Difference between revisions of "Abilities"
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===[[Morale]] Abilities=== | ===[[Morale]] Abilities=== | ||
− | ''Please note that these abilities stack; if a character really wants to invest in Morale Combat, they can theoretically take both Battlefield Presence and Demoralizer, for example, to Taunt for 45 | + | ''Please note that these abilities stack; if a character really wants to invest in Morale Combat, they can theoretically take both Battlefield Presence and Demoralizer, for example, to Taunt for 45 Morale a round. They also offset each other, so someone with Intimidation (+5 Quip morale damage) who Quipped someone with Unshakable (-5 Quip Morale damage) would just do the normal 20.'' |
− | * Hot-Blooded: A successful Psych attack gives you 15 | + | * Hot-Blooded: A successful Psych attack gives you 15 Morale instead of 10. (10 points) |
− | * Intimidation: A successful Quip attack hurts your opponent's | + | * Intimidation: A successful Quip attack hurts your opponent's Morale by 25 instead of 20. (10 points) |
− | * Unshakable: A successful Quip attack hurts your | + | * Unshakable: A successful Quip attack hurts your Morale by 15 instead of 20. (7 points) |
* Calm: Taunt only damages your Morale by 20 per round instead of 30, but Cheer only gives you 15 Morale per round instead of 20. (10 points) | * Calm: Taunt only damages your Morale by 20 per round instead of 30, but Cheer only gives you 15 Morale per round instead of 20. (10 points) | ||
− | * Battlefield Presence: You Cheer for 25 | + | * Battlefield Presence: You Cheer for 25 Morale per round and Taunt for 35 Morale per round. (10 points) |
− | * Befriender: You Cheer for 30 | + | * Befriender: You Cheer for 30 Morale per round. (10 points) |
− | * Demoralizer: You Taunt for 40 | + | * Demoralizer: You Taunt for 40 Morale per round. (10 points) |
+ | * Cheerleader: If you successfully Cheer an ally, you gain an extra 5 Morale (a maximum of once per round). (10 points) | ||
===[[Attacks|Attack]] Abilities=== | ===[[Attacks|Attack]] Abilities=== | ||
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* Guardian: When you [[Cover|+cover]] someone, you don’t take the usual penalty to your defenses. (12 points) | * Guardian: When you [[Cover|+cover]] someone, you don’t take the usual penalty to your defenses. (12 points) | ||
* Signature Attack: a Master Trait only; it grants a Special attack that is available for use across all henshin modes, including the [[Base Modes|Base Mode]]. This is often a morale-based attack. (10 points) | * Signature Attack: a Master Trait only; it grants a Special attack that is available for use across all henshin modes, including the [[Base Modes|Base Mode]]. This is often a morale-based attack. (10 points) | ||
− | + | * Improvisationalist: Your [[Free Attacks]] are built on more points and cost less Mana. (10 points) | |
− | * Improvisationalist: Your [[Free Attacks]] are built on more points. (10 points) | + | |
* Magpie: Your [[Items In Combat|Item Grab]] attempts are more likely to succeed. (5 points) | * Magpie: Your [[Items In Combat|Item Grab]] attempts are more likely to succeed. (5 points) | ||
* Saboteur: Your debuffs are more difficult to resist. (10 points) | * Saboteur: Your debuffs are more difficult to resist. (10 points) | ||
* [[Powers of Darkness|Power of Darkness]]: Susceptible to Purify and Banish attacks. Access to an expanded list of usable [[Attack Flags|Flags]] for Free Attacks. May only be bought as a Henshin Ability, but may be bought separately for every form if necessary. (-50 points) | * [[Powers of Darkness|Power of Darkness]]: Susceptible to Purify and Banish attacks. Access to an expanded list of usable [[Attack Flags|Flags]] for Free Attacks. May only be bought as a Henshin Ability, but may be bought separately for every form if necessary. (-50 points) | ||
+ | * [[Antagonist Starting Ranks|Antagonist]]: Extra points for being an Antagonist. May only be bought as a Henshin Ability, but is applied separately to every form if necessary. (-30 points) | ||
===Master Trait Filler Abilities=== | ===Master Trait Filler Abilities=== |
Latest revision as of 22:45, 15 November 2015
Ability character point costs range widely, because their relative values are highly variable. They can alter every aspect of gameplay, from attacks to reactions to the morale sub-battle. Some even give access to special attack slots.
Contents
Reaction Abilities
- Advanced Dodge: Dodge's effectiveness improves greatly with Morale. (10 points)
- Advanced Brace: Brace's effectiveness improves slightly. (10 points)
- Fade: Gain a small amount of Mana on a successful Dodge. (3 points)
- Block: Gain a small amount of Mana on a successful Brace. (3 points)
- Reverse: Gain a small amount of Mana on a successful Counter. (3 points)
- Flash: Gain a small amount of Morale on a successful Dodge. (3 points)
- Parry: Gain a small amount of Morale on a successful Brace. (3 points)
- Tactician: Gain a small amount of Morale on a successful Counter. (3 points)
- Supersonic: Major improvement to Dodge, critical hits do much more damage on a failed Dodge. (10 points)
- Magic Cancel: Major improvement to magical Brace damage reduction, critical hits do more damage on a failed magical Brace. (7 points)
- Hollow Body: Major improvement to physical Brace damage reduction, critical hits do more damage on a failed physical Brace. (7 points)
- Interceptor: Improves odds of a successful Counter. (7 points)
- Explosive Counterfire: Greatly improves odds of a successful Ranged Counter; cannot be used with a Barrier. (7 points)
- Riposte: Greatly improved odds of a successful Melee Counter; cannot be used with a Barrier. (7 points)
- Barrier Warrior: Greatly improves odds of a successful Counter with a Barrier. (7 points)
- Interrupter: Greatly improves odds of a successful Counter with the Interrupt flag. (7 points)
Morale Abilities
Please note that these abilities stack; if a character really wants to invest in Morale Combat, they can theoretically take both Battlefield Presence and Demoralizer, for example, to Taunt for 45 Morale a round. They also offset each other, so someone with Intimidation (+5 Quip morale damage) who Quipped someone with Unshakable (-5 Quip Morale damage) would just do the normal 20.
- Hot-Blooded: A successful Psych attack gives you 15 Morale instead of 10. (10 points)
- Intimidation: A successful Quip attack hurts your opponent's Morale by 25 instead of 20. (10 points)
- Unshakable: A successful Quip attack hurts your Morale by 15 instead of 20. (7 points)
- Calm: Taunt only damages your Morale by 20 per round instead of 30, but Cheer only gives you 15 Morale per round instead of 20. (10 points)
- Battlefield Presence: You Cheer for 25 Morale per round and Taunt for 35 Morale per round. (10 points)
- Befriender: You Cheer for 30 Morale per round. (10 points)
- Demoralizer: You Taunt for 40 Morale per round. (10 points)
- Cheerleader: If you successfully Cheer an ally, you gain an extra 5 Morale (a maximum of once per round). (10 points)
Attack Abilities
- Shatterpoint: Your melee attacks get a bonus to critical chance. (12 points)
- Eagle Eye: Your ranged attacks get a bonus to critical chance. (12 points)
- Magical Precision: Your magical attacks get a bonus to critical chance. (12 points)
- Physical Precision: Your physical attacks get a bonus to critical chance. (12 points)
- Kung Fu Wizard: Your melee attacks get a bonus to base damage. (12 points)
- Beam Battler: Your ranged attacks get a bonus to base damage. (12 points)
- Massive Blasts: Your magical attacks get a bonus to base damage. (12 points)
- Massive Impacts: Your physical attacks get a bonus to base damage. (12 points)
- Radiance: Your Banish and Purify attacks get a bonus to base damage when used against Powers of Darkness. (12 points)
- Luminosity: Your Banish and Purify attacks get a bonus to critical chance when used against Powers of Darkness. (12 points)
- Backblast: When you use a Survival Finisher, you get a bonus to base damage. (8 points)
- Survivor: When you use a Survival Finisher, you get a bonus to critical chance. (8 points)
- Swirling Melee: When you are attacked by a melee attack, your next attack gets a bonus if it is also melee. (8 points)
- Crossfire: When you are attacked by a ranged attack, your next attack gets a bonus if it is also ranged. (8 points)
- Point Blank Shot: When you are attacked by a melee attack, your next attack gets a bonus if it is ranged. (8 points)
- Swan Leap: When you are attacked by a ranged attack, your next attack gets a bonus if it is melee. (8 points)
- Magical Duelist: When you are attacked by a magical attack, your next attack gets a bonus if it is also magical. (8 points)
- Physical Duelist: When you are attacked by a physical attack, your next attack gets a bonus if it is also physical. (8 points)
- Magebreaker: When you are attacked by a magical attack, your next attack gets a bonus if it is physical. (8 points)
- Bishop Takes Knight: When you are attacked by a physical attack, your next attack gets a bonus if it is magical. (8 points)
Iconic Abilities
Note that you can only have one of Impossible Aim, Boundless Strength, Unstoppable Force, Under Their Skin or Heartbreaker on your sheet at any time under any circumstance; thus if one is bought as a Master Trait, none of your henshin forms may have an Iconic Ability as a Henshin Ability.
- Impossible Aim (20 points): All of your attacks are more difficult to Dodge.
- Boundless Strength (20 points): All of your attacks are more difficult to Brace.
- Unstoppable Force (20 points): All of your attacks are more difficult to Counter.
- Under Their Skin (20 points): Moderately improves your chances of successfully Cheering someone with high Composure. Drastically reduces your chances of successfully Taunting someone with low Composure.
- Heartbreaker (20 points): Moderately improves your chances of successfully Taunting someone with high Composure. Drastically reduces your chances of successfully Cheering someone with low Composure.
Other Abilities
- Team Player: TEAM attacks are improved by your participation. (10 points)
- Guardian: When you +cover someone, you don’t take the usual penalty to your defenses. (12 points)
- Signature Attack: a Master Trait only; it grants a Special attack that is available for use across all henshin modes, including the Base Mode. This is often a morale-based attack. (10 points)
- Improvisationalist: Your Free Attacks are built on more points and cost less Mana. (10 points)
- Magpie: Your Item Grab attempts are more likely to succeed. (5 points)
- Saboteur: Your debuffs are more difficult to resist. (10 points)
- Power of Darkness: Susceptible to Purify and Banish attacks. Access to an expanded list of usable Flags for Free Attacks. May only be bought as a Henshin Ability, but may be bought separately for every form if necessary. (-50 points)
- Antagonist: Extra points for being an Antagonist. May only be bought as a Henshin Ability, but is applied separately to every form if necessary. (-30 points)
Master Trait Filler Abilities
These abilities can only be bought as Master Traits, and only two points, total, may be spent across this entire category. They exist to ensure everyone is able to spend all of their Master Trait points.
- Vivacious: You begin a battle with 104 Fatigue. (1 point)
- Tenacious: You begin a battle with 108 Fatigue. (2 points)
- Energetic: You begin a battle with 103 Mana. (1 point)
- Dynamic: You begin a battle with 106 Mana. (2 points)
For more information, please see: Chargen