Astral Conduit Details
Unlike the other Characters you can create, Astral Conduit Characters are actually two Characters that must be moved, rolled for, and kept alive for success. The tradeoff for having more to manage is that half of the team is immeasurably powerful and can win many fights simply by showing up. However, the other part of the team has abysmal rolls and must be kept safe by their Astral
Build Complexity: 5/5: While Astral Conduits are powerful and require little effort to create, playing them effectively requires a good deal of thought and skill.
Astral Conduit Stats: 25 HP shared between Astral and Conduit.
Astral Conduit Rolls: 6A/6D, 5M/2A
(Choose an Astral Type for Astral Stats)
Astral Types
Tank Astral: 3+A/3+D, 2M 4A
Assassin Astral: 2+A/4+D, 6M 3A
Guardian Astral: 5+A/2+D, 3M/2A
Warrior Astral: 4+A/4+D, 4M 4A
—-
Astral Skills: Astrals may have 3 Skills and gain 1 Skill upon Level Up.
Recall: Move Adjacent to your Conduit from anywhere on the Board. Usable Three times per Battle.-+1 Use per Battle per Enhancement Point.
Deflect: Ignore a successful Attack, and deal damage equal to 1/2 the damage you would have taken, Rounded Down, to your Attacker. Usable 4 Times per Battle. -This is not an Enhanceable Skill-
Well of Inner Strength: +10 HP. -+2 HP per Enhancement Point
Brutality: +1 Damage to all Damage Rolls. -+1 Damage per TWO Enhancement Points Spent.
Invulnerable: Reroll a failed Defense Die. Usable 3 Times per Battle.-+1 Use per Enhancement Point.
Mastery of Weapons: You may choose a weapon for your Astral instead of using their default Attack Roll.-This is not an Enhanceable Skill-
Mastery of Armor: You may choose an Armor for your Astral instead of using their default Defense Roll.-This is not an Enhancable Skill-
Mastery of Foreign Things: You may choose 1 Skill from a different Character Type for your Astral. This consumes 2 Points. -This is not an Enhanceable Skill-
Final, Desperate Attack: When reduced to 0 HP, make a 2+ attack on anything in R3 of your Astral that deals +10 Damage on a Hit. -This is not an Enhanceable Skill-
Legendary Armaments: Your Astral may choose an Elite Weapon instead of using their default Attack Roll. This consumes 2 Points.-This is not an Enhanceable Skill-
Mythic Assault: Roll a Dice: if the result is 4-6, move Adjacent to the closest Enemy and deal damage to them equal to a dice roll X5. If the result is 1-3, take 15 Damage. ULTIMATE
Melee Ultimate: Make 1 Attack on an Adjacent Foe: if it succeeds, they take 10 Damage. ULTIMATE
Ranged Ultimate: Make 1 R3-8 Attack on a Foe. If it succeeds, they take 10 Damage. ULTIMATE
—More Coming Soon—