Intent: A chronic physical weakness that hinders bodily action.
Passive: You have Disadvantage on any roll that uses a Body stat.
Active: When you take this Flaw, choose a Compensation Keyword. You may use the Active effect of that keyword as if you knew it.
Equipment: The wielder has Disadvantage when applying a Body stat to effects made with this gear.
4.1 Survivor (Gift)
Intent: An incredible tenacity for life, allowing one to cling to existence beyond normal limits.
Passive: All of your values must be zero for you to be downed.
Active: As a reaction that costs 1 SP, if an effect would reduce your HP to 0, you may use this keyword to instead be reduced to 1 HP.
Equipment: As long as this item is not broken, the wielder cannot be downed unless their Stamina is zero.
4.2 Stoic (Talent)
Intent: An unshakable mental focus and economy of action.
Passive: You may make a focus action as a single action instead of taking a full turn.
Active: When this keyword is applied to an effect the EV roll can not have Disadvantage or Advantage applied.
Equipment: This gear may be used to perform a designated Focus action as a single action.
4.3 Ageless (Quirk)
Intent: The state of being outside the normal flow of time and aging.
Passive: Once you reach maturity, you no longer age and can no longer die of natural causes.
Active: Effects with this keyword are immune to the Growth keyword.
Equipment: This item is immune to the Growth keyword.
4.4 Bless (Boost)
Intent: A boon of fortune that enhances positive outcomes and aids restoration.
Passive: At the start of combat, gain a number of Bless Tags to your Tag pool equal to your Influence.
Active: When this keyword is part of an effect, grant the target a number of Bless Tags equal to your Influence.
Equipment: Choose a value. When the wielder has that value restored, increase the amount by 1.
Trigger Effect: You may spend one Bless Tag from your Tag pool when a value is restored to increase the amount by 1, or to gain Advantage on a roll.
4.5 Curse (Status)
Intent: A withering hex that invites misfortune and foils attempts to recover.
Passive Trigger: When you make a roll, gain disadvantage on that roll and remove a Curse Tag.
Active: When this keyword is part of a successful effect, grant the target the Curse Tag.
Equipment: On a successful hit, this item grants the target the Curse Tag.
4.6 Piercing (Form)
Intent: An unstoppable, penetrating force that ignores all defenses but deals minimal harm.
Passive: You can set the origin point of an effect to anywhere within your current range.
Active: This effect hits everything in its path and continues to maximum range, ignoring cover and resistance and bypassing Ward.
Equipment: This item or its parts can pass through anything. Its EV is fixed at 1 and it bypasses resistance, cover, and Ward.
4.7 Flux (Modifier)
Intent: The ability to convert one's own vitality or energy into raw power.
Passive: As an action, you can spend any of your values to grant them to another target as a separate resource pool. This pool disappears at the end of the target's turn.
Active: You may choose to spend a value to increase this effect's EV by the amount spent up to a maximum of your Technique.
Equipment: This item can be used to store and dispense values as part of an effect (storage maximum equal to item's level).
4.8 Siphon (Drive)
Intent: The principle of forcibly transferring essence or life force from one being to another.
Passive: As an action, you can siphon values from willing targets. Values gained this way cannot exceed your maximum.
Active: When this ability deals value loss to a target, you restore 1 point to one of your own Values.
Equipment: This object stores values targeted by its effect, up to a maximum capacity equal to the equipment’s Level. The wielder can expend these stored points as if they were their own.
4.9 Animate (Unique)
Intent: The power of necromancy or artifice, granting temporary life to the inanimate.
Passive: You can passively maintain a number of animations whose combined levels are equal to your own level.
Active: As part of an effect, you can animate a non-living target, turning it into a temporary Animation under your control. The new Animation's level cannot exceed your own level minus the combined levels of any other Animations you already control.
Equipment: This item has a specific animation bonded to it, which can be manifested and controlled. This bonded animation does not count toward your character's normal limit.