Game Manual Text
Militia
Militia
LVL: 
1
HP: 
8
NRG: 
2
ADR: 
0

Ability Points:
Melee: NoneBetaAlpha
Range: NoneBetaAlpha
Tactic: NoneBetaAlpha
Stim: NoneBetaAlpha

NoneBetaAlpha Melee:
NoneBetaAlpha Range:
NoneBetaAlpha Tactic:

Summon: NoneBetaAlpha
Force: NoneBetaAlpha
Warp: NoneBetaAlpha
Vorp: NoneBetaAlpha

NoneBetaAlpha Summon:
NoneBetaAlpha Force:
NoneBetaAlpha Warp:

Robotics: NoneBetaAlpha
Hacking: NoneBetaAlpha
Syphon: NoneBetaAlpha
E.Manip.: NoneBetaAlpha

NoneBetaAlpha Robotics:
NoneBetaAlpha Hacking:
NoneBetaAlpha Syphon:

F.Forward: NoneBetaAlpha
Precog: NoneBetaAlpha
Rewind: NoneBetaAlpha
Faith: NoneBetaAlpha

NoneBetaAlpha F.Forward:
NoneBetaAlpha Precog:
NoneBetaAlpha Rewind:

Red: NoneBetaAlpha
Green: NoneBetaAlpha
Blue: NoneBetaAlpha
P.Shift: NoneBetaAlpha

NoneBetaAlpha Red:
NoneBetaAlpha Green:
NoneBetaAlpha Blue:

No Ability Assigned
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Primary Class:
Militiaman Abilities:
Melee Weapon Skills
Resupply Cost: 1 Energy. Roll a die. If you roll 4 or HigherRoll a die. If you roll 3 or HigherFree ActionSearch the item card pile from bottom-to-top. Add the first militia-class melee weapon to your active inventory. If your inventory is full return it to the pile. After all actions are completed shuffle the item pile.
Charge Cost: 1 Energy or 2 Adrenaline. Move up to 61218spaces toward a target (foe or ally). If target foe has been staggered or crippled deal 1d6 damage.2d6 damage + damage equal to 1/2 the number of spaces travelled rounded down.3d6 damage + 1 damage for each space travelled. This is an ability and not a move action.
Blow Cost: 2 Adrenaline. Knock down foe. (Target cannot move on their next turn). Foe is also Stunned (Cannot perform any actions in their next turn.)Foe is also Stunned for 1d6 turns. If target is knocked down or stunned stagger target for 2 turns. This effect can be applied to multiple targets based on the range of your weapon.Deal 1d6 bonus damage.
Carve Cost: 1 Adrenaline. Cause deep wound to target(s) within your weapon's range: Target loses 1hp per turn for 1d6 turnsTarget loses 2hp per turn for 1d6 turnsTarget loses 3hp per turn for 2d6 turns.If target(s) already has deep wound, apply another deep wound counter or stagger target(s) for 1d6 turns.
Parry Interrupt Free Action Cost: 1 Energy or 2 Adrenaline. Roll a die. If you roll 4 or HigherRoll a die. If you roll 2 Or HigherPrevent the next incoming damage and deal damage to attacker based on your current converted damage modifier.In addition to your damage reflect the damage which was about to be done to you back to attacker. This is considered an active stance against all incoming attacks until your next turn begins.

Ranged Weapon Skills
Call Arms Cost: 2 Energy. Roll a die. If you roll 4 or HigherRoll a die. If you roll 3 or HigherFree ActionSearch the item card pile from bottom-to-top. Add the first militia-class ranged weapon to your active inventory. If your inventory is full return it to the pile. After all actions are completed shuffle the item pile.
Point Blank Shot Cost: 1 Energy. or 2 Adrenaline. Knock back foe up to 61218Spaces in a straight line. If they collide with a wall, foe, or ally deal a bonus 1d6 damage and they are staggered for 1d6 turns. This is also done to any other foe or ally they collide with. This attack can only be performed at close proximity (1-3 spaces).
Crippling Shot Cost: 1 Adrenaline. Target is crippled for 1d6 turnsRoll a die. If you roll 3 or HigherFree Action(Can only move up to 3 spaces, any additional movement past 3 spaces performed by portal, time-manipulation, knock-back, or otherwise deals 1 bonus damage per space travelled).
Split Shot Cost: 1-3 Adrenaline. Free Action, Stance for 1 turn. For each adrenaline spent attack 123 targets simultaneously with your next ranged attack.
Dead Eye Cost: 1HP per adrenaline. Free Action, Stance for 1 turn. For each adrenaline attack onceonce. For each target: Roll a die. if you roll 4 or Higher target is knocked down (Cannot perform a move action for 1 turn).once. For each target: Roll a die. if you roll 3 or Higher target is knocked down for 1 turn. If target is knocked down, stun target for 1 turn. If stunned target is deep wounded (losing 1 hp per turn) for 1d6 turns. If they have deep wound they are staggered for 1 turn. You can attack the same target multiple times.

Tactical Abilities
Command Cost: 0 energy. 0 Adrenaline. Roll a die. If you roll 4 or HigherRoll a die. If you roll 3 or Higher Give target an extra turn. (They can perform move/action as if this were their turn in addition to the turn they either haven't taken yet or have already taken) They can perform 1 extra ability use or attack action this turn. Enemies attacked by them using this turn receive a zero-point stun counter.
"Incoming!" Cost: 1 energy or 2 Adrenaline. For 1 turn: All allies ignore projectile damage.All allies ignore projectile and/or explosive damage.All allies go into a parry stance ( all incoming damage is ignored & allies automatically get a free attack roll against incoming attackers )You or Allies gain an adrenaline for each ignored attack. Foes whose attacks are ignored gain a zero-point stun counter.
"Form Up!" Passive: You share HP with 2 other allies of your choice. All allies.All allies. And you gain adrenaline when they take or deal damage.Active: Cost 2 energy or 4 adrenaline. Move allies from within a 6 x 6 rangewithin a 10 x 10 rangeAnywhereinto a formation where each ally is within 2 x 2 spaces of each other ( No limit to how far this formation can extend or its shape ).
"Go Go Go!" Cost: 1 Adrenaline. Target has double movement range for 1d6 turns.Team has double movement range for 1d6 turns.Team has triple movement range for 1d6 turns. Target ally can perform an additional move action (with the boosted range).
"Change Places!" Cost: 2Energy or 4 Adrenaline. Reposition allies and enemies within a 6x6 radiuswithin a 12 x 12 radiusfrom anywhere to anywhere visible to yourself or allies in any way that you want ( you can even change their facing direction ). Rearranged foes gain zero-point stun counters.


Primary Class:
Cutter Abilities:
Summoning
Blade Cost 3 Energy, form a seven dimensional blade fused to your palm. This weapon deals 2d63d64d6 damage and applies a mark. This damage ignores bonus HP and armor. If target's base HP reaches zero it is removed from reality. Only one summoned weapon can be active at a time.
Daishoto Cost 3 Energy, form a pair of seven dimensional blades fused to your palms. These weapons deal 1d62d63d6 damage twice each attack and two marks are applied.
Shatter Cost 3 Energy, destroy the blade in your hand and remove marks from all targets. For each removed mark deal 1d62d64d6 damage. This damage ignores bonus HP and armor. If target's base HP reaches zero it is removed from reality.
Yog Passive: You can move and attack twice, or attack and move twice each turn. Active: Cost 4 Energy, Chant "Yog-Sathoth", search the encounter pile for a card titled "The Anomaly" and immediately put it into play.and put it into play in 1d6 action steps.And put it into play in 1d6 turns, even if you are no longer alive or present.
Shub Passive: You deal bonus damage equal to your missing HP + Bonus damage equal to the ammount of HP your target is missing. Active: Cost 4 energy, Chant "Shub-Niggurath", search the encounter pile for a card titled "Mother" and immediately put it into play.and put it into play in 1d6 action steps.And put it into play in 1d6 turns, even if you are no longer alive or present.
Planar Force
Caster Use any ally's active ability (paying it's energy cost).Passive: Your energy can be used as health. Active: Cost 2 Energy, use any ally's active ability (paying it's energy cost).Passive: Your energy and health are interchangeable. Active: Free Action Repeatable Cost 1 Energy, use any ally's active ability (paying it's energy cost). Its power is based on that ally's star level, not your own.
Gravity Cost 2 Energy, Relocate 1up to 2up to 2 + 1d6 target foes within a 6x6 radiusa 12x12 radius any visible range of you or an ally . If they collide with a wall or each other they receive 1d62d63d6Damage. Marked targets are staggered for 1 turn for each mark.
Oasis of energy Cost 3 Energy, Mark a target foe. All marked foes produce an energy spring for 1d6 turns: All marked foes grant 1 additional energy per turn to allies within a 6x6 range of them.All marked foes grant 1 additional energy per turn to allies within a 12x12 range of them.All allies gain 1 additional energy per turn for each mark on each enemy.
Oasis of maiming Cost X Energy. For X turns, Create a 6x612x12All-Encompassing Field within sight range of yourself and/or allies. Foes in this field receive 1 mark per turn. Marked foes receive 1d6 damage per mark.
Amplify: Cost 2 Energy Target foe's marks are doubledChoose a number of foes equal to the number of marks in play: Double those foes marks.Alpha All marked foes gain double marks and double all negative status effects.
Warp
Portal Free Action Cost 1 Energy, Create a portal next to your location and any chosen ally location regardless of distance or reality. This lasts for 1d6 turns and can be moved through by any allies or enemies.next to any location within your vision and an ally's vision, or in the vision range of a marked enemy regardless of distance or reality. This lasts for 3d6 turns and can be moved through by allies or enemies. You can forcibly pull enemies through within a 6x6 range of either end as a free action at any time.at any location you, marked enemies, or allies have awareness of regardless of space, time, or higher dimension. Enemies cannot pass through unless you allow them to. You can force enemies through as a free action at either end within a 12 x 12 range of the portal. The portal stays open indefinitely until you choose to close it. Anything located inside of a portal space counts as being at both locations simultaneously. You choose which directions count as an entrance and an exit. Portals cannot be entered or exited from the back or sides. Portals must have at least 1 space of clearance between them.
Blink Free Action Cost 1 Energy, Move Yourself anywhereYourself or an ally anywhereYourself an ally or a marked enemy anywhere in visible range of yourself, an ally, or marked enemy. You can also occupy the same space as a marked enemy. If you do relocate them 1 space in any direction and deal1d6 damage2d6 damage3d6 damage. If they don't have anywhere to move roll a die: If you roll 5 or higher the target is destroyed.If you roll 4 or higher the target is destroyed.If you roll a 2 or higher the target is destroyed.If you fail the roll your blink fails and your HP, Energy, and Adrenaline drop to 0.
Displace Cost 1 Energy, Mark Target and place a return counter on them ( starts at 6 ), target foe enters a stasis lock for 1 turn. For 1d6 turns For your choice: in up to 6 turns During this turn the foe is not occupying space on the battlefield. No one can enter the square it was just occupying and any portals placed within 3x3 spaces of it while in stasis lock will be forced closed. This foe cannot attack or take any actions until they are removed from stasis lock- then it is immediately the target foe's turn to act/move. Once they return from stasis remove 1 counter from the return counter each turn. Once the return counter reaches 0 remove it. This ability has no effect on targets with a return counter.
Move Party Cost 4 Energy, relocate any or all party members to any location visible to any party memberany location visible to any party member or marked enemy or which you have previously visited including other realitiesany location you or other party members or marked enemies are aware of ( such as based on photographic or video evidence ) If you or other ally physically occupy space with an enemy or other physical object roll a die: If you roll 4 or above then move that ally to a safe location within visual range of any ally. If the roll fails relocate them to somewhere unoccupied within visual range of any ally and set their health to 0.
Disarm Cost 3 Energy, Remove target foe's armor item, destroy it.Choose one: Remove target foe's armor or Remove target foe's weapon. Destroy the removed item.Choose one: Remove target foe's armor or Remove target foe's weapon. Add it to your inventory. You may equip it or destroy it as a free action. If you do not have any inventory space, destroy the item or swap it out for existing equipment and destroy the swapped-out item. Apply a mark to target. If target is already marked, stagger target for 1 turn. For 1d6 turns For 1 + 1d6 turns
Primary Class:
Techromancer Abilities:
Robotics
Dual Drones Cost: 3 energy, Create two robot drones within visual range with 1d6 HP2d6 HP2+ 3d6 HP These drones can only attack one target at a time for 1d6 damage.2d6 damage.3d6 damage. These robots' rolls always ammount to 6 when attacking from behind. These each lose 1 HP per turn.
Mech Cost: 3 energy, Create a robot minion within visual range with 2d6 HP4d6 HP4 + 6d6HP This robot can attack up to 136 targets each turn for for 1d6 explosive AOE damage.2d6 explosive AOE damage.3d6 explosive AOE damage. This mech loses 1 HP per turn.
Mobile Me-Form Cost: 5 energy, Create a robot minion within visual range with 1/2 your current base HP and 1/2 your current total energy rounded up.1/2 your current converted HP and current converted total energy rounded up.Your current converted total HP + 1d6 and Your Converted total Energy. This is its maximum HP/Energy. This robot acts as another player in your party each turn and can use all of your abilities. Like you this robot gains 1 energy per turn. Unlike you, however, it loses 1 HP per turn.
Self Destruct Cost: 1 energy, detonate target robot dealing 1d62d63d6 Area of effect explosive damage within a 3x3 radius. This damage is multiplied by the ammount of HP remaining on the detonated robot. On detonation roll a die: 1-2 Nothing Happens, 3-4 enemies in the blast radius become irradiated (all foes within 5x5 range of target lose 2 HP per 1d6 turns and they receive a planecutter mark), 5-6 enemies become stunned for 1 turn and they gain a zero-point stun counter.
Haphazard Scrap Heap Cost: 6 energy, Combine all robot minions you control into a single robot minion with 1d6 x no. of source robots2d6 x no. of source robots3d6 x no. of source robots This pile of machines loses 1 HP per turn. It attacks for 1d62d63d6 and can hit an additional target equal to the number of source robots used to make it. If this is made out of 4 or more separate machine sources you or an ally can climb inside of it and are granted damage immunity and move where it moves until it is destroyed. On reaching 1HP it auto-casts self-destruct, even if you do not have this ability equipped.
Hacking
(Function(){Hack//}) Free Action Cost: 1 energy, Choose a target. Roll 3 die. Choose the lowest number of the three die rolled: If dice roll is 1 target receives a temporary mind control and becomes an ally for 1 Turn 2 Turns 3 Turns If dice roll is 2 target becomes displaced and cannot move/act/take damage for 1 Turn 2 Turns 3 Turns If dice roll is 3 target experiences feedback loop: It receives the same damage it had received last turn + 1d6 armor ignoring damage 2d6 armor ignoring damage 3d6 armor ignoring damage If this damage reduces its base HP to 0 remove it from reality. If dice roll is 4 target receives the berserker effect and attacks twice each turn while Rolls of 4 or more to do damage to itself instead. Rolls of 3 or more to do damage to itself instead. Rolls of 2 or more to do damage to itself instead. If dice roll is 5 target experiences wetware hemorage: Attacks against it do 1d6 bonus damage 2d6 bonus damage double damage and the target can only deal 1 damage at maximum to allies for 1d6 turns until it takes damage from another source other than itself 2d6 turns until it takes damage from another source other than itself the remainder of its life until it takes damage from another source other than itself If dice roll is 6 target experiences a perfect mind control and becomes an ally for 12 turns 24 turns 36 turns
$('.Inject').PHAGE() Cost: 3 energy, Target is infected with a modified Phage virus for 1d6 turns target loses 1d6 HP per turnfor 2d6 turns target lose 1d6 HP per turn and its damage + damage rolls are 1/2 as effective, rounded down.for 3d6 turns target lose 1d6 HP per turn and its damage + damage rolls are 1/2 as effective, rounded down.If target dies while infected by Phage their HP and Energy are restored to full and they become a phage minion controllable by the caster. Each turn they lose 1 HP. Healing and rewinding effects only do damage to them instead of healing them.
$('#Double').effects(x2) Cost: 4 energy, All negative status effects on target ( Crippled, Knocked Down, Blinded, Phage, Irradiated, Deep Wound, Marked, Quantum Counter, Stun Counter, Stagger, Wetware Hemorage, Feedback Loop, Berseker, Mind Control, Rust, Damocles, etc... ) are doubled on the target or cloned to another target.are cloned 3 times and applied to any 3 targets in visual range of allies. ( These can also be stacked on to the original target )are ( You Choose ) Spread to all foes in vision range of your allies or cloned 5 times and applied to any 5 targets in visual range of allies. ( These can also be stacked on to the original target ).
NS.STRING//Slow Cost: 3 energy, Target is marked, crippled, rusted and gains a quantum counter. Apply these effects to 1d6 additional targets in range ( or the same target multiple times )Apply these effects to 2d6 additional targets in range ( or the same target multiple times ). Description of effects: Mark, target is marked for planecutter abilities ( Permanently ). Rust: Target can only move / act every other turn for 1d6 turns. Cripple: Target can only move up to 3 spaces for 2d6 turns.
.//Crash.TXT Cost: 2 energy, based on current status effect apply another: If target is affected by phage it is irradiated ( and gains a planecutter mark ). If target is irradiated it receives deep wound, if target has deep wound it is marked, if target is marked it is blinded, if target is blinded it is knocked down, if target is knocked down it is staggered, if target is staggered it is rusted, if target is rusted it is crippled, if target is crippled it is irradiated. Target receives 1d6 damage for each status effect on it.All foes in visible range of your party receive 1d6 damage for each negative status effect on them.Description of effects: Knocked down: foe cannot move for 1d6 turns. Stagger: Target loses 1/2 its current HP rounded down. Rust: Target cannot act every other turn for 1d6 turns (and gains a quantum counter). Cripple: Foe can only move 3 spaces for 2d6 turns, any additional movement results in 1 HP loss per space. Irradiated: within 5x5 spaces of affected target 2 HP is lost per turn for 1d6 turns. Deep wound: target loses 1d6 hp per turn for 1d6 turns. Blind: Target cannot deal damage for 1d6 turns. However: It can still activate abilities and move.
Syphoning
Cut/Paste Cost: 3 Energy, Transfer 1d6 health from foe2d6 health from foe 3d6 health from foe from an enemy to yourself or an ally. You can split and distribute stolen health among multiple allies. Affected enemy receives a zero-point stun counter.
Cache Cost: 2 Health, can be cast on an ally but costs your HP. Target regains full health in 2d6 turns.1d6 turns.2 Turns..
Reset Cost: Free, target loses all negative status effects except for marks and takes 1d6 damage for each effect removed.6 damage for each effect removed. 8 damage for each effect removed If target is yourself or an ally the damage counts as healing instead. Affected enemy receives a zero-point stun counter.
#Vampirism Cost: 5 Energy, all enemies in a 6 x 6 space around you a 10 x 10 space of your choice within visible range Lose 1d6 HP which you can distribute to yourself and/or allies. Affected foes receive zero-point stun counters.
Masochist Passive: For each negative status effect on you ( including others placed on you ) you gain 1HP and 2 energy per turn. Active: Cost: Free, Roll a die, you receive a negative effect based on the roll: Roll a 1 you are staggered ( 1/2 your HP is locked down ), Roll a 2 you experience deep wound ( lose 2 HP a turn ), Roll 3 you are crippled ( You can only move 3 spaces at a time ), Roll 4 you are irradiated ( Allies and enemies lose 1 HP per turn within 3x3 spaces of your location ), Roll 5 you are berserk ( Attack twice each turn, damage rolls of 1 or 2 do damage to you instead ), Roll 6 you are knocked down ( Unable to move but can still act / attack ). These status effects last for 2d6 turns each. for 1d6 turns. as many turns as you like until you choose to disable them.
Primary Class:
Lylk Abilities:
Fast-Forwarding
Accelerate Cost: 4 energy, All allies have a base movement speed of 12 and can perform 2 attack actions or an attack action in addition to an ability use each turn for 1d6 turns.2d6 turns.3d6 turns. If a foe is attacked by allies affected by this ability the foe receive an anti-matter quantum counter.
Rust / Berserk Cost: 3 energy, apply rust or berserk ( your choice ) to target for 1d6 turnsfor 2d6 turnsfor 3d6 turns Description of effects: Rust, target can only move/act every other turn. Berserk: Target can attack twice but all rolls of 3 or above deal damage to itself instead of its intended target. Foe receives an anti-matter quantum counter.
Damocles Cost: 6 energy, target loses 1 hp 2 hp 3 hp for each space it moves, for each point of health it gains, for each point of energy it gains, for each ability it uses, and for each time it attacks. This lasts until the effect is removed or the target dies. On death it grants its base HP/Energy to allies ( you choose on the distribution ). Target foe receives an anti-matter quantum counter.
"See you there!" Cost: 1 energy, choose a target ally and leave reality in 1d6 turnsin up to 20 turns ( you may choose when to re-insert yourself into reality ) whenever you like you may re-enter reality and re-join your party's current time in 3D space. You gain 1 energy and 1 health ( as well as 1 adrenaline if applicable )for each turn you were outside of reality. If target ally's Health reaches 0 at any point while you are outside of reality you are lost and have no re-entry point. While you are not technically dead you are unable to re-enter reality.
Imagined Time Cost: 5 energy, create a clone of yourself next to you. You and this clone share the same Health and Energy pool but each can move and attack or use abilities independently. It can only use the abilities you have equipped. If this clones Health reaches 0, yours does as well. You and this clone each have your own energy and health and each can move and attack or use abilities independently. It can only use the same abilities you had at the time you created it. If you die the clone also dies. You are still the "Original" and it is only a copy. This clone is also you. They have their own health, energy, and can even change their abilities / stats / subclass in hub. If you die you can continue playing as the clone. Remember: It is not "just a copy", you are not "the original" it is a side-stepped timeline version of you. You can only have 1 clone active. If you remove this ability on yourself or the clone it is removed from the universe.
Precognition
Sphere of Potential Cost: 4 energy, create a quantum sphere in an empty space. This sphere lasts for 2 turns. You and allies can target this sphere as if it were an ally or an enemy target and either attack it or use abilities on it. After this turn you or any party member can store this sphere on them and they are designated "Sphere Carrier" this does not take up any inventory room. This sphere can be carried for up to 1d6 turnsfor up to 4d6 turnsIndefinitely until the carrier chooses to use it or the carrier's health reaches zero. If the designated Sphere carrier's health reaches zero the sphere automatically activates targeting either them or another target within the sphere-carrier's vision. This activation counts as an interrupt. Your party can only have one potential sphere active at a time per caster with this ability equipped. For an example of use: If a healing or rewinding ability had been used on the sphere and the sphere carrier's health reaches zero the sphere can rewind their health and prevent them from becoming downed. Don't limit this sphere to just defensive strategies! It can be deployed anywhere in visual range of the carrier and can also be passed from one party member to another as a free action regardless of distance. Using it as a delayed EMP Bomb is entirely possible in combination with a Techromancer. Get creative! Enemies damaged by this ability receive an anti-matter quantum counter.
Zero-Point Barrier Interrupt Cost: 5 energy, target is immune to damage for 1 turn. 2 turns. 3 turns. Enemies whose damage is prevented by this ability receive an anti-matter quantum counter.
Shared Fate Interrupt, Free Action Cost: 1 energy per turn for each ally this is maintained on. Target ally only takes 1/2 incoming damage rounded down. You take 3 points of damage each time this damage is prevented. Target ally only takes their maximum base HP - 1 in incoming damage or 1/2 incoming damage rounded down ( whichever is lower ). You take 2 points of damage each time this damage is prevented.Target ally only takes a maximum of 1/2 their base HP incoming damage rounded down or 1/2 of incoming damage ( whichever is lower ). You take 1 point of damage each time this damage is prevented. Enemies whose damage is prevented by this ability receive an anti-matter quantum counter.
Foresight Interrupt, Free Action Cost 2 energy. Target one party member ( Limit once per turn ): For the next 1 turn prevent the next 3 points of incoming damage. Gain 2 energy if damage is prevented. 8 points of incoming damage. Gain 4 energy if damage is prevented. incoming damage. Gain 6 energy if damage is prevented. Enemies whose damage is prevented by this ability receive an anti-matter quantum counter.
Reflection Wall Interrupt, Free Action Cost 5 energy, generate a wall which reflects all incoming projectiles and pushes back enemies inside of it for 1d6 turns. This wall is 1 tile in size.This wall is 3 tiles arranged in any configuration of your choice. This wall's size can be based on however many members are in your party, placement of each tile can be arranged however you like. Allies can pass through, have vision through, and attack through these walls. Enemies whose damage is reflected by this ability receive an anti-matter quantum counter.
Rewinding
Heal Cost: 2 energy, Free Action, Interrupt, Repeatable Target Ally gains 2 Health 4 Health 6 Health
Timed Rewind Cost: 2 energy, Free Action, Interrupt, Repeatable Target Ally, For 1d6 turns nothing happens, and then the target's HP is healed for 1d6. the target's HP is healed for 2 + 1d6.the target's HP is healed for 4 + 1d6.
Full Reverse Cost: 4 energy, Free Action, Interrupt, Repeatable Target Ally health returns to the state it was in last turn. If they were dead they are revived. Revived allies' energy is reduced to 1. Target is also granted a bonus 2 healing.Target is also granted a bonus 4 healing. This ability triggers automatically if your HP reaches zero if you have the energy for it.
Do that again Cost: 4 energy, targets ally's last action from this or last turn is repeated this turn. If they have not move/acted this turn yet they still can after this ability is activated. After casting this you cannot use any more abilities this turn.After casting this you cannot use any more abilities this turn. Target is healed for 4 health.Affected target ally is healed for 6 health.
Whisper of Ages Cost 4 energy, Free Action, Interrupt Choose one: Touched target ally's health and energy return to full, they can be repositioned anywhere in party vision range, or heal all party members for 1d6 health. 2d6 health. 3d6 health.
Primary Class:
Prototype Specialist Abilities:
Red (Fission)
Fission Upgrade Cost: 4 energy, target ally's weapon deals fission damage NoneBetaAlpha Fission damage applies planecutter marks whenever a target is hit by an attack. Targets with anti-matter quantum counters take double damage from fission damage.
Carver Beam Cost: 4 energy, construct a turret with 4 health points next to your location which has 6 tile range12 tile range24 tile range As long as it has visibility of a foe you can command it (as a free action) to begin focusing a red energy beam on target. If the target does not have a planecutter mark it receives one. This beam doubles all planecutter marks on the target each turn. For each mark it deals 1d6 damage.
As your main class is techromancer this turret is able to hover around at a standard movement rate and counts as an ally robot.
As your secondary class is techromancer this turret is able to hover around at a standard movement rate and counts as an ally robot.
Particle Wave Converter Cost: 6 Energy, Release a burst of red energy at a location in sight range. Its area of effect is 9 x 9 Its area of effect is 17 x 17 Its area of effect is 30 x 30 All enemies in this space receive planecutter marks. For 1 turn marked enemies in this field share received damage equally. For 2 turns marked enemies in this field share received damage equally. For 3 turns marked enemies in this field share received damage equally. IE: If you strike one foe for 3 damage they all take 3 damage.
As your main class is militiaman you gain a bonus passive: Your ranged and melee attacks against marked foes deal the same amount of damage to all marked foes in sight of your party.
As your secondary class is militiaman you gain a bonus passive: Your ranged and melee attacks against marked foes deal the same amount of damage to all marked foes in sight of your party.
Infinite speed Passive: Whenever you roll a 6 on an attack roll you gain a turn. You can gain up to 1 bonus turn this way until it is used. You can gain up to 2 bonus turns this way until they are all taken. You can gain up to 3 bonus turns this way until they are all taken. Active: Free Action, Interrupt, Repeatable Cost: 3 energy, instantly move to any location in your party's current vision. If your path passes through any enemies they receive a quantum counter. If they already have a quantum counter they receive 1d6 damage for each quantum counter on them.
As your main class is planecutter you have an additional, optional active ability: Cost 6 energy: Gain 1d6 turns.
As your secondary class is planecutter you have an additional, optional active ability: Cost 6 energy: Gain 1d6 turns.
Heat Death Infinity Splitter Cost 4 energy, all foes visible to your party receive 1d6 damage per turn for 3 turnsfor 6 turnsfor 8 turns
As your main class is Lylk this 1d6 damage also heals party members.
As your secondary class is Lylk this 1d6 damage also heals party members.
Green (Zero-Point)
Zero-Point Upgrade Cost: 4 energy, target ally's weapon deals Zero-Point damage NoneBetaAlpha Zero-point damage applies a stun counter whenever a target is hit by an attack. Targets with planecutter marks take double damage from zero-point damage.
Last Straw Cost 8 energy, sacrifice an item. Draw a random item from the item card pile. Passive: You gain a bonus 1 health. Passive: You have a bonus 2 health Passive: You have a bonus 3 health.
As your main class is Militiaman you gain a bonus passive with this ability equipped: You can wield up to 3 weapons simultaneously.
As your secondary class is Militiaman you gain a bonus passive: You can wield up to 4 weapons simultaneously.
Temporal Sanctuary Cost: 1 energy per turn that this is maintained. You are damage immune. You can phase through solid objects. You are intangible, like a ghost, existing outside of time. You re-enter in 1d6 turns.You re-enter in up to 10 turns (You choose when to re-enter).You can re-enter time whenever you like. This ability lasts indefinitely.
As your main class is Lylk you can use rewinding, precognition, and/or fast-forwarding abilities while in the temporal sanctuary.
As your secondary class is Lylk you can use rewinding, precognition, and/or fast-forwarding abilities while in the temporal sanctuary.
Lockdown Instant, Interrupt Cost: 2 energy cancel target attack, ability, or move action on ally or foe. This counts as an interrupt and can prevent an ability from having been used or damage from an attack from resolving. Interrupted target gains a zero-point stun counter. Gain 1 energy once the ability, move, or attack is interrupted.Gain 4 energy once the ability, move, or attack is interrupted. You can convert this gained energy into adrenaline if you are a militiaman.
As your main class is techromancer your robot drones can activate this ability once per turn each, this costs you 2 energy, but you gain any bonus energy which the ability grants.
As your secondary class is techromancer your robot drones can activate this ability once per turn each, this costs you 2 energy, but you gain any bonus energy which the ability grants.
Trap Text Goes Here 1: NoneBetaAlpha
As your main class is planecutter
As your secondary class is planecutter
Blue (Anti-matter)
Anti-matter Upgrade Cost: 4 energy, target ally's weapon deals Anti-matter damage NoneBetaAlpha Anti-matter damage applies a quantum counter whenever a target is hit by an attack. Targets with zero-point stun counters take double damage from zero-point damage.
Time Blade Free action, Repeatable Cost: 3 energy, you or chosen target ally gain a summoned weapon parented to their palm. Attacks with this weapon apply quantum counters. When you strike a foe with a quantum counter you gain an extra move step this turn for each quantum counter on them. This weapon deals armor-ignoring pure damage for each quantum counter. This weapon deals 1 damage per counter and lasts for 3 attacks.This weapon deals 1 damage per counter and lasts for 6 attacks.This weapon deals 2 damage per counter and lasts for 10 attacks.
As your main class is planecutter you gain a passive bonus: Your attacks with any summoned weapons apply quantum counters in addition to the planecutter marks they apply. The damage dealt by your summoned weapons returns to you as health.
As your secondary class is planecutter you gain a passive bonus: Your attacks with summoned weapons apply quantum counters in addition to the planecutter marks they apply. The damage dealt by your summoned weapons returns to you as health.
Weaponsmaster Passive: You can wield any weapon, including experimental ones. You can also use ranged weapons at melee range and throw melee weapons at a distance, in both cases the weapon's full damage is dealt. Active: Cost 5 energy or 7 adrenaline, Your next 1 attack is a critical hit (12 damage for each d6 roll)Your next 2 attacks are a critical hit (12 damage for each d6 roll)Your next 3 attacks are critical hits (12 damage for each d6 roll)
As your main class is techromancer you have an extra active ability: Cost 3 energy, convert a weapon into a robotic minion. This minion has 6 base HP and has a base attack of 1d6. These stats and any other abilities are based on the converted item. This robotic weapon loses 1 HP each turn. Once it dies it becomes an item again and returns to your inventory.
As your secondary class is techromancer you have an extra active ability: Cost 3 energy, convert a weapon into a robotic minion. This minion has 6 base HP and has a base attack of 1d6. These stats and any other abilities are based on the converted item. This robotic weapon loses 1 HP each turn. Once it dies it becomes an item again and returns to your inventory.
Lock Cost: 4 energy, Choose a target: It gains a quantum counter, a zero-point counter, and a planecutter mark. Each subsequent attack from allies adds a bonus 1d6 damage. If another enemy is attacked by anyone in the party this bonus damage counter resets. This foe remains "Locked on" for 5 turnsfor 10 turnsuntil it is destroyed You can only lock onto one enemy at a time.
As your main class is lylk you can choose an ally and lock on to them for 4 energy. If target ally is locked whenever they take damage all party members are healed for 1d6 damage.
As your secondary class is lylk you can choose an ally and lock on to them for 4 energy. If target ally is locked whenever they take damage all party members are healed for 1d6 damage.
Professional Passive: The cost of all secondary class abilities is 1/2. Active: Cost 8 energy, your next 1 ability has no energy cost.your next 2 abilities have no energy cost.your next 3 abilities have no energy cost.
As your main class is militiaman all militia skills have no energy cost (They can be activated for free).
As your secondary class is militiaman all militia skills have no energy cost (They can be activated for free).

Secondary Class:
Militiaman Abilities:

Secondary Class:
Cutter Abilities:

Secondary Class:
Techromancer Abilities:

Secondary Class:
Lylk Abilities:

Secondary Class:
Prototype Specialist Abilities:
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