Recent Changes - Search:

PmWiki

pmwiki.org

edit SideBar

Abilities

Terrain Ability Trees

Air

Tier 1 Air Specialist – Gain +2 to Synchro checks with Air Gears. Once per episode, you may gain a bonus die when making a cunning or luck based check.
Dogfighter – When attacking a target with disadvantage against you, you deal +2 damage per level of disadvantage.Harrier – When chasing a foe doing maneuvers, you may increase your base movement by +2; this bonus movement is not multiplied for flight speeds.
Tier 2 Fleet of Wing – Increase your base movement by +1. Foes that have a lower base movement than you are treated as having disadvantage against your melee and aimed fire attacks. If the target's base movement is less than half yours, this is instead disadvantage II.
Holdout Armament – Gain a free O weapon slot with a single unit of ammunition. This weapon does not count against your weight or synchro checks, but has a limit of +2.Like the Wind – Activating this ability during normal movement, you gain an additional multiplier to movement and cannot be tracked until you end movement. You may not attack in a round you use this ability.
Tier 3 Liberty of Air – Gain a permanent +1 increase to both Cunning and Luck attributes. You may use your Air Specialist an additional time per episode, and gain an additional +2 (before multiplying) to your stamina track.
Turbulence – Air and Sea based foes you attack have their movement decreased to 3/4ths base for 1 round, and have disadvantage to checks in regards to movement.Active Camo – Start combat with a +1s6 cover bonus to defense, challenged by Awareness against your Stealth proficiency. This bonus stacks with other cover bonuses, and also applies to your Stealth check for this ability. Attacking applies disadvantage II to your Stealth check for this ability.
Air Capstone: Mastery of the Skies – You increase the maneuverability rating of any Air Gear you equip by 2 stages, and gain +1s8 to any movement based checks you make in the air.

Land

Tier 1 Land Specialist – Gain +2 to Synchro checks with Land Gears. Once per episode, you may gain a bonus die when making an athletics or empathy based check.
Fleet of Foot - Increases your base movement by +2 for Land Gears, and by +1 for Air and Sea Gears; this bonus movement is not multiplied for flight speeds.Stability - Increases your stationary bonus to defense by +*1. Grants 2xp to "Resist Maneuver" proficiency.
Tier 2 Sentinel – Gain +2 to awareness checks, and treat any ranged attack against Air or Sea targets as having a specialization bonus 1 higher than normal. When using cover, increase your cover bonus by 1s4.
Heavy Lifter – Increase your maximum weight limit by +2, and gain a bonus armor slot for any Gear you equip.Loaded Up – Reduce the synchro increase from weapons by -2 (minimum +0), and gain a bonus weapon slot for any Gear you equip.
Tier 3 Blessing of Earth – Gain a permanent +1 increase to both Athletics and Empathy attributes. You may use your Land Specialist an additional time per episode, and take 1 additional wound to KO.
Active Camo – Start combat with a +1s6 cover bonus to defense, challenged by Awareness against your Stealth proficiency. This bonus stacks with other cover bonuses, and also applies to your Stealth check for this ability. Attacking applies disadvantage II to your Stealth check for this ability.Overshields – Grants you a bonus track of 10 health that doesn't count for injuries or wounds, and is lost first. This bonus health can't be recovered through healing, only through rest.
Land Capstone: Reliable Weaponry – When making a combat attack roll or a synchro check, treat any "1" on a die as if it were a "2", including for fumble effects. You also gain +1s8 to any combat attack rolls you make.

Sea

Tier 1 Sea Specialist – Gain +2 to Synchro checks with Sea Gears. Once per episode, you may gain a bonus die when making a skill or will based check.
Long Cannons – Increase the range of ranged weapons you use by +2, and you may make an attack outside of normal range with a passive bonus of +0.Scavenger – Reduce your fuel consumption by 25% on long deployments. Once per combat, you may recover 1d3 units of ammunition, or restore 1d4+1 health to yourself or an adjacent ally.
Tier 2 Look Over the Horizon – Gain an additional range increment when using volley fire. In addition, you may mark an 5x5 area with an awareness check (opposed by stealth), granting allies a bonus to volley fire attacks in that area. This bonus does not stack with other uses of this ability, and is equal to the number of caution dice used in the check.
Until The Cannons Melt – When making attacks beyond the first in a round, you may choose to take health damage and stress instead of disadvantage. Roll the dice for the level of disadvantage and apply the result equally as health damage and stress, and deal 1 point of structural damage to the ivoking weapon for every 6 rolled.Damage Control Systems – You may sacrifice 1 rank of armor to remove a wound or debility (up to severe) from yourself as an action. You may also sacrifice 1 unit of fuel to restore 1d4+1 health to all allies within 5 units of yourself.
Tier 3 Wisdom of the Seas – Gain a permanent +1 increase to both Skill and Will attributes. You may use your Sea Specialist an additional time per episode, and gain an additional +2 (before multiplying) to your maximum Spirit.
Secondary Cannons – When making a ranged attack against a foe within the first range increment, you may roll 2 additional dice. These dice add to the base hit chance and damage, but do not count for bonus multipliers. Using this ability consumes minimum ammunition of the invoking weapon.Aegis – You may use Aimed Fire as a defense ability, and may roll defense for an ally in addition to their own if they are within the first range increment of the invoking weapon. This ability cannot be used against melee attacks on yourself, and has disadvantage against melee attacks on allies.
Sea Capstone: Combined Arms Coordination – When making an attack against a target, roll an additional 1d8; this die does not add to your attack, but allies that attack that target may use the result as a swap die for their attacks against that target. In addition, you gain an additional O weapon slot with all Sea Gears you equip.

Generic


Techniques

Techniques are bought with XP, though many can be used at rank 0 if the prerequisites are otherwise met.

Melee Techniques

Castling

A combat technique that swaps one's position with an ally, protecting them; use is as a movement or split move. In the case of a split move, apply Castling's movement bonus after you halve your movement to determine distance.
levelMaximum DistanceDefense Bonus (to ally)Defense Modifier (to self)PrerequisitesCost/Total
0+0 move+1 total-4 totalMelee Combat 1, Tactics 1--
1+1 move+1 per die you spend-3 totalMelee Combat 1, Tactics 11xp (1xp)
2+2 move+1 per die you spend-1 totalMelee Combat 2, Tactics 12xp (3xp)
3+2 move+2 per die you spend+0 totalMelee Combat 2, Tactics 23xp (6xp)
4+3 move+2 per die you spend+2 totalMelee Combat 3, Tactics 24xp (10xp)

Charge

A combat technique for closing in quickly, allowing short, straight movement with an attack in a single action.
levelMovement allowedDamage bonusDefense PenaltyPrerequisiteCost/Total
0Half move -1None-5 totalMelee Combat 1--
1Half moveNone-4 totalMelee Combat 11xp (1xp)
2Half move +1+1 damage per die-4 totalMelee Combat 12xp (3xp)
3Half move +1+2 damage per die-3 totalMelee Combat 13xp (6xp)
4Half move +2+3 damage per die-2 totalMelee Combat 14xp (10xp)

Knight's Move

A combat technique named for its resemblance to a knight's movement in Chess, it increases one's ability to defend oneself against future attacks from the target. Knight's move is made as a fight action made after the first portion of a Split Move, and provides a defense bonus as a shield.
LevelShield BonusAttack BonusPrerequisiteCost/Total
0+1 total-1 penaltyMelee Combat 1, Parry 1--
1+1 per defense dienoneMelee Combat 1, Parry 11xp (1xp)
2+2 per defense die+1 totalMelee Combat 1, Parry 22xp (3xp)
3+2 per defense die, +1 total+1 totalMelee Combat 2, Parry 23xp (6xp)
4+3 per defense die, +1 total+2 totalMelee Combat 2, Parry 34xp (10xp)

Thrust

A combat technique that increases the reach of a melee weapon, at the cost of some accuracy. Thrust is made as a fight action, and reduces defense until the user's next turn.
LevelRange IncreaseAttack/Defense penaltyDamage BonusPrerequisiteCost/Total
0+1 range-4 totalnoneMelee Combat 1, (Weapon) 1--
1+1 range-3 total+2 total damageMelee Combat 1, (Weapon) 11xp (1xp)
2+1 range-3 total+1 total damage, +1 damage per dieMelee Combat 2, (Weapon) 12xp (3xp)
3+2 range-2 total+1 total damage, +1 damage per dieMelee Combat 2, (Weapon) 23xp (6xp)
4+2 range-2 total+2 total damage, +1 damage per dieMelee Combat 3, (Weapon) 24xp (10xp)

Wide-swing

A combat technique that strikes two foes at once, attacking twice with only one Fight action. The combat pool is decreased as normal for attacking twice in one turn, though it only applies once, even if wide swing is done twice in one turn. Due to the awkward stance the user is left in, their defense is decreased while using wide swing, and until the start of her next turn.
levelDefense penaltySpecialPrerequisiteCost/Total
0-6 total DefenseCan attack two targets with one Fight action, no dice penalty.Melee Combat 2--
1-5 total DefenseCan attack two targets with one Fight action, no dice penalty.Melee Combat 21xp (1xp)
2-4 total Defense+1 bonus damage per die on each target.Melee Combat 32xp (3xp)
3-4/-2 total DefenseCan attack up to three targets without penalty. Halve defense penalty if only attacking two targets.Melee Combat 33xp (6xp)
4-2/-1 total Defense+2 bonus damage per die on each target.Melee Combat 44xp (10xp)

Ranged Techniques

Magical Techniques

Edit - History - Print - Recent Changes - Search
Page last modified on June 21, 2016, at 06:44 AM