Jump to content

Simon Retold

Members
  • Content Count

    980
  • Joined

  • Last visited

About Simon Retold

  • Rank
    Member
  • Birthday 09/20/1972

Profile Information

  • Location
    In a galaxy far, far away...

Recent Profile Visitors

939 profile views
  1. Simon Retold

    No More Android…?

    https://www.fantasyflightgames.com/en/news/2018/6/8/jacking-out/ Huh. Wonder where this goes from here.
  2. Simon Retold

    [Genesys Realms] Emberstorm: Realms of Magic

    Felynx A proud people, the felynx are possessed of a wild, feral appearance, strange traditions, and secretive nature. Because of this, it took the humans of Scryr some time to accept them. Some still do not, preferring to see the feline-like race as little more than upright house cats who require a bit of taming. It is for this very reason that the felynx distrust humans in general; when they first emerged from the Primordial Weird, they were a considered a curiosity that some humans sought to domesticate and enslave. It took centuries to change that opinion. Felynx are bipedal creatures that bear a strong resemblance to cats, both large and small. Their feline attributes - large ears, claws, pawed feet, tail, and fur - vary from one group to another. Kaddiska Felynx Appearance It would be impossible to describe all Kaddiska felynx because of the tremendous diversity in their appearance. Some have tortoise shell fur, others have patchwork, and still more have the look of wearing masks and socks. Solid colors, such as white or black, are more rare, but not so much as to be considered special. There are short-haired and long-haired felynx, with blue eyes or green, amber or brown. Some have ears that flop over, though most do not. Most are lithe, athletic hunters who walk softly on padded paws. A rare few - mostly those who have taken up sedentary occupations - have managed to thwart their natural metabolism and get a little thick around the middle. The felynx of Kaddiska usually go barefoot, though some few have started wearing "paw shoes," a type of soft leather boot designed around the felynx' catlike feet. Otherwise, felynx dress with as much variety as humans. Society Kaddiska felynx have long since discarded the tribalism they brought with them through the Weird, building a representative government structured as a larger version of their individual families. Families are known as clatters. An entire village - or a district of a larger city - is known as a clowder. Clowders are led by a circle of leadership known as a conclave, which is made up of delegates from each clatter. Members of the conclave then select delegates from among their number to represent their clowder in the Grand Conclave, the body who governs Kaddiska. This form of government seems strange to most humans, many of whom are accustomed to being ruled by kings, emperors, and other monarchs. Felynx in the more metropolitan regions Kaddiska have little need to hunt for their food. Cities tend to be built on rivers or along the nation's oceanic coastline, and fishing has become the primary source for food among their people. Despite this, they maintain their status as skilled stalkers, and many of the smaller villages rely on local game in order to eat. Culture From the outside, much of the culture of the Kiddiska felynx appears to be an odd parody of human traditions. This is likely because the felynx have borrowed so heavily from human architecture and art, melding it with their own to create something that seems almost (but not quite) familiar. For instance, prior to their arrival on Scryr, all felynx music was a cappella and intentionally dissonant, as they believed the audible discord conveyed emotion more aptly than harmony. They have since borrowed musical instruments - strings, woodwinds, horns, and drums - from humans, but have maintained their preference for discord. As a result, much of the music from Kaddiska sounds grating to the non-felynx ear, played by amateurs. In truth, felynx are among the most skilled bards and minstrels among the races, largely due to their acute dexterity, more than capable of playing harmonic music, should they elect to do so. While they are not a particularly spiritual people, many felynx believe Aluma, the human ascendant, is an avatar of Ailura, the goddess they worshiped in their previous home. The few open-air temples of Ailura that remain are recognized as shrines to Aluma, as well. Species Abilities Kaddiska Felynx Brawn Agility Intellect Cunning Willpower Presence 2 3 2 2 1 2 Starting Wound Threshold: 10 + Brawn Starting Strain Threshold: 10 + Willpower Starting XP: 100 Starting Skills: Kaddiska felynx start the game with 1 rank in Coordination or Streetwise. They still may not increase these skills above 2 during character creation. Claws: Kaddiska felynx possess sharp, retractable claws and may choose to attack with the following weapon profile: (Brawl; Damage +1; Critical 3; Range [Engaged]; Vicious 1). Ahz'lahan Felynx Appearance Of thicker stock than most felynx, the Ahz'lahan bear a regal presence. Generally, they share very similar coloring across the tribe. Short amber fur covers their muscular forms. Males wear thick manes that wrap around their head, often covering their shoulders and upper chest. These manes are usually blonde, chestnut, ginger, or black, but can be any shade in between. Their tails end in a tuft of matching fur. Females possess neither the mane nor the tail tuft. An all-black or all-white Ahz'lahan felynx is even less common then those colors among their Kaddiska cousins; the birth of a white or black Ahz'lahan is often seen as a sign or portent from the heavens. The Ahz'lahan tend to wear loose-fitting robes, or light tunics with baggy shalwar-style pants, usually in muted earth tones so as to not draw attention to themselves. Society The earliest to diverge from the Kaddiska felynx, the Ahz'lahan live in the mountain monasteries of Jin Dahgi. Their monastic lifestyle is both communal and ascetic. Each monastery governs itself, developing rules and doctrines according to the traditions of the Ahz'lahan. Decisions are made by community vote, and ratified by a council of five elders. (These votes, called mrawl'satar (voice of stone) are performed anonymously, with each member of the monastery placing either a white or black stone in a coffer sometime during the three days allotted to for the vote. The votes are then counted by the elders.) It is not rare for one of the Ahz'lahan to leave the monastery. Members journey out into the world for a number of reasons. Foremost among these are pilgrimages into the greater world, but it isn't uncommon for one of the Ahz'lahan to be requested as a mediator between two nations having a trade dispute or looking to avoid war. Culture While the Ahz'lahan lead peaceful lives as monks, it was not always so; at one time, the leonine felynx were the most militant of all felynx and considered leading their people - a unified nation of felynx - in a war of dominance with the other peoples of Scryr. It was but a single voice of reason, that of philosopher poet Kyrios Ahz'lan, that dissuaded the felynx from attempting to conquer the other races. Most of the leonids, humbled by Kyrios' words and persuaded to take up a more peaceful life, left the greater felynx community as pennance for their hubris, moving to the mountains of Jin Dahgi. There, they assumed Kyrios' name as their own, calling themselves the Ahz'lahan, and studying their mentor's poems and philosophical writings. Each generation, a new spiritual leader - a new Kyrios Ramir (or whisker of Kyrios) - of the Ahz'lahan is born. While the leonine felynx see the birth of a white-furred or black-furred felynx to be a sign from the heavens, it is not always these Ahz'lahan who become the new Kyrios Ramir. Instead, the birth of a white Ahz'lahan is often thought to signify the coming of a new leader, and the birth of a black cub to announce the end of the current one's time of service. The Kyrios Ramir is believed to be the avatar of the urumura - the nothing-and-everything - and therefore without flaw. The Ahz'lahan do not spend all their time pouring over the writings of Kyrios Ahz'lan or his successors. Indeed, as much of their time is spent traning their bodies as disciplining their minds and spirits. As a result, they have become masters of the martial art of krang usri (or without claw). Traditionally, the leonids file their claws, purposely dulling them so they cannot be used in combat, as attacking with sharpened claws is seen as aggressive, a return to a time prior to their current beliefs. Krang ursi does not, however, preclude the use of weapons, and many Ahz'lahan have become skilled masters of blade and bludgeon. This martial training is intended to be used in defense of self and of the helpless, not as a means to attack for personal gain. Species Abilities Ahz'lahan Felynx Brawn Agility Intellect Cunning Willpower Presence 2 2 2 1 3 2 Starting Wound Threshold: 9 + Brawn Starting Strain Threshold: 11 + Willpower Starting XP: 100 Starting Skills: Ahz'lahan Felynx start the game with 1 rank in Brawl or Knowledge (Lore). They still may not increase these skills above 2 during character creation. Untouchable: Once per encounter, an Ahz'lahan felynx may make an Average () Discipline check as a maneuver. Until the end of their next turn, reduce incoming damage from all sources by 1 for each uncancelled . Jah'gawar Felynx Appearance Most Jah'gawar are the color of rich honey patterned with dark - often black - rosettes, but others - dubbed by the shamanistic traditions of the Jah'gawar as the Paw'nathar - appear to be pure black. On closer inspection, and usually only in bright light, these darker members of the tribe simply have dark, nearly black fur with even darker rosettes. Because they tend to be proud of the colors and patterns of their fur, Jah'gawar felynx often dress in as little as possible, at least within their own society. Loincloths and chest wraps satisfy the requirements of common courtesy. Outside of Jah'gawar villages, however - and especially among the other races of Scryr - they tend to dress much the same as Kaddiska felynx. Society The Jah'gawar largely live in the tree villages of the Yagwe jungles, a sprawling rainforest covering the center of Ezora Major. Like most felynx, they are natural hunters. A Jah'gawar community, known as a leap, is relatively unstructured. The most clever of them - both male and female - lead their hunting parties in order to provide a communal supply of food, but there is no organized group that makes laws or passes judgment. The community as a whole determines when a member of the leap has done something worthy of judgment, and usually enacts justice as a body. Most offenses, however, are handled individually, between the offender and the victim. Only certain crimes are deemed vile enough to receive punishment from the entire leap - murder chief among them - and those found guilty are usually exiled. These exiles - called urramir'na (whiskerless) - are branded by the removal of their whiskers and the clipping of their ears before they are banished from the Yagwe, and few Jah'gawar will ever associate with one again, even out in the world. Culture The Jah'gawar felynx live in communal harmony, sharing the work necessary to maintain the village across the entire leap. Those who hunt - which includes three quarters of any Jah'gawar community - provide food for all, while others maintain dens, instruct the young, and care for the old and infirm. Among the felynx, the Jah'gawar are the most inclined toward spiritual beliefs. At least one shaman lives within each leap - a ramir'nashar, or hundred whiskered one - who carries forward the traditions of the tribalistic religion the Jah'gawar have followed since before emerging from the Weird. The ramir'nashar performs religious rites and serves as counselor and mediator during disputes. The Jah'gawar revere Bast, and claim to have done so since the dawn of their kind. The Jah'gawar have no concept of marriage. When a female determines she is ready to bear children, she will chose from among the available males - generally the strongest and most cunning of hunters - to father her cubs. Once a male sires cubs, he is removed from the pool of available males for three years. Cubs are then raised by the entire leap, while the mother returns to her duties. Those born as Paw'nathar are treated with a degree of reverence, and are sometimes called the Children of Bast. They are provided the most skilled mentors and afforded the best portions of food to assure they grow up both hale and clever. Species Abilities Jah'gawar Felynx Brawn Agility Intellect Cunning Willpower Presence 2 2 2 3 2 1 Starting Wound Threshold: 9 + Brawn Starting Strain Threshold: 11 + Willpower Starting XP: 100 Starting Skills: Jah'gawar felynx start the game with 1 rank in Coordination or Survival. They still may not increase these skills above 2 during character creation. Claws: Jah'gawar felynx possess sharp, retractable claws and may choose to attack with the following weapon profile: (Brawl; Damage +1; Critical 3; Range [Engaged]; Vicious 1). Paw'nathar: At character creation, you may spend 10XP in order to start the game as one of the Paw'nathar. These felynx start the game with Stealth as a career skill. Additionally, they start the game with 1 rank in Stealth. They still may not increase this skill above 2 during character creation. Shere'khan Felynx Appearance The Shere'khan felynx have striped fur, usually alternating between black and shades of orange, with white extending from the underside of the chin down to their lower torso. They are the tallest of the felynx, and powerfully built, designed by nature and nurture to be fierce warriors. Shere'khan often augment their natural claws with vicious blades called nekode in order to make themselves more deadly in battle. Shere'khan dress similarly in style to their Ahz'lahan cousins, though they tend to prefer bright, flashy colors and more expensive fabrics. Society The Shere'khan (or tribe of the king) live in small groups called ambushes, each one led by a khan, who holds absolute sway over his or her people. These small monarchies rarely stay in one place for long, preferring a nomadic lifestyle. Members of Shere'khan society are ranked at various degrees of two different castes: krang (claw) or vawr (fang). The nobles among them are ranked (in descending order) first through fifth fang, and the common first through fifth claw. The only means by which one might change either their rank or their caste is by receiving a boon from the khan. The khan is chosen by rite of combat; any member of a given ambush is allowed to challenge the current khan (though the khan has the right to refuse a challenge made by a member of the krang caste). The rite is a fight to the death, which gives most Shere'khan pause. After all, a khan rules because they won their rite of combat, proving themselves more powerful than the previous khan. As a result, it has become tradition for the khan to choose their successor, submitting to death by rite of combat only once they have reached their elder years. Besides the khan, most ambushes includes a number of elderly felynx whose job it is to serve as advisors to their leader as the voice of their people. These groups, known as the vawr'lor (or old tooth) range from three members to a dozen, depending on the size of the ambush. A khan ignores the advice of the vawl'lor at his own peril. A few khans, those who desire power above all else, have disbanded their vawr'lor. Such action usually ends poorly for the khan. Culture The Shere'khan have discarded what they consider superstitious religious beliefs. Rather, they have cultivated a system of honor among themselves, under which the khan can determine who rises and falls in caste and rank. They think themselves wise in the ways of the world, and look down upon other felynx, save for the Ahz'lahan, for whom they profess a cautious respect. Moreover, with exception of the urgo, they harbor a strong distaste for the other races of Scryr, believing them to be poor warriors and worse hunters. Despite this dislike of others, the Shere'khan are wily enough to know when to reveal their prejudices and when to keep them silent. They are shrewd merchants skilled at bartering, usually gathering odd items during their travels. When an ambush reaches a settlement on its journey, there is a good chance it will stop and set up shop in the local market square (or just outside of town, if there is no market square). Species Abilities Shere'khan Felynx Brawn Agility Intellect Cunning Willpower Presence 3 2 2 2 1 2 Starting Wound Threshold: 11 + Brawn Starting Strain Threshold: 9 + Willpower Starting XP: 100 Starting Skills: Shere'khan felynx start the game with 1 rank in Athletics or Negotiation. They still may not increase these skills above 2 during character creation. Claws: Shere'khan felynx possess sharp, retractable claws and may choose to attack with the following weapon profile: (Brawl; Damage +1; Critical 3; Range [Engaged]; Vicious 1). Nekode: If you spend 10XP at character creation, your character starts the game with steel nekode, razor-sharp steel blades attached to their claws. The nekode can only be removed by a Daunting () Medicine check. The GM can spend to declare that the character has been temporarily declawed. The nekode change the weapon profile of Shere'khan claws to: (Brawl; Damage +2; Critical 2; Range [Engaged]; Pierce 1, Vicious 1). http://wiki.genesysrealms.com/index.php?title=Felynx
  3. Simon Retold

    Quick question - overland map creation software

    Other World Mapper looks amazing. I'm going to have to set aside some funds for that one.
  4. Simon Retold

    Harry Potter

    Sharing a concern that could have a negative impact on the entire Genesys community isn't whining, Daeglan. Some of us are trying to have a rational discussion concerning the legal and moral implications of a Harry Potter fan project for Genesys. What a strange thing to do on the boards dedicated to said game!
  5. Simon Retold

    Harry Potter

    After doing a bit of a search, I have discovered that the Harry Potter theme is not currently behind a paywall at all. It is password protected, but the login information was easily obtainable through Google, as GMC (I assume "GM Chris") posted it publicly to Kickstarter on February 18th.
  6. Simon Retold

    Harry Potter

    Fair Use has exactly two applications: To create a derivative work as a parody of the original. (Many of Weird Al Yankovic's songs, for instance, would fall under Fair Use doctrine, even though he is courteous to enough to ask permission from the original artist.) To use a portion of the material under copyright in order to critique or criticize said material, or for the purposes of research, reporting, or instruction. These are the only reasonable applications of Fair Use under current laws. Don't get me wrong, this is all a murky gray area, and the owner of the intellectual property would have to prove that there has been infringement, but there have been plenty of cases like this - mostly in the video game world, where people have made independent video games from someone else's IP and distributed them for free, only to receive cease and desist orders or end up at the wrong end of a lawsuit - and none of them have come down on the side of the game designer. Further, locking a "vault" behind a paywall means that they are, as plenty of people have stated, profiting off the items in said vault. Believe me, as a writer and a hobbyist game designer (with aspirations to do more), I have studied this thoroughly. My concern has nothing to do with whether I can download their PDF or not, as you insinuated to Imbasel earlier. My biggest concern is that FFG will see some kind of backlash from any potential action JKR's legal team carries out, and it will be the nail in the coffin of any sort of Open Gaming License for Genesys. I think we all have a vested interest in making sure things are above the board.
  7. Simon Retold

    Harry Potter

    This is why I'm looking forward to when they make a decision about OGL (or something similar). Until FFG makes some sort of decision concerning this stuff, creating Genesys content and putting it behind a paywall - even a temporary one - could be a really bad idea. And like Imbasel stated, it's also distributing a game based on trademarked intellectual property, and JKR has been vocal in the past about how she feels about that sort of thing.
  8. Simon Retold

    Magic seems like it's set to low damage

    @Wisconsen: We're probably going to have to agree to disagree on this for a number of reasons. You seem to think (and I could be wrong here) that the magic rules have to be taken as a whole or not at all, which doesn't seem to be the case, since the devs themselves a) put the magic rules in the Alternate Rules section of the book and b) drop at least one implement in the core book for Realms of Terrinoth, specifically because it wasn't setting-appropriate. Moreover, if magic implements were intended to be weapons, they would include weapon stats. We've seen rules that show one object being able to be used for alternate purposes - a light spear, for instance, is listed as a melee weapon, but has thrown weapon stats in its description - so if the magic staff was intended to be used as a quarterstaff, you'd think the devs would include that information in the text. Then there's the classification of magic implements in the Realms of Terrinoth book, which are distinct and discrete from magic weapons and other items. Finally, the argument of claiming that magic implements are like melee or ranged weapons is invalid, since the magic itself comes from the user, not the weapon. The magic is what is doing the damage, and that power is innate in the character, not the implement, which only services as a focus of that power. If indeed they were the weapon itself, the caster would be unable to perform magic without it. Suggesting that Brawl weapons disprove my point doesn't work, because the CRB already points out that Brawl weapons work differently, that they augment the brawl attack, rather than allow it. A bow allows a ranged attack. A magic implement augments a magic attack, not "the thing you are attacking with as you are using them to attack," as you claim. This is made plain in the CRB section you quoted earlier, which read: (Emphasis mine, of course.) So then the question lies, what is the source of the magic? Answer that question and you will understand the why behind implements not being the item used to attack. (Yes, that was probably snarky. But you are right; it's good to know the why of things.) Perhaps the best way to look at both magic implements and Brawl weapons would be to see them as something intermediary - somewhere betwixt a weapon and an enhancement - that augments the attack (especially since this is how the CRB pretty much already defines Brawl weapons). Also, I suppose the simplest and most elegant solution would be - in a setting in which there were no implements - simply double the base damage (Characteristic x2) for spells normally, and have the Empowered upgrade increase that to three times base damage (Characteristic x3). Other effects caused by implements can be folded into talents (as was done in Realms of Terrinoth) or can be a side benefit of magic items (ones that are not necessarily implements).
  9. Simon Retold

    Magic seems like it's set to low damage

    That's something I was already working on in the next implementation of those talents, @Richardbuxton - adding that only certain metamagic talents can work coherently with each other. It seems to be the most elegant of the ideas you've suggested.
  10. Simon Retold

    Magic seems like it's set to low damage

    Allow me to apologize then, for coming across as hostile. I may have misunderstood the intent in your prior response on this thread after my first response to you. I can look back and see how you might think it was hostile... I can assure you, it was not. My next post, not so much. I can feel the hostility in it when I read it back to myself. I am sorry. Let's keep this to debate - point and counterpoint - and move forward. I was concede that, in a couple of those ways, magic implements are more like weapons, but would suggest that perhaps you're not 100% correct in a few of them. First, while they do add damage, none of them (as far as I'm aware) bear any weapon properties (like Knockdown, Vicious, etc.). The weapon properties come in the form of upgrades to the spell itself. The magic implements do indeed add to the damage of an attack, like melee weapons, but unlike those weapons the same attack can generally be made without the implement. There is nothing in the description of the magic staff that suggests it can be used as a weapon. On the other hand, there are ways they act more like attachments. They are not the item that creates the base attack, but enhance that attack. (Brawl weapons do this, as well, and the book describes them as augmenting the base attack, but other weapons are the thing you are attacking with.) They provide additional options that normally wouldn't be available by using the weapon (magic) itself. They have mods like weapon attachments, in the form of the materials used to make them (in Realms of Terrinoth). So maybe you and I are just reading this differently. To me, if it says this "represents magic doing more damage when focused correctly, and brings the damage totals in line with regular weapons," it sounds like they're saying that it brings magic - the innate skill of the caster - in line with the damage of other weapons. In other words, the implements themselves are add-ons designed to adjust how magic works, much like attachments are add-ons designed to adjust how weapons work. There are significantly more talents for ranged and melee combat than there currently are for magic combat or magic in general. This is meant as a legitimate question, and not being hostile at all, but do you consider the Duel Wielder talent an XP tax on playing a melee character, or the Rapid Archery an XP tax on playing an archer? Creating talents for a caster is no different. I understand that. I made it plain pretty early on that I wrote the talents I listed earlier in the thread on the fly; there was no play testing, not even running numbers at Anydice.com. They were, like you presented, a homebrew barebones idea that could be expounded upon and adjusted (and, if you look closely, we already started doing so in this thread after c_beck's response). And yes, I understood the why behind the developers adding implements, but I was presenting a solution to a problem the developers hadn't addressed, specifically a world where magic was 100% dependent upon the caster's innate ability. That's all. Adding a handful of talents - properly tested and balanced - is a minor change to a game like this, and one promoted by the developers in the core rule book. That isn't to say your solutions aren't just as valid. I just like mine better. *shrugs*
  11. Simon Retold

    Magic seems like it's set to low damage

    Very true, @Richardbuxton, which is why I would probably convert those bonuses to non-stackable 15- to 25-point metamagic talents.
  12. Simon Retold

    Magic seems like it's set to low damage

    You are right, I had to reread it. Instead of saying it in his first post, he said it in his first reply. I was so off. I’ve bolded and italicized the relevant text. As for whether or not we can compare a magic attack to a weapon attack, the notion that you can’t is, simply put, silly. They are both attacks, they both do damage. Implements are not the equivalent of magic weapons. They are the equivalent of weapon attachments. Magic itself is the equivalent of the weapon with baseline damage and various upgrades you can make when casting a spell. There is nothing inherent to the system that requires a magic implement in order to increase damage, it’s just the default way the developers did it. Fortunately for us, the developers also gave us a very open ended system that allows for the creation of talents and other abilities so we don’t have to rely on the magical equivalent of weapon attachments if it doesn’t fit our ideas for a setting. Your solution is mostly fine, if a little overpowered for starting characters. The only flaw I see is that you provide no room for the magic caster to improve, other than just by base skill. At the risk of becoming subject to your wrath once more, let me point out again the magic/weapon comparison. Unless you’re providing some other means for the caster to advance in power, your solution is essentially like giving an archer a base bow and never offering anything better. Any solution that allows for a path to upgrade without diving into the world of magic implements is going to create a little mechanical mess. I would rather bake the mechanical mess into talents, myself.
  13. Simon Retold

    Magic seems like it's set to low damage

    Perhaps you didn’t read the original post in which it was stated this campaign setting would have no magic implements. That’s the reason he wants to improve magic damage. Another words no +4 damage from a staff, so Empowered only pushes it to 8 damage for a difficulty increase of +. In other words, to replicate the damage of a long bow at short range, the caster is rolling against while the archer is rolling against .
  14. Simon Retold

    Magic seems like it's set to low damage

    I get that. I wrote these talents on the fly, and didn’t even bother checking them for game balance. They were just there as an idea, a concept to play with. Essentially, since this is a custom campaign setting, you could just re-skin Conduit as Arcane Assault (Improved). Then, of course, make it Tier 4. As for the “you only get one action” limitation, Conduit skirts it. There’s no reason another talent couldn’t.
  15. Simon Retold

    Magic seems like it's set to low damage

    One of the beauties of Genesys is that it is extensible by design. The developers gave us tools to use to create new systems to make our games the way we want them. One option in this case would be to reskin the Feral Strength talent from the Star Wars RPG. Spell Power Tier: 2 Activation: Passive Ranked: Yes Description: Add 1 damage per rank of Spell Power to one hit of a successful attack using a magic skill. This way you have a font of power that becomes more expensive to purchase for each upgrade. Alternately, you could go with a multi-tiered approach. Arcane Assault Tier: 1 Activation: Passive Ranked: No Description: Increase the damage of successful attacks using a magic skill by 1. Arcane Assault (Improved) Tier: 3 Activation: Active Ranked: No Description: Once per encounter, as a maneuver, perform a magic attack. This does not count against the total number of spells you can cast this round. Arcane Assault (Supreme) Tier: 5 Activation: Passive Ranked: No Description: On a successful attack using a magic skill, each uncancelled adds 2 damage to one hit of the attack. This way limits the power a little, but still makes for some pretty huge numbers, with enough uncancelled successes.
×