Post by Warr on Aug 27, 2019 23:49:44 GMT -8
Traits
Traits are abilities that your character gains through experience and training, often defining their fighting styles and how effective they are at their chosen form of combat. A Trait can be likened to a “Feat” in traditional tabletop RPGs such as D&D or Pathfinder and are abilities that your character always has access to, within the confines of their specific effects.
As you read below, you’ll find that Traits are divided into three categories: Skill Traits, General Traits, and Class Traits,. These are fairly self explanatory, but we will outline the categories below.
Skill Traits: These are Traits that are available for anyone to take, provided that they meet the Skill Requirements attached to them. This means that if a Trait has a requirement of 35 Fighting, you cannot take that trait if you do not have at least 35 Fighting.
General Traits: These Traits are similar to their counterparts, but as their title indicates, they do not have any skill requirements attached to them. This means that you can take these no matter what your skill levels currently are- they are truly open to anyone.
Class Traits: These Traits are ones that are typically more potent than their General Trait counterparts and can “Define” a character’s playstyle. Access to Class Traits are restricted based on a character’s Class- meaning that a Mystic cannot take Traits limited to the Ravager or Conqueror Classes.
Skill Traits
Fighting
Might
Requirements: Fighting Skill of 30
Activation: None (Passive)
Effect: Your Physical attacks deal +3 bonus damage.
Blademaster
Requirements: Fighting Skill of 35
Activation: At-Will
Effect: On a turn that this Trait is activated, you may treat your Strike Basic Technique as if it scored a critical hit on a natural roll of 85+.
Limit: 4 times per thread.
Crush
Requirements: Fighting Skill of 40
Activation: None (Passive)
Effect: Your melee critical hits deal +3 damage and inflict Wound on their target.
Blitz
Requirements: Fighting Skill of 50
Activation: At-Will
Effect: As an At-Will Action, you may perform one additional Strike per turn. This does not require you to have used a strike otherwise.
Energy Control
Power
Requirements: Energy Control Skill of 30
Activation: None (Passive)
Effect: Your Energy attacks deal +3 bonus damage.
Infuse
Requirements: Energy Control Skill of 35
Activation: None (Passive)
Effect: Your Energy Blast Basic Technique ignore 2 of their target’s DR and inflict their target with Burning; this Trait may only apply one stack of Burning to a target per turn.
Efficiency
Requirements: Energy Control Skill of 40
Activation: None (Passive)
Effect: Your Basic Techniques cost 1 less ki, your Utility and Defense Techniques cost 3 less ki, and your Special Techniques cost 5 less ki. The minimum cost for any Technique(whose base cost is not already 0) is 1 ki.
Surge
Requirements: Energy Control Skill of 50
Activation: None (Passive)
Effect: Whenever you use your Focus Energy Basic Technique, you regain 35 Ki and increase your Current Power Level by 25% for 2 turns; this is considered a use of Power Up for the purposes of Power Up’s ki restoration limit.
Reflexes
Instinct
Requirements: Reflexes Skill of 30
Activation: None (Passive)
Effect: Your Defense is increased by +10.
Momentum
Requirements: Reflexes Skill of 35
Activation: None (Passive) / At-Will
Effect: Whenever one of your attacks fails to hit their target, you gain 1 Momentum Stack. Momentum Stacks may be spent At-Will and allow you to treat the natural Accuracy die roll of a single attack as if it increased by 5 per Momentum Stack spent. For example, if you rolled a 50 and spent 2 Momentum Stacks, the die roll would be treated as if it were instead considered 60; this may be used to make an attack critically hit and/or to avoid a critical miss. Stacks of Momentum cannot be gained while holding back your Accuracy Modifier.
Haste
Requirements: Reflexes Skill of 40
Activation: Reactive At-Will
Effect: When you activate Haste, you gain 1 additional Bonus Action on your turn.
Limit: This Trait may be activated 3 times per thread.
Riposte
Requirements: Reflexes Skill of 50
Activation: Reactive Bonus Action
Effect: When you activate Riposte, you may use an attack in response to a single unresolved attack targeting you- your attack does not have an Accuracy roll in this instance. Reduce the damage of the targeted unresolved attack by an amount equal to your chosen attack’s damage. If your attack would reduce the damage of the target attack to 0, its effects are also negated.
Limit: 2 times per thread.
Resilience
Endure
Requirements: Resilience Skill of 30
Activation: None (Passive)
Effect: Increase your HP by +25.
Indomitable
Requirements: Resilience Skill of 35
Activation: None (Passive)
Effect: Increase your DR by 4.
Regeneration
Requirements: Resilience Skill of 40
Activation: Passive
Effect: When you use the 'Power Up' technique or a technique which counts as it, you gain 1 stack of the status effect 'Salve'. In addition, Salve heals for an additional +1 HP per turn and its duration is extended by 1 turn when applied to you.
Limit: Power Up may only apply Salve up to 3 times per thread.
Willpower
Requirements: Resilience Skill of 50
Activation: Reactive At-Will
Effect: When you activate Willpower, reduce all damage you would have taken on your turn to 0.
Limit: 1 time per thread.
General Traits
Demolish
Activation: None (Passive)
Effect: Your melee attacks deal +5 damage to targets who have Temporary HP active. If the Technique you are using would ignore or bypass Temporary HP, reduce Demolish’s bonus damage to +3.
Limit: --
Luchador
Activation: None (Passive)
Effect: Your melee Grapple Basic Technique now costs 0 ki. Additionally, your Grapple Basic Technique deals +1d6 damage.
Limit: --
Special Effects
Activation: None (Passive)
Effect: Your Special Techniques have an additional +20% chance to inflict Freeze, Burn, and Stun; this does not give Special Techniques a chance to inflict those status effects if they did not already have a chance to do so.
Limit: --
Pilfer
Activation: None (Passive)
Effect: Your successful Techniques drain 2 ki from their target, restoring +2 ki to you on your next turn. Ki regained from Pilfer is not prevented by the Cripple status effect.
Limit: A maximum of 30 ki may be drained from an opponent; this limit is applied per opponent.
Cyber Augmentation
Activation: At-Will
Effect: When you activate Cyber Augmentation, your attack gain an additional +15 to their Accuracy modifiers on your turn.
Limit: 3 times per thread.
Shackle Severing
Activation: Reactive At-Will
Effect: When you activate Shackle Severing, you immediately remove all non-special Status Effects from yourself.
Limit: 1 time per thread.
Dire Straits
Activation: At-Will
Effect: If you become Exhausted, you may still use your Standard Actions, though they cost 10 HP in addition to their other costs.
Limit: --
Encapsulate
Activation: Reactive At-Will
Effect: When you activate Encapsulate, you gain +20 Temporary HP; this stacks with all other source of Temporary HP.
Limit: 1 time per thread.
Focus
Activation: Standard Action(Gain Stacks) | At-Will(Spend Stacks)
Effect: You may spend 1 Standard Action per turn to gain 1 stack of “Focus”. You may spend up to 1 stack of “Focus” per turn to reduce the base cost of any non-Finisher technique to 0 Ki.
Limit: You may not have more than 2 stacks of Focus at a time.
Technique Slots
Activation: Passive
Effect: You gain 2 additional technique slots(may learn them instantly)
Limit: Techniques filling these slots may not be Legendary and may not be ranked up. This may not be gained with the AI Assistant item.
Leadership
Activation: Reactive Bonus Action
Effect: Upon activating Leadership, reduce your class Accuracy or Defense bonus to 0 until your next turn and target one ally in this thread. Increase their Accuracy or Defense(same stat you reduced) by the amount you reduced until the end of their next turn.
Limit: Once activated, Leadership may not be activated again for another 3 turns.
Sunder
Activation: Passive
Effect: Your critical hits no longer deal bonus damage, but instead reduce their target’s DR by an amount equal to the bonus damage you would have dealt for 2 turns.
Limit: --
Improved Initiative
Activation: Passive
Effect: When rolling to determine turn order, you may add or subtract up to 30 from your turn order roll. Additionally, increase your Accuracy with all attacks by +10 for the first three (3) rounds of battle.
Limit: --
Glancing Blow
Activation: Reactive Bonus Action
Effect: Reduce the damage of an attack that hit you by half of your Reflexes skill value.
Limit: 2 times per thread, may reduce only up to 20 damage per use.
Favored Enemy: X
Activation: Passive
Effect: When you take this trait, you select 1 race. Attacks you make against combatants of that race deal 1 additional damage dice of the same kind. (If an attack did 1d8 damage, it would deal 2d8 damage versus your Favored Enemy.)
Limit: --
Moxy
Activation: Passive
Effect: When you fall below 50% of your Maximum HP and remain below 50%, increase your: Accuracy by +5, Defense by +5, Damage by +2, and DR by +1.
Limit: --
Swashbuckler
Activation: Passive
Effect: You may use Sword-type items an additional 2 times per thread.
Limit: --
Quick-Draw
Activation: Passive
Effect: You may activate Weapon-type items as At-Will Actions.
Limit: N/A
Disarm
Activation: Bonus Action
Effect: When you activate Disarm, you target 1 Weapon-type item currently equipped by the target of your attacks this turn. If any of your attacks made this turn critically strike the owner of the target item, the target Weapon is unequipped from their owner and may not be used again for the remainder of this thread.
Limit: 2 times per thread.
Basic Technique Mastery
Activation: Passive
Effect: You gain 1 additional Enhanced Basic Technique, though you must still take 1 week to learn it.
Limit: --
Telekinetic
Activation: Passive
Effect: You immediately gain the utility technique “Psychic Powers” and it does not take up a technique slot. Once your Psychic Powers reaches rank 3, ranged: Strikes, Grapples, and Projectile Special Techniques deal an additional +3 damage.
Limit: --
Ethereal Forge
Activation: Passive
Effect: You immediately gain the utility technique “Ki Blade” and it does not take up a technique slot. Once your Ki Blade reaches rank 3, melee Energy Blasts and Imbued Special Techniques treat their targets as though their DR were reduced by 2.
Limit: --
Sharpshooter
Activation: Passive
Effect: Your ranged attacks can no longer Critical Hit or Critical Miss their targets.
Limit: --
Divest
Activation: At-Will
Effect: Whenever you activate Divest, you may treat Strikes you perform on this turn as though they dealt 0 damage, but instead unequips 1 target item from that Strike’s target for 1 turn.
Limit: This may not unequip more than 1 item from a target at a time, and may not affect the same target more than once every 3 turns, beginning from its first application.
Misdirection
Activation: Bonus Action
Effect: When you activate Misdirection, you may reduce 1 attack(performed on this turn)’s Accuracy modifier to 0. On your next turn, you may have 1 attack of the same type treat its target’s Defense Modifiers as if they were +0.
Limit: Twice per thread.
Gang Up
Activation: Passive
Effect: Whenever you and an ally of the same Class attack the same target during a round of turns, that target opponent treats their Defense as though it were lowered by -10 when responding to those attacks.
Limit: --
Submission Hold
Activation: Bonus Action
Effect: When you activate Submission Hold, target 1 opponent. If any of your Grapple Basic Techniques successfully Immobilize the opponent targeted with this trait, they lose 1 Standard Action during their turn.
Limit: 2 times per thread.
Snapshot
Activation: Passive
Effect: On a turn in which you use both a melee Strike and a ranged Energy Blast, your ranged Energy Blast basic technique gains +10 Accuracy and deals +2 damage.
Limit: --
Thrill of the Hunt
Activation: Passive
Effect: Whenever you use the Sense Basic Technique, increase the damage of all attacks you make on this turn by 1d6.
Limit: --
Warning Shot
Activation: Passive
Effect: You may perform 1 ranged attack on your first turn of combat. It deals no damage, but reduces its target’s Defense by an amount equal to the damage it would have dealt for 3 turns if it “hits”.
Limit: --
Class Traits
Reckless Power
Activation: At-Will
Effect: When you activate Reckless Power, you may spend 5 HP to use Power Up as an At-Will action on your turn.
Limit: 2 times per thread.
Classes: Conqueror, Powerhouse, Ravager
Desperado
Activation: At-Will
Effect: When you activate Desperado, you gain 2 additional Standard Actions on your turn. These additional Standard Actions may only be used for the Energy Blast Basic Technique (does not apply to Melee Energy Blasts); all Energy Blasts used on a turn in which you activate Desperado receive only half of your damage modifiers, and either cost 2 additional Ki to perform each, or each have -10 Accuracy.
Limit: 3 times per thread.
Classes: Bandit, Powerhouse, Techie
A Thousand Cuts
Activation: None (Passive)
Effect: Your Burn, Poison, and Wound effects deal +1 damage per turn and last +1 turn when inflicted.
Limit: --
Classes: Martial Artist, Ravager, Strategist
Flawless Counter
Activation: Passive
Effect: On a turn in which you use a Defensive Technique in response to an incoming attack, increase your accuracy with attacks made on that turn by +20.
Limit: --
Classes: Martial Artist, Mystic, Prodigy, Protector
Bend the Limits
Activation: Reactive At-Will
Effect: When you activate this trait, you may select one other trait, item, or technique; the selected trait/item/technique may be used 1 additional time during the current thread.
Limit: 1 time per thread. May only select a trait/item/technique that has reached its per-thread usage limit.
Classes: Mystic, Prodigy, Techie
Momentary Ascension
Activation: At-Will
Effect: When you use a Finisher technique, you may activate Momentary Ascension. You may remove up to two status effects from yourself.
Limit: 1 time per thread.
Classes: Conqueror, Prodigy, Protector
Precision Performance
Activation: At-Will
Effect: You may activate Precision Performance whenever you perform a Special Technique. Special Techniques performed on the same turn no longer roll damage dice, but instead deal base damage equal to half of that technique’s combined dice value. (A technique that did 3d10 damage would have a combined value of 30 and would deal 15 base damage with this trait.)
Limit: 2 times per thread.
Classes: Conqueror, Strategist, Witch/Wizard
Sadist
Activation: None (Passive)
Effect: Your Special Techniques have an additional +20% chance to inflict Cripple and Immobilize; if they did not already possess those effects, they now gain a base 20% chance to inflict those effects in addition to their other effects.
Limit: --
Classes: Bandit, Ravager, Witch/Wizard
Mug
Activation: Passive
Effect: Whenever you critically hit with a Melee Attack, you may select 1 item from the critically hit target’s inventory on your next turn. For the duration of that turn, you may treat that item as though it were equipped(by you), even if you would not have slots to equip it. Other standard Item Rules apply.
Limit: --
Classes: Bandit, Prodigy, Strategist
Flurry of Blows
Activation: Passive
Effect: You may use your Bonus Action to perform a Strike basic technique; this Strike’s base damage is dealt as xd4 damage, wherein x is equal to the number of other melee attacks you perform on this turn.
Limit: --
Classes: Martial Artist, Protector, Techie
Intimidating Power
Activation: Passive
Effect: Whenever you use Power Up, opponents who possess no Natural Edge versus you lose -10 Accuracy and -1 Damage until the end of their next turn. (Natural Edge means Edge calculated by Power Level alone, not through effects such as Strange Power.)
Limit: --
Classes: Conqueror, Powerhouse, Witch/Wizard
Inspiring Bravery
Activation: Passive
Effect: Whenever you Intercept an attack for an ally, that ally gains +10 Accuracy and +2 Damage on their next turn.
Limit: --
Classes: Prodigy, Protector, Strategist
Dynamic Entry
Activation: Passive
Effect: You may perform 1 Attack on your first combat turn of a thread.
Limit: --
Classes: Bandit, Martial Artist, Techie
Flanking
Activation: Passive
Effect: When making an attack on an opponent who attacked a member of your team on their last turn, increase your critical hit range(on that opponent) by +10.
Limit: --
Classes: Bandit, Mystic, Techie
Trample
Activation: At-Will
Effect: If an attack you make on this turn would deal more damage than its target has in Temp HP, your attack bypasses their Temp HP and treats their DR as though it were reduced by half, rounded up to the nearest whole number. This has no effect on targets that have no Temp HP.
Limit: 2 times per thread.
Classes: Powerhouse, Protector, Ravager
Rejuvenating Strike
Activation: At-Will
Effect: On a turn in which you activate Rejuvenating Strike, Strikes you perform do not deal damage but instead heal their targets for the damage that they would have otherwise dealt. You may target allies with Strikes on this turn, but may not target yourself.
Limit: Twice per thread.
Classes: Martial Artist, Mystic, Techie
Rend
Activation: Passive
Effect: Whenever you use Dragon Dash, your physical melee attacks have a 50% chance to apply 1 turn of “Wound” to their target; this is added to and rolled separately from any other effects.
Limit: --
Classes: Conqueror, Ravager, Witch/Wizard
Shatterspell
Activation: Bonus Action
Effect: When you activate Shatterspell, you may remove a single non-special Status Effect from yourself at a cost of 5 HP(may not spend Temp HP) per turn remaining on the chosen status effect.
Limit: --
Classes: Mystic, Powerhouse, Witch/Wizard