Wednesday, June 22, 2016

Buffs and Debuffs

Debuffs and Buffs have Limited Stacking. The first application of a debuff applies the full number of stacks. If another stack is cast, if it would apply more stacks, it overrides the previous stacks, and adds one additional stack for each stack previously on the target, from a different source (character). If it would apply less stacks, it applies one additional stack. The duration of all stacks becomes the highest among stacks placed on the target.

So, if one character applies 3 Stacks of Bleed to an enemy for 6 Turns. Then, two turns later another character uses an ability that applies 5 stacks of Bleed for 8 Turns. The old stack is overridden, except for 1, and the target will now have 6 stacks of Bleed. The duration will be 8 Turns.

Debuffs:

Bleed
: +1 Damage at the beginning of the turn per stack.Damage Vulnerability: Whenever damage is dealt to the target, it takes 1 extra damage per stack. 
Nerve Damage: Whenever the target is damaged, it has a 10% chance to lose 1 AP per stack. If it has no AP, it loses 1 AP at the beginning of its next turn (only 1 AP can be lost this way per turn). 
Knocked Down: The target is knocked prone: It cannot move or make melee attacks. It looses all Dodge Chance. It may spend 1 AP to remove this effect and get up
Blinded: The target's Miss Chance is increased by 10% per stack. All abilities gain a 5% Miss Chance per stack. 
Dazed: Target loses all AP remaining, loses Vigilance. Stunned X: Target loses X AP at the beginning of their next turn.
Confused: Target takes random actions.
Berserk: Target always attacks closest target with basic attack.
Severed: Can't use abilities that cost Verve. 

Crippled (Leg): Movement and attacking with legs costs 1 additional AP.Crippled (Arm): Attacks using arms cost 1 additional AP. 
Slow: All actions cost 1 additional AP. 



Buffs:
Healing Amplification (Incoming): Whenever you would be healed by a source, you are healed 1 extra HP per stack.Healing Amplification (Outgoing): Whenever you would heal a target, you heal them an additional 1 HP per stack.Regeneration: At the beginning of the turn, heals 1 damage per stack.
Distortion X%: After the combat roll, you have a second % chance to avoid the attack.


States

Flanked: State gained when more than one adjacent square is occupied by a Hostile. Hostiles gain +5% Attack Bonus per square occupied by a Hostile.
Engaged: You are "In Combat" and cannot use Abilities or Skills in their Non-Combat Mode. Cannot enter Concealment with a Skill Check.
Concealment: You cannot be seen or perceived by your hostiles. 

Tuesday, June 21, 2016

[Mind Abilities]

{Dissonant Bond}
Purchase Cost
: 1 XP
AP Cost: 2 AP
Verve Cost: 1 Verve
Cooldown: 1 Turn

Description: You implant a deep, confusing compulsion in your target's subconscious relating to you. This compulsion makes it difficult for the target to harm you or defend itself from you. 
Effect: Whenever target attempts to attack you, it gains 2 Stacks of Blind and 2 Stacks of Damage Vulnerability
Duration: 6 Turns. 
Range: 60 ft. 
Save
: Confidence Area: N/A

Rank 2 (1XP): +10% Miss Chance, +2 Damage. 
Rank 3 (1XP): +10% Miss Chance, +2 Damage.


{Mindlink}
Purchase Cost: 1 XP
AP Cost: 0 AP
Verve Cost: 1 Verve 
Cooldown:  0 Turns

Description: You link your mind to another's, you may communicate telepathically over vast differences, though you must be able to see the target to establish the link. Once linked, you gain bonuses when working together. You may link any number of targets, each costs 1 Verve. They may only communicate with you, and gain bonuses only with you - thought you may relay information between them. Mindlink allows individuals who speak different languages to communicate. You may establish a Mindlink with a hostile target, causing them to incur penalties (due to your taunting and confusion) rather than granting you both bonuses. 
Effect:  May communicate Telepathically.
If Allies: When attacking the same target (Flanking), each partner deals +2 Damage if allies. Each partner gains +10 to Agility Saves. 

If Enemies: Gains 1 stack of Dazed (10% Chance to take no action). 
Duration: 8 Turns.
Range: Sight. 
Save
: Confidence.Area: N/A

Rank 2 (1XP): +4 Round Duration. 
Rank 3 (1XP): You and anyone you are linked to may substitute their Mindlink partner's Insight Save for their own if friendly.  


{Mind Trick}
Purchase Cost
: 2 XP
AP Cost: 1 AP
Verve Cost: 2 Verve.
Cooldown: 1 Turn

Description: You hypnotize yourself, clearing mental debuffs, removing fatigue, and granting enhanced Strength. You may use Mind Trick on others, briefly overriding their thoughts, removing the past ten seconds of memory or causing them to lie down prone. 
Effect:
If Self: Removes/Immunity to 
Dazed. Removes/Immunity to Fatigued. +10 to Strength.
If Enemy: Causes Knocked Down (only once, no duration). 

Duration: 4 Turns. 
Range: Self/ Sight. 
Save
Confidence.Area:  None. 

Rank 2 (2XP): +2 Turns Duration. 
Rank 3 (2XP): +2 Turns Duration. 


{Flight or Fight}
Purchase Cost: 2XP
AP Cost: 2 AP.
Verve Cost: 3 Verve. 
Cooldown: 1 Turn.

Description: You fill an opponents mind with visions of their own death, causing them to be stricken with overwhelming anxiety. They are overwhelmingly compelled to move to cover, and will not leave it for the duration. If they cannot find cover on the battlefield, they become overwhelmed with stress and become fatigued.  
Effect:  If the target can reach cover using 1 AP, they must immediately move to it. They cannot move from cover, though they can move to another position that offers cover. If they cannot reach cover in 1 AP movement, they gain 2 stacks of Fatigue
Duration: 4 Turns. 
Range:  Sight. 
Save
: Confidence. Area: N/A

Rank 2 (2XP): +1 Turn Duration, +1 Stack of Fatigue
Rank 3 (2XP): +1 Turn Duration, +1 Stack of Fatigue


{Disappearing Act}
Purchase Cost: 3 XP
AP Cost: 2AP, +1 AP Per Turn. 
Verve Cost: 4 Verve.  
Cooldown: 1 Turn.  

Description: You create a psychic field that, when entered, effects your enemies minds making them unable to see or hear you - rendering you effectively invisible. Enemies cannot directly target you as long as they remain within the radius of the field so long as you do not directly attack them; if you do, they may target you, but suffer a miss chance. Keep the field active requires concentration, using 1 AP each turn it is active beyond the first. 
Effect: You cannot be targeted by enemies within the field's radius, and are treated as being Invisible and Inaudible. If you attack any target while the field is active, enemies can target you as normal, but all attacks and abilities which target you directly suffer +50% Miss Chance. 
Duration: 4 Turns
Range: Self
Save
: Insight (when entering the field for the first time).Area: 3 Squares, centered on you. 

Rank 2 (3XP): +1 Square Radius, +2 Turns
Rank 3 (3XP): +1 Square Radius, +2 Turns


VETERAN ABILITIES


{Illusiory Doppelgangers}
Purchase Cost
: 3 XP
AP Cost: 3 AP
Verve Cost: 4 Verve
Cooldown: Duration. 

DescriptionYou cause the minds of those around you to see illusory doppelgangers of you. These doppelgangers act independently, and in all ways are indistinguishable from you. Whenever an opponent attacks you, they instead have a chance to hit a doppelganger, destroying it but leaving you unharmed.  
Effect: You create 2 illusory Doppelgangers. Whenever an enemy attacks you, after rolling to see if it is a hit, they have a 1 in 3 chance to hit you (1d3). If they fail to hit you, they hit a doppelganger and it is destroyed. Increasing their chance to hit you with further attacks. 
Duration: 6 Turns. 
Range: Self. 
Save
: Insight (on first Attack). Area: N/A

Rank 2 (3XP): +1 Doppelganger (1d4), +2 Turns. 
Rank 3 (3XP): +1 Doppelganger (1d5), +2 Turns.


{Psionic Blast}
Purchase Cost: 4XP
AP Cost: 3 AP
Verve Cost: 4 Verve
Cooldown: 1 Turn.

Description: You unleash a blast of Psionic Energy, overloading their brains with neural energy. 
Effect:  3d4+4 Damage.
Duration: Instant. 
Range: Self. 
Save
: Strength. Area: 3x5 Cone. 

Rank 2 (3XP): 50% Chance to  apply 1 stack of Stun (1 Turn Duration). Alternative Area: 1x8 Line. 
Rank 3 (3XP): 100% Chance to apply 1 stack of Stun (1 Turn Duration). Alternative Range: 30ft, Alternative Area: 3x3 Square. 


{Traumatize}
Purchase Cost: 4XP
AP Cost: 3 AP
Verve Cost:  5 Verve.
Cooldown: 1 Turn.  

Description: You remove all ability for your target to cope with mental stress, causing them to have a nervous breakdown. 
Effect:  Applies 5 stacks of Confusion and 5 stacks of Dazed.
Duration: 1 Turn. 
Range: Sight. 
Save
: Confidence. Area: N/A

Rank 2 (4XP): +1 Turn Duration. 
Rank 3 (4XP): +1 Turn Duration.


{Psi-Blade}
Purchase Cost: 5XP
AP Cost: 1 AP
Verve Cost: 5 Verve  
Cooldown: 1 Turn.  

Description: You manifest a blade of pure psychic energy only you can wield. The blade is partially incorporeal and bypasses 50% DR, dealing damage directly to the central nervous system. This blade lasts for 24 hours, but if it moves more than 10 feet from you it instantly disappears. The blade has the same characteristics as a Light Blade. 
Effect:  Summons a Light Blade of psychic energy that bypasses 50% DR and deals +2 extra damage. This weapon gains no STR bonus to damage. 
Duration: 24 Hours. 
Range: Self. 
Save
: None. Area: N/A. 

Rank 2 (5XP): May manifest a Long Blade instead with -5% Miss Chance and +4 Damage. 
Rank 3 (5XP): May manifest a Great Sword instead with -10% Miss Chance and +6 Damage and can be wielded with one hand. 


Phantasmal Menace
Purchase Cost
: 5XP
AP Cost: 2 AP
Verve Cost: 4 Verve
Cooldown: None. 

Description: You cause an illusionary menace to doggedly and unrelentingly attack your target. This menace is incorporeal and cannot be damaged, but causes real damage by disrupting the target's central nervous system. 
Effect: The target is considered Flanked and Engaged. At the beginning of each of their turns, they take 2d4 damage that ignores DR. Only one Phantasmal Menace may be active on a target at a time. 
Duration: 4 Turns. 
Range: 60ft
Save
: InsightArea:  N/A

Rank 2 (5XP): +2 Turns Duration, +2 Damage. 
Rank 3 (5XP): Two Phantasmal Menaces may be active on a target at a time. 

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Monday, June 13, 2016

[Hydrosphere] Abilities

{Hydro Cut}
Purchase Cost
: 1 XP
AP Cost: 1 AP
Verve Cost: 2 Verve 
Cooldown: 1 Turn

Description: You cause an ultra high pressure, razor thin jet of water to spring from your finger, dealing damage and bypassing armor. 
Effect: For the rest of the turn you may make a ranged attack that deals 1d6+1 damage that ignores 50% of DR. Each attack costs 1 AP.
Duration: 1 Turn. 
Range:  50 ft.
Save
: None, Attack Roll.Area: None.

Rank 2 (1XP): +3 Damage. +10ft Range. 
Rank 3 (1XP): Ignores 100% DR. 



{Fog Bank}
Purchase Cost: 1 XP
AP Cost: 1 AP
Verve Cost: 1 Verve
Cooldown: 1 Turn

Description: You summon a bank of dense fog that obscures vision in the area. 
Effect: +25% Dodge chance to all characters inside the fog, abilities which negate Blind, negate this dodge chance to their targets. The fog is 10 ft tall. 
Duration:4 Turns.
Range: 60 ft. 
Save
:None. Area: 6 Contiguous squares.

Rank 2 (1XP): +1 Turns, Improved Area: 9 Contiguous Squares. 
Rank 3 (1XP): +1 Turns, Improved Area, 12 Contiguous Squares.
{Cleansing Water}
Purchase Cost: 2XP
AP Cost: 2 AP
Verve Cost: 1 Verve  
Cooldown: 0 Turns. 

Description: You transmute normal water into healing water, washing away various afflictions.
Effect:  Remove Blind, Bleeding, Damage Vulnerability, Nerve DamageCrippled (Leg), Crippled (Arm)
Duration: Instant. 
Range: Touch. 
Save
: None. Area: None.  

Rank 2 (1XP): Immunity to any status effect cured: 1 Turn. 
Rank 3 (1XP): Immunity to any status effect cured: 1 Turn.


{Steam Blast}
Purchase Cost: 2XP.
AP Cost: 2AP.
Verve Cost: 2 Verve. 
Cooldown: 1 Turn. 

Description: You release a jet of scorching steam from your palm. 
Effect: deals 3d6 Damage in a 1x3 column, bypasses DR. 
Duration: Instant. 
Range: Touch.
Save
: Reflex. Area: 1x3 Column. 

Rank 2 (2XP): 1x4 Column, +3 Damage.  
Rank 3 (2XP): 1x5 Column, +3 Damage.


{Water Lash}
Purchase Cost: 2 XP.
AP Cost: 2 AP.
Verve Cost: 3 Verve. 
Cooldown: 1 Turn.  

Description: You animate water filled with shards of razor like ice into a whip like form, the lash hovers near you, instantly attacking any opponent who comes close to you. 
Effect: Whenever an enemy enters an adjacent square, the lash deals 1d4+4 damage to it. 
Duration: 6 Turns. 
Range: Self. 
Save
: None, Attack Roll.Area: None. 

Rank 2 (2XP): +4 Damage. 
Rank 3 (2XP): Whip extends, now attacks enemies within 2 squares.

VETERAN ABILITIES


{Ice Snare}
Purchase Cost
: 3XP
AP Cost: 3AP
Verve Cost: 4 Verve
Cooldown: 1 Turn

Description: You cause water to rapidly condense around your target's feet, and quickly freezes, rooting them to the ground. 
Effect:  Target becomes Rooted.
Duration: 3 turns. 
Range:  40 ft. 
Save
: Strength. Area:  N/A. 

Rank 2 (3XP): deals 1d4 Cold damage each round. 
Rank 3 (3XP): deals 2d4 Cold damage each round. 


{Acid Rain}
Purchase Cost: 3XP
AP Cost: 3AP
Verve Cost: 4 Verve
Cooldown:  1 Turn 

Description: You cause a torrent of highly acidic rain to rain down on an area, dealing damage that bypasses DR.
Effect: Deals 4d4 Acid Damage within the area. 
Duration: 3 Turns
Range:  60 ft. 
Save
: None. Area:  4x4 Squares. 

Rank 2 (3XP): Increased area, 5x5. +1d4 Acid Damage. 
Rank 3 (3XP): Increased area, 6x6. +1d4 Acid Damage.

{Ice Slide}

Purchase Cost: 4XP
AP Cost: 3 AP
Verve Cost: 3 Verve
Cooldown:  1 Turn

Description: You cause a slide of super slick ice to form. This slide can either be on the ground, or act as a ramp. If you create a ramp, only movement from high to low is possible due to the slickness of the ice. 
Effect:  Whenever someone moves along the ice slide, their Movement is doubled and ignore all Counter Attacks, but must make an Agility Save or are Knocked Down
Duration: 6 Turns. 
Range: Self
Save
: AgilityArea:  1x30 squares. 

Rank 2 (4XP): You no longer need to make an Agility Save to avoid being Knocked Down
Rank 3 (4XP): If you Melee Attack an Enemy while on the Ice Slide, immediately after moving, you deal +1 Physical Damage for ever 4 squares you have moved along the Ice Slide this turn.
{Depth Crush}Purchase Cost: 4XP
AP Cost: 3 AP
Verve Cost: 4 Verve.
Cooldown: 1 Turn. 

Description: You cause a sphere of ultra dense water to quickly form around an opponent's arm or leg, crushing it, before quickly evaporating. 
Effect: Deals 2d6+4 Damage, applies either Crippled (Leg) (+1 AP movement cost), or Crippled (Arm) (+1 AP attack cost) for 3 rounds. 
Duration: Instant
Range: 30ft
Save
: StrengthArea: None. 

Rank 2 (4XP): +5ft Range, +1d6 Damage. 
Rank 3 (4XP): +5ft Range, +1d6 Damage. 

Evaporation Aura

Purchase Cost: 5XP
AP Cost: 3AP. 
Verve Cost: 5, +1 Verve Per Turn Verve
Cooldown:  1 Turn

Description: An aura forms around you that causes intense evaporation. You gain immunity to Hydrosphere abilities, and your aura destroys lingering physical hydrosphere effects like Ice Slide. Furthermore, it causes living creatures within your aura's radius to rapidly dehydrate, slowing them while empowering your Hydrosphere Abilities. 
Effect:  Immunity: Hydrosphere. Destroys Hydrosphere Effects on contact. Applies Slow (All actions cost +1 AP). For each living enemy within range of your Aura, Hydrosphere Abilities which deal damage deal +1 Damage. 
Duration: Toggle. 
Range: Self
Save
: NoneArea: All Adjacent Squares. 

Rank 2 (5XP): +2 Increased Damage for each living target in Aura. 
Rank 3 (5XP): +1 Increased Square Radius. 

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