Never got AP costs for this one, so I guess I'll post it again with some slight modifications.
Mad Scientist [ Passive ] [ ?? AP ]
-> To Oz, gaining new knowledge is strangely invigorating, to the point he can become a bit...
obsessive about it.
Oz receives a +[Stress/25] bonus to all checks involving experimentation to gain new knowledge, as well as an additional +2 bonus if he's suffering from an Affliction.
For each piece of knowledge gained by means of experimentation, Oz recovers Stress equal to half its DC.
...and while I'm at it, some concepts for synergy abilities!
Embrace the Unknown [ Passive ] [ ?? AP ]
-> At the end of combat, if Ameia has any unused charges of Dark Energy, Oz will absorb half of them (rounded down) to recover an equal amount of spellpoints. He cannot absorb more charges of Dark Energy than he is missing spellpoints.
Weaponize the Unknown [ Passive ] [ ?? AP ]
-> Oz can target as many enemies as Ameia has charges of Dark Energy as a free/minor/major action. If these targets fail a [WIL - Stress/25] check against Oz' [WIL + Stress/25], they're paralyzed with fear, stunning them for a turn. Ameia's Dark Energy is not consumed in the process.
This will not work on the same target more than once per encounter.
Friendship is Magic [ Passive ] [ ?? AP ]
-> If an ally casts a spell (or a blue magic ability) in the same turn Oz does, an additional effect is added to Oz' spell:
- Nica: If applicable, Oz' spell gains a bonus to Dmg equal to the number of Traces on the target.
- Ginny: If applicable, any lingering effects inflicted by Oz' spell will last an extra turn.
- Ameia: If applicable, Oz' spell gains a bonus to Hit and/or its DC equal to the number of Dark Energy charges Ameia has.
...also, because I figure it will happen at
some point: what happens to our synergy abilities if the required character were to die?