered to be facing every direction at once. This ability gives you no special methods of seeing other than removing facing as a consideration. No Omnishield: Shield abilities still require a defined visual arc like before, which you can change in response to being attacked as per the Twitchy root ability. |
++++
++++ Details |
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 “dead”; if the result is a 12 you come back to “life” with 1 Vitality. You cannot come back to life in this way if your corpse (or even just your head) was thoroughly dismembered or destroyed in some fashion, although if somebody could round up most of the pieces and put them in one place again, you could. Horrific: You are clearly some form of abomination in the eyes of all who behold you (unless you hide it somehow). |
||
---|---|---|---|
→ | 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's loadout can be reduced to 0 but not below 0. Supply-Driven: Roll a trigger die when using Ability Drain. If the result is 1-4, then draining the target's ability cost 1 Supply. If you have no Supply remaining, then you cannot use Ability Drain. Lingering Malaise: Lost abilities return (and are automatically re-equipped) at the end of combat. If the trigger die rolled when checking for Supply consumption was a 10+, the ability drain persists until the end of the current session instead. |
|
→ | 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's Tools | That One's Getting Old: The tools used to kill you the first time are irrelevant to you now. Choose one weapon-type tree, such as Blade or Firearm. If you were previously killed by a weapon, you must choose the same kind as that which slayed you. If you weren't killed by a weapon (such as if you died from a long fall or you actually aren't dead, just borrowing the power of the undead temporarily somehow) you can pick a single weapon type of your choice, but once chosen you can't change your mind later. You are completely immune to all attacks made by the weapon type specified by Reaper's Tools- they automatically fail no matter what the trigger die result is. Other weapon types are unaffected. | |
→ | 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 “life” again. One of the spawn's ability trees is replaced with the Undead tree instead (the GM or the target creature's player can pick which one). If you have any weaknesses (such as Nightbound from this tree, Hunger from the Ghoul tree or Synthetic from the Grit tree), the spawn creature gains them as well if they didn't already have them. Spawn generally have only muddy memories of their previous lives and are friendly towards you, though not under your control. Player-controlled adventurers that become undead spawn can retain their memories, goals and morals if the GM allows it, but nothing else does. |
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. |
---|
++++
++++ Details |
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, longer for more complex ideas.) Plants tend to know a lot about the local soil and conditions but have a hard time telling more mobile creatures apart (or honestly even noticing them) on any level, and probably won't remember you after you leave. Plants also tend to be highly aggressive in their own slow way; competition is fierce in the plant kingdom and most won't hesitate to choke out or otherwise undermine a rival for sunlight/nutrients in any way they can. Finally, plants tend to just be kind of stupid as hell in general. Despite all this, sometimes they can be very helpful. Your Call on Fun, Guy: Depending on how scientifically rigorous your campaign world is, this ability might also let you talk with fungi. Ask the GM if they're cool with it or nah. |
|
→ | 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: You produce edibles from your own body, such as fruit, tubers, or similar. You produce one such edible every time you spend all day outside in the sun. Each edible is incredibly nutritious and can be used to feed yourself or an ally for one day without spending any Supply to do so. Any extra edibles that remain unused at the end of the session spoil and become useless. Special Synergy: If you have the Lunchbox ability from the Gourmet tree, every edible you produce adds a ration to your lunchbox and is considered a high-quality foodstuff. |
|
→ | 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: Roll a trigger die when using Pollen. If the result is a 1-3, then using the ability costs 1 Supply. You cannot use the ability if you have no Supply remaining. |
|
→ | 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/water you can start making checks to revive yourself with Spring as soon as your body gets transported to a place that does have those things. | |
→ | Tanglefoot | Undergrowth: Your presence makes the terrain around you more difficult to move through. All spaces within 2 meters of your location are considered difficult terrain (and thus impose an impairment to movement made through it). This penalty does not affect you personally but does affect your allies. |
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. |
---|
++++
++++ Details |
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: Like most area attacks, Verminate attacks have no failure chance from concealment or size differences. Verminate attacks ignore partial cover. Water Trouble: Your swarm cannot attack effectively for you when you are underwater or against a target that is. Supply-Driven: The attack consumes Supply on a trigger die result of 1-3. If you have no Supply remaining, you cannot use the attack. |
||
---|---|---|---|
→ | Counterswarm | Tiny Linebackers: Your vermin are defensively trained to block other vermin. When you use a Verminate attack, you (and any allies within the area of effect) become completely immune to other Verminate attacks until the beginning of your next turn. Area attacks other than Verminate, Mindblast and Hazard have a failure chance of 4 against you and your allies when affected by Counterswarm. Moving to a new position cancels this effect prematurely. | |
→ | 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: When using Directed Swarm, the functionality of some other abilities in this tree also changes: - Throw Nest increases range to throwing distance (0-10 meters) without increasing the possibility of consuming Supply. - Return Clip does not function with Directed Swarm. - Vermiburst allows the directed swarm to also hit one additional creature adjacent to the original target on a trigger die result of 7+. |
|
→ | Eyetaker | Fly Blind: Your vermin have a penchant for getting in their victim's eyes. The attack inflicts the Bleary condition on a trigger die result of 10+. When the trigger die is a 12, it inflicts the Blind condition instead. | |
→ | Feed Me | Return Their Blood: Your vermin bring back bits of their victim's life, energizing you in the process. You regain 1 Endurance for every subject damaged by your Verminate attack. | |
→ | 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's position instead of your own and requires a trigger die roll as usual. After commanding an attack from a given infested corpse, that corpse is spent and you cannot attack with it again unless you re-infest it with another Verminate attack. Verminate attacks from infested corpses cannot re-infest other corpses. Cheap Scares: Using Verminate attacks from infested corpses only costs Supply on a trigger die result of 1 instead of the normal 1-3. |
|
→ | Throw Nest | Bee Grenade: Instead of using a Verminate attack's effect on your own space, you can toss a nest of vermin to any space within throwing range (0-10 meters) and cause it to happen there instead. The target space and all adjacent spaces are affected as normal. Pricey: Throwing a nest consumes Supply on a trigger die result of 1-6 instead of the normal 1-3. |
|
→ | 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. |
++++
++++ Details |
Vitriol | Range: Vitriol attacks can be used on any subject within throwing range (0-10 meters) from your position. Splash Damage: When the trigger die is 10+, all creatures (both friend and foe) within 1 meter of the vitriol attack's impact site also take projectile damage. Any additional conditions (such as Dissolving) dealt by the vitriol only affect the primary target, not the secondary ones. A secondary subject's relevant failure chance, if any (such as from differing size, concealment or similar) applies fully and could potentially save them from the effect entirely. Corrosive Chemicals: The Vitriol attack is caustic-based and inflicts the Dissolving condition to its subject on a 10+. Circumstances of Failure: Some common circumstances that have failure chances for vitriol attacks include the following: -Attacking a creature that is of a larger or smaller size category than yourself carries a cumulative failure chance of 4 for each category of difference. -Using the ability against a creature that has partial concealment relative to you has a failure chance of 4, and total concealment has a failure chance of 8. -Creatures that have partial cover (intervening solid barriers or other creatures) between you and them have a failure chance of 6, and total cover prevents projectiles from being used at all. Water Blocked: Vitriol cannot be used while underwater or against creatures that are underwater. Shot in the Back: If you attack a target from a position where you cannot be seen by them (such as from within concealment or from behind), you deal +2 damage. Ammunition: Vitriol attacks have a chance to consume supply. When the trigger die is 1-3, you lose one supply. If you have no supply remaining, you cannot use vitriol attacks at all. |
||
---|---|---|---|
→ | 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's space(s) that persists until the end of the combat (or for a few minutes when used outside of combat). Any creature that ends their turn in the caustic puddle immediately gains the Dissolving condition. | |
→ | 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's effectiveness against yourself. Optional: Having the Unstable ability equipped doesn't require you to use it. You can always choose to throw a regular Vitriol attack instead of an unstable one that has neither the added benefits or risk, but you must declare you are doing so before you roll the trigger die. |
|
→ | 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's failure chance (if any). The attack otherwise always behaves as if the trigger die was a natural 12 for purposes of critical hits, added conditions, splash chance, and so forth. This is true whether the attack lands on its intended target or on yourself. | |
→ | 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: The chemicals release noxious vapors on impact. The attack inflicts the Choking condition to its target on a 10+. |
++++
++++ Details |
Waft | Instant Jumps: Whether through controlled tailwinds, gravity manipulation, or some other method you are effectively much lighter when you want to be. Every time you jump, you act as if you had a 20-meter running start without actually having to have one. By default, this allows you to jump up to 5 meters horizontally or 1 meter vertically. Acrobatics Synergy: If you also have the Acrobatics ability equipped, your jumps are enhanced to 10 meters horizontally or 2 meters vertically. Jumps made with the benefit of the Wall Jump ability from the Acrobatics tree have a vertical distance of 5 meters. |
||
---|---|---|---|
→ | Double Jump | The Videogame Standard: You can jump, then jump once more while you're in the air. This second jump doesn't need to be in the same direction as your first jump, allowing you to jump around corners and similar ridiculous violations of physics. You cannot jump more than twice in a row like this without landing back on solid ground again. | |
→ | Float | Hover: You continuously hover a short distance above the ground, making you immune to most effects from the Trapper (unless the trap has the Advanced Trigger upgrade) and Hazard trees. Surface Press: You do not ignore the effects of difficult or slippery terrain and still suffer negative effects from them. |
|
→ | Air Slide | Wile E. Coyote: Gravity doesn't affect you while you're moving unless you want it to, and only kicks in at the end of your turn. You can walk straight off the side of a cliff if you want to and you won't actually fall until your turn ends. | |
→ | 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't start affecting you until the end of your launch. | |
→ | 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: In areas of high wind, you can allow yourself to be picked up and moved by them. Tying a rope to yourself allows you to be flown like a kite. |
|
→ | 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). |
++++
++++ Details |
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's vital statistics. Roll: Wheeled vehicles that take a critical hit are in danger of flipping or rolling, rendering them inoperable until they are physically lifted back into position for use. Every time the vehicle is critically hit by an attack, roll a trigger die. If the result is low enough, the vehicle rolls and is rendered temporarily inoperable. If the vehicle moved twice on its last turn, a flip occurs on a 1-3. If it moved just once, a flip occurs only on a 1. If it didn't move at all, it cannot be flipped by a critical hit. |
||
---|---|---|---|
→ | Automobile | Motor: The vehicle relies primarily on a powered engine of some sort instead of muscle power. Its base movement rate is increased to 20 and it can travel up to 20 regions per day. High-Speed Smash: Vehicles with the Automobile 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/draws creatures in the vicinity. Fuel Costs: Vehicles with engines consume fuel the same way that creatures consume food. Every day in which the vehicle's engine was used requires you to either test a Fuel item or spend one Supply. Flippy: When critically hit, the vehicle flips on a 1-6 if it moved twice on the last turn and a 1-3 if it moved just once. |
|
→ | Coasting | Keep On Rollin': At the end of any round in which the vehicle was moved twice, you can choose to have it automatically move up to an additional 10 meters in a straight line in whatever direction it's facing. If you also have the Automobile ability equipped, maximum coasting distance is increased to 20. | |
→ | 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't provide enough traction to use Cliff Buggy to get up. The vehicle takes two impairments to movement while climbing and has to be continuously moving either upwards or sideways the whole time; if a round goes by in which it didn't take two movement actions then it falls. | |
→ | Hovermobile | Skim Above: Your vehicle doesn't actually have wheels anymore, but skims a short distance above the surface instead. The vehicle ignores difficult terrain and becomes immune to attacks made by a Hazard ability. The vehicle still cannot cross the surface of water. | |
→ | Roll Cage | Unflippable: The vehicle cannot be flipped- or even if it is, it can right itself with ease. Don't even worry about checking for flips when the vehicle takes a critical hit. | |
→ | 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/porosity. A tunnel is left behind the vehicle as it moves that can be moved through by other creatures/vehicles. Limitations: Vehicles don't coast while tunneling. You have no special ability to see where you're going while using your vehicle in this way. A tunneling vehicle creates a tremendous amount of noise and vibrations. |
|
→ | Boremobile | Rockbreaker: The vehicle can tunnel through stone as well as earth. It takes five impairments to movement while doing so. |
Wheeled Vehicle Size | Space | Light Load | Max Load | Crew/Chassis Cost |
---|---|---|---|---|
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 |
++++
++++ 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: You cannot use Wonder unless you're actively engaged in a dangerous situation (or in other words, there is at least 1 point of Escalation in play). You may roll one die on the Wonder Reel for every point of Escalation that's active and pick whichever result you like best, meaning that you gradually gain more and more control over the wild results of Wonder as things get more dangerous. |
||
---|---|---|---|
→ | 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 “Doubles” column to see how each effect is empowered. | |
→ | Triples | Three of a Kind: Rolling three or more of the same number empowers an effect even further. Check the “Triples” column to see how each effect is further empowered. | |
→ | 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's at least 1 point of active Escalation in play. | |
→ | Double Lift | Cheating Fate: As Stacked Deck, but you can roll +2 extra dice on the Wonder Reel. | |
→ | Straights | Dire Or Otherwise: If you roll three or more different sequential numbers on the Wonder Reel as part of a single check (such as 3-4-5 or 8-9-10), you can pick any two effects from the rolled sequence and have them both happen to your target. |
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's choice is immediately removed from them. | All conditions are removed. | All conditions are removed, and target becomes immune to all conditions until the end of combat. |
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. |
++++
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.
Burglary- mug