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 reroll evasion tests 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 gain Advantage to use spells of this Element, and another when casting Surge spells of this Element.
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, you can activate for free, at regular strength, another spell of the same Element that you know, of lesser tier.

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Mental Passives

Mental Passives
Trait Name Effect
First Tier
Resist Amnesia You take two Advantages to tests to resist Amnesia.
Resist Brainwash You take two Advantages to tests to resist Brainwashing.
Resist Confusion You take two Advantages to tests to resist Confusion.
Resist Despair You take two Advantages to tests to resist Despair.
Resist Enraging You take two Advantages to tests to resist Enraging.
Resist Panic You take two Advantages to tests to resist Panic.
Second Tier
Divine Grace You add +4 to your MSB when casting restoration spells.
Energy Burn When casting Spells at Surge strength, you may choose to take 10 Stress in order to add one extra Surge Bonus.
Enhance Amnesia Enemies you hit with the Amnesia ailment take two Disadvantages to their resistance test.
Enhance Brainwash Enemies you hit with the Brainwash ailment take two Disadvantages to their resistance test.
Enhance Confusion Enemies you hit with the Confusion ailment take two Disadvantages to their resistance test.
Enhance Despair Enemies you hit with the Despair ailment take two Disadvantages to their resistance test.
Enhance Enraging Enemies you hit with the Enraging ailment take two Disadvantages to their resistance test.
Enhance Panic Enemies you hit with the Panic ailment take two Disadvantages to their resistance test.
Spell Reach Spells increase their range by half again.
Transubstantiation You may expend Light Wounds belonging to you, not to your Persona, to restore spent Spirit at a rate of 1 Wound per 2 spirit.
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 Exertion per enemy.
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 +2 damage to enemies, +1 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, you may adjust their DoF up or down by 2 degrees.
Fourth Tier
Crystal Mind Any mental ailment with a duration (eg. 'three turns') wears off after a single turn.
Divine Lord When casting Restoration or Augment type spells at Surge strength, you can activate for free, at regular strength, another spell of the same type that you know, of lesser tier.
Lemegeton All spells gain an extra Surge Bonus when cast at Surge.
Maledict Lord When casting Hex or Ailment type spells at Surge strength, you can activate for free, at regular strength, another spell of the same type that you know, of lesser tier.
Unshaken Will You take two Advantages 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 You cast Surge spells at regular Spirit cost. This applies to Surge Only spells.

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Physical Passives

Physical Passives
Trait Name Effect
First Tier
Blood Sweat You may expend Light Wounds belonging to you, not to your Persona, to restore spent Exertion at a rate of 1 Wound per 2 exertion.
Friendly Fire Allies double their TB against missile attacks made by you, should they be hit by them.
Resist Dizzy You take two Advantages to resist Dizzying.
Resist Drowsy You take two Advantages to resist Drowsing.
Resist Stunning You take two Advantages 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 gain an extra Counter Attack or Quick Draw per round, and such attacks gain an extra +1 damage.
Enhance Burning Enemies you hit with the Burning ailment take two Disadvantages to their resistance test.
Enhance Dizzy Enemies you hit with the Dizzying ailment take two Disadvantages to their resistance test.
Enhance Drowsy Enemies you hit with the Drowsing ailment take two Disadvantages to their resistance test.
Enhance Freezing Enemies you hit with the Frozen ailment take two Disadvantages to their resistance test.
Enhance Shock Enemies you hit with the Shocking ailment take two Disadvantages to their resistance test.
Enhance Stunning Enemies you hit with the Stunning ailment take two Disadvantages to their resistance test.
Fortified Moxy You gain High Crit (15) during a Surprise round against an enemy.
Orion's Scope You increase the range of all Ballistic Attack Arts by half again.
Sharp Student Enemies reduce their Crit range against you by 10.
Wisp's Jig Whenever you successfully evade 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 Ballistic 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 MB.
Ali Dance You may reroll a single Evasion test once per round.
Endure You ignore the first Heavy Wound 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 You deal one extra Wound when attacking Frozen enemies.
High Counter Your Counter Attacks and Quickdraws deal +2 damage and, if you score 4 or more DoS on your test, can Counter Attack or Quickdraw without expending a use.
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 You increase the Damage of melee attacks by your MB/2.
Ballistic Amp You increase the Damage of ranged attacks by your RB/2.
Nergal's Herald Enemies who are suffering from an ailment suffer a Disadvantage 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 become Savage.
Phoenix Song Whenever an equipped Persona is defeated, you ignore any negative effects besides the Persona shutting down, and may swap to a new Persona as an instant free action. You gain an extra Move or 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 Blaze The first time each day your equipped Persona is defeated, it instead revives, returns to full wounds and negates any effects on you due to that Damage.
Firm Stance Every encounter, 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 two Advantages 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 regain +2 Light Wounds, +1 Spirit and +1 Exertion and lose 5 Stress, 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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