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 +10 bonus evasion tests against the listed Element.
Second Tier
Element Channeller You reduce the cost of all listed Element's spell casts by 1 Spirit, to a minimum of 1. Does not stack with other spell discount passives.
Element Destructor Attacks with the listed Element gain the Cleaving Quality.
Element Flow Whenever you use a Baton Pass which you generated off an attack of the listed Element, you regain half the Spirit you spent on the spell.
Element Pierce You increase the Penetration of the listed Element's attacks by your MCB/2.
Evade Element Once per round, you gain a bonus Reaction which may only be used to evade attacks of the target Element.
Resist Element Your Persona's resistance to the listed Element is now set to 'Resist', overriding any resistances of equipped Personas unless the resistance is higher than Resist.
Third Tier
Block Element Your Persona's resistance to the listed Element is now set to 'Block' overriding any resistances of equipped Personas unless the resistance is higher than Block.
Element Boost Attacks with the listed Element gain +3 to Damage.
Element Sensitive You possess a pool of Spirit with a max equal to your MCB/2. This pool refreshes fully at the start of each turn, and may only be spent to cast Spells of the listed Element.
Element Magister You gain a +20 bonus to Critical Confirm tests when using spells of the listed Element.
Fourth Tier
Repel Element Your Persona's resistance to the listed Element is now set to 'Repel' overriding any resistances of equipped Personas unless the resistance is higher than Repel.
Absorb Element Your Persona's resistance to the listed Element is now set to 'Absorb' overriding any resistances of equipped Personas.
Element Amp Attacks with the listed Element gain +6 to Damage. Does not stack with Element Boost.
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 +10 bonus to resist Amnesia.
Resist Brainwash You take a +10 bonus to resist Brainwashing.
Resist Confusion You take a +10 bonus to resist Confusion.
Resist Despair You take a +10 bonus to resist Despair.
Resist Enraging You take a +10 bonus to resist Enraging.
Resist Panic You take a +10 bonus to resist Panic.
Second Tier
Divine Channeller You reduce the cost of all Restoration and Augment spell casts by 1 Spirit, to a minimum of 1. Does not stack with other spell discount passives.
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 -10 penalty to their resistance test.
Enhance Brainwash Enemies you hit with the Brainwash ailment take a -10 penalty to their resistance test.
Enhance Confusion Enemies you hit with the Confusion ailment take a -10 penalty to their resistance test.
Enhance Despair Enemies you hit with the Despair ailment take a -10 penalty to their resistance test.
Enhance Enraging Enemies you hit with the Enraging ailment take a -10 penalty to their resistance test.
Enhance Panic Enemies you hit with the Panic ailment take a -10 penalty to their resistance test.
Maledict Channeller You reduce the cost of all Hex and Ailment spell casts by 1 Spirit, to a minimum of 1. Does not stack with other spell discount passives.
Spell Reach Spells with range measured in Range Steps increase their range by one step; spells with range measured as a factor of MCB count their MCB as +2.
Transubstantiation You may choose to cast spells using Wounds instead of Spirit, at a rate of 2 wounds per 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.
Contingency (X) Whenever you enter a battle, you automatically cast the spell listed at regular strength. This action happens at the very start of the battle, ignoring Initiative, and does not cost any SP. This Power does not trigger if you are ambushed. If multiple contingencies trigger at once, resolve in order of highest AB to lowest.
Divine Sensitive You possess a pool of Spirit with a max equal to your MCB/2. 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 attack, hex and ailment 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 SP or lose a rank of fatigue.
Maledict Sensitive You possess a pool of Spirit with a max equal to your MCB/2. This pool refreshes fully at the start of each turn, and may only be spent to cast Hex and Ailment Spells.
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. Does not stack with other spell discount passives.
Spell Weave Spells cast with a Baton Pass granted to you cost -2 Spirit and, if cast at Surge strength, add one extra Surge Bonus.
Surreal Illusionist On Confusing an enemy, roll on the Hallucinogenic Table three times and pick any of the results as you like.
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.
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 choose to activate Arts using Wounds instead of Exertion, at a rate of 2 wounds per Exertion.
Friendly Fire Allies double their TB against missile attacks made by you, should they be hit by them.
Insulator You are immune to being shocked because of melee attacks on shocked targets.
Resist Burning You take a +10 bonus to resist Burning.
Resist Dizzy You take a +10 bonus to resist Dizzying.
Resist Drowsy You take a +10 bonus to resist Drowsing.
Resist Freezing You take a +10 bonus to resist Frozen.
Resist Shock You take a +10 bonus to resist Shocked.
Resist Stunning You take a +10 bonus to resist Stunning.
Sacred Resolve Whenever you Baton Pass to another ally, that ally automatically benefits from Tarukaja.
Testudo Whenever you Baton Pass to another ally, that ally automatically benefits from Rakukaja.
Touch 'n Go Whenever you Baton Pass to another ally, that ally automatically benefits from Sukukaja.
Second Tier
Astra Discipline You reduce the cost of all Missile attack Arts by 1 Exertion, to a minimum of 1. Does not stack with other Exertion discount passives.
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 a step.
Sharp Student Enemies reroll Critical Confirm tests against you and take the worst result.
Shastra Discipline You reduce the cost of all Melee attack Arts by 1 Exertion, to a minimum of 1. Does not stack with other Exertion discount passives.
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.
Chi Master You reduce the cost of all Art activations by 1 Exertion, to a minimum of 1. Does not stack with other Art discount passives.
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.
Joyous Momentum Whenever you confirm a Critical Hit with an Attack Art, you regain half the Exertion you spent to activate it.
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 Boost Your Melee attacks now deal +1 damage, +2 if it has 2 or more d10 damage.
Missile Boost 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 a 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.
Samson's Last Word This activates should you both have an equipped Persona defeated and only have one minor Persona left alive. You gain the Superior Action trait for up to ten minutes or until another Persona of yours is revived, whichever comes first.
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 one Exertion, to a minimum of one. Does not stack with other Art discount passives.
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 and negates any effects on you due to that Damage except Stress.
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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