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.
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.
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