Sunday, August 7, 2016

Brainstorming Cont

Boon/Bane Slots:
Characters have: 2 Boon Slots, 3 Bane Slots. Base.

--Actions--
::Move:: 1 AP: (Base Movement =5).
::Attack:: AP Cost By Weapon (Standard = 1 AP).
::Ability:: AP Cost By Ability
::Vigilance:: 1 AP: You gain 50% chance to detect concealment within 5 squares. You gain a +10% Attack Bonus to counter attacks.
::Item::: By Item.

--Secondary Stats--
::Attack Bonus::                   +% chance to overcome Avoidance and Miss Chance on Combat Roll.
::Crit Chance::                     +% chance to land a critical hit.
::Crit Multiplier::                   Damage multiplier when critical hit is landed (x2, x3, x4, etc. .)

--Defensive Secondary Stats--
::Avoidance Chance::           +% chance to avoid taking damage on a combat roll.
::Damage Reduction::           N value by which damage is reduced when successfully hit.
::Crit Negation::                   Reduces critical damage multiplier when critically hit by N.

--Movement Stats--
::Movement::               Number of squares that can be moved on a hortizontal plane, uses up movement.
::Jump::                       Number of square that can be moved over vertically, without consuming movement.
::Climb Rate::              Climbing uses 2 movement points for 1 vertical square.
::Swim Rate::              Swimming uses 2 movement points per square.

Default Movement Stats: 4/1


Dark Mechanic:
Rank 1: Your Dark Banes last longer.
Rank 2: The first Dark Bane you apply to a target occupies a Boon Slot instead of a Bane Slot.
Rank 3: Your enemies all have an extra Bane Slot when battling you.


Light Mechanic: Grace.
Rank1: You lose a Bane Slot.
Rank 2: The first Light Boon you apply to a target occupies a Bane slot instead of a Boon slot.
Rank 3: You gain a Boon Slot.

Biosphere Mechanic: Vigor
Rank 1: Using Biosphere Abilities gives you temporary HP. +1d4
Rank 2: Temp HP +1d6
Rank 3: Temp HP +1d8

Lithosphere Mechanic: Golem Skin - (Using Lithosphere Abilities gives you charges of Golem Skin, expend Charges to transform. X Charges = X Turns).
Rank 1: Increased DR.
Rank 2: Increased DR.
Rank 3: Increased DR.

Atmosphere Mechanic:  Swiftness - (Using Atmosphere Abilities give charges of Swift. Ap + Verve Cost = Swift charges. Swift may be spent to regain AP spent this turn).
Rank 1:  20 Swift = 1 AP. Store up to 40 Swift.
Rank 2:  15 Swift = 1 AP. Store up to 80 Swift.
Rank 3:  10 Swift = 1 AP. Store up to 100 Swift.


Hydrosphere Mechanic: Fluidity - (Using Hydrosphere Abilities gives charges of Fluidity. Fluidity charges = AP+Verve Cost. May spend Fluidity for bonus to any d100 roll once per turn. 2 Fluidity = 1 Point Bonus).
Rank 1:  Max Bonus per roll +5.
Rank 2:  Max Bonus per roll +10.
Rank 3: Max Bonus per roll +20.

Mind Mechanic: Mind Control - (% Chance to Mind Control target for 1 turn when using Mind Abilities on them. % Chance = Ability Verve Cost+AP Cost)
Rank 1: +5% Chance.
Rank 2:  +10% Chance.
Rank 3:  +15% Chance.

Warp Mechanic: Breach - (Whenever you use a Warp Ability, roll a Warp Die, on a 1 all Warp abilities go on a 3 Turn Cooldown [Warp Abilities do not cost Verve].
Rank 1: Warp Dice = 1d4
Rank 2: Warp Dice = 1d6
Rank 3: Warp Dice = 1d8

Spirit Mechanic: Anima Echoes -(Whenever you deal the deathblow to an enemy, you gain Temporary Verve).
Rank 1: +1 Verve/ lasts until end of battle
Rank 2: +2 Verve/lasts until rest
Rank 3:  Lasts until used.

Shaping Mechanic: Artificer -(You gain extra Trinket Slots).
Rank 1:  1 Extra Trinket Slot.
Rank 2:  2 Extra Trinket Slots.
Rank 3:  3 Extra Trinket Slots.

Combustion Mechanic: Firepower -(Your Combustion Abilities can Crit).
Rank 1: 10%/ x2 Crit.
Rank 2: 20%/ x2 Crit.
Rank 3: x3 Crit


Combat Tactics Mechanic: Vigilance -(You take the Vigilance Action for free every turn, your Vigilance is more potent than others).
Rank 1: Concealment Detection +10%. +10% Counter Attack Bonus. +1 Counter Attack per activation.
Rank 2: Concealment Detection +10%. +10% Counter Attack Bonus. +1 Counter Attack per activation.
Rank 3: Concealment Detection +10%. +10% Counter Attack Bonus. +1 Counter Attack per activation.


Mobility Mechanic: Hit and Run -(You can make attacks in the middle of moving. You gain bonuses depending on how many AP you spend on Move Actions in a turn).
Rank 1: +2 Damage per AP used to Move. Using 2 AP to move grants you +20% Dodge Bonus.
Rank 2: +4 Damage per AP used to Move. Using 3 AP to move grants you +20% Attack Bonus.
Rank 3: +6 Damage per AP used to Move. Using 4 AP to move grants you +10% Critical Chance.


Guerrilla Warfare Mechanic: Concealment -(You have a % chance each turn to enter Stealth equal to your current Cover bonus).
Rank 1: +10%
Rank 2: +20%
Rank 3: +30%

Leadership Mechanic: Inspiring Presence -(Your presence inspires your allies, granting them bonuses).
Rank 1: Allies gain +1 Movement.
Rank 2: Allies heal 1 HP per turn.
Rank 3: Allies gain a 10% bonus to Saves.

Weapon Mastery Mechanic: Weapon Focus -(When you use Weapon Master Abilities, you gain Focus charges, expend Focus Charges for bonus Damage Dice on standard Attacks once per turn. Focus Charges = Verve + AP cost).
Rank 1:  12 Charges = +1d6 Damage
Rank 2:  12 Charges = +1d8 Damage
Rank 3:  12 Charges = +1d10 Damage


Bulwark Mechanic: Armored Core -(You become a fortress; gaining ability to use the Shield Sphere item and heavier armors for free).
Rank 1: You can equip and use a Shield Sphere. You gain the [Light Armor] Tag.
Rank 2: You gain the [Medium Armor] Tag.
Rank 3: You gain the [Heavy Armor] Tag.

Soldier Mechanic: Limit Break -(You have a Limit Meter, when it is full you may expend your Limit Meter to engage a Limit Break. When in Limit Break you gain double AP and movement for the turn, Abilities lose all cooldowns and you gain bonus damage. Each Soldier Ability fills up Limit Meter by Verve +AP Cost. Limit Meter does not fill when Limit Break is active) .
Rank 1: Limit Meter = Standard Attacks give +2 Limit Meter Points. +2 Bonus Damage.
Rank 2: Limit Meter = Standard Attacks give +3 Limit Meter Points. +4 Bonus Damage.
Rank 3: Limit Meter = Standard Attacks give +4 Limit Meter Points. +6 Bonus Damage.

Juggernaut Mechanic: Vendetta -(If you took damage from enemies last turn, you deal bonus damage on your next turn).
Rank 1: 1/3 Damage Taken.
Rank 2: 2/3 Damage Taken.
Rank 3:  100% Damage Taken.


Living Weapon Mechanic: Unarmed -(Your unarmed attacks are as lethal as weapons, dealing great damage with little Miss Chance. Normal Unarmed Attack: 1d4 Damage, 20% Miss, 5% Crit, Crit x2).

Rank 1: 1d8 Damage, 10% Miss, 10% Crit, Crit x2.
Rank 2: 1d12 Damage 0% Miss, 20% Crit, Crit x3.
Rank 3: 2d8 Damage, 0% Miss, 25% Crit, Crit x4.




















Thursday, July 7, 2016

[Warp] Abilities

{Translocation Leap}
Purchase Cost
: 1 XP
AP Cost: 1 AP
Verve Cost: 1 Verve
Cooldown: 1 Turn. 

Description: You breach the Anima, instantaneously moving from one point to another. 
Effect:  You move 20ft (4 squares) in any direction. 
Duration: Instant. 
Range: Self
Save
: N/AArea: N/A 

Rank 2 (1XP): You may use Translocation Leap on a friendly target. 
Rank 3 (1XP): +2 Squares Range. .


{Warp Rush}
Purchase Cost
: 1XP
AP Cost: 1 AP
Verve Cost: 1 Verve
Cooldown:  1 Turn

Description: You making a rushing dash through the Anima in a straight line, disappearing and instantly appearing up to 30 feet away (6 squares). You cannot Warp Rush vertically, only horizontally. Immediately after exiting Warp Rush if you make a melee attack you deal bonus damage based on distance traveled. You may move through solid barriers, but if you materialize within a barrier, you are ejected to the closest squared and take 4d10 Damage. 
Effect: Teleport up to 6 squares in a straight line, deal +1 Damage with next melee attack for each square moved. 
Duration: Instant
Range:  6 squares. 
Save
: NoneArea: N/A 

Rank 2 (1XP): +1 Squares Range, Warp Rush never provokes Counter Attacks. 

Rank 3 (1XP): +1 Squares Range, Warp Rush's Cooldown becomes 0.


{Ricochet Shield}

Purchase Cost: 2 XP
AP Cost: 2 AP
Verve Cost: 2 Verve 
Cooldown:  1 Turn. 

Description: You create an invisible field of flickering warp fields around you, whenever an opponent makes a ranged projectile attack against you, it has a chance to be reverse and sent back at them. 
Effect:  10% Chance to reflect any ranged attack back at it's source using he same Miss Chance (source makes a new combat roll with their own dodge chance). 
Duration: 4 Turns. 
Range: Self
Save
: None. Area: Self.  

Rank 2 (2XP): +10% Chance to reflect ranged attacks. +2 Turns Duration. 

Rank 3 (2XP): +10% Chance to reflect ranged attacks. Area becomes Friendly Target, Range becomes 2 Squares.


{Warp Strike}

Purchase Cost: 2XP
AP Cost: 1 AP
Verve Cost:  2 Verve
Cooldown:  1 Turn. 

Description: You imbue your weapon with warp energies, causing it to create a tiny Warp Portal at the tip of your weapon, causing it to jump through the Anima immediately before striking their armor, and reappearing inside and, in the case of a melee weapon, which pulling back. This does not work with grenades. 
Effect:  Your next weapon attack ignores all DR. 
Duration: 1 Turn. 
Range: Self (weapon/ammo)
Save
: None. Area: Self. 

Rank 2 (2XP): +10% Crit Chance Melee. May sacrifice DR ignoring attack to have bullet "warp" in path gaining +20ft Range. 

Rank 3 (2XP): +10% Crit Chance Melee. May sacrifice DR ignoring attack to have bullet "warp" in path gaining +20ft Range. 

{Translocation Rift}

Purchase Cost: 3XP
AP Cost: 1 AP
Verve Cost: 2 Verve 
Cooldown: None. 

DescriptionYou create a temporary rift in the Anima in an adjacent square. Once you have created at least two rifts, in separate squares, anyone may instantly teleport between the locations of any rift you have made by entering its square. The rift's duration timer does not begin until the second rift is created. All rifts disappear when the first rift does. 
Effect: Creates a Translocational Rift in an adjacent square. 
Duration: 8 Turns. 
Range: Each rift may be up to 10 squares apart from another rift. 
Save
: None. Area: 1 Square. 

Rank 2 (3XP): +5 Squares Range, +2 Turns Duration. 

Rank 3 (3XP): When an enemy uses a rift you have created, they take 2d10 Damage after teleporting unless they make a Confidence Save.


{Debris Bombardment}

Purchase Cost: 3XP
AP Cost: 2 AP
Verve Cost:  3 Verve
Cooldown: 1 Turn. 

Description: You warp a large chunk of inanimate matter, such as debris, lose rock, metal, fallen logs or even a corpse into the air up to 4 squares above your target, causing it to drop onto and crush them. You may use this ability on unliving enemies such as robots and undead. 
Effect: Teleports up to 200 lbs of inanimate matter into the air, causing it to fall on your target dealing 1d4 damage per vertical square it falls. The matter (if an enemy) also takes 1d4 damage per vertical square it falls. 
Duration: Instant. 
Range:  12 Squares Total (Distance from you to Debris+ Distance From Debris to Target + Vertical Height)
Save
: Reflex (none for debris/inanimate enemy)Area: 1 square.  

Rank 2 (3XP): +3 Squares Range, +1 Square Maximum vertical height.

Rank 3 (3XP): +3 Squares Range, +1 Square Maximum vertical height.
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