diff --git a/Abilities/Common Actions/Free Strike.md b/Abilities/Common Actions/Free Strike.md index 2c67400..ad236ee 100644 --- a/Abilities/Common Actions/Free Strike.md +++ b/Abilities/Common Actions/Free Strike.md @@ -9,4 +9,4 @@ subtype: common actions # Free Strike -You can use this action to make a free strike (see Free Strikes). Most of the time, you'll want to use the more impactful actions found on your character sheet, just as the director will use the actions in a creature's stat block, but free strikes are always available for when all else fails. For instance, a fury who has no other options for ranged attacks might use the Ranged Weapon Free Strike attack with an improvised weapon when battling a flying creature. +You can use this action to make a free strike (see Free Strikes). Most of the time, you'll want to use the more impactful actions found on your character sheet, just as the director will use the actions in a creature's stat block, but free strikes are always available for when all else fails. For instance, a [[Fury|fury]] who has no other options for ranged attacks might use the Ranged Weapon Free Strike attack with an improvised weapon when battling a flying creature. diff --git a/Abilities/Conduit/3-Piety Abilities/Punishing Smite.md b/Abilities/Conduit/3-Piety Abilities/Punishing Smite.md index 5802ca8..9e31a2d 100644 --- a/Abilities/Conduit/3-Piety Abilities/Punishing Smite.md +++ b/Abilities/Conduit/3-Piety Abilities/Punishing Smite.md @@ -19,7 +19,7 @@ target: 1 creature or object # Punishing Smite (3 Piety) -Your divine fury is a hammer that crashes down upon the unrighteous. +Your divine [[Fury|fury]] is a hammer that crashes down upon the unrighteous. | | | | :---------------------------------- | :------------------------------- | diff --git a/Abilities/Elementalist/Signature Abilities/Fire Lance.md b/Abilities/Elementalist/Signature Abilities/Fire Lance.md index a15bde2..2023e94 100644 --- a/Abilities/Elementalist/Signature Abilities/Fire Lance.md +++ b/Abilities/Elementalist/Signature Abilities/Fire Lance.md @@ -19,7 +19,7 @@ target: 1 creature or object # Fire Lance -A jet of fire erupts with elemental fury where it strikes. +A jet of fire erupts with elemental [[Fury|fury]] where it strikes. | | | | :---------------------------------------- | :------------------------------- | diff --git a/Adventures/Bay of Blackbottom/Bay of Blackbottom.md b/Adventures/Bay of Blackbottom/Bay of Blackbottom.md index 0bb7b1f..3280fc2 100644 --- a/Adventures/Bay of Blackbottom/Bay of Blackbottom.md +++ b/Adventures/Bay of Blackbottom/Bay of Blackbottom.md @@ -17,11 +17,11 @@ What You Need to Play This adventure comes with a full set of pregenerated heroes: -- **Conduit:** A priest who [[Heal|heals]] allies and smites enemies with divine power. -- **Elementalist:** A mage who harnesses the elements of creation to devastate foes. -- **Fury:** A warrior who can hit hard and soak up damage thanks to their growing rage in battle. -- **Shadow:** A sneaky assassin who [[Teleport|teleports]] around the battlefield. -- **Tactician:** A strategist and protector who inspires allies to be more effective. +- **[[Conduit]]:** A priest who [[Heal|heals]] allies and smites enemies with divine power. +- **[[Elementalist]]:** A mage who harnesses the elements of creation to devastate foes. +- **[[Fury]]:** A warrior who can hit hard and soak up damage thanks to their growing rage in battle. +- **[[Shadow]]:** A sneaky assassin who [[Teleport|teleports]] around the battlefield. +- **[[Tactician]]:** A strategist and protector who inspires allies to be more effective. ## Adventure Formatting diff --git a/Ancestries/Dragon Knight.md b/Ancestries/Dragon Knight.md index 73ded0e..fec9560 100644 --- a/Ancestries/Dragon Knight.md +++ b/Ancestries/Dragon Knight.md @@ -23,7 +23,7 @@ The **Ritual of Dracogenesis** that grants the power to create a generation of d The largest extant population of draconians is the remnants of the Dragon Phalanx in Vasloria. Created by Good King Omund's wizard Vitae, the Dragon Phalanx once numbered several thousand of the king's greatest knights, ensuring the rule of law across the land. -Knighthood was a title carried by every member of that first generation of dragon knights. Within the Dragon Phalanx were shadows, censors, tacticians, and elementalists. Members of virtually every heroic vocation could be found in one of the eight dragonflights that made up the phalanx. For over thirty years, these heroes were symbols of justice, protecting the weak from the strong, and standing between the common folk and those who sought power over others. Those who grew up in that place and time could never have imagined any other way of life. +Knighthood was a title carried by every member of that first generation of dragon knights. Within the Dragon Phalanx were [[Shadow|shadows]], censors, [[Tactician|tacticians]], and [[Elementalist|elementalists]]. Members of virtually every heroic vocation could be found in one of the eight dragonflights that made up the phalanx. For over thirty years, these heroes were symbols of justice, protecting the weak from the strong, and standing between the common folk and those who sought power over others. Those who grew up in that place and time could never have imagined any other way of life. Then Ajax came. diff --git a/Ancestries/Dwarf.md b/Ancestries/Dwarf.md index 590bb50..d785591 100644 --- a/Ancestries/Dwarf.md +++ b/Ancestries/Dwarf.md @@ -24,13 +24,13 @@ There aren't many of the great dragons left, alas, so we must … I mean, dwarve Dwarves take the long view. Well, so do elves, but elves seem more interested in preserving things. Dwarves want to make things! Improve the world! “The world is fine the way it is …” Shut up! No it's not! The world is full of pain, misery, injustice. We cannot make a perfect world, but we can strive to improve the one we've got! -Anyway. [[Human|Humans]] make too much of this so-called rivalry between dwarves and elves. Yes, it was an elf army that slew the last steel dwarves in the War Against Night, but that was tens of thousands of years ago. And anyway, those were the shadow elves, long banished to the World Below. And none now live who remember those days. +Anyway. [[Human|Humans]] make too much of this so-called rivalry between dwarves and elves. Yes, it was an elf army that slew the last steel dwarves in the War Against Night, but that was tens of thousands of years ago. And anyway, those were the [[Shadow|shadow]] elves, long banished to the World Below. And none now live who remember those days. The steel dwarves—the greatest of us—are dead now, and our cousins the fire dwarves left this world for Quintessence long ago. There they built Alloy, the City of Brass, the City at the Center of the Timescape. A marvel! Not so large as Capital, perhaps, but not so … fragrant either. It is left to us, the stone dwarves, the Last Children of Ord, to work stone, create great marvels with it. Our greatest days are not behind us! Who speaks thus?! Have we not been to the Hanging City of Kal Kalavar together? Will you ever forget that place? I will not should I live to be a thousand, and neither will you. And it was finished in my lifetime. Only three hundred years ago! It's brand new! -Elven rivalry. Pagh! Did we not name the most precious metal in the earth “valiar” after their god Val? Val is a noble god, a worthy patron of the elves. He seeks justice and glory in his own way, we deem. Were one to choose the path of the conduit, you could pick worse gods than Val to serve. +Elven rivalry. Pagh! Did we not name the most precious metal in the earth “valiar” after their god Val? Val is a noble god, a worthy patron of the elves. He seeks justice and glory in his own way, we deem. Were one to choose the path of the [[Conduit|conduit]], you could pick worse gods than Val to serve. It is the [[Human|humans]] who make so much of rivalries between the ancestries. It was the [[Human|humans]] who called us “dwarves.” We do not know the significance of this word in their tongue, but we accept it. Their speech is crude, true, but they are a young species after all. We must not judge them too harshly. “Elemental” would be a faithful translation of our word for ourselves into the Caelian tongue. @@ -40,7 +40,7 @@ Look you again at the Hanging City. Yes, your eyes well with tears from the magn Some say the greatest ages of the world are behind us, but this is not so. Not so. While there is yet will in the world, there is greatness. You will see. The elves, the [[Orc|orcs]]. [[Human|Humans]] and dwarves. All the speaking peoples have wonder in them yet. Our greatest days are ahead. Did not Ord make the world? -None of us ask to come into this world, and apart from the [[Hakaan]], none of us know how we will leave it. But remember, you are a dwarf. You have it in you to work marvels. To change the world, be you a holy conduit of Valak-koth the Peacebringer, one of the talented Mind Masters of the White Gem, a beastheart of the Darkdivers seeking through the World Below for deep knowledge, or a master tactician of the Imperial War College in Capital. You will make a better world. +None of us ask to come into this world, and apart from the [[Hakaan]], none of us know how we will leave it. But remember, you are a dwarf. You have it in you to work marvels. To change the world, be you a holy [[Conduit|conduit]] of Valak-koth the Peacebringer, one of the talented Mind Masters of the White Gem, a beastheart of the Darkdivers seeking through the World Below for deep knowledge, or a master [[Tactician|tactician]] of the Imperial War College in Capital. You will make a better world. You are young yet, but already those who work evil deeds should fear you. You are a dwarf. You have a great destiny ahead. diff --git a/Ancestries/Human.md b/Ancestries/Human.md index d186f4a..60c57e6 100644 --- a/Ancestries/Human.md +++ b/Ancestries/Human.md @@ -46,7 +46,7 @@ Those great humans, your ancestors, did not focus on differences. They did not w The people who stand against Ajax and tyrants like him will be just like you—normal people. Priests and scholars and merchants and farmers. Maybe even teachers. -Stopping Ajax will require you to become something else. You must become heroes. Conduits of saints, warmasters of great armies. Censors and shadows. That may seem unlikely now, but the future has a way of surprising us. +Stopping Ajax will require you to become something else. You must become heroes. [[Conduit|Conduits]] of saints, warmasters of great armies. Censors and [[Shadow|shadows]]. That may seem unlikely now, but the future has a way of surprising us. Some of your names, I will see written in future textbooks. diff --git a/Ancestries/Memonek.md b/Ancestries/Memonek.md index 4538b9d..5803992 100644 --- a/Ancestries/Memonek.md +++ b/Ancestries/Memonek.md @@ -74,7 +74,7 @@ Count Revile did not like being reminded of that. He looked to the sky and shook “Don't be so hard on yourself. If you're trying to seduce our void mage, you made a good start of it. She's three thousand years old, I've known her since I was fifteen. I don't think I've ever seen her blush. Anyway, now that I know what's going on, now that I know you're basically a giant teenager with overactive glands, I can relax a little.” -Sir John and Count Revile, both tacticians, stood together on the bloody battlefield, looking at each other. +Sir John and Count Revile, both [[Tactician|tacticians]], stood together on the bloody battlefield, looking at each other. “John, I fear this may get worse before it gets better.” diff --git a/Ancestries/Orc.md b/Ancestries/Orc.md index b03c736..f26d399 100644 --- a/Ancestries/Orc.md +++ b/Ancestries/Orc.md @@ -10,7 +10,7 @@ type: ancestries “Even should an arrow pierce their heart, each kanin warrior has within them one last act of revenge.” -An anger that cannot be hidden. A fury that drives them in battle. Orcs are famed throughout the world as consummate warriors—a reputation that the peace-loving orcs find distasteful. +An anger that cannot be hidden. A [[Fury|fury]] that drives them in battle. Orcs are famed throughout the world as consummate warriors—a reputation that the peace-loving orcs find distasteful. The fifth of the speaking peoples, orcs arrived on Orden after [[Human|humans]] and elves. They made their homes in the borderlands between those two cultures, preferring the natural forests and avoiding the elf-haunted wodes. For generations, this put them directly in the path of [[Human|humans]] who cut down the trees and built roads and farms. diff --git a/Ancestries/Polder.md b/Ancestries/Polder.md index f20f655..b1ac611 100644 --- a/Ancestries/Polder.md +++ b/Ancestries/Polder.md @@ -18,7 +18,7 @@ target: Self After [[Human|humans]], polders are the most numerous and diverse ancestry in Orden. They are not [[Human|humans]], but they live in and among [[Human|humans]], sharing their gods and culture. Almost every [[Human|human]] culture in Orden has a polder saint or a [[Human|human]] saint venerated by polder. -Short creatures averaging three-and-a-half feet tall, polders have obscure origins. They are a young species who, like [[Human|humans]], have no single patron god. Their natural ability to blend in with shadows makes them excellent spies and thieves. However, many polders consider this stereotype a base slander, pointing out that they're also famed as chefs—though polders can be found in virtually every profession, especially in cities. +Short creatures averaging three-and-a-half feet tall, polders have obscure origins. They are a young species who, like [[Human|humans]], have no single patron god. Their natural ability to blend in with [[Shadow|shadows]] makes them excellent spies and thieves. However, many polders consider this stereotype a base slander, pointing out that they're also famed as chefs—though polders can be found in virtually every profession, especially in cities. ## On Polders @@ -156,11 +156,11 @@ You gain the following ability: #### Shadowmeld -You become an actual shadow. +You become an actual [[Shadow|shadow]]. | | | | :------------------ | :----------------- | | **Keywords:** Magic | **Type:** Maneuver | | **Distance:** Self | **Target:** Self | -**Effect**: You flatten yourself into a shadow against a wall or floor you are touching, and become hidden from any creature you have cover or concealment from or who isn't observing you. While in shadow form, you have full awareness of your surroundings, attacks against you and tests made to find you take a bane, and you can't move or take actions or maneuvers except to exit this form. Any ability or effect that targets more than 1 square affects you in this form only if it explicitly affects the surface you are flattened against. You can exit this form as a maneuver. +**Effect**: You flatten yourself into a [[Shadow|shadow]] against a wall or floor you are touching, and become hidden from any creature you have cover or concealment from or who isn't observing you. While in [[Shadow|shadow]] form, you have full awareness of your surroundings, attacks against you and tests made to find you take a bane, and you can't move or take actions or maneuvers except to exit this form. Any ability or effect that targets more than 1 square affects you in this form only if it explicitly affects the surface you are flattened against. You can exit this form as a maneuver. diff --git a/Ancestries/Time Raider.md b/Ancestries/Time Raider.md index 0d1548c..2257221 100644 --- a/Ancestries/Time Raider.md +++ b/Ancestries/Time Raider.md @@ -90,7 +90,7 @@ John knew what came next, but he wasn't an assassin. He had his own part to play “She goes free,” John commanded, his voice steel, “or you die here.” He could feel the muscles tightening in his comrades, the whole company like a steel spring wound tight. -Lycaon cocked his head at Sir John and took a few foolish steps toward the tactician. He was just out of reach. But close enough. +Lycaon cocked his head at Sir John and took a few foolish steps toward the [[Tactician|tactician]]. He was just out of reach. But close enough. “I see you are a man, like Ajax. Why do you lower yourself with these … creatures?” the war dog Taxiarch looked at the elf, [[Polder|polder]], and [[Dragon Knight|dragon knight]]. “Little more than slimy things crawled out of the sea? Join us. Join me. Join Ajax. It'll be nice for you,” his voice lowered almost to a whisper, “to be on the winning side for a change.” @@ -100,7 +100,7 @@ Ember's eyes flashed into a starfield. The time [[Raider|raider]]'s chains disso The time [[Raider|raider]]'s right upper hand shot out, as though she'd been waiting for the void mage to do exactly what she just did, and her meson blaster leapt out of the hands of the war dog who'd chained her. The pistol made of glass and bronze slammed into her hand and its tip flared with prismatic light. -From the sun's shadow cast by Taxiarch Lycaon, the [[Polder|polder]] Jackson Bootblack emerged, a rapier in each hand, and no one had seen him move from where he'd been a moment before. +From the sun's [[Shadow|shadow]] cast by Taxiarch Lycaon, the [[Polder|polder]] Jackson Bootblack emerged, a rapier in each hand, and no one had seen him move from where he'd been a moment before. At the same instant, a call—a horn. From directly behind John a blast of sound like a chord played by a dozen trumpets, and hope sang in John's heart—the Clarion Call of the last Storm Knight! diff --git a/Bestiary/Demon Remasch.md b/Bestiary/Demon Remasch.md index a177bc7..5d26129 100644 --- a/Bestiary/Demon Remasch.md +++ b/Bestiary/Demon Remasch.md @@ -39,7 +39,7 @@ abilities: t1: 4 damage; the remasch [[Teleport|teleports]] 2 squares t2: 7 damage; the remasch [[Teleport|teleports]] 3 squares t3: 10 damage; the remasch [[Teleport|teleports]] 5 squares -- name: Grasping Shadow +- name: Grasping [[Shadow]] type: Maneuver keywords: - Magic diff --git a/Bestiary/Goblin Assassin.md b/Bestiary/Goblin Assassin.md index 2024858..85fbb97 100644 --- a/Bestiary/Goblin Assassin.md +++ b/Bestiary/Goblin Assassin.md @@ -41,7 +41,7 @@ abilities: t3: 7 damage effect: 'If the assassin has an edge or a double edge on the power roll for this ability, the ability deals an additional 2 damage. ' -- name: Shadow Chains +- name: [[Shadow]] Chains type: Action roll: AGL RR cost: 3 VP diff --git a/Careers/Mages Apprentice.md b/Careers/Mages Apprentice.md index 989f548..b61c8a0 100644 --- a/Careers/Mages Apprentice.md +++ b/Careers/Mages Apprentice.md @@ -52,5 +52,5 @@ You cast an entertaining spell that creates a minor but impressive magical effec | d3 | Incident | | --- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1 | **Oops**: While studying magic, you accidentally sent yourself from your original world to this one. Now you're stranded here, hoping to get back home by finding ancient texts or powerful magical treasures that might transport you there. A life of adventure it is! | -| 2 | **Ultimate Power**: The mage you worked for was a kindly old soul, but the basic magic they taught you always seemed like a small part of something bigger. It wasn't until you met an adventuring elementalist that you realized hitting the road as a hero was the only way to truly improve and hone your skills. You resigned your apprenticeship and found yourself walking the path of a hero the next day. | +| 2 | **Ultimate Power**: The mage you worked for was a kindly old soul, but the basic magic they taught you always seemed like a small part of something bigger. It wasn't until you met an adventuring [[Elementalist|elementalist]] that you realized hitting the road as a hero was the only way to truly improve and hone your skills. You resigned your apprenticeship and found yourself walking the path of a hero the next day. | | 3 | **Missing Mage**: One day you woke up and the mage you worked for was just gone. They didn't take any of their belongings, and there was no sign of any foul play—just the scent of sulfur in their bedchamber. You set out on your heroic journey in the aftermath, and have been looking for them ever since. | diff --git a/Classes/Conduit/Conduit.md b/Classes/Conduit/Conduit.md new file mode 100644 index 0000000..45ddc33 --- /dev/null +++ b/Classes/Conduit/Conduit.md @@ -0,0 +1,424 @@ +--- +title_raw: Conduit +title: Conduit +name_raw: Conduit +name: Conduit +type: classes +subtype: conduit +keywords: Area, Magic +keyword_list: + - Area + - Magic +ability_type: Action +distance: 5 burst +target: All allies +trigger: The target makes an attack. You can use this ability after seeing the result of the attack. +--- + +# Conduit + +The power of the gods flows through you! As a vessel for divine magic, you don't just keep your allies in the fight. You make those allies more effective, even as you rain divine energy down upon your foes. While the deity or saint you serve might have other faithful and clergy, you are special among worshippers, receiving your abilities from the highest source. + +As a conduit, you [[Heal|heal]] and buff your allies, and debuff your foes while smiting them with divine magic. The spark of divinity within you shines, aweing your enemies and granting you increased empathy. + +## Basics + +- **Starting Characteristics**: You start with an Intuition of 2 and a Presence of 2, and can choose one of the following arrays for your other characteristic scores: + - 2, −1, −1 + - 1, 1, −1 + - 1, 0, 0 +- **Starting Stamina at 1st Level**: 18 +- **Stamina Gained at 2nd and Higher Levels**: 8 +- **Recoveries**: 10 +- **Skills**: Choose any two skills from the interpersonal or lore skill groups. + +### Conduit Advancement + +| Level | Features | +| ----- | ------------------------------------------------------------------------------------------------------------------------ | +| 1st | Deity and Domains, Piety, Domain Feature, Healing Grace, Pious Force, Triggered Action, Conduit Abilities Signature, 3,5 | +| 2nd | Gift of the Gods, Domain Feature, Domain Ability Signature, 3, 5, 5 (Domain) | +| 3rd | Restore Life, 7-Piety, Ability Signature, 3, 5, 5 (Domain), 7 | + +## 1st-level Features + +As a conduit, you gain the following features. + +### Deity And Domains + +Choose a god or saint who you revere from the Conduit Deities table, or ask your Director about the deities in your campaign world. With the Director's permission, you can also create your own deity, and can choose four domains to be part of their portfolio. + +After choosing your deity, pick two domains from their portfolio. Your choice of domains determines many of the features you'll gain from this class. + +(Playtest note: More gods and saints are coming, along with their descriptions.) + +#### Conduit Deities + +| Deity | Domains | +| ------- | ------------------------------- | +| Adun | Love, Protection, Storm, War | +| Cavall | Knowledge, Protection, Sun, War | +| Cyrvis | Fate, Death, Nature, Trickery | +| Malus | Creation, Fate, Life, Knowledge | +| Salorna | Death, Nature, Storm, Sun | +| Viras | Creation, Life, Love, Trickery | + +### Piety + +Your deity grants you a Heroic Resource called piety to fuel your abilities. You use piety to [[Heal|heal]] and empower your allies, and to unleash your deity's power upon your foes. + +Outside of combat and other dangerous situations tracked in turns and rounds, you have piety equal to your Victories. If you lose some or all of this piety outside of combat, it takes you 1 minute to regain it. + +When a combat encounter begins, you keep any piety you had outside of combat. At the start of each of your turns during combat, you gain 2 piety. You can also use the Prayer ability to gain additional piety. When combat ends, you once again have piety equal to your Victories. + +#### Prayer + +*I beseech you!* + +| | | +| :------------------------ | :--------------------- | +| **Keywords:** Area, Magic | **Type:** Action | +| **Distance:** 5 burst | **Target:** All allies | + +**Power Roll + Intuition**: + +- 11 or lower: 1d6 damage; [[Bleeding|bleeding]] (EoT) +- 12–16: Gain 1 piety +- 17+: Gain 2 piety and choose and use a domain effect + +**Effect**: The first time you use this ability during an encounter, it has a double edge. The second time you use it, it takes an edge. The third time you use it, it takes a bane. The fourth and each subsequent time you use this ability during an encounter, it has a double bane. + +#### Domain Effects + +Whenever you get the tier 3 result of the Prayer ability, you can choose one of your domain's effects to immediately take effect. + +##### Creation Domain Effect + +You create a 5 wall of stone within 10 squares of you. + +##### Death Domain Effect + +Two enemies of your choice within 10 squares of you take corruption damage equal to 5 + your conduit level. + +##### Fate Domain Effect + +Choose another creature you have line of effect to. That creature automatically gets a tier 1 or tier 3 result (your choice) on their next power roll. + +##### Knowledge Domain Effect + +Choose up to three allies within 10 squares of you. Each ally has a double edge on the next power roll they make. + +##### Life Domain Effect + +You or an ally within 10 squares of you can spend 2 Recoveries, can end any effects on them that have a duration of EoT or are ended by a resistance roll, and can [[Stand Up|stand up]] if they are [[Prone|prone]]. Alternatively, you or an ally within 10 squares of you gains 20 temporary Stamina. + +##### Love Domain Effect + +Each ally within 10 squares of you gains 5 temporary Stamina, and gains an edge on the next power roll they make before the end of the encounter. + +##### Nature Domain Effect + +Vines whip up from the floor or ground around a creature of your choice within 10 squares of you, then slide that creature a number of squares equal to 3 times your Intuition score. + +##### Protection Domain Effect + +An ally of your choice within 10 squares of you gains damage immunity equal to your Intuition score plus your level, which lasts until the end of your next turn. + +##### Storm Domain Effect + +Each enemy in a 3-cube area within 10 squares of you takes lightning damage equal to 5 + your conduit level. + +##### Sun Domain Effect + +An enemy of your choice within 10 squares of you takes fire damage equal to 10 + your conduit level. + +##### Trickery Domain Effect + +Choose a creature within 10 squares of you. You can slide that creature a number of squares equal to 5 + your conduit level. If you choose a willing ally, this movement can ignore their stability. + +##### War Domain Effect + +Your attacks deal extra damage equal to twice your Intuition score until the end of your next turn. + +### 1st-level Domain Feature + +You gain a domain feature from one of your domains, as shown on the 1st-Level Conduit Domain Features table. Additionally, you gain a skill from the chosen domain, selected from the skill group indicated on the table. + +#### 1st-level Conduit Domain Features + +| Domain | Feature | Skill | +| ---------- | --------------------- | ------------- | +| Creation | Hands of the Maker | Crafting | +| Death | Grave Speech | Lore | +| Fate | Fate Trance | Lore | +| Knowledge | Cypher Mind | Lore | +| Life | Revitalizing Ritual | Exploration | +| Love | Compassionate Aura | Interpersonal | +| Nature | Animal Spirit | Exploration | +| Protection | Alertness Ward | Exploration | +| Storm | Control Weather | Exploration | +| Sun | Inner Light | Lore | +| Trickery | Divine Thievery | Intrigue | +| War | Ritual of Preparation | Exploration | + +#### Alertness Ward + +You exude a magic aura of awareness, granting you and each ally within 2 squares of you an edge on tests that use the Alertness skill. + +#### Animal Spirit + +As an action, you conjure an animal spirit that takes the form of any animal you have seen. The incorporeal animal can't physically interact with the world, but they have a speed of 5 ([[Fly|fly]]) and can move through mundane objects. While you are within 20 squares of the spirit, you can sense everything an animal of their form could sense, in addition to sensing your own surroundings. You can dismiss the spirit at any time (no action required). + +#### Compassionate Aura + +You exude a magic aura that can soothe those willing to socially engage with you. You gain an edge on any test made to assist another creature with a test. Additionally, when you are present at the start of a negotiation, the NPC's patience increases by 1 (to a maximum of 5), and the first test made to influence them gains an edge. + +#### Control Weather + +When you finish a respite, you can decide the weather conditions in the local area. Those weather conditions follow you through any mundane outdoors locations where you travel until the end of your next respite. Choose one of the following types of weather: + +- **Clear**: You and your allies each gain an edge on tests that use the Search or Navigate skills. +- **Foggy**: You and your allies each gain an edge on tests that use the [[Hide]] skill. +- **Overcast**: You and your allies each gain an edge on tests that use the Endurance skill. +- **Precipitation**: When the ground is muddy or snowy, you and your allies each gain an edge on tests that use the Track skill. + +#### Cypher Mind + +Given a little time, you can translate almost any text into a language you know, even if you don't know the text's original language. For the purpose of making project rolls (see Research and Crafting in future packets for more information), you are considered fluent in all languages. + +#### Divine Thievery + +The gods favor your thievery with magic. Whenever you make a test that uses a skill you have from the intrigue skill group, you can use Intuition on the test instead of another characteristic. + +#### Fate Trance + +If you spend 10 minutes in an uninterrupted meditative state without moving, you get a glimpse of any significant events that will happen in the area around you in the next 24 hours unless you or your allies intercede in those events. As described by the Director, these glimpses of the future might be clear and concise, or might be vague and hard to understand. + +#### Grave Speech + +You gain the following ability. + +##### Grave Speech + +The power of death lets you speak with those who have passed from the world. + +**Effect**: You can speak to the corpse or head of a creature who has died within the last 24 hours and who can speak a language you know. The target regards you as they would have in life, and you might need to make tests to influence them and convince them to speak with you. After 1 minute, the effect ends. You can't use this ability on the same creature twice. + +#### Hands Of The Maker + +You gain the following ability. + +##### Hands Of The Maker + +Craft objects with the power of your mind! + +**Effect**: You create a mundane object no larger than size 1S that you hold. If you use this feature again or stop holding the object, it disappears. + +#### Inner Light + +Each time you finish a respite, you can choose yourself or another character who is also ending a respite to gain the benefit of a divine ritual. As you perform the ritual, you place a ray of morning light into the target's soul, granting the target an edge on resistance rolls. This benefit lasts until you complete another respite. + +#### Revitalizing Ritual + +Each time you finish a respite, you can choose yourself or another character who is also ending a respite to gain the benefit of a divine ritual. When you perform the ritual, the target's recovery value increases by an amount equal to your level. This benefit lasts until you complete another respite. + +#### Ritual Of Preparation + +As a respite action, you can bless a weapon. Any creature who wields the weapon gains a +1 bonus to damage with abilities that use the weapon. This benefit lasts until you complete your next respite. + +### Healing Grace + +You gain the following ability, which you can use once on your turn. + +#### Healing Grace + +Your divine energy restores the righteous. + +**Effect**: The target can spend 1 Recovery. + +**Spend Piety**: For each piety spent, you can choose one of the following enhancements: + +- You can target one additional ally within distance. +- You can end one effect on a target that has a duration of EoT or is ended by a resistance roll. +- A [[Prone|prone]] target can [[Stand Up|stand up]]. +- A target can spend 1 additional Recovery. + +### Pious Force + +You gain the following ability, which can be used as a ranged [[Free Strike|free strike]]. + +#### Pious Force + +You unleash a blast of raw divine magic upon your foe. + +**Power Roll + Intuition**: + +- 11 or lower: 2 damage +- 12–16: 6 damage +- 17+: 9 damage + +**Effect**: You can choose to change the damage type to holy. + +### Triggered Action + +Choose one of the following triggered actions. + +#### Divine Disruption + +You sap the strength of an attacking enemy with divine energy. + +- **Trigger**: The target makes an attack. You can use this ability after seeing the result of the attack. + +**Effect**: The attack takes a bane and the damage to one creature targeted by the attack is reduced by an amount equal to your Intuition. + +**Spend 1 Piety**: The attack has a double bane and the damage to one creature targeted by the attack is reduced by an amount equal to twice your Intuition score. + +#### Holy Infusion + +You invigorate an attacking ally with divine energy. + +- **Trigger**: The target makes an attack. You can use this ability after seeing the result of the attack. + +**Effect**: The attack gains an edge and deals holy damage equal to twice your Intuition score. + +**Spend 1 Piety**: The attack has a double edge and deals holy damage equal to twice your Intuition score. + +### Conduit Abilities + +Your training and faith let you specialize in magic that buffs your allies, debuffs your foes, and lets you hold your own in combat even while aiding your friends. + +#### Signature Ability + +Select one signature ability from the options below. Signature abilities can be used at will. + +##### Holy Lance + +A tendril of divine energy shoots forth to draw in your foe. + +**Power Roll + Intuition**: + +- 11 or lower: 2 holy damage; pull 2 +- 12–16: 6 holy damage; pull 3 +- 17+: 9 holy damage; pull 4 + +##### Lightfall + +Holy light scours your foes and sets your allies into perfect attack position. + +**Power Roll + Intuition**: + +- 11 or lower: 2 holy damage +- 12–16: 3 holy damage +- 17+: 4 holy damage + +**Effect**: You can [[Teleport|teleport]] each ally in the area and yourself (if you're in the area) to an unoccupied space within the area. + +##### Sacrificial Offer + +The divine energy of creation tears at your foe. + +**Power Roll + Intuition**: + +- 11 or lower: 2 corruption damage +- 12–16: 6 corruption damage; the next ally to damage the target before the start of your next turn deals an extra 1d6 corruption damage +- 17+: 9 corruption damage; the next ally to damage the target before the start of your next turn deals an extra 1d10 corruption damage + +##### Wither + +A bolt of holy energy saps the life from a foe. + +**Power Roll + Intuition**: + +- 11 or lower: 2 corruption damage +- 12–16: 6 corruption damage; the target takes a bane on ability power rolls (EoT) +- 17+: 9 corruption damage; the target has a double bane on ability power rolls (EoT) + +#### Heroic Abilities + +You make use of a number of heroic abilities, all of which channel piety to empower them. + +#### 3-piety Abilities + +Choose one heroic ability from the following options, each of which costs 3 piety to use. + +##### Angel Of Wrath (3 Piety) + +You conjure an angelic spirit who lashes your foes with burning radiance. + +**Effect**: You summon an angelic spirit of size 1M who can't be harmed, and who appears in an unoccupied space within distance. The spirit lasts until the end of your next turn. You and your allies can move through the spirit's space, but enemies can't. The first time on a turn that an enemy moves within 1 square of the spirit or starts their turn there, they take holy damage equal to twice your Intuition score. + +##### Punishing Smite (3 Piety) + +Your divine [[Fury|fury]] is a hammer that crashes down upon the unrighteous. + +**Power Roll + Intuition**: + +- 11 or lower: 6 holy damage +- 12–16: 8 holy damage; [[Prone|prone]] +- 17+: 13 holy damage; [[Prone|prone]] and can't stand (EoT) + +##### Righteous Rebuke (3 Piety) + +Divine wrath strikes your foe with lightning that follows them across the battlefield. + +**Power Roll + Intuition**: + +- 11 or lower: 6 lightning damage +- 12–16: 8 lightning damage +- 17+: 13 lightning damage + +**Effect**: If the target deals damage to another creature before the end of their next turn, the target of this ability takes another 1d10 lightning damage. + +##### Thunder Of The Divine (3 Piety) + +A resounding clap of thunder disrupts your foes. + +**Power Roll + Intuition**: + +- 11 or lower: 4 sonic damage; push 1 +- 12–16: 5 sonic damage; push 3 +- 17+: 8 sonic damage; push 5 + +**Effect**: You can also push each willing ally in the area, and their stability doesn't count against this [[Forced Movement|forced movement]]. + +#### 5-piety Abilities + +Choose one heroic ability from the following options, each of which costs 5 piety to use. + +##### Armor Of The Faithful (5 Piety) + +The divine light of protection surrounds your allies. + +**Power Roll + Intuition**: + +- 11 or lower: Gain 10 temporary Stamina +- 12–16: Gain 15 temporary Stamina +- 17+: Gain 20 temporary Stamina + +**Effect**: This temporary Stamina disappears at the end of the encounter. + +##### Divine Weakness (5 Piety) + +Divine energy scours your target to make them more susceptible to harm. + +**Power Roll + Intuition**: + +- 11 or lower: 7 corruption damage; whenever the target takes damage, they take an extra 3 corruption damage (EoT) +- 12–16: 10 damage; whenever the target takes damage, they take an extra 5 corruption damage (EoT) +- 17+: 16 damage; whenever the target takes damage, they take an extra 5 corruption damage (EoE) + +##### Terrifying Smite (5 Piety) + +A mote of holy light racks your foe with their greatest fear. + +**Power Roll + Intuition**: + +- 11 or lower: 7 holy damage +- 12–16: 10 holy damage; [[Frightened|frightened]] (EoT) +- 17+: 16 holy damage; [[Frightened|frightened]] (EoE) + +##### Wave Of Virtue (5 Piety) + +A pulse of divine magic lets your comrades draw on their reserves of inner strength. + +**Effect**: Each target can spend one or two Recoveries, and end one effect that has a duration of EoT or is ended by a resistance roll. diff --git a/Classes/Elementalist/Elementalist.md b/Classes/Elementalist/Elementalist.md new file mode 100644 index 0000000..1b220e1 --- /dev/null +++ b/Classes/Elementalist/Elementalist.md @@ -0,0 +1,392 @@ +--- +title_raw: Elementalist +title: Elementalist +name_raw: Elementalist +name: Elementalist +type: classes +subtype: elementalist +keywords: Magic, Earth, Persistent, Ranged +keyword_list: + - Magic + - Earth + - Persistent + - Ranged +ability_type: Maneuver +distance: Ranged 5 +target: Special +trigger: The target starts their turn or moves. +--- + +# Elementalist + +Air for movement. Earth for permanence. Fire for destruction. Water for change. Green for growth. Rot for death. Void for the unknown. Years of study and practice and poring over tomes brought you the revelations that allow you to manipulate these building blocks of reality. Now you use your mastery of the seven elements to destroy, create, and warp the world with magic. + +As an elementalist, you can unleash your wrath across a field of foes, put an enemy exactly where you want them, debilitate foes with harmful effects, ward yourself and allies against danger, manipulate terrain, warp space, and more. Your choice of elemental specialization determines which of these things you do best. + +## Basics + +- **Starting Characteristics**: You start with a Reason of 2 and an Intuition of 2, and can choose one of the following arrays for your other characteristics scores: + - 2, −1, −1 + - 1, 1, −1 + - 1, 0, 0 +- **Starting Stamina at 1st Level**: 15 +- **Stamina Gained at 2nd and Higher Levels**: 6 +- **Recoveries**: 8 +- **Skills**: You gain Magic and can choose any three skills from the crafting or lore skill groups. + +### Elementalist Advancement + +| Level | Features | +| ----- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | +| 1st | Elemental Specialization, Essence, Hurl Element, Persistent Magic, Practical Magic, Specialization Feature, Specialization Triggered Action, Elementalist Abilities Signature, 1, 3, 5 | +| 2nd | Specialization Feature, New 5-Essence Ability Signature, 1, 3, 5, 5 | +| 3rd | Specialization Feature, 7-Essence Ability Signature, 1, 3, 5, 5, 7 | + +## 1st-level Features + +As an elementalist, you gain the following features. + +### Elemental Specialization + +Through your studies, you know and can manipulate the seven primal elements of the timescape: + +- **Air** is the element of movement. Air abilities allow you to manipulate speed, [[Quickness|quickness]], flight, and breath. +- **Earth** is the element of permanence. Earth abilities create and shape physical terrain in a permanent way, and bolster the strength and hardiness of allies. +- **Fire** is the element of destruction. Fire abilities harm enemies and objects. +- **Green** is the element of creation and growth. Green abilities make and manipulate plants, fungi, and other forms of life to hamper foes and nourish your allies. +- **Rot** is the element of death. Rot abilities decay and debuff enemies. +- **Void** is the element of the unknown. Void abilities warp space and reality, allowing you to [[Teleport|teleport]], create illusions, and make things incorporeal. +- **Water** is the element of change. Water abilities enhance what your allies can do, and alter the abilities of your enemies for the worse. + +Heroic abilities that include your specialization's keyword have their initial essence cost reduced by 1 (to a minimum of 1). This reduced cost doesn't apply to abilities you gain because of your specialization, such as Manipulate Earth or Void Sight. + +Choose one of the following elements to be your specialty: earth, fire, green, or void. (Other elemental specializations will be featured in future products.) Your choice of specialization determines many of the features you'll gain from this class. + +### Essence + +You channel the substance of creation in the form of a Heroic Resource called essence. In times of great stress, you can focus your control on this substance, gathering and burning it to cast and maintain spells. + +Outside of combat and other dangerous situations tracked in turns and rounds, you have essence equal to your Victories. If you lose some or all of this essence outside of combat, it takes you 1 minute to regain it. You can also dedicate that essence to maintaining persistent abilities (see Persistent Magic below). + +When combat begins, you keep any essence you had outside of combat. At the start of each of your turns during combat, you gain 2 essence. When combat ends, you once more have essence equal to your Victories. + +### Hurl Element + +You gain the following ability, which can be used as a ranged [[Free Strike|free strike]]: + +#### Hurl Element + +You hurl a ball of elemental energy at a nearby foe. + +| | | +| :--------------------------------------------- | :------------------ | +| **Keywords:** Magic, Earth, Persistent, Ranged | **Type:** Maneuver | +| **Distance:** Ranged 5 | **Target:** Special | + +**Power Roll + Reason**: + +- 11 or lower: 2 damage (type varies) +- 12–16: 6 damage (type varies) +- 17+: 9 damage (type varies) + +**Effect**: When you make this attack, choose the damage type from one of the following options: acid, cold, corruption, fire, lightning, poison, or sonic. + +### Persistent Magic + +Some of your heroic abilities have the Persistent keyword. Whenever you use a persistent ability, you decide whether you want to maintain it. If you maintain a persistent ability in combat, you reduce the amount of essence you earn at the start of your turn by an amount equal to the ability's persistent value, which enables the ability's persistent effect. All your active persistent abilities end when combat ends. + +You can maintain a persistent ability outside of combat as long as you have Victories equal to or greater than its persistent value. If you maintain a persistent ability outside of combat, the maximum essence you can use on other abilities is reduced by the ability's persistent value. For instance, if you have 4 Victories and maintain the Stone Ward ability (a persistent ability with a cost of 1 essence), you can only use abilities costing 3 essence or less outside of combat. + +You can't maintain any abilities that would make you earn a negative amount of essence at the start of your turn or have a negative amount of essence outside of combat. You can stop maintaining an ability at any time (no action required). + +If you maintain the same ability on several targets and the effect includes a power roll, you make that roll once and apply the same effect to all targets. A creature can't be affected by multiple instances of a persistent ability. + +Whenever you take damage while you have an active persistent ability, you must make the following power roll. + +**Power Roll + Reason**: + +- 11 or lower: You lose all active persistent abilities. +- 12–16: If you have only one persistent ability active, it remains active. Otherwise, you lose one active persistent ability of your choice. +- 17+: All your active persistent abilities remain active. + +### Practical Magic + +You have the following ability: + +#### Practical Magic + +Your mastery of elemental power lets you customize your magic. + +**Effect**: Choose one of the following effects: + +- You use the [[Knockback]] maneuver, but you make a Reason test instead of a Might test. For this use of the maneuver, you can target a creature at a distance equal to the distance of your Hurl Element ability. +- You choose a creature within the distance of your Hurl Element ability and deal damage to that creature equal to your Reason score. The damage type can be acid, cold, corruption, fire, lightning, poison, or sonic. +- You [[Teleport|teleport]] a number of squares equal to your Reason score. + +### 1st-level Specialization Feature + +Your elementalist specialization grants you a feature, as shown on the 1st-Level Elementalist Specialization Features table. + +#### 1st-level Elementalist Specialization Features + +| Specialization | Feature | +| -------------- | ------------------ | +| Earth | Manipulate Earth | +| Fire | Melt | +| Green | Speech of the Wild | +| Void | Void Sense | + +#### Manipulate Earth + +You gain the following ability: + +##### Manipulate Earth (2 Essence) + +The earth rises, falls, or opens at your command. + +**Effect**: You touch a square containing mundane dirt, stone, or metal and create a 5 wall of the same material, which rises up out of the ground and must include the square you touched. + +**Alternative Effect**: You touch a structure of mundane dirt, stone, or metal that takes up at least 2 squares. You can open a 1-square opening in the structure where you touched it. + +**Alternative Effect**: You touch a doorway or other opening in a mundane dirt, stone, or metal surface that is no larger than 1 square. The opening is sealed by the same material that makes up the surface. + +**Spend No Essence**: You can use this ability without spending essence. If you do, you must spend 1 uninterrupted minute using the ability while within reach of the target before its effect occurs. + +#### Melt + +You gain the following ability: + +##### Melt (2 Essence) + +With the merest touch, you cause an object to turn into slag or ash. + +**Effect**: You heat the target and cause it to combust and melt. If the object is larger than 1 square, then only the square of the object that you touch is destroyed. + +**Spend No Essence**: You can use this ability without spending essence. If you do, you must spend 1 uninterrupted minute using the ability while touching the target before its effect occurs. + +#### Speech Of The Wild + +You can speak with and understand Animals, Plant Creatures, and Monstrosities, even if they don't share a language with you. Your ability to communicate with such creatures doesn't make them inherently more intelligent or less hostile toward you. + +Additionally, when you touch a living plant object, you can communicate with it telepathically. You can use words to communicate with the plant, but it communicates with you only by transmitting feelings and sensations that can't be overly specific. + +#### Void Sense + +You instantly recognize illusions for what they are, you can see invisible creatures, and supernatural effects can't conceal creatures and objects from you. You always know if an area or object you observe is magical or affected by magic, and the specifics of what that magic can do. + +You also gain the following ability: + +##### Shared Void Sense (1+ Essence) + +You share your special senses with others. + +**Effect**: For each essence you spend, you can target 1 creature. That creature gains the benefit of your Void Sense feature until the end of your next turn, but doesn't gain the use of Shared Void Sense. + +### Specialization Triggered Action + +Your specialization grants you a triggered action, as shown on the Elementalist Triggered Actions table. + +##### Elementalist Triggered Actions + +| Specialization | Triggered Action | +| -------------- | -------------------- | +| Earth | [[Earthen Force]] | +| Fire | [[Explosive Assistance]] | +| Green | [[Mend The Soul|Mend the Soul]] | +| Void | [[Void Embrace]] | + +#### Earthen Force + +You imbue an attack with the strength of stone. + +- **Trigger**: The target makes a melee attack. + +**Effect**: The attack deals extra damage equal to 3 times your Reason score. + +**Spend 1 Essence**: The attack deals extra damage equal to 4 times your Reason score instead and pushes the target a number of squares equal to your Reason score. + +#### Explosive Assistance + +You add a little magic to an ally's aggression at just the right time. + +- **Trigger**: The target force moves a creature or object. + +**Effect**: The distance of the [[Forced Movement|forced movement]] is increased by a number of squares equal to your Reason score. + +**Spend 1 Essence**: The distance of the [[Forced Movement|forced movement]] is increased by a number of squares equal to twice your Reason score instead. + +#### Mend The Soul + +The power you channel grants the ability to get back in the fight. + +- **Trigger**: The target starts their turn. + +**Effect**: The target can spend a Recovery. + +#### Void Embrace + +You call on the void to swallow and spit out an ally. + +- **Trigger**: The target starts their turn or moves. + +**Effect**: At any point during the move, you [[Teleport|teleport]] the target a number of squares equal to your Reason. + +**Spend 1 Essence**: You [[Teleport|teleport]] the target a number of squares equal to twice your Reason score instead. + +### Elementalist Abilities + +Your mastery of elemental magic grants you unique magical abilities that let you damage, move, and debuff your enemies, empower your allies, and alter the terrain around you. + +#### Signature Ability + +Select one signature ability from the options below. Signature abilities can be used at will. + +##### Debris + +A sudden storm of detritus assaults your foes and leaves them struggling to move. + +**Power Roll + Reason**: + +- 11 or lower: 2 damage +- 12–16: 3 damage +- 17+: 4 damage + +**Effect**: The ground beneath the area becomes [[Difficult Terrain|difficult terrain]] for your enemies. + +##### Fire Lance + +A jet of fire erupts with elemental [[Fury|fury]] where it strikes. + +**Power Roll + Reason**: + +- 11 or lower: 2 fire damage; push 2 +- 12–16: 6 fire damage; push 3 +- 17+: 9 fire damage; push 5 + +##### Growing Pains + +Whipping vines erupt from a foe's body to grasp at another close by. + +**Power Roll + Reason**: + +- 11 or lower: 2 damage +- 12–16: 6 damage +- 17+: 9 damage + +**Effect**: A creature within 5 squares of the target is pulled 2 squares toward the target. + +##### Void Ray + +A beam of energy corrupts and hinders whatever it touches. + +**Power Roll + Reason**: + +- 11 or lower: 2 corruption damage +- 12–16: 6 corruption damage; [[Slowed|slowed]] (EoT) +- 17+: 9 corruption damage; [[Slowed|slowed]] (EoT) + +#### Heroic Abilities + +You channel a range of heroic abilities, all of them fueled by your essence + +#### 3-essence Abilities + +Choose one heroic ability from the following options, each of which costs 3 essence to use. + +##### Burn! (3 Essence) + +Fire engulfs a target of your choice and burns at your command. + +**Power Roll + Reason**: + +- 11 or lower: 6 fire damage +- 12–16: 8 fire damage +- 17+: 13 fire damage + +**Persistent 1**: If the target is within distance at the start of your turn, make a power roll for this ability again. + +##### Invigorating Growth (3 Essence) + +Mushrooms erupt from a foe, sapping their vitality to spread strengthening spores. + +**Power Roll + Reason**: + +- 11 or lower: 6 poison damage +- 12–16: 9 poison damage +- 17+: 14 poison damage + +**Effect**: The mushrooms can be removed by the target or by an adjacent creature as an action. While the mushrooms are on the target, each of your allies adjacent to the target gains an edge on attacks against them. + +##### Punch The Earth (3 Essence) + +You slam the ground, which buckles out from you in every direction. + +**Power Roll + Reason**: + +- 11 or lower: 4 damage +- 12–16: 5 damage +- 17+: 8 damage; [[Prone|prone]] + +**Effect**: You must be touching the ground or floor to use this ability. The surface beneath the area becomes [[Difficult Terrain|difficult terrain]] for your enemies. + +##### Stare Into The Abyss (3 Essence) + +You open a rift into the void to harry your enemies. + +**Power Roll + Reason**: + +- 11 or lower: 3 psychic damage +- 12–16: 4 psychic damage +- 17+: 6 psychic damage + +**Persistent 1**: At the start of your turn, you can use this ability again as a maneuver without spending essence. + +#### 5-essence Abilities + +Choose one heroic ability from the following options, each of which costs 5 essence to use. + +##### Conflagration (5 Essence) + +A storm of fire descends upon your enemies. + +**Power Roll + Reason**: + +- 11 or lower: 5 fire damage +- 12–16: 7 fire damage +- 17+: 10 fire damage + +**Persistent 2**: At the start of your turn, you can use this ability again as a maneuver without spending essence. + +##### Incorporealness (5 Essence) + +The material substance of a creature shreds away at your command. + +**Effect**: Until the start of your next turn, the target has damage immunity 5 and can move through 1 square of solid matter once per turn. If the target ends their turn inside solid matter, they are shunted out into the space where they entered it and this effect ends. + +**Persistent 1**: The effect lasts until the start of your next turn. + +##### Nourishing Rain (5 Essence) + +You call down a rain that burns your enemies and restores your allies. + +**Power Roll + Reason**: + +- 11 or lower: 3 acid damage +- 12–16: 5 acid damage +- 17+: 7 acid damage + +**Effect**: You and each ally in the area suffering any effect that has a duration of EoT or is ended by a resistance roll have all such effects end. + +##### Open The Earth (5 Essence) + +The surface of the world around you opens up at your command. + +**Effect**: You open four holes with 1-square openings that are 6 squares deep, and which can be placed on any mundane surface within distance. You can place these holes next to each other to create fewer holes with wider openings. For each creature standing above a hole when it opens and small enough to fall in, make a power roll. + +**Power Roll + Reason**: + +- 11 or lower: The target can shift up to 1 square from the edge of the hole to the nearest unoccupied space of their choice. +- 12–16: The target falls into the hole. +- 17+: The target falls into the hole and can't reduce the height of the fall. + +**Persistent 1**: At the start of your turn, you open another hole. diff --git a/Classes/Fury/Fury.md b/Classes/Fury/Fury.md new file mode 100644 index 0000000..ed030da --- /dev/null +++ b/Classes/Fury/Fury.md @@ -0,0 +1,688 @@ +--- +title_raw: Fury +title: Fury +name_raw: Fury +name: Fury +type: classes +subtype: fury +keywords: Animal, Attack, Melee, Weapon +keyword_list: + - Animal + - Attack + - Melee + - Weapon +ability_type: Action +distance: Reach 1 +target: 1 creature or object +trigger: You are targeted by a damaging area of effect. +--- + +# Fury + +You do not temper the heat of battle within you, you unleash it! Like a raptor, a [[Panther|panther]], a wolf, your experience in the wild taught you the secret of channeling unfettered anger into martial prowess. Primordial chaos is your ally. Leave it to others to use finesse to clean up the pieces you leave behind. + +As a fury, you have abilities that deal a lot of damage, move you around the battlefield, and grow in strength as your rage increases. Nature has no concept of fairness—and neither do you. + +## Basics + +- **Starting Characteristics:** You start with a Might of 2 and an Agility of 2, and can choose one of the following arrays for your other characteristics scores: + - 2, −1, −1 + - 1, 1, −1 + - 1, 0, 0 +- **Starting Stamina at 1st Level:** 21 +- **Stamina Gained at 2nd and Higher Levels:** 10 +- **Recoveries:** 12 +- **Skills:** Nature, plus choose any two skills from the exploration or intrigue skill groups. + +## Fury Advancement + +| Level | Features | Abilities | +| ----- | ------------------------------------------------------------------------------------------------------------- | ------------------------------ | +| 1st | Primordial Aspect, Rage, Growing Rage, Mighty Leaps, Aspect Features, Aspect Triggered Action, Fury Abilities | Signature, 3, 5 | +| 2nd | Aspect Feature, Aspect Ability | Signature, 3, 5, 5 (Aspect) | +| 3rd | Aspect Feature, 7-Rage Ability | Signature, 3, 5, 5 (Aspect), 7 | + +## 1st-level Features + +As a fury, you gain the following features. + +### Primordial Aspect + +You come from a tradition older than civilization, older than warfare, older than most of the world. You have undergone a rite of passage that revealed the building blocks of the timescape—the Primordial Chaos—and which left an aspect of the Primordial Chaos inside you. As you channel the rage that shapes you, you can choose a primordial aspect from the following: + +- **Berserker:** You channel your rage into expressions of physical might, acting as a living version of the forces that reshape the world. You gain the Lift skill. +- **Reaver:** You channel your rage into instinct and cunning, challenging the false order of civilization. You gain the [[Hide]] skill. +- **Stormwight:** You channel your rage into the form of animals and primordial storms. You gain the Track skill. + +Your choice of primordial aspect determines many of the features you'll gain from this class. + +### Rage + +As the battle intensifies around you, your determination and anger grow, fueling a Heroic Resource called rage. + +Outside of combat and other dangerous situations tracked in turns and rounds, you have fury equal to your Victories. If you lose some or all of this rage outside of combat, it takes you 1 minute to regain it. + +When a combat encounter begins, you keep any rage you had outside of combat. At the start of each of your turns during combat, you gain 1d3 rage. When combat ends, you once again have rage equal to your Victories. + +### Growing Rage + +You gain certain benefits in combat based on the amount of rage you have. See Aspect Features for details. The benefits from your growing rage last until the end of your turn, even if a benefit would become unavailable to you because of the amount of rage you spend during your turn. + +### Mighty Leaps + +You always succeed on Might tests made to [[Jump|jump]]. You can still roll to see if you get a reward result. + +### 1st-level Aspect Features + +Your chosen primordial aspect grants you features as shown on the 1st-Level Primordial Aspect Features table. + +#### 1st-level Primordial Aspect Features + +| Aspect | Feature | +| ---------- | ----------------------------------- | +| Berserker | Primordial Strength | +| Reaver | Primordial Cunning | +| Stormwight | Primordial Shape, Relentless Hunter | + +#### Primordial Cunning + +You are never surprised. Additionally, whenever you would push a target with [[Forced Movement|forced movement]], you can slide them instead. + +As your rage grows, your primordial cunning intensifies. These benefits are cumulative. + +##### Primordial Cunning Growing Rage + + ++++ + + + + + + + + + + + + + + + + + + + + +
RageBenefit
2• You gain an edge on Agility tests and resistance rolls.
+• Once per turn, when you slide a target or when you move adjacent to a target during a shift, you can deal weapon damage to the target equal to your Agility score.
4Once per turn, when you slide a target or when you move adjacent to a target during a shift, you can deal weapon damage to the target equal to twice your Agility score, instead of once your Agility score.
6You have a double edge on Agility tests and resistance rolls.
+ +### Primordial Shape + +When you select a martial kit, you can instead select a stormwight kit (see Stormwight Kits). Your stormwight kit grants you a number of benefits, including effects tied to your Growing Rage feature. + +#### Primordial Strength + +When you damage an object with a weapon attack, it takes an additional 5 damage. Additionally, whenever you push another creature, you can make it a vertical push. + +As your rage grows, your primordial strength intensifies. These benefits are cumulative. + +##### Primordial Strength Growing Rage + + ++++ + + + + + + + + + + + + + + + + + + + + +
RageBenefit
2• You gain an edge on Might tests and resistance rolls.
+• You gain a bonus to weapon damage equal to your Might score if you are at least 2 squares from where you started your turn when you attack.
4You gain a bonus to weapon damage equal to twice your Might score, instead of once your Might score, if you are at least two squares from where you started your turn when you attack.
6You have a double edge on Might tests and resistance rolls.
+ +#### Relentless Hunter + +You gain an edge on tests that use the Track skill. + +### Aspect Triggered Action + +Your primordial aspect grants you a triggered action, as shown on the Fury Triggered Actions table. + +#### Fury Triggered Actions + +| **Aspect** | **Triggered Action** | +| ---------- | -------------------- | +| Berserker | [[Relentless Toss]] | +| Reaver | [[Uncanny Dodge]] | +| Stormwight | [[Regeneration]] | + +#### Regeneration + +Your transformative abilities bring you back into the fight. + +| | | +| :------------------------------------------ | :------------------------------- | +| **Keywords:** Animal, Attack, Melee, Weapon | **Type:** Action | +| **Distance:** Reach 1 | **Target:** 1 creature or object | + +- **Trigger:** You lose Stamina and are not dying. + +**Effect:** After damage is resolved, if your rage is high enough, you can enter your animal or hybrid form as a free triggered action. If you can't gain the temporary Stamina from that form because you have already done so this encounter, you gain temporary Stamina equal to your Might. + +**Spend 1 Rage:** If you are not dying, you can spend a Recovery. + +#### Relentless Toss + +The Primordial Chaos allows you to redirect kinetic energy for a monstrous smash! + +- **Trigger:** The target is force moved. + +**Effect:** You can select a new target of the same size or smaller within distance to be force moved instead. Additionally, you can increase the forced move distance by a number of squares equal to your Might score. You can use your Primordial Strength benefit to make this [[Forced Movement|forced movement]] vertical. + +**Spend 1 Rage:** You can increase the forced move distance by a number of squares equal to twice your Might score instead. + +#### Uncanny Dodge + +When a damaging effect surrounds you, you stay two steps ahead. + +- **Trigger:** You are targeted by a damaging area of effect. + +**Effect:** You shift up to 2 squares. If that moves you out of the area of effect, you ignore the attack. Otherwise, you take half damage. + +**Spend 1 Rage:** You move a willing adjacent ally affected by the attack with you, applying the same outcome to them. + +### Fury Abilities + +You specialize in dealing massive damage on the battlefield, mastering a number of unique martial abilities that allow you to strike hard and keep moving in combat. + +#### Signature Ability + +Select one signature ability from the options below. Signature abilities can be used at will. + +##### Brutal Slam + +The heavy impact of your weapon attacks drives your foes ever backward. + +**Power Roll + Might:** + +- 11 or lower: 3 damage; push 1 +- 12–16: 8 damage; push 2 +- 17+: 12 damage; push 4 + +##### Hit And Run + +Keeping in constant motion helps you slip out of reach after a brutal assault. + +**Power Roll + Might:** + +- 11 or lower: 3 damage +- 12–16: 8 damage +- 17+: 12 damage; [[Slowed|slowed]] (EoT) + +**Effect:** You can shift 1 square after the attack is resolved. + +##### Humiliating Strike + +You hit with a strength that's worth the risk of raising your opponent's ire. + +**Power Roll + Might:** + +- 11 or lower: 3 damage +- 12–16: 8 damage +- 17+: 12 damage + +**Effect:** You can choose to do an extra 1d6 damage to the target. If you do, the target gains an edge on their next attack against you. + +##### Impaling Strike + +Fighting up close lets you keep your foe exactly where you want them. + +**Power Roll + Might:** + +- 11 or lower: 3 damage; [[Slowed|slowed]] (EoT) +- 12–16: 8 damage; [[Grabbed|grabbed]] +- 17+: 12 damage; [[Grabbed|grabbed]] + +**Effect:** If the target is [[Grabbed|grabbed]], they take a bane on attempts to escape the [[Grab|grab]]. If you move while you have the target [[Grabbed|grabbed]], they take 1 damage for each square you move. + +#### Heroic Abilities + +You fight with an array of heroic abilities, all of which cost rage to fuel them. + +#### 3-rage Abilities + +Choose one heroic ability from the following options, each of which costs 3 rage to use. + +##### Death Before Beauty (3 Rage) + +Your enemies will get out of your way—whether they want to or not. + +**Power Roll + Might:** + +- 11 or lower: 3 damage; slide 2 +- 12–16: 5 damage; slide 3 +- 17+: 8 damage; slide 5 + +**Effect:** When you force move the target, you can move into squares they leave. The target takes the damage from any [[Free Strike|free strikes]] you provoke with this movement. + +##### Stab Me So I Can Pull Myself Closer To You (3 Rage) + +When you barrel through your foes, they feel your wrath. + +**Effect:** Move up to your speed in a straight line toward a creature or object. You don't treat enemy creatures as [[Difficult Terrain|difficult terrain]] for this move. If the target is a creature, you can end your movement in the target's square, moving them to an adjacent open square. Make a power roll against the target and every enemy you moved through. + +**Power Roll + Might:** + +- 11 or lower: 5 damage +- 12–16: 6 damage +- 17+: 9 damage + +**Effect:** The target takes an extra 1d6 damage for every [[Free Strike|free strike]] you triggered from your move. + +##### Whirlwind Strike (3 Rage) + +As your foes close in around you, why bother taking them on one by one? + +**Power Roll + Might:** + +- 11 or lower: 3 damage +- 12–16: 4 damage; push 1 +- 17+: 7 damage; push 3 + +##### Your Entrails Are Your Extrails! (3 Rage) + +Unless they get some help, your foe is finished. + +**Power Roll + Might:** + +- 11 or lower: 6 damage; [[Slowed|slowed]] (EoT) +- 12–16: 9 damage; [[Slowed|slowed]] (EoT) +- 17+: 14 damage; [[Slowed|slowed]] (EoE) + +**Effect:** While [[Slowed|slowed]] in this way, the target takes an extra 3 damage at the start of each of your turns. + +#### 5-rage Abilities + +Choose one heroic ability from the following options, each of which costs 5 rage to use. + +##### Blood For Blood! (5 Rage) + +A mighty strike leaves your foe reeling. + +**Power Roll + Might:** + +- 11 or lower: 7 damage; [[Weakened|weakened]] and [[Bleeding|bleeding]] (EoT) +- 12–16: 11 damage; [[Weakened|weakened]] and [[Bleeding|bleeding]] (EoT) +- 17+: 17 damage; [[Weakened|weakened]] and [[Bleeding|bleeding]] (EoE) + +**Effect:** You can choose to deal 1d6 damage to yourself to deal an extra 2d6 damage to the target. + +##### Brute Precision (5 Rage) + +You can always trust your anger to get the job done. + +**Effect:** The next attack you make this turn automatically achieves a tier 3 result and deals an extra 1d6 damage. + +##### Dying Blow (5 Rage) + +You focus your rage into a single devastating strike. + +**Power Roll + Might:** + +- 11 or lower: 9 damage +- 12–16: 13 damage +- 17+: 21 damage + +**Spend 1 or More Additional Rage:** If you are winded, you can add 1d6 damage for each rage spent. If you are dying, you can add 1d10 damage for each rage spent. In either case, you then lose 1d6 Stamina. + +##### Primordial Shockwave (5 Rage) + +The destructive power of nature cannot be contained. + +**Power Roll + Might:** + +- 11 or lower: 4 damage; push 2 +- 12–16: 5 damage; push 4 +- 17+: 8 damage; push 6 + +**Effect:** Targets are pushed one at a time, starting with the target closest to you. + +## Stormwight Kits + +The primordial aspect of the stormwight lets you channel your rage into the form of an animal and grants you knowledge of one of a number of special stormwight kits. You can master additional stormwight kits through play, swapping them out during a Respite as with any other kit. (See Kits.) + +### Kit Features + +All stormwight kits have the following features in common. + +#### Aspect Benefits + +You always have the noted benefits, whether in your true form, the animal form you can take at any time, or the hybrid form that some stormwight kits grant you as your rage increases. + +#### Animal Form + +You have some of the noted benefits all the time, but gain other benefits only while in animal form, as noted on the table that tracks the benefits you gain from your Growing Rage feature for each stormwight kit. + +The animal form feature for each stormwight kit grants you the following ability: + +##### Animal Form + +You take on the form of the animal who channels your rage. + +**Effect:** You can shapeshift into the animal defined by your stormwight kit or back into your true form. While in animal form, you can't use signature abilities or heroic abilities unless they have the Animal keyword. + +Additionally, you can both speak normally and speak to animals who share your form. If negotiation with an animal comes into play, you treat your Renown as 2 higher than usual while in your animal form. + +**Spend 1 Rage:** As a free maneuver on your turn, you can shapeshift a second time, either into another animal form or back into your true form. + +#### Primordial Storm + +Each stormwight is associated with a primordial storm that refers to a specific damage type used by certain stormwight abilities. + +#### Equipment + +You wear no armor and wield only your unarmed strikes—which become devastating natural weapons as your rage grows. + +#### Kit Bonuses + +These bonuses apply in your true form, your animal form, and your hybrid form if you have one. + +#### Growing Rage + +Each stormwight gains a specific set of benefits for their fury Growing Rage feature, as noted in the table for each stormwight kit. These benefits are cumulative. + +### Boren + +With this stormwight kit, you channel your primordial rage into the form of a bear, becoming large, durable, and imposing. Boren are tied to the craggy, rocky north, and this aspect is associated with the blizzard's bitter cold. + +#### Aspect Benefits + +Whenever you use [[Forced Movement|forced movement]] to push a creature, you can pull that creature instead. Whenever an attack pulls a creature adjacent to you, you can attempt to [[Grab|grab]] that creature as a free triggered action. + +#### Animal Form: Bear + +When you are in your bear form, your speed increases by 2, your size becomes 2, and you have a +1 reach bonus with melee attacks. You gain 10 temporary Stamina the first time you shapeshift into bear form during an encounter. + +#### Primordial Storm: Blizzard + +Your primordial damage type is cold. + +#### Kit Bonuses + +- **Stamina Bonus:** +9 +- **Stability Bonus:** +2 +- **Melee Weapon Damage Bonus:** +0/+0/+4 + +#### Signature Ability + +##### Bear Claws + +Attacks with your sharp and deadly claws send your foes staggering back. + +**Power Roll + Might:** + +- 11 or lower: 2 damage; push 1 +- 12–16: 3 damage; push 2 +- 17+: 8 damage; push 3 + +BEAR GROWING RAGE + + ++++ + + + + + + + + + + + + + + + + + + + + +
RageBenefit
2• You gain an edge on Might tests, resistance rolls, and power rolls made to [[Grab|grab]].
+• While in bear form, your attacks deal extra damage equal to your Might score, and any target you have [[Grabbed|grabbed]] at the start of your turn takes damage equal to your Might score.
4While in bear form, you can use all your abilities, your attacks deal extra damage equal to twice your Might score, and any target you have [[Grabbed|grabbed]] at the start of your turn takes damage equal to twice your Might score, instead of once your Might score.
6You have a double edge on Might tests, resistance rolls, and power rolls made with the [[Grab]] ability.
+ +### Corven + +With this stormwight kit, you channel your primordial rage into the form of a crow. Corven are tied to the [[Mountain|mountain]] passes and the hot winds that flow through them. This aspect is associated with the katabatic wind. + +#### Aspect Benefits + +You gain an edge on tests made to [[Hide|hide]] and sneak. Whenever you are falling, you can use your Animal Form ability as a free triggered action. + +#### Animal Form: Crow + +When you are in your crow form, your movement gains the [[Fly]] keyword, and your size becomes 1T. You can use the [[Hide]] maneuver as a free maneuver, and you can use your allies as cover when you [[Hide|hide]]. + +Whenever your rage is 4 or higher, you can shapeshift to become a hybrid bipedal crow of your true form's size. You gain 10 temporary Stamina the first time you shapeshift into hybrid crow form during an encounter. + +#### Primordial Storm: Katabatic Wind + +Your primordial damage type is fire. + +#### Kit Bonuses + +- **Stamina Bonus:** +3 +- **Speed Bonus:** +3 +- **Melee Weapon Damage Bonus:** +2/+2/+2 +- **Mobility:** When an enemy ends their turn adjacent to you, you can shift up to 2 squares as a free triggered action. + +#### Signature Ability + +##### Wing Buffet + +Foes who try to close around you do so at their peril. + +**Power Roll + Agility:** + +- 11 or lower: 4 damage +- 12–16: 5 damage +- 17+: 7 damage + +**Effect:** Resolve each attack individually using one power roll. You can shift 1 square after resolving damage for each target, then choose your next target from your new location. + +##### Crow Growing Rage + + ++++ + + + + + + + + + + + + + + + + + + + + +
RageBenefit
2• You can shift 1 square as a free maneuver once per turn.
+• While in crow form, your attacks deal extra damage equal to your Agility score.
+• Once per turn while in crow form, when you move away from an enemy, that enemy takes damage equal to your Agility score.
4• While in crow or hybrid crow form, you can use all your abilities, and your attacks deal extra damage equal to twice your Agility score, instead of once your Agility score.
+• Once per turn while in crow or hybrid crow form, when you move away from an enemy, that enemy takes damage equal to twice your Agility score, instead of once your Agility score.
6You can shift up to 2 squares as a free maneuver once per turn.
+ +### Raden + +With this stormwight kit, you channel your primordial rage into the form of a rat. Raden are associated with the true nature of the rat, before cities became their habitat. Rats are avatars of the balance between green and rot, and this aspect is associated with the rat flood. + +#### Aspect Benefits + +You gain an edge on tests made to [[Hide|hide]] and sneak. Additionally, you ignore [[Difficult Terrain|difficult terrain]], and you gain an edge on tests made to climb other creatures. If you are hidden, you automatically achieve a tier 3 result on attempts to climb and remain hidden. + +#### Animal Form: Rat + +When you are in your rat form, your movement gains the Climb keyword, and your size becomes 1T. You can use the [[Hide]] maneuver as a free maneuver, and you can use your allies as cover when hiding. You can stay hidden while moving through squares occupied by a creature. + +Whenever your rage is 4 or higher, you can shapeshift to become a hybrid bipedal rat of your true form's size. You gain 10 temporary Stamina the first time you shapeshift into hybrid rat form during an encounter. + +#### Primordial Storm: Rat Flood + +Your primordial damage type is corruption. + +#### Kit Bonuses + +- **Stamina Bonus:** +3 +- **Speed Bonus:** +3 +- **Melee Weapon Damage Bonus:** +2/+2/+2 +- **Mobility:** When an enemy ends their turn adjacent to you, you can shift up to 2 squares as a free triggered action. + +#### Signature Ability + +##### Driving Pounce + +Your enemies try in vain to fall back from your pouncing attack. + +**Power Roll + Agility:** + +- 11 or lower: 4 damage +- 12–16: 5 damage; push 1 +- 17+: 6 damage; push 2 + +**Effect:** Resolve each attack one at a time. After each attack, you can shift the same number of squares that you pushed the target. You select your second target from the square where you end your shift, which can be the first target again. + +##### Rat Growing Rage + + ++++ + + + + + + + + + + + + + + + + + + + + +
RageBenefit
2• You have Weapon immunity 2.
+• While in rat form, your attacks deal extra damage equal to your Agility score.
+• While in rat form, if you attack a creature you are climbing, that creature is [[Bleeding|bleeding]] (EoT).
4While in rat or hybrid rat form, you can use all your abilities, and your attacks deal extra damage equal to twice your Agility score, instead of once your Agility score.
6You have Weapon immunity 2. Any damage you ignore because of this immunity is dealt to each enemy adjacent to you when you are attacked.
+ +### Vuken + +With this stormwight kit, you channel your primordial rage into the form of a wolf. Vuken are tied to forests and open steppes, and this aspect is associated with the thunderstorm. + +#### Aspect Benefits + +You and an ally gain the benefits of flanking whenever you are both adjacent to a target. If you and at least two other allies are all adjacent to a target, each of you has a double edge for flanking. + +#### Animal Form: Wolf + +When you are in your wolf form, your speed increases by 2, you ignore [[Difficult Terrain|difficult terrain]], and your size becomes 1M. + +Whenever your rage is 4 or higher, you can shapeshift to become a hybrid bipedal wolf of your true form's size. You gain 10 temporary Stamina the first time you shapeshift into hybrid wolf form during an encounter. + +#### Primordial Storm: Lightning Storm + +Your primordial damage type is lightning. + +#### Kit Bonuses + +- **Stamina Bonus:** +9 +- **Speed Bonus:** +2 +- **Melee Weapon Damage Bonus:** +2/+2/+2 +- **Mobility:** When an enemy ends their turn adjacent to you, you can shift up to 2 squares as a free triggered action. + +#### Signature Ability + +##### Probing Attack + +A savage assault forces your foes back. + +**Power Roll + Might:** + +- 11 or lower: 5 damage +- 12–16: 9 damage; push 1 +- 17+: 12 damage; push 2; [[Prone|prone]] if the target is your size or smaller + +**Effect:** You can shift up to 2 squares as long as you end the shift adjacent to the target. + +##### Wolf Growing Rage + + ++++ + + + + + + + + + + + + + + + + + + + + +
RageBenefit
2• You gain an edge on Agility tests and resistance rolls.
+• While in wolf form, your attacks deal extra damage equal to your Agility score.
+• When you attack a target while in wolf form, the next ally to damage that target before the start of your next turn deals extra damage equal to your Agility score.
4• While in wolf or hybrid wolf form, you can use all your abilities, and your attacks deal extra damage equal to twice your Agility score, instead of once your Agility score.
+• When you attack a target while in wolf or hybrid wolf form, the next ally to damage that target before the start of your next turn deals extra damage equal to twice your Agility score, instead of once your Agility score.
6You have a double edge on Agility tests and resistance rolls.
diff --git a/Classes/Shadow/Shadow.md b/Classes/Shadow/Shadow.md new file mode 100644 index 0000000..34bc87f --- /dev/null +++ b/Classes/Shadow/Shadow.md @@ -0,0 +1,321 @@ +--- +title_raw: Shadow +title: Shadow +name_raw: Shadow +name: Shadow +type: classes +subtype: shadow +keywords: Magic +keyword_list: + - Magic +ability_type: Action +distance: Self +target: Self +trigger: Another hero ends their turn. +--- + +# Shadow + +Subtlety is your art, the tip of the blade your brush. You studied at a secret college, specializing in alchemy, illusion, or shadow-magics. Your training and knowledge places you among the elite assassins, spies, and commandos. But more powerful than any weapon or sorcery is your insight into your enemy's weakness. + +As a shadow, you have abilities that deal a lot of damage, let you move swiftly across the battlefield and away from hazards, and allow you to fade from notice even in the middle of the most heated combat encounter. You also possess more skills than any other hero. + +## Basics + +- **Starting Characteristics:** You start with an Agility of 2 and a Presence of 2, and can choose one of the following arrays for your other characteristics scores: + - 2, −1, −1 + - 1, 1, −1 + - 1, 0, 0 +- **Starting Stamina at 1st Level:** 18 +- **Stamina Gained at 2nd and Higher Levels:** 8 +- **Recoveries:** 10 +- **Skills:** [[Hide]] and Sneak, plus choose any five skills from [[Criminal]] Underworld or the skills of the exploration, interpersonal, or intrigue skill groups. + +### Shadow Advancement + +| Level | Features | Abilities | +| ----- | ------------------------------------------------------------------------------------------------------------ | ------------------------------- | +| 1st | Shadow College, Insight, College Feature, College Triggered Action, Hesitation is Weakness, Shadow Abilities | Signature, 3, 5 | +| 2nd | College Feature, College Ability | Signature, 3, 5, 5 (College) | +| 3rd | Assess and Aim, 7-Insight Ability | Signature, 3, 5, 5 (College), 7 | + +## 1st-level Features + +As a shadow, you gain the following features. + +### Shadow College + +Shadow colleges are secret institutions that turn ordinary folk into something else. Finding a college is the first step in a rigorous initiation process that tests the mettle of an applicant. Even those who make the cut often wash out—or are kicked out—as the master shadows who teach stealth, magic, and assassination to their students are often less than gentle in their approach. + +You are one of the few who has graduated from a shadow college, chosen from the following options: + +- **College of Black Ash:** The College of Black Ash founded the art of being a shadow. Its graduates use Black Ash sorcery to [[Teleport|teleport]] around the battlefield in clouds of soot, and to manipulate and create darkness. Graduates of the college are unmatched in mobility. You gain the Magic skill. +- **College of Caustic Alchemy:** The College of Caustic Alchemy teaches its students recipes for the acids, bombs, and poisons used in their grim work. Graduates of the college are exceptional assassins. You gain the Alchemy skill. +- **College of the Harlequin Mask:** Graduates of the College of the Harlequin Mask learn illusion magic, which they use to infiltrate enemy strongholds and create orchestrated chaos in combat. You gain the Lie skill. + +Your choice of shadow college determines many of the features you'll gain from this class. + +### Insight + +By observing your enemy, you learn how to use their weaknesses against them. You have a Heroic Resource called insight. + +Outside of combat and other dangerous situations tracked in turns and rounds, you have insight equal to your Victories. If you lose some or all of this insight outside of combat, it takes you 1 minute to regain it. + +When a combat encounter begins, you keep any insight you had outside of combat. At the start of each of your turns during combat, you gain 2 insight. You gain 1 insight whenever you get a tier 3 result with an attack. When combat ends, you once again have insight equal to your Victories. + +### 1st-level College Features + +Your choice of college grants you one or two features, as shown on the 1st-Level Shadow College Features table. + +#### 1st-level Shadow College Features + +| College | Feature | +| --------------- | -------------------------- | +| Black Ash | Black Ash [[Teleport]] | +| Caustic Alchemy | Coat the Blade, Smoke Bomb | +| Harlequin Mask | I'm On Your Side | + +#### Black Ash Teleport + +You gain the following ability. + +##### Black Ash Teleport + +In a swirl of black ash, you step from one place to another. + +| | | +| :------------------ | :--------------- | +| **Keywords:** Magic | **Type:** Action | +| **Distance:** Self | **Target:** Self | + +**Effect:** You [[Teleport|teleport]] up to 5 squares. If you end this movement in concealment or cover, you can use the [[Hide]] maneuver even if you are observed. + +**Spend Insight:** You [[Teleport|teleport]] 1 additional square for each insight spent. + +#### Coat The Blade + +You gain the following ability. + +##### Coat The Blade + +Just a little poison goes a long way. + +**Effect:** You coat one of your weapons with a harmful poison. The next creature you damage with an ability that uses that weapon takes extra poison damage equal to twice your Presence score or the target is [[Weakened|weakened]] (EoT). You choose the effect when you apply the poison. The poison loses its potency after you damage the creature or at the end of the encounter. + +**Spend Insight:** For each insight you spend, the damage dealt by the poison increases by a number equal to your Presence score. You can't spend more Insight than your shadow level on this ability. + +#### I'm On Your Side + +You gain the following ability. + +##### I'm On Your Side + +Taking on the illusory countenance of another creature gives you an advantage on subterfuge. + +**Effect:** Choose a creature of your size, whose size is no more than 1 greater than yours, and who is within 10 squares of you. Your body is covered in an illusion that makes you appear to be that creature. This illusion covers your entire body, including clothing and armor, and changes your voice to sound like the creature. While this illusion lasts, you gain an edge on attacks against and Presence tests made to interact with the creature's allies, and you don't provoke opportunity attacks from those allies. These benefits don't apply against the creature whose appearance you've taken on. The illusion ends when you harm another creature, when you and another creature physically interact, when you use this ability again, or when you end the illusion (no action required). + +#### Smoke Bomb + +You always carry a supply of smoke bombs to make it easy for you to distract and get away from foes. You can use the [[Hide]] maneuver even if you are observed and don't start in cover or concealment. If you do, you can shift a number of squares equal to your Agility. If you end this movement in cover or concealment, you are hidden. + +### College Triggered Action + +Your college grants you a triggered action, as shown on the Shadow Triggered Actions table. + +#### Shadow Triggered Actions + +| College | Triggered Action | +| --------------- | --------------------- | +| Black Ash | [[In All This Confusion]] | +| Caustic Alchemy | [[Defensive Roll]] | +| Harlequin Mask | [[Misdirection]] | + +#### Defensive Roll + +When an enemy attacks, you roll with the impact to reduce the harm. + +- **Trigger:** Another creature damages you. + +**Effect:** You shift up to 2 squares, halve the triggering damage, and don't suffer any effect associated with the damage. If you end this movement with concealment or cover, you can use the [[Hide]] maneuver even if you are observed. + +**Spend 1 Insight:** If the triggering damage was from an attack, you also reduce the attack's damage by one tier. + +#### In All This Confusion + +You [[Teleport|teleport]] away in a plume of black smoke to avoid danger. + +- **Trigger:** You take damage. + +**Effect:** You [[Teleport|teleport]] up to 4 squares, halve the triggering damage, and don't suffer any effect associated with the damage. + +**Spend Insight:** You [[Teleport|teleport]] 1 additional square for each insight spent. + +#### Misdirection (1 Insight) + +You sow a moment of confusion in combat, to your enemy's peril. + +- **Trigger:** An enemy attacks you. + +**Effect:** Choose an enemy within distance of the attack. The attack targets that enemy instead. + +### Hesitation Is Weakness + +You know how to seize the advantage in battle, working with your allies to find the perfect moment to strike. You have the following ability. + +##### Hesitation Is Weakness (1 Insight) + +Waiting for your enemies to act was never your style. + +- **Trigger:** Another hero ends their turn. + +**Effect:** You take your turn immediately. + +### Shadow Abilities + +You specialize in dealing damage, then getting out of harm's way before the inevitable counterattack. You know a number of unique martial abilities that define your presence on the battlefield. + +#### Signature Ability + +Select one signature ability from the options below. Signature abilities can be used at will. + +##### Distracting Pain + +Your precise strikes let your allies take advantage of a target's agony. + +**Power Roll + Agility:** + +- 11 or lower: 3 damage +- 12–16: 8 damage; the next attack against the target gains an edge +- 17+: 12 damage; the target falls [[Prone|prone]] + +##### I Work Better Alone + +Facing an enemy alone lets you exploit their overconfidence. + +**Power Roll + Agility:** + +- 11 or lower: 3 damage +- 12–16: 8 damage +- 17+: 12 damage + +**Effect:** If the target has no allies adjacent to them, you gain an edge on the attack. + +##### Shot And Step + +Being fast on your feet makes your ranged attacks especially deadly. + +**Power Roll + Agility:** + +- 11 or lower: 3 damage +- 12–16: 7 damage +- 17+: 10 damage + +**Effect:** You can shift 1 square before or after the attack. + +##### Sucker Slice + +Keeping an enemy's focus on you lets your ally hit hard. + +**Power Roll + Agility:** + +- 11 or lower: 3 damage +- 12–16: 8 damage +- 17+: 12 damage + +**Effect:** If you are flanking the target when you make this attack, one ally who is flanking with you has a double edge on melee attacks against the target until the end of the ally's next turn, even if they are no longer flanking the target. + +#### Heroic Abilities + +A range of heroic abilities define your combat prowess, all of which make use of your insight. + +#### 3-insight Abilities + +Choose one heroic ability from the following options, each of which costs 3 insight to use. + +##### Blade Dance (3 Insight) + +As you move across the battlefield, every foe within reach feels your wrath. + +**Effect:** You move up to your speed, and that movement doesn't provoke opportunity attacks. You make one power roll that targets each enemy who becomes adjacent to you during the move. + +**Power Roll + Agility:** + +- 11 or lower: 3 damage +- 12–16: 4 damage +- 17+: 7 damage + +##### Quick Pursuit (3 Insight) + +A foe forced away from you might assume they're out of danger, but they'll soon learn otherwise. + +**Power Roll + Agility:** + +- 11 or lower: 6 damage; slide 2 +- 12–16: 9 damage; slide 3 +- 17+: 14 damage; slide 5 + +**Effect:** You can shift into squares the target leaves behind when you force move them. + +##### Two Throats At Once (3 Insight) + +Striking two foes at once is second nature to you. + +**Power Roll + Agility:** + +- 11 or lower: 4 damage +- 12–16: 6 damage +- 17+: 9 damage + +##### Wounding Strike (3 Insight) + +You leave your foe [[Bleeding|bleeding]] out after a devastating attack. + +**Power Roll + Agility:** + +- 11 or lower: 6 damage +- 12–16: 9 damage; [[Bleeding|bleeding]] until a creature uses a maneuver to staunch the wound +- 17+: 14 damage; [[Bleeding|bleeding]] until a creature uses an action to staunch the wound + +**Effect:** While [[Bleeding|bleeding]], the target takes 4 damage at the start of each of your turns. + +#### 5-insight Abilities + +Choose one heroic ability from the following options, each of which costs 5 insight to use. + +##### Assassinate (5 Insight) + +You seize the perfect moment and strike with fatal precision! + +**Power Roll + Agility:** + +- 11 or lower: 2d6 + 8 damage +- 12–16: 2d6 + 12 damage +- 17+: 2d6 + 18 damage + +##### Get In, Get Out (5 Insight) + +Move unexpectedly, strike fast, and be gone! + +**Power Roll + Agility:** + +- 11 or lower: 7 damage +- 12–16: 11 damage +- 17+: 17 damage + +**Effect:** You can move up to your speed, and that movement doesn't provoke opportunity attacks. You can move before or after your attack, or can split your movement before and after your attack. + +##### Impairing Shot (5 Insight) + +Your attack leaves a foe in the perfect position for your allies to finish them. + +**Power Roll + Agility:** + +- 11 or lower: 7 damage; attacks against the target gain an edge (EoT) +- 12–16: 11 damage; attacks against the target gain an edge (EoT) +- 17+: 17 damage; attacks against the target have a double edge (EoT) + +##### Quickness (5 Insight) + +You put on a burst of magical speed to get the job done. + +**Effect:** You make two signature attacks that each deal extra damage equal to twice your Agility. diff --git a/Classes/Tactician/Tactician.md b/Classes/Tactician/Tactician.md new file mode 100644 index 0000000..aa4b3f6 --- /dev/null +++ b/Classes/Tactician/Tactician.md @@ -0,0 +1,280 @@ +--- +title_raw: Tactician +title: Tactician +name_raw: Tactician +name: Tactician +type: classes +subtype: tactician +keywords: Ranged +keyword_list: + - Ranged +ability_type: Maneuver +distance: Ranged 10 +target: 2 allies +trigger: The target moves. +--- + +# Tactician + +Strategist. Defender. Leader. With sword in hand, you lead allies into the maw of battle, barking out commands that inspire your fellow heroes to move faster and strike more precisely. All the while, you stand between your compatriots and death, taunting the followers of evil to best you if they can. + +As a tactician, you have abilities that [[Heal|heal]] your allies and grant them extra damage, movement, and attacks. You can taunt your enemies into attacking you instead of targeting your allies, and can help soak up damage when those allies stand alone. + +## Basics + +- **Starting Characteristics:** You start with a Might of 2 and a Reason of 2, and can choose one of the following arrays for your other characteristics scores: + - 2, −1, −1 + - 1, 1, −1 + - 1, 0, 0 +- **Starting Stamina at 1st Level:** 21 +- **Stamina Gained at 2nd and Higher Levels:** 10 +- **Recoveries:** 12 +- **Skills:** Lead, plus choose any two skills from Alertness, Architecture, Blacksmithing, Brag, Culture, Empathize, Fletching, History, Mechanics, Monsters, Search, or the skills of the exploration skill group. + +### Tactician Advancement + +| Level | Features | Abilities | +| ----- | -------------------------------------------------------------------------------------------------------------- | ------------------------------------ | +| 1st | Tactical Doctrine, Focus, Mark, Seize the Opening, Doctrine Features, Doctrine Triggered Action, Field Arsenal | Field Arsenal, 3, 5 | +| 2nd | Doctrine Features, Doctrine Ability | Field Arsenal, 3, 5, 5 (Doctrine) | +| 3rd | All According to Plan, 7-Focus Ability | Field Arsenal, 3, 5, 5 (Doctrine), 7 | + +## 1st-level Features + +As a tactician, you gain the following features. + +### Tactical Doctrine + +Warfare is as old as civilization—and perhaps even older. As battle became ever more developed and complex, military leaders invented doctrine, outlining how combatants should be structured, used, and deployed. Doctrine can be learned at war colleges passing on ancient martial traditions, or directly through blood and sweat on the battlefield. + +You have developed a mastery of tactics of historical significance, letting you choose one of the following doctrines: + +- **Vanguard (Shock and Awe):** You have learned the tactics and stratagems of the heroes of ancient history, letting you lead from the front lines of battle and seek victory through sheer force of will and personality. You gain a skill from the interpersonal skill group. +- **Mastermind (Grand Strategy):** You have an encyclopedic knowledge of warfare, viewing the battlefield as a game board, and seeking victory by thinking multiple steps ahead of your opponents. You gain a skill from the lore skill group. +- **Insurgent (Asymmetric Warfare):** Doing your duty, playing fair, and dying honorably in battle is your opponent's job. By contrast, you'll do whatever it takes to keep your allies alive. You gain a skill from the intrigue skill group. + +Your choice of doctrine determines many of the features you'll gain from this class. + +### Focus + +The ring of steel panics others but brings order to your mind, granting you a Heroic Resource called focus. + +Outside of combat and other dangerous situations tracked in turns and rounds, you have focus equal to your Victories. If you lose some or all of this focus outside of combat, it takes you 1 minute to regain it. + +When a combat encounter begins, you keep any focus you had outside of combat. At the start of each of your turns during combat, you gain 2 focus. If an ally gets a tier 3 result on an attack against a target you have marked, you gain 1 focus. When combat ends, you once again have focus equal to your Victories. + +### Mark + +You know how to focus the attention of your allies as you push them toward victory. You have the following ability. + +#### Mark + +You draw your allies' attention to a specific foe—with devastating effect. + +| | | +| :---------------------- | :------------------- | +| **Keywords:** Ranged | **Type:** Maneuver | +| **Distance:** Ranged 10 | **Target:** 2 allies | + +**Effect:** The target is marked by you until the start of your next turn. When attacking a marked target, you and each of your allies gains an edge on power rolls and deals extra damage equal to your Reason score. + +**Spend 1 Focus:** You mark 1 additional creature within distance. + +### Seize The Opening + +Your ability to command your allies in combat grants you the following ability. + +#### Seize The Opening + +As the battle unfolds, you tell your allies exactly when to strike! + +**Effect:** The target makes a signature attack as a free triggered action, and deals extra damage equal to your Reason score. + +**Spend 5 Focus:** You target two allies instead of one. + +### 1st-level Doctrine Features + +Your chosen doctrine grants you two features, as shown on the 1st-Level Tactical Doctrine Features table. + +#### 1st-level Tactical Doctrine Features + +| Doctrine | Feature | +| ---------- | ----------------- | +| Vanguard | Imposing Attitude | +| Mastermind | I Read Your Book! | +| Insurgent | Covert Operations | + +#### Covert Operations + +While in your presence or working according to your plans, each of your allies gains an edge on tests with any skill from the intrigue skill group. Additionally, you can use the Lead skill to assist on any test made with a skill from the intrigue skill group. At the Director's discretion, you and your allies can use skills from the intrigue skill group to attempt research or reconnaissance during a negotiation instead of outside of negotiation. + +#### Imposing Attitude + +You command any room you [[Walk|walk]] into. While you are present, each hero with you is treated as having a Renown 2 higher than usual for the purpose of negotiations and influencing tests. Additionally, each hero with you has a double edge on tests made to stop combat and start a negotiation with the other side. + +#### I Read Your Book! + +Your encyclopedic knowledge of the history of battle lets you apply that knowledge to current challenges. While you are with them, any hero treats the Discover Lore project as one category cheaper, with projects seeking common lore becoming free. (See Research and Crafting in future packets for more information.) + +Additionally, if you have a reasonable amount of time before a combat encounter or negotiation, and you have at least one clue or rumor regarding the encounter, you can make a Reason test as a Respite activity. The following test results apply to a combat encounter: + +- **11 or lower:** The Director tells you the number of creatures in the encounter. +- **12-16:** The Director tells you the number and level of the creatures in the encounter. +- **17+:** As 12-16 and when the encounter begins, all enemies are surprised. + +The following test results apply to a negotiation: + +- **11 or lower:** The Director tells you three different motivations, one of which is one of the NPC's motivations, and the other two are not. +- **12-16:** The Director tells you one of the NPC's motivations. +- **17+:** As 12-16 and you and your allies gain an edge on tests made to influence NPCs during the negotiation. + +You can only make this test once for each encounter and negotiation. + +### Doctrine Triggered Action + +Your doctrine grants you a triggered action, as shown on the Tactician Triggered Actions table. + +#### Tactician Triggered Actions + +| Doctrine | Triggered Action | +| ---------- | ---------------- | +| Vanguard | [[Parry]] | +| Mastermind | [[Overwatch]] | +| Insurgent | [[Flank Them Now!]] | + +#### Flank Them Now! + +You help keep your side in motion as attacks rain down on your foes. + +- **Trigger:** A nontarget ally is about to make an attack. + +**Effect:** The target can shift up to 2 squares before the attack resolves. After the attack resolves, both the original attacker and the target can shift up to 2 squares. + +**Spend 1 Focus:** The attack deals an extra 1d6 damage. + +#### Parry + +Your quick reflexes cost an enemy the precision they seek. + +- **Trigger:** A creature makes a Weapon attack against the target. + +**Effect:** The attack's damage against the target is halved. + +**Spend 1 Focus:** The result of the attack's power roll is treated as one tier lower before the damage is halved. If the attack is a critical hit, the attacker can still take an additional action. + +#### Overwatch + +Under your direction, an ally waits for just the right moment to strike. + +- **Trigger:** The target moves. + +**Effect:** At any point during the target's movement, one ally can make a [[Free Strike|free strike]] against the target. + +**Spend 1 Focus:** The target's speed becomes 0 (EoT). + +### Field Arsenal + +You have drilled with a broad array of weapons and have developed techniques to optimize their use. Whenever you select or change your kit, you can select an additional martial kit and gain the benefits of both kits. (See Kits.) + +If both kits grant you the same benefit, you take one or the other and can't change your choice until you finish a Respite. (This usually means taking the higher of two bonuses.) You also gain access to the signature abilities of both kits. + +For example, if you take the [[Shining Armor]] and [[Sniper]] kits, you gain the following benefits overall: + +- **Stamina Bonus:** +12 +- **Stability Bonus:** +1 +- **Melee Weapon Damage Bonus:** +2/+2/+2 +- **Speed Bonus:** +1 +- **Ranged Weapon Damage Bonus:** +0/+0/+4 +- **Distance Bonus:** +10 +- **Mobility:** When an enemy ends their turn adjacent to you, you can shift up to 2 squares as a free triggered action. +- **You also gain the use of the Protective Attack and Patient Shot signature abilities.** + +Kit signature abilities already have their bonuses applied. For example, you might take the [[Martial Artist]] kit, which gives a melee weapon damage bonus of +2/+2/+2, and the [[Mountain]] kit, which gives a melee weapon damage bonus of +0/+0/+4. If you choose to use the [[Mountain]] kit's damage bonus, then the Battle Grace signature ability from the [[Martial Artist]] kit would reduce its damage by −2/−2/−2, as it loses the bonus from the [[Martial Artist]] kit. It then gains the +0/+0/+4 of the [[Mountain]] kit, to deal damage of 3/7/14 for its tier 1, tier 2, and tier 3 results. + +### Tactician Abilities + +You are a formidable combatant in your own right, but your greatest strength in battle is the ability to make your allies even more formidable. You know a range of abilities that shape the scope of your control of the battlefield. + +#### Kit Signature Ability + +Your additional kit from your Field Arsenal feature grants you a second signature ability. Signature abilities can be used at will. + +#### Heroic Abilities + +Your heroic abilities cover a range of combat tactics, all of which require focus to use them. + +#### 3-focus Abilities + +Choose one heroic ability from the following options, each of which costs 3 focus to use. + +##### Battle Cry (3 Focus) + +Hearing your shout of triumph fills your allies with combat fervor. + +**Effect:** Each target gains an edge on the next attack or resistance roll they make before the end of the encounter. + +##### Dazing Blow (3 Focus) + +Your precise strike leaves your foe struggling to respond. + +**Power Roll + Might:** + +- 11 or lower: 6 damage; [[Slowed|slowed]] (EoT) +- 12–16: 8 damage; [[Dazed|dazed]] (EoT) +- 17+: 13 damage; [[Dazed|dazed]] (EoE) + +##### Inspiring Strike (3 Focus) + +You hit a foe so hard that it gets your allies back in the fight. + +**Power Roll + Might:** + +- 11 or lower: 6 damage; you or an ally within 10 can spend a Recovery +- 12–16: 8 damage; you or an ally within 10 can spend a Recovery +- 17+: 13 damage; you or an ally within 10 can spend a Recovery, and each of you gains an edge on the next attack they make this encounter + +##### Phalanx Forward! (3 Focus) + +On your command, you and your allies force back the enemy line. + +**Effect:** Each target can move their speed, push an adjacent enemy 1 square at the end of that move, and shift 1 square into the square the enemy left. + +#### 5-focus Abilities + +Choose one heroic ability from the following options, each of which costs 5 focus to use. + +##### Hammer And Anvil (5 Focus) + +Your attack is your allies' signal to strike! + +**Power Roll + Might:** + +- 11 or lower: 7 damage; an ally within 10 can make a signature attack against the target as a free triggered action +- 12–16: 10 damage; an ally within 10 can make a signature attack with an edge against the target as a free triggered action +- 17+: 16 damage; two allies within 10 can each make a signature attack with an edge against the target as a free triggered action + +**Effect:** If an attack is left to be resolved and the target was reduced to 0 Stamina, the attacker can pick a different target. + +##### Now! (5 Focus) + +Your allies wait for your command—then unleash death! + +**Effect:** Each target can make a [[Free Strike|free strike]]. + +##### Their Weakness Is Our Strength (5 Focus) + +Leaving your foe struggling gives your allies a strategic opening. + +**Power Roll + Might:** + +- 11 or lower: 7 damage; [[Weakened|weakened]] (EoT) +- 12–16: 10 damage; [[Weakened|weakened]] (EoT) +- 17+: 16 damage; [[Weakened|weakened]] (EoE) + +**Effect:** The target is marked (EoE). Each of your allies can spend a Recovery the first time they attack any target you've marked before the start of your next turn. + +##### This Is What We Planned For (5 Focus) + +A quick signal from you gives your allies a chance to turn the tide of battle. + +**Effect:** Each target who hasn't acted yet this round can take their turn in any order immediately after yours. diff --git a/Movement/Forced Movement.md b/Movement/Forced Movement.md index 31577c9..8db2707 100644 --- a/Movement/Forced Movement.md +++ b/Movement/Forced Movement.md @@ -14,7 +14,7 @@ Some actions and maneuvers allow you to push, pull, or slide another creature a - **Pull X:** You move the target up to X squares toward you in a straight line, without moving them vertically. Each square you move the creature must bring them closer to you. - **Slide X:** You move the target up to X squares in any direction, except for vertically. -When you force move a target, you can always move that target fewer squares than the number indicated. For example, when the conduit gets a tier 3 “push 5” result with their [[Thunder Of The Divine|Thunder of the Divine]] ability, they can push targets any distance up to 5 squares, including choosing to not move certain targets at all. +When you force move a target, you can always move that target fewer squares than the number indicated. For example, when the [[Conduit|conduit]] gets a tier 3 “push 5” result with their [[Thunder Of The Divine|Thunder of the Divine]] ability, they can push targets any distance up to 5 squares, including choosing to not move certain targets at all. Forced movement ignores [[Difficult Terrain|difficult terrain]] and never provokes opportunity attacks. When you force move a target into damaging terrain or into terrain that produces an effect, they are affected as if they had moved into it willingly.