{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.
Description: You 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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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.
Description: You 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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