The Following Abilities are purchasable if you have the [Biosphere] Tag.
Rookie Abilities
{Hemostasis}
Purchase Cost: 1XP
AP Cost: 1 AP.
Verve Cost: 1 Verve.
Description: {Hemostasis} quickly causes wounds to clot, stop bleeding and be increases the speed and effectiveness of healing.
Effect: Removes the Bleed effect instantly. Applies 2 stacks of incoming Healing Amplification to the target for the duration.
Duration: 4 Turns.
Range: Touch.
Rank 2 (2XP): 2 stacks of incoming Healing Amplification, +2 Turns Duration.
Rank 3 (2XP): 2 stacks of incoming Healing Amplification, +2 Turns Duration.
{Knit Wounds}
Purchase Cost: 1XP
AP Cost: Variable.
Verve Cost: 1 Verve/Rank.
Description: Knit Wounds channels verve into direct, potent healing energy. Causing the target's body to heal at a rate so quick, it is nearly instantaneous. While it does not remove more complicated injuries like status effects, it quickly restores HP.
Effect: Heals 1d4 HP per AP spent.
Duration: Instant.
Range: Touch
Rank 2 (2XP) Heals 2d4 HP per AP spent.
Rank 3:(4XP) Heals 3d4 HP per AP spent.
{Vital Sight}
Purchase Cost: 2
AP Cost: 1 AP.
Verve Cost: 1 Verve/Round.
Description: Vital Sight grants the user the ability to see the anatomical structure of living creatures, including the circulatory system, location and functionality of major organs and generally perceived the internal workings of a living body.
Effect: Whenever a a character under the effect of Vital Sight it has 2 stacks of Healing Amplification. Whenever a character under the effect of Vital Sight attacks a target, they gain +5% Critical Chance.
Duration: Variable: A character must pay the AP cost to activate Vital Sight and 1 Verve for the first round, at the beginning of each additional round they can choose to spend 1 verve, if they do Vital Sight remains active for that Turns.
Rank 2 (2 XP): +2 stacks of outgoing Healing Amplification, +5% Critical Chance.
Rank 3 (2 XP): +2 stacks of outgoing Healing Amplification, +5% Critical Chance.
Devitalize
Purchase Cost: 2
AP Cost: 1/Rank
Verve Cost: 1/Rank.
Description: The character quickly and temporarily causes aging within the target's body, making them more frail and susceptible to damage.
Effect: The target gains 2 stacks of Damage Vulnerability, which increase all incoming damage by 2 (effectively mitigating DR) for the duration.
Duration: 5 Turns.
Range: Touch.
Save: Strength
Rank 2 (2 XP): +2 stacks of Damage Vulnerability.
Rank 3 (2 XP): +2 stacks of Damage Vulnerability.
Predatory Mutation
Purchase Cost: 2
AP Cost: 1 AP
Verve Cost: 1 Verve
Description: You evoke a temporary predatory mutation in your body, causing you to spontaneously develop a natural weapon such as retractable claws, fangs, bone plated fists or other such effect.
Effect: Your unarmed attacks become natural weapons with the following attributes.
Damage Miss % Crit % Crit
2d6 5% 15% x2
Duration: 10 Turns.
Rank 2 (3XP): +1d6 Damage.
Rank 3 (5XP): +1d6 Damage.
Veteran Abilities.
{Invigorating Recuperation}
Purchase Cost: 5 XP
AP Cost: None (Passive)
Verve Cost: None (Passive)
Description: When you heal targets, their bodies temporarily absorb excess healing energies.
Effect: Whenever you use a Healing ability on a target that is injured (less than full HP, any excess healing past their maximum HP is added as Temporary HP.
Duration: Temporary HP lasts for 3 rounds before fading.
Rank 2 (5XP): Temporary HP lasts for 6 rounds.
Rank 3 (5XP): Targets that gain Temporary HP from your Healing gain DR +5 as long at they have Temporary HP from your heals.
{Minor Regeneration}
Purchase Cost: 3XP
AP Cost: 1 AP
Verve Cost: 2 Verve
Description: You cause your target's body to swiftly regenerate damage from wounds, healing on its own at an accelerated rate.
Effect: Target gains 4 stacks of Regeneration for duration.
Duration: 6 Turns.
Range: Touch.
Rank 2 (3XP): +2 stacks Regeneration, +2 Turns.
Rank 3 (3XP): +2 stacks Regeneration, +2 Turns.
{Adrenaline Surge}
Purchase Cost: 3XP
AP Cost: 1AP
Verve Cost: 2 Verve
Description: You cause the target's brain to release a surge of adrenaline, increasing their Strength.
Effect: Target gains +4 Strength for the Duration.
Duration: 6 Turns.
Range: Touch.
Rank 2 (3XP): +4 Strength, +2 Turns.
Rank 3 (3XP): +4 Strength, +2 Turns.
{Nerve Amplification}
Purchase Cost: 3XP
AP Cost: 2 AP.
Verve Cost: 2 Verve.
Description: Causes the target's nerves to become hypersensitive, greatly reducing pain tolerance. Whenever the target is damaged, they have a chance to be stricken with overwhelming pain, losing AP.
Effect: Target gains 2 stacks of Nerve Damage (10% Chance to lose 1 AP on their next turn when damaged, can only lose 1 AP this way) for the duration.
Duration: 6 Turns.
Range: Touch.
Save: Confidence
Rank 2 (3XP): +1 stack of Nerve Damage, +2 Turns.
Rank 3 (3XP): +1 stack of Nerve Damage, +2 Turns.
{BioElectric Bolt}
Purchase Cost: 4XP
AP Cost: 1 AP
Verve Cost: 2 Verve.
Description: You release a bolt of intense bio-electricity from your body at a target, charged with another Biosphere Ability. If the bolt strikes, it deals electric damage and unleashes the effects of the charged Ability.
Effect: Bioelectric Bolt deals 2d4 Electric Damage to the target. When using BioElectric Bolt you may charge it with another Biopshere Ability you have that has a range of "touch". You must pay the AP and Verve cost of both abilities. If the attack hits, after damage is rolled, the charge ability is applied unless saved against.
Duration: Instant
Range: 30ft.
Save: Agility for Bolt. As normal for "charged" ability.
Rank 2 (4XP): +2d4 Electric Damage.
Rank 3 (4XP): +2d4 Electric Damage.
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Rank 2
Rank 3
Rookie Abilities
{Hemostasis}
Purchase Cost: 1XP
AP Cost: 1 AP.
Verve Cost: 1 Verve.
Description: {Hemostasis} quickly causes wounds to clot, stop bleeding and be increases the speed and effectiveness of healing.
Effect: Removes the Bleed effect instantly. Applies 2 stacks of incoming Healing Amplification to the target for the duration.
Duration: 4 Turns.
Range: Touch.
Rank 2 (2XP): 2 stacks of incoming Healing Amplification, +2 Turns Duration.
Rank 3 (2XP): 2 stacks of incoming Healing Amplification, +2 Turns Duration.
{Knit Wounds}
Purchase Cost: 1XP
AP Cost: Variable.
Verve Cost: 1 Verve/Rank.
Description: Knit Wounds channels verve into direct, potent healing energy. Causing the target's body to heal at a rate so quick, it is nearly instantaneous. While it does not remove more complicated injuries like status effects, it quickly restores HP.
Effect: Heals 1d4 HP per AP spent.
Duration: Instant.
Range: Touch
Rank 2 (2XP) Heals 2d4 HP per AP spent.
Rank 3:(4XP) Heals 3d4 HP per AP spent.
{Vital Sight}
Purchase Cost: 2
AP Cost: 1 AP.
Verve Cost: 1 Verve/Round.
Description: Vital Sight grants the user the ability to see the anatomical structure of living creatures, including the circulatory system, location and functionality of major organs and generally perceived the internal workings of a living body.
Effect: Whenever a a character under the effect of Vital Sight it has 2 stacks of Healing Amplification. Whenever a character under the effect of Vital Sight attacks a target, they gain +5% Critical Chance.
Duration: Variable: A character must pay the AP cost to activate Vital Sight and 1 Verve for the first round, at the beginning of each additional round they can choose to spend 1 verve, if they do Vital Sight remains active for that Turns.
Rank 2 (2 XP): +2 stacks of outgoing Healing Amplification, +5% Critical Chance.
Rank 3 (2 XP): +2 stacks of outgoing Healing Amplification, +5% Critical Chance.
Devitalize
Purchase Cost: 2
AP Cost: 1/Rank
Verve Cost: 1/Rank.
Description: The character quickly and temporarily causes aging within the target's body, making them more frail and susceptible to damage.
Effect: The target gains 2 stacks of Damage Vulnerability, which increase all incoming damage by 2 (effectively mitigating DR) for the duration.
Duration: 5 Turns.
Range: Touch.
Save: Strength
Rank 2 (2 XP): +2 stacks of Damage Vulnerability.
Rank 3 (2 XP): +2 stacks of Damage Vulnerability.
Predatory Mutation
Purchase Cost: 2
AP Cost: 1 AP
Verve Cost: 1 Verve
Description: You evoke a temporary predatory mutation in your body, causing you to spontaneously develop a natural weapon such as retractable claws, fangs, bone plated fists or other such effect.
Effect: Your unarmed attacks become natural weapons with the following attributes.
Damage Miss % Crit % Crit
2d6 5% 15% x2
Duration: 10 Turns.
Rank 2 (3XP): +1d6 Damage.
Rank 3 (5XP): +1d6 Damage.
Veteran Abilities.
{Invigorating Recuperation}
Purchase Cost: 5 XP
AP Cost: None (Passive)
Verve Cost: None (Passive)
Description: When you heal targets, their bodies temporarily absorb excess healing energies.
Effect: Whenever you use a Healing ability on a target that is injured (less than full HP, any excess healing past their maximum HP is added as Temporary HP.
Duration: Temporary HP lasts for 3 rounds before fading.
Rank 2 (5XP): Temporary HP lasts for 6 rounds.
Rank 3 (5XP): Targets that gain Temporary HP from your Healing gain DR +5 as long at they have Temporary HP from your heals.
{Minor Regeneration}
Purchase Cost: 3XP
AP Cost: 1 AP
Verve Cost: 2 Verve
Description: You cause your target's body to swiftly regenerate damage from wounds, healing on its own at an accelerated rate.
Effect: Target gains 4 stacks of Regeneration for duration.
Duration: 6 Turns.
Range: Touch.
Rank 2 (3XP): +2 stacks Regeneration, +2 Turns.
Rank 3 (3XP): +2 stacks Regeneration, +2 Turns.
{Adrenaline Surge}
Purchase Cost: 3XP
AP Cost: 1AP
Verve Cost: 2 Verve
Description: You cause the target's brain to release a surge of adrenaline, increasing their Strength.
Effect: Target gains +4 Strength for the Duration.
Duration: 6 Turns.
Range: Touch.
Rank 2 (3XP): +4 Strength, +2 Turns.
Rank 3 (3XP): +4 Strength, +2 Turns.
{Nerve Amplification}
Purchase Cost: 3XP
AP Cost: 2 AP.
Verve Cost: 2 Verve.
Description: Causes the target's nerves to become hypersensitive, greatly reducing pain tolerance. Whenever the target is damaged, they have a chance to be stricken with overwhelming pain, losing AP.
Effect: Target gains 2 stacks of Nerve Damage (10% Chance to lose 1 AP on their next turn when damaged, can only lose 1 AP this way) for the duration.
Duration: 6 Turns.
Range: Touch.
Save: Confidence
Rank 2 (3XP): +1 stack of Nerve Damage, +2 Turns.
Rank 3 (3XP): +1 stack of Nerve Damage, +2 Turns.
{BioElectric Bolt}
Purchase Cost: 4XP
AP Cost: 1 AP
Verve Cost: 2 Verve.
Description: You release a bolt of intense bio-electricity from your body at a target, charged with another Biosphere Ability. If the bolt strikes, it deals electric damage and unleashes the effects of the charged Ability.
Effect: Bioelectric Bolt deals 2d4 Electric Damage to the target. When using BioElectric Bolt you may charge it with another Biopshere Ability you have that has a range of "touch". You must pay the AP and Verve cost of both abilities. If the attack hits, after damage is rolled, the charge ability is applied unless saved against.
Duration: Instant
Range: 30ft.
Save: Agility for Bolt. As normal for "charged" ability.
Rank 2 (4XP): +2d4 Electric Damage.
Rank 3 (4XP): +2d4 Electric Damage.
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Rank 2
Rank 3
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