Universal Passives
Overview
Universal Passive are bonuses that benefit your characters. You may purchase new universal passives under the EXP Buy system for 120 Points each.
You unlock new Tiers of Universal Passives at different levels. When you unlock a new tier of universal passives, you can choose new passives from it and any other tiers you have unlocked.
Tier 1: Level 1
Tier 2: Level 11
Tier 3: Level 19
Tier 4: Level 25
Also, any passives that give you Minor Actions are referring to the free action that normally applies to moving once per turn.
Tier 1
Wonder Child I (Universal Passive)
Cost: None • Restriction: None
Unlocks: Wonder Child II, III, and IV
Description: You were born with an uncanny knack for abilities and trades.
Effect: +10 skill points. This does not break skill caps.
- This passive can be purchased three times per tier.
Endurance I (Universal Passive)
Cost: None • Restriction: None
Unlocks: Endurance II, III, and IV
Description: You're capable of sustaining more damage than the ordinary person.
Effect: +10 HP per level (retroactive) (This does not include level 1)
- This passive can be purchased once per tier.
Power Up (Universal Passive)
Cost: None • Restriction: None
Description: Your training or natural potential allows you to store more power than usual.
Effect: +2 max charge capacity
- This passive can be purchased as many times as you wish, regardless of tier.
King of the Hill (Universal Passive)
Cost: None • Restriction: None
Description: When you stand your ground, you're better able to defend yourself from attacks to come.
Effect: When you are struck with a knockback effect, you have a 30% chance of lowering its effectiveness by 1 space.
Bull Rush (Universal Passive)
Cost: Minor action • Restriction: Must have someone restrained
Description: You have the ability to push your target back while restraining them.
Effect: Move up to three spaces, bringing your victim with you.
Aquatic Fighting (Universal Passive)
Cost: None • Restriction: None
Description: You're trained in the art of fighting while underwater.
Effect: When fighting underwater, reaction costs are normal and you may use Quick Actions. When fighting on the surface of water, you may also use Quick Actions, but reaction costs are not restored to normal.
Dueling I (Universal Passive)
Cost: None • Restriction: Only while using a single 1-handed weapon
Unlocks: Dueling II, III, and IV
Description: You have trained to practice the art of Dueling, using a single one-handed weapon in combat.
Effect: When equipped with only a single one-handed weapon, all techniques cost 5 less Stamina.
Oops My Bad (Universal Passive)
Cost: See Effect • Restriction: None
Description: You have enough control over your techniques that you know when to hold back in order to avoid accidentally finishing off an enemy.
Effect: You can choose to make an attack nonlethal at the cost of 5 extra Stamina. No matter how much damage it does, it will always leave the target at least 1 HP above the death threshold. This is not applicable on techniques with the Death tag or Finisher effect on it.
Rescuer (Universal Passive)
Cost: Quick Action • Restriction: None
Description: You hate to see someone get kicked while they're down.
Effect: When you pick up a KOed character, your attacks are only reduced by 25% (Compared to the usual 50%) and you may react without dropping the character.
Lottery (Universal Passive)
Cost: None • Restriction: None
Description: You have won the lottery! Either that, or you have some form of inherited money.
Effect: You gain 500 credits. Additionally, every time you level up, you gain another 250 credits. This is not retroactive.
Combat Dive (Universal Passive)
Cost: See Effect • Restriction: None
Unlocks: Combat Reflex
Description: You're skilled at using your reflexes to dive past or over an enemy.
Effect: Can be used for free during any movement action, such as Move or Run. You may dive past an adjacent ally or enemy's space and land behind them as if they were not occupying this space. Only works if the space behind the enemy is unoccupied and free to move on, and if you have the required number of spaces left in your current movement. You cannot end movement on an already occupied space.
Rapid Draw (Universal Passive)
Cost: Minor action • Restriction: None
Unlocks: Running Draw
Description: You're capable of changing weapons much more quickly than the average person.
Effect: You may change equipment at the cost of a minor action instead of a quick action.
Sorcery (Universal Passive)
Cost: None • Restriction: None
Unlocks: Arcane Warrior
Description: You have mastered drawing power from your surroundings, not just from yourself.
Effect: You can use any energy weapon even if not of your affinity.
Descending Strike (Universal Passive)
Cost: None • Restriction: None
Description: You have become a master of leaping from tall places to lend strength to your attacks.
Effect: Adds the following text to your Higher Ground technique element: "When used from +2 elevation above the target or more, you may choose to add 1 space of knockback and +5 plm damage to the technique. If the target is moved, you assume that space."
Tier 2
Wonder Child II (Universal Passive)
Cost: None • Restriction: Maxed out Wonder Child I purchases
Unlocks: Wonder Child III and IV
Description: You were born with an uncanny knack for abilities and trades.
Effect: +10 skill points. This does not break skill caps.
- This passive can be purchased three times per tier.
Endurance II (Universal Passive)
Cost: None • Restriction: Endurance I
Unlocks: Endurance III and IV
Description: You're capable of sustaining more damage than the ordinary person.
Effect: +10 HP per level (retroactive) (This does not include level 1)
- This passive can be purchased once per tier.
Natural Power (Universal Passive)
Cost: None • Restriction: None
Description: You are naturally powerful due to hard work and/or genetic tendencies.
Effect: If you roll a 10 or under on any roll that you would add your Strength to, then roll again. If your re-roll gets a 10 or under, you cannot re-roll it again. For each additional time per day that this is rolled past the first, take a -20 penalty to the result.
Vigilant (Universal Passive)
Cost: None • Restriction: None
Description: You are naturally more aware of your surroundings.
Effect: If you roll a 10 or under on any roll that you would add your Awareness to, then roll again. If your re-roll gets a 10 or under, you cannot re-roll it again. For each additional time per day that this is rolled past the first, take a -20 penalty to the result.
Astute (Universal Passive)
Cost: None • Restriction: None
Description: You are naturally more suspicious of other people and capable of picking up on subtle cues in your environment.
Effect: If you roll a 10 or under on any roll that you would add your Perception to, then roll again. If your re-roll gets a 10 or under, you cannot re-roll it again. For each additional time per day that this is rolled past the first, take a -20 penalty to the result.
Stalwart (Universal Passive)
Cost: None • Restriction: None
Description: You are a stubborn asshole who nitpicks at every detail. Pretty useful when people try to take advantage of you.
Effect: If you roll a 10 or under on any roll that you would add your Willpower to, then roll again. If your re-roll gets a 10 or under, you cannot re-roll it again. For each additional time per day that this is rolled past the first, take a -20 penalty to the result.
Doublespeak (Universal Passive)
Cost: None • Restriction: None
Description: You are naturally more skilled at persuading other people to do things against their will.
Effect: If you roll a 10 or under on any roll that you would add your Speechcraft to, then roll again. If your re-roll gets a 10 or under, you cannot re-roll it again. For each additional time per day that this is rolled past the first, take a -20 penalty to the result.
Silvertongue (Universal Passive)
Cost: None • Restriction: None
Description: You are naturally more skilled at lying.
Effect: If you roll a 10 or under on any roll that you would add your Deceit to, then roll again. If your re-roll gets a 10 or under, you cannot re-roll it again. For each additional time per day that this is rolled past the first, take a -20 penalty to the result.
Natural Charm (Universal Passive)
Cost: None • Restriction: None
Description: You have a natural charm about you that just draws attention.
Effect: If you roll a 10 or under on any roll that you would add your Charisma to, then roll again. If your re-roll gets a 10 or under, you cannot re-roll it again. For each additional time per day that this is rolled past the first, take a -20 penalty to the result.
Covert (Universal Passive)
Cost: None • Restriction: None
Description: You are naturally more light-footed and deft than most.
Effect: If you roll a 10 or under on any roll that you would add your Stealth to, then roll again. If your re-roll gets a 10 or under, you cannot re-roll it again. For each additional time per day that this is rolled past the first, take a -20 penalty to the result.
Agile (Universal Passive)
Cost: None • Restriction: None
Description: You have an easier time of running and jumping around than the majority.
Effect: If you roll a 10 or under on any roll that you would add your Athletics to, then roll again. If your re-roll gets a 10 or under, you cannot re-roll it again. For each additional time per day that this is rolled past the first, take a -20 penalty to the result.
Blind Fighting (Universal Passive)
Cost: None • Restriction: None
Description: You have learned to fight without the need for your eyesight.
Effect: The effects of fighting blind are nullified. In low lighting during quests, this passive nullifies Difficulty Levels on your skill rolls associated with darkness. IE AWA checks, ATH checks and the like that may be effected negatively by darkness.
Escape Artist (Universal Passive)
Cost: Full turn action • Restriction: None
Description: You have the mastered the arts of escaping from death.
Effect: You can perform a Stealth check against Awareness to convince someone that you are KOed or Dead even if you really aren't.
Determination (Universal Passive)
Cost: Quick action • Restriction: Once per day, must be at critical HP
Description: Despite what may happen, you try to seek out your goal whenever possible. You are unafraid when it comes to physical or mental danger, if it comes down to you achieving your goal or not.
Effect: Lasts for 1d2 turns. While this is in effect, all status ailments are negated and you are immune to status ailments until Determination ends. Afterward, the ailments you go back into effect. If you have a status ailment that depends upon time, then the time counter is frozen while Determination is in effect.
True Love (Universal Passive)
Cost: None • Restriction: None
Description: There's someone whom you are willing to risk your life for and will stop at nothing to protect.
Effect: Choose a PC or NPC for which you have 7* affection. You are considered to be at critical HP if they are too.
Tough Skin (Universal Passive)
Cost: None • Restriction: None
Unlocks: Mastered Tough Skin
Description: Your skin is naturally tougher than that of others and you are able to sustain damage more easily.
Effect: +5% resistance to damage caused by Elemental Energy (Earth, Sky, Water, Fire), as well as damage from Electricity.
Dueling II (Universal Passive)
Cost: None • Restriction: Only while using a single 1-handed weapon ; Requires Dueling I
Unlocks: Dueling III and IV
Description: You have continued your training of the art of Dueling.
Effect: When equipped with only a single one-handed weapon, Quick Actions can be reduced in cost to that of a Minor Action (Except for "Charge").
Instinctive Swim (Universal Passive)
Cost: None • Restriction: None
Description: A passive focused on one's natural ability to swim and survive in the water.
Effect: You can move normally in water and while assisting allies in the water. Additionally, you do not need to make an Awareness check to target enemies underwater. In RP, +25 bonus on swimming rolls.
Combat Reflex (Universal Passive)
Cost: None • Restriction: Requires Combat Dive
Description: You're skilled at using your reflexes to dive past or over an enemy.
Effect: Allows you to freely move through an occupied space as if occupied by an ally.
Devoted Guardian (Universal Passive)
Cost: None • Restriction: None
Description: You are able to concentrate on efficiently protecting a single person.
Effect: Your "Protect" now costs 0 Stamina.
Team Up (Universal Passive)
Cost: Quick Action, 15 Stamina • Restriction: None
Description: You may assist an ally in an attack somehow. In RP this is treated as a combination attack of some kind.
Effect: Adds 50% more damage to a chosen technique on a selected ally's turn. Effect must be used on the chosen ally's next turn.
Awaken! (Universal Passive)
Cost: 3 Charges, Quick Action, 25 Stamina • Restriction: None
Description: You have learned to focus your healing energy into a revitalizing jolt.
Effect: Returns unconscious target to their feet with 1 hitpoint. All charges and augments from before KO are lost, but so are ailments and other negative non-permanent effects.
Jack of All Trades (Universal Passive)
Cost: None • Restriction: None
Description: You are proficient in multiple crafts, but a master of none of them.
Effect: Instead of your two Craft skill caps being 100 and 50, they are now 75 and 75. If you had more than 75 in a Craft before this, the extra points are transferred to your second Craft.
Manoeuvre (Universal Passive)
Cost: None • Restriction: None
Description: You're a master of parrying enemy attacks, foiling their guard.
Effect: When you successfully Parry someone, +5% to future parry chances, until the end of battle. This bonus can stack up to 4 times.
Tier 3
Wonder Child III (Universal Passive)
Cost: None • Restriction: Maxed out Wonder Child II purchases
Unlocks: Wonder Child IV
Description: You were born with an uncanny knack for abilities and trades.
Effect: +10 skill points. This does not break skill caps.
- This passive can be purchased three times per tier.
Endurance III (Universal Passive)
Cost: None • Restriction: Endurance II
Unlocks: Endurance IV
Description: You're capable of sustaining more damage than the ordinary person.
Effect: +10 HP per level (retroactive) (This does not include level 1)
- This passive can be purchased once per tier.
Calling Your Attacks (Universal Passive)
Cost: See Effect • Restriction: Once per day. Unusable with charges.
Description: Every powerful attack has to have an equally powerful name.
Effect: Allows you to perform a single 10 to 12 point technique of your choice (Normally 50 to 60 Stamina) for just 30 Stamina once per day. This stamina cost cannot be lowered past 30, cannot be used with any technique that uses charges, and cannot be used as a counter. The accessory effects Sharp Eye and Iron Fist (+5% to VH and ATK respectively when using an attack of 35 STM or lower) do not come into effect when Calling Your Attacks is used on a technique.
Expertise (Universal Passive)
Cost: None • Restriction: None
Description: You were born with an uncanny knack for abilities and trades.
Effect: +10 bonus to all rolls with a skill of your choice. This passive may be purchased three times, but each time must apply to a different skill. You may not use this on a skill that currently has a skill plus, and may not put a skill plus on this skill in the future.
- If a character takes this, and does wind up with a good reason to unexpectedly take a skill plus on a skill with Expertise attached, then they may ask for staff approval to move the skill that Expertise applies to. They may not, however, get that skill plus until at least two members of staff approve it. Basically, it must have something to do with plot or character development.
- Bad reasons for moving expertise include wanting to get 110 in a skill before the character is eligible for a skill plus while fully planning to take that plus from the start, or wanting to move expertise to a skill simply for the sake of moving expertise.
- Expertise may be purchased three times, each for a different skill.
Breakdance Boxing (Universal Passive)
Cost: None • Restriction: None
Description: Your moves are pretty smooth, even for a white boy.
Effect: When you successfully dodge, it raises the number of spaces you may move in your next turn by 1. Does not affect any movement other than the standard Move action. Resets after the end of your next Minor Action.
Parry Stance (Universal Passive)
Cost: Quick action • Restriction: See Effect
Description: You enter a stance that makes you more effective at parrying.
Effect: While in this stance, Parry is 10% more effective. You can only be in one stance at a time. You can end a stance by moving or switch stances at the cost of a quick action. While in a stance, you cannot perform movement actions without breaking the stance.
Counter Stance (Universal Passive)
Cost: Quick action • Restriction: See Effect
Description: You enter a stance that makes you more effective at counterattacking.
Effect: While in this stance, your Counters are 10% more effective. You can only be in one stance at a time. You can end a stance by moving or switch stances at the cost of a quick action. While in a stance, you cannot perform movement actions without breaking the stance.
Bulwark Stance (Universal Passive)
Cost: Quick action • Restriction: See Effect
Description: You enter a stance that makes you more effective at holding your position.
Effect: While in this stance, you are immune to effects that change your location forcibly, such as Knockback or Drag. You can only be in one stance at a time. You can end a stance by moving or switch stances at the cost of a quick action. While in a stance, you cannot perform movement actions without breaking the stance.
Favored Land (Universal Passive)
Cost: None • Restriction: None
Description: You know all the right spots to search for what you want.
Effect: +10 bonus for making Harvesting bundles when searching in a location for which you have the knowledge.
Talking in Circles (Universal Passive)
Cost: None • Restriction: None
Description: You can cleverly change the subject and catch someone in their own lie.
Effect: When someone uses Deceit on you and fails, perform a Speechcraft check on them with a Difficulty Level of half the original lie's, rounded down. If you succeed, then you trick them into disclosing the truth behind their lie.
Sense Danger (Universal Passive)
Cost: None • Restriction: None
Description: You have an unusual knack for detecting danger or potentially dangerous situations.
Effect: You gain a +15 bonus to Awareness on potentially life-threatening situations.
Swift Mind (Universal Passive)
Cost: None • Restriction: None
Description: You learn quickly, both in battle and out.
Effect: +1 skill point per level (retroactive).
Double Affinity (Universal Passive)
Cost: None • Restriction: None
Description: You are in tune with two affinities rather than one.
Effect: Your character can choose a second affinity in addition to their original, also recieving its Affinity Passive. Neither of your affinities may be negative to the other.
Enrage (Universal Passive)
Cost: Quick action • Restriction: Once per day
Description: You have the power to focus your anger on a single person and turn it into strength.
Effect: Lasts for 1d3+1 actions. Raises your ATK against a single chosen enemy by 25 but lowers your ACC against them by 25.
Dueling III (Universal Passive)
Cost: None • Restriction: Only while using a single 1-handed weapon ; Requires Dueling II
Unlocks: Dueling IV
Description: You have mastered the art of Dueling: using a single one-handed weapon.
Effect: Choose one of ATK, ACC, SPD, or DEF. The chosen stat is raised by 15 while Dueling (Equipped with only a single one-handed weapon).
Swelling Aura (Universal Passive)
Cost: None • Restriction: None
Description: The thrill of battle brings out your inner strength.
Effect: You gain 1 charge when you enter Awakening. This is not altered by any other effect, passive, or element.
Running Draw (Universal Passive)
Cost: None • Restriction: Requires Rapid Draw
Description: You're capable of changing weapons quickly while running.
Effect: While using the Move minor action, you may change equipment once at no cost.
Battle Cry (Universal Passive)
Cost: Minor action • Restriction: Once per day
Description: Your voice inspires your allies to fight on.
Effect: Raises the morale of all allies within 2 spaces, granting them +10 Stamina.
Levitation (Universal Passive)
Cost: Quick action • Restriction: See Effect
Description: Through intense training or natural gift, you have found a way to levitate your body a short distance off the ground.
Effect: When levitating, you may ignore terrain movement cost while moving, and hover over water or other substances, unable to be submerged in them. You can end levitation at the cost of a quick action. You cannot enter a stance while levitating, or levitate while in a stance, but you can choose to immediately end levitation and enter a stance (or end a stance and enter levitation) with just one quick action instead of two seperate ones. You are immediately submerged in any substance you are hovering over if levitation ends. Levitation automatically ends if you are KOed or if you die.
Treasure Hunter (Universal Passive)
Cost: None • Restriction: None
Description: Going on adventures to recover lost relics, new technology, or magical artifacts is just part of the job.
Effect: You may acquire a Rare piece of equipment for 25% fewer paragraphs, or a Legendary item for 10% fewer paragraphs. However, you do not acquire Experience from these quests. All other gains and loot rolls are normal.
Shadow Step (Universal Passive)
Cost: Minor Action, 10 Stamina • Restriction: Requires Covert
Description: Your movements are designed to confuse and lead opponents astray.
Effect: You may move normally (6 spaces) and attempt to activate Stealth simultaneously. STL is rolled based on the space you are moving into, and is effected by all normal penalties/bonuses.
Ambidexterity (Universal Passive)
Cost: None • Restriction: None
Unlocks: Mastered Ambidexterity
Description: Both of your hands are naturally dominant, enabling greater flexibility and fluidity in combat.
Effect: When wielding two one handed weapons, you may use the weapon effect from both weapons. This does not work with energy weapons. Effects do not stack in the event they are identical in function. IE: You can't lower reactions twice, or increase status effect chances twice, etc.
Tier 4
Wonder Child IV (Universal Passive)
Cost: None • Restriction: Maxed out Wonder Child III purchases
Description: You were born with an uncanny knack for abilities and trades.
Effect: +10 skill points. This does not break skill caps.
- This passive can be purchased three times per tier.
Endurance IV (Universal Passive)
Cost: None • Restriction: Endurance III
Description: You're capable of sustaining more damage than the ordinary person.
Effect: +10 HP per level (retroactive) (This does not include level 1)
- This passive can be purchased once per tier.
Desperate Struggle (Universal Passive)
Cost: Quick Action • Restriction: None
Description: You have trained your body's endurance to the point that you can stave off death for just long enough to defeat your enemies.
Effect: When activating this, your character will have 10% current HP regeneration for the remainder of battle. However, after the fight, your character will be Crippled.
Piercing Strike (Universal Passive)
Cost: None • Restriction: None
Description: Through intense training, you have improved your abilities to fight and inflict damage. Whether through a weapon, magic, or your fists, you can now do more damage than before.
Effect: +5% permanent damage bonus. Only applies if you have a positive attack bonus.
Ungodly Speed (Universal Passive)
Cost: None • Restriction: None
Description: Either you have a hang-glider, or you have an inhuman reaction time that enables you to more effectively dodge attacks.
Effect: +5% permanent dodge bonus. Only applies if you have a positive dodge chance.
Iron Resilience (Universal Passive)
Cost: None • Restriction: None
Description: Either by birth or by intense training, you have developed an unnatural resistance to damage.
Effect: +5% permanent damage resistance. Only applies if you have a positive defense bonus.
Dirty Fighting (Universal Passive)
Cost: None • Restriction: None
Description: You have extensive training in hitting the vital areas of the body.
Effect: +5% permanent Vital Hit chance increase. Only applies if you have a positive chance.
Master Tactician (Universal Passive)
Cost: None • Restriction: None
Description: With a keen sense of thought and refined battle strategy, you're a force to be reckoned with even for the strongest opponent.
Effect: Once per battle, you may raise the maximum range on a single technique by 1 for free.
Ploy (Universal Passive)
Cost: Quick action • Restriction: None
Description: You have a profound tactical genius and use it to turn the tide of battle through use of trickery and feints.
Effect: Your next technique can not be parried or countered. Cannot be used with a technique that has Weak Link or Wide Open.
Mastered Ambidexterity (Universal Passive)
Cost: None • Restriction: Requires Ambidexterity
Description: You're a master of using both hands in combat.
Effect: When using two weapons at once, you may choose to use the range and AoE of either weapon when attacking. This does not work with energy weapons. (Example: You have a sword and a handgun; you may choose to attack at Basic(1) range or Ranged(2-3).)
Mastered Tough Skin (Universal Passive)
Cost: None • Restriction: Requires Tough Skin
Description: Your skin is naturally tougher than that of others and you are able to sustain damage more easily, even with greater efficiency than those with Tough Skin, to the point where you actually grow stronger from being hit.
Effect: Once per round, you have a 30% chance of gaining a Charge when struck with an Earth, Water, Sky, or Fire energy weapon.
Dueling IV (Universal Passive)
Cost: None • Restriction: Only while using a single 1-handed weapon ; Requires Dueling III
Description: You have worked tirelessly and perfected the art of Dueling.
Effect: You cannot be disarmed of your weapon while Dueling (When equipped with only a single one-handed weapon). Attempts to disarm the opponent are 5% more likely to succeed.
Arcane Warrior (Universal Passive)
Cost: None • Restriction: Requires Sorcery
Description: You have perfected your control over the energy around you, and can channel it into your weapons.
Effect: You may add the weapon effect of any Energy weapon you possess and can wield to any normal weapon (Cannot be another energy weapon), in addition to its normal weapon effect. Range of weapon is increased by 1 space. Enhanced weapon loses its newfound traits when given away or sold. You do not get the energy weapon's points from this, only its effect and the +1 range bonus.
Crush Weakness (Universal Passive)
Cost: Quick Action, 10 Stamina • Restriction: Requires Stalwart
Description: You may attempt to smother the effects of a single status ailment. If successful, the ailment is gone.
Effect: To defeat target ailment, roll Willpower. Target to beat Tier 1 is 125. Tier 2 is 155. Tier 3 is 185.
Revive (Universal Passive)
Cost: 4 charges, 1 Keystone, Normal Action, 25 Stamina • Restriction: None
Description: Before the soul flees too far from the body, you may call it back with the mighty power of the Keystone.
Effect: Returns a character that has died within the current battle to 0 hitpoints (they remain in KO'd status). This effect cannot be used outside of combat, or at the end of a battle. NOTE: Cost is increased to 2 Keystones if target is in Death 3+.
Core Rules |
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Basics: Affinity • Alignment • Experience Gains • Level • Races • Skills (Skill +) |
Battle: Actions • Awakening (Overload) • Battle Penalties • Battle Tables • Range • Reactions • Status Effects (Broken Limb • Crippled) • Techniques |
Items: Accessories • Armor • Equipment Upgrades • Keystones • Legendary Lore Items • Misc Items • Shops • Weapons |
Misc: Affection • Day and Night • Death • Flight • Knowledges • Languages • Rare Effects • RP Combat • Traits • Unique Passives • Universal Passives |