Oct 21, 2025 8:13 am
OOC:
Lets prepare to enter the Delian Tomb. Here are your new abilities. Most of you got a new Main action that uses your heroic resource and 1 triggered action. Please update your sheet accordingly. You can also use this thread for any questions.
TACTICIAN
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# Concussive Strike (3 Focus)
Your precise strike leaves your foe struggling to respond.
Tags: Melee, Ranged, Strike, Weapon
Range: Melee 1 or ranged 12
Target: One creature or object
Roll results:
- ❌ 7 damage; M<0 dazed (save ends)
- ✅ 9 damage; M<1 dazed (save ends)
- ⭐ 12 damage; M<2 dazed (save ends)
# Parry (Trigger: A creature deals damage to the target)
Your quick reflexes cost an enemy the precision they seek.
Tags: Melee, Weapon
Range: Melee 2
Target: Self or one ally
Effect: You can shift 1 square. If the target is you, or if you end this shift adjacent to the target, the target takes half the damage. If the damage has any potency effect associated with it, the potency is decreased by 1.
Spend 1 Focus: This ability’s distance becomes Melee 3, and you can shift up 2 squares instead of 1 square.
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NULL
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# Stunning Blow (3 Discipline)
You focus your psionic technique into a concussive punch
Tags: Melee, Psionic, Strike, Weapon
Range: Melee 1
Target: One creature or object
Roll results:
- ❌ 6 damage; I<0 dazed and slowed (save ends)
- ✅ 7 damage; I<1 dazed and slowed (save ends)
- ⭐ 9 damage; I<2 dazed and slowed (save ends)
# Inertial Shield (Trigger: You take damage)
You intuit the course of an incoming attack, reducing its effects.
Tags: Psionic
Range: 1 aura
Target: All enemies within the range
Effect: Each target reduce their potencies by 1. Once as a free maneuver on each of your turns, you can spend 1
discipline and give your Null Field one of the following additional effects until the start of your next turn:
- Gravitic Disruption: The first time on a turn that a target takes damage, you can slide them up to 2 squares.
- Inertial Anchor: Any target who starts their turn in the area can’t shift.
- Synaptic Break: Whenever you or any ally uses an ability against a target that has a potency effect, the potency is increased by 1.
This ability remains active even after an encounter ends. It ends only if you are dying or if you willingly end it (no action required).
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CONDUIT
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# Judgment's Hammer (3 Piety)
Tags: Magic, Ranged, Strike
Range: Ranged 12
Target: One creature or object
Roll results:
- ❌ 5 damage; A<0 prone
- ✅ 8 damage; A<1 prone
- ⭐ 11 damage; A<2 prone and can't stand (save ends)
# Word of Guidance (Trigger: An ally makes an ability roll for a damage-dealing ability)
You intuit the course of an incoming attack, reducing its effects.
Tags: Magic, Ranged
Range: Ranged 12
Target: One ally
Effect: The power roll gains an edge
Spend 1 Piety: The power roll gain a double edge
# Prayer
Blocked by the Tutorial: You will get this new ability (Prayer) in a few rounds after combat starts!
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ELEMENTALIST
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# The Flesh, A Crucible (3 Essence)
Fire engulfs a target of your choice and burns at your command.
Tags: Fire, Magic, Ranged, Strike
Range: Ranged 10
Target: One creature or object
Roll results:
- ❌ 9 fire damage
- ✅ 12 fire damage
- ⭐ 15 fire damage
Persistent 1: As you use this ability, decide whether you want to maintain the enemy burning and, if so, reduce the amount of essence you earn at the start of your turn by 1. If you do and the target is within distance at the start of your turn, you can make the power roll again, as a free maneuver, without spending further essence. You can stop maintaining this ability at any time (no action required).
# Persistent Magic (Note)
Whenever you use a persistent ability, you decide whether you want to maintain it, and start doing so immediately after you first use the ability. You reduce the amount of essence you earn at the start of your turn by an amount equal to the ability’s persistent value. You can stop maintaining an ability at any time (no action required). A creature can’t be affected by multiple instances of a persistent ability. If you take 5 or more damage equal in one turn, you stop maintaining any abilities.
# Explosive Assistance (Trigger: You or an ally force moves a creature)
You add a little magic to an ally’s aggression at just the right time.
Tags: Fire, Magic, Ranged
Range: Ranged 10
Target: Self or one ally
Effect: The forced movement distance gains a +2 bonus.
Spend 1 Essence: The forced movement distance gains another +2 bonus (for a total of +4).
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SHADOW
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# Hesitation is Weakness (1 Insight, Free trigger: You posted just after another character)
Keep up the attack. Never give them a moment’s grace.
Tags: -
Range: Self
Target: Self
Effect: The Director won't increase the number of Accumulated Director Turns, effectively letting you take your turn after the triggering hero, without any monsters in between.
# In All This Confusion (Trigger: You take damage)
Tags: Magic
Range: Self
Target: Self
Effect: You take half the damage, then can teleport up to 4 squares after the triggering effect resolves.
Spend 1+ Insight: You teleport 1 additional square for each insight spent.
# Two throats at once (3 Insight)
A bargain.
Tags: Melee, Ranged, Strike, Weapon
Range: Melee 1 or Ranged 10
Target: Two creatures or objects
Roll results:
- ❌ 5 damage
- ✅ 7 damage
- ⭐ 11 damage
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FURY
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# Lines of Force (Trigger: A creature would be force moved.)
You redirect the energy of motion.
Tags: Magic, Melee
Range: Melee 1
Target: One creature, including self
Effect: You can select a new target of the same size or smaller within distance to be force moved instead. You become the source of the forced movement, determine the new target’s destination, and can push the target instead of using the original forced movement type. Additionally, the forced movement distance gains a +2 bonus.
Spend 1 Ferocity: The forced movement distance bonus is +4 instead.
# Back! (3 Ferocity)
You hew about you with your mighty weapon, hurling enemies backward.
Tags: Area, Melee, Weapon
Range: 1 burst
Target: Each enemy in the area
Roll results:
- ❌ 5 damage
- ✅ 8 damage; push 1
- ⭐ 15 damage; push 2


