[Update] Hero Manual Version 0.3.0

[NOM] Lance

Administrator
Staff member
#1
Hey all! We're dropping a new version of the Hero Manual today. This update features a few balance changes to previous content, but the main additions are the unlock of Tier 3 content and the inclusion of the comprehensive combat and roleplay rules!

Changelog #3 2/5/2019 - Version 0.3.0

Class Balance Changes
  • p. 24, Ardent T1 - Mana Echoes - Reduce damage to [Tier]d8.
  • P. 36 - Invoker T1 - Hex: Antagonize - Increase initial damage from 1d6 Damage to 2d6. Remove "PIERCING" effect to Damage.
  • P.36 - Invoker T1 - Woebringer - Change trait Type from Passive to Sustain Exploit.
    • Target: Self
    • Range -
    • Effect: +1 Damage Die Type (Max d20) to “Hex” Spells per unique Condition and Sustained Effect the Targeted Foe is suffering. If the Spell Targets multiple Foes, improve Damage by Foe with fewest unique Conditions. Sust. Effect: Repeat Effect.
  • p. 37 - Invoker T2 - Hex: Fey Kiss - Revise effect from "[Tier]d8 Damage vs Resistance" to [Tier]d8 PIERCING Damage.
  • p.66 - Spiritualist T1 - Spiritburn: Increase Damage from "d6" to "d8"s.
Tier 3 Content Unlock

Base Hero Values - Tier 3
  • +10 HP
  • +2 Skill Point OR +1 Point to each of 2 Skills
  • +1 Tide Turner Charge
Tier 3 Aspect Bonuses - Offensive
  • Deadly: +1 Damage Die on all Critical Hits that deal Damage
  • Precise: +1 Critical
  • Powerful: +1 Damage Die Type to all Actions that deal Damage
  • Steady: +1 Accuracy, +1 Penetration
  • Vicious: +1 Damage Die Type to all Melee Actions that deal Damage
  • Keen: +1 Damage Die Type to all Ranged Actions that deal Damage
Tier 3 Aspect Bonuses - Defensive
  • Vigorous: +8 HP, +1 Toughness
  • Tough: +1 Toughness, +1 Willpower
  • Resistant: +1 Resistance, +1 Dodge
  • Evasive: +1 Resistance, +1 Dodge
  • Willful: +1 Toughness, +1 Willpower
  • Defiant: +1 Resistance, +1 Willpower
T3 Aspect Table - Utility
  • Focused: The first Sustain Action you use is a Free Action. 1 per Encounter.
  • Charged: The first Amplify Action you use is a Free Action. 1 per Encounter.
  • Dynamic: The first Trigger Action you use is a Free Action. 1 per Encounter.
  • Heroic: +2 Willpower
  • Spirited: Heal 10 HP as a Free Action. 1 per Encounter.
  • Swift: +1 Square to Move Actions
Class Changes -Tier 3
  • Ardent
    • New Tier 3 Class Traits Added
      • Channeling
        • Type: Passive
        • Effect: +1 P and +1 Tide-Turner Charge.
    • New Tier 3 Class Actions Added
      • Lightning Bolt
        • Type: General Spell
        • Target: 1 Foe
        • Range: Ranged - 7
        • Effect:[Tier]d8 Damage vs. Resistance and Foe is knocked PRONE.
        • Action Speed: Slow
      • Frostgrave
        • Type: General Spell
        • Target: 1-3 Foes
        • Range: Ranged - 3
        • Effect: 5 PIERCING Damage.
          Amp. Effect: Expend 1 Fast Action to cause 1 Hit Grunt Foe to become FALLEN.
        • Action Speed: Slow
      • Spontaneous Combustion
        • Type: General Spell
        • Target: 1 Foe
        • Range: Ranged - 7
        • Effect: Target Foe suffers 1 Stack of BURNING. If that Foe already suffers from the Max. Stacks of BURNING, deal 10 PIERCING
          Damage instead. 1 per Round.
        • Action Speed: Fast
      • Pyroclasm
        • Type: General Spell
        • Target: All BURNING Foes
        • Range: Ranged - 7
        • Effect: Remove all Stacks of BURNING from All Target Foes. Each Foe takes 10x[each removed BURNING Stack] PIERCING
          Damage.
        • Action Speed: Slow
      • Glacial Crash
        • Type: General Spell
        • Target: 1-3 Foes
        • Range: Ranged - 3
        • Effect: -2 A to CAP Check. Deal 5 PIERCING Damage to All Target Foes and Push all Foes 3 Squares directly away from you(if possible).
          Amp. Effect: Expend 1 Slow Action to cause 1 Hit Foe to suffer from 1 Stack of CHILL.
        • Action Speed: Slow
      • Dominate Mind
        • Type: Sustain Spell
        • Target: 1 Grunt Foe
        • Range: Ranged - 7
        • Effect:
        • Target Grunt Foe is under your control and takes their Turn directly after yours. Ignore their Default Characteristics
          and Optional Modifiers, but roll 1d6 to determine their Action Chain.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow + Slow
      • Mirror of Ice
        • Type: Trigger Spell
        • Target: 1 Foe
        • Range: Ranged - Field
        • Effect: Trig. Cond.: If you are the Target of a Special Ability,
          Trig. Effect: Target Foe becomes the Target instead.
        • Action Speed: Slow
      • Weight of the World
        • Type: Trigger Spell
        • Target: 1 PRONE Foe
        • Range: Ranged - 7
        • Effect: Trig. Cond: If a Foe is knocked PRONE,
          Trig. Effect: That Foe must skip 2 Action Hexes to recover from PRONE instead.
        • Action Speed: Fast
    • New Tier 3 Tide-Turner Actions Added
      • Chain Lightning
        • Type: General Spell
        • Target: 1 Foe
        • Range: Ranged - 7
        • Effect: [Tier+2]d10 Damage vs. Resistance.
          Amp. Effect: +1 Damage Die for each Spell you used this Turn.
        • Action Speed: Fast
      • Stone Rain
        • Type: General Spell
        • Target: 1 Foe
        • Range: Ranged - 7
        • Effect: 10x[each Foe within 7 Squares of Target Foe] Damage vs. Toughness.
        • Action Speed: Slow
      • From the Ashes
        • Type: Trigger Spell
        • Target: Self
        • Range: -
        • Effect: Trig. Condition: If you would become FALLEN,
          Trig. Effect: Retain 1 HP and all Foes within 3 Squares of you take 3d12 Damage vs. Resistance and suffer 1 Stack of
          BURNING.
        • Action Speed: Fast
  • Druid
    • New Tier 3 Class Traits Added
      • Sudden Storm
        • Type: Passive
        • Effect: +1 Sustain Limit
    • New Tier 3 Class Actions Added
      • Bloodletting
        • Type: General Exploit
        • Target: Self
        • Range: -
        • Effect: 10x[each Foe within 7 Squares of Target Foe] Damage vs. Toughness.
        • Action Speed: Fast
      • Empowered Strike
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: [Melee Weapon Damage] + 3x[Sustain Limit] Damage.
          Amp. Effect: Expend 1 Fast Action to add +5x[Sustain Limit] Damage instead.
        • Action Speed: Slow
      • Primal Assault
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: [Melee Weapon Damage].
          Amp. Effect: Expend 1 Fast Action to add +2x[Sustain Limit] Stacks of VULNERABILITY to Target Foe.
        • Action Speed: Slow
      • Starfall
        • Type: General Spell
        • Target: 1 Foe
        • Range: Ranged - 5
        • Effect: [Tier+1]d12 Damage vs. Resistance.
          Amp. Effect: Expend 1 Fast Action to add +1 Damage Die per Effect you are Sustaining.
        • Action Speed: Slow
      • Eroding Winds
        • Type: Sustain Spell
        • Target: 1 Foe
        • Range: Ranged - 5
        • Effect: 1d10 PIERCING Damage and that Foe suffers 1 Stack of VULNERABILITY.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Dissipating Rain
        • Type: Sustain Spell
        • Target: All Heroes
        • Range: Ranged -5
        • Effect: Remove 1 Stack of 1 Condition from all Target Heroes.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Natural Resistance
        • Type: Sustain Spell
        • Target: 1 Hero
        • Range: Ranged - 5
        • Effect: +2 Resistance until the start of your next Turn.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Growing Power
        • Type: Amplify Exploit
        • Target: 1 Sustain Action
        • Range: -
        • Effect: Amp. Effect: When selecting Effects to Sustain at the start of your Turn, +1 Die Type to 1 Sustain Effect. This bonus is
          only removed when you stop Sustaining that Effect. 1 per Round.
        • Action Speed: Free
    • New Tier 3 Tide-Turner Actions Added
      • Eclipse
        • Type: Sustain Spell
        • Target: 1 Foe
        • Range: Ranged - 5
        • Effect: Whenever any Hero Critically Hits Target Foe, that Foe suffers SILENCE.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Maelstrom
        • Type: General Spell
        • Target: 1-3 Foes
        • Range: Ranged - 5
        • Effect: 2d10 PIERCING Damage.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Crown of Thorns
        • Type: Sustain Spell
        • Target: 1 Foe
        • Range: Ranged - 5
        • Effect: 1d12 PIERCING Damage. Whenever Target Foe uses a Special Ability, deal 1d12 PIERCING Damage to that Foe.
          Sust. Effect: Deal Damage and Repeat Effect.
        • Action Speed: Slow
  • Invoker
    • New Tier 3 Class Traits Added
      • Spell Shield
        • Type: Amplify Exploit
        • Target: 1 Action
        • Range: -
        • Effect: Amp. Effect: When you use a Spell that Targets the Field, +2 Resistance to all Heroes until the start of your next Turn.
        • Action Speed: Fast
      • Threads of Fate
        • Type: Passive
        • Effect: Whenever you cast any “Hex” Spell, you may alter any Die Roll of any Combatant by +/-1 as a Free Action. This bonus
          can be Stacked, but resets to 0 when used.
    • New Tier 3 Class Actions Added
      • Immaterial Strike
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: -4 A to CAP Check. [Melee Weapon Damage] vs. Toughness or Resistance. 1 per Round.
        • Action Speed: Fast
      • Void Cover
        • Type: General Spell
        • Target: 1 Square of Cover
        • Range: Ranged - Field
        • Effect: Remove Target Square and all adjacent Squares of Cover from the Battlefield.
        • Action Speed: Slow
      • Earthen Barrier
        • Type: General Spell
        • Target: 1 Square
        • Range: Ranged - Field
        • Effect: Target Square and all adjacent Squares increase in Elevation by +3 until the start of your next Turn. (If a Combatant
          falls from Elevation, that Combatant takes 1d6 PIERCING Damage per difference in Elevation.)
        • Action Speed: Slow
      • Crash and Burn
        • Type: General Spell
        • Target: 1 Foe
        • Range: Ranged - 5
        • Effect: Remove up to 2 Special Ability Effects from Target Foe. That Foe suffers 1 Stack of BURNING for each Effect you
          remove.
        • Action Speed: Slow
      • Vampirism
        • Type: Sustain Spell
        • Target: 1 Hero
        • Range: Ranged - 3
        • Effect: Any damage-dealing Action used by Target Hero heals that Hero 3 HP. Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Heroic Spirit
        • Type: Sustain Spell
        • Target: 1 Other Hero
        • Range: Ranged - 3
        • Effect: The first Fast Action used by Target other Hero each Round is a Free Action. Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Phasewalk
        • Type: Sustain Spell
        • Target: 1 Unoccupied Square
        • Range: Ranged - 3
        • Effect: Teleport to Target Square.
          Sust. Effect: Nothing.
          When Phasewalk is removed, Teleport to Target Square again if unoccupied.
        • Action Speed: Slow
      • Hex: Stigmata
        • Type: Sustain Spell
        • Target: 1 Foe
        • Range: Ranged - 5
        • Effect: 2d8 PIERCING Damage. Target Foe suffers FRAGILITY. You cannot cast Spells until the start of your next Turn. Sust.
          Effect: Repeat Effect.
        • Action Speed: Slow + Slow
    • New Tier 3 Tide-Turner Actions Added
      • Hex: Wither
        • Type: General Spell
        • Target: 1 Foe
        • Range: Ranged - 5
        • Effect: Target Foe loses [Tier+1]d8 HP.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Amnesty
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Ranged - 5
        • Effect: Target Foe suffers SILENCE.
          Sust. Effect: Repeat Effect and you lose ½ of your current HP.
        • Action Speed: Slow
      • Predestined
        • Type: Sustain Spell
        • Target: 1 Combatant
        • Range: Ranged - 5
        • Effect: Alter all Roll results of your Target by +/- 3.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
 
Last edited:

[NOM] Lance

Administrator
Staff member
#2
  • Archer
    • New Tier 3 Class Traits Added
      • Signal Flare
        • Type: Amplify Exploit
        • Target: 1 Action
        • Range: -
        • Effect: Amp Effect: If you Hit a Foe with a Damage-dealing Action, make a Move Action directly toward or away from that Foe.
        • Action Speed: Fast
    • New Tier 3 Class Actions Added
      • Galerider Strike
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range +2
        • Effect: [Melee Weapon Damage] to Target Foe. If your last damage-dealing Action before Galerider Strike was a Ranged
          Action, Teleport to an Unoccupied Square adjacent to that Foe.
        • Action Speed: Slow + Fast
      • Penetrating Shot
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Ranged - 3
        • Effect: +2 P to CAP Check. [Ranged Weapon Damage] to Target Foe. If your last damage-dealing Action before Penetrating
          Shot was a Melee Action, deal Damage to all Foes between you and your Target too.
        • Action Speed: Slow + Fast
      • Suppressing Fire
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Ranged Weapon Range
        • Effect: [Ranged Weapon Damage] and Target Foe skips their first Action next Turn. If that Foe is PRONE, they skip their
          second Action instead.
        • Action Speed: Slow
      • Twin Shot
        • Type: General Exploit
        • Target: 1-2 Foes
        • Range: Ranged Weapon Range
        • Effect: -6 A to CAP Check. [Ranged Weapon Damage]. If you Target only 1 Foe, deal 2x[Ranged Weapon Damage] instead.
        • Action Speed: Slow
      • Focused Shot
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Ranged - 3
        • Effect: 1.5x[Ranged Weapon Damage] and Foe is Pushed 3 Squares directly away from you.
        • Action Speed: Slow
      • Syncopation
        • Type: Sustain Exploit
        • Target: Self
        • Range: -
        • Effect: Whenever an Action allows you to make a Shift Action, you may skip that Shift Action to increase your Dodge by +2
          (Max +5). This bonus resets at the start of your next Turn.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Hunter's Swiftness
        • Type: Sustain Exploit
        • Target: Self
        • Range: -
        • Effect: +1 Trigger Limit OR +1 Amplify Limit.
          Sust. Effect: Repeat Effect.
        • Action Speed: Fast
      • Harrier's Grasp
        • Type: Trigger Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: Trig. Cond: If a Foe takes a Move Action,
          Trig. Effect: Cancel that Action and that Foe is knocked PRONE.
        • Action Speed: Fast
    • New Tier 3 Tide-Turner Actions Added
      • Repeating Shot
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Ranged Weapon Range
        • Effect: +4 P to CAP Check. [Ranged Weapon Damage].
          Amp. Effect: Expend additional Fast Actions to make +1 Repeating Shot per expended Fast Action.
        • Action Speed: Fast
      • Razorwind
        • Type: Sustain Exploit
        • Target: Self
        • Range: -
        • Effect: If you start, move through, or end your Shift Action in a Square adjacent to a Foe, that Foe takes 1d20 PIERCING Damage. 1 per Round per Foe.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Silencing Shot
        • Type: Trigger Exploit
        • Target: 1 Foe
        • Range: Ranged Weapon Range
        • Effect: Trig. Cond: If a Foe uses an Action,
          Trig; Effect: Cancel that Action and that Foe suffers from SILENCE.
        • Action Speed: Fast
  • Rogue
    • New Tier 3 Class Traits Added
      • Viper's Reflexes
        • Type: Passive
        • Effect: +2 P, and +1 Trigger Limit OR +1 Amplify Limit.
    • New Tier 3 Class Actions Added
      • Black Lotus
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: [Melee Weapon Damage]; if Black Lotus is Amplified with an Effect that causes POISON or if hit Foe is already
          POISONED, they suffer an additional +3 Stacks of POISON.
        • Action Speed: Slow + Fast
      • Doublecross
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: [Melee Weapon Damage]; if hit Foe is OFF-GUARD, they suffer DAZE.
        • Action Speed: Slow
      • Quicksilver Strike
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: -4 A and -10 P to CAP Check. [Melee Weapon Damage].
        • Action Speed: Fast
      • Shadow's Refuge
        • Type: General Exploit
        • Target: Self
        • Range: -
        • Effect: If you do not deal any Damage during your Turn, the first Action used by a Foe that includes you as a Target
          automatically misses. This Effect is removed at the start of your next Turn.
        • Action Speed: Slow
      • Twisting Mantis
        • Type: Amplify Exploit
        • Target: 1 Action
        • Range: -
        • Effect: Amp. Effect: When you hit a Foe, they suffer 1 Stack of VULNERABILITY and POISON.
        • Action Speed: Fast
      • Lacerating Caltrops
        • Type: Trigger Exploit
        • Target: 1 Foe
        • Range: Ranged - 3
        • Effect: Trig. Cond.: If a Foe takes a Move Action,
          Trig. Effect: -2 Squares to that Foe’s Move Action. If Foe is POISONED, -5 to Movement Range instead
        • Action Speed: Fast
      • Karmic Vengeance
        • Type: Trigger Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: Trig. Cond.: If a Foe misses or has an Action Cancelled,
          Trig. Effect: Heal 5 HP and +2 C to your next CAP Check that includes Target Foe.
        • Action Speed: Fast
      • Serpent's Bite
        • Type: Sustain Exploit
        • Target: 1 POISONED Foe
        • Range: Ranged - 3
        • Effect: Stacks of POISON cannot be removed from Target Foe.
          Sust. Effect: Repeat Effect.
          When Serpent’s Bite is removed, Teleport to an unoccupied Square adjacent to your Target.
        • Action Speed: Slow
    • New Tier 3 Tide-Turner Actions Added
      • Fevered Bane
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Ranged - 3
        • Effect: Whenever Target Foe suffers a Stack of POISON, they also suffer DAZE and 2 Stacks of WEAKNESS.
        • Action Speed: Slow
      • Bloodthirsty Flourish
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: [Weapon Damage] and heal ¼ of your Maximum HP. If Amplified with Dual Attack, deal 2x Damage and heal ½ of your
          Maximum HP instead.
        • Action Speed: Slow
      • Flashing Steel
        • Type: Amplify Exploit
        • Target: 1 Action
        • Range: -
        • Effect: Amp. Effect: When you hit a Foe with a damage-dealing Action, you may use that Action on that same Foe again as a
          Free Action directly after. All Amplify Effects applied to that Action are Free Actions.
        • Action Speed: Free
  • Warrior
    • New Tier 3 Class Traits Added
      • Shattering Strikes
        • Type: Passive
        • Effect: Whenever you Hit a Foe, they suffer 1 Stack of VULNERABILITY.
    • New Tier 3 Class Actions Added
      • Furious Slam
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: [Melee Weapon Damage]; if you fail to Penetrate or Critically Hit, +1 P until the End of the Encounter.
        • Action Speed: Slow
      • Earthshaker
        • Type: General Exploit
        • Target: All Foes
        • Range: Melee - 1
        • Effect: All Foes within Range are knocked PRONE.
        • Action Speed: Slow + Fast
      • Eviscerate
        • Type: General Exploit
        • Target: 1 PRONE Foe
        • Range: Melee - 1
        • Effect: 1[Melee Weapon Damage] and Target Foe cannot take Move Actions next Turn.
        • Action Speed: Slow
      • Fearless
        • Type: General Exploit
        • Target: Self
        • Range: -
        • Effect: Heal 5 HP. 1 per Round.
          Amp. Effect: Ignore Forced Movement until the start of your next Turn.
        • Action Speed: Fast
      • Ironhide
        • Type: General Exploit
        • Target: Self
        • Range: -
        • Effect: +1 Toughness whenever you take damage greater than 0. Remove Ironhide and all bonuses granted by it at the start
          of your next Turn. 1 per Round.
        • Action Speed: Fast
      • Booming Triumph
        • Type: Trigger Exploit
        • Target: 1 Action
        • Range: Ranged - 5
        • Effect: Trig. Cond.: If you Hit a Foe with a damage-dealing Action,
          Trig. Effect: Your next Fast Action is a Free Action. 1 per Round.
        • Action Speed: Free
      • Adrenaline Rush
        • Type: Trigger Exploit
        • Target: 1 Action
        • Range: Melee - 1
        • Effect: Trig. Cond.: If you Hit a PRONE Foe with a damage-dealing Action,
          Trig. Effect: Your first Slow Action next Turn is a Free Action. 1 per Round.
        • Action Speed: Fast
      • Sparking Steel
        • Type: Amplify Exploit
        • Target: 1 Melee Action
        • Range: -
        • Effect: Amp. Effect: When you hit a Foe with a damage-dealing Action, they suffer 1 Stack of BURNING.
        • Action Speed: Slow
    • New Tier 3 Tide-Turner Actions Added
      • Raging Whirlwind
        • Type: General Exploit
        • Target: 1-3 Foes
        • Range: Ranged - 3
        • Effect: [Melee Weapon Damage].
          Amp Effect: Expend 1 Free Action to Pull all Hit Foes into unoccupied Squares adjacent to you.
        • Action Speed: Fast
      • Backbreaker
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee - 1
        • Effect: [Melee Weapon Damage] and Target Foe is knocked PRONE.
          Amp Effect: Expend 1 Fast Action to prevent Target Foe from recovering from PRONE on their next Turn.
        • Action Speed: Fast
      • Shieldfury Stance
        • Type: Sustain Exploit
        • Target: Self
        • Range: -
        • Effect: +10 Toughness until the start of your next Turn.
          Sust. Effect: Repeat Effect and lose 1 Tide-Turner Charge.
          Remove Shieldfury Stance and all bonuses granted by it when you use a Damage-dealing Action, then +[your
          Toughness] Damage to your next Damage-dealing Action.
        • Action Speed: Free
  • Spiritualist
    • New Tier 3 Class Traits Added
      • Soulweave Warding
        • Type: Passive
        • Target: Self
        • Effect: +3 Resistance until the start of your next Turn whenever a Foe becomes Fallen.
      • Strengthen Spirits
        • Type: Passive
        • Target: Self
        • Effect: -1 Max. Tide Turner Charge. Improve the numeric Effect of all summoned Spirits by 1.5x.
    • New Tier 3 Class Actions Added
      • Breath of Decay
        • Type: General Spell
        • Target: 1 Foe
        • Range: Ranged - 7
        • Effect: Target Foe suffers 2 Stacks of POISON and 2 Stacks of VULNERABILITY.
        • Action Speed: Slow
      • Gift of Health
        • Type: General Spell
        • Target: 1 Other Hero
        • Range: Ranged - 7
        • Effect: Lose ½ of your Current HP. Target Hero heals ½ of their Maximum HP. 1 per Round.
        • Action Speed: Slow
      • Unburden
        • Type: General Spell
        • Target: 1 Hero
        • Range: Ranged - 7
        • Effect: Remove all Stacks of all Conditions on your Target. Remove all Effects you are Sustaining and reduce your Sustain
          Limit to 0 until the start of your next Turn.
        • Action Speed: Fast
      • Virtue: Balance
        • Type: Sustain Spell
        • Target: 1 Hero
        • Range: Ranged - 7
        • Effect: The minimum Roll result of Target’s damage-dealing Actions is ½ of that Action’s Damage.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Prayer: Soul Bind
        • Type: Sustain Spell
        • Target: 1 Other Hero
        • Range: Ranged - 7
        • Effect: Whenever Target Hero would take Damage, you may transfer that Damage (before Barrier Scores) to you as a Free Action.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Hollow Form
        • Type: Sustain Spell
        • Target: Self
        • Range: -
        • Effect: Damage dealt by your Basic Melee Attacks and Kiai Strikes gain the Piercing property. Reduce all healing you receive
          to 0 until the start of your next Turn.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow + Fast
      • Spiteful Spirit
        • Type: Sustain Spell
        • Target: 1 Unoccupied Square
        • Range: Ranged - 3
        • Effect: Lose 1 Tide-Turner Charge. Summon a Spiteful Spirit in Target Square. During your Turn, Spiteful Spirit may make 1Basic Ranged Attack against 1 Foe within 5 Squares that deals 10 PIERCING Damage on a Successful Hit.
          Sust. Effect: Lose 1 Fast Action and Repeat Effect. 1 per Encounter.
        • Action Speed: Fast
      • Spirit of Sorrow
        • Type: Sustain Spell
        • Target: 1 Unoccupied Square
        • Range: Ranged - 3
        • Effect: Remove 1 FALLEN Foe from the Encounter. Summon a Spirit of Sorrow in a Target Square. During your Turn, Spirit of
          Sorrow may heal 1 Hero within 5 Squares for 5 HP.
          Sust. Effect: Lose 1 Fast Action and Repeat Effect. 2 per Encounter.
        • Action Speed: Fast
    • New Tier 3 Tide-Turner Actions Added
      • Guillotine Fist
        • Type: General Spell
        • Target: Self
        • Range: -
        • Effect: Expend all Tide-Turner Charges. +10x[each Tide-Turner Charge expended]+10 Damage to your next Basic Attack or
          Kiai Strike. If you use Kiai Strike, deal 1.5x Damage instead.
        • Action Speed: Slow + Slow
      • Vow of Silence
        • Type: Sustain Spell
        • Target: 1 Foe
        • Range: Ranged - 7
        • Effect: Target Foe and you both suffer SILENCE.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
      • Prayer: Sacrifice
        • Type: Sustain Spell
        • Target: Self
        • Range: -
        • Effect: Lose 10 HP and 1 other Hero within 5 Squares of you heals 20 HP.
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
  • Tactician
    • New Tier 3 Class Traits Added
      • Loyalty to the Victor
        • Type: Trigger Exploit
        • Target: 1 Fallen Foe
        • Range: Ranged - 3
        • Effect: Trig. Cond.: If a non-Grunt Foe becomes FALLEN,
          Trig. Effect: You cannot be Targeted by Grunt Foes until the End of your next Turn.
        • Action Speed: Fast
    • New Tier 3 Class Actions Added
      • Valourblow
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: [Melee Weapon Damage] and improve 1 Hero’s Willpower by +2 until the End of the Encounter.
        • Action Speed: Slow
      • Resolute Smite
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee Weapon Range
        • Effect: [Melee Weapon Damage].
          Amp. Effect: Expend 1 Fast Action to Reduce your Willpower until the End of the Encounter (Min 0). Improve Damage
          by +3*[Each point of Willpower lost].
        • Action Speed: Slow
      • Battle Preparations
        • Type: General Exploit
        • Target: 1 Other Hero
        • Range:
        • Effect: If Target Hero has not expended their entire Action Pool by the start of their next Turn, improve the Speed of the first
          Action they use on their next Turn to Free.
        • Action Speed: Slow
      • Radiance of Icarus
        • Type: General Exploit
        • Target: All Foes
        • Range: Ranged - 3
        • Effect: All Foes are Pulled 3 Squares toward you (if possible). Your Barrier Scores are reduced to 0 until the start of your
          next Turn.
        • Action Speed: Slow
      • Hand Over Fist
        • Type: General Spell
        • Target: Self
        • Range: -
        • Effect: Your Barrier Scores are reduced to 0 until the start of your next Turn. Your next Slow Action is a Free Action. 1 per Round.
        • Action Speed: Free
      • Denied
        • Type: Trigger Exploit
        • Target: Self
        • Range: Melee - 1
        • Effect: Trig. Cond.: If Target Foe uses an Action,
          Trig. Effect: Cancel that Action and that Foe is knocked PRONE.
        • Action Speed: Slow
      • Calculated Risk
        • Type: Amplify Exploit
        • Target: 1 Action
        • Range: -
        • Effect: Amp. Effect: Ignore the Barrier Reduction Effect on the Action you Amplify.
        • Action Speed: Fast
      • Battle On
        • Type: Sustain Exploit
        • Target: 1 Hero
        • Range: Ranged - 7
        • Effect: Target heals 2 HP whenever they use an Action that hits a Foe(s).
          Sust. Effect: Repeat Effect.
        • Action Speed: Slow
    • New Tier 3 Tide-Turner Actions Added
      • Suckerpunch
        • Type: General Exploit
        • Target: 1 Foe
        • Range: Melee - 1
        • Effect: AUTO-HIT. Target Foe suffers DAZE and cannot make Move Actions next Turn.
        • Action Speed: Free
      • Maximum Caliber
        • Type: Amplify Exploit
        • Target: 1 Action
        • Range: -
        • Effect: Maximum Caliber does not expend a Tide-Turner Charge.
          Amp. Effect: When you Hit a Foe with a damage-dealing Action, deal maximum Damage instead. 1 per Encounter.
        • Action Speed: Free
      • Victory or Death
        • Type: Sustain Exploit
        • Target: Self
        • Range: -
        • Effect: +3 C, A, and P. Reduce your Barrier Scores to 0 until the start of your next Turn.
          Sust. Effect: Repeat Effect.
        • Action Speed: Fast
 
#3
Regarding the aspects for Tier 3;

Unless your group has decided to use Method 1 for aspects, replacing everything, why would you not go powerful? It gives the same bonus as Deadly/Vicious/Keen, except it doesn't require any specific type of action which they do.

For the Spirited tier 3 aspect; Does this mean heal yourself 10hp or heal anyone 10hp? And if it's anyone, what's the range?

Classes:

Ardent: I Like most of the new tier 3 actions, however the ice ones feel weak when reading them. Will have to test if they're actually that weak when I get the chance.

Druid: This Melee Sustain druid with Empowered Strike / Primal Assault / Starfall Seems interesting, going on the to-try list.

Invoker: What does Void Cover do, not mechanically but rather what does our characters see?
Elevation, what counts as a fall? Does jumping down from 1 higher elevation count as a fall? If so, how do you get down if you're at a higher elevation?
Phasewalk is unclear, I assume it means that you teleport to the same target square when removed, but the wording could be different.
Hex: Stigmata seems weak compared to Hex: Fey Kiss. Fey Kiss does 1 more die (at tier 3), but doesn't do the fragility. I'm not so sure that fragility is worth -1d8 damage AND three more action slots. Also, does Hex:Stigmata's "You cannot cast Spells until the start of your next Turn." Also get repeated when sustained? Because if so it's even worse.

What's the difference between losing health from Hex: Wither for example and taking damage?

I still really like all the new stuff for Invoker. Quickly turning into my favorite class.

Archer: Does the chosen limit from Hunter's Swiftness stay the same when sustained, or do you get to choose if you want to keep or switch?

Rogue: While I found it funny how the Trigger for Fortune Favored is you disliking a roll result, I think it would be better to have something along the lines of "After a roll". Also, are you able to use triggers on your own turn, such as using Fortune Favored on yourself?
For Shadow's Refuge, does dealing damage that doesn't go through barrier values count as not dealing damage?
Just to make sure, if Lacerating Caltrops makes the movement of the foe 0, it still doesn't count as canceling that action I assume?
How long does Fevered Bane last? If no limit, could you put it on the BBEG at the start of the campain, and then once you eventually fight him at the end, would it still be on him?
If you Flashing Steel a Bloodthirsy flourish, would that cost you two or three tider turner chargest to use it twice?

Warrior: Fearless: How do you activate the amp. effect? Do you just count it as one of your amp's used for the turn?

Atlanta: Can you use Inspiring Presence if you're not in combat and the hero is attempting to do something like scaring the shit out of a merchant? If so, how often can you switch up all your actions and traits? Could you just always pick up Inspiring Presence whenever you're not in combat just to help with that?
Should Chorus of Unity not be "1 Action" for it's target rather than self?
Is there a range limit on Martyrdom? If you're allowed to use it out of combat and there's no range, could you just sit out of a combat while you're locked up in a cell 1000 miles away and just keep taking all conditions as they fight to save you?
Is Warding Halo supposed to be an Exploit or is it actually a spell?

Spiritualist: For Virtue: Balance. Do you reroll until you get above 1/2 damage, or does it just go to 1/2 damage if you rolled below?
Does the damage transfered from Prayer: Soul Bind still get reduced by your barrier values?
There's an odd blue line above the text in Spiteful Spirit.
Does Spiteful Spirit use your CAP?
Does the x per encounter on both spirits mean you can only sustain it once or twice per encounter but cast it any number of times, or can you only cast it once or twice per encounter and sustain it for however long you want?
For Strengthen Spirits with Spirit of Sorrow. Do you heal for 7 or 8?
Gillotine fist, for the 1.5x damage, is that instead of the whole Gillotine fist? Because the way it's worded right now implies that.

Tactitian: For Resolute smite, how much willpower do you lose? Any amount? Because it's unclear right now.
Battle On has weird wording. Rather than "that hits a Foe(s)" I think something similar to "that hits atleast one Foe" is better.
 
Last edited:

[NOM] Derek

Administrator
Staff member
#4
Awesome breakdown once again!

Re: Powerful: There were some errors that made it through this update that will be addressed during the next patch. "Powerful" was one of those mistakes, and it will be corrected to a flat "+2 Damage bonus to all damage-Dealing Actions" rather than what it does now.

Re: Effect Wording: Clarifications will be added to any Effect that is currently confusing or unclear.

Class-specific questions:

Invoker:
  • Void Cover: The Invoker literally deletes the object that is serving as Cover. We've left how this works up to the descriptive flair of the player and Storyteller, so it can be best fit to their universe and lore, but my original thinking was the ground opens up and swallows it whole--all geomancy style.
  • Elevation: Elevation rules will be included in the Comprehensive Rules, releasing in the next update.
  • Hex: Stigmata: Yes, the "cannot cast Spells" is repeated with the Sustained Effect as well. Fragility is extremely powerful on certain Foes, which is why it's counterbalanced in this manner. We'll keep an eye on this though and it is currently marked to possibly have it's Die Type improved.
  • Hex: Wither: This is currently erroneous. It should read "loses Max. HP".
Archer:
  • The chosen limit stays the same until Hunter's Swiftness is recast.
Rogue:
  • Fortune Favoured: You can use Triggers at any point, provided the Triggering Condition is fulfilled. In that regard, yes, you can use it on your own Turn.
  • Shadow's Refuge: This needs to be made more clear, but yes, dealing no Damage due to Barrier Values does not affect Shadow's Refuge. What that means is that you make a build revolving around a low Damage Hero who laces Poison onto 0 Damage hits.
  • Fevered Bane: This needs to be clarified, but it Ends when the Foe becomes Fallen or at End of Combat to prevent these types of hijinks.
  • Flashing Steel + Bloodthirsty, at current, should use 3 Tide-Turner Charges. "Free" only refers to Action Pool cost, not Tide-Turner Charge usage.
Warrior:
  • Fearless: It only uses your Amp Limit and nothing else.

I'm out of time for now, but I'll answer the others in a follow-up later!
 

[NOM] Derek

Administrator
Staff member
#5
Atlanta:
  • The short answer is no: Inspiring Presence cannot be used like that. Class Actions are meant to be for Combat only. The longer answer has to do with the fact that we split Combat and Role-playing Encounters from one another and are hoping to add Class-based role-playing powers sometime in the future as an optional module for those who'd like that type of thing.
  • Chorus of Unity: Yep, that's correct. This is marked for the next hotfix.
  • Martyrdom has no range currently, but as stated with Inspiring Presence, Class Actions are meant to only be used for Combat.
  • Warding Halo is supposed to be Spell, yes.
Spiritualist
  • Virtue: Balance and Prayer: Soulbind will be reworded.
  • Spiteful Spirit: That might be just your reader for the PDF. I haven't had anyone else report this issue yet and I can't replicate it on any device. Spiteful Spirit does use your CAP and that will be added into the next fix. You may cast it once or twice, but Sustain it for as long as you wish. If the Sustain Effect is removed for any reason (e.g. becoming Fallen), the Spirit is removed.
  • Strengthen Spirit with Spirit of Sorrow, and any other multiplier that results in rounding, is by house-ruling if it's up or down.
  • Guillotine Fist is a 1.5x multiplier to the entire Action's damage. That will be clarified too.
Tactician:
  • Resolute Smite will be reworded as well, but it is for any amount.
  • Battle On will also be adjusted (and by your suggestion, actually!)
 
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