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Ruby’s Abilities

Strength:

0 Abilities available and no Strength Points to use.

Agility:

4 Abilities available and 11 Agility Points to use.

Using yourself as a pivot you let your blade do the talking, spinning in a circle attacking all enemies.

Active Ability. You make a Weapon Attack in a Burst of 1/2/3 around the user and deals [W]/2[W]/3[W] damage on a hit. If the weapon is a Long Reach Weapon or a Chain Reach Weapon the range begins at the Weapon’s Range, but no target may be within the Reach of your Weapon. Cost: 3/6/10 Agility Points.

You attack with such power that you continue through your target to attack the next.

Active Ability. You make a Weapon Attack against an enemy and the two spaces to the sides of the enemy dealing [W]/2[W]/3[W] damage.  If the weapon is a Long Reach Weapon or a Chain Reach Weapon the range begins at the Weapon’s Range, but no target may be within the Reach of your Weapon. Cost 2/5/7 Agility Points

        

You may spin your weapon to block and destroy incoming projectiles.

Reaction Ability. Trigger: You are attacked by a Projectile Attack. You may reduce the damage the Attack Roll of the enemy by 2/4/6/8/10. Cost: 1/3/5/7/9 Agility Points.

Taking your time, you draw a bead and unload a flurry of shots in an instant.

Active Ability. You Concentrate for a turn, selecting up to a maximum of 3/4/5/6 enemies and reducing your remaining Speed to 0 for this turn. On the next turn you may make 3/4/5/6 Ranged Attack Rolls. Cost 2/5/9/13 Agility Points.

Constitution:

2 Abilities available and 5 Constitution Points to use.

Focusing your Aura on your wounds you quickly replenish any damage sustained.

Minor Action. Heals the user for D8/2D8/3D8/4D8/5D8 + Constitution Modifier. Can be used out of combat or while resting. Cost: 2/4/6/9/12 Constitution Points.

You lay your hands upon an ally and whisper a few words boosting their Aura.

Active Ability. You touch an ally and heal them for 2D6/4D6/6D6/8D6  + Constitution Modifier. Can be used out of combat or while resting. Cost: 1/3/6/9 Constitution Points.

“For it is in passing that we achieve immortality, through this we become a paragon of virtue and glory to rise above all. Infinite in distance and unbound by death, I release your soul, and by my shoulder, protect thee.”

Intelligence:

        1 Ability available, 1 Wind Proficiency with 2 Wind Dust to use.

An attunement to the wind has allowed you to move faster and farther by riding the wind

Reaction Ability. Trigger: Your roll initiative. You gain 2 to your Speed. Reserve: 2 Wind Dust.

Wisdom:

        5 Abilities available and 14 Wisdom Points to use.

As you charge headlong into battle you fire your weapon to increase your momentum.

Passive Ability. Trigger: You hit an enemy with a weapon attack after moving at least 4 squares towards the enemy. Add D4/2D4/3D4/4D4/5D4 to the Damage Roll. Reserve: 2/5/8/11/14 Wisdom Points.

“They see you as small and helpless, they see you as just a child. Surprise when they find out that a warrior will soon run wild.”

In the blink of an eye all that remains of you are a few scattered rose petals where you once stood.

Teleport your remaining Speed + 0/4/8, ignoring all enemies or terrain features to an unoccupied space. This ability may be used after partial movement as long as you have remaining movement. Cost: 2/4/6 Wisdom Points.

“The petals scatter now.”

Running faster also means running farther, making it so that you cover more distance in the same period of time.

Passive Ability: Your Speed increases by 1/2/3/4/5 spaces. Reserve: 1/2/3/4/5 Wisdom Points

Spinning with your weapon your entire body becomes a weapon attacking all those unfortunate enough to be in the way.

Active Ability. You move your speed in a straight line making a Weapon Attack Roll against all enemies you pass in range of your Weapon dealing [W]/2[W]/3[W]. Cost: 3/6/9 Wisdom Points.

Putting all your power into a single burst of speed you are able to displace enough air to use it as a weapon against all who may stand against you.

Active Ability. Move up to your speed in a straight line ignoring all enemies in your path (including Threatened Spaces). Roll an Attack vs Will on all enemies within 2/4/6 squares of the line you just moved any side. Each enemy that is hit by that attack is knocked prone, pushed 2/4/6 spaces in the direction you ran, and takes D6/2D6/3D6 + Wisdom Mod damage. Cost: 3/5/7 Wisdom Points.

“Justice will be swift, justice will be painful, it will be delicious!”


Charisma:

3 Abilities available and 8 Charisma Points to use.

Seeing an opening a plan springs to mind, and by yelling a codeword members of your team come together for a team attack.

Active Ability. You select 1/2/3 allies to join an attack with yourself. Select either a Basic Weapon Attack or an Active Ability for each member to use for the attack. If the user of this ability is not included in the attack, there must be at least 2 other members attacking, however you still add the user's Basic Weapon Attack to the Damage. All members converge together, and once the last member is in place all make an Attack Roll. If any hit the target, all attacks hit, and the user of the Team Attack Ability adds their Charisma Mod to the damage. Cost: 3/7/11 Charisma Points.

“Freezerburn! Checkmate! Ladybug! Bumblebee! Iceflower!

You bring your pet with you to the battlefield, but despite their size, they may assist with the toughest of battles.

Passive Ability. Each turn you may roll a D20 as a free action. On a roll of 19/18/17/16/15 or above your pet will make deal your Charisma Modifier damage and ignores all Aura Class to the closest enemy to you. This attack does not require an Attack Roll. Your pet will always follow you around and may not be attacked. Reserve: 3/5/7/9/11 Charisma Points.

        Just being in your presence your teammates perform better and feel like failure is impossible.

Reaction Ability. Trigger: An ally rolls a 2/3/4/5 or lower on a Skill Check Roll. That ally may reroll the Ability Check and take the second result. Cost: 1/2/4/6 Charisma Points.

Ruby’s Inventory

Weiss’ Abilities

Strength:

0 Abilities available and no Strength Points to use.

Agility:

3 Abilities available and 9 Agility Points to use.

At full speed you lunge at an enemy piercing their defenses.

Active Ability. You make a Weapon Attack roll and on a hit may add 1/2/3/4 Damage per spaces moved towards the enemy prior to the attack this turn. Cost: 1/3/5/7 Agility Points.

        With immense power and precision you pierce an enemy and attack any that may be be behind.

Active Ability. You make a Weapon Attack roll against an enemy. On a hit you deal [W]/2[W]/3[W][4] and may make another Weapon Attack Roll against any enemy up to 2/3/4/5 spaces behind the main target, but the damage is reduced by a D8 for each pierced enemy. Cost 2/5/9/14 Agility Points.

With a flash of your weapon, you repeatedly stab an enemy.

Active Ability. You make 4/8/12 Weapon Attack rolls on a single enemy. For each hit, deal the Damage Dice of your Weapon, but do not add your Agility Modifier. Cost: 4/9/15 Agility Points.

Constitution:

2 Abilities available and 5 Constitution Points to use.

A flash of light radiates from you as an enemy strikes you, protecting you from harm.

Reaction Ability. Trigger: You take damage. Effect: The damage is reduced by 1D10/2D10/3D10/4D10 + Constitution Modifier. Cost 2/4/7/10 Constitution Points.

You lay your hands upon an ally and whisper a few words boosting their Aura.

Active Ability. You touch an ally and heal them for 2D6/4D6/6D6/8D6  + Constitution Modifier. Can be used out of combat or while resting. Cost: 1/3/6/9 Constitution Points.

“For it is in passing that we achieve immortality, through this we become a paragon of virtue and glory to rise above all. Infinite in distance and unbound by death, I release your soul, and by my shoulder, protect thee.”

Intelligence:

9 Abilities available and 2 Wind Proficiency, 1 Earth Proficiency, 1 Fire Proficiency and 2 Ice Proficiency with 12 Wind Dust, 6 Earth Dust, 6 Fire Dust and 12 Ice Dust to use.

Using yourself as a conduit, you freeze an enemy to the ground.

Active Ability. Make a Dust Attack Roll vs Will against an adjacent target. On a hit deal D6 + Intelligence + Ice Proficiency damage and the enemy is Immobilized, save ends. Cost: 1 Ice Dust

Your skin is as cold and soft as freshly fallen snow, and just being around you gives others the chills.

Passive Ability. Trigger: You make Dust Attack Roll that expends Ice Dust. Gain a bonus to all Dust Attack Rolls using by your Ice Proficiency. Reserve 3 Ice Dust.

You send shards of ice hurtling at an enemy.

Active Ability. Make a Dust Attack Roll vs Reflex against a target within a range of 6. On a hit deal 2D8 + Intelligence + Ice Proficiency Damage. Cost 3 Ice Dust

Seeing a threat approaching you create a barrier of ice to surround you and your team protecting them.

Reaction Ability.Trigger: The user or ally is targeted by an environmental attack (Trap, Falling, Crashing etc) Effect: Create a wall of ice surrounding the target in a 4x4 square, with a vacant 2x2 square within to hide within, preventing all damage. The shell becomes the target of the attack. Cost: 4 Ice Dust.

You heat the air around your weapon causing it to strike with flame’s fury.

Minor Action. Add your Fire Proficiency to all Weapon Attack Rolls and add your Fire Proficiency and Intelligence Modifier to all Weapon Damage Attack Rolls until the end of your next turn. Cost: 2 Fire Dust.

A blast of fire travels along the ground toward your prey.

Active Ability. You attack in a Line of Effect with a range of 8. Make a Fire Dust Attack Roll vs Will against all enemies in this Line, and on a successful attack they take D8 + Fire Proficiency + Intelligence Modifier damage. The fire remains for 3 rounds, and anyone that enters the fire, or starts their turn in fire takes your Fire Proficiency + Intelligence Modifier Damage. Cost: 4 Fire Dust.

You slash the air with your hand, and the wind shears and tears anything in its wake.

Active Ability. You attack in a Cone of Effect with a range of 4. Make a Wind Dust Attack Roll vs Fortitude against all enemies in this Cone, and on a successful attack they take 3D6 + Wind Proficiency + Intelligence Modifier Damage. Cost: 4 Wind Dust

You blast the ground around you blasting everything around you away.

Active Ability. You attack in a Burst with a range of 3. Make a Wind Dust Attack Roll vs Fortitude against all enemies in this Burst, and on a successful attack they take D4 + Wind Proficiency + Intelligence Modifier Damage and are knocked back Wind Proficiency spaces away. Cost: 3 Wind Dust.

Energy spins around yourself or an ally as the world around them slows down.

Active Ability. You may Buff an Ally or Yourself with Haste to allow you to make 2 Active Abilities in a turn for 2 Rounds.


Wisdom:

        3 Abilities available and 8 Wisdom Points to use.

You create a platform made of solid energy at a location of your choice.

Free Action. You create 1/2/3 Glyphs in a square within a range of 12. The Glyph may be vertical, horizontal or diagonal. A Glyph is treated as a floor or a wall, and may be stood upon, jumped off, or run into. Jumping from a Glyph to use a Weapon Attack will add 1/2/3 to the Attack Roll and 1/2/3 to the Damage Roll. Lasts 3/5/7 Rounds. Cost: 1/3/5 Wisdom Points

        An ally loses their footing and with a well placed Glyph you are able to save them from falling

Reaction Ability. Trigger: An ally is Falling. You may create a Glyph below them, ending the fall. Cost 1 Wisdom Point.

By infusing the power of Dust into a Glyph it changes colour and takes on new defensive features.

Free Action. You select a Basic/Dual/Tri/Final Dust Element you are able to cast and expend a single Dust of that type (1 Fire for Fire, 1 Wind 1 Ice for Time etc.) to turn a Glyph into a Ward. A Ward gains the following benefits by Dust. Cost: 2/4/6/8 Wisdom Points.

Basic Elements

        

Fire: Glyph repels anything on it, allowing a jump to double height.

Ice: Glyph solidifies creating a Wall.

Wind: Glyph doubles the Speed of anyone standing upon it.

Earth: Glyph holds anything on it, preventing forced movement or falling.

Dual Element

Time: Glyph allows anyone standing upon it to make an extra Basic Attack.


Charisma:

2 Abilities available and 5 Charisma Points to use.

Your natural negativity and general mean nature effects those around you.

Reaction. Trigger - An enemy makes an Attack, Skill or Defense roll. Effect: Roll a D4/D6/D8/D10/D12 and reduce the enemies roll by that value. Cost 1/2/3/4/5 Charisma Points.

“And that’s why they call you The Ice Queen”

Sometimes jokes are best left to the professionals, and your attempt just left everyone groaning.

Minor Ability. You attack all Characters within a Burst range of 8 capable of hearing with a Charisma Attack Roll vs Will. All Characters who are hit are knocked Prone. This Ability also attacks Allies. Cost: 1 Charisma Point.

“No. Just... No”

Weiss’ Inventory


Blake’s Abilities

Strength:

1 Ability available and 2 Strength Points to use.

You get the drop on an enemy and kick them while they are down

Minor Action. You attack an Engaged Enemy with an Unarmed Attack vs Fortitude and on a hit deal D4/2D4/3D4/4D4/5D5 + Strength Mod Damage. Cost 2/4/7/10/13 Strength Points.

Agility:

5 Abilities available and 14 Agility Points to use.

Spotting an attack just about to land, you tap into your reserves of speed and agility to dodge at the last possible instant.

Reaction Ability. Trigger: You are targeted by an attack that targets Reflex. Effect: You may add +2/+4/+6/+8/+10 to your Reflex for that attack. Cost: 1/3/5/7/9 Agility Points.

Switching between both weapons you cut your enemy to ribbons.

Active Ability. You attack a target with a Melee Weapon Attack, and add 1/2/3/4/5 additional Off Hand Attacks, even if the first attack misses. Cost: 2/4/7/10/14 Agility Points.

Using stealth and subterfuge to your advantage your weapon finds its mark with little resistance.

Passive Ability. Trigger: You hit a target while behind an Engaged Enemy . If the target is Surprised, this effect triples. Effect: Deal D6/2D6/3D6/4D6 extra damage on the hit. This effect may only occur once per turn. Reserve: 4/8/12/16 Agility Points.

You attack with such power that you continue through your target to attack the next.

Active Ability. You make a Weapon Attack against an enemy and the two spaces to the sides of the enemy dealing [W]/2[W]/3[W] damage.  If the weapon is a Long Reach Weapon or a Chain Reach Weapon the range begins at the Weapon’s Range, but no target may be within the Reach of your Weapon. Cost 2/5/7 Agility Points

You throw your weapon and whip it along its chain taking the enemy out at the legs.

Active Ability. You make a Chain Reach Weapon Attack against an enemy and on a hit deal [W]/2[W]/3[W], knock the enemy Prone and Grabbed for 1/2/3 Rounds. Cost: 3/8/13 Agility

Constitution:

3 Abilities available and 9 Constitution Points to use.

Focusing your Aura on your wounds you quickly replenish any damage sustained.

Minor Action. Heals the user for D8/2D8/3D8/4D8/5D8 + Constitution Modifier. Can be used out of combat or while resting. Cost: 2/4/6/9/12 Constitution Points.

You lay your hands upon an ally and whisper a few words boosting their Aura.

Active Ability. You touch an ally and heal them for 2D6/4D6/6D6/8D6  + Constitution Modifier. Can be used out of combat or while resting. Cost: 1/3/6/9 Constitution Points.

“For it is in passing that we achieve immortality, through this we become a paragon of virtue and glory to rise above all. Infinite in distance and unbound by death, I release your soul, and by my shoulder, protect thee.”

Even when your Aura has depleted your body can withstand considerable punishment.

Passive Ability. When you are at 0 Hit Points, and must make a Knock Out check, you must roll higher than a 9/8/7 on a D20 instead of the normal 10 to remain conscious. Reserve: 4/8/12 Constitution Points.

Intelligence:

        1 Ability available, 1 Wind Proficiency with 3 Wind Dust to use.

You are as silent as the wind.

Passive Ability. You gain your Wind Proficiency Bonus to Stealth Checks made outdoors. Reserve: 3 Wind Dust.

Wisdom:

        4 Abilities available and 11 Wisdom Points to use.

In a blink of an eye, a duplicate of yourself hides in your shadow, which may be mistaken for yourself.

Free Action. You create a Shade in your space that lasts until it is attacked or consumed. While a Shade is active gain +1 to your Aura Class. Cost 1 Wisdom Points.

“Now in darkness”

When an enemy attacks you, they land a hit on your Shade instead of you, leaving nothing but confusion in the wake.

Reaction Ability. Trigger: You are attacked by an enemy. Add 1/2/3 levels of disadvantage on the enemy's attack. The Shade is then consumed. Cost: 1/3/5 Wisdom Points.

You replace yourself with your shade, and wait for a counter strike.

Active Ability. You remove yourself from the board, but leave your Shade in your place. The next attack your Shade takes consumes the Shade, and you appear behind the enemy that attacked your Shade. The enemy is Surprised. Cost: 2 Wisdom Points

“From shadows we’ll descend upon the world”

You counter a foe’s strike taking advantage of their confusion.

Reaction Ability. Trigger: You are behind an enemy after using From Shadows. You may as a Free Action make a Melee Weapon Attack that deals 2[W]/3[W]/4[W]/5[W]/6[W] damage. Cost: 3/5/8/11/14 Wisdom Points.

“Take back what you stole”

You are one with the shadows, and may hide from the keenest of eyes.

Passive Ability. Add your Wisdom Modifier to a Stealth Check while in darkness or dim light.

Charisma:

0 Abilities available and no Charisma Points to use.

Blake’s Inventory


Yang’s Abilities

Strength:

5 Abilities available and 14 Strength Points to use.

Active Ability. You make a Weapon Attack Roll against a target and deal your Strength Modifier + 0/[W]/2[W]/3[W] in damage and Daze the target for 1/2/3/4 Rounds. Cost: 1/5/10/16 Strength Points.

Sometime preventing an enemy from retreating is a better option than outright destroying them, using a Blunt weapon you target the enemies legs and knees, preventing them from running.

Active ability. Deals [W]/[2W]/[3W] versus 1 target, Immobilizing the target for 1/2/3 turns and Slowing the target for 1/2/3 turns afterwards. Cost: 1/3/5 Strength Points.

“We’ll Break his LEGS!”

Taking on a defensive stance you goad your enemies into coming close before you strike, preventing their advance towards you and your allies.

Passive ability. Trigger: An enemy enters a square 1/2/3 squares of you. Effect: Instantly move directly to the target as a Free Action, and make an Attack Roll. On a hit deal Strength Modifier damage and cause the enemies remaining movement speed to be reduced to 0. Reserve: 3/6/9 Strength Points.

You bob and weave through combat laying blow after blow.

Active Ability. You attack a target with a Melee Basic Attack Roll, and deal damage normally, but you gain 2/3/4 additional Off Hand Attacks afterwards, which may be used any time before the end of your turn. The Off Hand Attacks may be used on a different target, and you may use any other Actions before expending the extra Off Hand Attacks, such as a Move Action, Skill Check, Minor Action, etc. Cost: 3/6/9 Strength Points.


Before landing a devastating attack, you sweep an enemy off their feet and bring down the pain with a wink.

Active Ability. You make an Unarmed Attack Roll vs Fortitude, and on a hit deal D4 + Strength Mod damage and the enemy is knocked Prone, and then make a follow up Basic Melee Weapon Attack, and if this attack deal an extra 2D4/4D4/6D4 to your Melee Weapon Damage Roll.

Agility:

2 Abilities available and 5 Agility Points to use.

Spotting an attack just about to land, you tap into your reserves of speed and agility to dodge at the last possible instant.

Reaction Ability. Trigger: You are targeted by an attack that targets Reflex. Effect: You may add +2/+4/+6/+8/+10 to your Reflex for that attack. Cost: 1/3/5/7/9 Agility Points.

Taking your time, you draw a bead and unload a flurry of shots in an instant.

Active Ability. You Concentrate for a turn, selecting up to a maximum of 3/4/5/6 enemies and reducing your remaining Speed to 0 for this turn. On the next turn you may make 3/4/5/6 Ranged Attack Rolls. Cost 2/5/9/13 Agility Points.

Constitution:

3 Abilities available and 8 Constitution Points to use.

Focusing your Aura on your wounds you quickly replenish any damage sustained.

Minor Action. Heals the user for 1d8/2d8/3d8/4d8/5d8 + Con Mod. Can be used out of combat or while resting. Cost: 2/4/6/9/12 Constitution Points.

After a triumphant victory you feel reenergized and feeling like you can take on the rest.

Passive Ability. Trigger: a non-minion target is defeated by the user. Effect: the user is healed Con Mod/2 x Con Mod/3 x Con Mod. Reserve: 4/9/15 Constitution points.


Even when your Aura has depleted your body can withstand considerable punishment.

Passive Ability. When you are at 0 Hit Points, and must make a Knock Out check, you must roll higher than a 9/8/7 on a D20 instead of the normal 10 to remain conscious. Reserve: 4/8/12 Constitution Points.

Intelligence:

        1 Ability available, 1 Fire Proficiency with 3 Fire Dust to use.

        In a fit of anger, your Aura takes on the effects of fire and flame.

Minor Action. You Buff yourself to deal your Fire Proficiency + Intelligence Modifier in damage to anyone who damages you while adjacent to you for 2 Rounds. This damage ignores Aura Class. Cost: 1 Fire Dust.

Wisdom:

        2 Abilities available and 5 Wisdom Points to use.

        Your heart is full of passion, which can easily be turned to rage.

Passive Ability. You may collect Rage Points up to your Wisdom Mod + Proficiency. Each time you land an attack that deals damage or take damage you gain 1 Rage Point. At the end of each turn you lose 1 Rage Point if you have not gained a rage this turn as you cool off. Rage Points may be expended to add an additional effects to your other Semblance Abilities. No cost.

Attacks made against you further fuel your flame.

Passive Ability. Trigger: You are hit by an attack and take damage. Gain a bonus D4 to all Damage Rolls for the next 2/4/6 Rounds. This effect may stack 1/2/3 times. Reserve: 3/6/9 Wisdom Points.

Rage - Expend 1/1/1 Rage Point to apply the Knocked Back effect to the target that hit you.


“You think that you’ll break me you’re gonna find in time you’re standing too close to a flame that’s burning”


An attack nearly misses you, but manages to graze your hair, lopping off a few strands as they slowly drift in front of your face to the ground.

Reaction Ability. Trigger: An enemy attacks and it results in a Near Miss. Effect: All attacks you make against that enemy gain +1/+2/+3/+4/+5 to Attack Rolls and +2/+4/+6/+8/+10 to Damage Rolls until the target is defeated. If you spend a turn without attempting to attack the target the effect ends early. Cost: 1/2/4/6/8 Wisdom Points

Rage - Expend 3/4/5/6/7 Rage Points to change the target to a different enemy if you defeat your original target.

“Swing all you want, like a fever I will take you down”

Charisma:

2 Abilities available and 5 Charisma Points to use.

You would risk yourself to help others, and are willing to put your life on the line to do it.

Passive Ability. Trigger. An Ally is attacked within 1/2/3/ spaces of you. You may now become the target of this attack with a bonus of 1/2/3/ to all Defenses for this attack. Reserve: 2/4/6/Charisma.

You are quick witted in the worst way, but at least you’re really punny.

Reaction Ability. Trigger: an ally attempts a Skill Check and you may add D6/2D6/3D6/4D6/5D6 to the result. Cost: 2 Charisma Points.

“God Damnit”

Yang’s Inventory