4.4 KiB
1-Star Mantras
Available from Level 1
2-Star Mantras
Begin appearing at Level 5
3-Star Mantras
Begin appearing at Level 9
1-STAR MANTRAS
Dash
Type: Mobility
Cost: 1 Momentum + 2 Ether
Action: Bonus Action
Cooldown: 2 rounds
Propel yourself up to 6 meters in a straight line.
- Does not provoke opportunity attacks.
- Can pass through enemy spaces (cannot end inside them).
Slide
Type: Mobility
Cost: 1 Momentum + 1 Ether
Action: Bonus Action
Cooldown: 1 round
Lower profile and slide 4.5 meters.
- Counts as half-cover.
- Can pass under obstacles or through narrow spaces.
- If you pass through an enemy’s threatened space, they have disadvantage on opportunity attacks.
Wall Jump
Type: Mobility
Cost: 1 Momentum + 1 Ether
Action: Bonus Action (when adjacent to vertical surface)
Cooldown: 1 round
Kick off a wall and move up to 6 meters in any direction.
- Does not provoke opportunity attacks.
- Resets fall distance if used mid-fall.
Ground Slam
Type: Combat
Cost: 2 Momentum + 2 Ether
Activation: Action (must be airborne)
Cooldown: 2 rounds
Descend rapidly to a point within 6 meters below you.
On impact:
- 1d8 Blunt damage in 3m radius
- 2 Posture damage to all hit
- You take no fall damage
Vector Step
Type: Mobility
Cost: 1 Momentum + 1 Ether
Action: Reaction (when targeted by melee)
Cooldown: 3 rounds
Shift 4.5 meters sideways before the attack resolves.
- Gain +2 to Dodge for that attack.
2-STAR MANTRAS
Overrun
Type: Combat
Cost: 3 Momentum + 2 Ether
Action: Action
Charge 6 meters in a straight line.
- First target hit takes 2d8 Blunt
- Takes 4 Posture damage
- You continue moving past them. Cannot be used if you have less than 5 momentum.
Airstep
Type: Support
Cost: 2 Momentum + 2 Ether
Action: Bonus Action
Create a brief mid-air platform.
- Move 3 meters in any direction while airborne.
- Dash and Wall Jump Cooldowns are reset.
Lift Vector
Type: Mobility
Cost: 3 Momentum + 2 Ether
Action: Bonus Action
Cooldown: 4 rounds
Launch upward up to 9 meters vertically.
- Does not provoke opportunity attacks.
Flow Reset
Type: Support
Cost: All Momentum
Action: Bonus Action
Cooldown: 5 rounds
Stabilize your kinetic systems.
- Immediately lose all Momentum
- Regain 1 posture + 2 ether for every momentum spent
Kinetic Redirect
Type: Combat
Cost: 2 Momentum + 2 Ether
Action: Bonus Action
Cooldown: 2 rounds
After hitting with a melee attack:
- Roll a strength throw against the target. If successful, push the target 3 meters in a direction of your choice.
- Deals +3 Posture damage.
- This Posture damage is doubled if the target hits an obstacle.
3-Star Mantras
Rebound Strike
Type: Combat
Cost: 5 Momentum + 3 Ether
Action: Action
Cooldown: 5 rounds
Strike and ricochet off your target.
- Deal 2d8 Blunt + 4 Posture.
- Immediately move 6m in any direction.
- If you collide with a surface, you may Wall Jump without spending Momentum.
Spinal Breaker
Type: Combat
Cost: 4 Momentum + 3 Ether
Action: Action
Cooldown: 4 rounds
Launch forward in a corkscrew line 6 meters long.
- Each creature in the line takes 2d8 Slash.
- Each takes 2 Posture damage.
- You end at the farthest valid space.
- If you hit at least 2 enemies, gain +2 Momentum.
Terminal Flow
Type: Support
Cost: 6 Momentum + 4 Ether
Action: Bonus Action
Cooldown: 6 rounds
For 3 rounds:
- The first Momentum mantra each round costs 1 less (minimum 1).
- First time you gain Momentum each round, gain +1. When this ends:
- Lose 3 Momentum.
Wallrun Protocol
Type: Mobility
Cost: 4 Momentum + 3 Ether
Action: Bonus Action (must be adjacent to vertical surface)
Cooldown: 4 rounds
Engage traction spikes and run along a vertical surface for up to 9 meters.
- You may move horizontally along the wall.
- You may ascend or descend up to 4.5 meters during the run.
- You do not provoke opportunity attacks during this movement.
- You must end on a valid surface (wall, floor, or ledge). If you attack during the wallrun:
- Gain +1 Momentum.
- Your attack gains +2 Posture damage.