[{"name":"Absorber","id":"91","archetype":"BULWARK","description":"The Absorber can absorb damage and turn it into power.","complexity":"_2","tier1Feature":"Absorption Adapt","tier1FeatureDescription":"You learn four of the following Abilities: Absorb Elemental, Mystic, Physical, Psychic, or Reality. You learn other Abilities if you already know all of them. The WP cost of those Abilities is reduced by 2 when you use them.","tier2Feature":"Assimilate Power","tier2FeatureDescription":"Whenever you use the Abilities you can choose for the Absorption Adapt feature, you gain the effects of a Buff Ability that you know with the same WP cost until the end of your next turn. This effect does not count towards your Buff Ability Limit.","tier3Feature":"Consume Other","tier3FeatureDescription":"You can use the Abilities you can choose for the Absorption Adapt feature whenever a target within 10 m of you receives any damage by upcasting it by 2 WP. You gain Temporary Vitality and not the target if you do so. You can upcast them by an additional 2 WP to affect one additional target that is receiving damage from the same effect.","tier4Feature":"Quicken Absorption","tier4FeatureDescription":"You only need 1 RP to use the Abilities you can choose for the Absorption Adapt feature.","tier5Feature":"Absorption Master","tier5FeatureDescription":"The damage you can prevent with the Abilities you can choose for the Absorption Adapt feature is doubled.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Absorb Elemental,Absorb Mystic,Absorb Physical,Absorb Psychic,Absorb Reality,other/Absorb Elemental,Absorb Mystic,Absorb Physical,Absorb Psychic,Absorb Reality,other/Absorb Elemental,Absorb Mystic,Absorb Physical,Absorb Psychic,Absorb Reality,other/Absorb Elemental,Absorb Mystic,Absorb Physical,Absorb Psychic,Absorb Reality,other","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"abilityMaximum:4","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Armor Master","id":"101","archetype":"BULWARK","description":"The Armor Master chooses one type of armor and uses it more effectively than anybody else.","complexity":"_2","tier1Feature":"Armor Specialization","tier1FeatureDescription":"Choose clothes, light, medium, or heavy armor. You gain proficiency with that armor category if you have proficiency with every lighter armor type. Depending on your choice, you gain the following bonuses when wearing them. Clothes: Your DRs increase by 2. Light: Your Evasion Cap increases by 2, and your Evasion increases by 1. Medium Armor: Your Evasion and Armor increase by 1. Heavy Armor: Your Armor increases by 2.","tier2Feature":"Reactive Protection","tier2FeatureDescription":"Whenever you are hit while wearing the armor you choose for your Armor Specialization feature, you can use a Reaction (2RP). Depending on your choice, you gain the following bonuses. Clothes: Your DRs against the effect that hit you increase by 2. If this causes the effect to miss you, you regain WP equal to your Tier. Light: Your Evasion against the effect increases by 2. If this causes the effect to miss, you can make one weapon attack against the source of the effect. You roll a critical hit even if you roll 1 lower than needed for that attack. Medium Armor: Your Evasion or Armor increases by 2 against the effect. Heavy Armor: Your Armor increases by 2 against the effect. If you prevent at least half the damage of the source with your Armor, it increases by an additional amount equal to your Primary Stat Bonus against that effect.","tier3Feature":"Extended Armor Functionality","tier3FeatureDescription":"Depending on what you choose for your Armor Specialization feature, you gain the following bonuses while wearing that type of armor. Clothes: Abilities you use cost 1 WP less. Light: You roll a critical hit even if you roll 1 lower than needed. Your critical hits deal an additional 4 damage. Medium Armor: Your attacks\u0027 damage and attack rolls increase by 2. Heavy Armor: You cannot be moved against your will. If you prevent at least half the damage of an effect with your Armor, you can force the source of the effect to make a Will DR. On a failure, they are Frightened of you until the end of their next turn.","tier4Feature":"Armor Expert","tier4FeatureDescription":"The effects of your Armor Specialization feature and the bonuses to your Evasion, DRs, and Armor you gain from the reaction of your Armor Specialization feature are doubled.","tier5Feature":"Mastered Defense","tier5FeatureDescription":"Depending on what you choose for your feature, you gain the following bonuses for five rounds while wearing that type of armor. These effects can stack. Clothes: Whenever you succeed on a DR, your DR Power and Ability Hit increase by 2. Light: Whenever an attack misses you, you roll a critical hit even if you roll 1 lower than needed, and your critical hits deal an additional 6 damage. Medium: Whenever you prevent at least half the damage of a source with your Armor or an Attack misses you, your attack rolls and damage with attacks increase by 2. Heavy: Whenever you prevent at least half of the damage of a source with your Armor, your DR Power increases by 4.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Clothes,Light,Medium,Heavy","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"armorMasterClothes/armorMasterLight/armorMasterMedium/armorMasterHeavy","statMod2":"-","statMod3":"armorMasterMedium3","statMod4":"armorMaster4","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Blocker","id":"1","archetype":"BULWARK","description":"The Blocker uses an active defense and specializes in acting on the enemy’s turn.","complexity":"_2","tier1Feature":"Defensive Stance","tier1FeatureDescription":"You can use the Defensive Stance action (1 AP) once per turn. You gain 2 RP, and your DRs, Evasion, or Armor increases by 1 until your next turn if you do so.","tier2Feature":"Reactive Instinct","tier2FeatureDescription":"Abilities you use as a reaction cost 1 WP less.","tier3Feature":"Defending Shield","tier3FeatureDescription":"Whenever you use the Defensive Stance action, you can either increase your DRs, Evasion, or Armor by 3 instead of 1 or increase your DRs, Evasion, and Armor by 1 instead of just one until your next turn.","tier4Feature":"Defensive Action","tier4FeatureDescription":"You gain an additional 2 RP when you use the Defensive Stance action.","tier5Feature":"Effortless Reaction","tier5FeatureDescription":"Reactions that cost you 2 RP cost you 1 RP instead. Whenever you use a reaction that normally costs 1 RP, it costs you no RP if you have not used that same reaction before in this round. Abilities you use as a reaction cost 1 WP less for each Ability you have used in this round as a reaction.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Enforcer","id":"2","archetype":"BULWARK","description":"The Enforcer takes control of the battlefield, moving enemies and pinning them down.","complexity":"_1","tier1Feature":"Enforcing Attacks","tier1FeatureDescription":"You can choose to move a target, which is one category larger than you or smaller, and that you hit it with an attack up to 2 m. Any effect that multiplies the damage also multiplies that 2 m. If you hit the target with an Ability, you can increase the distance that you can move it by an amount equal to the Tier of the used Ability.","tier2Feature":"Pinning Down","tier2FeatureDescription":"The Basic Movement of any creature you hit with an attack or Ability is reduced by 2 m until the end of their next turn. Any effect that multiplies the damage also multiplies the 2 m reduction. If you hit the creature with an Ability, you can decrease the Basic Movement by an additional amount equal to the Tier of the used Ability. This effect can stack.","tier3Feature":"Standing in the Way","tier3FeatureDescription":"The movement of any enemy, which is of one size category larger than you or smaller, within 2 m of you is reduced to 0 m at the start of their turn.","tier4Feature":"Crushing Push","tier4FeatureDescription":"All the damage you deal by moving targets into other targets is doubled.","tier5Feature":"Not Getting Away","tier5FeatureDescription":"You can make one weapon attack against a creature as a reaction (1 RP for melee and 2 RP for ranged) if they move within the range of your weapon. The target cannot move until the start of its next turn if you hit it.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Guardian","id":"3","archetype":"BULWARK","description":"The Guardian combines Abilities with a high defense.","complexity":"_2","tier1Feature":"Enhanced Abilities","tier1FeatureDescription":"You gain 1 WP more per Level. You can learn the Abilities of the Mental Archetype. You learn three additional Abilities.","tier2Feature":"Guardian of the Weak","tier2FeatureDescription":"You gain a guard charge whenever an enemy targets an ally other than yourself with an effect that does not target you for the first time in a round. Up to a number of allies other than yourself equal to your Primary Stat Bonus within 5 m of you, gain +1 to their Armor, Evasion, and DRs for each guard charge you have. You lose a guard charge at the end of your turn if you did not use an Ability or cinematic action, reaction, or burst since your last turn in the previous round. You lose all guard charges at the end of combat. You learn two additional Abilities.","tier3Feature":"Inspire the Weak","tier3FeatureDescription":"Allies affected by your guard charges regain Temporary Vitality equal to five times the number of guard charges you have at the start of your turn. You learn two additional Abilities.","tier4Feature":"Protect them All","tier4FeatureDescription":"Your guard charges can now affect allies other than yourself up to 15 m away from you. You gain one guard charge at the start of combat. You learn two additional Abilities.","tier5Feature":"Ultimate Guardian","tier5FeatureDescription":"You no longer lose guard charges if you do not use an Ability or cinematic action, reaction, or burst. The first time in a round that you use an Ability or cinematic action, reaction, or burst, you gain one guard charge. You learn two additional Abilities.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"willpowerPerLevel:1;abilityMaximum:3","statMod2":"abilityMaximum:2","statMod3":"abilityMaximum:2","statMod4":"abilityMaximum:2","statMod5":"abilityMaximum:2","uses1":"-","uses2":"charge:combat:20","uses3":"-","uses4":"-","uses5":"-"},{"name":"Hero","id":"121","archetype":"BULWARK","description":"The Hero becomes stronger the more dire the situation is.","complexity":"_3","tier1Feature":"Against the Tide","tier1FeatureDescription":"Your Armor, Evasion, and DRs increase by 1 for any enemy you can see beyond the number of allies you have or for each Level that the enemy with the highest Level has beyond your own. Each grade of a boss creature counts as an additional enemy for this calculation. The bonus cannot be higher than your Primary Stat Bonus.","tier2Feature":"Heros Comeback","tier2FeatureDescription":"Whenever the Vitality of an ally you can see drops below half of their maximum, you can make a cinematic reaction without requiring Narrative Momentum or RP even if you are Restrained. You can use this feature only once per combat.","tier3Feature":"Push Back the Tide","tier3FeatureDescription":"The damage of your attacks and Damage Abilities, your attack rolls, and your DR Power increase by the same amount your Against the Tide feature increases your Armor, Evasion, and DRs.","tier4Feature":"If I Don\u0027t, Who Will?","tier4FeatureDescription":"The Narrative Momentum cost of your cinematic actions, reactions, and bursts decreases by 1 for each ally with less than half of their maximum Vitality that you can see.","tier5Feature":"Chosen One","tier5FeatureDescription":"Your Level and the number of your allies count as three lower for the calculation of your Against the Tide feature.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Juggernaut","id":"4","archetype":"BULWARK","description":"The Juggernaut specializes in pure toughness and survivability.","complexity":"_1","tier1Feature":"Relentless","tier1FeatureDescription":"The first time your Vitality drops below 1 it drops to 1 instead. You regain this feature at the end of any combat.","tier2Feature":"Standing your Ground","tier2FeatureDescription":"Your Armor increases by an amount equal to your Tier until your next turn whenever you receive any damage. This effect can stack.","tier3Feature":"Endure","tier3FeatureDescription":"You can choose to succeed on a DR if you fail it. You regain this feature at the end of any combat.","tier4Feature":"Armored for Combat","tier4FeatureDescription":"You gain Temporary Vitality at the start of your turn equal to your Primary Stat Bonus.","tier5Feature":"Unstoppable","tier5FeatureDescription":"At the start of your turn, you gain Vitality equal to twice your Primary Stat Bonus.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Paragon","id":"71","archetype":"BULWARK","description":"The Paragon strengthens their allies and weakens their enemies with their mere presence.","complexity":"_1","tier1Feature":"Paragon’s Presence","tier1FeatureDescription":"Choose one of the following Abilities: Defiant-, Distracting-, Enduring-, Empowering-, Eroding-, Evading-, Focusing-, Motivating-, Paralyzing-, Potent-, Quivering-, Speedy-, Suffocating-, or Weakening Presence. You learn that Ability or another one if you already know it. The area those Abilities cover increases from any ally or enemy within 5 m of you to any ally or enemy within 15 m of you.","tier2Feature":"Permanent Presence","tier2FeatureDescription":"You are permanently under the effects of the Ability that you chose with your Paragon’s Presence feature. It does not count towards your Buff limit. That Ability is as effective as if upcasted to your WP upcast-limit minus 2.","tier3Feature":"Self-Inspiring","tier3FeatureDescription":"The bonuses that the Ability that you can choose with the Paragon’s Presence feature grants to your allies also affect you, and you gain the opposite effect that the Ability grants your enemies (for example, Evasion decreases by 2 turns into Evasion increases by 2).","tier4Feature":"Greater Presence","tier4FeatureDescription":"The permanent Buff that you gain from the Permanent Presence feature is now upcasted to your WP upcast-limit.","tier5Feature":"Ultimate Beacon","tier5FeatureDescription":"You can choose a second Ability with your Paragon’s Presence feature.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Defiant Presence,Distracting Presence,Enduring Presence,Empowering Presence,Eroding Presence,Evading Presence,Focusing Presence,Motivating Presence,Paralyzing Presence,Potent Presence,Quivering Presence,Speedy Presence,Suffocating Presence,Weakening Presence","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"Defiant Presence,Distracting Presence,Enduring Presence,Empowering Presence,Eroding Presence,Evading Presence,Focusing Presence,Motivating Presence,Paralyzing Presence,Potent Presence,Quivering Presence,Speedy Presence,Suffocating Presence,Weakening Presence","beginner":true,"core":true,"newR":false,"statMod1":"abilityMaximum:1","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"abilityMaximum:1","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Protector","id":"5","archetype":"BULWARK","description":"The Protector redirects damage from their allies to themself and protects them.","complexity":"_2","tier1Feature":"Intervention","tier1FeatureDescription":"You can choose to be targeted by an attack that hits a target with 1 m of you or that you are giving cover against that attack as a reaction (1 RP), protecting the original target from the attack in the process. You can decide to do this after knowing if the attack will hit the target or not.","tier2Feature":"Challenging Attack","tier2FeatureDescription":"Once per turn, you can Taunt a creature that you hit with an attack until the end of their next turn.","tier3Feature":"Under My Protection","tier3FeatureDescription":"Your Intervention feature no longer needs RP. You can move up to a distance equal to your Basic Movement as a reaction (1 RP) if you see somebody attack an ally other than yourself.","tier4Feature":"Challenger of All","tier4FeatureDescription":"Whenever you use the Challenging Attack feature, you can Taunt every creature of your choice within 15 m of you.","tier5Feature":"I Am Your Target","tier5FeatureDescription":"Allies other than yourself gain resistance against all damage from creatures you are Taunting. You gain resistance against all damage from attacks targeting you because of your Intervention feature.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Retaliator","id":"6","archetype":"BULWARK","description":"The Retaliator’s offensive power increases the more they get attacked.","complexity":"_1","tier1Feature":"Payback","tier1FeatureDescription":"You gain one retaliation charge every time somebody targets you with a negative effect. All your attacks and Damage Abilities deal additional damage equal to the number of retaliation charges you have. All retaliation charges disappear at the end of combat or after 10 minutes.","tier2Feature":"Countering Rebuke","tier2FeatureDescription":"You learn the Ability Counter or Elemental-, Mystic-, Physical-, Psychic-, or Reality Rebuke or another Ability if you already know them all. You can use these Abilities whenever somebody targets you, and you can use a retaliation charge instead of WP to use those Abilities. If you do so, you can upcast it by an amount equal to our Tier. When you use the Counter Ability, you can move by an amount equal to your Basic Movement before the weapon attack.","tier3Feature":"Near-Death Rush","tier3FeatureDescription":"You can add your Primary Stat Bonus to the damage of attacks and Damage Abilities whenever you have less than half of your max Vitality.","tier4Feature":"Punishment","tier4FeatureDescription":"You can upcast the Abilities that you can choose for the Countering Rebuke feature to your highest limit for free whenever you use a retaliation charge to use them.","tier5Feature":"On their Turf","tier5FeatureDescription":"You can use the Abilities that you can choose for the Countering Rebuke feature without using WP or RP.","meleeWeapon":true,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"Counter,Elemental Rebuke,Mystic Rebuke,Physical Rebuke,Psychic Rebuke,Reality Rebuke,other","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"abilityMaximum:1","statMod3":"nearDeathRush","statMod4":"-","statMod5":"-","uses1":"charge:combat:20","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Sentinel","id":"131","archetype":"BULWARK","description":"The Sentinel has the strongest DRs and gains power from succeeding in them.","complexity":"_1","tier1Feature":"Absorbing Defense","tier1FeatureDescription":"Your DRs increase by 1. When you succeed on a DR that an enemy forced you to do, you gain Temporary Vitality equal to twice the Tier of the Ability that caused it. If an Ability did not cause it, you gain Temporary Vitality equal to the Tier of the Enemy instead.","tier2Feature":"Positive Reinforcement","tier2FeatureDescription":"Your DRs increase by 1 until your next rest whenever you succeed on a DR that an enemy forces you to do. This can stack up to a number of times equal to your Primary Stat Bonus.","tier3Feature":"Aura of Protection","tier3FeatureDescription":"Allies within 5 m of you profit from your Absorbing Defense feature. Your Positive Reinforcement is triggered if an ally within 5 m of succeeds on a DR forced by an enemy.","tier4Feature":"Double Shielding","tier4FeatureDescription":"The effects of your Absorbing Defense feature are doubled.","tier5Feature":"Impenetrable Defense","tier5FeatureDescription":"Your DRs increase by 5.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"strengthDRMod:1;dexterityDRMod:1;constitutionDRMod:1;intelligenceDRMod:1;charismaDRMod:1;instinctDRMod:1;willDRMod:1","statMod2":"-","statMod3":"-","statMod4":"strengthDRMod:1;dexterityDRMod:1;constitutionDRMod:1;intelligenceDRMod:1;charismaDRMod:1;instinctDRMod:1;willDRMod:1","statMod5":"strengthDRMod:5;dexterityDRMod:5;constitutionDRMod:5;intelligenceDRMod:5;charismaDRMod:5;instinctDRMod:5;willDRMod:5","uses1":"-","uses2":"rest:primaryStatB","uses3":"-","uses4":"-","uses5":"-"},{"name":"Shield Master","id":"81","archetype":"BULWARK","description":"The Shield Master uses their shield to attack and defend at the same time.","complexity":"_1","tier1Feature":"Flexible Shield","tier1FeatureDescription":"Whenever you use the Defend action, you can make one weapon attack with a shield.","tier2Feature":"Offensive Shield","tier2FeatureDescription":"Choose one: Either you can attack with shields as if they were a ranged weapon with a range of 10m/40m, or the attack rolls and damage of your attacks with shields increase by 2.","tier3Feature":"Reflective Defense","tier3FeatureDescription":"Whenever you are missed or hit by an attack or Damage Ability, you can use a reaction (1 RP) to deal damage equal to twice your Primary Stat Bonus to the creature that targeted you if you are wielding a shield. The damage type is one of the damage types that the attack or Damage Ability dealt or would have dealt. This damage ignores the targets Armor.","tier4Feature":"Superior Shields","tier4FeatureDescription":"The additional Armor, Evasion, and Evasion Cap modifiers of shields you wield are doubled.","tier5Feature":"Defensive Barrage","tier5FeatureDescription":"When you use your Flexible Shield feature, you can make one free Attack action instead of making one weapon attack with a shield. You can only attack with shields with that Attack action.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"Extra Range,Extra Hit and Damage","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"shieldMasterRange/shieldMasterDamage","statMod3":"-","statMod4":"shieldMaster4","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Shielder","id":"111","archetype":"BULWARK","description":"The Shielder uses Temporary Vitality as their primary way of defense.","complexity":"_1","tier1Feature":"Shield Generator","tier1FeatureDescription":"You gain access to the Generate Shield action (1 AP) during combat. You gain twice your Primary Stat Bonus as Temporary Vitality whenever you use it.","tier2Feature":"Resilient Barrier","tier2FeatureDescription":"You keep half of your Temporary Vitality whenever you take a rest.","tier3Feature":"Focused Defenses","tier3FeatureDescription":"You can sacrifice up to an amount of Temporary Virality equal to your Primary Stat Bonus at the end of your turn. Your Evasion, Armor, or DRs increase by the sacrificed amount until your next turn if you do so.","tier4Feature":"Shield Boosters","tier4FeatureDescription":"Whenever you gain Temporary Vitality, you gain an additional 1d8 plus a number of d8 equal to the Tier of the used Ability if the source of that Temporary Vitality is an Ability you used.","tier5Feature":"Resistant Barriers","tier5FeatureDescription":"You have resistance against all damage as long as you have Temporary Vitality.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Warden","id":"7","archetype":"BULWARK","description":"The Warden specializes in countering one Power Source of their choice.","complexity":"_3","tier1Feature":"Specialized Counter","tier1FeatureDescription":"Choose one Power Source. You learn the Counter Ability of that Power Source. You learn a different Ability if you already know it. The WP Cost of that Counter Ability is reduced by an amount equal to your Tier plus 1, and its upcast limit increases by the same amount.","tier2Feature":"Warden’s Shield","tier2FeatureDescription":"You gain advantage on all DRs against Abilities and features that use the Power Source you chose for the Specialized Counter feature, and attacks from Abilities and features that use that Power Source have disadvantage against you.","tier3Feature":"Warding Aura","tier3FeatureDescription":"Every Ally within 5 m of you gains the benefits of your Warden’s Shield feature.","tier4Feature":"Specialized Resistance","tier4FeatureDescription":"Every Ally within 5 m of you gains resistance against all damage from an Ability or Feature that uses the Power Source you chose for the Specialized Counter feature.","tier5Feature":"Nullification","tier5FeatureDescription":"Your enemies cannot target anything within 5 m of you with an Ability or Feature that uses the Power Source you chose for the Specialized Counter feature.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Biology,Supernatural,Technique,Technology","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"abilityMaximum:1","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Artist","id":"8","archetype":"CREATIVE","description":"The Artist can learn any Ability and does not specialize in any specific Ability category.","complexity":"_1","tier1Feature":"All the Abilities","tier1FeatureDescription":"You can learn Abilities from every Archetype. You learn an additional Ability for each Tier that you have reached.","tier2Feature":"Creative Reach","tier2FeatureDescription":"The range of all your Abilities increases by 10 m. Your Ability hit bonus increases by 2, and your DR Power increases by 1.","tier3Feature":"Boundless Motivation","tier3FeatureDescription":"Your upcast and WP turn limit increase by 2.","tier4Feature":"Multitasking","tier4FeatureDescription":"You can use an Ability that uses 1 AP or 1 RP without using any AP or RP, and the WP cost of that Ability is reduced by 2. You can use this feature once per round.","tier5Feature":"Flash of Inspiration","tier5FeatureDescription":"You can use an Ability, which does not need more than 3 AP or 2 RP, without using any AP or RP. The WP used for this Ability does not count towards your WP turn limit. You can use this feature a number of times equal to your Primary Stat Bonus per full rest.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"abilityMaximum:tier","statMod2":"drPowerBonus:1;abilityHitBonus:2;","statMod3":"wpLimitBonus:2","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"full:primaryStatB"},{"name":"Charmer","id":"122","archetype":"CREATIVE","description":"The Charmer is a master of social manipulation.","complexity":"_2","tier1Feature":"Likeable","tier1FeatureDescription":"You can add a 1d4 to all Charisma Skill Checks you make.","tier2Feature":"People Skills","tier2FeatureDescription":"You can learn one of the Charisma Skill Lesser Talents (Art Adept, Deception Adept, Disguising Adept, Grace Adept, Luck Adept, Persuasion Adept, or Presence Adept) and one of the Charisma Skills Greater Talents (Art Master, Deception Master, Disguising Master, Grace Master, Luck Master, Persuasion Master, or Presence Master). You do not need to fulfill their requirements to take any of them. If you already know all of them, you learn another Talent.","tier3Feature":"Universal Appeal","tier3FeatureDescription":"You can use Charisma Skill Checks to manipulate creatures even if they do not share a language with you.","tier4Feature":"Loved By All","tier4FeatureDescription":"Your Charisma Skill Checks are a critical success if you roll a 3 or higher on the d4 that you can add with your Likable feature.","tier5Feature":"Greater Charm","tier5FeatureDescription":"You learn two additional Lesser and Greater Talents of the ones you can choose for your People Skills feature. You learn other Talents if you already know them all.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"Art Adept,Deception Adept,Disguising Adept,Grace Adept,Luck Adept,Persuasion Adept,Presence Adept,other/Art Master,Deception Master,Disguising Master,Grace Master,Luck Master,Persuasion Master,Presence Master,other","tier3Choice":"-","tier4Choice":"-","tier5Choice":"Art Adept,Deception Adept,Disguising Adept,Grace Adept,Luck Adept,Persuasion Adept,Presence Adept,other/Art Adept,Deception Adept,Disguising Adept,Grace Adept,Luck Adept,Persuasion Adept,Presence Adept,other/Art Master,Deception Master,Disguising Master,Grace Master,Luck Master,Persuasion Master,Presence Master,other/Art Master,Deception Master,Disguising Master,Grace Master,Luck Master,Persuasion Master,Presence Master,other","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"lesserTalentMaximum:1;greaterTalentMaximum:1","statMod3":"-","statMod4":"-","statMod5":"lesserTalentMaximum:2;greaterTalentMaximum:2","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Dancer","id":"9","archetype":"CREATIVE","description":"The Dancer combines their charm with weapons for an almost dance-like fighting style.","complexity":"_2","tier1Feature":"Armed with Style","tier1FeatureDescription":"You gain 2 Vitality more per Level. You can learn Abilities from the Bulwark and War Archetype. You gain proficiency with two weapon categories. You can switch the Primary or Secondary Stat of a weapon to Charisma if neither of them already are.","tier2Feature":"Dancing Weapon","tier2FeatureDescription":"You can use the Dancing Weapon action (1 AP). You can add a 1d6 to the damage of all your attacks for five rounds if you use it. You can use this feature a number of times equal to your Primary Stat Bonus per full rest.","tier3Feature":"Dance like the Wind","tier3FeatureDescription":"Your Evasion and DRs increase by 4 while your Dancing Weapon feature is activated.","tier4Feature":"Embolden by Action","tier4FeatureDescription":"You gain Temporary Vitality equal to your Level whenever you hit a creature with an attack. You can use this feature once per turn.","tier5Feature":"Awe-Inspiring Dance","tier5FeatureDescription":"Whenever you use the Dancing Weapon action, every enemy within 10 m of you must make a Charisma DR. On a failure, they are Stunned until the end of their next turn.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Simple,Medieval,Military,Tech,Mind,Unearthly/Simple,Medieval,Military,Tech,Mind,Unearthly","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"vitalityPerLevel:2","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"full:primaryStatB","uses3":"-","uses4":"-","uses5":"-"},{"name":"Demoralizer","id":"92","archetype":"CREATIVE","description":"The Demoralizers weaken their enemies with their actions.","complexity":"_2","tier1Feature":"Overwhelm Them","tier1FeatureDescription":"Whenever you hit a creature with an Ability or attack you can weaken one enemy within 10 m of you until your next turn in one of three ways. Either the next time they deal damage, they deal less damage equal to your Primary Stat Bonus (no multiplication), the next time they heal somebody, they heal less by an amount equal to your Primary Stat Bonus, or the DR Power or attack rolls decrease by an amount equal to your Primary Stat Bonus. You can trigger this feature only once per turn.","tier2Feature":"Is That All You Got","tier2FeatureDescription":"If an enemy targets you, you can reduce the Evasion, Armor, or DRs of one enemy within 10 m of you by an amount equal to your Primary Stat Bonus until the end of the next round.","tier3Feature":"Break Their Spirit","tier3FeatureDescription":"Whenever you trigger the Overwhelm Them or Is That All You Got feature, you can deal Psychic or Mystic damage equal to twice your Primary Stat Bonus to the enemy you targeted.","tier4Feature":"Let All Fear Me","tier4FeatureDescription":"Whenever you trigger the Overwhelm Them or Is That All You Got feature, you can target every enemy within 10 m of you.","tier5Feature":"I Must Break You","tier5FeatureDescription":"Whenever you trigger the Overwhelm Them or Is That All You Got feature, you can grant all three effects instead of just one.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":true,"support":true,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Designer","id":"102","archetype":"CREATIVE","description":"The Designer is driven by the spark of inspiration and skilled at any form of crafting.","complexity":"_3","tier1Feature":"Creative Process","tier1FeatureDescription":"Whenever you craft or upgrade an item, make a Skill Check with the crafting Skill you are using against 7 plus the Tier of the Item. On a success, you only need half as much time and materials for the crafting or upgrading process.","tier2Feature":"Spark of Inspiration","tier2FeatureDescription":"If you roll at least 10 plus the Tier of the item on the Skill Check you have to make for your Creative Process feature, you can instantly add one Tier 1 Upgrade for free to it when you are done. If it is a consumable, you can instead increase its Tier by 1 or its WP upcast by 2. Both can go beyond your Tier crafting limit.","tier3Feature":"Touched by the Muse","tier3FeatureDescription":"Whenever you take a full rest, you can roll a d6. On a 6, the Skill Check you roll for your Creative Process feature is automatically a natural 10 for the next 20 hours.","tier4Feature":"Ingenious Design","tier4FeatureDescription":"The effects of your Spark of Inspiration feature are doubled if you roll at least a 13 plus the Tier of the item on the Skill Check.","tier5Feature":"Designers Genius","tier5FeatureDescription":"You activate the effects of your Touched by the Muse feature if you roll a 4 or higher on the d6.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Embolder","id":"82","archetype":"CREATIVE","description":"The Embolder strengthens their allies by leading by example.","complexity":"_2","tier1Feature":"Follow My Lead","tier1FeatureDescription":"Whenever you hit a creature with an Ability or attack you can grant one ally other than yourself within 10 m of you one of the following bonuses until your next turn, depending on the type of Ability. Damage or Attack: The next time they deal damage, they deal additional damage equal to your Primary Stat Bonus (no multiplication). Healing: The next time they heal somebody, they heal an additional amount equal to your Primary Stat Bonus. Other: The DR Power or attack rolls increases by an amount equal to your Primary Stat Bonus. You can trigger this feature only once per turn.","tier2Feature":"Endure With Me","tier2FeatureDescription":"If an enemy targets you, you can grant one ally other than yourself within 10 m of you one of the following bonuses until the end of the next round, depending on the result of the effect that is targeting you. Attack that misses you: Their Evasion increases by an amount equal to your Primary Stat Bonus. Attack or Damage Ability that hits: Their Armor increases by an amount equal to your Primary Stat Bonus. Other: Their DRs increase by an amount equal to your Primary Stat Bonus. You can trigger this feature only once per turn.","tier3Feature":"Embolden To Withstand","tier3FeatureDescription":"Whenever you trigger the Follow My Lead or Endure With Me feature, you grant the ally that you target Temporary Vitality equal to twice your Primary Stat Bonus.","tier4Feature":"Move As One","tier4FeatureDescription":"Whenever you trigger the Follow My Lead or Endure With Me feature, you can grant the bonus to every ally other than yourself within 10 m of you.","tier5Feature":"Be Bold","tier5FeatureDescription":"Whenever you trigger the Follow My Lead or Endure With Me feature, you can grant all three bonuses instead of just one.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":true,"support":true,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Gambler","id":"10","archetype":"CREATIVE","description":"The Gambler can bet on different rolls to earn tokens to manipulate rolls around them.","complexity":"_3","tier1Feature":"Gamblers Bet","tier1FeatureDescription":"You can bet against or for the success of any Skill Check, attack roll, or DR of any creature you can see unless they have advantage or disadvantage. You gain a gambler token if you win your bet, which you can use at any time to give a creature that you can see advantage or disadvantage on any Skill Check, attack, or DR. You lose all gambler tokens after a rest. You lose WP equal to a fifth of your max WP or a gambler token should you lose the bet. You cannot make a bet if you have 0 WP and no gambler token.","tier2Feature":"Against the Odds","tier2FeatureDescription":"You can bet against rolls with advantage and for rolls with disadvantage. You gain two additional gambler tokens if you win the bet.","tier3Feature":"Lucky Me","tier3FeatureDescription":"You gain three gambler tokens whenever you roll a natural 20 on a d20 or two gambler tokens if you have a critical success on a Skill Check.","tier4Feature":"Double or Nothing","tier4FeatureDescription":"You can make a second bet if you lose a Gamblers Bet. The Skill Check, attack roll, or DR is repeated, and you can choose which result counts. You double the amount of WP or gambler tokens you lose if you lose the bet for a second time. You can use this feature a number of times equal to your Tier per rest.","tier5Feature":"Sure Bet","tier5FeatureDescription":"You can use two gambler tokens at once to guarantee the success or failure of a Skill Check, attack, or DR. It is a critical hit if it is an attack.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":true,"creature":false,"transform":false,"utility":true,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"charge:rest:20","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Inspirer","id":"11","archetype":"CREATIVE","description":"The Inspirer supports their Allies with Healing, Buffs, and Inspiration.","complexity":"_2","tier1Feature":"Inspiration","tier1FeatureDescription":"You can give one ally within 10 m of you other than yourself advantage on a Skill Check, DR, or attack as a reaction (2 RP). You can use this feature a number of times equal to your Primary Stat Bonus per rest.","tier2Feature":"Encouraging Words","tier2FeatureDescription":"Your allies gain Temporary Vitality equal to twice your Primary Stat Bonus whenever you target them with a Healing or Buff Ability or your Inspiration feature.","tier3Feature":"Give them Courage","tier3FeatureDescription":"Whenever you target an ally with your Inspiration feature, they gain advantage on all their Skill Checks, DRs, and attacks until their next turn if you use it on their turn. The effect lasts until the end of their next turn if you use it outside their turn.","tier4Feature":"Strengthen their Will","tier4FeatureDescription":"The WP upcast limit of your allies increases by 1 until the end of combat whenever you target them with a Healing or Buff Ability or your Inspiration feature during combat. This effect can stack up to three times.","tier5Feature":"Muse to All","tier5FeatureDescription":"Whenever you use the Inspiration feature, you can target every ally within 15 m of you other than yourself.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"full:primaryStatB","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Multi-Talent","id":"12","archetype":"CREATIVE","description":"The Multi-Talent is good at any Skill.","complexity":"_1","tier1Feature":"Jack of all Trades","tier1FeatureDescription":"You can get a critical success, and you cannot get a critical failure with a Skill Check no matter what Skill Level you have in the used Skill.","tier2Feature":"Trying Something New","tier2FeatureDescription":"Whenever you make a Skill Check, you can do so as if your Skill Level in it were as high as your Skill Level maximum. You can use this feature a number of times equal to your Primary Stat Bonus per full rest.","tier3Feature":"Luck is with the Bold","tier3FeatureDescription":"You get a critical success on a Skill Check if you roll a natural 9.","tier4Feature":"How Hard Can It Be?","tier4FeatureDescription":"You can give yourself advantage on a Skill Check. You get a critical success on a natural 8 if you do so. You can use this feature a number of times equal to your Primary Stat Bonus per full rest.","tier5Feature":"The Confidence to Act","tier5FeatureDescription":"You can add half of your Primary Stat Bonus to all of your Skill Checks.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"multiTalent5","uses1":"-","uses2":"full:primaryStatB","uses3":"-","uses4":"full:primaryStatB","uses5":"-"},{"name":"Polymath","id":"112","archetype":"CREATIVE","description":"The Polymath can take on any role and change its focus on demand.","complexity":"_4","tier1Feature":"Path of the Polymath","tier1FeatureDescription":"You can change your Path and a number of Talents equal to your Tier whenever you take a rest. You can rearrange your Stat Points and Skill Points whenever you take a full rest.","tier2Feature":"Gifted","tier2FeatureDescription":"You gain 4 Stat Points and 6 Skill Points.","tier3Feature":"Wander of Many Roads","tier3FeatureDescription":"You can choose to gain an additional Path for 1 hour. You can only use either Path of Attack, the Path of Flash Attack, or the Path of Maneuver on the same turn. You can use this feature a number of times equal to your Tier per full rest.","tier4Feature":"Talented","tier4FeatureDescription":"You gain either two Greater Talents, four Lesser Talents, or one Greater Talent and Two Lesser Talents.","tier5Feature":"Ultimate Path","tier5FeatureDescription":"You can choose a second Path. You can only use either Path of Attack, the Path of Flash Attack, or the Path of Maneuver on the same turn.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":true,"support":true,"control":true,"creature":true,"transform":true,"utility":true,"abilityGeneralist":true,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"2 Greater Talents,4 Lesser Talents, 1 Greater Talent and 2 Lesser Talents","tier5Choice":"Path of Attack,Path of Buff,Path of Control,Path of Crafting,Path of Damage,Path of Debuff,Path of Defense,Path of Flash Attack,Path of Healing,Path of Heroism,Path of Maneuver,Path of Polymathy,Path of Skill,Path of Summons,Path of Transformation,Path of Utility","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"skillPointsMod:6;statPointsMod:4","statMod3":"-","statMod4":"greaterTalentMaximum:2/lesserTalentMaximum:4/lesserTalentMaximum:2;greaterTalentMaximum:1","statMod5":"-","uses1":"-","uses2":"-","uses3":"full:tier","uses4":"-","uses5":"-"},{"name":"Preacher","id":"132","archetype":"CREATIVE","description":"The Preacher inspires their allies with speeches and the power of their voice.","complexity":"_2","tier1Feature":"Speech of Encouragement","tier1FeatureDescription":"You can take 10 minutes to grant up to 10 allies that can hear you Temporary Vitality equal to two times your Primary Stat Bonus and a number of courage charges equal to your Primary Stat Bonus. An ally can use a courage charge to upcast an Ability by 1 WP or increase the damage of a weapon attack with which they hit by 1d10 (no multiplication). An ally can not spend more than one courage charge per turn. An ally must take a rest before they can be targeted by this feature again.","tier2Feature":"Fiery Words","tier2FeatureDescription":"You can grant an ally that can hear you a number of courage charges equal to half the Tier of the used Ability whenever you target them with an Ability that costs WP.","tier3Feature":"Combatants\u0027 Courage","tier3FeatureDescription":"Whenever an ally uses a courage charge you gave them, they regain Vitality or Temporary Vitality equal to your Level.","tier4Feature":"Pushed to be a Hero","tier4FeatureDescription":"Whenever an ally uses a courage charge you gave them, they regain 1 Narrative Momentum.","tier5Feature":"Preach to the Masses","tier5FeatureDescription":"You can target as many creatures as you want with your Speech of Encouragement feature, and it grants a number of Temporary Vitality equal to twice your Level instead of twice your Primary Stat Bonus. The effects of using a courage charge that you granted are doubled.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Problem Solver","id":"72","archetype":"CREATIVE","description":"The Problem Solver has a Utility Ability for every occasion.","complexity":"_3","tier1Feature":"Got Something for Everything","tier1FeatureDescription":"You learn an additional Utility Ability for every Level that you have.","tier2Feature":"From Solution to Solution","tier2FeatureDescription":"Whenever you use a Utility Ability that costs at least 1 WP you gain one problem solver charge. You can use one problem solver charge to grant yourself advantage on a Skill Check. You lose all problem solver charges after a rest.","tier3Feature":"I Will Find a Way","tier3FeatureDescription":"You can use a Utility Ability you do not know from the pool of Abilities you can learn. The WP cost of that Ability is doubled if you do so.","tier4Feature":"Shared Inspiration","tier4FeatureDescription":"You can use problem solver charges to give a creature that you can see advantage on a Skill Check.","tier5Feature":"Swiss Army Knife","tier5FeatureDescription":"You can use any Utility Ability from the pool of Abilities that you can learn without any additional WP cost. The WP cost of Utility Abilities that you know is reduced by 4 WP.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"abilityMaximum:level","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"charge:rest:20","uses3":"-","uses4":"-","uses5":"-"},{"name":"Tormenter","id":"13","archetype":"CREATIVE","description":"The Tormenter hinders their enemies with Abilities and their Demoralising Words.","complexity":"_2","tier1Feature":"Demoralizing","tier1FeatureDescription":"If you see a creature make a Skill Check, DR, or attack, you can force disadvantage on it as a reaction (2 RP). You can use this feature a number of times equal to your Primary Stat Bonus per rest.","tier2Feature":"Crippling Words","tier2FeatureDescription":"You can deal Psychic or a Mystic damage type of your choice equal to your Primary Stat Bonus to any target you hit with a Debuff or Control Ability or your Demoralizing feature. This damage ignores the target’s Armor.","tier3Feature":"Terror","tier3FeatureDescription":"Whenever you target a creature with your Demoralizing feature, they gain disadvantage on all their Skill Checks, DRs, and attacks until their next turn if you use it on their turn. The effect lasts until the end of their next turn if you use it outside their turn.","tier4Feature":"Break their Will","tier4FeatureDescription":"You can choose to decrease the WP upcast limit of a creature by 1 until the end of combat whenever you target them with a Debuff or Control Ability or your Demoralizing feature during combat. This effect can stack up to three times.","tier5Feature":"Tormenting Art","tier5FeatureDescription":"You can target every enemy within 15 m whenever you use your Demoralizing Words feature.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"full:primaryStatB","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Virtuoso","id":"14","archetype":"CREATIVE","description":"The Virtuoso combines one Skill with Abilities for a utility and Ability hybrid build.","complexity":"_3","tier1Feature":"Virtuoso’s Focus","tier1FeatureDescription":"You gain 3 Skill Points. Choose one Skill. You can use the Skill Level of that Skill increased by 10 instead of the normal Stat as your Primary or Secondary Stat.","tier2Feature":"Infused Ability","tier2FeatureDescription":"When you use an Ability, you can make a Skill Check with your Virtuoso’s Focus Skill against 12. On a success, the Ability gains a bonus depending on the Stat of the Skill. You can use this feature a number of times equal to your Virtuoso’s Focus Skill\u0027s Skill Level per full rest. Strength: Any damage you deal with this Ability is maximized instead of having to roll for it. Dexterity: You use the Ability instantaneously, and its WP cost does not count towards your WP turn limit. Constitution: You can upcast the Ability by an amount equal to your Primary Stat Bonus without using any WP. Intelligence: Any attack you make with the Ability is automatically a critical hit. Instinct: The first DR that a creature you target with the Ability has to make is automatically a failure. Charisma: Any healing you do with this Ability is maximized instead of having to roll for it. Will: You reduce the WP cost of the Ability to 0, even if it is of the category Healing.","tier3Feature":"Skillful Synergy","tier3FeatureDescription":"When you succeed on a Skill Check with the Virtuoso’s Focus Skill, you gain WP equal to your Primary Stat Bonus. You cannot use this feature outside of combat more than once per rest.","tier4Feature":"Perfect Skill","tier4FeatureDescription":"The Infused Ability feature affects all your Abilities until the end of your next turn if you roll at least a 16 on it.","tier5Feature":"Proficient with Abilities","tier5FeatureDescription":"You make all Skill Checks of your chosen Skill with advantage. The effects of Infused Ability last until the end of combat if you rolled at least a 19 on it.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":true,"crafting":false,"tier1Choice":"Analysis (Int),Animal Handling (Ins),Art (Cha),Athletics (Str),Computers (Int),Deception (Cha),Disguising (Cha),Endurance(Con),Engineering (Int),First Aid (Ins),Grace (Cha),History (Int),Improvisation (Ins),Intuition (Ins),Lockpicking (Dex),Luck (Cha),Medicine (Int),Menace (Str),Meta (Ins),Natural Science (Int),Nimbleness (Dex),Perception (Ins),Perseverance (Wil),Persuasion (Cha),Presence (Cha),Psychology (Int),Quick Fingers (Dex),Raw Force (Str),Stealth (Dex),Street Smarts (Ins),Supernatural(Int),Survival (Ins),Vehicle Handling (Ins)","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"virtuoso|analysis/virtuoso|animalhandling/virtuoso|art/virtuoso|athletics/virtuoso|computers/virtuoso|deception/virtuoso|disguising/virtuoso|endurance/virtuoso|engineering/virtuoso|firstaid/virtuoso|grace/virtuoso|history/virtuoso|improvisation/virtuoso|intuition/virtuoso|lockpicking/virtuoso|luck/virtuoso|medicine/virtuoso|menace/virtuoso|meta/virtuoso|naturalscience/virtuoso|nimbleness/virtuoso|perception/virtuoso|perseverance/virtuoso|persuasion/virtuoso|presence/virtuoso|psychology/virtuoso|quickfingers/virtuoso|rawforce/virtuoso|stealth/virtuoso|streetsmarts/virtuoso|supernatural/virtuoso|survival/virtuoso|vehiclehandling","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"full:virtuosoSkill","uses3":"rest:1","uses4":"-","uses5":"-"},{"name":"Agent","id":"15","archetype":"CUNNING","description":"The Agent uses Abilities to enhance their Skills and Sneakiness.","complexity":"_2","tier1Feature":"Agent\u0027s Arsenal","tier1FeatureDescription":"You gain 1 WP more per Level. You can learn the Abilities of the Mental Archetype. You learn three additional Abilities.","tier2Feature":"Ambusher\u0027s Gadgets","tier2FeatureDescription":"Creatures that cannot see you have disadvantage on DRs that you force them to do. You learn two additional Abilities.","tier3Feature":"Charged Tools","tier3FeatureDescription":"Whenever you use an Ability, all Skill Checks you make in the next hour increase by an amount equal to the Tier of the used Ability. You learn two additional Abilities.","tier4Feature":"Of Tricks and Gadgets","tier4FeatureDescription":"You gain one of the following benefits whenever you target a creature that cannot see you with an Ability. Either you roll a critical hit for all attacks made with that Ability, even if you roll 2 lower than needed, your DR Power increases by 2 for that Ability, or the WP cost of that Ability is reduced by 2. You learn two additional Abilities.","tier5Feature":"Cloak of Spies","tier5FeatureDescription":"You become invisible until the end of your next turn, whenever you use an Ability. Nothing short of a creature with Omega Vision can see or sense you during that time. You learn two additional Abilities.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"willpowerPerLevel:1;abilityMaximum:3","statMod2":"abilityMaximum:2","statMod3":"abilityMaximum:2","statMod4":"abilityMaximum:2","statMod5":"abilityMaximum:2","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Ambusher","id":"93","archetype":"CUNNING","description":"The Ambusher is an offensive powerhouse in the first round of combat.","complexity":"_1","tier1Feature":"First Blood","tier1FeatureDescription":"You are the first to act and gain advantage on all attacks in the first round of combat.","tier2Feature":"Finish It Quickly","tier2FeatureDescription":"All your attacks on your first round of combat deal an additional 1d12 damage.","tier3Feature":"First Move Advantage","tier3FeatureDescription":"You roll three dice instead of two and pick the best result in the first round of combat if you have advantage. Your critical hits deal an additional 16 damage in the first round of combat.","tier4Feature":"Shocking Execution","tier4FeatureDescription":"If you reduce the Vitality of a creature below 1 for the first time in the first round of combat, every creature within 10 m of that creature that can see or hear it has to make a Will or Consitution DR (your choice). On a failure, they are Stunned until the end of their next turn.","tier5Feature":"Blitz Ambush","tier5FeatureDescription":"You have an additional 2 AP on your turn in the first round of combat.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Expert","id":"16","archetype":"CUNNING","description":"The Expert specializes in a hand full of Skills and performs them better than anybody else.","complexity":"_1","tier1Feature":"Expert in your Field","tier1FeatureDescription":"You gain 5 Skill Points. Your max Skill Level limit increases by 2.","tier2Feature":"Very Reliable","tier2FeatureDescription":"Whenever you make a Skill Check with a Skill that has a Skill Level of 3 or higher, you can treat any natural roll of 2 or lower as a 3.","tier3Feature":"Cool-Headed","tier3FeatureDescription":"You cannot gain disadvantage on a Skill Check with a Skill that has a Skill Level of 4 or higher.","tier4Feature":"Always Reliable","tier4FeatureDescription":"Whenever you make a Skill Check with a Skill that has a Skill Level of 5 or higher, you can treat any natural roll of 4 or lower as a 5.","tier5Feature":"Mastered Skill","tier5FeatureDescription":"Your Skill Checks with Skills with a Skill Level of 6 or higher always have advantage.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"skillPointsMod:5;skillMaxMod:2","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Exploiter","id":"113","archetype":"CUNNING","description":"The Exploiter exposes the enemy\u0027s weak spots so that their whole party can take advantage of them.","complexity":"_2","tier1Feature":"Exposing Mark","tier1FeatureDescription":"You gain access to the Expose action (1 AP). When you use it, you can force a creature within 5 m of you to make an Intelligence or Instinct DR (your choice). On a failure, they gain an expose charge. The Evasion, Armor, and DR of a creature are reduced by one for each expose charge they have. A creature cannot have more expose charges than your Primary Stat Bonus. All expose charges disappear at the end of combat or after 10 minutes.","tier2Feature":"Uncovering Offensive","tier2FeatureDescription":"You can add an expose charge to a creature you hit once per turn.","tier3Feature":"Critical Find","tier3FeatureDescription":"Any attack against a creature you gave an expose charge rolls a critical hit even if the attacker rolls 1 lower than needed for every two expose charges the creature has.","tier4Feature":"Faster Uncovering","tier4FeatureDescription":"Your Expose action applies an additional expose charge whether the target succeeded on the DR or not.","tier5Feature":"Instant Read","tier5FeatureDescription":"At the start of your first turn in combat, you can apply a number of expose charges equal to your Primary Stat Bonus to creatures you can see within 10 m of you.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Field Medic","id":"123","archetype":"CUNNING","description":"The Field Medic focuses on post-combat recovery and abilityless healing.","complexity":"_2","tier1Feature":"Patch Up","tier1FeatureDescription":"You can learn any Ability that is only of the Healing category. After combat, you have 1 hour to take 10 minutes to heal up to 10 allies that participated in that combat, restoring Vitality equal to 2d8 plus twice your Primary Stat Bonus to all of them. You need to be within 1 m of such an ally for one minute during those 10 minutes to heal them.","tier2Feature":"Combat Stims","tier2FeatureDescription":"You gain access to the Combat Stims action (1 AP), which you can use once per turn during combat. Whenever you use it, you can restore Vitality or Temporary Vitality equal to twice your Primary Stat Bonus to an Ally within 1 m of you. You only need 1 AP to use the Use Item action, and the first Healing Ability item or Healing Ability Consumable you use on a turn takes one 1 AP less to use.","tier3Feature":"Medication","tier3FeatureDescription":"Your Patch Up feature also restores WP equal to your Tier to all targets and removes any Status Effects and Debuffs they have. This feature cannot remove more than 1 Level of Exhaustion or Madness per full rest. Your Combat Stim action also restores WP equal to half your Tier.","tier4Feature":"All Healed Up","tier4FeatureDescription":"Whenever you use a Healing Ability during the 10-minute heal of your Patch Up feature, you can double the amount of Vitality and Temporary Vitality it restores.","tier5Feature":"Master Medic","tier5FeatureDescription":"The healing done by your Patch Up and Combat Stims features is doubled. The WP restored by your Medication feature is doubled.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Financier","id":"133","archetype":"CUNNING","description":"The Financier is all about credits and how to gain more of them.","complexity":"_1","tier1Feature":"Investment","tier1FeatureDescription":"You get 2000 credits multiplied by your Tier when you gain this feature for the first time. Whenever an ally gains credits within 30 m of you, you gain an additional 50% credits. Credits generated this way cannot trigger this feature, and the same credits can only trigger this feature once.","tier2Feature":"Interests","tier2FeatureDescription":"You gain 100 credits multiplied by your Tier after a full rest. These credits do not trigger your Investment feature.","tier3Feature":"Loan","tier3FeatureDescription":"You can decide to gain credits equal to five times the amount you get from your Interests feature as an action (3 AP). These credits do not trigger your Investment feature. Your Interests feature stops working for seven days if you use this action, and you cannot use this action again until that time has passed.","tier4Feature":"High-Risk Investment","tier4FeatureDescription":"Whenever you trigger your Investment feature, you can decide to roll a d4. If you roll a 1 you do not gain any credits. If you roll a 3 you gain 100% instead of 50%. If you roll a 4 you gain 200% instead.","tier5Feature":"Early Retirement","tier5FeatureDescription":"Your Interests feature grants you 200 credits multiplied by your Level after a full rest instead of the 100 credits multiplied by your Tier.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Rogue","id":"17","archetype":"CUNNING","description":"The Rogue is the master of dirty fighting, using advantage and critical hits to their highest potential.","complexity":"_2","tier1Feature":"Decisive Strike","tier1FeatureDescription":"You can add 1d6 to the damage of attacks if you have advantage on them. Your critical hits deal an additional 4 damage.","tier2Feature":"Critical Advantage","tier2FeatureDescription":"You roll a critical hit even if you roll 2 lower than needed if you have advantage on the attack.","tier3Feature":"Hot Hand","tier3FeatureDescription":"Your next attack is a critical hit if you reduce the Vitality of a creature below 1 with a critical hit.","tier4Feature":"Decisive Finish","tier4FeatureDescription":"You can add an additional 1d6 to the damage of your attacks if you have advantage on them. Your critical hits deal an additional 4 damage.","tier5Feature":"Instant Kill","tier5FeatureDescription":"You can choose to deal additional damage equal twice your Level whenever you do a critical hit (no multiplication). You can use this feature only once per turn.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"critMod:4","statMod2":"-","statMod3":"-","statMod4":"critMod:4","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Scout","id":"18","archetype":"CUNNING","description":"The Scout has incredible speed, moving through the whole battlefield with ease.","complexity":"_1","tier1Feature":"I am Speed","tier1FeatureDescription":"Your Basic Movement increases by 2 m, and you can climb and swim as fast as you can run.","tier2Feature":"Sprinter","tier2FeatureDescription":"You gain double your Basic Movement as movement at the start of your turn instead of just once.","tier3Feature":"Quick Reflexes","tier3FeatureDescription":"Whenever somebody attacks you, you can force disadvantage on the attack a reaction (2 RP). You can move an amount equal to your Basic Movement after the attack.","tier4Feature":"Too Fast to Hit","tier4FeatureDescription":"Your Evasion increases by 4 until your next turn if you move at least 8 m during your turn.","tier5Feature":"Faster than a Bullet","tier5FeatureDescription":"Your Basic Movement increases by 3 m and your Evasion by 2.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"basicMovementMod:2","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"basicMovementMod:3;evasionModMain:2","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Shadow","id":"83","archetype":"CUNNING","description":"The Shadow is a master of hiding in plain sight.","complexity":"_2","tier1Feature":"Hide in the Shadows","tier1FeatureDescription":"You can use the Hide action even if an enemy can see you. At the end of your turn, you stay hidden as long as your enemies cannot see you at the end of your turn. Whenever you use the Hide action successfully, you can move a number of meters equal to your Basic Movement. You can move through enemies as if they were not there for that movement.","tier2Feature":"Blinding Powder","tier2FeatureDescription":"Whenever you use the Hide action, you can also use the Blind action against every enemy with 1 m. Roll the Skill Check for that Blind action once against all enemies.","tier3Feature":"Blade of Darkness","tier3FeatureDescription":"You roll a critical hit even if you roll 2 lower than needed, and your critical hits deal an additional 8 damage when you attack a creature that is Blinded while you are hidden.","tier4Feature":"Teleporting Shadow","tier4FeatureDescription":"The movement that the Hide in the Shadows feature grants you is doubled, and you can choose to teleport that distance instead of moving.","tier5Feature":"One with Nothing","tier5FeatureDescription":"Whenever you successfully use the Hide action, you become invisible until your next turn. Nothing short of Omega Vision can see you.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Sniper","id":"19","archetype":"CUNNING","description":"The Sniper sacrifices movement for precision and reliable damage from high distances.","complexity":"_1","tier1Feature":"Taking Aim","tier1FeatureDescription":"You can use the Taking Aim action (1 AP). Your attacks ignore Armor equal to your Primary Stat Bonus until your next turn if you do so. You also deal additional damage equal to your Primary Stat Bonus (no multiplication) with your first attack on your turn if you make no other attack after that in that turn and you take the Taking Aim action.","tier2Feature":"You Cannot Escape","tier2FeatureDescription":"You cannot gain disadvantage on your attacks until your next turn if you take the Taking Aim action unless one of your features causes that disadvantage.","tier3Feature":"I Never Miss","tier3FeatureDescription":"You deal half of an attack\u0027s damage if you miss with it.","tier4Feature":"Focused Shot","tier4FeatureDescription":"Whenever you start your turn, you can decide not to be able to move until the end of your turn. All of your attacks have advantage until your next turn if you do so.","tier5Feature":"Ranged Menace","tier5FeatureDescription":"You gain advantage on your attacks if your target is more than 10 m away from you. The attack is an automatic critical hit on a hit if you already get advantage from another source.","meleeWeapon":false,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Specialist","id":"73","archetype":"CUNNING","description":"The Specialist excels at Skill Checks based on a chosen Stat.","complexity":"_2","tier1Feature":"My Specialty","tier1FeatureDescription":"Choose one Stat. You can add a d6 whenever you make a Skill Check with a Skill of the chosen Stat. You can use this feature a number of times equal to your Primary Stat Bonus per rest.","tier2Feature":"Fruits of My Labor","tier2FeatureDescription":"You gain one of the following benefits depending on the Stat you chose for your My Specialty feature. Strength: You can add twice your Primary Stat to your carry capacity, and your maximum jump distance and height are doubled. Dexterity: Your Dexterity-based Skill Checks increase by 3. Constitution: You can increase the result of any Skill Check you made by up to an amount equal to your Primary Stat Bonus. You deal the same amount of Physical damage to yourself if you do so. This damage ignores your Armor. Intelligence: You gain 9 Skill Points. Charisma: You can add your Primary Stat to your maximum Narrative Momentum. Instinct: You can use the My Specialty feature twice as often and treat any 1 you roll on it as 2. Will: You can reduce the WP cost of an Ability by an amount equal to your Tier. You can do so five times per rest.","tier3Feature":"I Know My Options","tier3FeatureDescription":"You get a critical success on a Skill Check if you roll a 5 or higher on the d6 that you can add with your My Specialty feature.","tier4Feature":"Extended Talent","tier4FeatureDescription":"You can choose an additional Stat for your My Specialty feature.","tier5Feature":"I Know What I Am Doing","tier5FeatureDescription":"You roll all Skill Checks with a Skill of the Stat that you chose for the My Specialty feature with advantage.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Strength,Dexterity,Constitution,Intelligence,Charisma,Instinct,Will","tier2Choice":"-","tier3Choice":"-","tier4Choice":"Strength,Dexterity,Constitution,Intelligence,Charisma,Instinct,Will","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"specialiststrength/specialistdexterity/specialistconstitution/specialistintelligence/specialistcharisma/specialistinstinct/specialistwill","statMod2":"specialist2","statMod3":"-","statMod4":"specialistStrength/specialistDexterity/specialistConstitution/specialistIntelligence/specialistCharisma/specialistInstinct/specialistWill","statMod5":"-","uses1":"rest:primaryStatB","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Spell-Knife","id":"103","archetype":"CUNNING","description":"The Spell-Knife specializes in critical hits with Abilities that target enemies.","complexity":"_2","tier1Feature":"Magical Knife Collection","tier1FeatureDescription":"You gain 1 WP more per Level. You can learn the Abilities of the Mental Archetype. You learn three additional Abilities.","tier2Feature":"Spectral Knife","tier2FeatureDescription":"Whenever a target you force to make a DRs with an Ability rolls a natural 1 on one of the DRs, it counts as a critical hit. Any effect that increases your crit chance with Abilities also affects this form of crit in reverse (rolling one less than required turns into one more than required, for example). If the Ability is not a Damage Ability, you still deal the additional damage with a damage type of your choice. You learn two additional Abilities.","tier3Feature":"Anticipating the End","tier3FeatureDescription":"You gain an anticipation charge whenever you target one or more enemies with an Ability but fail to get a critical hit. You can use a charge to gain advanatage on an attack roll or force disadvantage on a DR you force an enemy to do. You lose all anticipation charges at the end of combat. You learn two additional Abilities.","tier4Feature":"Taking Full Advantage","tier4FeatureDescription":"Your critical hits with Abilities deal additional damage equal to five times its Tier if you used an anticipation charge on it. You learn two additional Abilities.","tier5Feature":"You Die Now","tier5FeatureDescription":"You can spend two anticipation charges to guarantee a critical hit with an Ability. You learn two additional Abilities.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":true,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"willpowerPerLevel:1;abilityMaximum:3","statMod2":"abilityMaximum:2","statMod3":"abilityMaximum:2","statMod4":"abilityMaximum:2","statMod5":"abilityMaximum:2","uses1":"-","uses2":"-","uses3":"charge:combat:20","uses4":"-","uses5":"-"},{"name":"Swashbuckler","id":"20","archetype":"CUNNING","description":"The Swashbuckler builds up momentum with their attacks that they unleash with a flurry of strikes.","complexity":"_2","tier1Feature":"Attack Momentum","tier1FeatureDescription":"You gain 2 momentum charges whenever you attack during combat. Any effect that multiplies the damage also multiplies the charges gained. You can use one momentum charge to gain movement equal to your Basic Movement and four momentum charges to make an additional weapon attack with your Attack or Flash Attack action that deals half damage (this Attack does not generate momentum charges). You lose all momentum charges at the end of combat.","tier2Feature":"Combo Momentum","tier2FeatureDescription":"Attacks you make by using momentum charges deal 1 additional damage for each Momentum charge you gained this turn (no multiplication).","tier3Feature":"Rushing Start","tier3FeatureDescription":"You gain 2 momentum charges at the start of each combat.","tier4Feature":"Onslaught","tier4FeatureDescription":"The additional weapon attack you make by using momentum charges deals full damage instead of half.","tier5Feature":"Extreme Rush Down","tier5FeatureDescription":"You can make an additional weapon attack with the Attack or Flash Attack action.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"charge:combat:20","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Wanderer","id":"21","archetype":"CUNNING","description":"The Wanderer combines one Skill with weapon attacks for a utility and weapon hybrid build.","complexity":"_2","tier1Feature":"Wanderer’s Resourcefulness","tier1FeatureDescription":"You gain 3 Skill Points. Choose one Skill. You can replace the Secondary or Primary Stat of any attack you make with your Skill Level in the chosen Skill and use it like a Stat Bonus.","tier2Feature":"Fighting Skill","tier2FeatureDescription":"You can make a Skill Check with the Wanderer’s Resourcefulness Skill against 12 as an action (1 AP) during combat once per turn. If you succeed, you gain the following benefits depending on the Stat of the Skill. Strength: The damage of all of your attacks increases by an amount equal to the Skill Level until your next turn. Dexterity: Your Evasion increases by an amount equal to the Skill Level until your next turn. Constitution: You gain Vitality equal to twice the Skill Level. Intelligence: Your attack rolls increase by an amount equal to the Skill Level until your next turn. Instinct: Your DRs increase by an amount equal to the Skill Level until your next turn. Charisma: Your DR Power increases by an amount equal to the Skill Level until your next turn. Will: You gain WP equal to the Skill Level.","tier3Feature":"Combat Know-How","tier3FeatureDescription":"Your next attack deals additional damage equal to twice the Wanderer’s Resourcefulness Skill Level (no multiplication) if you succeed on a Skill Check that involves it.","tier4Feature":"Superior Skill","tier4FeatureDescription":"The effects of Fighting Skill are doubled if you roll at least a 16 on it.","tier5Feature":"Proficient in Battle","tier5FeatureDescription":"You make all Skill Checks of your chosen Skill with advantage. All of your attacks have advantage until your next turn if you roll at least a 19 on your Fighting Skill feature.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Analysis (Int),Animal Handling (Ins),Art (Cha),Athletics (Str),Computers (Int),Deception (Cha),Disguising (Cha),Endurance(Con),Engineering (Int),First Aid (Ins),Grace (Cha),History (Int),Improvisation (Ins),Intuition (Ins),Lockpicking (Dex),Luck (Cha),Medicine (Int),Menace (Str),Meta (Ins),Natural Science (Int),Nimbleness (Dex),Perception (Ins),Perseverance (Wil),Persuasion (Cha),Presence (Cha),Psychology (Int),Quick Fingers (Dex),Raw Force (Str),Stealth (Dex),Street Smarts (Ins),Supernatural(Int),Survival (Ins),Vehicle Handling (Ins)","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"wanderer|analysis/wanderer|animalhandling/wanderer|art/wanderer|athletics/wanderer|computers/wanderer|deception/wanderer|disguising/wanderer|endurance/wanderer|engineering/wanderer|firstaid/wanderer|grace/wanderer|history/wanderer|improvisation/wanderer|intuition/wanderer|lockpicking/wanderer|luck/wanderer|medicine/wanderer|menace/wanderer|meta/wanderer|naturalscience/wanderer|nimbleness/wanderer|perception/wanderer|perseverance/wanderer|persuasion/wanderer|presence/wanderer|psychology/wanderer|quickfingers/wanderer|rawforce/wanderer|stealth/wanderer|streetsmarts/wanderer|supernatural/wanderer|survival/wanderer|vehiclehandling","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Barrier Master","id":"94","archetype":"DEMOLITION","description":"The Barrier Master protects all of their allies from damage.","complexity":"_1","tier1Feature":"Barrier Adept","tier1FeatureDescription":"You learn the Barrier Ability or another one if you already know it. Whenever you target an ally with it, you can target another one. If the same damage source is not targeting the new target, they keep the additional Armor until they are hit by an effect that deals damage. The additional Armor disappears at the end of the next round. You can upcast Barrier for 1 WP to target an additional ally.","tier2Feature":"Battlefield Shielding","tier2FeatureDescription":"You learn the Defensive Barrier and Barrier Shield Ability or two other Abilities if you already know them. The Defensive Barrier Ability grants additional Armor equal to your Primary Stat Bonus. The upcasting option for an additional target for Barrier Shield Ability now costs you 1 WP instead of 2.","tier3Feature":"Blockade","tier3FeatureDescription":"An enemy that tries to move or is moved into the area of a Defensive Barrier that you created or within 1 m of a target under the effects of your Barrier Shield or Barrier Ability must make a Strength DR. On a failure, they cannot move or be moved into that area until their next turn.","tier4Feature":"Warding Barrier","tier4FeatureDescription":"Targets of your Barrier and Barrier Shield Abilities gain Temporary Vitality equal to your Primary Stat Bonus. Allies that are within the area of your Defensive Barrier Ability at the end of their turn gain Temporary Vitality equal to your Tier.","tier5Feature":"Ultimate Defense","tier5FeatureDescription":"The DRs and Evasion of allies increase by 4 if they are under the effects of your Barrier, Barrier Shield, or Defensive Barrier Ability. In the case of the Barrier Ability, this can cause the initial effect that triggered your reaction to miss.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"abilityMaximum:1","statMod2":"abilityMaximum:2","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Blast Gunner","id":"74","archetype":"DEMOLITION","description":"The Blast Gunner turns their ranged weapon attacks with Maneuver Abilities into area-of-effect bombardment.","complexity":"_1","tier1Feature":"Explosive Ammunition","tier1FeatureDescription":"You can learn Abilities from the War Archetype. You gain proficiency with two weapon categories. Maneuver Abilities, which you use with ranged weapon attacks that hit a target, also hit any other target within 1 m of the target if you choose so. Any damage that is dealt that way to other targets ignores their Armor.","tier2Feature":"Barrage Expert","tier2FeatureDescription":"You learn the Projectile Barrage, Split Barrage Ability, Explosive Rounds, or another Ability if you already know them. The WP cost of Projectile Barrage, Split Barrage, and Explosive Rounds is reduced by an amount equal to your Tier.","tier3Feature":"Refined Gunpowder","tier3FeatureDescription":"You can choose to increase the range of your Explosive Ammunition feature from within 1 m of the target to up to within 3 m of the target.","tier4Feature":"Explosive Rain","tier4FeatureDescription":"You can combine Abilities that are used with weapons attacks with the attacks that you gain from the Projectile Barrage, Split Barrage, and Explosive Rounds Abilities. Targets can only be targeted once by the same Ability if you do so.","tier5Feature":"Fully Loaded","tier5FeatureDescription":"The WP cost of Abilities you use with the attacks from your Projectile Barrage, Split Barrage, and Explosive Rounds Abilities is reduced by an amount equal to your Tier.","meleeWeapon":false,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"Projectile Barrage,Split Barrage,Explosive Rounds,other","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"abilityMaximum:1","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Blaster","id":"104","archetype":"DEMOLITION","description":"The Blaster is a multi-target Ability generalist that becomes stronger the more targets they hit.","complexity":"_2","tier1Feature":"Blast Away","tier1FeatureDescription":"Whenever you hit multiple creatures with an Ability, you gain blast charges equal to the number of creatures you hit. You can use one blast charge to upcast an Ability that can hit multiple targets by 1 WP. You cannot have more blast charges than your Primary Stat Bonus. You lose all blast charges when you take a rest.","tier2Feature":"Charged Area","tier2FeatureDescription":"You can use one blast charge to increase the area of an Ability by 1 m or 2 m if it is a line. You can also use one blast charge to target an additional target with an Ability that can hit multiple targets.","tier3Feature":"Always Ready to Explode","tier3FeatureDescription":"You gain 1 blast charge at the start of your turn during combat if you have no blast charges.","tier4Feature":"Explosive Momentum","tier4FeatureDescription":"If you gain at least 3 blast charges at once, you gain an additional 3. Those additional blast charges can go beyond the maximum number of blast charges you can have.","tier5Feature":"Maximum Blast","tier5FeatureDescription":"The effects of the blast charges you gain from your Blast Away and Charged Area features are doubled.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"charge:rest:primaryStatB","uses2":"-","uses3":"-","uses4":"charge:rest:20","uses5":"-"},{"name":"Bombardier","id":"84","archetype":"DEMOLITION","description":"The Bombardier turns single-target Abilities into multi-target Abilities.","complexity":"_2","tier1Feature":"Let it Rain","tier1FeatureDescription":"You can learn the Abilities of the Mental Archetype. You can upcast any single-target Ability by 2 WP to target an additional target. If the Ability can already be upcasted in this way you can also upcast it by 2 WP to turn it into a 2 m cube area of effect and by an additional 2 WP to increase that cube by 1 m.","tier2Feature":"Extra Shot","tier2FeatureDescription":"Whenever you use a single-target Ability, you can use one of the upcast options that the Let it Rain feature grants you for free.","tier3Feature":"Everything Explodes","tier3FeatureDescription":"You can now upcast every single-target Ability by 2 WP to turn it into a 2 m cube area of effect and by an additional 2 WP to increase that cube by 1 m.","tier4Feature":"Efficient Explosion","tier4FeatureDescription":"The upcast options that the Let it Rain and Everything Explodes features grants you cost you 1 WP now instead of 2.","tier5Feature":"Target Everything","tier5FeatureDescription":"Whenever you use a single-target Ability, you can choose to target anything of your choice within the range of that Ability. You can use this feature a number of times equal to your Tier per rest.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"rest:tier"},{"name":"Challenger","id":"114","archetype":"DEMOLITION","description":"The Challenger grows stronger the more creatures they taunt.","complexity":"_2","tier1Feature":"Challenge Them All","tier1FeatureDescription":"You learn the Taunt or Taunting Attack Ability or another one if you already know both. Whenever you Taunt a creature with those Abilities, you can Taunt a number of creatures equal to your Tier within 10 m of you until the end of their next turn. You can learn Abilities from the Bulwark Archetype.","tier2Feature":"Center of Attention","tier2FeatureDescription":"Choose Armor, Evasion, or DRs. The chosen value increases by the number of creatures you have taunted.","tier3Feature":"This Is My Fight","tier3FeatureDescription":"You can take the Attack action or use an Ability that costs no more than 2 AP as a reaction (2 RP) that targets a Taunted enemy if that enemy targets one or more allies of you with an effect that does not target you.","tier4Feature":"Pressure Cooker","tier4FeatureDescription":"At the start of your turn during combat, you regain WP equal to the number of enemies that have targeted you since your last turn.","tier5Feature":"Challenge the Horde","tier5FeatureDescription":"At the start of combat, all creatures of your choice within 15 m have to make an Intelligence DR. On a failure, they are Taunted until the end of combat, and they lose the capability of targeting anything other than you with single-target attacks, features, and Abilities if you manage to Taunt them with another feature or Ability until the end of combat or until your Vitality drops below 1.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Taunt,Taunting Attack,Other","tier2Choice":"Armor,Evasion,DRs","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"abilityMaximum:1","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Chemist","id":"22","archetype":"DEMOLITION","description":"The Chemist uses area-of-effects Control and Debuff Abilities to turn battlefield areas into dangerous fields of toxic and unstable substances.","complexity":"_3","tier1Feature":"Lasting Gas","tier1FeatureDescription":"Your Debuff and Control Abilities that can hit multiple targets can cover the chosen area or spaces of the targets for five rounds. Any target that is within that area for the first time in a round is targeted by that Ability if it was not already targeted. A creature targeted two rounds in a row by the same Ability this way has disadvantage on any DR that they have to make against that Ability.","tier2Feature":"Toxic Fumes","tier2FeatureDescription":"Targets that are within the area affected by your Lasting Gas feature for the first time in a round receive damage equal to your Primary Stat Bonus of a damage type that you choose when you use the Ability that triggers Lasting Gas. That damage ignores the target’s Armor.","tier3Feature":"Unstable Chemicals","tier3FeatureDescription":"You can choose up to three damage types when you trigger Lasting Gas. If any damage of one of the chosen damage types is dealt to a target within the Lasting Gas area, it causes a chain reaction. This damage cannot be from your Toxic Fumes feature. The chain reaction removes the effects of Lasting Gas and deals damage equal to a number of d10 equal to your Tier of a damage type of your choice to any target with that area.","tier4Feature":"Dizzying Poison","tier4FeatureDescription":"The movement of any creature that enters an area that is affected by your Lasting Gas feature for the first time in a turn is reduced to 0 m. Their Basic Movement is also reduced by half until the end of the turn.","tier5Feature":"Stunning Toxins","tier5FeatureDescription":"Any creature you hit with the Unstable Chemicals feature must make a Constitution or Will DR (your choice). On A failure, they are Stunned until the end of their next turn.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Conjurer","id":"23","archetype":"DEMOLITION","description":"The Conjurer summons hordes of creatures that they unleash upon their enemies.","complexity":"_4","tier1Feature":"Horde Attack","tier1FeatureDescription":"You can move all creatures you summoned with a Summon Ability by an amount equal to three times their Basic Movement and let them attack one target when you use the Command action. You roll the damage of all the attacks the summoned creatures could do with Attack actions together and make one melee Ability attack. Any modifier that would change the hit bonus of the creature if they would use the attack action (like from Multi-Wielder, Precise Attack, or Unbalanced Weapon) is applied to this attack roll. On a Hit, you deal all of the damage at once. On a miss, you deal half as much damage. Any creature that takes part in this attack forfeits their entire next turn.","tier2Feature":"Herd Immunity","tier2FeatureDescription":"Your Summons become immune to the effects of your area-of-effect Abilities, features, and attacks if you choose so. You can use the Command action for free if you use an area-of-effect Ability that uses 3 AP.","tier3Feature":"Overwhelming Horde","tier3FeatureDescription":"You can target up to a number of targets equal to the number of creatures you summoned instead of one whenever you use your Horde Attack feature. The damage of the attack is halved if you do so.","tier4Feature":"Unrelenting Swarm","tier4FeatureDescription":"The attack of your Horde Attack feature gains advantage against any target you hit with an area-of-effect Ability, feature, or attack.","tier5Feature":"Unending Army","tier5FeatureDescription":"You can increase the number of creatures you summon with Summon Ability by half.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":true,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Destroyer","id":"24","archetype":"DEMOLITION","description":"The Destroyer is the best in breaking terrain, making new “doors,” and using area-of-effect Damage Abilities.","complexity":"_1","tier1Feature":"Demolition Expert","tier1FeatureDescription":"You can double the damage that you deal against objects. You ignore the hardened property of objects and their resistances. Your Damage Abilities that can hit multiple targets ignore up to half of your target\u0027s Armor.","tier2Feature":"Extra Boom","tier2FeatureDescription":"You can add your Primary Stat Bonus to the damage of Damage Abilities that can hit multiple targets.","tier3Feature":"Stunning Explosion","tier3FeatureDescription":"You can force any creatures you hit with a Damage Ability that can hit multiple targets to make a Constitution or Will DR (your choice). On failure, they are Stunned until the end of their next turn. You can use this feature three times per full rest.","tier4Feature":"Big Boom","tier4FeatureDescription":"When you use a Damage Ability that can hit multiple targets, you can maximize the damage it does instead of rolling dice. You can use this feature once per rest.","tier5Feature":"Twin Boom","tier5FeatureDescription":"Your Damage Abilities that hit multiple targets can hit twice as many targets, and you can choose a second area of the same size if it has an area-of-effect. A target cannot be affected by both areas at the same time. You instead double the size of the area-of-effect if it hits targets within a specific distance from you (like Physical Shockwave, Radiant Image, or Explosive Transformation).","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":true,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"full:3","uses4":"rest:1","uses5":"-"},{"name":"Exploder","id":"124","archetype":"DEMOLITION","description":"The Exploder puts themselves in the middle of their explosions to achieve devastating effects.","complexity":"_3","tier1Feature":"Fanatic Determination","tier1FeatureDescription":"You can target yourself with Non-Healing, Damage Abilities that target everything within a certain distance from you other than yourself. Your Non-Healing, Damage Abilities and weapons that can target multiple targets you use deal additional damage equal to twice your Primary Stat Bonus (No multiplication) to enemies if you target yourself with them. You cannot miss yourself on purpose if you use this feature. You can use this feature once per turn.","tier2Feature":"Explosion Repulsion","tier2FeatureDescription":"Your Armor, Evasion, and DRs increase by an amount equal to your Tier if you target yourself with a Non-Healing, Damage Ability or weapons against that effect.","tier3Feature":"All The Risk, All The Fun","tier3FeatureDescription":"You can upcast Non-Healing, Damage Abilities that can hit multiple targets by an amount equal to your Tier if you target yourself with it. The damage and attack rolls of weapons that can target multiple targets you use increase by an amount equal to your Tier if you target yourself with them. You cannot miss yourself on purpose if you use this feature.","tier4Feature":"Final Boom","tier4FeatureDescription":"All damage against enemies you deal with Non-Healing, Damage Abilities, and Weapons that can target multiple targets you use is tripled if you target yourself with them, and they cause your Vitality to drop below 1. You cannot miss yourself on purpose if you use this feature.","tier5Feature":"I\u0027ll Kill You","tier5FeatureDescription":"When you use a Non-Healing Damage Ability and weapon that can hit multiple targets, you can maximize the damage it does instead of rolling dice against targets if you target yourself with it. You cannot miss yourself on purpose if you use this feature.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":true,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Grenadier","id":"25","archetype":"DEMOLITION","description":"The Grenadier uses area-of-effect Weapons to great effect.","complexity":"_1","tier1Feature":"Modified Grenades","tier1FeatureDescription":"You can use Maneuver Abilities with attacks of area-of-effect weapons. You can learn Abilities from the War Archetype.","tier2Feature":"Splash Zone","tier2FeatureDescription":"You can increase the cube of area-of-effect weapons you wield by 1 m. You can choose whom to target with area-of-effect weapons that hit everyone within 1 m of you, and their range increases by 1 m. The length of line area-of-effect weapons that you wield increases by 3 m.","tier3Feature":"Tick Tick Boom","tier3FeatureDescription":"Area-of-effect weapons you wield deal half damage on a miss and count as a hit for any Manouver Abilities you use on their attacks. These Manouver Abilities also deal half damage on a miss.","tier4Feature":"Scatter Bomb","tier4FeatureDescription":"You can choose to make two additional weapon attacks whenever you attack with an area-of-effect weapon using that same weapon. You can use this feature a number of times equal to your Tier per rest.","tier5Feature":"Nuke Launcher","tier5FeatureDescription":"You can choose to double the affected area and the damage of your area-of-effect weapons until your next turn. You can use this feature a number of times equal to your Tier per full rest.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"rest:tier","uses5":"full:tier"},{"name":"Infuser","id":"26","archetype":"DEMOLITION","description":"The Infuser is great at healing and buffing your whole group at once.","complexity":"_2","tier1Feature":"Controlled Area","tier1FeatureDescription":"You can choose not to target any number of targets in the area of effect of your Buff or Healing Abilities. Buff or Healing Abilities that can affect multiple targets cost 1 WP less to use.","tier2Feature":"Smoke Screen","tier2FeatureDescription":"The Evasion of your allies increases by 2 until the end of their next turn whenever you target them with Buff or Healing Abilities that can affect multiple targets.","tier3Feature":"Empowering Concoction","tier3FeatureDescription":"Your allies can add your Primary Stat Bonus to the next damage they deal (no multiplication) whenever you target them with a Buff or Healing Ability that can affect multiple targets.","tier4Feature":"Adrenalin Infused Mist","tier4FeatureDescription":"The WP cost of Abilities your allies use decreases by 2 until the end of their next turn whenever you target them with a Buff or Healing Ability that can affect multiple targets.","tier5Feature":"Emergency Revival","tier5FeatureDescription":"You can still use one Buff or Healing Ability that can affect multiple targets after your Vitality drops below 1 on your next turn, even if you are Restrained. The Vitality of creatures with less than 1 Vitality targeted by that Ability is set to 1.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Rigger","id":"27","archetype":"DEMOLITION","description":"The Rigger can turn area-of-effect Damage Abilities into mines that make great ambush tools.","complexity":"_3","tier1Feature":"Triggered Explosion","tier1FeatureDescription":"You can decide to place a mine whenever you use an Ability that can hit multiple targets. You contain the Ability within the mine instead of using it. You can place the mine on any surface or object you see within 10 m. The mine is activated if a creature enters the same space (unless you do not want to). You can also activate the mine as a reaction (1RP). The mine targets the closest creatures when activated. You can only have one mine active at a time.","tier2Feature":"The Last Thing You Will See","tier2FeatureDescription":"A creature can only see your mines when they succeed on a Perception check against 15 if you take five rounds to place them. You can also have up to three mines active simultaneously if you use this method to place them, and the WP cost is reduced by half. Placing a mine this way does not break your invisibility.","tier3Feature":"Ticking Bomb","tier3FeatureDescription":"You can add half of your Primary Stat Bonus rounded up to the damage of your mines for every round (or 12 seconds outside of combat) that passed after you placed it. The damage can increase up to 6 times this way.","tier4Feature":"Surprise Mother Bucker","tier4FeatureDescription":"Creatures that are not in combat receive twice the damage from your mines. You also gain the advantages (except for the reduced WP cost) of The Last Thing You Will See feature whenever you place a mine.","tier5Feature":"Boom goes the Dynamite","tier5FeatureDescription":"You can have as many mines active as you like, and you can activate them any time without having to use a reaction. You can maximize the damage of your mines instead of rolling for them if you activate more than one of them at the same time.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":true,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Terraformer","id":"134","archetype":"DEMOLITION","description":"The Terraformer manipulates the terrain around them, reshaping it to suit their needs.","complexity":"_3","tier1Feature":"Mass Manipulate","tier1FeatureDescription":"You learn two of the following Abilities that are not of a higher Tier than you: Manipulate Air, -Color, -Earth, -Fabric, -Fire, -Food, -Water, -Fungi, -Crystal, -Dead Flesh, -Plants, -Plastic, -Metal, -Stone, -Data, -Energy, -Supernatural, -Technology, or -Flesh. You learn other Abilities if you already know all of them. You can manipulate a big amount of material with the Abilities that you can choose instead of a medium one without needing to upcast them. This increases to big+ if you have the Bigger Demolition feature.","tier2Feature":"Empowered Change","tier2FeatureDescription":"Whenever you use an Ability that you can choose for the Mass Manipulate feature to deal damage, the damage increases by an amount equal to a number of d6 equal to your Tier. You can give or remove the Hardened or Soft property to any solid material you manipulate with those Abilities, doubling or halving the current Vitality correspondingly.","tier3Feature":"Creation Out of Nothing","tier3FeatureDescription":"Whenever you use an Ability that you can choose for the Mass Manipulate feature, you can create the form of material that the Ability allows you to manipulate. You cannot create more than half the volume that the Ability can manipulate.","tier4Feature":"Terraforming","tier4FeatureDescription":"You learn either Manipulate Weather, Manipulate Landscape, Control Weather, Control Climate, or Control Landscape. You must be at least of the same Tier as the Ability to learn it. Whenever you use such an Ability, you can increase the range and duration up to tenfold.","tier5Feature":"Form and Creation","tier5FeatureDescription":"The WP cost of Abilities that you can choose for the Mass Manipulate and Terraforming decreases by 4. Your Creation Out of Nothing feature now allows you to create material equal to the full area manipulated by the used Ability instead of just half.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Manipulate Air,Manipulate Color,Manipulate Earth,Manipulate Fabric,Manipulate Fire,Manipulate Food,Manipulate Water,Manipulate Fungi,Manipulate Crystal,Manipulate Dead Flesh,Manipulate Plants,Manipulate Plastic,Manipulate Metal,Manipulate Stone,Manipulate Data,Manipulate Energy,Manipulate Supernatural,Manipulate Technology,Manipulate Flesh,other/Manipulate Air,Manipulate Color,Manipulate Earth,Manipulate Fabric,Manipulate Fire,Manipulate Food,Manipulate Water,Manipulate Fungi,Manipulate Crystal,Manipulate Dead Flesh,Manipulate Plants,Manipulate Plastic,Manipulate Metal,Manipulate Stone,Manipulate Data,Manipulate Energy,Manipulate Supernatural,Manipulate Technology,Manipulate Flesh,other","tier2Choice":"-","tier3Choice":"-","tier4Choice":"Manipulate Weather,Manipulate Landscape,Control Weather,Control Climate,Control Landscape,other","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"abilityMaximum:2","statMod2":"-","statMod3":"-","statMod4":"abilityMaximum:1","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Whirlwind","id":"28","archetype":"DEMOLITION","description":"The Whirlwind is great at hitting the most amount of enemies possible in melee combat.","complexity":"_2","tier1Feature":"Tools of Combat","tier1FeatureDescription":"You gain 2 Vitality more per Level. You can learn Abilities from the Bulwark and War Archetype. You gain proficiency with two weapon categories and with an armor category that is one category above your highest.","tier2Feature":"Cleaving Whirlwind","tier2FeatureDescription":"You learn the Whirlwind Attack, Cleave, Meteor Attack, or Seismic Attack Ability, or another Ability if you already know both. The WP Cost of Whirlwind Attack, Cleave, Meteor Attack, and Seismic Attack are reduced by an amount equal to your Tier.","tier3Feature":"Collateral Damage","tier3FeatureDescription":"Abilities, which you use with melee weapon attacks that hit a target, also hit any target of your choice within 1 m of you or the target. Any damage that is dealt that way to other targets ignores their Armor.","tier4Feature":"Eye of the Storm","tier4FeatureDescription":"Your Basic Movement increases by 5 m, and your attacks deal additional damage equal to your Primary Stat Bonus until the end of your next turn if you hit at least three targets within 3 m of you with an Ability.","tier5Feature":"Drunk on Power","tier5FeatureDescription":"You gain Vitality equal to twice your Level whenever you hit at least three different targets within 3 m of you on one turn. You can only use this feature once per turn.","meleeWeapon":true,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Simple,Medieval,Military,Tech,Mind,Unearthly/Simple,Medieval,Military,Tech,Mind,Unearthly","tier2Choice":"Whirlwind Attack,Cleave,other","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"vitalityPerLevel:2","statMod2":"abilityMaximum:1","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Channeler","id":"85","archetype":"MENTAL","description":"The Channeler uses Buffs Abilities on themselves and channels that power through their Abilities.","complexity":"_3","tier1Feature":"Jumpstart","tier1FeatureDescription":"When you target yourself with a Buff Ability, you can use a non-Buff Ability that requires 1 or 2 AP for no AP. The WP you spend on the non-Buff Ability does not count toward your WP turn limit.","tier2Feature":"Burn Out","tier2FeatureDescription":"Whenever you use a non-Buff Ability that does not require more than 3 AP or 2 RP while you are affected by your Buff Ability, you can upcast the non-Buff Ability by an amount equal to the WP you spend on the Buff Ability. After you use the non-Buff Ability, the Buff is neutralized. If the Ability has a duration, it stops working 1 hour after you use it.","tier3Feature":"Exhausting Channel","tier3FeatureDescription":"Whenever you use the Burn Out feature, you can decide not to lose the Buff affecting you. If you do so, you gain two levels of Exhaustion when the Buff ends or after 10 minutes. This effect can stack.","tier4Feature":"Elevated State","tier4FeatureDescription":"While you are affected by a Buff Ability, the WP cost of your Abilities is reduced by 2.","tier5Feature":"Full Burn","tier5FeatureDescription":"Whenever you use your Burn Out Feature, you can maximize the damage or healing the Ability does instead of rolling dice. If the Ability does not deal any Damage or Healing, you instead increase your Ability Hit and DR Power by 5 for that Ability.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Controller","id":"29","archetype":"MENTAL","description":"The Controller specializes in Control Abilities to hinder their enemies and defend their allies.","complexity":"_2","tier1Feature":"Weighted Control","tier1FeatureDescription":"You can reduce the Basic Movement of any target you hit with a Control Ability by half (rounded up, so 3 m turns into 2 m) or increase it by 1 m for the next five rounds.","tier2Feature":"Battlefield Optimization","tier2FeatureDescription":"You can reduce or increase the Evasion, Armor, or DRs of any target you hit with a Control Ability by an amount equal to your Tier until the end of your next turn.","tier3Feature":"Extended Control","tier3FeatureDescription":"You can upcast all your Control Abilities by 2 WP for free.","tier4Feature":"Stackable Control","tier4FeatureDescription":"The effects of your Battlefield Optimization and Weighted Control features can stack up to three times. Stacking Weighted Control causes the Basic Movement to be lowered or increased by an additional 1 m. The effects of your Battlefield Optimization feature last for five rounds now.","tier5Feature":"Priming Target","tier5FeatureDescription":"You can choose to give targets that you hit with Control Abilities disadvantage or advantage on all of their DRs or give all attacks against that target disadvantage or advantage until the end of your next turn.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Devotee","id":"95","archetype":"MENTAL","description":"The Devotee specializes in one damage type to increase its damage output.","complexity":"_1","tier1Feature":"Devotion to One","tier1FeatureDescription":"Choose one damage type. Whenever you deal damage of that damage type, you deal an additional 1d4 damage. If you dealt that damage with an Ability, you can increase the damage by d4 times the Tier of the used Ability against one target once per turn.","tier2Feature":"Focus Fire","tier2FeatureDescription":"Whenever you hit a target with an effect that deals the damage type that you chose with your Devotion to One feature for the first time in a turn, you gain a focus fire charge. You can spend 1 focus fire charge to either gain advantage on an attack that deals the chosen damage type or force disadvantage on a DR against one of your Abilities that deals the chosen damage type. When you have 1 focus fire charge, you ignore resistance against the chosen damage type and treat immunities against it as if they were resistances. You ignore immunities against the chosen damage type if you have 2 focus fire charges. The focus fire charges disappear at the end of combat or after 10 minutes.","tier3Feature":"Heating Up","tier3FeatureDescription":"If you have 3 focus fire charges, you deal 5 damage instead of 1d4 with your Devotion to One feature.","tier4Feature":"Devoted From the Start","tier4FeatureDescription":"You start combat with 2 focus fire charges.","tier5Feature":"The One True Path","tier5FeatureDescription":"Whenever you spend 1 focus fire charge, you can maximize the damage the attack or Ability does instead of rolling dice.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":true,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Chemical,Cold,Curse,Heat,Holy,Physical,Poison,Psychic,Reality,Shock,Spirit","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"charge:combat:20","uses3":"-","uses4":"-","uses5":"-"},{"name":"Enhancer","id":"30","archetype":"MENTAL","description":"The Enhancer specializes in Buffs and Debuffs.","complexity":"_2","tier1Feature":"Focused Application","tier1FeatureDescription":"You can reduce the WP Cost of Buff and Debuff Abilities, which use 1 to 3 AP, by 2 if you treat it like it has a base AP cost of 3.","tier2Feature":"Extra Potent","tier2FeatureDescription":"You can give a creature Temporary Vitality equal to twice your Primary Stat Bonus whenever you target it with a Buff Ability. You can deal damage of a damage type of your choice equal to twice your Primary Stat Bonus if you hit a creature with a Debuff Ability. This damage ignores the target’s Armor.","tier3Feature":"Double Effect","tier3FeatureDescription":"You can target an additional target with your Buff and Debuff Abilities.","tier4Feature":"Mixed Concoction","tier4FeatureDescription":"You can use a Double Use Action (3 AP). You can use two Abilities of the Buff or Debuff type that do not need more than 3 AP each to use whenever you use this action. Both Abilities do not count towards your WP turn limit and profit from your Focused Application feature.","tier5Feature":"Concentrated Effect","tier5FeatureDescription":"You can have two Debuff and two Buff Abilities active simultaneously.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Evoker","id":"31","archetype":"MENTAL","description":"The Evoker uses Damage Abilities in a precise and controlled manner.","complexity":"_1","tier1Feature":"Tracking Fire","tier1FeatureDescription":"Damage Abilities you use deal half of their damage against creatures you miss if they do not already do so. This feature does not work on Abilities with WP costs reduced to 1 or 0 by the Path of Damage or Path of Manouver.","tier2Feature":"Precision and Power","tier2FeatureDescription":"Your next Damage Ability during this combat deals additional damage equal to your Primary Stat Bonus whenever you hit an enemy with a Damage Ability. Your Ability Hit and DR Power increase by an amount equal to your Tier for your next Damage Ability during this combat if you missed all enemies you targeted with a Damage Ability.","tier3Feature":"Reliable Firepower","tier3FeatureDescription":"You can reroll any 1 on a dice roll whenever you roll the damage for a Damage Ability. Treat it like a 2 in case you rolled another 1.","tier4Feature":"Relentless Bombardment","tier4FeatureDescription":"You can use a fully upcasted Damage Ability without using any WP. You can use this feature a number of times equal to your Tier per full rest.","tier5Feature":"Full Power","tier5FeatureDescription":"When you use a Damage Ability, you can maximize the damage it does instead of rolling dice if you increase the WP used for this Ability by half. You can decide to do this after you know if your Ability hit or not, and the additional WP does not count towards your WP turn or upcast limit.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":true,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"full:tier","uses5":"-"},{"name":"Healer","id":"32","archetype":"MENTAL","description":"The Healer is the most straightforward Healing Ability user.","complexity":"_1","tier1Feature":"Hands of a Healer","tier1FeatureDescription":"Whenever you use a Healing Ability, you can restore the Vitality or Temporary Vitality of one target by an amount of d6 equal to the Tier of the used Ability.","tier2Feature":"For You and Me","tier2FeatureDescription":"Whenever you use a Healing Ability on another creature, you also restore your Vitality or Temporary Vitality by the amount of WP you used for that Ability.","tier3Feature":"From the Brink of Death","tier3FeatureDescription":"When you target a creature with a Healing Ability, you can restore additional Vitality equal to your Level if their Vitality is below 1.","tier4Feature":"Fountain of Recovery","tier4FeatureDescription":"You can target any creature within 3 m of a target of your Healing Abilities with the same Ability. You can use this feature only once per turn.","tier5Feature":"Master of Healing","tier5FeatureDescription":"When you use a Healing Ability, you maximize the Vitality and Temporary Vitality it restores instead of rolling dice.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Maniac","id":"75","archetype":"MENTAL","description":"The Maniac is a master of overloading their Abilities at their own risk.","complexity":"_2","tier1Feature":"Unstable Overcharge","tier1FeatureDescription":"Whenever you upcast an Ability to your WP upcast limit, roll a d8. Rerolling this d8 cost 4 Narrative Momentum instead of just 2. On 6 or higher, you only have to spend half of the needed WP on that Ability. On 1, you deal damage to yourself of a damage type of your choice equal to twice your WP upcast limit. You cannot become resistant or immune to this damage or prevent it in any way.","tier2Feature":"Just Right","tier2FeatureDescription":"You can upcast an Ability by an additional 2 WP for free if you roll 8 on the d8 for your Unstable Overcharge feature.","tier3Feature":"No Risk, No Fun","tier3FeatureDescription":"You can change the trigger of the Just Right feature to rolling 6 or higher. The trigger of the self-damage of the Unstable Overcharge feature increases from rolling 1 to rolling 3 or lower if you do so.","tier4Feature":"Push it to the Limit","tier4FeatureDescription":"You can choose to roll 8 with your Unstable Overcharge feature. Roll a d6 if you do so. On 3 or lower, you explode, dealing damage of a type of your choice equal to a number of d8 equal to twice your Tier to yourself. You cannot become resistant or immune to this damage or prevent it in any way. Every target within 3 m of you has to make a Dexterity DR. On a failure, you deal the same amount of damage to them. On a success, you deal half that damage.","tier5Feature":"Unlimited Power","tier5FeatureDescription":"You upcast the Ability by an additional 4 WP, and its WP cost is reduced to 0 instead of only by half if you roll 8 on the d8 of your Unstable Overcharge feature.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Polymorpher","id":"33","archetype":"MENTAL","description":"The Polymorpher can transform themselves and others while preserving part of the power of the original form.","complexity":"_4","tier1Feature":"Able Form","tier1FeatureDescription":"Any creature you transform with a Transform Ability can keep their Abilities in addition to the new forms Abilities if you choose so.","tier2Feature":"Transferable Skill","tier2FeatureDescription":"Any creature you transform with a Transform Ability can choose to use their original forms Skill when they have to make a Skill Check if you choose so.","tier3Feature":"Transferable Talent","tier3FeatureDescription":"Any creature you transform with a Transform Ability can keep either two Lesser Talents or one Greater Talent from their original form if you choose so. They can only transfer Talents if the new form meets that Talent\u0027s requirements.","tier4Feature":"Defensive Form","tier4FeatureDescription":"Any creature you transform with a Transform Ability can choose to use their originals forms DR value when they have to make a DR if you choose so.","tier5Feature":"Multifaceted Power","tier5FeatureDescription":"Any creature you transform with a Transform Ability can keep all of their Lesser Talents, Greater Talents, and Sub-Archetype features from their original form if you choose so. They can only transfer Talents if the new form meets that Talent\u0027s requirements.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":true,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Researcher","id":"125","archetype":"MENTAL","description":"The Researcher is the best at recalling and finding important information.","complexity":"_3","tier1Feature":"Knowledgeable","tier1FeatureDescription":"You gain 5 Skill Points. You make all Skill Checks to recall knowledge with advantage. If you fail such a Skill Check, you will know where you can find the information you seek if such a place exists.","tier2Feature":"Research","tier2FeatureDescription":"You learn the Acquire Information Ability or another one if you already know it. You only need 3 AP to use Acquire Information, and its WP cost is reduced by 2.","tier3Feature":"Book Worm","tier3FeatureDescription":"You gain 5 Skill Points. Whenever you are at a place where you can research information, you automatically succeed in finding any information you seek that can be found in that place, and it takes you at most 10 minutes.","tier4Feature":"I Just Know, OK?","tier4FeatureDescription":"You can use Skill Checks to acquire information that you could not have. If you do so, you do not gain advantage from your Knowledgeable feature and instead have disadvantage on it. You can use the Ability Acquire Information to acquire information that is a secret. Its WP cost increases by 7, and you need 1 hour to use it if you do so.","tier5Feature":"Alpha Nerd","tier5FeatureDescription":"Your Intelligence Stat increases by 3, and you gain 12 Skill Points.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"skillPointsMod:5","statMod2":"abilityMaximum:1","statMod3":"skillPointsMod:5","statMod4":"-","statMod5":"skillPointsMod:12;intelligenceMod:3","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Sorcerer","id":"105","archetype":"MENTAL","description":"The Sorcerer is a rapid-fire combo caster that tries to use as many Abilities as possible on their turn.","complexity":"_3","tier1Feature":"Rapid Fire Momentum","tier1FeatureDescription":"Whenever you use an Ability, you increase your WP turn limit by 1 for that turn. This effect can stack. You can upcast every Ability you use in a turn beyond the first one by 1 WP for free.","tier2Feature":"Quickened Casting","tier2FeatureDescription":"Once per turn, you can use a 1 AP Ability for 0 AP. You can upcast any Ability you use that requires 2 or 3 AP to use by 2 WP to reduce their AP cost by 1. You cannot reduce the AP cost of an Ability below 1 this way.","tier3Feature":"Combo Spells","tier3FeatureDescription":"You can either increase your DR Power by 3, roll a critical hit even if you roll 3 lower than needed, reduce the WP cost by 2, or grant one target Temporary Vitality equal to your Level for every Ability you use in a turn beyond the first two.","tier4Feature":"Finisher Spell","tier4FeatureDescription":"You can maximize the damage and healing instead of rolling dice for every Ability you use on a turn beyond the first three or upcast it by an amount equal to your Tier for free.","tier5Feature":"Quickend Combo","tier5FeatureDescription":"The benefits of your Rapid Fire Momentum, Combo Spells, and Finisher Spell features are triggered one Ability earlier.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Summoner","id":"34","archetype":"MENTAL","description":"The Summoner uses summons and commands them to great effect.","complexity":"_4","tier1Feature":"Heed My Command","tier1FeatureDescription":"You can increase either the attack rolls, Evasion, DRs, or DR Power of your summons by an amount equal to your Primary Stat Bonus until your next turn if you use the Command action.","tier2Feature":"Do Not Disappoint","tier2FeatureDescription":"You can give your summons advantage on their attacks and DRs until your next turn if you use the Command action. You can use this feature a number of times equal to your Tier per full rest.","tier3Feature":"Summoned Potential","tier3FeatureDescription":"Creatures you summon have their full maximum WP instead of just half of it.","tier4Feature":"Bound by Force","tier4FeatureDescription":"Your summons can be two Levels higher than their normal limit.","tier5Feature":"Masters Voice","tier5FeatureDescription":"Your Heed My Command feature increases the attack rolls, Evasion, DRs, and DR Power of all your summons instead of just one.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":true,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"full:tier","uses3":"-","uses4":"-","uses5":"-"},{"name":"Thinker","id":"35","archetype":"MENTAL","description":"The Thinker is the most efficient Utility Ability user.","complexity":"_1","tier1Feature":"Thinkers Toolbox","tier1FeatureDescription":"All of your Utility Abilities cost 1 WP less to use.","tier2Feature":"Quick to Use","tier2FeatureDescription":"You can use Utility Abilities with 1 AP if it normally uses 2 or 3 AP.","tier3Feature":"Give Me a Moment","tier3FeatureDescription":"You can use Utility Abilities that are not of another category without using WP if you take twice the time but at least 5 minutes to use it.","tier4Feature":"Group Solutions","tier4FeatureDescription":"Whenever you target an ally with a Utility Ability, you can also target any ally of your choice within 15 m of you with it.","tier5Feature":"Solution for Every Problem","tier5FeatureDescription":"The WP cost of your Utility Abilities is reduced by half. This reduction is added before any other modifier like the Thinkers Toolbox feature.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Wand Slinger","id":"135","archetype":"MENTAL","description":"The Wand Slinger channels Maneuver\u0027s Abilities through their wands as if they were spells.","complexity":"_2","tier1Feature":"Weaponized Wand","tier1FeatureDescription":"You can learn Abilities from the War Archetype. Choose up to two weapons when you take a full rest. These weapons become your wands until your next full rest. You can upcast any Maneuver Ability that uses at least one of your wands for an attack or is used with a wand weapon attack by 2 WP for free.","tier2Feature":"Charging Spell Focus","tier2FeatureDescription":"You can give one of your wands charges equal to the WP cost of the Ability whenever you use a Maneuver Ability that uses at least one of your wands for an attack or is used with a wand weapon attack. You can use ten charges to use a fully upcasted Ability for free that also fulfills those requirements. You lose all wand charges after a rest.","tier3Feature":"Focused Spell","tier3FeatureDescription":"You gain access to the wand focus action (1 AP). When you use it, you increase your DR Power and attack rolls for any Maneuver Ability that uses at least one of your wands for an attack or is used with a wand weapon attack by an amount equal to your Tier.","tier4Feature":"Passive Recharge","tier4FeatureDescription":"At the start of your turn during combat, one of your wands gains two charges.","tier5Feature":"Ultimate Wand","tier5FeatureDescription":"You can maximize any damage or healing you do with Maneuver Abilities that use at least one of your wands for an attack or are used with a wand weapon attack instead of rolling for them if you use the wand\u0027s charges to use it. This includes any damage you deal with the wand. Any DR you force a target to make with such an Ability has disadvantage.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"War Mage","id":"115","archetype":"MENTAL","description":"The War Mage uses reactive Abilities defensively.","complexity":"_2","tier1Feature":"Shields of Conflict","tier1FeatureDescription":"When you use an Ability as a reaction during combat, you or one of your targets gain a number of d8 equal to the Tier of the used Ability as Temporary Vitality.","tier2Feature":"Barrier Infused Spells","tier2FeatureDescription":"You can spend 3 Temporary Vitality to upcast an Ability you use by 1. You can use this feature a number of times equal to your Tier per turn.","tier3Feature":"Reactive Barrier","tier3FeatureDescription":"You have three additional RP in a round while you have Temporary Vitality.","tier4Feature":"Feedback Loop","tier4FeatureDescription":"You gain WP equal to your Tier at the start of your turn during combat if you have at least half of your maximum Temporary Vitality.","tier5Feature":"Military-Grade Magic","tier5FeatureDescription":"You only have to spend 1 Temporary Vitality to use your Barrier Infused Spells feature. You gain an additional 3 RP while you have Temporary Vitality. Your Feedback Loop feature is triggered if you have any Temporary Vitality at all.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Beastmaster","id":"36","archetype":"NATURE","description":"The Beastmaster focuses on one summon and develops a cooperative fighting style with them.","complexity":"_4","tier1Feature":"Animal Companion","tier1FeatureDescription":"If you use a Summon Ability, you can make it last as long as you like. You can adjust the Level of a summoned creature instead of summoning a new creature if you use the same Summon Ability again.","tier2Feature":"Bound Life Force","tier2FeatureDescription":"If the Vitality of your summons drops below 1 it does not start Bleeding. Their maximum Vitality increases by an amount equal to twice your Level.","tier3Feature":"Team Attack","tier3FeatureDescription":"Your summons gain advantage on their attacks if they attack a target you attacked on your last turn.","tier4Feature":"Attack Order","tier4FeatureDescription":"Whenever you use the Command action, your summons can make one weapon attack as a reaction (1 RP).","tier5Feature":"Deep Bond","tier5FeatureDescription":"You or your summons gain advantage on all their attacks until the end of their next turn whenever an enemy targets the other.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":true,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Cook","id":"126","archetype":"NATURE","description":"The Cook significantly boosts the positive effects of resting.","complexity":"_1","tier1Feature":"Warm Meal","tier1FeatureDescription":"Whenever you take a rest, you can grant up to 10 allies that take the rest with you and that stay within 10 m of you for at least 30 minutes of that rest Temporary Vitality equal to twice your Pirmary Stat Bonus and equal to four times if it is a full rest. You can only use this feature on allies that have eaten enough in the last 24 hours.","tier2Feature":"Spices","tier2FeatureDescription":"Whenever you use your Warm Meal feature, you can choose one of the following flavors to grant additional effects. Refreshing: You increase each ally\u0027s Evasion or DRs by 2 until their next rest. Savory: You double the amount of Temporary Vitality you restore. Spicy: You increase each ally\u0027s attack rolls or DR power by 2 until their next rest. Sweet: You restore WP equal to your Primary Stat Bonus or twice as much if it is a full rest. This additional WP can go beyond the allies\u0027 WP maximum.","tier3Feature":"Improved Nutrition","tier3FeatureDescription":"Whenever you use your Spices feature, you grant an additional effect depending on what flavor you choose, which the ally can use once. Refreshing: The ally can decide to increase their Basic Movement by an amount equal to your Primary Stat Bonus at the start of their turn. This effect lasts for five rounds. Savory: The ally can reduce the damage they receive by half. Spicy: The ally can increase the damage they deal or the healing they do by an amount equal to twice your Level (no multiplication). Sweet: The ally can upcast an Ability by an amount equal to your Tier.","tier4Feature":"Fit For A King","tier4FeatureDescription":"The flavors of your Spices feature now grants additional bonuses. Refreshing and Spicy now grant both bonuses instead of just one, Savory also increases their Armor by 2, and Sweet restores twice the amount of WP.","tier5Feature":"Full Course Menu","tier5FeatureDescription":"You can choose two flavors whenever you use your Spices feature instead of just one.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Druid","id":"37","archetype":"NATURE","description":"The Druid focuses on Abilities tied to nature, letting the power of the world flow through them.","complexity":"_2","tier1Feature":"The Power of the Elements","tier1FeatureDescription":"You gain 1 WP more per Level. You can talk to and understand all animal and plant creatures. You learn three additional Abilities.","tier2Feature":"Tides of the World","tier2FeatureDescription":"You add/subtract a number of dice equal to the Tier of the used Ability to/from the damage and healing of any Damage or Healing Ability you use. You determine what kind of dice you have to use until your next full rest by rolling a d6 after each full rest: 1: -1d4, 2: +0, 3: +1d4, 4: +1d6, 5: +1d8, 6: +1d10. You must use 5 Narrative Momentum to reroll this d6 instead of the usual 2. You learn two additional Abilities.","tier3Feature":"Protection from Nature","tier3FeatureDescription":"You become immune to Elemental Status Effects and diseases. You gain Resistance against two Elemental Damage types of your choice. Animal and plant creatures have disadvantage on attacks against you. You learn two additional Abilities.","tier4Feature":"Energy of the Cosmos","tier4FeatureDescription":"As an action (3 AP), you can restore WP equal to half of your maximum WP. You can use this feature once per full rest. You learn two additional Abilities.","tier5Feature":"Nature’s Wrath","tier5FeatureDescription":"When you use a Damage or Healing Ability, you can maximize the damage or healing it does instead of rolling dice. You can use this feature a number of times equal to what you rolled on the d6 for the Tides of the World feature per full rest. You learn two additional Abilities.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":true,"support":true,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-d4,0,+1d4,+1d6,+1d8,+1d10","tier3Choice":"Chemical,Cold,Heat,Poison,Shock/Chemical,Cold,Heat,Poison,Shock","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"willpowerPerLevel:1;abilityMaximum:3","statMod2":"abilityMaximum:2","statMod3":"abilityMaximum:2","statMod4":"abilityMaximum:2","statMod5":"abilityMaximum:2","uses1":"-","uses2":"-","uses3":"-","uses4":"full:1","uses5":"full:6"},{"name":"Elementalist","id":"136","archetype":"NATURE","description":"The Elementalist can deal a lot of damage over time through Elemental Status Effects.","complexity":"_2","tier1Feature":"Damaging Element","tier1FeatureDescription":"Elemental Status Effects you give a target deal 1d6 damage of the corresponding damage type at the start of the target\u0027s turn to that target. This damage ignores the target\u0027s Armor. Stacking a Status Effect does not increase this damage.","tier2Feature":"Stacking Infliction","tier2FeatureDescription":"You can stack all types of Elemental Status Effects. Stacking an Elemental Status Effect other than Poisoned only increases the damage dealt by your Damaging Element feature. Poisoned stacks you apply now deal 1d6 Poison damage instead of 1d4.","tier3Feature":"Immediate Corrosion","tier3FeatureDescription":"Whenever you apply an Elemental Status Effect to a target that does not have a Elemental Status Effect, you apply two additional stacks.","tier4Feature":"Burn Freeze Melt","tier4FeatureDescription":"Whenever you apply Elemental Status Effects with an Ability, feature, or upgrade, you apply an additional one of your choice.","tier5Feature":"Melt Them","tier5FeatureDescription":"Your Damaging Element feature and Poisoned stacks you apply now deal 6 damage instead of 1d6.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Hermit","id":"38","archetype":"NATURE","description":"The Hermit uses their peaceful insight to make their Support, Control, and Utility Abilities more efficient.","complexity":"_2","tier1Feature":"The Hermits Paths","tier1FeatureDescription":"You gain 1 WP more per Level. You can learn the Abilities of the Mental Archetype. You learn three additional Abilities.","tier2Feature":"Wisdom in Peace","tier2FeatureDescription":"You gain one wisdom charge whenever you deal no damage in a round of combat. You can use a wisdom charge to reduce the WP cost of an Ability that you use by an amount equal to your Tier. This reduction can reduce the WP cost of a Healing Ability to 0. The wisdom charges disappear after a rest. You learn two additional Abilities.","tier3Feature":"Common Sense","tier3FeatureDescription":"You gain a wisdom charge whenever you use a Utility Ability that uses WP outside of combat. You can only gain a number of charges equal to your Tier per rest this way. You learn two additional Abilities.","tier4Feature":"Determination in Peace","tier4FeatureDescription":"You gain an additional wisdom charge per round after the first round of not dealing any damage. You learn two additional Abilities.","tier5Feature":"Perfect Insight","tier5FeatureDescription":"You can use a fully upcasted Ability without using any WP if you use a Wisdom charge. You learn two additional Abilities.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":true,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"willpowerPerLevel:1;abilityMaximum:3","statMod2":"abilityMaximum:2","statMod3":"abilityMaximum:2","statMod4":"abilityMaximum:2","statMod5":"abilityMaximum:2","uses1":"-","uses2":"charge:rest:20","uses3":"rest:tier","uses4":"-","uses5":"-"},{"name":"Hunter","id":"116","archetype":"NATURE","description":"The Hunter specializes in hunting down specific creature types.","complexity":"_3","tier1Feature":"Preferred Prey","tier1FeatureDescription":"Choose Material, Spirit, Undead, Humanoid, or two creature types other than Humanoid. You always know if there are any creatures of the chosen category or types within 15 m of you. You know all resistances, immunities, and vulnerabilities of any creatures of the chosen types when you see them, and you deal an additional 50% damage if you target their vulnerabilities. You gain access to the Change Prey action (1 AP), which allows you to gain the same effects for one other creature type for 10 minutes, a number of times equal to your Tier per full rest.","tier2Feature":"Know Their Weakspots","tier2FeatureDescription":"You have advantage on all attacks against creature types you choose for your Preferred Prey feature, and they have disadvantage on all DRs you force them to do. You can gain the same effects for a creature type of your choice until your next turn if you use the Change Prey action.","tier3Feature":"Know Their Attacks","tier3FeatureDescription":"Creature types you choose for your Preferred Prey feature have disadvantage on all attacks made against you, and you have advantage on all DRs they force you to do. You can gain the same effects for a creature type of your choice until your next turn if you use the Change Prey action.","tier4Feature":"Trophy Hunter","tier4FeatureDescription":"You can choose an additional option for your Preferred Prey feature or focus on the ones you already have. If you choose the latter, roll three dice instead of two whenever Know Their Weakspots or Know Their Attacks grants advantage or disadvantage. This effect does not extend to other creature types if you use the Change Prey action.","tier5Feature":"Master of the Hunt","tier5FeatureDescription":"You gain resistance against all damage dealt by creature types you choose for your Preferred Prey feature and automatically land critical hits when you hit them with an attack. You can gain the same effects for a creature type of your choice until your next turn if you use the Change Prey action.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":true,"support":false,"control":true,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Material,Spirit,Undead,Humanoid,Alien,Animal,Mutant,Mystical,Plant,Animated,Mechanical,Vehicle,Angel,Demon,Sprite,Ghost,Rotten,Undying/Alien,Animal,Mutant,Mystical,Plant,Animated,Mechanical,Vehicle,Angel,Demon,Sprite,Ghost,Rotten,Undying","tier2Choice":"-","tier3Choice":"-","tier4Choice":"Focus,Material,Spirit,Undead,Humanoid,Alien,Animal,Mutant,Mystical,Plant,Animated,Mechanical,Vehicle,Angel,Demon,Sprite,Ghost,Rotten,Undying/Alien,Animal,Mutant,Mystical,Plant,Animated,Mechanical,Vehicle,Angel,Demon,Sprite,Ghost,Rotten,Undying","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"full:tier","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Infector","id":"96","archetype":"NATURE","description":"The Infector lets status effects and Debuffs run rampant and modifies them to help allies and further weaken enemies.","complexity":"_3","tier1Feature":"Plague Eruption","tier1FeatureDescription":"Whenever you give a creature a status effect or Debuff roll a d6. If you roll 5 or higher, every creature other than the initial target within 2 m of that creature must make a Constitution or Will DR (your choice). On a failure, they gain the same status effect or Debuff. Status effects and Debuffs you give creatures through this feature cannot trigger it.","tier2Feature":"Mutating Plague","tier2FeatureDescription":"You can increase or decrease one of the following values of creatures that you gave a status effect or Debuff by an amount equal to your Primary Stat Bonus: Evasion, Armor, DRs, Basic Movement (halved), DR Power, attack rolls, damage dealt, healing done. The bonus lasts as long as the Status Effect or Debuff. If the creature is an ally, it can stack up to three times.","tier3Feature":"Pandemic","tier3FeatureDescription":"You always trigger your Plague Eruption feature instead of having to roll for it, and its range increases from 2 m to 5 m.","tier4Feature":"Enhanced Mutations","tier4FeatureDescription":"You can choose up to three values when you use the Mutating Plague feature instead of just one.","tier5Feature":"Herd Immunity","tier5FeatureDescription":"Allies can ignore the negative effects of any Status Effects or Debuffs you give them.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Leecher","id":"86","archetype":"NATURE","description":"The Leecher drains the Vitality of their enemies to heal themselves and their allies.","complexity":"_3","tier1Feature":"Trigger the Seed","tier1FeatureDescription":"You learn the Leech Seed or Leech Attack Ability or another one if you already know both. Whenever you hit a target affected by one of those Debuffs for the first time in a turn, you trigger the damage and healing from those Debuffs.","tier2Feature":"Expanded Drain","tier2FeatureDescription":"Whenever an Ally within 5 m of you hits a creature with the Leech Seed or Leech Attack Debuff, they gain Temporary Vitality equal to twice your Primary Stat Bonus. An ally can only profit once per round from this feature.","tier3Feature":"Deeper Roots","tier3FeatureDescription":"The damage of Leech Seed and Leech Attack increases by an amount of d6 equal to the Tier of the used Ability.","tier4Feature":"Nourish All","tier4FeatureDescription":"You can heal every Ally within 15 m of you with Leech Seed and Leech Attack instead of just one within 5 m of you.","tier5Feature":"Maximum Drain","tier5FeatureDescription":"The damage of your Leech Seed and Leech Attack is always maximized instead of you having to roll for it.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":true,"support":true,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"Leech Seed,Leech Attack,other","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"abilityMaximum:1","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Predator","id":"39","archetype":"NATURE","description":"The Predator is a vicious fighter, focusing on relentless attacks to finish a fight quickly.","complexity":"_1","tier1Feature":"Made for the Hunt","tier1FeatureDescription":"You gain 2 Vitality more per Level. You can learn Abilities from the Bulwark and War Archetype. You gain proficiency with two weapon categories. You can switch the Primary or Secondary Stat of a weapon to Instinct if neither of them already are.","tier2Feature":"Predators Instinct","tier2FeatureDescription":"Your Armor or Evasion increases by 2 until your next turn whenever you hit a target with an attack.","tier3Feature":"Hunter\u0027s Claws","tier3FeatureDescription":"You can add your Primary Stat Bonus to your attacks\u0027 damage or attack rolls until the end of your next turn if you receive any damage.","tier4Feature":"Vicious Creature","tier4FeatureDescription":"Whenever you trigger your Predators Instinct or Hunter\u0027s Claws feature, you can increase both values instead of just one.","tier5Feature":"Apex Predator","tier5FeatureDescription":"Your Strength, Dexterity, Constitution, and Instinct increase by 2.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Simple,Medieval,Military,Tech,Mind,Unearthly/Simple,Medieval,Military,Tech,Mind,Unearthly","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"vitalityPerLevel:2","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"strengthMod:2;dexterityMod:2;constitutionMod:2;instinctMod:2","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Ranger","id":"76","archetype":"NATURE","description":"The Ranger uses Maneuver Abilities in combination with their weapon to hinder enemies.","complexity":"_2","tier1Feature":"Blessed Attack","tier1FeatureDescription":"You can learn Abilities from the War Archetype. You can switch the Primary or Secondary Stat of a weapon to Instinct if neither of them already are. You can add 1d6 to the attack rolls of your weapon attacks if you use a Maneuver Ability on it.","tier2Feature":"Elemental Imbue","tier2FeatureDescription":"Whenever you hit a target with a Maneuver Ability that you use with a weapon attack, you can apply an Elemental Status Effect to the target, Taunt it or knock it Prone. The Status Effect lasts until the end of its next turn if it is an Elemental Status Effect or if you Taunt it.","tier3Feature":"Vines of the Forest","tier3FeatureDescription":"Whenever you apply a Debuff or Status Effect to a target with a Maneuver Ability, you can force every target of your choice within 3 m of the original target to make a Dexterity or Constitution DR (your choice). On a failure, they gain the same Debuff or Status Effect. You can use this feature a number of times equal to your Primary Stat Bonus per full rest.","tier4Feature":"Crippling Imbue","tier4FeatureDescription":"Whenever you use your Elemental Imbue feature, you can choose to apply another Status Effect instead (except for Madness and Exhaustion). The Status Effect last until the end of the target\u0027s next turn. You can use this feature a number of times equal to your Tier per rest.","tier5Feature":"Rage of the Woodlands","tier5FeatureDescription":"The Status Effects you apply with your Elemental Imbue and Crippling Imbue features last up to five rounds.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"full:primaryStatB","uses4":"rest:tier","uses5":"-"},{"name":"Shepherd","id":"106","archetype":"NATURE","description":"The Shepherd summons a small loyal pet that can take on different useful roles.","complexity":"_4","tier1Feature":"Loyal Pet","tier1FeatureDescription":"You learn the Summon Pet Ability or another one if you already know it. If you use the Summon Pet Ability, you can make it last as long as you like, and you can have one active instance that does not count toward your Summon limit. You can communicate with any creature you summon with the Summon Pet Ability, even if you do not share a language and do not need to use the Command action for it to do what you want.","tier2Feature":"Specialized Friend","tier2FeatureDescription":"Whenever you use the Summon Pet Ability, you can choose one of the following roles, which grants the summon additional capabilities. Assistant: Choose one Stat. You can add a 1d4 to all Skill Checks based on that Stat if your summon is within 5 m of you. Combatant: The summon learns one Ability which they can use once per your full rest for free upcasted up to 4 WP and can use the attack action, but their weapon attacks only deal half damage. The uses of the Ability do not reset if you use Summon Pet again, but if you summon more than one, each of them can use the Ability once. Infiltrator: The summon can become invisible at will as if under the effects of the Ability Battle Invisibility. Second Eyes: You always perceive everything your summons does, and you can use Abilities as if you were in your summons position. Shield: The summon can use a reaction (1RP) to add +1 to the Armor, Evasion, and all DRs to an ally within 5 m against one effect. Talent: The summon has advantage on all their Skill Checks.","tier3Feature":"Shepherd\u0027s Flock","tier3FeatureDescription":"Whenever you use the Summon Pet Ability, you can summon up to a number of summons equal to your Tier instead of just one. If you only summon one, you can choose two roles when you use your Specialized Pet feature instead of just one.","tier4Feature":"Advanced Pet","tier4FeatureDescription":"Depending on the role that you chose with your Specialized Friend feature, your summon gains the following bonuses. Assistant: You can add the 1d4 to all your Skill Checks instead of just to those of one Stat. Combatant: The summon can use the Ability twice per your full rest, and their attacks now deal full damage. Infiltrator: The summon can become invisible at will as if under the effects of the Ability Greater Battle Invisibility. Second Eyes: Choose one Vision other than Atomic, Omega, or X-Ray Vision. Your summon gains that Vision. Shield: The summon can use a reaction (1RP) to add +2 to the Armor, Evasion, and all DRs to an ally within 5 m against one effect. Talent: The summon gets a critical success if they roll a natural 10 on any Skill Check and if they roll a natural 9 on a Skill Check with a Skill Level of 3 or higher.","tier5Feature":"The Power of the Herd","tier5FeatureDescription":"Whenever you use the Summon Pet Ability, you can summon up to a number of summons equal to your Level instead of just one. If you summon no more creatures than your Tier, you can choose two roles when you use your Specialized Pet feature instead of just one. If you only summon one creature, you can choose four roles.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":true,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"abilityMaximum:1","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Shifter","id":"40","archetype":"NATURE","description":"The Shifter specializes in Transform Abilities and can be incredibly flexible, changing their strengths and weaknesses at a moment’s notice.","complexity":"_4","tier1Feature":"Quick Shift","tier1FeatureDescription":"Transform Abilities that need 1 to 3 AP that you use that target yourself cost up to 2 AP less and their WP cost is reduced by 1. You can use this feature once per turn.","tier2Feature":"Regenerating Transformation","tier2FeatureDescription":"You gain Temporary Vitality equal to twice your Level whenever you target yourself with a Transform Ability.","tier3Feature":"Transform into Greater Form","tier3FeatureDescription":"The Level of the forms you gain by targeting yourself with Transform Abilities can be 1 Level higher than your normal limit.","tier4Feature":"Forever New","tier4FeatureDescription":"Your Transform Abilities that target yourself last as long as you want.","tier5Feature":"Final Form","tier5FeatureDescription":"You regain all of your Vitality whenever you target yourself with a Transform Ability. You gain the option to upcast any Transform Ability that targets yourself for 4 WP to increase the Level of the transformation by 1.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":true,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Tracker","id":"41","archetype":"NATURE","description":"The Tracker excels in nature and Skills related to it.","complexity":"_2","tier1Feature":"Trackers Skills","tier1FeatureDescription":"You gain 4 Skill Points. Other creatures have disadvantage on Skill Checks made to hide from you, and you have advantage on Skill Checks to find them. Difficult terrain does not slow down your group\u0027s travel time if you travel with at most eight creatures.","tier2Feature":"Attuned to the World","tier2FeatureDescription":"Whenever you use a Survival Check to scavenge for food and water, you can treat the environment as if it were one category better. You always know which way is north and what time it is. You cannot get lost without supernatural interference. While tracking other creatures, you also learn their exact number, size, and how long ago they passed through the area.","tier3Feature":"Relying on Instinct","tier3FeatureDescription":"Whenever you fail a Skill Check, you can decide not to fail it. You can use this feature a number of times equal to your Primary Stat Bonus per full rest.","tier4Feature":"Treasure Hunter","tier4FeatureDescription":"You immediately detect hidden doors, traps, objects, and other contraptions if you look in their direction and they are within 5 m of you. Any creature that uses a Stealth check against you fails it automatically.","tier5Feature":"Made for the Wilderness","tier5FeatureDescription":"You make all your Skill Checks with advantage as long as you are in nature.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"skillPointsMod:4","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"full:primaryStatB","uses4":"-","uses5":"-"},{"name":"Trapper","id":"42","archetype":"NATURE","description":"The Trapper can turn Control and Debuff Abilities into traps.","complexity":"_3","tier1Feature":"Trap Maker","tier1FeatureDescription":"You can decide to place a trap whenever you use a Control or Debuff Ability. You contain the Ability within the trap instead of using it. You can place the trap on any surface or object you see within 10 m. The trap is activated if a creature enters the same space (unless you do not want to). You can also activate the trap as a reaction (1RP). The trap targets the closest creatures when activated. You can only have one trap active at a time.","tier2Feature":"Well-Hidden","tier2FeatureDescription":"A creature can only see your traps when they succeed on a Perception check against 15 if you take five rounds to place them. You can also have up to three traps active simultaneously, the WP cost is reduced by half, and the Debuffs Abilities do not count towards your Debuff limit if you use this method to place them. Placing a trap this way does not break your invisibility.","tier3Feature":"Improved Trap","tier3FeatureDescription":"You can choose to double the area of effect of your traps and the number of targets your traps can hit.","tier4Feature":"No Escape","tier4FeatureDescription":"The movement and Basic Movement of creatures you hit with a trap are reduced to 0 until the end of their next turn. You also gain the advantages (except for the reduced WP cost) of the Well-Hidden feature whenever you place a trap.","tier5Feature":"Trap Master","tier5FeatureDescription":"You can have as many traps active as you like. DRs against your traps have disadvantage, and attacks from your traps have advantage.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Anomaly","id":"43","archetype":"REALITY","description":"The Anomaly can randomly trigger powerful Abilities without any additional cost.","complexity":"_3","tier1Feature":"Unstable","tier1FeatureDescription":"Make a list of twelve Abilities from the pool that you can learn that take 1 to 3 AP to use and number them from 1 to 12. Whenever you use an Ability that costs you WP for the first time in a round, roll a d10. You must use at least 7 Narrative Momentum to reroll this d10 instead of the usual 3. On 10, you roll a d12 and must use the Ability from the list that you rolled fully upcasted. You do not use any AP or WP when you use that Ability, and Buff, Debuff, Summon, and Transform Abilities that you use this way do not overwrite any active Buff, Debuff, Summon, or Transform Ability. The duration of any Ability caused by this feature cannot last longer than 1 hour. You can change the list whenever you gain a Level.","tier2Feature":"Rising Volatility","tier2FeatureDescription":"The number you have to roll to trigger the Unstable feature decreases by 1 whenever you use an Ability that did not trigger it for the first time in a round during combat. This effect resets whenever you trigger Unstable and at the end of combat.","tier3Feature":"Dimensional Variable","tier3FeatureDescription":"You can roll a d6 when you use an Ability or attack. Your Ability or attack is nullified if you roll 1. You can make a copy of your Ability without additional cost or a second attack equal to the first if you roll a 5 or 6.","tier4Feature":"Predictable Unpredictability","tier4FeatureDescription":"Your Unstable feature is triggered if you roll 9 or higher on the d10. You can roll two d12 if it is triggered instead of one and choose which of the two Abilities you must use.","tier5Feature":"Erratic","tier5FeatureDescription":"You trigger your Unstable feature whenever you roll 7 or higher on the d10.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"anomaly","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Cartoon","id":"44","archetype":"REALITY","description":"The Cartoon ignores the rules of physics and uses that to confuse their enemies.","complexity":"_3","tier1Feature":"Cartoon Physics","tier1FeatureDescription":"You can choose to ignore the rules of physics in a cartoony way for one round. This includes things like ignoring gravity, stretching your body in unnatural ways, or moving in one way just to appear in the opposite direction. You can use this feature a number of times equal to your Primary Stat Bonus per rest.","tier2Feature":"Cartoon Durability","tier2FeatureDescription":"You can use a reaction (2RP) whenever you receive any damage to prevent that damage. If you do so, you are Stunned until the end of your next turn. You cannot prevent this Stun in any way.","tier3Feature":"Confusing Reality","tier3FeatureDescription":"You can force a target to make an Intelligence or Will DR (your choice) whenever you use your Cartoon Physics feature. On a failure, they are Tainted until the end of their next turn.","tier4Feature":"Hilarious Failure","tier4FeatureDescription":"You can force any target of your choice within 15 m of you to make a Charisma or Will DR (your choice) whenever you miss with an Attack or fail a DR or Skill Check. On a failure, they are Tainted until the end of their next turn. You can use this feature a number of times equal to your Primary Stat Bonus per rest.","tier5Feature":"Reality is a Suggestion","tier5FeatureDescription":"You can use the Cartoon Physics feature as many times as you like.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"rest:primaryStatB","uses2":"-","uses3":"-","uses4":"rest:primaryStatB","uses5":"-"},{"name":"Co-Narrator","id":"45","archetype":"REALITY","description":"The Co-Narrator can see future failures and the flow of the story.","complexity":"_2","tier1Feature":"Plot Knowledge","tier1FeatureDescription":"When you miss an attack or Ability or fail a Skill Check, you can turn back time to the moment just before you missed or failed. Your character knows that they will fail if they try it. You will gain the same result should you try it anyway. You can use this feature a number of times equal to your Primary Stat Bonus per full rest.","tier2Feature":"Narrative Strings","tier2FeatureDescription":"As an action (1 AP), you can ask the GM if something good, bad or neutral is going to happen in the next 15 Minutes of real-life playtime. The GM has to answer as truthfully as possible with the words ‘good’, ‘neutral’, ‘bad’, ‘mixed’, or ‘unknowable’. You can use this feature a number of times equal to your Primary Stat Bonus per rest.","tier3Feature":"Stop That","tier3FeatureDescription":"You can use your Plot Knowledge feature on Skill Checks, attacks, and Abilities of allies that you can see. Only your character knows it will fail and not the ally if you do so.","tier4Feature":"See the Narration","tier4FeatureDescription":"As an action (3 AP), you can ask the GM what they have planned to happen in the next 15 Minutes of real-life playtime. They have to answer truthfully. You can use this feature once per rest.","tier5Feature":"Tapestry of Reality","tier5FeatureDescription":"You can use the Plot Knowledge feature as many times as you want.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"full:primaryStatB","uses2":"rest:primaryStatB","uses3":"-","uses4":"rest:1","uses5":"-"},{"name":"Displacer","id":"46","archetype":"REALITY","description":"The Displacer is a master of teleportation, be it enemy or ally.","complexity":"_2","tier1Feature":"Displacement","tier1FeatureDescription":"When you hit a target with an Ability, you can teleport yourself or the target, if it is of the size category Big or smaller, by up to 3 m. You can use this feature once per turn.","tier2Feature":"Blink Out","tier2FeatureDescription":"You can teleport up to 15 m as a reaction (2 RP) when somebody targets you with a negative effect, forcing it to miss you completely. You can use this feature once per rest.","tier3Feature":"Phase Step","tier3FeatureDescription":"Whenever you teleport a target, you can choose to deal a damage type of your choice to any target within the straight line between the target\u0027s original and new position equal to your Primary Stat Bonus. This damage ignores the target\u0027s Armor.","tier4Feature":"Improved Teleportation","tier4FeatureDescription":"The maximum distance you can teleport a target with Abilities and features is doubled.","tier5Feature":"Massive Displacement","tier5FeatureDescription":"You can teleport any target of the size category big or smaller within 15 m of you up to 3 m instead of just you or a target whenever you use the Displacement feature.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"rest:1","uses3":"-","uses4":"-","uses5":"-"},{"name":"Disrupter","id":"47","archetype":"REALITY","description":"The Disrupter can open unstable rifts with their Abilities to deal additional damage.","complexity":"_2","tier1Feature":"Dimensional Rift","tier1FeatureDescription":"You can choose to create a 1 m cube dimensional rift in the space of a target whenever you hit it with an Ability. Any target that is within a space with a dimensional rift for the first time in a round receives damage of a damage type of your choice equal to twice your Primary Stat Bonus. This damage ignores the target’s Armor. The dimensional rift lasts for five rounds. You can use this feature a number of times equal to your Primary Stat Bonus per rest.","tier2Feature":"Unstable Rift","tier2FeatureDescription":"You can cause any number of your dimensional rifts to explode as a reaction (2 RP). Any target within 2 m of the rift takes damage of a damage type of your choice equal to a number of d6 equal to your Primary Stat Bonus. This damage ignores the target’s Armor. This destroys the dimensional rift.","tier3Feature":"Critical Rift","tier3FeatureDescription":"Your critical hits with Abilities and a natural 1 on DRs that you forced another creature to make with an Ability make one dimensional rift appear in their spaces.","tier4Feature":"Greater Rift","tier4FeatureDescription":"The damage of your dimensional rifts is doubled, and you can choose to increase their size to a 2 m or 3 m cube. The damage of its explosion increases by 3d6.","tier5Feature":"Stasis Fracture","tier5FeatureDescription":"Any creature hit by your unstable Rift feature must make a Dexterity or Instinct DR (your choice). On a failure, they are Restrained until the end of their next turn.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":true,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"rest:primaryStatB","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Fate Weaver","id":"77","archetype":"REALITY","description":"The Fate Weaver specializes in Narrative Momentum and using it to reroll dice more effectively.","complexity":"_2","tier1Feature":"Narrative Recharge","tier1FeatureDescription":"You regain all of your Narrative Momentum after a full rest and half of it after a short rest.","tier2Feature":"Attuned to Fate","tier2FeatureDescription":"The Narrative Momentum cost of rerolling d6, d8, d10, and d12 dice is reduced by 1, and to reroll a d20 by 2.","tier3Feature":"Flexible Destiny","tier3FeatureDescription":"You regain the Narrative Momentum that you spend to reroll a dice whenever the new roll is lower if you use it on an ally or higher if you use it on an enemy.","tier4Feature":"One with the Narration","tier4FeatureDescription":"Your maximum Narrative Momentum is twice as high.","tier5Feature":"Forced Fate","tier5FeatureDescription":"You can choose the dice result if you spend twice as much Narrative Momentum as you would need to reroll it.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":true,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"fateWeaver1","statMod3":"-","statMod4":"fateWeaver4","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Flesh Shaper","id":"137","archetype":"REALITY","description":"The Flesh Shaper manipulates bodies to grant them unnatural strength that comes with side effects.","complexity":"_3","tier1Feature":"Will-Shaped Body","tier1FeatureDescription":"You gain 2 Vitality more per Level. You can learn Abilities from the Bulwark and War Archetype. You gain proficiency with two weapon categories. You can switch the Primary or Secondary Stat of a weapon to Will if neither of them already are.","tier2Feature":"Bio Weaving","tier2FeatureDescription":"You gain access to the Shape Flesh action (1 AP). You can use that action a number of times equal to your Primary Stat Bonus per rest. With this action, you can grant an ally within 5 m of you one of the following mutations for 10 minutes. An ally cannot be affected by more than one mutation at once. Focused: One Stat increases by 4, but all other Stats decrease by 1. Hardening: Armor increases by an amount equal to your Primary Stat Bonus, but Evasion decreases by 2. Limberness: Evasion increases by an amount equal to your Pirmary Stat Bonus, but maximum Vitality decreases by twice the Level of the target. Limbs: Gain two additional Arms and gain the Lesser Talent Multi-Wielder. If they already have that Talent, the attack roll reduction decreases by 2. All weapon attacks deal 1 less damage. Worker: All your Skill Checks increase by 2, but your Armor decreases by 4.","tier3Feature":"Permanent Mutation","tier3FeatureDescription":"Choose one of the mutations granted by your Bio Weaving feature. You are permanently under the effects of that mutation. You can change the chosen mutation if you do not move or perform an action for 10 minutes. You can target yourself with Shape Flesh action to grant yourself an additional mutation.","tier4Feature":"Monsters We Make","tier4FeatureDescription":"Whenever you give an ally a mutation, you can choose to grant them these additional effects. Focused: Two Stats increase by 6 instead but all other Stats decrease by 3. Hardening: The maximum and current Vitality increases by an amount equal to 4 times your Level, but the Basic Movement is reduced by 1 m. Limberness: Basic Movement increases by 3 m, but Armor decreases by 2. Limbs: They gain an additional 2 arms, but every Attack and Flash Attack action costs 1 WP. Worker: They get a critical success on a Skill Check if they roll a 7 or higher, but all attack rolls and DR Power decrease by 4.","tier5Feature":"Ultimate Lifeforms","tier5FeatureDescription":"Mutations you grant no longer have any drawbacks. You can grant yourself two mutations with your Permanent Mutation feature.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":true,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"Focused,Hardening,Limberness,Limbs,Worker","tier4Choice":"-","tier5Choice":"Focused,Hardening,Limberness,Limbs,Worker","beginner":false,"core":false,"newR":true,"statMod1":"vitalityPerLevel:2","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Protagonist","id":"87","archetype":"REALITY","description":"The Protagonist specializes in using cinematic actions.","complexity":"_1","tier1Feature":"Time to be a Hero","tier1FeatureDescription":"Cinematic actions and reactions cost you 2 Narrative Momentum. Cooperative cinematic actions cost you 1 Narrative Momentum. Cinematic bursts cost you 3 Narrative Momentum.","tier2Feature":"Plot Armor","tier2FeatureDescription":"You have advantage on all Skill Checks made for cinematic action, reaction, and bursts.","tier3Feature":"Heroic Momentum","tier3FeatureDescription":"Whenever you have a critical success on a Skill Check for a cinematic action, reaction, burst, or cooperative cinematic action, you regain all Narrative Momentum that you spend on it.","tier4Feature":"The Heroes have Arrived","tier4FeatureDescription":"The cooperative cinematic actions of your allies cost 1 Narrative Momentum and do not require a reaction if you initiated it.","tier5Feature":"I am the Protagonist","tier5FeatureDescription":"Cinematic actions and reactions and cooperative cinematic actions cost you 1 Narrative Momentum. Cinematic Bursts cost you 2 Narrative Momentum.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":true,"support":true,"control":true,"creature":true,"transform":true,"utility":true,"abilityGeneralist":true,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Quantum Phaser","id":"127","archetype":"REALITY","description":"The Quantum Phaser exists in multiple places at once and can collapse reality toward the result they seek.","complexity":"_4","tier1Feature":"Quantum State","tier1FeatureDescription":"At the start of your turn, you can decide to take two separate turns. Both turns happen at the same time, but only attack rolls, DRs, and Skill Checks are rolled. You decide which turn you actually take at the end of both turns, and all other dice are rolled. The other turn will not happen. You can use this feature a number of times equal to your Primary Stat Bonus per full rest.","tier2Feature":"Twin Existence","tier2FeatureDescription":"After you use your Quantum State feature, you leave a fake clone of yourself that lasts until your next turn at the position where you ended the turn that never happened. The clone has the same Evasion, Skills Checks, and DRs you have. Each enemy that sees both you and the clone must make an Intelligence or Instinct DR (your choice). On a failure, they believe the clone to be the real you. The clone disappears if any negative effect hits it.","tier3Feature":"Zero And One","tier3FeatureDescription":"You can decide to take both turns whenever you use your Quantum State feature. After both turns are done, you have to decide which of the turns was done by you and which was done by the clone. You can use this feature once per rest.","tier4Feature":"Save State","tier4FeatureDescription":"You can create a save state where you currently are as an action (3 AP). This save state lasts for 1 hour. You can only have one save state at a time. Once per full rest, you can teleport yourself to your last save state as a reaction (2 RP). Your Vitality and Temporary Vitality are set to the value they had when you created the save state. Any items and objects you carry or in your inventory that you did not have when you created the save state are dropped to the ground before you teleport.","tier5Feature":"Unanchored Reality","tier5FeatureDescription":"You can use your Quantum State feature a number of times equal to your Primary Stat Bonus per rest instead of per full rest. You can use the Zero And One feature a number of times equal to your Tier per rest instead of just once. You can use the reaction granted by the Save State feature 3 times per full rest instead of just once.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"full:primaryStatB","uses2":"-","uses3":"rest:1","uses4":"full:1","uses5":"rest:primaryStatB;rest:tier;rest:3"},{"name":"Seer","id":"97","archetype":"REALITY","description":"The Seer uses Visions to see everything.","complexity":"_1","tier1Feature":"Sixth Sense","tier1FeatureDescription":"Whenever you have a Vision, you can double its range. Whenever a Greater Talent or an Ability grants you a Vision, you also gain another Vision of your choice that is not Atomic, Omega, or X-Ray Vision. The new Vision lasts the same duration and has the same range as the Vision you gain.","tier2Feature":"See What is Hidden","tier2FeatureDescription":"You automatically see any hidden creatures that you can see with at least one Vision that you have. Creatures, which you can see with at least one Vision other than Normal Vision, can not gain advantage on attacks against you, and you cannot gain disadvantage on any DRs they force you to do.","tier3Feature":"See Beyond the Horizon","tier3FeatureDescription":"If you do not move and use no action for 10 minutes, you can increase the range of all your Visions by 50 m. You can further increase your Visions by 50 m for every 10 minutes that you continue not to move and use no action. For every 1 hour you continue to do this, you gain 1 level of Exhaustion or Madness (the GM decides). As soon as you move, use an action, or are hit, you lose the gained range to your Visions.","tier4Feature":"Third Eye","tier4FeatureDescription":"You can now choose Atomic, Omega, or X-Ray Vision when you gain an additional Vision with your Sixth Sense feature.","tier5Feature":"Ultimate Vision","tier5FeatureDescription":"The range of all your Visions increases by 100 m. The Sixth Sense feature grants you two additional Visions instead of just one.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Space Warper","id":"117","archetype":"REALITY","description":"The Space Warper can manipulate spatial distances to support allies and hinder enemies.","complexity":"_3","tier1Feature":"Bending Space","tier1FeatureDescription":"You can increase the range of any attack, Ability, or feature you see by 5 m as a reaction (1 RP). As part of that reaction, you can spend up to your Primary Stat Bonus as WP, increasing its range by an additional 10 m for each WP spend.","tier2Feature":"Fake The Distance","tier2FeatureDescription":"After a creature\u0027s or object\u0027s movement is declared, you can force them (if it was voluntarily) or the one that moved them (if it was forced) to make an Intelligence or Dexterity DR (your choice) as a reaction (2 RP). On a failure, you can either double or half the distance they actually moved. Should the new path lead them to move into an object or creature, treat it as if they were moved.","tier3Feature":"Space-Time Control","tier3FeatureDescription":"Nothing within 15 m of you can teleport against your will, and the range of the attacks, features, and Abilities of all your enemies within that area is reduced by 5 m, and that of your allies increases by 5 m. This feature cannot reduce the range of an attack, feature, or Ability below 1 m.","tier4Feature":"Mass Manipulation","tier4FeatureDescription":"You can reduce the Basic Movement of any enemy by 1 m and increase it for all allies by 2 m within the range of your Space-Time Control feature.","tier5Feature":"Reality Anker","tier5FeatureDescription":"The range of your Space-Time Control feature increases by 35 m, and its effects increase and reduce the range of attacks, features, and Abilities by an additional 10 m.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Technomancer","id":"107","archetype":"REALITY","description":"The Technomancer can use WP to significantly speed up the crafting process and replace materials.","complexity":"_3","tier1Feature":"Superpowered Crafting","tier1FeatureDescription":"You can use WP whenever you craft or upgrade an item that is not a stimulant. For every 4 WP you spend, you require 25 credits worth of material and 30 minutes less to do it. You do not require a crafting Skill to craft or upgrade items.","tier2Feature":"Instant Assembly","tier2FeatureDescription":"When you craft or upgrade an item, you can spend WP equal to 6 times the Tier of it (minimum of 2). If you do so, the crafting or upgrading time is reduced to 1 AP.","tier3Feature":"Advanced Understanding","tier3FeatureDescription":"Whenever you upgrade an item, you can spend 10 WP to treat the upgrade material cost as if the item were 1 Tier lower. This effect can stack.","tier4Feature":"Greater Technomancy","tier4FeatureDescription":"The WP cost of your Superpowered Crafting, Instant Assembly, and Advanced Understanding features is halved.","tier5Feature":"Out of Nothing","tier5FeatureDescription":"You can use your Instant Assembly and Advanced Understanding features without having to spend any WP.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Timetwister","id":"48","archetype":"REALITY","description":"The Timetwister manipulates the flow of time to boost allies and hinder enemies.","complexity":"_2","tier1Feature":"Time Rewind","tier1FeatureDescription":"You can force a reroll of any Skill Check, attack roll, or DR of a target you can see. You can use this feature a number of times equal to your Tier per full rest.","tier2Feature":"Timey Wimey","tier2FeatureDescription":"At the start of a round, you can use a reaction (2RP) to move a target that you can see to the top or bottom of the initiative order. This overwrites any other feature that affects the initiative order. A target gains advantage to their attacks and DRs until the end of the round if you move them to the top and disadvantage if you move them to the bottom. You can use this feature a number of times equal to your Tier per full rest.","tier3Feature":"Compressed Time","tier3FeatureDescription":"You can give a creature with 15 m that you can see an additional turn as a reaction (2 RP). You can use this feature once per rest.","tier4Feature":"Stretched Time","tier4FeatureDescription":"You can prevent a creature\u0027s turn within 15 m of you as a reaction (2 RP). You cannot target the same creature more than once every 24 hours. You can use this feature once per rest.","tier5Feature":"Elastic Time","tier5FeatureDescription":"You can use the Compress Time and Stretched Time feature a number of times equal to your Tier per rest instead of just once.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"full:tier","uses2":"full:tier","uses3":"rest:1","uses4":"rest:1","uses5":"rest:tier;rest:tier"},{"name":"Trickster","id":"49","archetype":"REALITY","description":"The Trickster can create matter and transform themselves at will, tricking and confusing their enemies in the process.","complexity":"_4","tier1Feature":"Magic Satchel","tier1FeatureDescription":"You learn the Summon Item Ability or another Ability if you already know it. You can use Summon Abilities with 1 AP if they use 2 or 3 AP. Summon Item does not count towards your Summon limit, you can have up to three active summoned items at a time, they last until your next rest, and its WP cost is reduced by 2. You keep this feature even when somebody transforms you with a Transform Ability.","tier2Feature":"Many Forms","tier2FeatureDescription":"You can change the transformation of your Transform Abilities to any other form that a Transform Ability that your original form knows can transform into as an action (1 AP) while you are transformed. The WP cost of that Transform Ability has to be the same as your currently active one. You keep this feature even when somebody transforms you with a Transform Ability.","tier3Feature":"Over There","tier3FeatureDescription":"You can teleport up to 10 m and use the Hide action for free whenever you use your Many Forms feature or a Summon or Transform Ability. You keep this feature even when somebody transforms you with a Transform Ability.","tier4Feature":"What is Going On?","tier4FeatureDescription":"You can teleport any Ally of your choice within 5 m of you up to 10 m and allow them to use the Hide action for free whenever you use the Over There feature. You keep this feature even when somebody transforms you with a Transform Ability.","tier5Feature":"Reality is Whatever I Want","tier5FeatureDescription":"You can decide the outcome of any dice roll. You can use this feature three times per full rest. You keep this feature even when somebody transforms you with a Transform Ability.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":true,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"rest:3"},{"name":"Alchemist","id":"98","archetype":"TECHNOLOGY","description":"The Alchemist is better at crafting consumables and Ability items than anybody else.","complexity":"_3","tier1Feature":"Experimental Mixtures","tier1FeatureDescription":"You only need half as many materials and time to craft or upgrade a consumable item or an Ability item. You can craft any Ability Item and Ability Consumable from the pool of Abilities you can learn, even Maneuver Abilities.","tier2Feature":"Always in Stock","tier2FeatureDescription":"You can craft up to two consumable items of 1 Tier lower than your current one during a full rest and one after a short rest without using any materials. Only five such items can exist, and only you can use them. Ability Items in your inventory gain 2 charges above their maximum during a full rest.","tier3Feature":"Experimental Touch","tier3FeatureDescription":"Whenever you target a creature with an Ability item or consumable you crafted or upgraded, you can either increase their Temporary Vitality or deal additional damage equal to twice your Primary Stat Bonus. The additional damage can be Physical or Elemental.","tier4Feature":"Alchemist\u0027s Signatur","tier4FeatureDescription":"Choose one Ability item Tier 1 upgrade. Every Ability item that you crafted or upgraded gains that upgrade permanently. It does not affect the Tier of the item. Ability consumables you craft are upcasted by 2 WP. Stimulants that you craft grant 1d8 additional WP.","tier5Feature":"Alchemical Potential","tier5FeatureDescription":"You can maximize any damage or healing you do with Ability items and consumables you crafted instead of rolling for them. You can use a self-crafted Ability consumable twice before you consume it if it uses an Ability, not of the category Damage or Healing. Ability items only consume half as much charges (rounded up) if it uses an Ability, not of the category Damage or Healing.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"Additional Abilities,Extra Charges,Quick Charge","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"none:5","uses3":"-","uses4":"-","uses5":"-"},{"name":"Armorer","id":"88","archetype":"TECHNOLOGY","description":"The Armorer charges their armor when they get targeted, which they can use to increase their defenses temporarily.","complexity":"_2","tier1Feature":"Kinetic Armor Charge","tier1FeatureDescription":"Choose Hit or Miss. Your armor gains one armor charge whenever an attack or Damage Ability misses you (if you chose Miss) or hits you (if you chose Hit) during combat. You can spend charges on your turn or by using a reaction (1 RP) to increase your Evasion, Armor, and DRs by 1 until your next turn for each charge you spend. All charges disappear at the end of combat.","tier2Feature":"Armor of Mine","tier2FeatureDescription":"Choose one Tier 2 or two Tier 1 armor/clothes upgrades. Armor or clothes gain those upgrades while you have them equipped. You can change the chosen upgrades whenever you take a rest.","tier3Feature":"Multi-Purpose Charge","tier3FeatureDescription":"You gain armor charges whether you are hit or not.","tier4Feature":"Reliable Protection","tier4FeatureDescription":"At the start of your turn, you gain 1 armor charge.","tier5Feature":"Perfect Armor","tier5FeatureDescription":"Spent armor charges increase your Evasion, Armor, and DRs by 2 instead of 1.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Hit,Miss","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"charge:combat:20","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Artillerist","id":"50","archetype":"TECHNOLOGY","description":"The Artillerist infuses their items with Abilities and uses them without WP.","complexity":"_1","tier1Feature":"Artillery Cannon","tier1FeatureDescription":"You can choose one item in your inventory and one Ability that you know whenever you take a rest. If you do, you infuse that Ability into the item until your next rest. The item gains artillery charges equal to its Tier (minimum of 1). You can use these charges to use the chosen Ability upcasted to your WP upcast limit without using any WP or requiring Equipment.","tier2Feature":"Upgraded Cannon","tier2FeatureDescription":"You can give the item you chose for your Artillery Cannon feature a Tier 1 upgrade until your next rest.","tier3Feature":"Varied Ammunition","tier3FeatureDescription":"You can choose up to three Abilities whenever you choose your Ability for your Artillery Cannon feature instead of just one.","tier4Feature":"Ammo Generator","tier4FeatureDescription":"The item you choose for your Artillery Cannon feature regains one artillery charge at the start of combat if it does not have any left.","tier5Feature":"Big Fricking Gun","tier5FeatureDescription":"You can maximize any damage or healing you do with an Ability that you used with an artillery charge instead of rolling for it. If the Ability is not of the category Damage or Healing, you impose disadvantage on every DR that the targets have to make.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":true,"support":true,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Artisan","id":"51","archetype":"TECHNOLOGY","description":"The Artisan is a master at crafting, upgrading, and using items.","complexity":"_3","tier1Feature":"Craftsmanship","tier1FeatureDescription":"You only need half as many materials and time to craft or upgrade a non-consumable item that is not an Ability item. You need no materials if you add a Tier 1 upgrade to a Tier 0 item.","tier2Feature":"Self-Made","tier2FeatureDescription":"You can increase the damage or attack rolls of attacks with weapons you crafted or upgraded by an amount equal to their Tier. You can increase the attack rolls, DR Power (halved rounded up), damage, or healing of your Abilities by an amount equal to the Tier of the equipment you have equipped if you crafted or upgraded it.","tier3Feature":"Reinforced Craft","tier3FeatureDescription":"Your Armor or Evasion increases by 2 whenever you wear clothes or armor that you crafted or upgraded.","tier4Feature":"Artisan\u0027s Signatur","tier4FeatureDescription":"Choose one armor/clothes, one weapon, and one equipment Tier 1 upgrade. Every armor, weapon, and equipment you crafted or upgraded gains one of those upgrades permanently. It does not affect the Tier of the item.","tier5Feature":"Legendary Craftsmanship","tier5FeatureDescription":"You can craft and upgrade items 3 Tiers higher than your usual limit. You ignore the additional material costs of adding upgrades to items that are not of Tier 0.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"Backlash Armor,Camouflage Gear,Defense Matrix,Defensive Pulse Armor,Elemental Resistance,Enforcing Pulse Armor,Environmental Suit,Evading Pulse Armor,Evasion Armor,Extra Armor,Healing Pulse Armor,High Impact Armor,Illusion Armor,Inspiring Pulse Armor,Life Savior Armor,Lighter Armor,Mighty Pulse Armor,Speed Up,Strengthening Pulse Armor,Thorn Armor,Warding Field/Adaptable Weapon,Armor Piercer,Automated Reloader,Bleeding Weapon,Blinding Weapon,Charming Weapon,Compact Weapon,Critical Weapon,Deathblow Weapon,Defensive Pulse Weapon,Elemental Status Weapon,Elemental Switch,Expanded Line,Exploiter Weapon,Extended Length,Extended Range,Finisher Weapon,Flexible Weapon,Focusing Pulse Armor,Focusing Pulse Weapon,Frightful Weapon,Giant Slayer Weapon,Greater Potential,Healing Pulse Weapon,Illusion Weapon,Improved Weapon,Inspiring Pulse Weapon,Intoxicating Weapon,Mighty Pulse Weapon,Mystic Twilight,Precise Weapon,Restraining Weapon,Slayer Weapon,Strengthening Pulse Weapon,Stunning Weapon,Tainted Weapon,Taunting Weapon,Trip Weapon,Triple Damage Weapon,Turret Shield,Twin Damage Weapon/Ability Support,Accelerator,Camouflage Gear,Critical Ability,Damage Enhancement,Deathblow Ability,Effective Recharge,Elemental Resistance,Focused Defence Breaker,Healing Enhancement,Narrative Momentum Boost,Range Support,Specialized Equipment,Speed Up,Temporary Vitality Boost,Vitality Boost,Willpower Boost","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Battle-Engineer","id":"52","archetype":"TECHNOLOGY","description":"The Battle-Engineer charges their weapons with the energy of their Abilities.","complexity":"_2","tier1Feature":"Advanced Weaponry","tier1FeatureDescription":"You gain 2 Vitality more per Level. You can learn Abilities from the Bulwark and War Archetype. You gain proficiency with two weapon categories. You can switch the Primary or Secondary Stat of a weapon to Intelligence if neither of them already are.","tier2Feature":"Weapon Charges","tier2FeatureDescription":"You gain a weapon charge every time you use an Ability. The amount of weapon charges you gain equals the Tier of the Ability you used. Whenever you hit a target with a weapon, you use up all your weapon charges and deal 1d10 Elemental or Physical damage against that target (no multiplication) for each charge. You can have a maximum number of weapon charges equal to your Primary Stat Bonus. All weapon charges disappear at the end of combat or after 10 minutes.","tier3Feature":"Shield Recharge","tier3FeatureDescription":"You gain Temporary Vitality equal to your Primary Stat Bonus times the Tier of the used Ability whenever you use an Ability that used WP.","tier4Feature":"Infinite Battery","tier4FeatureDescription":"Your weapon charges are set to two at the start of your turn if you do not have at least two.","tier5Feature":"Chain Reaction","tier5FeatureDescription":"Whenever you use your weapon charges, you can deal the same damage to up to a number of targets equal to the number of used weapon charges. Those targets have to be within 5 m of the original target.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"Simple,Medieval,Military,Tech,Mind,Unearthly/Simple,Medieval,Military,Tech,Mind,Unearthly","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"vitalityPerLevel:2","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"charge:combat:primaryStatB","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Builder","id":"138","archetype":"TECHNOLOGY","description":"The Builder focuses on constructing buildings as quickly and cheaply as possible.","complexity":"_4","tier1Feature":"Efficient Architect","tier1FeatureDescription":"You only need half as many materials to build and upgrade buildings and only a tenth of the time. Whenever you build a building of modest quality, you can make it normal instead. You can work on a building of modest quality for 10 minutes to turn it into a normal one without needing any materials.","tier2Feature":"Pack It Up","tier2FeatureDescription":"Whenever you build or upgrade a building, you can work on it for 1 hour to turn it into a transportable building. You can work 10 minutes on a transportable building to turn it into an item of weight 4. It cannot be used while it is an item. You can turn such an item into a building again by working 10 minutes on it.","tier3Feature":"Expensive Taste","tier3FeatureDescription":"Whenever you build a building of normal or lower quality, you can make it expensive instead. You can work on a building of normal or lower quality for 10 minutes to turn it into an expensive one without needing any materials.","tier4Feature":"Instant Building","tier4FeatureDescription":"You can turn a transportable Building into an item and vice versa as an action (3 AP).","tier5Feature":"Yes We Can","tier5FeatureDescription":"Whenever you build a building of expensive or lower quality, you can make it luxurious instead. You can work on a building of expensive or lower quality for 10 minutes to turn it into a luxurious one without needing any materials.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Inventor","id":"118","archetype":"TECHNOLOGY","description":"The Inventor upgrades their equipment and pushes it to the limit.","complexity":"_3","tier1Feature":"Inventor\u0027s Equipment","tier1FeatureDescription":"You only need half as many materials and time to craft or upgrade equipment. You ignore the additional crafting cost caused by the Tier of the equipment. The weight of the equipment you crafted or upgraded is reduced by 2/3.","tier2Feature":"Invention Overdrive","tier2FeatureDescription":"Whenever you use an Ability or do a Skill Check, you can choose one upgrade of an equipment you have equipped. Roll a d6. On a six, you can upcast the Ability by four times the Tier of the upgrade or add the same value to the Skill Check. On a five or four, you can upcast the Ability by two times the Tier of the upgrade or add the same value to the Skill Check. On a three or two, you can upcast the Ability by two times the Tier of the upgrade or add the same value to the Skill Check, but the upgrade is destroyed. On a one, the upgrade is destroyed. You regain half the materials needed for the upgrade destroyed with this feature.","tier3Feature":"Twice the Toys","tier3FeatureDescription":"You can equip two equipments at the same time.","tier4Feature":"They Called Me Crazy","tier4FeatureDescription":"You can roll two dice instead of one whenever you use your Invention Overdrive feature. You trigger both effects you rolled. You can also choose up to a number of upgrades equal to your Tier.","tier5Feature":"Inventors Playground","tier5FeatureDescription":"You can equip four equipments at the same time.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":true,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Mechanic","id":"128","archetype":"TECHNOLOGY","description":"The Mechanic is great at building, upgrading, and maintaining vehicles.","complexity":"_4","tier1Feature":"Mechanical Engineering","tier1FeatureDescription":"You only need half as many materials and time to build and upgrade vehicles and craft fuel. You have advantage on Skill Checks that you roll for the Boost Vehicle action granted by the Engineer Room module. When you use a Healing Ability that only targets vehicles, you maximize the Vitality and Temporary Vitality it restores instead of rolling dice.","tier2Feature":"Synthesize Fuel","tier2FeatureDescription":"You create a number of fuels equal to your Primary Stat Bonus whenever you take a full rest. Only you can use this fuel to refuel a vehicle, and the fuel is destroyed whenever you take a full rest. You can also use this fuel as materials of the same value to upgrade vehicles.","tier3Feature":"Garage Builder","tier3FeatureDescription":"You only need half as many materials and time to build or upgrade a garage. Whenever you use a garage, you can treat it as if it were of one higher quality level. If it is already Luxurious, all bonuses granted are doubled instead.","tier4Feature":"Signature Engine","tier4FeatureDescription":"Choose one Greater Talent and one Lesser Talent. Whenever you build or upgrade a Vehicle, they permanently gain those Talents if they fulfill the requirements. You can change the chosen Talents whenever you reach a new Level.","tier5Feature":"Mechanical Perfection","tier5FeatureDescription":"You can level up vehicles by a number of Levels equal to your Tier beyond your vehicle upgrade limit. Whenever you level up a Vehicle by 1 Level, you Level it up by 3 Levels instead. These additional Levels cannot go beyond your vehicle upgrade limit.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":true,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Pilot","id":"53","archetype":"TECHNOLOGY","description":"The Pilot uses vehicles to their fullest potential.","complexity":"_4","tier1Feature":"Quickly Seated","tier1FeatureDescription":"You need up to 2 AP less to enter a vehicle up to once per turn. Your effective Vehicle Handling Skill Level increases by 2 while you pilot a vehicle.","tier2Feature":"Additional Vehicle Functionality","tier2FeatureDescription":"You can use all your Abilities through a vehicle you are piloting. You use your own WP if you do so. You ignore your WP turn limit for any Ability you use this way.","tier3Feature":"Boost The Crew","tier3FeatureDescription":"All co-pilots of a vehicle you are piloting gain advantage on all their Skill Checks and attacks, and all Abilities they use are upcasted by 1 WP. If the vehicle does not have modules, you instead can upcast all Abilities you use through the vehicle by 2 WP.","tier4Feature":"Personal Piloting Style","tier4FeatureDescription":"Choose up to three Creature Talents. A vehicle gains those Creature Talents as long as you pilot them and the vehicle fulfills the requirements. You can change your chosen features whenever you gain a new Level.","tier5Feature":"Multi-Task Pilot","tier5FeatureDescription":"You can co-pilot one module of a vehicle that you are piloting. If the vehicle does not have any module, it gains a Stat increase of 2 in all its Stats, and your effective Vehicle Skill Level increases by 2.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":true,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"vehiclehandlingMod:2","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Roboticist","id":"54","archetype":"TECHNOLOGY","description":"The Roboticist uses expendable summons to apply pressure on their enemies.","complexity":"_4","tier1Feature":"Booby-Trapped","tier1FeatureDescription":"You can choose to let your summons explode when their Vitality drops below 1, it dies, or as an action (2 AP). Any target within 1 m has to make a Constitution or Instinct DR (your choice). On a failure, they receive 2d6 Elemental or Physical damage multiplied by the Tier of the used Summon Ability. They only receive 1d6 damage multiplied by the Tier of the used Ability if you summoned more than one creature with it. On a success, they receive half as much damage. The explosion instantly kills the summon.","tier2Feature":"Expendable Drone","tier2FeatureDescription":"Your Summon Abilities cost 2 WP less if you used the Booby-Trapped feature since the start of your last turn.","tier3Feature":"Overclock","tier3FeatureDescription":"You can add your Primary Stat Bonus to your summons\u0027 healing, damage, or DR Power until the end of their next turns as an action (1 AP). The summons die after the effect wears off.","tier4Feature":"Made to Explode","tier4FeatureDescription":"The damage you deal with the explosion of your Booby-Trapped feature increases by 1d6. Your Expendable Drone feature now reduces the WP cost of Summon Abilities by an amount equal to your Tier.","tier5Feature":"Double Support","tier5FeatureDescription":"You can have two Summon Abilities active at the same time.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":true,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Soul Forger","id":"108","archetype":"TECHNOLOGY","description":"The Soul Forger makes mighty items that only they can wield.","complexity":"_3","tier1Feature":"Crafted with Soul","tier1FeatureDescription":"You can upgrade weapons, armor, and equipment with only a tenth of the needed material cost and crafting time. If you do so, the upgrade only works if you have the item equipped.","tier2Feature":"Bound Armory","tier2FeatureDescription":"You can bind items you upgraded with your Crafted with Soul feature to a place you have been to or to a pocket dimension when you take a rest. Whenever you use the Switch Weapons action, you can instantly either send such an item to the place you bound it to or equip it.","tier3Feature":"Spark of Me","tier3FeatureDescription":"When you use your Crafted with Soul feature to upgrade an item, you can upgrade it 2 Tiers beyond your Tier upgrade limit.","tier4Feature":"Anima Sacrifice","tier4FeatureDescription":"Whenever an effect hits you, you can sacrifice an upgrade of Tier 1 or higher you made with your Crafted with Soul feature of an item you have equipped. If you do so, the upgrade is removed, and the effect no longer hits you.","tier5Feature":"Part of my Soul","tier5FeatureDescription":"The Spark of Me feature allows you to upgrade beyond your Tier upgrade limit by an amount equal to your Tier instead of just by 2.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Supplier","id":"78","archetype":"TECHNOLOGY","description":"The Supplier can greatly upgrade the items of their Allies.","complexity":"_3","tier1Feature":"Routine Maintenance","tier1FeatureDescription":"You can apply up to a number of upgrades equal to your Primary Stat Bonus to allies other than yourself that stay within 30 m of you during a full rest. The sum of the Tiers of the upgrades cannot exceed your Primary Stat Bonus. The upgrades last for 20 hours.","tier2Feature":"Custom Made","tier2FeatureDescription":"Whenever you craft or upgrade an item, you can add another upgrade of Tier 1 to it that does not increase the Tier of the item. This upgrade is only active if a specific creature other than yourself that you choose during the crafting or upgrading process has it equipped or is using it. You can only add one such upgrade to an item and can only have up to three such upgrades active at the same time.","tier3Feature":"Unique Modification","tier3FeatureDescription":"You can add up to 4 upgrades to one item during a rest. The sum of the Tiers of the upgrades cannot exceed 4. These upgrades do not change the Tier of the Item. You can only upgrade one item this way. The upgrades disappear if you upgrade another item this way.","tier4Feature":"Custom Perfection","tier4FeatureDescription":"You can add up to 3 upgrades with your Custom Made feature instead of just one Tier 1 upgrade. The sum of the Tiers of the upgrades cannot exceed 3.","tier5Feature":"I Supply Armies","tier5FeatureDescription":"You can upgrade as many items as you like with your Custom Made feature and up to 5 items with the Unique Modification feature.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Supporter","id":"55","archetype":"TECHNOLOGY","description":"The Supporter uses support summons to help their team.","complexity":"_4","tier1Feature":"Drone Support","tier1FeatureDescription":"You can choose one ally within 15 m of your summon and give them Temporary Vitality equal to twice your Primary Stat Bonus whenever you use a Summon Ability, which uses WP.","tier2Feature":"Cutting-Edge Mending","tier2FeatureDescription":"You can add your Primary Stat Bonus to healing that your summons do once per round.","tier3Feature":"Additional Support","tier3FeatureDescription":"You can trigger the Drone Support feature at the start of the turn of your summons if you used WP to summon them. You can use this feature only once per round.","tier4Feature":"Healing Pulse","tier4FeatureDescription":"You can target every ally of your choice within 15 m of your summon with your Drone Support feature instead of just one.","tier5Feature":"Healing Drones","tier5FeatureDescription":"The Vitality and Temporary Vitality that your allies gain is doubled if they are within 1 m of one of your summons.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":true,"control":false,"creature":true,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Tinkerer","id":"56","archetype":"TECHNOLOGY","description":"The Tinkerer uses a combination of Skills and self-crafted Utility Items for out-of-combat uses.","complexity":"_3","tier1Feature":"Tinkerer\u0027s Gizmos","tier1FeatureDescription":"You can craft Ability consumables and items of Tier 1 of Utility Abilities that are not of the category Healing without having to use any materials and in half the time. Only you can use those items if you craft them this way. You can craft any Ability Item and Ability Consumable from the pool of Utility Abilities you can learn.","tier2Feature":"Tools for the Job","tier2FeatureDescription":"You can use a charge of an Ability item to add 4 to a Skill Check that you make. You can do so only once per Skill Check.","tier3Feature":"I Solve Problems","tier3FeatureDescription":"You can craft any Utility Ability consumables from the pool of Abilities that you can learn within 1 minute instead of needing the usual crafting time. You can use this feature a number of times equal to your Primary Stat Bonus per full rest.","tier4Feature":"Better Gizmos","tier4FeatureDescription":"You can craft Utility Ability consumables and items of Tier 2 and 3 that are not of the category Healing without having to use any materials and in half the time. Only you can use those items if you craft them this way.","tier5Feature":"Inspiring Tech","tier5FeatureDescription":"You gain advantage on all your Skill Checks for 12 hours if you use an Ability consumable or item.","meleeWeapon":false,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":true,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"full:primaryStatB","uses4":"-","uses5":"-"},{"name":"Acrobat","id":"57","archetype":"UNARMED","description":"The Acrobat is quick and nimble. They are good at avoiding being hit.","complexity":"_1","tier1Feature":"Light as a Feather","tier1FeatureDescription":"Your jumping distance is doubled, and when you fall, you receive falling damage as if you only fell a fifth of the actual falling distance. Your Basic Movement increases by 1 m. Your Evasion increases by 1.","tier2Feature":"Quick as the Wind","tier2FeatureDescription":"Your Basic Movement increases by 2 m. You can run on vertical surfaces, ceilings, and liquids but fall if you stop.","tier3Feature":"Nimble as a Leaf","tier3FeatureDescription":"Your Evasion and DRs increase by 1.","tier4Feature":"Bendable as the Grass","tier4FeatureDescription":"Your Evasion and DRs increase by 1 until the end of your next turn if somebody misses you with an attack, Ability, or feature. This effect can stack. You can move through enemies as if they were not there.","tier5Feature":"Untouchable as the Air","tier5FeatureDescription":"You can choose not to be affected whenever you are affected by a Debuff or a Status Effect. You can only remove one level of Exhaustion or Madness this way once per full rest.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"basicMovementMod:1;evasionModMain:1","statMod2":"basicMovementMod:2","statMod3":"evasionModMain:1;strengthDRMod:1;dexterityDRMod:1;constitutionDRMod:1;intelligenceDRMod:1;charismaDRMod:1;instinctDRMod:1;willDRMod:1","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"full:1"},{"name":"Bar Fighter","id":"119","archetype":"UNARMED","description":"The Bar Fighter uses every cheap trick in the book to overwhelm the enemy.","complexity":"_2","tier1Feature":"Sucker Punch","tier1FeatureDescription":"Whenever you succeed on the Skill Check of an action influenced by the Lesser Talent Dirty Fighter or the Shove action, you can make one weapon attack against the target of that action. You can use this feature only once per turn.","tier2Feature":"Cheap Shot","tier2FeatureDescription":"You have advantage on Skill Checks for actions influenced by the Lesser Talent Dirty Fighter and the Shove action.","tier3Feature":"Aim For The Liver","tier3FeatureDescription":"You can force a creature to make a Constitution or Will DR (your choice) if you hit it with the attack granted by your Sucker Punch feature. On a failure, the creature is Stunned until the end of their turn. You can use this feature only once per turn.","tier4Feature":"Brutal Pummeling","tier4FeatureDescription":"You can use your Sucker Punch feature as many times in a turn as you want but only a number of times equal to your Tier against the same target.","tier5Feature":"No Place For Honor","tier5FeatureDescription":"Attacks granted by your Sucker Punch feature automatically hit and roll a critical hit even if you roll 4 lower than you needed.","meleeWeapon":true,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Bodybuilder","id":"129","archetype":"UNARMED","description":"The Bodybuilder strengthens their bodies to a degree that they do not require armor to withstand damage.","complexity":"_1","tier1Feature":"Armor Is For The Weak","tier1FeatureDescription":"Your Armor increases by an amount equal to your Primary Stat Bonus and your Evasion is reduced by an amount equal to your Tier if you are not wearing light, medium, or heavy armor. This feature cannot reduce your Evasion below your Primary Stat.","tier2Feature":"Flex And Pose","tier2FeatureDescription":"You gain access to the Flex and Pose action (1 AP). Your Armor increases, and Evasion decreases by an amount equal to your Tier until your next turn when you use it. This effect can stack.","tier3Feature":"Inspiring Body","tier3FeatureDescription":"Whenever you use the Flex and Pose action, you can increase the Armor of one ally other than yourself by an amount equal to your Tier.","tier4Feature":"Intimidating Gains","tier4FeatureDescription":"Whenever you use the Flex and Pose action, you can decrease the Armor of one enemy by an amount equal to your Tier.","tier5Feature":"The Mountain Does Not Dodge The Wind","tier5FeatureDescription":"At the start of a round, you can decide to let all attacks that target you hit you. Your Armor increases by an amount equal to your Level, and you cannot be critically hit if you do so.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"armorIsForTheWeak","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Breaker","id":"89","archetype":"UNARMED","description":"The Breaker exploits Status Effects on their enemies.","complexity":"_3","tier1Feature":"Hit Them When They Are Down","tier1FeatureDescription":"When you hit a target affected by a Status Effect or Debuff with an attack, you deal additional damage equal to your Primary Stat Bonus (no multiplication). The damage type depends on the Status effect Category (Body: Physical, Elemental: corresponding elemental damage type, Mind: Psychic or Mystic, Debuff: your choice). You can trigger this feature only once per turn.","tier2Feature":"Make it Worse","tier2FeatureDescription":"When you hit a target affected by a Status Effect or Debuff with an attack, you trigger one of the following effects depending on the Status Effect category. Body: While they are affected by the Status Effect, their Armor is reduced by an amount equal to your Primary Stat Bonus. Elemental: Every creature of your choice within 3 m of the target receives damage equal to twice your Primary Stat Bonus of the corresponding Elemental damage type. Mental: While they are affected by the Mental Status Effect, they lose WP equal to your Level at the start of their turn. Debuff: All your attacks that hit, including this one, become a critical hit until the end of the turn. You can trigger this feature only once per turn.","tier3Feature":"Spread the Pain","tier3FeatureDescription":"When you hit a target affected by a Status Effect or Debuff with an attack, you can give one creature within 5 m of the original target all Status Effects and Debuffs affecting the original target. You can trigger this feature only once per turn.","tier4Feature":"No Room to Breath","tier4FeatureDescription":"You have advantage on attacks that target creatures affected by a Status Effect or Debuff.","tier5Feature":"Break It All","tier5FeatureDescription":"When you trigger the Make it Worse feature, you trigger all four effects instead of one.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Drunken Master","id":"58","archetype":"UNARMED","description":"The Drunken Master can give themselves Status Effects and turn them into power-ups.","complexity":"_3","tier1Feature":"Adaptive Style","tier1FeatureDescription":"Your attacks deal 1d8 additional damage of the corresponding Elemental damage type if you have an Elemental Status Effect. Your Evasion increases by 4 if you have a Mental Status Effect. Your Armor increases by 3 if you have a Physical Status Effect. You can choose one of those effects if you have a Debuff (you can choose any damage type if you choose the first effect). You can stack those effects up to three times in any combination, but you can gain only one stack for each Status Effect. Choose one Status Effect. You can use the Adaptive Style action (1 AP) to give yourself that Status Effect until the end of your next turn.","tier2Feature":"In the Zone","tier2FeatureDescription":"The Status Effect you gain from the Adaptive Style action can last as long as you want. Choose two additional Status Effects. You can now give yourself one of these Status Effects with the Adaptive Style action.","tier3Feature":"Drunken Fist","tier3FeatureDescription":"You gain advantage on all attacks as long as you have a Debuff or Status Effect.","tier4Feature":"Unpredictable Movement","tier4FeatureDescription":"Attacks against you have disadvantage, and you have advantage on all of your DRs as long as you have a Debuff or Status Effect.","tier5Feature":"Suppressed Negativity","tier5FeatureDescription":"You can ignore the effects of up to two Status Effects and/or Debuffs. You can stack the effects of your Adaptive Style feature up to 5 times instead of just 3.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"Bleeding,Blind,Burning,Charmed,Dissolving,Exhaustion,Freezing,Frightened,Grabbed,Madness,Poisoned,Prone,Restrained,Shocked,Stunned,Tainted,Taunted","tier2Choice":"Bleeding,Blind,Burning,Charmed,Dissolving,Exhaustion,Freezing,Frightened,Grabbed,Madness,Poisoned,Prone,Restrained,Shocked,Stunned,Tainted,Taunted/Bleeding,Blind,Burning,Charmed,Dissolving,Exhaustion,Freezing,Frightened,Grabbed,Madness,Poisoned,Prone,Restrained,Shocked,Stunned,Tainted,Taunted","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Guru","id":"99","archetype":"UNARMED","description":"The Guru uses their inner focus to turn melee attacks into range attacks and redirect attacks.","complexity":"_1","tier1Feature":"Inner Focus","tier1FeatureDescription":"You gain access to the Inner Focus action (1 AP). You can attack with melee weapons as if they are ranged weapons with a range of 10m/40m, and change the damage type of weapon attack to a Mystic damage type until your next turn if you use the Inner Focus action.","tier2Feature":"Redirecting Flow","tier2FeatureDescription":"You learn Redirect Attack, Deflect Projectile, or another Ability if you already know both. The WP cost of both Abilities is reduced by 2, and they only cost 1 RP if you used the Inner Focus action on your last turn during this combat.","tier3Feature":"Channel Your Innerself","tier3FeatureDescription":"Your DR Power increases by 2 for Maneuver Abilities that you use with weapon attacks until your next turn if you use the Inner Focus action. If the Maneuver Ability does not force any target to make a DR, their WP cost is reduced by 1 instead.","tier4Feature":"Explosive Spirit","tier4FeatureDescription":"When you use the Inner Focus action to attack with a melee weapon as if it were a ranged weapon, you can also treat it as if it were a 3 m cube area-of-effect weapon. You can use this feature a number of times equal to your Primary Stat Bonus per rest.","tier5Feature":"Enduring Spirit","tier5FeatureDescription":"If your Vitality is reduced below 1 and you used the Inner Focus action on your last turn, you can use a reaction (1 RP) to set your Vitality to 1 instead.","meleeWeapon":true,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"abilityMaximum:1","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"rest:primaryStatB","uses5":"-"},{"name":"Kensei","id":"109","archetype":"UNARMED","description":"The Kensei summons weapons, armor, or equipment and quickly changes between different combat styles and items.","complexity":"_4","tier1Feature":"Soul-Bound Armory","tier1FeatureDescription":"You learn Summon Armor, Summon Equipment, Summon Weapons, Summon Armory, or another Ability if you already know them. You are proficient with any armor or weapon you summon with one of those Abilities while it is active. You get a free Switch Weapons action whenever you use the Attack or Flash Attack action while under the effects of those Abilities.","tier2Feature":"Transformation of Soul and Blade","tier2FeatureDescription":"Whenever you use the Switch Weapons action to change an item you have equipped, you gain the following benefits when your current turn ends until the end of your next turn. Weapon: you gain either +1 to the damage, +1 to the attack rolls, +6 to the crit damage of all your weapon attacks. Armor: you gain either +1 to Armor, +1 to Evasion, or +1 to all DRs. Equipment: You gain either +1 to DR Power, +1 to Ability hit, or +1 times the Tier of the used Ability to all healing of your Healing Abilities. The bonuses triple if you only switch weapons, armor, or equipment.","tier3Feature":"Flow State","tier3FeatureDescription":"You gain one of the following bonuses when your current turn ends until the end of your next turn when you use the Switch Weapons action: The WP cost of your Abilities is reduced by 1, all your Abilities are upcast by 1 WP, or you gain 2 additional RP.","tier4Feature":"Switching States","tier4FeatureDescription":"Your Transformation of Soul and Blade and Flow State features can stack up to two times. You gain an additional free weapon Switch action while under the effects of the Abilities that you can choose for your Soul-Bound Armory feature when you use the Attack or Flash Attack action.","tier5Feature":"Perfect Flowing Transformation","tier5FeatureDescription":"You can choose all three bonuses that you can choose for your Transformation of Soul and Blade and Flow State features instead of just one.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"Summon Armor,Summon Equipment,Summon Weapons,Summon Armory,Other","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"abilityMaximum:1","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Martial Artist","id":"59","archetype":"UNARMED","description":"The Martial Artist uses melee combos against single targets for devastating effects.","complexity":"_1","tier1Feature":"Flurry of Blows","tier1FeatureDescription":"Whenever you use the Attack or Flash Attack action, you can choose to make one additional attack with an unarmed strike. You can use this feature a number of times equal to your Primary Stat Bonus per rest.","tier2Feature":"Relentless Blow","tier2FeatureDescription":"A creature of one size category bigger than you or smaller has to make a Strength or Dexterity DR (your choice) if you hit it with at least two attacks on your turn. On a failure, you can knock them Prone and move them up to a number of meters equal to your Primary Stat Bonus.","tier3Feature":"Stunning Blows","tier3FeatureDescription":"A creature has to make a Constitution or Will DR (your choice) if you hit it with at least three attacks on your turn. On a failure, they are Stunned until the end of their next turn.","tier4Feature":"Perfect Combo","tier4FeatureDescription":"You can make an additional attack with an unarmed strike if you use the Attack or Flash Attack action and all your attacks hit. The additional attack hits automatically. It also is automatically a critical hit if you used the Flurry of Blows feature.","tier5Feature":"Never-Ending Fists","tier5FeatureDescription":"You can use the Flurry of Blows feature as often as you like.","meleeWeapon":true,"rangedWeapon":false,"defensive":false,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"rest:primaryStatB","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Monk","id":"139","archetype":"UNARMED","description":"The Monk is a combo fighter that uses multiple Maneuver Abilities in one turn.","complexity":"_3","tier1Feature":"Building Pressure","tier1FeatureDescription":"You can make an additional weapon attack that deals half damage whenever you use a Maneuver Ability on a weapon attack granted by the Attack or Flash Attack action. You must use a Maneuver Ability on that additional weapon attack. You can use this feature once per turn.","tier2Feature":"Concentrated Flow","tier2FeatureDescription":"The WP cost of Maneuver Abilities you use on weapon attacks is reduced by 1 for each Maneuver Ability you have already used on the same turn during combat. This feature cannot reduce the WP cost by more than 3.","tier3Feature":"Full Blow Pressure","tier3FeatureDescription":"The additional granted by your Building Pressure feature deals full damage instead of only half.","tier4Feature":"Pressure Points","tier4FeatureDescription":"You can force a target to make a Strength or Will DR (your choice) if you hit it with the attack granted by your Building Pressure feature and the attack that triggered it. On a failure, the target is Restrained until the end of their turn.","tier5Feature":"Thousand Sting Fist","tier5FeatureDescription":"You can trigger your Building Pressure feature a number of times equal to your Tier per turn. Attacks granted by your Building Pressure feature cannot trigger it.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Ninja","id":"60","archetype":"UNARMED","description":"The Ninja moves through the shadows at high speed, attacking out of the darkness.","complexity":"_2","tier1Feature":"Moving through Shadows","tier1FeatureDescription":"Your Basic Movement is doubled as long as you are in an area that is not directly hit by any bright light source. You gain Night vision within 100 m.","tier2Feature":"Concealed Flurry","tier2FeatureDescription":"You can make an additional attack with the Attack or Flash Attack action if you attack at least one creature that cannot see you.","tier3Feature":"Concealed Movement","tier3FeatureDescription":"You can use the Hide Action for free if you moved or teleported at least 6 m during this turn. You can use this feature only once per turn.","tier4Feature":"Shadow Steps","tier4FeatureDescription":"Your movement is completely silent. If you moved at least 10 m on a turn, you gain advantage on all your attacks, and DRs and all attacks against you gain disadvantage until your next turn.","tier5Feature":"Shadow Blitz","tier5FeatureDescription":"You can trigger your Shadow Step feature if you move 6 m during your turn instead of 10 m. You can make the additional attack of the Concealed Flurry feature if you are under the effects of the Shadow Step feature.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":true,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Psionic","id":"61","archetype":"UNARMED","description":"The Psionic uses the flow of their mind to empower their bodies.","complexity":"_2","tier1Feature":"Psionic Flow","tier1FeatureDescription":"You can learn the Abilities of the Mental Archetype. Roll a d6 at the start of each of your turns during combat. The damage and healing of your attacks, Abilities, and features, your attack rolls, and your DR Power increase by the amount you rolled - 2 until your next turn.","tier2Feature":"Telekinetic Barrier","tier2FeatureDescription":"When you roll the d6 for the Psionic Flow feature, you can either gain the rolled number as Temporary Vitality or add half of the rolled number to your Evasion, Armor, or DRs until your next turn.","tier3Feature":"Psionic Surge","tier3FeatureDescription":"You gain WP equal to your Tier if you roll at least 5 on the d6 of the Psionic Flow feature.","tier4Feature":"Improved Flow","tier4FeatureDescription":"You no longer subtract 2 from the roll of the Psionic Flow feature.","tier5Feature":"Psionic Burst","tier5FeatureDescription":"You can maximize the damage and healing of your attacks, features, and Abilities instead of rolling for them when you roll 6 on the d6 of the Psionic Flow feature.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Sage","id":"62","archetype":"UNARMED","description":"The Sage combines body and soul to enhance their martial arts with Abilities.","complexity":"_2","tier1Feature":"Path of Wisdom","tier1FeatureDescription":"You gain 1 WP more per Level. You can learn the Abilities of the Mental Archetype. You learn three additional Abilities.","tier2Feature":"Ki-Filled Weapon","tier2FeatureDescription":"You can add 1d8 damage of a damage type of your choice to all your weapon attacks until the end of your next turn if you use an Ability. You learn two additional Abilities.","tier3Feature":"Flow of Ki","tier3FeatureDescription":"Your Abilities cost 2 WP less until the end of your next turn if you use the Attack or Flash Attack action. You learn two additional Abilities.","tier4Feature":"Of Body, Soul, and Spirit","tier4FeatureDescription":"You make DRs with advantage until your next turn if you use an Ability. You learn two additional Abilities.","tier5Feature":"One with the Universe","tier5FeatureDescription":"You regain all WP if you do not move and use no action for 10 minutes. You learn two additional Abilities.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"willpowerPerLevel:1;abilityMaximum:3","statMod2":"abilityMaximum:2","statMod3":"abilityMaximum:2","statMod4":"abilityMaximum:2","statMod5":"abilityMaximum:2","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Stance Fighter","id":"79","archetype":"UNARMED","description":"The Stance Fighter has three stances that they can change to adapt their strategy during combat.","complexity":"_4","tier1Feature":"Monkey Ox Viper","tier1FeatureDescription":"You can choose between different Stances that give you different Bonuses. You can switch the Stance if you use the Switch Weapons action. The Stances are the following. Monkey: You can move 1 m before and after an attack. Your Evasion increases by 1 until your next turn if you do so. Ox: You can either gain 1d6 Temporary Vitality or your Armor increases by 2 until your next turn if you hit somebody with an attack. You can do so only once per turn. Viper: You can add a d6 to Skill Checks that you make for the Blind, Climb, Disarm, Grab, Hide, Shove and Trip actions if you attacked this round.","tier2Feature":"Flow of Form","tier2FeatureDescription":"You can make a free Switch Weapons action on your turn. You gain the following benefits until your next turn if you switch to a new stance. Monkey: Your Evasion increases by 1 for each weapon Attack that you made this turn. Ox: You regain 1d6 Vitality whenever you are hit. Viper: You can take one free Blind, Climb, Disarm, Grab, Hide, Shove or Trip action.","tier3Feature":"Perfect Stance","tier3FeatureDescription":"You gain the following additional benefits if you take a stance. Monkey: You can make an additional weapon attack that deals half damage with your Attack and Flash attack action. Ox: Whenever you are hit, you can use a reaction (1 RP) to deal physical damage equal to your Level to the creature that hit you. This damage ignores Armor. Viper: Any target you force to make a DR with a Maneuver Ability has to subtract a d6 from the DR.","tier4Feature":"Twin Style","tier4FeatureDescription":"You can take a twin stance when you take the Switch Weapons Action. You gain the benefits of two of the three stances from your Monkey Ox Viper feature until your next turn. You can use this feature a number of times equal to your Tier per rest.","tier5Feature":"Chimera Style","tier5FeatureDescription":"You can have two active stances from the Monkey Ox Viper feature. You also gain the benefits from all three stances when you use the Twin Style feature.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"rest:tier","uses5":"-"},{"name":"Wrestler","id":"63","archetype":"UNARMED","description":"The Wrestler is an expert at grabbing their opponents and enduring pain.","complexity":"_2","tier1Feature":"Brutal Handgrip","tier1FeatureDescription":"You can use a free Grab action against a target if you hit it with a melee attack. You can use this feature only once per turn.","tier2Feature":"Endure the Pain","tier2FeatureDescription":"You can reduce damage you receive by an amount equal to your Primary Stat Bonus as a reaction (1 RP).","tier3Feature":"Body of Steel","tier3FeatureDescription":"Your Armor increases by 1 until the end of combat if you use your Endure Pain feature. This effect can stack up to a number of times equal to your Primary Stat Bonus.","tier4Feature":"Human Club","tier4FeatureDescription":"You can use targets that you grabbed as a weapon. Treat it like an unarmed attack. The target and the grabbed target receive the damage if the attack hits.","tier5Feature":"Double KO","tier5FeatureDescription":"Two targets you are grabbing must make a Constitution or Will DR (your choice) if you use the Human Club feature to attack one with the other and hit. On a failure, they are Stunned until the end of their next turn.","meleeWeapon":false,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"charge:combat:primaryStatB","uses4":"-","uses5":"-"},{"name":"Armiger","id":"110","archetype":"WAR","description":"The Armiger chooses one weapon category and masters its use.","complexity":"_2","tier1Feature":"Weapon of Choice","tier1FeatureDescription":"Choose one Weapon category. You gain proficiency with that weapon category and can trigger the following effect once per turn if you hit a target with such a weapon. Simple: You deal an additional 1d8 damage (No Multiplication). Medieval: Your Armor increases by 3 until your next turn. Military: You decrease the target\u0027s Armor by 3 for five rounds, and they cannot have half cover until your next turn. Tech: You can spend 1 WP. If you do so, the target gains the Elemental Status Effect corresponding to its damage type or is knocked prone if it does not deal elemental damage. Mind: The next Ability you use that targets the target costs 1 WP less to use or is upcasted for free by 1 WP. Unearthly: You can instantly cast a Buff Ability that only targets you for 2 WP less. If you hit a target while it is still active, you can gain 1d6 Temporary Vitality instead.","tier2Feature":"Reactive Weapon Choice","tier2FeatureDescription":"If the following situation occurs, you can make a weapon attack against an enemy as a reaction (2 RP) with a weapon from the category you chose for your Weapon of Choice feature. The weapon attack deals 1d12 additional damage. Simple: The enemy moves away from you. Medieval: The enemy targets an ally within 3 m of you. Military: The enemy moves closer to you. Tech: The enemy starts their turn affected by an Elemental Status Effect. Mind: You hit the enemy with an Ability. Unearthly: You hit the enemy with an attack while being affected by a Buff Ability.","tier3Feature":"Flow of Attunement","tier3FeatureDescription":"You gain advantage on your weapon attacks if you attack with a weapon from the category you chose for your Weapon of Choice feature and fulfill the following criteria. Simple: You are attacking a creature of the same Level or lower than you. Medieval: You were targeted since your last turn by an enemy. Military: You are attacking a creature that does not have cover from you while you have cover. Tech: You are attacking a target with an Elemental Status Effect. Mind: You have hit the target with an Ability since the beginning of your last turn. Unearthly: You are under the effects of a Buff you used and only targeted you.","tier4Feature":"Weapon Potential","tier4FeatureDescription":"If you only attack with weapons from the category you chose for your Weapon of Choice feature, you can increase the damage of one of your weapon attacks by half or make one additional weapon attack that deals only half damage with your Attack or Flash Attack action.","tier5Feature":"Additional Specialisation","tier5FeatureDescription":"Attacks triggered by your Reactive Weapon Choice feature and attacks that gain advantage from your Flow of Attunement feature deal an additional 1d12 damage. This effect can stack.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":true,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"Medieval,Military,Mind,Simple,Tech,Unearthly","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Berserker","id":"64","archetype":"WAR","description":"Berserkers specialize in buffing themselves for short bursts of high-powered fighting.","complexity":"_2","tier1Feature":"Rush of the Fight","tier1FeatureDescription":"Buff Abilities that need 1 to 3 AP that you use that target yourself cost up to 2 AP less and their WP cost is reduced by 1. You can use this feature once per turn.","tier2Feature":"Ready for Battle","tier2FeatureDescription":"You gain Temporary Vitality equal to twice your Level whenever you use a Buff Ability that targets yourself.","tier3Feature":"Adrenaline Rush","tier3FeatureDescription":"You can upcast Buff Abilities that only target yourself by an amount equal to your Tier for free.","tier4Feature":"Blood Bringer","tier4FeatureDescription":"If you are under the effects of a Buff Ability, you can increase the damage of one of your weapon attacks by half or make one additional weapon attack that deals only half damage with your Attack or Flash Attack action.","tier5Feature":"Avatar of Conflict","tier5FeatureDescription":"You can increase up to three Stats of your choice by 3 while under the effects of a Buff Ability.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Blooddrinker","id":"100","archetype":"WAR","description":"The Blooddrinker heals themselves by attacking enemies.","complexity":"_1","tier1Feature":"Drink Their Blood","tier1FeatureDescription":"Whenever you hit an enemy during combat, you regain 2 Vitality. Any effect that multiplies the damage also multiplies the 2 Vitality you gain. If you hit the target with an Ability, you heal yourself by an additional amount equal to the Tier of the Ability. You can only use this feature once per turn with an Ability.","tier2Feature":"Fueled By Blood","tier2FeatureDescription":"Whenever you regain Vitality through the Drink Their Blood feature, you gain an equal amount of Temporary Vitality.","tier3Feature":"Infused With Their Power","tier3FeatureDescription":"Whenever you trigger the Drink Their Blood feature, all your attacks\u0027 damage or attack rolls increase by an amount equal to your Tier until the end of your next turn.","tier4Feature":"Hungry for Slaughter","tier4FeatureDescription":"The effects of your Drink Their Blood feature are quadrupled, and the effects of your Infused With Their Power feature are doubled if you reduce the Vitality of the creature that you hit below 1 with that hit or if it was a critical hit.","tier5Feature":"Drain It All","tier5FeatureDescription":"The Vitality you gain with the Drink Their Blood feature are tripled.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Brute","id":"120","archetype":"WAR","description":"The Brute performs one mighty smash per turn.","complexity":"_1","tier1Feature":"Heavy Smash","tier1FeatureDescription":"You get access to the Heavy Smash action (3 AP). When you use it, you make an Attack action, but any effect that would grant additional weapon attacks to it instead increases the damage of your first attack by the same amount. This attack also deals additional damage equal to twice your Primary Stat Bonus (no multiplication). The additional damage is halved if you attack with a weapon that has the reload property. You cannot use the Attack or Flash Attack action on the same turn that you use the Heavy Smash action.","tier2Feature":"Deadly Leap","tier2FeatureDescription":"As part of your Heavy Smash action, you can move by an amount equal to your Basic Movement and gain Temporary Vitality equal to your Level.","tier3Feature":"Brutal Cleave","tier3FeatureDescription":"When you hit a target with the attack of your Heavy Smash, you can deal half of its damage to a number of targets equal to your Tier within 2 m of the original target.","tier4Feature":"Brutal Smash","tier4FeatureDescription":"The attack of your Heavy Smash action deals additional damage equal to half a weapon attack.","tier5Feature":"Meteor Crash","tier5FeatureDescription":"When you use the Heavy Smash action, you can decide to deal additional damage equal to twice your Level (no multiplication) and deal the full damage to all targets other than yourself within 3 m of the original target. You can use this feature a number of times equal to your Tier per full rest.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"full:tier"},{"name":"Champion","id":"65","archetype":"WAR","description":"The Champion combines a wide range of Abilities with weapons.","complexity":"_1","tier1Feature":"Enhanced Abilities","tier1FeatureDescription":"You gain 1 WP more per Level. You can learn the Abilities of the Mental Archetype. You learn three additional Abilities.","tier2Feature":"Infused Weapon","tier2FeatureDescription":"Whenever you hit a target with an attack, you can choose one damage type and deal an additional 1d4 of that damage type. You learn two additional Abilities.","tier3Feature":"Vital Ability","tier3FeatureDescription":"You can use Vitality instead of WP to use an Ability if it is not of the category Healing. Summons from Summon Abilities that you use this way cannot restore Vitality or Temporary Vitality in any way. You learn two additional Abilities.","tier4Feature":"Of Weapons and Magic","tier4FeatureDescription":"You can make one weapon attack if you use an Ability. You can use this feature only once per round and a number of times equal to your Primary Stat Bonus per full rest. You learn two additional Abilities.","tier5Feature":"Champions Determination","tier5FeatureDescription":"Your Infused Weapon feature deals an additional 1d8 damage instead of 1d4. If you use the Vital Ability to use an Ability with your Vitality, that Ability is upcasted by 2 WP for free. You learn two additional Abilities.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":true,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"willpowerPerLevel:1;abilityMaximum:3","statMod2":"abilityMaximum:2","statMod3":"abilityMaximum:2","statMod4":"abilityMaximum:2","statMod5":"abilityMaximum:2","uses1":"-","uses2":"-","uses3":"-","uses4":"full:primaryStatB","uses5":"-"},{"name":"Conqueror","id":"130","archetype":"WAR","description":"The Conqueror becomes stronger the longer they stay in battle.","complexity":"_2","tier1Feature":"Born For Combat","tier1FeatureDescription":"Your damage and attack rolls of weapon attacks and Damage Abilities increase by 1 for each round that has passed during combat. This can stack up to 5 times. This feature resets at the end of combat.","tier2Feature":"Forged In War","tier2FeatureDescription":"Your Armor and Evasion increase by 1 for each round that has passed during combat. This can stack up to 5 times. This feature resets at the end of combat.","tier3Feature":"Adaptability In Conflict","tier3FeatureDescription":"You gain 1d6 Temporary Vitality at the start of a round for each round that has passed during combat. This can stack up to 5 times. This feature resets at the end of combat.","tier4Feature":"Conquerors Weapon","tier4FeatureDescription":"You can increase the damage of one of your weapon attacks by half or make one additional weapon attack that deals only half damage with your Attack or Flash Attack action for each round that has passed during combat. This can stack up to 5 times. This feature resets at the end of combat.","tier5Feature":"Battlefields Bane","tier5FeatureDescription":"The bonuses granted by your Born For Combat, Forged In War, and Adaptability In Conflict features are doubled.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Duelist","id":"66","archetype":"WAR","description":"The Duelist specializes in efficent Maneuver Abilities.","complexity":"_2","tier1Feature":"Superior Technique","tier1FeatureDescription":"Your Damage Maneuver Abilities deal additional damage equal to your Primary Stat Bonus.","tier2Feature":"Effortless Maneuver","tier2FeatureDescription":"Your Maneuver Abilities cost 1 WP less to use.","tier3Feature":"Defensive Footwork","tier3FeatureDescription":"Your Evasion or Armor increases by 4 until your next turn whenever you use a Maneuver Ability.","tier4Feature":"Persistent Strikes","tier4FeatureDescription":"The WP cost of your Manouvers Abilities decreases by an amount equal to half their Tier (rounded up).","tier5Feature":"Dual Technique","tier5FeatureDescription":"You can use an additional Maneuver Ability on weapon attacks. The second Maneuver Ability costs 2 WP less.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Executioner","id":"140","archetype":"WAR","description":"The Executioner gets substantial crit boosts when attacking wounded enemies and finishing off targets.","complexity":"_2","tier1Feature":"Executioners Blade","tier1FeatureDescription":"You roll a critical hit even if you roll 2 lower than needed if you reduce the Vitality of a creature below 1 until the end of your next turn or if you target a creature with half its maximum Vitality.","tier2Feature":"Death Driven","tier2FeatureDescription":"You gain Temporary Vitality equal to twice your Level if you reduce the Vitality of a creature below 1 or you target a creature with half its maximum Vitality. You can only use this feature once per turn.","tier3Feature":"Head Count","tier3FeatureDescription":"During combat, you gain a head charge when you reduce the Vitality of a creature below 1 or hit a creature with half its maximum Vitality. Every head charge reduces the number you have to roll for a critical hit by 1 and increases the damage you deal with critical hits by 2. You cannot gain more than one head charge per turn with this feature. You lose all head charges at the end of combat.","tier4Feature":"Mow Them Down","tier4FeatureDescription":"You can make a weapon attack if you reduce a creature\u0027s Vitality below 1 or hit a creature with half its maximum Vitality. You can use this feature once per round.","tier5Feature":"Heads Will Roll","tier5FeatureDescription":"You do not lose head charges at the end of combat. Instead, you lose them whenever you take a full rest. You gain a head charge at the start of each combat.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":true,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Leader","id":"67","archetype":"WAR","description":"The Leader empowers their allies with their Intelligence, Charisma, or Instinct.","complexity":"_2","tier1Feature":"Leader\u0027s Order","tier1FeatureDescription":"You can give an ally other than yourself within 10 m of you a bonus as an action (1 AP). You have three options, which you can only use in combat. Tactical: Increases their attack rolls by an amount equal to your Intelligence Bonus or their DR Power by half as much until the end of their next turn. Quick Thinking: Increases their DRs or Evasion by an amount equal to your Instinct Bonus until your next turn. Inspirational: They gain Temporary Vitality equal to twice your Charisma Bonus.","tier2Feature":"Marking Target","tier2FeatureDescription":"You can mark a creature until your next turn if you hit it with an attack. You can make three types of markings. Tactical: Attacks against that creature that are not from you have advantage (You can use this feature a number of times equal to your Intelligence Bonus per full rest). Quick Thinking: This creature gains disadvantage on their attacks (You can use this feature a number of times equal to your Instinct Bonus per full rest). Inspiring: Allies other than you that hit the creature for the first time in a round gain Vitality equal to twice your Level (You can use this feature a number of times equal to your Charisma Bonus per full rest).","tier3Feature":"Leader\u0027s Aura","tier3FeatureDescription":"Allies within 5 m of you other than yourself gain a bonus during combat. You have three options (Tactical, Quick Thinking, and Inspiring). You can have one active at a time and switch between them as an action (1 AP). Allies within the aura other than you gain the equivalent benefit of your Leader\u0027s Order feature at the beginning or end of your turn (your choice). You can stack the benefits of the Leader\u0027s Aura with the benefits of Leader\u0027s Order.","tier4Feature":"Supreme Commander","tier4FeatureDescription":"Your Leader\u0027s Order feature action can target up to three allies. The effects of your Marking Target feature last for five rounds. Your Leader\u0027s Aura feature\u0027s range increases to 10 m.","tier5Feature":"We March As One","tier5FeatureDescription":"At the start of your turn, you can give every ally within 10 m of you other than yourself an additional turn that they perform on your turn as a union. You can use this feature once per full rest.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":true,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"full:intelligenceBonus;full:instinctBonus;full:charismaBonus","uses3":"-","uses4":"-","uses5":"full:1"},{"name":"Rider","id":"80","archetype":"WAR","description":"The Rider specializes in mounted combat.","complexity":"_4","tier1Feature":"Protective Bond","tier1FeatureDescription":"You can use the Climb action for free and without needing a free hand once per turn if you target an ally with it. You can decide to be targeted by any negative effect targeting an ally you are climbing and with whom you have a union. Such an ally can also decide to be targeted by a negative effect that is targeting you.","tier2Feature":"Riders Presence","tier2FeatureDescription":"Allies that you have a union with and that you are climbing gain 3 m to their Basic Movement. Your Evasion and Armor increase by 2 while climbing on an ally with whom you have a union.","tier3Feature":"Thundering Hooves","tier3FeatureDescription":"Your attacks have advantage until your next turn if you are climbing an ally with which you have a union and that ally moved at least 6 m.","tier4Feature":"The Cavalry has Arrived","tier4FeatureDescription":"If you are climbing a creature, you can increase the damage of one of your weapon attacks by half or make one additional weapon attack that deals only half damage with your Attack or Flash Attack action.","tier5Feature":"Protector of Mounts","tier5FeatureDescription":"Whenever you use your Protective Union feature to be targeted by a negative effect, you gain resistance against the damage that the effect deals to you and advantage on any DR that it forces you to do. Any attack that targets you from that negative effect has disadvantage.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":true,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Rusher","id":"68","archetype":"WAR","description":"The Rusher runs full speed into combat, using that momentum to deal devastating strikes.","complexity":"_1","tier1Feature":"Rush Attack","tier1FeatureDescription":"You can move up to twice your Basic Movement towards a target as an action (1 AP). Your next attack gains a bonus to their damage equal to your Primary Stat Bonus (no multiplication) until the end of your turn if you move at least 3 m towards the target. You can use this feature only once per turn.","tier2Feature":"Made for the Charge","tier2FeatureDescription":"Your Basic Movement increases by 2 m, and you ignore difficult terrain if you move towards an enemy.","tier3Feature":"Battle Tenacity","tier3FeatureDescription":"You can increase your Armor by an amount equal to your Tier until your next turn if you trigger the additional damage of the Rush Attack feature.","tier4Feature":"Savage Beat Down","tier4FeatureDescription":"You can increase the damage of one of your weapon attacks by half or make one additional weapon attack that deals only half damage with your Attack or Flash Attack action if you trigger the additional damage of the Rush Attack feature.","tier5Feature":"I Am Not Done Yet","tier5FeatureDescription":"You can take a free Attack action and gain movement equal to your Basic Movement if you reduce an enemy’s Vitality below 1. You can use this feature only once per turn.","meleeWeapon":true,"rangedWeapon":false,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"-","statMod2":"basicMovementMod:2","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Trooper","id":"69","archetype":"WAR","description":"The Trooper is an expert in using cover for their advantage and shooting their enemies at ranged.","complexity":"_1","tier1Feature":"Cover Fire","tier1FeatureDescription":"Your attack rolls increase by 4 if you have half cover towards your target or are under the effects of the Taking Cover action.","tier2Feature":"Cover Expert","tier2FeatureDescription":"Your Evasion increases by 2 and your DRs by 1 until your next turn if you take the Taking Cover action, even if you do not have half cover.","tier3Feature":"Suppression Fire","tier3FeatureDescription":"You can make one weapon attack against a creature as a reaction (2 RP) if you hit it with an attack on your last turn and see it move.","tier4Feature":"Advantages Position","tier4FeatureDescription":"You can increase the damage of one of your weapon attacks by half or make one additional weapon attack that deals only half damage with your Attack or Flash Attack action if you have half cover against at least one of your targets or are under the effects of the Taking Cover action.","tier5Feature":"Never Ending Bullets","tier5FeatureDescription":"You can use the Suppression Fire feature against any target you see moving without having to hit them first with a weapon attack. The first such attack against a target in a round does not cost you any RP.","meleeWeapon":false,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"charge:combat:20","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Vindicator","id":"90","archetype":"WAR","description":"The Vindicator\u0027s power increases the more their allies are attacked.","complexity":"_2","tier1Feature":"Vengeance","tier1FeatureDescription":"You gain one vindication charge every time you see or hear an enemy target one or more allies with a negative effect that does not target you. All your attacks and Damage Abilities deal additional damage equal to the number of vindication charges you have. All charges disappear at the end of combat or after 10 minutes.","tier2Feature":"Opportunistic Retribution","tier2FeatureDescription":"You learn the Ability Exploit Opening or Elemental-, Mystic-, Physical-, Psychic-, or Reality Retribution or another Ability if you already know them all. You can use these Abilities whenever somebody targets you, and you can use a vindication charge instead of WP to use those Abilities. If you do so, you can upcast it by an amount equal to our Tier. When you use the Exploit Opening Ability, you can move by an amount equal to your Basic Movement before the weapon attack.","tier3Feature":"Slaughter the Guilty","tier3FeatureDescription":"You can add your Primary Stat Bonus to the damage of attacks and Damage Abilities for each ally you can see or hear with less than half of their max Vitality.","tier4Feature":"Seize the Exploit","tier4FeatureDescription":"You can upcast the Abilities that you can choose for the Opportunistic Retribution feature to your highest limit for free whenever you use a vindication charge to use them.","tier5Feature":"I Am Vengeance","tier5FeatureDescription":"You can use the Abilities you can choose for the Opportunistic Retribution feature without using WP or RP.","meleeWeapon":true,"rangedWeapon":true,"defensive":false,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"Exploit Opening,Elemental Retribution,Mystic Retribution,Physical Retribution,Psychic Retribution,Reality Retribution,other","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":false,"core":false,"newR":false,"statMod1":"-","statMod2":"abilityMaximum:1","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"},{"name":"Warrior","id":"70","archetype":"WAR","description":"The Warrior focuses on straightforward weapon attacks without any complex tactics.","complexity":"_1","tier1Feature":"Warrior\u0027s Offensive","tier1FeatureDescription":"Your attack rolls or damage of attacks increase by 2 until your next turn whenever you use the Attack or Flash Attack action.","tier2Feature":"Defensive Assault","tier2FeatureDescription":"Your Armor or Evasion increases by 2 until your next turn whenever you use an Attack or Flash Attack action.","tier3Feature":"Multitask Aggression","tier3FeatureDescription":"You can choose both options instead of just one whenever you trigger the Warrior\u0027s Offensive and Defensive Assault feature.","tier4Feature":"Extra Attack","tier4FeatureDescription":"You can increase the damage of one of your weapon attacks by half or make one additional weapon attack that deals only half damage with your Attack or Flash Attack action","tier5Feature":"Warriors Onslaught","tier5FeatureDescription":"You can add 4 instead of 2 when using the Warrior\u0027s Offensive and Defensive Assault feature.","meleeWeapon":true,"rangedWeapon":true,"defensive":true,"damageAbilities":false,"support":false,"control":false,"creature":false,"transform":false,"utility":false,"abilityGeneralist":false,"crafting":false,"tier1Choice":"-","tier2Choice":"-","tier3Choice":"-","tier4Choice":"-","tier5Choice":"-","beginner":true,"core":true,"newR":false,"statMod1":"-","statMod2":"-","statMod3":"-","statMod4":"-","statMod5":"-","uses1":"-","uses2":"-","uses3":"-","uses4":"-","uses5":"-"}]