Building Restore Techniques

Restore techniques provide healing to characters by restoring HP, reducing or ending negative status effects, and reviving from KOed.

Follow the steps below to build a new damage technique. To do this, you will need to know your character level.

Restore Technique Definitions

First, let’s define the common pieces of a Restore technique.

  • Effect Type: What does this technique do?
  • Target: The target of the technique. The default is 1 ally.
  • Range: The space where the technique manifests – the point of origin. At 0 squares the technique’s origin is on the user!
  • Power: This determines the ‘power’ of the technique.
  • Action: How many actions does it take to use these technique?

Base Restore Technique

Start with the base restore technique information and adjust the details step by step.

Effect Type ?, Target 1 Ally, Range 0, Power 1, Action ?

Base Restore Technique

Step 1: Select Effect Type

This determines what effect the utility technique will have. The initial Target and Range are set by the Effect Type selected.

  • Restore HP: Target set to 1 ally. Range set to 4. Power determines HP restored.
  • Remove Status Effect: Target set to 1 ally. Range set to 4. Power decreases Duration of Status Effect.
  • Revive: Target set to 1 KOed ally. Range set to 1. Power set to 0. Power determines HP restored (minimum restored 1 HP).

Step 2: Select three 1st Tier qualities

Select qualities is what makes a technique unique. Certain qualities are locked to an Effect Type, this is designated by the Effect Type being noted in Parenthesis.

  • +1 Power: Increase Power +1. This quality can be taken multiple times, each time it increases Power +1 (up to a total of +3).
  • +1 Range: This can be taken multiple times, each time it increases Range +1 (up to a total of +3).
  • +1 Target: Increase Target +1 ally. All Target allies must be in range.
  • Healing Touch (Restore HP): Set Range permanently to 1. Range cannot be increased. Increase Power by 5.
  • Heal Self (Heal): The user recovers as much HP as the target.
  • Step: Move one square in any direction after using technique.

After selecting three 1st Tier Qualities, increase Action to 1 and the technique could be complete. At this point you can jump to Final Steps or proceed to Step 3: Select three 2nd Tier Qualities if you meet the level requirement.

Step 3: Select three 2nd Tier qualities

The level requirement for adding 2nd Tier Qualities to Restore techniques is Level 4. A technique with 2nd Tier Qualities will require 2 Actions to use.

  • +2 Power: Increase Power +2. This quality can be taken multiple times, each time it increases Power +2 (up to a total of +6).
  • +2 Range: This can be taken multiple times, each time it increases Range +2 (up to a total of +6).
  • +2 Target: Increase Target +2 allies. All Target allies must be in range.
  • Leap: The user jumps high into the air while using this technique. Increase Range +1. Ignore nearby obstacles for Line of Sight when using this technique. (Special: A user with the Jump trait can add Leap to a technique for free. It does not count against their three 2nd Tier Qualities).
  • Move: After using the technique move as if you had taken a Move action.
  • Reviving Touch (Revive): Set Range permanently to 1 and Target allies permanently to 1. Range and Target cannot be increased. Target is revived at maximum HP.
  • Elemental Healing (Restore HP): Add one effect based on the user’s Innate Element. See below.
    • Blue: After using this technique, the user immediately recovers 5 HP per Power.
    • Red: If any negative Status Effects are active on the target(s), decrease their Duration by 1.
    • Green: Technique gains Revive trait, may now target allies and KOed allies. KOed allies are restored to 1 HP regardless of Power.
    • Yellow: All enemies in Range take minor Yellow elemental damage.
    • Black: Pulls targets of your size one square towards the user.
    • White (White): All Undead enemies in Range take strong White elemental damage.
    • Nonelemental: None.

After selecting three 2nd Tier Qualities, increase Action to 2 and the technique is complete. At this point you can jump to Final Steps or proceed to Step 4: Select three 3rd Tier Qualities if you meet the level requirement.

Step 4: Select three 3rd Tier qualities

The level requirement for adding 3rd Tier Qualities to Utility techniques is Level 12. A technique with 3rd Tier Qualities will require 3 Actions to use.

  • +3 Power: Increase Power +3. This quality can be taken multiple times, each time it increases Power +3 (up to a total of +9).
  • +3 Range: This can be taken multiple times, each time it increases Range +3 (up to a total of +9).
  • +3 Target: Increase Target +3 allies. All Target allies must be in range.
  • Healing Saturation (Restore HP): Healing from this technique can increase current HP above maximum HP. It cannot increase current HP above 999 HP.
  • Ailment Shield (Remove Status Effect): All Target allies are immune to Status Effects for 1 Round. This can be taken multiple times, each time it increases Round +1 (up to a total of +3).
  • Lingering Life (Revive): The Target allies cannot be reduced below 1 HP for 1 Round.

Final Steps

Step 5: Is it Magic? If so, select one Magic quality.

The Elemental stat requirement for adding Magical qualities to Restore techniques is 20. If the user has the Magical Aptitude trait and at least 20 Elemental, they can select one magic quality.

  • +1 Power: Increase Power +1.
  • +2 Range: Increase Range +2.
  • Teleport to Me: The targeted allies Teleport to nearest unoccupied square to the user. This movement ignores terrain effects, environmental effects, and elevation.
  • Transfer Ailment (Remove Status Effect): If technique ends a status effect, transfer that status effect to one enemy in range. Duration of transferred status effect is based on Power.
  • Instantaneous Revive (Revive): Technique loses all 2nd and 3rd Tier qualities. It no longer requires an Action to use but can be used as a React. Unlike most Reacts, the resulting tech can be used at any time, including during the player turn, and does not need to be ‘prepared’.

The technique gains the Magic damage type, even if the technique does not deal magic.

Step 6: Send to Game Master to compile

The final step is to send the technique to the Game Master to compile. Don’t forget to include the ‘flavor’ description of what the technique does!