Difference between revisions of "Power Techniques"
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'''Power feats''' are feats that affect your powers in some way. | '''Power feats''' are feats that affect your powers in some way. | ||
==Weapon Power Feats== | ==Weapon Power Feats== | ||
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==Elemental Power Feats== | ==Elemental Power Feats== |
Revision as of 20:36, 15 April 2017
Power feats are feats that affect your powers in some way.
Contents
- 1 Weapon Power Feats
- 2 Elemental Power Feats
- 2.1 Lingering Flames
- 2.2 Uncontrolled Burn
- 2.3 Tidal Forces
- 2.4 Malleability
- 2.5 Clinging Sod
- 2.6 Beifong Method
- 2.7 Eight Angle Assault
- 2.8 Tearing Winds
- 2.9 Sandstorm
- 2.10 Sandblast
- 2.11 Cloying Fog
- 2.12 Creature of the Mists
- 2.13 Sheet Lightning
- 2.14 Cracking the Sky
- 2.15 Pooling Corrosion
- 2.16 Accursed Rusting
- 2.17 Quagmire
- 2.18 Heavy Slug
- 2.19 Pahoehoe Flow
- 2.20 Aa Flow
- 2.21 Elemental Conflux
- 2.22 Elemental Focus
- 2.23 Elemental Connection
- 3 Innate Power Feats
- 4 Buff/Debuff Power Feats
- 5 Movement Power Feats
- 6 Mind-Affecting Power Feats
- 7 Scrying Power Feats
Weapon Power Feats
Elemental Power Feats
Lingering Flames
- Prerequisites: Access to the Fire effect
- Effect: When your opponent saves against a Fire effect burn for the first time, it only halves the damage dealt. A second successful save removes the burn.
Uncontrolled Burn
- Prerequisites: Access to the Fire effect
- Effect: If an entity starts or ends their turn adjacent to another entity, and either entity is affected by your Fire effect burn, the other entity is affected by a Secondary Fire burn effect. This secondary effect deals half as much damage, and cannot spread.
Tidal Forces
- Prerequisites: Access to the Water effect
- Effect: When an entity is hit by a Water effect, you may push them 1 square + 1 square per 3 additional damage dice.
Malleability
- Prerequisites: Access to the Water effect
- Effect: Increment the damage dice of your Water effects. You may choose to deal Piercing, Slashing, or Bludgeoning damage with them.
Clinging Sod
- Prerequisites: Access to the Earth effect
- Effect: Your Earth effects slow their targets for 1 turn + 1 turn per 3 additional damage dice. If the power stuns the target, this effect happens after the stun's duration ends.
Beifong Method
- Prerequisites: Access to the Earth effect
- Effect: When you use an Earth effect, you may choose to resist any forced movement effects by half until the end of the turn.
Eight Angle Assault
- Prerequisites: Access to the Air effect
- Effect: When you push someone as the result of an Air power, you may instead choose to slide them.
Tearing Winds
- Prerequisites: Access to the Air effect
- Effect: When you hit someone with an Air power, you may attempt a Disarm maneuver as a free action, at disadvantage.
Sandstorm
- Prerequisites: Access to the Dust effect
- Effect: The Dust effect's native range changes to 15ft/+5ft. Its targets change to "All within radius"/-. Its duration changes to "Until the start of your next turn"/+1 turn/2pp
Sandblast
- Prerequisites: Access to the Dust effect
- Effect: Enemies affected by your Dust powers are also slowed until the end of their next turn.
Cloying Fog
- Prerequisites: Access to the Mist effect
- Effect: The concealment provided by your Mist powers is increased to 50%.
Creature of the Mists
- Prerequisites: Access to the Mist effect
- Effect: You do not suffer from additional miss chances caused by Mist powers.
Sheet Lightning
- Prerequisites: Access to the Lightning effect
- Effect: The damage caused by your Lightning powers' chain is increased to 1/2 of the damage dealt to the primary target, halving each time it chains.
Cracking the Sky
- Prerequisites: Access to the Lightning effect
- Effect: Your Lightning powers deal additional sonic damage to all targets within the powers' range equal to 1 per damage die.
Pooling Corrosion
- Prerequisites: Access to the Acid effect
- Effect: Whenever you hit someone with an Acid power, it creates a 1sq hazard on the ground which deals 1 point of Acid damage per damage dice to any entity that starts or ends their turn in it.
Accursed Rusting
- Prerequisites: Access to the Acid effect
- Effect: Whenever you hit someone with an Acid power, any exposed equipment that the target is holding takes 1 acid damage per damage dice, which is not reduced by toughness.
Quagmire
- Prerequisites: Access to the Mud effect
- Effect: Whenever you hit someone with a Mud power, they are stuck in addition to its other effects.
Heavy Slug
- Prerequisites: Access to the Mud effect
- Effect: Whenever you hit someone with a Mud power, they are knocked prone in addition to its other effects.
Pahoehoe Flow
- Prerequisites: Access to the Lava effect
- Effect: When your Lava effect's floor hazard deal damage to someone, they take 1 fire damage per 2 fire damage dealt. This effect continues until the target makes a DC20 Dexterity check, or until the damage dealt would be less than 1.
Aa Flow
- Prerequisites: Access to the Lava effect
- Effect: When your Lava effect's floor hazard deals damage to someone, any square in which they end their turn gains a floor hazard that deals half as much damage.
Elemental Conflux
- Effect: Powers you use are 1 power point cheaper per element it involves beyond the first.
- Special: You may not take Elemental Focus
Elemental Focus
- Effect: Choose an elemental type. Your powers that use this type are 2pp cheaper, as long as they do not involve other elemental types. Powers that are reduced this way may not be reduced to 0 cost, unless they would otherwise have cost 1pp. All powers that involve other elemental types are 1pp more expensive.
- Special: You may not take Elemental Conflux
Elemental Connection
- Effect: Choose an elemental type. Your basic attacks can deal damage of that type.
Innate Power Feats
Bodyshock
- Prerequisites: Access to the Mindspike effect
- Effect: When you hit someone with a Mindspike power, they must make an additional Constitution save with DC equal to 10 + the damage taken. if they fail, they drop whatever they are holding.
Deep Intrusion
- Prerequisites: Access to the Mindspike effect
- Effect: The target does not lose the action they would take, but instead, you dictate what it is at the start of the turn. Any action that would cause harm to the target or their allies requires opposed Charisma checks; if you succeed, the action goes ahead. If not, it is lost as normal.
Bass Cannon
- Prerequisites: Access to the Resonate effect
- Effect: Targets of your Sonic powers are deafened in addition to other effects.
Frequency Match
- Prerequisites: Access to the Resonate effect
- Effect: Your Sonic powers ignore all object hardness. You may pay 1pp to have your Sonic powers deal an additional 5 damage to objects.
Animancer
- Prerequisites: Access to any Heal, Repair or Harm effect.
- Effect: When you use a Heal, Repair, or Harm effect, any rolls that determine HP gained or lost are modified. Half the dice roll, and add half of the maximum that could be rolled. For example, 1d8 would become 1d4+4, and 3d6+4 would become 3d3+13.
- Note: This can only be used on beings with a soul. With similar effects against non-animate entities, the effects work as if you didn't have this feat.
Lifegiver
- Prerequisites: Access to a Heal or Repair effect
- Effect: When you use a Heal effect, you can choose to relieve one stage of Fatigue, or two points of temporary attribute damage for 2pp.
Lifetaker
- Prerequisites: Access to the Harm effect
- Effect: Whenever you hit someone with a Necrotic power, they take ongoing damage equal to 1 per Necrotic damage die.
Complexity of Thought
- Prerequisites: Access to the Materialise effect.
- Effect: Whenever you materialise something, you may create a refined version of the object. For instance, if you were materialising steel, you may create a sword. The object is mundane, but can be enchanted. Doing so costs 2pp, but does not raise the value of the material being created.
Reversion
- Prerequisites: Access to the Dematerialise effect.
- Effect: Whenever you dematerialise something, you may instead reduce it to its component pieces. For instance, if you dematerialised a sword, you would retrieve a rod of iron, a pile of coal powder, and some leather strips. Doing so costs 2pp.
Magismith
- Prerequisites: Access to the Repair effect.
- Effect: Whenever you use a Repair effect on something, double the amount of healing done.
Eroding Touch
- Prerequisites: Access to the Deteriorate effect.
- Effect: Whenever you use a Deteriorate effect on something, you may chose mental attributes.
Energy Vampire
- Prerequisites: Access to the Fatigue effect.
- Effect: Whenever you use a Fatigue effect on something, you gain 5 temporary HP for each level of fatigue bestowed.
Rebuke Undead
- Prerequisites: Access to the Turn Undead effect.
- Effect: When you use Turn Undead, you can instead cause them to flee for a number of rounds equal to the number of damage die that would be dealt.
Hemophilia
- Prerequisites: Access to the Life Leech effect
- Effect: When you gain life from Life Leech, it is gained as normal HP up to your maximum
Humour-letting
- Prerequisites: Access to the Soul Leech effect
- Effect: The damage dice from Soul Leech is increased one step. When you choose to heal temporary attribute damage as part of Soul Leech's effect, you heal up to 2 from a single attribute.
Panacea
- Prerequisites: Access to a Restore effect
- Effect: When you use a Restore effect, you can also remove any conditions caused by weather effect, at the cost of 1pp. If the weather is still affecting the target, they will immediately begin to acrue further conditions. You can also abate starvation and dehydration, at a cost of 1pp since the last full meal. This affect lasts 1 day, and the hunger and thirst will return at full force after 24 hours.
Buff/Debuff Power Feats
Gravity of Thought
- Prerequisites: Access to an Enlarge or Reduce power
- Effect: When you Enlarge or Reduce something, you may choose for its dimensions to remain the same, but for the other effects to still take place.
Proportional Thinking
- Prerequisites: Access to an Enlarge or Reduce power
- Effect: When you Enlarge or Reduce something, you may choose for only its dimensions to change, with the other effects not taking place.
Generosity
- Prerequisites: Access to a Buff power
- Effect: Your buff effects are 50% stronger when they are applied to another person, but you cannot buff yourself
Selfishness
- Prerequisites: Access to a Buff power
- Effect: Your buff effects are 50% stronger when they are applied to yourself, but you cannot buff others
Pyrrhic Assistance
- Prerequisites: Access to a Debuff power.
- Effect: Your debuffs have 50% effect on your allies. Any allies you debuff apply the same debuff at full value to enemies adjacent to them.
- Prerequisites: Access to a Debuff power.
- Effect: