Passives

Passives

Passives are Powers that do not need actions to use- once in the Power Pool they are always in effect.

Passives are divided into three categories: Elemental Passives, Mental Passives and Physical Passives.

  • Elemental Passives improve one's relationship with an element. This includes making one better at resisting that element as well as using it.
  • Mental Passives improve one's relationship with magic and mental ailments.
  • Physical Passives improve one's Arts and resistances to Physical ailments.

Elemental Passives

Elemental Passives
Trait Name Effect
First Tier
Dodge Element You gain a bonus Reaction which may only be used to evade attacks of the target Element.
Second Tier
Element Flow Spells of this element cost 1 Spirit less when cast as part of a One More or Baton Pass.
Element Boost You increase the Penetration of the listed Element's attacks by your MCB/2.
Third Tier
Element Amp You increase the Damage of the listed Element's attacks by your MCB/2.
Element Magister You may reroll tests with spells of this Element and take the preferred result.
Fourth Tier
Element Lord When casting spells of the listed Element at Surge strength, they do not take longer to cast than they would at regular strength. Does not apply to Surge Only spells.

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Mental Passives

Mental Passives
Trait Name Effect
First Tier
Resist Amnesia You take a +20 bonus to resist Amnesia.
Resist Brainwash You take a +20 bonus to resist Brainwashing.
Resist Confusion You take a +20 bonus to resist Confusion.
Resist Despair You take a +20 bonus to resist Despair.
Resist Enraging You take a +20 bonus to resist Enraging.
Resist Panic You take a +20 bonus to resist Panic.
Second Tier
Divine Grace Restoration spells now heal +3 wounds.
Energy Burn When casting Spells at Surge strength, you may choose to sacrifice your reaction in order to add one extra Surge Bonus.
Enhance Amnesia Enemies you hit with the Amnesia ailment take a -20 penalty to their resistance test.
Enhance Brainwash Enemies you hit with the Brainwash ailment take a -20 penalty to their resistance test.
Enhance Confusion Enemies you hit with the Confusion ailment take a -20 penalty to their resistance test.
Enhance Despair Enemies you hit with the Despair ailment take a -20 penalty to their resistance test.
Enhance Enraging Enemies you hit with the Enraging ailment take a -20 penalty to their resistance test.
Enhance Panic Enemies you hit with the Panic ailment take a -20 penalty to their resistance test.
Spell Reach Spells increase their range by half again.
Transubstantiation You may expend personal (not Persona) wounds to restore spent Spirit at a rate of 1:1.
Third Tier
Arcane Charge Your attack spells gain the Tearing Quality.
Bull Dance Enraged Enemies take -30 to attack tests against you.
Calm Mind You ignore the first Mental Ailment you sustain per combat.
Divine Sensitive You possess a pool of Spirit separate to your main pool; this pool contains 2 Spirit. This pool refreshes fully at the start of each turn, and may only be spent to cast Restoration and Augment Spells.
Fear Engine You gain a +20 to hex, ailment and attack spell tests against enemies with the Panic ailment.
Hope Eater If you start your turn within 20m of a Despaired Enemy, you may regain 1 Spirit or lose a rank of fatigue.
Memory Thief At the start of each turn, select one enemy with Amnesia within 10m; until the start of your next turn, you can use their Arts and Spells.
Puppetmaster Enemies you Brainwash deal +3 damage to enemies, +3 healing to allies and are always Staggered by your attacks.
Spell Master You reduce the cost of all spell casts by 1 Spirit, to a minimum of 1.
Spell Weave Spells cast with a Baton Pass granted to you may be cast with one extra generic Surge Bonus, even if it is not being cast at Surge Strength.
Surreal Illusionist On Confusing an enemy, roll for effect three times; the target suffers one of those three effects, with you choosing which.
Fourth Tier
Crystal Mind Any mental ailment with a duration (eg. 'three turns') wears off after a single turn.
Divine Lord When casting Restoration and Augment spells at Surge strength, they do not take longer to cast than they would at regular strength. Does not apply to Surge Only spells.
Lemegeton All spells gain an extra Surge Bonus when cast at Surge.
Maledict Lord When casting Hex and Ailment spells at Surge strength, they do not take longer to cast than they would at regular strength. Does not apply to Surge Only spells.
Unshaken Will You take a +20 bonus to resist all Mental ailments, and may reroll failed tests to resist a Mental ailment.
Witch Sign You may apply Witch Sign to a surge spell as a Surge Bonus, which has the following effects: Hit enemies take a -20 to evade and resist the spell's effects.
Fifth Tier
Greater Key When casting spells at Surge strength, they do not take longer to cast than they would at regular strength. Surge Only spells must still be cast as a Surge, but now gain a Surge Bonus.

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Physical Passives

Physical Passives
Trait Name Effect
First Tier
Blood Sweat You may expend personal (not Persona) wounds to restore spent Exertion at a rate of 1:1.
Friendly Fire Allies double their TB against missile attacks made by you, should they be hit by them.
Resist Dizzy You take a +10 bonus to resist Dizzying.
Resist Drowsy You take a +10 bonus to resist Drowsing.
Resist Stunning You take a +10 bonus to resist Stunning.
Touch 'n Go Whenever you Baton Pass to another ally, that ally automatically benefits from Sukukaja.
Second Tier
Bodily Negation You ignore the first Physical Ailment you sustain per combat.
Counter Force You do not suffer the usual -20 penalty to counter attacks.
Enhance Burning Enemies you hit with the Burning ailment take a -10 penalty to their resistance test.
Enhance Dizzy Enemies you hit with the Dizzying ailment take a -10 penalty to their resistance test.
Enhance Drowsy Enemies you hit with the Drowsing ailment take a -10 penalty to their resistance test.
Enhance Freezing Enemies you hit with the Frozen ailment take a -10 penalty to their resistance test.
Enhance Shock Enemies you hit with the Shocking ailment take a -10 penalty to their resistance test.
Enhance Stunning Enemies you hit with the Stunning ailment take a -10 penalty to their resistance test.
Fortified Moxy You gain Vengeful (-1) and +20 to Critical Confirm tests during a Surprise round against an enemy.
Orion's Scope You increase the range of all Ranged Attack Arts by half again.
Sharp Student Enemies reroll Critical Confirm tests against you and take the worst result.
Wisp's Jig Whenever you successfully dodge an attack by 3 DoS or more, you may instantly make the Disengage action as a free.
Missile Control Allies are now never hit by your missile attacks unless you intend to hit them.
Third Tier
Bloody Vanguard You gain +1 damage to all Melee attacks for every adjacent enemy, to a maximum of your WSB.
Ali Dance You may reroll a single Evasion test once per round.
Endure You ignore the first Lethal Damage you take per battle.
Fire Dragon Manual At the start of your turn, all enemies who are burning force other enemies within 5m to take the Agility test vs catching fire themselves, not just enemies who are adjacent. Burning enemies you can see take +2 damage from the Burning ailment. This passive does not stack with itself.
Frostbite Attacks that deal Lethal Damage to Frozen targets deal +2 extra.
High Counter Your Counter-attacks deal +3 damage and attempts to evade them take a -20 penalty.
Lightning Rod At the start of each turn, you may mark one Shocked enemy. All enemy attacks which miss by 2 DoF or more strike your mark, so long as they are in range. You are immune to being shocked because of melee attacks on shocked targets.
Melee Amp Your Melee attacks now deal +1 damage, +2 if it has 2 or more d10 damage.
Missile Amp Your Missile attacks now deal +1 damage, +2 if it has 2 or more d10 damage.
Nergal's Herald Enemies who are suffering from an ailment suffer a -10 penalty to tests made to evade your physical attacks and resist any resistable effects, including other ailments.
Night Slasher All attacks on Drowsed enemies you can see reroll all damage, including that from Technical Hits, and take the highest result.
Phoenix Song Whenever an equipped Persona is defeated, you ignore any negative Lethal Damage effects besides the Persona shutting down, and may swap to a new Persona as an instant free action. You gain an extra Half Action during your next turn, which may be used as normal.
Purified Form Any physical ailment with a duration (eg. 'three turns') wears off after a single turn.
Step Trick When Evading a non-Art melee attack, should you both successfully evade all hits and beat your opponent's DoS by 2 or more, the opponent Staggers, and initiative skips the next enemy on the list.
Warmaster You reduce the cost of all Arts by 1 Exertion, to a minimum of 1.
Fourth Tier
Phoenix Blaxe The first time each day your equipped Persona is defeated, it instead revives, returns to full wounds, removes any Lethal Damage from itself and negates any effects on you due to that Damage.
Firm Stance Every round, you generate a number of 'spare' Wounds equal to your Toughness Bonus. These wounds do not benefit from soak, and are depleted first.
Platinum Corpus You take a +20 bonus to resist all Physical ailments.
Stone Aegis You double your Toughness Bonus for the purposes of soak, but may no longer evade attacks. You may deactivate this passive as a Free Action during your turn, but once deactivated, may not be reactivated until the end of the encounter.
Victory Cry Whenever you are involved in an All Out Attack, you and all other participants gain +2 wounds, +1 Spirit and +1 Exertion, increasing all by +1 for every enemy killed. Victory Cry only fires once per All Out Attack, regardless of how many people within the attack possess it.

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