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Master: DEEP WATER CURS All your Tsunamis disappear if you use this ability
Dagon’s area of effect becomes an Edge until it again, or they reach an edge of the map.
goes off
Infuse (1 Aether): STORMLASH
Redirect Tsunami (do not summon a new one).
TAILWIND
1 action
Talent
Terrain Effect: Summon a tailwind in a free I. You and your summons are unaffected by
space in range 3. Characters inside the tailwind Tsunami, and while inside Tsunami have
gain cover and flying. cover.
II. Characters that collide due to Tsunami
If there are no characters in a tailwind at the start additionally take light damage and are winded
of any of your turns, it grows to a blast 1 area for
the rest of combat. Master: LEGENDARY STOR
Tsunami washes over all terrain regardless of
If you summon a new tailwind, the old one height, moves up to 8 spaces instead of a flat 5,
disappears. and also affects flying foes.
Talent Interrupt:
I. Your own and allies attacks from inside a Trigger: A foe damages you, or an ally adjacent
tailwind inflict frostbite on hit. to your or a summon you control with an attack or
II. You don’t count as being in the area for ability
tailwind growing in size Effect: After the triggering action resolves, a
wave batters your target, in a close blast 1 area
Master: VICIOUS GAL around you or your summon. Foes caught in the
When an hostile characters ends their turn inside area take fray damage and are shoved 1. Allies
a tailwind, you can shove them 3 in any direction. caught in the area don’t take damage and can fly 1
Collide: character must save or become stunned. as an effect.
TSUNAMI Talent
2 Actions I. If only one foe is caught in the area of wave,
shove 3 instead
Terrain Effect: Summon a huge swell of II. If you don’t use this interrupt, gain another
elemental water from any visible edge of the map. use of it (you can stock up to 3 uses)
The area is a blast 1 terrain effect that is difficult
and dangerous terrain. Terrain of height 1 or Master: DEEPWRAT
higher is excluded from its area. Infuse X: DEEPWRATH
Increase the shove and flight from Heave-Ho by X
When you summon Tsunami, pick a compass spaces. Collide: foe is also stunned.
direction (north south east west). When you use
Watery Doom
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1 action, mark When you take this ability, choose one of the
following effects, which is active for the rest of
Mark: Mark a foe or ally in range 5. combat:
At the end of that character’s turn, teleport them
to any space in or adjacent to you, a summon, or a - Frost storm: Your area is difficult terrain for
terrain effect you control. They may then save to foes, even for flying characters, and foes that
clear the mark, ending it on a success. end their turn in your area are inflicted with
frostbite. Frostbitten characters are winded.
Talent - Battering storm: The area of your storm is
I. While marked, your character treats all cover for allies and difficult terrain for foes. At
difficult terrain as dangerous terrain the start of your turn, you may shove all
II. When the character fails a saving throw while characters in your area 1 space in any direction
under this mark, they take fray damage. - Lightning storm: The area of your storm is
dangerous terrain for foes. At the start of your
Master: THE LOCKE turn, roll a d6 for each character in your storm.
On a 5 or a 6, they are struck by a lightning
Instead of teleporting the marked character at the bolt, taking 3 godly damage and becoming
end of their turn, you can freeze them into an electrified.
elden frost pillar. Remove them from the - Raging storm: While in Elemental form, your
battlefield until the start of their next turn, when abilities gain slay: gain 1 Aether, and you may
the frost thaws. The space they occupied becomes move diagonally.
impassable terrain until then. A character may
save to immediately avoid this effect and end the Master: Djinn of the Four Winds:
mark instead of at the end of their turn. While in Elemental, all four effects are active at
once.
Limit Break:
Elementa
5 resolve
Free action, stance
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