trpg

OK i think i got this mostly figured out.

alright so key points here:
- no tracking MP/TP any of that shit
- options are good, but the pool shouldn't be completely fucking overwhelming and they should all be worth a look over (though not actually good for all builds)
- job changing and job advancement both present

So I was toying around with a lot of different ideas for resource management, between MP, TP, AP, Cooldowns and some other shit but eventually decided to so something entirely different to get a similar sort of feel as 4e, since it's kind of nice to not worry about resource management numbers when at the table, or between battles.

So in this game you have eight 'ability slots'. There are no basic attacks or anything like that, everything's an ability. And when you use an ability, similar to an encounter power in 4e, it gets expended and cannot be used again. The main difference is that there's no basic/at will type things to fall back here, even if you can get more options. Which means there are methods for refreshing abilities! And the most common and easiest one is taking a 'defend' action, which will refresh any expended abilities. The other big difference is that you don't forget abilities you learned - you can always change your loud out outside of battle if what you have slotted isn't working for you.

I think movement probably works a similar way, though there's likely a Basic Move to avoid things getting needlessly complicated. The movement ability pane is much smaller though, probably in the 2~4 range. (and a similar no-action-but-refresh type option would likely exist too)

The other semi major thing that exists are Role/Fast actions. Basically each job has one of these, and they fill up the space that minor/quick actions do. There's ways to get more than one of these for use, but you can only ever use one of them a round. And doing so doesn't each up your action, so each turn you can [Fast] -> [Move] -> [Ability], in that order. Many of the role actions have other limiters on them, however.

And then passives. Passives definitely exist but idk about how limited they are. But i mean, cover all the types of abilities I guess. Gut instinct is probably 4ish

Oh right there's one other thing: guns. Guns kind of fill the space of daily powers. They have different ranges and damage values and ammo values, but they can't be refreshed. They're also a unique damage type that ignores a lot of stuff, kind of like supreme.

4 Current Job Only ability slots.
4 Any Job ability slots.
1 Extra Role Action slots.
4 Movement action slots. (basic move doesn't take a slot, basic shift does)
2 Current Job Only passive slots.
2 Any Job passive slots.

ok so the more finicky stuff. Stats, since they actually kind of useful in a job changing system to lean a character towards certain builds.

three physical elements, three magical elements. everything is weak and strong to one of each in a wheel, and the mod is ginormous (+/-50%). Pin > Rush > Launch > Pin and Fire > Water > Lightning > Fire

probably a shit ton of weapons, which determine your range with physical abilities and also bonus stats.

Jobs! So jobs exist. By default they give you 3 abilities and their role/fast action. You level jobs up by using them, which unlock other abilities which can be slotted. When you master a job, you the gain the ability to slot those three default powers and fast action, and choose an advancement for that particular job. When you're slotting abilities, four space can only be from the current job you're on, and the other 4 can be any action you've learned from any job. (you don't have to keep those three default abilities slotted if you have a lot of cross class abilities and find stuff that fits you better from your own class as it levels, but they're useful for making sure you actually have actions to take when you change into a fresh job).

Job advancement! So when you've mastered a base job, you get to upgrade it into a different form! These provide new abilities to learn and another fast action! The tricky thing about them though is you can only pick one - and you won't get to go into the other branch. You also can't slot advance job abilities as cross class abilities. So character advancement has two tracks it can move along. the job are also three tiered, like so:

………3a
….2a <
1 <……3b
….2b <
………3c

So you can collect abilities from all the tier 1 versions of jobs, and then when you're done with that you pick your favorite one and start to specialize in it and move up to higher tiers of it.

STR - physical damage, HP bonus.
DEX - gun damage, interference
MAG - magic damage
WIL - healing effects and buffs
SPD - turn order, evasion
LCK - luck points, crit damage.

HP: 60 + 5xSTR
EVA: 5+SPD
To hit: roll 2d10, match or surpass EVA to hit. Any roll of 10 counts as a crit and adds LCK damage to the attack. Can spend a luck point to force a roll to be either a 1 or 10.
AIM: accuracy is Hard To Get and lowers your targets eva when making attacks
Interference: Whenever someone adjacent to you moves away without shifting or teleporting, or makes a magic/gun attack, you deal dex damage to them.
Turn order: highest to lowest, PCs then monsters, can act in any order they want within the same-speed value. Can delay to a specific speed value once a round if you want. (goes back to where you were next round)

Stats are 0-5. 24 points.
1 = 1pt
2 = 2pt
3 = 4pt
4 = 6pt
5 = 9pt

Shield Points: basically functions as sort armor / THP. damage is subtracted from SP before HP, and your SP refreshes at the start of your turn each round. Only refresh SP up to its max

Everyone has a basic "shift 1" move action they can slot without needing to unlock it.
"Footwork" is the defend analogue for movement; doesn't let you move but refreshes all your movement powers.
Basic move is spammable and gives you 6 spaces.
Teleports ignore movement penalties, unlike normal moves and shifts.

Being behind cover gives you +5EVA against ranged attacks. Light cover gives +2 evasion.
Difficult Terrain cost 2 points of movement to move into, rather than 1.
Power Spots: Increase SP generation by +LCK. Increase the power of abilities by their primary stat by +1. Anytime you crit with a power, it's not expended.

1h Weapon:
Shield: +5SP Generation (goes with other six)
Sword: +1 STR
Dagger: +1 DEX
Staff: +1 MAG
Mace: +1 WIL
Baton: +1 SPD
Flail: +1 LCK

2h Weapon
Spear: +1 ATK, +1 MAG, weapon range is 2 line
Battle Axe: +1 ATK, +1 WIL, weapon range gains diagonals too
Paired Blades: +1 ATK, +1 SPD, +1 LCK
Magic Orb: +1 DEX, +1 MAG, +1 WIL

Guns:
Party has two of each guns, and can be swapped between players. Guns have their own growth charts and are leveled independently.

Handgun: 3 Ammo. 7xDEX dmg. Range: 2~4.
Assault: 2 Ammo. 8xDEX dmg. Removes all SP from the target before dealing damage, and prevents the target from generating SP on its next turn. Range: 3~5
Sniper: 2 Ammo. 8xDEX dmg, roll 3d10 instead of 2d10 to hit. Range: 4~6
Shotgun: 2 Ammo. 7xDEX dmg, 2xDEX dmg to adjacent targets. Range: 2~4
SMG: 2 Ammo. 3xDEX dmg to a square, and creates a 3xDEX damage field (vs targets ending in zone) until your next turn. Range: 3~5
Bazooka: 2 Ammo. 5xDEX damage to a diamond. Turns hit tiles into difficult terrain. Range 4~6

Status:
Slow: mov cut in half.
Blind: mage/gun range cut in half.
Dizzy: roll 3d10 and drop highest roll for accuracy
Paralyze: you can only take one action a round, rather than a full minor/action/move.
Exhaust: Anytime you use an ability, you must expend a second with no benefit from it.

EXAMPLES:

VANGUARD

- Role Action: Distract. Pick a target within weapon range when you perform your action. They deal -WIL damage to anyone but you on their next turn.
1) Shield Bash: 3xSTR launch damage, then add 2xWIL to your SP, even above its max.
2) Lash Out: 4xSTR pin damage, and double your Interference value until the start of your next turn.
3) Smash: 4xSTR launch damage, and the target takes a -MAG AIM penalty on their next action.

A) Drive Back: 4xSTR launch damage and push 1, then shift into the space the target was in.
M) Tag In: Shift 3 into a space an ally occupies, and slide them into the location you were in.
A) Pressure: 3xSTR pin damage, and if the target attacks anyone but you next round they take 2xDEX damage.
P) Defensive Footing: When you take a Footwork action, gain +SPD SP, even above your max.
M) High Alert: Double your Interference score until your next turn.

PROTECTOR

RA: Protect. All allies within a square of you take -WIL damage until your next turn.
A) Invigorating Strike: 4xSTR launch damage, and recover 2xWIL HP.
P) Clear Threat: Your interference damage is now 2xDEX.
A) Leg Strike: Deals 4xSTR pin damage and inflicts Slow.
M) Break Away: Shift 2 and cleanse a status.
A) Reinforce: Deals 4xSTR launch damage and you and any ally adjacent to you that takes damage takes -WIL less.

LINE BREAKER

RA: Blitz. Select a single enemy. Deal +2xSTR damage with your next attack against them this round. Blitz can only be used once per enemy.
M) Priority Shift: Shift 6, and you must end your movement adjacent to an enemy.
A) Formation Break: Deals 4xSTR launch damage and push 2 to two different targets within weapon range.
A) Sucker Punch: Deals 4xSTR rush damage. The next time the target is hit, they take an additional +3xMAG damage.
P) Unstoppable: As long as you're moving towards an enemy, you can move across difficult terrain and over light cover without penalty.
A) Sudden Strike: Deals 5xSTR rush damage with +3 AIM.

BODYGUARD

RA: Guardian. Select a single ally within 6 spaces. Reduce all incoming damage by -WIL as long as they remain within 6 spaces. Last until end of battle or until it's used again.
A) Cover: Deals 5xSTR rush damage and select an ally within your threaten range. Until your next turn, you may transfer any damage directed at the ally onto yourself.
P) Active Threat: Increase the range you threaten by +1.
A) Defensive Bash: Deals 5xSTR launch damage, and increase the SP generation of yourself and all allies within 2 spaces of you by +2xWIL until your next turn.
A) Cripple: Deals 5xSTR pin damage and Paralyzes the target.
A) Aegis: All of your allies within 6 spaces of you take -4xWIL damage, and if struck the attacker takes 2xDEX damage, until your next turn.

HYBRID

RA: Regen. Recover WIL HP immediately.
A) Lure: Deals 6xSTR rush damage, then shift 1 and pull the target into the space you occupied.
A) Shrug Off: Deals 5xSTR launch damage and cleanses a statuses from you. If you have nothing to cleanse, gain +1 Movement until you defend.
A) Break: Deals 5xSTR launch damage and removes a buff or effect from the target. If the target has no buffs or effect, lower the damage of their next attack by -2xMAG.
M) Phantom: Teleport 2, and take -2xWIL damage from attacks until your next turn.
A) Chakra: Deals 5xSTR launch damage, and restores 2xWIL HP to you and allies adjacent to the target.

DUAL BLADE

RA: Double Attack. You can use two melee attacks this round if not equipped with a shield. Has a three round cooldown.
A) Flash of Steel: Deals 5xSTR rush damage and triple your interference damage until your next turn.
A) Side Swipe: Shift 1, then Deals 7xSTR rush damage. If used turning a round where you activated Double Attack, you may Move 4 before attacking.
M) Rampage: Move 8. Any enemy that ends a turn adjacent to you takes 3xDEX damage.
A) Slug: Deals 6xSTR launch damage and Push 4
P) Bleed: Anytime you deal damage with a weapon to an enemy, they take MAG damage on their turns for the remainder of the battle. Doesn't stack with itself, but will stack once with any other instance of DoTs.

HUNTER

- Role Action: Marked. Select a single target. You deal +DEX damage to the target for the rest of the battle. Cannot be used again until the Marked target dies.
1) Aimed Shot: Make a Gun attack with +3 AIM.
2) Fade: Deals 4xSTR rush damage, then Shift 1.
3) Hunt: Deals 4xSTR pin damage. Deals +DEX additional damage if no other targets are adjacent to you or the target.

A) Trick Shot: Make a gun attack, then deal 3xDEX damage to another target within 3 spaces.
M) Escape: Shift 4
A) Duel: 4xSTR pin damage, and the target deals -DEX damage to you with its next turn.
M) Firing Stance: Don't move, and deal +2xDEX damage with gun attacks this round.
P) Finishing Strike: Raise the threshold for KOing enemies from 0 to a number based on your DEX. 1-2: 5HP. 3: 10HP. 4: 15HP. 5+: 20HP.

MARTIAL ARTIST

RA: Kick. Deals 2xDEX damage to a single enemy within a square of you after you move. Can't use an ability against a target you kicked on the same round.
A) Far Strike: Shift 1, then deals 5xSTR rush damage. Shift 1 back to your original space after the attack.
P) Point Blank: You can make gun attacks against adjacent targets, and doing does not provoke interference.
M) No Escape: Teleport to space adjacent to your Marked foe.
A) Temple Strike: Deals 4xSTR launch damage and inflicts Dizzy.
A) Cross Counter: Deals 5xSTR rush damage, and until your next turn, any creature that attacks you takes interference damage.

GUNNER

RA: Steady Shot. Select a single target. You deal +STR damage with guns attacks against them this round.
P) Arsenal: You can equip two guns at once, rather than one. Guns are still fired individually.
A) Careful Shot: Make a Gun attack that deals +2xDEX damage if it hits a single target, or +1xDEX if it hits multiple targets.
M) Cover Dive: Shift 2. If you end your movement adjacent to cover, gain +LCK Evasion until your next turn.
A) Flush: Make a Gun attack, and Push 3 any hit targets.
A) Quick Draw: Make a Gun attack, than gain +2 Init.

SUPER MONK

RA: Finisher. Select a single target. You deal +0xDEX damage to them this round. Increase the power of this ability by +1 for each round it's not used, and reset the power to 0 when it is.
M) Sonic Boom: Teleport 4, and deal 2xDEX damage to any enemies you land adjacent to.
A) Throw: Deals 5xSTR launch damage and Push 3 a target, and deals 4xSTR pin damage to any targets adjacent to the space it lands in.
A) Somersault: Shift 1, then deals 6xSTR rush damage. Shift 1 after the attack - if you end your turn adjacent to the enemy you attacked, gain +2 EVA.
P) Hostile: Anytime an enemy moves adjacent to you, they take interference damage.
A) Pinball: Deals 5xSTR launch damage, then Shift 4 and deal 5xSTR rush damage to a second target.

GUNFIST

RA: Hair Trigger. Until your next turn, you threaten the range your gun can attack. Rather than dealing Interference damage in the guns range, deal full gun damage and consume -1 Ammo if you choose to take a shot.
A) Bone Bullet: Deals 5xSTR pin damage, and regain +1 Ammo for one of your equipped guns.
A) Crowd Control: Deals 5xSTR rush damage, then shift 1 and make a gun attack against a different target.
P) Follow Through: Anytime you make a gun attack, your next melee attack deals +DEX damage.
A) Death Mark: Deals 6xSTR pin damage, and the target takes +2xDEX damage from gun attacks from you.
M) Reposition: Shift 6.

GUNZ

RA: Called Shot. Select a target. You have +DEX AIM against to them, and lower your threshold for criticals by -DEX again them with guns this round. Has three charges.
A) Reload: Select a single gun, and refill it to its maximum ammo capacity.
P) Spare Bullet: Anytime you Defend, recover +1 Ammo for a single gun.
A) Breathing Room: Shift 2, then make a gun attack with +2 range.
M) Gun Pump: Push 2 all enemies within 2 spaces of you.
A) Quickload: Make an attack with a gun, then recover +1 Ammo for that gun.

STRIKER

- Role Action: Accuracy. Select a single target. You roll 3d10 and drop the lowest roll when attacking the target.
1) Lunge: Shift 1, then deal 4xSTR rush damage.
2) Vital Strike: Deals 4xSTR pin damage, crits on 8-10.
3) Parry Strike: Deals 4xSTR rush damage and gain +LCK evasion until your next turn.

M) Dodge: Shift 1 and gain +LCK evasion until your next turn.
A) Quick Attack: Deal 4xSTR rush damage with +2 AIM. If you have higher init than the target, then +SPD AIM instead.
M) Run: Move 9 spaces.
A) Riposte: Deal 3xSTR pin damage, and if the target attacks you with its next action, it suffers 2xSPD damage in response.
P) Freedom of Movement: You can Act before moving when taking a turn, now.

BLADE DANCER

RA: Charge. Select a single enemy. If you moved at least 3 spaces before attacking the target, deal +SPD damage. If you moved 6+ space before attacking, deal +2xSPD damage.
M) Whirling Dash: Move 6. Any enemy you move adjacent past during this movement takes DEX damage. If your SPD is higher than interference damage you suffer during this action, ignore it.
A) Rebound: Move 2, then deal 5xSTR launch damage and Push 1 the target.
A) Spinning Attack: Deals 4xSTR rush damage to all enemies within weapon damage and any enemies that end their turn adjacent to you take DEX damage.
M) Sprint: Move 8 spaces, and gain +2 Evasion until your next turn.
P) Momentum: Every time you use a Movement ability other than the basic move, or get hit by an attack, you gain a stacking +1 Evasion bonus until your next turn.

ILLUSIONIST

RA: Mirage. Select an ally within 4 spaces. Until your next turn they gain +LCK evasion.
A) Fear Strike: Deal 4xSTR pin damage and the target is Paralyzed until your next turn.
M) After Image: Move 4 to three different locations at once. You count as being in all three of those spaces at once and take -LCK damage until the start of your next turn, at which point you pick a single location to occupy from amongst those three.
P) Body Double: The first time you're KO in an encounter, instantly revive with 2xLCK HP.
A) Over Here: Pull 3 an enemy to a space adjacent to you, then deal 4xSTR rush damage.
A) Hidden Needles: Select two allies within 4 spaces of you. The next time they're attacked, the attacker takes 3xSTR pin damage. You can place multiple needles on an ally.

SAMURAI

RA: Iaido. Gain an Iadio stack. At any point when you deal damage, you can choose to spend all Iadio stacks to increase the damage of the attack by +SPD per stack.
A) Quick Slash: Deals 6xSTR rush damage and increase your init by +1.
M) Light Step: Shift 6, gaining +AIM for each point of movement you don't spend.
A) Dash through: Teleport 4, then deals 5xSTR rush damage to any enemies you passed through.
A) Blade Lock: Deals 6xSTR pin damage, and until you're no longer in weapon range of the target, they cannot deal interference damage.
A) Size Up: Your next action has x2 potency.

HYBRID

RA: Dodge. Increase your SP generation for the round by +SPD.
P) Critical Plus: You score critical hits on 9 and 10 now.
A) Draw In: Pull 2 any enemy within two spaces of you, then deal 5xSTR pin damage to all enemies within weapon range.
A) Counter Stance: Until you defend, anytime an enemy attacks you, deal 3xSTR rush damage in return.
M) Pandemonium: Teleport 4 into a space an enemy occupies, and slide the enemy into the space you used to occupy.
A) Whirlwind: Move 4, then deal 6xSTR launch damage.

TANK 2

RA: Magnetism. Select a single target within 6 spaces of you. The target takes a -LCK penalty to its AIM when it attacks any of your allies other than you until you use this ability on another target.
M) Come To Me: Teleport any enemy to a space adjacent to you.
A) Spook: Paralyze all adjacent enemies.
A) Whiplash: Deals 5xSTR rush damage, and select an ally within 3 spaces. The next time they take damage, the attacker suffers 5xLCK as well.
P) Mind over Mind: Once per battle, you can ignore when you'd be inflicted with a status or effect.
A) Cower: Deals 5xSTR pin damage and reduces the targets movement and sight by -LCK until next turn.

FIGHTER

- Role Action: Tag Team. Select a single target that's been damaged since you last hit it. You deal +STR damage to it with your next attack.
1) Wind Up: Deals 4xSTR rush damage, and you deal +WIL damage on your next turn.
2) Shove Away: Deals 4xSTR launch damage and Pushes 1.
3) Pin Down: Deals 4xSTR pin damage and the target takes a -MAG EVA penalty until your next turn.

A) Power Attack: Deals 5xSTR launch damage.
A) Feint: Deals 4xSTR rush damage, and gain +WIL AIM on your next turn.
A) Anticipation: You deal x1.5 damage with your next attack.
A) Open Wound: Deal 3xSTR pin damage. Each time the target is struck until your next turn, it takes 1xMAG damage.
P) Flanking: When you attack an enemy that has an ally adjacent to it, deal +STR damage.

BRUISER

RA: Wallop. Select a single target. You deal +2xSTR damage to it this round. Has two use charges, and Defending generates two additional charges.
A) Battle High: Deals 3xSTR launch damage. You deal +WIL damage with your attacks until you Defend.
M) Combat Roll: Teleport 2 to the other side of an enemy you're adjacent to, then gain +2 AIM with your next attack.
A) Trip: Deals 5xSTR pin damage and Slow 1 the target.
A) Full Attack: Deals 6xSTR rush damage.
P) Adrenaline: Anytime you score a critical, or get critically hit, your next attack deals +WIL damage. Effect can stack.

SPELLBLADE

RA: Infuse. Select a single target within weapon range when you act. You deal +MAG damage to the target with your attack.
P) Melee Casting: When you cast spells against targets within weapon range, you don't provoke interference damage.
A) Fire Blade: Deals 4xSTR rush damage to a target in weapon range, then deals 4xMAG fire damage to another target within 4 spaces. Alternatively, deals 5xMAG fire damage to a target within 6 spaces and create a damage field that deals STR fire damage to targets that end their turn on it.
A) Ice Blade: Deals 4xSTR pin damage to a target in weapon range, then deals 4xMAG ice damage to another target within 4 spaces. Alternatively, deals 5xMAG ice damage to a target within 6 spaces and create difficult terrain in the spaces around them.
A) Thunder Blade: Deals 4xSTR launch damage to a target in weapon range, then deals 4xMAG lightning damage to another target within 4 spaces. Alternatively, deals 5xMAG lightning damage to a target within 6 spaces and Pushes 1.
M) Combat Sense: Teleport adjacent to the enemy nearest you.

SUPER FIGHTER

RA: Might. Select a single target. You deal +2xSTR damage to them this round. Has a three round cooldown.
A) Crush: Deals 7xSTR launch damage.
A) Jab: Deals 4xSTR rush damage, and gain +WIL AIM and +3xWIL damage with your next attack.
A) Skewer: Deals 7xSTR pin damage.
A) Assess: Recover 3xWIL HP, then deal +5xWIL damage with your next attack.
M) Pursuit: Shift 6 to an enemy you've had in weapon range before, then deal +2xWIL damage to them this round.

HYBRID

RA: Crack. Select a single target. Until your next turn, anytime the target takes damage, increase it by +MAG. Has two charges.
A) Shadow Bind: Deals 6xSTR pin damage, and reduces the targets move and EVA by -MAG.
A) Static Shock: Deals 5xSTR rush damage, and until your next turn, anytime the target takes damage, deal an 2xMAG lighting damage to them.
A) Exhaust Flames: Deals 5xSTR launch damage, and 4xMAG fire damage to any other enemies within 2 spaces of you.
A) Ice Spear: Deals 4xSTR pin damage and 4xMAG ice damage to a target within weapon range.
A) Leading Slash: Deals 6xSTR rush damage, and Slide the target MAG spaces.

SPELLERBLADE

RA: Air Slash. Select a target within 4 spaces and deal 2xMAG damage to them. You can't attack that target with your action this turn.
A) Fireball: Deals 5xSTR launch damage, then deals 4xMAG fire damage to a plus within 4 spaces. Alternatively, deals 5xMAG fire damage to a plus within 6 spaces.
A) Hail Slash: Deals 5xSTR rush damage, then deals 5xMAG ice damage that removes all SP from the target before dealing damage. Alternatively, deals 6xMAG ice damage to a target within 6 spaces tat removes all SP from the target before dealing damage.
A) Tractor: Deals 5xSTR pin damage, then deals 5xMAG lightning damage and pull 3's a target within 4 spaces. Alternatively, deals 6xMAG lightning damage to a target within 6 spaces and Pulls 5.
P) Invisible Blade: When you Defend, deal 3xMAG damage to a target within 4 spaces.
A) Improvised Combo: Deals 4xSTR rush damage, then immediately cast any Spell from a non-advanced job you've learned, even if it's not slotted.

SORCERER

- Role Action: Conjure. Select a single magical element. You deal +MAG damage with it this round. After an element has been selected, it can't be used again until all magic elements have been activated.
1) Frost: Deals 4xMAG ice damage to a single target within 6 spaces and the target takes a -STR penalty to their movement on their next action.
2) Bolt: Deals 4xMAG lightning damage to a single target within 8 spaces.
3) Ember: Deals 3xMAG fire damage to a single target within 6 spaces, and if the target doesn't move on their next turn it takes an additional 2xDEX damage.

M) Channel: Don't move, and until you move again, your attacks deal +MAG damage. Forced movement breaks Channel effect as well.
A) Shock: Deals 4xMAG lightning damage to a target within 5 spaces, which removes up to STR SP before dealing any damage. The target generates -STR SP on its next turn as well.
M) Leap: Teleport 3 spaces.
A) Flames: Deals 3xMAG fire damage to a target within 6 spaces, and takes DEX damage on each of its turns until the end of battle.
P) Frenzy: When you strike a targets weakness, you gain +LCK potency on your next turn.

BLASTER

RA: Focus: Select a single target. You deal +2xMAG damage to them with your action. Has three charges.
A) Freeze: Deals 5xMAG ice damage to a single target within 6 spaces and Slows them.
P) Ruminate: When you Defend, you gain knowledge of the weaknesses of any monster within 6 spaces of you.
A) Flare: Deals 6xMAG fire damage to a single target within 6 spaces.
A) Blast: Deals 4xMAG lighting damage and degrades any cover adjacent to the target before striking them. Full Cover -> Light Cover -> Difficult Terrain.
A) Improvisation: Expend another ability, then cast any Spell you know with a +2xLCK damage bonus, even if it's already expended.

GUNMAGE

RA: Magic Bullet. Expend one of your Spell abilities, and gain +1 Ammo for your gun.
P) Imbued Bullets: Your gun attacks deal elemental damage, of the same type as the last spell you cast this round.
A) Exploding Rounds: Make a gun attack. The next time the target takes damage, increase it by +2xMAG. Increase to +3xMAG if the attack only hit a single target.
P) Mana Cells: When you fire a gun, you deal +DEX damage with Spells on your next turn.
A) Homing Shot: Make a gun attack that ignores cover and light cover.
A) Tracer: Deals 3xMAG of any magical element to a target within 6 spaces. The next gun attack you make against the target deals +3xMAG damage.

MASTER BLASTER

RA: Dualcast. Expend an ability, then cast two different Spells on this turn. Has a three round cool down.
A) Frozen Crystal: Deals 7xMAG ice damage to a target within 6 spaces.
A) Lightning Storm: Deals 6xMAG lightning damage to a target within 6 spaces, and the target takes 2xDEX damage if they don't move on their next turn.
M) Teleport: Teleport 6 spaces.
A) Solar Ray: Deals 6xMAG fire damage to a target within 8 spaces.
A) Thunder Clap: Deals 5xMAG lightning damage to a target within 6 spaces, and lowers their SP generation by -STR for the reminder of the battle.

HYBRID

RA: Spell Bullet. Consume a bullet from your gun, and cast a Spell you've already expended with +DEX damage.
A) Detonator: Deals 3xMAG fire damage to a target. The next time you defend, the target takes 5xLCK damage.
A) Smolder: Deals 5xMAG fire damage to a target within 6 spaces, and the target takes MAG damage at the start of their turn for the remainder of battle.
M) Target Toss: Teleport an enemy adjacent t0 you 6 spaces, and it takes +DEX damage if it's attacked before its next action.
A) Mist Shroud: Deals 6xMAG ice damage to a target within 6 spaces and Blinds.
A) Attraction: Deals 6xMAG lightning damage and slide the target DEX spaces.

GUN CASTER

RA: Extension. Increase the range of your attack this round by +DEX
A) Suppression: Make a gun attack, and if the target moves on their next turn, they take 2xMAG damage.
A) Target Lock: Deals 2xMAG lighting damage a target within 6 spaces. Until the end of your next turn, all attacks against this target have +DEX AIM and deal +DEX damage.
A) Variable Missile: Deals 5xMAG damage of the target's elemental weakness.
M) Grounding: The next time you'd be subject to forced movement, ignore it.
A) Rune Barrel: Make a gun attack, and on your next turn, spells deal +3xMAG damage.

WIZARD

- Role Action: Burst. If you hit an enemy with your attack this round, select a single additional enemy within 2 spaces of them and deal MAG damage of the same element.
1) Blizzard: Deals 3xMAG ice damage in a diamond within 6 spaces.
2) Jolt: Deals 4xMAG lightning damage to a single target within 6 spaces, and the next time the target is stuck it takes an additional DEX damage.
3) Blitz: Deals 3xMAG lightning damage to a single target within 4 space, then repeat the attack once if possible.

A) Snow Storm: Deals 2xMAG ice damage in to a 3x3 grid within 6 spaces, and any target that ends a turn in it takes 2xDEX ice damage. Last until your next turn.
A) Fire: Deals 4xMAG fire damage to a target within 6 spaces, and 2xDEX fire damage to any adjacent targets.
M) Transverse: If on a Leyline, teleport to any other space on the same leyline.
A) Magnet: Deals 4xMAG lightning damage to a target within 6 spaces and creates a field effect. At the end of each of your following turns, you can Pull 2 a single target of your choice that's been struck for lighting damage at some point in the battle towards the magnet field effect.
P) Conduit: Anytime you start a turn on a leyline and remain on it, your action gains +MAG potency.

SHAPER

RA: Lingering Magic. When you cast a Spell this round, create a damage field of the same element as the spell that last until the end of combat, which deals DEX damage to targets that end their turn in the field. If a field effect already exist in that space, increase the damage by DEX instead.
A) Portable Barricade: Create Full Cover in a space within 6 of your location. Two spaces adjacent to it become Light Cover, as well.
A) Shattered Earth: Deals 4xMAG lightning damage in a 3x3 area within 6 spaces, and changes the struck spaces to difficult terrain.
A) Firewall: Select 6 connected spaces within 6 spaces, and create a field effect that last until your next turn. Any enemy that passes through the field takes 4xMAG fire damage.
A) Salt Pillar: Deals 5xMAG ice damage to a target within 6 spaces, and creates a field effect. Any target starting their turn in the field has -1Move and -1Range, and lowers their SP generation by -DEX.
M) Return Home: Teleport to a space adjacent to an ally.

GEOMANCER

RA: Line Tap. If you're on a Leyline, you deal +MAG damage with your abilities this turn.
A) Wellspring: Change any space on the leyline you're standing on into a Power Spot, and deal x1.5 damage with your next action.
M) Flow: Teleport to the nearest space on any leyline within sight.
A) Energy Eruption: Deals 4xMAG fire damage to any enemies standing on a leyline.
P) Repel: While on a leyline, deal MAG damage to any target that attacks you.
A) Starfall: Deals 4xMAG ice damage to a target within 4 spaces, then two other targets within 3 spaces of the initial target,

FIELD MASTER

RA: Designate a plus shape within 3 spaces. Until your next turn, any enemy that ends a turn in the field takes MAG damage.
A) Inferno: Create a plus shaped field effect within 6 spaces. Any target that starts or ends a turn in it takes 5xMAG fire damage, and any ranged attacks that pass through it have -2 AIM.
A) Terraform: Deals 6xMAG ice damage to a target within 6 spaces, and you can change any tile within 2 spaces of then into normal, difficult terrain, or light cover.
A) Electric Fence: Select 6 connects spaces within 6 spaces to create a field effect on. Any target that passes through it takes 5xMAG lightning damage, and any target that ends a turn in or adjacent to it can be Slide 1.
P) Instant Cover: Anytime you Defend, you can create light cover in a space adjacent to you.
A) Cold Front: Deals 6xMAG ice damage to a target within 6 spaces and creates a field effect until you defend. Field effect deals 6xMAG damage to any target that passes through it, and grows into an adjacent space every time you take a turn.

AOES

RA: Widen. Your spells this turn treat full cover as light cover, and ignore light cover.
A) Chain Lightning: Deals 4xMAG lighting damage to a single target within 4 spaces. Repeat this attack until you can't damage a new target, dealing +DEX additional damage with each successive attack.
A) Lava Burst: Deals 6xMAG fire damage to a plus within 6 spaces.
A) Snow Globe: Deals 4xMAG ice damage to a 6x6 space.
P) Focus Fire: Anytime you use an attack and only hit a single target, deal +DEX damage.
A) Flame Thrower: Deals 5xMAG fire damage in a 3x6 line.

MORE MANCER

RA: Extend a leyline you're on by MAG spaces.
A) Meteor Rain: Deals 5xMAG fire damage to three targets within 4 spaces of the leyline you're on.
A) Abyss Gate: Deals 6xMAG ice damage to a target within 6 spaces and teleports the target onto a leyline.
A) Eviction: Deals 5xMAG lighting damage and Push 1 all targets on a leyline.
A) Swell: Deals 6xMAG lighting damage to a target within 6 spaces, and all allies on your leyline gain +WIL potency with their next action.
A) Corrode: Deals 7xMAG ice damage to a target within 6 space of the leyline you're on.

HEALER

- Role Action: Pulse. Select a single target and restore 2xWIL HP to them. Each target can only be effected by pulse once per battle.
1) Cure: Restores 5xWIL HP to a single target within 6 spaces.
2) Heal: Restores 2xWIL HP and cleanses a status for a single target within 6 spaces.
3) Crush: Deals 4xSTR launch damage and the target deals -MAG damage on their next turn.

A) Cure Bloom: Restores 3xWIL HP to a diamond within 5 spaces.
A) Intercept: Deals 4xSTR rush damage and the target takes a -MAG AIM penalty on its next turn.
M) Rescue: Teleport an ally within 6 spaces to a space adjacent to you.
P) Recoup: When you defend, you gain +WIL potency with your action next round.
A) Healing Pillar: Mark a space within 6 of you. The first ally that enters that space recovers 5xWIL HP.

HEALER^2

RA: Shine. Select a target within 6 spaces and restore 2xWIL HP to them. Has three use charges.
A) Moonlight: Create a field effect in a diamond within 6 spaces. Targets that start or end a turn within the field recover 2xWIL HP.
A) Cleansing Rain: Remove all statuses from all allies in a 3x3 square within 6 spaces.
A) Cure Plus: Restores 6xWIL HP to a single target within 6 spaces.
A) Double Cure: Restores 4xWIL HP to two targets within 4 spaces.
M) Heavenly Gate: Teleport 4, and restore WIL HP to any allies you end adjacent to.

AURA TANK

RA: Reflect. Any time an ally adjacent to you is struck for damage, the attacker takes STR damage in return.
P) Combat Medic: You can cast healing Spells on yourself or adjacent targets without provoking interference. Doing so heals an additional +DEX HP to the target, as well.
A) Signet: Deals 4xSTR pin damage, and an ally within 3 spaces of you takes -WIL damage until you defend.
A) Aura Flair: Deals 4xSTR launch damage, and you and all allies within 2 spaces gain +WIL evasion until your next turn.
M) Fall Back: Slide 4 an ally within 6 spaces of you.
A) Temple Smash: Deals 4xSTR launch damage and inflicts Blind.

TOP HEALER

RA: Patch. Select a single ally within 6 spaces and restore WIL HP to them.
A) High Cure: Restores 7xWIL HP to a single target within 8 spaces.
A) Resurrect: Restore a dead target to max HP and refresh all their abilities.
P) Ease: Anytime you heal a target, cleanse a single status or debuff from them as well.
A) Prayer: Restores 4xWIL HP to yourself and all allies, regardless of distance.
A) Regeneration: Restores 3xWIL HP to a single target, and until you defend, restore 2xWIL to them at the start of all your actions.

HYBRID

RA: Sanctify: Select a single space within 6 spaces. It gains a field effect that restores DEX HP to targets that end their turn in it.
A) Cure Wave: Shift 2, then Restores 5xWIL HP to an adjacent target, then count out 4 connected spaces and heal any additional allies inside the area for the same amount.
A) Curse of Life: Deals 5xSTR pin damage, then until you defend: at the end of the targets turn, restores 2xWIL HP to any adjacent allies.
P) Barrier: Anytime you target an ally with an ability, add +DEX to their current SP.
A) Bless: Select a target within 6 spaces. Until your next turn, they have +WIL EVA, take -2xWIL damage, have +STR AIM, have their crit range expanded by +STR, and gain +2xSTR potency.
M) All Together: Teleport up to four allies to a space adjacent to you. If you don't have a space adjacent to you, this ability can't be used.

NEXTANK

RA: Provoke: Select a single target. If you end this turn adjacent to them, they take 2xSTR damage if they attack any of your allies.
A) Shelter: Deals 5xSTR launch damage, and all allies within 4 spaces take -2xWIL damage until your next turn.
P) Protective Aura: When you defend, any allies within 3 spaces gain the damage cut from defending, too.
A) Behind Me: Deals 5xSTR rush damage, and Pull 4 any allies that were adjacent to it.
A) Tenacity: Deals 5xSTR pin damage, and the next time you or an ally within 2 space of you would die, instead stay alive with WIL HP.
A) Intimidate: Deals 6xSTR launch damage, and the targets next attack only rolls a single accuracy die against anyone but you.

WARLOCK

- Role Action: Drain. Select a single target. If you damage them on this turn, restore WIL HP to an adjacent ally.
1) Hearth: Deals 3xMAG fire damage to a target within 6 spaces, and until your next turn, any ally that damages the target recovers WIL HP.
2) Ignite: Deals 4xMAG fire damage to a target within 6 spaces, and an ally within 2 spaces of yourself or the target deals +WIL damage with their next action.
3) Spark: Deals 3xMAG lightning damage to a target within 6 spaces, and restores 2xWIL HP to an ally within 2 spaces of the target.

A) Siphon: Deals 3xMAG water damage to a target within 6 spaces, and restores WIL HP to all adjacent allies.
P) Bolster: Anytime you restore HP to a target with half HP or less, increase the amount of HP restored by +WIL.
A) Electro Shield: Deals 3xMAG lightning damage to a target within 6 spaces, and grants any allies adjacent to you 2xWIL SP, even above their max.
M) Portal: Select two spaces within 6 spaces of you. These spaces can now be teleported between by anyone during any move action for 1 move.
A) Pyre: Select a single space within 6 squares and create a Pyre until your next turn. Enemies that start or end a turn adjacent to the pyre take 2xMAG damage, while allies that start or end a turn adjacent to the pyre recover 2xWIL HP.

DEATH EATER

RA: Rebirth: Restores 0xWIL HP to a single target. Anytime a combatant is reduced to 1/2 HP, and each time a target dies, increase the power of this action by +1 the next time it's used. The bonus resets after use.
A) Black Wind: Deals 4xMAG ice damage to a target within 6 spaces. When the target dies, all allies within 4 spaces are healed for 3xWIL HP.
A) Revive: Restore a dead target to max HP.
P) Life Cycle: Any time you deal damage to a target, restore +WIL HP to yourself or an adjacent ally.
M) Death Walk: Teleport to any space where a target has died.
A) Embalm: Restores 4xWIL HP to an ally within 6 spaces, then deals 2xMAG fire damage to any adjacent enemies.

DEBILITATOR

RA: Seal. Select a single target within 6 spaces. They deal -STR damage with their actions until the end of the battle. If Seal is used again before the target dies, the effect is removed from the previous target.
A) Haunt: Deals 4xMAG ice damage and inflicts Dizzy to a target within 6 spaces.
A) Stun: Deals 4xMAG lighting damage to a target within 6 spaces, and they deal -3xSTR damage with their next action.
P) Stagger: Anytime you damage an enemy, they take a -1 AIM penalty with their next action.
A) Paralyze: Deals 2xMAG lightning damage to a target within 6 spaces and inflicts Paralyze.
A) Smog: Deals 4xMAG fire damage to a target within 6 spaces, and lowers the targets Move and Range both by -STR.

ACTUALLY A HEALER

RA: Save. Restores 2xWIL to any allies at half HP or lower, regardless of distance. Has two charges.
A) Expel: Remove all statuses from a target within six spaces, then deals 3xMAG ice damage to any adjacent enemies.
A) Absorb: Select a target within 6 spaces. Their next attack deals +3xWIL damage, and they recover HP equal to half the amount of the damage done.
A) Light of Life: Deals 5xMAG lightning damage to a target within 6 spaces, and until you defend, anytime the target is struck the attacker recovers 3xWIL HP.
A) Duality of Fire: Deals 5xMAG fire damage to a target within 6 spaces, then restores 4xWIL HP to all allies adjacent to yourself and the target.
A) Frost Shield: Grants +5xWIL SP to an ally, even above their max. Until the ally hits 0SP, anytime they're struck for damage the attacker takes 2xMAG ice damage.

3 hybrid.

RA: Assimilate. Select a single target within 6 spaces. They take 2xMAG damage, and any allies adjacent to it recover 2xWIL HP. Has a 3 round cooldown.
A) Heavenly Pillar: Select a 3x3 area within 6 spaces. Enemies within take 4xMAG lightning damage, while allies recover 4xWIL HP.
A) Encase: Deals 5xMAG ice damage to a target within 6 spaces, and Slow 3s them.
A) Bonfire: Select a space within 6 spaces and create a bonfire until your next turn. Any enemy that ends within 2 spaces of it takes 5xMAG fire damage, and any ally recovers 5xWIL HP.
A) Flash: Deals 5xMAG fire damage and inflicts Blind.
M) Reinforcement: Select an ally within 4 spaces. Restore 2xWIL HP to them, then teleport them adjacent to an enemy.

debuffer

??

TACTICIAN

- Role Action: Morale. Select a single ally within 4 spaces of you. The ally deals +WIL damage with their next action.
1) Reposition: Select an ally within 6 spaces. Slide 1 immediately, and they deal +4xWIL damage with their next action.
2) Inspire Doubt: Select a single enemy within 6 spaces. Until your next turn, it takes x4 damage from interference.
3) Create Opening: Deals 3xSTR pin damage and grants an ally adjacent to you or the target +WIL AIM on their next turn.

A) Hasten: Select an ally within 6 spaces. Increase their initiative by 2, and they gain +2xWIL potency with their next action.
P) Fall Back: Anytime you Defend, you can Shift 1.
A) Unbalance: Select an enemy within 6 spaces. Until your next turn, it takes an extra MAG damage anytime its hit, and can be Pushed 1 when hit.
M) Marching Orders: Another of your allies can Move 5 immediately.
A) Stall: Select an enemy within 6 spaces. Lower the initiative by 2, and they deal -2xMAG potency with their next action.

WARLORD

RA: Advise. Select an ally within 4 spaces. They gain +WIL AIM on their next action.
A) Battle Cry: All allies within 6 spaces of you gain +WIL potency, +2 AIM and score criticals on 9 and 10 with their next action.
A) Once Again: Select an ally within 6 spaces. They can refresh a single expended power.
M) Advance: Slide 4 all allies within a 3x3 square within 4 spaces of you.
P) Maintenance: Whenever an ally within 4 spaces of you Defends, restore +WIL HP to them.
A) Blindside: Deals 4xSTR pin damage, and grants an ally within 4 spaces a +2xWIL damage bonus on their next action.

DEBUFFER

RA: Bad Luck. Select a target within 4 spaces. They take a -MAG evasion penalty until your next turn.
A) Befuddle: Paralyze all enemies within a 3x3 square within 6 spaces of you until your next turn.
A) Nope: Expend a single ability on an enemy within 6 spaces.
M) Run Amok: Slide 4 all enemies within 4 spaces of you.
A) Focus Fire: Select an enemy within 6 spaces. Anytime the target is struck until you use this ability again, it takes +2xMAG damage.
P) Curse: Anytime you're struck for damage, the enemy that hit you takes an additional +MAG damage next time they're hit by anything.

3 buffer.

RA: dmg+aim+mov buff w/ cooldown

3 hybrid.

RA: Slide a target 1

3 debuffer.

RA: Mag dmg increase until next turn w/ charges.

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