Tier 2 Abilities
Create a Tier 2 Ability
Like all Tier Abilities, Tier 2 (also known as T2) Abilities vary wildly. Your imagination is the limit. Follow these simple guidelines to build your own.
Dealing Damage to a Single Target
If you chose a single target T2 Ability, it will a strike one target within 70' if you are using a ranged weapon, or one target within 5' if you are using a melee weapon.
Single target abilities follow this damage formula: Weapon Damage + 6
Dealing Damage in an Area
If you chose an area T3 Ability, it will strike all of the targets in a 5' radius around your character if you are using a melee weapon. If you are using a ranged weapon, it can be centered on any point within 70' and have a 5' radius. Harmful abilities never strike friendly targets. For frontal cone abilities, work with your Storyteller to determine an appropriate size.
Area abilities follow this damage formula: Weapon Damage with no modifiers
Utilitarian Abilities
Minor Actions
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Afflict any Minor Status Effect on a target for two turns.
Major Actions
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Afflict any Major Status Effect on a target for two turns, or an entire Area for one turn.
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Afflict any Minor Status Effect on an entire Area for two turns.
Damage Over Time
Damage or heal over time effects (if not simple secondary effects) for T2 abilities follow the following formula of damage per turn.
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.5x, 1x, 1x or .5x, .5x, 1.5x
In other words, T2 abilities deal a bit more than double damage when spread over three turns.
Secondary Effects
Blending Utility and Damage
Adding Secondary Effects to Tier 2 Abilities
Once you’ve chosen an option for damage / healing output, you can (optionally) choose a secondary effect for your Martial Tier 2 ability.
If you choose a secondary effect, your damage / healing output is decreased by 3.
Secondary Effects for All T2 Abilities
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The character leaps or sprints their Movement Speed + 10', removing all movement impairing effects
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Afflict any Minor Status Effect on a target for one turn
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The target's Defense is reduced by 2 for one turn
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The target takes an additional 2 damage each turn, for 3 turns (2 turns if Area)
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A nearby enemy takes 7 damage (3 if Area)
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You or a nearby ally deals +2 extra damage with attacks for 3 turns (2 turns if Area)
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You or a nearby ally gains +2 Critical Strike chance for 3 turns (1 turn if Area)
