Miridon Hunters RPG
 
 

Chapter 5: Flairs


Flairs are one-time boosts that customize a character to fit a specific role.

Cost - The cost to purchase a new flair is 0 skill points for the initial flair, then an increasing price of 10 * [Current Flair Count] where [Current Flair Count] is the number of flairs currently owned before the purchase. This means that the cost for each flair is 0, 10, 20, 30, etc.

General Flairs:


Agile Strike:
Condition: [Weapon Weight] < [Maximum Weight Penalty]
If the character is wielding a [Weapon] with a [Weapon Weight] less than the [Maximum Weight Penalty], then the [Weapon] can gain additional [To Hit Bonus]. [To Hit Bonus] of the [Weapon] increases by 1 for every 2 the character's [Maximum Weight Penalty] exceeds the [Weapon Weight] of the [Weapon].

This is calculated based solely on the [Weapon Weight] of the [Weapon], and does not factor in the character's [Weight Penalty].

Normal: The [To Hit Bonus] is unmodified.



Agile Evasion:
Condition: [Weight Penalty] < [Maximum Weight Penalty]
If the character's [Weight Penalty] is less than the [Maximum Weight Penalty], then their [Passive Evasion] is increased. The character's [Passive Evasion] will be increased by 1 for every 2 the character's [Maximum Weight Penalty] exceeds the character's [Weight Penalty].

Normal: The character's [Passive Evasion] is only based on the character's [Armor].



Advanced Agile Evasion:
Pre-requisite: [Agile Evasion]
Condition: [Armor Weight] < [Maximum Weight Penalty]
If the character's [Armor Weight] is less than the [Maximum Weight Penalty], then their [Passive Evasion] is increased. The character's [Passive Evasion] will be increased by 1 for every 2 the character's [Maximum Weight Penalty] exceeds the character's [Armor Weight].

Normal: The bonus from [Agile Evasion] is based on the character's [Weight Penalty] rather than their [Armor Weight].



Ambidexterity:
Any two [Weapons] pairs using only the following [Weapons] are now [Balanced] with each other and themselves:
[Pistol]
[Tesla]
[Sword]
[Shield]
[Grappling Weapon]

Normal: Pistols are [Balanced] with other pistols. Swords are [Balanced] with shields.



Advanced Ambidexterity:
Pre-requisite: [Ambidexterity]
Any [Weapon] is [Balanced] with a [Weapon] listed [Ambidexterity]. These [Weapons] are not [Balanced] with each other or themselves. These new [Weapons] include:
[Drills]
[Hammers]
[Sniper Rifles]
[Shotguns]

Normal: Only [Weapons] from [Ambidexterity] are [Balanced] with [Weapons] from [Ambidexterity].



Greater Ambidexterity:
Pre-requisite: [Advanced Ambidexterity]
All [Weapons] are [Balanced] with each other and themselves.

Normal: [Weapons] from [Advanced Ambidexterity] are not [Balanced] with other [Weapons] from [Advanced Ambidexterity] or themselves.



Sword Dancer:
If the character is wielding two [Weapons], one or more [Weapon] is a [Sword], and the [Weapons] are [Balanced], then all attacks for both [Weapons] use the [To Hit Bonus] of the [Weapon] with the higher [To Hit Bonus].

The [To Hit Bonus] of each [Weapon] is calculated including the [To Hit Bonus] of the [Weapon], and the effects of [Melee Boost], [Gun Boost], and [Agile Strike].

The [To Hit Bonus] excludes the temporary effects of [Power Attack] for this calculation.

Normal: If two [Weapons] are being wielded, each uses their own [To Hit Bonus] value.



Parry:
Pre-requisite: [Riposte] Special Ability
If a character who is wielding a single [Sword] and no other [Weapon], then their [Active Evasion] is increased by their [Rank] in [Riposte].

Normal: The character's [Active Evasion] is only based on the character's [Dodge Boost].



Advanced Parry:
Pre-requisite: [Riposte] Special Ability, [Parry]
If a character who is wielding a single [Sword] and no other [Weapon], then their [Passive Evasion] is increased by their [Rank] in [Riposte].

Normal: The character's [Passive Evasion] is only based on the character's [Armor].



Redouble Specialist:
Pre-requisite: [Rank] 1 [Redouble]
Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
Various forms of additional [Damage Dealt] are not included in the [Damage Dealt] calculation for activating [Redouble Melee Attack].

These effects include [True Strike], [Power Attack], [Critical Hit], [Backfire Critical Hit], and [Charge].

Normal: All additional [Damage Dealt] is included in calculations for the purposes of activating [Redouble Melee Attack].



Advanced Redouble Specialist:
Pre-requisite: [Rank] 1 [Redouble], [Redouble Specialist]
Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
In addition to the effects from [Redouble Specialist], various additional forms of additional [Damage Dealt] are not included in the [Damage Dealt] calculation for the purposes of activating [Redouble Melee Attack].

These effects include [Crushing Blow], [Combo Finisher], and [Fast Charge].

Normal: Only the additional [Damage Dealt] effects listed in [Redouble Specialist] are excluded for the purposes of activating [Redouble Melee Attack].



Greater Redouble Specialist:
Pre-requisite: [Rank] 1 [Redouble], [Redouble Specialist], [Advanced Redouble Specialist]
Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
In addition to the effects from [Redouble Specialist] and [Advanced Redouble Specialist], various additional forms of additional [Damage Dealt] are not included in the [Damage Dealt] calculation for the purposes of activating [Redouble Melee Attack].

These effects include [Stealth Strike], [Flanking], and [Bull Rush].

Normal: Only the additional [Damage Dealt] effects listed in [Redouble Specialist] and [Advanced Redouble Specialist] are excluded for the purposes of activating [Redouble Melee Attack].

Action Flairs:


Shield Bash:
Action: [Melee Attack], [Melee Combo Attack]
A [Shield Block] can be performed with a [Shield] after a [Melee Attack] or [Melee Combo Attack] is performed with the same [Shield] in the same [Action Block].

Normal: A [Shield Block] can not be performed with a [Shield] after a [Melee Attack] or [Melee Combo Attack] is performed with the same [Shield] in the same [Action Block].



Shield Deflection:
Action: [Shield Deflection]
The character can perform [Shield Deflection] as a [Bonus Action].

Normal: A character cannot perform [Shield Deflection].



Magic Shield Deflection:
Pre-requisite: [Shield Deflection]
Action: [Magic Shield Deflection]
The character can perform [Magic Shield Deflection] as a [Defensive Action].

Normal: A character cannot perform [Magic Shield Deflection].



Magic Shield Redirection:
Pre-requisite: [Shield Deflection], [Magic Shield Deflection]
Action: [Magic Shield Deflection]
When a character performs [Magic Shield Deflection] against an [Elemental Spell] cast against the character, the character that originally cast [Elemental Spell] will be included as an additional target of the [Elemental Spell].

The original caster reduces the [Damage Dealt] of the [Elemental Spell] by their [Spell Damage Reduction] as if they were originally a target of the spell.

Normal: The caster of the [Elemental Spell] is not a target of the [Elemental Spell].



Advanced Magic Shield Redirection:
Pre-requisite: [Shield Deflection], [Magic Shield Deflection], [Magic Shield Redirection]
Action: [Magic Shield Deflection]
The caster of the [Elemental Spell] does not apply their [Spell Damage Reduction] to the [Damage Dealt].

Normal: The caster of the [Elemental Spell] applies their [Spell Damage Reduction] to the [Damage Dealt].



Dual Shield Deflection:
Pre-requisite: [Shield Deflection], [Ambidexterity]
If the character is wielding two [Shields], and a [Shield Deflection] is used then the character remains in the original [Stance]. This can only be performed once per [Action Block].

Normal: The character changes their [Stance] when [Shield Deflection] is used.



Strong Attack:
Action: [Melee Attack], [Melee Combo Attack]
Applies to Bonus Actions: Yes
When performing a [Melee Attack] or [Melee Combo Attack], every 1d6 rolled for [Damage Dealt] will be re-rolled if it rolls a 1. If the re-roll is also a 1, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 1. The new values rolled will be used.

Normal: When performing a [Melee Attack] or [Melee Combo Attack], the 1d6 rolls for [Damage Dealt] will not be re-rolled if they roll a 1.



Advanced Strong Attack:
Pre-requisite: [Strong Attack]
Action: [Melee Attack], [Melee Combo Attack]
Applies to Bonus Actions: Yes
When performing a [Melee Attack] or [Melee Combo Attack], every 1d6 rolled for [Damage Dealt] will be re-rolled if it rolls a 1 or 2. If the re-roll is also a 1 or 2, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 2. The new values rolled will be used.

Normal: When performing [Strong Attack], the 1d6 rolls for [Damage Dealt] will only be re-rolled if they roll a 1.



Strong Shot:
Action: [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
When performing a [Gun Attack] or [Aimed Attack], every 1d6 rolled for [Damage Dealt] will be re-rolled if it rolls a 1. If the re-roll is also a 1, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 1. The new values rolled will be used.

Normal: When performing a [Gun Attack] or [Aimed Attack], the 1d6 rolls for [Damage Dealt] will not be re-rolled if they roll a 1.



Advanced Strong Shot:
Pre-requisite: [Strong Shot]
Action: [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
When performing a [Gun Attack] or [Aimed Attack], every 1d6 rolled for [Damage Dealt] will be re-rolled if it rolls a 1 or 2. If the re-roll is also a 1 or 2, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 2. The new values rolled will be used.

Normal: When performing [Strong Shot], the 1d6 rolls for [Damage Dealt] will only be re-rolled if they roll a 1.



Efficient Recover Ghost Power:
Action: [Recover Ghost Power]
The caster can choose to replenish [Spell Ghost Power] at a rate of either 2 [Spell Ghost Power] per [Strength Point] spent or 2 [Spell Ghost Power] per [Speed Point] spent.

Normal: The caster can choose to replenish [Spell Ghost Power] at a rate of either 1 [Spell Ghost Power] per [Strength Point] spent or 1 [Spell Ghost Power] per [Speed Point] spent.



Advanced Efficient Recover Ghost Power:
Action: [Recover Ghost Power]
Pre-requisite: [Efficient Recover Ghost Power]
The caster can choose to replenish [Spell Ghost Power] at a rate of either 3 [Spell Ghost Power] per [Strength Point] spent or 3 [Spell Ghost Power] per [Speed Point] spent.

Normal: With [Efficient Recover Ghost Power], the caster can choose to replenish [Spell Ghost Power] at a rate of either 2 [Spell Ghost Power] per [Strength Point] spent or 2 [Spell Ghost Power] per [Speed Point] spent.



Strong Spell:
Spell: [Elemental Spell], [Health Recovery], [Possession]
When [Elemental Spell], [Health Recovery], or [Possession] is activated by [Activate Spell] or [Elemental Riposte], every 1d6 rolled for the [Effect] of the [Spell] will be re-rolled if it rolls a 1. If the re-roll is also a 1, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 1. The new values rolled will be used.

Normal: When [Elemental Spell], [Health Recovery], or [Possession] is activated, the 1d6 rolls for the [Effect] of the [Spell] will not be re-rolled if they roll a 1.



Advanced Strong Spell:
Pre-requisite: [Strong Spell]
Spell: [Elemental Spell], [Health Recovery], [Possession]
When [Elemental Spell], [Health Recovery], or [Possession] is activated by [Activate Spell] or [Elemental Riposte], every 1d6 rolled for the [Effect] of the [Spell] will be re-rolled if it rolls a 1 or 2. If the re-roll is also a 1 or 2, then the roll will be repeated until the 1d6 roll for [Damage Dealt] is greater than 2. The new values rolled will be used.

Normal: When performing [Strong Spell], when [Elemental Spell], [Health Recovery], or [Possession] is activated, the 1d6 rolls for the [Effect] of the [Spell] will only be re-rolled if they roll a 1.



Double Grapple:
The character can perform [Initiate Grapple] while in the [Grappling Stance] to add an additional target into the [Grappled Stance] within [Melee Range]. On a successful [Initiate Grapple], both the original target and new target will be in the [Grappled Stance].

While grappling two targets, [Maintain Grapple] is performed separately for each target. The [Strength Cost] is applied separately.

Normal: After performing [Initiate Grapple], the character will be grappling a target. While grappling a single target, the character will not be able to perform any actions.



Advanced Double Grapple:
Pre-requisite: [Double Grapple]
While grappling two targets, [Maintain Grapple] is performed only once and the [Strength Cost] is reduced only once.

Normal: While grappling two targets, [Maintain Grapple] is performed separately for each target.



Moving Grapple:
Pre-requisite: [Double Grapple]
The character can perform [Movement Actions] while in the [Grappling Stance].

The [Grappled] single target moves with the character.

Normal: After performing [Initiate Grapple], the character will be grappling a target. While grappling a single target, the character will not be able to perform any actions.



Second Attack:
The character can perform [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack] as a [Bonus Action].

Normal: A character cannot perform [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack].



Advanced Second Attack:
Pre-requisite: [Second Attack]
A [Second Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 1.

A [Second Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.

A [Second Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.

Normal: With [Second Attack], a [Second Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 2.

With [Second Attack], a [Second Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.

With [Second Attack], a [Second Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 3.



Greater Second Attack:
Pre-requisite: [Second Attack], [Advanced Second Attack]
A [Second Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 0.

A [Second Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 0.

A [Second Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.

Normal: With [Advanced Second Attack], a [Second Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 1.

With [Advanced Second Attack], a [Second Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.

With [Advanced Second Attack], a [Second Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.



Third Attack:
Pre-requisite: [Second Attack]
The character can perform [Third Melee Attack], [Third Gun Attack], or [Third Aimed Attack] as a [Bonus Action].

Normal: A character cannot perform [Third Melee Attack], [Third Gun Attack], or [Third Aimed Attack].



Advanced Third Attack:
Pre-requisite: [Second Attack], [Advanced Second Attack], [Third Attack]
A [Third Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 1.

A [Third Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.

A [Third Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.

Normal: With [Third Attack], a [Third Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 2.

With [Third Attack], a [Third Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.

With [Third Attack], a [Third Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 3.



Greater Third Attack:
Pre-requisite: [Second Attack], [Advanced Second Attack], [Greater Second Attack], [Third Attack], [Advanced Third Attack]
A [Third Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 0.

A [Third Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 0.

A [Third Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.

Normal: With [Advanced Third Attack], a [Third Melee Attack] has a [Strength Cost] of 1 and a [Speed Cost] of 1.

With [Advanced Third Attack], a [Third Gun Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 1.

With [Advanced Third Attack], a [Third Aimed Attack] has a [Strength Cost] of 0 and a [Speed Cost] of 2.



Quick Reload:
The character can perform [Quick Reload] as a [Bonus Action].

Normal: A character cannot perform [Quick Reload].

Attack Modifier Flairs:


True Strike:
The character can add [True Strike] as an [Attack Modifier].

Normal: A character cannot add [True Strike] as an [Attack Modifier].



Spinning Strike:
The character can add [Spinning Strike] as an [Attack Modifier].

Normal: A character cannot add [Spinning Strike] as an [Attack Modifier].



Whirlwind Strike:
Pre-requisite: [Spinning Strike]
The character can add [Whirlwind Strike] as an [Attack Modifier].

Normal: A character cannot add [Whirlwind Strike] as an [Attack Modifier].



Charging Spinning Strike:
Pre-requisite: [Spinning Strike]
The targets of a [Spinning Strike] or [Whirlwind Strike] receive additional [Damage Dealt] from [Charge] and [Fast Charge].

Normal: The targets of a [Spinning Strike] or [Whirlwind Strike] receive no additional [Damage Dealt] from [Charge] and [Fast Charge].



Agile Whirlwind Strike:
Pre-requisite: [Spinning Strike], [Whirlwind Strike]
If a character performing [Whirlwind Strike] fails to perform a [Movement Action] because of [Obstruct Movement], then the character instead performs a [Spinning Strike] for the same [Strength Cost] and [Speed Cost].

Normal: If a character performing [Whirlwind Strike] fails to perform a [Movement Action] because of [Obstruct Movement], then the attack fails and the [Strength Cost] and [Speed Cost] are lost.



Advanced Agile Whirlwind Strike:
Pre-requisite: [Spinning Strike], [Whirlwind Strike], [Agile Whirlwind Strike]
If a character is performing [Whirlwind Strike], then they cannot be targeted with [Obstruct Movement] to stop their [Movement Action].

Normal: If a character is performing [Whirlwind Strike], then they can be targeted with [Obstruct Movement] to stop their [Movement Action].



Power Attack:
The character can add [Power Attack] as an [Attack Modifier].

Normal: A character cannot add [Power Attack] as an [Attack Modifier].



Crushing Blow:
Pre-requisite: [True Strike], [Power Attack]
The character can add [Crushing Blow] as an [Attack Modifier].

Normal: A character cannot add [Crushing Blow] as an [Attack Modifier].



Advanced Crushing Blow:
Pre-requisite: [True Strike], [Power Attack], [Crushing Blow]
The [Strength Cost] of [Crushing Blow] is reduced to 1.

Normal: The [Strength Cost] of [Crushing Blow] is 1.



Greater Crushing Blow:
Pre-requisite: [True Strike], [Power Attack], [Crushing Blow], [Advanced Crushing Blow]
The [Strength Cost] of [Crushing Blow] is reduced to 0.

Normal: With [Advanced Crushing Blow], the [Strength Cost] of [Crushing Blow] is 1.



Shoot Through:
The character can add [Shoot Through] as an [Attack Modifier].

Normal: A character cannot add [Shoot Through] as an [Attack Modifier].



Surprise Shoot Through:
Pre-requisite: [Shoot Through]
When using [Shoot Through], after the first target is successfully hit via a [To Hit Roll], all future targets in the line can not perform a [Dodge] action.

For shotguns, each bullet is calculated individually for factoring if the bullet hit a previous target.

Normal: When using [Shoot Through], each target can perform a [Dodge] action.



Piercing Shoot Through:
Pre-requisite: [Shoot Through]
When using [Shoot Through], after the first target is successfully hit via a [To Hit Roll], all future targets in the line do not gain additional [Physical Damage Reduction] from a [Block Stance], a [Heavy Block Stance], a [Super Block Stance], a [Shield Block Stance], a [Heavy Shield Block Stance], or a [Super Shield Block Stance].

For shotguns, each bullet is calculated individually for factoring if the bullet hit a previous target.

Normal: Each target can gain additional [Physical Damage Reduction] from [Block], [Heavy Block], [Super Block], or [Shield Block].



Advanced Piercing Shoot Through:
Pre-requisite: [Shoot Through], [Piercing Shoot Through]
Action: [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: No
Condition: 2 targets in [Range] in a line
When using [Shoot Through], after the first target is successfully hit via a [To Hit Roll], all future targets in the line that are in a [Block Stance], a [Heavy Block Stance], a [Super Block Stance], a [Shield Block Stance], a [Heavy Shield Block Stance], or a [Super Shield Block Stance] will leave their stance and enter [No Stance]. [Shield Deflection] can still be used.

For shotguns, each bullet is calculated individually for factoring if the bullet hit a previous target.

Normal: Targets maintain their [Block Stance], [Heavy Block Stance], [Super Block Stance], [Shield Block Stance], [Heavy Shield Block Stance], or [Super Shield Block Stance] when hit with attacks.



Combo Finisher:
Pre-requisite: [True Strike], [Second Attack], [Third Attack]
The character can add [Combo Finisher] as an [Attack Modifier].

Normal: A character cannot add [Combo Finisher] as an [Attack Modifier]



Advanced Combo Finisher:
Pre-requisite: [True Strike], [Second Attack], [Third Attack], [Combo Finisher]
If the attack is a [Combo Finisher], then the [Damage Dealt] is further increased by an additional 1d6 for each point the [To Hit Roll] of the [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack] exceeded the target's [Evasion].

Normal:>The [Combo Finisher] only has its [Damage Dealt] increased by an amount based on the [To Hit Roll] of the [Third Melee Attack], [Third Gun Attack], or [Third Aimed Attack].



Greater Combo Finisher:
Pre-requisite: [True Strike], [Second Attack], [Third Attack], [Combo Finisher], [Advanced Combo Finisher]
If the attack is a [Combo Finisher], then the [Damage Dealt] is further increased by an additional 1d6 for each point the [To Hit Roll] of the [Melee Attack], [Melee Combo Attack], [Gun Attack], or [Aimed Attack] exceeded the target's [Evasion].

Normal:With [Advanced Combo Finisher], the [Combo Finisher] only has its [Damage Dealt] increased by an amount based on the [To Hit Roll] of the [Third Melee Attack], [Third Gun Attack], or [Third Aimed Attack] and an additional amount based on the [To Hit Roll] of the [Second Melee Attack], [Second Gun Attack], or [Second Aimed Attack].

Critical Hit Flairs:


Advanced Critical Hit:
An attack also counts as a [Critical Hit] if the character rolls an 11 on the [Base To Hit Roll].

Normal: The attack only counts as a [Critical Hit] if the roll was a 12 on the [Base To Hit Roll].



Greater Critical Hit:
Pre-requisite: [Advanced Critical Hit]
An attack also counts as a [Critical Hit] if the character rolls an 10 on the [Base To Hit Roll].

Normal: With [Advanced Critical Hit], the attack only counts as a [Critical Hit] if the roll was a 11 or 12 on the [Base To Hit Roll].



Piercing Critical Hit:
Pre-requisite: [Advanced Critical Hit]
The [Damage Reduction] of a [Critical Hit] is not doubled.

The [Damage Dealt] of the [Critical Hit] is calculated as double the [Base Damage Dealt] plus double the [Damage Dealt Bonus] minus the [Damage Reduction].

Normal: The [Damage Dealt] of the [Critical Hit] is calculated as double the [Base Damage Dealt] plus double the [Damage Dealt Bonus] minus double the [Damage Reduction].



Disrupting Critical Hit:
If a target hit with [Critical Hit] is currently casting a [Spell], then the [Remaining Spell Cast Time] of the spell is increased by 1.

Normal: A [Critical Hit] does not effect delay a spell.



Cancelling Critical Hit:
Pre-requisite: [Disrupting Critical Hit]
If a target hit with [Critical Hit] is currently casting a [Spell], then the [Spell] is cancelled.

[Recover Ghost Power] cannot be used to negate this effect.

Normal: With [Disrupting Critical Hit], a [Critical Hit] only delays a spell.



Backfire Critical Hit:
Pre-requisite: [Cancelling Critical Hit], [Disrupting Critical Hit]
If a target's [Spell] is cancelled with [Cancelling Critical Hit], then the target will take [Spell Ghost Power] of the [Spell] in [Damage Dealt].

This [Spell Ghost Power] is not reduced from the [Damage Dealt] by the [Critical Hit]. This [Damage Dealt] bypasses [Physical Damage Reduction] and [Spell Damage Reduction].

Normal: With [Cancelling Critical Hit], the caster doesn't take any additional [Damage Dealt].



Draining Critical Hit:
Pre-requisite: [Cancelling Critical Hit], [Disrupting Critical Hit], [Backfire Critical Hit]
If a target's [Spell] is cancelled with [Cancelling Critical Hit], then the target will have their remaining [Current Ghost Power] reduced to 0.

Normal: With [Cancelling Critical Hit], the caster's [Current Ghost Power] is not affected by the attack.



Sword Critical Hit:
Pre-requisite: [Piercing Critical Hit]
The [Damage Reduction] of a [Critical Hit] with a [Sword] is not doubled.

The [Damage Dealt] of the [Critical Hit] is calculated as double the [Base Damage Dealt] plus double the [Damage Dealt Bonus].

Normal: When a character performs a [Piercing Critical Hit], the [Damage Dealt] of the [Critical Hit] is calculated as double the [Base Damage Dealt] plus double the [Damage Dealt Bonus] minus the [Damage Reduction].



Critical Shield Block:
The character can perform [Critical Shield Block] as a [Bonus Action].
The character can [Critical Shield Block] as a [Bonus Action].

Normal: A character cannot perform [Critical Shield Block].



Drill Critical Hit:
When a character wielding a [Drill] hits with a [Critical Hit], the [Physical Damage Reduction Damage] and [Mech Physical Damage Reduction Damage] is doubled.

Normal: With [Critical Hit], the attack does the normal amount of [Physical Damage Reduction Damage] and [Mech Physical Damage Reduction Damage].



Advanced Drill Critical Hit:
Pre-requisite: [Drill Critical Hit]
When a character wielding a [Drill] hits with a [Critical Hit], the [Physical Damage Reduction Damage] and [Mech Physical Damage Reduction Damage] is tripled.

Normal: With [Drill Critical Hit], the attack does the double the normal amount of [Physical Damage Reduction Damage] and [Mech Physical Damage Reduction Damage].



Greater Drill Critical Hit:
Pre-requisite: [Drill Critical Hit], [Advanced Drill Critical Hit]
When a character wielding a [Drill] hits with a [Critical Hit], the [Physical Damage Reduction Damage] is quadrupled.

The [Mech Physical Damage Reduction Damage] is multiplied by 5.

Normal: With [Advanced Drill Critical Hit], the attack does triple the normal amount of [Physical Damage Reduction Damage] and [Mech Physical Damage Reduction Damage].



Hammer Critical Hit:
When a character wielding a [Hammer] hits with a [Critical Hit], the [Speed Point Damage] is doubled.

Normal: With [Critical Hit], the attack does the normal amount of [Speed Point Damage].



Advanced Hammer Critical Hit:
Pre-requisite: [Hammer Critical Hit]
When a character wielding a [Hammer] hits with a [Critical Hit], the [Speed Point Damage] is tripled.

Normal: With [Hammer Critical Hit], the attack does double the normal amount of [Speed Point Damage].



Greater Hammer Critical Hit:
Pre-requisite: [Hammer Critical Hit], [Advanced Hammer Critical Hit]
When a character wielding a [Hammer] hits with a [Critical Hit], the [Speed Point Damage] is quadrupled.

Normal: With [Advanced Hammer Critical Hit], the attack does triple the normal amount of [Speed Point Damage].



Grappling Weapon Critical Hit:
When a character wielding a [Grappling Weapon] hits with a [Critical Hit], the character will enter the [Grappling Stance] and the target will enter the [Grappled Stance] as if they hit the target with [Initiate Grapple].

Normal: With [Critical Hit], the attack does not enter the [Grappling Stance].



Rapid Fire Gun Attack:
The character can perform [Rapid Fire Gun Attack] as a [Bonus Action].

Normal: A character cannot perform [Rapid Fire Gun Attack].



Sniper Rifle Critical Hit:
Pre-requisite: [Advanced Critical Hit], [Greater Critical Hit]
While a character is wielding a [Sniper Rifle] and the attack has a [Steady Shot Bonus], an attack also counts as a [Critical Hit] if the character rolls an 9 on the [Base To Hit Roll].

Normal: With [Greater Critical Hit], the attack only counts as a [Critical Hit] if the roll was a 10, 11, or 12 on the [Base To Hit Roll].



Advanced Sniper Rifle Critical Hit:
Pre-requisite: [Advanced Critical Hit], [Greater Critical Hit], [Sniper Rifle Critical Hit]
While a character is wielding a [Sniper Rifle] and the attack has a [Steady Shot Bonus], an attack also counts as a [Critical Hit] if the character rolls an 8 on the [Base To Hit Roll].

Normal: With [Sniper Rifle Critical Hit], the attack only counts as a [Critical Hit] if the roll was a 9, 10, 11, or 12 on the [Base To Hit Roll].



Greater Sniper Rifle Critical Hit:
Pre-requisite: [Advanced Critical Hit], [Greater Critical Hit], [Sniper Rifle Critical Hit], [Advanced Sniper Rifle Critical Hit]
While a character is wielding a [Sniper Rifle] and the attack has a [Steady Shot Bonus], an attack also counts as a [Critical Hit] if the character rolls an 7 on the [Base To Hit Roll].

Normal: With [Advanced Sniper Rifle Critical Hit], the attack only counts as a [Critical Hit] if the roll was a 8, 9, 10, 11, or 12 on the dice for the [Base To Hit Roll].



Shotgun Critical Hit:
Pre-requisite: [Advanced Critical Hit], [Greater Critical Hit]
A character wielding a [Shotgun] can perform a [Critical Hit]. A roll of 6 on the 1d6 [Base To Hit Roll] of a shotgun counts as a [Critical Hit].

Normal: If a character is wielding a [Shotgun], they cannot perform a [Critical Hit].



Tesla Critical Hit:
When a character wielding a [Tesla] hits with a [Critical Hit], the [Strength Point Damage] and the [Speed Point Damage] is doubled.

Normal: With [Critical Hit], the attack does the normal amount of [Strength Point Damage] and [Speed Point Damage].



Advanced Tesla Critical Hit:
Pre-requisite: [Tesla Critical Hit]
When a character wielding a [Tesla] hits with a [Critical Hit], the [Strength Point Damage] and the [Speed Point Damage] is tripled.

Normal: With [Tesla Critical Hit], the attack does the double the normal amount of [Strength Point Damage] and [Speed Point Damage].



Greater Tesla Critical Hit:
Pre-requisite: [Tesla Critical Hit], [Advanced Tesla Critical Hit]
When a character wielding a [Tesla] hits with a [Critical Hit], the [Strength Point Damage] and the [Speed Point Damage] is quadrupled.

Normal: With [Advanced Tesla Critical Hit], the attack does the triple the normal amount of [Strength Point Damage] and [Speed Point Damage].

Spell Casting Modifier Flairs:


Explosive Spell:
Spell: [Elemental Spell], [Health Recovery]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Elemental Spell] or [Health Recovery], they can add [Explosive Spell] as a [Spell Casting Modifier].

Normal: Characters cannot add [Explosive Spell] as a [Spell Casting Modifier].



Advanced Explosive Spell:
Pre-requisite: [Explosive Spell]
Spell: [Elemental Spell], [Health Recovery]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Elemental Spell] or [Health Recovery], they can add [Advanced Explosive Spell] as a [Spell Casting Modifier].

Normal: Characters cannot add [Advanced Explosive Spell] as a [Spell Casting Modifier].



Beam Spell:
Spell: [Elemental Spell], [Health Recovery]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Beam Spell] or [Health Recovery], they can add [Beam Spell] as a [Spell Casting Modifier].

Normal: Characters cannot add [Beam Spell] as a [Spell Casting Modifier].



Arc Beam Spell:
Pre-requisite: [Beam Spell]
Spell: [Elemental Spell], [Health Recovery]
When a [Spell] with [Beam Spell] is activated by [Activate Spell] or [Elemental Riposte], targets do not need to be in a straight line. When the spell activates, targets must be chosen in order, with a straight line from the original caster to the first target, and additional straight lines from each previous target to the next target. The sum of the length of the lines must be less than the total [Range] of the [Spell].

Each target is only targeted by the spell once.

Normal: When using [Beam Spell], the targets must all be in a straight line.



Chain Beam Spell:
Pre-requisite: [Beam Spell], [Arc Beam Spell]
Spell: [Elemental Spell], [Health Recovery]
When a [Spell] with [Beam Spell] is activated by [Activate Spell] or [Elemental Riposte], only the distance from the either the character or the previous target that was hit by the [Arc Beam Spell] must be less than the total [Range] of the spell.

The sum of the length of the lines can be any value.

Each target is only targeted by the spell once.

Normal: When using [Arc Beam Spell], the sum of the length of the lines must be less than the total range of the weapon.



Explosive Beam Spell:
Pre-requisite: [Explosive Spell], [Beam Spell], [Variant Spell]
Spell: [Elemental Spell], [Health Recovery]
When a [Spell] with [Beam Spell] is activated by [Activate Spell] or [Elemental Riposte], for each target of the [Spell], the caster can choose for each target to activate an [Explosive Spell] or an [Advanced Explosive Spell] at the location, adding any additional targets hit to the [Spell].

Each target is only targeted by the spell once.

Only the targets of the original [Beam Spell] can activate an [Explosive Spell] or an [Advanced Explosive Spell], not the new targets.

Normal: When using [Beam Spell], the spell only affects targets in a straight line.



Selective Gale Burst:
Spell: [Gale Burst]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Gale Burst], they can add [Selective Gale Burst] as a [Spell Casting Modifier].

Normal: Characters cannot add [Selective Gale Burst] as a [Spell Casting Modifier].



Multi-Directional Gale Burst:
Pre-requisite: [Selective Gale Burst]
Spell: [Gale Burst]
When casting [Selective Gale Burst], the caster can choose to the direction each target is knocked back.

The directions of movement of [Multi-Directional Gale Burst] can only be non-vertical directions.

The direction is chosen separately for each target.

This movement can also be a combination of directions up to a total movement up to the distance of the [Effect] of the original [Spell].

When using [Selective Gale Burst], the caster can be chosen as a target of the spell.

Normal: When casting [Selective Gale Burst], all targets hit by the [Gale Burst] can only be knocked back directly away from the caster.

When using [Selective Gale Burst], the caster cannot be chosen as a target of the spell.



Aerial Gale Burst:
Pre-requisite: [Selective Gale Burst], [Multi-Directional Gale Burst]
Spell: [Gale Burst]
The directions of movement of [Multi-Directional Gale Burst] can include vertical directions.

Movement into the ground will cause the target to take damage as if they hit a wall.

Normal: The directions of movement of [Multi-Directional Gale Burst] can only be non-vertical directions.



Flying:
Pre-requisite: [Selective Gale Burst], [Multi-Directional Gale Burst], [Aerial Gale Burst]
Spell: [Gale Burst]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Gale Burst], they can add [Flying] as a [Spell Casting Modifier].

Normal: Characters cannot add [Flying] as a [Spell Casting Modifier].



Advanced Flying:
Pre-requisite: [Selective Gale Burst], [Multi-Directional Gale Burst], [Aerial Gale Burst], [Flying]
Spell: [Gale Burst]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Gale Burst], they can add [Advanced Flying] as a [Spell Casting Modifier].

Normal: Characters cannot add [Advanced Flying] as a [Spell Casting Modifier].



Greater Flying:
Pre-requisite: [Selective Gale Burst], [Multi-Directional Gale Burst], [Aerial Gale Burst], [Flying], [Advanced Flying]
Spell: [Gale Burst]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Gale Burst], they can add [Greater Flying] as a [Spell Casting Modifier].

Normal: Characters cannot add [Greater Flying] as a [Spell Casting Modifier].



Multiple Enhancement:
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Multiple Enhancement] as a [Spell Casting Modifier].

Normal: Characters cannot add [Multiple Enhancement] as a [Spell Casting Modifier].



Advanced Multiple Enhancement:
Pre-requisite: [Multiple Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Advanced Multiple Enhancement] as a [Spell Casting Modifier].

Normal: Characters cannot add [Advanced Multiple Enhancement] as a [Spell Casting Modifier].



Greater Multiple Enhancement:
Pre-requisite: [Multiple Enhancement], [Advanced Multiple Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Greater Multiple Enhancement] as a [Spell Casting Modifier].

Normal: Characters cannot add [Greater Multiple Enhancement] as a [Spell Casting Modifier].



Spread Enhancement:
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Spread Enhancement] as a [Spell Casting Modifier].

Normal: Characters cannot add [Spread Enhancement] as a [Spell Casting Modifier].



Advanced Spread Enhancement:
Pre-requisite: [Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Advanced Spread Enhancement] as a [Spell Casting Modifier].

Normal: Characters cannot add [Advanced Spread Enhancement] as a [Spell Casting Modifier].



Greater Spread Enhancement:
Pre-requisite: [Spread Enhancement], [Advanced Spread Enhancement]
Spell: [Spell Barrier], [Physical Barrier], [Elemental Weapon], [Vampiric Weapon]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Spell Barrier], [Physical Barrier], [Elemental Weapon], or [Vampiric Weapon], they can add [Greater Spread Enhancement] as a [Spell Casting Modifier].

Normal: Characters cannot add [Greater Spread Enhancement] as a [Spell Casting Modifier].



Counter Possession:
Spell: [Possession]
When a target is in the [Spell Casting Stance] when they are hit with [Possession], the [Spell Power] of the [Possession] is doubled.

Normal: The [Spell Power] of the [Possession] spell is not doubled.



Weakening Possession:
Spell: [Possession]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Possession], they can add [Weakening Possession] as a [Spell Casting Modifier].

Normal: Characters cannot add [Weakening Possession] as a [Spell Casting Modifier].



Slowing Possession:
Spell: [Possession]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Possession], they can add [Slowing Possession] as a [Spell Casting Modifier].

Normal: Characters cannot add [Slowing Possession] as a [Spell Casting Modifier].



Controlling Possession:
Spell: [Possession]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Possession], they can add [Controlling Possession] as a [Spell Casting Modifier].

Normal: Characters cannot add [Controlling Possession] as a [Spell Casting Modifier].



Advanced Controlling Possession:
Pre-requisite: [Controlling Possession]
Spell: [Possession]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Possession], they can add [Advanced Controlling Possession] as a [Spell Casting Modifier].

Normal: Characters cannot add [Advanced Controlling Possession] as a [Spell Casting Modifier].



Greater Controlling Possession:
Pre-requisite: [Controlling Possession], [Advanced Controlling Possession]
Spell: [Possession]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Possession], they can add [Greater Controlling Possession] as a [Spell Casting Modifier].

Normal: Characters cannot add [Greater Controlling Possession] as a [Spell Casting Modifier].



Fast Gather Mist:
Spell: [Gather Mist]
When a character performs [Cast Spell] or [Echo Spell] to begin casting [Gather Mist], they can add [Fast Gather Mist] as a [Spell Casting Modifier].

Normal: Characters cannot add [Fast Gather Mist] as a [Spell Casting Modifier].



Advanced Fast Gather Mist:
Pre-requisite: [Fast Gather Mist]
Spell: [Gather Mist]
When using [Fast Gather Mist], the caster must only make a single [Insanity Roll] and take its effect.

Normal: [Fast Gather Mist] requires two [Insanity Rolls].



Cheaper Shorten Spell:
Action: [Shorten Spell 2]
The [Speed Cost] of [Shorten Spell 2] is 10.

Normal: The [Speed Cost] of [Shorten Spell 2] is 15.



Variant Spell:
The character can add a [Spell Casting Modifier] to a [Spell] when they perform [Activate Spell] or [Elemental Riposte].

Normal: The character can add a [Spell Casting Modifier] to a [Spell] when they perform [Cast Spell] or [Echo Spell].

Racial Flairs:


Dragon Elemental Affinity:
Pre-requisite: [Dragon] Mutation
The character gains scales.

The character adds a new statistic [Dragon Elemental Affinity] that begins at 0.

Every time that the character is hit with the [Cold] element, the character's [Dragon Elemental Affinity] is decreased by 1 to a minimum of -10.

Every time that the character is hit with the [Fire] element, the character's [Dragon Elemental Affinity] is increased by 1 to a maximum of +10.

If a character has less than -1 as their [Dragon Elemental Affinity], then they become an [Ice Dragon]. The [Ice Dragon] has a [Dragon Elemental Affinity] with the [Cold] element.

If a character has greater than +1 as their [Dragon Elemental Affinity], then they become a [Fire Dragon]. The [Fire Dragon] has a [Dragon Elemental Affinity] with the [Fire] element.

If a character has -1, 0, or +1 as their [Dragon Elemental Affinity], then they become a [Purple Dragon]. The [Purple Dragon] has a [Dragon Elemental Affinity] with the [Electricity] element.

All attacks against the character with the element of the character's [Dragon Elemental Affinity] have their [Damage Dealt] reduced to 0.

Normal: The [Damage Dealt] of all elemental attacks is not negated.



Dragon Recovery:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity]
If a character is hit with the element of their [Dragon Elemental Affinity], they they recover a [Damage Healed] to their [Current Health Points] equal to the [Damage Dealt] they would have received before any [Spell Damage Reduction] is applied.

Normal: The character recovers no [Current Health Points] when hit with the element of their [Dragon Elemental Affinity].



Dragon Breath:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity]
The character can use the [Dragon Breath] as a [Verbal Action].

This attack hits for 1d6 [Damage Dealt] for every point in the character's [Maximum Speed Points].

This [Verbal Action] have a cost of 3 [Strength Cost] and 3 [Speed Cost].

If the character is an [Ice Dragon] then their [Dragon Breath] is of the [Cold] element.

If the character is an [Fire Dragon] then their [Dragon Breath] is of the [Fire] element.

If the character is an [Purple Dragon] then their [Dragon Breath] is of the [Electricity] element.

Normal: The character cannot perform a [Dragon Breath].



Dragon Claw:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity]
The character's arms and legs mutate into claws.

When the character is wielding the [Unarmed] weapon, the effects of the [Melee Boost] talent are doubled.

The character loses the ability to use any weapons other than the [Unarmed] weapon.

Normal: The [Melee Boost] is not doubled when wielding the [Unarmed] weapon.

The character can use any weapons that they meet the [Maximum Strength Points] requirement to wield.



Dragon Tail Whip:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity], [Dragon Claw]
The character gains a tail.

When the character performs a [Redouble] while wielding the [Unarmed] weapon, the character can perform a second [Redouble] for 0 [Strength Points] and 0 [Speed Points].

Normal: The character only performs a single [Redouble].



Dragon Flight:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity]
The character gains wings.

The character can use any [Movement Action] to move in any direction, even if that direction is vertical.

The character no longer falls when in the air.

Normal: The character can only move on the surface.

The character falls when in the air.



Dragon Wing Buffet:
Pre-requisite: [Dragon] Mutation, [Dragon Elemental Affinity], [Dragon Claw], [Dragon Tail Whip], [Dragon Flight]
The character can perform a [Melee Attack] or [Melee Combo Attack] action with the [Unarmed] weapon as a [Movement Action].

This allows the character to perform a [Melee Attack] or [Melee Combo Attack] as well as any [Offensive Action].

Normal: The [Melee Attack] and [Melee Combo Attack] actions are [Offensive Actions].



Eldritch Blast:
Pre-requisite: [Eldritch Beast] Mutation
When the character casts [Possession], the base [Spell Cast Time] is 0.

Normal: The base [Spell Cast Time] is not modified.



Eldritch Strike:
Pre-requisite: [Eldritch Beast] Mutation, [Eldritch Blast]
If the character hits a target with a [Melee Attack] or [Melee Combo Attack] while wielding the [Unarmed] weapon before using their [Verbal Action] for that [Action Block], then the character can use their [Verbal Action] to perform an [Eldritch Strike].

With the [Eldritch Strike], a character casts the [Possession] spell with a base [Spell Cast Time] of 0.

The [Possession] spell cast with [Eldritch Strike] costs 0 [Strength Points] and 0 [Speed Points].

Normal: The [Possession] with [Eldritch Blast] costs the normal [Strength Points] and [Speed Points] as if the character used the [Cast Spell] action.



Eldritch Grasp:
Pre-requisite: [Eldritch Beast] Mutation, [Eldritch Strike]
When the character is wielding the [Unarmed] weapon, the effects of the [Melee Boost] talent are doubled.

Normal: The [Melee Boost] is not doubled when wielding the [Unarmed] weapon.



Death Worm Body:
Pre-requisite: [Death Worm] Mutation
The character loses their arms and legs to be replaced with a worm-like body.

When the character is wielding the [Unarmed] weapon, the effects of the [Melee Boost] talent are doubled.

The character loses the ability to use any weapons other than the [Unarmed] weapon.

Normal: The [Melee Boost] is not doubled when wielding the [Unarmed] weapon.

The character can use any weapons that they meet the [Maximum Strength Points] requirement to wield.



Death Worm Maw:
Pre-requisite: [Death Worm] Mutation, [Death Worm Body]
The character can perform a [Melee Attack] or [Melee Combo Attack] action with the [Unarmed] weapon as a [Verbal Action].

This allows the character to perform a [Melee Attack] or [Melee Combo Attack] as well as any [Offensive Action].

Normal: The [Melee Attack] and [Melee Combo Attack] actions are [Offensive Actions].



Death Worm Bite:
Pre-requisite: [Death Worm] Mutation, [Death Worm Body], [Death Worm Maw]
If the character hits a target with a [Melee Attack] or [Melee Combo Attack] action performed as a [Verbal Action] with [Death Worm Maw], then the character can choose to begin grappling the target as if they hit the target with [Initiate Grapple].

Normal: With [Death Worm Maw], the attack does not initiate a [Grapple].



Death Worm Burrow:
Pre-requisite: [Death Worm] Mutation, [Death Worm Body]
When a character is above sand, the character can use any [Movement Action] to burrow underground. While underground, they cannot be targeted with any ability. While underground, they also cannot target anyone with any ability. They can use another [Movement Action] to move around underground or to return to the surface.

When the character returns to the surface with a [Movement Action], they cannot perform any [Offensive Action], [Defensive Action], or [Verbal Action] in the same [Action Block].

Normal: The character can only move on the surface.



Death Worm Tremor Sense:
Pre-requisite: [Death Worm] Mutation, [Death Worm Body], [Death Worm Burrow]
When the character returns to the surface with a [Movement Action] after burrowing with [Death Worm Burrow], they can perform any [Offensive Action], [Defensive Action], or [Verbal Action] in the same [Action Block].

Normal: When the character returns to the surface with a [Movement Action] after burrowing with [Death Worm Burrow], they cannot perform any [Offensive Action], [Defensive Action], or [Verbal Action] in the same [Action Block].



Advanced Death Worm Tremor Sense:
Pre-requisite: [Death Worm] Mutation, [Death Worm Body], [Death Worm Burrow], [Death Worm Tremor Sense]
When the character returns to the surface with a [Movement Action] after burrowing with [Death Worm Burrow], targets cannot perform a [Dodge] action against the character's attacks in the same [Action Block].

Normal: When the character returns to the surface with a [Movement Action] after burrowing with [Death Worm Burrow], targets can perform a [Dodge] action against the character's attacks in the same [Action Block].

Demon Flairs - To Be Created

Phoenix Flairs - To Be Created

Werebeast Flairs - To Be Created




Lust Flairs - To Be Created

Gluttony Flairs - To Be Created

Greed Flairs - To Be Created

Sloth Flairs - To Be Created

Wrath Flairs - To Be Created

Envy Flairs - To Be Created

Pride Flairs - To Be Created






Flesh Husk Flairs - To Be Created

Bone Husk Flairs - To Be Created

Blood Husk Flairs - To Be Created

Crystal Husk Flairs - To Be Created

Plant Husk Flairs - To Be Created

Metal Husk Flairs - To Be Created



Awakened Flairs - To Be Created