Works In Progress
This page is where I'll put what I've been working on which, by definition, isn't done. If you've ever seen something in Alpha, or Early Access, you know what to expect. For everyone else, expect no method of sorting, typos, and bad (terrible) balance. Use at your own risk.
WIP Skills
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect |
---|---|---|---|---|---|---|
Inner Dragon | General, Dragonoid | 1 | N/A | Must be taken at Level 1 | Passive | Gain the Dragonoid Creature Type. You may choose for "Scale" skills not to change your physical appearance. |
True Monster | General, Monstrous | 1 | N/A | Must be taken at Level 1 | Passive | Gain the Monstrous Creature Type. If you haven't dealt damage to a creature within the last 48 hours, lose 1 Exertion Die. If you have no Exertion Die to lose, become Unnerved (-2). Unnerved (-2): Gain -2 to all d20 rolls. |
Enlivened Sadism | Offensive, Monstrous | 2 | 2 | Monstrous Creature Type | Extra | Gain +1 Exertion Die. This Exertion Die can only be spent to harm creatures which are suffering a Condition because of you. Lose this Exertion Die at the start of your next turn. |
Uncomfortable Euphoria | Offensive, Monstrous | 2 | N/A | Monstrous Creature Type | Passive | Become Unnerved (+1) until the end of your next turn any time any of the following happen: -You critically hit a target. -You Unnerve a target. -You spend an Exertion die in order to harm another creature directly. -You reduce a target to 0 HP. -You Panic a target. Unnerved (+1): Gain +1 to all d20 rolls. Multiple instances of Unnerved stack up to a maximum of (5) and a minimum of (-10). |
Enemy | Monstrous | 1 | N/A | Monstrous Creature Type | Passive | Any meal made of meat is at least Tasty to you. Any meal made of a sentient creature is at least Ambrosial to you. |
Attrition Invocation | Offensive, Monstrous | 2 | 6 | Monstrous Creature Type | Any (Concentration) | Select a single target. You cannot attack targets besides that one until they are beneath 0 HP, or until 1 hour has passed. Your attacks cannot miss that target. When you hit the target with an attack, they gain -1 Total Might, Total Skill, and Total Magic. While this Skill is active, take (HP Scaling) True Damage at the start of each of your turns. You cannot deliberately break this Skill's Concentration. You do not have to spend Mana to maintain this Skill's Concentration. |
Means of Destruction | Offensive, Monstrous | 1 | 4 | Monstrous Creature Type | Any (Concentration) | Each time you attack a different creature, heal +6 HP, gain +2 Mana, or gain +1 to all Speeds you have. Any increases to Speed granted by this Skill wear off at the start of each of your turns. Each time you attack a creature more than once consecutively, take 6 True Damage, and lose Concentration. You do not have to spend Mana to maintain this Concentration. |
Irritation | Offensive, Monstrous | 1 (Up to 3 Ranks) | N/A | Monstrous Creature Type | Passive | Gain +1 to all damage rolls per attack since your last critical hit, up to a maximum of +3 Damage per Rank. |
Outrage | Offensive, Monstrous | 2 | 2 | Monstrous Creature Type | Extra | If you haven't critically hit in your last 4 attacks, your next attack which hits is a critical hit. Critical hits which are mitigated in some way are still considered critical hits for the purposes of this Skill. |
Buster | Offensive | 1 | N/A | N/A | Passive | Remove the text "This weapon must be wielded in two hands." from all weapons while making Melee Weapon Attacks. ((Please be sure to correct your damage on your Character Sheet.)) |
Einshander |
Offensive | 1 | N/A | Buster | Passive | Remove the text "This weapon must be wielded in at least two hands." from all weapons. Remove the text "while making Melee Weapon Attacks" from Buster. |
Impose Flight | Offensive, Magical, Aeromancy | 1 | 6 | Aeromancy, Rising Uppercut | Bonus | Gain +3 Attacks which can only be used to activate Rising Uppercut. |
Gratuitous Swing | Offensive | 1 | 2 | N/A | Extra, Extra, Extra | Your next Massive Melee Weapon Attack instead becomes an AoE which covers a number of Spaces equal to the Massive Melee Weapon's Reach. This AoE must be perfectly straight or diagonal. |
Rescue | Magical, Conjuration | 2 | 8 | N/A | Defensive, Move | A single consenting target you can see is teleported to any Space(s) you are adjacent to of your choice. |
Rude Rescue | Magical, Conjuration | 1 | 4 | Rescue | Defensive | Remove the word "consenting" from your next Rescue this turn. |
Arcane Crusher | Offensive, Magical | 1 | 0 | Arcane Volley | Defensive | Any Arcane Volleys you activate this turn must target a single target you are adjacent to. Add all damage which would be dealt collectively by any number of these Arcane Volleys (after determining which ones hit/are critical hits) as a single instance of damage, which also deals Crushing Damage. |
Lesser Bolt | Offensive, Magical | 1 | 0 | Arcane Bolt | 1 Attack | Activate Arcane Bolt as a Free Action. This Arcane Bolt deals 1d8+Magic Damage. |
Lesser Beam | Offensive, Magical | 1 | 1 | Arcane Beam | 1 Attack | Activate Arcane Bolt as a Free Action. This Arcane Beam deals 0+Magic Damage. You may maintain any number of these beams at once. |
Beam Master | Offensive, Magical | 1 (Up to 3 Ranks) | N/A | Long Beam | Passive | While you aren't engaged in a Beam Duel, your Arcane Beam gains +1 length per Rank, or +1 width and height (becoming a total of three spaces wide/tall) per 3 Ranks. |
L Beam | Offensive, Magical | 2 | N/A | Arcane Beam | Passive | After your Arcane Beam hits a target, you may choose for it to change direction once, using its remaining length to bend from the first target's Space in a single direction of your choice. An Arcane Beam may bend back, overlapping with itself. |
Chain Beam | Offensive, Magical | 1 | N/A | L Beam | Passive | L Beam may activate a second time per Arcane Beam, bending a second time after hitting its first target. |
Lesser Blast | Offensive, Magical | 1 | 1 | Arcane Blast | 1 Attack | Activate Arcane Blast as a Free Action. This Arcane Blast deals 1d6+Magic Damage in a 0 Space AoE which cannot be Dodged, and half as much damage in a 1 Space AoE centered on that 0 Space AoE. |
Weapon's Essence | Offensive, Magical | 1 (Up to 4 Ranks) | N/A | Arcane Weapon | Passive | Gain +3 Weapon Essence per Rank. Each time you take this Skill, spend this Weapon Essence among any number of Weapon Properties/Enchantments as though this Weapon Essence was gold. Any of these Weapon Properties are applied to any Arcane Weapons you create. You may meditate for 1 hour to respecify your Weapon Essence. |
Attuned Weapon | Offensive, Magical | 1 | N/A | Weapon's Essence | Passive | Reduce the Gold Cost of all Weapon Properties/Enchantments which have a Gold Cost of 5 or higher by 2 for the purposes of Weapon Essence. |
Mana Storm | Magical, Astromancy | 1 | 2 | N/A | Any (Concentration) | In a 4 Space AoE centered on yourself, multicolored stars levitate around you, and the air is heavy with energy and magic, tinted a deep blue. Within this AoE, creatures gain +2 Total Magic, and Fae Creatures aren't Vulnerable to Iron. |
Smell the Stardust | Magical, Astromancy | 2 | 4 | Mana Storm | Any | All skills activated within this Concentration of your Mana Storm which are not Astromancy skills cost 2 fewer Mana to activate (with the exception of skills with Mana Costs of (Mana)* which instead reduce their final cost by 4). This Skill cannot reduce a skill's Mana Cost beneath 0 or N/A. |
Benefic | Supportive, Magical, Astromancy | 1 | 4 | Mana Storm | Primary, 2 Attacks | Heal a single target within your Mana Storm for 3d6+Magic HP. |
Essential Dignity | Supportive, Magical, Astromancy, Devotion | 2 | 20* | Benefic | Primary | Choose a single target within your Mana Storm who has fewer than (5*your Level) HP. Heal that target for (1d20*5)% of their Maximum HP. This Skill's Mana Cost is equal to the d20's result (prior to multiplication). A single target can only be targeted by this Skill once per day. |
Crag's Essence | Supportive, Magical, Astromancy | 1 | 6 | Benefic | Any | The target of your next Benefic cannot be Jarred, Staggered, Stunned, Paralyzed, made Prone, Suffocated, or made Useless until the start of your next turn, except by their own doing. |
Frozen's Essence | Supportive, Magical, Astromancy | 1 | 2 | Benefic | Any | Roll twice as many dice on your next Benefic. |
Malefic | Offensive, Magical, Astromancy | 1 | 6 | Mana Storm | Primary, 2 Attacks | Deal 3d6+Magic Cosmic Damage to a single target within your Mana Storm. Cosmic Damage cannot harm inanimate objects (though can harm animate objects). |
Inordinate Defamation | Offensive, Magical, Astromancy, Devotion | 2 | 20* | Malefic | Primary | Choose a single target within your Mana Storm who has greater than (5*your Level) HP. Deal an amount of Cosmic Damage to that target equal to (1d6*5)% of their Maximum HP. This Skill's Mana Cost is equal to the d6's result (after multiplication) up to a Maximum of 20. A single target can only be targeted by this Skill once per day. |
Hate's Essence | Offensive, Magical, Astromancy | 1 | 3 | Malefic | Any | Roll twice as many dice on your next Malefic. |
Cinder's Essence | Offensive, Magical, Astromancy | 1 | 3 | Malefic | Any | All targets of your Malefic this turn (and any targets adjacent to them) are Ingited. This fire deals Cosmic Damage, instead of Fire Damage. Ignited: You take 5 Fire Damage at the start and end of each of your turns, until you are put out as Any Action from you or an adjacent creature. Any creature which ends their turn in a Space of fire, or holding an object or creature which is on fire/Ignited becomes Ignited. |
Earthly Star | Offensive, Supportive, Magical, Astromancy | 2 | 24 | Benefic, Malefic | Primary | Activate Benefic a single time as a Free Action with a Mana Cost of 0 against any targets within your Mana Storm, then activate Malefic a single time as a Free Action with a Mana Cost of 0 against any targets within your Mana Storm. Lose Concentration on Mana Storm. |
Terrestrial Supernova | Offensive, Supportive, Magical, Astromancy | 2 | 8 | You've activated Earthly Star this turn | Defensive | For each die rolled for Earthly Star's Benefic(s) and Malefic(s) which rolls their highest possible result, roll an additional die. For each of these additional dice which roll their highest possible result, continue to roll additional dice. |
Star Drift | Magical, Astromancy | 1 | N/A | Earthly Star | Passive | When you activate Earthly Star, you may instead choose to delay its activation by maintaining Concentration on it until the start of your next turn. If you do this, increase the AoE Size of your Mana Storm by +3. Concentration on Earthly Star doesn't count towards the maximum number of Concentrations you may maintain, and does not cost Mana. |
Tectonica | Offensive, Magical, Astromancy, Graviomancy | 2 | 10 | Inordinate Defamation | Multi-Action (D+B) | Your next Inordinate Defamation targets any targets within a 1 Space AoE within your Mana Storm with a single roll. |
Dire's Essence | Supportive, Magical, Astromancy, Devotion | 2 | 0 | Essential Dignity | Defensive | Your next Essential Dignity has a fixed Mana Cost of 20 and doesn't heal the target. Instead, the target is instilled with actualization. You must maintain (Any Concentration) in order for them to gain +4 Exertion Die, in addition to +1 Exertion Die at the start of each of their turns while you maintain Concentration. This Concentration costs 4 Mana to maintain. If the target rolls a 1 on a d20, they may reroll that d20 until it shows a number higher than 5. |
Absolution of Mars | Offensive, Magical, Astromancy, Devotion | 2 | 20 | Inordinate Defamation | Primary | Spend 3 Exertion Die to activate this Skill. Your next Inordinate Defamation today deals 50% of the target's maximum HP in Arcane Damage instead of it usual damage. This Inordinate Defamation's Mana Cost is 20. |
Silk Weaver | Crafting | 2 | 5 | N/A | Primary | Create an object out of silk that this Skill allows you to create. Passive: You can create silk a single strand at a time through your Spinnerets. A Humanoid's Spinnerets are either located on their wrist(s) or inside their mouth(s), and an Arachnid or Entomon Creature without the Humanoid Creature Type has Spinnerets on their abdomen. You know how to create any 3 of the following objects (chosen at character creation). The objects you create with this Skill are as sturdy as steel, but flexible like cloth. These objects have 20 HP, and are vulnerable to Fire Damage. -Soft Melee Weapon (with a Reach of between 1 and 4 Spaces) -Clothing or Formal Clothing -Light Armor which also grants Piercing Resistance and Hot Weather Resistance when worn -Medium Armor which grants Piercing and Slashing Resistance when worn -4 Spaces of Rope which does not need to be tied to anything and instead sticks and clings to anything and which you may climb by spending 1 Space of Walk Speed -4 Spaces of Unnatural Difficult Terrain which you may Walk on even if otherwise impossible (and may choose not to fall from), and which you cannot be considered Prone on -1 Space of Glue -Manacles of any size seen on the Adventuring Gear Page -A Parachute which treats you as having fallen 6 fewer Spaces the next time you take fall damage within 3 rounds then breaks, and also reduces your Movement Resistance to 0 for the purposes of Aeromancy Effects. |
Swift Weaver | Crafting | 2 | 0 | Silk Weaver | Bonus | Activate Silk Weaver. |
Skilled Weaver | Crafting | 1 | N/A | Silk Weaver | Passive | Choose two more objects listed within Silk Weaver to know how to create with Silk Weaver. |
Hair Control | Magical, Hemomancy | 1 | 0 | N/A | Free (Concentration) | Your hair is treated in ways as an additional arm, and also as a Soft Weapon with a Reach of up to 2. If you have a free hand, you may choose for this Skill to not require your Concentration, and it instead lasts until you choose for it to end, or until you no longer have a free hand. For the purposes of this Skill, a free hand includes an arm which is missing a hand. |
Greater Hair Control | Magical, Hemomancy | 1 | 0 | Hair Control | Passive | While Hair Control Doesn't require Concentration, your hair counts as an equal number of arms as you have free hands (as defined by Hair Control). Once per turn as a Free Action, you may spend 4 Mana to permanently increase your Hair's Reach by +1 (up to a maximum of 3 Reach). |
Inner Logic | Divination | 1 | 6 | N/A | Free | The next action you would perform which requires a d20 roll is not performed by your character but instead roll as usual, then the Host tells you whether that roll was successful or not, after which point you may decide whether or not to commit to performing that action. If you do not perform that action, your character shares your understanding of the consequences of that act, and the next time you would perform that act (including specifically against or upon that same target) this turn uses that d20 roll The first time you activate this Skill after recovering an Exertion Die this Skill has a Mana Cost of 0. |
Pressure | Presence, Emotion | 1 (Up to 4 Ranks) | N/A | Level 6 | Passive | All targets who know or believe that you are currently (at this time) and presently (at this place) their opponent increase the Mana Cost of all of their skills by +1 per Rank. ((Reminder that a Mana Cost of N/A is not a number, and so cannot be increased in this context.)) |
Infamy | Presence, Emotion, Devotion | 2 | N/A | 4 Ranks of Pressure | Passive | Gain +2 Ranks in Pressure above the maximum number of Ranks. |
Agressor | Presence, Emotion | 2 | N/A | Pressure | Passive | Skills which have a Mana Cost of N/A are instead treated as having a Mana Cost of 0 for the purposes of Pressure, but only if they do not also have an Action Cost of Passive. |
Oppressive Presence | Presence, Emotion | 1 | N/A | Level 6 | Passive | A 1 Space AoE of Oppressive Presence is centered on you. When any creature within your Oppressive Presence attempts to activate a skill which has a Mana Cost of 1 or higher for the first time this turn, they must first spend 4 Mana. |
Matter Over Mind | Presence | 2 | N/A | Oppressive Presence | Bonus | Until the start of your next turn, targets within your Oppressive Presence cannot activate Magical Skills. |
Matter Permanence | Presence | 2 | N/A | Matter Over Mind | Passive | Matter Over Mind's Action Cost becomes Passive. |
Siphoning Presence | Presence, Magical | 1 | N/A | Pressure or Oppressive Presence | Passive | For every 2 points of Mana that are spent by others because of your Oppressive Presence and/or Pressure which would not otherwise be spent, gain +1 HP. If you would heal for 10 HP from this Skill, you may choose to count as having eaten a Tasty Meal, gaining +13 Mana. |
Uplifting Presence | Presence | 1 | N/A | N/A | Passive | A 1 Space AoE of Uplifting Presence is centered on you. When any creature within your Uplifting Presence attempts to activate a skill which has a Mana Cost of 1 or higher for the first time this turn, they gain +1 Mana per Rank after activating the skill. |
Impact Diffusion | Defensive | 1 | 3 | N/A | Reaction | Trigger: You would be within an AoE, Line, or Cone. Effect: Make a single Melee Attack against the AoE/Line/Cone. If this attack deals Bludgeoning or Crushing Damage, reduce its damage by the amount of damage your attack deals. If you attack is made with an Unarmed Weapon, you may activate the Innate Action Jab using your next turn's Bonus Action. |
Beam Splitter | Defensive | 1 | 3 | N/A | Reaction | Trigger: You would be within an AoE, Line, or Cone. Effect: Make a single attack against the AoE/Line/Cone. If this attack deals Slashing Damage, the AoE/Line/Cone is split in two, moving around your space, and all spaces up to 6 spaces directly behind you. |
Holding Point | Defensive | 1 | 3 | N/A | Reaction | Trigger: You would be within an AoE, Line, or Cone. Effect: Make a single Melee Attack against the AoE/Line/Cone. If this attack deals Piercing Damage, then the AoE/Line/Cone cannot move into or past your space, becoming stationary in front of you (from the direction it came) for its duration. If this Attack is a critical hit, instead redirect the remaining travel distance of the AoE/Line/Cone in any direction of your choice. If you leave this Space, or attack with the weapon used for the attack from this Skill, the AoE/Line/Cone resumes its course from before you had activated this Skill. On your turn, you may spend 1 Attack to destroy this AoE/Line/Cone. If this Melee Attack was made by making a Ranged Attack with a Great Bow (by the use of skills), the AoE/Line/Cone is instead destroyed if your Greatbow Attack deals at least 10 more Damage than it, and otherwise the AoE/Line/Cone is unhindered. |
Blast Crusher | Defensive | 1 | 3 | N/A | Reaction | Trigger: You would be within an AoE, Line, or Cone. Effect: Make a single attack against the AoE/Line/Cone. If this attack deals Bludgeoning or Crushing Damage, then roll damage. If your attack deals more damage than the AoE/Line/Cone then it is destroyed, and the target which caused the AoE/Line/Cone takes a single minimised instance of that AoE/Line/Cone's damage. |
Hold Creature | Offensive, Magical | 2 | 5 | N/A | Primary (Concentration) | A single creature within 6 Spaces becomes Paralyzed while you maintain Concentration. The Paralysis caused by this Skill is different from normal Paralysis, as seen below. Primordial Creatures are immune to this effect. If the target of this Skill is a Dragonoid Creature, double the Mana Cost of this Skill. The Mana Cost of this Skill doubles each turn that you maintain Concentration. You must spend an Exertion Die to activate this Skill. Paralyzed: You become stiff, and cannot move your body, or activate actions which require you to move your body. |
Necrolingua | Divination, Necromancy, Magical | 1 | 4 | 1 Divination or Necromancy Skill | Any | Ask a single corpse touched a single question. The voice of the creature the corpse was in life speaks clearly in a language of its choice that it spoke in life, but may only speak up to three words. A single corpse may only be the target of this Skill once (not once per owner of this Skill). |
Detect Magic | Divination, Magical | 2 | 3 | 1 Divination Skill | Bonus (Concentration) | You become aware of the presence of all creatures with the Magical Creature Type, and all ongoing effects which have been caused by Magical Skills and magic effects within a 3 Space AoE centered on you. Each time you activate this Skill in order to maintain its Concentration, increase its Mana Cost by +1, and activate one of the following effects: -Increase the size of this Skill's AoE by +1 Space until you lose Concentration. -Learn the specific effect(s) of a single target ongoing effect that this Skill detects. |
Mutate Arms | Mutation, Devotion | 4 | N/A | N/A | Passive | Gain +2 arms, -2 Total Might and -2 Total Skill. You may choose for these arms to be "normal" shoulders, arms, and hands or to be boneless tentacles. |
Mutate Tail | Mutation | 1 | N/A | N/A | Passive | Gain +1 tail. If you have (or had) a prehensile tail, this tail is a prehensile tail. |
Mutate Head | Mutation | 3 | N/A | N/A | Passive | Gain +1 head. You may choose for this head to have its own personality and/or physical appearance/voice. If you do not have the skill Hydra gain one of the following bonuses of your choice, chosen when you take this Skill: -Gain +2 Total Magic. -If the head has its own personality, gain +1 Skill Point per Level, +20 Total Mana, and +1 Primary Action each turn, all of which may only be spent by that personality. That personality has none of your Skills. You may not exchange Skill Points between the heads. |
Lore Siphon | Divination | 1 | 6 | N/A | 1 Hour | Gain +2 to Interest Rolls concerning knowledge of a single item you maintained physical contact with for the duration of the activation of this skill until the next time you sleep. |
Rainbow Shower | Magical, Offensive | 3 | 4 | N/A | Primary | Create four 0 Space AoEs within 5 Spaces, each of which deals 1d6 damage. Each of the AoEs deal a different damage type, one deals Fire Damage, one Lightning, one Cold, and one Acid. Each AoE must occupy the same space. Each of these AoEs count as a single AoE for the purpose of Reactions. |
Rainbow Cascade | Magical, Offensive | 2 | 4 | Rainbow Shower | Any | Activate Rainbow Shower. You must have activated Rainbow Shower this turn to activate this Skill. |
Rainbow Puddles | Magical, Offensive | 1 | N/A | Rainbow Shower | Passive | Remove the text "Each AoE must occupy the same space." from Rainbow Shower. |
Rainbow Drop | Magical, Offensive | 1 | 1 | Rainbow Shower | 1 Attack | Create one of the AoEs described in Rainbow Shower. You may not create the same AoE twice in the same turn with this Skill. AoEs created by this Skill increase their damage dealt by 0+Magic. These AoEs do not count as a single AoE for the purpose of Reactions. |
Rainbow Rising | Magical, Offensive, Divine | 1 | 2 | Rainbow Shower | Any | Your next Rainbow Shower creates two additional AoEs which deal Divine Damage and True Damage respectively. |
Rainbow Of The Dark | Magical, Offensive, Unholy | 1 | 2 | Rainbow Shower | Any | Your next Rainbow Shower creates two additional AoEs which deal Unholy Damage and Necrotic Damage respectively. |
Ten Color Majesty | Magical, Offensive | 1 | 1 | Rainbow Rising, Rainbow Of The Dark | Defensive | If you have Activated Rainbow Rising, and Rainbow of the Dark this turn but have not activated Rainbow Shower this turn, your next Rainbow Shower creates two additional AoEs one of which deals Arcane Damage, the other of which deals Psychic Damage. |
Rainbow Burn | Magical, Offensive | 1 | 1 | Rainbow Shower | Any | The damage type which deals the most damage to the first target of your next Rainbow Shower is dealt again, dealing the same amount of damage at the start and end of the target's next turn. If multiple Damage Types deal the same amount of damage, you choose which Damage Type this Skill deals. |
Colorful Life | Magical, Supportive | 2 | N/A | Rainbow Shower | Passive | You may choose for any target which would take damage from Rainbow Shower to instead be healed for an amount equal to the damage they would have taken. Rainbow Shower ignores all Immunities and Resistances of targets it would heal. |
Bifröst | Magical | 1 | N/A | Rainbow Shower | Free (Concentration) | Your next Rainbow Shower creates twice as many of each AoE. The AoEs of your next Rainbow Shower do not deal damage and instead form their crystalized element as a solid 1 Space platform which levitates at a height of your choice. Each AoE does not need to occupy the same space, but must be within 2 spaces of another Rainbow Shower AoE, and may carry an unlimited amount of weight. These AoEs cannot form inside or around creatures. These AoEs persist as long as you maintain Concentration. These AoEs are one dimensional and so can create floors, but cannot create ceilings or walls. |
Assumption Of Guilt | Neuromancy | 2 | 1 | N/A | Primary (Concentration) | Any creatures with 10 Spaces of a single target within 8 Spaces assume that the target is the cause of all stimulus of a chosen type, chosen when you activate this Skill. You may choose for the stimulus to be sound, smell, or pain, even if improbably or impossible (such as a creature being shot with a firearm assuming an unarmed dog has shot them) however if it was impossible, all affected creatures realize it was impossible at the start of your next turn. If it was instead implausible, they may decide for themselves whether they realize or not. ((If used against the players, it is best to not tell them that you've used this Skill.)) A target of this Skill cannot be affected by this Skill twice within the same 24 hour span. |
Neuromantic Tether | Magical, Neuromancy | 1 | 0 | N/A | Extra Actiion | Activate one of the following effects: -You and any creatures touched become your Tethered. -Any of your Tethered can see any of your Tethered's silhouettes clearly, even through walls, and even if they're are blind. These Tethered who can see these silhouettes may spend an Extra Action to focus and instead see them clearly. Passive: You may have up to 4 Tethered at once. You may release a Tether and choose for your Tethers to be able to release themselves from being your Tether (on a case by case basis) as a Free Action. Your Tethered stop being your Tethered if they become further than 8 Spaces from you. Your Tethered may always choose to be considered to be touching each other for the purpose of Skills. Any of your Tethered may share any information which they think, or which is on their Character Sheet ((or would be, were Character Sheets used in your particular game, as the cases may vary)) at will. Information conveyed this way is still limited by language. When a Tethered would take Psychic Damage, first the Psychic Damage is divided evenly among all Tethered, and then all of the Tethered who initially would have taken this damage are untethered, and are no longer your Tethered. If you are no longer your Tethered, no one else is either. |
Distant Tether | Magical, Neuromancy | 1 | 1 | Neuromantic Tether | Any | A single target you can see within 5 Spaces becomes your Tethered. Passive: Replace the text "8" within Neuromantic Tether's Effect with "13". |
Tether Swap | Magical, Neuromancy | 1 | 3 | Neuromantic Tether | Any, Reaction | Target any two of your Tethered which allow themselves to be targeted. Swap their locations. |
Revolving Tether | Magical, Neuromancy | 1 | 1 | Tether Swap | Any, Any | Activate Tether Swap. |
Force Swap | Magical, Neuromancy | 1 | 6 | Tether Swap | Primary, Defensive | Target any two of your Tethered. Swap their locations. You may only activate this Skill once per turn. |
Tethered Teleport | Magical, Neuromancy | 1 | 4 | Neuromantic Tether | Any, Reaction | Target any two of your Tethered which allow themselves to be targeted. Teleport one of the Tethered so that they are adjacent to the other Tethered. |
Tethered Teaching | Magical, Neuromancy | 2 | 10 | Neuromantic Tether |
Any | A Tethered may choose to reveal a single skill on their Character Sheet to you. When they activate this revealed skill this turn, you may activate that skill as well (if possible), ignoring Prerequisites (spending the same Mana Cost, and Action Cost, however). |
Mind Swap | Magical, Neuromancy | 1 | 4 | Neuromantic Tether |
Any | Target any two of your Tethered which allow themselves to be targeted. The targeted Tethered swap consciousnesses, retaining their memories, personality, skills (except for skills gained from their Race, or which fundamentally require their Race in order to be used (such as Legendary Breath (players' discretion))), Mana (but not Maximum Mana), Level, Stat and Scaling Increases gained from Leveling Up, and Interests. This exchange is permanent, though may be reversed. |
Fusion | Transmutation | 4 | 10 | N/A | 1 Primary Action from all involved creatures | Target a single consenting creature touched whose Level is within 1 Level of your own. In a flash of light, you and the target creature fuse into one creature which shares all of the involved creatures' Skills. All damage this creature takes, and all Mana Spent by this creature is divided evenly among all involved creatures. This creature has all of the objects that the two of you initially had (and the ability to carry them all). The fused creature uses the highest Total Might, Total Skill, and Total Magic values among the fused Creatures. This fused creature has 2 Primary Actions per turn. You and the target must agree for one of you to be the dominant member of the fusion. All stats with unspecified values within this Skill use the dominant member of the fusion's stat (such as Size, Size Number, and Age). This fusion ends when one of the involved creatures would be reduced to 0 HP or to 0 Mana, or after 1 hour has passed. A creature which has fused with a creature today must spend an Exertion Die in order to fuse again. |
Polymerization | Transmutation | 2 | 0 | Fusion | Free | Activate Fusion as normal, but target any number of creatures (at least 3), and choose for one of the following to be true: -The fused creature has 3 Primary Actions each turn. -The fused creature has a number of arms equal to the total number of arms of the targeted creatures, and thus the creature has a number of Bonus Weapon Attacks equal to the number of weapons the creature has equipped, but do not gain Bonus Weapon Attacks in the usual way (from the weapons themselves). These Bonus Weapon Attacks do not increase the creature's Hit, as usual. -The fused creature gains +1 Skill Point(s) per involved target. The dominant member of the fusion spends these Skill Points. These Skill Points and the effects of all skills gained from this Skill end when this fusion ends. |