Life Transfer
3 APAction Point CombatAction Points (AP) are the resource you spend to use Actions when your Game Manager tracks Rounds.Spell · AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. · Tier 4Tier 4 TierTier 4 is a Tier that represents master power baselines. · UncommonUncommon RarityUncommon is a Rarity for options that take effort to find, often tied to a region, group, culture, or training.
Part of Alter
- MagicalMagical FeatureMagical is a Feature that marks an item, Effect, or Energy as a product of magic.
Life Transfer is an AlterAlter SchoolAlter is a School of Spells that change a Target’s properties, form, or state. SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. that trades life force between a donor and a recipient.
- TriggerTrigger StatTriggers are the events or circumstances that cause Effects to occur.
- On UseOn Use StatOn Use is a Trigger for Effects that happen when you use them.
- OriginOrigin StatOrigins are the points where Effects are created.
- SelfSelf Range RangeSelf Range is a Range for Effects that can Originate within and affect only you.
- ReachReach StatReach is the Range an Effect extends from its Origin.
- Touch RangeTouch Range RangeTouch Range is a Range for Effects that can Originate within 1 Space of you.
- TargetTarget TargetTargets are anything that Effects can affect, interact with, or influence.
- 1 donor with HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. above 1 and 1 recipient at 0 HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. (dropped within the last minute)
TestTest TestTests are die rolls that resolve actions with meaningful and uncertain outcomes. Mid StakesMid Stakes StakeMid Stakes is a Stakes level for moderately difficult and risky actions. SoulSoul TraitSoul is a Trait that measures your charisma, confidence, willpower, and courage. CheckCheck TestChecks are Tests your Game Manager calls for when you take proactive, deliberate actions to accomplish something.
- SuccessSuccess TestSuccess is a Test Result that means you achieve your goal.
- The donor’s HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. drops to 1. The recipient’s HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. rises to 1.
- SetbackSetback TestSetback is a Test Result that means you either achieve your goal but face a complication, or you fail your goal but avoid a complication.
- The donor's HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. drops to 0 and gains StaggeredStaggered ConditionStaggered is a Condition tied to your Hit Points that leaves you one step from Defeated.. The recipient's HPHit Point HealthHit Points (HP) are the pool that measures how much Damage you can take before dropping to 0. rises to full.
- FailureFailure TestFailure is a Test Result that means you don’t achieve your goal.
- No effect. The SpellSpell RuleSpells are supernatural recipes that create Effects through magic, psionics, or any force beyond the mundane. is DepletedDepleted CastingDepleted is the state of a Spell whose Effects fail to land..
Source Player Codex