153 lines
4.4 KiB
Markdown
153 lines
4.4 KiB
Markdown
### 1-Star Mantras
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Available from **Level 1**
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### 2-Star Mantras
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Begin appearing at **Level 5**
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### 3-Star Mantras
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Begin appearing at **Level 9**
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---
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# 1-STAR MANTRAS
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---
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## Dash
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**Type:** Mobility
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**Cost:** 1 Momentum + 2 Ether
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**Action**: Bonus Action
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**Cooldown:** 2 rounds
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Propel yourself up to **6 meters** in a straight line.
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- Does not provoke opportunity attacks.
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- Can pass through enemy spaces (cannot end inside them).
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## Slide
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**Type:** Mobility
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**Cost:** 1 Momentum + 1 Ether
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**Action:** Bonus Action
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**Cooldown:** 1 round
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Lower profile and slide **4.5 meters**.
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- Counts as half-cover.
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- Can pass under obstacles or through narrow spaces.
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- If you pass through an enemy’s threatened space, they have disadvantage on opportunity attacks.
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## Wall Jump
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**Type:** Mobility
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**Cost:** 1 Momentum + 1 Ether
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**Action:** Bonus Action (when adjacent to vertical surface)
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**Cooldown:** 1 round
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Kick off a wall and move up to **6 meters** in any direction.
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- Does not provoke opportunity attacks.
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- Resets fall distance if used mid-fall.
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## Ground Slam
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**Type:** Combat
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**Cost:** 2 Momentum + 2 Ether
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**Activation:** Action (must be airborne)
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**Cooldown:** 2 rounds
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Descend rapidly to a point within 6 meters below you.
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On impact:
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- 1d8 Blunt damage in 3m radius
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- 2 Posture damage to all hit
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- You take no fall damage
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## Vector Step
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**Type:** Mobility
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**Cost:** 1 Momentum + 1 Ether
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**Action:** Reaction (when targeted by melee)
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**Cooldown:** 3 rounds
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Shift 4.5 meters sideways before the attack resolves.
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- Gain +2 to Dodge for that attack.
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---
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# 2-STAR MANTRAS
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---
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## Overrun
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**Type:** Combat
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**Cost:** 3 Momentum + 2 Ether
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**Action:** Action
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Charge 6 meters in a straight line.
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- First target hit takes **2d8 Blunt**
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- Takes 4 Posture damage
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- You continue moving past them.
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Cannot be used if you have less than 5 momentum.
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## Airstep
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**Type:** Support
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**Cost:** 2 Momentum + 2 Ether
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**Action:** Bonus Action
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Create a brief mid-air platform.
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- Move 3 meters in any direction while airborne.
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- Dash and Wall Jump Cooldowns are reset.
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## Lift Vector
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**Type:** Mobility
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**Cost:** 3 Momentum + 2 Ether
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**Action:** Bonus Action
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**Cooldown:** 4 rounds
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Launch upward up to 9 meters vertically.
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- Does not provoke opportunity attacks.
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## Flow Reset
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**Type:** Support
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**Cost:** All Momentum
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**Action:** Bonus Action
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**Cooldown:** 5 rounds
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Stabilize your kinetic systems.
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- Immediately lose all Momentum
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- Regain 1 posture + 2 ether for every momentum spent
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## Kinetic Redirect
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**Type:** Combat
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**Cost:** 2 Momentum + 2 Ether
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**Action:** Bonus Action
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**Cooldown:** 2 rounds
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After hitting with a melee attack:
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- Roll a strength throw against the target. If successful, push the target **3 meters** in a direction of your choice.
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- Deals +3 Posture damage.
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- This Posture damage is doubled if the target hits an obstacle.
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---
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# 3-Star Mantras
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---
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## Rebound Strike
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**Type:** Combat
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**Cost:** 5 Momentum + 3 Ether
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**Action:** Action
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**Cooldown:** 5 rounds
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Strike and ricochet off your target.
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- Deal 2d8 Blunt + 4 Posture.
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- Immediately move 6m in any direction.
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- If you collide with a surface, you may Wall Jump without spending Momentum.
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## Spinal Breaker
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**Type:** Combat
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**Cost:** 4 Momentum + 3 Ether
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**Action:** Action
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**Cooldown:** 4 rounds
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Launch forward in a corkscrew line 6 meters long.
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- Each creature in the line takes 2d8 Slash.
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- Each takes 2 Posture damage.
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- You end at the farthest valid space.
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- If you hit at least 2 enemies, gain +2 Momentum.
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## Terminal Flow
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**Type:** Support
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**Cost:** 6 Momentum + 4 Ether
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**Action:** Bonus Action
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**Cooldown:** 6 rounds
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For 3 rounds:
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- The first Momentum mantra each round costs 1 less (minimum 1).
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- First time you gain Momentum each round, gain +1.
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When this ends:
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- Lose 3 Momentum.
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## Wallrun Protocol
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**Type:** Mobility
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**Cost:** 4 Momentum + 3 Ether
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**Action:** Bonus Action (must be adjacent to vertical surface)
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**Cooldown:** 4 rounds
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Engage traction spikes and run along a vertical surface for up to **9 meters**.
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- You may move horizontally along the wall.
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- You may ascend or descend up to 4.5 meters during the run.
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- You do not provoke opportunity attacks during this movement.
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- You must end on a valid surface (wall, floor, or ledge).
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If you attack during the wallrun:
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- Gain +1 Momentum.
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- Your attack gains +2 Posture damage.
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## Related notes
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- [[Players/AXIOM-07/AXIOM-07 “DEVIANTCORE”|Character sheet]]
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