Trapping

Accuracy

Modification Tier Accuracy
Accuracy 1 1 +1
Accuracy 2 2 +2
Accuracy 3 3 +3
Accuracy 4 4 +4
Accuracy 5 5 +5

Armor Piercing

Modification Tier Armor Piercing
AP 1 1 -1
AP 2 2 -2
AP 3 3 -3
AP 4 4 -4
AP 5 5 -5

Rate of Fire

Modification Tier ROF
ROF 1 3 +1
ROF 2 5 +2

Damage

Modification Tier Damage
Damage 1 3 +1
Damage 2 5 +2

Cloud

Modification Tier Cloud
Cloud 1 2 The power leaves behind a cloud that obscures vision as darkness does.
Cloud 2 3 The lingering cloud also counts as difficult terrain.
Cloud 3 4 The Cloud gains DOT 1, as the DOT modifier. If it already has DOT, these bonuses stack.

Range

Modification Tier Range
Range 1 2 +1
Range 2 4 +2
Range 3 5 +3

Radius

Modification Tier Notes
Radius 1 2 +1 to explosive radius
Radius 2 3 +2 to explosive radius
Radius 3 4 +3 to explosive radius
Radius 4 5 +4 to explosive radius

Burst

Modification Tier Notes
Burst Damage 1 3 This weapon deals 1 damage to all caught in the blast, even if they should avoid it.
Burst Damage 2 5 This weapon deals 2 damage to all caught in the blast, even if they should avoid it.

Soak

Modification Tier Soak
Soak 1 2 +1
Soak 2 4 +2
Soak 3 5 +3

Carry More

Modification Tier CU
Pocketed 1 1 +1 Carry Unit.
Pocketed 2 2 +3 CU
Pocketed 3 3 +5 CU

Resistance

Modification Tier Resistance
Resistance 1 2 You gain resistance vs the powers trapping.
Resistance 2 4 You gain immunity to vs the powers trapping

Skill

Modification Tier Skill Bonus
Skill 1 1 +1 to the trappings skill.
Skill 2 2 +2 to the trappings skill.
Skill 3 3 +3 to the trappings skill.
Skill 4 4 +4 to the trappings skill.
Skill 5 5 +5 to the trappings skill.

Sequence

Modification Tier Sequence Bonus
Initiative 1 1 +1 to sequence
Initiative 2 2 +2 to sequence
Initiative 3 3 +3 to sequence
Initiative 4 4 +4 to sequence
Initiative 5 5 +5 to sequence

Tread Damper

Modification Tier Damper Bonus
Tread Damper 1 2 Decrease your movement penalty for stealth by 1
Tread Damper 2 4 Decrease your movement penalty for stealth by 2

Save

Modification Tier Save Bonus
Save 1 2 +1 to your trappings save
Save 2 3 +2 to your trappings save.
Save 3 4 +3 to your trappings save.
Save 4 5 +4 to your trappings save.

Iron Fist

Modification Tier Fist Bonus
Iron Fist 1 2 +1 ACC to unarmed strikes. Cannot be stacked with unarmed weapons.
Iron Fist 2 3 +1 ACC to unarmed strikes. -1 AP to unarmed strikes
Iron Fist 3 4 +2 ACC to unarmed strikes. -1 AP to unarmed strikes
Iron Fist 4 5 +2 ACC to unarmed strikes. -1 AP to unarmed strikes. +1 to DAM

Luminescence

Modification Tier Luminesence Bonus
Luminescence 1 1 Creates light as a torch. May turn on and off as a type 5 action. May be applied to your entire body, or a limb (such as your hands)
Luminescence 2 2 Creates light as a lantern. May turn on and off as a type 4 action. May be applied to your entire body, or a limb (such as your hands). Stealth is impossible while lit up
Luminescence 3 3 Creates bright light. May turn on and off as a type 3 action. May be applied to your entire body, or a limb (such as your hands). Stealth is impossible while lit up

Vision Enhancer

Modification Tier Vision Bonus
Vision Enhancer 1 2 You gain Low Light Vision
Vision Enhancer 2 3 You gain Darkvision
Vision Enhancer 3 5 You gain Thermal Vision

Disease Resistance

Modification Tier Disease Bonus
Pathogen Cleanser 1 3 You are proficient vs disease
Pathogen Cleanser 2 4 You are immune to disease

Poison Resistance

Modification Tier Poison Bonus
Venom Cleanser 1 3 You are proficient vs poison
Venom Cleanser 2 4 You are immune to poison

Ignore Pain

Modification Tier Pain Resistance Bonus
Pain Editor 1 2 Ignore 1 level of pain
Pain Editor 1 3 Ignore 2 levels of pain
Pain Editor 1 4 Ignore 3 levels of pain
Pain Editor 1 5 Ignore 3 levels of pain

Resist Deafness

Modification Tier Deaf Bonus
Clamor Reducer 1 3 You are proficient vs deafness.
Clamor Reducer 2 4 You are immune to deafness.

Resist Blindness

Modification Tier Blind Bonus
Flare Compensation 1 3 You are proficient vs blindness.
Flare Compensation 2 4 You are immune to blindness.

Scent Bonus

Modification Tier ScentBonus
Olfactory Boost 1 4 You gain Scent

Wired Reflexes

Modification Tier Wired Bonus
Wired Reflexes 1 5 You act as if you have 1 bonus action point usable each round

Echo Feedback

Modification Tier Echo Bonus
Echo Feedback 1 4 For the purposes of gangup treat the number of attackers as one less.
Echo Feedback 2 5 Gain Blind Sight

Speed

Modification Tier MP Bonus
Speed 1 1 +1 MP
Speed 3 3 +3 MP
Speed 5 5 +5 MP

Movement Type

Modification Tier Movement Bonus
Movement 1 3 Climb or swim speed.
Movement 2 4 Climb & Swim Speed or Burrow speed
Movement 3 5 Climb or Swim Speed and Burrow speed

Senses

Modification Tier Sense Bonus
Senses 1 2 Low Light Vision
Senses 2 3 DarkVision or scent
Senses 3 4 Thermal Vision
Senses 4 5 Blindsight

Status Effect – Major

Modification Tier Status Bonus
Major Status Effect 1 1 On a raise you may now choose to deliver your trappings major status effect
Major Status Effect 2 2 On a raise you deliver your trappings major status effect along with any other bonus.
Major Status Effect 3 1 On a raise you may choose to deliver your trappings major status effect

Status Effect – Minor

Modification Tier Status Bonus
Minor Status Effect 1 1 On a raise you deliver your trappings minor status effect along with any other bonus.
Minor Status Effect 2 2 On a success you deliver your trappings minor status effect and increase its magnitude by 1 on a raise
Minor Status Effect 3 1 On a success you deliver your trappings minor status effectat a magnitude of 1 per total hit

Damage over Time DOTDOT is not strenuous. You may activate DOT the round after you strike a foe on your turn.

Modification Tier Status Bonus
DOT 1 1 As a complex action you may damage the target again
DOT 2 2 As a moderate action you may damage the target again
DOT 3 3 As a standard action you may damage the target again
DOT 4 4 As a basic action you may damage the target again
DOT 5 5 You may accelerate the DOT effect and make it immediately damage again as a complex action.

Trap

Modification Tier Trap Bonus
Trap 1 You may cast the spell as a trap, that goes off when specific criteria is met, such as a certain creature type entering the area or it senses movement. This increase the casting time to 1 minute
Trap 2 Setting a trap may now be done as a complex action.
Trap 3 When you set a trap you may bow choose to set multiple trigger conditions, or activate the trap as a basic action

Duration

Avoid difficult terrain

Create difficult terrain

Sequence

Gangup

Trapping Skill Attribute Save Status Effects Modifiers Template Damage Type Notes
Acid Fortitude Range, DOT, ACC, DAM, AP, ROF, resistance Acid Acid
Air Athletics Reflex Push, Knockdown ACC, Range, Cloud, Speed, ROF, resistance Air Blunt
Animal Athletics, Acrobatics, Sneak, Detection, Drive (ride only) Fortitude Poison, Knockdown Speed, Senses (all), soak, armor piercing, movement Animal Physical
Artifice Security Intelligence Traps, Damage Objects, duration Construct
Cold Survival Body Fortitude Freeze, Resistance, Entangle, Avoid difficult terrain, Ice Ice
Darkness Sneak Savvy Willpower Entangle, Blind, Freeze Light Level Shadow Energy Type
Death Medic Savvy Willppwer Fear, Terror Undead Profane
Disease Medic Body Fortitude Sicken, Nauseated Resistance Disease
Divination Detection, Discernment, Sequence Savvy Willpower senses, echo feedback, vision enhancer

Disease: Disease
1 – Adds Sicken ( + 2 PP)
1 – +1 on saves vs disease
1 – (DV – AP)/2(rounded up). Use Grit to soak.
2 – Adds Nausea ( + 2 PP)
2 – Sicken ( – 1)
3 – Nausea ( – 1)
3 – Gain disease resistance (2 PP)
3 – Sicken ( – 1)
3 – Adds Bleed
4 – Sicken ( – 1)
4 – Increases Bleed ( – 1)
4 – Nausea ( – 1)
5 – Nausea ( – 1)
5 – Increases Bleed ( – 1)
5 – Sicken ( – 1)
5 – Gain disease immunity (4 PP)

Divination: None – not usable for damage spells
1 – Detects Scrying
1 – + 1 to discernment or detection
2 – Immune to gang up.
2 – You are not considered flat footed before you have acted
3 – May always act in the surprise round.
3 – + 1 to discernment or detection
4 – + 1 insight bonus to one roll each round
5 – Supernatural Insight. Gain + 10 starting AP.

Earth: Bludgeoning and/or Slashing (Entangle, Stagger, Stunned)
1 – AP – 1
1 – + 1 to armor (stacks)
1 – Adds Knockdown
1 – May augment with the elemental (earth) subtype for 2 schtick points less.
2 – Ignore earth based difficult terrain.
2 – AP – 1
2 – Increases Knockdown ( – 1)
2 – Spell is made with real earth so gains a duration of permanent.
2 – The attack comes out of the earth, ignoring all cover. Cannot target someone who is not standing on earth.
3 – Increases Knockdown ( – 1)
4 – Increases Knockdown ( – 1)
4 – Pit opens up intelligence deep. Take impact damage as a fall, and takes a climb check to get out of.
4 – + 1 to Vigor Save ( + 1 PP)
5 – Increases Knockdown ( – 1)

Emotion Psychic (Terror)
1 – (DV – AP)/2(rounded down). Soak with willpower instead of soak.
1 – +1 to intimidate, bluff, persuasion or discernment
1 – Adds Fascination ( + 1 PP)
1 – Adds Fear ( + 2 PP)
2 – +1 to intimidate, bluff, persuasion or discernment
2 – Adds Terror ( + 2 PP)
2 – Adds Confusion ( + 2 PP)
2 – Fascination ( – 1)
2 – Fear ( – 1)
3 – Fascination ( – 1)
3 – Fear ( – 1)
4 – Confusion ( – 1)
4 – Terror – ( – 1)
4 – Fascination ( – 1)
4 – Fear ( – 1)
4 – +1 to Grit saves ( + 2 PP)
5 – Confusion ( – 1)
5 – Terror – ( – 1)
5 – Fascination ( – 1)
5 – Fear ( – 1)

Energy (Raw Magic). Energy
1 – Affects are cut in half, but can stack with other similar Affects(such as Darkvision or armor).
1 – Duration is extended for 1 additional round. If concentration the spell last 1 additional round after concentration ends.
1 – Spell does not make an attack roll, but automatically hits. Always considered a draw on threshold hit. DV -2.
1 – Adds Stagger ( + 2 PP)
2 – Steals a spell or reflects it back on a success only
2 – Adds Stun ( + 2 PP)
2 – Stagger ( – 1)
3 – Stagger ( – 1)
3 – Stun ( – 1)
4 – Stagger ( – 1)
4 – Stun ( – 1)
4 – Duration is extended for 1 additional round. If concentration the spell last 1 additional round after concentration ends.
5 – Stagger ( – 1)
5 – Stun ( – 1)

Evil/Chaos: Profane (Sicken, Nauseated, Fear, Terror)

Fire Fire (Burning, Fear?)
1 – Adds Catch Fire ( + 2 PP)
1 – Lashes Out – once per round as a move action the spell attacks an adjacent character: ACC: Willpower DV: Same as Spell
1 – May augment with the elemental (fire) subtype for 2 schtick pointsdarknes
1 – + 1 to starting AP
Free – Leaves a cloud of smoke behind that creates a condition of basic darkness.
2 – Catch Fire ( + 1)
3 – Catch Fire ( + 1)
3 – Gain fire resistance ( + 2 PP)
3 – + 1 to starting AP
4 – + 1 to starting AP
4 – Catch Fire ( + 1)
4 – Enhanced Lash Out: ACC: + 3 DV + 3 AP: – 3
4 – +1 to Grit saves ( + 1 PP)
5 – Gain fire immunity ( + 4 PP)
5 – Catch Fire ( + 1)

Force Blunt & Energy (Push, Pull, Staggered, Stunned
1 – Adds Knockdown ( + 2 PP)
1 – Adds Disarm ( + 2 PP)
1 – + 1 armor
1 – AP ( – 1)
2 – Knockdown ( – 1)
2 – Disarm ( – 1)
2 – armor bonuses affect soak versus grit & vigor
3 – Crushing gravity. If flying you are pushed to the ground at net hits willpower. If you impact the ground take damage as if falling.
3 – + 1 armor
3 – AP ( – 1)
3 – Knockdown ( – 1)
3 – Disarm ( – 1)
4 – Knockdown ( – 1)
4 – Disarm ( – 1)
4 – Heavy Weapon ( + 1 PP)
4 – +1 to Vigor saves ( + 1 PP)
5 – + 1 armor
5 – Reverse Gravity – Loose all gravity in area. Must make a fly check to move at half speed or fly (-3) for full speed.
5 – Knockdown ( – 1)
5 – Disarm ( – 1)
5 – AP ( – 1)

Good/Law Deals positive energy damage ( Entangle, Stagger, Stun)
1 – Does not affect good creatures and half as effective vs neutral creatures. – 2 AP vs evil creatures.
1 – May augment with the Outsider (good) subtype for 2 schtick points less.
1 – Change target of a beneficial self spell to touch

Illusion Energy, Psychic or see below (Fear, Terror, Confusion, blind deaf)
1 – +1 to stealth or bluff
1 – Harmful powers can mimic any trapping but has an opposed Will save. On a draw the target resists with proficiency. On a save the target suffers no effect. The spell may change its modifiers with each casting.
1 – A Beneficial power can mimic any trapping, but target must make an opposed will save. On a draw he must make a save vs the spell. On a successful save he gains no benefit from the spell. You cannot use the spell on yourself.
2 – you can use beneficial illusion spells on yourself.
2 – Creates a duplicate illusion. The duplicate can be moved as a move action once per round, up to your intelligence. Once interacted with the duplicate fades from existence.

Language Dependent Psychic. Target’s must know a language. Anyone who does not speak a language in unaffected. Deaf Targets are Unaffected.
1 – + 1 bluff, diplomacy and intimidate
1 – Spell target’s only people who can understand a specific language.
1 – Spell excludes people who understand a certain language.
1 – Spell is a trap that is command word activated. Lasts for 1 Hour after casting, and when read the spell goes off. This can also be used to set traps. For +2 PP the spell lasts until you sleep.
2 – (DV – AP)/2(rounded up). Soak with willpower instead of soak.
2 – + 1 bluff, diplomacy and intimidate
3 – Spell is spoken in gibberish and affects all who can hear it in its affect.
4 – + 1 bluff, diplomacy and intimidate
5 – You may choose which targets are affected, and if gibberish is understood you may choose which targets are affected.
5 – Change the spells range to all within 10 hexes of you ( + 5 PP)

Life. Radiant. Life effects can only damage undead.
1 – + 1 to medic roll
1 – Lifelink – whenever a target takes damage you take half the hits (rounded up). These hits are not further reduced through fortitude or toughness, though they can be healed normally.
2 – revitalize – You may cast a second power that require medic. You must split your medic dice pool between these 2 powers ( + 1 PP)
2 – +2 DV and -2 AP vs undead
4 – Advanced Revitilize – When using revitilize the target(s) only takes 1 level of fatigue.
4 – When a power requires a medic check you can make it affect a small burst.
5 – Burst ( + 1)

Light Fire and/or Radiant
1 – DV +2 & AP -1 vs undead
1 – Increase light level by 1 in radius.
1 – +1 to detection
1 – Adds Blind ( + 2 PP)
2 – Counts as sunlight dealing +4 DV and ignoring armor vs those affected by sunlight.
2 – Blind ( – 1)
2 – Add Burning ( + 2 PP)
3 – Blind ( – 1)
3 – Burning ( -1)
4 – Burning ( -1)
4 – Blind ( – 1)
4 – Increase light level by 1 in radius.
5 – Increase light level by 1 in radius.
5 – Blind ( – 1)
5 – Burning ( -1)

Lightning: Electric
1 – Adds Stagger ( + 2 PP)
1 – AP -1
1 – May augment with the elemental (lightning) subtype for 2 schtick points less than normal.
2 – The attack comes out of the sky, ignoring all cover. Attack can only be used when the target is under an open sky.
2 – Stagger ( – 1)
2 – Adds Stun
2 – + 1 to accuracy
2 – Chain – may chain the spell to up to 3 targets. Each target is the starting point for the next attack, so you can surpass your range with these spells. Inanimate objects can also be used to chain the spells. ( + 3 PP)
3 – Stagger ( – 1)
3 – Stun ( – 1)
3 – Gain electricity resistance ( + 2 PP)
4 – Ignores metal armor ( + 1 PP)
4 – +1 to Willpower saves ( + 1 PP)
4 – Stagger ( – 1)
4 – Stun ( – 1)
5 – Stagger ( – 1)
5 – Stun ( – 1)
5 – Gain electricity immunity ( + 4 PP)

Magma Fire & Blunt
1 – Terrain at location becomes difficult terrain (permannt)
1 – May augment with the elemental (magma) subtype for 2 schtick points less than normal.
1 – +1 Armor
1 – Adds Catch Fire ( + 2 PP)
2 – Adds Enrangle ( + 2 PP)
2 – Attack pops out of the ground, ignoring all cover. Can only be used on open earth, the presence of buildings, worked roads, etc stop this spell from targetting.
2 – disentegrate – +1 DV. If a target is killed by this attack his body distenegates destroying the target. Gear is usually kept intact. ( + 1 PP)
3 – Catch fire ( – 1)
3 – Entangle ( – 1)
4 – Heavy weapon damage. ( + 1 PP)
4 – +1 to Grit saves ( + 1 PP)
4 – Catch fire ( – 1)
4 – Entangle ( – 1)
5 – Entangle ( – 1)
5 – Catch fire ( – 1)

Mind Affecting Psychic
Free – Fear (1)
1 PP – Fear (2)
2 PP – Fear (3)
Free – Confusion (1)
1 PP – Confusion (2)
2 PP – Confusion (3)
3 PP – Threshold +1
1 PP – Mind Link – link yourself with target’s of the spell, allowing for mental communication
Free – DV/2(rounded up). Soak with willpower instead of soak.
Free – +1 to willpower saves

Pain Energy or Psychic or Slashing
1 PP – Bleed (1)
2 PP – Bleed (2)
3 PP – Bleed (3)
1 PP – Ignore 1 level of fatigue
Free – Damage done is nonlethal damage, AP – 2.
Free – DV/2(rounded up). Soak with vigor instead of soak.

Physical Slashing and/or bludgeoning
4 – Heavy weapon damage ( + 1 PP)
1 – +1 DV
1 – +1 Armor
1 – add a tier 1 upgrade following all the normal rules as if from crafting.
5 – spell gains a duration of perment whilr in your possession
4 – +1 to Vigor ( + 1 PP)

Plant Slashing or Bludgeoning
1 – Adds Entangle ( + 2 PP)
1 – Adds Pull ( + 2 PP)
1 – Thorny 1 AP
1 – Barkskin – +1 Armor
2 – Photosynthesis – If you get at least 6 hours of sunlight per day while this power is active you act as if you ate.
2 – Entangle ( – 1)
2 – Spell is a trap, set to go off under a specific set of circumstances as prescribed by the spell. Make a spellcasting save to set the threshold to detect and disable the trap. Requires plants nearby to set.
3 – Pull (
2)
3 – Entangle ( – 1)
4 – Entangle ( – 1)
5 – Pull (- 2)
5 – Entangle ( – 1)

Poison Poison
1 – (DV+AP)/2(rounded up). Soak with Grit instead of soak.
1 – Adds Poison ( + 2 PP)
2 – Poison (- 1)
1 – 1 on saves vs poison
3- Leaves a cloud of poison behind where it is hard to breathe. Opponents in the cloud must make a poison (2) save each round and the cloud obscues as darkness. (
1 PP)
3 – Poison (- 1)
3 – Gain poison resistance (+ 2 PP)
4 – Potent: Poison is so potent it reduces poison resistance to no resistance and poison Immunity to poison resistance.
4 – Poison (- 1)
5 – Gain poison immunity (+ 4 PP)
5 – Poison (- 1)

Sonic Sonic
1 – Adds Deafen
1 – Attack works normally underwater. DV + 1 if target is underwater.
1 – (DV + AP)/2(rounded up). Soak with vigor instead of soak.
2 – Deafen (- 1)
2 – Adds Knockdown
2 – DV 5, ignores armor
3 – Knockdown (
1)
3 – Deafen (- 1)
4 – Heavy Weapon Damage (+1 PP)
4 – Knockdown (- 1)
4 – Deafen (- 1)
5 – Knockdown (- 1)
5 – Deafen (- 1)

Time Psychic and Energy
3 – You may cast the power as an immediate action. (1 PP)
4 – immediate action cost – 2 AP (
1 PP)
5 – The spell is cast outside of time, and cannot be interrupted
5 – immediate action cost – 3 AP ( + 1 PP)

Water Blunt
1 – Adds Push (+ 1 PP)
1 – + 2 to athletics (swim)
1 – May augment with the elemental (water) subtype for 2 schtick points less than normal.
1 – Attack works normally underwater. DV + 1 if
3 – Push ( – 2)
3 – Soothing – ignore a level of fatigue. (+ 1 PP)
3 – + 2 to athletics (swim)
4 – Gain a swim speed
4 – Can walk on water for the duration of the spell.
4 – 1 Willpower saves ( 1 PP)
5 – Push.( – 2)

Force = psychokinesis
Trappings to add:

  • Trap trapping
  • Dancing
  • Make the spell a free or immediate action when successfully hit
  • Change damage type
  • Metamagic: quicken, extend, enlarge, etc.
  • target treats caster as friendly
  • transfer a condition to yourself
  • Bleed damage
  • resistance to negative energy
  • Ignore difficult terrain of a type
  • Unarmed weapon type
  • Call fire
  • Ash cloud blind
  • reduce resistance/Immunity
  • Reduce armor penalty
  • increase attribute skill by 1 round
  • temp HP
  • chose one target – can expend recovery rate as if on a short rest.
  • can activate when attacked, etc.
  • deep cover identity
  • Steal spell
  • tremorsense
  • Save bonuses
  • water walk
  • Energy absorption
  • reflect spell
  • Change energy type
  • extend duration after concentration ends

Trapping

SIMPLE underableedingsun