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Appendix B: Runic Actions

Battle Channeler Action Card (Runic Action) Blooddrinker AP Cost: 1AP Cost: 1 Blood Rune Target: An entity you can see within Range Range: 6m | Near Effect: You fire a small portion of your own blood at the flow to form the connection to drain the life of your enemy. Make a ranged spell Attack Roll using your Emotion’s Associated Trait. On a Hit: The Target gains the Drained  [1d10] condition. You restore HP equal to the the result of the d10 roll, and until the start of your next Turn you reduce damage taken from the Target by half your Battle Channeler Level. Battle Channeler Action Card (Runic Action) Death & Decay AP Cost: 1AP Cost: 1 Blood Rune Range: Self AoE: (AoC Radius + half your SB)m Radius Sphere, Centred on You Duration: 1 Encounter/Scene Effect: You expend energy to corrupt the area around you and enhance your abilities. For the Duration, the AoE becomes Corrupted Ground, this remains even if you move away from the area. Each entity of your choosing that starts their Turn in the Corrupted Ground takes 1d6 Necrotic damage and treats the area as Difficult Terrain. Whilst you are in the Corrupted Ground, you can reduce damage taken by your SB, and other Runic Actions may gain additional effects. Battle Channeler Action Card (Runic Action) Deathgrip AP Cost: 1AP Cost: 1 Blood Rune Target: An entity you can see within Range Range: 6m | Near Effect: You drag your foes towards you. Each Target must make a Physique Test. Failed Test: The Target is pulled up to 6m (Near) towards you, into the nearest unoccupied space adjacent to you, and is Restrained and has Disadvantage on Attack Rolls against Targets other than you until the start of your next Turn. You can choose to Mark the Target. Failed by 5+: Until the start of your next Turn, the Target cannot spend AP or RP on actions/reactions that would cause them to Target any entity unless it is also Targeting you as part of the action/reaction. Empowered Effect (2 Blood Runes): You may increase the Cost of this action by 2 Blood Runes in order to also Target each entity of your choosing within 3m (Near) of the original Target. Battle Channeler Action Card (Runic Action) Heart Strike AP Cost: 2AP Cost: 1 Blood Rune Target: An entity you can see within Range Range: Your AoC Effect: You make a sweeing strike at your foes. Make a melee Weapon Attack or Unarmed Strike against the Target. This action generates Blood Runes. On a Hit: The Target takes the normal damage and gains 1 Degree of the Slowed condition, and another entity of your choosing within half your SBm of the original Target takes half as much damage, unless it has a Shared Bond Concept with the Target. Empowered Effect (1+ Blood Runes/Death & Decay): You may increase the Cost of this action by 1 or more Blood Runes in order to also Target an additional entity within your AoC for each additional Blood Rune spent, who takes half as much damage as that dealt to the original Target. If this action is performed in your Corrupted Ground, this action instead Targets every entity within your AoC bar the original Target to take half as much damage as that dealt to the original Target. Battle Channeler Reaction Card (Runic Action) Blood Tap RP Cost: 1RP Trigger: You receive damage Cost: 1 Blood Rune Effect: You channel your blood runes to reduce the incoming blow. You gain Damage Reduction X, where X equals your Emotion’s Associated Trait, against one of the Triggering Damage Types until the start of your next Turn. Empowered Effect (1+ Blood Runes): You may increase the Cost of this action by 1 or more Blood Runes in order to increase the Damage Reduction to equal your Emotion’s Associated Trait multiplied by the number Blood Runes spent for the Cost. Battle Channeler Action Card (Runic Action) Death Strike AP Cost: 2AP Cost: 2 Blood Runes Target: An entity you can see within Range Range: Your AoC Effect: You strike at your foes channelling necrotic power. Make a Weapon Attack or Unarmed Strike against the Target. On a Hit: You recover HP equal to a quarter of the damage you received since the end of your last Turn (minimum of your SB HP). If you are under the effects of your barrier from the Wall of Emotion Feature, you also gain BP equal to the HP restored. Battle Channeler Action Card (Runic Action) Marrowrend AP Cost: 2AP Cost: 2 Blood Runes Target: An entity you can see within Range Range: Your AoC Effect: You strike at your foes channelling necromantic power. Make a Weapon Attack or Unarmed Strike against the Target. On a Hit: You can cast the Bone Shield Cantrip as part of this action. The Bones summoned by this spell can each block 1d10 + your SB damage and can block an additional attack before crumbling to dust. Empowered Effect (Death & Decay): If this action is performed in your Corrupted Ground, the Bone Shield Cantrip is counted as being in the presence of a graveyard and summons an additional Bone. Battle Channeler Action Card (Runic Action) Blood Boil AP Cost: 2AP Cost: 3 Blood Runes Target: Each entity of your choosing that you can see within Range Range: Your AoC Effect: You unleash a wave of energy to boil your enemy’s blood. Each Target must make an Endurance Test. Failed Test: The Target takes Xd6 Necrotic damage, where X equals half your SB. The Target also gains a Degree of the Poisoned condition and 2 Degrees of the Burned (Necrotic) condition. They cannot remove Degrees of the Burned condition until the Poisoned condition is removed. Failed by 5+: X equals your SB, and the Degrees of each condition bestowed are increased by half your SB. Successful Test: They take half as much damage. Empowered Effect (Death & Decay): If this action is performed in your Corrupted Ground, the Range is increased to that of your Corrupted Ground. Battle Channeler Action Card (Runic Action) Vampiric Cleave AP Cost: 2AP Cost: 3 Blood Runes Range: Self AoE: SBm Cone, Emanating from You Effect: You unleash a destructive cleave. Each entity within the AoE must make an Agility Test. Failed Test: The entity is treated as being hit by a Weapon Attack with a melee Weapon you are Wielding or an Unarmed Strike, replacing the Damage Type with Necrotic damage. You recover HP equal to the most damage dealt amongst the entities. Failed by 5+: They instead are treated as being Critically Hit by a Weapon Attack with a melee Weapon you are Wielding or an Unarmed Strike. Successful Test: They take half as much damage. Battle Channeler Action Card (Runic Action) Death’s Mantle AP Cost: 2AP Cost: 4 Blood Runes Target: Self Duration: 1 Encounter/Scene Effect: You become one with death. For the Duration, you gain the Undead Entity Type, gain the Incorporeal condition, your Walking speed increases by 3m, you gain Immunity to the Drained, Sap, and Slowed conditions, and your Hit Point Maximum increases by your Battle Channeler Level. Also for the Duration, once per Turn, should you recover HP due to a spell, power, rite, Runic Action, or Battle Channeler Feature, you can treat a number of the dice rolled to determine HP restored as rolling their maximum value, equal to your SB. This action’s effect ends early if your Channel Emotion action would end. Battle Channeler Action Card (Runic Action) Antimagic Shell AP Cost: 2AP Cost: 5 Blood Runes Effect: You utilise your blood to disrupt the magical power of your foes to shield your allies. You cast the Antimagic Shell spell, without using Spellcasting Components or Spell Slots, it cannot be Countered or Dispelled. It does not require Concentration but its Duration is equal to the Duration of your current Channel Emotion action. Battle Channeler Action Card (Runic Action) Raise Ally AP Cost: 2AP Cost: 10 Blood Runes Target: An allied entity you can see within Range Range: Touch Effect: You utilise your necromantic power to bring an ally back from the brink. You cast the Revivify spell without requiring Spellcasting Components or a Spell Slot. The Target returns with a Degree of Exhaustion and can choose to be returned with the Death-Touched Template. Once a Target has been returned to life with this action, they cannot again for 1 Day.