Module:Ability/AbilityList

--Use Ctrl-F to find specific abilities or ability groups -- -- --Current Groups: --  Global Abilities --  Attribute Advances -- --  Alchemeister,  Basic Abilities --  Alchemeister,  Novice Passives' --  Alchemeister,  Novice Actions -- --  Brood Mother,  Basic Abilities --  Brood Mother,  Novice Passives --  Brood Mother,  Novice Actions -- --  Gravimancer,   Basic Abilities --  Gravimancer,   Novice Passives --  Gravimancer,   Novice Actions -- --  Hungry Ghost,  Basic Abilities --  Hungry Ghost,  Novice Passives --  Hungry Ghost,  Novice Actions -- --  Predator,      Basic Abilities --  Predator,      Novice Passives --  Predator,      Novice Actions -- --  Primal,        Basic Abilities --  Primal,        Novice Passives --  Primal,        Novice Actions -- --  Rage Bearer,   Basic Abilities --  Rage Bearer,   Novice Passives --  Rage Bearer,   Novice Actions --  Warrior,       Basic Ability Replacements --  Warrior,       Novice Ability Replacements -- --  Shield Mother, Basic Abilities --  Shield Mother, Novice Passives --  Shield Mother, Novice Actions --  Lawbringer,    Basic Ability Replacements --  Lawbringer,    Novice Ability Replacements -- --  Heritor,       Basic Abilities --  Heritor,       Novice Abilities

local termslist = { ["ally"] = "An ally is any creature who is considered to be on your character's side. Please note that you do NOT count as an ally to yourself, and thus cannot self-target with this effect.", ["allies"] = "An ally is any creature who is considered to be on your character's side. Please note that you do NOT count as an ally to yourself, and thus cannot self-target with this effect.", ["Burst"] = "A Burst X contains a single targeted hex and all hexes within X spaces of it. For example, a Burst 1 consists of the target hex and all the hexes adjacent to it. Hexes that don't have Line Of Effect to the Burst's center are excluded.", ["teleport"] = "Teleportation movement ignores all obstacles and does not trigger any effects that would normally be triggered by movement. Teleporting creatures effectively do not pass through any space between their original position and their destination. Teleportation is unaffected by Fatigue or Pinned, but Immobilized creatures cannot teleport.", ["Teleport"] = "Teleportation movement ignores all obstacles and does not trigger any effects that would normally be triggered by movement. Teleporting creatures effectively do not pass through any space between their original position and their destination. Teleportation is unaffected by Fatigue or Pinned, but Immobilized creatures cannot teleport.", ["teleportation"] = "Teleportation movement ignores all obstacles and does not trigger any effects that would normally be triggered by movement. Teleporting creatures effectively do not pass through any space between their original position and their destination. Teleportation is unaffected by Fatigue or Pinned, but Immobilized creatures cannot teleport.",

["Immobilize"] = "One of many Conditions. An immobilized creature cannot voluntarily move. They can still be moved involuntarily via Forced Movement. (Their Movement stat is not actually reduced by this effect.)", ["Mesmerized"] = "One of many Conditions. A mesmerized maiesta cannot expend gravitas, or use any ability with a gravitas cost above 0 (after all cost modifications are applied). A mesmerized monster cannot user any action which does not include a weapon attack, and any conditions they inflict are automatically negated.",

["Grace"] = "A special resource granted via certain Gravimancer abilities. Can be spent to gain various effects (usually of a defensive nature), such as gaining extra dice on armor rolls.", ["Kinesis effect"] = "A special effect exclusive to Gravimancer active abilities with the Kinetic keyword. A maiesta can use one Kinesis effect of her choosing per turn, and most can be triggered at the end of her turn. They are often more expensive than using the ability normally, but sometimes have unique properties.", ["Kinesis effects"] = "A special effect exclusive to Gravimancer active abilities with the Kinetic keyword. A maiesta can use one Kinesis effect of her choosing per turn, and most can be triggered at the end of her turn. They are often more expensive than using the ability normally, but sometimes have unique properties.", }

function terms(givetermfor) phrase = '' .. givetermfor .. ' ' return phrase end

local abilitylist = {

--Global Abilities ["Basic Attack"] = { idphrase = 'BasicAttack', actiontype = 'Battle Action', keywords = 'Weapon Attack', gravitas = '0', effect = "The character targets another creature within range of their weapon with an attack, rolling their battle dice and weapon dice in a check opposed by the target's armor dice. The target takes damage equal to your degree of success on this check, to a minimum of 0 damage.", }, ["Defend"] = { idphrase = 'Defend', actiontype = 'Battle Action', keywords = 'None', gravitas = '0', effect = "Empower your armor dice by one step until the start of your next turn.", }, ["Recover"] = { idphrase = 'Recover', actiontype = 'Battle Action', keywords = 'None', gravitas = '0', effect = "Reduce your current fatigue to 0.", }, ["Move"] = { idphrase = 'Move', actiontype = 'Utility Action', keywords = 'Movement', gravitas = '0', effect = "Move a number of hexes up to your character's movement.", }, ["Equip"] = { idphrase = 'Equip', actiontype = 'Utility Action', keywords = 'None', gravitas = '0', effect = "Exchange your equipped weapons for any different combination of the weapons you are carrying.", }, ["Rouse"] = { idphrase = 'Rouse', actiontype = 'Battle Action', keywords = 'Crisis', gravitas = '3', effect = "Target an ally with 0 vitality in an adjacent hex. Restore them to 1 vitality and set their initiative to a value one higher than your initiative.", }, ["Delay"] = { idphrase = 'Delay', actiontype = 'Sudden Action', keywords = 'None', gravitas = '3', effect = "You can use this sudden action at the start of your turn, as you regain your sudden action. Reduce your initiative score by any amount and end your current turn, taking your turn proper later in the round. Do not trigger any effects that would trigger at the start or end of your current turn, except for the end of durations.", },

--Attribute Advances ["Affinity"] = { idphrase = 'Affinity', cost = '100 XP', actiontype = 'Passive', blurb = "You are unusually adroit in channeling gravic energies.", effect = "Your affinity increases by 1.", specialname = "Special", specialeffect = "You may purchase this advance up to three times.", }, ["Capacity"] = { idphrase = 'Capacity', cost = '100 XP', actiontype = 'Passive', blurb = "You've an exceptionally strong back, or a particularly iron will. Maybe both.", effect = "Your capacity increases by 1.", specialname = "Special", specialeffect = "You may purchase this advance up to three times.", }, ["Equipment Training"] = { idphrase = 'EquipmentTraining', cost = '100 XP', actiontype = 'Passive', blurb = "Flexibility never hurt, right?", effect = "You gain proficiency with a weapon or tool type of your choice.", specialname = "Special", specialeffect = "You may purchase this advance any number of times, gaining a new proficiency each time.", }, ["Movement"] = { idphrase = 'Movement', cost = '100 XP', actiontype = 'Passive', blurb = "There's a spring in your step that gravs don't dampen.", effect = "Your movement increases by 1.", specialname = "Special", specialeffect = "You may purchase this advance up to twice.", }, ["Vitality"] = { idphrase = 'Vitality', cost = '100 XP', actiontype = 'Passive', blurb = "You're a little tougher than you might expect.", effect = "Your maximum vitality increases by 3.", specialname = "Special", specialeffect = "You may purchase this advance up to three times.", }, ["Well Rounded"] = { idphrase = 'WellRounded', cost = '100 XP', actiontype = 'Passive', blurb = "Despite your inborn talent, you have not neglected any aspect of your martial training.", effect = "Increase either your Armor or Battle rating permanently to silver.", },

--Alchemeister, Basic Abilities ["Living Refinery"] = { idphrase = 'LivingRefinery', class = 'Alchemeister', actiontype = 'Passive', blurb = "By carefully mixing and measuring your gravic energies, you can achieve results that mundane physicians could scarcely dream of.", effect = "Whenever you use an ability with the Alchemy keyword, before any of the ability's other effects, gain two points of size. Additionally, whenever you suffer fatigue, regain two points of gravitas for each point of fatigue suffered, and you can ignore the effects of an amount of fatigue up to your Affinity score. Fatigue beyond this limit penalizes you normally, and you can still be pinned by your movement being reduced to 0 by fatigue.", }, ["Panacea"] = { idphrase = 'Panacea', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Alchemy, Healing', gravitas = '0', attunement = 'None', blurb = "For a maiesta, creating life is as natural as breathing. But putting it in a bottle? That takes practice.", effect = "Target yourself or an adjacent ally. Cleanse all conditions currently afflicting your target, and roll a silver die. They regain vitality equal to the result. If you have two or more points of size gained from Alchemeister abilities, roll a gold die instead of a silver one. If you have four or more points of size gained from Alchemeister abilities, roll a platinum die instead of a silver one. If you have eight or more points of size gained from Alchemeister abilities, instead of rolling dice, increase your target's maximum vitality by 10 for the remainder of the encounter, and set their current vitality to equal their maximum vitality.", specialname = "Catalyst", specialeffect = "After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so, your target gains a number of Panacea charges equal to the number of points of size you eliminated, which last until used or until the end of the encounter. Whenever a creature with panacea charges would be afflicted with one or more conditions, negate those conditions and eliminate a number of panacea charges equal to the number of conditions negated. If a single source inflicts more conditions than a creature has panacea charges, the creature may choose which conditions to negate.", }, ["Engagement Plans"] = { idphrase = 'EngagementPlans', class = 'Alchemeister', actiontype = 'Utility Action', keywords = 'Movement, Tactics', gravitas = '0', attunement = 'None', blurb = "Everything has to be just so.", effect = "Target an ally within ten hexes of you. They may move up to their speed. Then, you may expend a charge of your insight. If you choose to do so, regain your utility action.", }, ["Tactical Insight"] = { idphrase = 'TacticalInsight', class = 'Alchemeister', actiontype = 'Passive', blurb = "Power is power, but knowledge makes it useful.", effect = "When you roll initiative, you gain three charges of Insight, which can be expended by various Alchemeister abilities. Insight cannot be recovered - it is a powerful but finite resource, used to leverage additional actions in combat. Up to once on each of your turns, you can choose to expend a charge of Insight in order to take a Core action, then immediately regain the expended action.", },

--Alchemeister, Novice Passives ["Alchemical Engine"] = { idphrase = 'AlchemicalEngine', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "You've got plenty of fuel. It's just a matter of hooking it up.", effect = "Whenever you use an ability with the Weapon Attack keyword while you have a Tinker weapon equipped, gain a point of size.", }, ["Gadget Toss"] = { idphrase = 'GadgetToss', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "These things are foolproof! With these allies, you can't settle for anything less.", effect = "As a battle action, you can toss a Tinker weapon you are carrying (you do not need to have it equipped) to an ally within 5 hexes of you. They may immediately equip the weapon (unequipping already equipped weapons or tools to do so as needed), and make a weapon attack with it. If you expend a charge of Insight, you may do this as a Sudden action when the ally you are going to target starts their turn.", }, ["Paradigm Shift"] = { idphrase = 'ParadigmShift', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "This calls for a new approach!", effect = "At the start of your turn, you may expend a charge of Insight to gain your choice of one of the following pairs of Basic abilities until the start of your next turn: Enkindle and Rage Strike (Rage Bearer), Interpose and Vigilance (Shield Mother), or Evasion and Shadow Arts (Hungry Ghost).", }, ["Perfect Parry"] = { idphrase = 'PerfectParry', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "Denied.", effect = "Whenever you are targeted by an attack, you may expend a charge of Insight in order to negate that attack against you. It affects all other targets normally. Whenever an attack against you is redirected or negated, regain 2 points of gravitas.", }, ["Master Chemist"] = { idphrase = 'MasterChemist', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "A little of this, a little of that, and presto!", effect = "Whenever you use an Alchemy keyword ability, you may expend a charge of Insight in order to immediately use a different Alchemy keyword ability you know without requiring an action. You may not expend insight in this way more than once in a given turn.", }, ["Mutagenic Elixirs"] = { idphrase = 'MutagenicElixirs', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "Limit the side effects? What, like a boring person?", effect = "If you are not currently Pinned, for every four points of size you currently have from Alchemeister abilities, add a bronze die to your weapon attacks. At the start of your turn, if you have twenty or more points of size gained from Alchemeister abilities and are not Pinned, increase your size to Large for the remainder of the encounter, using the rules for oversized creatures, and add 10 to your capacity for this duration.", }, ["Rush Order"] = { idphrase = 'RushOrder', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "There's somewhere you've got to be!", effect = "Whenever you or an ally ends their turn, if you took a sudden action on that turn, that character may move up to two hexes.", }, ["Settle Mixture"] = { idphrase = 'SettleMixture', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "How do you mix potentially explosive spiritual compounds inside your own body? Carefully.", effect = "Up to once at the start of each of your turns, you may choose to roll a crystal die and inflict a condition on yourself until the end of the current turn based on the result. On a result of 1-3, inflict the Immobilized condition. On a result of 4-6, inflict the Weakened condition. On a result of 7-9, inflict the Mesmerized condition. On a result of 10, inflict no condition. Each time you choose to do this, increase your capacity by 2 for the remainder of the encounter.", }, ["Tactician's Poise"] = { idphrase = 'TacticiansPoise', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "Slow? No. Patient.", effect = "When you end your turn, if no other creatures are acting before the end of the round, set your initiative to 99 at the start of the next round.", }, ["Triage"] = { idphrase = 'Triage', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "It's an emergency!", effect = "Whenever you gain size with your Living Refinery basic ability, gain an additional two points of size if any ally within five hexes of you is at 0 vitality.", }, ["Utility Belt"] = { idphrase = 'UtilityBelt', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "It's a bit snug, but you've learned to keep things close at hand.", effect = "You gain proficiency in banners and focuses. At the start of each of your turns, you can take the equip action for free, without consuming your utility action.", }, ["Volatile Catalyst"] = { idphrase = 'VolatileCatalyst', cost = '100 XP', class = 'Alchemeister', actiontype = 'Passive', blurb = "Urp... happy to help.", effect = "Whenever you use the Catalyst effect of one of your Alchemy keyword abilities, you may choose to not eliminate your size gained from Alchemeister abilities, and instead gain size equal to the number of points of size you have from alchemeister abilities. The ability still functions as if you had eliminated the size. Size gained with Volatile Catalyst does not count as size gained by any class (and therefore does not interact with Alchemy keyword abilities or similar effects).", },

--Alchemeister, Novice Actions ["Alchemical Release"] = { idphrase = 'AlchemicalRelease', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Alchemy, Burst', gravitas = '2', attunement = 'Mordant, Savage', blurb = "Well, it has to go somewhere.", effect = "The next Alchemy keyword ability other than this one that you use this encounter gains the Burst keyword and targets you and all creatures within a burst 2 centered on you, rather than you or an adjacent creature. Alchemy modified in this way cannot trigger Catalyst effects. The next time Living Refinery causes you to gain size this encounter, you gain an additional point of size for every two creatures within two hexes of you.", }, ["Battlefield Tinker"] = { idphrase = 'BattlefieldTinker', cost = '100 XP', class = 'Alchemeister', actiontype = 'Non-Action', keywords = 'Tinker', gravitas = 'N/A', attunement = 'Astral, Erudite', blurb = "Swords are SO last century.", effect = 'When you purchase this ability, you craft one of each of the following weapons. You and all of your allies are proficient with all weapons created with Tinker abilities, and you can give these weapons to your allies outside of combat. Tinker weapons never gain any benefit from being dual wielded. Tinker weapons do not count against your own limit for carried weapons, but they count against the carry limit of any other character normally. If any of your tinker weapons is lost or destroyed, you can replace it during any long rest, but you can only ever have one of each. Energy Baton: Energy Batons are one-handed melee weapons that use a silver weapon die. When you make a weapon attack with one and have at least 2 gravitas, lose 2 gravitas and transform your battle die to gold. Extraordinarily lightweight and easy to use, energy batons sheathe a simple metal rod in crackling gravic power, rendering virtually any maiesta wielding one into a formidable combatant - as long as her energy reserves hold out. Hand Cannon: Hand cannons are one-handed ranged weapons that use a gold weapon die and can make weapon attacks at a range of 2-4. When you make a weapon attack with a hand cannon, you cannot do so again until the start of your next turn. Based on the exotic weaponry wielded by many Noran guardian constructs, most Hand Cannons use a shock of energy to propel a solid metal ball, but they require somewhat cumbersome reloading after each use. Runespinner: Runespinners are two-handed melee weapons that use three silver weapon dice and destroy any of their weapon dice that roll a fumble. They are loud, cumbersome machines, usually using a chemical or gravic power source to rotate some manner of blade at prodigious speed.', }, ["Blitz Cola"] = { idphrase = 'BlitzCola', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Alchemy', gravitas = '1', attunement = 'Ardent, Astral, Savage', blurb = "An explosion of flavor! Or, maybe just an explosion. Do you still have a tongue?", effect = "Target yourself or an adjacent ally. The next time the targeted creature makes a weapon attack before the start of your next turn, they may roll an additional bronze die and add it to the result. If you have two or more points of size gained from Alchemeister abilities, they may roll an additional silver die instead of a bronze one. If you have four or more points of size gained from Alchemeister abilities, this die automatically rolls a critical result. If you have eight or more points of size gained from Alchemeister abilities, this effect applies to all weapon attacks they make before the start of your next turn.", specialname = "Catalyst", specialeffect = "After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so and eliminate at least three points of size, your target may immediately move up to two hexes and make a weapon attack, then repeat this movement and weapon attack up to once for every three further points of size eliminated (for a total of one attack at three size eliminated, two attacks at six size eliminated, three at nine size eliminated, and so on).", }, ["Bombard Tinker"] = { idphrase = 'BombardTinker', cost = '100 XP', class = 'Alchemeister', actiontype = 'Non-Action', keywords = 'Tinker', gravitas = 'N/A', attunement = 'Erudite', blurb = "Fire when ready!", effect = 'When you purchase this ability, you craft one of each of the following weapons. You and all of your allies are proficient with all weapons created with Tinker abilities, and you can give these weapons to your allies outside of combat. Tinker weapons never gain any benefit from being dual wielded. Tinker weapons do not count against your own limit for carried weapons, but they count against the carry limit of any other character normally. If any of your tinker weapons is lost or destroyed, you can replace it during any long rest, but you can only ever have one of each. Bomb Satchel: Bomb Satchels are two-handed ranged weapons that use a silver weapon die and can make weapon attacks at a range of 2-5. Whenever you use an ability with the weapon attack keyword to make a weapon attack with a bomb satchel, if that ability does not already have the Burst keyword, it gains the Burst keyword and targets creatures in a Burst 1 centered on a hex within range. If that ability already has the Burst keyword, increase the radius of that burst by 1 hex. If you roll two or more fumbles when making a weapon attack with a bomb satchel, that weapon attack targets creatures in a burst 1 centered on you. Bomb satchels are heavy containers loaded with volatile explosives, offering potentially devastating power along with substantial risks to any would-be user. Erudition Whip: Erudition Whips are one-handed melee weapons that use a silver weapon die and can make weapon attacks at a range of 1-2. When you make a weapon attack with one and target a single creature, it also targets any enemies adjacent to your target. An erudition whip channels gravic energy through a long, flexible edge, often comprised of a segmented bludgeon or blade, using the erudite energies to sweep the weapon deftly through crowds of foes without tangling it or bringing it to a halt. Homing Launcher: Homing launchers are two-handed ranged weapons that use a platinum weapon die. When you make a weapon attack with a homing launcher, you can target any scanned enemy you can trace a path of twenty hexes or fewer to, even if you would not normally have line of effect to them. Homing Launchers cannot make weapon attacks against creatures which are not afflicted with the scanned condition. A homing launcher is generally two independent devices designed to work in concert - a small grav-fueled construct armed with a piercing weapon or explosive magic, and some manner of catapult to deploy it quickly onto the battlefield.</ul>', }, ["Bubble Brew"] = { idphrase = 'BubbleBrew', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Alchemy', gravitas = '1', attunement = 'Mordant', blurb = "Nothing like a fizzy little pick-me-up to get you through hard times.", effect = "Target yourself or an adjacent ally. The next time the targeted creature makes an armor check before the start of your next turn, they may roll an additional silver die and add it to the result. If you have two or more points of size gained from Alchemeister abilities, they may roll this additional die for the next three armor checks they make before the start of your next turn instead. If you have four or more points of size gained from Alchemeister abilities, they may roll this additional die for the next five armor checks they make this encounter instead. If you have eight or more points of size gained from Alchemeister abilities, they may roll this additional die for any armor checks they make for the remainder of the encounter instead.", specialname = "Catalyst", specialeffect = "After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so and eliminate at least seven points of size, negate all attacks made against your target before the start of your next turn.", }, ["Chemical Flux"] = { idphrase = 'ChemicalFlux', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Affliction, Alchemy', gravitas = '3', attunement = 'Savage', blurb = "Whatever those elixirs are doing, it doesn't sound pretty.", effect = "Target yourself or an adjacent enemy. Inflict the Blighted condition on the target creature. If you have two or more points of size gained from Alchemeister abilities, inflict Potency 2 Blight instead. If you have four or more points of size gained from Alchemeister abilities, inflict Potency 3 Blight instead. If you have eight or more points of size gained from Alchemeister abilities, your target immediately suffers the damage from any Blighted condition inflicted by this ability.", specialname = "Catalyst", specialeffect = "After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so and eliminate at least three points of size, choose a condition currently afflicting your target, then inflict the chosen condition on all enemies within a Burst with a radius of 1 for every three points of size eliminated with this ability.", }, ["Collaborate"] = { idphrase = 'Collaborate', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Tactics', gravitas = '2', attunement = 'Astral', blurb = "Many minds, one goal.", effect = "Until the start of your next turn, whenever an ally within two hexes of you uses an action and targets a single creature, you may expend a sudden action to use a Battle or Utility action ability you know targeting the same creature. If you expend a charge of Insight when you use this ability, until the start of your next turn, regain your sudden action at the end of each of your allies' turns.", }, ["Elixir Toss"] = { idphrase = 'ElixirToss', cost = '100 XP', class = 'Alchemeister', actiontype = 'Sudden Action', keywords = 'None', gravitas = '0', attunement = 'Erudite', blurb = "Hey! Catch!", effect = "Use this sudden action when you use an Alchemy keyword ability that doesn't have the Burst keyword. You can target any valid creature within five hexes of you with the triggering ability, rather than being limited to an adjacent one.", }, ["Energizing Nectar"] = { idphrase = 'EnergizingNectar', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Alchemy, Energizing', gravitas = '4', attunement = 'Ardent, Astral', blurb = "This pure, pale elixir actually glows in the dark. It's probably harmless.", effect = "Target yourself or an adjacent ally. Roll a silver die. Your target regains gravitas equal to the result. If you have two or more points of size gained from Alchemeister abilities, roll a gold die instead of a silver one. If you have four or more points of size gained from Alchemeister abilities, roll a platinum die instead of a silver one. If you have eight or more points of size gained from Alchemeister abilities, instead of rolling dice, increase your target's maximum gravitas by 10 for the remainder of the encounter, and set their current gravitas to equal their maximum gravitas.", specialname = "Catalyst", specialeffect = "After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so, the next X times your target expends gravitas this encounter, they expend only 1 gravitas. X equals half of the quantity of Alchemeister ability size you eliminated with this effect.", }, ["False Martyr"] = { idphrase = 'FalseMartyr', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Affliction', gravitas = '3', attunement = 'Astral, Erudite, Mordant', blurb = "Let's see what they've got.", effect = "Inflict the Vulnerable condition on yourself until the start of your next turn, then target an enemy within five hexes of you. If they targeted enemy has at least one weapon attack that is capable of targeting you, they must immediately use one of their valid weapon attacks against you. This does not expend any action on their part. Then, if they made a weapon attack, inflict the Stunned condition on the target enemy until the start of your next turn. Stunned creatures may not take actions or roll dice for armor checks. This counts as a condition for the purpose of any effect which interacts with conditions. When the Stunned condition fades from a creature, remove all other conditions afflicting it.", }, ["Focus Fire"] = { idphrase = 'FocusFire', cost = '100 XP', class = 'Alchemeister', actiontype = 'Utility Action', keywords = 'Affliction, Tactics', gravitas = '2', attunement = 'Ardent, Savage', blurb = "Everybody, bring it down!", effect = "Target a creature within 5 hexes of you. It is afflicted with the vulnerable condition until the start of your next turn. If you expend a charge of insight when you use this ability, you may choose an ally and allow them to make a weapon attack against the target of this ability without expending any action.", }, ["Grand Strategy"] = { idphrase = 'GrandStrategy', cost = '100 XP', class = 'Alchemeister', actiontype = 'Utility Action', keywords = 'Movement, Tactics', gravitas = '2', attunement = 'Erudite, Mordant', blurb = "It's all falling into place.", effect = "Each of your allies within 5 hexes may move up to 2 hexes, and gain a special bronze die they can add to one weapon attack or armor check of their choice. This bronze die can be held until the end of the encounter, or until you use this action again. If you expend a charge of insight when you use this ability, each of your allies may move up to their speed instead, and the special die granted is silver rather than bronze.", }, ["Guerilla Warfare"] = { idphrase = 'GuerillaWarfare', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Burst, Tactics', gravitas = '3', attunement = 'Ardent, Mordant, Savage', blurb = "What they don't know can definitely hurt them.", effect = "Target an ally within five hexes of you. They may move up to their speed, then vanish until the start of their next turn. If you expend a charge of your insight when you use this ability, it gains the Burst keyword, and targets any number of allies within a burst 1 centered on a hex within five hexes of you.", }, ["Incandescent Tinker"] = { idphrase = 'IncandescentTinker', cost = '100 XP', class = 'Alchemeister', actiontype = 'Non-Action', keywords = 'Tinker', gravitas = 'N/A', attunement = 'Astral, Savage', blurb = "Too many sparkles? No such thing.", effect = 'When you purchase this ability, you craft one of each of the following weapons. You and all of your allies are proficient with all weapons created with Tinker abilities, and you can give these weapons to your allies outside of combat. Tinker weapons never gain any benefit from being dual wielded. Tinker weapons do not count against your own limit for carried weapons, but they count against the carry limit of any other character normally. If any of your tinker weapons is lost or destroyed, you can replace it during any long rest, but you can only ever have one of each. Beamcaster: Beamcasters are two-handed ranged weapons that use a bronze weapon die. Whenever you make an attack with a Beamcaster, target all enemies in a Line five hexes long. Whenever that line passes through an ally, you may choose a new direction to project the line from their hex, though the line does not become any longer, and cannot pass through any given hex more than once. Weapon attacks made with a Beamcaster empower their weapon die by one step (to a maximum of Platinum) for each ally they pass through. Beamcasters use a variety of mechanisms to project a ray of pure gravic energy - difficult to control, but only growing more powerful as it resonantes with nearby maiesta.</li> Chromafier: Chromafiers are one handed ranged weapons that use a bronze weapon die and can make weapon attacks at a range of 3-5. During your turn, or any turn in which you have taken a Sudden action, attacks made by allies against enemies within the range of a Chromafier you have equipped may roll an additional silver die and add it to the result. Using gravic energies to fire bolts of color-changing energy, a Chromafier can seem harmless - untill a clever tactician uses it to highlight your weak points in luminous hues.</li> Shell Projector: Shell Projectors are two-handed melee weapons that use a silver weapon die. When you make a weapon attack with a Shell Projector, until the start of your next turn, add a gold die to any armor check you make against attacks made by creatures three or more hexes away from you. Shell Projectors tend to take the form of gauntlets of some form or fashion, often studded with gemstones and complex glyphs and runes, enabling both offense and defense with aggressive pulses of shielding energy.</li></ul>', }, ["Last Surprise"] = { idphrase = 'LastSurprise', cost = '100 XP', class = 'Alchemeister', actiontype = 'Sudden Action', keywords = 'Crisis', gravitas = '1', attunement = 'Ardent, Astral, Erudite', blurb = "They'll never see it coming.", effect = "Use this sudden action when you would be reduced to 0 vitality by a weapon attack. An ally of your choice within ten hexes can make a weapon attack against the creature making the triggering attack, so long as that creature is within range of your ally's weapon. If the creature making the triggering attack is reduced to 0 vitality, the triggering attack is negated.", }, ["Mercurial Tinker"] = { idphrase = 'MercurialTinker', cost = '100 XP', class = 'Alchemeister', actiontype = 'Non-Action', keywords = 'Tinker', gravitas = 'N/A', attunement = 'Astral, Erudite, Savage', blurb = "Swift as silver, twice as bright.", effect = 'When you purchase this ability, you craft one of each of the following weapons. You and all of your allies are proficient with all weapons created with Tinker abilities, and you can give these weapons to your allies outside of combat. Tinker weapons never gain any benefit from being dual wielded. Tinker weapons do not count against your own limit for carried weapons, but they count against the carry limit of any other character normally. If any of your tinker weapons is lost or destroyed, you can replace it during any long rest, but you can only ever have one of each. Hookshot: Hookshots are one-handed ranged weapons that use a bronze weapon die and can make weapon attacks at a range of 2-6. Whenever you hit a creature with an attack made with a hookshot, you may choose to move up to five hexes, so long as each hex of that movement brings you closer to the creature you damaged with the attack. If your current size is ten or greater, you may choose to instead forcibly move the target of your attack up to five hexes, so long as each hex of movement brings them closer to you. Most hookshots are structured similarly to crossbows, reinforced with Savage energies to allow them to sustain the massive force of dragging their wielder about, and generally including some manner of glove component to help distribute the shock of retraction away over a larger area.</li> Quicksilver: Quickslivers are one-handed melee weapons that use a bronze weapon die. When you make a weapon attack with a Quicksliver, target every enemy you have been adjacent to at any point during this turn. When you make a weapon attack with a Quicksliver, you cannot do so again until the start of your next turn. Though it may bear superficial resemblance to a simple dart or dagger, a Quicksliver weighs next to nothing and has an edge so sharp that many of those it cuts through fail to notice their own injury until the Quicksliver&apos;s wielder flourishes the weapon.</li> Rocket Sledge: Rocket Sledges are two-handed melee weapons that use a bronze weapon die. When you make a weapon attack with a rocket sledge, you must first move as many hexes as you can in a straight line, up to a maximum of ten hexes, and must target the creature that stopped your movement with the attack. If your movement was stopped by anything other than colliding with an enemy, or if you travel ten hexes without being stopped by anything, the attack fails. If you travel two or more hexes before stopping, the Rocket Sledge has a silver weapon die instead of a bronze one. If you travel four or more hexes before stopping, the Rocket Sledge has a gold weapon die instead of a bronze one. If you travel six or more hexes before stopping, the Rocket Sledge has a platinum weapon die instead of a bronze one. While the exact composition of a rocket sledge can vary wildly, it is nearly always an oversized bludgeoning object with some manner of barely stable gravic engine attached.</li></ul>', }, ["Offensive Gambit"] = { idphrase = 'OffensiveGambit', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Tactics', gravitas = '2', attunement = 'Ardent', blurb = "With a valiant call to arms, you spur your allies to exploit a weakness in the strategies of your foe.", effect = "Target an ally within 5 hexes of you. They may use any Battle Action ability they know with the Weapon Attack keyword. If you expend a charge of Insight when you use this ability, target two allies instead.", }, ["Press Advantage"] = { idphrase = 'PressAdvantage', cost = '100 XP', class = 'Alchemeister', actiontype = 'Utility Action', keywords = 'Tactics', gravitas = '2', uselimit = '0', attunement = 'Ardent, Astral, Mordant', blurb = "Victories beget victories. Defeats beget defeats.", effect = "The next time before the start of your next turn that you expend a charge of Insight, retain that charge instead. You still gain any benefits as if you had expended the charge of insight. Whenever an enemy is reduced to 0 vitality on your turn, or on a turn you took a sudden action, gain one use of this ability.", }, ["Rush of Genius"] = { idphrase = 'RushOfGenius', cost = '100 XP', class = 'Alchemeister', actiontype = 'Utility Action', keywords = 'Tactics', gravitas = '0', attunement = 'Ardent, Erudite', blurb = "When inspiration rains, it tends to pour.", effect = "You may expend a charge of Insight. If you do so, gain two utility actions, and you cannot expend Insight charges until the end of the current turn.", }, ["Sugar Rush"] = { idphrase = 'SugarRush', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Alchemy, Movement', gravitas = '1', attunement = 'Erudite, Savage', blurb = "Side effects may include wildly kicking gravs. If kicking persists, administer pretzels.", effect = "Target yourself or an adjacent ally. Until the start of your next turn, your target's Movement increases by 2. If you have two or more points of size gained from Alchemeister abilities, your target's Movement can also ignore any non-Blocking terrain until the start of your next turn. If you have four or more points of size gained from Alchemeister abilities, your target increases their Movement by 5, rather than 2. If you have eight or more points of size gained from Alchemeister abilities, the next time your target takes the Move core action before the end of this encounter, they regain their utility action.", specialname = "Catalyst", specialeffect = "After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so, teleport your target a number of hexes up to the amount of Alchemeister ability size you eliminated with this effect.", }, ["Supermom Serum"] = { idphrase = 'SupermomSerum', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Alchemy, Movement, Weapon Attack', gravitas = '5', attunement = 'Savage', blurb = "Moms just seem to do everything right.", effect = "Target yourself. Then, perform the following effects in any order. Make a weapon attack. If you have two or more points of size gained from Alchemeister abilities, move up to your speed. If you have four or more points of size gained from Alchemeister abilities, add a silver die to your armor checks until the start of your next turn. If you have eight or more points of size gained from Alchemeister abilities, any dice you roll as part of a weapon attack or armor check before the start of your next turn automatically roll critical results.", specialname = "Catalyst", specialeffect = "After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so, empower your Battle die by one step (to a maximum of Platinum) for every five points of size eliminated this way. This empowerment lasts for the remainder of the encounter.", }, ["Sympathy Tonic"] = { idphrase = 'SympathyTonic', cost = '100 XP', class = 'Alchemeister', actiontype = 'Utility Action', keywords = 'Movement', gravitas = '2', attunement = 'Astral, Mordant, Savage', blurb = "It's tough maintaining your weight, but you do your best.", effect = "Move up to your speed. Until the end of your turn, when you target an ally with an Alchemy keyword ability that does not have the Burst keyword, gain an additional point of size from your Living Refinery ability. If the targeted ally's size is greater than your own before applying Living Refinery, gain two points of additional size instead. If the targeted ally's size is double your own size or greater before applying Living Refinery, gain three points of additional size instead. At the end of your current turn, eliminate all size you have gained from Alchemeister abilities.", }, ["Tactical Countermeasures"] = { idphrase = 'TacticalCountermeasures', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Affliction, Tactics', gravitas = '2', attunement = 'Mordant', blurb = "Knowing your enemy is knowing their weakness. Knowing their weakness is winning a war.", effect = "Target a creature within 10 hexes. Afflict that enemy with the Mesmerized condition until the start of your next turn, and the Scanned condition for the remainder of the encounter. Then, if you expend a charge of Insight when you use this ability, regain your battle action.", }, ["The Big One"] = { idphrase = 'TheBigOne', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Burst, Special Attack', gravitas = '3', attunement = 'Ardent, Erudite, Savage', blurb = "Fire in the hole!", effect = "Place a highly unstable bomb in an adjacent empty hex. The bomb occupies the hex, can be targeted and damaged as if it were a creature, and has 10 vitality. At the start of each of your turns, roll a silver die and deal that much damage to the bomb. When the bomb reaches 0 vitality, roll four gold dice, and deal that much damage to all creatures within a three hex burst centered on the bomb, applying armor as usual.", }, ["Thunderous Belch"] = { idphrase = 'ThunderousBelch', cost = '100 XP', class = 'Alchemeister', actiontype = 'Utility Action', keywords = 'Burst, Forced Movement, Special Attack', gravitas = '2', attunement = 'Ardent, Erudite, Mordant', blurb = "A battlefield isn't the place for table manners.", effect = "The next time this turn that you eliminate size gained from Alchemeister abilities, deal damage equal to the amount of size eliminated to enemies within a Burst 1 centered on you. For every four points of size you eliminate, increase the radius of thie Burst by 1. For every five points of size you eliminate, you may forcibly move each creature in this Burst one hex along a path of your choosing.", }, ["Together as One"] = { idphrase = 'TogetherAsOne', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Tactics', gravitas = '2', attunement = 'Astral', blurb = "Move as one! Strike as one! Triumph as one!", effect = "When you use this ability, you may expend a charge of Insight. If you do so, target an ally within an Initiative score greater than your own, and set their Initiative score to equal your Initiative score minus 1. You cannot take any further actions this turn, by any means.", }, ["Toxic Tinker"] = { idphrase = 'ToxicTinker', cost = '100 XP', class = 'Alchemeister', actiontype = 'Non-Action', keywords = 'Affliction, Tinker', gravitas = 'N/A', attunement = 'Erudite, Mordant, Savage', blurb = "Give", effect = 'When you purchase this ability, you craft one of each of the following weapons. You and all of your allies are proficient with all weapons created with Tinker abilities, and you can give these weapons to your allies outside of combat. Tinker weapons never gain any benefit from being dual wielded. Tinker weapons do not count against your own limit for carried weapons, but they count against the carry limit of any other character normally. If any of your tinker weapons is lost or destroyed, you can replace it during any long rest, but you can only ever have one of each. Blightspewer: Blightspewers are two-handed ranged weapons that use a bronze weapon die and can make weapon attacks at a range of 2-3. Whenever you damage a creature using a weapon attack with a Blightspewer, inflict the Blighted condition on them, lasting for the remainder of the encounter. If the damaged creature was already Blighted, inflict the Blighted condition on all creatures adjacent to them instead, lasting until the end of the encounter. While different alchemeisters might load them with fire, poison, or more exotic payloads, Blightspewers all excel at covering their targets with something they&apos;d really rather not be covered with.</li> Canister Pack: Canister packs are one handed ranged weapons. Whenever you would make a weapon attack with a canister pack, instead target a Burst 1 centered on a hex within 4 hexes of you, and transform all terrain in that burst that does not block movement into Dangerous (Silver Damage) terrain. Canister packs are nasty business, often using flame or poison to render a swathe of the battlefield a deeply unpleasant place to be.</li> Injector: Injectors are one-handed melee weapons that use a bronze weapon die. When you make a weapon attack with an injector, if you are targeting an ally, restore vitality equal to your weapon attack&apos;s result rather than dealing damage. While they can be used as crude stabbing implements, injectors are at the best when loaded with healing elixirs, acting as a very direct delivery method - though one that younger patients in particular tend to object to.</li></ul>', }, ["United Defense"] = { idphrase = 'UnitedDefense', cost = '100 XP', class = 'Alchemeister', actiontype = 'Sudden Action', keywords = 'Tactics', gravitas = '2', attunement = 'Astral, Mordant', blurb = "Follow the leader, everyone!", effect = "You can use this sudden action when an ally is targeted by a weapon attack. Redirect that attack to an ally adjacent to the triggering ally. If you expend a charge of Insight when you use this ability, both the triggering creature and the creature you are directing an attack to gain an additional Sudden action, which vanishes at the start of their next turn if not used.", }, ["Volatile Mixture"] = { idphrase = 'VolatileMixture', cost = '100 XP', class = 'Alchemeister', actiontype = 'Utility Action', keywords = 'Movement', gravitas = '1', attunement = 'Ardent', blurb = "Highly explosive. Exceptionally useful. Marginally edible.", effect = "Move up to your speed. Until the end of the current turn, you may pay the Gravitas cost of Alchemy keyword abilities and Catalyst effects with Vitality instead of Gravitas, or with any combination of Gravitas and Vitality.", }, ["Wake the Dead"] = { idphrase = 'WakeTheDead', cost = '100 XP', class = 'Alchemeister', actiontype = 'Battle Action', keywords = 'Alchemy, Crisis', gravitas = '4', attunement = 'Ardent, Mordant', blurb = "The kick on this could set a skeleton dancing.", effect = "Target yourself or an adjacent ally. Your target regains 1 vitality. If you have two or more points of size gained from Alchemeister abilities, this healing applies even if they are at 0 vitality. If you have four or more points of size gained from Alchemeister abilities and targeted an ally with 0 vitality using this ability, immediately grant them the Effect of another Alchemy keyword ability you know - this has no gravitas cost, and does not trigger Living Refinery again. If you have eight or more points of size gained from Alchemeister abilities, your target cannot be reduced below 1 vitality by damage before the start of their next turn unless you are already at 0 vitality.", specialname = "Catalyst", specialeffect = "After resolving this or any other action with the Alchemy keyword, you may use a sudden action to expend 4 gravitas and eliminate all size you have gained from Alchemeister abilities. If you do so and eliminated at least five points of size, gain a charge of Ambrosia. At the start of each of your turns, if you have 0 HP and at least one charge of Ambrosia, you may consume a charge of Ambrosia to regain 1 point of vitality despite being at 0 vitality.", },

--Brood Mother, Basic Abilities ["Endless Fecundity"] = { idphrase = 'TacticalInsight', class = 'Brood Mother', actiontype = 'Passive', blurb = "You're never alone, and help is never far away.", effect = "During a long rest, you can gestate special broodlings to summon to your side in battle, with each broodling you are carrying increasing your size by 1. You can carry as many broodlings as you wish, so long as your out of combat Size does not exceed your capacity (including any bonuses to capacity, such as from a palanquin). Size from broodlings is calculated after any size from gravs - if a brood mother has 8 capacity, and is carrying 3 gravs, she may only carry 5 broodlings along with them. Whenever an ability allows you to spawn broodlings, you can spawn up to two of them in empty hexes adjacent to you, and move them up to their speed. If there are no empty hexes to spawn in, you cannot spawn broodlings, and all broodlings in a single spawning must be placed before any of them move. You may otherwise move broodlings in whatever order you wish. Broodlings have 1 vitality, no armor, and a movement speed of 4. Broodlings occupy their hex, blocking enemy movement as usual, and can move up to their speed whenever you take the Move basic action. Whenever you or an ally makes a weapon attack against an enemy adjacent to one or more broodlings, that attack gains an additional bronze die for each broodling adjacent to the target. While the method by which broodlings are spawned varies between brood mothers - it can be anything from a summons of sparkling energy to an almost entirely physical (if tremendously accelerated) birth - spawned broodlings no longer generate size for you while they are present on the battlefield. When a broodling is reduced to 0 vitality, however, it returns to your womb immediately, causing you to regain the point of size associated with it. Broodlings defeated and returned to your womb do not suffer any lasting harm, and can be spawned by abilities normally. Additionally, you gain the Spawn Broodlings active ability.", },  ["Spawn Broodlings"] = {      idphrase = 'SpawnBroodlings',      learnwith = 'Endless Fecundity',      class = 'Brood Mother',      actiontype = 'Utility Action',      keywords = 'Spawn',      gravitas = '4',      attunement = 'None',      blurb = "In the most basic manifestation of your power as a brood mother, you overrun the battlefield with your gravic offspring, assisting allies and hindering foes.",      effect = "Spawn broodlings. You can use this action while pinned. If you have not spawned broodlings on the current turn, or are pinned, this ability costs 0 gravitas.", },  ["Palanquin Grav"] = {      idphrase = 'PalanquinGrav',      class = 'Brood Mother',      actiontype = 'Passive',      blurb = "You can summon a helpful, persistent grav to aid you in shouldering the weight of your expansive brood.",      effect = "During a long or short rest, you can summon a special construct to help carry the weight of your exceptional pregnancy. Palanquins are slow and unwieldy, reducing your movement speed to 3, but using a palanquin allows you to increase your capacity by an amount equal to your base capacity. Additionally, while you are using your palanquin, you can spawn broodlings at the start of each of your turns.", },  ["Master Coordinator"] = {      idphrase = 'MasterCoordinator',      class = 'Brood Mother',      actiontype = 'Passive',      blurb = "Broodlings aren't exactly the brightest of sorts. Get the hang of ordering them around, and you can do it with anyone.",     effect = "Whenever you roll initiative, after all creatures have rolled, you can choose to exchange your initiative count with an ally of your choice.",  },  ["Shelter"] = {      idphrase = 'Shelter',      class = 'Brood Mother',      actiontype = 'Sudden Action',      keywords = 'None',      gravitas = '1',      attunement = 'None',      blurb = "Sharp objects are not your friend. Fortunately, you're never far from plenty of helpers that are.",     effect = "You can use this sudden action when you are targeted by a weapon attack. Redirect that attack to an adjacent friendly creature or broodling not already targeted by the triggering attack. If you redirect an attack to one of your broodlings, regain your sudden action.", },

--Brood Mother, Novice Passives ["Adoption"] = { idphrase = 'Adoption', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "There's no teacher like experience. Even for broodlings!", effect = "Whenever you reduce an enemy to 0 vitality with a special attack or weapon attack, you may add up to two additional broodlings to your womb. These additional broodlings are not gained if they would cause your size to exceed your capacity, but last for the remainder of the encounter, even if the destruction of currently deployed broodlings causes your size to exceed your capacity at some point in the future.", }, ["Battle Birth"] = { idphrase = 'BattleBirth', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "Deep breathing. Steady pushes. Kicking enemies upside the head. The usual techniques, really.", effect = "Whenever you use an ability with the Weapon Attack keyword, you may expend 2 gravitas. If you do so, the triggering ability gains the Spawn keyword as well. After resolving the triggering ability's effect, spawn broodlings.", }, ["Brilliant Preparation"] = { idphrase = 'BrilliantPreparation', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "You've prepared a dozen solutions for every problem.", effect = "When you roll initiative, you may spawn broodlings. If you do so, you may not use any action with the Spawn keyword until the end of the first full round of combat. You may still spawn broodlings with non-action abilities, such as your palanquin.", }, ["Brood Attunement"] = { idphrase = 'BroodAttunement', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "It looks like your gravs have had enough of being left behind!", effect = "You can spawn your gravs as broodlings, substituting them for normal broodlings in any combination whenever an ability would allow you to spawn broodlings. Gravs spawned as broodlings gain a bubble and count as three broodlings for the purpose of Command keyword abilities whose effects vary based on the number of broodlings adjacent to a creature. When an attack hits a creature with a bubble, that attack is negated, and the bubble is removed. Bubbles fade at the end of an encounter. When a grav spawned as a broodling is destroyed, it returns to you as normal, but you lose two points of gravitas.", }, ["Brood Tactician"] = { idphrase = 'BroodTactician', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "A little strategy can make all the difference on the field of battle.", effect = "When you spawn broodlings, you can move them twice their speed for their initial movement.", }, ["Endorphin Rush"] = { idphrase = 'EndorphinRush', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "Birth is a battle all its own, with a heady rush to match.", effect = "At the end of each turn in which you spawned broodlings, eliminate one condition currently afflicting you.", }, ["Familial Devotion"] = { idphrase = 'FamilialDevotion', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "The love of your broodlings is unconditional - fueled by that, you can press on through any hardship.", effect = "At the start of your turn, if you have 5 or more broodlings currently on the battlefield, roll a gold die. Regain vitality and gravitas equal to its result.", }, ["Iron Spine"] = { idphrase = 'IronSpine', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "Is most of it muscle? Honestly, no. But a lot of it is.", effect = "Increase the number of broodlings you can carry by an amount equal to the amount of vitality you have gained from attribute advances, allowing you to exceed your capacity. Additionally, when you would suffer fatigue at the start of your turn due to your size exceeding your capacity, you can spawn broodlings. Then, if it is the first round of combat, negate the fatigue gain. All of these benefits apply only when you do not have a palanquin summoned.", }, ["Maternal Rampart"] = { idphrase = 'MaternalRampart', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "Behind me, little ones. I'll keep you safe.", effect = "Whenever an attack targets both you and one or more of your broodlings, your attacker must choose to negate the attack against either you or all of your broodlings.", }, ["Swarming Defense"] = { idphrase = 'SwiftReprisal', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "Where one would break, many are strong.", effect = "Add a bronze die to your armor checks for every one of your broodlings within two hexes of you. This benefit does not apply to any attack which targets a burst or line.", }, ["Untapped Potential"] = { idphrase = 'UntappedPotential', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "One right answer is better than many wrong ones.", effect = "When using any action with the Command keyword, you can choose to reduce each of your broodlings contributing to it to 0 vitality. If you do so, that command costs 0 gravitas.", }, ["Warrior Queen"] = { idphrase = 'WarriorQueen', cost = '100 XP', class = 'Brood Mother', actiontype = 'Passive', blurb = "You set a heroic example for your offspring, battling alongside your broodlings with a pride and ferocity few can match.", effect = "Command keyword actions which grant benefits to your allies can grant them to you as well. When you grant the benefit of a Command keyword action to yourself, reduce its gravitas cost to half, rounded down.", },

--Brood Mother, Novice Actions ["All In"] = { idphrase = 'AllIn', cost = '100 XP', class = 'Brood Mother', actiontype = 'Sudden Action', keywords = 'None', gravitas = '2', attunement = 'Astral', blurb = "Give it everything you've got, kids!", effect = "You can use this sudden action when one or more of your broodlings contributes a die to a weapon attack. All of the dice contributed by your broodlings to that weapon attack are automatically critical results, rather than being rolled.", }, ["Avatar Broodling"] = { idphrase = 'AvatarBroodling', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'Crisis, Spawn', gravitas = '3', attunement = 'Mordant, Savage', blurb = "Just like your teammate! But smaller! And cuter!", effect = "If you have at least one ally with 0 vitality, you choose one of those allies and spawn one of your broodlings in an adjacent empty hex as an Avatar Broodling, and then move it up to its speed. Avatar broodlings have vitality equal to half the maximum vitality of the chosen ally, but otherwise function identically to the that ally, acting on their initiative using that ally's actions, and all traits, attributes, and abilities available to them, including available equipment and battle and armor dice. Avatar broodlings draw gravitas from the pool of the ally incarnating through them. If the fallen ally has actions through some other means, such as a utility action from being rebirthed by a gravimancer, they must divide their actions between their avatar broodling and whatever options they are being granted - they do not gain additional actions.", }, ["Blazing Assault"] = { idphrase = 'BlazingAssault', cost = '100 XP', class = 'Brood Mother', actiontype = 'Special Action', keywords = 'Command', gravitas = '3', attunement = 'Ardent', blurb = "Open fire, little ones!", effect = "You can issue this command without consuming an action when an ally makes a weapon attack against a target within five hexes of one or more of your broodlings. Each of your broodlings within five hexes of the target of the triggering attack contributes bronze dice as if they were adjacent to that target.", }, ["Defensive Formation"] = { idphrase = 'DefensiveFormation', cost = '100 XP', class = 'Brood Mother', actiontype = 'Special Action', keywords = 'Command', gravitas = '3', attunement = 'Mordant', blurb = "She's a tough girl - she'll do just fine.", effect = "You can issue this command without consuming an action when an ally adjacent to one or more of your broodlings makes an armor check. The triggering ally can add a silver die to that armor check. If they are adjacent to three or more broodlings, the triggering ally can add a gold die to that armor check instead of a silver one.", }, ["Dynamic Brood"] = { idphrase = 'DynamicBrood', cost = '100 XP', class = 'Brood Mother', actiontype = 'Special Action', keywords = 'Command', gravitas = '3', attunement = 'Ardent, Astral', blurb = "Energetic tykes, aren't they?", effect = "You can issue this command without consuming an action when an ally uses a Battle or Utility action with a gravitas cost while adjacent to one or more of your broodlings. If the triggering ability's gravitas cost is less than or equal to the number of broodlings adjacent to the triggering ally, reduce that ability's gravitas cost to 0. You cannot trigger this command more than once on a given turn.", }, ["Endless Swarm"] = { idphrase = 'EndlessSwarm', cost = '100 XP', class = 'Brood Mother', actiontype = 'Special Action', keywords = 'None', gravitas = '0', attunement = 'Savage', blurb = "There's always more where that came from.", effect = "You can use this ability without expending an action when you spawn broodlings and are still carrying broodlings after the spawn resolves. Its gravitas cost is equal to the number of broodlings you just spawned. For the remainder of the encounter, effects that allow you to spawn broodlings spawn one additional broodling. This effect stacks.", }, ["Final Gift"] = { idphrase = 'FinalGift', cost = '100 XP', class = 'Brood Mother', actiontype = 'Sudden Action', keywords = 'None', gravitas = '0', attunement = 'Astral, Mordant', blurb = "Your broodlings are going to expect snacks for this later.", effect = "You can use this sudden action when you or an ally takes damage from a weapon attack. Redirect the attack to one of your broodlings in a hex adjacent to the triggering creature.", }, ["Forceful Push"] = { idphrase = 'ForcefulPush', cost = '100 XP', class = 'Brood Mother', actiontype = 'Sudden Action', keywords = 'Spawn', gravitas = '1', attunement = 'Ardent Mordant', blurb = "When going into labor is part of your battle strategy, you learn to take the aches and pains in stride.", effect = "You can use this sudden action when you take damage from a weapon attack. Spawn broodlings.", }, ["Forward March"] = { idphrase = 'ForwardMarch', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'Movement, Weapon Attack', gravitas = '3', attunement = 'Ardent, Astral, Erudite', blurb = "Sometimes even the fiercest brood mothers can use a helping hand. Fortunately, your broodlings are happy to offer.", effect = "Move each of your broodlings up to its speed, then move up to your speed. You can only move through spaces containing your broodlings, or adjacent to them, with this movement. At the end of this movement, make a weapon attack. Each broodling you moved through contributes a bronze die to this weapon attack as if it were adjacent to the target if your attack.", }, ["Group Therapy"] = { idphrase = 'GroupTherapy', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'None', gravitas = '1', attunement = 'Astral, Savage', blurb = "Moms need hugs too.", effect = "If you have at least one broodling adjacent to you, roll a silver die and regain that much vitality. If you have at least two broodlings adjacent to you, you can also cleanse all conditions currently afflicting you. If you have at least three broodlings adjacent to you, you can roll an additional silver die and regain that much vitality. If you have at least four broodlings adjacent to you, restore your vitality to your maximum vitality. If you have at least six broodlings adjacent to you, you may expend 3 additional gravitas to regain your battle action.", }, ["Hard Labor"] = { idphrase = 'HardLabor', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'Spawn', gravitas = '0', attunement = 'Savage', blurb = "Even a brood mother's hips have limits, you know?", effect = "If you are carrying a number of broodlings greater than your current gravitas total, roll a gold die, suffering damage and regaining gravitas equal to the result. This damage ignores armor. Then spawn broodlings.", }, ["Harrying Horde"] = { idphrase = 'HarryingHorde', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'Affliction', gravitas = '2', attunement = 'Astral, Erudite, Savage', blurb = "At this point, you've got so many that people are just tripping over them.", effect = "Target every enemy adjacent to at least one of your broodlings, and inflict the immobilized condition on them until the end of your next turn. Then, target every enemy adjacent to at least three of your broodlings, and inflict the dizzy condition on them until the end of your next turn.", }, ["Infest"] = { idphrase = 'Infest', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'Spawn, Special Action', gravitas = '1', attunement = 'Mordant', blurb = "Just think of it as... involuntary babysitting.", effect = "Target a creature within 5 hexes, and remove all conditions afflicting them. If the targeted creature was an enemy, inflict a silver die of damage, ignoring armor, for every condition you remove in this way. Then, if you removed at least one condition (regardless of whether you targeted an ally or an enemy), spawn broodlings in hexes adjacent to your target, as if you occupied their hex.", }, ["Legion of Love"] = { idphrase = 'LegionOfLove', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'Spawn', gravitas = '1', attunement = 'Erudite, Mordant, Savage', blurb = "Hold them in your heart, and they're sure make it back safe.", effect = "Until the start of your next turn, at the end of each turn in which one or more of your broodlings was reduced to 0 vitality, spawn broodlings.", }, ["Maternal Fury"] = { idphrase = 'MaternalFury', cost = '100 XP', class = 'Brood Mother', actiontype = 'Sudden Action', keywords = 'None', gravitas = '2', attunement = 'Ardent, Mordant, Savage', blurb = "They shouldn't have done that.", effect = "You can use this sudden action when one or more of your broodlings is reduced to 0 vitality by an attack. For each broodling reduced to 0 vitality by the triggering attack, you can add a silver die to the next weapon attack you make before the end of your next turn.", }, ["Natural Selection"] = { idphrase = 'NaturalSelection', cost = '100 XP', class = 'Brood Mother', actiontype = 'Special Action', keywords = 'Command', gravitas = '1', attunement = 'Ardent, Astral, Savage', blurb = "Nobody messes with this family.", effect = "You can use this ability without expending an action when an enemy starts its turn adjacent to one or more of your broodlings. If the triggering enemy is a minion class enemy, you can expend two gravitas in order to reduce the triggering enemy to 0 vitality. If the triggering enemy is a standard class enemy and is adjacent to three or more of your broodlings, you can expend five gravitas in order to reduce the triggering enemy to 0 vitality. If the triggering enemy is not either of these classes, this ability has no effect.", }, ["Planned Takedown"] = { idphrase = 'PlannedTakedown', cost = '100 XP', class = 'Brood Mother', actiontype = 'Special Action', keywords = 'Command', gravitas = '2', attunement = 'Ardent, Erudite, Mordant', blurb = "Broodlings aren't the brightest of critters, but they can sense weakness well enough.", effect = "You can use this ability without expending an action when an enemy adjacent to one or more of your broodlings is afflicted with a condition. The triggering enemy suffers a silver die of damage, ignoring armor. If they are adjacent to three or more of your broodlings, they suffer a gold die of damage, ignoring armor, instead of a silver one.", }, ["Phantom Pregnancy"] = { idphrase = 'PhantomPregnancy', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'Spawn', gravitas = '3', attunement = 'Erudite, Savage', blurb = "For phantoms, they sure are heavy.", effect = "Spawn broodlings in adjacent hexes until they are all occupied. Then, any broodlings you are still carrying vanish for the remainder of the combat. They no longer grant you size, and can no longer be spawned. This does not trigger any effects which would be triggered by reducing your broodlings to 0 vitality. If more broodlings vanished this way than are currently on the battlefield, regain your battle action.", }, ["Pile On"] = { idphrase = 'PileOn', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'Special Attack', gravitas = '2', attunement = 'Ardent, Savage', blurb = "There's strength in numbers. Especially big ones.", effect = "You make a special attack against a creature adjacent to one of your broodlings, rolling three bronze dice, opposed by their armor as usual. If you have two or three broodlings adjacent to the target, you roll three silver dice instead. If you have four or five broodlings adjacent to the target, you roll three gold dice instead. If you have six broodlings adjacent to the target, you roll three platinum dice instead.", }, ["Redeploy"] = { idphrase = 'Redeploy', cost = '100 XP', class = 'Brood Mother', actiontype = 'Utility Action', keywords = 'Movement', gravitas = '2', attunement = 'Erudite', blurb = "Everybody, line up!", effect = "Teleport each of your broodlings within 10 hexes to any open space within 10 hexes.", }, ["Reinforcements"] = { idphrase = 'Reinforcements', cost = '100 XP', class = 'Brood Mother', actiontype = 'Utility Action', keywords = 'None', gravitas = '1', attunement = 'Astral, Mordant, Savage', blurb = "All of us? Where do you think these ones came from in the first place?", effect = "Until the start of your next turn, whenever you use a Command keyword ability, if your size is less than your capacity, generate an additional broodling in your womb. It lasts for the remainder of the encounter, and can be spawned normally.", }, ["Role Model"] = { idphrase = 'RoleModel', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'None', gravitas = '2', attunement = 'Astral, Erudite, Savage', blurb = "Go play with auntie, okay?", effect = "Until the start of your next turn, your broodlings can move up to their speed whenever any ally within ten hexes of you uses an action with the Movement keyword.", }, ["Royal Cure"] = { idphrase = 'RoyalCure', cost = '100 XP', class = 'Brood Mother', actiontype = 'Special Action', keywords = 'Command, Healing', gravitas = '2', attunement = 'Astral', blurb = "The love of a queen is the life of her subjects.", effect = "You can use this ability without expending an action when an ally starts their turn adjacent to one or more of your broodlings. Roll a silver die, and restore that much vitality to the triggering ally. If the triggering ally is adjacent to three or more of your broodlings, roll a gold die instead.", }, ["Safe Haven"] = { idphrase = 'SafeHaven', cost = '100 XP', class = 'Brood Mother', actiontype = 'Utility Action', keywords = 'None', gravitas = '2', attunement = 'Ardent, Astral, Mordant', blurb = "Don't worry. I'll protect you.", effect = "When you use this ability, if you are carrying a number of broodlings greater than your current vitality total, add a silver die to your weapon attacks and armor checks until the start of your next turn. If you are carrying a number of broodlings greater than twice your current vitality total, add a gold die to these checks instead of a silver one.", }, ["Shining Moment"] = { idphrase = 'ShiningMoment', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'None', gravitas = '3', attunement = 'Astral, Erudite', blurb = "In a pinch, your children can really outdo themselves.", effect = "Until the start of your next turn, your Command keyword abilities cost 2 fewer gravitas, to a minimum of 1 gravitas.", }, ["Swarming Assault"] = { idphrase = 'SwarmingAssault', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'Weapon Attack', gravitas = '3', attunement = 'Ardent, Erudite, Savage', blurb = "There's nothing like bonding over a good pummeling.", effect = "Make a weapon attack. Any bronze dice your broodlings add to the attack roll are transformed into silver dice.", }, ["Volatile Rush"] = { idphrase = 'VolatileRush', cost = '100 XP', class = 'Brood Mother', actiontype = 'Battle Action', keywords = 'Special Action', gravitas = '2', attunement = 'Ardent', blurb = "Hey, mom, why am I ticking?", effect = "Target one of your broodlings, and move it up to its speed. Then, reduce its vitality, and the vitality of any of your broodlings adjacent to it, to 0. Deal two silver dice of damage to all enemies within a Burst X centered on the targeted broodling, where X is the total number of broodlings reduced to 0 vitality by this effect. If three or more broodlings are reduced to 0 vitality by this effect, roll three silver dice of damage rather than two.", }, ["Warrior's Windup"] = { idphrase = 'WarriorsWindup', cost = '100 XP', class = 'Brood Mother', actiontype = 'Utility Action', keywords = 'Movement', gravitas = '0', attunement = 'Ardent, Erudite', blurb = "It takes effort to get you all moving in one direction.", effect = "This ability's gravitas cost is equal to the number of broodlings you are currently carrying. Move up to your speed. The next time this turn you make a weapon attack, if your target is adjacent to you, broodlings you are carrying contribute bonus bronze dice as if they were adjacent to your target.", }, ["Watchful Eye"] = { idphrase = 'WatchfulEye', cost = '100 XP', class = 'Brood Mother', actiontype = 'Sudden Action', keywords = 'None', gravitas = '3', attunement = 'Erudite, Mordant', blurb = "Kids are great at rushing off into danger. Moms have to be just as skilled at pulling them out of it.", effect = "You can use this sudden action when one or more of your broodlings is damaged by an attack. Your broodlings take no damage from that attack. Any other targets of the attack are damaged normally.", }, ["Winged Broodlings"] = { idphrase = 'WingedBroodlings', cost = '100 XP', class = 'Brood Mother', actiontype = 'Special Action', keywords = 'Command', gravitas = '2', attunement = 'Erudite', blurb = "Let nobody say that motherhood is anything less than an uplifting experience.", effect = "You can use this ability without expending an action when an ally starts their turn adjacent to one or more of your broodlings. Teleport the triggering ally up to 3 hexes, then teleport any broodlings that were adjacent to it to new hexes adjacent to the ally's new location. For each broodling beyond the first the triggering ally starts their turn adjacent to, extend the maximum distance of this teleport by 1.", },

--Gravimancer, Basic Abilities ["Gravimancer's Grace"] = { idphrase = 'GravimancersGrace', class = 'Gravimancer', actiontype = 'Passive', blurb = "Your magic leaves gravity and gravidity alike as clay in your expert hands.", effect = "At the start of each of your turns, gain two charges of Grace. Grace is a special resource which may be expended to activate or empower many Gravimancer abilities. Unused Grace is lost at the start of each of your turns. Additionally, whenever you would suffer fatigue at the start of one of your turns due to your size exceeding your capacity, you may choose to reduce the amount of Grace you gain on that turn in order to negate a portion of the fatigue. For each point of Grace generation sacrificed in this way, negate fatigue equal to half of your capacity, rounded down.", }, ["Gravity Shell"] = { idphrase = 'GravityShell', class = 'Gravimancer', actiontype = 'Passive', blurb = "While you may be unburdened by heavy armor, you are far from unprotected.", effect = "Whenever you make an armor check, you may expend one or more charges of " .. terms('Grace') .. ". For each charge you expend, roll an additional silver die as part of the armor check.", }, ["Revitalize"] = { idphrase = 'Revitalize', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Forced Movement, Healing', gravitas = '0', attunement = 'None', blurb = "Harnessing the uplifting power of life itself, you mend a target's wounds.", effect = "Roll a platinum die, and restore that much vitality to a targeted " .. terms('ally') .. " within 5 hexes. If you expend a charge of " .. terms('Grace') .. " when you use this action, move the targeted ally up to three hexes along a path of your choosing.", }, ["Rebirth"] = { idphrase = 'Rebirth', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Crisis, Healing', gravitas = '0', attunement = 'None', blurb = "Calling on the signature power of all gravimancers, you transport an ally into your womb, to be nurtured and restored by the curative magic flowing through you.", effect = "A targeted " .. terms('ally') .. " within 5 hexes is transported directly into your womb, transmuting them into a bundle of spiritual energy in the process. Your size is increased by 2 for each ally you are carrying in this manner. At the start of your next turn, that ally is rebirthed in a hex of their choice adjacent to you, cleansed of all conditions and fatigue and at full vitality. If you are reduced to 0 vitality, allies you are carrying are rebirthed into hexes of their choice adjacent to you without being healed. Allies you are carrying with this ability are not present on the battlefield, and cannot take actions normally, but their turn remains in initiative. Gain two charges of " .. terms('Grace') .. " at what would be the start of the turn of any ally you are carrying with this ability. This bonus grace is lost with other unused grace at the start of your next turn. Additionally, whenever you rebirth allies at the start of your turn, increase the amount of Grace you generate by two for each ally you are rebirthing.", },

--Gravimancer, Novice Passives ["Dimension Catapult"] = { idphrase = 'DimensionCatapult', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Blasting off again!", effect = "You can expend multiple charges of " .. terms('Grace') .. " when targeting an ally with Revitalize, moving them up to three additional hexes for each charge of grace expended beyond the first. Movement you grant with Revitalize is " .. terms('teleportation') .. ".", },  ["Elegance"] = { idphrase = 'Elegance', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Why fight the river? Simply shape the flow.", effect = "Whenever you would pay gravitas for the " .. terms('Kinesis effect') .. " of an ability with the Kinetic keyword, you can choose to expend a charge of " .. terms('Grace') .. " instead.", }, ["Escape Velocity"] = { idphrase = 'EscapeVelocity', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "You are casually unbound by earthly tethers, capable of moving with speed and grace above the battlefield.", effect = "Whenever you expend one or more charges of " .. terms('Grace') .. " on your Gravity Shell ability, if you take zero damage from the attack which triggered that armor check, move up to your speed after that attack resolves.", }, ["Gravic Reach"] = { idphrase = 'GravicReach', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Distance is a flexible concept for a skilled gravimancer, and you can fold space itself to unleash your magic at great distances.", effect = "Any of your actions that can target within 5 hexes extend that range to 8 hexes instead.", }, ["Gravity Well"] = { idphrase = 'GravityWell', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Everything revolves around you.", effect = "You can use your Gravity Shell passive ability to bolster armor checks made by allies within two hexes of you. Additionally, when you use your Gravity Shell passive to gain additional armor dice against an attack, all of your allies targeted by that attack gain those additional armor dice as well.", }, ["Kickback"] = { idphrase = 'Kickback', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Woah! That packs a punch!", effect = "Whenever you use an ability with the Special Attack keyword, after it resolves, you can move up to 3 hexes in a straight line.", }, ["Lunar Alignment"] = { idphrase = 'LunarAlignment', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Their magic reborn like the waxing moon.", effect = "Whenever you restore an ally's vitality to full or greater, roll a silver die and restore an amount of their gravitas equal to the result.", }, ["Maternal Spirit"] = { idphrase = 'MaternalSpirit', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "The sensation of rebirthing allies is an intensely spiritual one, and rejuvenates you in a way little else can.", effect = "Whenever you finish rebirthing an ally, roll a silver die and regain that much gravitas and vitality.", }, ["Overflowing Vitality"] = { idphrase = 'OverflowingVitality', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "As you swell to bursting with life, it spills forth in a rush of power.", effect = "When you target an ally with Rebirth, you immediately gain five charges of " .. terms('Grace') .. ". You do not gain Grace on the initiative count of an ally you are rebirthing, or when you finish rebirthing an ally.", }, ["Overheal"] = { idphrase = 'Overheal', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "The best-cured wounds are those that never happen.", effect = "Whenever you target a creature whose current vitality is equal to or less than their maximum vitality with an action with the Healing keyword, you may heal them above their maximum vitality. This does not increase their maximum vitality - it simply allows their current vitality to temporarily exceed their maximum.", }, ["Suppression"] = { idphrase = 'Suppression', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "With a blow, you seal away the vile energies of your foe.", effect = "Whenever you damage a creature with a special attack or weapon attack, you can expend a charge of " .. terms('Grace') .. " to inflict the " .. terms('Mesmerized') .. " condition on one target of that attack until the end of your next turn. When you do so, that action gains the Affliction keyword, if it does not already have it. If your attack targets multiple creatures, you can trigger this effect on each of them, expending a charge of Grace each time.", }, ["Vicious Kicks"] = { idphrase = 'ViciousKicks', cost = '100 XP', class = 'Gravimancer', actiontype = 'Passive', blurb = "Ow, ow, ow!", effect = "On the initiative count of an ally you are currently carrying with Rebirth, you can expend a charge of " .. terms('Grace') .. ". If you do, move up to half your speed. Then, that ally may make a weapon attack against a creature adjacent to you, regardless of their weapon's usual range.", },

--Gravimancer, Novice Actions ["Accumulation"] = { idphrase = 'Accumulation', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'None', gravitas = '1', attunement = 'Ardent, Astral', blurb = "There is grace in the chaos of battle. You just need to know where to look.", effect = "Until the start of your next turn, whenever an ally within 5 hexes of you makes a weapon attack, gain a charge of Grace. You do not lose unspent charges of Grace at the start of your next turn.", }, ["Bliss"] = { idphrase = 'Bliss', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Energizing, Healing', gravitas = '0', attunement = 'Astral', blurb = "So this is that maternal glow you've heard so much about.", effect = "If you are carrying any allies with your Rebirth ability, cleanse all conditions currently afflicting you. Then gain a charge of Grace for each ally you are carrying.", }, ["Borrowed Future"] = { idphrase = 'BorrowedFuture', cost = '100 XP', class = 'Gravimancer', actiontype = 'Sudden Action', keywords = 'Crisis, Healing', gravitas = '3', attunement = 'Astral, Mordant, Savage', blurb = "Mom needs a little longer to keep you safe.", effect = "This sudden action can be used damage would reduce you to 0 vitality while you are carrying at least one ally with your Rebirth ability. Negate that damage, and restore your vitality to your maximum vitality. At the start of your next turn, you do not finish rebirthing allies you are carrying, and do not gain Grace for doing so.", }, ["Crushing Blow"] = { idphrase = 'CrushingBlow', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Weapon Attack', gravitas = '2', attunement = 'Ardent', blurb = "The kind of hit that's bound to weigh on them.", effect = "Make a weapon attack, rolling an additional bronze die for each charge of Grace you currently have. You may choose to expend all of your charges of Grace when you use this ability - if you do so, roll a silver die for each charge of Grace, instead of a bronze one.", }, ["Distortion"] = { idphrase = 'Distortion', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Affliction, Kinetic, Special Attack', gravitas = '3', attunement = 'Ardent, Erudite, Mordant', blurb = "People are quite good at discerning when space is not acting as it should. They are quite poor at doing anything about it.", effect = "Target an enemy within 5 hexes. Inflict the Dizzy, Immobilized, or Weakened condition on the targeted enemy until the start of your next turn. Then, if you expend a charge of Grace, roll a gold die and deal that much damage to them, ignoring armor.", specialname = "Kinesis", specialeffect = "At the end of your turn, you can pay 3 Gravitas to inflict the Dizzy, Immobilized, or Weakened condition on a creature within 5 hexes of you. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", }, ["Double Time"] = { idphrase = 'DoubleTime', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'None', gravitas = '2', attunement = 'Mordant', blurb = "The rhythm of battle skips a beat.", effect = "Target an ally within 5 hexes. That ally triggers any effects that would normally occur at the start or end of their turn (including ending the duration of abilities that would end at the start or end of their next turn, and regaining their sudden action), and you clear all conditions afflicting them.", }, ["Dynamite Hips"] = { idphrase = 'DynamiteHips', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Forced Movement, Kinetic, Special Attack', gravitas = '3', attunement = 'Ardent', blurb = "As it turns out, you don't need to be particularly brawny to send someone flying when they weigh less than the average balloon. With one good punch, kick, or hipcheck, you can sent your hapless foe on a meteoric trip wherever you see fit.", effect = "Target an adjacent creature and roll a gold die and deal that much damage to them, ignoring armor, then forcibly move them up to one hex. Then, if you expend a charge of Grace, you can forcibly move the targeted creature up to four additional hexes. At the end of the creature's movement, roll a gold die and deal that much damage to creatures adjacent to it, ignoring armor.", specialname = "Kinesis", specialeffect = "At the end of your turn, you can pay 4 Gravitas to forcibly move an adjacent creature up to three hexes along a path of your choosing, then roll a silver die and deal that much damage to creatures adjacent to it, ignoring armor. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", }, ["Equality"] = { idphrase = 'Equality', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'None', gravitas = '1', attunement = 'Astral, Erudite', blurb = "A little strength in the right places outweighs a lot in the wrong ones.", effect = "Deal as much damage as you like to each ally within 5 hexes of you, ignoring armor. Then, you can distribute the total amount of damage dealt as healing, divided however you wish among allies within 5 hexes of you.", }, ["Exorcism"] = { idphrase = 'Exorcism', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Burst, Special Attack', gravitas = '3', attunement = 'Astral, Savage', blurb = "You drive out the maladies afflicting one of your allies, releasing them in an explosive burst of energy.", effect = "Target an " .. terms('ally') .. " within 5 hexes. The targeted ally removes all conditions afflicting them. Then, roll a silver die and deal that much damage, ignoring armor, to all enemies within a " .. terms('Burst') .. " centered on your target with a radius equal to the number of conditions this action cleansed.", }, ["Fill the Gap"] = { idphrase = 'FillTheGap', cost = '100 XP', class = 'Gravimancer', actiontype = 'Sudden Action', keywords = 'Crisis, Forced Movement', gravitas = '3', attunement = 'Astral, Erudite, Mordant', blurb = "One joke about full things, and I skip your next rebirth.", effect = "This sudden action can be used when a creature within 5 hexes is reduced to 0 vitality. " .. terms('Teleport') .. " an ally within 5 hexes into the triggering creature's space. That ally can immediately take a battle action.", }, ["Flow State"] = { idphrase = 'FlowState', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Healing', gravitas = '2', attunement = 'Astral, Mordant', blurb = "Like rivers to the sea, life flows naturally to you.", effect = "Until the start of your next turn, whenever an ally within 5 hexes is reduced to 0 vitality, you can target them with your Rebirth ability without using an action immediately after the damage that reduced them to 0 vitality resolves. This effect ends if you are reduced to 0 vitality.", }, ["Fortify"] = { idphrase = 'Fortify', cost = '100 XP', class = 'Gravimancer', actiontype = 'Sudden Action', keywords = 'Healing', gravitas = '0', attunement = 'Astral', blurb = "A maiesta's burdens are heavy - but a source of strength as well.", effect = "This sudden action can be used when an ally within 5 hexes starts their turn and suffers fatigue as a result of their size exceeding their capacity. Expend a charge of " .. terms('Grace') .. ", and negate that fatigue. For each point of fatigue negated in this way, the targeted ally regains 1 point of vitality.", }, ["Gravity Amp"] = { idphrase = 'GravityAmp', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'None', gravitas = '0', attunement = 'Ardent, Savage', blurb = "Bring out the bathroom scale, and you can crush their spirits too.", effect = "This turn, you can use up to three " .. terms('Kinesis effects') .. ", rather than being limited to only one.", }, ["Grounding"] = { idphrase = 'Grounding', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Burst', gravitas = '2', attunement = 'Erudite, Mordant, Savage', blurb = "Let the arrows hit the floor!", effect = "Create a zone of warped gravity within a " .. terms('Burst') .. " 2 centered on yourself. Destroy the weapon die of any attack made against creatures in this zone at a range of greater than one hex. This zone lasts until the start of your next turn.", }, ["Implosion"] = { idphrase = 'Implosion', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Forced Movement, Special Attack', gravitas = '3', attunement = 'Ardent, Erudite', blurb = "Apparently dropping things on other things is a good way to cause damage. Who knew, right?", effect = "Target a creature within 5 hexes, and expend an amount of " .. terms('Grace') .. " up to the number of empty hexes adjacent to your target. For each charge of Grace expended, " .. terms('teleport') .. " a creature within 3 hexes of your target into an empty hex adjacent to your target, and roll a silver die. Deal damage equal to the result to your target, ignoring armor.", }, ["Inertia Toggle"] = { idphrase = 'InertiaToggle', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Affliction, Movement', gravitas = '2', attunement = 'Erudite, Mordant', blurb = "It's easier to run away from problems when they don't chase you down.", effect = terms('Immobilize') .. " all creatures in adjacent hexes until the end of your next turn, then move up to your speed. You can move an additional hex for every creature immobilized by this effect.", }, ["Kinetic Ward"] = { idphrase = 'KineticWard', cost = '100 XP', class = 'Gravimancer', actiontype = 'Sudden Action', keywords = 'Kinetic, Special Attack', gravitas = '4', attunement = 'Ardent, Mordant', blurb = "It's a bad idea to dish out what you aren't prepared to take in turn.", effect = "This sudden action can be used when an ally within 3 hexes is damaged by an attack. Roll two silver dice and deal that much damage to the attacking creature, ignoring armor.", specialname = "Kinesis", specialeffect = "When you restore Vitality to a creature through an ability with the Healing keyword, you can pay 4 Gravitas. If you do so, until the start of your next turn, when triggered by damage to that creature, Kinetic Ward costs 0 gravitas and you regain your sudden action after using it. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", }, ["Love Tap"] = { idphrase = 'LoveTap', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Healing, Weapon Attack', gravitas = '2', attunement = 'Ardent, Astral, Mordant', blurb = "Don't think about it too hard.", effect = "Make a weapon attack. Instead of damaging your target, heal them for the amount the attack would have dealt, ignoring armor.", }, ["Milk and Honey"] = { idphrase = 'MilkAndHoney', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Energizing', gravitas = '4', attunement = 'Ardent, Astral, Savage', blurb = "A bounty of gravitas rich enough for all.", effect = "Fully restore the gravitas of any allies you are carrying with your Rebirth ability.", }, ["Overdue"] = { idphrase = 'Overdue', cost = '100 XP', class = 'Gravimancer', actiontype = 'Sudden Action', keywords = 'Healing', gravitas = '0', attunement = 'Astral, Erudite, Savage', blurb = "Patience. Good things take time.", effect = "This sudden action can be used when you would rebirth one or more allies at the start of your turn. You gain " .. terms('Grace') .. " charges as if you had rebirthed them, but they are not rebirthed, remaining inside you instead. Increase the maximum vitality of any allies you are carrying with your Rebirth ability by 5 until the end of the encounter, and gain an additional point of size for each ally you are carrying, which lasts until you finish rebirthing those allies.", }, ["Pebble Toss"] = { idphrase = 'PebbleToss', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Movement, Special Attack', gravitas = '2', attunement = 'Ardent, Astral, Erudite', blurb = "Little rocks can make big waves.", effect = "Move up to your speed. You can move through enemies during this movement. When you do so, deal a silver die of damage for each ally you are carrying with your Rebirth ability. You cannot deal this damage more than once to any given enemy.", }, ["Planet Healer"] = { idphrase = 'PlanetHealer', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'None', gravitas = '1', attunement = 'Savage', blurb = "A blessing for the world! Or at least your corner of it.", effect = "The next time this turn you target a single ally with a gravimancer ability, you can expend any amount of " .. terms('Grace') .. ". For each charge of Grace expended, target an additional ally with that ability. These additional targets must still be valid individual targets for the ability, and you cannot target any ally more than once.", }, ["Quasar"] = { idphrase = 'Quasar', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Burst, Special Attack', gravitas = '3', attunement = 'Ardent, Mordant, Savage', blurb = "Just be careful what you feed it.", effect = "Place a quasar in an unoccupied hex within 5 hexes of you. It has 1 vitality, occupies its hex, does not block movement for enemies, and is immune to damage. Whenever a creature within two hexes of the quasar regains vitality, it gains an equal amount of vitality. At the start of any of your turns, you can sacrifice two points of " .. terms('Grace') .. " you would normally gain in order to detonate the Quasar. This deals a gold die of damage to all creatures within a burst 2 centered on it, and an additional gold die of damage for every 10 points of vitality the quasar possesses, to a maximum of five gold dice of damage (including the original). Once detonated, a quasar vanishes. You can create as many quasars as you wish, but the Grace cost for each must be paid separately.", }, ["Quickening Soul"] = { idphrase = 'QuickeningSoul', cost = '100 XP', class = 'Gravimancer', actiontype = 'Special Action', keywords = 'None', gravitas = '3', attunement = 'Ardent, Erudite, Savage', blurb = "The allies you shelter within you can come to your aid in your time of need.", effect = "This action can only be used on the initiative count of an ally you are carrying with your Rebirth ability, and can only be used once in a given turn. That ally immediately takes a Battle or Utility action of their choice, from those available to them. The action resolves as if you had taken it instead (including you paying any gravitas costs), but still benefits from any relevant passive abilities the ally using it might possess. Actions taken with this ability may never grant or refund additional actions.", }, ["Riptide"] = { idphrase = 'Riptide', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Forced Movement', gravitas = '2', attunement = 'Erudite, Savage', blurb = "Directing your focus outwards, you plant your feet and bend gravity itself in a river around you.", effect = "Roll a silver die. You can forcibly move each creature within a number of hexes equal to the result up to 3 hexes.", }, ["Shuffle"] = { idphrase = 'Shuffle', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Forced Movement, Kinetic, Movement', gravitas = '2', attunement = 'Erudite', blurb = "Just stepping in for a friend.", effect = terms('Teleport') .. " to the hex of a creature within five hexes of you, and teleport that creature to your starting hex.", specialname = "Kinesis", specialeffect = "At the end of your turn, you can pay 4 gravitas to " .. terms('teleport') .. " to the hex of a creature within five hexes of you, and teleport that creature to your starting hex. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", }, ["Unbirth"] = { idphrase = 'Unbirth', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'None', gravitas = '4', attunement = 'Mordant, Savage', blurb = "Sometimes, the situation calls for putting your enemy in a good old-fashioned time out. For however long you can keep them there.", effect = "Target a non-Boss enemy within 5 hexes, and forcibly draw them into your womb, transforming them into a bundle of hostile spiritual energy in the process. Your size is increased by 2 for each enemy you are carrying in this manner. Enemies you are carrying with this ability are not present on the battlefield, and cannot take actions normally, but their turn remains in initiative. Whenever an unbirthed enemy's initiative count is reached, you suffer damage, ignoring armor, based on the power of the unbirthed enemy: Minions roll a bronze die, standard enemies roll a silver, and elite enemies roll a platinum die. After this damage resolves, you can release the unbirthed creature into an adjacent hex if you wish, allowing them to take their turn normally. If the damage reduces you to 0 vitality, or you are reduced to 0 vitality by other means, any creatures you are carrying with this ability are released into adjacent hexes of their choosing.", }, ["Vital Spike"] = { idphrase = 'VitalSpike', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Kinetic', gravitas = '0', attunement = 'Mordant', blurb = "Sometimes, the only difference between poison and panacea is the method of application.", effect = "Until the end of your current turn, you can target enemies with Revitalize. When you do so, it does a platinum die of damage, ignoring armor, rather than healing its target. Additionally, it gains the Special Attack keyword.", specialname = "Kinesis", specialeffect = "When you use your Revitalize ability, you can pay 3 gravitas in order to target an enemy with it. When you do so, it does a platinum die of damage, ignoring armor, rather than healing its target. Additionally, it gains the Special Attack keyword. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", }, ["Word of Life"] = { idphrase = 'WordOfLife', cost = '100 XP', class = 'Gravimancer', actiontype = 'Battle Action', keywords = 'Healing', gravitas = '4', attunement = 'Savage', blurb = "With a cry backed by a flood of vital energy, you salve the wounds of your companions in a great cascade of healing.", effect = "Roll a silver die, and restore vitality equal to the result to all of your allies within 5 hexes of you. If this restores any ally to their maximum vitality or greater that was not already at or above their maximum vitality, or if you expend a charge of Grace, repeat this effect. ", }, ["Wormhole"] = { idphrase = 'Wormhole', cost = '100 XP', class = 'Gravimancer', actiontype = 'Utility Action', keywords = 'Forced Movement, Kinetic', gravitas = '1', attunement = 'Erudite', blurb = "What goes in, must come out.", effect = "Place a pair of wormholes in two unoccupied hexes within 5 hexes of you. If you or one of your allies catches one of the wormholes in the area of effect of an ability with the Burst keyword, the triggering power is replicated with identical radius and effect centered on the other wormhole. This does not actually duplicate the attack - it merely expands the effected area. After transmitting an effect in this way, both wormholes vanish. If the wormholes are not triggered by the end of your next turn, they vanish regardless.", specialname = "Kinesis", specialeffect = "At the end of your turn, you can choose to pay 4 gravitas. If you do so, you can forcibly move up to three creatures up to two hexes each. Each hex of this movement must take them closer to one of the Wormholes. You can use Kinesis effects even if you have not used the associated action, but can only use one Kinesis effect in a given turn.", },

--Hungry Ghost, Basic Abilities ["Abyssal Womb"] = { idphrase = 'AbyssalWomb', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "A lady never reveals her secrets all at once.", effect = "You can store your gravs up to your Affinity score plus your Capacity score (and an equal number of brood gravs, if you are carrying any) in a special, secondary womb of pure spiritual energy until the time comes that you need to draw upon them. Gravs stored in your abyssal womb do not count against your size until you draw at least one point of gravitas from them, or spawn them for the first time in an encounter if they are a brood grav. For example, if you are carrying three gravs in your abyssal womb and have 3 points of personal gravitas - 1 at base, and 2 from having one novice active ability - you will increase to size 1 when you spend your fourth point of gravitas, size 2 when you spend your sixth point, and size 3 when you spend your eighth point. Additionally, you gain three charges of Agility at the start of each encounter, which may be expended on some Hungry Ghost abilities. Whenever you suffer fatigue due to your size exceeding your capacity, lose a charge of Agility. Whenever you start your turn and suffer no fatigue, regain one charge of Agility, to a maximum of three charges. Finally, you gain the Void Womb active ability.", },  ["Void Womb"] = {      idphrase = 'VoidWomb',      learnwith = 'Abyssal Womb',      class = 'Hungry Ghost',      actiontype = 'Utility Action',      keywords = 'None',      gravitas = '0',      attunement = 'None',      blurb = "The alternatives are entirely unladylike.",      effect = "Eliminate an amount of size up to your affinity gained from any sources other than gravs.",  },  ["Dirty Trick"] = {      idphrase = 'DirtyTrick',      class = 'Hungry Ghost',      actiontype = 'Passive',      blurb = "You've got a knack for adding injury to insult.",      effect = "When making a weapon attack against a creature afflicted with a condition, empower your battle die to Gold.",  },  ["Evasion"] = {      idphrase = 'Evasion',      class = 'Hungry Ghost',      actiontype = 'Sudden Action',      keywords = 'Movement',      gravitas = '0',      attunement = 'None', blurb = "The best defense is not getting hit.", effect = "You can use this sudden action when you are targeted by a weapon attack, and may choose to expend a charge of Agility when you do so. Roll a crystal die. If the result is greater than 5, the attack against you is negated, you gain one point of fatigue, and you can teleport up to one hex in any direction. If you expended a charge of Agility, this occurs on any roll greater than 1 instead, and you regain your sudden action regardless of whether you successfully negate the attack.", }, ["Shadow Arts"] = { idphrase = 'ShadowArts', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Affliction', gravitas = '1', attunement = 'None', blurb = "Pulling at an errant thread of the soul, you unravel an enemy's strength when they need it most.", effect = "Target a creature within two hexes of you. The target is immobilized, mesmerized, vulnerable, or weakened (choose one) until the end of your next turn.", },

--Hungry Ghost, Novice Passives ["Elusive Sniper"] = { idphrase = 'ElusiveSniper', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "An arrow in the dark.", effect = "Whenever you reduce an enemy to 0 vitality with a weapon attack while you are four or more hexes away from them, vanish until the start of your next turn.", }, ["Forbidden Arts"] = { idphrase = 'ForbiddenArts', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "Just a sliver of their soul - it'll grow back.", effect = "Your Shadow Arts power now has a gravitas cost of 0, a range of 3 hexes, and you regain 2 gravitas whenever you use it.", }, ["Ghostcaller"] = { idphrase = 'Ghostcaller', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "Sleeping when you're dead is a quitter's mantra.", effect = "When you use the Rouse basic action, you can use it at a range of up to 3 hexes, and it gains the Necromancy keyword. Additionally, you can remove any number of 0 vitality enemies within 5 hexes of you. For each one removed, roll a silver die and add the result to your target's vitality after revival. If this healing brings them above half of their maximum vitality, their initiative is unaltered.", }, ["Good Juju"] = { idphrase = 'GoodJuju', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "Everything evens out in the end.", effect = "Whenever you inflict a condition on an enemy, you can cleanse that condition from one ally within 3 hexes of you.", }, ["Last Rites"] = { idphrase = 'LastRites', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "There is serenity in an enemy laid to rest.", effect = "Whenever you remove a 0 vitality enemy from the battlefield with a Hungry Ghost active or passive ability, regain two points of gravitas.", }, ["Mercy Kill"] = { idphrase = 'MercyKill', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "At this point it's a kindness really.", effect = "When making a weapon attack against a creature afflicted with multiple conditions, your Dirty Trick passive empowers your battle die to Platinum instead of Gold.", }, ["Phantom"] = { idphrase = 'Phantom', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "Poof.", effect = "When you roll initiative, move up to your speed, then Vanish until the start of your next turn.", }, ["Plague Bearer"] = { idphrase = 'PlagueBearer', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "You have such beautiful little children.", effect = "Whenever you inflict the Blighted condition, inflict Potency 2 Blight instead. You may choose to inflict the Blighted condition with your Shadow Arts ability in place of any of the conditions it can normally inflict.", }, ["Shadow Dance"] = { idphrase = 'ShadowDance', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "Most people ignore the road they cannot see.", effect = "Whenever you teleport with a hungry ghost ability, increase the distance you can teleport by two. Additionally, when you use the Move core action, you may expend a charge of Agility in order to treat its movement as teleportation, and regain your Utility action.", }, ["Spectral Chains"] = { idphrase = 'SpectralChains', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "You can't outrun a ghost.", effect = "While attacking with any weapon that has a minimum range of 1, you may choose any hex within your weapon's maximum range. Your attack originates from the chosen hex and creatures adjacent to it are considered to be adjacent to you. Additionally, when you use an ability with the Weapon Attack keyword, you may expend a charge of Agility. If you do so, you may treat any creatures not suffering from any conditions as if they were suffering from a single condition for the purpose of that action.", }, ["Swift Reprisal"] = { idphrase = 'SwiftReprisal', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "This butterfly stings back.", effect = "When you use the Evasion action and successfully negate an attack made by an enemy within your weapon's range, you may expend a charge of Agility. If you do so, you can make a weapon attack against the triggering enemy as part of the same reaction.", }, ["Widow's Waltz"] = { idphrase = 'WidowsWaltz', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Passive', blurb = "Your beauty unblemished, your strikes without flaw.", effect = "While your current vitality equals or exceeds your maximum vitality, increase your Capacity by 1, plus an additional 1 for each time you have purchased the Capacity attribute advance. While you are at 0 size, transform your armor rating to silver.", },

--Hungry Ghost, Novice Actions ["Assassinate"] = { idphrase = 'Assassinate', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'None', gravitas = '2', attunement = 'Ardent', blurb = "By the time they see you coming, you've already won.", effect = "Make a weapon attack against an enemy you did not begin your turn adjacent to, or against an enemy five or more hexes away. Roll an additional battle die for the attack. You may not make this attack with any weapon that has a minimum range of greater than 1 if you are not in the hex you started your turn in.", }, ["Balance of Power"] = { idphrase = 'BalanceOfPower', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Utility Action', keywords = 'Energizing, Healing', gravitas = '0', attunement = 'Ardent', blurb = "It's one thing or the other.", effect = "Target yourself or an ally within 2 hexes. Switch their gravitas and vitality totals, reducing them to accommodate maximum gravitas or vitality if needed.", }, ["Beguiling Touch"] = { idphrase = 'BeguilingTouch', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Affliction', gravitas = '2', attunement = 'Erudite, Mordant, Savage', blurb = "Leave their focus playing hard to get.", effect = "Target an adjacent creature, and inflict the Dizzy and Immobilized conditions on them. This conditions last until the end of your next turn. Until the end of your next turn, whenever you would negate an attack against you, you may choose to instead redirect it to any Dizzy creature adjacent to you.", }, ["Blink"] = { idphrase = 'Blink', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Utility Action', keywords = 'Movement', gravitas = '2', attunement = 'Erudite', blurb = "...and they'll miss you.", effect = "Teleport up to your speed. At the end of your current turn, you can choose to teleport back to the hex where you used this action.", }, ["Blood Daughter"] = { idphrase = 'BloodDaughter', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Utility Action', keywords = 'None', gravitas = '4', attunement = 'Savage', blurb = "Flesh of your flesh - that's what family's all about, right?", effect = "Suffer damage equal to half your current vitality, rounded down and ignoring armor. This damage cannot be reduced or mitigated in any way. You summon a blood puppet in an unoccupied hex within your weapon's range, which then occupies that hex. The puppet has the same abilities and actions that you do, save for a maximum vitality equal to the amount of vitality you sacrificed to this ability and a size and fatigue of 0. Additionally, the puppet cannot use this ability by any means, and cannot benefit from any ability which would cause it to regain spent actions. The puppet gains a sudden action immediately, but does not have any other actions on the turn it is summoned. On your next turn, the puppet acts with its own full compliment of actions, and it dissolves to nothing at the end of that turn. If the blood puppet expends any gravitas, it must be drawn from your gravitas pool.", }, ["Bloody Prism"] = { idphrase = 'BloodyPrism', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Weapon Attack', gravitas = '3', attunement = 'Ardent, Savage', blurb = "A single strike becomes a panoply of violence.", effect = "Make a weapon attack. If your target is within three hexes of you, the attack also targets every enemy within 3 hexes of you afflicted by one or more conditions.", }, ["Crimson Shroud"] = { idphrase = 'CrimsonShroud', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Utility Action', keywords = 'None', gravitas = '2', attunement = 'Ardent, Mordant', blurb = "Your enemies lose you in the haze of blood.", effect = "The next time before the start of your next turn that you negate an attack dealing more damage (before armor is applied) than your current vitality at the time you negate the attack, set your current number of Agility charges to 3.", }, ["Dawn Kata"] = { idphrase = 'DawnKata', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Utility Action', keywords = 'None', gravitas = '1', attunement = 'Astral', blurb = "Dawn and dusk are two sides of the same coin, and their mother loves them both the same.", effect = "Until the start of your next turn, you and allies adjacent to you cannot be afflicted with conditions other than Pinned. This does not remove conditions which may already be in effect.", }, ["Death Knell"] = { idphrase = 'DeathKnell', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Necromancy', gravitas = '5', attunement = 'Mordant', blurb = "This won't end well.", effect = "Target an enemy within 2 hexes. If their current Vitality is equal to or less than 10, they are immediately reduced to 0 vitality. Whenever one of your Hungry Ghost abilities removes a 0 vitality enemy from the map, increase the vitality threshold for this action to affect its target by 5. When you successfully reduce an enemy to 0 vitality with this ability, and at the end of each encounter, reset its threshold to 10. If you target an enemy with a current vitality total too high to be affected by this ability, you lose the expended gravitas and the action fizzles to no effect, but you regain your battle action.", }, ["Devil's Smirk"] = { idphrase = 'DevilsSmirk', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Mantra', gravitas = '3', attunement = 'Ardent, Erudite, Mordant', blurb = "A dance, good sir?", effect = "Until the start of your next turn, whenever an attack against you is negated, your attacker suffers a platinum dice of damage, ignoring armor. If you currently have 0 size, gain a charge of Agility, to a maximum of three charges. Regain your battle action.You may not use any other Mantra keyword abilities until the start of your next turn.", }, ["Dusk Kata"] = { idphrase = 'DuskKata', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Utility Action', keywords = 'None', gravitas = '2', attunement = 'Astral, Erudite', blurb = "Dusk and dawn are two sides of the same coin, and their mother endures them both the same.", effect = "Until the start of your next turn, whenever an adjacent ally inflicts a condition, you can inflict Immobilized, Vulnerable, Mesmerized, or Weakened on their target. If they target multiple creatures, you can inflict this condition on all of them. Conditions inflicted by Dusk Kata last until the end of the next turn of the ally triggering this ability.", }, ["Ebon Echo"] = { idphrase = 'EbonEcho', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Sudden Action', keywords = 'Special Attack', gravitas = '2', attunement = 'Ardent, Erudite, Savage', blurb = "A shadowy apparition leaps forth, an echo of an especially violent blow.", effect = "This sudden action can be used when it is not your turn and a creature within 5 hexes of you takes damage, after armor is applied. Until the end of your next turn, or until you use this effect, you can take a battle action to target an enemy within 5 hexes of you. The targeted enemy takes damage equal to the triggering damage, ignoring armor. This ability cannot trigger itself.", }, ["Epidemic"] = { idphrase = 'Epidemic', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Affliction, Burst, Weapon Attack', gravitas = '3', attunement = 'Mordant', blurb = "Your umbral magic leaps between victims like a virulent plague.", effect = "Make a weapon attack. If it reduces its target to 0 vitality, spread any conditions afflicting that target to every enemy within a Burst 2 centered on them. Conditions applied this way last until the end of your next turn, except for Blighted or Scanned, which last for the remainder of the encounter.", }, ["Exsanguinate"] = { idphrase = 'Exsanguinate', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Affliction, Weapon Attack', gravitas = '1', attunement = 'Ardent', blurb = "When people say 'Better out than in', they aren't generally referring to blood.", effect = "Make a weapon attack. After the attack resolves, if the target's current vitality is equal to or less than half of their maximum vitality, inflict the Blighted condition on them until the end of the encounter.", }, ["Ghostfire"] = { idphrase = 'Ghostfire', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Sudden Action', keywords = 'Crisis, Necromancy, Weapon Attack', gravitas = '4', attunement = 'Ardent', blurb = "You'd come back to haunt them, but you have people to do that for you.", effect = "This sudden action can be used when an ally within 5 hexes of you is reduced to 0 vitality by an attack. Make a weapon attack against the enemy that made the triggering attack, ignoring normal restrictions on range. If this weapon attack reduces its target to 0 vitality, remove them from the map and restore the ally that triggered this ability to 1 vitality.", }, ["Grave Eruption"] = { idphrase = 'GraveEruption', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Sudden Action', keywords = 'Affliction, Burst, Necromancy', gravitas = '2', attunement = 'Mordant, Savage', blurb = "You overwhelm a fallen foe with dark energy, sending them lurching towards their former friends.", effect = "This sudden action can be used when an enemy is reduced to 0 vitality. Roll a silver die, and move the targeted body a number of hexes up to the result. Then, inflict the Blighted condition on enemies within a Burst 1 centered on it until the end of the encounter. After this action resolves, remove the targeted body from the map.", }, ["Harvest Moon"] = { idphrase = 'HarvestMoon', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Burst, Necromancy', gravitas = '5', attunement = 'Astral, Mordant, Savage', blurb = "It's beautiful, isn't it? The lantern of the reaper man?", effect = "Reduce all minion and standard enemies within a burst 3 centered on you to 0 vitality. Increase the cost of this ability by 3 gravitas for every enemy within the burst. Reduce the cost of this ability by 2 gravitas for every 0 vitality body within the burst. After this action resolves, remove all bodies within the burst from the map.", }, ["Karma"] = { idphrase = 'Karma', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Healing, Mantra', gravitas = '1', attunement = 'Astral', blurb = "Do no harm, no harm done.", effect = "Roll a platinum die, and regain vitality equal to the result. Then, you may choose to inflict the Mesmerized and Weakened conditions on yourself, lasting until the start of your next turn. If you do so, regain your battle action. You may not use any other Mantra keyword abilities until the start of your next turn.", }, ["Marionette"] = { idphrase = 'Marionette', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Forced Movement', gravitas = '2', attunement = 'Astral, Erudite, Mordant', blurb = "Such a pretty doll. Does it dance?", effect = "Target an enemy within 2 hexes that is afflicted with the Scanned condition. Move it up to 3 hexes, and force it to take a battle action, with targets of your choice.", }, ["Meditation"] = { idphrase = 'Meditation', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Utility Action', keywords = 'Energizing', gravitas = '0', attunement = 'Erudite, Savage', blurb = "Even on the battlefield, there is serenity to be found. Assuming you don't get hit by an axe or something.", effect = "At the start of your next turn, regain all of your gravitas, and return all of your gravs to your abyssal womb. Cancel this effect if you take damage before the start of your next turn, for whatever reason.", }, ["Perfect Balance"] = { idphrase = 'PerfectBalance', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Movement, Weapon Attack', gravitas = '2', attunement = 'Ardent, Astral, Savage', blurb = "While your spirit is in balance, your body follows suit.", effect = "Set your current number of Agility charges to equal half of your size, rounded up to a maximum of three charges. Then move a number of hexes up to your size and make a weapon attack. You cannot use this ability if your size exceeds your affinity.", }, ["Poppet Jab"] = { idphrase = 'PoppetJab', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Affliction, Weapon Attack', gravitas = '2', attunement = 'Ardent, Astral, Erudite', blurb = "Some toys are made to be broken.", effect = "Target an enemy within 10 hexes that is afflicted with the Scanned condition. You do not need line of effect to the targeted enemy. Inflict the vulnerable condition on the targeted enemy until the end of the current turn, then make a weapon attack against them, ignoring normal restrictions on your weapon's range.", }, ["Reaper's Kiss"] = { idphrase = 'ReapersKiss', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Sudden Action', keywords = 'Necromancy', gravitas = '3', attunement = 'Astral, Mordant', blurb = "You have a smile no soul can resist. Not once you take their body out of the equation, at least.", effect = "This sudden action can be used when a minion or standard rank enemy within 5 hexes is reduced to 0 vitality. The enemy is reduced to 1 vitality instead, and will aid you to the best of its ability. You cannot control the creature directly, but it will provide support as it sees fit using its own abilities until it is reduced to 0 vitality. At the end of the encounter, the converted creature drops to 0 vitality immediately. If it is destroyed prematurely, remove its body from the map, and it cannot be targeted with this ability again.", }, ["Shadow Daughter"] = { idphrase = 'ShadowDaughter', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Utility Action', keywords = 'None', gravitas = '1', attunement = 'Savage', blurb = "With a flourish, you conjure a child of flickering darkness, born from an echo of your own gravs.", effect = "You summon shadow puppets in two empty hexes of your choice within your weapon's range. These puppets are stationary and occupy their hexes, but do not obstruct movement. As a sudden action, you can redirect any weapon attack made against a creature adjacent to the shadow puppet on to the puppet itself. Doing so destroys the puppet and negates the attack. When you use your Evasion basic ability while adjacent to a shadow puppet, you may destroy the puppet in order to gain the benefits of spending an Agility charge on your Evasion attempt.", }, ["Sin Eater"] = { idphrase = 'SinEater', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Utility Action', keywords = 'Energizing', gravitas = '3', attunement = 'Astral, Savage', blurb = "You devour weakness like a delectable treat.", effect = "Remove all conditions other than Pinned and Scanned from creatures within two hexes of you (regardless of whether they are friendly or hostile). If you remove at least one condition this way, roll a bronze die and regain that much gravitas, then add a bronze die to your next weapon attack before the end of the current turn. If you remove two or three conditions, use silver dice for these effects instead. If you remove four or five conditions, use gold dice instead. If you remove six or more conditions, use platinum dice instead. Each Scanned creature within two hexes of you counts as one removed condition for the purpose of this ability.", }, ["Stamina Bandit"] = { idphrase = 'StaminaBandit', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Special Attack', gravitas = '3', attunement = 'Ardent, Mordant, Savage', blurb = "You need this more than they do.", effect = "Target an enemy within three hexes of you. For each condition they are currently afflicted with, they suffer a silver die of damage, ignoring armor, and you gain a charge of Agility. You cannot exceed your usual limit on Agility charges with this ability. If you reduce an enemy to 0 vitality with this ability, increase your capacity by 3 for the remainder of the encounter.", }, ["Tenacious Affliction"] = { idphrase = 'TenaciousAffliction', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Mantra', gravitas = '3', attunement = 'Erudite, Mordant', blurb = "Your influence clings like a shadow.", effect = "The next time you use your Shadow Arts basic ability this turn, the condition it inflicts lasts until the end of the encounter, or until removed. Regain your battle action. You may not use any other Mantra keyword abilities until the start of your next turn.", }, ["Thoughtsteal"] = { idphrase = 'Thoughtsteal', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Affliction, Mantra', gravitas = '1', attunement = 'Erudite', blurb = "Take a moment to gather their thoughts.", effect = "Inflict the Scanned condition on an enemy within three hexes of you that is suffering from one or more conditions. The Scanned condition lasts until the end of the encounter. Regain your battle action. You may not use any other Mantra keyword abilities until the start of your next turn.", }, ["Vampiric Veil"] = { idphrase = 'VampiricVeil', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Battle Action', keywords = 'Healing, Mantra', gravitas = '2', attunement = 'Ardent, Astral', blurb = "Every creature's life force has a distinct flavor. You might prefer some to others, but you really can't be picky.", effect = "The next time this turn you make a weapon attack, regain vitality equal to the attack's damage roll (before any of its targets roll their armor checks). Regain your battle action. You may not use any other Mantra keyword abilities until the start of your next turn.", }, ["Wraithshot"] = { idphrase = 'Wraithshot', cost = '100 XP', class = 'Hungry Ghost', actiontype = 'Utility Action', keywords = 'None', gravitas = '0', attunement = 'Ardent, Erudite', blurb = "An arrow of spirit stings just as fierce as one of wood and steel.", effect = "Your next weapon attack this turn cannot be redirected or negated and ignores line of effect, moving through obstructions freely as long as your target is within range.", },

--Predator, Basic Abilities ["Devour"] = { idphrase = 'Devour', class = 'Predator', actiontype = 'Battle Action', keywords = 'Devour', gravitas = '0', attunement = 'None', blurb = "One moment, a menace - the next moment, a meal.", effect = "Move a number of hexes equal to half of your movement (rounded up). Then, target an adjacent enemy, then roll two silver dice. If the target is suffering from any conditions, roll two gold dice instead. If the check's result is equal to or greater than the target's remaining vitality, you can swallow the target whole, gaining two points of added size and removing them from the play area. If the devoured enemy was an Elite, gain three points of added size instead. If they were a Boss, gain four points of added size instead. If the check's result is less than the target's remaining vitality, deal damage to the target equal to half of the result, rounding down and ignoring armor, and gain one point of size (regardless of the enemy’s classification). Some predators feed on blood, others spiritual energy, and still others simply consume their prey whole - regardless of the method used, being devoured is generally lethal only if a predator wishes it to be. The mystery of how a creature can occupy a predator's stomach while taking up so little space is one of the great mysteries of the world. Certain abilities may allow you to make a Devour Attempt - when you do so, roll dice (and potentially devour your target) just as if you had used this ability. You do not, however, move up to half you speed when making a devour attempt granted by another ability. You may not make Devour attempts if you do not have this ability.", },  ["Iron Trigger"] = {      idphrase = 'IronTrigger',      class = 'Predator',      actiontype = 'Sudden Action',      keywords = 'Trap',      gravitas = '0',      attunement = 'None',      blurb = "All according to plan",      effect = 'This sudden action can be used when a creature other than you ends its movement in your trapped area. Choose one of the following effects. After you resolve the chosen effect, remove the trapped area. Smoke Trap: This ability gains the Movement keyword. The triggering creature Vanishes until the start of its next turn, and may move up to half its speed.</li> Snare Trap: This ability gains the Affliction and Burst keywords. Inflict the immobilized condition on all enemies within a burst 1 centered on the triggering creature, lasting until the end of the triggering creature&apos;s next turn.</li> Spike Trap: This ability gains the Special Attack keyword. Roll two gold dice, and deal damage equal to the result to the triggering creature, ignoring armor. If the triggering creature is not a Minion class enemy, it cannot be reduced below 1 vitality by this damage.</li></ul>', }, ["Satiation"] = { idphrase = 'Satiation', class = 'Predator', actiontype = 'Passive', blurb = "You fight better on a full stomach.", effect = "At the start of your turn, after gaining fatigue, you can eliminate one point of your size gained from predator abilities, gaining a benefit as you digest your meal. You can choose to roll a silver die and regain that much vitality, to eliminate two points of fatigue afflicting you, to move a number of hexes equal to half of your movement (rounded up), or to regain two points of gravitas.", }, ["Set Trap"] = { idphrase = 'SetTrap', class = 'Predator', actiontype = 'Utility Action', keywords = 'None', gravitas = '1', attunement = 'None', blurb = "You toss out a cunning device, ready to be triggered at a moment's notice.", effect = "Move a number of hexes equal to half of your movement (rounded up). Then, designate a burst 2 within 3 hexes of you, marking that area as Trapped. Enemies are aware of the trapped region, but it is impossible to discern the nature of a trap before it is triggered, or its precise location within the burst. Traps can be triggered with any &quot;Trap&quot; action you learn, and you do not need to declare a trap's type when you set it. You can only trap one burst of hexes at a time, and using this ability again will erase your previous trapped area.", },

--Predator, Novice Passives ["Bulk Up"] = { idphrase = 'BulkUp', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "What? It's healthy weight.", effect = "Healing from Satiation can take you above your normal maximum vitality. When it does so, the new vitality total becomes your new maximum value for the remainder of the encounter. If you increase your maximum vitality by 5 or more in this way, your battle rating is empowered to gold for the remainder of the encounter.", }, ["Carving Knife"] = { idphrase = 'CarvingKnife', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "Of course you use utensils. What are you, an animal?", effect = "Whenever you reduce an enemy to 0 vitality with a weapon attack, gain one point of size.", }, ["Cornucopia"] = { idphrase = 'Cornucopia', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "Your prowess as a hunter provides for all.", effect = "Whenever satiation triggers for you, you can grant its benefits to an adjacent ally instead of yourself. You can select any of satiation's base options other than movement to grant with this ability.", }, ["Cunning Trapper"] = { idphrase = 'CunningTrapper', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "How you set these up is anybody's guess.", effect = "Your Set Trap ability's range increases to 7 hexes. If used at a range of 5 or more, increase the radius of the designated burst by 1 hex.", }, ["Deadly Scheme"] = { idphrase = 'DeadlyScheme', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "You've always got another trick up your sleeve.", effect = "Whenever you use an ability with the Trap keyword, you can pay 3 additional gravitas. If you do so, the trapped area remains, rather than being destroyed.", }, ["Hawkeye"] = { idphrase = 'Hawkeye', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "Take the shot.", effect = "While wielding a bow, tome, or wand, you can ignore your weapon's maximum range against enemies afflicted with the Scanned condition. You must still have line of effect to your intended target. Whenever you make a weapon attack at a range of 5 hexes or greater, add a silver die to your result.", }, ["Lead the Prey"] = { idphrase = 'LeadThePrey', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "Right where you want them.", effect = "Whenever you hit a creature with a weapon attack, you can move that creature one hex in any direction.", }, ["Machinations"] = { idphrase = 'Machinations', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "A plan well executed is a satisfying thing.", effect = "Whenever you use an ability with the Trap keyword, you gain the benefits of satiation triggering, but do not reduce your size.", }, ["Meat Shield"] = { idphrase = 'MeatShield', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "Get behind me! There's plenty of room!", effect = "While you have at least two points of size gained from predator abilities, allies adjacent to you can add a bronze die to their armor checks. While you have at least five points of size gained from predator abilities, they can add a silver die, rather than a bronze one.", }, ["Ravenous"] = { idphrase = 'Ravenous', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "Hunger is a powerful motivator.", effect = "While you have no size gained from predator abilities, you can add an additional die to your Devour attempts. This additional die matches the two base die for the ability, and is modified by any effect which modifies them.", }, ["Scent of Blood"] = { idphrase = 'ScentOfBlood', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "You pursue your foes on pure instinct, waiting for a moment of weakness.", effect = "When you use a predator ability that allows you to move up to half your movement speed, you can move up to your full movement speed instead, as long as that movement ends adjacent to an enemy.", }, ["Slavering Beast"] = { idphrase = 'SlaveringBeast', cost = '100 XP', class = 'Predator', actiontype = 'Passive', blurb = "Even the simple flavor of your meals is enough to send you into a frenzy.", effect = "You can trigger satiation once immediately after using any ability with the Metabolism keyword.", },

--Predator, Novice Actions ["Devious Trigger"] = { idphrase = 'DeviousTrigger', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'Trap', gravitas = '1', attunement = 'Erudite, Savage', blurb = "Hey there, dinner.", effect = 'This sudden action can be used when a creature other than you ends its movement in your trapped area. Choose one of the following effects. After you resolve the chosen effect, remove the trapped area.<ul style="font-size:12px;"><li> Ambush: This ability gains the Movement and Weapon Attack keywords. Teleport to an unoccupied hex in your trapped area. Then, if the triggering creature is within the range of a weapon you have equipped, make a weapon attack against it.</li><li> Startle: This ability gains the Affliction and Burst keywords. Inflict the vulnerable condition on all enemies within a burst 1 centered on the triggering creature, lasting until the end of the triggering creature&apos;s next turn.</li></ul>', }, ["Arcane Trigger"] = { idphrase = 'ArcaneTrigger', cost = '100 XP', class = 'Predator', actiontype = 'Battle Action', keywords = 'None', gravitas = '1', attunement = 'Erudite, Mordant', blurb = "Whatever clever tinkering goes into your traps, woe to the enemy that forgets that, at the end of the day, they're magic.", effect = "Target a hex within your trapped area, and trigger one of the Trap keyword abilities you know as if a creature had just ended its movement in the targeted hex. You can trigger the effect as any of the Trap keyword actions you know, without expending a sudden action on the ability.", }, ["Bestial Mein"] = { idphrase = 'BestialMein', cost = '100 XP', class = 'Predator', actiontype = 'Battle Action', keywords = 'None', gravitas = '2', attunement = 'Ardent, Astral, Savage', blurb = "There's a hungry gleam in your eye.", effect = "Until the start of your next turn, whenever an adjacent enemy makes a weapon attack against you, you may make a devour attempt against them after that attack resolves, without requiring an action. Your predatory stance is obvious, and enemies are aware of this effect. At the start of your next turn, if this effect has not triggered, gain an additional battle action for that turn and add an additional die to your Devour attempts until the end of the turn.", }, ["Bite Off"] = { idphrase = 'BiteOff', cost = '100 XP', class = 'Predator', actiontype = 'Battle Action', keywords = 'Affliction, Devour', gravitas = '2', attunement = 'Ardent, Mordant', blurb = "Don't worry too much, you're pretty sure you can just stick it back on there afterwards.", effect = "Target an adjacent creature, and either inflict the Weakened or Immobilized condition on them until the end of your next turn, or inflict the Blighted condition on them until the end of the encounter. Gain 1 point of additional size.", }, ["Carrion Hunter"] = { idphrase = 'CarrionHunter', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'Devour', gravitas = '3', attunement = 'Mordant', blurb = "You can't fill your stomach with pride.", effect = "This sudden action can be used when an adjacent enemy is reduced to 0 vitality. Consume the defeated enemy immediately, removing them from the play area and gaining two points of size. Regain your sudden action.", }, ["Hidden Trigger"] = { idphrase = 'HiddenTrigger', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'Trap', gravitas = '3', attunement = 'Astral, Erudite, Mordant', blurb = "Blend into nothing, and strike when they least expect it.", effect = 'This sudden action can be used when a creature other than you starts their turn. Choose one of the following effects. After you resolve the chosen effect, remove the trapped area.<ul style="font-size:12px;"><li> Camouflage Trap: Allies within your trapped area Vanish until the end of the current turn. If you are in your trapped area, you may Vanish for this duration as well. Then, remove the trapped area.</li><li> Tricky Trap: Until the end of the current turn, treat all hexes as being in your trapped area. Regain your sudden action.</li></ul>', }, ["Caustic Spew"] = { idphrase = 'CausticSpew', cost = '100 XP', class = 'Predator', actiontype = 'Battle Action', keywords = 'Affliction, Burst, Metabolism, Special Attack', gravitas = '3', attunement = 'Ardent, Savage', blurb = "Devour and digest - not necessarily in that order.", effect = "To use this ability, eliminate one point of your size gained through a predator ability. Roll a silver die, and target a Burst 1 centered on a hex within 2 hexes of you. Creatures in the burst (other than you) suffer damage equal to the die result, ignoring armor, and are afflicted with the Blighted condition until the end of the encounter. If you had three or more points of size from predator abilities before using this ability, roll a gold die instead of a silver one. If you had six or more points of size from predator abilities before using this ability, roll a platinum die instead of a silver one, and you may choose to target a Burst 2 rather than a Burst 1.", }, ["Deadly Lure"] = { idphrase = 'DeadlyLure', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'Forced Movement', gravitas = '2', attunement = 'Ardent', blurb = "You can't see your feet. Enemies don't have that excuse.", effect = "This sudden action can be used when you are damaged by a creature within 5 hexes of you. Forcibly move them up to three hexes, along a path of your choosing. If this movement ends in your trapped area, regain your sudden action, and you may use an appropriate Trap keyword ability immediately.", }, ["Dead Man's Switch"] = { idphrase = 'DeadMansSwitch', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'None', gravitas = '2', attunement = 'Mordant', blurb = "The hunted may not become the hunter - but they might lend you an inadvertent hand now and then.", effect = "This sudden action can be used when an enemy within range of your Set Trap ability is reduced to 0 vitality. Designate a trapped area in a burst 2 centered on the triggering enemy. You are still limited to a single trapped area at any given time.", }, ["Fool's Trigger"] = { idphrase = 'FoolsTrigger', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'Trap', gravitas = '3', attunement = 'Astral, Mordant', blurb = "The trap works best when dummies are involved.", effect = 'This sudden action can be used when an ally occupying your trapped area is targeted by a weapon attack. Choose one of the following effects. After you resolve the chosen effect, remove the trapped area.<ul style="font-size:12px;"><li> Dummy Trap: Negate the triggering attack against all allies within your trapped area. Other targets are affected normally.</li><li> Recoil Trap: Any number of your allies within the trapped area may make a weapon attack against the creature making the triggering attack. Their weapon ranges are unchanged. This attack occurs before the triggering attack resolves.</li></ul>', }, ["Explosive Trigger"] = { idphrase = 'ExplosiveTrigger', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'Trap', gravitas = '2', attunement = 'Ardent, Erudite', blurb = "Click. Boom.", effect = 'This sudden action can be used when a creature other than you ends its movement in your trapped area. Choose one of the following effects. After you resolve the chosen effect, remove the trapped area.<ul style="font-size:12px;"><li> Detonate: This ability gains the Burst and Special Attack keywords. Roll a gold die, and deal that much damage, ignoring armor, to all creatures in a burst 1 centered on the triggering creature.</li><li> Powder Cache: The next time on the current turn that the triggering creature makes a weapon attack, that attack gains the Burst keyword and targets all creatures within a Burst 1 centered on the target instead.</li></ul>', }, ["Feeding Frenzy"] = { idphrase = 'FeedingFrenzy', cost = '100 XP', class = 'Predator', actiontype = 'Utility Action', keywords = 'None', gravitas = '3', attunement = 'Mordant, Savage', blurb = "One is never enough.", effect = "Until the end of your current turn, whenever you use the Devour action and successfully consume a creature, regain your battle action.", }, ["Feral Force"] = { idphrase = 'FeralForce', cost = '100 XP', class = 'Predator', actiontype = 'Battle Action', keywords = 'Affliction, Forced Movement, Metabolism, Weapon Attack', gravitas = '2', attunement = 'Ardent, Erudite, Savage', blurb = "Beasts care not for the paths of little men.", effect = "To use this ability, eliminate one point of your size gained through a predator ability. Make a weapon attack. After the attack resolves, forcibly move your target up to 1 hex, and inflict the immobilized condition on them until the end of your next turn. For every point of size you had from predator abilities before using this ability, add a bronze die to your weapon attack, and increase the distance of the forced movement by up to one hex.", }, ["Luminous Trigger"] = { idphrase = 'LuminousTrigger', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'Trap', gravitas = '1', attunement = 'Astral', blurb = "With light, as many things, searing or soothing is a matter of degrees.", effect = 'This sudden action can be used when a creature other than you ends its movement in your trapped area. Choose one of the following effects. After you resolve the chosen effect, remove the trapped area.<ul style="font-size:12px;"><li> Flare Trap: This ability gains the Affliction and Burst keywords. Enemies in a Burst 1 centered on the triggering creature are afflicted with Dizzy until the end of your next turn. Then, remove the trapped area.</li><li> Crystal Cache: Cleanse all conditions currently afflicting the triggering creature.</li></ul>', }, ["Force Down"] = { idphrase = 'ForceDown', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'None', gravitas = '3', attunement = 'Ardent, Mordant, Savage', blurb = "Your jaws are a trap all their own.", effect = "This sudden action can be used when you use your Devour action and fail in the roll. Roll an additional die and add it to your devour attempt. This additional die matches the two base die for the ability, and is modified by any effect which modifies them. Regardless of whether this changes the devour attempt to a success, you then suffer damage equal to the result of this additional die. This damage cannot be reduced or mitigated in any way.", }, ["Hibernation"] = { idphrase = 'Hibernation', cost = '100 XP', class = 'Predator', actiontype = 'Utility Action', keywords = 'Devour, Healing, Metabolism', gravitas = '0', attunement = 'Astral, Mordant, Savage', blurb = "Just five more minutes, mom...", effect = "At the start of your next turn, set your current vitality to equal your maximum vitality, and gain two points of size. Until the start of your next turn, whenever you make an armor check, roll an additional bronze armor die. If you have three or more points of size from predator abilities, roll an additional silver armor die instead of a bronze one. If you have six or more points of size from predator abilities, roll an additional gold armor die instead of a bronze one. Cancel this effect if you are reduced to 0 vitality, for whatever reason, or if you take damage from a weapon attack (after armor is applied) greater than the result of your armor check.", }, ["Hunter's Eye"] = { idphrase = 'HuntersEye', cost = '100 XP', class = 'Predator', actiontype = 'Utility Action', keywords = 'Affliction', gravitas = '0', attunement = 'Erudite', blurb = "You can suss out your foes' weaknesses with a single glance.", effect = "Target a creature within 10 hexes, and inflict the Scanned condition on it until the end of the encounter.", }, ["Hunting Grounds"] = { idphrase = 'HuntingGrounds', cost = '100 XP', class = 'Predator', actiontype = 'Battle Action', keywords = 'None', gravitas = '2', attunement = 'Astral, Erudite, Savage', blurb = "They were fools to come here.", effect = "Gain two additional sudden actions. You cannot trigger more than one sudden action in a given creature's turn, and they can only be used on actions with the Trap keyword. These additional sudden actions vanish if not used by the start of your next turn. Additionally, reduce the gravitas cost of your actions with the Trap keyword by 2 (to a minimum of 0) until the start of your next turn.", }, ["Hunt's End"] = { idphrase = 'HuntsEnd', cost = '100 XP', class = 'Predator', actiontype = 'Battle Action', keywords = 'Metabolism, Weapon Attack', gravitas = '3', attunement = 'Ardent', blurb = "Time to clean your plate.", effect = "To use this ability, eliminate one point of your size gained through a predator ability. Make a weapon attack. Then, if you have any remaining size gained through a predator ability, repeat this action until you do not, or until you can no longer pay its gravitas cost.", }, ["Lethal Lesson"] = { idphrase = 'LethalLesson', cost = '100 XP', class = 'Predator', actiontype = 'Battle Action', keywords = 'Devour', gravitas = '2', attunement = 'Ardent, Astral', blurb = "They're so cute when they're learning.", effect = "Target an ally within 5 hexes of you. They can move up to half their speed, then make a devour attempt, functioning exactly as it would for you, but granting only 1 point of increased size rather than 2. They may make this devour attempt even if they do not have access to the Devour action normally. Your target may choose to treat size gained from this devour attempt as coming from an Alchemeister or Predator ability, and may choose to gain the full 2 points of size, if they wish.", }, ["Metabolic Churn"] = { idphrase = 'MetabolicChurn', cost = '100 XP', class = 'Predator', actiontype = 'Battle Action', keywords = 'Metabolism', gravitas = '4', attunement = 'Erudite, Mordant, Savage', blurb = "A fine meal. Bring another!", effect = "Trigger your Satiation ability until you no longer have any size gained through predator abilities.", }, ["Monstrous Rumble"] = { idphrase = 'MonstrousRumble', cost = '100 XP', class = 'Predator', actiontype = 'Utility Action', keywords = 'Affliction, Weapon Attack', gravitas = '0', attunement = 'Savage', blurb = "A reminder to anyone who might doubt that you're still hungry.", effect = "If you currently have no size gained from predator abilities, inflict the Mesmerized condition on yourself until the end of the current turn, then make a weapon attack.", }, ["Packlord's Roar"] = { idphrase = 'PacklordsRoar', cost = '100 XP', class = 'Predator', actiontype = 'Battle Action', keywords = 'Metabolism', gravitas = '3', attunement = 'Astral, Savage', blurb = "You might feed alone, but you hunt as a pack.", effect = "To use this ability, eliminate one point of your size gained through a predator ability. Remove all fatigue from allies within a Burst 3 centered on you, and remove any Dizzy, Immobilized, or Weakened conditions afflicting them. Then, if you had six or more points of size from predator abilities before using this ability, regain your battle action.", }, ["Reel In"] = { idphrase = 'ReelIn', cost = '100 XP', class = 'Predator', actiontype = 'Utility Action', keywords = 'Devour, Forced Movement', gravitas = '1', attunement = 'Erudite', blurb = "Today's catch - one enemy, lightly tenderized.", effect = "Move an enemy you have damaged this turn up to three hexes. Each hex of movement must take them closer to you. Then, if your target is adjacent to you and you have not made a Devour attempt on this turn, make a devour attempt against them.", }, ["Sated Majesty"] = { idphrase = 'SatedMajesty', cost = '100 XP', class = 'Predator', actiontype = 'Battle Action', keywords = 'Affliction, Metabolism', gravitas = '3', attunement = 'Savage', blurb = "It's hard to look away. Partially because you occupy most of their field of vision, but still.", effect = "Enemies within a burst 1 centered on you are afflicted with Mesmerized until the end of your next turn. For each point of size you currently have from a source other than gravs, increase the radius of the burst by 1 hex.", }, ["Shared Bounty"] = { idphrase = 'SharedBounty', cost = '100 XP', class = 'Predator', actiontype = 'Utility Action', keywords = 'Devour, Energizing, Healing', gravitas = '3', attunement = 'Astral', blurb = "Together, you're a snack pack.", effect = "You and an adjacent ally both gain the benefits of satiation triggering, but gain a point of size rather than losing one. If that ally does not have the satiation ability, it functions identically to yours.", }, ["Bouncy Trigger"] = { idphrase = 'BouncyTrigger', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'Forced Movement, Trap', gravitas = '1', attunement = 'Astral, Erudite', blurb = "Some people find this contraption funny. Once.", effect = 'This sudden action can be used when a creature ends its movement in your trapped area. Choose one of the following effects. After you resolve the chosen effect, remove the trapped area.<ul style="font-size:12px;"><li> Sinkhole Trap: This ability gains the Burst keyword. Forcibly move any number of creatures within a Burst 3 centered on the triggering creature up to two hexes, so long as this forced movement ends in a hex adjacent to the triggering creature.</li><li> Spring Trap: Teleport the triggering creature up to three hexes.</li></ul>', }, ["Stalking Menace"] = { idphrase = 'StalkingMenace', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'Affliction, Burst, Movement', gravitas = '3', attunement = 'Ardent, Astral, Erudite', blurb = "This was never going to be fair.", effect = "This sudden action can be used when you reduce an enemy to 0 vitality with a weapon attack, or successfully devour an enemy. Move up to your speed. Then, inflict the vulnerable condition on enemies within a burst 1 centered on you. This condition lasts until the end of your next turn.", }, ["Glass Trigger"] = { idphrase = 'GlassTrigger', cost = '100 XP', class = 'Predator', actiontype = 'Sudden Action', keywords = 'Affliction, Trap', gravitas = '1', attunement = 'Ardent, Erudite, Mordant', blurb = "I spy...", effect = 'This sudden action can be used when an enemy ends its movement in your trapped area. Choose one of the following effects. After you resolve the chosen effect, remove the trapped area.<ul style="font-size:12px;"><li> Tracking: Inflict the Scanned condition on enemies in your trapped area.</li><li> Glitter Trap: Inflict the Mesmerized condition on the triggering enemy until the end of its next turn.</li></ul>', }, ["Wild Wisdom"] = { idphrase = 'WildWisdom', cost = '100 XP', class = 'Predator', actiontype = 'Utility Action', keywords = 'None', gravitas = '2', attunement = 'Ardent, Astral, Mordant', blurb = "Every pup must someday learn to hunt.", effect = "Target an ally within 5 hexes, and choose two predator actions you know. Until the end of your next turn, the targeted ally can use those actions as if they knew them as well. They can ignore attunement thresholds for these actions, and can treat your trapped area as their own. You may not grant Specialization actions with this ability.", },

--Primal, Basic Abilities ["Evocation"] = { idphrase = 'Evocation', class = 'Primal', actiontype = 'Utility Action', keywords = 'Energizing', gravitas = '0', attunement = 'None', blurb = "Your gravs, more than those of any other discipline of maiesta, are a living, breathing force - and one that is never truly exhausted with you there to nurture them.", effect = "Roll a bronze die, and regain that much gravitas. If you accept 1 point of added size, you can roll a silver die for this effect instead. This size increase lasts until your next short rest.", }, ["Ley Armor"] = { idphrase = 'LeyArmor', class = 'Primal', actiontype = 'Passive', blurb = "Through the intricate markings that cover your body, you can channel an ancient and primordial vigor.", effect = "Whenever you would take damage, or suffer fatigue, you can pay an equal amount of gravitas instead.", }, ["Primal Onslaught"] = { idphrase = 'PrimalOnslaught', class = 'Primal', actiontype = 'Battle Action', keywords = 'Burst, Weapon Attack', gravitas = '3', attunement = 'None', blurb = "You call upon the fury of nature itself to pummel your enemies with fire, thunder, or lashing vines.", effect = "Make a weapon attack against creatures (other than yourself) in a Burst 1 centered on a point within your weapon's range. You make a single weapon attack check, and your targets roll their armor checks separately. If you center this ability on yourself, it gains the Shift keyword.", }, ["Wild Magic"] = { idphrase = 'WildMagic', class = 'Primal', actiontype = 'Passive', blurb = "The power within you bursts forth with such ferocity that you can find yourself on the brink of losing control entirely!", effect = "Whenever one of the dice in one of your attack rolls is a critical result, you can accept 1 point of added size and pay 0 gravitas in order to roll an additional silver die, adding it to the attack. This ability can be triggered up to once for each critical die rolled in the attack, and the dice it grants cannot themselves trigger this ability. Each time you trigger this ability, its gravitas cost increases by 1 until the end of the current turn. This size increase lasts until your next short rest.", },

--Primal, Novice Passives ["Blood Magic"] = { idphrase = 'BloodMagic', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "Blood is life. Nothing more, nothing less.", effect = "You can expend vitality as though it were gravitas when using active abilities, paying 2 points of vitality for each point of gravitas emulated this way. You may pay for an action's cost in any combination of gravitas and vitality.", }, ["Earth Mother"] = { idphrase = 'EarthMother', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "You draw power from the ebb and flow of spirits, your soul growing alongside your body.", effect = "Whenever you take an action that causes you to gain size (including as a result of passive effects triggered by that action), gain 1 gravitas.", }, ["Essence Rush"] = { idphrase = 'EssenceRush', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "The surging of life puts a spring in your step.", effect = "Whenever you gain size from a primal ability on your turn, you can move up to two hexes for every point of size gained, after your current action resolves.", }, ["Foresight"] = { idphrase = 'Foresight', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "You've glimpsed what is to come.", effect = "At the start of combat, after rolling initiative, roll two crystal dice, and record the results. If your initiative roll was 50 or lower, roll and record four crystal dice instead. Whenever you or an adjacent creature rolls a crystal die, after seeing the result, you can replace it with one of the recorded rolls, expending it for the remainder of the encounter in the process.", }, ["Geomancer"] = { idphrase = 'Geomancer', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "The land wakes at your command.", effect = "Whenever you use an action with the Geomancy keyword, you can roll a crystal die twice and choose either result when determining how many hexes you can affect.", }, ["Hordebreaker"] = { idphrase = 'Hordebreaker', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "The greater the legion, the swifter its collapse. Only the wild endures.", effect = "Whenever you make a weapon attack, add a bronze die if you are targeting at least two creatures. If you are targeting at least four creatures, add a silver die instead.", }, ["Reckless Channel"] = { idphrase = 'RecklessChannel', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "You have a habit of channeling more power than you can actually control - for better or worse.", effect = "While you have 1 or more vitality, you can choose to trigger Wild Magic off of fumbles in addition to critical results. Whenever you do so, you suffer damage equal to the result of any Wild Magic dice triggered by fumbles, ignoring armor.", }, ["Roaring Aura"] = { idphrase = 'RoaringAura', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "Let their blades bend, and arrows turn to ash. Your unleashed essence will repel them all.", effect = "Whenever you reduce an enemy's attack to 0 damage using your Ley Armor feature, you can choose to pay additional gravitas equal to the result of your armor check, and gain one point of size. If you do so, negate that attack.", }, ["Tamed Beast"] = { idphrase = 'TamedBeast', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "Even at your most feral, you can recognize the friends and family at your side.", effect = "When making a burst weapon attack centered on your own hex or an adjacent one, allies within 2 hexes of you are exempted from it.", }, ["Tenacious Earth"] = { idphrase = 'TenaciousEarth', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "At your command, stone becomes shackles.", effect = "Whenever you use a geomancy keyword ability as a battle action, you can choose to pay 3 additional gravitas for every creature occupying the area affected by that ability. If you do so, each of those creatures is afflicted with the Immobilized condition until the end of your next turn.", }, ["Vast Spirit"] = { idphrase = 'VastSpirit', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "You can carry the world within your soul.", effect = "Whenever you use your Evocation ability, before rolling any dice, increase your maximum gravitas by 5. Then, if your current gravitas is equal to or less than half of your new maximum gravitas, roll two dice for evocation rather than one.", }, ["Wake of Ruin"] = { idphrase = 'WakeOfRuin', cost = '100 XP', class = 'Primal', actiontype = 'Passive', blurb = "Your footfalls, quakes. Your voice, a hurricane.", effect = "When you use a Primal ability with the Burst and Weapon attack keywords, and center the Burst on yourself, you can choose to increase the radius of the Burst by 1. ", },

--Primal, Novice Actions ["Annihilation"] = { idphrase = 'Annihilation', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Special Attack', gravitas = '3', attunement = 'Ardent, Mordant, Savage', blurb = "In a moment, it is gone.", effect = "Target an enemy within 10 hexes, and deal a platinum die of damage to them, reduced by armor as normal. Repeat this ability against the same target until you can no longer pay the gravitas cost, or until the target reaches 0 vitality.", }, ["Burning Path"] = { idphrase = 'BurningPath', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Geomancy, Movement', gravitas = '3', attunement = 'Ardent, Erudite, Savage', blurb = "Flame will not be contained. Neither will you.", effect = "Roll a crystal die, and designate a number of contiguous hexes up to the result. None of the chosen hexes may be more than 10 hexes away from you, but none need to be adjacent to you if you do not wish them to be. Until the end of the encounter, whenever an ally ends their turn in one of the affected hexes, they can teleport to any of the other unoccupied affected hexes.", }, ["Calamity"] = { idphrase = 'Calamity', cost = '100 XP', class = 'Primal', actiontype = 'Sudden Action', keywords = 'Affliction', gravitas = '3', attunement = 'Ardent', blurb = "No defense can stand before the rampant chaos of a wildfire.", effect = "This sudden action can be used when you target creatures with a weapon attack. Inflict the vulnerable condition on creatures targeted by that attack, lasting until the start of your next turn. This condition is applied before the attack's damage is rolled.", }, ["Circle of Life"] = { idphrase = 'CircleOfLife', cost = '100 XP', class = 'Primal', actiontype = 'Sudden Action', keywords = 'Crisis', gravitas = '3', attunement = 'Mordant, Savage', blurb = "Our actions echo beyond our time, and souls are birthed anew.", effect = "This sudden action can be used when an ally with 0 vitality starts their turn. That ally can take their utility and a battle action normally, despite being at 0 vitality, but spend your gravitas in place of their own. After they have taken these actions, gain one point of size.", }, ["Cloudburst"] = { idphrase = 'Cloudburst', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Energizing, Healing', gravitas = '3', attunement = 'Astral, Savage', blurb = "To many primals, rain is a symbol of rebirth, bringing new life to the many children of the world.", effect = "Roll a silver die. Your allies occupying or adjacent to terrain altered by one of your Geomancy keyword abilities regain gravitas and vitality equal to the result.", }, ["Cold Snap"] = { idphrase = 'ColdSnap', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Affliction', gravitas = '4', attunement = 'Astral, Erudite, Mordant', blurb = "Cool those heels.", effect = "Target a creature within 10 hexes. Inflict the 'Frozen' condition on that creature, lasting until the start of your next turn. Frozen creatures may not take actions, and add a gold die to their armor checks. This counts as a condition for the purpose of any effect which interacts with conditions. Once a creature is afflicted with the Frozen condition, it becomes immune to further applications of that condition for the remainder of the encounter.", }, ["Convocation"] = { idphrase = 'Convocation', cost = '100 XP', class = 'Primal', actiontype = 'Utility Action', keywords = 'Energizing', gravitas = '0', attunement = 'Astral', blurb = "The strength of one spirit is the strength of them all.", effect = "Set the gravitas total of allies within two hexes of you to equal your own, even if you have less gravitas than they do. If your current gravitas is higher than their maximum gravitas, their gravitas is set to their maximum instead.", }, ["Essence Vortex"] = { idphrase = 'EssenceVortex', cost = '100 XP', class = 'Primal', actiontype = 'Utility Action', keywords = 'Energizing', gravitas = '0', attunement = 'Ardent, Erudite, Mordant', blurb = "The power! All the power!", effect = "Until the end of your next turn, your active and passive abilities which would cost gravitas instead regain an amount equal to what they would have cost, and you cannot regain gravitas by any means other than this. You may not use an ability if it would cause you to gain gravitas above your maximum. For this duration, whenever you gain any amount of gravitas, gain a point of size.", }, ["Fissure"] = { idphrase = 'Fissure', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Geomancy', gravitas = '3', attunement = 'Erudite, Mordant, Savage', blurb = "The earth falls into a yawning barrier at your command.", effect = "Roll a crystal die, and designate a number of contiguous hexes up to the result. None of the chosen hexes may be more than 10 hexes away from you, but none need to be adjacent to you if you do not wish them to be. Additionally, no hex of this effect can be adjacent to more than two other hexes of blocking terrain, and at least one chosen hex must be adjacent to no more than one hex of blocking terrain. If other effects expand the fissure, they must abide by these restrictions. Until the end of the encounter, those hexes block movement. Any creature occupying one of the targeted hexes must move to one of the nearest unoccupied hexes of its choosing.", }, ["Gale Force"] = { idphrase = 'GaleForce', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Geomancy', gravitas = '2', attunement = 'Erudite, Mordant', blurb = "The wind rises as an invisible rampart at your command.", effect = "Roll a crystal die, and designate a number of contiguous hexes up to the result. None of the chosen hexes may be more than 10 hexes away from you, but none need to be adjacent to you if you do not wish them to be. Until the end of the encounter, creatures within those hexes reduce the maximum range of all their attacks to 1 hex, and any bursts centered within the area reduce their radius by 1 (a Burst 0 affects only the hex it is centered on). Any attack made under these conditions is negated if its minimum range is greater than 1.", }, ["Growing Storm"] = { idphrase = 'GrowingStorm', cost = '100 XP', class = 'Primal', actiontype = 'Utility Action', keywords = 'Geomancy, Special Attack', gravitas = '1', attunement = 'Astral, Erudite, Savage', blurb = "The rolling thunder and lashing rain crush all that would stand before you.", effect = "Roll a crystal die, and designate a number of contiguous hexes up to the result. None of the chosen hexes may be more than 10 hexes away from you, but none need to be adjacent to you if you do not wish them to be. Choose a type of terrain created by a geomancy keyword ability that has at least one hex adjacent to this designated area, and transform the designated area to terrain of that type, sharing the copied terrain's duration.", }, ["Hungry Spores"] = { idphrase = 'HungrySpores', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Affliction, Energizing, Healing', gravitas = '3', attunement = 'Ardent, Astral', blurb = "Mushrooms might not be your most talkative offspring, but they never fail to clean their plate.", effect = "Target an enemy within 10 hexes of you, and inflict the Blighted condition on them. For the remainder of the encounter, whenever that enemy takes damage from the Blighted condition, you can regain vitality and gravitas equal to that damage, and enemies within two hexes of that enemy suffer that much damage, ignoring armor.", }, ["Ignite Essence"] = { idphrase = 'IgniteEssence', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Burst, Weapon Attack', gravitas = '4', attunement = 'Ardent, Mordant', blurb = "The greater the fuel, the hotter the fire.", effect = "Make a weapon attack against all creatures in a burst 1 centered on an ally within 10 hexes of you, regardless of your weapon's usual range limitations. You make a single weapon attack check, and your targets roll their armor checks separately. The ally this burst centers on is not targeted by the weapon attack, but you can choose to roll a bronze, silver, or gold die when using this ability. The result is dealt as damage, ignoring armor, to the ally, and is added to the weapon attack check. If you choose a gold die, the weapon attack targets a burst 2, rather than a burst 1.", }, ["Ley Sacrifice"] = { idphrase = 'LeySacrifice', cost = '100 XP', class = 'Primal', actiontype = 'Sudden Action', keywords = 'None', gravitas = '2', attunement = 'Mordant', blurb = "Life is a price you are willing to pay. Death is not.", effect = "This sudden action can be used when you make an armor check. Take 7 damage, ignoring armor. You cannot mitigate this damage with ley armor, or through any other means. Until the start of your next turn, add a platinum die to your armor checks, including the triggering check.", }, ["Ley Ward"] = { idphrase = 'LeyWard', cost = '100 XP', class = 'Primal', actiontype = 'Sudden Action', keywords = 'None', gravitas = '2', attunement = 'Astral, Mordant', blurb = "All life is connected, and your ley armor can protect more than the one who wears it.", effect = "This sudden action can be used when an ally within 10 hexes suffers damage or fatigue. Expend extra gravitas (in addition to this action's cost), and reduce the damage or fatigue by an equal amount.", }, ["Life Pact"] = { idphrase = 'LifePact', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Burst, Healing, Energizing', gravitas = '0', attunement = 'Astral, Mordant, Savage', blurb = "One for all, yes?", effect = "Target an ally within 10 hexes, and reduce them to 0 vitality. For every point of vitality sacrificed by this ability, restore 1 point of either vitality or gravitas to yourself and all of your allies within a burst 4 centered on the targeted ally. You can choose the ratio of vitality to gravitas you restore with this effect, but all beneficiaries will receive the same effect.", }, ["Miasma"] = { idphrase = 'Miasma', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Affliction', gravitas = '5', attunement = 'Mordant', blurb = "Like the fetid bogs of poison that inspired this technique, you belch forth a lingering, toxic mist.", effect = "Inflict the Weakened condition on enemies occupying hexes affected by one of your Geomancy abilities. This condition lasts until the start of your next turn.", }, ["Morning Glow"] = { idphrase = 'MorningGlow', cost = '100 XP', class = 'Primal', actiontype = 'Utility Action', keywords = 'None', gravitas = '1', attunement = 'Astral', blurb = "Like the rising sun, you lift the spirits of all around you.", effect = "Until the end of your next turn, you can allow allies within 5 hexes of you can spend your gravitas as if it were their own.", }, ["Nature's Scorn"] = { idphrase = 'NaturesScorn', cost = '100 XP', class = 'Primal', actiontype = 'Sudden Action', keywords = 'Forced Movement, Special Attack', gravitas = '2', attunement = 'Ardent, Astral, Mordant', blurb = "Punch a mountain, and only your fist will break.", effect = "This sudden action can be used when you take 0 damage from an attack, or an attack against you is negated. Deal damage to your attacker equal to your current Gravitas total (after paying for this ability), ignoring armor, to a maximum of 10 damage. Then, push them 2 hexes directly away from you.", }, ["Overchannel"] = { idphrase = 'Overchannel', cost = '100 XP', class = 'Primal', actiontype = 'Sudden Action', keywords = 'None', gravitas = '1', attunement = 'Erudite', blurb = "Limits can be broken, but not without cost.", effect = "This sudden action can be used when an ally starts their turn. The triggering ally gains an additional battle action this turn. At the end of the turn, their vitality drops to 0. This cannot be mitigated or reduced in any way.", }, ["Prognostication"] = { idphrase = 'Prognostication', cost = '100 XP', class = 'Primal', actiontype = 'Utility Action', keywords = 'None', gravitas = '3', attunement = 'Ardent, Astral, Savage', blurb = "Tremble. The reckoning comes.", effect = "If you do not already have any Omens, you gain one Omen. Whenever you make a weapon attack, you may choose to expend all of your Omens. If you do so, for each Omen expended, you may trigger Wild Magic on one die of your choice, even if it did not roll a critical result. Wild magic triggered this way does not cost gravitas, and does not raise the gravitas cost of further wild magic triggers on the same turn. This ability does not allow you to trigger wild magic more than once on any of your dice, even if you expend more omens than you roll dice, and all omens are expended regardless of how many dice you are rolling. If you use this ability while you already have one or more Omens, and each time you end your turn while you have one or more Omens, double the number of Omens you have.", }, ["Quake"] = { idphrase = 'Quake', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Burst, Weapon Attack', gravitas = '5', attunement = 'Ardent, Savage', blurb = "You strike, and the earth follows in kind.", effect = "Choose a hex within your weapon's range, and roll a crystal die. Make a weapon attack against creatures (other than yourself) in a Burst with a radius equal to the result, centered on the chosen point. You make a single weapon attack check, and your targets roll their armor checks separately.", }, ["Rite of Spring"] = { idphrase = 'RiteOfSpring', cost = '100 XP', class = 'Primal', actiontype = 'Utility Action', keywords = 'Healing', gravitas = '0', attunement = 'Ardent, Astral, Erudite', blurb = "It is the nature of life to grow.", effect = "Until the end of your next turn, you do not suffer fatigue due to your size exceeding your capacity. You can still suffer fatigue from other sources. For this duration, whenever one of your allies within 5 hexes gains any amount size, you can choose to gain a point of size. If you do so, roll a bronze die and regain that much vitality. While this ability is active, whenever you end your turn with more Gravitas than you had at the start of that turn, extend the duration of this ability to the end of your next turn.", }, ["River of Life"] = { idphrase = 'RiverOfLife', cost = '100 XP', class = 'Primal', actiontype = 'Utility Action', keywords = 'Geomancy, Healing', gravitas = '3', attunement = 'Astral, Erudite', blurb = "All life is connected. Where one is healed, all benefit.", effect = "Roll a crystal die, and designate a number of contiguous hexes up to the result. None of the chosen hexes may be more than 10 hexes away from you, but none need to be adjacent to you if you do not wish them to be. Until the end of the encounter, whenever an ally occupying a hex designated by this ability regains vitality from a source other than this action, all other allies occupying hexes designated by this ability regain 1 vitality. If multiple allies are healed by the same action, this effect triggers only once, but restores 1 vitality for each ally that regained vitality.", }, ["Savagery"] = { idphrase = 'Savagery', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Energizing, Shift, Weapon Attack', gravitas = '2', attunement = 'Savage', blurb = "You lash out with the vigor of a wild beast, letting feral energy rush through you.", effect = "Make a weapon attack against an adjacent enemy, even if your current weapon cannot be used at a range of 1. Roll three additional bronze dice for this attack. You must take every wild magic trigger available on this attack, and you must pay their gravitas cost with vitality rather than gravitas at a rate of one vitality per point of gravitas you would normally have expended. Regain gravitas equal to the vitality spent on these wild magic triggers.", }, ["Starfury"] = { idphrase = 'Starfury', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Burst, Weapon Attack', gravitas = '5', attunement = 'Erudite, Savage', blurb = "You call a tear of heaven, but it is the land that will weep at its falling.", effect = "Target a Burst 1 centered on a point within your weapon's range. The designated area is filled with motes of stardust, the impending doom obvious to all that observe it. At the start of your next turn, you may choose to make a single weapon attack check for free against all creatures within the burst, and your targets roll their armor checks separately. Add a three silver dice to this weapon attack check. If you choose to not make the weapon attack, increase the radius of the designated Burst by 1, add two additional silver dice to the delayed attack, and further delay the weapon attack until the start of your next turn. You may delay the weapon attack in this way up to twice, after which it will land regardless of your intentions.", }, ["Stormcaller"] = { idphrase = 'Stormcaller', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Affliction, Geomancy', gravitas = '5', attunement = 'Ardent, Erudite', blurb = "The rolling thunder and lashing rain crush all that would stand before you.", effect = "Roll a crystal die, and designate a number of contiguous hexes up to the result. None of the chosen hexes may be more than 10 hexes away from you, but none need to be adjacent to you if you do not wish them to be. Until the end of the encounter, at the end of each of your turns, inflict the Vulnerable condition on creatures occupying the designated hexes. This condition lasts until the end of your next turn.", }, ["Supernova"] = { idphrase = 'Supernova', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Burst, Special Attack', gravitas = '0', attunement = 'Ardent', blurb = "Some might say it's the only spell you'll ever need.", effect = "Empty your gravitas pool when you use this action, after paying its cost. You must always spend your entire gravitas pool, regardless of how much you have. At the start of your next turn, target a hex within 10 hexes of you, and make an attack based on how much gravitas was in your pool before emptying it. If you expended 0-3 gravitas, roll three bronze die against any creatures in the targeted hex. If you expended 4-8 gravitas, roll three silver die against any creatures in a burst 1 centered on the targeted hex. If you expended 9 or more gravitas, roll three gold die against any creatures in a burst 2 centered on the target hex. If you are reduced to 0 vitality, mesmerized, or pinned before the start of your next turn, the gravitas remains expended, and the attack fizzles to no effect.", }, ["Unleash"] = { idphrase = 'Unleash', cost = '100 XP', class = 'Primal', actiontype = 'Battle Action', keywords = 'Shift, Weapon Attack', gravitas = '6', attunement = 'Savage', blurb = "The power of the ancient beasts is yours - as is their feral, untamed soul.", effect = "When you purchase this ability, choose up to two Bruiser or Bomber class abilities from those listed in the Momstromicon. Use one of the chosen abilities, with an Elite enhancement of your choice. The attack's range and weapon die replace those of any weapon you may be wielding, and you gain no other benefits from your weapon. Whenever you make a weapon attack, reduce this ability's gravitas cost by 2, to a minimum of 0. After resolving this ability, or at the end of the encounter, reset its gravitas cost.", }, ["Waygate"] = { idphrase = 'Waygate', cost = '100 XP', class = 'Primal', actiontype = 'Utility Action', keywords = 'None', gravitas = '2', attunement = 'Erudite', blurb = "To the earth, sky, and water, 'Here' and 'There' are just a point of view.", effect = "Designate two hexes within 10 hexes of you. Until the end of your next turn, your allies can move from one hex to the other paying only one hex of movement.", },

--Rage Bearer, Basic Abilities ["Enkindle"] = { idphrase = 'Enkindle', class = 'Rage Bearer', actiontype = 'Passive', blurb = "Whether roaring to life or simmering quietly, your emotions are a force to be reckoned with.", effect = "At the start of each of your turns, you may choose to enter either a state of either Focus or Rage until the start of your next turn. You must pay two points of gravitas in order to enter a state of Rage. While Enraged, transform your battle die to Gold. While Focused, you may choose to gain the benefit of the Focus line on Rage Bearer actions.", }, ["First Strike"] = { idphrase = 'FirstStrike', class = 'Rage Bearer', actiontype = 'Passive', blurb = "The first one to raise their weapons are those that want a fight.", effect = "When rolling initiative, you can choose either crystal die to serve as the 10s digit, so long as the other is used as the 1s digit.", }, ["Rage Strike"] = { idphrase = 'RageStrike', class = 'Rage Bearer', actiontype = 'Battle Action', keywords = 'Kindling, Weapon Attack', gravitas = '3', attunement = 'None', blurb = "Your strength and passion, honed to an iron edge.", effect = "Make a weapon attack, rolling your battle die an additional time as part of the check. Then, gain a point of size.", specialname = "Focus", specialeffect = 'If you are Focused, gain an additional effect based on the weapon you are attacking with. Even if you have multiple weapons equipped, you gain the additional effect only of the weapon you are making this specific attack with.<ul style="font-size:12px;"><li> Axe: This ability gains the Burst keyword, and your weapon attack targets enemies in a Burst 1 centered on you.</li><li> Blade: This ability gains the Movement keyword, and before making your weapon attack, you may move up to your speed.</li><li> Bow: This ability gains the Movement keyword. Your weapon has no minimum range when making this attack, and you may move up to half your speed (rounded up) after your attack resolves.</li><li> Claw: You cannot regain gravitas or gain Adrenaline charges until the end of your current turn. Do not roll an additional battle die as part of your weapon attack. After it resolves, regain your battle action.</li><li> Hammer: This ability gains the Affliction keyword, and you inflict the Vulnerable condition, lasting until the end of your next turn, on the target of your weapon attack after the attack resolves.</li><li> Polearm: This ability gains the Forced Movement keyword. After your weapon attack resolves, move your target up to three hexes, to a hex within your weapon&apos;s range.</li><li> Staff: This ability has a gravitas cost of 0. After it resolves, regain 2 points of gravitas.</li><li> Tome: You may choose for this ability to target all enemies in a Line ten hexes long, rather than targeting normally. If you do so, it gains the Line keyword.</li><li> Wand: Until the start of your next turn, you can use this ability as a sudden action when an enemy within your weapon&apos;s range targets you with a weapon attack.</li></ul>', }, ["Thrill of Battle"] = { idphrase = 'ThrillOfBattle', class = 'Rage Bearer', actiontype = 'Passive', blurb = "The rush of bringing down a worthy foe is all the breather you need.", effect = "When you reduce an enemy to 0 vitality with a weapon attack, you can eliminate all fatigue afflicting you, increase your Capacity by 1 until the end of the encounter, and gain a charge of Adrenaline, to a maximum of three charges. For each charge of Adrenaline you have, add a bronze die to your armor checks. You may expend a charge of Adrenaline when using a Rage Bearer active ability rather than pay that ability's gravitas cost. If an ability would grant you Adrenaline and you do not have this passive, you may still expend the Adrenaline in place of the gravitas cost of a Rage Bearer active ability, and still gain additional bronze dice in armor checks from it, but you can hold a maximum of two charges of adrenaline rather than three.", },

--Rage Bearer, Novice Passives ["Battering Ram"] = { idphrase = 'BatteringRam', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "Outta my way!", effect = "You can move through enemies as if they were allies.", }, ["Battle Trance"] = { idphrase = 'BattleTrance', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "Okay, maybe you're a little too into this.", effect = "Up to once on each of your turns, by expending a charge of Adrenaline, you can use a rage bearer battle action as a utility action.", }, ["Berserker"] = { idphrase = 'Berserker', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "Give all you've got! And hell with the consequences!", effect = "At the start of combat, before you roll initiative, you can choose to channel a surge of wild strength. If you do so, you gain an additional battle action on your first turn of the encounter, but immediately suffer damage equal to half of your maximum vitality, rounded down and ignoring armor.", }, ["Bloody Mess"] = { idphrase = 'BloodyMess', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "If that isn't a kill, maybe it should be.", effect = "Whenever you roll two or more critical results with a single attack, you can trigger Execution abilities and Thrill of Battle as if the target's vitality had been reduced to 0. If the attack does reduce your target's vitality to 0, you do not trigger Thrill of Battle an additional time.", }, ["Come and Get It"] = { idphrase = 'ComeAndGetIt', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "Go ahead. Take your time.", effect = "When you end your turn without ever leaving the hex you started your turn in, trigger your Thrill of Battle ability. Then roll a bronze die for each of your Adrenaline stacks, and regain vitality equal to the result.", }, ["Cry Havoc"] = { idphrase = 'CryHavoc', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "Your voice is a clarion call on the battlefield, never wavering or falling silent.", effect = "You regain your sudden action at the end of your turn, in addition to the beginning of it.", }, ["Hold Steady"] = { idphrase = 'HoldSteady', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "In over your head? Yeah right.", effect = "If your size exceeds your capacity by three or more when Thrill of Battle triggers, that trigger increases your capacity by two, rather than one.", }, ["Last Word"] = { idphrase = 'LastWord', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "Your enemies might strike you down, but they're fools if they think they'll do so unpunished.", effect = "When you are reduced to 0 vitality, make a weapon attack before falling unconscious. All of your dice automatically are set to critical results for this attack. If you reduce an enemy to 0 vitality with this weapon attack, you remain at 1 vitality rather than falling to 0. Regardless of whether you reduce an enemy to 0 vitality or not, this passive then becomes inactive until your current vitality is restored to your maximum vitality.", }, ["Looking for Trouble"] = { idphrase = 'LookingForTrouble', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "Wherever the ruckus is, you're already there.", effect = "After rolling initiative, move your speed.", }, ["Master at Arms"] = { idphrase = 'MasterAtArms', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "If it can shed blood or crack bones, you've probably given it a swing or two in your day.", effect = "You gain proficiency in a weapon type of your choice, or with shields, and you can always carry four weapons, regardless of whether they are one or two handed weapons. This does not allow you to equip two handed weapons with only one hand. Additionally, at the start of each of your turns, you can take the Equip core action for free, without consuming your utility action.", }, ["Overwhelm"] = { idphrase = 'Overwhelm', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "This cannon fodder is barely worth your time.", effect = "Whenever you deal damage to a minion rank enemy, reduce it to 0 vitality. Whenever you deal 12 or more damage to a standard rank enemy (before armor is applied), reduce it to 0 vitality.", }, ["Unflinching"] = { idphrase = 'Unflinching', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Passive', blurb = "You won't go down that easily.", effect = "Whenever you take 7 or more damage (after being reduced by armor), you take 6 damage instead. Damage dealt by your own abilities is not reduced by this effect.", },

--Rage Bearer, Novice Actions ["Air Render"] = { idphrase = 'AirRender', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Utility Action', keywords = 'None', gravitas = '2', attunement = 'Erudite', blurb = "A ripple of air can cut like a knife.", effect = "Until the start of your next turn, increase the maximum range of any weapon you have equipped by 2. Regain your utility action. This action's benefits do not stack with additional uses.", specialname = "Focus", specialeffect = "If you are Focused, until the start of your next turn, increase your Movement by 2.", }, ["Audacious Reply"] = { idphrase = 'AudaciousReply', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Sudden Action', keywords = 'Weapon Attack', gravitas = '3', attunement = 'Mordant, Savage', blurb = "There's no way this plan could possibly go wrong.", effect = "Use this sudden action when you are targeted by a weapon attack made by a creature within range of your weapon. Destroy all of your armor dice when defending from that attack. After the attack resolves, make a weapon attack against the triggering enemy, adding your armor dice to the attack check.", specialname = "Focus", specialeffect = "If you are focused, do not destroy your armor dice when defending from the triggering attack.", }, ["Bad Breath"] = { idphrase = 'BadBreath', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Utility Action', keywords = 'Affliction, Burst, Kindling', gravitas = '3', attunement = 'Mordant', blurb = "Don't worry, you can blame it on the morning sickness.", effect = "Gain one to three points of size, and remove any number of conditions afflicting you. If you removed at least one condition, enemies within a burst 1 centered on you are afflicted by the Blighted condition until the end of the encounter. Increase the radius of the burst by 1 for each point of size you gain beyond the first.", specialname = "Focus", specialeffect = "If you are focused, you may choose any of the conditions you cleansed with this ability, and inflict that condition on enemies within the burst rather than Blight. If you inflict a condition other than Blight, it lasts until the end of your next turn, rather than for the remainder of the encounter.", }, ["Blade Barrier"] = { idphrase = 'BladeBarrier', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Utility Action', keywords = 'Kindling, Movement', gravitas = '1', attunement = 'Mordant', blurb = "Weapons up. They stop here.", effect = "Gain one or three points of size. Until the start of your next turn, whenever you make an armor check, roll your battle die in place of your armor die. If you gained three points of size, until the start of your next turn, gain a charge of Adrenaline whenever you make an armor check.", specialname = "Focus", specialeffect = "If you are focused, move up to half your speed (rounded up).", }, ["Blood Fury"] = { idphrase = 'BloodFury', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Battle Action', keywords = 'Weapon Attack', gravitas = '2', attunement = 'Ardent, Mordant', blurb = "They'll take everything you've got, and then some.", effect = "Make a weapon attack. Choose a bronze, silver, gold, or platinum dice. Roll the chosen die type twice, and add the result to your weapon attack. Then, take damage equal to the result, ignoring armor.", specialname = "Focus", specialeffect = "If you are focused, you cannot reduce your own vitality below 1 with this damage. If you reduce your own vitality to 1, trigger your Thrill of Battle passive ability.", }, ["Bring it On"] = { idphrase = 'BringItOn', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Sudden Action', keywords = 'Kindling', gravitas = '3', attunement = 'Ardent, Astral, Mordant', blurb = "You go through me first.", effect = "Use this sudden action when an adjacent enemy starts their turn. Until the end of the current turn, whenever any of your allies within ten hexes makes an armor check, they can roll your battle die and add it to their result.", specialname = "Focus", specialeffect = "If you are focused, you may choose to gain a point of size. If you do, regain your sudden action at the end of the current turn.", }, ["Call to Battle"] = { idphrase = 'CallToBattle', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Sudden Action', keywords = 'Kindling', gravitas = '2', attunement = 'Astral', blurb = "With enough courage, a mouse can let loose a lion's roar.", effect = "Use this sudden action when it is an ally's turn. Gain a point of size. Until the end of the triggering turn, that ally can use the Rage Strike battle action, functioning identically to yours, save that they do not gain a point of size. The triggering ally always gains the Focus effect of Rage Strike.", specialname = "Focus", specialeffect = "If you are focused, the triggering ally may immediately take the Equip core action for free.", }, ["Clash of Wills"] = { idphrase = 'ClashOfWills', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Sudden Action', keywords = 'None', gravitas = '2', attunement = 'Erudite, Mordant', blurb = "Scare off the small fry.", effect = "Use this sudden action when you are targeted by a weapon attack. Negate any conditions it inflicts.", specialname = "Focus", specialeffect = "If you are focused, negate any conditions the triggering attack would inflict on allies as well.", }, ["Colossus Crash"] = { idphrase = 'ColossusCrash', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Battle Action', keywords = 'Kindling, Weapon Attack', gravitas = '9', attunement = 'Ardent, Savage', blurb = "If you're gonna fall, remember to leave a crater.", effect = "Make a weapon attack. For each dice rolled as part of the attack that is weaker than your battle die, transform that die to equal your battle die. Then, gain a point of size for each die rolled as part of the weapon attack.", specialname = "Focus", specialeffect = "If you are focused, increase your capacity by one for each die in your weapon attack not transformed by this effect.", }, ["Combination Strike"] = { idphrase = 'CombinationStrike', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Utility Action', keywords = 'Weapon Attack', gravitas = '3', attunement = 'Ardent', blurb = "One-two-three-knockout!", effect = "Make a weapon attack against a creature you have already made a weapon attack against this turn. If you've already made two or more other weapon attacks against that creature this turn, make two weapon attacks against them instead.", specialname = "Focus", specialeffect = "If you are focused, you may choose to regain your utility action after using this ability. If you do so, you may not make any further weapon attacks until the end of your current turn.", }, ["Crush Below"] = { idphrase = 'CrushBelow', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Sudden Action', keywords = 'Affliction, Weapon Attack', gravitas = '4', attunement = 'Savage', blurb = "Woe to anyone who figured your gravs would slow you down.", effect = "Use this sudden action when you gain size from an ability with the Kindling keyword during your turn. Target an adjacent creature, and inflict the immobilized condition on them, lasting until the end of your next turn. Then, if you gained three or more points of size from the triggering ability, make a weapon attack against them.", specialname = "Focus", specialeffect = "If you are focused, inflict the weakened condition until the end of your next turn, as well as immobilized.", }, ["Dragon's Blood"] = { idphrase = 'DragonsBlood', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Utility Action', keywords = 'Kindling, Movement', gravitas = '5', attunement = 'Savage', blurb = "Your blood burns hot, and cools slow.", effect = "Gain one to three points of size. Set your current number of Adrenaline charges to an amount equal to the amount of size you gained.", specialname = "Focus", specialeffect = "If you are focused, move up to half your speed (rounded up) as part of this action.", }, ["Dragon's Brawn"] = { idphrase = 'DragonsBrawn', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Utility Action', keywords = 'Kindling', gravitas = '2', attunement = 'Erudite, Savage', blurb = "Hit 'em so hard the floor feels it.", effect = "Gain either one or three points of size. The next weapon attack you make before the end of the current turn that does not have the Burst keyword gains the Burst keyword, and targets creatures in a Burst 1 centered on its target. If you gain three points of size, the attack targets creatures within a Burst 2 centered on its target instead. If the attack would already target multiple creatures, center this effect on only one of them.", specialname = "Focus", specialeffect = "If you are focused, the burst granted by this ability only targets enemies, rather than all creatures.", }, ["Dragon's Claw"] = { idphrase = 'DragonsClaw', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Battle Action', keywords = 'Kindling, Line, Weapon Attack', gravitas = '3', attunement = 'Ardent', blurb = "Tapping the power of your gravs, you unleash an elemental cascade to rival a mighty wyrm.", effect = "Gain one to three points of size, then make a weapon attack against creatures in a 3 hex line. The line extends an additional hex for every point of size beyond the first. You can make this attack regardless of the normal range of your weapon, even if it is normally unable to target some of the ranges the attack encompasses. For every two creatures targeted by this attack, roll your battle die an additional time.", specialname = "Focus", specialeffect = "If you are focused, you do not need to target a straight line with this effect, so long as the line starts in an adjacent hex and traces a contiguous path that does not pass through any hex more than once.", }, ["Dragon's Roar"] = { idphrase = 'DragonsRoar', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Battle Action', keywords = 'Kindling, Movement', gravitas = '6', attunement = 'Astral, Savage', blurb = "A warrior's blade strikes true. A hero's inspires others to follow suit.", effect = "Gain one to three points of size, then allow each of your allies within 2 hexes to make a weapon attack. For every point of size beyond the first, increase the radius of this effect by 1 hex.", specialname = "Focus", specialeffect = "If you are focused, affected allies may move up to one hex for each point of size you gained before making their weapon attacks.", }, ["Endless Strife"] = { idphrase = 'EndlessStrife', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Battle Action', keywords = 'Weapon Attack', gravitas = '5', attunement = 'Ardent, Erudite, Savage', blurb = "Fight! Fight! Fight!", effect = "Make a weapon attack. Then, if your target has a weapon attack, they may use it immediately, targeting you, regardless of their weapon attack's usual range. Repeat this effect until either you or your target is reduced to 0 vitality, up to a maximum of three times (including the initial attack).", specialname = "Focus", specialeffect = "If you are focused, your armor dice granted by Adrenaline charges are silver when defending against attacks granted by this ability, rather than bronze.", }, ["Escalation"] = { idphrase = 'Escalation', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Utility Action', keywords = 'Execution, Kindling, Movement', gravitas = '2', attunement = 'Ardent, Mordant, Savage', blurb = "Winding down is for clocks.", effect = "Gain one or three points of size. If you have reduced an enemy to 0 vitality this turn, add a bronze die to your weapon attacks, and the weapon attacks made by allies within two hexes of you, until the end of the encounter. If you gained three points of size, add two bronze dice instead.", specialname = "Focus", specialeffect = "If you are focused, move up to half your speed (rounded down).", }, ["Iron Waltz"] = { idphrase = 'IronWaltz', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Battle Action', keywords = 'Weapon Attack', gravitas = '4', attunement = 'Ardent, Erudite, Mordant', blurb = "It's always the new steps that dazzle them.", effect = "Make one weapon attack each with two weapons of different types which you have equipped. These attacks resolve individually.", specialname = "Focus", specialeffect = "If you are focused, also make one weapon attack with a weapon of a different type than any of those you have equipped, then equip it.", }, ["Meteor Leap"] = { idphrase = 'MeteorLeap', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Utility Action', keywords = 'Affliction, Movement', gravitas = '3', attunement = 'Erudite', blurb = "That's one way to make an entrance.", effect = "Teleport a number of hexes up to your speed. Creatures adjacent to you at the end of the movement are afflicted with the Dizzy condition until the end of your current turn.", specialname = "Focus", specialeffect = "If you are focused, the Dizzy condition is inflicted until the start of your next turn instead.", }, ["Path of Glory"] = { idphrase = 'PathOfGlory', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Battle Action', keywords = 'Movement', gravitas = '3', attunement = 'Astral, Erudite', blurb = "Together, to victory!", effect = "You and each of your allies within five hexes can roll your respective battle dice. Each of you may move a distance up to the result.", specialname = "Focus", specialeffect = "If you are focused, affected allies may take either the Defend, Equip, or Recover action for free.", }, ["Preparation"] = { idphrase = 'Preparation', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Battle Action', keywords = 'None', gravitas = '1', attunement = 'Astral, Erudite, Mordant', blurb = "Glory is close enough to taste.", effect = "Until the start of your next turn, you gain the Focus effects of your rage bearer abilities (excluding this one), even if you are not Focused.", specialname = "Focus", specialeffect = "On your next turn, gain an additional battle and utility action. This effect does not stack.", }, ["Sisters in Arms"] = { idphrase = 'SistersInArms', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Sudden Action', keywords = 'Weapon Attack', gravitas = '5', attunement = 'Ardent, Astral, Erudite', blurb = "Just like you practiced!", effect = "Use this sudden action when an ally within two hexes of you makes a weapon attack. You may each make a weapon attack against the same creature. If the triggering weapon attack targeted multiple creatures, the weapon attacks granted by this ability may target any of them.", specialname = "Focus", specialeffect = "If you are focused, up to one ally other than the triggering ally may also make a weapon attack targeting the same creature.", }, ["Slayer's Oath"] = { idphrase = 'SlayersOath', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Sudden Action', keywords = 'Execution', gravitas = '0', attunement = 'Ardent, Astral', blurb = "Watch and learn, kids.", effect = "Use this sudden action when you reduce an enemy to 0 vitality with a weapon attack. Until the start of your next turn, when an ally within two hexes of you spends gravitas on an active ability, you can expend a charge of your Adrenaline to allow them to avoid paying that ability's base gravitas cost (the number listed next to Gravitas Cost in its ability listing).", specialname = "Focus", specialeffect = "If you are focused, gain a charge of Adrenaline.", }, ["Spellshatter"] = { idphrase = 'Spellshatter', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Battle Action', keywords = 'Affliction, Weapon Attack', gravitas = '1', attunement = 'Astral, Mordant, Savage', blurb = "Enough of these tricks.", effect = "Make a weapon attack, and inflict the mesmerized condition on its target until the start of your next turn. Enemies cannot take sudden actions in response to this attack.", specialname = "Focus", specialeffect = "If you are focused, you may use this ability as a sudden action when one of your weapon attacks is redirected or negated.", }, ["Stonewall Maneuver"] = { idphrase = 'StonewallManeuver', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Sudden Action', keywords = 'Weapon Attack', gravitas = '3', attunement = 'Erudite, Mordant, Savage', blurb = "Only a fool would gut-punch a maiesta. Only a lunatic would try twice.", effect = "Use this sudden action when you would make an armor check. Do not roll your armor dice. Instead, treat your size as the result of your armor check.", specialname = "Focus", specialeffect = "If you are focused, you may use this sudden action when an ally within two hexes of you would make an armor check. They use their own size for the purpose of this ability.", }, ["Tough It Out"] = { idphrase = 'ToughItOut', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Sudden Action', keywords = 'None', gravitas = '4', attunement = 'Astral, Mordant', blurb = "Shape up, you sorry sacks of spirit!", effect = "Use this sudden action when an ally starts their turn. Until the end of their current turn, the triggering ally can ignore the effects of conditions afflicting them. Up to once during this duration, the triggering ally can add your battle die a number of times equal to the number of conditions afflicting them to a single weapon attack.", specialname = "Focus", specialeffect = "If you are focused, at the end of the triggering ally's turn, cleanse all conditions afflicting them.", }, ["Victory Lap"] = { idphrase = 'VictoryLap', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Sudden Action', keywords = 'Execution, Kindling, Movement', gravitas = '2', attunement = 'Astral, Erudite, Savage', blurb = "No running away now!", effect = "Use this sudden action when you reduce an enemy to 0 vitality with a weapon attack. Move up to your speed, gain a point of size, and inflict the Immobilized condition on an enemy adjacent to you at the end of your movement. This condition lasts until the start of your next turn.", specialname = "Focus", specialeffect = "If you are focused, you may inflict the Vulnerable condition, in addition to Immobilized, lasting until the start of your next turn.", }, ["War Cry"] = { idphrase = 'WarCry', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Sudden Action', keywords = 'Execution', gravitas = '2', attunement = 'Astral', blurb = "Your strength and valor erupt in a nova of righteous fury, spurring on all those nearby.", effect = "Use this sudden action when you reduce an enemy to 0 vitality with a weapon attack. Each of your allies within two hexes adds your battle die to their next weapon attack. If they do not make a weapon attack by the end of your next turn, this effect fades.", specialname = "Focus", specialeffect = "If you are focused, this effect applies to your allies within five hexes.", }, ["Sundering Stomp"] = { idphrase = 'SunderingStomp', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Utility Action', keywords = 'Kindling, Movement', gravitas = '2', attunement = 'Ardent, Erudite', blurb = "It isn't a battle until someone's made a mess.", effect = "Gain one or three points of size. Roll your battle die. Transform a number of hexes of empty or dangerous terrain within two hexes of you up to the result into difficult terrain. If you gained three points of size, roll your battle die twice, instead of once.", specialname = "Focus", specialeffect = "If you are focused, move up to half your speed (rounded up) before or after this effect. You may ignore difficult terrain for this movement.", }, ["Wild Revel"] = { idphrase = 'WildRevel', cost = '100 XP', class = 'Rage Bearer', actiontype = 'Battle Action', keywords = 'Movement, Weapon Attack', gravitas = '3', attunement = 'Ardent, Astral, Savage', blurb = "Haha! Keep the good stuff coming!", effect = "Until the start of your next turn, whenever one of your allies within two hexes reduces an enemy to 0 vitality, gain a charge of Revelry. At the start of your next turn, before any other effect (including suffering Fatigue or choosing Focus or Rage with Enkindle) expend all charges of Revelry. For each charge of Revelry expended in this way, make a weapon attack.", specialname = "Focus", specialeffect = "If you are focused, before each weapon attack you make with this ability, move up to half your speed (rounded up).", },

--Warrior, Basic Ability Replacements ["Unrivaled"] = { idphrase = 'Unrivaled', replaces = 'Enkindle', class = 'Warrior', actiontype = 'Passive', blurb = "Through peerless discipline and incessant training, you have harnessed the power of your own living essence, shattering your physical limits to perform incredible feats.", effect = "You are not a maiesta. You have a capacity of 0, an affinity of 0, do not possess a Gravitas score, cannot take the Featherweight, Null, or Unwieldy racial drawbacks, cannot purchase novice active abilities (including through the Exotic racial passive), cannot take abilities from veteran classes other than Grandmaster, and cannot carry gravs. You cannot gain size from your abilities, but some of your abilities may allow you to accumulate Focus. You may spend any amount of focus when using an ability with the Kindling keyword in order to benefit as if you’d gained size equal to the amount of Focus expended. Additionally, you may expend two Focus in order to use an ability’s Focus effect, if it has one. Additionally, you do not gain free attribute advances at 200, 500, 1000, and 2000 XP. Instead, you gain an additional +1 vitality for every 100 XP you have spent, and an additional point of movement at 400, 600, and 800 XP. At 300, 500, 700, and 1000 XP, you gain an additional racial point, and may reallocate your existing racial points freely as your intensive training unlocks your hidden potential. Bonus attributes from this ability do not count against the limit to how many times you may purchase a given attribute advance. Finally, you do not have proficiency in any conventional weaponry. Your combat style may include some manner of weapon, or it may purely rely on unarmed strikes, but your weapon die will always be determined by the ability you are using (unless it is replaced for that attack by the Natural Weapon racial ability), and your weapon attacks always have a minimum and maximum range of 1.", },  ["Pulse of Battle"] = {      idphrase = 'PulseOfBattle',      replaces = 'Rage Strike',      class = 'Warrior',      actiontype = 'Passive',      blurb = "You move unshackled, dancing between moments in a flurry of action and reaction.",      effect = 'You cannot take battle, utility, or sudden actions. Instead, on each of your turns, you lose any existing Action Points, gain four Action Points, then end your turn immediately. If you have two or more Adrenaline charges, you may expend two Adrenaline charges in order to gain an additional Action Point. At the start of any other non-minion character&apos;s turn, you may expend a single action point to take one of the special Combo Actions listed below. You may not expend more than one action point on an individual turn, and you may not spend an action point on an ally&apos;s turn if your last action point was spent on an ally&apos;s turn. Whenever an effect would give you a Battle, Utility, or Sudden action, gain an action point instead. When you use any Combo Action, place it into your Combo Bar until it is cleared by an effect. Combo Actions are always placed into the Combo Bar in the order they are used, and may not be moved unless an effect specifies otherwise. You may not use Combo Actions currently in your Combo Bar. <ul style="font-size:12px;"><li> Jab: Move one hex, then make a weapon attack with a silver weapon die.</li><li> Sweep: Make a weapon attack with a silver weapon die targeting all enemies within a Burst 1 centered on you.</li><li> Windup: While this action is in your Combo Bar, your battle die is Gold. After making a weapon attack, you may choose to clear Windup from your Combo Bar.</li><li> Trick: Gain two Focus, then remove up to one action from your Combo Bar. This can count as any type of Combo Action while in the Combo Bar for the purpose of Finishers.</li><li> Dash: Move up to your speed.</li><li> Roll: Until the end of the current turn, whenever you are targeted by an attack, you may move up to half your speed (rounded down) before that attack resolves. This may negate the attack against you if you are no longer a valid target.</li><li> Guard: While this action is in your Combo Bar, your armor die is Gold.</li><li> Special: Choose one of your Racial active abilities. If it may normally be used as a Utility or Battle action, use it. If it may normally be used as a Sudden action, you may use that ability as a non-action while this action is in your Combo Bar. Use Limits apply normally, and sudden action Racials may still only be used once in response to a given event.</li><li> Cancel: Make a weapon attack with a gold weapon die. Then clear all actions from your Combo Bar. If you cleared three or more actions from your Combo Bar, including this one, gain an Action Point.</li><li> Finisher: You may use one of the actions you have learned with Fundamental Training or Esoteric Training without expending any gravitas. The action used depends on the actions currently in your Combo Bar. If multiple actions qualify due to use of Trick actions, choose one. To use a Finisher, the Combo Bar must match the input listed in Fundamental or Esoteric training exactly. Additional actions in the bar which are not inputs for the Finisher will cause the Finisher to fail, as will the required actions being out of order. You may only use a given Finisher once in any single combat. If a Finisher would normally be a Sudden Action, then this action remains in your Combo Bar and you may use the finisher as a non-action when relevant, or choose to clear your Combo Bar in order to use other actions. Your weapon die when using Finishers is always Gold. After using a Finisher (including a held Sudden finisher), clear your Combo Bar.</li></ul>', specialname = "Note", specialeffect = "This ability requires a great deal of management. It is strongly recommended that you use cards or tokens to keep track of your Combo Bar and available actions, and to be alert at all times to avoid slowing down the game with your ability to take actions at the start of any character's turn.", },

--Lawbringer, Novice Ability Replacements ["Awakening (Warrior)"] = { name = 'Awakening', idphrase = 'AwakeningWarrior', cost = '100 XP', class = 'Warrior', actiontype = 'Passive', blurb = "While one who is awoken as a maiesta is unlikely to discover the techniques necessary to become a Warrior, warriors who awaken at a later time are not entirely unheard of.", effect = "You are a maiesta! You gain a base affinity of 2, a base capacity of 2, a personal gravitas pool of 1, and can carry gravs normally. Each grav you carry in this way increases your maximum gravitas by only one point, rather than two, and you start encounters with 0 gravitas. Whenever you take the Trick or Cancel Combo Actions, gain a point of size, then gain a point of gravitas for every two gravs you are carrying. You do not gain an additional point of movement at 400 or 800 XP, but you gain an additional point of Capacity at these values instead. Further, your Unrivaled passive grants you 1 vitality for every 200 XP you have spent, rather than every 100 XP you have spent. Finally, when you use your Finisher Combo Action, you may use finishers for which you do not have the proper inputs. For every input in your Combo Bar which you wish to ignore, or which you wish to move to another place in the bar, expend 1 gravitas. For every input missing from your Combo Bar you wish to treat as present, expend 2 gravitas. For example, if your Combo Bar is currently Guard > Dash, using Endless Strife would cost 3 gravitas - 1 gravitas to move Dash before Guard, and 2 gravitas to treat Windup as being in your combo bar. You may not expend Adrenaline charges to ignore these costs.",     specialname = "Special", specialeffect = "While this passive has no XP cost, it is not available at character creation, representing the opportunity to awaken as a maiesta at some point in a character's adventuring career. For someone to awaken relatively late in this manner usually involves a major life event, serious crisis, or similarly significant moment. Allowing a character to Awaken is wholly a matter of GM discretion, and you are encouraged to work with your GM if you see this as a potentially interesting route for your character.", },  ["Fundamental Training"] = {      idphrase = 'FundamentalTraining',      cost = '100 XP',      class = 'Warrior',      actiontype = 'Passive',      blurb = "These techniques come easily with practice. Train to prove yourself in battle.",     effect = 'Choose two of the following active abilities to gain as Finishers for use with your Pulse of Battle passive ability. Each ability’s required Combo Bar inputs are listed. <ul style="font-size:12px;"><li> Air Render: Dash > Windup > Finisher</li><li> Audacious Reply: Jab > Guard > Finisher</li><li> Bad Breath: Special > Guard > Finisher</li><li> Blood Fury: Sweep > Roll > Finisher</li><li> Bring It On: Guard > Roll > Finisher</li><li> Call To Battle: Roll > Special > Finisher</li><li> Clash of Wills: Special > Finisher</li><li> Colossus Crash: Windup > Jab > Trick > Sweep > Finisher</li><li> Dragon&apos;s Claw: Dash > Jab > Windup > Finisher</li><li> Dragon&apos;s Roar: Sweep > Special > Trick > Finisher</li><li> Endless Strife: Dash > Guard > Windup > Finisher</li><li> Meteor Leap: Guard > Sweep > Special > Finisher</li><li> Path of Glory: Roll > Sweep > Jab > Finisher</li><li> Sisters in Arms: Jab > Dash > Finisher</li><li> Spellshatter: Trick > Jab > Finisher</li><li> Tough It Out: Guard > Jab > Finisher</li><li> Sundering Stomp: Guard > Windup > Sweep > Finisher</li></ul>', specialname = "Special", specialeffect = "You may purchase this passive any number of times.", }, ["Esoteric Training"] = { idphrase = 'FundamentalTraining', cost = '100 XP', class = 'Warrior', actiontype = 'Passive', blurb = "These techniques unlock hidden potential, allowing you to channel your living spirit in incredible ways.", effect = 'Choose one of the following active abilities to gain as Finishers for use with your Pulse of Battle passive ability. Each ability&apos;s required Combo Bar inputs are listed. <ul style="font-size:12px;"><li> Challenger&apos;s Call (Shield Mother): Guard > Sweep > Finisher</li><li> Mama Bear (Shield Mother): Jab > Finisher</li><li> Sacred Bonds (Shield Mother): Guard > Trick > Dash > Finisher</li><li> Bloody Prism (Hungry Ghost): Special > Dash > Finisher</li><li> Epidemic (Hungry Ghost): Special > Trick > Sweep > Finisher</li><li> Ghostfire (Hungry Ghost): Roll > Jab > Special > Finisher</li><li> Bite Off (Predator): Jab > Roll > Finisher</li><li> Hibernation (Predator): Guard > Special > Finisher</li><li> Hunter&apos;s Eye (Predator): Roll > Finisher</li><li> Cold Snap (Primal): Jab > Trick > Windup > Finisher</li><li> Fissure (Primal): Windup > Sweep > Finisher</li><li> Hungry Spores (Primal): Dash > Sweep > Special > Finisher</li></ul>', specialname = "Special", specialeffect = "You may purchase this passive any number of times.", },

--Shield Mother, Basic Abilities ["Heavy Breathing"] = { idphrase = 'HeavyBreathing', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Healing, Kindling', gravitas = '0', attunement = 'None', blurb = "You have the strength of a mountain - and at times, the weight of one as well, given the power of the gravs you work with.", effect = "Gain one or three points of size, then cleanse all conditions and fatigue afflicting you, and heal yourself for an amount equal to the result of a silver die roll. If you gained three points of size, roll an additional silver die of healing.", }, ["Interpose"] = { idphrase = 'Interpose', class = 'Shield Mother', actiontype = 'Sudden Action', keywords = 'None', gravitas = '0', attunement = 'None', blurb = "Most people's reflexes are honed to help them dive away from danger. Yours do the opposite.", effect = "This sudden action can be used when an adjacent ally is targeted by an attack. The attack targets you instead, and you may exchange places with your ally if you wish.", }, ["Rally Cry"] = { idphrase = 'RallyCry', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'Burst, Healing', gravitas = '3', attunement = 'None', blurb = "Nothing's getting through this!", effect = "Roll a silver die, and restore that much vitality to allies in a burst 1 centered on you. Until the start of your next turn, allies roll an additional silver die on armor checks while adjacent to you.", }, ["Vigilance"] = { idphrase = 'Vigilance', class = 'Shield Mother', actiontype = 'Passive', blurb = "No threat can escape your watchful eye unpunished.", effect = "Whenever an enemy leaves an adjacent hex through any means other than teleportation or forced movement, you can make a weapon attack against them for free. This attack occurs before they leave the adjacent hex. No creature can trigger this ability more than once in a single turn.", },

--Shield Mother, Novice Passives ["Critical Guard"] = { idphrase = 'CriticalGuard', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "A flawless defense!", effect = "Whenever you roll a critical result as part of an armor check, you can gain one point of size in order to roll an additional silver die and add the result to the armor check. You cannot do this more than once per armor check, no matter how many critical results you roll.", }, ["Dauntless Protector"] = { idphrase = 'DauntlessProtector', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "No matter how many times you're knocked down, you can always find your feet again.", effect = "At the end of your turn, if you are at 0 vitality and have at least one ally within 5 hexes with 1 or more vitality, roll a silver die and regain that much vitality.", }, ["Guardian's Grudge"] = { idphrase = 'GuardiansGrudge', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "You take as good as you give - and you can take a lot.", effect = "Whenever you take damage, add a bronze die to your next weapon attack. This effect stacks, up to a maximum of three bronze die added to an attack this way.", }, ["Guardian Waltz"] = { idphrase = 'GuardianWaltz', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "Let none fall where you can reach.", effect = "Whenever you use your Interpose basic ability or make a weapon attack when it is not your turn, you can move up to three hexes after the sudden action or weapon attack resolves.", }, ["Heroic Idol"] = { idphrase = 'HeroicIdol', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "Your valor shines like a beacon across the battlefield.", effect = "Your abilities with the Idol keyword can affect targets within 3 hexes, rather than 2.", }, ["Life from Life"] = { idphrase = 'LifeFromLife', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "Your tenacity is that of the spirits themselves.", effect = "Whenever you use an ability with the Kindling keyword, roll a silver die and regain that much vitality after that ability resolves.", }, ["Mountain Bearer"] = { idphrase = 'MountainBearer', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "Even heroes fall. But they always get back up.", effect = "You can use your Heavy Breathing basic ability while pinned, and your Idol keyword abilities end only if you end your turn pinned, rather than ending immediately when you become pinned. If you cleanse any fatigue when you use Heavy Breathing, increase your capacity by 1 until the end of the encounter. If you were pinned before using Heavy Breathing, increase your capacity by 4 instead.", }, ["Patient Soul"] = { idphrase = 'PatientSoul', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "The satisfaction of your vigilance paying off invigorates your spirit.", effect = "Whenever you deal damage with Vigilance, regain 3 gravitas.", }, ["Phalanx"] = { idphrase = 'Phalanx', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "You stand unbreakable amid the swirling chaos of battle, greater conflicts only strengthening your resolve.", effect = "If four or more adjacent hexes are occupied by creatures, add a silver die to your armor checks.", }, ["Sacred Armor"] = { idphrase = 'SacredArmor', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "Your armor is forged of spirit as much as steel.", effect = "Whenever a condition is applied to you, negate it. This may occur a number of times up to your Affinity in a given encounter. If an effect would simultaneously inflict more conditions than you have remaining uses of this ability, you may choose which conditions are negated by your remaining uses. You may not choose to withhold uses of this ability.", }, ["Total Defense"] = { idphrase = 'TotalDefense', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "Strategy sometimes means letting your foe strike first, so that you can strike last.", effect = "You can use shield mother utility actions as battle actions. When you do so, their gravitas cost is reduced by 3, to a minimum of 1.", }, ["Wary Warrior"] = { idphrase = 'WaryWarrior', cost = '100 XP', class = 'Shield Mother', actiontype = 'Passive', blurb = "Timing is everything - and yours is flawless.", effect = "While it is not your turn, your battle rating is empowered to Gold.", },

--Shield Mother, Novice Actions ["Bramble Stance"] = { idphrase = 'BrambleStance', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Affliction, Stance', gravitas = '3', attunement = 'Ardent, Erudite', blurb = "Sometimes you need a firm touch to keep troublemakers in line.", effect = "Until the end of your next turn, whenever you damage a creature, you immobilize them until the end of the current turn. When you roll initiative, you can use this ability as a sudden action. Whenever this effect would expire, you can pay 3 gravitas to extend its duration to the end of your next turn instead. You cannot use this ability while you have a different Stance keyword ability active.", }, ["Break the Storm"] = { idphrase = 'BreakTheStorm', cost = '100 XP', class = 'Shield Mother', actiontype = 'Sudden Action', keywords = 'None', gravitas = '3', attunement = 'Erudite, Mordant, Savage', blurb = "Like a tide against a mountain.", effect = "This sudden action can be used when you are targeted by an attack. The attack now targets no creatures other than you.", }, ["Challenger's Call"] = { idphrase = 'ChallengersCall', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Affliction, Forced Movement', gravitas = '2', attunement = 'Erudite', blurb = "They're not getting out of this one without a fight.", effect = "Target an enemy within 5 hexes, and pull them up to 4 hexes towards you. You may move them along a path of your choosing, but each individual hex of movement must bring them closer to you. If the target of this ability ends this movement in a hex adjacent to you, it is immobilized until the end of your next turn.", }, ["Citadel Stance"] = { idphrase = 'CitadelStance', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Stance', gravitas = '3', attunement = 'Erudite, Savage', blurb = "You become a living fortress, letting through not a single fleck of blood or mote of magic.", effect = "Until the end of your next turn, whenever an adjacent enemy makes an attack, that attack targets you instead of its original target. If an attack redirected this way targets an area or multiple creatures, it must be re-targeted to include you in its area of effect or among its targeted creatures, but any other creatures targeted by it are attacked normally. Attacks redirected in this way do not have any minimum range. When you roll initiative, you can use this ability as a sudden action. Whenever this effect would expire, you can pay 3 gravitas to extend its duration to the end of your next turn instead. You cannot use this ability while you have a different Stance keyword ability active.", }, ["Crippling Sweep"] = { idphrase = 'CripplingSweep', cost = '100 XP', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'Affliction, Weapon Attack', gravitas = '4', attunement = 'Ardent, Mordant', blurb = "You combine offense and defense in one, weakening your target with a burst of mordant energy.", effect = "Target up to three contiguous hexes in an arc adjacent to you, and make a weapon attack against enemies in those hexes. You make a single weapon attack check, and your targets roll their armor checks separately. The targets of your attack are weakened until the end of your next turn.", }, ["Dance of Steel"] = { idphrase = 'DanceOfSteel', cost = '100 XP', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'None', gravitas = '4', attunement = 'Ardent', blurb = "Step for step, blow for blow, you drive them to their fate.", effect = "The next time before the start of your next turn that you make a weapon attack with your Vigilance ability, roll three additional gold dice as part of that weapon attack. At the start of your next turn, if you have not made a weapon attack with your Vigilance basic ability since using this ability, roll a gold die and regain that much vitality.", }, ["Dread Idol"] = { idphrase = 'DreadIdol', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Affliction, Idol', gravitas = '2', attunement = 'Mordant, Savage', blurb = "You loom large on the battlefield, and larger still in your enemies' minds.", effect = "You gain the Dread Idol effect until the end of the encounter, until you become pinned, until you are reduced to 0 vitality, or until you use another Idol ability. Whenever an enemy starts their turn within 2 hexes of you, you can mesmerize them until the end of their current turn. If you choose to do so, you gain 1 point of size.", }, ["Extra Life"] = { idphrase = 'ExtraLife', cost = '100 XP', class = 'Shield Mother', actiontype = 'Sudden Action', keywords = 'Crisis, Healing, Kindling', gravitas = '0', uselimit = '1', attunement = 'Savage', blurb = "At least, if you have room for it.", effect = "This sudden action can be used when your vitality drops to 0. It drops to 1 instead. Then, gain an additional point of size, and roll a silver die, regaining that much vitality. Repeat the size gain and healing until your current vitality equals your maximum vitality.", }, ["Fierce Idol"] = { idphrase = 'FierceIdol', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Idol', gravitas = '3', attunement = 'Ardent, Savage', blurb = "Your very presence helps your allies' hearts burn bright.", effect = "You gain the Fierce Idol effect until the end of the encounter, until you become pinned, until you are reduced to 0 vitality, or until you use another Idol ability. Whenever an ally starts their turn within 2 hexes of you, you can allow them to add a silver die to their next weapon attack before the end of the current turn. If you choose to do so, you gain 1 point of size.", }, ["Gavel of Judgement"] = { idphrase = 'GavelOfJudgement', cost = '100 XP', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'Burst, Healing, Kindling, Special Attack', gravitas = '5', attunement = 'Ardent, Erudite, Savage', blurb = "All shall receive their just reward! Except you. You have to settle for 'appreciation'.", effect = "Gain one or three points of size. The area within a burst 2, centered on you, becomes suffused with motes of power, the incoming effect readily apparent to all observers. If you move, the burst moves with you. Whenever an ally takes damage while occupying this burst, you gain a charge of Judgement. At the start of your next turn, roll a silver die, and an additional silver die for each of your charges of Judgement, expending those charges in the process. Deal damage equal to the result to all enemies within the burst, ignoring armor, and restore that much vitality to allies within the burst. If you gained three points of size, this is a burst 3, rather than a burst 2.", }, ["Hollow Bastion"] = { idphrase = 'HollowBastion', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'None', gravitas = '5', attunement = 'Mordant', blurb = "Even at the brink of life, alive one remains.", effect = "If your current vitality is less than half of your maximum vitality, reduce it to 1. Then, you cannot gain or lose vitality until the start of your next turn. If you have half or more of your maximum vitality when you use this ability, it fizzles, consuming the gravitas with no effect.", }, ["Holy Orders"] = { idphrase = 'HolyOrders', cost = '100 XP', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'None', gravitas = '3', attunement = 'Astral, Erudite, Mordant', blurb = "We do not fall! Not this day!", effect = "This ability can only be used if your current vitality is equal to or greater than your maximum vitality. Until the start of your next turn, while you have at least one point of vitality, allies within two hexes of you cannot be reduced below 1 vitality by weapon attacks.", }, ["Iron Maiden"] = { idphrase = 'IronMaiden', cost = '100 XP', class = 'Shield Mother', actiontype = 'Sudden Action', keywords = 'Energizing', gravitas = '1', attunement = 'Ardent, Astral, Erudite', blurb = "It's not that you LIKE getting hit! Well, not like this, at the very least!", effect = "This sudden action can be used when you take damage. Regain gravitas equal to the amount of damage taken, after armor has been applied.", }, ["Joyous Idol"] = { idphrase = 'JoyousIdol', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Healing, Idol', gravitas = '2', attunement = 'Astral, Savage', blurb = "You radiate soothing energy, resonating with the vitality of your allies - though not without consequence.", effect = "You gain the Joyous Idol effect until the end of the encounter, until you become pinned, until you are reduced to 0 vitality, or until you use another Idol ability. Whenever an ally starts their turn within 2 hexes of you, you can roll a silver die and allow them to regain that much vitality. If you choose to do so, you gain 1 point of size.", }, ["Maelstrom Idol"] = { idphrase = 'MaelstromIdol', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Forced Movement, Idol', gravitas = '3', attunement = 'Astral, Erudite, Savage', blurb = "The battle swirls around you, as you stand your ground.", effect = "You gain the Maelstrom Idol effect until the end of the encounter, until you become pinned, until you are reduced to 0 vitality, or until you use another Idol ability. Whenever another creature starts their turn within 2 hexes of you, you can forcibly move them up to two hexes along a path of your choosing, so long as they end that movement within the area of effect of this ability. If you choose to do so, you gain 1 point of size.", }, ["Mama Bear"] = { idphrase = 'MamaBear', cost = '100 XP', class = 'Shield Mother', actiontype = 'Sudden Action', keywords = 'Weapon Attack', gravitas = '0', attunement = 'Ardent', blurb = "Messing with those under your care is something only fools try twice.", effect = "This sudden action can be used when an adjacent enemy targets one of your allies with an attack. Make a weapon attack against the triggering enemy.", }, ["Martyrdom"] = { idphrase = 'Martyrdom', cost = '100 XP', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'Burst, Healing', gravitas = '3', attunement = 'Astral, Mordant, Savage', blurb = "Sometimes, one must be sacrificed.", effect = "Remove all conditions from allies within a burst 2 centered on you, and restore them to full vitality. Then, reduce your vitality to 0.", }, ["Mountain Stance"] = { idphrase = 'MountainStance', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Stance', gravitas = '3', attunement = 'Ardent, Astral, Mordant', blurb = "Here you stand. Here you stay.", effect = "Remove all conditions afflicting you. Until the end of your next turn, you cannot be afflicted with conditions or subjected to forced movement unless you wish to be. When you roll initiative, you can use this ability as a sudden action. Whenever this effect would expire, you can pay 3 gravitas to extend its duration to the end of your next turn instead. You cannot use this ability while you have a different Stance keyword ability active.", }, ["Queen of the Hill"] = { idphrase = 'QueenOfTheHill', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Burst', gravitas = '2', attunement = 'Astral, Erudite', blurb = "You're not giving up an inch.", effect = "Conjure a spiritual fortress in a Burst 1 centered on you. Allies within this area add a bronze die to all weapon attacks and armor checks. This fortress lasts until the end of the encounter, or until you use this ability again. Whenever you start your turn in your fortress, increase the number of bronze dice it grants to your allies' weapon and armor checks by one, for as long as it remains on the battlefield.", }, ["Ready for Anything"] = { idphrase = 'ReadyForAnything', cost = '100 XP', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'None', gravitas = '0', attunement = 'Erudite', blurb = "Brace yourself!", effect = "Gain two additional sudden actions. You cannot trigger more than one sudden action in a given creature's turn. These additional sudden actions vanish if not used by the start of your next turn.", }, ["Sacred Bonds"] = { idphrase = 'SacredBonds', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Healing, Kindling', gravitas = '5', attunement = 'Ardent, Astral, Savage', blurb = "The bonds of fellowship are not easily broken.", effect = "Gain one to three points of size. Then, set the vitality total of allies within two hexes of you to equal your own, even if you have less vitality than they do. If your current vitality is higher than their maximum vitality, their vitality is set to their maximum instead. For every point of size you gain beyond the first, increase the radius of this effect by one hex.", }, ["Sanctify"] = { idphrase = 'Sanctify', cost = '100 XP', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'None', gravitas = '4', attunement = 'Erudite, Mordant', blurb = "You bring calm to the raging battlefield, quieting the violence like a blessing on holy ground.", effect = "Expend all of your remaining gravitas. Your hex and all hexes adjacent to you become sanctified until the end of your next turn. While occupying these hexes, creatures cannot deal or take damage, and are immune to conditions other than Pinned. Conditions other than Pinned are cleansed from them, and cannot be applied to them while they occupy a sanctified hex. While this ability is active, you cannot regain gravitas by any means.", }, ["Shield Block"] = { idphrase = 'ShieldBlock', cost = '100 XP', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'None', gravitas = '2', attunement = 'Mordant', blurb = "You brace to stop all but the most deadly attacks in their tracks.", effect = "Until the start of your next turn, all dice you roll as part of an armor check are transformed to platinum.", }, ["Shining Pillar"] = { idphrase = 'ShiningPillar', cost = '100 XP', class = 'Shield Mother', actiontype = 'Sudden Action', keywords = 'Healing', gravitas = '3', attunement = 'Astral', blurb = "You shine amid the fray of battle. While you stand, so too will your allies.", effect = "This sudden action can be used when you regain vitality and it is not your turn. Allies within 2 hexes of you regain an equal amount.", }, ["Shockwave"] = { idphrase = 'Shockwave', cost = '100 XP', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'Affliction, Kindling', gravitas = '2', attunement = 'Savage', blurb = "Sometimes, good parenting means putting your foot down.", effect = "Gain one to three points of size. Enemies within a burst 3 centered on you are pushed 1 hex directly away, and are dizzy until the end of your next turn. Increase the distance enemies are pushed by one hex for every point of size you gain beyond the first.", }, ["Tiger Stance"] = { idphrase = 'TigerStance', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Stance', gravitas = '3', attunement = 'Ardent, Erudite, Mordant', blurb = "One against an army - but you're a heck of a one.", effect = "Until the start of your next turn, whenever an enemy damages you (even if that damage is reduced to 0), after resolving that damage, deal damage to your attacker equal to the result of your armor check against that attack. This damage cannot exceed a maximum of the original result of your attacker's damage roll. This damage ignores armor. When you roll initiative, you can use this ability as a sudden action. Whenever this effect would expire, you can pay 3 gravitas to extend its duration to the end of your next turn instead. You cannot use this ability while you have a different Stance keyword ability active.", }, ["Titanic Spirit"] = { idphrase = 'TitanicSpirit', cost = '100 XP', class = 'Shield Mother', actiontype = 'Utility Action', keywords = 'Kindling', gravitas = '2', attunement = 'Ardent, Mordant, Savage', blurb = "Within you lies the soul of something greater than your mortal flesh. Call it forth.", effect = "Gain one point of size. Until the start of your next turn, enhance your basic abilities. Your Heavy Breathing rolls a gold die for healing, rather than a silver. Increase the range at which your Interpose and Vigilance abilities can be used by 1 hex. This can allow you to use Vigilance at a range greater than your weapon's normal maximum range. Rally Cry heals and bolsters the defenses of allies in a burst 2, rather than a burst 1. When this effect would expire, you can choose to gain two points of size to sustain it until the start of your next turn.", }, ["Turn the Tide"] = { idphrase = 'TurnTheTide', cost = '100 XP', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'Affliction, Kindling, Weapon Attack', gravitas = '5', attunement = 'Astral', blurb = "You shine as a light that guides the weak against the strong.", effect = "Gain one to three points of size, and cleanse all conditions afflicting allies within one hex of you. Then make a weapon attack. Inflict each condition cleansed from at least one ally on the target of your weapon attack. For each point of size gained beyond the first, increase the radius of the condition cleanse by one.", }, ["Undying Hope"] = { idphrase = 'UndyingHope', cost = '100 XP', class = 'Shield Mother', actiontype = 'Battle Action', keywords = 'Crisis, Healing', gravitas = '1', attunement = 'Astral, Mordant', blurb = "When your body fails you, the echoes of your spirit push your allies to victory.here", effect = "Roll a silver die, and restore that much vitality to one ally within 2 hexes of you. You can use this action on your turn even while at 0 vitality, so long as at least one ally within 5 hexes of you has 1 or more vitality. If you use this ability while at 0 vitality, you roll three silver dice rather than one, and can target allies at 0 vitality.", }, ["Villain's Fate"] = { idphrase = 'VillainsFate', cost = '100 XP', class = 'Shield Mother', actiontype = 'Sudden Action', keywords = 'Affliction, Crisis', gravitas = '2', attunement = 'Ardent, Astral', blurb = "Your enemy is burdened with the crushing weight of their transgression.", effect = "This sudden action can be used when an enemy within 5 hexes of you reduces an ally to 0 vitality. The triggering enemy is afflicted with the immobilized, vulnerable, and weakened conditions until the end of their next turn, and you regain your sudden action.", },

--Lawbringer, Basic Ability Replacements ["Spellshock"] = { idphrase = 'Spellshock', replaces = 'Interpose', class = 'Lawbringer', actiontype = 'Sudden Action', keywords = 'None', gravitas = '0', attunement = 'None', blurb = "Channeling your magic on instinct, you dazzle your enemies with a burst of light and sound before they can harm your allies.", effect = "This sudden action can be used when an enemy within your weapon's range makes an attack against an ally, and may be used after that attack has been rolled. Inflict the Dizzy condition on the enemy that made the triggering attack, and apply the Dizzy condition's effects to the triggering attack. The enemy remains Dizzied until the end of your next turn.", }, ["Wandslinger"] = { idphrase = 'Wandslinger', replaces = 'Vigilance', class = 'Lawbringer', actiontype = 'Passive', blurb = "The boltcaster, a simple, trigger-operated wand popular with many Fordan magi, is an indispensable to your combat style, blasting foes when they least expect it.", effect = "Whenever an enemy ends their turn within your weapon's range while they are suffering from the Dizzy condition, make a weapon attack against them. Additionally, you gain proficiency with Wands.", },

--Lawbringer, Novice Ability Replacements ["Arrest Warrant"] = { idphrase = 'ArrestWarrant', cost = '100 XP', class = 'Lawbringer', actiontype = 'Passive', blurb = "Few can size up a villain as deftly as an irate Lawbringer.", effect = "Whenever an enemy within five hexes of you reduces an ally to zero vitality with a weapon attack, you can immediately inflict the Scanned condition on that enemy. Additionally, whenever an enemy ends their turn within your weapon's range while they are suffering from the Scanned condition, make a weapon attack against them. This does not stack with the attack from Wandslinger if an enemy is both Dizzy and Scanned.", }, ["Authority Figure"] = { idphrase = 'AuthorityFigure', cost = '100 XP', class = 'Lawbringer', actiontype = 'Passive', blurb = "Well, if you didn't have one before.", effect = "At any time, you can gain up to two points of size in order to increase your weapon's maximum range by one for each point of size gained until the end of the current turn. You can use this ability no more than once in a given turn, and cannot use it if you are pinned.", }, ["Crackdown"] = { idphrase = 'Crackdown', cost = '100 XP', class = 'Lawbringer', actiontype = 'Utility Action', keywords = 'None', gravitas = '4', attunement = 'None', blurb = "You've had it up to here with these antics!", effect = "Until the start of your next turn, whenever you make an attack and it is not your turn, repeat that attack one additional time.", }, ["Fastest Draw"] = { idphrase = 'FastestDraw', cost = '100 XP', class = 'Lawbringer', actiontype = 'Passive', blurb = "When trouble boils up, you can have your boltcaster in hand before the baddies even blink.", effect = "For the first full round of combat, increase your movement by one and your range when making attacks with wands by one. Additionally, you gain two additional sudden actions at the start of the round, which are lost at the end of the round if not used, regardless of when in the round you take your actual turn.", }, ["Mystic Blank"] = { idphrase = 'MysticBlank', cost = '100 XP', class = 'Lawbringer', actiontype = 'Battle Action', keywords = 'Affliction', gravitas = '2', attunement = 'None', blurb = "This deafening - but ultimately harmless - evocation shatters enchantments and eardrums alike.", effect = "Remove up to one condition from each creature within a burst ten centered on you. Then, inflict the Dizzy condition on each creature you removed a condition from. This Dizzy condition lasts until the end of your next turn.", },

--Heritor, Basic Abilities ["Gravic Soul"] = { idphrase = 'GravicSoul', class = 'Heritor', actiontype = 'Passive', blurb = "You were born to magic, and it serves you well.", effect = "You do not gain attunement from gravs. No matter how many gravs of differing types you are carrying, your attunement for all grav types is considered to be 0 for the purpose of purchasing and using actions. At character creation, however, you can choose a single grav type to represent your own gravic soul. You can only select Novice Active abilities which possess an attunement to that grav type, or an attunement of None. Finally, if you wish, you can choose to forgo carrying gravs altogether, instead gaining a powerful aura of gravic energy. This aura can manifest in a variety of ways, ranging from swirling leaves or gathering mist to physical changes to your body, but it is taxing to maintain and at times difficult to control. You gain an Aura score that functions identically to, and in place of, Size, and is referenced by all effects that reference size. If you choose this option, simply gain one attunement to a grav type of your choice for every 150 XP you gain, solely for the purpose of determining which gravic boons you can purchase with adventure XP.", }, ["Birthright"] = { idphrase = 'Birthright', class = 'Heritor', actiontype = 'Special', blurb = "Your potential seems limitless - only you can decide where to focus it.", effect = "At character creation, choose three basic abilities from other classes. These can be passives, or any kind of action, and do not have to be from the same class. You gain those abilities permanently.", },

--Heritor, Novice Actions ["Limitless"] = { idphrase = 'Limitless', cost = '100 XP', class = 'Heritor', actiontype = 'Special', blurb = "There's so much more to learn!", effect = "Choose a novice passive from another class. You gain it permanently.", specialname = "Special", specialeffect = "You can purchase this passive any number of times.", }, ["Grand Birthright"] = { idphrase = 'GrandBirthright', cost = '100 XP', class = 'Heritor', actiontype = 'Special', blurb = "It's there. Just waiting to be claimed!", effect = "Choose a basic ability from another class. You gain it permanently.", specialname = "Special", specialeffect = "If you purchase this passive ability even once, you cannot take any Veteran Class other than Ascendant Soul. You can purchase this passive any number of times, but can never have more than 4 passive and 4 active basic abilities.", }, ["Harness Power"] = { idphrase = 'HarnessPower', cost = '100 XP', class = 'Heritor', actiontype = 'Special', blurb = "The magic is yours, but you still must learn to wield it.", effect = "Choose a novice active ability from another class. You gain it permanently.", specialname = "Special", specialeffect = "You can purchase this ability any number of times.", },

}

return { abilitylist = abilitylist }