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.
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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
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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
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Utilitarian Abilities
Minor Actions
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Afflict any Minor Status Effect on a target for two turns.
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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.
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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)