PhotonTTRPG Powers are the other side of the coin from Styles, but they also grant free points in certain Skills and Power Features

List of Powers

Alkean Magic

Alkeans have the inborn ability to manipulate Spirit Energy, which is Life Force that has been separated from a living host. They can bind this energy to themselves to summon constructs or even temporarily bring back to life the perished being. Skills:

  • “Alkean Magic”
  • “Work with the dead”

Power Features:

  • From Spirits: At the end of your turn gain 2 stacks of Empowered for every point of Meter you gained this turn

Actions:

  • Gather Spirit, 1 AP
  • Combat Communion, 3 AP
    • You focus completely on absorbing nearby spirit energy from the battlefield.*
    • Effect: Gain an extra point of Meter per round number.
    • Immobile Gain(+3)
  • From the Spirits with Love, 3 AP
    • You spend Spirit Energy you have accumulated to summon a massive bone blade that thrusts forward.
    • Effect: Target a 10 length line originating from you, or every point of Meter spent you deal +d4 to all Foes in that line.
    • Attack Ranged Spend(10)
  • Spirit Barrier, 1 AP
    • You use Spirit Energy to create a barrier between you and your Foes
    • Effect: Create within a radius of 5 a piece of Full Cover for every 2 points of Meter spent by this action
    • Spend(4) Create
  • Death, 6 AP
    • You use your magic to catalyze all nearby Spirit Energy and you channel it into a devastating blow
    • Effect: Target a radius of 1, for every point of Meter spent by this action deal 2d6 damage to all characters within the radius. Until the end of the Scene any time a character is knocked out you gain 1 stack of Adrenaline
    • Attack Ranged Spend(All) Final

Combo Actions:

  • Ain’t afraid of no Spirits, 2 AP
    • After attacking a foe with Spirit Energy you force said energy into your Foe’s body
    • Condition: The Previous action had the Spend Trait and the Attack Trait
    • Effect: Target a Foe you targeted with your previous action, they get 1 stack of the Stunned Condition
    • Attack
  • Possessed and Obsessed, 1 AP
    • You infuse yourself with the Spirit Energy you collected, temporarily empowering yourself
    • Condition: The Previous action had the Gain Trait
    • Effect: gain 1 stack of Adrenaline and Gain 3 point of stamina for each point of Meter Spent by this action
    • Self Spend(ALL)|
  • Spirit Armor, 2 AP
    • You recycle some of the Spirit Energy you used to defend yourself
    • Condition: The Previous action had the Spend Trait
    • Effect: You gain 1 point of Stamina for each point of Meter spent by the previous action
    • Self Immobile |
  • Death Begets Death, 1 AP
    • You collect the Spirit Energy of a foe you just defeated.
    • Condition: You knocked out a Foe with your last action
    • Effect: Gain 1d4 of Meter for every rank of the Foe you defeated.
    • Traits

Reactions:

  • Bones from Blood, R You collect your sprit energy from a strike that you managed to avoid Condition: You took damage to your stamina Gain(+2)

Active Exceed

All humans have the ability to exceed the natural limitations of their body. Most fighters do so subconsciously in moments of high stress, but some have learned to do so intentionally, allowing them to accomplish awe inspiring feats worthy of legend. Skills:

  • “Exceed Knowledge”
  • Fleet
  • Flex

Power Features:

  • From Excess: Any time you deal damage equal or greater to thrice the stamina pool of your target you gain 4d6 stacks of Empowered

Actions:

  • Siege Engine, 2 AP
    • You charge forward, destroying anything in your path
    • Effect: Move in a line for double your speed (you can add Quickened). Destroy any piece of terrain in the path you would move through and deal 2d6 damage to any enemy in the path (you can damage any enemy once with this action)
    • Attack Melee Crushing
  • Burst Dash, 2 AP
    • You suddenly move at incredible speed, suddenly appearing next to a foe
    • Effect: Move to a space adjacent to a Foe that you can see. Your next action gains the Crushing Trait
    • Self Move
  • Limit Break, 7 AP
    • You’ve pushed past the limits of your body, now it’s time to push past the limits of Exceed itself.
    • Effect: Consume all stacks of Empowered, gain one stack of Adrenaline for each stack. Until the end of the Scene any damage you deal is increased by 1d6 for every 3 stacks of Adrenaline you have.
    • Self Final

Combo Actions:

  • Tail Wind, 1 AP
    • You are so powerful that your attacks unleash powerful winds
    • Condition: Your last action had the Attack Trait
    • Effect: Target all Foes in a radius equal to half the amount of damage you dealt with your last action, deal 1d6 damage.
    • Attack
  • No Escape, 1 AP
    • After throwing away the enemy you follow after the to deliver a follow up attack.
    • Condition: Your last action had the Fling Trait
    • Effect: You may move to adjacent space to a Foe you moved with your previous action.
    • Attack Crushing
  • Battle Meditation, 1 AP
    • You focus on the battle
    • Condition: Your last action did not have the Attack Trait
    • Gain stacks of Adrenaline equal to the Round number.
    • Self

Reactions:

  • Iron Skin
    • Just as a foe is about to strike you, you channel your power making your skin impenetrable
    • Condition: you would take damage
    • Self Protected(2d6)
  • Immovable Object
    • You resist others’ attempts to push you around
    • Condition: you would incur forced movement
    • Effect: You are not moved by the forced movement. If your speed is greater than the speed of the moving action you gain Adrenaline

Phoenix Talon ^22318f

The Phoenix Talon is the most recent Aspect of Magic, it originated 16 years ago during the Sunnaut Revolution and those who wield it carry forward the legacy of that war. In fact the bursts of fire that characterize this Magic grow in power if the cause they are being used for is just and righteous. Skills:

  • “Phoenix Talon Knowledge”
  • “Work with fire”

Power Features:

  • From Fires: Any time you take an action with the Aid Trait, you gain 3d4 stacks of Empowered. Any time an action with the Attack Trait targets more than one foe, you gain 3d4 stacks of Empowered

Actions:

  • Heart Afire, 2 AP
    • You open your palms and unleash a wave of fire
    • Effect: Deal 2d4 damage in a 3 cone angled from you
    • Attack Ranged Burning(6)
  • Blessed me with your future, 2 AP
    • You empower yourself and your allies weapons with fire
    • Effect: All Allies gain +1d6 damage to their next attack
    • Aid
  • On Parade, 1 AP
    • You shoot up a flare of fire, inspiring your allies and blinding your foes
    • Effect: All Allies Gain 1d6 stacks of Empowered, any Foes that you can see and that are below half Stamina become Impacted.
    • Aid Attack
  • Protected with Fire, 3 AP
    • You cover an ally in fire, which will hurt any Foe that gets too close
    • Effect: Target an Ally, any Foe within radius 2 of them takes 1d8 damage.
    • Aid Attack Crushing
  • Justice, 6 AP
    • You channel an immense amount of power, burning away the evil of this world and empowering your allies.
    • Effect: Restore all allied Characters to maximum Stamina. Deal damage to all Foes for an amount equal to the total Stamina restored, additionally this action gains Burning with a value equal to total the stamina restored.
    • Attack Final Burning

Combo Actions:

  • Everything Burns, 3 AP
    • You release the flames you’ve been holding inside in a massive wave of fire around you.
    • Condition: Your previous action did not have the Attack Trait
    • Target all Foes in a radius of 7 centered on you, deal 3d6 damage
    • Attack Ranged Burning(8)
  • Take You Higher 1 AP
    • You further empower an ally with fire
    • Condition: You previous action had the Aid Trait
    • Effect: Choose 1 ally that you targeted with your previous action, their next action gains the Burning(5) Trait
    • Aid
  • Work Forces, 2 AP

Reactions:

  • Ignite The Suits, R

Resono Magic

All Resono inherit the ability to interact with Life Force, which is the silk that empowers living beings. They can share life force, steal it, suppress it and so on. But to do so a Resono must be able to physically reach with their hands into their target. Skills:

  • “Resono Magic Knowledge”
  • “Magical Knowledge”
  • “Work with Magic”
  • Fleet

Power Features:

  • From Strings: At the end of your turn gain 2d4 empowered for every AP spent on actions with the Aid Trait

Actions:

  • Everybody in the world, 3 AP
    • Link the Life Force of multiple foes together.
    • Effect: Target 3 Foes that were adjacent to you at some point during this action. If any of these Foes take damage to health, so do the others. This link remains until one of the enemies is defeated (The link is removed after sharing the damage).
    • Foes | Step(4)
  • You’re gonna go far, 2 AP
    • You lend some of your lifeforce to an ally, bolstering them
    • Effect: Target one Ally adjacent to you, both you and that ally gain Adrenaline(2)
    • Allies Aid | Step(2)
  • Hand in Hand, 2 AP
    • You link two of your allies’ Life Forces together.
    • Effect: Target yourself and an ally or two allies, that were adjacent to you at some point during this action. Transfer between the targets a condition or any amount of stamina.
    • Allies Aid | Step(2)
  • Life, 6 AP
    • You weave together a web of all your allies, the connection forms an loop that exponentially empowers all of you.
    • Effect: Sum together yours and all your allies stacks of Empowered, this number is the new amount of Empowered you and your allies have.
    • Aid

Combo Actions:

  • Got him where I want him now, 2 AP
    • You grab an opponent by the life force and paralyze them
    • Condition: Your previous action had the Attack Trait and your target’s stamina is exhausted.
    • Effect: Target the Foe described by the condition and is adjacent to you, the foe gains Stunned(2)
    • Attack Foes | Step(2)
  • What you get, 1 AP
    • After injuring a foe you transfer a negative condition from yourself to them
    • Condition: Your previous action had the Attack Trait
    • Effect: Transfer a condition from yourself to one target of your previous action that is adjacent to you.
    • Foes | Step(2)
  • I get this Feeling, 2 AP
    • Choose a positive condition you gained with your last action, all allies gain it.
    • Condition: You gained a condition with you last action
    • Effect: All allies also gain that condition
    • Allies Aid | Step(2)

Reactions:

  • Before I come Undone, R
    • After you take damage you physically pull on your connection with an ally to move closer to them
    • Self

Mana Scripting

Mana Scripting is likely the most accessible Aspect of Magic, Technically speaking all it requires is for the caster to be conscious. This is due to the fact that Mana Scripting is not an embodied form of magic. But instead it consists in writing spells, using expensive liquid mana, much like one would write high level computer code. These spells often consist of simple matter and energy generation. Actions:

  • createWall(), 1 AP
    • You summon a barrier of a solid material and send it forward
    • Effect: Target a 5 length line in beginning or ending in an adjacent space to you. Push enemies to the end of the line. Place a Wall in the last space in the targeted line before the Foe you hit.
  • Create Attack Traits Expend(3)
  • makeBlast(), 2 AP
    • You
  • spikeThrow(), 2 AP
    • You summon a storm of pointy constructs,

Combo Actions:

  • Debug, 2 AP
    • You take a moment to reassess your code after noticing a bug
    • Condition: Your previous action had the Expend Trait
    • Effect: Gain
    • Allies Aid |
  • On and Off Again, 1 AP
    • Something’s off with your spells, maybe just.. closing your tome and opening again might help?
    • Condition: The result of your previous action was underwhelming.
    • Effect: Gain
    • Allies Aid |

Reactions:

  • Burning Blood
    • Fire lashes out from your wounds
    • Condition: You took damage to your Health
    • Effect: Target 1 adjacent foe, deal 3d4 damage
    • Attack Melee Blasting(3)

Storm Hook

The Storm Hook is a powerful and raw Aspect of Magic. To obtain it one must get struck by lightning and survive the experience. Afterward the wielder will be able to summon electrical discharges at will, but to properly make use of the lightning the wielder must make use of a metal conduit of some sort. Skills:

  • “Storm Hook Knowledge”
  • “Work with lightning”
  • Flex

Power Features:

Actions:

  • Of Ice And Snow, 2 AP
    • You summon the storm, emitting lightning around you
    • Effect: Target one foe within 3 spaces of you, deal 2d6.
    • Attack Ranged Charging
  • The Hammer Of The Gods, 3 AP
    • You channel lightning through your conduit and into a foe as you strike them
    • Effect: Target one foe with your Melee weapon, dealing 2d8 damage
    • Attack Melee
  • To Fight The Horde, 3 AP
    • You channel lightning through your Conduit to unleash a lightning bolt
    • Effect: Target one foe within Line of Sight, dealing 2d6 damage
    • Attack Ranged
  • Threshing Oar, 2 AP
    • You lift yourself with lightning, leaping a great distance
    • Effect: Move your speed twice. You may choose to land in a space occupied by a Foe, forcing them to move to an adjacent space.
    • Charging Move
  • The Storm, 4 AP
    • For an instant as brief as a lightning strike you become one with the storm, releasing its power through your Conduit
    • Effect: DIE
    • Attack Charging Final

Combo Actions:

  • Danger, High Voltage, 2 AP
    • The lightning from one of your strikes jumps to another foe
    • Condition: Your last action had the Charging Trait and the Attack Trait
    • Effect: target a second foe within a radius of 3 of your original target, they take the same damage you dealt with your previous action. If this attack exhausts a target’s stamina you may repeat this effect once.
    • Charging
  • Feel The Thunder, 1 AP
  • Recharge ElectroHeart, 1 AP
    • You absorb your lightning to reinvigorate yourself
    • Condition: Your last action had the Charging Trait
    • Effect: gain 1d6 Stamina
    • Self
  • You’ve Been Thunderstruck, 4 AP
    • You force the lightning you just discharged to return to you in a massive blast
    • Condition: Your last action caused you to lose the Charged Condition
    • Effect: Target a radius of 3 centered on you, deal 3d6 damage to all Characters.
    • Attack Charging
  • Don’t Be a Stranger, 1 AP
    • You use the electricity of your strikes to magnetically move your foes
    • Condition: Your last action had the Charging Trait and the Attack Trait
    • Effect: Target any foe affected by your last action, cause them to move to an adjacent space to you, or you may instead move yourself to a space adjacent to a foe you just affected.
    • Attack Move Charging

Reactions:

  • Garden in the Rain, R
    • You release your lightning to someone who was foolish enough to strike you
    • Condition: You have the Charged Condition and a Foe targeted you with a melee attack
    • Effect: Deal 1d6 damage to the triggering foe, if their stamina is exhausted by this action their action is cancelled.
    • Attack
  • Tempest’s Overture, R
    • You got hit, but this only made you more determined to strike down your foes.
    • Condition: You take damage from an attack
    • Effect: You gain the Charged Condition
    • Self

Daemonic Possession

To be possessed by a Daemon is to surrender yourself to the allure of power, at the cost of those around you. At first blush it might appear that this is an Aspect of Magic, but it is not. It consists in creating a bond with a Daemon, a Dark Magic Entity, which will nest within the wielder’s life force. The purpose of the Daemon is to feed on Spirit Energy, so it will only bond to hosts it deems capable of finding it Skills:

  • “Daemonic Knowledge”
  • “Work with Daemons”
  • “Work with Magic”

Power Features:

  • From Name:

Actions:

  • Procedurally Generated Ritual, 1 AP
  • Open Source Bloodshed, 2 AP
    • You absorb Spirit Energy around you to feed your Daemon.
    • Effect: Target a radius of 3, all Characters other than you take 2d6 damage, if this action exhausts a Character’s Stamina you may roll your Recovery Die.
    • Sacrifice Self
  • Mono-Threaded Skewering, 2 AP
    • You use your Daemon to deliver a devastating Blow and then you let it feed on the spoils
    • Effect: Target one Foe within Weapon Range, deal 4d6 damage.
    • Sacrifice Attack
  • Pull, 1 AP
    • You allow your Daemon to take over your body
    • Effect: You gain the Daemonized Condition, replace your current stamina by an amount equal to every point of Meter Spent by this action.
    • Spend(ALL)
  • Deliverance, 6 AP
    • Your Daemon is unleashed, but instead of stealing your life force it fights by your side completely autonomously.
    • Effect: If you had it, you lose the Daemonized Condition. Place a token on the field representing your Daemon as a Companion, which has the Daemonized Condition with stamina equal to every point spent by this action. The Daemon can take actions only from Daemonic Possession and Style Actions. If either you or Daemon become exhausted, the other character can transfer their current stamina to the former. If the Daemon becomes Exhausted it is removed from the field. While the Daemon is on the field you cannot gain the Daemonized Condition.
    • Spend(ALL) Final Combo Actions:
  • Asynchronous Carnage, 2 AP
  • Back End Imp, 1 AP
    • Description
    • Condition: You have the Daemonized Condition
    • Effect: Target one Character within line of sight, if the target is unwilling deal 2d6 damage, the next time that Character would gain stamina they instead gain half and you may roll your Recovery Dieto gain Stamina.
    • Self
  • Front End Gargoyle, 2 AP
    • Description
    • Condition: You have the Daemonized Condition
    • Effect: Target the nearest Character, the next time they deal damage you may roll your Recovery Die (if that damage would have caused you to become exhausted you gain the stamina before that damage.)
    • Self
  • The Human Factor, 2 AP
    • Your Daemon is clearly digging into your soul, but you resist its influence.
    • Condition: You have the Daemonized Condition
    • Effect: The next time you roll your Recovery Die you may choose to double or halve its results.
    • Self
  • Push, 1 AP

Reactions:

  • Daemon Out Of Bounds, R
    • Description
    • Condition: You lose stamina
    • Effect:
    • Traits

Static

There aren’t many records of those who wield static and while this Aspect of Magic is rare that is not the main reason why such records are missing. Static allows the wielder to elude cognition itself, this often boils down to invisibility and intangibility. While the latter of the two can be used to devastating effect when overlapping with other matter, this primarily remains an Aspect of Magic focused on evasion.

Rouge Bud

Rouge Bud revolves around its namesake flower, that must be planted within the wielder’s body. Once fully grown the wielder will be able to reshape inanimate, solid matter. Any tactically minded user of Rouge Bud can control the battlefield with ease, creating and removing cover, blocking off sightlines, etc. But a more simple minded approach can be equally effective.

Bloodsten

A simple Aspect of Magic which replaces a wielder’s limb with a metal that the user can morph into any shape they desire.

Shadow Dance

The Shadow Dance is both an art and an Aspect of Magic, to make use of the latter a performer must demonstrate mastery over the former to a judge of The Court. The Aspect of Magic itself allows the dancer to transform shadows into portals that they alone may use.

Skills:

  • “Name Knowledge”
  • “Work with Name”

Power Features:

  • From Name:

Actions:

  • Barre, 2 AP ^3a1b9e
  • Arrière, 2 AP
    • You take advantage of a Foe’s vulnerable state to sink them in the shadows.
    • Effect: Target a foe with the Impacted Condition or an ally, they gain the Hidden Condition. The target loses the condition when their turn begins or when you gain the Hidden Condition. If this action targets a foe then it gains the Attack Trait.
    • Self
  • Tourant, 2 AP
    • You dance, commanding nearby shadows to imprison your foes
    • Effect: Target up to three exhausted Foes, they become Impacted
    • Attack
  • Avant, 2 AP
    • You command shadows to follow you as you dance, creating a path for your allies to follow.
    • Effect: Take a Move Action, any allies you move through with this action may choose to move to a space that you passed through. Gain the Hidden Condition
    • MoveAid

Combo Actions:

  • Fan Kick, 2 AP
  • Heel Drop, 2 AP
    • You emerge from the shadows and deliver a devastating yet graceful blow
    • Condition: You have the Hidden Condition
    • Effect: Target one foe within melee range, deal 3d6 damage.
    • Melee Attack
  • Nerve Tap, 3 AP
    • You tap the floor, turning nearby shadows against their owners.
    • Condition: Your last action made you lose the Hidden Condition
    • Effect: Target up to three Foes that you can see and that are currently impacted, deal 3d4 damage.
    • Attack Ranged
  • Changement, 1 AP
    • Even if you aren’t outright dancing, your movements are so graceful you might as well still be dancing.
    • Condition: Your last action did not have the Attack Trait
    • Effect: Gain the Hidden Condition
    • Self

Reactions:

  • Tanglefoot, R
    • You emerge from a Foe’s shadow, stopping them in their tracks
    • Condition: you have the Hidden Condition and a Foe just took an action with the Move Trait
    • Effect: Cancel the triggering action and appear in a space adjacent to the triggering Foe.
    • Move Self

Astracentrism

Astracentrism is a martial art, learned specifically within environments in which the only source of gravity is a local Sun. This Aspect of Magic allows the wielder to redirect incoming kinetic energy in contact with their body. Skills:

  • “Astracentrism Knowledge”
  • Flex
  • Fleet

Power Features:

  • From Name:

Actions:

  • Let’s Rock!, 1 AP
  • Half Circle Heavy Strike, 1 AP
    • You release a large amount of kinetic energy into a single devastating blow
    • Effect: Target one foe within Melee Range, deal 2d6 damage
    • Attack Spend(All)
  • Commanding Grab, 2 AP
    • You grab a hold of an enemy and hold them still by absorbing their kinetic energy
    • Effect: Target one foe within melee range, that foe gains an amount of Slowed equal to their movement speed and you gain an equal amount of Meter. Additionally you gain the Centered Condition.
  • Traits

Combo Actions:

  • Heaven, 2 AP
    • After taking your stance you simply remain still.
    • Condition: Your last action made you gain the Centered Condition
    • Effect: Until your next turn you may use an extra Reaction
    • Traits
  • Hell, 2 AP
    • After taking your stance you
    • Condition:
    • Effect:
    • Traits
  • Framed and Trapped, 1 AP
    • You take a pause, deliberately giving your foe an opportunity to strike you
    • Condition: Your last action had the Attack Trait
    • Effect: Target one foe within line of sight, they must take a 1 AP action with the attack trait, targeting you.
    • Traits

Reactions:

  • 6P, R
    • Description
    • Condition:
    • Effect:
    • Traits
  • Name, R
    • Description
    • Condition:
    • Effect:
    • Traits
  • Name, R
    • Description
    • Condition:
    • Effect:
    • Traits
  • Name, R
    • Description
    • Condition:
    • Effect:
  • Traits

Lycanthropy

WERWOLF WOOF WOOF BAU BAU

Template

Name

Description Skills:

  • “Name Knowledge”
  • “Work with Name”

Power Features:

  • From Name:

Actions:

  • Name, 1 AP

Combo Actions:

  • Name, 1 AP
    • Description
    • Condition:
    • Effect:
    • Traits

Reactions:

  • Name, R
    • Description
    • Condition:
    • Effect:
    • Traits