Seeds
By default, all seeds listed have an Energy cost of 1.
Control
Compel |
Recharge 33%, swift, short range; subject is compelled to perform some task which you verbally indicate. Will negates 'and Will ends. A command to perform truly unconscionable actions will automatically end the effect, as will you or a clear ally of you attacking the subject.
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Push |
At-will, swift, medium range; push 5.
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Debilitation
Affliction |
At-will, swift, short range; causes an affliction, with either a Fort or Will save to end. See Options for types.
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Concealment |
Recharge 33%, swift, medium range, circle 3; area grants concealment, due to fog or darkness.
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Remove |
Minimum Rank 2. Recharge 33%, swift, short range; subject is rendered unable to act, but also invulnerable. Lasts 3 rounds (exclusive), no save.
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Snare |
Recharge 33%, swift, long range; subject suffers 50% movement penalty, Fort ends.
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Transform |
Recharge 33%, swift, medium range; transforms subject into something useless. For instance, a human might become a sheep, or a sword might become a dead fish. Fort ends, damage ends, max duration 5 rounds.
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Vulnerability |
Recharge 33%, swift, medium range, 3 rounds; subject gains Vulnerable 5 to a specific damage type (valid for your Power Source).
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Weaken |
At-will, swift, short range; enemy suffers a penalty of 1d3+1 to a chosen attribute (Fort ends).
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Defense
Ablation |
Encounter, swift, 5 rounds; you gain 3 charges of ablative armor (limits the damage of an attack to 50% of your maximum HP).
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Invisibility |
Encounter, swift, reserve; you become 50% invisible, gaining concealment. This is lost if you attack or move faster than 50% speed. Once lost, it cannot be reactivated until it recharges (33% chance per round).
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Invulnerability |
Daily, immediate; you become invulnerable, but unable to act, for 2 rounds. You cannot end this effect early.
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Resistance |
At-will, swift, reserve; ally gains Resist 5 to a specific damage type (allowed by your Power Source).
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Shield |
Encounter, swift; you gain Absorb 50%, to a limit equal to 50% of your max hp. This is not specific to a Damage Type.
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Enhancement
Enhance Attribute |
At-will, swift, reserve; you gain +1 bonus to selected attribute (str, dex, hit rating, dominance, etc).
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Sight |
At-will, swift, sustain swift; you gain enhanced sight (see Options for details).
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Healing
Detoxify |
Recharge 33%, swift, touch; you remove one poison or disease effect.
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Heal |
Recharge 33%, swift, touch; you heal for 1d6 damage (plus normal modifiers).
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Regeneration |
At-will, free, reserve; you regenerate 10% of your max HP per round.
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Restoration |
Recharge 33%, swift, touch; you restore 1d3+1 points of ability damage.
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Utility
Absorb |
Recharge 33%, swift, touch; you absorb the energy of an ongoing supernatural effect, ending that effect. Must be of the same overall type (magic, psionics, etc). No dispel check is needed. However, if the effect's rank is greater than or equal to your own, you must pass a Fort save to succeed; on failure, only half the effect is absorbed, and you suffer 1 strain.
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Absorb Power |
At-will, swift, touch; you absorb one of the subject's powers (Will negates). You may then use that power, as if you knew it, and met all preconditions to cast it, for the rest of the encounter. Once used successfully, this power goes on cooldown for the encounter.
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Dispel |
At-will, swift, short range; you dispel one spell.
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Duplication |
Encounter, swift, reserve; you create an illusionary duplicate of yourself. The image duplicates your motions, so as to be indistinguishable to the real you. The image has 1 hp, and is immune to area effects. It stays in your square, making it possible for targeted attacks to hit the image and miss you, but not for area effects to miss you in any case.
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Illusion |
At-will, concentration, long range, circle 3; while concentrating, you can create figments within area, to whatever specifications you can imagine. The figments are immaterial; anyone touching one, or touched by one, receives an immediate Will save to disbelieve.
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Quicken |
Reserve; you gain the ability to perform mundane tasks at 5 times the normal speed.
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Wall |
Encounter, swift, medium range, wall 3+2/rank; creates a wall. Effects vary by type. Lasts 5 rounds.
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Summon |
At-will, std, short range, reserve; you summon a minion. See description for details.
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Extras
General
- Empower: +1 BP. Increases damage by 1d6. (Dev Note: this is probably already covered in all relevant seeds. Maybe it should just be here.)
- Admix: +2 BP. Adds another damage type (from among your Power Source's valid types). For any given attack, consider the attack as being the most advantageous (to you) of the two (or more).
- Chain: +1 BP. Adds an additional target within 5 squares of original target. (When stacking, "jump" distance is measured from each target in sequence, not all from original target)
- Enlarge: +1 BP. Increases range by one category: i.e., touch to short, short to medium, medium to long. Cannot increase beyond long.
- Extend: +1 BP. Increases duration by 100%. Compounds exponentially. No effect on instantaneous effects.
- Reserve: +2 BP. Converts duration-based effect into reserve effect. Invalid for hostile effects.
- Affects Others: +2 BP. Converts a self-only effect into a touch effect. (For further range modifications, see Enlarge).
- Enemies Only: +2 BP. Hostile area effect ignores allies in radius. (Special note: each time you stack an area extra on the power to increase its area, you must apply this extra again on the new area)
- Improve Cooldown: +3 BP. Reduces cooldown by one category: i.e. daily to encounter, encounter to recharge 33%, recharge 33% to at-will.
- Burst: +1 BP. Converts single-target effect into a burst 1.
- Cone: +1 BP. Converts single-target effect into a cone 3.
- Line: +1 BP. Converts a single-target effect into a line 10 (or 5x2).
- Widen: +1 BP. Increases area by 100%; i.e. burst 1 to burst 2, cone 3 to cone 6, line 10 to line 20. Compounds exponentially (i.e. 3-6-12-24-etc). (dev note: will probably change to a finer scale, describing how many squares you get per 1 Force)
- Ongoing Damage: +1 BP. Converts an instant damage effect into an ongoing damage effect for 3 rounds, inflicting half damage with each tick.
- Alternatively, +2 BP. Same as above, but an additional "tick" instantly on cast.
- Seeking: +2 BP. Targeted effect does not require a roll to hit; it ignores Dodge and Parry. Cannot be fired indirectly (i.e. against target with total concealment), cannot critically hit.
- No Save: +3 BP. Eliminates a "Fort ends" or "Will ends". Invalid if it leaves no way to exit the effect (such as a maximum duration).
- Variant: +2 BP. Eliminates save, replacing it with a duration of 3 rds. Invalid for loss-of-control effects or effects that had a duration in addition to "save ends".
- Unusual Element: +2 BP. Modifies energy effect to use an unusual element, such as arcane, shadow, psychic, poison, or holy. (dev note: this is a "virtual" extra. Power Source should specify this!)
- Peculiar Element: +5 BP. Modifies energy effect to use a unique element that almost no one will have resistance to, such as chaos, silver fire, or sonic. (dev note: this is a "virtual" extra. Power Source should specify this!)
Meta
- Reactive: Variable BP. Rather than being triggered as an action, the power goes off automatically in response to a specific stimulus. Must choose one of the "Basic Types" below.
- Basic Types
- Retributive: An offensive or debilitating power that reacts to an enemy attack you. The power goes off when you are attacked; it is targeted (or centered on) your attacker. The trigger is being hit by the attack; totally avoiding the attack will cause the reaction to fail, but mitigating it (even being completely immune) does still trigger the reaction.
- Defensive: The trigger is an attack on you, but the target of the power is you; usually this is to bring up some sort of defense or counter.
- more types?
- Default Properties
- The power goes off whenever it is triggered; you cannot suppress it on a case-by-case basis.
- The power obeys its normal cooldown. At at-will power will go off every time it is triggered (subject to the Global Cooldown). A recharge 33% power will go off as soon as it is triggered, then will go off at the next possible opportunity once it is recharged. Etc.
- Range must agree. If the power has a Short range, and an attacker triggers the reaction by attacking at Long range, the power will not be able to retribute.
- Base BP Cost is based on the power's action cost.
- Standard: +2 BP
- Swift or Move: +1 BP
- Free: +0 BP
- Modifiers:
- Melee Only: -1 BP (Defensive/Retributive only). Only reacts to a melee attack, not a ranged attack.
- Triggered: +2 BP. Works as reactive, but you may still use it as an active power whenever you want, as well.
- Basic Types
Negative
- Weaken: -1 BP. Decreases damage by one die. Not valid if power inflicts no dice of damage.
- Reduce: -1 BP. Decreases range by one category: i.e. long to medium, medium to short, short to touch. Cannot decrease below touch.
- Shorten: -1 BP. Reduces duration by 50% (rounding down). Cannot reduce below 1 round.
- If duration is Reserve, reduces to 5 rounds, and turns Recharge costs into Energy costs.
- Self Only: -1 BP. Converts a touch or ranged effect into a self-only effect. (It is acceptable to gain extra ranks from Reduce as well, if original range was greater than touch)
- Lengthen Cooldown: -1 BP. Increase cooldown by one category: i.e. at-will to recharge 33%, recharge 33% to encounter, encounter to daily.
- Narrow: -1 BP. Decreases area by 50% (rounding down); i.e. burst 6 to burst 3, cone 4 to cone 2, etc. An area of 1 square is the same as being single-target.
- Single Target: -1 BP. Converts an area effect into a single-target effect. May stack with Narrow.
- Delayed Blast: -1 BP. Effect is delayed 1-5 rounds after it is cast.
- Extra Save: -2 BP. Adds a save of appropriate type (Fort/Will). If instantaneous, save to negate. If duration, save ends. Cannot add a redundant save (i.e. two "Fort ends").
- Material Component: -X BP. Each use of the power requires and consumes some specific material object. Its value is the total BP cost of the power before this extra is applied in RP, according to schedule D (-1 BP), C (-3 BP), B (-5 BP), or A (-10 BP).
Power Source Specific
Seeds
Remove Curse |
Recharge 33%, swift, short range; you remove one curse effect from subject. Dispel check required.
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