IQ Abilities
A Mysterious Monster begins play with 3 IQ Points. IQ Points are spent when you take an IQ Ability. When you lose an IQ Ability you regain all IQ Points spent to gain that ability. You may choose to gain or lose any of the below IQ Abilities at any time while you are in Town.
Ability | IQ Points Cost | Description |
---|---|---|
All-Terrain Hiker | 1 | You are unaffected by Natural Difficult Terrain. |
Bodyguard | 1 | If a creature adjacent to you is hit, you may choose to be hit instead. |
Clutch Performer | 1 | While your HP is below one quarter of your maximum HP, gain +2 Dodge. |
Erratic Player | 1 | You and the targets of your Moves are always Super Vulnerable to damage types you/they are otherwise Vulnerable to. |
Gap Prober | 1 | You may exclude any target(s) from being targeted by your Moves and attacks. This includes projectiles passing through creatures' spaces instead of hitting them. |
House Avoider | 1 | The user can detect when a room will be a Monster House before entering the Monster House. |
Item Catcher | 1 | You can catch and hold a thrown item. You cannot catch Seeds or Drinks. |
Nonsleeper | 1 | You cannot be forced to Sleep. |
Nontraitor | 1 | When your Move would deal damage to a creature you may choose to Miss instead. |
Power Pitcher | 1 | Objects you throw deal +2d6 Damage. This IQ Ability has no effect on objects which deal fixed damage when thrown. |
Quick Dodger | 1 | Gain +1 Dodge. |
Quick Healer | 1 | Gain +1 Natural Healing. |
Trap Seer | 1 | You may choose not to activate traps you walk over. |
Wary FIghter | 1 | You may move a single Space when your Move Misses. |
Aggressor | 2 | Gain +1 Stage of Attack and Special Attack, and -1 Stage of Defense and Special Defense. |
Brick-Tough | 2 | Gain +15 Max HP. |
Cheerleader | 2 | Passively increase the Attack and Special Attack of any creatures within the room by +1 Stage. |
Concentrator | 2 | Gain +1 Hit and +1 Dodge. |
Counter Basher | 2 | If you did not use your Defensive Action last turn, you may activate this IQ Ability once while it is not your turn to immediately Basic Attack a creature which dealt damage to you. |
Counter Hitter | 2 | If you did not use your Bonus Action last turn, you may immediately spend 2 PP from any Move to Basic Attack a creature which dealt damage to you. |
Deep Breather | 2 | When you enter a Floor gain +1 PP on all Moves. |
Defender | 2 | Gain +1 Stage of Defense and Special Defense, and -1 Stage of Attack and Special Attack. |
Intimidator | 2 | When you take damage from a Move or Attack, roll 1d20. On a 17 or higher, the attacker Flinches. This IQ Ability replaces the Ability Stench. If this IQ Ability replaced your Ability, the attacker Flinches on a 16 or higher instead. Flinch: You cannot activate Moves or skills until the end of your next turn. |
Multitalent | 2 | Gain +2 Max PP on all Moves. |
PP Saver | 2 | You are immune to the ability Pressure. Increase the PP of all of your Moves by +1 per 8 Maximum PP the Move has. |
Self-Curer | 2 | You may spend a Defensive Action to remove one of the following Conditions from yourself: Paralyzed, Poisoned, Badly Poisoned, Burned, Sleep. |
Sure-Hit Attacker | 2 | Your Basic Attacks never miss. |
Time Tripper | 2 | Once per Dungeon you may activate this IQ Ability as a Bonus Action to gain +1 Primary Action. |
Type-Advantage Master | 2 | Gain +1 Critical Hit Chance when a target of your Move is Vulnerable to that Move. Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Wise Healer | 2 | When you heal, heal an additional +1 HP per 6 HP you heal. |
Hit-and-Runner | 3 | If you would be the target of a Move, attack, or skill which activates in response to you attacking or using a Move on a target, you may choose for that Move/attack/skill to Miss. |
Nature Gifter | 3 | When you consume a Berry or Seed, any consenting creatures in the same Room as you gain the same effect(s) you do from the consumed object. |
No-Charger | 3 | Any Move which takes multiple Turns to activate instead takes you 1 Turn to activate and cost 4 PP to activate instead of 1. |
Sharpshooter | 3 | Gain +1 Critical Hit Range. Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |