Abilities

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Racial

Each race has at least 3 abilities that can be chosen at character creation. See the individual race pages for details. A character may choose more than one racial ability at creation but must use their ability points to obtain them. All racial abilities cost 1 ability point to obtain.

Background

Background abilities are chosen at character creation. A character may choose more than one background ability at creation but must use their ability points to obtain them. All background abilities cost 1 ability point to obtain.

Name Description
Perceptive +3 background bonus to perception
Climber +3 background bonus to climb
Deceptive +3 background bonus to guile
Sweet Talker +3 background bonus to diplomacy
Fearsome +3 background bonus to intimidate
Merchant +3 background bonus to streetwise
Nobility +3 background bonus to civics
Hunter +3 background bonus to survival
Fixer +3 background bonus to engineering
Magician +3 background bonus to magic
Nurse +3 background bonus to medicine
Librarian +3 background bonus to history
Phenologist +3 background bonus to biology
Reactive +3 background bonus to initiative
Slippery +3 background bonus to power or resilience checks made against grabs or to escape a grab
Strong Grip +3 background bonus to resilience checks made against disarms
Jumper +1 background bonus to jump length

Knowledge

Each knowledge ability has four ranks and can be acquired that many times; each time the knowledge bonus to a specific skill increases to the value in the table shown below:

Rank 1 2 3 4
Knowledge Bonus +5 +9 +12 +15

Knowledge abilities represent extensive training in a particular field or activity and normally allow one to apply their knowledge in ways that others would not conceive without such training. The names for these abilities also serve as titles.

Name Knowledge
Broker streetwise
Judge civics
Ranger survival
Engineer engineering
Wizard magic
Physician medicine
Historian history
Biologist biology
Agent guile
Mediator diplomacy
Interrogator intimidate
Detective perception
Mountaineer climb

Combat

Types

Self

These types of abilities target the self and are typically free or minor actions. They normally do not involve weapon attacks but if this occurs the creature may use either the ranged or melee damage from their weapon. Self abilities usually do not provoke attacks of opportunity.

Passive

These types of abilities are always active and cannot be ignored or removed unless the ability is retrained. They affect only the self.

Aura

These types of abilities are like passives in that they are always active but they also affect all allies, enemies or creatures within a certain range.

Melee

  • Targeted — Melee abilities target individual creatures. If there are multiple targets then make an attack roll and a damage roll for each target.
  • Range — Unless a range is specified by the ability then the range is determined by the reach of the weapon the creature is using.
  • AoO — Unless otherwise stated melee abilities do NOT provoke attacks of opportunity.

Ranged

  • Targeted — Ranged abilities target individual creatures. If there are multiple targets then make an attack roll and a damage roll for each target.
  • Range — Unless a range is specified by the ability then the range is determined by the range of the weapon the creature is using.
  • AoO — Unless otherwise stated in the ability's description a ranged ability provokes attacks of opportunity.

Close

  • Area of Effect — Close abilities target an area of squares specified by Burst, Blast, or Line. Unless the ability specifies that it only targets enemies or allies then all creatures within the area of effect are affected. If a range is not specified by the ability then use your weapon's reach.
  • Origin Square — The starting point of a close ability is its origin square(s). For a Burst effect the origin squares are all squares occupied by the creature. For Blast and Line effects the origin square is a single square that the creature occupies. All squares that are considered affected by the area of effect must have line of sight to the origin square(s).
  • Attack Each, Damage Once — Perform attack rolls for each target but roll damage only once. Use the weapon's melee damage when determining weapon damage.
  • AoO — Unless otherwise stated in the ability's description a close ability does NOT provoke attacks of opportunity.

Area

  • Area of Effect — Area abilities target an area of squares specified by Burst or Wall. Unless the ability specifies that it only targets enemies or allies then all creatures within the area of effect are affected. If a range is not specified by the ability then use your weapon's range.
  • Origin Square — The starting point of an area ability is its origin square. For a Burst and Wall effect the origin is a square within range.
  • Range — Unless a range is specified by the ability then the range is determined by the range of the weapon the creature is using.
  • Attack Each, Damage Once — Perform attack rolls for each target but roll damage only once. Use the weapon's ranged damage when determining weapon damage.
  • AoO — Unless otherwise stated in the ability's description an area ability provokes attacks of opportunity.

Zone

Zones are created by abilities and are essentially persistent effects. They last until an action or ability (such as End ability effect) is used to terminate the zone. Zones have a trigger (usually when a creature enters or starts its turn within it) that causes some other effect to occur. Zones are immune to damage and conditions but are susceptible to things that alter effects such as Elemental Sealing. A zone's origin square must be present within another area or zone to be affected by that area or zone.

Category Tables

Below are the categories for combat abilities. All combat abilities in a category share a theme and normally a keyword.

Defending

Cost Name Prerequisites EP Cost Type Keywords Description
1 Iron Skin None 1 Self (Swift Action) Defense, Martial Gain damage resist X kinetic until the end of your next turn where X equals twice your resilience. This can be performed once per encounter.
1 Improved Iron Skin Level 4, Iron Skin Passive Defense, Martial Gain double the amount of damage resist from using Iron Skin. You can perform Iron Skin 2 times per encounter.
1 Greater Iron Skin Level 6, Improved Iron Skin Passive Defense, Martial Gain triple the amount of damage resist from using Iron Skin. You can perform Iron Skin 3 times per encounter.
1 Master Iron Skin Level 8, Greater Iron Skin Passive Defense, Martial Gain quadruple the amount of damage resist from using Iron Skin. You can perform Iron Skin 4 times per encounter.
1 Kinetic Shield +3 magic 1+ Self (Move Action) Defense, Kinetic Gain a protective shield that deflects all damage up to your power times each EP spent. The shield lasts until it deflects that amount of damage or you take a short rest.
1 Improved Kinetic Shield +8 magic, Kinetic Shield Passive Defense, Kinetic Your Kinetic Shield deflects double the normal amount.
1 Greater Kinetic Shield +10 magic, Improved Kinetic Shield Passive Defense, Kinetic Your Kinetic Shield deflects triple the normal amount. This replaces the effect granted by Improved Kinetic Shield.
1 Master Kinetic Shield +12 magic, Greater Kinetic Shield Passive Defense, Kinetic Your Kinetic Shield deflects quadruple the normal amount. This replaces the effect granted by Greater Kinetic Shield.
2 Improved Defense None 1 Self (Reaction) Defense, Martial Trigger: You perform the Defend action. Result: Until the start of your next turn halve all damage you receive after applying damage resists.

Mobility

Cost Name Prerequisites EP Cost Type Keywords Description
1 Improved Jump None Passive Martial Jumps no longer provoke attacks of opportunity. Other penalties or restrictions for jumping still apply. Your jumps gain a +1 ability bonus to length.
1 Jump Attack Improved Jump Melee (Full Round) Martial Perform a jump and land within your reach of a target creature. Perform any melee standard action (this can be substituted for a move or swift action that is also melee) that requires an attack roll against the target creature. Hit: After resolving the attack you may perform another jump.
1 Quick Movement None Passive Martial Gain +1 ability bonus to all your speed types (Fly, Climb, Land, etc).

Senses

Cost Name Prerequisites EP Cost Type Keywords Description
Catch Off-Guard
None Passive Martial You may only obtain this ability from an item or another ability. Your first attack roll during an encounter is treated like you are at an advantage. If you hit and the action or ability deals damage you may Sneak Attack (if you acquired the ability).
2
Opportunist
Level 2 Passive Martial You threaten squares within your reach allowing you to make a basic attack as an interrupt whenever a creature provokes an attack of opportunity. This action can only be performed once per round.
1 Opportunistic Maneuver Opportunist Passive Martial Once per round you may perform a Bull Rush, Trip, Grab, or Disarm in place of the basic attack action provided by Opportunist. If the replaced action is successful and is not a disarm then it stops the target's movement if they were attempting to move.
2 Relentless Opportunist Opportunist Passive Martial You may use the basic attack action provided by Opportunist (or any action provided by Opportunistic Maneuver) a number of times per round equal to your resilience.
1
Sneak Attack
None Passive (Reaction) Martial Trigger: When you are at an advantage and successfully hit with an action or ability that does damage and you have not used Sneak Attack this round. Result: You may deal an additional d6 (d4 for two handed weapons) of damage for each character level (a character of level 6 deals an additional 6d6 damage). This damage is not multiplied with weapon damage, it is added after weapon damage is calculated. The type of this damage matches the action or ability that triggered the sneak attack and is considered part of that attack for damage resist purposes.
1 Improved Sneak Attack Sneak Attack Passive Martial Your sneak attack may be triggered when the target of your melee actions or abilities is at a disadvantage. You are still limited to one Sneak Attack per round unless another ability alters that limitation.
1 Relentless Sneak Attack Sneak Attack Passive Martial You are able to use Sneak Attack a number of times per round equal to your power.
1 Vicious Sneak Attack Level 8, Sneak Attack Passive Martial Use d8 instead of d6 (d6 instead of d4 for two handed weapons) when determining sneak attack damage.
1 Feint Master +8 guile Passive Martial You may perform Feint as a swift action.
1 Blind Fighter +9 perception Passive Martial Ignore partial concealment and treat total concealment that isn't granted from blocking terrain as partial concealment when attacking creatures. This does not allow you to "see" a creature with total concealment and only affects attack rolls. This has no effect on cover.
2 Improved Critical +13 perception Passive Martial Doubles critical range for any weapon you use including unarmed.
1 Cloak None 1 Self (Swift Action) Light Effect: Become invisible until the end of your turn or until you resolve an attack roll.
1 Invisibility Level 8, Cloak 2 Self (Standard Action) Light Effect: Become invisible until you perform an ability or action that is not Climb, Run, Defend, Walk/Hustle, Shift, Jump, Withdraw, or Second Wind. This does not eliminate the noise you make. This effect ends immediately upon receiving ongoing damage of any type.
1 Muffle Level 4 1 Self (Swift Action) Sound, Kinetic Dampen the sounds you make. Effect: you gain a +5 ability bonus to guile checks made to stealth.
1 Sense Magic +3 perception, +1 magic Close Burst 5 (Move Action) Mental Effect: You know the location of all creatures with the magic keyword and all sigils (even ones used by invisible creatures) within the burst. The burst ignores blocking terrain. This does not allow you to see invisible creatures and you are still subject to penalties when attempting to attack such creatures. This effect does NOT persist. You must use this ability again if an invisible creature you could detect moves and you wish to know their current location.
1 Sense Energy Sense Magic Self (Passive) Mental Your sense magic ability increases to Close Burst 10 and can now determine the locations of any creature with energy points as well as any unusual energy sources (such as from traps, grenades, auras, etc.).

Weapon

Cost Name Prerequisites EP Cost Type Keywords Description
1 Weapon Focus None Passive Martial, Weapon Pick a weapon type that isn't unarmed. You gain a +2 ability bonus to AR for any attack roll made with that weapon type. You may acquire this ability more than once but each time you do you must choose a different weapon type.
1 Weapon Specialization Level 3, Weapon Focus Passive Martial, Weapon You gain +2 ability bonus to BD for any weapon type chosen for Weapon Focus. You may acquire this ability more than once but each time you do you must choose a different weapon type that you have chosen for Weapon Focus.

Body

Cost Name Prerequisites EP Cost Type Keywords Description
Bite
None Self (Triggered Action) Martial You may only obtain this ability from an item or another ability. Trigger: You perform a melee basic attack against a target adjacent to you. Result: You may make another attack roll against the target. Hit: Deal 2d6 kinetic damage.
1 Unarmed Specialist None Passive Martial Your melee and ranged damage dice when unarmed becomes 2d4 for each free hand. Your critical range for unarmed attacks becomes 19-20. You may use both hands to deal damage without penalty.
1 Unarmed Veteran Level 8, Unarmed Specialist Passive Martial You gain a +1 ability bonus to AR for any attack roll made while unarmed. Your critical range for unarmed attacks becomes 18-20.
1 Unarmed Master Level 12, Unarmed Veteran Passive Martial Your melee and ranged damage dice when unarmed becomes 2d6 for each free hand. Your critical range for unarmed attacks becomes 17-20.
1 Unarmed Parry Level 3 Passive Martial You gain a +1 ability bonus to DR when unarmed.
1 Maneuver Master None Passive Martial You gain a +3 ability bonus to power checks made to Bull Rush, Trip, Grab, or Disarm.
1 Balanced Stance None Passive Martial You gain a +3 ability bonus to resilience checks made against Bull Rush and Trip attempts.

Mind

Cost Name Prerequisites EP Cost Type Keywords Description
1 Curse None 1 Close Burst 10 (Swift Action) Mental Target one creature within burst. Effect: Target gains a -3 penalty to AR for all attacks that do not include you as a target. This effect overrides and replaces any Curse effect currently applied to the target. This effect persists.
1 Defender's Curse Curse 1 Self (Reaction) Mental, Defense Trigger: You perform the Defend action. Effect: All adjacent enemies gain the effects of Curse.
1 Curse of Retribution Curse Self (Interrupt) Mental Trigger: One creature affected by your Curse attempts an attack that does not include you as a target. Effect: You deal mental damage equal to your resilience to the triggering creature. The damage dealt this way ignores resistances.
1 Guardian's Curse Curse 1 Self (Interrupt) Mental Trigger: A creature affected by your Curse deals damage to an ally you can see. Effect: You take the damage instead and apply your damage resistance/immunities to that damage.
1 Protector's Curse Curse 1 Self (Interrupt) Mental Trigger: A creature affected by your Curse targets an ally you can see. Effect: Ally may use your DR instead of theirs until the end of the triggering creature's turn.
1 Mass Curse Level 8, Curse 2 Close Burst (Swift Action) Mental Target all enemies within reach. Effect: Target gains the effects of Curse.
1 Mark None 1 Close Burst 10 (Swift Action) Mental Target one creature within burst. Effect: You gain a +3 ability bonus to AR for all attacks that include the target. This effect overrides and replaces any Mark effect currently applied to the target. This effect persists.
1 Improved Mark Mark Self (Passive) Mental All allies that can see the creature you have marked gain the benefits of your mark as well.
1 Mark of Pain Mark Self (Passive) Mental Creatures affected by your Mark take mental damage equal to your power whenever they are a target of an action you perform.
2 Mark of Weakness Level 3, Mark Self (Passive) Mental Creatures affected by your Mark also gain vulnerable X all where X is equal to your power.
1 Mark of Sloth Level 3, Mark Self (Passive) Mental Creatures affected by your Mark gain the Slowed condition and can not save against its effects. The condition is removed when the Mark is removed.
1 Berserk None Self (Swift Action) Mental Choose an enemy you can see. You gain the Enraged condition with the chosen enemy as the object of your obsession and can not save against its effects.
1
Clear Mind
None 1 Ranged (Standard Action) Mental Target creature within range. Hit: Remove all effects caused by abilities with the Mental keyword.
1 Wave of Clarity Level 8, Clear Mind 2 Close Burst 10 (Standard Action) Mental Targets all creatures in the burst. Hit: Remove all effects caused by abilities with the Mental keyword.
1 Fear None 1 Ranged (Standard Action) Mental Target creature within range. Hit: Target gains the Fear condition (save ends).
1 Wave of Fear Level 6, Fear 1 Close Burst 10 (Standard Action) Mental Targets all enemies in the burst. Hit: Target gains the Fear condition (save ends).
1 Reckless Rage None 2 Ranged (Standard Action) Mental Target a creature within range. Hit: Target gains the Enraged condition (save ends). You must choose another creature or object within range to serve as the object of obsession.

Healing

Cost Name Prerequisites EP Cost Type Keywords Description
1 Remote Healing +3 medicine 2 Ranged 10 (Move Action) Healing, Weapon Target one creature within range. Effect: Target gains [W] as HP. This does not count as dealing damage.
2 Healing Burst Remote Healing 3 Close Burst 10 (Standard Action) Healing, Weapon Target yourself and all allies within burst. Effect: Target gains [W] as HP. This does not count as dealing damage.
1 Improved Remote Healing Level 8, +8 medicine 3 Ranged 10 (Move Action) Healing, Weapon Target one creature within range. Effect: Target gains 2[W] as HP. This does not count as dealing damage.
1 Improved Healing Burst Improved Remote Healing, Healing Burst 4 Close Burst 10 (Standard Action) Healing, Weapon Target yourself and all allies within burst. Effect: Target gains 2[W] as HP. This does not count as dealing damage.
1 Greater Remote Healing Level 16, +10 medicine 4 Ranged 10 (Move Action) Healing, Weapon Target one creature within range. Effect: Target gains 3[W] as HP. This does not count as dealing damage.
1 Absorb Life +1 medicine 2 Close Burst 5 (Standard Action) Healing, Weapon Perform a Basic Attack. Effect: You or one ally in the burst gains HP equal to half the total damage dealt by this attack.
2 Healing Affinity Any ability with the Healing keyword that has an EP cost Self (Passive) Healing Reduce the EP cost of all abilities with the Healing keyword by one to a minimum of one (abilities without an EP cost are unaffected).

Kinetic

Cost Name Prerequisites EP Cost Type Keywords Description
1 Strengthen None 1 Close Burst 10 (Swift Action) Kinetic Effect: You and all allies in the burst gain +2 kinetic bonus to BD until the end of your next turn.
2 Kinetic Affinity Strengthen, Any other ability with the Kinetic keyword that has an EP cost Self (Passive) Kinetic Reduce the EP cost of all abilities with the Kinetic keyword by one to a minimum of one (abilities without an EP cost are unaffected).
1 Instant Strike None 1 Close Burst 8 (Standard Action) Kinetic, Weapon Targets one creature within the burst with an adjacent square that is empty. Hit: Target takes [W] kinetic damage. Effect: You move to a square adjacent to the target. This move does not provoke attacks of opportunity.
1 Wind Slicer None 1 Close Line (Standard Action) Kinetic, Weapon Targets all creatures in the line. Hit: Target takes [W] kinetic damage and ongoing bleed damage equal to your power.
1 Piercing Gust Level 3 4 Close Line (Standard Action) Kinetic, Weapon Targets all creatures in the line. Hit: Target takes 2[W] kinetic damage and ongoing bleed damage equal to your power. Effect: Targets of size Large or smaller get pushed 3 squares and become prone.
1 Upheaval Level 3 3 Close Burst 10 (Standard Action) Kinetic, Weapon Targets all enemies in the burst that are on the ground. Hit: Target takes ongoing bleed damage equal to your power. Effect: Target becomes prone.
1 Shockwave Level 5 6 Area Burst 2 (Standard Action) Kinetic, Weapon Targets all creatures in the burst. Hit: Target takes 2[W] kinetic damage and is pushed one square. Miss: Half damage. Effect: Target takes power + 5 ongoing bleed damage and becomes prone.
2 Whirlwind Level 7 6 Area Burst 1 (Standard Action) Kinetic, Weapon Effect: Pull all enemies 3 squares and create a zone that covers the burst with a height of up to 10 squares. You may move the zone up to 8 squares as a free action once per turn. Zone Trigger: Enemy enters or starts their turn in the zone. Result: Target becomes prone, takes 2[W] kinetic damage and is pushed up to 6 squares.

Electric

Cost Name Prerequisites EP Cost Type Keywords Description
1 Electric Affinity None Passive Electric You may choose to have your basic attacks deal their damage as electric damage. You gain the Group Electric Affinity ability.
Group Electric Affinity None 1 Close Burst 10 (Swift Action) Electric You may only obtain this ability from an item or another ability. Effect: You and all allies within the burst gain +2 electric bonus to BD and may choose to have basic attacks deal their damage as electric damage until the end of the your next turn.
2 Greater Electric Affinity Electric Affinity, Any other ability with the Electric keyword that has an EP cost &mdash Self (Passive) Electric Reduce the EP cost of all abilities with the Electric keyword by one to a minimum of one (abilities without an EP cost are unaffected).
1 Nerve Manipulation Electric Affinity, +3 medicine Passive Electric You may attempt a save against stunned at the beginning of your turn even if a save is not normally allowed.
1 Fibrillate None 1 Ranged 10 (Standard Action) Electric, Weapon Target one creature within range. Hit: [W] electric damage and target is stunned (save ends).
1 Charging Bolt None 2 Melee (Standard Action) Martial, Electric, Weapon Perform a Charge as a free action and with movement applied like you are using Instant Movement. You do not provoke opportunity attacks while performing the charge. Effect: Your charge deals an additional [W] as electric damage.
1 Lightning Reflexes Level 3 2 Self (Interrupt) Defense, Electric Trigger: You are the target of an action or ability. Result: Shift one square. If you are still a valid target after shifting take half damage from the action or ability that targets you.
2 Chain Lightning Level 5 6 Close Burst 10 (Standard Action) Electric, Weapon Choose one target within the burst. Hit: 3[W] electric damage and choose a second target within the burst that is different from the first. Second Hit: 2[W] electric damage and choose a third target within the burst that is different from the second. Third Hit: [W] electric damage.
2 Electron Beam Level 7 7 Close Line 20 (Standard Action) Electric, Weapon Targets all creatures within the Line. Hit: 4[W] electric damage and targets are stunned until the end of your next turn. Miss: Half damage.

Fire

Cost Name Prerequisites EP Cost Type Keywords Description
1 Fire Affinity None Passive Fire You may choose to have your basic attacks deal their damage as fire damage. You gain the Group Fire Affinity ability.
Group Fire Affinity None 1 Close Burst 10 (Swift Action) Fire You may only obtain this ability from an item or another ability. Effect: You and all allies within the burst gain +2 fire bonus to BD and may have basic attacks deal their damage as fire damage until the end of the your next turn.
2 Greater Fire Affinity Fire Affinity, Any other ability with the Fire keyword that has an EP cost &mdash Self (Passive) Fire Reduce the EP cost of all abilities with the Fire keyword by one to a minimum of one (abilities without an EP cost are unaffected).
1 Torch None 1 Ranged 10 (Standard Action) Fire Target one creature or object within range. Hit: Target takes ongoing fire damage equal to double your power and emits light equivalent to a torch (save ends both).
1 Fire Bolt None 1 Ranged (Standard Action) Fire, Weapon Target one creature within range. Hit: Target takes [W] fire damage and 5 ongoing fire damage. Creatures adjacent to the target take fire damage equal to your power.
1 Wall of Fire None 3 Area Wall 7 (Standard Action) Fire, Weapon Targets all creatures in area. Hit: Target takes [W] fire damage and 5 ongoing fire damage. Effect: Sets fire to squares in area. Creatures that enter or start their turn in the affected squares take power + 5 fire damage. This effect persists.
1 Fire Blast Level 3 6 Close Blast 2 (Standard Action) Fire, Weapon Targets all creatures in blast. Hit: Target takes 2[W] fire damage
2 Fire Ball Level 5 8 Area Burst 2 (Standard Action) Fire, Weapon Targets all creatures in burst. Hit: Target takes 3[W] fire damage. Miss: Target takes half damage. Effect: Target takes power + 5 ongoing fire damage.
2 Fire Whirl Level 7 6 Area Burst 1 (Standard Action) Fire, Weapon Effect: Creates a zone covering the burst with a height of up to 40 squares. You may move this zone up to 5 squares once per turn as a free action. Zone Trigger: A creature (the target) enters or starts its turn within the burst. Result: Make a ranged attack against the target. Hit: Target takes 2[W] fire damage. Miss: Half damage. Effect: Target takes power + 5 ongoing fire damage.

Water

Cost Name Prerequisites EP Cost Type Keywords Description
1 Water Affinity None Passive Water You may choose to have your basic attacks deal their damage as water damage.
Group Water Affinity None 1 Close Burst 10 (Swift Action) Water You may only obtain this ability from an item or another ability. Effect: You and all allies within the burst gain +2 water bonus to BD and may have basic attacks deal their damage as water damage until the end of the your next turn.
2 Greater Water Affinity Water Affinity, Any other ability with the Water keyword that has an EP cost &mdash Self (Passive) Water Reduce the EP cost of all abilities with the Water keyword by one to a minimum of one (abilities without an EP cost are unaffected).
1 Water Breathing None 1 Self (Move Action) Water Effect: You breathe water instead of air. This effect persists.
1 Group Water Breathing Water Breathing 1 Close Burst 5 (Swift Action) Water Targets you and all allies in the burst. Effect: Target breathes water instead of air. This effect persists.
1 Ice Lance None 1 Ranged (Standard Action) Water, Weapon Target one creature in range. Hit: Target takes [W] water damage and is slowed (save ends).
1 Water Ball Level 3 6 Area Burst 2 (Standard Action) Water, Weapon Targets all creatures in the burst. Hit: Target takes 2[W] water damage. Miss: Half damage. Effect: Target is slowed (save ends).
1 Drown Level 5 3 Ranged 10 (Standard Action) Water Targets one creature within range. Effect: If target must breathe but cannot breathe water then they start suffocating immediately (they cannot hold their breath). A successful save ends this effect. If the target fails their save 3 times and they are still conscious then they are reduced to 0 HP, become unconscious and are dying (or dead for normal monsters).
2 Flash Freeze Level 7 10 Area Burst 2 (Standard Action) Water, Weapon Targets all creatures in the burst. Hit: Target takes 4[W] water damage, gains vulnerable 5 all and is Immobilized (save ends both). Miss: Half damage and target is slowed (save ends).

Party Techniques (Optional)

Party Techniques (can be shortened to Party Techs) are abilities that allow you to leverage teamwork to its full potential providing more damage, range, and/or effects to your attacks. Some party techniques require abilities to be successfully used (all rolls with a chance of failure must succeed) on a target in a particular order in order to be affected by the technique. Others only require that a target has been affected by certain abilities before the technique is used. The techniques that use an order of abilities can be used any number of times per encounter but the others can only be used once per encounter.

Party Techniques
Cost Name Prerequisites Prerequisite Abilities/Actions Used EP Cost Type Keywords Description
1 X Slash Instant Strike Order: Instant Strike 1 Close Burst 10 (Standard Action) Kinetic, Weapon Targets one creature within the burst that has an adjacent square that is empty. Hit: Target takes 2[W] kinetic damage and ongoing bleed damage equal to your power. Miss: Half damage. Effect: You move to a square adjacent to the target. This move does not provoke attacks of opportunity.
1 Z Strike Instant Strike Order: Instant Strike, Instant Strike OR X Slash 1 Close Burst 10 (Standard Action) Kinetic, Weapon Targets one creature within the burst that has an adjacent square that is empty. Hit: Target takes 3[W] kinetic damage and ongoing power + 5 bleed damage. Miss: Half damage. Effect: You move to a square adjacent to the target. This move does not provoke attacks of opportunity.
1 Explosion Fire Ball Order: Shockwave 8 Area Burst 3 (Standard Action) Fire, Kinetic, Weapon Targets all creatures within the burst. Hit: Target takes 4[W] fire and kinetic damage. Miss: Half damage. Effect: Target takes power + 5 ongoing fire damage and ongoing power + 5 bleed damage.





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