Nova Abilities - eskerthebreton/thrum GitHub Wiki

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Nova Abilities are powered by a special resource called Potential.

Potential has the following rules:

  • When an event listed in an ability's Potential field occurs, the ability user gains 1 Potential for that ability
  • If a character has more than one Nova ability, they track accumulated Potential separately for each ability
  • A character must expend an amount of Potential from that ability's store equal to the Cost of the ability to use it
  • Each character can only spend Potential once per Combat unless otherwise specified
  • Potential cannot accumulate beyond the Cost of an ability (or in the case of abilities with a variable cost, beyond the maximum listed)
  • All accumulated Potential dissipates when the party takes Downtime, however, unspent Potential otherwise carries over between Combats

Nova Abilities have the following Training Level prerequisites in the associated Combat Art:

  • Selecting a new Nova Ability: Training Level $\geq$ 3
  • Upgrading a Nova Ability: Training Level $\geq$ 5
  • Adding a second upgrade to a Nova Ability: Training Level $\geq$ 7

Brawling

Cannonball!

Type: Action (Physical Attack)
Potential: You are targeted with an attack
Cost: 6
Target: Aura 6
Effect: Teleport up to your Speed, then all enemies in the Aura are pulled toward you as far as possible
Success: Affected enemies are +1 Weakened and +1 Slowed
Critical: Deal Fatigue
Upgrades:
a. On a Critical, the target is Stunned in addition to the other effects
b. Deal Fatigue on a Success in addition to the other effects

Dueling

A Pound of Flèche

Type: Action (Physical Attack, Finisher)
Potential: You roll doubles
Cost: X (Max: 6)
Target: Line $\infty$
Effect: Make a Physical Attack with Finisher against all Enemies in the Area, and Teleport to the end of the Line
Success: Deal 2 Fatigue and +1 Bleed
Critical: Deal an additional 1 Fatigue and +1 Hamstrung
Effect: Reduce X by 1. Then if X is greater than 0, repeat this ability starting from the first Effect, choosing a direction other than the direction you came from.
Upgrades:
a. You can use this ability even if you have already spent Potential this combat
b. Reduce the cost to X-1

Infusion

Messenger of Woe

Type: Action (Buff)
Potential: You inflict one or more stacks of any Status (up to once per turn)
Cost: 4
Target: Self
Effect: Once per turn immediately before or after your Action (including this one) you can Teleport up to 3 and choose Burning, Slowed, Blinded or Shocked, dealing +1 of the chosen status as an Effect to any enemy adjacent to the space you left or arrived Upgrades:
a. Reduce the Cost by 1
b. You can use the Effect before and after your Action

Archery

Blot Out the Sun

Type: Action (Physical Attack, Finisher)
Potential: You use an Attack against a target at its maximum Range
Cost: 4
Target: All Enemies
Effect: Deal 1 Fatigue
Success: Deal an additional 2 Fatigue and target is +1 Slowed
Critical: Target is Immobilized until the end of their turn
Upgrades:
a. All targets are +1 Blinded as an Effect
b. Gain the effects of a Critical on a normal Success

Ninjutsu

Wraith on Wings

Type: Stance (Buff)
Potential: Start your turn Hidden, Inflict one or more stacks of Blinded to one or more enemies, or Attack an enemy that has Mark
Cost: 4
Effect: When you enter this Stance apply +1 Mark to all enemies and gain the following as a Buff (which persists even when you take a new Stance): You ignore all effects that would reduce or impede your movement and can move through other characters and barriers (but not stop in their space). You become Hidden and do not lose Hidden until combat ends.
Upgrades:
a. While affected by this Buff, when you move through an enemy's space for the first time on your turn, deal Stress to that enemy
b. While affected by this Buff, you have Aura 2. Enemies have the effect of the Blinded status while in the Aura and their Statuses do not tick down if they end their turn there

Kineticism

Twirling Towards Freedom

Type: Action
Potential: An enemy is moved as a result of one of your abilities
Cost: 4
Target: Aura $\infty$
Effect: You may move each character in the Aura a number of spaces equal to their distance from you either clockwise or counterclockwise along the square of spaces that distance from you. You can choose different directions for each character. Enemies who collide with another character or with terrain which is +2 or more from their starting position are Stunned
Upgrades:
a. Enemies who collide also take Fatigue
b. When you move an enemy using this effect, you may move them 1 space diagonally at any point during their path such that they end up 1 space further from you than they started.

Animism

The Unbearable Light of Beings

Type: Action (Buff)
Potential: A round ends
Cost: 3
Target: Self
Effect: Whenever you Position a Minion, whenever one of your Minions disappears, or whenever you target an Ally with an ability, enemies adjacent to the target Ally or position take Fatigue and +1 Blinded. Position a Minion.
Upgrades:
a. Enemies who collide also take Fatigue
b. When you move an enemy using this effect, you may move them 1 space diagonally at any point during their path such that they end up 1 space further from you than they started.

Mesmerism

Mass Hysteria!

Type: Action (Mental Attack)
Potential: You deal Stress
Cost: X (Max: 6)
Target: All Enemies
Success: Deal the lesser of X or 2 Stress
Effect: Targets must immediately make a Panic Roll regardless of their current Stress level, adding X to the number they need to roll to succeed
Upgrades:
a. You can use this ability even if you have already spent Potential this combat
b. Reduce the cost to X-1

Elementalism

Smite Them In The Fields and Streets

Type: Action (Special Attack, Finisher)
Potential: You take Stress from one of your own abilities (such as by paying an Overexert cost)
Target: All Enemies
Special: Targets can only defend against this attack using Evasion. They may choose not to defend and let the attack hit
Effect: Targets are +1 Burning and +1 Shocked
Success: Targets take 1 Fatigue and 1 Stress
Critical: Targets take double the Fatigue and Stress instead
Upgrades:
a. Inflict an additional +1 Burning and increase the base Fatigue by 1
b. Inflict an additional +1 Shocked and increase the base Stress by 1

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