Effects
Effects define what abilities do. The level of an ability is determined first by its effect, then adjusted by any modifiers. Combat abilities are further adjusted by their triggers.
| Name | Level | Effect Type | Description |
|---|---|---|---|
| 2 Hits | 6 | Combat, Damage | You suffer two hits worth of damage. |
| 3 Hits | 10 | Combat, Damage | You suffer three hits worth of damage. |
| Absorb Blight | 12 | Combat, Defensive | You counter a single Blight damage effect and regain a number of hits equal to the damage that would have be inflicted. |
| Absorb Drain | 12 | Combat, Defensive | You counter a single Drain damage effect and regain a number of hits equal to the damage that would have be inflicted. |
| Absorb Fire | 12 | Combat, Defensive | You counter a single Fire damage effect and regain a number of hits equal to the damage that would have be inflicted. |
| Absorb Ice | 12 | Combat, Defensive | You counter a single Ice damage effect and regain a number of hits equal to the damage that would have be inflicted. |
| Absorb Mind | 12 | Combat, Defensive | You counter a single Mind damage effect and regain a number of hits equal to the damage that would have be inflicted. |
| Absorb Prime | 12 | Combat, Defensive | You counter a single Prime damage effect and regain a number of hits equal to the damage that would have be inflicted. |
| Absorb Shock | 12 | Combat, Defensive | You counter a single Shock damage effect and regain a number of hits equal to the damage that would have be inflicted. |
| Absorb Spell | 12 | Combat, Defensive | You counter a single Spell damage effect and regain a number of hits equal to the damage that would have be inflicted. |
| Absorb Stone | 12 | Combat, Defensive | You counter a single Stone damage effect and regain a number of hits equal to the damage that would have be inflicted. |
| Absorb Tox | 12 | Combat, Defensive | You counter a single Tox damage effect and regain a number of hits equal to the damage that would have be inflicted. |
| Adapt Climate | 3 | Narrative | You become immune to extreme climates, including arctic, desert, or tropical conditions. This does not grant any inherent advantage in combat. |
| Adapt Darkness | 5 | Narrative | You are able to see in poor illumination.This does not grant any inherent advantage in combat. |
| Adapt Gas | 4 | Narrative | You are able to see and breathe normally in smoky or gas-filled environments.This does not grant any inherent advantage in combat. |
| Adapt Water | 5 | Narrative | You are able to breathe and move normally in aquatic environments.This does not grant any inherent advantage in combat. |
| Add Burst | 8 | Combat, Meta | An Add Burst ability adds the Burst modifier to another ability used at the same time. You must add the "Burst" prefix before the ability's normal tagline. Note that no ability may have more than one such modifier. |
| Add Crit | 11 | Combat, Meta | An Add Crit ability changes the type of another damage ability used at the same time to Crit Crit ("Critical") damage. Critical damage cannot be Absorbed, Resisted, or Withstood and bypasses most defenses. If you are subdued by Critical damage, you are immediately slain. |
| Add Drain | 10 | Combat, Meta | An Add Drain ability changes the type of another damage ability used at the same time to Drain damage. Drain damage simultaneously replenishes the user's hits. |
| Add Gaze | 8 | Combat, Meta | An Add Gaze ability adds the Gaze modifier to another packet-delivered ability used at the same time. You must add the "Gaze" prefix before the ability's normal tagline. Note that no ability may have more than one such modifier. |