Post by Zyraen on Oct 16, 2019 23:49:58 GMT 8
MASTERY
- Masteries cannot be used with Racials, Role Abilities and Common Abilities, unless otherwise stated.
- No ability can be used with more than one Mastery at one time, unless otherwise stated.
- Using Mastery does not count towards your encounter limit usages of WP (for avoidance of doubt).
- Resolve all hits and misses (but not damage) before deciding whether to apply Mastery, unless otherwise stated. Note that applying Mastery on offensive abilities may incentivise a target that is hit to use an Interrupt to change the outcome.
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NEW FEATS
Mastery (Choices)
Prerequisite: You have at least one Rank 3 Signature ability.
Effect: You unlock Mastery options worth 2 WP (a Mastery that varies counts as 2 WP). You can use your Mastery with Signature abilities, provided you have a Signature ability from the same tree and type (attack or move) that is 2 ranks higher, and with abilities the Mastery specifies you can use it with.
This feat can be taken multiple times to unlock different Masteries.
Additional Willpower
Prerequisite: You have at least one Rank 3 Signature ability.
Effect: You gain half an extra WP. This is rounded down so you need to take this feat twice to get any benefit from it.
This feat can be taken multiple times.
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SIGNATURE MASTERY
Prerequisite: You must have at least one Mastery feat.
Each Signature Mastery costs 3 UP, and is applied to one specific Signature ability you have. You can take it once for each Signature ability you have, excluding Racial abilities.
A mastered Rank 1-2 Signature ability reduces the cost of using WP on the ability by 1. This benefit does not return until after a rest. If you cannot use a Mastery with the Signature (such as not possessing a Rank3-4 of that tree and type), you cannot get Signature Mastery for it.
A mastered Rank 3-4 Signature ability can be used with your Mastery options. Note there is no WP reduction when doing so.
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Amplified (1 WP)
- The non-damage numerical effect of the ability is increased by half, rounded down. This applies to bonuses, forced movement, free movement and teleports
- If an ability has multiple such effects, choose only one to be amplified
Clinging (1 WP)
- This Mastery cannot be applied on an ability that has a Miss entry.
- One condition or effect imposed by the ability has a lesser effect on a miss. This is limited to following list, although if a GM creates customised conditions, he can expand on this list
A) Stunned or Dominated or Helpless becomes Dazed
B) Immobilised or Entangled becomes Slowed or Knocked Prone
C) Blinded becomes all creatures have Partial Concealment against the target
D) Dazed becomes Unguarded
E) A Penalty to attack rolls is halved (rounded down).
Communal (2 WP)
- This can only be applied on an ability that gives a beneficial buff
- A beneficial buff now targets double the original number of creatures
- If it is a melee or ranged ability, it becomes a burst with the same numerical range as the original distance, and affecting twice the original number of creatures
- If it is a personal ability, it may also target one adjacent creature
Empowered (1 WP)
- This must be declared before resolving hits/misses
- Either double the damage dice from the ability, or increase its damage by three times your Sec Trait
- Targets you miss take half-damage. You can include Slayer damage.
- Empowered can be applied together with Enlarge and Extend.
Enlarge (1 WP)
- If you Enlarge an ability using this Mastery, declare its use before resolving hits.
- If you do not have the Enlarge feat, you may apply its benefit to the ability if it is an eligible ability (ie it is an Area Burst Blast or Wall, and it reduces damage as usual)
- If the ability is enlarged by the Enlarge feat, there is no damage reduction. Alternatively, you can further Enlarge the ability, and the damage penalty is triple
- Enlarge can be applied together with Extend, and either Empowered or Selective
Extend (1 WP)
- Declare use of this mastery before resolving hits.
- The numerical range of the ability is doubled. Note that for abilities like Area X in Y, or Area Wall X in Y, only the Y is doubled.
- If the ability is a melee ability, you may also shift Sec Trait squares towards one of the targets before or after resolving the ability (your choice). You can fly while doing so, even if you do not have fly speed, but if you do not land after your attack resolves, you fall.
- Extend can be applied together with Enlarge, and either Empowered or Selective
Intensified (2 WP)
- One condition or effect imposed by the ability increases by one step, and only to one target. This is limited to following list, although if a GM creates customised conditions, he can expand on this list
A) Dazed becomes Stunned
B) Blinded becomes Stunned
C) Stunned becomes Dominated if the attack targets Will
D) Stunned becomes Helpless until it takes damage if the attack does not target Will
E) Slowed becomes Immobilised
F) Immobilised becomes Entangled, and you may choose to knock the target prone.
G) Partial Concealment becomes Total Concealment
H) Partial Cover becomes Superior Cover
I) Unguarded becomes unguarded and takes -2 penalty to all defenses
J) Instead of increasing an imposed effect, the target cannot make Stealth checks until ENT. To apply this effect, the ability must impose an effect until ENT.
Lingering (2 WP)
- A beneficial buff that is dependent on Sec Trait which lasts until ENT gains an after-effect. The after-effect is same as the original, but its benefit is half Sec Trait or half its original value, whichever is less, and remains in effect until End of Encounter
- If the user falls unconscious, he rolls a d6. On a 1-2, the effect ends.
Persistent (varies)
- Spend 1WP when the ability applies a negative effect to a target that lasts until ENT, and the negative effect lasts until ENT or (Save Ends), whichever comes later
- if the target did not use an action to remove/save against the effect, and passes its first Saving Throw, you can spend 1 more WP, use an Interrupt to impose Sec Trait penalty to that roll if this would cause the saving throw to fail; you do not need line of effect nor line of sight to do so.
- if an ability affects more than one target, only one target that is hit is affected by Persistent
Quickened (varies)
- Declare use of this mastery before resolving hits, if any
- The action for using an ability is reduced by one step, as follows
A) standard action reduced to move action (2WP)
B) move action reduced to swift action (2WP)
C) interrupt action reduced to opportunity action (1WP)
D) opportunity action reduced to free action (1WP)
- Quickened may be applied to any tank abilities, and any basic attacks that occur due to provoking an OA. For clarity, note that an action that provokes an OA only provokes it once, so one cannot Quicken an MBA to be free action and then OA again in response to the same triggering action.
Selective (1WP)
- Declare use of this mastery before resolving hits.
- This mastery only works with Area, Burst, Blast and Wall abilities. After applying the Mastery, the ability does not target creatures of your choice (typically yourself and your allies)
- Note that if the ability sets up a zone, the squares of those excluded targets are still part of the zone, and those creatures will still be affected by the zone.
- Selective can be applied together with Enlarge and Extend.
Summon (2 WP)
- An ability that creates a conjuration that lasts until ENT, instead replaces the conjuration with the companion keyword, and gains HP and your defenses accordingly. The conjuration must not be a zone and must be no bigger than large.
- When its HP is reduced to 0, it falls unconscious but can be healed. If it takes any damage while unconscious, the summon discorporates and the ability ends. Note that unlike a regular companion, the summon cannot be recalled by you using a Swift action and spending a Reserve.
- If the summon did not make an attack during your turn, it may make a basic attack as a free action during the end of your turn. If the creature does not have a basic attack, it uses one of your melee basic attacks with same dicesize.
- If the creature does not have a base speed, it has fly speed 6 (hover).
- Summon can also be applied as a swift action to a pre-existing companion, or when calling your companion back. In addition to all of above, the companion gains +2 speed, both climb and swim speed, and regains all its HP.
Sustained (2 WP)
- An ability that creates an aura, a conjuration or a zone which lasts until ENT, or which provides a beneficial buff until ENT, can now be sustained as a swift action, ie the caster can use a swift action to cause the effect to persist until ENT
- To sustain an ability, the user must be within the normal range of the effect to do so, and have line of effect. Note that a beneficial buff effect often moves around with the individuals benefiting from it, thus the buff ends for those that the user cannot sustain.
- If the user falls unconscious, he rolls a 1d6, and on a 4- the ability ends.
- A sustained Rank4 ability consumes an equal or lower Rank Signature ability from the same tree each time it is sustained. In case of multiple abilities per Rank within the same tree, only one ability of each of following can be consumed : SA1 SA2 SA3 SM1 SM2 SM3, and whichever Rank 4 is of a different type from the original ability.
Twinned (varies)
- An attack ability that has 1 attack roll and targets only one creature, may now target one other creature within range. This is part of the same action.
- Both creatures must be visible to the user of this Mastery.
- Rank 1 and 2 abilities cost 1 WP to Twin, Rank 3 and 4 abilities cost 2 WP to twin.
- Both targets must be missed for it to remain unused due to Reliable, or to benefit from a miss entry that allows it to be regained/ unexpended (usually at cost of expending another Signature)
- Note that abilities that activate against one triggering creature generally cannot be twinned by virtue of no two enemies activating the trigger at exactly the same time. The main exception is if both enemies are subject to forced movement from the same attack which fulfills the trigger requirement.
- Masteries cannot be used with Racials, Role Abilities and Common Abilities, unless otherwise stated.
- No ability can be used with more than one Mastery at one time, unless otherwise stated.
- Using Mastery does not count towards your encounter limit usages of WP (for avoidance of doubt).
- Resolve all hits and misses (but not damage) before deciding whether to apply Mastery, unless otherwise stated. Note that applying Mastery on offensive abilities may incentivise a target that is hit to use an Interrupt to change the outcome.
======
NEW FEATS
Mastery (Choices)
Prerequisite: You have at least one Rank 3 Signature ability.
Effect: You unlock Mastery options worth 2 WP (a Mastery that varies counts as 2 WP). You can use your Mastery with Signature abilities, provided you have a Signature ability from the same tree and type (attack or move) that is 2 ranks higher, and with abilities the Mastery specifies you can use it with.
This feat can be taken multiple times to unlock different Masteries.
Additional Willpower
Prerequisite: You have at least one Rank 3 Signature ability.
Effect: You gain half an extra WP. This is rounded down so you need to take this feat twice to get any benefit from it.
This feat can be taken multiple times.
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SIGNATURE MASTERY
Prerequisite: You must have at least one Mastery feat.
Each Signature Mastery costs 3 UP, and is applied to one specific Signature ability you have. You can take it once for each Signature ability you have, excluding Racial abilities.
A mastered Rank 1-2 Signature ability reduces the cost of using WP on the ability by 1. This benefit does not return until after a rest. If you cannot use a Mastery with the Signature (such as not possessing a Rank3-4 of that tree and type), you cannot get Signature Mastery for it.
A mastered Rank 3-4 Signature ability can be used with your Mastery options. Note there is no WP reduction when doing so.
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Amplified (1 WP)
- The non-damage numerical effect of the ability is increased by half, rounded down. This applies to bonuses, forced movement, free movement and teleports
- If an ability has multiple such effects, choose only one to be amplified
Clinging (1 WP)
- This Mastery cannot be applied on an ability that has a Miss entry.
- One condition or effect imposed by the ability has a lesser effect on a miss. This is limited to following list, although if a GM creates customised conditions, he can expand on this list
A) Stunned or Dominated or Helpless becomes Dazed
B) Immobilised or Entangled becomes Slowed or Knocked Prone
C) Blinded becomes all creatures have Partial Concealment against the target
D) Dazed becomes Unguarded
E) A Penalty to attack rolls is halved (rounded down).
Communal (2 WP)
- This can only be applied on an ability that gives a beneficial buff
- A beneficial buff now targets double the original number of creatures
- If it is a melee or ranged ability, it becomes a burst with the same numerical range as the original distance, and affecting twice the original number of creatures
- If it is a personal ability, it may also target one adjacent creature
Empowered (1 WP)
- This must be declared before resolving hits/misses
- Either double the damage dice from the ability, or increase its damage by three times your Sec Trait
- Targets you miss take half-damage. You can include Slayer damage.
- Empowered can be applied together with Enlarge and Extend.
Enlarge (1 WP)
- If you Enlarge an ability using this Mastery, declare its use before resolving hits.
- If you do not have the Enlarge feat, you may apply its benefit to the ability if it is an eligible ability (ie it is an Area Burst Blast or Wall, and it reduces damage as usual)
- If the ability is enlarged by the Enlarge feat, there is no damage reduction. Alternatively, you can further Enlarge the ability, and the damage penalty is triple
- Enlarge can be applied together with Extend, and either Empowered or Selective
Extend (1 WP)
- Declare use of this mastery before resolving hits.
- The numerical range of the ability is doubled. Note that for abilities like Area X in Y, or Area Wall X in Y, only the Y is doubled.
- If the ability is a melee ability, you may also shift Sec Trait squares towards one of the targets before or after resolving the ability (your choice). You can fly while doing so, even if you do not have fly speed, but if you do not land after your attack resolves, you fall.
- Extend can be applied together with Enlarge, and either Empowered or Selective
Intensified (2 WP)
- One condition or effect imposed by the ability increases by one step, and only to one target. This is limited to following list, although if a GM creates customised conditions, he can expand on this list
A) Dazed becomes Stunned
B) Blinded becomes Stunned
C) Stunned becomes Dominated if the attack targets Will
D) Stunned becomes Helpless until it takes damage if the attack does not target Will
E) Slowed becomes Immobilised
F) Immobilised becomes Entangled, and you may choose to knock the target prone.
G) Partial Concealment becomes Total Concealment
H) Partial Cover becomes Superior Cover
I) Unguarded becomes unguarded and takes -2 penalty to all defenses
J) Instead of increasing an imposed effect, the target cannot make Stealth checks until ENT. To apply this effect, the ability must impose an effect until ENT.
Lingering (2 WP)
- A beneficial buff that is dependent on Sec Trait which lasts until ENT gains an after-effect. The after-effect is same as the original, but its benefit is half Sec Trait or half its original value, whichever is less, and remains in effect until End of Encounter
- If the user falls unconscious, he rolls a d6. On a 1-2, the effect ends.
Persistent (varies)
- Spend 1WP when the ability applies a negative effect to a target that lasts until ENT, and the negative effect lasts until ENT or (Save Ends), whichever comes later
- if the target did not use an action to remove/save against the effect, and passes its first Saving Throw, you can spend 1 more WP, use an Interrupt to impose Sec Trait penalty to that roll if this would cause the saving throw to fail; you do not need line of effect nor line of sight to do so.
- if an ability affects more than one target, only one target that is hit is affected by Persistent
Quickened (varies)
- Declare use of this mastery before resolving hits, if any
- The action for using an ability is reduced by one step, as follows
A) standard action reduced to move action (2WP)
B) move action reduced to swift action (2WP)
C) interrupt action reduced to opportunity action (1WP)
D) opportunity action reduced to free action (1WP)
- Quickened may be applied to any tank abilities, and any basic attacks that occur due to provoking an OA. For clarity, note that an action that provokes an OA only provokes it once, so one cannot Quicken an MBA to be free action and then OA again in response to the same triggering action.
Selective (1WP)
- Declare use of this mastery before resolving hits.
- This mastery only works with Area, Burst, Blast and Wall abilities. After applying the Mastery, the ability does not target creatures of your choice (typically yourself and your allies)
- Note that if the ability sets up a zone, the squares of those excluded targets are still part of the zone, and those creatures will still be affected by the zone.
- Selective can be applied together with Enlarge and Extend.
Summon (2 WP)
- An ability that creates a conjuration that lasts until ENT, instead replaces the conjuration with the companion keyword, and gains HP and your defenses accordingly. The conjuration must not be a zone and must be no bigger than large.
- When its HP is reduced to 0, it falls unconscious but can be healed. If it takes any damage while unconscious, the summon discorporates and the ability ends. Note that unlike a regular companion, the summon cannot be recalled by you using a Swift action and spending a Reserve.
- If the summon did not make an attack during your turn, it may make a basic attack as a free action during the end of your turn. If the creature does not have a basic attack, it uses one of your melee basic attacks with same dicesize.
- If the creature does not have a base speed, it has fly speed 6 (hover).
- Summon can also be applied as a swift action to a pre-existing companion, or when calling your companion back. In addition to all of above, the companion gains +2 speed, both climb and swim speed, and regains all its HP.
Sustained (2 WP)
- An ability that creates an aura, a conjuration or a zone which lasts until ENT, or which provides a beneficial buff until ENT, can now be sustained as a swift action, ie the caster can use a swift action to cause the effect to persist until ENT
- To sustain an ability, the user must be within the normal range of the effect to do so, and have line of effect. Note that a beneficial buff effect often moves around with the individuals benefiting from it, thus the buff ends for those that the user cannot sustain.
- If the user falls unconscious, he rolls a 1d6, and on a 4- the ability ends.
- A sustained Rank4 ability consumes an equal or lower Rank Signature ability from the same tree each time it is sustained. In case of multiple abilities per Rank within the same tree, only one ability of each of following can be consumed : SA1 SA2 SA3 SM1 SM2 SM3, and whichever Rank 4 is of a different type from the original ability.
Twinned (varies)
- An attack ability that has 1 attack roll and targets only one creature, may now target one other creature within range. This is part of the same action.
- Both creatures must be visible to the user of this Mastery.
- Rank 1 and 2 abilities cost 1 WP to Twin, Rank 3 and 4 abilities cost 2 WP to twin.
- Both targets must be missed for it to remain unused due to Reliable, or to benefit from a miss entry that allows it to be regained/ unexpended (usually at cost of expending another Signature)
- Note that abilities that activate against one triggering creature generally cannot be twinned by virtue of no two enemies activating the trigger at exactly the same time. The main exception is if both enemies are subject to forced movement from the same attack which fulfills the trigger requirement.