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Mar 10th, 2020
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  1. Sleepwalk - Standard Action
  2. Cost: 3 Strain
  3. Effect: Establish a Burst 3 Dream Aura. Roll 4d6 and set them aside. They become Dreams and Nightmares. All rolled 1s become Nightmares. All other results become Dreams. Put the Dream and Nightmare dice in their respective boxes on your Player Board.
  4.  
  5. Nightmares: You have a penalty to your Resolve equal to the total pip value among Nightmares you're holding. At the start of your turn, increment each Nightmare's value by 1.
  6.  
  7. Dreams: You may spend Dreams to gain effects according to the table below. You may spend any Dream as if it were its rolled value or below.
  8.  
  9. Dreams Effects
  10. 2 - Free Action on your turn - Teleport anywhere within your Dream Aura.
  11. 3 - Reaction; Trigger: A character begins their turn - Slide the triggering character up to 3 squares. An unwilling target may make a Resolve Save to prevent this effect. Foes in your Dream Aura do not Save.
  12. 4 - Reaction; Trigger: A foe begins their turn - The triggering foe must make a Resolve Save or become Sealed until the end of their turn. Foes in your Dream Aura do not Save.
  13. 5 - Reaction; Trigger: A foe begins their turn - The triggering foe must make a Resolve Save or become Blinded until the end of their turn. Foes in your Dream Aura do not Save.
  14. 6 - Reaction; Trigger: A character begins their turn - Slide all characters in your Dream Aura up to 3 squares.
  15.  
  16.  
  17. Expel Nightmare - Standard Action
  18. Cost: 2 Strain
  19. Targets: 10 sq, 1 Target; vs Resolve
  20. Hit: Expel Nightmare deals damage and effects depending on the total pip value among Nightmares you're holding.
  21. 1-2: 2d6 magic damage, slide the target up to 1 square, and they are Dazed until the start of your next turn
  22. 3-4: 3d6 magic damage, slide the target up to 2 squares, and they are Dazed until the start of your next turn.
  23. 5+: 4d6 magic damage, slide the target up to 4 squares and they are Stunned until the start of your next turn. If you have already hit the target with this effect in this Scene, they are Dazed instead of Stunned.
  24. Miss: Half damage. The target is Dazed until the start of your next turn.
  25. Effect: Discard all Nightmares you're holding.
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