| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 1 | E1 | Shockstrike | 3 act | 3 actions. You strike an adjacent target for 1W damage and reduce their actions by 2 on their next turn. If your held weapon is Ranged, you deal no damage, but instead roll 1d6. On a 3+, the target is instead Stunned on their next turn. Weapon vs Fortitude. |
| 2 | C2 | Action Hero | Passive | Passive. You gain +1 Light Attack and +1 damage for every target you can see while you are Unarmed. Unarmed vs Fortitude. |
| 2 | D2 | Dash Attack | Passive | Passive. If you successfully attack with both weapons while dual-wielding, you gain +2 Move actions that last until the end of your turn. |
| 2 | E2 | Dodge Roll | Reactive | Reaction. Upon a successful physical attack against you, you negate all damage and effects of the attack and instead roll 2 spaces away. You suffer -5 Fortitude and Reflex for the rest of the battle. Reflex. Upgrades:
|
| 2 | F2 | Hit And Run | Passive | Passive. After making an attack with a 2H weapon, you gain +1 Move action. |
| 2 | G2 | Snap Shot | Reactive | Reaction. You fire your weapon at any time for 1W damage. It costs no actions, though it will still cost ammo. Ranged Attack vs Reflex. |
| 4 | C4 | Field Medic | Passive | Passive. All Medikits you carry have +1 Range and cost -1 action to use, down to a minimum of 1. Medicine. Upgrades:
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| 4 | D4 | Power Burst | 3 act | 3 actions. Choose 1 benefit: -All melee attacks gain +2 knockback. -Gain +10 Temp HP. -Your Climb, Jump, and Swim speed is equal to your Acrobatics score. If your Acrobatics is less than 6, it becomes 6. Lasts 3 turns. Perform. |
| 4 | E4 | Power Pose | 1 act | 1 action. Can only be done after a successful attack. You make an Intimidate roll with a +10 bonus. Intimidate vs Will. |
| 4 | F4 | Rejoice | Reactive | Reaction. Any time you make a successful melee attack, you may move 1 space. Upgrades:
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| 4 | G4 | Recoil | Reactive | Reaction. Any time you are successfully hit by a melee attack, you may move 1 space. Upgrades:
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| 6 | D6 | Command Coin | 12 act | 12 actions. You now have a Command Coin that can be used to warp you from where you are to a Preset location. After casting, you are in the Ether, unable to perceive anything or make actions, for 60 actions. You must already be in a location to store it as a Preset, which takes 18 actions. The Command Coin can only hold up to 3 Presets; adding a 4th will require you to drop a previous one. |
| 6 | E6 | Morphin' Time | 12 act | 12 actions. You summon a black or white suit of armor that can only be worn by you. You may dismiss the suit for 2 actions. While donned, no other armor (including head, hands and feet) can be worn. The suit provides Temp HP equal to your Level, and Armor equal to your (Acrobatics + Intimidate) / 2, rounded down. Lasts until dismissed. |
| 6 | F6 | Grenade Mod | 600 act | 600 actions. You build a Mod Pack that automatically modifies all grenades you carry. Switching between Mods takes 6 actions. You may use any of these Mods: Bouncing Bettie: Your grenade will bounce endlessly until it comes within range of a target. Detonator: Your grenade may detonate either after 6 actions or later on as a Reaction. Flashbang: Your grenade deals -3 damage, but stuns everyone hit for 1 turn. Radius: Your grenade's blast range is extended by 2 spaces. Shock: Your grenade deals lightning damage instead, tripled to everyone with 7+ Armor. Transfusion: You heal 1d4 HP for everyone hit by your grenade. Winter: Your grenade limits Move actions to 2 for everyone hit. Hardware: Weaponry. |
| 8 | E8 | Zeo Cell | 600 act | 600 actions. You attach a Zeo Cell to a Ranged weapon, granting its wielder +1 Ranged Attack. Zeo Cells are detachable, and can hold a Zeo Charge that modifies the weapon. Must roll 12+ Weapons/Tools Crafting. Upgrades:
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| 9 | A9 | Burst Charge | 600 act | 600 actions. You upload a Burst Charge into a Zeo Cell. The attached weapon's successful attacks knock back its target 1 space (if 1H) or 2 spaces (if 2H). Must roll +12 Hardware: Weaponry. |
| 9 | B9 | Deflector Charge | 600 act | 600 actions. You upload a Deflector Charge into a Zeo Cell. If the attached weapon is 2H, it emits a plasma shield, granting the user small cover (+5 Reflex) while in use. Must roll +12 Hardware: Weaponry. |
| 9 | C9 | Demo Charge | 600 act | 600 actions. You upload a Demo Charge into a Zeo Cell. Once per battle, the user can add +2 actions to the attached weapon's attack. In doing so, a successful shot will deal half damage to everyone next to the target. Must roll +12 Hardware: Weaponry. |
| 9 | D9 | Medic Charge | 600 act | 600 actions. You upload a Medic Charge into a Zeo Cell. The attached weapon's ammo is modified to heal HP rather than deal damage. Amount is still affected by the target's Armor. Must roll +12 Hardware: Weaponry. |
| 9 | E9 | Muffle Charge | 600 act | 600 actions. You upload a Muffle Charge into a Zeo Cell. When used while in Stealth, the attached weapon's sound is quelched. Roll 1d6. On a 2+, the attack will not break Stealth. Must roll +12 Hardware: Weaponry. |
| 9 | F9 | Prism Charge | 600 act | 600 actions. You upload a Prism Charge into a Zeo Cell. Once per battle, the attached weapon can modify its ammunition to deal random elemental damage (decided by a d6 roll). Must roll +12 Hardware: Weaponry. |
| 9 | G9 | Seeker Charge | 600 act | 600 actions. You upload a Seeker Charge into a Zeo Cell. The user can add +2 actions to the attached weapon's attack. If so, and the attack misses its target, it will find the next closest one, allowing another attack attempt. Must roll +12 Hardware: Weaponry. |
| 11 | A11 | Red Suit | Passive | Requires Morphin' Time.
Passive. Your suit now grants you +2 Fortitude, Athletics, and Aggression. It is permanently Red. Requires: Morphin' Time |
| 11 | D11 | Blue Suit | Passive | Requires Morphin' Time.
Passive. Your suit now grants you +2 Will, Piloting/Driving, and Hardware: Vehicles. It is permanently Blue. Requires: Morphin' Time |
| 11 | G11 | Pink Suit | Passive | Requires Morphin' Time.
Passive. Your suit now grants you +2 Reflex, Insight, and Persuasion. It is permanently Pink. Requires: Morphin' Time |
| 12 | A12 | Enduring | Passive | Passive. Action Hero also heals you for 1 HP each turn while Unarmed. |
| 12 | B12 | Knockback | X | X actions. Deal 1W damage to an adjacent target and knock them back 3 spaces. Weapon vs Fortitude. |
| 12 | D12 | Tactical Retreat | Passive | Passive. Your Dash Attack now grants +4 Move actions, as long as you use them to move away from your target. |
| 12 | E12 | Buzzer | 60 act | 60 actions. Constructs a Buzzer that you can attach to a person. If that target has a lasting psychic effect (Sleep, Charm, Hypnosis, Taunt, etc), the Buzzer will detect it and attempt to shock them out of it. Each turn, the target rolls 1d8. On a 3 or higher, they are instantly shocked out of the psychic attack and they can continue their turn normally. Must roll 20+ Weapon/Tools Crafting. |
| 12 | G12 | Dissuade | Passive | Passive. Upon using Dodge Roll, you may make a Persuasion roll free of action costs. Persuasion vs Will. |
| 13 | A13 | Throwdown | 3 act | 3 actions. While holding your weapon over an adjacent target, activate its secret gravity trigger to knock them prone and keep them pinned down. The weapon must stay atop them for the duration, but the trigger is coded only to your touch. Lasts 10 turns or until deactivated. Hardware: Weaponry vs Fortitude. |
| 13 | B13 | Ram | 6 act | 6 actions. Charge to a target within 4 spaces and deal (3x Unarmed) damage to them, stunning them for 1 turn. Roll 1d6. On a 3 or lower, you are also stunned for 1 turn. |
| 13 | D13 | Turret | 600 act | 600 actions. Constructs a portable Turret that can be deployed on an adjacent space for 12 actions. When complete, the Turret will independently fire at a target within 20 spaces (using your Hardware: Weaponry for its RA) for 2d8 damage each turn. The Turret has HP equal to 2x your Hardware: Weaponry, cannot move, and has no Armor or Defenses. Only 1 Turret can be deployed at a time. Lasts until destroyed or picked up. Must roll 26+ Weapon/Tools Crafting. |
| 13 | E13 | Landspeeder | 600 act | 600 actions. Requires 5 Steel. Constructs a 1-man speeder vehicle that hovers 1 space off the ground and moves at 3 spaces per action. Requires Piloting/Driving rolls of 15+ to pilot during combat. Must roll 26+ Hardware: Vehicles to build. |
| 14 | G14 | Miscellaneous Weapon Proficiency | Passive | Passive. You gain +2 to all Attacks when using an unconventional object as a weapon. |
| 20 | E20 | Zord | 18 act | 18 actions. You summon and teleport to a Zord, a Huge mechanical beast of your choosing that towers up to 10 spaces tall. You are the pilot of the Zord, and all your actions direct its own. Its Stats are as follows: Max HP: 4x your own Fortitude: 2x your own Reflex: Equal to your own Will: 20 Armor: 4 Light Attack: 10+ your own Heavy Attack: 10+ your own Ranged Attack: 5+ your own Damage and damage type are dependent upon your chosen beast. Up to 5 Zords may be combined with each other. If so, their Stats are also added together. Lasts 8 turns or until the end of battle. |
| 24 | F24 | (Color Special) Tier I | β | Color Special: Choose a feat based on your chosen color. Tier I Red: Head Ram: Charge to an enemy within 4 spaces and deal STR damage to them, stunning them for 1 turn. Roll 1d6, and on a 3 or lower, you are also stunned for 1 turn. (STR) Knockback: Deal 1W damage to an adjacent enemy and knock them back 6 spaces. (STR) Lift: You hold up an adjacent enemy with 1 hand. That enemy cannot move or make ranged attacks, but can attempt to break free with a STR roll at least 3 times greater than your STR. While lifting an enemy, you cannot use that hand for anything else. You can use this as many times as you have hands. (STR) Blue: Buzzer: Constructs a Buzzer that you or an ally can attach to their person. If that ally is affected by a psychic attack (Sleep, Paralysis, Hypnosis, Taunt, etc), the Buzzer will detect it and attempt to shock them out of it. Each turn, the ally rolls 1d8. On a 3 or higher, they are instantly shocked out of the psychic attack and they can continue their turn normally. (INT) Turret: Spend a turn deploying a Turret on an adjacent space. When complete, the Turret will fire at the closest enemy for 1d8 damage each turn until destroyed or until the end of battle. The Turret has HP equal to your Intellect, cannot move, and has no Armor, Will, or Reflex. Only 1 Turret can be deployed at a time. (INT) Upgrade Ranged: You can upgrade ranged weapons to deal an extra 1d6 damage. (INT) Pink: Flirt With Death: You Intimidate an adjacent enemy, forcing them to attack you for 3 turns. If successful, you gain +7 Reflex against all physical attacks from that enemy during that time. (CHA) Miscellaneous Weapon Proficiency: You can wield any random object (except for actual weapons) as easily as if it were your lifelong weapon. Sweep: You trip all adjacent enemies. If tripped, an enemy cannot make a melee attack, has -3 Reflex, and can only roll around at 1 speed. They may spend a turn to get back up. (DEX) Black: Double Swing: After every melee attack you make, you may roll 1d6. On a roll of 6, you make an extra melee Basic Attack. (STR) Rescue: If an ally within 3 spaces is successfully hit by a ranged attack, you may instantly jump in front of them and take the attack instead. (DEX) Retaliate: After every successful attack an adjacent enemy makes against you, you may instantly strike back for half the damage. (DEX) Yellow: Cover Fire: Choose an ally. For the remainder of the battle, whenever an enemy moves adjacent to that ally, you may make a Basic Attack against that enemy. This can only be done on the enemyβs Move action, not your allyβs. (DEX) Piercing Shot: You make a ranged attack for 1W damage to an enemy and all enemies in a line behind them. (DEX) Scatter Shot: You make a ranged attack that deals 1W damage in a cone shape. Each projectile stops after hitting its first target. (DEX) |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 9 | H9 | Sting Charge | 600 act | 600 actions. You upload a Sting Charge into a Zeo Cell. The attached weapon allows its user to make an automatic Aggression roll against their target for each successful attack. Must roll +12 Hardware: Weaponry. |
| 9 | I9 | Zoom Charge | 600 act | 600 actions. You upload a Zoom Charge into a Zeo Cell. The attached weapon grants +7 Ranged Attack against targets over 20 spaces away, and +3 Ranged Attack against targets within 20 spaces. Must roll +12 Hardware: Weaponry. |
| 11 | J11 | Green Suit | Passive | Requires Morphin' Time.
Passive. Your suit now grants you +2 Deception, Weapons/Tools Crafting, and Survival. It is permanently Green. Requires: Morphin' Time |
| 11 | M11 | Yellow Suit | Passive | Requires Morphin' Time.
Passive. Your suit now grants you +2 Ranged Attack, Hardware: Weaponry, and Detection. It is permanently Yellow. Requires: Morphin' Time |
| 12 | H12 | Flirt With Death | 2 act | 2 actions. You force an adjacent target to attack you. If successful, you gain +7 to all Defenses against that target. Lasts 3 turns. Aggression vs Will. |
| 12 | J12 | Slice And Dice | Passive | Passive. Hit And Run now activates with 1H weapon attacks. |
| 12 | K12 | Retaliate | Reactive | Reaction. If an adjacent target successfully attacks you, you may spend 2 actions to instantly strike back for half the damage. If their attack brings you to 0 HP, you cannot Retaliate. You may use this in battle as often as you like. Light Attack vs Fortitude. |
| 12 | M12 | Scatter Shot | X | X actions. Your shot from a Ranged weapon now hits everyone in a cone, area 1xR (R = the distance to your target, up to your weapon's maximum range). Ranged Attack vs Reflex. |
| 12 | N12 | Stunning | Passive | Passive. Using Snap Shot lets you use an Intimidation roll free of action costs. Upon success, you slow all targets within 5 spaces by -2 actions on their next turn. Intimidation. |
| 13 | K13 | Double Swing | Passive | Passive. After every melee attack you make, you may roll 1d6. On a roll of 6, you make an extra melee weapon attack. Upgrades:
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| 13 | M13 | Cover Fire | X | Requires an ally within 5 spaces. X actions. You suffer -3 Ranged Attack. However, a target within weapon range, and everyone next to them, suffer -10 Ranged attack. This effect applies whether your weapon attack is successful or not. You may keep using this as long as you have ammo and keep concentrating, not moving or making other attacks. Ranged Attack vs Reflex. |
| 13 | N13 | Piercing Shot | Passive | Passive. Your fired ammunition will always pass through your target, flying to the end of your weapon's range, hitting anyone it comes across for equal damage. Ranged Attack vs Reflex. |
| 14 | K14 | Rescue | Reactive | Reaction. If a target ally within 5 spaces is successfully hit by a ranged attack, you may instantly jump in front of them and take the attack instead. This will cost you 3 actions on your next turn. Must roll 12+ Acrobatics. |
| 14 | M14 | Grenadier | Passive | Passive. You wield Grenade Launchers with extra finesse. You gain +10 Range with them and reloading them costs -1 action (down to a minimum of 1). Grenades launched from them deal 3d12+2 damage to everyone within 6 spaces, with a 3-space knockback. |
| 14 | N14 | Homing Missiles | Passive | Passive. You gain +10 Ranged Attack with launched weapons (guns, bows). If you have Piercing Shot, your shots will seek out any targets within 3 spaces of your previous target. Ranged Attack vs Reflex. |