New Talents
Affinity Talents
Tier 2
Arc Adept (Tier 2)(passive)(arc)(affinity)
When you use an Arc elemental Class Ability, the first effect you add does not increase the difficulty of that ability.
Solar Adept (Tier 2)(passive)(class ability)(solar)(affinity)
When you use a Solar elemental Class Ability, the first effect you add does not increase the difficulty of that ability.
Void Adept (Tier 2)(passive)(void)(class ability)(affinity)
When you use a Void elemental Class Ability, the first effect you add does not increase the difficulty of that ability.
Elemental Gunsmith (Tier 2)(passive)(ranked)(crafting)(affinity)
Requires at least 1 Elemental Adept When you create an Elemental Weapon with an element that matches your Elemental Adept Talent, you may choose to suffer 2 Strain up to a number of times equal to your ranks in this talent to remove 1 purple die from either of the crafting checks for each 2 Strain suffered this way.
Tier 3
Elemental Recycler (Tier 3)(passive)(crafting)
Requires at least one Elemental Adept When you create an Elemental Weapon that you have the corresponding Elemental Adept Talent for, you may choose to destroy a matching Elemental Weapon in your inventory to automatically pass the Knowledge check.
Elemental Striker (Tier 3)(passive)(affinity)(melee)
Requires at least 1 Elemental Adept When you use a Class Melee for an element for which you have the corresponding 'Adept' Talent, the first effect you add does not increase the difficulty of that ability.
Tier 4
Elemental Grenadier (Tier 4)(passive)(affinity)(grenade)
Requires Elemental Striker When you use a Class Grenade for an element for which you have the corresponding 'Adept' Talent, the first effect you add does not increase the difficulty of that ability.
Talents
Tier 1
Bastion (Tier 1)(active)(incidental)(void)(class ability)
When you use your Class Ability to create a Barricade, you and each Ally within the Rift gain a Void Overshield. This Overshield is fully replenished at the end of each turn the character spends within the Rift.
Void Overshield (aaa)(active): When this Subclass Verb is triggered, the attacker gains a number temporary Overshield Wounds equal to their Willpower.
The Overshield Wounds decay at a rate one at the beginning of each of the character's Activations, and are lost to incoming damage before normal Wounds. They cannot be regained in any way.
Flow State (Tier 1)(passive)(ranked)(arc)(movement)
When you defeat an enemy who is Jolted you become Amplified fora number of rounds equal to your ranks in this Talent.
Amplified (x)(passive): An Amplified character may take a second manouevre in their turn without suffering Strain (this does not increase the maximum number of manouevres a character can make). This effect lasts for (x) turns.
Gunpowder Gamble (Tier 1)(active)(manouevre)(solar)(grenade)
Each time you defeat an enemy with a Solar Elemental Attack or that is affected by a Solar Debuff, you gain 1 point of Gunpowder until the end of combat, to a maximum of 10. Once you have 10 points of Gunpowder you can spend them all to perform the Gunpowder Gamble Manouevre.Gunpowder Gamble: Make a Class Grenade check against a target within Short Range. If you hit they have a Gunpowder Grenade stuck to them. The next time that enemy is hit by an Attack, takes Blast damage, or at the end of your next Activation, the Gunpowder Grenade detonates, dealing 15 damage to the inital target, with Breach(1) and Blast(5), then each enemy hit by the Blast damage also takes Scorch(2).Breach (x)(passive): Hits from weapons with this quality ignore (x) points of vehicle Armour or 10(x) points of Soak.
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Solar Scorch (x)(aa)(active): Each time this Subclass Verb is triggered, the target gains (x) stacks of Scorch.
At the beginning of their Activation a Scorched character takes an automatic hit with damage equal to their stacks of Scorch, then loses half of those stacks.
If a character gains more Scorch stacks than double its Brawn it Ignites, then loses half of those stacks.
Heat Rises (Tier 1)(passive)(solar)(movement)
Requires Solar Adept You can hover and float using Solar energy. You can substitute Knowledge(Solar) for relevant skill checks and, whenever you jump you can choose to remain airborne until the end of your next Activation.
Sol Invictus (Tier 1)(active)(incidental)(solar)(heal)
Whenever you get a Solar Ability, Scorch or Ignition kill, you can spend aaa from that Attack or suffer 2 Strain to create a Sunspot affecting Engagement range of where you are standing. The Sunspot lasts until the end of your next Activation.
Sunspot: When you begin an Activation inside, or when you enter a Sunspot created by you or an Ally, you gain Cure(2) and, if you are using your Super, performing an Action or Manouevre does not cause you to lose 1 Light.
When you begin an Action or Manouevre inside, when you enter, or when you are inside the inital radius of a Sunspot created by an Enemy, you take Scorch(1), increasing to Scorch(2) the second time it is triggered and so on.
Solar Cure (x)(aa)(active): When this Subclass Verb is triggered, at the beginning of the target's next Activation they are treated as having not taken any damage for (x) Rounds for the purpose of their Healing ability.
Spark of Beacons (Tier 1)(passive)(ranked)(arc)
Defeating an enemy with an Arc elemental weapon while Amplified causes that enemy to explode, inflicting Arc Blind on each enemy within Engagement Range of it for a number of rounds equal to your ranks in this Talent.
When you take this Talent for the second time, increase the range of the Arc Blind to Short Range. The range cannot be extended further.
Blinded: A Blinded character adds +dd to all checks, or +ddd instead to Perception and Vigilance checks. If a Blinded character becomes Blinded again increase the duration of the Blinded effect.
If an Unstoppable Champion becomes Blinded, they also become Champion Stunned.
Spark of Frequency (Tier 1)(active)(incidental)
Melee kills Reload your weapons.
Touch of Flame (Tier 1)(active)(solar)(grenade)
When you use a Solar Grenade you may suffer 2 Strain to add an effect instead of increasing that Grenade's difficulty.
Tier 2
Auto Weapon Proficiency (Tier 2)(passive)(weapon)
When you make an attack with the Autofire quality, each activation of that quality after the first costs one fewer a (usually this means 1 instead of 2) to activate.
In addition, when you hit an Overload Champion with an additional attack from the Autofire quality, it becomes Champion Stunned.
Burst Proficiency (Tier 2)(passive)(weapon)
When you make an attack with the Linked quality, each activation of that quality after the first costs one fewer a (usually this means 1 instead of 2) to activate.
In addition, when you hit an Unstoppable Champion with an additional attack from the Linked quality, it becomes Champion Stunned.
Ciphered Perk Crafter (Tier 2)(passive)(crafting)
When you Craft a Weapon with a Perk or add a Perk as an Attachment to a Weapon, instead of choosing a Perk of the chosen Tier, you may increase the Crafting time by 2 hours and then choose one of the following:
- Randomly generate one Perk from the tier above.
- Randomly generate two Perks from the chosen tier, then choose which to apply.
Controlled Demolition (Tier 2)(active)(incidental)(void)(heal)
Hitting an enemy with a Void Elemental ability or a Volatile detonation will make them Volatile. In addition, Volatile detonations heal your Allies in range for the same amount as the detonation's Blast damage.
Void Volatile (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Volatile.
If a Volatile character loses total Wounds equal to double its Brawn it explodes with Blast(x) where (x) is its Brawn value.
If a Barrier Champion becomes Volatile, count the damage that would be dealt to it before taking its Barrier into account - if it takes enough damage to trigger the Volatile Blast that Blast still occurs and it also becomes Champion Stunned.
Dark-Age Crafter (Tier 2)(passive)(crafting)
When you use craft Melee Weapons you can increase the base difficulty to ddd to craft a weapon from This Page instead. Increase the difficulty by a further d for a Light or Two-Handed weapon, or by dd for a Versatile weapon.
Echo of Domineering (Tier 2)(active)(incidental)(movement)
When you Suppress, Weaken or Ensnare a target, until the end of your Activation you may take a second manouevre without suffering Strain (this does not increase the maximum number of manouevres a character can make).
When you kill an enemy affected by Suppression, Weakness or Ensnare, one Ally within Short Range gains 1 Light.
Echo of Exchange (Tier 2)(passive)(void)(melee)
Whenever you kill an enemy with a Void Melee, until the end your next Activation, gain a bonus to your next Class Melee Attack depending on the class of enemy:
- Minion: +a
- Rival: +s
Echo of Instability (Tier 2)(active)(incidental)(void)(grenade)
Void Grenade Kills grant your weapons Volatile until the end of your next Activation.Void Volatile (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Volatile.
If a Volatile character loses total Wounds equal to double its Brawn it explodes with Blast(x) where (x) is its Brawn value.
If a Barrier Champion becomes Volatile, count the damage that would be dealt to it before taking its Barrier into account - if it takes enough damage to trigger the Volatile Blast that Blast still occurs and it also becomes Champion Stunned.
Echo of Provision (Tier 2)(active)(incidental)(grenade)(melee)
Whenever you damage an enemy with a Grenade ability, until the end of your next Activation your next Class Melee Attack is upgraded.
Echo of Starvation (Tier 2)(passive)(void)
Requires Void Adept Whenever you gain Light except for the beginning of your Activation, you gain Devour until the end of your next Action.
Void Devour (aaaa)(active): When this Subclass Verb is triggered, the attacker regains their full Wounds.
Echo of Undermining (Tier 2)(passive)(void)(grenade)
Your Void Grenades Weaken enemies.
Kinetic Gunsmith (Tier 2)(passive)(crafting)
When crafting Kinetic Weapons you can choose to reduce the difficulty by -d or reduce the time by 2 hours, to a minimum of 2 hours.
Knockout (Tier 2)(passive)(heal)(melee)
Each Melee kill triggers Health Regeneration as though it were the beginning of your Activation.
On Your Mark (Tier 2)(active)(incidental)
Requires Solar Adept Landing a Critical Hit gives you and each Ally in Short Range +b to your next Attack.
Precision Weapon Proficiency (Tier 2)(passive)(weapon)
When you make an attack with a Hand Cannon, Scout Rifle or Sniper Rifle, you can choose to ignore any cover, barriers, shields, overshields, or any other temporary blocks to attacks or damage (other than the target's base Soak from its Brawn and Armour) during the Attack, however if you do, unless that Attack lands a Critical Hit, treat that Attack as a Miss (cancel all damage and effects from the Attack).
In addition, when you land a Critical Hit on a Barrier Champion with an attack from one of these weapons, it becomes Champion Stunned.
Spark of Focus (Tier 2)(active)(incidental)(ranked)(arc)(class ability)
When you take a second Move in a turn, until the end of your Activation, your Arc elemental Class Ability checks are upgraded a number of times equal to your ranks in this Talent.
Spark of Ions (Tier 2)(passive)(arc)
Defeating a Jolted target causes an Ally within Short range of it to gain 1 Light.
Spark of Momentum (Tier 2)(active)(incidental)(movement)
Requires Arc Adept Whenever you perform a second Move each turn, each empty weapon you are carrying is Reloaded (as long as you have ammo for it).
Spark of Volts (Tier 2)(active)(incidental)(arc)(melee)
Arc Elemental Melee Kills or Finishers make you Amplified until the end of your next turn.Amplified (x)(passive): An Amplified character may take a second manouevre in their turn without suffering Strain (this does not increase the maximum number of manouevres a character can make). This effect lasts for (x) turns.
Tempest Strike (Tier 2)(active)(incidental)(movement)(melee)
When you perform a Class Melee that would gain a Charge Bonus you may take 2 Strain to perform a Tempest Strike. Draw a line through the target extending to Short Range. Each character on that line suffers a hit with the same dice pool and other effects as the Melee Attack and is Jolted.
Arc Jolt (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Jolted.
The first time each Activation a Jolted character is hit by an attack, each character Engaged with it takes 1 Arc Damage (not reduced by Soak).
If an Overload Champion becomes Jolted, each time the Jolt splash damage is triggered it also becomes Champion Stunned.
Touch of Thunder (Tier 2)(passive)(ranked)(arc)(grenade)
Whenever you add a variable effect or a Subclass Verb to an Arc Elemental Class Grenade, increase that variable by a number equal to your ranks in this Talent.
Upcycler (Tier 2)(passive)(ranked)(crafting)
When you create a Weapon, if you have a weapon of the same type in your inventory you may destroy it to add sa equal to your ranks in this Talent. If you are creating an Elemental Weapon, the destroyed weapon must either be kinetic or of the same Element as the weapon being created.
Vanishing Step (Tier 2)(active)(incidental)(stealth)(movement)
Requires the Dodge Talent (pg36) When you use the Dodge Talent, until the end of your next Activation you become Invisible.
Tier 3
Arc Soul (Tier 3)(active)(incidental)(arc)(class ability)
When you use your Class Ability to create a Rift, you and each Ally who gains the benefit of that Rift also gain an Arc Soul for the next 3 rounds.
Arc Soul (3): Each time a character with an Arc Soul performs a Manouevre or Action, after that Action is completed their Arc Soul makes a cdd Arc elemental SMG attack against the nearest visible Enemy. This attack cannot cause more than 1 damage to any target (after Soak).
If the character is Amplified this attack is made at ccc instead and can deal a maximum of 5 damage to each target instead.[var:key-autofire]
Name Damage Critical Range Qualities SMG 7 3 Short Auto-fire
Ascension (Tier 3)(active)(manouevre)(movement)
You can perform an Ascension Manouevre. Choose a point anywhere within Short Range and take an average (dd) Athletics check, which may be harder depending on the number/type of enemies between you and the target point, obstacles, terrain, etc. If you pass, you leap to the target point and each enemy between the start and end points, as well as each enemy in Engagement range of you at the start or end of the leap, becomes Jolted. Each Ally within Short Range at the start or end of the leap, including yourself, becomes Amplified until the end of their next turn.
On a fail, no move is made. If a d is rolled you may provoke an attack from one or more enemies in the path of the leap.
Arc Jolt (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Jolted.
The first time each Activation a Jolted character is hit by an attack, each character Engaged with it takes 1 Arc Damage (not reduced by Soak).
If an Overload Champion becomes Jolted, each time the Jolt splash damage is triggered it also becomes Champion Stunned.
Amplified (x)(passive): An Amplified character may take a second manouevre in their turn without suffering Strain (this does not increase the maximum number of manouevres a character can make). This effect lasts for (x) turns.
Basic Weapon Specialisation (Tier 3)(passive)(weapon)
Requires a Weapon Proficiency talent When you purchase this talent, choose a weapon you have the corresponding Proficiency talent for (eg for Auto-Rifles you would need the Auto Weapon Proficiency talent).
When you make an attack with the chosen weapon, upgrade that check once.
Chaos Accelerant (Tier 3)(active)(incidental)(ranked)
When you add an effect to a Class Ability, Grenade or Melee you may choose to add Prepare(1) instead of increasing the difficulty of that check. You may do this a maximum number of times for each check equal to your ranks in this Talent.
Prepare (x)(passive): This weapon must perform (x) Manoeuvres preparing before an Attack can be made with it.
Consecration (Tier 3)(active)(action)(solar)(movement)(attack)
When you perform a second Move in a turn, until the end of your Activation you may perform the Consecration Action.Consecration: Draw a cone extending to Short Range in front of you. Each enemy in the cone takes Scorch(x) where x is the number of hexes between (or 1/5th the number of feet) between you and them. Then, if they were already Scorched, they Ignite.Solar Scorch (x)(aa)(active): Each time this Subclass Verb is triggered, the target gains (x) stacks of Scorch.
At the beginning of their Activation a Scorched character takes an automatic hit with damage equal to their stacks of Scorch, then loses half of those stacks.
If a character gains more Scorch stacks than double its Brawn it Ignites, then loses half of those stacks.
Solar Ignite (x)(aaa)(active): When this Subclass Verb is triggered, it functions the same as the Blast quality, except that the splash damage also inflicts half as many stacks of Scorch to each affected target.
When this Subclass Verb is triggered by a target taking enough stacks of Scorch, its (x) value is equal to half those Scorch stacks.
If an Unstoppable Champion Ignites or is caught in the Blast of an Ignition, they also become Champion Stunned.
Echo of Dilation (Tier 3)(passive)(void)(stealth)
Requires Void Adept While Crouching your Cool, Discipline, Perception, Stealth, and Vigilance checks are Upgraded.
Echo of Expulsion (Tier 3)(active)(incidental)(void)
Void Ability kills cause Enemies to explode. They explode with Blast(x) where X is the amount of damage taken by the Attack which killed them (after Soak). These explosions cannot trigger further explosions, but they are triggered by Volatile Detonations and vice-versa.Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Echo of Remnants (Tier 3)(active)(incidental)(ranked)(void)
Before you perform a Void Ability, if that ability would create an effect with a duration you may suffer 2 Strain to extend that duration by 1, up to once for each Rank of this Talent.
Echo of Reprisal (Tier 3)(passive)(void)(melee)
Requires Void Adept While you are within Engagement range of three or more enemies, whenever you kill one or more of those enemies with an Attack you gain 1 additional Light.
Echo of Vigilance (Tier 3)(active)(incidental)(void)(heal)
Requires Void Adept Whenever you get a kill while you have Wounds equal or less than your Brawn, you gain an Overshield.Void Overshield (aaa)(active): When this Subclass Verb is triggered, the attacker gains a number temporary Overshield Wounds equal to their Willpower.
The Overshield Wounds decay at a rate one at the beginning of each of the character's Activations, and are lost to incoming damage before normal Wounds. They cannot be regained in any way.
Feed The Void (Tier 3)(passive)(void)(heal)
Requires Void Adept When you make an attack with the Devour subclass verb attached, if you are below half your starting Wounds, that verb costs a less to trigger. If you are below your Brawn in Wounds it costs aa less to trigger. If are on your last Wound it costs aaa less to trigger.
Hellion (Tier 3)(active)(incidental)(class ability)(solar)
When you use your Class Ability to create a Rift, you also gain a Hellion for the next 3 rounds.
Hellion(3): Each time a character with a Hellion performs an Action, or ends their Activation without making an Action their Hellion makes a ccd Solar elemental Breech Grenade Launcher against the nearest visible Enemy. That attack gains Scorch(3).[var:key-blast] [var:key-inaccurate] [var:key-knockback] [var:key-limited]
Name Damage Critical Range Qualities Breech Grenade Launcher 12 3 Medium Blast(6) ; Inaccurate(1) ; Knockback(6) ;
Limited(1)Solar Scorch (x)(aa)(active): Each time this Subclass Verb is triggered, the target gains (x) stacks of Scorch.
At the beginning of their Activation a Scorched character takes an automatic hit with damage equal to their stacks of Scorch, then loses half of those stacks.
If a character gains more Scorch stacks than double its Brawn it Ignites, then loses half of those stacks.
Icarus Dash (Tier 3)(active)(incidental)(heal)(solar)(movement)
Requires Heat Rises While airborne, each kill grants you Cure(2) and each Ally within Short Range Cure(1). Each kill with a Solar Elemental Ability, Scorch or Ignition allows you to remain airborne until the end of your next Activation.Solar Cure (x)(aa)(active): When this Subclass Verb is triggered, at the beginning of the target's next Activation they are treated as having not taken any damage for (x) Rounds for the purpose of their Healing ability.
Juggernaught (Tier 3)(active)(incidental)(movement)(arc)
Whenever you take two Move Manouevres in the same Activation you gain a Shield of Arc Light which projects in front of you until the start of your next Activation. This Shield has 5 Wounds and Soak equal to your Willpower and automatically blocks any attack from your front arc. When the Shield loses its last Wound you suffer 2 Strain and become Blinded until the end of your next Activation.
If you are Amplified the Shield instead has Soak equal to 5+your Willpower.
Arc Blind (2)(aaa)(active): When this Subclass Verb is triggered the target becomes Blinded for 2 rounds.
If multiple targets suffer hits from this weapon the quality must be triggered seperately for each character hit.
[var:key-blinded]
Lethal Current (Tier 3)(passive)(movement)(Melee)
Requires the Dodge Talent (pg36) When you use the Dodge Talent, until the end of your next Activation your Class Melee has Blast equal to your Agility and Jolts anything which takes Blast damage.
Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Arc Jolt (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Jolted.
The first time each Activation a Jolted character is hit by an attack, each character Engaged with it takes 1 Arc Damage (not reduced by Soak).
If an Overload Champion becomes Jolted, each time the Jolt splash damage is triggered it also becomes Champion Stunned.
Offensive Bulwark (Tier 3)(passive)(void)(heal)(grenade)(melee)
Requires Bastion While you have a Void Overshield or are inside a Rift, your Grenade and Melee Attacks are upgraded, and the base Damage of your Melee Attacks is doubled.
Pattern Harmoniser (Tier 3)(active)(crafting)
You may choose one Weapon in your inventory and destroy it. You permanently unlock the schematic for that Weapon type, decreasing the difficulty of future checks to create Weapons of that type by -d.
Roaring Flames (Tier 3)(passive)(ranked)(solar)
Each time you make a kill with a Solar Ability, Scorch or Ignition, you gain a stack of Roaring Flames, up to a maximum number of stacks equal to your ranks in this Talent. For each stack of Roaring Flames, increase the base Damage of your Solar Abilities, and the (x) of your Solar Scorches by 1. Whenever you end an Activation without making a kill with a Solar Ability, Scorch or Ignition, remove all stacks of Roaring Flames.
Spark of Amplitude (Tier 3)(active)(incidental)(arc)
Requires Spark of Ions When you defeat a target while Amplified you can choose to gain 1 additional Light, if you do the Amplified effect ends.
Spark of Brilliance (Tier 3)(active)(incidental)(arc)
Requires Spark of Beacons Defeating an enemy with a Critical Hit causes them to explode, dealing Blast damage in Engaged range equal to the damage the target took from this attack, and inflicting Arc Blind to enemies within Short Range.Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Spark of Discharge (Tier 3)(passive)(arc)
Requires Spark of Ions Defeating a target with Arc elemental weapons or abilities causes one Ally within Short range of the target to gain 1 Light.
Spark of Feedback (Tier 3)(passive)(melee)(arc)
Requires Arc Adept When you take damage from a Melee Attack (except Boss Stomps), until the end of your next Activation the next Melee Attack you make is upgraded.
Spark of Instinct (Tier 3)(active)(incidental)(arc)
Requires Arc Adept Whenever you are hit by an attack while you have Wounds equal or less than your Brawn, each enemy in Engagement range becomes Jolted. Enemies who are already Jolted instead take 1 Arc damage which ignores Soak.
Arc Jolt (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Jolted.
The first time each Activation a Jolted character is hit by an attack, each character Engaged with it takes 1 Arc Damage (not reduced by Soak).
If an Overload Champion becomes Jolted, each time the Jolt splash damage is triggered it also becomes Champion Stunned.
Spark of Resistance (Tier 3)(passive)(ranked)
Requires Arc Adept Your Soak increases by 1 for each enemy within Engagement range, to a maximum equal to your ranks in this Talent.
Spark of Shock (Tier 3)(passive)(arc)(grenade)
Requires Arc Adept You can add the Arc Jolt Subclass Verb to your Arc Class Grenade without increasing the difficulty of that Grenade attack.
Stylish Executioner (Tier 3)(active)(incidental)(melee)(stealth)
Finishers and Class Melee Attacks make you Invisible until the end of your next Activation. Melee Attacks performed while Invisible have their base Damage doubled and inflict Weakness.Void Weaken (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Weakened.
A Weakened character takes +25% damage from each hit it takes, with a minimum of +1 Damage.
Tier 4
Advanced Weapon Specialisation (Tier 4)(passive)(weapon)
When you purchase this talent, choose a weapon from the following list: Breech Grenade Launcher; Shotgun; Slug Shotgun; Fusion Rifle; Trace Rifle.
When you make an attack with the chosen weapon, upgrade that check once.
Child of the Old Gods (Tier 4)(active)(incidental)(void)(class ability)
Requires Void Adept When you create a Rift you gain a Void Soul. The next time you make an Attack, after that Attack is completed the Void Soul flies to orbit the point where the Target was standing when the Attack started, and remains there for a number of turns equal to the s generated by the check made to create the Rift. Enemies in Engagement range of the Void Soul are Ensnared and Weakened.
This ability has additional effects if certain effects were applied to the Rift:
- If the Healing Rift effect was used, as long as the Void Soul is in range of one or more Enemies your Class Grenade and Class Melee checks are upgraded once.
- If the Empowering Rift effect was used, as long as the Void Soul is in range of one or more Enemies, at the beginning of each Activation you heal 3 Wounds.
Ensnare (x)(aa)(active): When this quality is triggered the target becomes Immobilised for (x) rounds.
An Ensnared target may use an Action to attempt a ddd Athletics check to end the Immoblised effect.
[var:key-immobilised]Void Weaken (aa)(active): When this Subclass Verb is triggered, until the end of its next Activation, the target becomes Weakened.
A Weakened character takes +25% damage from each hit it takes, with a minimum of +1 Damage.
Echo of Absolution (Tier 4)(passive)(void)(melee)
Requires Echo of Exchange In addition to the effects of the Echo of Exchange, gain the following bonus if you kill the relevant enemy with a Void Melee Attack:
- Adversary: +t
Echo of Harvest (Tier 4)(active)(incidental)(void)
Requires Echo of Domineering Whenever you kill an enemy affected by a Void Debuff, you and each Ally within Engagement range of you gain 1 additional Light.
Echo of Persistence (Tier 4)(passive)(void)(stealth)
Void buffs and Invisibility applied to you have their duration increased by half (to a minimum of one additional round).
Electrostatic Mind (Tier 4)(passive)(arc)(movement)
Requires Flow State Kills with Arc weapons or abilities, as well as killing enemies who are affected by Arc Blind cause you to become Amplified for a number of rounds equal to your ranks in the Flow State Talent.
Elemental Pattern Harmoniser (Tier 4)(active)(crafting)
Requires Pattern Harmoniser You may choose one Elemental Weapon in your inventory and destroy it. You permanently reduce the difficulty to create weapons of the same Element by -d.
Improved Knockout (Tier 4)(passive)(melee)
Requires Knockout Each time you make a Class Melee kill, until the end of your Activation you may make a (non Class) Melee as a Manouevre.
Knock 'Em Down (Tier 4)(passive)(solar)(super)
Requires Solar Adept Activating your Super and performing an Action or Manouevre during your Super causes you to lose 1 additional Light. During your Super you increase your Soak by an additional 1 and the base Damage of each of your Solar elemental Attacks by 1.
Lightning Surge (Tier 4)(active)(manouevre)(arc)(movement)(attack)
Requires Ascension When you perform the Ascension Manouevre you become wreathed in Lightning. When you land you unleash a wave of Arc damage, dealing Blast(5) damage to enemies in Engagement range in addition to the Jolt.Blast (x)(aa)(active): When this quality is activated each character (friend or foe) within Short Range of the target suffers damage equal to this weapon's Blast quality (plus hits as normal).
In addition, this quality can be activated on a missed attack roll for aaa, in which case the initial target and all characters in Short Range take Blast damage as described above.
Overwatch (Tier 4)(passive)(weapon)
Requires Supressing Fire T3 Pg47 When the target of your Suppressing Fire makes a Move action, after that action is completed but before the remainder of their turn you may suffer 2 Strain and end the Suppressing Fire effect to make a Ranged Attack targetting them, then their Activation continues as normal.
Spark of Recharge (Tier 4)(active)(incidental)(grenade)(class ability)
Whenever you start an Activation while you have Wounds equal or less than your Brawn, until the end of your Activation you may perform Class Melee and Class Grenade attacks as Manouevres.
Unbreakable (Tier 4)(active)(action)(void)(attack)
Requires Bastion You can perform the Unbreakable Action.Unbreakable: You project a void shield in front of you until the beginning of your next Activation. Your Soak is doubled against Attacks originating in your front arc. Record all damage stopped this way. At the beginning of your next Activation, as a mandatory Action, you unleash the damage at a target within Medium Range. This functions as a Void Shotgun, except that its base Damage is equal to the total amount of damage stopped by the void shield, and its Blast quality is equal to half that number.[var:key-blast] [var:key-limited] [var:key-pierce] [var:key-vicious]
Name Damage Critical Range Qualities Shotgun 8 3 Medium Blast(4) ; Limited(2) ; Pierce(5) in Short Range only; Vicious(1)
Tier 5
Hallow (Tier 5)(active)(incidental)(movement)(solar)(attack)
Requires Consecration When you perform the Consecration Action you may suffer 2 Strain. If you do, you leap into the air and then slam to the ground anywhere within the Consecration cone-of-effect, then peform the Consecration Action again.
Spark of Haste (Tier 5)(active)(incidental)(movement)
Whenever you take two Move Manouevres in the same Activation you gain a temporary bonus of +1 to your Agility and Brawn that lasts until the beginning of your next Activation. This increase does increase your Soak, but does not increase your Wounds or any other derived statistics.
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