Persona Passive Powers

Element Abilities

Electric Element Abilities

ELECTRIC ELEMENT ABILITIES
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
First Tier
Dodge Electric You gain a +10 bonus evasion tests against Electric Element Attacks. As a Free, you may force all attacks against you with the Electric Element to take a -10 penalty to hit you for a single round. At the start of your next turn, you take a level of fatigue. Defense Technique
Second Tier
Evade Electric Once per round, you gain a bonus Reaction which may only be used to evade Electric Element Attacks. As a Free, you may increase the total number of bonus Reactions provided by the Effect to an amount equal to your Agility Bonus. At the start of your next turn, you take a level of fatigue. Defense Technique
Electric Destroyer Your Electric Element Spells now possess the Cleaving Quality. As a Free, you may also apply the Concussive Quality to your Electric Element Spells. At the start of your next turn, you take a level of fatigue. Offense Electric
Electric Flow Whenever you roll a 9 or 10 on an Elec Spell 1d10, test Magic Characteristic. On a success, you regain any SP spent on the spell. If you pass the MC Test, then you may, as a Free, reroll your next Electric damage roll and take the preferred result. After the spell, you take a level of fatigue. Offense Electric
Electric Pierce You increase the Penetration of your Electric Element Attacks by your MCB/2. As a Free, you may apply the 'Unstoppable' Quality to all Electric Attacks made this round. At the start of your next turn, you take a level of fatigue. Offense Electric
Resist Electric Your Electric Resistance is now set to 'Resist'. - Defense Resistance
Third Tier
Block Electric Your Electric Resistance is now set to 'Block'. - Defense Resistance
Electric Boost Your Electric Element Spells deal +3 damage. As a Free, instead of the usual Electric Boost effect, you may add half your MCB (rounded down) to your Electric Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Electric
Electric Magister Every round, you gain a number of SP equal to your MCB/2 which may be spent only to sustain Electric Element spells. As a Free, whenever you cast a Electric spell, you may cast the same spell twice. You instantly take a level of fatigue. Offense Electric
Electric Shield Once per round, when using the Blue Wall Spell, you may trigger the Electric Feedback or Flashbang special effects without expending the Spell. - Defense Electric
Fourth Tier
Absorb Electric Your Electric Resistance is now set to 'Absorb'. - Defense Resistance
Electric Amp Your Electric Element Spells now deal +6 damage. Does not stack with Electric Boost. As a Free, instead of the usual Electric Boost effect, you may add your MCB to your Electric Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Electric
Repel Electric Your Electric Resistance is now set to 'Repel'. - Defense Resistance

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Fire Element Abilities

FIRE ELEMENT ABILITIES
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
First Tier
Dodge Fire You gain a +10 bonus evasion tests against flame or Fire Element Attacks. As a Free, you may force all attacks against you with the flame quality or Fire Element to take a -10 penalty to hit you for a single round. At the start of your next turn, you take a level of fatigue. Defense Technique
Second Tier
Evade Fire Once per round, you gain a bonus Reaction which may only be used to evade flame or Fire Element Attacks. As a Free, you may increase the number of bonus Reactions provided by the Effect to an amount equal to your Agility Bonus. At the start of your next turn, you take a level of fatigue. Defense Technique
Fire Destroyer Your Fire Element Spells now possess the Tearing Quality. As a Free, instead of the usual Fire Destroyer effect, you may apply the Savage Quality to your Fire Element Spells. At the start of your next turn, you take a level of fatigue. Offense Fire
Fire Flow Whenever you roll a 9 or 10 on a Fire Spell 1d10, test Magic Characteristic. On a success, you regain any SP spent on the spell. If you pass the MC Test, then you may, as a Free, reroll your next Fire damage roll and take the preferred result. After the spell, you take a level of fatigue. Offense Fire
Fire Pierce You increase the Penetration of your Fire Element Attacks by your MCB/2. As a Free, you may apply the 'Unstoppable' Quality to all Fire Attacks made this round. At the start of your next turn, you take a level of fatigue. Offense Fire
Resist Fire Your Fire Resistance is now set to 'Resist'. - Defense Resistance
Third Tier
Block Fire Your Fire Resistance is now set to 'Block'. - Defense Resistance
Fire Boost Your Fire Element Spells deal +3 damage. As a Free, instead of the usual Fire Boost effect, you may add half your MCB (rounded down) to your Fire Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Fire
Fire Magister Every round, you gain a number of SP equal to your MCB/2 which may be spent only to sustain Fire Element spells. As a Free, whenever you cast a Fire spell, you may cast the same spell twice. You instantly take a level of fatigue. Offense Fire
Fire Shield Once per round, when using the Red Wall Spell, you may trigger the Wall of Fire or Smoke Screen special effects without expending the Spell. - Defense Fire
Fourth Tier
Absorb Fire Your Fire Resistance is now set to 'Absorb'. - Defense Resistance
Fire Amp Your Fire Element Spells now deal +6 damage. Does not stack with Fire Boost. As a Free, instead of the usual Fire Boost effect, you may add your MCB to your Fire Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Fire
Repel Fire Your Fire Resistance is now set to 'Repel'. - Defense Resistance

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Ice Element Abilities

ICE ELEMENT ABILITIES
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
First Tier
Dodge Ice You gain a +10 bonus evasion tests against Ice Element Attacks. As a Free, you may force all attacks against you with the Ice Element to take a -10 penalty to hit you for a single round. At the start of your next turn, you take a level of fatigue. Defense Technique
Second Tier
Evade Ice Once per round, you gain a bonus Reaction which may only be used to evade Ice Element Attacks. As a Free, you may increase the total number of bonus Reactions provided by the Effect to an amount equal to your Agility Bonus. At the start of your next turn, you take a level of fatigue. Defense Technique
Ice Destroyer Your Ice Element Spells now possess the Snare (0) Quality. As a Free, instead of the usual Ice Destroyer effect, you may apply the Snare (MCB*5) Quality to your Ice Element Spells. At the start of your next turn, you take a level of fatigue. Offense Ice
Ice Flow Whenever you roll a 9 or 10 on an Ice Spell 1d10, test Magic Characteristic. On a success, you regain any SP spent on the spell. If you pass the MC Test, then you may, as a Free, reroll your next Ice damage roll and take the preferred result. After the spell, you take a level of fatigue. Offense Ice
Ice Pierce You increase the Penetration of your Ice Element Attacks by your MCB/2. As a Free, you may apply the 'Unstoppable' Quality to all Ice Attacks made this round. At the start of your next turn, you take a level of fatigue. Offense Ice
Resist Ice Your Ice Resistance is now set to 'Resist'. - Defense Resistance
Third Tier
Block Ice Your Ice Resistance is now set to 'Block'. - Defense Resistance
Ice Boost Your Ice Element Spells deal +3 damage. As a Free, instead of the usual Ice Boost effect, you may add half your MCB (rounded down) to your Ice Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Ice
Ice Magister Every round, you gain a number of SP equal to your MCB/2 which may be spent only to sustain Ice Element spells. As a Free, whenever you cast a Ice spell, you may cast the same spell twice. You instantly take a level of fatigue. Offense Ice
Ice Shield Once per round, when using the White Wall Spell, you may trigger the Icicle Wall or Slippery special effects without expending the Spell. - Defense Ice
Fourth Tier
Absorb Ice Your Ice Resistance is now set to 'Absorb'. - Defense Resistance
Ice Amp Your Ice Element Spells now deal +6 damage. Does not stack with Ice Boost. As a Free, instead of the usual Ice Boost effect, you may add your MCB to your Ice Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Ice
Repel Ice Your Ice Resistance is now set to 'Repel'. - Defense Resistance

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Wind Element Abilities

WIND ELEMENT ABILITIES
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
First Tier
Dodge Wind You gain a +10 bonus evasion tests against Wind Element Attacks. As a Free, you may force all attacks against you with the Wind Element to take a -10 penalty to hit you for a single round. At the start of your next turn, you take a level of fatigue. Defense Technique
Second Tier
Evade Wind Once per round, you gain a bonus Reaction which may only be used to evade Wind Element Attacks. As a Free, you may increase the total number of bonus Reactions provided by the Effect to an amount equal to your Agility Bonus. At the start of your next turn, you take a level of fatigue. Defense Technique
Wind Destroyer Your Wind Element Spells now possess the Devastating (MCB) Quality. As a Free, instead of the usual Wind Destroyer effect, you may apply the Devastating (MCB*2) Quality to your Wind Element Spells. At the start of your next turn, you take a level of fatigue. Offense Wind
Wind Flow Whenever you roll a 9 or 10 on a Wind Spell 1d10, test Magic Characteristic. On a success, you regain any SP spent on the spell. If you pass the MC Test, then you may, as a Free, reroll your next Wind damage roll and take the preferred result. After the spell, you take a level of fatigue. Offense Wind
Wind Pierce You increase the Penetration of your Wind Element Attacks by your MCB/2. As a Free, you may apply the 'Unstoppable' Quality to all Wind Attacks made this round. At the start of your next turn, you take a level of fatigue. Offense Wind
Resist Wind Your Wind Resistance is now set to 'Resist'. - Defense Resistance
Third Tier
Block Wind Your Wind Resistance is now set to 'Block'. - Defense Resistance
Wind Boost Your Wind Element Spells deal +3 damage. As a Free, instead of the usual Wind Boost effect, you may add half your MCB (rounded down) to your Wind Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Wind
Wind Magister Every round, you gain a number of SP equal to your MCB/2 which may be spent only to sustain Wind Element spells. As a Free, whenever you cast a Wind spell, you may cast the same spell twice. You instantly take a level of fatigue. Offense Wind
Wind Shield Once per round, when using the Green Wall Spell, you may trigger the Wind Slam or Force Blast special effects without expending the Spell. - Defense Wind
Fourth Tier
Absorb Wind Your Wind Resistance is now set to 'Absorb'. - Defense Resistance
Wind Amp Your Wind Element Spells now deal +6 damage. Does not stack with Wind Boost. As a Free, instead of the usual Wind Boost effect, you may add your MCB to your Wind Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Wind
Repel Wind Your Wind Resistance is now set to 'Repel'. - Defense Resistance

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Light Element Abilities

LIGHT ELEMENT ABILITIES
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
First Tier
Dodge Light You gain a +10 bonus evasion tests against Light Element Attacks. As a Free, you may force all attacks against you with the Light Element to take a -10 penalty to hit you for a single round. At the start of your next turn, you take a level of fatigue. Defense Technique
Second Tier
Evade Light Once per round, you gain a bonus Reaction which may only be used to evade Light Element Attacks. As a Free, you may increase the total number of bonus Reactions provided by the Effect to an amount equal to your Agility Bonus. At the start of your next turn, you take a level of fatigue. Defense Technique
Light Destroyer Your Light Element Spells now possess the Super Hit Bonus (+10) Quality. As a Free, instead of the usual Light Destroyer effect, you may apply the Brutal Quality to your Light Element Spells. At the start of your next turn, you take a level of fatigue. Offense Light
Light Flow Whenever you roll a 9 or 10 on a Light Spell 1d10, test Magic Characteristic. On a success, you regain any SP spent on the spell. If you pass the MC Test, then you may, as a Free, reroll your next Light damage roll and take the preferred result. After the spell, you take a level of fatigue. Offense Light
Light Pierce You increase the Penetration of your Light Element Attacks by your MCB/2. As a Free, you may apply the 'Unstoppable' Quality to all Light Attacks made this round. At the start of your next turn, you take a level of fatigue. Offense Light
Resist Light Your Light Resistance is now set to 'Resist'. - Defense Resistance
Third Tier
Block Light Your Light Resistance is now set to 'Block'. - Defense Resistance
Light Boost Your Light Element Spells deal +3 damage. As a Free, instead of the usual Light Boost effect, you may add half your MCB (rounded down) to your Light Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Light
Light Magister Every round, you gain a number of SP equal to your MCB/2 which may be spent only to sustain Light Element spells. As a Free, whenever you cast a Light spell, you may cast the same spell twice. You instantly take a level of fatigue. Offense Light
Light Shield Once per round, when using the Holy Wall Spell, you may trigger the Divine Spark or Pure Seal special effects without expending the Spell. - Defense Light
Fourth Tier
Absorb Light Your Light Resistance is now set to 'Absorb'. - Defense Resistance
Light Amp Your Light Element Spells now deal +6 damage. Does not stack with Light Boost. As a Free, instead of the usual Light Boost effect, you may add your MCB to your Light Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Light
Repel Light Your Light Resistance is now set to 'Repel'. - Defense Resistance

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Dark Element Abilities

DARK ELEMENT ABILITIES
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
First Tier
Dodge Dark You gain a +10 bonus evasion tests against Dark Element Attacks. As a Free, you may force all attacks against you with the Dark Element to take a -10 penalty to hit you for a single round. At the start of your next turn, you take a level of fatigue. Defense Technique
Second Tier
Evade Dark Once per round, you gain a bonus Reaction which may only be used to evade Dark Element Attacks. As a Free, you may increase the total number of bonus Reactions provided by the Effect to an amount equal to your Agility Bonus. At the start of your next turn, you take a level of fatigue. Defense Technique
Dark Destroyer Your Dark Element Spells now possess the Super Hit Bonus (+10) Quality. As a Free, instead of the usual Dark Destroyer effect, you may apply the Brutal Quality to your Dark Element Spells. At the start of your next turn, you take a level of fatigue. Offense Dark
Dark Flow Whenever you roll a 9 or 10 on a Dark Spell 1d10, test Magic Characteristic. On a success, you regain any SP spent on the spell. If you pass the MC Test, then you may, as a Free, reroll your next Dark damage roll and take the preferred result. After the spell, you take a level of fatigue. Offense Dark
Dark Pierce You increase the Penetration of your Dark Element Attacks by your MCB/2. As a Free, you may apply the 'Unstoppable' Quality to all Dark Attacks made this round. At the start of your next turn, you take a level of fatigue. Offense Dark
Resist Dark Your Dark Resistance is now set to 'Resist'. - Defense Resistance
Third Tier
Block Dark Your Dark Resistance is now set to 'Block'. - Defense Resistance
Dark Boost Your Dark Element Spells deal +3 damage. As a Free, instead of the usual Dark Boost effect, you may add half your MCB (rounded down) to your Dark Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Dark
Dark Magister Every round, you gain a number of SP equal to your MCB/2 which may be spent only to sustain Dark Element spells. As a Free, whenever you cast a Dark spell, you may cast the same spell twice. You instantly take a level of fatigue. Offense Dark
Dark Shield Once per round, when using the Cursed Wall Spell, you may trigger the Curse of Pain or Veil of Death special effects without expending the Spell. - Defense Dark
Fourth Tier
Absorb Dark Your Dark Resistance is now set to 'Absorb'. - Defense Resistance
Dark Amp Your Dark Element Spells now deal +6 damage. Does not stack with Dark Boost. As a Free, instead of the usual Dark Boost effect, you may add your MCB to your Dark Element Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Offense Dark
Repel Dark Your Dark Resistance is now set to 'Repel'. - Defense Resistance

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Magical Abilities

Magical Enhancement Abilities

MAGICAL ENHANCEMENT ABILITIES
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
Second Tier
Divine Flow Whenever you roll a 5 on a Restoration Spell 1d5, test Magic Characteristic. On a success, you regain any SP spent on the spell. If you pass the MC Test, then you may, as a Free, reroll your next Restoration healing roll and take the preferred result. After the spell, you take a level of fatigue. Support Restoration
Divine Grace Restoration spells now heal +3 wounds. As a Free, instead of the usual Divine Grace effect, you may add half your MCB (rounded down) to your Restoration Spells. Whenever you use this effect, however, the spell's SP cost is doubled. Support Restoration
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. As a Free, instead of the usual Spell Reach effect, you may increase the range of a spell by two steps or by MCB+5. After the spell, you take a level of fatigue. Magic Support
Spell Thread Every round, you gain one half action which may only be spent to sustain Spells. - Magic Support
Third Tier
Arcane Charge Once per round, you may reroll a Spell's damage roll. As a Free, you may reroll damage twice instead of the usual effect. You instantly take a level of fatigue. Magic Offense
Contingency (X) Whenever you enter a battle, you automatically cast the spell listed. This action happens at the very start of the battle, ignoring Initiative, and does not cost any SP. This Ability does not trigger if you are ambushed. If multiple contingencies trigger at once, resolve in order of highest AB to lowest. Any modifiers to the spell's SP cost due to other abilities or the spell's own traits require the extra cost in SP to be paid. - Magic Technique
Divine Magister Every round, you gain a number of SP equal to your MCB/2 which may be spent only to sustain Support Spells. As a Free, whenever you cast a Support spell, you may cast a different Support spell of the same tier or lower. You instantly take a level of fatigue. Magic Support
Spell Master Once per round, you may reroll a test made to activate or hit with a spell. As a Free, after using Spell Master, you may reroll the test again. After the test, you take a level of fatigue. Magic Offense
Spell Weave Every round, you gain two half actions which may only be spent to sustain Spells. Does not stack with Spell Thread. As a Free, whenever you cast a Spell with a Sustain effect, you may remove the action sustain requirement from that casting entirely. You instantly take a level of fatigue. Magic Support

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Mental Status Enhancement Abilities

MENTAL STATUS ENHANCEMENT ABILITIES
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
Second Tier
Enhance Confusion Your enemy gains a -10 penalty to resist Addled and Confusion. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Enhance Frenzy Your enemy gains a -10 penalty to resist Frenzy. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Third Tier
Enhance Captivation Your enemy gains a -10 penalty to resist Charm and Domination. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Enhance Fear Your enemy gains a -10 penalty to resist fear and Distress. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Enhance Sealing Your enemy gains a -10 penalty to resist Sealing. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Mastermind You gain a free Full Action and Reaction every round that may only be given to targets Dominated by you. As a Full Action, you may choose to grant all Dominated targets a Full Action and Reaction. You instantly take a level of fatigue. Support Ailment
Nightmare Artist Whenever you hit an enemy with the Confusion effect, you may roll your Hallucinogen Table roll twice and take the preferred result. As a Free, instead of rolling, you choose a single effect off the Hallucination Table at will. This doubles the SP Cost (if a spell); if not a spell, you instantly take a level of fatigue. Support Ailment
Fourth Tier
Cursed Magister Every round, you gain a number of SP equal to your MCB/2 which may be spent only to cast Mental Status spells. As a Free, whenever you cast a Mental Status spell, you may cast the same spell twice. You instantly take a level of fatigue. Support Ailment

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Mental Status Resistance Abilities

MENTAL STATUS RESISTANCE ABILITIES
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
Second Tier
Resist Confusion You gain a +10 bonus to resist Addled and Confusion. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Resist Frenzy You gain a +10 bonus to resist Frenzy. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Third Tier
Resist Captivation You gain a +10 bonus to resist Charm and Domination. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Resist Fear You gain a +10 bonus to resist fear and Distress. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Resist Sealing You gain a +10 bonus to resist Sealing. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Fourth Tier
Crystal Mind Any Mental Status Effect with a duration (eg. 3 turns) wears off after only a single round. - Defense Resistance

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Physical Powers

Physical Enhancement Powers

PHYSICAL ENHANCEMENT POWERS
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
Second Tier
Blade Cutter You deal +2 damage with Physical Attacks and Powers with the Rending damage type. As a Free, before making a Rending-based attack, you may apply a -20 penalty to the target's attempts to dodge or parry. At the end of your turn, you gain a level of fatigue. Offense General
Bomber Eye You deal +2 damage with Physical Attacks and Powers with the Explosive damage type. As a Free, after an Explosive-based attack hits and deals Critical Damage, you may add 1 more. At the end of your turn, you gain a level of fatigue. Offense General
Hammer Slam You deal +2 damage with Physical Attacks and Powers with the Impact damage type. As a Free, after an Impact-based attack hits and deals damage, you may make a Strength test; on a success the target is knocked prone (not Knocked Down) and takes a level of fatigue. At the end of your turn, you gain a level of fatigue. Offense General
Laser Flash You deal +2 damage with Physical Attacks and Powers with the Energy damage type. As a Free, before making an Energy-based attack, you may roll twice to decide hit location and take the preferred result. At the end of your turn, you gain a level of fatigue. Offense General
Long Reach You increase the range of all Ranged Physical Powers by a step. As a Free, before using a Ranged Physical Power, you may decide to increase its range by two steps. After the attack is resolved, you take a level of fatigue. Offense General
Stamina Charge You count your Evoker Rank as two higher for the purposes of calculating how much Exertion you regain per round. As a Full Action, instead of the usual effect, you may count your Evoker Rank as double for the purposes of calculating how much Exertion you regain this round. Offense Physical
Third Tier
Battering Rush Any enemies you successfully hit this turn receive +2 damage from all of your allies' attacks until the start of your next turn. This does not stack with itself. - Offense Might
Bloody Vanguard You gain +1 damage to all Physical melee attacks for every enemy in melee range, to a maximum of your WSB. As a Free, if you are outnumbered in melee (i.e. the Ganging Up bonus applies to attacks against you), you can remove the effect from your enemies and apply the same to-hit bonus to your own attacks, replacing any existing Ganging Up bonus. However, at the end of the turn you gain a level of fatigue. Offense Might
Brutality Style You may add +3 damage to one hit made with a Physical Power possessing the Might Aptitude per round. As a Free, instead of the usual effect, you may add half your SB (rounded down) to all hits made with a Power-aptitude Physical Power this turn. However, at the end of your turn you gain a level of fatigue. Offense Might
Comorbid Strike So long as they are already suffering from a Status Effect, enemies take a -10 penalty to resist any Status Effects caused by your Physical Attacks or Powers. As a Free, instead of the usual effect, you may increase the penalty to -20 instead until the end of your turn. However, at the end of your turn you gain a level of fatigue. Offense Ailment
Dervish Dance You may add +3 damage to one hit made with a Physical Power possessing the Technique Aptitude per round. As a Free, instead of the usual effect, you may add half your AB or PB (rounded down) to all hits made with a Technique-aptitude Physical Power this turn. However, at the end of your turn you gain a level of fatigue. Offense Technique
Elegant Momentum Whenever you perform a Super Hit with a Physical Power, you regain half the Exertion spent to activate the Power. - Offense Technique
Stamina Surge You count your Evoker Rank as four higher for the purposes of calculating how much Exertion you regain per round. Does not stack with Stamina Charge. As a Full Action, instead of the usual effect, you may count your Evoker Rank as triple for the purposes of calculating how much Exertion you regain this round. Offense Physical
Warrior Title All Physical Powers gain a +10 bonus to both Super Hit and confirming Righteous Fury. As a Free, you may, instead of the usual effect, increase the bonus to +20 until the end of your turn. However, any Physical Powers used during this time double their Exertion Pool costs. Offense Technique
Fourth Tier
Beastly Style You may add +6 damage to one hit made with a Physical Power possessing the Might Aptitude per round. Does not stack with Brutality Style. As a Free, instead of the usual effect, you may add your SB to all hits made with a Power-aptitude Physical Power this turn. However, all such Powers double their Exertion costs, and at the end of your turn you gain a level of fatigue. Offense Might
Deathly Dance You may add +6 damage to one hit made with a Physical Power possessing the Technique Aptitude per round. Does not stack with Dervish Dance. As a Free, instead of the usual effect, you may add your AB or PB to all hits made with a Technique-aptitude Physical Power this turn. However, all such Powers double their Exertion costs, and at the end of your turn you gain a level of fatigue. Offense Technique

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Physical Resistance Powers

PHYSICAL RESISTANCE POWERS
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
First Tier
Dodge (Element) You gain a +10 bonus evasion tests to dodge attacks of the selected Element type (Energy, Impact, Rending, eXplosive). As a Free, you may force all attacks against you with the specified Element to take a -10 penalty to hit you for a single round. At the start of your next turn, you take a level of fatigue. Defense Technique
Second Tier
Evade (Element) Once per round, you gain a bonus Reaction which may only be used to evade attacks of the selected Element type (Energy, Impact, Rending, eXplosive). As a Free, you may increase the total number of bonus Reactions provided by the Effect to an amount equal to your Agility Bonus. At the start of your next turn, you take a level of fatigue. Defense Technique
Resist (Element) Your (Element) Resistance is now set to 'Resist'. - Defense Resistance
Third Tier
Ali Dance You may reroll a single Evasion test once per round. As a Free, you may gain an extra Reaction and, until the start of your next turn, may reroll any and all Evasion tests. At the start of your next turn, you take a level of fatigue. Defense Technique
Block (Element) Your (Element) Resistance is now set to 'Block'. - Defense Resistance
Endure You ignore the first Critical Damage you take per battle. - Defense Resistance
Fourth Tier
Absorb (Element) Your (Element) Resistance is now set to 'Absorb'. - Defense Resistance
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. As a Free, until the start of your next round, you may reduce all damage taken after soak by half. However, until the start of your next turn, you take a -50 penalty to evasion tests. Defense Resistance
Repel (Element) Your (Element) Resistance is now set to 'Repel'. - Defense Resistance

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Physical Status Enhancement Powers

PHYSICAL STATUS ENHANCEMENT POWERS
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
Second Tier
Enhance Deprivation Your enemy gains a -10 penalty to resist Deafness or Blindness. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Enhance Poison Your enemy gains a -10 penalty to resist the Toxic quality or Magic Poison. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Third Tier
Enhance Debilitation Your enemy gains a -10 penalty to resist Debilitation. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Enhance Enervation Your enemy gains a -10 penalty to resist fatigue and Enervation. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Enhance Immobilisation Your enemy gains a -10 penalty to resist the Snare quality or Immobilisation. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Enhance Stun Your enemy gains a -10 penalty to resist Dazing and Stunning. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Enhance Wounding Your enemy gains a -10 penalty to resist Bleeding, Crippling and effects incurred by Critical Damage. As a Free (and may be done just before your enemy makes a Resistance test), you may choose to increase the penalty to -30 instead of -10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Support Ailment
Fourth Tier
Polluted Magister Every round, you gain a number of SP equal to your MCB/2 which may be spent only to cast Physical Status spells. As a Free, whenever you cast a Physical Status spell, you may cast the same spell twice. You instantly take a level of fatigue. Support Ailment

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Physical Status Resistance Powers

PHYSICAL STATUS RESISTANCE POWERS
Trait Name Effect Push Effect Aptitude 1 Aptitude 2
Second Tier
Resist Deprivation You gain a +10 bonus to resist Deafness or Blindness. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Resist Poison You gain a +10 bonus to resist the Toxic quality or Magic Poison. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Third Tier
Resist Debilitation You gain a +10 bonus to resist Debilitation. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Resist Enervation You gain a +10 bonus to resist fatigue and Enervation. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Resist Immobilisation You gain a +10 bonus to resist the Snare quality or Immobilisation. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Resist Stun You gain a +10 bonus to resist Dazing and Stunning. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Resist Wounding You gain a +10 bonus to resist Bleeding, Crippling and effects incurred by Critical Damage. As a Free (and may be done just before making a resistance test), you may choose to increase the bonus to +30 instead of +10 until the start of your next turn. At the start of your next turn, you take a level of fatigue. Defense Resistance
Fourth Tier
Purified Form Any Physical Status Effect with a duration (eg. 3 turns) wears off after only a single round. - Defense Resistance

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