Animism - eskerthebreton/thrum GitHub Wiki
Combat Abilities By Art |
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Some Animism abilities refer to a Minion. This is a creature that counts as an ally of you and your other allies for the purpose of other abilities, but it does not take a turn or have its own statistics and it is unaffected by conditions (positive and negative). If it is targeted with an Attack, its controller contests with their Resolve. If it would take any Fatigue or Stress it disappears.
Position a Minion: When an ability allows you to "position a minion", if you do not already have a Minion in play, place a Minion in a space in range of the ability. If you already have a Minion in play, you may move it up to a number of spaces equal to the Range of the ability or teleport it to a new space in range instead.
Type: Action
Range: [1]
Target: One Ally or Self
Effect: Choose 1: Reduce the target's Fatigue by 1, reduce the target's Stress by 1, or reduce the stacks of a Status by 2
Overexert: Choose 2 instead, or choose the same one twice
Upgrades:
a. Increase the Range by half your REA
b. When you use this ability (in either its normal or Overexert modes) you may choose an additional option not already selected
Type: Action (Buff)
Range: 2
Target: One Ally or Self
Effect: The target may add your Animism Training level to a Defense roll, reducing any Fatigue or Stress taken by 1. Alternatively if they fail a Panic or Incapacity Roll they may reroll. Either way, end this Buff after it is used unless you take Stress to maintain it
Upgrades:
a. The bonus granted to the roll increases by half your FOC
b. The target may add your Animism Training to their reroll
Type: Action (Physical Attack)
Range: 4
Effect: Position a Minion. You may have your minion make a Physical Attack against an enemy adjacent to it (resolve using your Animism).
Effect: Push the target [1] spaces
Success: Deal 2 Fatigue
Critical: Deal an additional [1] Fatigue
Upgrades:
a. Increase the additional Fatigue on a Critical by half your POW
b. Increase the distance pushed by half your REA
Type: Stance
Range: 2
Effect: When you take or renew this stance, Position a Minion
Trigger: An enemy exits a space adjacent to your minion for the first time on their turn.
Effect: You may make a Physical Attack against the triggering enemy. If you do, end this stance.
Success: Deal [1] Fatigue
Upgrades:
a. Increase the Fatigue on a success by half your POW
b. On a Critical, apply Slowed equal to half your FIN
Type: Stance
Range: 2
Effect: When you take or renew this stance, Position a Minion.
Effect: The minion has Aura [1]. You and your allies have +[1] to all defensive rolls while in the aura.
Upgrades:
a. Increase the size of the Aura by half your REA
b. Increase the bonus to defensive rolls by half your FOC
Type: Passive
Effect: When you take the Basic Attack or Resuscitate actions or the Assist or Protect stances, you may use your Minion's space instead of your own for the purpose of determining whether a target is in Range. You may also select targets for other abilities you have as if you were in your Minion's space, but if they have a Range greater than [1], they are treated as if they had a Range of [1] instead (this does not apply to basic actions and stances).
Upgrades:
a. Increase the maximum Range of channeled non-Basic abilities by half your REA
b. When you use a Basic Ability in this way, you may reduce your Stress Load by 1
Type: Passive
Effect: When your minion would disappear as a result of taking Fatigue or Stress, you may prevent it from disappearing by taking Stress
Upgrades:
a. If an ally adjacent to your minion would take Fatigue or Stress, you may reduce the amount they take by 1 by taking Stress
b. When you would take Fatigue or Stress while you have a minion in play, you may reduce the amount you take by 1 by removing your minion from play