Old Gus' Cypher System Reference Document
version 1.23d (2023-05-15)
Table of Contents
- The Cypher System
- Part 1: Characters
- Part 2: Rules
- Part 3: Genres
- Part 4: Game Mastering
- Part 5: Back Matter
The Cypher System
Chapter 1 Cypher System Open License
The Cypher System is a setting-agnostic tabletop roleplaying game designed by Monte Cook Games.
This product is an independent production and is not affiliated with Monte Cook Games, LLC. It is published under the Cypher System Open License, found at http://csol.montecookgames.com.
CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
Chapter 2 Foreword
This document is a hypertext version of the April 18, 2023 edition of the Cypher System Reference Document (CSRD). It is intended to help Game Masters (GMs), players, and others interested in the Cypher System to learn more about it, create characters, worlds, and share stories together.
OG-CSRD Goals
In compiling Old Gus' Cypher System Reference Document (OG-CSRD) from the source material, I had the following goals:
Ease of Use
The document should be one single, self-enclosed page. The document should organize CSRD material as efficiently and consistently as possible, with "quick reference" navigation providing navigation to the most frequently used parts of the document. The document should be equally readable on a mobile phone, desktop, or screen-reader.
Alignment with the Cypher System Rulebook
The document should generally align the CSRD content to the Cypher System Rulebook. Players and GMs should have little trouble "getting on the same page" even if they are reading from the two different sources.
Genre and Editorial Spirit
Care should be taken when incorporating content into a good single-stream reading order, unifying presentation and strengthening interplay between genres. Let the "chest of toys" metaphor in the Chapter 2 of the Cypher System Rulebook be a guiding light—and also let us organize the toy chest as fastidiously as possible. Printed errors in the CSRD should be corrected, and vestigial text omitted. Any significant alterations should include a rationale for those changes.
Embrace Community and Designer Wisdom
Editor's notes should draw upon the experiences of people who have spent years running and teaching the Cypher System (like the fine folks of the Cypher Unlimited Discord Server). Valuable blog posts from Monte Cook Games' "Game Better" series should be linked where applicable.
Readers are encouraged to support the creators. Consider buying products listed in the Additional Descriptors or Additional Foci sections to ensure the longevity of our collective imaginations.
Further Goals
This is a living document, and corrections will need to be made in the future. If ever Monte Cook Games expands the CSRD further, that new content should be incorporated into this document accordingly.
Contact the Editor:
Reading the OG-CSRD
Referencing Printed Material
Page references to official printed material appear throughout have been added in parentheses at the end of the description paragraphs (or final element) of types, flavors, descriptors, foci, abilities, equipment, vehicles, creatures, cyphers, and artifacts. Source material that informs the CSRD is referenced as follows:
- Cypher System Rulebook (2019), page 100: (100)
- Claim the Sky (2021), page 100: (CTS, 100)
- Godforsaken (2020), page 100: (GF, 100)
- The Stars are Fire (2019), page 100: (SF, 100)
- Stay Alive! (2020), page 100: (SA, 100)
- We Are All Mad Here (2020), page 100: (WAAMH, 100)
Alerts
Alerts
Alerts provide alternate rules, additional context, and helpful examples of ways you can modify your game to taste. Additionally, they provide a "quick reference" navigation with a breakdown of chapter or large sections of content.
Sidebars
Editor's Notes
Editor's Notes — Corrections to CSRD material, additional navigation assistance, rules clarifications and guidance, and links to useful blog posts by Cypher System designers are presented in editor's notes throughout this document. Don't mistake editor's notes for "the rules", though—just play it your way!
Acknowledgements
Marko Wenzel, Qedhup, AlphaDean, Farling, synth, Saki, Charlie, Gelsiah, Siv, Stormbringer, Sir James, David H., Stellar5, alasdesammael, Pseudolurker, Attilisk, Da_Brass_Monkey, carrollastrophe, Chris Tavares, Apocalypse Meow, Menagerie, fAbIaN, Myrilla, kagozaiku, everyone else I am neglecting to mention from Cypher Unlimited Discord Server for their help editing, reading, and guidance, and with utmost respect to everyone from Monte Cook Games for an amazing resource that continue to help us scaffold the ever-expanding imaginarium for others.
Thanks for reading, and may this record bring you and yours many happy adventures!
—Old Gus
Chapter 3 How to Play the Cypher System
This chapter provides a brief explanation of how to play the game, and it's useful for learning the game. Once you understand the basic concepts, you'll likely want to reference Chapter 11: Rules of the Game for a more in-depth treatment.
The Cypher System uses a twenty-sided die (1d20) to determine the results of most actions. Whenever a roll of any kind is called for and no die is specified, roll a d20.
The game master (GM) sets a difficulty for any given task. There are ten degrees of difficulty. Thus, the difficulty of a task can be rated on a scale of 1 to 10.
Each difficulty has a target number associated with it. The target number is always three times the task's difficulty, so a difficulty 1 task has a target number of 3, but a difficulty 4 task has a target number of 12. To succeed at the task, you must roll the target number or higher. See the Task Difficulty table for guidance in how this works.
Character skills, favorable circumstances, or excellent equipment can decrease the difficulty of a task. For example, if a character is trained in climbing, they turn a difficulty 6 climb into a difficulty 5 climb. This is called easing the difficulty by one step (or just easing the difficulty, which assumes it's eased by one step). If they are specialized in climbing, they turn a difficulty 6 climb into a difficulty 4 climb. This is called easing the difficulty by two steps. Decreasing the difficulty of a task can also be called easing a task. Some situations increase, or hinder, the difficulty of a task. If a task is hindered, it increases the difficulty by one step.
A skill is a category of knowledge, ability, or activity relating to a task, such as climbing, geography, or persuasiveness. A character who has a skill is better at completing related tasks than a character who lacks the skill. A character's level of skill is either trained (reasonably skilled) or specialized (very skilled).
If you are trained in a skill relating to a task, you ease the difficulty of that task by one step. If you are specialized, you ease the difficulty by two steps. A skill can never decrease a task's difficulty by more than two steps.
Anything else that reduces difficulty (help from an ally, a particular piece of equipment, or some other advantage) is referred to as an asset. Assets can never decrease a task's difficulty by more than two steps.
You can also decrease the difficulty of a given task by applying Effort.
To sum up, three things can decrease a task's difficulty: skills, assets, and Effort.
If you can ease a task so its difficulty is reduced to 0, you automatically succeed and don't need to make a roll.
Quick Reference: How to Play the Cypher System
Glossary
The rules of the Cypher System are quite straightforward at their heart, as all of gameplay is based around a few core concepts.
- Game master (GM)
- The player who doesn't run a character, but instead guides the flow of the story and runs all the NPCs.
- Nonplayer character (NPC)
- Characters run by the GM. Think of them as the minor characters in the story, or the villains or opponents. This includes any kind of creature as well as people.
- Party
- A group of player characters (and perhaps some NPC allies).
- Player character (PC)
- A character run by a player rather than the GM. Think of the PCs as the main characters in the story.
- Player
- The players who run characters in the game.
- Session
- A single play experience. Usually lasts a few hours. Sometimes one adventure can be accomplished in a session. More often, one adventure is multiple sessions.
- Adventure
- A single portion of the campaign with a beginning and an end. Usually defined at the beginning by a goal put forth by the PCs and at the end by whether or not they achieve that goal.
- Campaign
- A series of sessions strung together with an overarching story (or linked stories) with the same player characters. Often, but not always, a campaign involves a number of adventures.
- Character
- Anything that can act in the game. Although this includes PCs and human NPCs, it also technically includes creatures, aliens, mutants, automatons, animate plants, and so on. The word "creature" is usually synonymous.
When Do You Roll?
Any time your character attempts a task, the GM assigns a difficulty to that task, and you roll a d20 against the associated target number.
When you jump from a burning vehicle, swing an axe at a mutant beast, swim across a raging river, identify a strange device, convince a merchant to give you a lower price, craft an object, use a power to control a foe's mind, or use a blaster rifle to carve a hole in a wall, you make a d20 roll.
However, if you attempt something that has a difficulty of 0, no roll is needed—you automatically succeed. Many actions have a difficulty of 0. Examples include walking across the room and opening a door, using a special ability to negate gravity so you can fly, using an ability to protect your friend from radiation, or activating a device (that you already understand) to erect a force field. These are all routine actions and don't require rolls.
Using skill, assets, and Effort, you can ease the difficulty of potentially any task to 0 and thus negate the need for a roll. Walking across a narrow wooden beam is tricky for most people, but for an experienced gymnast, it's routine. You can even ease the difficulty of an attack on a foe to 0 and succeed without rolling.
If there's no roll, there's no chance for failure. However, there's also no chance for remarkable success (in the Cypher System, that usually means rolling a 19 or 20, which are called special rolls; Chapter 11: Rules of the Game also discusses special rolls).
Task Difficulty
Task Difficulty | Description | Target Number | Guidance |
---|---|---|---|
0 | Routine | (0) | Anyone can do this basically every time. |
1 | Simple | (3) | Most people can do this most of the time. |
2 | Standard | (6) | Typical task requiring focus, but most people can usually do this. |
3 | Demanding | (9) | Requires full attention; most people have a 50/50 chance to succeed. |
4 | Difficult | (12) | Trained people have a 50/50 chance to succeed. |
5 | Challenging | (15) | Even trained people often fail. |
6 | Intimidating | (18) | Normal people almost never succeed. |
7 | Formidable | (21) | Impossible without skills or great effort. |
8 | Heroic | (24) | A task worthy of tales told for years afterward. |
9 | Immortal | (27) | A task worthy of legends that last lifetimes. |
10 | Impossible | (30) | A task that normal humans couldn't consider (but one that doesn't break the laws of physics). |
Combat
Making an attack in combat works the same way as any other roll: the GM assigns a difficulty to the task, and you roll a d20 against the associated target number.
The difficulty of your attack roll depends on how powerful your opponent is. Just as tasks have a difficulty from 1 to 10, creatures have a level from 1 to 10. Most of the time, the difficulty of your attack roll is the same as the creature's level. For example, if you attack a level 2 bandit, it's a level 2 task, so your target number is 6.
It's worth noting that players make all die rolls. If a character attacks a creature, the player makes an attack roll. If a creature attacks a character, the player makes a defense roll.
The damage dealt by an attack is not determined by a roll—it's a flat number based on the weapon or attack used. For example, a spear always does 4 points of damage.
Your Armor characteristic reduces the damage you take from attacks directed at you. You get Armor from wearing physical armor (such as a leather jacket in a modern game or chainmail in a fantasy setting) or from special abilities. Like weapon damage, Armor is a flat number, not a roll. If you're attacked, subtract your Armor from the damage you take. For example, a leather jacket gives you +1 to Armor, meaning that you take 1 less point of damage from attacks. If a mugger hits you with a knife for 2 points of damage while you're wearing a leather jacket, you take only 1 point of damage. If your Armor reduces the damage from an attack to 0, you take no damage from that attack.
When you see the word "Armor" capitalized in the game rules (other than in the name of a special ability), it refers to your Armor characteristic—the number you subtract from incoming damage. When you see the word "armor" with a lowercase "a," it refers to any physical armor you might wear.
Typical physical weapons come in three categories: light, medium and heavy.
Light weapons inflict only 2 points of damage, but they ease attack rolls because they are fast and easy to use. Light weapons are punches, kicks, clubs, knives, handaxes, rapiers, small pistols, and so on. Weapons that are particularly small are light weapons.
Medium weapons inflict 4 points of damage. Medium weapons include swords, battleaxes, maces, crossbows, spears, pistols, blasters, and so on. Most weapons are medium. Anything that could be used in one hand (even if it's often used in two hands, such as a quarterstaff or spear) is a medium weapon.
Heavy weapons inflict 6 points of damage, and you must use two hands to attack with them. Heavy weapons are huge swords, great hammers, massive axes, halberds, heavy crossbows, blaster rifles, and so on. Anything that must be used in two hands is a heavy weapon.
Editor's Notes — Other aspects of combat, such as Encounters, Rounds, and Initiative are described in more detail in Chapter 11: Rules of the Game.
Special Rolls
When you roll a natural 19 (the d20 shows "19") and the roll is a success, you also have a minor effect. In combat, a minor effect inflicts 3 additional points of damage with your attack, or, if you'd prefer a special result, you could decide instead that you knock the foe back, distract them, or something similar. When not in combat, a minor effect could mean that you perform the action with particular grace. For example, when jumping down from a ledge, you land smoothly on your feet, or when trying to persuade someone, you convince them that you're smarter than you really are. In other words, you not only succeed but also go a bit further.
When you roll a natural 20 (the d20 shows "20") and the roll is a success, you also have a major effect. This is similar to a minor effect, but the results are more remarkable. In combat, a major effect inflicts 4 additional points of damage with your attack, but again, you can choose instead to introduce a dramatic event such as knocking down your foe, stunning them, or taking an extra action. Outside of combat, a major effect means that something beneficial happens based on the circumstance. For example, when climbing up a cliff wall, you make the ascent twice as fast. When a roll grants you a major effect, you can choose to use a minor effect instead if you prefer.
In combat (and only in combat), if you roll a natural 17 or 18 on your attack roll, you add 1 or 2 additional points of damage, respectively. Neither roll has any special effect options—just the extra damage.
Rolling a natural 1 is always bad. It means that the GM introduces a new complication into the encounter.
Editor's Notes — Negative effects as a result of rolling a 1 are known as a GM intrusion.
Range and Speed
Distance is simplified into four categories: immediate, short, long, and very long.
Immediate distance from a character is within reach or within a few steps. If a character stands in a small room, everything in the room is within immediate distance. At most, immediate distance is 10 feet (3 m).
Short distance is anything greater than immediate distance but less than 50 feet (15 m) or so.
Long distance is anything greater than short distance but less than 100 feet (30 m) or so.
Very long distance is anything greater than long distance but less than 500 feet (150 m) or so. Beyond that range, distances are always specified—1,000 feet (300 m), a mile (1.5 km), and so on.
The idea is that it's not necessary to measure precise distances. Immediate distance is right there, practically next to the character. Short distance is nearby. Long distance is farther off. Very long distance is really far off.
All weapons and special abilities use these terms for ranges. For example, all melee weapons have immediate range—they are close-combat weapons, and you can use them to attack anyone within immediate distance. A thrown knife (and most other thrown weapons) has short range. A bow has long range. An Adept's Onslaught ability also has short range.
A character can move an immediate distance as part of another action. In other words, they can take a few steps over to the control panel and activate a switch. They can lunge across a small room to attack a foe. They can open a door and step through.
A character can move a short distance as their entire action for a turn. They can also try to move a long distance as their entire action, but the player might have to roll to see if the character slips, trips, or stumbles as the result of moving so far so quickly.
For example, if the PCs are fighting a group of cultists, any character can likely attack any cultist in the general melee—they're all within immediate range. Exact positions aren't important. Creatures in a fight are always moving, shifting, and jostling, anyway. However, if one cultist stayed back to fire a pistol, a character might have to use their entire action to move the short distance required to attack that foe. It doesn't matter if the cultist is 20 feet (6 m) or 40 feet (12 m) away—it's simply considered short distance. It does matter if the cultist is more than 50 feet (15 m) away because that distance would require a long or very long move.
Experience Points
Experience points (XP) are rewards given to players when the GM intrudes on the story (this is called GM intrusion) with a new and unexpected challenge. For example, in the middle of combat, the GM might inform the player that they drop their weapon. However, to intrude in this manner, the GM must award the player 2 XP. The rewarded player, in turn, must immediately give one of those XP to another player and justify the gift (perhaps the other player had a good idea, told a funny joke, performed an action that saved a life, and so on).
Alternatively, the player can refuse the GM intrusion. If they do so, they don't get the 2 XP from the GM, and they must also spend 1 XP that they already have. If the player has no XP to spend, they can't refuse the intrusion.
The GM can also give players XP between sessions as a reward for making discoveries during an adventure. Discoveries are interesting facts, wondrous secrets, powerful artifacts, answers to mysteries, or solutions to problems (such as where the kidnappers are keeping their victim or how the PCs repair the starship). You don't earn XP for killing foes or overcoming standard challenges in the course of play. Discovery is the soul of the Cypher System.
Experience points are used primarily for character advancement (for details, see Chapter 4: Creating Your Character), but a player can also spend 1 XP to reroll any die roll and take the better of the two rolls.
Cyphers
Cyphers are abilities that have a single use. In many campaigns, cyphers aren't physical objects—they might be a spell cast upon a character, a blessing from a god, or just a quirk of fate that gives them a momentary advantage. In some campaigns, cyphers are physical objects that characters can carry. Whether or not cyphers are physical objects, they are part of the character (like equipment or a special ability) and are things characters can use during the game. The form that physical cyphers take depends on the setting. In a fantasy world they might be wands or potions, but in a science fiction game they could be alien crystals or prototype devices.
Characters will find new cyphers frequently in the course of play, so players shouldn't hesitate to use their cypher abilities. Because cyphers are always different, the characters will always have new special powers to try.
Other Dice
In addition to a d20, you'll need a d6 (a six-sided die). Rarely, you'll need to roll a number between 1 and 100 (often called a d100 or d% roll), which you can do by rolling a d20 twice, using the last digit of the first roll as the "tens" place and the last digit of the second roll as the "ones" place. For example, rolling a 17 and a 9 gives you 79, rolling a 3 and an 18 gives you 38, and rolling a 20 and a 10 gives you 00 (also known as 100). If you have a d10 (a ten-sided die), you can use it instead of the d20 to roll numbers between 1 and 100.
Part 1 Characters
Chapter 4 Creating Your Character
This chapter explains how to create characters to play in a Cypher System game. This involves a series of decisions that will shape your character, so the more you understand what kind of character you want to play, the easier character creation will be. The process involves understanding the values of three game statistics and choosing three aspects that determine your character's capabilities.
Quick Reference: Creating Your Character
Character Stats
Every player character has three defining characteristics, which are typically called "statistics" or "stats." These stats are Might, Speed, and Intellect. They are broad categories that cover many different but related aspects of a character.
Might
Might defines how strong and durable your character is. The concepts of strength, endurance, constitution, hardiness, and physical prowess are all folded into this one stat. Might isn't relative to size; instead, it's an absolute measurement. An elephant has more Might than the mightiest tiger, which has more Might than the mightiest rat, which has more Might than the mightiest spider.
Might governs actions from forcing doors open to walking for days without food to resisting disease. It's also the primary means of determining how much damage your character can sustain in a dangerous situation. Physical characters, tough characters, and characters interested in fighting should focus on Might.
Speed
Speed describes how fast and physically coordinated your character is. The stat embodies quickness, movement, dexterity, and reflexes. Speed governs such divergent actions as dodging attacks, sneaking around quietly, and throwing a ball accurately. It helps determine whether you can move farther on your turn. Nimble, fast, or sneaky characters will want good Speed stats, as will those interested in ranged combat.
Intellect
This stat determines how smart, knowledgeable, and likable your character is. It includes intelligence, wisdom, charisma, education, reasoning, wit, willpower, and charm. Intellect governs solving puzzles, remembering facts, telling convincing lies, and using mental powers. Characters interested in communicating effectively, being learned scholars, or wielding supernatural powers should stress their Intellect stat.
Pool, Edge, and Effort
Each of the three stats has two components: Pool and Edge. Your Pool represents your raw, innate ability, and your Edge represents knowing how to use what you have. A third element ties into this concept: Effort. When your character really needs to accomplish a task, you apply Effort.
Pool
Your Pool is the most basic measurement of a stat. Comparing the Pools of two creatures will give you a general sense of which creature is superior in that stat. For example, a character who has a Might Pool of 16 is stronger (in a basic sense) than a character who has a Might Pool of 12. Most characters start with a Pool of 9 to 12 in most stats—that's the average range.
When your character is injured, sickened, or attacked, you temporarily lose points from one of your stat Pools. The nature of the attack determines which Pool loses points. For example, physical damage from a sword reduces your Might Pool, a poison that makes you clumsy reduces your Speed Pool, and a psionic blast reduces your Intellect Pool. You can also spend points from one of your stat Pools to decrease a task's difficulty (see Effort, below). You can rest to recover lost points from a stat Pool, and some special abilities or cyphers might allow you to recover lost points quickly.
Editor's Notes — If you lose Pool points due to using abilities or taking damage, you can recover points in a pool with a recovery roll.
Edge
Although your Pool is the basic measurement of a stat, your Edge is also important. When something requires you to spend points from a stat Pool, your Edge for that stat reduces the cost. It also reduces the cost of applying Effort to a roll.
For example, let's say you have a mental blast ability, and activating it costs 1 point from your Intellect Pool. Subtract your Intellect Edge from the activation cost, and the result is how many points you must spend to use the mental blast. If using your Edge reduces the cost to 0, you can use the ability for free.
Your Edge can be different for each stat. For example, you could have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0. You'll always have an Edge of at least 1 in one stat. Your Edge for a stat reduces the cost of spending points from that stat Pool, but not from other Pools. Your Might Edge reduces the cost of spending points from your Might Pool, but it doesn't affect your Speed Pool or Intellect Pool. Once a stat's Edge reaches 3, you can apply one level of Effort for free.
A character who has a low Might Pool but a high Might Edge has the potential to perform Might actions consistently better than a character who has a Might Edge of 0. The high Edge will let them reduce the cost of spending points from the Pool, which means they'll have more points available to spend on applying Effort.
Effort
When your character really needs to accomplish a task, you can apply Effort. For a beginning character, applying Effort requires spending 3 points from the stat Pool appropriate to the action. Thus, if your character tries to dodge an attack (a Speed roll) and wants to increase the chance for success, you can apply Effort by spending 3 points from your Speed Pool. Effort eases the task by one step. This is called applying one level of Effort.
You don't have to apply Effort if you don't want to. If you choose to apply Effort to a task, you must do it before you attempt the roll—you can't roll first and then decide to apply Effort if you rolled poorly.
Applying more Effort can lower a task's difficulty further: each additional level of Effort eases the task by another step. Applying one level of Effort eases the task by one step, applying two levels eases the task by two steps, and so on. However, each level of Effort after the first costs only 2 points from the stat Pool instead of 3. So applying two levels of Effort costs 5 points (3 for the first level plus 2 for the second level), applying three levels costs 7 points (3 plus 2 plus 2), and so on.
Every character has an Effort score, which indicates the maximum number of levels of Effort that can be applied to a roll. A beginning (first-tier) character has an Effort of 1, meaning you can apply only one level of Effort to a roll. A more experienced character has a higher Effort score and can apply more levels of Effort to a roll. For example, a character who has an Effort of 3 can apply up to three levels of Effort to reduce a task's difficulty.
When you apply Effort, subtract your relevant Edge from the total cost of applying Effort. For example, let's say you need to make a Speed roll. To increase your chance for success, you decide to apply one level of Effort, which will ease the task. Normally, that would cost 3 points from your Speed Pool. However, you have a Speed Edge of 2, so you subtract that from the cost. Thus, applying Effort to the roll costs only 1 point from your Speed Pool.
What if you applied two levels of Effort to the Speed roll instead of just one? That would ease the task by two steps. Normally, it would cost 5 points from your Speed Pool, but after subtracting your Speed Edge of 2, it costs only 3 points.
Once a stat's Edge reaches 3, you can apply one level of Effort for free. For example, if you have a Speed Edge of 3 and you apply one level of Effort to a Speed roll, it costs you 0 points from your Speed Pool. (Normally, applying one level of Effort would cost 3 points, but you subtract your Speed Edge from that cost, reducing it to 0.)
Skills and other advantages also ease a task, and you can use them in conjunction with Effort. In addition, your character might have special abilities or equipment that allow you to apply Effort to accomplish a special effect, such as knocking down a foe with an attack or affecting multiple targets with a power that normally affects only one.
Editor's Notes — A few abilities give you a free level of Effort (these usually require you to apply at least one level of Effort to a task). In effect, you're getting one more level of Effort than what you paid for. This free level of Effort can exceed the Effort limit for your character, but not the six-step limit for easing a task.
Effort and Damage
Instead of applying Effort to ease your attack, you can apply Effort to increase the amount of damage you inflict with an attack. For each level of Effort you apply in this way, you inflict 3 additional points of damage. This works for any kind of attack that inflicts damage, whether a sword, a crossbow, a mind blast, or something else.
When using Effort to increase the damage of an area attack, such as the explosion created by an Adept's Concussion ability, you inflict 2 additional points of damage instead of 3 points. However, the additional points are dealt to all targets in the area. Further, even if one or more of the targets resist the attack, they still take 1 point of damage.
Multiple Uses of Effort and Edge
If your Effort is 2 or higher, you can apply Effort to multiple aspects of a single action. For example, if you make an attack, you can apply Effort to your attack roll and apply Effort to increase the damage.
The total amount of Effort you apply can't be higher than your Effort score. For example, if your Effort is 2, you can apply up to two levels of Effort. You could apply one level to an attack roll and one level to its damage, two levels to the attack and no levels to the damage, or no levels to the attack and two levels to the damage.
You can use Edge for a particular stat only once per action. For example, if you apply Effort to a Might attack roll and to your damage, you can use your Might Edge to reduce the cost of one of those uses of Effort, not both. If you spend 1 Intellect point to activate your mind blast and one level of Effort to ease the attack roll, you can use your Intellect Edge to reduce the cost of one of those things, not both.
Editor's Notes — Actions, tasks, abilities, and rolls are frequently used terms that can seem somewhat interchangeable. Cypher's design philosophy seems to be:
- A task is any action, ability, interaction, or reaction—such as a defending— that requires a roll.
- A task draws from a stat Pool—Might, Speed, or Intellect.
- An ability or task's Initial Cost determines any further expenditure of Pool points used—including those from applied Effort.
- Total all costs, then subtract that Pool's Edge.
- If an Enabler ability includes a cost different from the task, the GM decides if that Pool's Edge applies to that cost or not.
Stat Examples
A beginning character is fighting a giant rat. The PC stabs their spear at the rat, which is a level 2 creature and thus has a target number of 6. The character stands atop a boulder and strikes downward at the beast, and the GM rules that this helpful tactic is an asset that eases the attack by one step (to difficulty 1). That lowers the target number to 3. Attacking with a spear is a Might action; the character has a Might Pool of 11 and a Might Edge of 0. Before making the roll, they decide to apply a level of Effort to ease the attack. That costs 3 points from their Might Pool, reducing the Pool to 8. But the points are well spent. Applying the Effort lowers the difficulty from 1 to 0, so no roll is needed—the attack automatically succeeds.
Another character is attempting to convince a guard to let them into a private office to speak to an influential noble. The GM rules that this is an Intellect action. The character is third tier and has an Effort of 3, an Intellect Pool of 13, and an Intellect Edge of 1. Before making the roll, they must decide whether to apply Effort. They can choose to apply one, two, or three levels of Effort, or apply none at all. This action is important to them, so they decide to apply two levels of Effort, easing the task by two steps. Thanks to their Intellect Edge, applying the Effort costs only 4 points from their Intellect Pool (3 points for the first level of Effort plus 2 points for the second level minus 1 point for their Edge). Spending those points reduces their Intellect Pool to 9. The GM decides that convincing the guard is a difficulty 3 (demanding) task with a target number of 9; applying two levels of Effort reduces the difficulty to 1 (simple) and the target number to 3. The player rolls a d20 and gets an 8. Because this result is at least equal to the target number of the task, they succeed. However, if they had not applied some Effort, they would have failed because their roll (8) would have been less than the task's original target number (9).
Character Tiers
Every character starts the game at the first tier. Tier is a measurement of power, toughness, and ability. Characters can advance up to the sixth tier. As your character advances to higher tiers, you gain more abilities, increase your Effort, and can improve a stat's Edge or increase a stat. Generally speaking, even first-tier characters are already quite capable. It's safe to assume that they've already got some experience under their belt. This is not a "zero to hero" progression, but rather an instance of competent people refining and honing their capabilities and knowledge. Advancing to higher tiers is not really the goal of Cypher System characters, but rather a representation of how characters progress in a story.
To progress to the next tier, characters earn experience points (XP) by pursuing character arcs, going on adventures, and discovering new things—the system is about both discovery and exploration, as well as achieving personal goals. Experience points have many uses, and one use is to purchase character benefits. After your character purchases four character benefits, they advance to the next tier. Each benefit costs 4 XP, and you can purchase them in any order, but you must purchase one of each kind of benefit (and then advance to the next tier) before you can purchase the same benefit again. The four character benefits are as follows.
Increasing Capabilities: You gain 4 points to add to your stat Pools. You can allocate the points among the Pools however you wish.
Moving Toward Perfection: You add 1 to your Might Edge, your Speed Edge, or your Intellect Edge (your choice).
Extra Effort: Your Effort score increases by 1.
Skills: You become trained in one skill of your choice, other than attacks or defense. As described in Chapter 11: Rules of the Game, a character trained in a skill treats the difficulty of a related task as one step lower than normal. The skill you choose for this benefit can be anything you wish, such as climbing, jumping, persuading, or sneaking. You can also choose to be knowledgeable in a certain area of lore, such as history or geology. You can even choose a skill based on your character's special abilities. For example, if your character can make an Intellect roll to blast an enemy with mental force, you can become trained in using that ability, easing the task of using it. If you choose a skill that you are already trained in, you become specialized in that skill, easing related tasks by two steps instead of one.
Other Options: Players can also spend 4 XP to purchase other special options in lieu of gaining a new skill. Selecting any of these options counts as the skill benefit necessary to advance to the next tier. The special options are as follows:
- Reduce the cost for wearing armor. This option lowers the Speed cost for wearing armor by 1.
- Add 2 to your recovery rolls.
- Select a new type-based ability from your tier or a lower tier.
Character Descriptor, Type, and Focus
To create your character, you build a simple statement that describes them. The statement takes this form:
"I am an [adjective] [noun] who [verbs]."
In this sentence, the adjective is called your descriptor. Your descriptor defines your character—it colors everything you do. Unless your GM says otherwise, you can choose from any of the character descriptors.
The noun is your character type. Your character type is the core of your character. In some roleplaying games, it might be called your character class.
The verb is called your focus. Focus is what your character does best. Focus gives your character specificity and provides interesting new abilities that might come in handy. Your focus also helps you understand how you relate with the other player characters in your group. The foci you choose from will probably depend on the setting and genre of your game.
Cypher System Character Sentence Generator
The character sentence generator includes all character options in the CSRD. The GM determines which character options are available in a game or setting, so you might need to select a new descriptor, type, focus, or flavor.
I am a [Descriptor] [Type] who [Focus] [Flavor].
Character Arc: [Character Arc]
Editor's Notes — This section of the CSRD has been abridged. Generated characters have a 20% chance of having a flavor. Old Gus' Cypher System Player's Guide (OG-CSPG) includes PDF printouts for CSRD characters in handout form.
For more character options, see the additional descriptors, additional types, additional foci, and additional flavors.
Special Abilities
Character types and foci grant PCs special abilities at each new tier. Using these abilities usually costs points from your stat Pools; the cost is listed in parentheses after the ability name. Your Edge in the appropriate stat can reduce the cost of the ability, but remember that you can apply Edge only once per action. For example, let's say an Adept with an Intellect Edge of 2 wants to use their Onslaught ability to create a bolt of force, which costs 1 Intellect point. They also want to increase the damage from the attack by using a level of Effort, which costs 3 Intellect points. The total cost for their action is 2 points from their Intellect Pool (1 point for the bolt of force, plus 3 points for using Effort, minus 2 points from their Edge).
Sometimes the point cost for an ability has a + sign after the number. For example, the cost might be given as "2+ Intellect points." That means you can spend more points or more levels of Effort to improve the ability further, as explained in the ability description.
Many special abilities grant a character the option to perform an action that they couldn't normally do, such as projecting rays of cold or attacking multiple foes at once. Using one of these abilities is an action unto itself, and the end of the ability's description says "Action" to remind you. It also might provide more information about when or how you perform the action.
Some special abilities allow you to perform a familiar action—one that you can already do—in a different way. For example, an ability might let you wear heavy armor, reduce the difficulty of Speed defense rolls, or add 2 points of fire damage to your weapon damage. These abilities are called enablers. Using one of these abilities is not considered an action. Enablers either function constantly (such as being able to wear heavy armor, which isn't an action) or happen as part of another action (such as adding fire damage to your weapon damage, which happens as part of your attack action). If a special ability is an enabler, the end of the ability's description says "Enabler" to remind you.
Some abilities specify a duration, but you can always end one of your own abilities anytime you wish.
Skills
Sometimes your character gains training in a specific skill or task. For example, your focus might mean that you're trained in sneaking, in climbing and jumping, or in social interactions. Other times, your character can choose a skill to become trained in, and you can pick a skill that relates to any task you think you might face.
Quick Reference: Skills
The Cypher System has no definitive list of skills. However, the following list offers ideas:
- Astronomy
- Balancing
- Biology
- Botany
- Carrying
- Climbing
- Computers
- Deceiving
- Disguise
- Escaping
- Geography
- Geology
- Healing
- History
- Identifying
- Initiative
- Intimidation
- Jumping
- Leatherworking
- Lockpicking
- Machinery
- Metalworking
- Perception
- Persuasion
- Philosophy
- Physics
- Pickpocketing
- Piloting
- Repairing
- Riding
- Smashing
- Sneaking
- Stealth
- Swimming
- Vehicle driving
- Woodworking
You could choose a skill that incorporates more than one of these areas (interacting might include deceiving, intimidation, and persuasion) or that is a more specific version of one (hiding might be sneaking when you're not moving). You could also make up more general professional skills, such as baker, sailor, or lumberjack. If you want to choose a skill that's not on this list, it's probably best to run it past the GM first, but in general, the most important thing is to choose skills that are appropriate to your character.
Remember that if you gain a skill that you're already trained in, you become specialized in that skill. Because skill descriptions can be nebulous, determining whether you're trained or specialized might take some thinking. For example, if you're trained in lying and later gain an ability that grants you skill with all social interactions, you become specialized in lying and trained in all other types of interactions. Being trained three times in a skill is no better than being trained twice (in other words, specialized is as good as it gets).
Only skills gained through character type abilities or other rare instances allow you to become skilled with attack or defense tasks.
If you gain a special ability through your type, your focus, or some other aspect of your character, you can choose it in place of a skill and become trained or specialized in that ability. For example, if you have a mind blast, when it's time to choose a skill to be trained in, you can select your mind blast as your skill. That would ease the attack every time you used it. Each ability you have counts as a separate skill for this purpose. You can't select "all mind powers" or "all spells" as one skill and become trained or specialized in such a broad category.
In most campaigns, fluency in a language is considered a skill. So if you want to speak French, that's the same as being trained in biology or swimming.
Skill Level | Task Difficulty |
---|---|
Inability | +1 |
Practiced | 0 |
Trained | −1 |
Specialized | −2 |
Editor's Notes — This table is an addition to make clear the effects of inabilities. Because skills are one of the main ways of modifying the difficulty of a task, it can be helpful to think of a skill as falling into one the following three categories in relation to the game world and story:
General Skills are broadly applicable to huge number of possible tasks, like "positive social interaction". When it comes to crafting, "metalworking" might be considered a general skill—you can make all kinds of things out of all kinds of different metals.
Specific Skills are skills that are less broadly applicable, and might build upon a general skill. "Negotiation" might be a specialization of positive social interaction in a science fiction game, and "elven weaponsmithing" might be a specialization of "metalworking" in a fantasy setting, where a PC already trained in metalworking had chosen the Master a Skill character arc. Later, with the GM's approval, they might specialize in "elven weaponsmithing" (using the crafting magic items rules).
Detailed Knowledge skills might be unique to the game world, with only a certain few that possess them. The GM might decide that any skill for which an unpreparedness is a hindrance qualifies. As a result, PCs are assumed to have with these skills, although a few PCs might begin the game trained in them.
Chapter 5 Type
Character type is the core of your character. Your type helps determine your character's place in the world and relationship with other people in the setting. It's the noun of the sentence "I am an adjective noun who verbs."
You can choose from four character types: Warrior, Adept, Explorer, and Speaker. However, you may not want to use these generic names for them. This chapter offers a few more specific names for each type that might be more appropriate to various genres. You'll find that names like "Warrior" or "Explorer" don't always feel right, particularly in games set in modern times. As always, you're free to do as you wish.
Since the type is the basis upon which your whole character is built, it's important to consider how the type relates to the chosen setting. To help with this, types are actually general archetypes. A Warrior, for example, might be anyone from a knight in shining armor to a cop on the streets to a grizzled cybernetic veteran of a thousand futuristic wars.
To further massage the four types for better use in various settings, different methods called flavors are presented in Chapter 6: Flavor to help slightly tailor the types toward fantasy, science fiction, or other genres (or to address different character concepts).
Finally, more fundamental options for further customization are provided at the end of this chapter.
Quick Reference: Types
Player Intrusion
A player intrusion is the player choosing to alter something in the campaign, making things easier for a player character. Conceptually, it is the reverse of a GM intrusion: instead of the GM giving the player XP and introducing an unexpected complication for a character, the player spends 1 XP and presents a solution to a problem or complication. What a player intrusion can do usually introduces a change to the world or current circumstances rather than directly changing the character. For instance, an intrusion indicating that the cypher just used still has an additional use would be appropriate, but an intrusion that heals the character would not. If a player has no XP to spend, they can't use a player intrusion.
A few player intrusion examples are provided under each type. That said, not every player intrusion listed there is appropriate for all situations. The GM may allow players to come up with other player intrusion suggestions, but the GM is the final arbiter of whether the suggested intrusion is appropriate for the character's type and suitable for the situation. If the GM refuses the intrusion, the player doesn't spend the 1 XP, and the intrusion doesn't occur.
Using an intrusion does not require a character to use an action to trigger it. A player intrusion just happens.
Editor's Notes — Player intrusions are described in more detail in Chapter 11: Rules of the Game.
Defense Tasks
Defense tasks are when a player makes a roll to keep something undesirable from happening to their PC. The type of defense task matters when using Effort.
Might defense: Used for resisting poison, disease, and anything else that can be overcome with strength and health.
Speed defense: Used for dodging attacks and escaping danger. This is by far the most commonly used defense task.
Intellect defense: Used for fending off mental attacks or anything that might affect or influence one's mind.
Warrior
Fantasy/Fairy tale: Warrior, fighter, swordsman, knight, barbarian, soldier, myrmidon, valkyrie
Modern/Horror/Romance: police officer, soldier, watchman, detective, guard, brawler, tough, athlete
Science fiction: security officer, warrior, trooper, soldier, merc
Superhero/Post-Apocalyptic: hero, brick, bruiser
You're a good ally to have in a fight. You know how to use weapons and defend yourself. Depending on the genre and setting in question, this might mean wielding a sword and shield in the gladiatorial arena, an AK-47 and a bandolier of grenades in a savage firefight, or a blaster rifle and powered armor when exploring an alien planet. (20)
Individual Role: Warriors are physical, action-oriented people. They're more likely to overcome a challenge using force than by other means, and they often take the most straightforward path toward their goals.
Group Role: Warriors usually take and deal the most punishment in a dangerous situation. Often it falls on them to protect the other group members from threats. This sometimes means that warriors take on leadership roles as well, at least in combat and other times of danger.
Societal Role: Warriors aren't always soldiers or mercenaries. Anyone who is ready for violence, or even potential violence, might be a Warrior in the general sense. This includes guards, watchmen, police officers, sailors, or people in other roles or professions who know how to defend themselves with skill.
Advanced Warriors: As warriors advance, their skill in battle—whether defending themselves or dishing out damage—increases to impressive levels. At higher tiers, they can often take on groups of foes by themselves or stand toe to toe with anyone.
Warrior Player Intrusions
You can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.
Perfect Setup: You're fighting at least three foes and each one is standing in exactly the right spot for you to use a move you trained in long ago, allowing you to attack all three as a single action. Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action.
Old Friend: A comrade in arms from your past shows up unexpectedly and provides aid in whatever you're doing. They are on a mission of their own and can't stay longer than it takes to help out, chat for a while after, and perhaps share a quick meal.
Weapon Break: Your foe's weapon has a weak spot. In the course of the combat, it quickly becomes damaged and moves two steps down the object damage track.
Warrior Stat Pools
Stat | Pool Starting Value |
---|---|
Might | 10 |
Speed | 10 |
Intellect | 8 |
You get 6 additional points to divide among your stat Pools however you wish.
Warrior Background Connection
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.
d20 | Background |
---|---|
1 | You were in the military and have friends who still serve. Your former commander remembers you well. |
2 | You were the bodyguard of a wealthy woman who accused you of theft. You left her service in disgrace. |
3 | You were the bouncer in a local bar for a while, and the patrons there remember you. |
4 | You trained with a highly respected mentor. They regard you well, but they have many enemies. |
5 | You trained in an isolated monastery. The monks think of you as a brother, but you're a stranger to all others. |
6 | You have no formal training. Your abilities come to you naturally (or unnaturally). |
7 | You spent time on the streets and were in prison for a while. |
8 | You were conscripted into military service, but you deserted before long. |
9 | You served as a bodyguard to a powerful criminal who now owes you their life. |
10 | You worked as a police officer or constable of some kind. Everyone knows you, but their opinions of you vary. |
11 | Your older sibling is an infamous character who has been disgraced. |
12 | You served as a guard for someone who traveled extensively. You know a smattering of people in many locations. |
13 | Your best friend is a teacher or scholar. They are a great source of knowledge. |
14 | You and a friend both smoke the same kind of rare, expensive tobacco. The two of you get together weekly to chat and smoke. |
15 | Your uncle runs a theater in town. You know all the actors and watch all the shows for free. |
16 | Your craftsman friend sometimes calls on you for help. However, they pay you well. |
17 | Your mentor wrote a book on martial arts. Sometimes people seek you out to ask about its stranger passages. |
18 | Someone you fought alongside in the military is now the mayor of a nearby town. |
19 | You saved the lives of a family when their house burned down. They're indebted to you, and their neighbors regard you as a hero. |
20 | Your old trainer still expects you to come back and clean up after their classes; when you do, they occasionally share interesting rumors. |
First-Tier Warrior
First-tier warriors have the following abilities:
Effort: Your Effort is 1.
Physical Nature: You have a Might Edge of 1 and a Speed Edge of 0, or you have a Might Edge of 0 and a Speed Edge of 1. Either way, you have an Intellect Edge of 0.
Cypher Use: You can bear two cyphers at a time.
Weapons: You become practiced with light, medium, and heavy weapons and suffer no penalty when using any kind of weapon. Enabler.
Starting Equipment: Appropriate clothing and two weapons of your choice, plus one expensive item, two moderately priced items, and up to four inexpensive items.
Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.
- Bash
- Combat Prowess
- Control the Field
- Improved Edge
- No Need for Weapons
- Overwatch
- Physical Skills
- Practiced in Armor
- Quick Throw
- Swipe
- Trained Without Armor
Second-Tier Warrior
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
Third-Tier Warrior
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Deadly Aim
- Energy Resistance
- Experienced in Armor
- Expert Cypher Use
- Fury
- Lunge
- Reaction
- Seize the Moment
- Slice
- Spray
- Trick Shot
- Vigilance
Fourth-Tier Warrior
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Amazing Effort
- Capable Warrior
- Experienced Defender
- Feint
- Increased Effects
- Momentum
- Pry Open
- Snipe
- Tough As Nails
Fifth-Tier Warrior
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Adroit Cypher Use
- Arc Spray
- Improved Success
- Jump Attack
- Mastery in Armor
- Mastery With Attacks
- Mastery With Defense
- Parry
Sixth-Tier Warrior
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
Warrior Example
Ray wants to create a Warrior character for a modern campaign. He decides that the character is an ex-military fellow who is fast and strong. He puts 3 of his additional points into his Might Pool and 3 into his Speed Pool; his stat Pools are now Might 13, Speed 13, and Intellect 8. As a first-tier character, his Effort is 1, his Might Edge is 1, and his Speed Edge and Intellect Edge are both 0. His character is not particularly smart or charismatic.
He wants to use a large combat knife (a medium weapon that inflicts 4 points of damage) and a .357 Magnum (a heavy pistol that inflicts 6 points of damage but requires the use of both hands). Ray decides not to wear armor, as it's not really appropriate to the setting, so for his first ability, he chooses Trained Without Armor so he eases Speed defense actions. For his second ability, he chooses Combat Prowess so he can inflict extra damage with his big knife.
Ray wants to be fast as well as tough, so he selects Improved Edge. This gives him a Speed Edge of 1. He rounds out his character with Physical Skills and chooses swimming and running.
The Warrior can bear two cyphers. The GM decides that Ray's first cypher is a pill that restores 6 points of Might when swallowed, and his second is a small, easily concealed grenade that explodes like a firebomb when thrown, inflicting 3 points of damage to all within immediate range.
Ray still needs to choose a descriptor and a focus. Looking ahead to the descriptor rules, Ray chooses Strong, which increases his Might Pool to 17. He also becomes trained in jumping and breaking inanimate objects. (If he had chosen jumping as one of his physical skills, the Strong descriptor would have made him specialized in jumping instead of trained.) Being Strong also gives Ray an extra medium or heavy weapon. He chooses a baseball bat that he'll use in a pinch. He keeps it in the trunk of his car.
For his focus, Ray chooses Masters Weaponry. This gives him yet another weapon of high quality. He chooses another combat knife and asks the GM if he could use it in his left hand—not to make attacks, but as a shield. This will ease his Speed defense rolls if he has both knives out (the "shield" counts as an asset). The GM agrees. During the game, Ray's Warrior will be hard to hit—he is trained in Speed defense rolls, and his extra knife eases his defense rolls by another step.
Thanks to his focus, he also inflicts 1 additional point of damage with his chosen weapon. Now he inflicts 6 points of damage with his blade. Ray's character is a deadly combatant, likely starting the game with a reputation as a knife fighter.
For his character arc, Ray chooses Defeat a Foe. That foe, he decides, is none other than someone in his company who was once a friend but went rogue.
Adept
-
Fantasy/Fairy tale: wizard, mage, sorcerer, cleric, druid, seer, diabolist, fey-touched
-
Modern/Horror/Romance: psychic, occultist, witch, practitioner, medium, fringe scientist
-
Science fiction: psion, psionicist, telepath, seeker, master, scanner, ESPer, abomination
-
Superhero/Post-Apocalyptic: mage, sorcerer, power-wielder, master, psion, telepath
You master powers or abilities outside the experience, understanding, and sometimes belief of others. They might be magic, psychic powers, mutant abilities, or just a wide variety of intricate devices, depending on the setting. (24)
-
Individual Role: Adepts are usually thoughtful, intelligent types. They often think carefully before acting and rely heavily on their supernatural abilities.
-
Group Role: Adepts are not powerful in straightforward combat, although they often wield abilities that provide excellent combat support, both offensively and defensively. They sometimes possess abilities that facilitate overcoming challenges. For example, if the group must get through a locked door, an Adept might be able to destroy it or teleport everyone to the other side.
-
Societal Role: In settings where the supernatural is rare, strange, or feared, Adepts are likely rare and feared as well. They remain hidden, shadowy figures. When this is not the case, Adepts are more likely to be common and forthright. They might even take leadership roles.
-
Advanced Adepts: Even at low tiers, Adept powers are impressive. Higher-tier Adepts can accomplish amazing deeds that can reshape matter and the environment around them.
Adept Player Intrusions
When playing an Adept, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.
-
Advantageous Malfunction: A device being used against you malfunctions. It might harm the user or one of their allies for a round, or activate a dramatic and distracting side effect for a few rounds.
-
Convenient Idea: A flash of insight provides you with a clear answer or suggests a course of action with regard to an urgent question, problem, or obstacle you're facing.
-
Inexplicably Unbroken: An inactive, ruined, or presumed-destroyed device temporarily activates and performs a useful function relevant to the situation. This is enough to buy you some time for a better solution, alleviate a complication that was interfering with your abilities, or just get you one more use out of a depleted cypher or artifact.
Adept Stat Pools
Stat | Pool Starting Value |
---|---|
Might | 7 |
Speed | 9 |
Intellect | 12 |
You get 6 additional points to divide among your stat Pools however you wish.
Adept Background Connection
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.
d20 | Background |
---|---|
1 | You served as an apprentice for an Adept respected and feared by many people. Now you bear their mark. |
2 | You studied in a school infamous for its dark, brooding instructors and graduates. |
3 | You learned your abilities in the temple of an obscure god. Its priests and worshippers, although small in number, respect and admire your talents and potential. |
4 | While traveling alone, you saved the life of a powerful person. They remain indebted to you. |
5 | Your mother was a powerful Adept while she lived, helpful to many locals. They look upon you kindly, but they also expect much from you. |
6 | You owe money to a number of people and don't have the funds to pay your debts. |
7 | You failed disgracefully at your initial studies with your teacher and now proceed on your own. |
8 | You learned your skills faster than your teachers had ever seen before. The powers that be took notice and are paying close attention. |
9 | You killed a well-known criminal in self-defense, earning the respect of many and the enmity of a dangerous few. |
10 | You trained as a Warrior, but your Adept predilections eventually led you down a different path. Your former comrades don't understand you, but they respect you. |
11 | While studying to be an Adept, you worked as an assistant for a bank, making friends with the owner and the clientele. |
12 | Your family owns a large vineyard nearby known to all for its fine wine and fair business dealings. |
13 | You trained for a time with a group of influential Adepts, and they still look upon you with fondness. |
14 | You worked the gardens in the palace of an influential noble or person of wealth. They wouldn't remember you, but you made friends with their young daughter. |
15 | An experiment you conducted in the past went horribly awry. The locals remember you as a dangerous and foolhardy individual. |
16 | You hail from a distant place where you were well known and regarded, but people here treat you with suspicion. |
17 | People you meet seem put off by the strange birthmark on your face. |
18 | Your best friend is also an Adept. You and your friend share discoveries and secrets readily. |
19 | You know a local merchant very well. Since you give them so much business, they offer you discounts and special treatment. |
20 | You belong to a secretive social club that gathers monthly to drink and talk. |
First-Tier Adept
First-tier Adepts have the following abilities:
Effort: Your Effort is 1.
Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.
Expert Cypher Use: You can bear three cyphers at a time.
Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.
Weapons: You can use light weapons without penalty. You have an inability with medium weapons and heavy weapons; your attacks with medium and heavy weapons are hindered.
Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.
- Distortion
- Erase Memories
- Far Step
- Hedge Magic
- Magic Training
- Onslaught
- Push
- Resonance Field
- Scan
- Shatter
- Ward
Second-Tier Adept
Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
Third-Tier Adept
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Adroit Cypher Use
- Countermeasures
- Energy Protection
- Fire and Ice
- Force Field Barrier
- Sensor
- Targeting Eye
Fourth-Tier Adept
Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Death Touch
- Exile
- Invisibility
- Matter Cloud
- Mind Control
- Projection
- Rapid Processing
- Regeneration
- Reshape
- Wormhole
Fifth-Tier Adept
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Absorb Energy
- Concussion
- Conjuration
- Create
- Dust to Dust
- Knowing the Unknown
- Master Cypher Use
- Teleportation
- True Senses
Sixth-Tier Adept
Choose one of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
Adept Example
Jen wants to create an Adept—a sorcerer for a fantasy campaign. She decides to be somewhat well rounded, so she puts 2 of her additional points into each stat Pool, giving her a Might Pool of 9, a Speed Pool of 11, and an Intellect Pool of 14. Her Adept is smart and quick. She has an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0. As a first-tier character, her Effort is 1. As her initial abilities, she chooses Onslaught and Ward, giving her a strong offense and defense. She also chooses Magic Training and rounds out her character with Scan, which she hopes will be useful in gaining insight and information. For this character, Onslaught, Ward, and Scan are all spells she has mastered through years of training and study.
She can bear three cyphers. The GM gives her a potion that acts as a short-range teleporter, a small charm that restores 5 points to her Intellect Pool, and a fluid-filled flask that explodes like a fiery bomb. Jen's sorcerer is skilled with light weapons, so she chooses a dagger.
For her descriptor, Jen chooses Graceful, which adds 2 points to her Speed Pool, bringing it to 13. That descriptor means she is trained in balancing and anything requiring careful movements, physical performing arts, and Speed defense tasks. Perhaps she is a dancer. In fact, she begins to develop a backstory that involves graceful, lithe movements that she incorporates into her spells.
For her focus, she chooses Leads. This gives her training in social interactions, which again helps round her out—she's good in all kinds of situations. Moreover, she has the Good Advice ability, which enables her to be a focal point of her group.
Her spells and focus abilities cost Intellect points to activate, so she's glad to have a lot of points in her Intellect Pool. In addition, her Intellect Edge will help reduce those costs. If she uses her Onslaught force blast without applying Effort, it costs 0 Intellect points and deals 4 points of damage. Her Intellect Edge will allow her to save points to devote toward applying Effort for other purposes, perhaps to boost the accuracy of Onslaught.
For her character arc, Jen chooses Aid a Friend. She decides that when her sorcerer character was young, she had a magical mentor. That mentor was later taken prisoner by a demon, so her character is always looking for clues on how to find the demon and release her friend from bondage.
Explorer
Fantasy/Fairy tale: Explorer, adventurer, delver, mystery seeker
Modern/Horror/Romance: athlete, explorer, adventurer, drifter, detective, scholar, spelunker, trailblazer, investigative reporter
Science fiction: Explorer, adventurer, wanderer, planetary specialist, xenobiologist
Superhero/Post-Apocalyptic: adventurer, crimefighter
You are a person of action and physical ability, fearlessly facing the unknown. You travel to strange, exotic, and dangerous places, and discover new things. This means you're physical but also probably knowledgeable. (27)
Individual Role: Although Explorers can be academics or well studied, they are first and foremost interested in action. They face grave dangers and terrible obstacles as a routine part of life.
Group Role: Explorers sometimes work alone, but far more often they operate in teams with other characters. The Explorer frequently leads the way, blazing the trail. However, they're also likely to stop and investigate anything intriguing they stumble upon.
Societal Role: Not all Explorers are out traipsing through the wilderness or poking about an old ruin. Sometimes, an Explorer is a teacher, a scientist, a detective, or an investigative reporter. In any event, an Explorer bravely faces new challenges and gathers knowledge to share with others.
Advanced Explorers: Higher-tier Explorers gain more skills, some combat abilities, and a number of abilities that allow them to deal with danger. In short, they become more and more well-rounded, able to deal with any challenge.
Explorer Player Intrusions
When playing an Explorer, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.
Fortuitous Malfunction: A trap or a dangerous device malfunctions before it can affect you.
Serendipitous Landmark: Just when it seems like the path is lost (or you are), a trail marker, a landmark, or simply the way the terrain or corridor bends, rises, or falls away suggests to you the best path forward, at least from this point.
Weak Strain: The poison or disease turns out not to be as debilitating or deadly as it first seemed, and inflicts only half the damage that it would have otherwise.
Explorer Stat Pools
Stat | Pool Starting Value |
---|---|
Might | 10 |
Speed | 9 |
Intellect | 9 |
You get 6 additional points to divide among your stat Pools however you wish.
Explorer Background Connection
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.
d20 | Background |
---|---|
1 | You were a star high school athlete. You're still in great shape, but those were the glory days, man. |
2 | Your brother is the lead singer in a really popular band. |
3 | You have made a number of discoveries in your explorations, but not all opportunities to capitalize on them have panned out yet. |
4 | You were a cop, but you gave it up after encountering corruption on the force. |
5 | Your parents were missionaries, so you spent much of your young life traveling to exotic places. |
6 | You served in the military with honor. |
7 | You received assistance from a secretive organization, which paid for your schooling. Now they seem to want a lot more from you. |
8 | You went to a prestigious university on an athletic scholarship, but you excelled in class as well as on the field. |
9 | Your best friend from your youth is now an influential member of the government. |
10 | You used to be a teacher. Your students remember you fondly. |
11 | You worked as a small-time criminal operative until you were caught and served some time in jail, after which you tried to go straight. |
12 | Your greatest discovery to date was stolen by your arch-rival. |
13 | You belong to an exclusive organization of Explorers whose existence is not widely known. |
14 | You were kidnapped as a small child under mysterious circumstances, although you were recovered safely. The case still has some notoriety. |
15 | When you were young, you were addicted to narcotics, and now you are a recovering addict. |
16 | While exploring a remote location, you saw something strange you've never been able to explain. |
17 | You own a small bar or restaurant. |
18 | You published a book about some of your exploits and discoveries, and it has achieved some acclaim. |
19 | Your sister owns a store and gives you a hefty discount. |
20 | Your father is a high-ranking officer in the military with many connections. |
First-Tier Explorer
First-tier Explorers have the following abilities:
Effort: Your Effort is 1.
Physical Nature: You have a Might Edge of 1, a Speed Edge of 0, and an Intellect Edge of 0.
Cypher Use: You can bear two cyphers at a time.
Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.
Weapons: You can use light and medium weapons without penalty. You have an inability with heavy weapons; your attacks with heavy weapons are hindered.
Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.
- Block
- Danger Sense
- Decipher
- Endurance
- Find the Way
- Fleet of Foot
- Improved Edge
- Knowledge Skills
- Muscles of Iron
- No Need for Weapons
- Physical Skills
- Practiced in Armor
- Practiced With All Weapons
- Surging Confidence
- Trained Without Armor
Second-Tier Explorer
Choose four of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Curious
- Danger Instinct
- Enable Others
- Escape
- Eye for Detail
- Foil Danger
- Hand to Eye
- Investigative Skills
- Quick Recovery
- Range Increase
- Skill With Defense
- Stand Watch
- Travel Skills
- Wreck
Third-Tier Explorer
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Controlled Fall
- Experienced in Armor
- Expert Cypher Use
- Ignore the Pain
- Obstacle Running
- Resilience
- Run and Fight
- Seize the Moment
- Skill With Attacks
- Stone Breaker
- Think Your Way Out
- Trapfinder
- Wrest From Chance
Fourth-Tier Explorer
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
Fifth-Tier Explorer
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Adroit Cypher Use
- Free to Move
- Group Friendship
- Hard to Kill
- Jump Attack
- Mastery With Defense
- Parry
- Physically Gifted
- Take Command
- Vigilant
Sixth-Tier Explorer
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Again and Again
- Inspire Coordinated Actions
- Mastery in Armor
- Mastery With Attacks
- Negate Danger
- Share Defense
- Spin Attack
- Wild Vitality
Explorer Example
Sam decides to create an Explorer character for a science fiction campaign. This character will be a hardy soul who explores alien worlds. They put 3 additional points into their Might Pool, 2 into their Speed Pool, and 1 into their Intellect Pool; their stat Pools are now Might 13, Speed 11, and Intellect 10. As a first-tier character, their Effort is 1, their Might Edge is 1, and their Speed Edge and Intellect Edge are 0. Their character is fairly well-rounded so far.
Sam immediately leaps in and starts choosing abilities. They pick Danger Sense and Surging Confidence, thinking those abilities will be generally useful. They also choose Practiced in Armor, reasoning that the character wears high-tech medium armor when exploring. Last, they choose Knowledge Skills and select geology and biology to help during interplanetary explorations.
Sam's Explorer can bear two cyphers, which in this setting involve nanotechnology. The GM decides that one is a nanite injector that grants a +1 bonus to Might Edge when used, and the other is a device that can create one simple handheld object the user wishes.
Sam's Explorer is not really geared toward fighting, but sometimes the universe is a dangerous place, so they note that they're carrying a medium blaster as well.
Sam still needs a descriptor and a focus. Looking to the Descriptor chapter, they choose Hardy, which increases their Might Pool to 17. They also heal more quickly and can operate better when injured. They're trained in Might defense but have an inability with initiative; however, it's effectively canceled out by their Danger Sense (and vice versa). Sam could go back and select something else instead of Danger Sense, but they like it and decide to keep it. Overall, the descriptor ends up making the character tough but a little slow.
For their focus, Sam chooses Explores Dark Places (in this case, weird ruins of alien civilizations). This gives the character a bunch of additional skills: searching, listening, climbing, balancing, and jumping. They're quite the capable Explorer.
For their character arc, Sam chooses Enterprise. Exploring alien places sometimes turns up strange relics, and Sam figures they might be able to set up a service to reliably transport these items to responsible third parties, rather than allow them to fall into the hands of pirates and rich private collectors. For a small fee, of course.
Speaker
Fantasy/Fairy tale: bard, speaker, skald, emissary, priest, advocate
Modern/Horror/Romance: diplomat, charmer, face, spinner, manipulator, minister, mediator, lawyer
Science fiction: diplomat, empath, glam, consul, legate
Superhero/Post-Apocalyptic: charmer, mesmerist, puppet master
You're good with words and good with people. You talk your way past challenges and out of jams, and you get people to do what you want. (30)
Individual Role: Speakers are smart and charismatic. They like people and, more important, they understand them. This helps speakers get others to do what needs to be done.
Group Role: The Speaker is often the face of the group, serving as the person who speaks for all and negotiates with others. Combat and action are not a Speaker's strong suits, so other characters sometimes have to defend the Speaker in times of danger.
Societal Role: Speakers are frequently political or religious leaders. Just as often, however, they are con artists or criminals.
Advanced Speakers: Higher-tier speakers use their abilities to control and manipulate people as well as aid and nurture their friends. They can talk their way out of danger and even use their words as weapons.
Speaker Player Intrusions
When playing a Speaker, you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.
Friendly NPC: An NPC you don't know, someone you don't know that well, or someone you know but who hasn't been particularly friendly in the past chooses to help you, though doesn't necessarily explain why. Maybe they'll ask you for a favor in return afterward, depending on how much trouble they go to.
Perfect Suggestion: A follower or other already-friendly NPC suggests a course of action with regard to an urgent question, problem, or obstacle you're facing.
Unexpected Gift: An NPC hands you a physical gift you were not expecting, one that helps put the situation at ease if things seem strained, or provides you with a new insight for understanding the context of the situation if there's something you're failing to understand or grasp.
Speaker Stat Pools
Stat | Pool Starting Value |
---|---|
Might | 8 |
Speed | 9 |
Intellect | 11 |
You get 6 additional points to divide among your stat Pools however you wish.
Speaker Background Connection
Your type helps determine the connection you have to the setting. Roll a d20 or choose from the following list to determine a specific fact about your background that provides a connection to the rest of the world. You can also create your own fact.
d20 | Background |
---|---|
1 | One of your parents was a famous entertainer in their early years and hoped you would excel in the same medium. |
2 | When you were a teenager, one of your siblings went missing and is presumed dead. The shock rent your family, and it's something you've never gotten over. |
3 | You were inducted into a secret society that claims to hold and protect esoteric knowledge opposing the forces of evil. |
4 | You lost one of your parents to alcoholism. They may still be alive, but you'd be hard pressed to find forgiveness. |
5 | You have no memory of anything that happened to you before the age of 18. |
6 | Your grandparents raised you on a farm far from bustling urban centers. You like to think the instruction they gave you prepared you for anything. |
7 | As an orphan, you had a difficult childhood, and your entry into adulthood was challenging. |
8 | You grew up in extreme poverty, among criminals. You still have some connections with the old neighborhood. |
9 | You served as an envoy for a powerful and influential person in the past, and they still look upon you with favor. |
10 | You have an annoying rival who always seems to get in your way or foil your plans. |
11 | You've worked yourself into the position of spokesperson for an organization or company of some importance. |
12 | Your neighbors were murdered, and the mystery remains unsolved. |
13 | You have traveled extensively, and during that time you accumulated quite a collection of strange souvenirs. |
14 | Your childhood sweetheart ended up with your best friend (now your ex-best friend). |
15 | You are part of a maligned minority, but you work to bring the injustice of your status to public attention. |
16 | You're part owner of a local bar, where you're something of a whiz in creating specialty cocktails. |
17 | You once ran a con that cheated important people out of money, and they want revenge. |
18 | You used to act in a traveling theater, and they remember you fondly (as do people in the places you visited). |
19 | You are in a close romantic relationship with someone in local politics. |
20 | Someone out there tries to pose as you, using your identity, often for nefarious ends. You've never met the culprit, but you'd certainly like to. |
First-Tier Speaker
First-tier speakers have the following abilities:
Effort: Your Effort is 1.
Genius: You have an Intellect Edge of 1, a Might Edge of 0, and a Speed Edge of 0.
Cypher Use: You can bear two cyphers at a time.
Weapons: You can use light weapons without penalty. You have an inability with medium and heavy weapons; your attacks with medium and heavy weapons are hindered.
Starting Equipment: Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.
Special Abilities: Choose four of the abilities listed below. You can't choose the same ability more than once unless its description says otherwise. The full description for each listed ability can be found in Abilities, which also has descriptions for flavor and focus abilities in a single vast catalog.
- Anecdote
- Babel
- Demeanor of Command
- Encouragement
- Enthrall
- Erase Memories
- Fast Talk
- Inspire Aggression
- Interaction Skills
- Practiced With Medium Weapons
- Spin Identity
- Terrifying Presence
- Understanding
Second-Tier Speaker
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Basic Follower
- Calm Stranger
- Disincentivize
- Gather Intelligence
- Impart Ideal
- Inspiring Ease
- Interaction Skills
- Practiced in Armor
- Skill With Defense
- Speedy Recovery
- Unexpected Betrayal
Third-Tier Speaker
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Accelerate
- Blend In
- Discerning Mind
- Expert Cypher Use
- Expert Follower
- Grand Deception
- Lead by Inquiry
- Mind Reading
- Oratory
- Perfect Stranger
- Quick Wits
- Telling
Fourth-Tier Speaker
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Anticipate Attack
- Confounding Banter
- Feint
- Heightened Skills
- Psychosis
- Read the Signs
- Spur Effort
- Strategize
- Suggestion
Fifth-Tier Speaker
Choose three of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Adroit Cypher Use
- Discipline of Watchfulness
- Experienced in Armor
- Flee
- Foul Aura
- Knowing the Unknown
- Regeneration
- Skill With Attacks
- Stimulate
Sixth-Tier Speaker
Choose two of the abilities listed below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
- Assume Control
- Battle Management
- Crowd Control
- Inspiring Success
- Recruit Deputy
- Shatter Mind
- True Senses
- Word of Command
Speaker Example
Mary wants to create a Speaker for a Lovecraftian horror campaign. She puts 3 of her additional stat points into her Intellect Pool and 3 into her Speed Pool; her stat Pools are now Might 8, Speed 12, and Intellect 14. As a first-tier character, her Effort is 1, her Might Edge and Speed Edge are 0, and her Intellect Edge is 1. She's smart and charismatic but not particularly tough.
Mary chooses Fast Talk and Spin Identity to help get into places and learn things she wants to know. She's a bit of a con artist. She's good to her friends, however, and chooses Encouragement as well. Mary rounds out her first-tier abilities with Interaction Skills (deceiving and persuasion).
A Speaker normally starts with two cyphers, but the GM rules that characters in this campaign start with only one—something creepy relating to their background. Mary's cypher is an odd pocket watch given to her by her grandfather. She doesn't know how or why, but when activated, the watch allows her to take twice as many actions for three rounds.
Mary's character carries a small knife hidden in her bag in case of trouble. As a light weapon, it inflicts 2 points of damage, but attacks with it are eased.
Mary chooses Resilient for her descriptor and decides that she can probably learn the truth behind some of the strange things that she's heard about without feeling too much trauma if it's horrible. Resilient increases her Might Pool to 10 and her Intellect Pool to 16. She's trained in Might and Intellect defense actions and gains an extra recovery roll each day. At first, Mary is sad that her descriptor gives her an inability in knowledge and puzzle tasks, but then she realizes that the flaw fits her character well—she's better at getting people to tell her what she needs to know than at figuring out the information herself.
For her focus, Mary chooses Moves Like a Cat, granting her a final Speed Pool of 18 and training in balance. In the end, she's graceful and quick, charismatic, and hardier than she initially thought thanks to her drive. She's ready to investigate the weird.
For her character arc, Mary chooses Fall From Grace. She decides she's had an obsession with a strange tome that's been in her family for generations, and her character is drawn to its strange languages and rituals.
Further Customization
The rules in this section are more advanced and always involve the GM. They can be used by the GM to tailor a type to better fit the genre or setting, or by a player and a GM to tweak a character to fit a concept.
Editor's Notes — Additional character customization options are included in Part 3: Genres:
- Fantasy: Spellcasting, Mystical Martial Arts
- Science Fiction: Psionics, Posthuman Upgrades
- Superheroes: Power Shifts
Modifying Type Aspects
The following aspects of the four character types can be modified at character creation. Other abilities should not be changed.
Stat Pools: Each character type has a starting stat Pool value. A player can exchange points between their Pools on a one-for-one basis. For example, they can trade 2 points of Might for 2 points of Speed. However, no starting stat Pool should be higher than 20.
Edge: A player can start with an Edge of 1 in whichever stat they wish.
Cypher Use: If a character gives up the ability to bear one cypher, they gain an additional skill of their choice.
Weapons: Some types have static first-tier abilities that let them use light, medium, and/or heavy weapons without a penalty. Warriors can use all weapons, Explorers can use light and medium weapons, and Adepts and Speakers can use light weapons. Any one of these weapon abilities can be sacrificed to gain training in a different skill of the player's choice.
Drawbacks and Penalties
In addition to other customization options, a player can choose to take drawbacks or penalties to gain further advantages.
-
Weakness: A weakness is, essentially, the opposite of Edge. If you have a weakness of 1 in Speed, all Speed actions that require you to spend points cost 1 additional point from your Pool. At any time, a player can give their character a weakness in one stat and, in exchange, gain +1 to their Edge in one of the other two stats. So a PC can take a weakness of 1 in Speed to gain +1 to their Might Edge.
Normally, you can have a weakness only in a stat in which you have an Edge of 0. Further, you can't have more than one weakness, and you can't have a weakness greater than 1 unless the additional weakness comes from another source (such as a disease or disability arising from actions or conditions in the game).
-
Inabilities: Inabilities are like negative skills. They make one type of task harder by hindering it. If a character chooses to take an inability, they gain a skill of their choice. Normally, a character can have only one inability unless the additional inability comes from another source (such as a descriptor or a disease or disability arising from actions or conditions in the game).
Additional Types
Editor's Notes — It is not uncommon for a type to be based on one of the types detailed earlier in this chapter, with modifications for interacting with a specific setting.
Gods of the Fall — Types
The Gods are Dead—Now It's Your Turn.
- Champion
- Destroyer
- Savior
- Shaper
See also: Gods of the Fall — Descriptors and Gods of the Fall — Foci
Numenera Discovery — Types
Those who can uncover and master the numenera can unlock the powers and abilities of the ancients, and perhaps bring new light to a struggling world.
- Glaive
- Jack
- Nano
See also: Numenera Discovery — Foci
Numenera Destiny — Types
Create centers of learning or trade. Innovate, build, and protect.
- Arkus
- Delve
- Wright
See also: Numenera Destiny — Descriptors and Numenera Destiny — Foci
Numenera Character Options 2 — Types
- Glint
- Seeker
See also: Numenera Character Options 2 — Descriptors and Numenera Character Options 2 — Foci
Predation — Descriptors
A little sci-fi. A little post-apocalypse. A whole lot of dinosaurs.
- Karn
- Osteon
- Pteryx
- Tec
See also: Predation — Descriptors and Predation — Foci
Shotguns & Sorcery — Descriptors
Welcome to Dragon City, a grim, gritty metropolis ruled over by the Dragon Emperor, with legions of zombies scratching at the city walls by night.
- Freelance
- Veteran
- Wizard
See also: Shotguns & Sorcery — Descriptors and Shotguns & Sorcery — Foci
The Strange — Types
Limited pocket dimensions with their own laws of reality are connected to Earth — a dangerous, chaotic network called the Strange.
- Paradox
- Spinner
- Vector
See also: The Strange — Descriptors and The Strange — Foci
Unmasked — Types
Superpowers and horror in a dark eighties.
- Changer
- Mover
- Smasher
- Thinker
See also: Unmasked — Descriptors and Unmasked — Foci
Chapter 6 Flavor
Flavors are groups of special abilities the GM and players can use to alter a character type to make it more to their liking or more appropriate to the genre or setting. For example, if a player wants to create a magic-using thief character, she could play an Adept with stealth flavoring. In a science fiction setting, a Warrior might also have knowledge of machinery, so the character could be flavored with technology.
At a given tier, abilities from a flavor are traded one for one with standard abilities from a type. So to add the Danger Sense stealth flavor ability to a Warrior, something else—perhaps Bash—must be sacrificed. Now that character can choose Danger Sense as they would any other first-tier warrior ability, but they can never choose Bash.
The GM should always be involved in flavoring a type. For example, they might know that for their science fiction game, they want a type called a "Glam," which is a Speaker flavored with certain technology abilities—specifically those that make the character a flamboyant starship pilot. Thus, they exchange the first-tier abilities Spin Identity and Inspire Aggression for the technology flavor abilities Datajack and Tech Skills so the character can plug into the ship directly and can take piloting and computers as skills.
In the end, flavor is mostly a tool for the GM to easily create campaign-specific types by making a few slight alterations to the four base types. Although players may wish to use flavors to get the characters they want, remember that they can also shape their PCs with descriptors and foci very nicely.
The flavors available are stealth, technology, magic, combat, and skills and Knowledge.
The full description for each listed ability can be found in Chapter 9: Abilities, which also contains descriptions for type and focus abilities in a single vast catalog.
Quick Reference: Flavors
Stealth Flavor
Characters with the stealth flavor are good at sneaking around, infiltrating places they don't belong, and deceiving others. They use these abilities in a variety of ways, including combat. An Explorer with stealth flavor might be a thief, while a Warrior with stealth flavor might be an assassin. An Explorer with stealth flavor in a superhero setting might be a crimefighter who stalks the streets at night. (34)
First-Tier Stealth Abilities
Second-Tier Stealth Abilities
Third-Tier Stealth Abilities
Fourth-Tier Stealth Abilities
Fifth-Tier Stealth Abilities
Sixth-Tier Stealth Abilities
Technology Flavor
Characters with a flavor of technology typically are from science fiction or at least modern-day settings (although anything is possible). They excel at using, dealing with, and building machines. An Explorer with technology flavor might be a starship pilot, and a Speaker flavored with technology could be a techno-priest.
Some of the less computer-oriented abilities might be appropriate for a steampunk character, while a modern-day character could use some of the abilities that don't involve starships or ultratech. (35)
First-Tier Technology Abilities
Second-Tier Technology Abilities
Third-Tier Technology Abilities
Fourth-Tier Technology Abilities
Fifth-Tier Technology Abilities
Sixth-Tier Technology Abilities
Magic Flavor
You know a little about magic. You might not be a wizard, but you know the basics—how it works, and how to accomplish a few wondrous things. Of course, in your setting, "magic" might actually mean psychic powers, mutant abilities, weird alien tech, or anything else that produces interesting and useful effects.
An Explorer flavored with magic might be a wizard-hunter, and a Speaker with magical flavor might be a sorcerer-bard. Although an Adept flavored with magic is still an Adept, you might find that swapping some of the type's basic abilities with those given here tailors the character in desirable ways. (34)
First-Tier Magic Abilities
Second-Tier Magic Abilities
Third-Tier Magic Abilities
Fourth-Tier Magic Abilities
Fifth-Tier Magic Abilities
Sixth-Tier Magic Abilities
Combat Flavor
Combat flavor makes a character more martial. A Speaker with combat flavor in a fantasy setting would be a battle bard. An Explorer with combat flavor in a historical game might be a pirate. An Adept flavored with combat in a science fiction setting could be a veteran of a thousand psychic wars. (36)
First-Tier Combat Abilities
Second-Tier Combat Abilities
Third-Tier Combat Abilities
Fourth-Tier Combat Abilities
Fifth-Tier Combat Abilities
Sixth-Tier Combat Abilities
Skills and Knowledge Flavor
This flavor is for characters in roles that call for more knowledge and more real-world application of talent. It's less flashy and dramatic than supernatural powers or the ability to hack apart multiple foes, but sometimes expertise or know-how is the real solution to a problem.
A Warrior flavored with skills and knowledge might be a military engineer. An Explorer flavored with skills and knowledge could be a field scientist. A Speaker with this flavor might be a teacher. (37)
First-Tier Skills and Knowledge Abilities
Second-Tier Skills and Knowledge Abilities
Third-Tier Skills and Knowledge Abilities
Fourth-Tier Skills and Knowledge Abilities
Fifth-Tier Skills and Knowledge Abilities
Sixth-Tier Skills and Knowledge Abilities
Additional Flavors
Editor's Notes — Additional flavors are comparatively rare, but are very useful when realizing a character concept or fantasy. When creating new flavors, make sure players don't eclipse a character who has chosen a unique character focus.
Planar Character Options — Flavors
- Planar
See also: Planar Character Options — Descriptors and Planar Character Options — Foci
Old Gus' Daft Drafts — Flavors
A free collection of game options for fantasies faerie, high, or urban!
See also: Old Gus' Daft Drafts — Descriptors and Old Gus' Draft Drafts — Foci
Chapter 7 Descriptor
Your descriptor defines your character—it flavors everything you do. The differences between a Charming Explorer and a Vicious Explorer are considerable. The descriptor changes the way those characters go about every action. Your descriptor places your character in the situation (the first adventure, which starts the campaign) and helps provide motivation. It is the adjective of the sentence "I am an adjective noun who verbs."
Descriptors offer a one-time package of extra abilities, skills, or modifications to your stat Pools. Not all of a descriptor's offerings are positive character modifications. For example, some descriptors have inabilities—tasks that a character isn't good at. You can think of inabilities as negative skills—instead of being one step better at that kind of task, you're one step worse. If you become skilled at a task that you have an inability with, they cancel out. Remember that characters are defined as much by what they're not good at as by what they are good at.
Descriptors also offer a few brief suggestions for how your character got involved with the rest of the group on their first adventure. You can use these, or not, as you wish.
This section details fifty descriptors. Choose one of them for your character. You can pick any descriptor you wish regardless of your type. At the end of this chapter, a few options are provided for Customizing Descriptors, including making a character's species their descriptor.
Quick Reference: Descriptors
- Appealing
- Beneficent
- Brash
- Calm
- Chaotic
- Charming
- Clever
- Clumsy
- Craven
- Creative
- Cruel
- Dishonorable
- Doomed
- Empathic
- Exiled
- Fast
- Foolish
- Graceful
- Guarded
- Hardy
- Hideous
- Honorable
- Impulsive
- Inquisitive
- Intelligent
- Intuitive
- Jovial
- Kind
- Learned
- Lucky
- Mad
- Mechanical
- Mysterious
- Mystical
- Naive
- Perceptive
- Resilient
- Risk-Taking
- Rugged
- Sharp-Eyed
- Skeptical
- Stealthy
- Strong
- Strong-Willed
- Swift
- Tongue-Tied
- Tough
- Vicious
- Virtuous
- Weird
- or Customize a Descriptor
- or Additional Descriptors
Additional descriptors are presented across the genres:
Editor's Notes — People change, especially in response to significant life experiences. The Character Arcs section in Chapter 12: Experience Points provide a way for characters to turn over a new leaf and earn a new descriptor.
Appealing
You're attractive to others, but perhaps more important, you are likeable and charismatic. You've got that "special something" that draws others to you. You often know just the right thing to say to make someone laugh, put them at ease, or spur them to action. People like you, want to help you, and want to be your friend. (38)
You gain the following characteristics:
Charismatic: +2 to your Intellect Pool.
Skill: You are trained in pleasant social interactions.
Resistant to Charms: You're aware of how others can manipulate and charm people, and you notice when those tactics are used on you. Because of this awareness, you are trained in resisting any kind of persuasion or seduction if you wish it.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You met a total stranger (one of the other PCs) and charmed them so much that they invited you along.
- The PCs were looking for someone else, but you convinced them that you were perfect instead.
- Pure happenstance—because you just go along with the flow of things and everything usually works out.
- Your charismatic ways helped get one of the PCs out of a difficult spot a long time ago, and they always ask you to join them on new adventures.
Benificent
Helping others is your calling. It's why you're here. Others delight in your outgoing and charitable nature, and you delight in their happiness. You're at your best when you're aiding people, either by explaining how they can best overcome a challenge or by demonstrating how to do so yourself. (39)
You gain the following characteristics:
Generous: Allies who have spent the last day with you add +1 to their recovery rolls.
Altruistic: If you're standing next to a creature that takes damage, you can intercede and take 1 point of that damage yourself (reducing the damage inflicted on the creature by 1 point). If you have Armor, it does not provide a benefit when you use this ability.
Skill: You're trained in all tasks related to pleasant social interaction, putting other people at ease, and gaining trust.
Helpful: Whenever you help another character, that character gains the benefit as if you were trained even if you are not trained or specialized in the attempted task.
Inability: While you are alone, all Intellect and Speed tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Even though you didn't know most of the other PCs beforehand, you invited yourself along on their quest.
- You saw the PCs struggling to overcome a problem and selflessly joined them to help.
- You're nearly certain the PCs will fail without you.
- The choice was between your tattered life and helping others. You haven't looked back since.
Brash
You're a self-assertive sort, confident in your abilities, energetic, and perhaps a bit irreverent toward ideas that you don't agree with. Some people call you bold and brave, but those you've put in their place might call you puffed up and arrogant. Whatever. It's not in your nature to care what other people think about you, unless those people are your friends or family. Even someone as brash as you knows that friends sometimes have to come first. (39)
You gain the following characteristics:
Energetic: +2 to your Speed Pool.
Skill: You are trained in initiative.
Bold: You are trained in all actions that involve overcoming or ignoring the effects of fear or intimidation.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You noticed something weird going on, and without much thought, you jumped in with both feet.
- You showed up when and where you did on a dare because, hey, you don't back down from dares.
- Someone called you out, but instead of walking into a fight, you walked into your current situation.
- You told your friend that nothing could scare you, and nothing you saw would change your mind. They brought you to your current point.
Calm
You've spent most of your life in sedentary pursuits—books, movies, hobbies, and so on—rather than active ones. You're well versed in all manner of academia or other intellectual pursuits, but nothing physical. You're not weak or feeble, necessarily (although this is a good descriptor for characters who are elderly), but you have no experience in more physical activities. (40)
You gain the following characteristics:
Bookish: +2 to your Intellect Pool.
Skills: You are trained in four nonphysical skills of your choice.
Trivia: You can come up with a random fact pertinent to the current situation when you wish it. This is always a matter of fact, not conjecture or supposition, and must be something you could have logically read or seen in the past. You can do this one time, although the ability is renewed each time you make a recovery roll.
Inability: You're just not a fighter. All physical attacks are hindered.
Inability: You're not the outdoorsy type. All climbing, running, jumping, and swimming tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You read about the current situation somewhere and decided to check it out for yourself.
- You were in the right (wrong?) place at the right (wrong?) time.
- While avoiding an entirely different situation, you walked into your current situation.
- One of the other PCs dragged you into it.
Chaotic
Danger doesn't mean much to you, mainly because you don't think much about repercussions. In fact, you enjoy sowing surprises, just to see what will happen. The more unexpected the result, the happier you are. Sometimes you are particularly manic, and for the sake of your companions, you restrain yourself from taking actions that you know will lead to disaster. (40)
You gain the following characteristics:
Tumultuous: +4 to your Speed Pool.
Skill: You are trained in Intellect defense actions.
Chaotic: Once after each ten-hour recovery roll, if you don't like the first result, you can reroll a die roll of your choice. If you do, and regardless of the outcome, the GM presents you with a GM intrusion.
Inability: Your body is a bit worn from occasional excesses. Might defense tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Another PC recruited you while you were on your best behavior, before realizing how chaotic you were.
- You have reason to believe that being with the other PCs will help you gain control over your erratic behavior.
- Another PC released you from captivity, and to thank them, you volunteered to help.
- You have no idea how you joined the PCs. You're just going along with it for now until answers present themselves.
Charming
You're a smooth talker and a charmer. Whether through seemingly supernatural means or just a way with words, you can convince others to do as you wish. Most likely, you're physically attractive or at least highly charismatic, and others enjoy listening to your voice. You probably pay attention to your appearance, keeping yourself well groomed. You make friends easily. You play up the personality facet of your Intellect stat; intelligence is not your strong suit. You're personable, but not necessarily studious or strong-willed. (41)
You gain the following characteristics:
Personable: +2 to your Intellect Pool.
Skill: You're trained in all tasks involving positive or pleasant social interaction.
Skill: You're trained when using special abilities that influence the minds of others.
Contact: You have an important contact who is in an influential position, such as a minor noble, the captain of the town guard/police, or the head of a large gang of thieves. You and the GM should work out the details together.
Inability: You were never good at studying or retaining facts. Any task involving lore, knowledge, or understanding is hindered.
Inability: Your willpower is not one of your strong points. Defense actions to resist mental attacks are hindered.
Additional Equipment: You've managed to talk your way into some decent discounts and bonuses in recent weeks. As a result, you have enough cash jangling in your pocket to purchase a moderately priced item.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You convinced one of the other PCs to tell you what they were doing.
- You instigated the whole thing and convinced the others to join you.
- One of the other PCs did a favor for you, and now you're repaying that obligation by helping them with the task at hand.
- There is a reward involved, and you need the money.
Clever
You're quick-witted, thinking well on your feet. You understand people, so you can fool them but are rarely fooled. Because you easily see things for what they are, you get the lay of the land swiftly, size up threats and allies, and assess situations with accuracy. Perhaps you're physically attractive, or maybe you use your wit to overcome any physical or mental imperfections. (41)
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You're trained in all interactions involving lies or trickery.
Skill: You're trained in defense rolls to resist mental effects.
Skill: You're trained in all tasks involving identifying or assessing danger, lies, quality, importance, function, or power.
Inability: You were never good at studying or retaining trivial knowledge. Any task involving lore, knowledge, or understanding is hindered.
Additional Equipment: You see through the schemes of others and occasionally convince them to believe you—even when, perhaps, they should not. Thanks to your clever behavior, you have an additional expensive item.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You convinced one of the other PCs to tell you what they were doing.
- From afar, you observed that something interesting was going on.
- You talked your way into the situation because you thought it might earn some money.
- You suspect that the other PCs won't succeed without you.
Clumsy
Graceless and awkward, you were told that you'd grow out of it, but you never did. You often drop things, trip over your own feet, or knock things (or people) over. Some people get frustrated by this quality, but most find it funny and even a little charming. (41)
You gain the following characteristics:
Butterfingers: −2 to your Speed Pool.
Thick-Muscled: +2 to your Might Pool.
Inelegant: You have a certain lovable charm. You are trained in all pleasant social interactions when you express a lighthearted, self-deprecating manner.
Dumb Luck: The GM can introduce a GM intrusion on you, based on your clumsiness, without awarding you any XP (as if you had rolled a 1 on a d20 roll). However, if this happens, 50% of the time, your clumsiness works to your advantage. Rather than hurting you (much), it helps you, or it hurts your enemies. You slip, but it's just in time to duck an attack. You fall down, but you trip your enemies as you crash into their legs. You turn around too quickly, but you end up knocking the weapon from your foe's hand. You and the GM should work together to determine the details. If the GM wishes, they can use GM intrusions based on your clumsiness normally (awarding XP).
Skill: You've got a certain bull-like quality. You are trained in tasks involving breaking things.
Inability: Any task that involves balance, grace, or hand-to-eye coordination is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You were in the right place at the right time.
- You had a piece of information that the other PCs needed to make their plans.
- A sibling recommended you to the other PCs.
- You stumbled into the PCs as they were discussing their mission, and they took a liking to you.
Craven
Courage fails you at every turn. You lack the willpower and resolve to stand fast in the face of danger. Fear gnaws at your heart, chewing away at your mind, driving you to distraction until you cannot bear it. Most times, you back down from confrontations. You flee from threats and vacillate when faced with difficult decisions. (42)
Yet for all that fear dogs you and possibly shames you, your cowardly nature proves to be a useful ally from time to time. Listening to your fears has helped you escape danger and avoid taking unnecessary risks. Others may have suffered in your place, and you might be the first to admit this fact, but secretly you feel intense relief from having avoided an unthinkable and terrible fate.
You gain the following characteristics:
Furtive: +2 to your Speed Pool.
Skill: You're trained in stealth-based tasks.
Skill: You're trained in running actions.
Skill: You're trained in any action taken to escape danger, flee from a dangerous situation, or wheedle your way out of trouble.
Inability: You do not willingly enter dangerous situations. Any initiative actions (to determine who goes first in combat) are hindered.
Inability: You fall to pieces when you have to undertake a potentially dangerous task alone. Any such task (such as attacking a creature by yourself) is hindered.
Additional Equipment: You have a good luck charm or protective device to keep you out of harm's way.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You believe that you're being hunted, and you have hired one of the other PCs as your protector.
- You seek to escape your shame and take up with capable individuals in the hopes of repairing your reputation.
- One of the other PCs bullied you into coming along.
- The group answered your cries for help when you were in trouble.
Creative
Maybe you have a notebook where you write down ideas so you can develop them later. Perhaps you email yourself ideas that strike you out of the blue so you can sort them in an electronic document. Or maybe you just sit down, stare at your screen and, by indomitable force of will, produce something from nothing. However your gift works, you're creative—you code, write, compose, sculpt, design, direct, or otherwise create narratives that enthrall other people with your vision. (42)
You gain the following characteristics:
Inventive: +2 to your Intellect Pool.
Original: You're always coming up with something new. You're trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you're able to tell.
Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: writing, computer coding, composing music, painting, drawing, and so on.
Skill: You love solving riddles and the like. You are trained in puzzle-solving tasks.
Skill: To be creative requires that you always be learning. You are trained in any task that involves finding out something new, such as when you're digging through a library, data bank, news archive, or similar collection of knowledge.
Inability: You're inventive but not charming. All tasks related to pleasant social interaction are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You were doing research for a project and convinced the PCs to bring you along.
- You're looking for new markets for the results of your creative output.
- You fell in with the wrong crowd, but they grew on you.
- A creative life is often one beset with financial hurdles. You joined the PCs because you hoped it would be profitable.
Cruel
Misfortune and suffering do not move you. When another endures hardship, you find it hard to care, and you may even enjoy the pain and difficulty the person experiences if they've done you wrong in the past. Your cruel streak may derive from bitterness brought about by your own struggles and disappointments. You might be a hard pragmatist, doing what you feel you must even if others are worse for it. Or you could be a sadist, delighting in the pain you inflict. (43)
Being cruel does not necessarily make you a villain. Your cruelty may be reserved for those who cross you or other people useful to you. You might have become cruel as the result of an intensely awful experience. Abuse and torture, for example, can strip away compassion for other living beings.
As well, you need not be cruel in every situation. In fact, others might see you as personable, friendly, and even helpful. But when angered or frustrated, your dual nature reveals itself, and those who have earned your scorn are likely to suffer for it.
You gain the following characteristics:
Cunning: +2 to your Intellect Pool.
Cruelty: When you use force, you can choose to maim or deliver painful injuries to draw out your foe's suffering. Whenever you inflict damage, you can choose to inflict 2 fewer points of damage to ease your next attack against that foe.
Skill: You're trained in tasks related to deception, intimidation, and persuasion when you interact with characters experiencing physical or emotional pain.
Inability: You have a hard time connecting with others, understanding their motives, or sharing their feelings. Any task to ascertain another character's motives, feelings, or disposition is hindered.
Additional Equipment: You have a valuable memento from the last person you destroyed. The memento is moderately priced, and you can sell it or trade it for an item of equal or lesser value.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You suspect that you might gain a long-term advantage from helping the other PCs and may be able to use that advantage against your enemies.
- By joining the PCs, you see an opportunity to grow your personal power and status at the expense of others.
- You hope to make another PC's life more difficult by joining the group.
- Joining the PCs gives you an opportunity to escape justice for a crime you committed.
Dishonorable
There is no honor among thieves—or betrayers, backstabbers, liars, or cheats. You are all of these things, and either you don't lose any sleep over it, or you deny the truth to others or to yourself. Regardless, you are willing to do whatever it takes to get your own way. Honor, ethics, and principles are merely words. In your estimation, they have no place in the real world. (44)
You gain the following characteristics:
Sneaky: +4 to your Speed Pool.
Just Desserts: When the GM gives another player an experience point to award to someone for a GM intrusion, that player cannot give it to you.
Skill: You are trained in deception.
Skill: You are trained in stealth.
Skill: You are trained in intimidation.
Inability: People don't like or trust you. Pleasant social interactions are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You are interested in what the PCs are doing, so you lied to them to get into their group.
- While skulking about, you overheard the PCs' plans and realized that you wanted in.
- One of the other PCs invited you, having no idea of what you're truly like.
- You bullied your way in with intimidation and bluster.
Doomed
You are quite certain that your fate is leading you, inextricably, toward a terrible end. This fate might be yours alone, or you might be dragging along the people closest to you. (44)
You gain the following characteristics:
Jumpy: +2 to your Speed Pool.
Skill: Always on the lookout for danger, you are trained in perception-related tasks.
Skill: You are defense minded, so you are trained in Speed defense tasks.
Skill: You are cynical and expect the worst. Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.
Doom: Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You attempted to avoid it, but events seemed to conspire to draw you to where you are.
- Why not? It doesn't matter. You're doomed no matter what you do.
- One of the other PCs saved your life, and now you're repaying that obligation by helping them with the task at hand.
- You suspect that the only hope you have of avoiding your fate might lie on this path.
Empathic
Other people are open books to you. You may have a knack for reading a person's tells, those subtle movements that convey an individual's mood and disposition. Or you may receive information in a more direct way, feeling a person's emotions as if they were tangible things, sensations that lightly brush against your mind. Your gift for empathy helps you navigate social situations and control them to avoid misunderstandings and prevent useless conflicts from erupting.
The constant bombardment of emotions from those around you likely takes a toll. You might move with the prevailing mood, swinging from giddy happiness to bitter sorrow with little warning. Or you might close yourself off and remain inscrutable to others out of a sense of self-preservation or an unconscious fear that everyone else might learn how you truly feel. (44)
You gain the following characteristics:
Open Mind: +4 to your Intellect Pool.
Skill: You're trained in tasks involving sensing other emotions, discerning dispositions, and getting a hunch about people around you.
Skill: You're trained in all tasks involving social interaction, pleasant or otherwise.
Inability: Being so receptive to others' thoughts and moods makes you vulnerable to anything that attacks your mind. Intellect defense rolls are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You sensed the commitment to the task the other PCs have and felt moved to help them.
- You established a close bond with another PC and can't bear to be parted from them.
- You sensed something strange in one of the PCs and decided to join the group to see if you can sense it again and uncover the truth.
- You joined the PCs to escape an unpleasant relationship or negative environment.
Exiled
You have walked a long and lonely road, leaving your home and your life behind. You might have committed a heinous crime, something so awful that your people forced you out, and if you dare return, you face death. You might have been accused of a crime you didn't commit and now must pay the price for someone else's wicked deed. Your exile might be the result of a social gaffe—perhaps you shamed your family or a friend, or you embarrassed yourself in front of your peers, an authority, or someone you respect. Whatever the reason, you have left your old life behind and now strive to make a new one. (45)
You gain the following characteristics:
Self-Reliant: +2 to your Might Pool.
Loner: You gain no benefit when you get help with a task from another character who is trained or specialized in that task.
Skill: You're trained in all tasks involving sneaking.
Skill: You're trained in all tasks involving foraging, hunting, and finding safe places to rest or hide.
Inability: Living on your own for as long as you have makes you slow to trust others and awkward in social situations. Any task involving social interaction is hindered.
Additional Equipment: You have a memento from your past—an old picture, a locket with a few strands of hair inside, or a lighter given to you by someone important. You keep the object close at hand and pull it out to help you remember better times.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- The other PCs earned your trust by helping you when you needed it. You accompany them to repay them.
- While exploring on your own, you discovered something strange. When you traveled to a settlement, the PCs were the only ones who believed you, and they have accompanied you to help you deal with the problem.
- One of the other PCs reminds you of someone you used to know.
- You have grown weary of your isolation. Joining the other PCs gives you a chance to belong.
Fast
You're fleet of foot. Because you're quick, you can accomplish tasks more rapidly than others can. You're not just quick on your feet, however—you're quick with your hands, and you think and react quickly. You even talk quickly. (45)
Energetic: +2 to your Speed Pool.
Skill: You are trained in running.
Fast: You can move a short distance and still take another action in the same round, or you can move a long distance as your action without needing to make any kind of roll.
Inability: You're a sprinter, not a long-distance runner. You don't have a lot of stamina. Might defense rolls are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You jumped in to save one of the other PCs who was in dire need.
- One of the other PCs recruited you for your unique talents.
- You're impulsive, and it seemed like a good idea at the time.
- This mission ties in with a personal goal of your own.
Foolish
Not everyone can be brilliant. Oh, you don't think of yourself as stupid, and you're not. It's just that others might have a bit more … wisdom. Insight. You prefer to barrel along headfirst through life and let other people worry about things. Worrying's never helped you, so why bother? You take things at face value and don't fret about what tomorrow might bring. (46)
People call you "idiot" or "numbskull," but it doesn't faze you much.
You gain the following characteristics:
Unwise: −4 to your Intellect Pool.
Carefree: You succeed more on luck than anything. Every time you roll for a task, roll twice and take the higher result.
Intellect Weakness: Any time you spend points from your Intellect Pool, it costs you 1 more point than usual.
Inability: Any Intellect defense task is hindered.
Inability: Any task that involves seeing through a deception, an illusion, or a trap is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Who knows? Seemed like a good idea at the time.
- Someone asked you to join up with the other PCs. They told you not to ask too many questions, and that seemed fine to you.
- Your parent (or a parental/mentor figure) got you involved to give you something to do and maybe "teach you some sense."
- The other PCs needed some muscle who wouldn't overthink things.
Graceful
You have a perfect sense of balance, moving and speaking with grace and beauty. You're quick, lithe, flexible, and dexterous. Your body is perfectly suited to dance, and you use that advantage in combat to dodge blows. You might wear garments that enhance your agile movement and sense of style. (46)
You gain the following characteristics:
Agile: +2 to your Speed Pool.
Skill: You're trained in all tasks involving balance and careful movement.
Skill: You're trained in all tasks involving physical performing arts.
Skill: You're trained in all Speed defense tasks.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Against your better judgment, you joined the other PCs because you saw that they were in danger.
- One of the other PCs convinced you that joining the group would be in your best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.
Guarded
You conceal your true nature behind a mask and are loath to let anyone see who you really are. Protecting yourself, physically and emotionally, is what you care about most, and you prefer to keep everyone else at a safe distance. You may be suspicious of everyone you meet, expecting the worst from people so you won't be surprised when they prove you right. Or you might just be a bit reserved, careful about letting people through your gruff exterior to the person you really are.
No one can be as reserved as you are and make many friends. Most likely, you have an abrasive personality and tend to be pessimistic in your outlook. You probably nurse an old hurt and find that the only way you can cope is to keep it and your personality locked down. (47)
You gain the following characteristics:
Suspicious: +2 to your Intellect Pool.
Skill: You are trained in all Intellect defense tasks.
Skill: You are trained in all tasks involving discerning the truth, piercing disguises, and recognizing falsehoods and other deceptions.
Inability: Your suspicious nature makes you unlikeable. Any task involving deception or persuasion is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- One of the PCs managed to overcome your defenses and befriend you.
- You want to see what the PCs are up to, so you accompany them to catch them in the act of some wrongdoing.
- You have made a few enemies and take up with the PCs for protection.
- The PCs are the only people who will put up with you.
Hardy
Your body was built to take abuse. Whether you're pounding down stiff drinks while holding up a bar in your favorite watering hole or trading blows with a thug in a back alley, you keep going, shrugging off hurts and injuries that might slow or incapacitate a lesser person. Neither hunger nor thirst, cut flesh nor broken bone can stop you. You just press on through the pain and continue.
As fit and healthy as you are, the signs of wear show in the myriad scars crisscrossing your body, your thrice-broken nose, your cauliflower ears, and any number of other disfigurements you wear with pride. (47)
You gain the following characteristics:
Mighty: +4 to your Might Pool.
Fast Healer: You halve the time it takes to make a recovery roll (minimum one action).
Almost Unstoppable: While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0.
Skill: You are trained in Might defense actions.
Inability: Your big, strong body is slow to react. Any task involving initiative is hindered.
Ponderous: When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- The PCs recruited you after learning about your reputation as a survivor.
- You joined the PCs because you want or need the money.
- The PCs offered you a challenge equal to your physical power.
- You believe the only way the PCs will succeed is if you are along to protect them.
Hideous
You are physically repugnant by almost any human standard. You might have had a serious accident, a harmful mutation, or just poor genetic luck, but you are incontrovertibly ugly.
You've more than made up for your appearance in other ways, however. Because you have to hide your appearance, you excel at sneaking about unnoticed or disguising yourself. But perhaps most important, being ostracized while others socialized, you took the time growing up to develop yourself as you saw fit—you grew strong or quick, or you honed your mind. (48)
You gain the following characteristics:
Versatile: You get 4 additional points to divide among your stat Pools.
Skill: You are trained in intimidation and any other fear-based interactions, if you show your true face.
Skill: You are trained in disguise and stealth tasks.
Inability: All tasks relating to pleasant social interaction are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- One of the other PCs approached you while you were in disguise, recruiting you while believing you were someone else.
- While skulking about, you overheard the other PCs' plans and realized you wanted in.
- One of the other PCs invited you, but you wonder if it was out of pity.
- You bullied your way in with intimidation and bluster.
Honorable
You are trustworthy, fair, and forthright. You try to do what is right, to help others, and to treat them well. Lying and cheating are no way to get ahead—these things are for the weak, the lazy, or the despicable. You probably spend a lot of time thinking about your personal honor, how best to maintain it, and how to defend it if challenged. In combat, you are straightforward and offer quarter to any foe.
You were likely instilled with this sense of honor by a parent or a mentor. Sometimes the distinction between what is and isn't honorable varies with different schools of thought, but in broad strokes, honorable people can agree on most aspects of what honor means. (48)
You gain the following characteristics:
Stalwart: +2 to your Might Pool.
Skill: You are trained in pleasant social interactions.
Skill: You are trained in discerning people's true motives or seeing through lies.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- The PCs' goals appear to be honorable and commendable.
- You see that what the other PCs are about to do is dangerous, and you'd like to help protect them.
- One of the other PCs invited you, hearing of your trustworthiness.
- You asked politely if you could join the other PCs in their mission.
Impulsive
You have a hard time tamping down your enthusiasm. Why wait when you can just do it (whatever it is) and get it done? You deal with problems when they arise rather than plan ahead. Putting out the small fires now prevents them from becoming one big fire later. You are the first to take risks, to jump in and lend a hand, to step into dark passages, and to find danger.
Your impulsiveness likely gets you into trouble. While others might take time to study the items they discover, you use such items without hesitation. After all, the best way to learn what something can do is to use it. When a cautious explorer might look around and check for danger nearby, you have to physically stop yourself from bulling on ahead. Why fuss around when the exciting thing is just ahead? (48)
You gain the following characteristics:
Reckless: +2 to your Speed Pool.
Skill: You're trained in initiative actions (to determine who goes first in combat).
Skill: You're trained in Speed defense actions.
Inability: You'll try anything once, but quickly grow bored after that. Any task that involves patience, willpower, or discipline is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You heard what the other PCs were up to and suddenly decided to join them.
- You pulled everyone together after you heard rumors about something interesting you want to see or do.
- You blew all of your money and now find yourself strapped for cash.
- You're in trouble for acting recklessly. You join the other PCs because they offer a way out of your problem.
Inquisitive
The world is vast and mysterious, with wonders and secrets to keep you amazed for several lifetimes. You feel the tugging on your heart, the call to explore the wreckage of past civilizations, to discover new peoples, new places, and whatever bizarre wonders you might find along the way. However, as strongly as you feel the pull to roam the world, you know there is danger aplenty, and you take precautions to ensure that you are prepared for any eventuality. Research, preparation, and readiness will help you live long enough to see everything you want to see and do everything you want to do.
You probably have a dozen books and travelogues about the world on you at any time. When not hitting the road and looking around, you spend your time with your nose in a book, learning everything you can about the place you're going so you know what to expect when you get there. (49)
You gain the following characteristics:
Smart: +4 to your Intellect Pool.
Skill: You are eager to learn. You are trained in any task that involves learning something new, whether you're talking to a local to get information or digging through old books to find lore.
Skill: You have made a study of the world. You are trained in any task involving geography or history.
Inability: You tend to fixate on the details, making you somewhat oblivious to what's going on around you. Any task to hear or notice dangers around you is hindered.
Inability: When you see something interesting, you hesitate as you take in all the details. Initiative actions (to determine who goes first in combat) are hindered.
Additional Equipment: You have three books on whatever subjects you choose.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- One of the PCs approached you to learn information related to the mission, having heard you were an expert.
- You have always wanted to see the place where the other PCs are going.
- You were interested in what the other PCs were up to and decided to go along with them.
- One of the PCs fascinates you, perhaps due to a special or weird ability they have.
Intelligent
You're quite smart. Your memory is sharp, and you easily grasp concepts that others might struggle with. This aptitude doesn't necessarily mean that you've had years of formal education, but you have learned a great deal in your life, primarily because you pick things up quickly and retain so much. (49)
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You're trained in an area of knowledge of your choice.
Skill: You're trained in all actions that involve remembering or memorizing things you experience directly. For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you've explored before.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- One of the other PCs asked your opinion of the mission, knowing that if you thought it was a good idea, it probably was.
- You saw value in what the other PCs were doing.
- You believed that the task might lead to important and interesting discoveries.
- A colleague requested that you take part in the mission as a favor.
Intuitive
You are often tickled by a sense of knowing what someone will say, how they will react, or how events might unfold. Maybe you have a mutant sense, maybe you can see just a few moments ahead through time, or maybe you're just good at reading people and extrapolating a situation. Whatever the case, many who look into your eyes immediately glance away, as if afraid of what you might see in their expression. (49)
You gain the following characteristics:
Innate: +2 to your Intellect Pool.
Skill: You are trained in perception tasks.
Know What to Do: You can act immediately, even if it's not your turn. Afterward, on your next regular turn, any action you take is hindered. You can do this one time, although the ability is renewed each time you make a recovery roll.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You just knew you had to come along.
- You convinced one of the other PCs that your intuition is invaluable.
- You felt that something terrible would happen if you didn't go.
- You're confident the reason you arrived at this point will soon become clear.
Jovial
You're cheerful, friendly, and outgoing. You put others at ease with a big smile and a joke, possibly one at your own expense, though lightly ribbing your companions who can take it is also one of your favorite pastimes. Sometimes people say you never take anything seriously. That's not true, of course, but you have learned that to dwell on the bad too long quickly robs the world of joy. You've always got a new joke in your back pocket because you collect them like some people collect bottles of wine. (50)
You gain the following characteristics:
Witty: +2 to your Intellect Pool.
Skill: You're convivial and set most people at ease with your attitude. You are trained in all tasks related to pleasant social interaction.
Skill: You have an advantage in figuring out the punch lines of jokes you've never heard before. You are trained in all tasks related to solving puzzles and riddles.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You solved a riddle before realizing that answering it would launch you into the adventure.
- The other PCs thought you'd bring some much-needed levity to the team.
- You decided that all fun and no work was not the best way to get through life, so you joined up with the PCs.
- It was either go with the PCs or face up to a circumstance that was anything but jovial.
Kind
It's always been easy for you to see things from the point of view of other people. That ability has made you sympathetic to what they really want or need. From your perspective, you're just applying the old proverb that "it's easier to catch flies with honey than with vinegar," but others simply see your behavior as kindness. Of course, being kind takes time, and yours is limited. You've learned that a small fraction of people don't deserve your time or kindness—true sadists, narcissists, and similar folk will only waste your energy. So you deal with them swiftly, saving your kindness for those who deserve it and can benefit from your attention. (50)
You gain the following characteristics:
Emotionally Intuitive: +2 to your Intellect Pool.
Skill: You know what it's like to go a mile in someone else's shoes. You're trained in all tasks related to pleasant social interaction and discerning the dispositions of others.
Karma: Sometimes, strangers just help you out. To gain the aid of a stranger, you must use a one action, ten-minute, or one-hour recovery roll (without gaining its healing benefit), and the GM determines the nature of the aid you gain. Usually, the act of kindness isn't enough to turn a bad situation completely around, but it may moderate a bad situation and lead to new opportunities. For example, if you are captured, a guard loosens your bonds slightly, brings you water, or delivers a message.
Inability: Being kind comes with a few risks. All tasks related to detecting falsehoods are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- A PC needed your help, and you agreed to come along as a kindness.
- You gave the wrong person access to your money, and now you need to make some back.
- You're ready to take your benevolence on the road and help more people than you could if you didn't join the PCs.
- Your job, which seemed like it would be personally rewarding, is the opposite. You join the PCs to escape the drudgery.
Learned
You have studied, either on your own or with an instructor. You know many things and are an expert on a few topics, such as history, biology, geography, mythology, nature, or any other area of study. Learned characters typically carry a few books around with them and spend their spare time reading. (51)
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You're trained in three areas of knowledge of your choice.
Inability: You have few social graces. Any task involving charm, persuasion, or etiquette is hindered.
Additional Equipment: You have two additional books on topics of your choice.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- One of the other PCs asked you to come along because of your knowledge.
- You need money to fund your studies.
- You believed that the task might lead to important and interesting discoveries.
- A colleague requested that you take part in the mission as a favor.
Lucky
You rely on chance and timely good luck to get you through many situations. When people say that someone was born under a lucky star, they mean you. When you try your hand at something new, no matter how unfamiliar the task is, as often as not you find a measure of success. Even when disaster strikes, it's rarely as bad as it could be. More often, small things seem to go your way, you win contests, and you're often in the right place at the right time. (51)
You gain the following characteristics:
Luck Pool: You have one additional Pool called Luck that begins with 3 points, and it has a maximum value of 3 points. When spending points from any other Pool, you can take one, some, or all of the points from your Luck Pool first. When you make a recovery roll to recover points to any other Pool, your Luck Pool is also refreshed by the same number of points. When your Luck Pool is at 0 points, it does not count against your damage track. Enabler.
Advantage: When you use 1 XP to reroll a d20 for any roll that affects only you, add 3 to the reroll.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Knowing that lucky people notice and take active advantage of opportunities, you became involved in your first adventure by choice.
- You literally bumped into someone else on this adventure through sheer luck.
- You found a briefcase lying alongside the road. It was battered, but inside you found a lot of strange documents that led you here.
- Your luck saved you when you avoided a speeding vehicle by a fortuitous fall through an opening in the ground (a manhole, if in a modern setting). Beneath the ground, you found something you couldn't ignore.
Mad
You have delved too deeply into subjects people were not meant to know. You are knowledgeable in things beyond the scope of most, but this knowledge has come at a terrible price. You are likely in questionable physical shape and occasionally shake with nervous tics. You sometimes mutter to yourself without realizing it. (51)
You gain the following characteristics:
Knowledgeable: +4 to your Intellect Pool.
Fits of Insight: Whenever such knowledge is appropriate, the GM feeds you information although there is no clear explanation as to how you could know such a thing. This is up to the GM's discretion, but it should happen as often as once each session.
Erratic Behavior: You are prone to acting erratically or irrationally. When you are in the presence of a major discovery or subjected to great stress (such as a serious physical threat), the GM can introduce a GM intrusion that directs your next action without awarding XP. You can still pay 1 XP to refuse the intrusion. The GM's influence is the manifestation of your madness and thus is always something you would not likely do otherwise, but it is not directly, obviously harmful to you unless there are extenuating circumstances. (For example, if a foe suddenly leaps out of the darkness, you might spend the first round babbling incoherently or screaming the name of your first true love.)
Skill: You are trained in one area of knowledge (probably something weird or esoteric).
Inability: Your mind is quite fragile. Tasks to resist mental attacks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Voices in your head told you to go.
- You instigated the whole thing and convinced the others to join you.
- One of the other PCs obtained a book of knowledge for you, and now you're repaying that favor by helping them with the task at hand.
- You feel compelled by inexplicable intuition.
Mechanical
You have a special talent with machines of all kinds, and you're adept at understanding and, if need be, repairing them. Perhaps you're a bit of an inventor, creating new machines from time to time. You get called "techie," "tech," "mech," "gear-head," "motor-head," or any of a number of other nicknames. Mechanics usually wear practical work clothes and carry around a lot of tools. (52)
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You're trained in all actions involving identifying or understanding machines.
Skill: You're trained in all actions involving using, repairing, or crafting machines.
Additional Equipment: You start with a variety of machine tools.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- While repairing a nearby machine, you overheard the other PCs talking.
- You need money to buy tools and parts.
- It was clear that the mission couldn't succeed without your skills and knowledge.
- Another PC asked you to join them.
Mysterious
The dark figure lurking silently in the corner? That's you. No one really knows where you came from or what your motives are—you play things close to the vest. Your manner perplexes and confounds others, but that doesn't make you a poor friend or ally. You're just good at keeping things to yourself, moving about unseen, and concealing your presence and identity. (52)
You gain the following characteristics:
Skill: You are trained in all stealth tasks.
Skill: You are trained in resisting interrogation or tricks to get you to talk.
Confounding: You pull talents and abilities seemingly out of nowhere. You can attempt one task in which you have no training as if you were trained, attempt a task that you are trained in as if specialized, or gain a free level of Effort with a task that you are specialized in. This ability refreshes every time you make a recovery roll, but the uses never accumulate.
Inability: People never know where they stand with you. Any task involving getting people to believe or trust you is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You just showed up one day.
- You convinced one of the other PCs that you had invaluable skills.
- Some equally mysterious figure told you where to be and when (but not why) to join the group.
- Something—a feeling, a dream—told you where to be and when to join the group.
Mystical
You think of yourself as mystical, attuned with the mysterious and the paranormal. Your true talents lie with the supernatural. You likely have experience with ancient lore, and you can sense and wield the supernatural—though whether that means "magic," "psychic phenomena," or something else is up to you (and probably up to those around you as well). Mystical characters often wear jewelry, such as a ring or an amulet, or have tattoos or other marks that show their interests. (53)
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You're trained in all actions involving identifying or understanding the supernatural.
Sense Magic: You can sense whether the supernatural is active in situations where its presence is not obvious. You must study an object or location closely for a minute to get a feel for whether a mystical touch is at work.
Spell: You can perform Hedge Magic as a spell when you have a free hand and can pay the Intellect point cost.
Inability: You have a manner or an aura that others find a bit unnerving. Any task involving charm, persuasion, or deception is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- A dream guided you to this point.
- You need money to fund your studies.
- You believed the mission would be a great way to learn more about the supernatural.
- Various signs and portents led you here.
Naive
You've lived a sheltered life. Your childhood was safe and secure, so you didn't get a chance to learn much about the world—and even less chance to experience it. Whether you were training for something, had your nose in a book, or just were sequestered in a secluded place, you haven't done much, met many people, or seen many interesting things so far. That's probably going to change soon, but as you go forward into a larger world, you do so without some of the understanding that others possess about how it all works. (53)
You gain the following characteristics:
Fresh: You add +1 to your recovery rolls.
Incorruptible: You are trained in Intellect defense tasks and all tasks that involve resisting temptation.
Skill: You're wide-eyed. You are trained in perception tasks.
Inability: Any task that involves seeing through deceptions or determining someone's secret motive is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Someone told you that you should get involved.
- You needed money, and this seemed like a good way to earn some.
- You believed that you could learn a lot by joining the other PCs.
- Sounded like fun.
Perceptive
You miss little. You pick out the small details in the world around you and are skilled at making deductions from the information you find. Your talents make you an exceptional sleuth, a formidable scientist, or a talented scout.
As adept as you are at finding clues, you have no skill at picking up on social cues. You overlook an offense that your deductions give or how uncomfortable your scrutiny can make the people around you. You tend to dismiss others as being intellectual dwarfs compared to you, which avails you little when you need a favor. (54)
You gain the following characteristics:
Smart: +2 to your Intellect Pool.
Skill: You have an eye for detail. You are trained in any task that involves finding or noticing small details.
Skill: You know a little about everything. You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.
Skill: Your skill at making deductions can be imposing. You are trained in any task that involves intimidating another creature.
Inability: Your confidence comes off as arrogance to people who don't know you. Any task involving positive social interactions is hindered.
Additional Equipment: You have a bag of light tools.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You overheard the other PCs discussing their mission and volunteered your services.
- One of the PCs asked you to come along, believing that your talents would be invaluable to the mission.
- You believe that the PCs' mission is somehow related to one of your investigations.
- A third party recruited you to follow the PCs and see what they were up to.
Resilient
You can take a lot of punishment, both physically and mentally, and still come back for more. It takes a lot to put you down. Neither physical nor mental shocks or damage have a lasting effect. You're tough to faze. Unflappable. Unstoppable. (54)
You gain the following characteristics:
Resistant: +2 to your Might Pool, and +2 to your Intellect Pool.
Recover: You can make an extra recovery roll each day. This roll is just one action. So you can make two recovery rolls that each take one action, one roll that takes ten minutes, a fourth roll that takes one hour, and a fifth roll that requires ten hours of rest.
Skill: You are trained in Might defense tasks.
Skill: You are trained in Intellect defense tasks.
Inability: You're hardy but not necessarily strong. Any task involving moving, bending, or breaking things is hindered.
Inability: You have a lot of willpower and mental fortitude, but you're not necessarily smart. Any task involving knowledge or figuring out problems or puzzles is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You saw that the PCs clearly need someone like you to help them out.
- Someone asked you to watch over one of the PCs in particular, and you agreed.
- You are bored and desperately in need of a challenge.
- You lost a bet—unfairly, you think—and had to take someone's place on this mission.
Risk-Taking
It's part of your nature to question what others think can't or shouldn't be done. You're not insane, of course—you wouldn't attempt to leap across a mile-wide chasm just because you were dared. There's impossible and then there's the just barely possible. You like to push the latter further than others, because it gives you a rush of satisfaction and pleasure when you succeed. The more you succeed, the more you find yourself looking for that next risky challenge to try yourself against. (54)
You gain the following characteristics:
Nimble: +4 to your Speed Pool.
Skill: You're adept at leveraging risk, and you are trained in tasks that involve some element of chance, such as playing games or choosing between two or three apparently equal options.
Pressing Your Luck: You can choose to automatically succeed on one task without rolling, as long as the task's difficulty is no higher than 6. When you do so, however, you also trigger a GM intrusion as if you had rolled a 1. The intrusion doesn't invalidate the success, but it probably qualifies it in some fashion. You can do this one time, although the ability renews each time you make a ten-hour recovery roll.
Inability: You may be nimble, but you're not sneaky. Tasks related to sneaking and staying quiet are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- It seemed like there were equal odds that the other PCs wouldn't succeed, which sounded good to you.
- You think the tasks ahead will present you with unique and fulfilling challenges.
- One of your biggest risks failed to go your way, and you need money to help pay that debt.
- You bragged that you never saw a risk you didn't like, which is how you reached your current point.
Rugged
You're a nature lover accustomed to living rough, pitting your wits against the elements. Most likely, you're a skilled hunter, gatherer, or naturalist. Years of living in the wild have left their mark with a worn countenance, wild hair, or scars. Your clothing is probably much less refined than the garments worn by city dwellers. (55)
You gain the following characteristics:
Skill: You're trained in all tasks involving climbing, jumping, running, and swimming.
Skill: You're trained in all tasks involving training, riding, or placating natural animals.
Skill: You're trained in all tasks involving identifying or using natural plants.
Inability: You have no social graces and prefer animals to people. Any task involving charm, persuasion, etiquette, or deception is hindered.
Additional Equipment: You carry an explorer's pack with rope, two days' rations, a bedroll, and other tools needed for outdoor survival.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Against your better judgment, you joined the other PCs because you saw that they were in danger.
- One of the other PCs convinced you that joining the group would be in your best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.
Sharp-Eyed
You're perceptive and well aware of your surroundings. You notice the little details and remember them. You can be difficult to surprise. (55)
You gain the following characteristics:
Skill: You're trained in initiative actions.
Skill: You're trained in perception actions.
Find the Flaw: If an opponent has a straightforward weakness (takes extra damage from fire, can't see out of their left eye, and so on), the GM will tell you what it is.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You heard about what was going on, saw a flaw in the other PCs' plan, and joined up to help them out.
- You noticed that the PCs have a foe (or at least a tail) they weren't aware of.
- You saw that the other PCs were up to something interesting and got involved.
- You've been noticing some strange things going on, and this all appears related.
Skeptical
You possess a questioning attitude regarding claims that are often taken for granted by others. You're not necessarily a "doubting Thomas" (a skeptic who refuses to believe anything without direct personal experience), but you've often benefited from questioning the statements, opinions, and received knowledge presented to you by others. (55)
You gain the following characteristics:
Insightful: +2 to your Intellect Pool.
Skill: You're trained in identifying.
Skill: You're trained in all actions that involve seeing through a trick, an illusion, a rhetorical ruse designed to evade the issue, or a lie. For example, you're better at keeping your eye on the cup containing the hidden ball, sensing an illusion, or realizing if someone is lying to you (but only if you specifically concentrate and use this skill).
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You overheard other PCs holding forth on a topic with an opinion you were quite skeptical about, so you decided to approach the group and ask for proof.
- You were following one of the other PCs because you were suspicious of him, which brought you into the action.
- Your theory about the nonexistence of the supernatural can be invalidated only by your own senses, so you came along.
- You need money to fund your research.
Stealthy
You're sneaky, slippery, and fast. These talents help you hide, move quietly, and pull off tricks that require sleight of hand. Most likely, you're wiry and small. However, you're not much of a sprinter—you're more dexterous than fleet of foot. (56)
You gain the following characteristics:
Quick: +2 to your Speed Pool.
Skill: You're trained in all stealth tasks.
Skill: You're trained in all interactions involving lies or trickery.
Skill: You're trained in all special abilities involving illusions or trickery.
Inability: You're sneaky but not fast. All movement-related tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You attempted to steal from one of the other PCs. That character caught you and forced you to come along with them.
- You were tailing one of the other PCs for reasons of your own, which brought you into the action.
- An NPC employer secretly paid you to get involved.
- You overheard the other PCs talking about a topic that interested you, so you decided to approach the group.
Strong
You're extremely strong and physically powerful, and you use these qualities well, whether through violence or feats of prowess. You likely have a brawny build and impressive muscles. (56)
You gain the following characteristics:
Very Powerful: +4 to your Might Pool.
Skill: You're trained in all actions involving breaking inanimate objects.
Skill: You're trained in all jumping actions.
Additional Equipment: You have an extra medium weapon or heavy weapon.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Against your better judgment, you joined the other PCs because you saw that they were in danger.
- One of the other PCs convinced you that joining the group would be in your best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.
Strong-Willed
You're tough-minded, willful, and independent. No one can talk you into anything or change your mind when you don't want it changed. This quality doesn't necessarily make you smart, but it does make you a bastion of willpower and resolve. You likely dress and act with unique style and flair, not caring what others think. (56)
You gain the following characteristics:
Willful: +4 to your Intellect Pool.
Skill: You're trained in resisting mental effects.
Skill: You're trained in tasks requiring incredible focus or concentration.
Inability: Willful doesn't mean brilliant. Any task that involves figuring out puzzles or problems, memorizing things, or using lore is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Against your better judgment, you joined the other PCs because you saw that they were in danger.
- One of the other PCs convinced you that joining the group would be in your best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.
Swift
You move quickly, able to sprint in short bursts and work with your hands with dexterity. You're great at crossing distances quickly but not always smoothly. You are likely slim and muscular. (57)
You gain the following characteristics:
Fast: +4 to your Speed Pool.
Skill: You're trained in initiative actions (to determine who goes first in combat).
Skill: You're trained in running actions.
Inability: You're fast but not necessarily graceful. Any task involving balance is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Against your better judgment, you joined the other PCs because you saw that they were in danger.
- One of the other PCs convinced you that joining the group would be in your best interests.
- You're afraid of what might happen if the other PCs fail.
- There is reward involved, and you need the money.
Tongue-Tied
You've never been much of a talker. When forced to interact with others, you never think of the right thing to say—words fail you entirely, or they come out all wrong. You often end up saying precisely the wrong thing and insult someone unintentionally. Most of the time, you just keep mum. This makes you a listener instead—a careful observer. It also means that you're better at doing things than talking about them. You're quick to take action. (57)
You gain the following characteristics:
Actions, Not Words: +2 to your Might Pool, and +2 to your Speed Pool.
Skill: You are trained in perception.
Skill: You are trained in initiative (unless it's a social situation).
Inability: All tasks relating to social interaction are hindered.
Inability: All tasks involving verbal communication or relaying information are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You just tagged along and no one told you to leave.
- You saw something important the other PCs did not and (with some effort) managed to relate it to them.
- You intervened to save one of the other PCs when they were in danger.
- One of the other PCs recruited you for your talents.
Tough
You're strong and can take a lot of physical punishment. You might have a large frame and a square jaw. Tough characters frequently have visible scars. (57)
You gain the following characteristics:
Resilient: +1 to Armor.
Healthy: Add 1 to the points you regain when you make a recovery roll.
Skill: You're trained in Might defense actions.
Additional Equipment: You have an extra light weapon.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You're acting as a bodyguard for one of the other PCs.
- One of the PCs is your sibling, and you came along to watch out for them.
- You need money because your family is in debt.
- You stepped in to defend one of the PCs when that character was threatened. While talking to them afterward, you heard about the group's task.
Vicious
You try to hide what's inside, fold it into yourself when everything inside you screams to let go, make them pay, make them hurt, and make them bleed. Sometimes you succeed for your friends—smiling like they smile, laughing when they laugh, and sometimes even having other emotions of your own. But it's always there, that feeling of frantic glee mixed with hate that sometimes leaps out of you when you confront a foe. Violence your friends can tolerate, but you sometimes worry they will also learn that you are cruel. (58)
You gain the following characteristics:
Skill: You are trained in tracking creatures. If a creature has wronged you, the tracking task is eased.
Bloodthirsty: Once you begin fighting, you see only red. You inflict 2 additional points of damage with any attack.
Berserk: Once you begin fighting, it's hard for you to stop. In fact, it's a difficulty 2 Intellect task to do so, even if your foe surrenders or you've run out of foes. If the latter occurs and you fail to stop, you attack the nearest ally within short range.
Additional Equipment: You have a record that you use to list those who've wronged you.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Another PC saw you take down a mean drunk in a tavern, not realizing you were the one who started the fight.
- You wanted to get away from a bad situation, so you went with the other PCs.
- You want to change, and you hope that being with the other PCs will help you calm yourself.
- One of the other PCs asked you to come along, believing that your viciousness could be harnessed for the benefit of the mission.
Virtuous
Doing the right thing is a way of life. You live by a code, and that code is something you attend to every day. Whenever you slip, you reproach yourself for your weakness and then get right back on track. Your code probably includes moderation, respect for others, cleanliness, and other characteristics that most people would agree are virtues, while you eschew their opposites: sloth, greed, gluttony, and so on. (58)
You gain the following characteristics:
Dauntless: +2 to your Might Pool.
Skill: You are trained in discerning people's true motives or seeing through lies.
Skill: Your adherence to a strict moral code has hardened your mind against fear, doubt, and outside influence. You are trained in Intellect defense tasks.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- The PCs are doing something virtuous, and you're all about that.
- The PCs are on the road to perdition, and you see it as your task to set them on the proper moral route.
- One of the other PCs invited you, hearing of your virtuous ways.
- You put virtue before sense and defended someone's honor in the face of an organization or power far greater than you. You joined the PCs because they offered aid and friendship when, out of fear of reprisals, no one else would.
Weird
You aren't like anyone else, and that's fine with you. People don't seem to understand you—they even seem put off by you—but who cares? You understand the world better than they do because you're weird, and so is the world you live in. The concept of "the weird" is well known to you. Strange devices, ancient locales, bizarre creatures, storms that can transform you, living energy fields, conspiracies, aliens, and things most people can't even name populate the world, and you thrive on them. You have a special attachment to it all, and the more you discover about the weirdness in the world, the more you might discover about yourself.
Weird characters might be mutants or people born with strange qualities, but sometimes they started out "normal" and adopted the weird by choice. (58)
You gain the following characteristics:
Inner Light: +2 to your Intellect Pool.
Distinctive Physical Quirk: You have a unique physical aspect that is, well, bizarre. Depending on the setting, this can vary greatly. You might have purple hair or metal spikes on your head. Perhaps your hands don't connect to your arms, although they move as if they do. Maybe a third eye stares out from the side of your head, or superfluous tendrils grow from your back. Whatever it is, your quirk might be a mutation, a supernatural trait (a blessing or curse), a feature with no explanation, or just a really wild tattoo that draws a lot of attention.
A Sense for the Weird: Sometimes—at the GM's discretion—weird things relating to the supernatural or its effects on the world seem to call out to you. You can sense them from afar, and if you get within long range of such a thing, you can sense whether it is overtly dangerous or not.
Skill: You are trained in supernatural knowledge.
Inability: People find you unnerving. All tasks relating to pleasant social interaction are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- It seemed weird, so why not?
- Whether the other PCs realize it or not, their mission has to do with something weird that you know about, so you got involved.
- As an expert in the weird, you were specifically recruited by the other PCs.
- You felt drawn to join the other PCs, but you don't know why.
Customizing Descriptors
Under the normal rules, each descriptor is based on some modification of the following guidelines:
- Some descriptors offer +4 to one stat Pool and either two narrow skills or one broad skill.
- Other descriptors offer +2 to one stat Pool and either three narrow skills or one narrow skill and one broad skill.
- A broad skill covers many areas (such as all interactions). A narrow skill covers fewer areas (such as deceptive interactions). Combat-related skills, such as defense or initiative, are considered broad skills in this sense.
- Regardless, you can add an additional skill if it is balanced by an inability.
- You can add other non-skill abilities by eyeballing them and trying to equate them to the value of a skill, if possible. If the descriptor seems lacking, add a moderately priced item as additional equipment to balance things out.
With this general information, you can customize a descriptor, but keep in mind that a heavily customized descriptor isn't a descriptor if it no longer says one thing about a character. It's better to use this information to create a new descriptor that fits exactly how the player wants to portray the character.
Species as Descriptor
Sometimes, in settings that have alien or fantasy species, players want to play a member of that species rather than the default (which is usually "human"). Most of the time, this choice is one of flavor rather than game mechanics. If you're a 7-foot-tall furry Rigellian with three eyes, that's great, but it doesn't change your stats or skills (though it may have roleplaying challenges).
However, sometimes being a nonhuman results in more substantive changes. A PC ogre in a fantasy setting might have the Strong or Tough descriptor, or perhaps it has a descriptor simply called Ogre, which is similar to Strong or Tough but more pronounced (with greater Might but even greater drawbacks). This would mean that instead of being a Tough Warrior who Controls Beasts, the character is an Ogre Warrior who Controls Beasts.
Part 3: Genres offers a few species descriptors, but many GMs will want to create their own as suits their setting. It can't be stressed enough, however, that nine times out of ten, in most genres, species differences aren't significant enough to warrant this treatment. The differences between a Mysterious character and a Virtuous one are probably greater than those between an Alpha Centauran and an Earthling.
Variant Rule: Two Descriptors
In many fantasy or science fiction settings, a species descriptor can take the place of a character's descriptor. However, this creates a situation where only human characters have the variability of choosing a descriptor that suits their personality. The GM might instead allow all human characters to have two descriptors, and nonhuman characters to have a standard descriptor in addition to their species descriptor.
Sometimes contradictory descriptors might weaken or negate each other's benefits and drawbacks. If one descriptor gives training in a skill and another gives an inability in that skill, they cancel each other out and the character doesn't have any modifier for that skill at all.
Descriptors as Species
If a player wants to play a nearly human species without any exceptional or unique special abilities, it's easy for a GM to pick an appropriate descriptor and use it as that species' descriptor. A greyhound-like species might have the Fast descriptor.
Additional Descriptors
Editor's Notes — The descriptors listed below are not complete. Omissions have been made for brevity and to emphasize each product's unique offerings. For example, settings like Numenera and The Strange include several nearly identical descriptors, often under the same name, with modifications unique to the setting.
Expanded Worlds — Descriptors
Where will your campaign take you? What worlds will you build?
- Adroit
- Earnest
- Heroic
- Insolent
- Lawful
- Meddlesome
- Obsessive
- Relentless
- Serene
- Young
See also: Expanded Worlds — Foci
Gods of the Fall — Descriptors
The Gods are Dead—Now It's Your Turn.
- Gluttonous
- Humble
- Lawful
- Wary
Species Descriptors
- Sleen
- Taran
See also: Gods of the Fall — Types and Gods of the Fall — Foci
Numenera Destiny — Descriptors
Create centers of learning or trade. Innovate, build, and protect.
- Adaptable
- Articulate
- Cheerful
- Civic
- Committed
- Confident
- Cultured
- Curious
- Earnest
- Empirical
- Exacting
- Forward-Thinking
- Gregarious
- Heroic
- Imaginative
- Industrious
- Intimidating
- Intuitive
- Irrepressible
- Lawful
- Meddlesome
- Nurturing
- Obsessive
- Optimistic
- Organized
- Passionate
- Preserving
- Prepared
- Protective
- Relentless
- Serene
Species Descriptors
- Lattimor
- Mutant
- Varjellen
See also: Numenera Destiny — Types and Numenera Destiny — Foci
Numenera Character Options — Descriptors
- Driven
- Noble
- Vengeful
- Wealthy
Location-Based Descriptors
- Ancuani
- Bazian
- Draolic
- Ephrem
- Ghanic
- Icebound
- Iscobean
- Malvic
- Milavian
- Naven
- Pytharon
- Thaemic
- Wasteland
Species Descriptors
- Diruk
- Golthiar
- Mlox
- Nalurus
See also: Numenera Character Options — Foci
Numenera Character Options 2 — Descriptors
- Abrasive
- Aggressive
- Altruistic
- Amusing
- Deliberate
- Devout
- Efficient
- Extraterrestrial
- Fabulous
- Gregarious
- Insolent
- Intimidating
- Lonely
- Manipulative
- Marine
- Meek
- Mercurial
- Obsessive
- Passionate
- Polyglot
- Rebellious
- Resourceful
- Subterranean
- Ultraterrestrial
- Vigilant
Location-Based Descriptors
- Coraoan
- Desert-Dwelling
- Elychnious
- Frostborn
- Gaian
- Rayskelan
- Vralkan
Species Descriptors
- Artificially Intelligent
- Calramite
- Echryni
- Naiadapt
- Ormryl
- Proxima
- Skeane
See also: Numenera Character Options 2 — Types and Numenera Character Options 2 — Foci
Torment: Tides of Numenera—The Explorer's Guide — Descriptors
- Bloomborn
- Castoff
- Cautious
- Slick
Species Descriptors
- Ghibra
See also: Torment: Tides of Numenera—The Explorer's Guide — Foci
Old Gus' Daft Drafts — Descriptors
A free collection of game options for fantasies faerie, high, or urban!
See also: Old Gus' Draft Drafts — Foci and Old Gus' Draft Drafts — Flavors
Path of the Planebreaker — Descriptors
Unlock the mysteries of the planes!
- Chimeran
- Inkarnate
- Laghristi
- Traveler
See also: Path of the Planebreaker — Foci
Planar Character Options — Descriptors
- Chimeran
- Cosmic Rambler
- Inkarnate
- Crossplane Refugee
- Reformed Fiend
- Lava elf (Laghristi)
- Surk
- Traveler
- Vlaton
See also: Planar Character Options — Foci and Planar Character Options — Flavors
Predation — Descriptors
A little sci-fi. A little post-apocalypse. A whole lot of dinosaurs.
- Daring
- Empirical
- Savage
- Slick
- Volcanic
See also: Predation — Types and Predation — Foci
Shotguns & Sorcery — Descriptors
Welcome to Dragon City, a grim, gritty metropolis ruled over by the Dragon Emperor, with legions of zombies scratching at the city walls by night.
- Connected
- Cunning
- Daring
- Determined
- Graceful
- Grizzled
- Hardboiled
- Rich
- Seductive
Species Descriptors
- Dwarf
- Elf
- Halfling
- Human
- Orc
See also: Shotguns & Sorcery — Types and Shotguns & Sorcery — Foci
The Strange — Descriptors
Limited pocket dimensions with their own laws of reality are connected to Earth — a dangerous, chaotic network called the Strange.
- Strange
See also: The Strange — Types and The Strange — Foci
The Strange: Alternate Origins — Descriptors
- Ardeynic
- Crowan
- Fearless
- Grey
- Hominid
- Metaphysical
- Mutant
- Rebel
- Vampire
- Wandering
- Werewolf
In Translation: The Strange Character Options — Descriptors
- Addicted
- Crazy
- Extroverted
- Introverted
- Know-It-All
- Materialist
- Meticulous
- Paranoid
- Patient
- Poker-Faced
- Resolute
- Slacker
- Spiritual
- Unforgiving
See also: In Translation: The Strange Character Options — Foci
Tidal Blades — Descriptors
Welcome to Naviri, a peaceful paradise full of promise—and in dire need of heroes.
- Betalod
- Chameleon
- Cuttlebeard
- Croc
- Frog
- Golfin
- Human
- Iota
- Magnafron
- Nag'i
- Salamander
- Turtle
- Tyro
- Mutant
See also: Tidal Blades — Foci
Unmasked — Descriptors
Superpowers and horror in a dark eighties.
- Metal Head
- New Wave
- Punk
- Show-Off
See also: Unmasked — Types and Unmasked — Foci
We Are All Mad Here — Descriptors
"You must be mad," said the Cat, "or you wouldn't have come here."
- Bewitched
- Changeling
- Fragmented
- Frumious
- Haunted
- Lost
See also: We Are All Mad Here — Foci
Chapter 8 Focus
Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It's the verb of the sentence "I am an adjective noun who verbs."
This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.
In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.
Quick Reference: Focus
Choosing Foci
Not all foci are appropriate for every genre. Part 3: Genres provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.
When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that's constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don't require additional equipment.
Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.
A couple of foci presented in this chapter provide a "type swap option" that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn't have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.
As a character progresses to a new tier, a focus grants more abilities. Each tier's benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it's not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.
Each tier's benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.
At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.
Finally, you can choose whether you want to expand the story behind the focus (though that's not mandatory).
Focus Connections
Choose a connection that goes well with the focus. If you're a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.
- Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.
- Pick one other PC. You knew of that character years ago, but you don't think they knew you.
- Pick one other PC. You're always trying to impress them, but you're not sure why.
- Pick one other PC. That character has a habit that annoys you, but you're otherwise quite impressed with their abilities.
- Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other focus-provided attribute. You would like to train them, but you're not necessarily qualified to teach (that's up to you), and they might not be interested (that's up to them).
- Pick one other PC. If they are within immediate range when you're in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).
- Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn't; it's just part of the job.
- Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.
- Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.
- Pick one other PC. That character comes from the same place you do, and you knew each other as children.
- Pick one other PC. In the past, they taught you a few tricks to use in a fight.
- Pick one other PC. That character doesn't seem to approve of your methods.
- Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you "cheated" in their eyes (but from your perspective, all's fair in a fight). They may be ready for a rematch, though that's up to them.
- Pick one other PC. You are always trying to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you're romantically interested in them.
- Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.
- Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.
- Pick one other PC. You were once hired to track down someone who was close to that character.
- Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.
- Pick one other PC. You're not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.
- Pick one other PC. You recently had a possession go missing, and you're becoming convinced that they took it. Whether or not they did is up to them.
- Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.
- Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.
- Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.
- Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.
- Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.
- Pick one other PC. Sometime in that character's past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.
- Pick one other PC. Their occasional clumsiness and loud behavior irritate you.
- Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.
- Pick one other PC. They owe you a significant amount of money.
- Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.
- Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You're fine now, but you're wary around them.
- Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).
- Pick one other PC. They called you a coward once.
- Pick one other PC. That character always recognizes you or your handiwork, whether you're in disguise or are long gone when they arrive on the scene.
- Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn't wake for three days. Whether they forgive you or not is up to them.
- Pick one other PC. You are pretty sure you are related in some fashion.
- Pick one other PC. You accidentally learned something they were trying to keep a secret.
- Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.
- Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.
- Pick one other PC. If it wasn't for you, that character would have failed a past test of mental achievement.
- Pick one other PC. Based on a couple of comments you've overheard, you suspect that they don't hold your area of training or favorite hobby in the highest regard.
- Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.
- Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.
- Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the "secret" behind your story, though that's up to them.
- Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.
- Pick one other PC. That character's face is so intriguing to you in a way you don't understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.
- Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)
- Pick one other PC. They commissioned you to do a job for them. You've already been paid but haven't yet completed the job.
- Pick one other PC. You worked together in the past, and the job ended badly.
- Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability's ranges is doubled.
Story Behind the Focus
The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.
For instance, if you choose Operates Undercover, the summarizing description is "Under the guise of someone else, you seek to find answers the powerful do not want divulged." If you choose Conducts Weird Science, the summary is "Your preternatural insight and ability make you a scientist capable of amazing feats." These descriptions provide what you need to know to use the focus.
However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that's relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.
-
Operates Undercover: Espionage is not something you know anything about. At least, that's what you want everyone to believe, because in truth, you've been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.
Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.
You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you've chosen requires you to look like someone else.
-
Conducts Weird Science: You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what's possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what's possible.
You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.
If you want to go even further, you could determine where a character's focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus's abilities were gained, it's also enough that they just work.
Foci
The full description for each focus ability listed in this section is found in Chapter 9: Abilities, which has descriptions for type, flavor, and focus abilities in a single vast catalog.
Quick Reference: Foci
- Abides in Stone
- Absorbs Energy
- Awakens Dreams
- Battles Robots
- Bears a Halo of Fire
- Blazes With Radiance
- Brandishes an Exotic Shield
- Builds Robots
- Calculates the Incalculable
- Channels Divine Blessings
- Commands Mental Powers
- Conducts Weird Science
- Consorts With the Dead
- Controls Beasts
- Controls Gravity
- Copies Superpowers†
- Crafts Illusions
- Crafts Unique Objects
- Dances With Dark Matter
- Defends the Gate
- Defends the Weak
- Descends From Nobility
- Doesn't Do Much
- Drives Like a Maniac
- Emerged From the Obelisk
- Employs Magnetism
- Entertains
- Exists in Two Places at Once
- Exists Partially Out of Phase
- Explores Dark Places
- Fights Dirty
- Fights With Panache
- Flies Faster Than a Bullet
- Focuses Mind Over Matter
- Fuses Flesh and Steel
- Fuses Mind and Machine
- Grows to Towering Heights
- Has A Thousand Faces†
- Helps Their Friends
- Howls at the Moon
- Hunts
- Ignores Physical Distance†
- Infiltrates
- Interprets the Law
- Is Idolized by Millions
- Is Licensed to Carry
- Is Wanted by the Law
- Keeps a Magic Ally
- Leads
- Learns Quickly
- Lives in the Wilderness
- Looks for Trouble
- Loves the Void
- Masters Defense
- Masters Spells
- Masters the Swarm
- Masters Weaponry
- Metes Out Justice
- Moves Like a Cat
- Moves Like the Wind
- Murders
- Needs No Weapon
- Never Says Die
- Operates Undercover
- Performs Feats of Strength
- Pilots Starcraft
- Plays Too Many Games
- Rages
- Rides the Lightning
- Runs Away
- Sailed Beneath the Jolly Roger
- Scavenges
- Sculpts Hard Light†
- Sees Beyond
- Separates Mind From Body
- Shepherds the Community
- Shepherds Spirits
- Shreds the Walls of the World
- Shrinks to Minute Size†
- Siphons Power
- Slays Monsters
- Soars on Amazing Wings†
- Solves Mysteries
- Speaks for the Land
- Stands Like a Bastion
- Stretches†
- Takes Animal Shape†
- Talks to Machines
- Throws With Deadly Accuracy
- Thunders
- Touches the Sky†
- Travels Through Time
- Uses Wild Magic†
- Walks the Wild Woods†
- Was Foretold
- Wears a Sheen of Ice
- Wears Power Armor
- Wields an Enchanted Weapon†
- Wields Invisible Force†
- Wields Two Weapons at Once
- Works for a Living
- Works Miracles
- Works the Back Alleys
- Works the System
- Would Rather Be Reading
- or Create a New Focus
- or Additional Foci
Editor's Notes — † denotes a focus not presented in the Cypher System Rulebook, but that has been added to the CSRD.
Abides in Stone
Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid. (64)
- Tier 1: Golem Body
- Tier 1: Golem Healing
- Tier 2: Golem Grip
- Tier 3: Trained Basher
- Tier 3: Golem Stomp or Weaponization
- Tier 4: Deep Reserves
- Tier 5: Specialized Basher
- Tier 5: Still As a Statue
- Tier 6: Ultra Enhancement or Mind Surge
Absorbs Energy
You can harness kinetic energy and transform it into other kinds of energy. (64)
- Tier 1: Absorb Kinetic Energy
- Tier 1: Release Energy
- Tier 2: Energize Object
- Tier 3: Absorb Pure Energy or Improved Absorb Kinetic Energy
- Tier 4: Overcharge Energy
- Tier 5: Energize Creature
- Tier 6: Energize Crowd or Overcharge Device
Awakens Dreams
You can pull images from dreams and bring them to life in the waking world. (64)
- Tier 1: Dreamcraft
- Tier 1: Oneirochemy
- Tier 2: Dream Thief
- Tier 3: Dream Becomes Reality or Enhanced Intellect
- Tier 4: Daydream
- Tier 5: Nightmare
- Tier 6: Chamber of Dreams or Reactive Field
Battles Robots
You excel in battling robots, automatons, and machine entities. (64)
- Tier 1: Machine Vulnerabilities
- Tier 1: Tech Skills
- Tier 2: Defense Against Robots
- Tier 2: Machine Hunting
- Tier 3: Disable Mechanisms or Surprise Attack
- Tier 4: Robot Fighter
- Tier 5: Drain Power
- Tier 6: Deactivate Mechanisms or Lethal Damage
Bears a Halo of Fire
You can sheath your body in flames, which protects you and harms your foes. (64)
- Tier 1: Shroud of Flame
- Tier 2: Hurl Flame
- Tier 3: Wings of Fire or Fiery Hand of Doom
- Tier 4: Flameblade
- Tier 5: Fire Tendrils
- Tier 6: Fire Servant or Inferno Trail
Blazes With Radiance
You can create light, sculpt it, bend it away from you, or gather it to use as a weapon. (64)
- Tier 1: Enlightened
- Tier 1: Illuminating Touch
- Tier 2: Dazzling Sunburst
- Tier 3: Burning Light or Skill With Defense
- Tier 4: Sunlight
- Tier 5: Disappear
- Tier 6: Living Light or Defensive Field
Brandishes an Exotic Shield
You deploy an amazing shield of pure force that provides protection and some offensive options. (64)
- Tier 1: Force Field Shield
- Tier 1: Force Bash
- Tier 2: Enveloping Shield
- Tier 3: Healing Pulse or Throw Force Shield
- Tier 4: Energized Shield
- Tier 5: Force Wall
- Tier 6: Bouncing Shield or Shield Burst
Builds Robots
Your robotic creations do as they are commanded. (65)
- Tier 1: Robot Assistant
- Tier 1: Robot Builder
- Tier 2: Robot Control
- Tier 3: Expert Follower or Skill With Defense
- Tier 4: Robot Upgrade
- Tier 5: Robot Fleet
- Tier 6: Robot Evolution or Robot Upgrade
Calculates the Incalculable
Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone. (65)
- Tier 1: Predictive Equation
- Tier 1: Higher Mathematics
- Tier 2: Predictive Model
- Tier 3: Subconscious Defense or Enhanced Intellect
- Tier 4: Cognizant Offense
- Tier 5: Greater Enhanced Intellect
- Tier 5: Further Mathematics
- Tier 6: Knowing the Unknown or Greater Enhanced Intellect
Channels Divine Blessings
A devout follower of a divine being, you channel some of your deity's power to achieve wonders. (65)
- Tier 1: Blessing of the Gods
- Tier 2: Enhanced Intellect
- Tier 3: Divine Radiance or Fire Bloom
- Tier 4: Overawe
- Tier 5: Divine Intervention
- Tier 6: Divine Symbol or Summon Demon
Commands Mental Powers
You have honed the power of your mind to perform amazing psychic deeds. (65)
- Tier 1: Telepathic
- Tier 2: Mind Reading
- Tier 3: Psychic Burst or Psychic Suggestion
- Tier 4: Use Senses of Others
- Tier 5: Precognition
- Tier 6: Mind Control or Telepathic Network
Conducts Weird Science
Your preternatural insight and ability make you a scientist capable of amazing feats. (65)
- Tier 1: Lab Analysis
- Tier 1: Knowledge Skills
- Tier 2: Modify Device
- Tier 3: Better Living Through Chemistry or Incredible Health
- Tier 4: Knowledge Skills
- Tier 4: Just a Bit Mad
- Tier 5: Weird Science Breakthrough
- Tier 6: Incredible Feat of Science
- Tier 6: Inventor or Defensive Field
Consorts With the Dead
The dead answer your questions, and their reanimated corpses serve you. (65)
- Tier 1: Speaker for the Dead
- Tier 2: Necromancy
- Tier 3: Reading the Room or Repair Flesh
- Tier 4: Greater Necromancy
- Tier 5: Terrifying Gaze
- Tier 6: True Necromancy or Word of Death
Controls Beasts
Your ability to communicate and lead beasts is uncanny. (65)
- Tier 1: Beast Companion
- Tier 2: Soothe the Savage
- Tier 2: Communication
- Tier 3: Mount or Stronger Together
- Tier 4: Beast Eyes
- Tier 4: Improved Companion
- Tier 5: Beast Call
- Tier 6: As If One Creature or Control the Savage
Controls Gravity
You can sway the attraction of gravity itself. (66)
- Type Swap Option: Weighty
- Tier 1: Hover
- Tier 2: Enhanced Speed Edge
- Tier 3: Define Down or Gravity Cleave
- Tier 4: Field of Gravity
- Tier 5: Flight
- Tier 6: Improved Gravity Cleave or Weight of the World
Copies Superpowers
You can copy others' skills, abilities, and superpowers. (CTS, 46)
- Tier 1: Flex Skill
- Tier 1: Flex Skill
- Tier 2: Copy Power
- Tier 3: Steal Power or Wildcard Powers
- Tier 4: Improved Copying
- Tier 5: Power Memory
- Tier 6: Amazing Copying or Multiple Copying
Crafts Illusions
You fashion images from light that are so perfect they seem real. (66)
- Tier 1: Minor Illusion
- Tier 2: Illusory Disguise
- Tier 3: Cast Illusion or Major Illusion
- Tier 4: Illusory Selves
- Tier 5: Terrifying Image
- Tier 6: Grandiose Illusion or Permanent Illusion
Crafts Unique Objects
You're an inventor of strange and useful objects. (66)
- Tier 1: Crafter
- Tier 1: Master Identifier
- Tier 2: Artifact Tinkerer
- Tier 2: Quick Work
- Tier 3: Master Crafter or Built-In Weaponry
- Tier 4: Cyphersmith
- Tier 5: Innovator
- Tier 6: Inventor or Fusion Armor
Dances with Dark Matter
You can manipulate shadow and "dark" matter. (66)
- Tier 1: Ribbons of Dark Matter
- Tier 2: Void Wings
- Tier 3: Dark Matter Shroud or Dark Matter Strike
- Tier 4: Dark Matter Shell
- Tier 5: Windwracked Traveler
- Tier 6: Dark Matter Structure or Embrace the Night
Defends the Gate
Everyone wants you on their side when it comes to a fight because nothing gets by you. (66)
- Tier 1: Fortified Position
- Tier 1: Rally to Me
- Tier 2: Mind for Might
- Tier 3: Fortification Builder or Divert Attacks
- Tier 4: Greater Enhanced Might
- Tier 5: Reinforcing Field
- Tier 6: Generate Force Field or Stun Attack
Defends the Weak
You stand up for the helpless, the weak, and the unprotected. (66)
- Tier 1: Courageous
- Tier 1: Warding Shield
- Tier 2: Devoted Defender
- Tier 2: Insight
- Tier 3: Dual Wards or True Guardian
- Tier 4: Combat Challenge
- Tier 5: Willing Sacrifice
- Tier 6: Resuscitate or True Defender
Descends From Nobility
A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing. (67)
- Type Swap Option: Retinue
- Tier 1: Privileged Nobility
- Tier 2: Trained Interlocutor
- Tier 3: Advanced Command or Noble's Courage
- Tier 4: Expert Follower
- Tier 5: Asserting Your Privilege
- Tier 6: Able Assistance or Mind of a Leader
Doesn't Do Much
You're a slacker, but you know a little about a lot of things. (67)
- Tier 1: Life Lessons
- Tier 2: Totally Chill
- Tier 3: Skill With Attacks or Improvise
- Tier 4: Life Lessons
- Tier 4: Greater Skill With Defense
- Tier 5: Greater Enhanced Potential
- Tier 6: Drawing on Life's Experiences or Quick Wits
Drives Like a Maniac
Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don't think about the risks when you're behind the wheel. (67)
- Tier 1: Driver
- Tier 1: Driving on the Edge
- Tier 2: Car Surfer
- Tier 2: Stare Them Down
- Tier 3: Expert Driver or Enhanced Speed Edge
- Tier 4: Sharp-Eyed
- Tier 4: Enhanced Speed
- Tier 5: Something in the Road
- Tier 6: Trick Driver or Lethal Damage
Emerged From the Obelisk
Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk. (67)
- Tier 1: Crystalline Body
- Tier 2: Hover
- Tier 3: Inhabit Crystal or Immovable
- Tier 4: Crystal Lens
- Tier 5: Resonant Frequency
- Tier 6: Resonant Quake or Return to the Obelisk
Employs Magnetism
You command metal and the power of magnetism. (67)
- Tier 1: Move Metal
- Tier 2: Repel Metal
- Tier 3: Destroy Metal or Guide Bolt
- Tier 4: Magnetic Field
- Tier 5: Command Metal
- Tier 6: Diamagnetism or Iron Punch
Entertains
You perform, mostly for the benefit of others. (67)(Errata)
- Tier 1: Levity
- Tier 2: Inspiring Ease
- Tier 3: Knowledge Skills or Greater Enhanced Potential
- Tier 4: Calm
- Tier 5: Able Assistance
- Tier 6: Master Entertainer or Vindictive Performance
Exists in Two Places at Once
You exist in two places at once. (67)
- Tier 1: Duplicate
- Tier 2: Share Senses
- Tier 3: Superior Duplicate or Resilient Duplicate
- Tier 4: Damage Transference
- Tier 5: Coordinated Effort
- Tier 6: Multiplicity or Resilient Duplicate
Exists Partially Out of Phase
A bit translucent, you're slightly out of phase and can move through solid objects. (68)
- Tier 1: Walk Through Walls
- Tier 2: Defensive Phasing
- Tier 3: Phased Attack or Phase Door
- Tier 4: Ghost
- Tier 5: Untouchable
- Tier 6: Enhanced Phased Attack or Phase Foe
Explores Dark Places
You're the archetypal treasure hunter, scavenger, and finder of lost things. (68)
- Tier 1: Superb Explorer
- Tier 2: Superb Infiltrator
- Tier 2: Eyes Adjusted
- Tier 3: Nightstrike or Slippery Customer
- Tier 4: Hard-Won Resilience
- Tier 5: Dark Explorer
- Tier 6: Blinding Attack or Embraced by Darkness
Fights Dirty
You'll do anything to win a fight: bite, scratch, kick, trick, and worse. (68)
- Tier 1: Tracker
- Tier 1: Stalker
- Tier 2: Sneak
- Tier 2: Quarry
- Tier 3: Betrayal or Surprise Attack
- Tier 4: Mind Games
- Tier 4: Capable Warrior
- Tier 5: Using the Environment
- Tier 6: Twisting the Knife or Murderer
Fights With Panache
You're a swashbuckling daredevil who fights with flamboyant style that's entertaining to watch. (68)
- Tier 1: Attack Flourish
- Tier 2: Quick Block
- Tier 3: Acrobatic Attack or Flamboyant Boast
- Tier 4: Block for Another
- Tier 4: Fast Kill
- Tier 5: Using the Environment
- Tier 6: Agile Wit or Return to Sender
Flies Faster than a Bullet
You can fly, and you're superstrong, hard to hurt, and fast too. Is there anything you can't do? (68)
- Tier 1: Hover
- Tier 2: Greater Enhanced Potential
- Tier 3: Hidden Reserves or See Through Matter
- Tier 4: Blink of an Eye
- Tier 4: Up to Speed
- Tier 5: Not Dead Yet
- Tier 6: Burning Light or Ignore Affliction
Focuses Mind Over Matter
You can telekinetically move objects with your mind without physically touching them. (68)
- Tier 1: Divert Attacks
- Tier 2: Telekinesis
- Tier 3: Cloak of Opportunity or Enhance Strength
- Tier 4: Apportation
- Tier 5: Psychokinetic Attack
- Tier 6: Improved Apportation or Reshape
Fuses Flesh and Steel
Your body is part machine. (69)
- Tier 1: Enhanced Body
- Tier 2: Interface
- Tier 3: Sensing Package or Weaponization
- Tier 4: Fusion
- Tier 5: Deep Reserves
- Tier 6: Mind Surge or Ultra Enhancement
Fuses Mind and Machine
Electronic aids implanted in your brain make you a mental powerhouse. (69)
- Tier 1: Enhanced Intellect
- Tier 1: Knowledge Skills
- Tier 2: Network Tap
- Tier 3: Action Processor or Machine Telepathy
- Tier 4: Greater Enhanced Intellect
- Tier 4: Knowledge Skills
- Tier 5: See the Future
- Tier 6: Machine Enhancement or Mind Surge
Grows to Towering Heights
For brief periods, you can grow larger and, with enough experience, to towering heights. (69)
- Tier 1: Enlarge
- Tier 1: Freakishly Large
- Tier 2: Bigger
- Tier 2: Advantages of Being Big
- Tier 3: Huge or Throw
- Tier 4: Grab
- Tier 5: Gargantuan
- Tier 6: Colossal or Lethal Damage
Has A Thousand Faces
You can change your appearance to look like anyone else. (CTS, 46)
- Tier 1: Face Morph
- Tier 1: Interaction Skills
- Tier 2: Body Morph
- Tier 2: War Flesh
- Tier 3: Disguise Other or Resilience
- Tier 4: Ageless
- Tier 4: Think Your Way Out
- Tier 5: Memory Becomes Action
- Tier 6: Divide Your Mind or Infer Thoughts
Helps Their Friends
You love your friends and help them out of any difficulty, no matter what. (69)
- Type Swap Option: Advice From a Friend
- Tier 1: Friendly Help
- Tier 1: Courageous
- Tier 2: Weather the Vicissitudes
- Tier 3: Buddy System or Skill With Attacks
- Tier 4: In Harm's Way
- Tier 4: Enhanced Physique
- Tier 5: Inspire Action
- Tier 6: Deep Consideration or Skill With Defense
Howls at the Moon
For brief periods, you become a fearsome and powerful creature with control issues. (69)
- Tier 1: Beast Form
- Tier 2: Controlled Change
- Tier 3: Bigger Beast Form or Greater Beast Form
- Tier 4: Greater Controlled Change
- Tier 5: Enhanced Beast Form
- Tier 6: Lethal Damage or Perfect Control
Hunts
You are a stalking hunter who excels at bringing down your selected quarry. (69)
- Tier 1: Attack Flourish
- Tier 1: Tracker
- Tier 2: Quarry
- Tier 2: Sneak
- Tier 3: Horde Fighting or Sprint and Grab
- Tier 4: Surprise Attack
- Tier 5: Hunter's Drive
- Tier 6: Greater Skill With Attacks or Multiple Quarry
Ignores Physical Distance
You can teleport from one place to another by briefly passing through a parallel dimension. (CTS, 46)
- Tier 1: Dimensional Squeeze
- Tier 2: Opportunist
- Tier 3: Defensive Blinking or Teleportation Burst
- Tier 4: Short Teleportation
- Tier 5: Medium Teleportation
- Tier 6: Teleportation or Teleportive Wound
Infiltrates
Subtlety, guile, and stealth allow you to get in where others can't. (70)
- Tier 1: Stealth Skills
- Tier 1: Sense Attitudes
- Tier 2: Impersonate
- Tier 2: Flight Not Fight
- Tier 3: Awareness or Skill With Attacks
- Tier 4: Invisibility
- Tier 5: Evasion
- Tier 6: Brainwashing or Spring Away
Interprets the Law
You excel at winning others over to your views. (70)
- Tier 1: Opening Statement
- Tier 1: Knowledge of the Law
- Tier 2: Debate
- Tier 3: Able Assistance or Enhanced Intellect Edge
- Tier 4: Castigate
- Tier 5: No One Knows Better
- Tier 6: Greater Enhanced Potential or Legal Intern
Is Idolized by Millions
You're a celebrity and most people adore you. (70)
- Tier 1: Entourage
- Tier 1: Celebrity Talent
- Tier 2: Perks of Stardom
- Tier 3: Incredible Health or Skill With Attacks
- Tier 4: Captivate With Starshine
- Tier 4: Expert Follower
- Tier 5: Do You Know Who I Am?
- Tier 6: Transcend the Script or Improved Companion
Is Licensed to Carry
You carry a gun and you know how to use it in a fight. (70)
- Tier 1: Gunner
- Tier 1: Practiced With Guns
- Tier 2: Careful Shot
- Tier 3: Trained Gunner or Damage Dealer
- Tier 4: Snap Shot
- Tier 5: Arc Spray
- Tier 6: Special Shot or Lethal Damage
Is Wanted by the Law
"WANTED, DEAD OR ALIVE" posters (or their equivalent) have appeared featuring your face. It's up to you whether it's a mistake that snowballed out of control or you actually would kill someone just for looking at you. (70)
- Tier 1: Enhanced Speed
- Tier 1: Danger Sense
- Tier 2: Surprise Attack
- Tier 3: Outlaw Reputation or Successive Attack
- Tier 4: Fast Kill
- Tier 5: Band of Desperados
- Tier 6: Not Dead Yet or Lethal Damage
Keeps a Magic Ally
An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon. (71)
- Tier 1: Bound Magic Creature
- Tier 2: Object Bond
- Tier 2: Hidden Closet
- Tier 3: Minor Wish or Mount
- Tier 4: Improved Object Bond
- Tier 5: Moderate Wish
- Tier 6: Object Bond Mastery or Trust to Luck
Leads
Your natural leadership capability allows you to command others, including a loyal band of followers. (71)
- Tier 1: Natural Charisma
- Tier 1: Good Advice
- Tier 2: Enhanced Potential
- Tier 2: Basic Follower
- Tier 3: Advanced Command or Expert Follower
- Tier 4: Captivate or Inspire
- Tier 5: Greater Enhanced Potential
- Tier 6: Band of Followers or Mind of a Leader
Learns Quickly
You deal with bad situations as they arise, learning new lessons each time. (71)
- Tier 1: Enhanced Intellect
- Tier 1: There's Your Problem
- Tier 2: Quick Study
- Tier 3: Hard to Distract
- Tier 3: Enhanced Intellect Edge or Flex Skill
- Tier 4: Pay It Forward
- Tier 5: Enhanced Intellect
- Tier 5: Learned a Few Things
- Tier 6: Two Things at Once or Skill With Defense
Lives in the Wilderness
You can survive in badlands where others perish. (71)
- Tier 1: Wilderness Life
- Tier 1: Enhanced Might
- Tier 2: Living Off the Land
- Tier 2: Wilderness Explorer
- Tier 3: Animal Senses and Sensibilities or Wilderness Encouragement
- Tier 4: Wilderness Awareness
- Tier 5: The Wild Is on Your Side
- Tier 6: One With the Wild or Wild Camouflage
Looks for Trouble
You're a scrapper and love a good fight. (71)
- Tier 1: Fists of Fury
- Tier 1: Wound Tender
- Tier 2: Protector
- Tier 2: Straightforward
- Tier 3: Skill With Attacks or Greater Enhanced Potential
- Tier 4: Knock Out
- Tier 5: Mastery With Attacks
- Tier 6: Greater Enhanced Might or Lethal Damage
Loves the Void
When it's just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace. (71)
- Type Swap Option: Have Spacesuit, Will Travel
- Tier 1: Vacuum Skilled
- Tier 1: Microgravity Adept
- Tier 2: Enhanced Speed Edge
- Tier 2: Enhanced Physique
- Tier 3: Space Fighting or Fusion Armor
- Tier 4: Silent As Space
- Tier 4: Push Off and Throw
- Tier 5: Microgravity Avoidance
- Tier 6: Weightless Shot or Reactive Field
Masters Defense
You use protective equipment and practiced techniques to avoid becoming hurt in a fight. (72)
- Tier 1: Shield Master
- Tier 2: Sturdy
- Tier 2: Practiced in Armor
- Tier 3: Dodge and Resist or Dodge and Respond
- Tier 4: Tower of Will
- Tier 4: Experienced in Armor
- Tier 5: Nothing but Defend
- Tier 6: Defense Master or Wear It Well
Masters Spells
By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning. (72)
- Tier 1: Arcane Flare
- Tier 2: Ray of Confusion
- Tier 3: Fire Bloom or Summon Giant Spider
- Tier 4: Soul Interrogation
- Tier 5: Granite Wall
- Tier 6: Summon Demon or Word of Death
Masters the Swarm
Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you. (72)
- Tier 1: Influence Swarm
- Tier 2: Control Swarm
- Tier 3: Living Armor or Skill With Attacks
- Tier 4: Call Swarm
- Tier 5: Gain Unusual Companion
- Tier 6: Deadly Swarm or Skill With Defense
Masters Weaponry
You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else. (72)
- Tier 1: Weapon Master
- Tier 1: Weapon Crafter
- Tier 2: Weapon Defense
- Tier 3: Rapid Attack or Disarming Strike
- Tier 4: Never Fumble
- Tier 5: Extreme Mastery
- Tier 6: Murderer or Deadly Strike
Metes Out Justice
You right wrongs, protect the innocent, and punish the guilty. (72)
- Tier 1: Make Judgment
- Tier 1: Designation
- Tier 2: Defend the Innocent
- Tier 2: Improved Designation
- Tier 3: Defend All the Innocent or Punish the Guilty
- Tier 4: Find the Guilty
- Tier 4: Greater Designation
- Tier 5: Punish All the Guilty
- Tier 6: Damn the Guilty or Inspire the Innocent
Moves Like a Cat
Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is. (73)
- Tier 1: Greater Enhanced Speed
- Tier 1: Balance
- Tier 2: Movement Skills
- Tier 2: Safe Fall
- Tier 3: Hard to Hit
- Tier 3: Enhanced Speed Edge or Greater Enhanced Speed
- Tier 4: Quick Strike
- Tier 5: Slippery
- Tier 6: Perfect Speed Burst or Greater Enhanced Speed
Moves Like the Wind
You can move so fast that you become a blur. (73)
- Tier 1: Greater Enhanced Speed
- Tier 1: Fleet of Foot
- Tier 2: Hard to Hit
- Tier 3: Speed Burst or Greater Enhanced Speed
- Tier 4: Blink of an Eye
- Tier 5: Hard to See
- Tier 6: Perfect Speed Burst or Incredible Running Speed
Murders
You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (73)
- Tier 1: Surprise Attack
- Tier 1: Assassin Skills
- Tier 2: Quick Death
- Tier 2: Infiltrator
- Tier 3: Awareness or Poison Crafter
- Tier 4: Better Surprise Attack
- Tier 5: Damage Dealer
- Tier 6: Escape Plan or Murderer
Needs No Weapon
Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need. (73)
- Tier 1: Fists of Fury
- Tier 1: Flesh of Stone
- Tier 2: Advantage to Disadvantage
- Tier 2: Unarmed Fighting Style
- Tier 3: Moving Like Water or Greater Enhanced Potential
- Tier 4: Divert Attacks
- Tier 5: Stun Attack
- Tier 6: Master of Unarmed Fighting Style or Lethal Damage
Never Says Die
You never quit, can shrug off a beating, and always come back for more. (73)
- Tier 1: Improved Recovery
- Tier 1: Push on Through
- Tier 2: Ignore the Pain
- Tier 3: Blood Fever or Hidden Reserves
- Tier 4: Increasing Determination or Outlast the Foe
- Tier 5: Not Dead Yet
- Tier 6: Final Defiance or Ignore Affliction
Operates Undercover
Under the guise of someone else, you seek to find answers the powerful do not want divulged. (73)
- Tier 1: Investigate
- Tier 2: Disguise
- Tier 3: Agent Provocateur or Run and Fight
- Tier 4: Pull a Fast One
- Tier 5: Using What's Available
- Tier 6: Trust to Luck or Deadly Strike
Performs Feats of Strength
A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors. (73)
- Tier 1: Athlete
- Tier 1: Enhanced Might Edge
- Tier 2: Feat of Strength
- Tier 3: Iron Fist or Throw
- Tier 4: Greater Enhanced Might
- Tier 5: Brute Strike
- Tier 6: Greater Enhanced Might or Jump Attack
Pilots Starcraft
You're a crack starship pilot. (74)
- Tier 1: Pilot
- Tier 1: Flex Lore
- Tier 2: Salvage and Comfort
- Tier 2: Mentally Tough
- Tier 3: Expert Pilot
- Tier 3: Ship Footing or Machine Companion
- Tier 4: Sensor Array
- Tier 4: Enhanced Speed
- Tier 5: Like the Back of Your Hand
- Tier 6: Incomparable Pilot
- Tier 6: Remote Control or Skill With Attacks
Plays Too Many Games
Lessons, reflexes, and strategies you've learned by playing too many games have applications in the real world, where people who don't play enough toil and live their dreary lives. (74)
- Tier 1: Game Lessons
- Tier 1: Gamer
- Tier 2: Zero Dark Eyes
- Tier 2: Resist Tricks
- Tier 3: Sniper's Aim or Enhanced Speed Edge
- Tier 4: Mind Games
- Tier 4: Enhanced Intellect
- Tier 5: Gamer's Fortitude
- Tier 6: Mind Surge or Gaming God
Rages
When you go berserk, everyone fears you. (74)
- Tier 1: Frenzy
- Tier 2: Greater Enhanced Might
- Tier 2: Movement Skills
- Tier 3: Power Strike or Unarmored Fighter
- Tier 4: Greater Frenzy
- Tier 5: Attack and Attack Again
- Tier 6: Greater Enhanced Potential or Lethal Damage
Rides the Lightning
You create and discharge electrical power. (74)
- Tier 1: Shock
- Tier 1: Charge
- Tier 2: Bolt Rider
- Tier 3: Electric Armor or Drain Charge
- Tier 4: Bolts of Power
- Tier 5: Electrical Flight
- Tier 6: Flash Across the Miles or Wall of Lightning
Runs Away
Your first instinct is to run from danger, and you've gotten very good at it. (74)
- Tier 1: Go Defensive
- Tier 2: Enhanced Speed
- Tier 2: Quick to Flee
- Tier 3: Incredible Running Speed or Greater Enhanced Speed
- Tier 4: Increasing Determination
- Tier 4: Quick Wits
- Tier 5: Go to Ground
- Tier 6: Burst of Escape or Skill With Defense
Sailed Beneath the Jolly Roger
You sailed with a crew of dread pirates, but you've decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily? (74)
- Tier 1: Ignore the Pain
- Tier 1: Sailor
- Tier 2: Taking Advantage
- Tier 2: Fearsome Reputation
- Tier 3: Skill With Attacks or Skill With Defense
- Tier 4: Sea Legs
- Tier 4: Movement Skills
- Tier 5: Lost in the Chaos
- Tier 6: Duel to the Death or Successive Attack
Scavenges
When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival. (75)
- Tier 1: Post-Apocalyptic Survivor
- Tier 1: Ruin Lore
- Tier 2: Junkmonger
- Tier 3: Taking Advantage or Incredible Health
- Tier 4: Know Where to Look
- Tier 5: Recycled Cyphers
- Tier 6: Artifact Scavenger or Reactive Field
Sculpts Hard Light
You create physical objects out of hard light that you can use for offense and defense. (CTS, 46)
- Tier 1: Automatic Glow
- Tier 1: Temporary Light
- Tier 2: Entangling Force
- Tier 3: Harder Light or Sculpt Light
- Tier 4: Greater Enhanced Intellect
- Tier 5: Improved Sculpt Light
- Tier 6: Defensive Field or Flight
Sees Beyond
You have a psychic sense that allows you to see what others cannot. (75)
- Tier 1: See the Unseen
- Tier 2: See Through Matter
- Tier 3: Find the Hidden or Sensor
- Tier 4: Remote Viewing
- Tier 5: See Through Time
- Tier 6: Mental Projection or Total Awareness
Separates Mind From Body
You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden. (75)
- Tier 1: Third Eye
- Tier 2: Open Mind
- Tier 2: Sharp Senses
- Tier 3: Roaming Third Eye or Find the Hidden
- Tier 4: Sensor
- Tier 5: Psychic Passenger
- Tier 6: Mental Projection or Improved Sensor
Shepherds the Community
You keep the place where you live safe from all danger. (75)
- Tier 1: Community Knowledge
- Tier 1: Community Activist
- Tier 2: Skill With Attacks
- Tier 3: Shepherd's Fury or Skill With Defense
- Tier 4: Greater Enhanced Potential
- Tier 5: Evasion
- Tier 6: Greater Skill With Attacks or Protective Wall
Shepherds Spirits
Wandering souls, nature spirits, and elemental beings aid and support you. (76)
- Tier 1: Question the Spirits
- Tier 2: Spirit Accomplice
- Tier 3: Command Spirit or Preternatural Senses
- Tier 4: Wraith Cloak
- Tier 5: Call Dead Spirit
- Tier 6: Call Otherworldly Spirit or Infuse Spirit
Shreds the Walls of the World
Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage. (76)
- Tier 1: Phase Sprint
- Tier 1: Disrupting Touch
- Tier 2: Scratch Existence
- Tier 3: Invisible Phasing or Walk Through Walls
- Tier 4: Phase Detonation
- Tier 5: Very Long Sprinting
- Tier 6: Shred Existence or Untouchable While Moving
Shrinks to Minute Size
You can shrink down to the size of a bug and, with enough experience, even smaller. (CTS, 47)
- Tier 1: Shrink
- Tier 1: Beneath Notice
- Tier 2: Smaller
- Tier 2: Advantages of Being Small
- Tier 3: Enlarge or Quick Switch
- Tier 4: Small Flight
- Tier 5: Shrink Others
- Tier 6: Bigger or Tiny
Siphons Power
You suck power out of machines and creatures alike in order to empower yourself. (76)
- Tier 1: Drain Machine
- Tier 2: Drain Creature
- Tier 3: Drain at a Distance or Unraveling Consumption
- Tier 4: Store Energy
- Tier 5: Share the Power
- Tier 6: Explosive Release or Sun Siphon
Slays Monsters
You kill monsters. (76)
- Tier 1: Practiced With Swords
- Tier 1: Monster Bane
- Tier 1: Monster Lore
- Tier 2: Will of Legend
- Tier 3: Trained Slayer
- Tier 3: Improved Monster Bane or Misdirect
- Tier 4: Fight On
- Tier 5: Greater Skill With Attacks (swords)
- Tier 6: Murderer or Heroic Monster Bane
Soars on Amazing Wings
Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense. (CTS, 47)
- Tier 1: Hover
- Tier 1: Flight Exertion
- Tier 2: Wing Weapons
- Tier 3: Acrobatic Attack or Flying Companion
- Tier 4: Hard to Hit
- Tier 5: Up to Speed
- Tier 6: Hard Target or Defense Master
Solves Mysteries
You're a master of deduction, using evidence to find the answer. (77)
- Tier 1: Investigator
- Tier 1: Sleuth
- Tier 2: Out of Harm's Way
- Tier 3: You Studied or Skill With Attacks
- Tier 4: Draw Conclusion
- Tier 5: Defuse Situation
- Tier 6: Seize the Initiative or Greater Skill With Defense
Speaks for the Land
Your spiritual connection to nature and the environment grants you mystical abilities. (77)
- Tier 1: Seeds of Fury
- Tier 1: Wilderness Lore
- Tier 2: Grasping Foliage
- Tier 3: Soothe the Savage or Communication
- Tier 4: Moon Shape
- Tier 5: Insect Eruption
- Tier 6: Call the Storm or Earthquake
Stands Like a Bastion
Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt. (77)
- Tier 1: Practiced in Armor
- Tier 1: Experienced Defender
- Tier 2: Resist the Elements
- Tier 3: Unmovable
- Tier 3: Greater Enhanced Might or Practiced With All Weapons
- Tier 4: Living Wall
- Tier 5: Hardiness
- Tier 5: Mastery in Armor
- Tier 6: Lethal Damage or Shield Training
Stretches
Your body is elastic and rubbery, able to stretch to great lengths and compress when struck. (CTS, 47)
- Tier 1: Contortionist
- Tier 1: Far Step
- Tier 2: Elastic Grip
- Tier 2: Safe Fall
- Tier 3: Bypass Barrier or Misdirect
- Tier 4: Resilience
- Tier 5: Free to Move
- Tier 6: Break the Ranks or Not Dead Yet
Takes Animal Shape
A shapechanger who can take the form of various animals. (GF, 24)
- Tier 1: Animal Shape
- Tier 2: Communication
- Tier 2: Soothe the Savage
- Tier 3: Bigger Animal Shape or Greater Beast Form
- Tier 4: Animal Scrying
- Tier 5: Hard to Kill
- Tier 6: Blurring Speed or Lend Animal Shape
Talks to Machines
You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and influence them in ways that others can't. (77)
- Tier 1: Machine Affinity
- Tier 1: Distant Interface
- Tier 2: Coaxing Power
- Tier 2: Charm Machine
- Tier 3: Intelligent Interface or Command Machine
- Tier 4: Machine Companion
- Tier 4: Robot Fighter
- Tier 5: Information Gathering
- Tier 6: Control Machine or Improved Machine Companion
Throws With Deadly Accuracy
Everything that leaves your hand goes exactly where you'd like it to go and at the range and speed to make the perfect impact. (77)
- Tier 1: Precision
- Tier 2: Careful Aim
- Tier 3: Quick Throw or Skill With Defense
- Tier 4: Everything Is a Weapon
- Tier 4: Specialized Throwing
- Tier 5: Whirlwind of Throws
- Tier 6: Lethal Damage or Mastery With Defense
Thunders
You emit destructive sound and manipulate soundscapes. (77)
- Tier 1: Thunder Beam
- Tier 2: Sound Conversion Barrier
- Tier 3: Nullify Sound or Echolocation
- Tier 4: Shattering Shout
- Tier 5: Subsonic Rumble
- Tier 5: Amplify Sounds
- Tier 6: Earthquake or Lethal Vibration
Touches the Sky
You can summon storms or break them apart. (CTS, 47)
- Tier 1: Hover
- Tier 2: Wind Armor
- Tier 3: Bolts of Power or Storm Seed
- Tier 4: Windrider
- Tier 5: Cold Burst
- Tier 6: Control Weather or Wind Chariot
Travels Through Time
You can see through time, try to reach through it, and eventually even travel through it. (77)
- Tier 1: Anticipation
- Tier 2: See History
- Tier 3: Temporal Acceleration or Time Loop
- Tier 4: Temporal Dislocation
- Tier 5: Time Doppelganger
- Tier 6: Call Through Time or Time Travel
Uses Wild Magic
A spellcaster who learns a variety of spells instead of focusing on just one kind of magic. (GF, 25)
- Tier 1: Magical Repertoire
- Tier 1: Cypher Casting
- Tier 2: Expanded Repertoire
- Tier 3: Cypher Surge or Faster Wild Magic
- Tier 4: Expanded Repertoire
- Tier 5: Magical Training
- Tier 6: Maximize Cypher or Wild Insight
Walks the Wild Woods
An adherent of nature magic who draws on the power and strength of trees. (GF, 25)
- Tier 1: Wilderness Life
- Tier 1: Patient Recovery
- Tier 2: Wooden Body
- Tier 3: Tree Companion or Wilderness Awareness
- Tier 4: Tree Travel
- Tier 5: Great Tree
- Tier 6: Dreadwood or Restorative Bloom
Was Foretold
You are the "chosen one," and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day. (78)
- Tier 1: Interaction Skills
- Tier 1: Knowing
- Tier 2: Destined for Greatness
- Tier 3: Overcome All Obstacles or Hard-Won Resilience
- Tier 4: Center of Attention
- Tier 5: Show Them the Way
- Tier 6: As Foretold in Prophecy or Greater Enhanced Potential
Wears a Sheen of Ice
You command the wintery power of cold and ice. (78)
- Tier 1: Ice Armor
- Tier 2: Frost Touch
- Tier 3: Freezing Touch or Ice Creation
- Tier 4: Resilient Ice Armor
- Tier 5: Cold Burst
- Tier 6: Ice Storm or Winter Gauntlets
Wears Power Armor
(78)
- Tier 1: Powered Armor
- Tier 1: Enhanced Might
- Tier 2: Heads-Up Display
- Tier 3: Fusion Armor or Incredible Health
- Tier 4: Force Blast
- Tier 5: Field-Reinforced Armor
- Tier 6: Masterful Armor Modification (Jet Assisted Flight) or Masterful Armor Modification (Cypher Pod)
Wields an Enchanted Weapon
One who channels magic through or from a weapon to create a unique fighting style. (GF, 26)
- Tier 1: Enchanted Weapon
- Tier 1: Innate Power
- Tier 1: Charge Weapon
- Tier 2: Power Crash
- Tier 3: Rapid Attack or Throw Enchanted Weapon
- Tier 4: Defending Weapon
- Tier 5: Enchanted Movement
- Tier 6: Deadly Strike or Spin Attack
Wields Invisible Force
You bend light and manipulate beams of force for offense and defense. (CTS, 48)
- Tier 1: Vanish
- Tier 2: Entangling Force
- Tier 2: Sharp Senses
- Tier 3: Force Field Barrier or Multi-Vanish
- Tier 4: Invisibility
- Tier 5: Defensive Field
- Tier 6: Concussion or Generate Force Field
Wields Two Weapons at Once
You bear steel with both hands, ready to take on any foe. (78)
- Tier 1: Dual Light Wield
- Tier 2: Double Strike
- Tier 2: Infiltrator
- Tier 3: Dual Medium Wield or Precise Cut
- Tier 4: Dual Defense
- Tier 5: Dual Distraction
- Tier 6: Disarming Attack or Spin Attack
Works for a Living
You take great satisfaction in a job well done, whether it's coding, building houses, or mining asteroids. (78)
- Tier 1: Handy
- Tier 2: Muscles of Iron
- Tier 3: Eye for Detail or Improvise
- Tier 4: Enhanced Might
- Tier 4: Tough It Out
- Tier 5: Expert Skill
- Tier 6: Greater Enhanced Potential or Hard-Won Resilience
Works Miracles
You can heal others with a touch, alter time to help others, and are generally beloved by everyone. (79)
- Tier 1: Healing Touch
- Tier 2: Alleviate
- Tier 3: Font of Healing or Miraculous Health
- Tier 4: Inspire Action
- Tier 5: Undo
- Tier 6: Greater Healing Touch or Restore Life
Works the Back Alleys
You make your way unseen, stealing from the wealthy to achieve your ends. (79)
- Tier 1: Stealth Skills
- Tier 2: Underworld Contacts
- Tier 3: Pull a Fast One or Guild Training
- Tier 4: Master Thief
- Tier 5: Dirty Fighter
- Tier 6: Alley Rat or All-Out Con
Works the System
You can exploit flaws in artificial systems, including but not limited to computer code. (79)
- Tier 1: Hack the Impossible
- Tier 1: Computer Programming
- Tier 2: Connected
- Tier 3: Confidence Artist or Skill With Attacks
- Tier 4: Confuse Enemy
- Tier 5: Work the Friendship
- Tier 6: Call in Favor or Greater Enhanced Potential
Would Rather Be Reading
Books are your friends. What's more important than knowledge? Nothing. (79)
- Tier 1: Knowledge Is Power
- Tier 2: Greater Enhanced Intellect
- Tier 3: Applying Your Knowledge or Flex Skill
- Tier 4: Knowledge Is Power
- Tier 4: Knowing the Unknown
- Tier 5: Greater Enhanced Intellect
- Tier 6: Knowledge Is Power
- Tier 6: Tower of Intellect or Read the Signs
Creating New Foci
This section provides everything you need to create your own foci.
Every focus has an overarching style, whether that's exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.
Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.
The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.
Choosing Abilities by Relative Power
The Ability Selection Guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power "grades" given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of Chapter 9: Abilities.
Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.
That said, sometimes you'll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don't rule it out. It might be the only way to get all the abilities you want for the focus you're building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.
Balancing Abilities
The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A "low-power ability" is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).
For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.
Often, the focus guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don't indicate one. If you do add an ability, or there is a higher-power ability at a tier that normally shouldn't have it, it might mean that the choice given at the next tier, or the previous tier, isn't quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don't underpower it, either.
Ability Guidelines are Not Prescriptive
Each focus category provides a guideline for what kind of ability you should select at every tier. But don't regard the guidelines as something that you can't vary. They're not prescriptive; they're just a place to start. You might want to vary the kind of ability at a particular tier that isn't indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it's fine. The guideline isn't meant to be a straitjacket.
For example, if you're building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.
Ability Swap
If you're creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a "swap" ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character's type.
Concept and Category
Choosing to create a focus that uses a particular concept—say, creating illusions—doesn't lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.
In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn't mean the focus should automatically be built using the energy manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).
Here's another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).
The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).
If you're looking for an ability and can't seem to find the right one in the vast catalog in Chapter 9: Abilities, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you're creating a new earth-moving focus but can't find enough earth-related abilities to meet your need. It's easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).
Abilities That Reference Other Abilities
Some abilities in Chapter 9: Abilities reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.
Creating Brand-New Abilities
You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character's Pool is one of the most important aspects of getting an ability right.
You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it's also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That's great for lower-tier abilities, but you'll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)
As a good rule of thumb, a typical ability should cost points equal to its tier.
Choose GM Intrusions
Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.
Focus Categories
Quick Reference: Focus Categories
Editor's Notes — ‡ denotes foci that are uncategorized by the CSRD. Their inclusion and categorization is an editorial addition.
Ally Use
The following are examples and not meant to provide a complete list of all possible foci in this category.
Foci that prioritize providing NPC follower to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character's actions.
Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don't require anything to gain or retain their benefits.
Minor Effect Suggestions: The NPC ally's tasks are eased on its next turn.
Major Effect Suggestions: The NPC ally gains an immediate extra action.
Ability Selection Guidelines
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Tier 1: Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.
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Tier 2: Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.
Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.
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Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.
The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).
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Tier 4: Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven't previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.
Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.
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Tier 5: Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.
Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus's theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.
Finally, this ability might improve a previously gained follower to level 5.
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Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the abilities should improve a previously gained follower to level 5, if that wasn't already provided at tier 5. If that's the case, this ability might be provided in addition to two other related abilities.
Another high-tier option could provide a handful of level 3 followers to the character.
The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus's theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.
Basic
The following are examples and not meant to provide a complete list of all possible foci in this category.
Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.
In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don't come into play. That said, just because the abilities granted by basic foci are straightforward doesn't mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.
Minor Effect Suggestions: Next action is eased.
Major Effect Suggestions: Make a free, no-action recovery roll that doesn't count against daily recovery rolls.
Ability Selection Guidelines
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Tier 1: Choose an ability that grants training or an asset to skills associated with the focus's theme, or that grants 5 or 6 points to a particular Pool.
Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.
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Tier 2: Choose whichever kind of ability wasn't chosen at tier 1.
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Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should be a non-fantastic ability that improves the character's abilities within the focus's theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.
The other option should be something that either improves the character's Edge in an appropriate stat or provides the character with some kind of defense.
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Tier 4: Choose another ability that grants additional training or an asset to skills associated with the focus's theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.
Alternatively, provide a branch-out ability suggested at tier 5.
Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.
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Tier 5: Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they're trained in.
Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.
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Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.
The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.
Energy Manipulation
The following are examples and not meant to provide a complete list of all possible foci in this category.
Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like "void" or "shadow." These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don't require additional equipment.
Energy Abilities: If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).
Minor Effect Suggestions: The target or something near the target is hindered because of residual energy.
Major Effect Suggestions: An important item on the target's person is destroyed.
Ability Selection Guidelines
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Tier 1: Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.
Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.
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Tier 2: Choose whichever kind of ability wasn't chosen at tier 1.
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Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).
The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.
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Tier 4: Choose whichever kind of ability wasn't chosen at tier 3.
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Tier 5: Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.
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Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.
The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.
Environment Manipulation
The following are examples and not meant to provide a complete list of all possible foci in this category.
Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.
For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don't require anything to gain or retain their benefits.
Environment Manipulation Abilities: Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.
Minor Effect Suggestions: The target gets turned around, and its next attack is hindered.
Major Effect Suggestions: The character is refreshed and recovers 4 points to one Pool.
Ability Selection Guidelines
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Tier 1: Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus's theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An
illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.
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Tier 2: Choose a low-tier ability that provides a new defensive or offensive capability related to the focus's theme.
Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus's theme.
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Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should be a mid-tier ability related to the focus's theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn't directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.
The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.
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Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn't chosen as an option in the previous tier.
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Tier 5: Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.
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Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).
The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
Exploration
The following are examples and not meant to provide a complete list of all possible foci in this category.
Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.
Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or super-science to learn new things and explore strange places from afar.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to explore. For instance, starting maps and/or a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.
Minor Effect Suggestions: You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.
Major Effect Suggestions: Your Intellect Edge increases by 1 until the end of the next round.
Ability Selection Guidelines
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Tier 1: Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus's theme.
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.
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Tier 2: Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.
For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).
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Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.
The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn't already granted that) or something that further broadens the character's ability to explore in the focus's chosen realm.
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Tier 4: Choose a mid-tier offensive or defensive ability (whichever wasn't offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character's ability to explore, survive, or gather information.
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Tier 5: Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.
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Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.
The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus's chosen realm.
Influence
The following are examples and not meant to provide a complete list of all possible foci in this category.
Foci that prioritize authority and influence—whether that's to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.
These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people's attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don't require anything to gain or retain their benefits.
Minor Effect Suggestions: The range or duration of the influencing ability is doubled.
Major Effect Suggestions: An ally or indicated target can take an additional action.
Ability Selection Guidelines
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Tier 1: Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.
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Tier 2: Choose a low-tier ability that improves the character's ability to apply influence. This might open an additional front on the focus's basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they'd otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.
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Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should provide an offensive or defensive capability related to the focus's specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.
The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn't directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.
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Tier 4: Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn't chosen as an option in the previous tier.
Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.
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Tier 5: Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.
Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).
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Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).
The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.
Irregular
The following are examples and not meant to provide a complete list of all possible foci in this category.
- Channels Divine Blessings
- Copies Superpowers‡
- Descends From Nobility
- Emerged From the Obelisk
- Flies Faster Than a Bullet
- Masters Spells
- Speaks for the Land
- Stretches‡
- Takes Animal Shape‡
- Uses Wild Magic‡
- Walks the Wild Woods‡
Most foci have a basic theme, a "character story" that logically leads to a series of related abilities. However, certain foci themes are so wide that they don't fit into any other category except an irregular one of their own.
Irregular foci provide a basket of disparate abilities. Usually that's because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as Power Shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to the focus's theme. For instance, a
superhero-themed focus might grant a superhero costume.
Minor Effect Suggestions: The target is also dazed for one round, during which time all of its tasks are hindered.
Major Effect Suggestions: The target is stunned and loses its next turn.
Ability Selection Guidelines
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Tier 1: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.
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Tier 2: Choose a low-tier ability that grants one of the benefits the focus theme promises, one that's presumably not immediately related to the one provided at tier 1. That said, if a defense wasn't provided at tier 1, tier 2 is a good place to add it.
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Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.
The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don't quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.
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Tier 4: Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.
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Tier 5: Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.
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Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn't quite sufficient.
The other option should provide an alternate method to round out the character in a way that doesn't replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus's overarching theme.
Movement Expertise
The following are examples and not meant to provide a complete list of all possible foci in this category.
Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can't, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.
The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don't require anything to gain or retain their benefits.
Minor Effect Suggestions: The target is dazed, and their next action is hindered.
Major Effect Suggestions: The target is stunned and loses their next action.
Ability Selection Guidelines
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Tier 1: Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that's enhanced speed, agility, immateriality, and so on.
Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.
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Tier 2: Choose a low-tier ability that provides a new offensive or defensive capability related to the focus's theme.
Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.
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Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus's theme. This isn't directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.
The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.
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Tier 4: Choose a mid-tier ability that further enhances the advantages provided by focus's movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn't threaten), or a new or better form of offense.
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Tier 5: Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.
Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.
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Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).
The other option should be something that further explores the use of the basic movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.
Striker Combat
The following are examples and not meant to provide a complete list of all possible foci in this category.
Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don't reach.
To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.
Minor Effect Suggestions: The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.
Major Effect Suggestions: Make an immediate additional attack using an attack provided by the focus as part of your turn.
Ability Selection Guidelines
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Tier 1: Choose a low-tier ability that inflicts additional damage when a character attacks using the focus's particular fighting style, energy, or attitude, or when used against a chosen enemy.
Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.
If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.
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Tier 2: Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.
Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever low-power ability wasn't gained at tier 1.
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Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should inflict additional damage when using the focus's fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.
The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus's fighting style, energy, or attitude, or when used against a chosen enemy.
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Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus's paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.
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Tier 5: Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).
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Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the options should use the focus paradigm to inflict an exceptional amount of damage.
The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.
Support
The following are examples and not meant to provide a complete list of all possible foci in this category.
Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.
Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don't require anything to gain or retain their benefits.
Minor Effect Suggestions: You can draw an attack without having to use an action at any point before the end of the next round.
Major Effect Suggestions: You can take an extra action in aid of an ally.
Ability Selection Guidelines
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Tier 1: Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).
Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn't do much.
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Tier 2: Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier's ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus's theme.
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Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should work within the focus's theme to aid, heal, protect, or otherwise help another.
The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.
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Tier 4: Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.
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Tier 5: Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.
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Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One of the options should provide an ultimate method of helping another in the theme of the focus.
The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.
Tank Combat
The following are examples and not meant to provide a complete list of all possible foci in this category.
Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.
Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character's skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.
Connection: Choose four relevant connections from the Focus Connections list.
Additional Equipment: Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don't require anything to gain or retain their benefits.
Minor Effect Suggestions: +2 to Armor for a few rounds.
Major Effect Suggestions: Regain 2 points to Might Pool.
Ability Selection Guidelines
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Tier 1: Choose a low-tier ability that provides defense within the focus's theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.
Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.
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Tier 2: If the theme of the focus isn't physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.
If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.
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Tier 3: Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should provide an additional form of protection in keeping with the focus's theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.
The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn't already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.
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Tier 4: Choose a mid-tier ability that further enhances the advantages provided by the focus's damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.
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Tier 5: Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).
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Tier 6: Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.
One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.
The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus's theme, whether that's a straight-up damage boost on attacks or better control of an unstable physical transformation.
Customizing Foci
Sometimes not everything about a focus is right for a character's concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.
At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.
Tier 1
Tier 2
- Lower-tier ability: choose any tier 1 replacement ability, above.
- Skill With Defense
- Practiced With All Weapons
- Skill With Attacks
Tier 3
- Lower-tier ability: choose any tier 1 or 2 replacement ability, above.
- Incredible Health
- Fusion Armor
Tier 4
- Lower-tier ability: choose any tier 1, 2, or 3 replacement ability, above.
- Poison Resistance
- Built-in Weaponry
Tier 5
- Lower-tier ability: choose any tier 1, 2, 3, or 4 replacement ability, above.
- Adaptation
- Defensive Field
Tier 6
- Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.
- Reactive Field
Additional Foci
Editor's Notes — The foci listed below are not complete. Omissions have been made for brevity and to emphasize each product's unique offerings. For example, settings like Numenera and The Strange include several nearly identical foci, often under the same name, with minor modifications unique to the setting.
Expanded Worlds — Foci
Where will your campaign take you? What worlds will you build?
- Changes Shape
- Collects Bounties
- Commands Monsters
- Conducts Rocket Science
- Eliminates Occult Threats
- Explores
- Fell Through a Rabbit Hole
- Figures Things Out
- Finds the Flaw in All Things
- Governs
- Hacks the Network
- Is Hunted by Moths
- Is Sworn to the Crown
- Likes to Break Things
- Makes Prophecy
- Mutates
- Negotiates Life and Death
- Plays a Deadly Instrument
- Resides in Silicon
- Revels in Trickery
- Rules the Sea
- Serves and Protects
- Serves in an Elite Military Squad
- Touches the Sky
- Transcends Humanity
- Walks the Wasteland
- Wears Spurs
- Wonders
See also: Expanded Worlds — Descriptors
First Responders — Foci
Floods. Pandemics. Earthquakes and other crises that put lives and communities at risk. These are monsters of a different sort—and they call for a different kind of hero.
- Battles the Blaze
- Befriends the Flames
- Controls the Scene
- Shuts Death's Door
Gods of the Fall — Foci
The Gods are Dead—Now It's Your Turn.
- Finds the Flaw in All Things
- Revels in Trickery
- Speaks Curses
- Walks with the Night
See also: Gods of the Fall — Descriptors
Numenera Discovery — Foci
Those who can uncover and master the numenera can unlock the powers and abilities of the ancients, and perhaps bring new light to a struggling world.
- Speaks with a Silver Tongue
- Wields Power With Precision
See also: Numenera Discovery — Types
Numenera Destiny — Foci
Create centers of learning or trade. Innovate, build, and protect.
- Acts Without Consequence
- Adjures the Leviathan
- Augments Flesh With Grafts
- Battles Automatons
- Breaks Down Walls
- Builds Tomorrow
- Explores Yesterday
- Fights With a Horde
- Hunts Abhumans
- Imparts Wisdom
- Learns From Adversity
- Possesses a Shard of the Sun
- Radiates Vitality
- Touches the Sky
- Wields Words Like Weapons
See also: Numenera Destiny — Descriptors
Numenera Character Options — Foci
- Constantly Evolves
- Explores Deep Waters
- Hunts Abhumans
- Focuses Two Personalities
- Masters Insects
- Possesses a Shard of the Sun
- Reforges Completely
See also: Numenera Charachter Options — Descriptors
Numenera Character Options 2 — Foci
- Abides in Crystal
- Abuses Alchemy
- Becomes Energy
- Charges Right In
- Conceals the Truth
- Delved Too Deeply
- Devotes Everything to the Cause
- Fell From Another World
- Figures Things Out
- Forges a Bond
- Gazes Into the Abyss
- Lives on the Road
- Makes Something Out of Nothing
- Manipulates Force
- Plays Tricks
- Provides Support
- Shapes Liquid
- Speaks to the Datasphere
- Stares Down Adversity
- Steps Into the Outside
- Ventures Into the Night
- Wields a Whip
- Wonders
See also: Numenera Charachter Options 2 — Descriptors and Numenera Character Options 2 — Types
Jade Colossus: Ruins of the Prior Worlds — Foci
- Delved Too Deeply
- Has Three Hands
- Speaks in Exaltation
- Taps the Void
Torment: Tides of Numenera—The Explorer's Guide — Foci
- Breathes Shadow
- Snares Deadly Prey
- Speaks with a Silver Tongue
See also: Torment: Tides of Numenera—The Explorer's Guide — Descriptors
Old Gus' Daft Drafts — Foci
A free collection of game options for fantasies faerie, high, or urban!
- Accellerates Entropy
- Bears a Curse of Stone
- Blows in the Wind
- Can Devour Anything
- Chases Tales
- Has Unfinished Business
- Hoards Dross
- Prepares Delicacies
See also: Old Gus' Draft Drafts — Descriptors and Old Gus' Draft Drafts — Flavors
Path of the Planebreaker — Foci
Unlock the mysteries of the planes!
- Prays to the Multiverse
- Serves the Grove of Crows
- Stitches Shadow
- Wields a Chaos Blade
See also: Path of the Planebreaker — Descriptors
Planar Character Options — Foci
- Aspires to Angelic Perfection
- Brandishes a Firearm
- Distills the Resonance of the Multiverse
- Emodies the Machine
- Is Pledge to the Annihilation
- Judges the Cosmos
- Prays to the Multiverse
- Serves the Grove of Crows
- Shepherds Demons
- Speaks the Language of Signs
- Stitches Shadow
- Strikes With an Amythyst Fist
- Travels Through Shadow
- Was Scarred by the Psychic War
- Wields a Chaos Blade
See also: Planar Character Options — Descriptors and Planar Character Options — Flavors
Predation — Foci
A little sci-fi. A little post-apocalypse. A whole lot of dinosaurs.
- Plays God
- Predates
- Self-Evolves
- Walks With Dinosaurs
See also: Predation — Descriptors and Predation — Types
Shotguns & Sorcery — Foci
Welcome to Dragon City, a grim, gritty metropolis ruled over by the Dragon Emperor, with legions of zombies scratching at the city walls by night.
- Brawls Like an Animal
- Evokes the Elements
- Knows a Bit About Everything
- Lives Beyond the Wall
See also: Shotguns & Sorcery — Descriptors and Shotguns & Sorcery — Types
The Strange — Foci
Limited pocket dimensions with their own laws of reality are connected to Earth — a dangerous, chaotic network called the Strange.
- Adapts to any Environment
- Awakens Dangerous Psychic Talent
- Channels Sinfire
- Embraces Qephilim Ancestry
- Integrates Weaponry
- Metamorphizes
- Processes Information
- Practices Soul Sorcery
- Regenerates Tissue
- Shepherds the Deat
- Slays Dragons
- Spawns
- Translates
See also: The Strange — Descriptors
In Translation: The Strange Character Options — Foci
- Aspires to Be Posthuman
- Casts Spells
- Collects Bounties
- Controls Nanomachines
- Excells Physically
- Fights Aliens
- Fires a Blaster
- Goes Berserk
- Hunts Zombies
- Is a Cyborg
- Names
- Negotiates Matters of Life and Death
- Manipulates Strange Energy
- Masters Wuxia
- Projects Energy
- Rejuvenates the Infirm
- Resides in Silicon
- Sculpts Light
- Smites the Wicked
- Soars Across the Sky
- Serves and Protects
- Steals
- Throws Boulders
- Wears an Iron Suit
See also: In Translation: The Strange Character Options — Descriptors
Worlds Numberless and Strange — Foci
- Becomes Bacterial
- Follows the Code of Bushido
- Haunts the Rooftops
- Inks Spells on Skin
- Masters Foot and Fist
- Names
- Quells Undead
- Trick-or-Treats
Tidal Blades — Foci
Welcome to Naviri, a peaceful paradise full of promise—and in dire need of heroes.
- Befriends Beasts
- Constantly Evolves
- Delves the Fourth Dimension
- Explores Deep Waters
- Moves like a Jin
- Races like a Champion
- Sails the Howling Sea
- Studies Anomalies
See also: Tidal Blades — Descriptors
Unmasked — Foci
Superpowers and horror in a dark eighties.
- Flies by Night
- Lives on the Dark Side
- Travels Back From the Future
- Wants to Be Adored
See also: Unmasked — Descriptors and Unmasked — Types
We Are All Mad Here — Foci
"You must be mad," said the Cat, "or you wouldn't have come here."
- Befriends the Black Dog
- Curses the World
- Feigns No Fear
- Lived Among the Fey
- Made a Deal With Death
- Sheds Their Skin
See also: We Are All Mad Here — Descriptors
Chapter 9 Abilities
This chapter presents a vast catalog of more than a thousand abilities a character can gain from their type, flavor (if any), and focus. They are sorted alphabetically by the ability's name.
A character's type, flavor, and focus assign an appropriate tier to each ability. However, if you're creating a brand-new focus or type, we provide a couple of additional tools.
The first is a power grade for each ability, which tells you about how potent it is in relation to other abilities. Abilities appropriate for tiers 1 and 2 characters are called "low-tier" abilities. Abilities appropriate for tiers 3 and 4 are called "mid-tier" abilities. Abilities appropriate for tiers 5 and 6 are called "high-tier" abilities.
These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on.
Quick Reference: Abilities by Category
- Attack Skill
- Companion
- Control
- Craft
- Cure
- Environment
- Information
- Meta
- Movement
- Protection
- Senses
- Social
- Special Attack
- Support
- Task
- Transform
Quick Reference: Abilities by Alphabetical Order
Editor's Notes — A few abilities have been added or have recieved updates to their text, and are marked with the following: (Errata)
† denotes abilities not listed in Chapter 5: Type, Chapter 6: Flavor, or Chapter 8: Focus.
‡ denotes abilities not categorized by the Cypher System Rulebook, but that have been added by the editor.
Ability Categories and Relative Power
Abilities can be divided into several categories based on the kinds of things they do—improve your physical attacks, assist allies, provide defense, give you a special attack form, and so on. Under each of the following category descriptions is a list of abilities that fit that category, sorted into low-, medium-, and high-tier abilities.
The categories are mainly used by GMs when designing new foci for a campaign, allowing them to search a short list of abilities instead of trying to find something appropriate among the thousand or so abilities in this chapter. For example, the GM might have a custom focus in their campaign called "Is Born of the Swamp" and want a defensive ability for tier 5, so they can look at the high-tier abilities in the protection category and quickly narrow down what options are available.
Attack Skill
Gives you training or specialization in a specific physical attack (like swords or unarmed combat), a category of physical attacks (light bladed, heavy bashing, and so on), or another physical skill primarily used to inflict harm (such as breaking objects).
Low Tier:
Mid Tier:
Companion
Gives you a follower, modifies a follower, or gives you an additional benefit when interacting with or near your follower. This category includes humanoid followers, beast companions, and temporary companions like summoned swarms, conjured spirits, and so on.
Low Tier:
Mid Tier:
- Beast Eyes
- Call Swarm
- Expert Follower
- Fellow Explorer†
- Fiery Hand of Doom
- Flying Companion‡
- Gain Unusual Companion
- Greater Necromancy
- Improved Object Bond
- Living Armor
- Machine Companion
- Mount
- Retinue
- Shipspeak
- Stronger Together
- Summon Giant Spider
- Superior Duplicate
- Time Doppelganger
- Time Loop
- Tree Companion‡
High Tier:
- As If One Creature
- Band of Desperados
- Band of Followers
- Beast Call
- Call Dead Spirit
- Call in Favor
- Call Otherworldly Spirit
- Call Through Time
- Conjuration
- Deadly Swarm
- Dragon's Maw
- Fire Servant
- Improved Apportation
- Improved Companion
- Improved Machine Companion
- Insect Eruption
- Legal Intern
- Masterful Armor Modification
- Multiplicity
- Object Bond Mastery
- Recruit Deputy
- Robot Fleet
- Summon Demon
- Time Doppelganger
- True Necromancy
Control
Controls or influences minds in ways outside of what could be done with conventional intimidation and persuasion, such as using psychic mind control, fear gas, and so on.
Low Tier:
Mid Tier:
Craft
Creates useful physical things, such as mundane tools (hammers, crowbars), limited-use devices (manifest cyphers, artifacts), or independent beings (robots, elementals, zombies). Includes blueprints, plans, and effects that aid or speed crafting.
Low Tier:
Mid Tier:
Cure
Cures damage, adds or improves recovery rolls, or negates, cures, suspends, or otherwise gives immunity to a harmful effect or condition, such as poison, disease, mental attacks, moving down on the damage track, or dying.
Low Tier:
- Alleviate
- Crystalline Body
- Destined for Greatness
- Diver†
- Drain Creature
- Drain Machine
- Endurance
- Escape
- Extra Recovery†
- Foil Danger
- Healing Touch
- Ignore the Pain
- Improved Recovery
- Living Off the Land
- Patient Recovery‡
- Push on Through
- Quick Recovery
- Repair Flesh
- Restful Presence†
- Speedy Recovery
- Surging Confidence
- Totally Chill
- Water Adaptation†
- Will of Legend
Mid Tier:
- Aquatic Combatant†
- Biomorphic Healing†
- Damage Transference
- Drain Charge
- Fight On
- Font of Healing
- Healing Pulse
- Ignore Affliction
- Immovable
- Incredible Health
- Miraculous Health
- Noble's Courage
- One With the Wild
- Poison Resistance†
- Preternatural Senses
- Regeneration
- Store Energy
- Thinking Ahead†
- Tough As Nails
- Unmovable
- Unraveling Consumption
- Wilderness Encouragement
- Willing Sacrifice
High Tier:
- Deep Reserves
- Final Defiance
- Free to Move
- Gamer's Fortitude
- Gaming God
- Greater Healing Touch
- Incredible Recovery
- Infuse Spirit
- Inspiration†
- Inspire the Innocent
- Mind Surge
- Negate Danger
- Not Dead Yet
- Rapid Recovery†
- Regenerate†
- Restorative Bloom‡
- Restore Life
- Resuscitate
- Share the Power
- Stay the Course
- Trick Driver
- Vigilant
Environment
Manipulates the environment or things in the environment, such as with telekinesis, weather control, gravity control, illusions, and so on.
Low Tier:
Mid Tier:
Information
Gives the ability to learn information about something, whether chosen by the GM like Scan, by asking a question and the GM giving the answer, or by learning a language.
Low Tier:
Mid Tier:
Meta
Modifies an existing ability or character trait's effects or parameters, such as increasing range or, damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed attempt, or treating a number on the die as something different than normal.
Low Tier:
- A Smile and a Word†
- Arcane Flare
- Artifact Tinkerer
- Augment Cypher†
- Beneath Notice‡
- Boost Manifest Cypher†‡
- Careful Shot
- Charge
- Coaxing Power
- Combat Prowess
- Copy Power‡
- Crushing Blow
- Crystalline Body
- Curious
- Distant Interface
- Double Strike
- Drain Creature
- Driving on the Edge
- Elusive†
- Enchanted Weapon‡
- Energize Object
- Enhanced Body
- Expanded Repertoire‡
- Extra Use†
- Find the Way
- Fists of Fury
- Fleet of Foot
- Frenzy
- Golem Body
- Gunner
- Hacker
- Hold Breath†
- Improved Designation
- Innate Power‡
- Investigator
- Lead From the Front†
- Machine Efficiency
- Mind for Might
- Modify Device
- Monster Bane
- Natural Crafter
- No Need for Weapons
- Object Bond
- Overload Machine
- Precision
- Quick Death
- Quick Work
- Range Increase
- Reload
- Smaller‡
- Something in the Road
- Tinker
- Weapon Master
- Wreck
Mid Tier:
- Ageless‡
- Amazing Effort
- Betrayal
- Better Living Through Chemistry
- Boost Manifest Cypher Function†‡
- Capable Warrior
- Cast Illusion
- Cyphersmith
- Deadly Aim
- Deep Resources†
- Disarming Strike
- Dodge and Resist
- Drain at a Distance
- Energized Shield
- Enhanced Intellect
- Enhanced Intellect Edge
- Enhanced Might
- Enhanced Might Edge
- Enhanced Physique
- Enhanced Potential
- Enhanced Speed
- Enhanced Speed Edge
- Experienced in Armor
- Expert Cypher Use
- Expert Skill
- Fast Kill
- Faster Wild Magic‡
- Flameblade
- From the Shadows
- Fury
- Fusion
- Greater Beast Form
- Greater Designation
- Greater Enhanced Intellect
- Greater Enhanced Might
- Greater Enhanced Physique
- Greater Enhanced Potential
- Greater Enhanced Speed
- Greater Frenzy
- Guide Bolt
- Guild Training
- Harder Light‡
- Heroic Monster Bane
- Hidden Reserves
- Huge
- Immovable
- Improved Absorb Kinetic Energy
- Improved Copying‡
- Improved Edge
- Improved Monster Bane
- Improved Sensor
- Incomparable Pilot
- Increased Effects
- Iron Fist
- Know Where to Look
- Lunge
- Machine Bond
- Machine Vulnerabilities
- Magical Repertoire‡
- Minor Wish
- Modify Cyphers†‡
- Never Fumble
- One With the Wild
- Outlast the Foe
- Outwit
- Overcharge Energy
- Perfect Stranger
- Precise Cut
- Punish the Guilty
- Push Off and Throw
- Quick Switch‡
- Quick Wits
- Rapid Processing
- Resilient Ice Armor
- Roaming Third Eye
- Robot Improvement†
- Seize the Moment
- Shepherd's Fury
- Slippery Customer
- Small Flight‡
- Space Fighting
- Speed Burst
- Steal Power‡
- Stone Breaker
- Store Energy
- Strategize
- Think Your Way Out
- Tower of Will
- Trust to Luck
- Uncanny Luck
- Wall With Teeth†
- Weaponization
- Wildcard Powers‡
- Willing Sacrifice
- Wrest From Chance
High Tier:
- Adroit Cypher Use
- Again and Again
- Agile Wit
- All-Out Con
- Amazing Copying‡
- Artifact Scavenger
- Blurring Speed
- Burst of Escape
- Charging Horde†
- Coordinated Effort
- Damage Dealer
- Damn the Guilty
- Deep Reserves
- Disarming Attack
- Discipline of Watchfulness
- Divide Your Mind†
- Dual Distraction
- Duel to the Death
- Effective Skill†
- Enhanced Beast Form
- Enhanced Phased Attack
- Escape Plan
- Extreme Mastery
- Force and Accuracy†
- Gambler
- Go to Ground
- Hard to Kill
- Horde Tactics†
- Impart Understanding
- Improved Command Spirit†
- Improved Gravity Cleave
- Improved Machine Companion
- Improved Success
- Inventor
- Lethal Damage
- Machine Enhancement
- Magical Training‡
- Maximize Cypher‡
- Maneuvering Adept†
- Master Cypher Use
- Master Machine
- Masterful Armor Modification
- Moderate Wish
- Modify Artifact Power
- Multiple Copying‡
- Multiple Quarry
- Multiplicity
- Overcharge Device
- Perfect Control
- Perfect Speed Burst
- Physically Gifted
- Power Memory‡
- Recycled Cyphers
- Reinforcing Field
- Resonant Frequency
- Robot Evolution
- Seize the Initiative
- Shield Burst
- Shred Existence
- Subtle Tricks†
- Thief's Luck
- Trick Driver
- Twist of Fate
- Two Things at Once
- Ultra Enhancement
- Using What's Available
- Usurp Cypher
- Weightless Shot
- Weird Science Breakthrough
- Wild Insight‡
- Wild Vitality
- Winter Gauntlets
Movement
Increases your movement (such as increasing your basic movement speed from short to long) or adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).
Low Tier:
Mid Tier:
High Tier:
- Alley Rat
- Blurring Speed
- Chamber of Dreams
- Electrical Flight
- Embraced by Darkness
- Enchanted Movement‡
- Fast Travel
- Flash Across the Miles
- Flight
- Impossible Walk†
- Incredible Running Speed
- Jaunt†
- Juggernaut†
- Living Light
- Masterful Armor Modification
- Medium Teleportation‡
- Mental Projection
- Return to the Obelisk
- Teleportation
- Time Travel
- Traverse the Worlds
- Very Long Sprinting
- Wind Chariot†
- Windwracked Traveler
Protection
Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect), provides or increases Armor, or otherwise helps prevent damage.
Low Tier:
- Absorb Kinetic Energy
- Block
- Closed Mind
- Courageous
- Crystalline Body
- Defense Against Robots
- Defensive Blinking‡
- Defensive Phasing
- Deflect Attacks†
- Distortion
- Enhanced Body
- Enveloping Shield
- Fearsome Reputation
- Field of Destruction
- Flesh of Stone
- Flight Not Fight
- Force Field Shield
- Fortified Position
- Go Defensive
- Golem Body
- Hard to Distract
- Hard to Hit
- Hardiness
- Have Spacesuit, Will Travel
- Ice Armor
- Just a Bit Mad
- Magic Shield†
- Mentally Tough
- Out of Harm's Way
- Phase Sprint
- Powered Armor
- Practiced in Armor
- Quick Block
- Repel Metal
- Resist the Elements
- Resist Underwater Hazards†
- Resonance Field
- Safe Fall
- Serv-0 Defender
- Shield Master
- Shroud of Flame
- Skill With Defense
- Sound Conversion Barrier
- Stare Them Down
- Sturdy
- Trained Without Armor
- Unarmored Fighter
- Ward
- Warding Shield
- Weapon Defense
- Weather the Vicissitudes
- Wind Armor
Mid Tier:
- Absorb Pure Energy
- Anticipate Attack
- Blood Fever
- Cloak of Opportunity
- Confounding Banter
- Confuse Enemy
- Counter Danger†
- Countermeasures
- Dark Matter Shell
- Dark Matter Shroud
- Defending Weapon‡
- Discerning Mind
- Divert Attacks
- Dodge and Respond
- Dual Defense
- Electric Armor
- Elemental Protection
- Energy Protection
- Energy Resistance
- Experienced in Armor
- Experienced Defender
- Force Field Barrier
- Fusion Armor
- Hard-Won Resilience
- Horde Fighting
- Huge
- Illusory Evasion†
- Magnetic Field
- Matter Cloud
- Minor Wish
- Moving Like Water
- Nimble Swimmer†
- Outlaw Reputation
- Poison Crafter
- Rapid Processing
- Resilience
- Resilient Ice Armor
- Robot Fighter
- Shield Training
- Subconscious Defense
- Temporal Acceleration
- Tough It Out
- Tower of Intellect
- Tower of Will
- Tumbling Moves
- Versatile Mind†
- Vigilance
- Wraith Cloak
High Tier:
- Defense Master
- Defensive Augmentation†
- Defensive Field
- Energize Creature
- Energize Crowd
- Evasion
- Field-Reinforced Armor
- Hard Target
- Hard to Kill
- Lost in the Chaos
- Masterful Armor Modification
- Mastery in Armor
- Mastery With Defense
- Microgravity Avoidance
- Moderate Wish
- Nothing but Defend
- Parry
- Precognition
- Reactive Field
- See the Future
- Still As a Statue
- Ultra Enhancement
- Untouchable
- Untouchable While Moving
- Wear It Well
Senses
Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding optimal places to stand in combat, and so on), but doesn't provide direct answers to questions like an information ability does.
Low Tier:
Mid Tier:
Social
Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take advantage of your social status.
Low Tier:
Mid Tier:
High Tier:
Special Attack
Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on). The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or both. This also includes abilities like Spray that let you attack multiple targets as your action.
Low Tier:
- Advantage to Disadvantage
- Aggression
- Arcane Flare
- Bash
- Bloodlust
- Charge Weapon‡
- Concussive Blast
- Control the Field
- Cutting Light
- Dazzling Sunburst
- Disincentivize
- Disrupting Touch
- Drain Machine
- Dream Thief
- Dual Light Wield
- Entangling Force
- Enthrall
- Erase Memories
- Eye Gouge†
- Flash
- Force Bash
- Frost Touch
- Golem Grip
- Grasping Foliage
- Hemorrhage
- Hurl Flame
- Misdirect
- Onslaught
- Opportunist
- Overwatch
- Pierce†
- Power Crash‡
- Push
- Quick Throw
- Ray of Confusion
- Release Energy
- Resonance Field
- Ribbons of Dark Matter
- Scramble Machine
- Scratch Existence
- Seeds of Fury
- Shatter
- Shock
- Stasis
- Successive Attack
- Surprise Attack
- Swipe
- Thrust†
- Thunder Beam
- Weighty
Mid Tier:
- Acrobatic Attack
- Ambusher
- Answering Attack†
- Better Surprise Attack
- Bolts of Power
- Built-in Weaponry
- Burning Light
- Castigate
- Center of Attention
- Crystal Lens
- Dark Matter Strike
- Dazing Attack†
- Debilitating Strike
- Destroy Metal
- Disable Mechanisms
- Disarming Strike
- Divine Radiance
- Dodge and Respond
- Drain Charge
- Dual Medium Wield
- Everything Is a Weapon
- Exile
- Feint
- Fire and Ice
- Fire Bloom
- Fling
- Force at Distance
- Force Blast
- Freezing Touch
- Golem Stomp
- Grab
- Gravity Cleave
- Ignition
- Improved Object Bond
- Knock Out
- Matter Cloud
- Mind Games
- Momentum
- Overawe
- Overcome All Obstacles
- Phase Detonation
- Phased Attack
- Power Strike
- Pry Open
- Psychic Burst
- Psychosis
- Push Off and Throw
- Quick Strike
- Rapid Attack
- Reaction
- Remote Control
- Run and Fight
- Shattering Shout
- Slice
- Snap Shot
- Snipe
- Spray
- Sprint and Grab
- Taking Advantage
- Tall Tale†
- Teleportation Burst‡
- Throw
- Throw Enchanted Weapon‡
- Throw Force Shield
- Trick Shot
High Tier:
- Absorb Energy
- Arc Spray
- Assassin Strike
- Asserting Your Privilege
- Attack and Attack Again
- Biomorphic Detonation†
- Blind Machine†
- Blinding Attack
- Bouncing Shield
- Break the Ranks†
- Break Their Mind†
- Call the Storm
- Cold Burst
- Concussion
- Deactivate Mechanisms
- Deadly Strike
- Death Touch
- Defense Master
- Destroyer†
- Dirty Fighter
- Disarming Attack
- Divine Intervention
- Divine Symbol†
- Do You Know Who I Am?
- Drain Power
- Dust to Dust
- Earthquake
- Embrace the Night
- Explosive Release
- Finishing Blow
- Fire Tendrils
- Foul Aura
- Ice Storm
- Iron Punch
- Jump Attack
- Lethal Ploy†
- Lethal Vibration
- Murderer
- Nightmare
- Phase Foe
- Protective Wall
- Psychokinetic Attack
- Punish All the Guilty
- Resonant Quake
- Return to Sender
- Shatter Mind†
- Special Shot
- Spin Attack
- Spring Away
- Stun Attack
- Sun Siphon
- Taunt Foe†
- Teleportive Wound‡
- Terrifying Gaze
- Twisting the Knife
- Undo
- Vindictive Performance
- Weapon and Body
- Weight of the World
- Weightless Shot
- Whirlwind of Throws
- Winter Gauntlets
- Word of Death
Support
Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their roll.
Low Tier:
Mid Tier:
High Tier:
- Able Assistance
- Battle Management
- Block for Another
- Energize Creature
- Energize Crowd
- Impart Understanding
- Inspiration‡
- Inspire Coordinated Actions
- Inspiring Success
- Regenerate Other†
- Share Defense
- Stimulate
- Teach Trick†
- Transcend the Script
- True Defender
- Undo
- Will of a Leader†
- Work the Friendship
Task
Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing, computers, initiative, and so on).
Low Tier:
- Advantages of Being Big
- Advantages of Being Small‡
- Anticipation
- Assassin Skills
- Athlete
- Autodoctor†
- Balance
- Bestiary Knowledge†
- Blameless†
- Breaker
- Car Surfer
- Careful Aim
- Celebrity Talent
- Computer Programming
- Contortionist
- Courageous
- Crafter
- Danger Sense
- Datajack
- Debate
- Deep Water Guide†
- Designation
- Devoted Defender
- Disguise
- Divine Knowledge†
- Dreadwood‡
- Driver
- Enlightened
- Exploratory Experience†
- Extra Skill
- Feat of Strength
- Flex Lore
- Freakishly Large
- Game Lessons
- Gamer
- Good Advice
- Hand to Eye
- Handy
- Hard Choices†
- Heads-Up Display
- Higher Mathematics
- How Others Think†
- Impersonate
- Impressive Display†
- Infiltrator
- Inner Defense
- Insight
- Inspire Aggression
- Interaction Skills
- Interface
- Investigate
- Investigative Skills
- Knowing
- Knowledge of the Law
- Knowledge Skills
- Late Inspiration†
- Learning the Path
- Levity
- Life Lessons
- Machine Affinity
- Machine Hunting
- Machine Interface
- Magic Training
- Make Judgment
- Master Identifier
- Master Thief
- Microgravity Adept
- Monster Lore
- Movement Skills
- Muscles of Iron
- Natural Charisma
- Oneirochemy
- Open Mind
- Opening Statement
- Physical Skills
- Pilot
- Poetic License†
- Post-Apocalyptic Survivor
- Powerful Rhetoric
- Predictive Equation
- Privileged Nobility
- Quarry
- Quick Study
- Quick to Flee
- Quicker Than Most†
- Resist Tricks
- Ruin Lore
- Sailor
- Salvage and Comfort
- Sense Attitudes
- Serv-0 Repair
- Sharp Senses
- Sleuth
- Slippery
- Sneak
- Stalker
- Stand Watch
- Stealth Skills
- Straightforward
- Superb Explorer
- Superb Infiltrator
- Taking Advantage
- Task Training
- Tech Skills
- There's Your Problem
- Tool Mastery
- Tracker
- Trained Excavator†
- Trained Interlocutor
- Trained Swimmer†
- Travel Skills
- Understanding
- Vacuum Skilled
- Wilderness Life
- Wilderness Lore
- Wound Tender
- Zero Dark Eyes
Mid Tier:
- Action Processor
- Agent Provocateur
- Animal Senses and Sensibilities
- Confidence Artist
- Cypher Surge‡
- Dark Matter Shell
- Enhance Strength
- Expert Driver
- Expert Pilot
- Find the Guilty
- Flex Skill
- Ghost
- Hard to See
- Heightened Skills
- Improvise
- Increasing Determination
- Intelligent Interface
- Intense Interaction†
- Knowledge Is Power
- Master Crafter
- Meticulous Planner†
- Minor Wish
- Nightstrike
- Outlast the Foe
- Passing Mechanic†
- Preternatural Senses
- Pull a Fast One
- Rapid Processing
- Rider†
- Sea Legs
- Sensing Package
- Serv-0 Aim
- Serv-0 Brawler
- Sharp-Eyed
- Ship Footing
- Silent As Space
- Skill With Attacks
- Soothe Mind and Body†
- Subtle Steps
- Targeting Eye
- Task Specialization
- Telling
- Temporal Acceleration
- Trained Basher
- Trained Gunner
- Trained Slayer
- Verbal Misdirection†
- You Studied
High Tier:
- Amplify Sounds
- As Foretold in Prophecy
- Coordinated Effort
- Dark Explorer
- Explains the Ineffable†
- Exploit Advantage
- Further Mathematics
- Learned a Few Things
- Like the Back of Your Hand
- Magnificent Moment
- Master Entertainer
- Multiple Skills
- No One Knows Better
- Precognition
- See the Future
- Subsonic Rumble
- Total Awareness
- Trick Driver
- Using the Environment
Transform
A significant change that temporarily enhances you, such as growing bigger, turning into a werewolf, and so on. Also includes apparent transformations like disguises and invisibility.
Low Tier:
- Animal Shape‡
- Beast Form
- Body Morph‡
- Bigger
- Controlled Change
- Enlarge
- Face Morph
- Golem Healing
- Illusory Disguise
- Phased Pocket†
- Shrink‡
- Spin Identity
- Vanish†
- War Flesh‡
Mid Tier:
High Tier:
- Colossal
- Command Metal
- Disappear
- Gargantuan
- Great Tree‡
- Invisibility
- Lend Animal Shape‡
- Mask
- Moderate Wish
- Outside Reality†
- Perfect Control
- Shrink Others‡
- Tiny‡
- Wild Camouflage
Abilities—A
-
A Smile and a Word: When you use Effort on any action involving interactions—even those having to do with calming animals or communicating with someone or something whose language you do not speak—you gain a free level of Effort on the task. Action. (108)
-
Able Assistance: When you help someone with a task and they apply a level of Effort, they get a free level of Effort on that task. Enabler. (108)
-
Absorb Energy (7 Intellect points): You touch an object and absorb its energy. If you touch a manifest cypher, you render it useless. If you touch an artifact, roll for its depletion. If you touch another kind of powered machine or device, the GM determines whether its power is fully drained. In any case, you absorb energy from the object touched and regain 1d10 Intellect points. If this would give you more Intellect than your Pool's maximum, the extra points are lost, and you must make a Might defense roll. The difficulty of the roll is equal to the number of points over your maximum you absorbed. If you fail the roll, you take 5 points of damage and are unable to act for one round. You can use this ability as a defense action when you're the target of an incoming ability. Doing so cancels the incoming ability, and you absorb the energy as if it were a device. Action. (108)
-
Absorb Kinetic Energy: You absorb a portion of the energy of a physical attack or impact. You negate 1 point of damage you would have suffered and store that point as energy. Once you have absorbed 1 point of energy, you continue to negate 1 point of damage from any incoming blow or impact, but the residual energy bleeds off with a flare of harmless light (you cannot store more than 1 point at a time). Enabler. (108)
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Absorb Pure Energy: When you use Absorb Kinetic Energy, you can also absorb and store energy from attacks made with pure energy (focused light, radiation, transdimensional, psychic, etc.) or from conduits that direct energy, if you can make direct contact. This ability does not change how many points of energy you can store. If you also have Improved Absorb Kinetic Energy, you can absorb 2 points of damage from other energy sources as well. Enabler. (108)
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Accelerate (4+ Intellect points): Your words imbue the spirit of a character within immediate range who is able to understand you, accelerating them so they gain an asset on initiative tasks and Speed defense rolls for ten minutes. In addition to the normal options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one additional target. You must speak to additional targets to accelerate them, one target per round. Action per target to initiate. (108)
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Acrobatic Attack (1+ Speed points): You leap into the attack, twisting or flipping through the air. If you roll a natural 17 or 18, you can choose to have a minor effect rather than deal extra damage. If you apply Effort to the attack, you get a free level of Effort on the task. You can't use this ability if your Speed Effort costs are reduced from wearing armor. Enabler. (108)
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Action Processor (4 Intellect points): Drawing upon stored information and the ability to process incoming data at amazing speeds, you are trained in one physical task of your choice for ten minutes. For example, you can choose running, climbing, swimming, Speed defense, or attacks with a specific weapon. Action to initiate. (108)
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Adaptation: Thanks to a latent mutation, a device implanted in your spine, a ritual performed with dragon's blood, or some other gift, you now remain at a comfortable temperature; never need to worry about dangerous radiation, diseases, or gases; and can always breathe in any environment (even the vacuum of space). Enabler.
-
Adroit Cypher Use: You can bear four cyphers at a time. Enabler. (108)
-
Advanced Command (7 Intellect points): A target within short range obeys any command you give as long as they can hear and understand you. Further, as long as you continue to do nothing but issue commands (taking no other action), you can give that same target a new command. This effect ends when you stop issuing commands or they are out of short range. Action to initiate. (108)
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Advantage to Disadvantage (3 Speed points): With a number of quick moves, you make an attack against an armed foe, inflicting damage and disarming them so that their weapon is now in your hands or 10 feet (3 m) away on the ground—your choice. This disarming attack is hindered. Action. (109)
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Advantages of Being Big: When you use Enlarge, you're so big that you can move massive objects more easily, climb buildings by using hand- and footholds unavailable to regular-sized people, and jump much farther. While you enjoy the effects of Enlarge, all climbing, lifting, and jumping tasks are eased. Enabler. (109)
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Advantages of Being Small: You've learned how to leverage your strength and accuracy in proportion to your size. Your damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler. (CTS, 48)
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Advice From a Friend (1 Intellect point): You know your friend's strengths and weaknesses, and how to motivate them to succeed. When you give an ally a suggestion involving their next action, the character is trained in that action for one round. Action. (109)
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Again and Again (8 Speed points): You can take an additional action in a round in which you have already acted. Enabler. (109)
-
Ageless: Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or infection), you will never die. Enabler. (CTS, 48)
-
Agent Provocateur: Choose one of the following to be trained in: attacking with a weapon of your choice, demolitions, or sneaking and lockpicking (if you choose this last option, you are trained in both). Enabler. (109)
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Aggression (2 Might points): You focus on making attacks to such an extent that you leave yourself vulnerable to your opponents. While this ability is active, you gain an asset on your melee attacks, and your Speed defense rolls against melee and ranged attacks are hindered. This effect lasts for as long as you wish, but it ends if no combat is taking place within range of your senses. Enabler. (109)
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Agile Wit: When attempting a Speed task, you instead can roll (and spend points) as if it were an Intellect action. If you apply Effort to this task, you can spend points from your Intellect Pool instead of your Speed Pool (in which case you also use your Intellect Edge instead of your Speed Edge). Enabler. (109)
-
All-Out Con (7 Intellect points): You put everything into it. You add three free levels of Effort to the next task you attempt. You can't use this ability again until after you've taken a ten-hour recovery action. Action. (109)
-
Alleviate (3 Intellect points): You attempt to cancel or cure one malady (such as disease or poison) in one creature. Action. (109)
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Always Tinkering: If you have any tools and materials at all, and you are carrying fewer cyphers than your limit, you can create a manifest cypher if you have an hour of time to spend. The new cypher is random and always 2 levels lower than normal (minimum 1). It's also temperamental and fragile. These are called temperamental cyphers. If you give one to anyone else to use, it falls apart immediately, useless. Action to initiate; one hour to complete. (Errata)
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Alley Rat (6 Intellect points): While in a city, you find or create a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should work out the details. Action. (109)
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Amazing Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely resembles that power (instead of a low-tier ability). Enabler. (CTS, 48)
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Amazing Effort: When you apply at least one level of Effort to a noncombat task, you get a free level of Effort on that task. When you choose this ability, decide if it applies to Might Effort or Speed Effort. Enabler. (109)
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Amazing Leap (2 Might points): You leap through the air and land safely some distance away. You can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. If you have three or more power shifts in strength, your leaping range increases to very long. If you have five or more power shifts in strength, your leaping range increases to 1,000 feet (300 m). Action. (CTS, 48)
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Ambusher: When you attack a creature that has not yet acted during the first round of combat, your attack is eased. Enabler. (109)
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Amplify Sounds (2 Might points): For one minute, you can amplify distant or small sounds so that you can hear them clearly, even if it's a conversation or the sound of a small animal moving through an underground burrow up to a very long distance away. You can attempt to perceive the sound even if interceding barriers block it or the sound is very slight, though this requires a few additional rounds of concentration. To discriminate the sound you wish in a noisy environment might also require a few additional rounds of concentration as you audibly explore the surrounding soundscape. Given enough time, you could pinpoint every conversation, every breathing creature, and every device creating noise within range. Action to initiate, up to several rounds to complete, depending on the difficulty of the task. (109)
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Anecdote (2 Intellect points): You can lift the spirits of a group of creatures and help them bond together by entertaining them with an uplifting or pointed anecdote. For the next hour, those who pay attention to your story are trained in a task you choose that's related to the anecdote, as long as it's not an attack or defense task. Action to initiate, one minute to complete. (109)
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Animal Scrying (4+ Intellect points): If you know the general location of an animal that is friendly toward you and within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to establish. (GF, 29)
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Animal Shape (3+ Intellect points): You change into an animal as small as a rat or up to your own size (such as a large dog or small bear) for ten minutes. Each time you transform, you can take a different animal shape. Your equipment becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form your stats remain the same as your normal form, but you can move and attack according to your animal shape (attacks from most animals this size are medium weapons, which you can use without penalty). Tasks requiring hands (such as using door handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don't rely on human speech. You gain two minor abilities associated with the creature you become (see the Animal Form Minor Abilities table at the end of the Character Abilities section of this document). For example, if you transform into a bat, you become trained in perception and can fly up to a long distance each round. If you transform into an octopus, you are trained in stealth and can breathe underwater. If you apply a level of Effort when you use this ability, you can either become a talking animal or take a hybrid shape. The talking animal shape looks exactly like a normal animal, but you can still talk and use any abilities that rely on human speech. The hybrid shape is like your normal form but with animalistic features, even if that animal is something much smaller than you (such as a bat or rat). In this hybrid form you can speak, use all of your abilities, make attacks like an animal, and perform tasks using hands without being hindered. Anyone who sees you clearly in this hybrid form would never mistake you for a mere animal. Action to change or revert.
"Similar" is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are similar to wolves and foxes, and so on.
Even if your animal shape has multiple attack types (such as claws and bite), you can attack only once per round unless you have some other ability that lets you make additional attacks on your turn. (GF, 29)
Animal Form Minor Abilities Table
Animal | Skill Training | Other Abilities |
---|---|---|
Ape | Climbing | Hands |
Badger | Climbing | Scent |
Bat | Perception | Flying |
Bear | Climbing | Scent |
Bird | Perception | Flying |
Boar | Might defense | Scent |
Cat | Climbing or stealth | Small |
Constrictor snake | Climbing | Constrict |
Crocodile | Stealth or swimming | Constrict |
Deinonychus | Perception | Fast |
Dolphin | Perception or swimming | Fast |
Fish | Stealth or swimming | Aquatic |
Frog | Jumping or stealth | Aquatic |
Horse | Perception | Fast |
Leopard | Climbing or stealth | Fast |
Lizard | Climbing or stealth | Small |
Octopus | Stealth | Aquatic |
Shark | Swimming | Aquatic |
Turtle | Might defense | Armor |
Venomous snake | Climbing | Venom |
Wolf | Perception | Scent |
- Aquatic
- The animal either breathes water instead of air or is able to breathe water in addition to breathing air.
- Armor
- The animal has a thick hide or shell, granting +1 to Armor.
- Constrict
- The animal can grip its opponent fast after making a melee attack (usually with a bite or claw), easing attack rolls against that foe on later turns until the animal releases the foe.
- Fast
- The animal can move a long distance on its turn instead of a short distance.
- Flying
- The animal can fly, which (depending on the type of animal) may be up to a short or long distance on its turn.
- Hands
- The animal has paws or hands that are nearly as agile as those of a human. Unlike with most animal shapes, the animal's tasks that require hands are not hindered (although the GM may decide that some tasks requiring human agility, such as playing a flute, are still hindered).
- Scent
- The animal has a strong sense of smell, gaining an asset on tracking and dealing with darkness or blindness.
- Small
- The animal is considerably smaller than a human, easing its Speed defense tasks but hindering tasks to move heavy things.
- Venom
- The animal is poisonous (usually through a bite), inflicting 1 additional point of damage.
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Animal Senses and Sensibilities: You are trained in listening and spotting things. In addition, most of the time, the GM should alert you if you're about to walk into an ambush or a trap that is lower than level 5. Enabler. (109)
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Answering Attack (3 Speed points): If you are struck in melee, you can make an immediate melee attack against that attacker once per round. The attack is hindered, and you can still take your normal action during the round. Enabler. (110)
-
Anticipate Attack (4 Intellect points): You can sense when and how creatures attacking you will make their attacks. Speed defense rolls are eased for one minute. Action. (110)
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Anticipation (1 Intellect point): You look ahead to see how your actions might unfold. The first task you perform before the end of the next round gains an asset. Action. (110)
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Automatic Glow: Hard light objects you create with your type and focus abilities shed light, illuminating everything in immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in short range. Enabler. (CTS, 49)
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Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated as if you are trained in it. Action. (110)
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Apportation (4 Intellect points): You call a physical object to you. You can choose any piece of normal equipment on the standard equipment list, or (no more than once per day) you can allow the GM to determine the object randomly. If you call a random object, it has a 10 percent chance of being a manifest cypher or artifact, a 50 percent chance of being a piece of standard equipment, and a 40 percent chance of being a bit of worthless junk. You can't use this ability to take an item held by another creature. Action. (110)
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Aquatic Combatant: You ignore penalties for any action (including fighting) in underwater environments. Enabler. (110)
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Arc Spray (3 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as a crank crossbow), you can fire your weapon at up to three targets (all next to one another) at once. Make a separate attack roll against each target. Each attack is hindered. Action. (110)
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Arcane Flare (1 Intellect point): You enhance the damage of another attack spell with an extra charge of energy so that it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack. (110)
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Artifact Scavenger (6 Intellect points + 2 XP): You've developed a sixth sense for searching for the most valuable items in the wasteland. If you spend the time required to succeed on two scavenging tasks, you can exchange all the results you would otherwise obtain for a chance to gain an artifact of the GM's choosing if you succeed on a difficulty 6 Intellect task. You can use this ability at most once per day, and never within the same general area. Action to initiate, several hours to complete. (110)
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Artifact Tinkerer: If you spend at least one day tinkering with an artifact in your possession, it functions at one level higher than normal. This applies to all artifacts in your possession, but they retain this bonus only for you. Enabler. (110)
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As Foretold in Prophecy: You accomplish something that proves you are truly the chosen one. The next task you attempt is eased by three steps. You can't use this ability again until after you've taken a one-hour or a ten-hour recovery action. Action. (110)
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As If One Creature: When you and your beast (from your Beast Companion ability) are within immediate distance of each other, you can share damage inflicted on either of you. For instance, if one of you is struck by a weapon for 4 points of damage, divide the damage between the two of you as you see fit. Only the Armor and resistances of the target initially damaged come into play. So if you have 2 Armor and are struck by a force blast for 4 points of damage, your beast can take the 2 points of damage you would suffer, but their Armor does not come into play, nor does their immunity to force blasts, if any. Enabler. (110)
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Assassin Skills: You are trained in stealth and disguise tasks. Enabler. (110)
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Assassin Strike (5 Intellect points): If you successfully attack a creature that was previously unaware of your presence, you deal 9 additional points of damage. Enabler. (110)
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Asserting Your Privilege (3 Intellect points): Acting as only a privileged person can, you verbally harangue a foe who can hear and understand you so forcefully that they are unable to take any action, including attacks, for one round. Whether you succeed or fail, the next action the target takes is hindered. Action. (110)
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Assume Control (6+ Intellect points): You control the actions of another creature you have interacted with or studied for at least a round. This effect lasts for ten minutes. The target must be level 2 or lower. Once you have assumed control, the target acts as if it wants to accomplish your desire to the best of its ability, freely using its own best judgment unless you use an action to give it a specific instruction on an issue-by-issue basis. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to attempt to command a level 5 target (three levels above the normal limit), you must apply three levels of Effort. When the effect ends, the target remembers everything that happened and reacts according to its nature and your relationship to it; assuming control might have soured that relationship if it was previously a positive one. Action to initiate. (111)
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Athlete: You are trained in carrying, climbing, jumping, and smashing. Enabler. (111)
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Attack and Attack Again: Rather than granting additional damage or a minor or major effect, a natural 17 or higher on your attack roll allows you the option of immediately making another attack. Enabler. (111)
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Attack Flourish: With your attack, you add stylish moves, entertaining quips, or a certain something that entertains or impresses others. One creature you choose within short range who can see you gains an asset to its next task if taken within a round or two. Enabler. (111)
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Augment Cypher (2+ Intellect points): When you activate a cypher, add +1 to its level. In addition to the normal options for using Effort, you can choose to use Effort to increase the level of the cypher by an additional +1 (per level of Effort applied). You can't increase the cypher's level above 10. Enabler. (111)
-
Autodoctor: You are trained in healing, performing surgical procedures, and withstanding pain. You can perform surgeries on yourself, remaining conscious while you do so. Enabler. (111)
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Awareness (3 Intellect points): You become hyperaware of your surroundings in order to better locate your target. For ten minutes, you are aware of all living things within long range (including their general position), and by concentrating (another action), you can attempt to learn the general health and power level of any one of them. Action. (111)
Abilities—B
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Babel: After hearing a language spoken for a few minutes, you can speak it and make yourself understood. If you continue to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be mistaken for a native speaker after just a few hours of speaking the new language. Enabler. (112)
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Balance: You are trained in balancing. Enabler. (112)
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Band of Desperados: Your reputation draws a band of six level 2 desperado NPC followers who are completely devoted to you. You and the GM must work out the details of these followers. If a follower dies, you gain a new one after at least two weeks and proper recruitment. Enabler. (112)
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Band of Followers: You gain four level 3 followers. They are not restricted on their modifications. Enabler. (112)
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Bash (1 Might point): This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time all tasks it performs are hindered. Action. (112)
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Basic Follower: You gain a level 2 follower. One of their modifications must be persuasion. You can take this ability multiple times, each time gaining another level 2 follower. Enabler. (112)
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Battle Management (4 Intellect points): As long as you use your action each round giving orders or advice, attack and defense actions taken by your allies within short range are eased. Action. (112)
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Battlefield Tactician (2+ Intellect points): You scrutinize your surroundings, learning whatever facts the GM feels are pertinent about attacking, defending, maneuvering, and dealing with environmental hazards within a short distance. For example, you might notice a pile of rubble you can stand on for an advantage in melee, a sheltered corner to help protect against enemy attacks, a less-slippery part of a frozen lake, or a place where the poison gas is thinner than elsewhere. If you (or someone you tell) move to that location, you (or they) gain an asset on tasks related to that optimal position (such as attack rolls from the high ground, Speed defense rolls from the sheltered corner, balance rolls on the frozen lake, or Might defense rolls against the poisonous cloud). Instead of gaining an advantageous location, you might learn of a disadvantageous location that you could use against your enemies, such as maneuvering them into an awkward corner that hinders their melee attacks or a weak spot on the frozen lake that will break if they stand on it. You can apply Effort to learn one additional good or bad location within range (one location per level of Effort), increase the range of this ability (another short distance per level of Effort), or both. Enabler. (112)
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Beast Call (5 Intellect points): You summon a horde of small animals or a single level 4 beast to help you temporarily. These creatures do your bidding for as long as you focus your attention, but you must use your action each turn to direct them. Creatures are native to the area and arrive under their own power, so if you're in an unreachable place, this ability won't work. Action. (112)
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Beast Companion: A level 2 creature of your size or smaller accompanies you and follows your instructions. You and the GM must work out the details of your creature, and you'll probably make rolls for it in combat or when it takes actions. The beast companion acts on your turn. As a level 2 creature, it has a target number of 6 and 6 health and it inflicts 2 points of damage. Its movement is based on its creature type (avian, swimmer, and so on). If your beast companion dies, you can hunt in the wild for 1d6 days to find a new one. Enabler. (112)
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Beast Eyes (3 Intellect points): By linking to the creature Beast Companion ability, you can perceive through its senses if it is within 1 mile (1.5 km) of you. This effect lasts up to ten minutes. Action to establish. (112)
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Beast Form: On five consecutive nights each month, you change into a monstrous beast for up to one hour each night. In this new form, you gain +8 to your Might Pool, +1 to your Might Edge, +2 to your Speed Pool, and +1 to your Speed Edge. While in beast form, you can't spend Intellect points for any reason other than to try to change to your normal form before the one-hour duration is over (a difficulty 2 task). In addition, you attack any and every living creature within short range. After you revert to your normal form, you take a −1 penalty to all rolls for one hour. If you did not kill and eat at least one substantial creature while in beast form, the penalty increases to −2 and affects all your rolls for the next 24 hours. Action to change back. (112)
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Bestiary Knowledge: You are trained in the lore of flesh-eating, nonhumanoid creatures—recognizing them, knowing their weaknesses, and knowing their habits and behaviors. Enabler. (113)
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Beneath Notice: Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you attempt are eased. Enabler. (CTS, 49)
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Betrayal: Any time you convince a foe that you are not a threat and then suddenly attack it (without provocation), the attack deals 4 additional points of damage. Enabler. (113)
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Better Living Through Chemistry (4 Intellect points): You've developed drug cocktails specifically designed to work with your own biochemistry. Depending on which one you inject, it makes you smarter, faster, or tougher, but when it wears off, the crash is a doozy, so you use it only in desperate situations. You gain 2 to your Might Edge, Speed Edge, or Intellect Edge for one minute, after which you can't gain the benefit again for one hour. During this follow-up hour, every time you spend points from a Pool, increase the cost by 1. Action. (113)
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Better Surprise Attack: If attacking from a hidden vantage, with surprise, or before an opponent has acted, you get an asset on the attack (if you have Surprise Attack, this is in addition to the asset from that ability). On a successful hit with this surprise attack, you inflict 2 additional points of damage (for a total of 4 additional points of damage if you have Surprise Attack). Enabler. (113)
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Bigger: When you use Enlarge, you can choose to grow up to 12 feet (4 m) in height, and you add 3 more temporary points to your Might Pool. Enabler. (113)
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Bigger Animal Shape: When you use Animal Shape, your animal form grows to about twice its normal size.
Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using your animal form's natural attacks as heavy weapons (if you weren't already). However, your Speed defense tasks are hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing, intimidating, wading rivers, and so on. Enabler. (GF, 29)
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Bigger Beast Form: When you use Beast Form, your beast form grows bigger than before, during which time you achieve a height of 12 feet (4 m). Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using your fists as heavy weapons (if you weren't already). However, your Speed defense tasks are hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing, intimidating, wading rivers, and so on. Enabler. (113)
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Biomorphic Detonation (7+ Might points): You radiate a pulse of biomorphic energy up to a short distance away, but you tune it to disrupt life in an area an immediate distance across. All within the detonation take 5 points of damage that ignores Armor (unless it is Armor provided by a force field effect). If you apply additional Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. (113)
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Biomorphic Healing (4+ Might points): You consciously send out a pulse of your biomorphic field (a strange energy your body generates) and focus it on a living creature within short range. The target gains a free and immediate one-action recovery roll. You can't use this ability again on that creature until after its next ten-hour rest. Action. (113)
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Blameless: You are trained in one of the following: deception, stealth, or disguise. Enabler. (113)
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Blend In (4 Intellect points): When you blend in, creatures still see you, but they attach no importance to your presence for about a minute. While blending in, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining period of effect by taking an action to focus on seeming innocuous and as if you belong. Action to initiate or reinitiate. (113)
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Blessing of the Gods: As a servant of the gods, you can call up blessings in their name. This blessing depends on the god's general demeanor and area of influence. Choose two of the abilities described below.
- Authority/Law/Peace (3 Intellect points). You prevent a foe that can hear and understand you from attacking anyone or anything for one round. Action.
- Benevolence/Righteousness/Spirit (2+ Intellect points). One level 1 demon, spirit, or similar creature within short range is destroyed or banished. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to destroy or banish a level 5 target (four levels above the normal limit), you must apply four levels of Effort. Action.
- Death/Darkness (2 Intellect points). A target you choose within short range withers, suffering 3 points of damage. Action.
- Desire/Love/Health (3 Intellect points). With a touch, you restore 1d6 points to one stat Pool of any creature, including yourself. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task is hindered by an additional step. The difficulty returns to 2 after that creature rests for ten hours. Action.
- Earth/Stone. You are trained in climbing, stonecraft, and spelunking. Enabler.
- Knowledge/Wisdom (3 Intellect points). Choose up to three creatures (potentially including yourself). For one minute, a particular type of task (but not an attack roll or defense roll) is eased for those creatures, but only while they remain within immediate range of you. Action.
- Nature/Animals/Plants. You are trained in botany and handling natural animals. Enabler.
- Protection/Silence (3 Intellect points). You create a quiet bubble of protection around you to an immediate radius for one minute. The bubble moves with you. All defense rolls for you and all creatures you designate within the bubble are eased, and no noise, regardless of its origin, sounds louder than a normal speaking voice. Action to initiate.
- Sky/Air (2 Intellect points). A creature you touch is immune to airborne toxins or contaminants for ten minutes. Action.
- Sun/Light/Fire (2 Intellect points). You cause one creature or object within short range to catch fire, inflicting 1 point of ambient damage each round until the fire is extinguished (requiring an action). Action.
- Trickery/Greed/Commerce. You are trained in detecting the deceptions of other creatures. Enabler.
- War (1 Intellect point). A target you choose within short range (potentially yourself) deals 2 additional points of damage with its next successful weapon attack. Action.
- Water/Sea (2 Intellect points). A target you touch can breathe water for ten minutes. Action. (114)
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Blind Machine (6 Speed points): You deactivate the sensory apparatus of a machine, making it effectively blind until it can be repaired. You must either touch the target or strike it with a ranged attack (inflicting no damage). Action. (114)
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Blinding Attack (3 Speed points): If you have a source of light, you can use it to make a melee attack against a target. If successful, the attack deals no damage, but the target is blinded for one minute. Action. (115)
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Blink of an Eye (4 Speed points): You move up to 1,000 feet (300 m) in one round. Action. (115)
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Block (3 Speed points): You automatically block the next melee attack made against you within the next minute. Action to initiate. (115)
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Block for Another: If you use a light or medium weapon, you can block attacks made against an ally near you. Choose one creature within immediate range. You provide an asset to that creature's Speed defense tasks. You can't use Quick Block while using Block for Another. Enabler. (115)
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Blood Fever: When you have no points in one or two Pools, you gain an asset to attacks or defense rolls (your choice). Enabler. (115)
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Bloodlust (3 Might points): If you take down a foe, you can move a short distance, but only if you move toward another foe. You don't need to spend the points until you know that the first foe is down. Enabler. (115)
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Blurring Speed (7 Speed points): You move so quickly that until your next turn, you look like a blur. While you are blurred, if you apply Effort to a melee attack task or Speed defense task, you get a free level of Effort on that task; you can move a short distance as part of another action or a long distance as your entire action. Enabler. (115)
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Body Morph (3+ Intellect points): You alter your facial and bodily features and coloration for one hour, hiding your identity or impersonating someone. If you apply a level of Effort, you can imitate a specific person accurately enough to fool someone who knows them well or has observed them closely (including fingerprints and voice prints, but not their retina print or DNA). You have an asset in all tasks involving disguise (this is in addition to the asset from Face Morph). You must apply a separate level of Effort to be able to impersonate a different species (such as a human morphing into a humanoid alien). Action. (CTS, 49)
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Bolt Rider (4 Intellect points): You can move a long distance from one location to another almost instantaneously, carried by a bolt of lightning. You must be able to see the new location, and there must be no intervening barriers. Action. (115)
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Bolts of Power (5+ Intellect points): You blast a fan of lightning out to short range in an arc that is approximately 50 feet (15 m) wide at the end. This discharge inflicts 4 points of damage. If you apply Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. (115)
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Bolster Illusion (2+ Intellect points): You give one of your visual illusions a limited physical reality that viewers can smell, taste, hear, and feel. This effect is bound to that illusion and acts appropriate to the illusion itself. For example, it can make the illusion of a brick wall feel like brick, the illusion of a person smell like perfume and able to open a door, and the illusion of a fireplace hot to the touch.
The physical reality provided to your illusion is a level 1 effect with 3 health. If the illusion is used to make attacks, it inflicts only 1 point of damage (whether this is regular damage like an illusory punch or kick, or ambient damage like a falling brick wall or a fireplace's flames). You can increase the level of the created effect by applying levels of Effort to this ability, each level of Effort increasing the effect's level by 1.
You can activate this ability as part of the action to create an illusion (using whatever ability it is that you use to create illusions, such as Minor Illusion), or use a separate action to apply it to one of your existing illusions. The effect ends if the illusion is destroyed, you let the illusion lapse, the effect's health is reduced to 0, or ten minutes pass. Enabler.
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Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it were 2 levels higher. Action. (Errata)
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Boost Manifest Cypher Function (4 Intellect points): Add 3 to the functioning level of a manifest cypher that you activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or down to one tenth. Action. (Errata)
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Bouncing Shield: When you use Throw Force Shield, instead of dissipating after one attack (whether it hits or misses), it will attack up to two additional targets within short range. Effort or other modifiers applied to the first attack affect all other targets as well. Whether you hit all, some, or none of your targets, the shield dissipates and then reforms in your grasp. (If you choose Bouncing Shield and have previously taken the Throw Force Shield ability, you have the option to exchange that ability for Healing Pulse.) Enabler. (115)
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Bound Magic Creature: You have a level 3 magic ally bound to a physical object (perhaps a minor djinn bound to a lamp, a lesser demon bound to a coin, or a spirit bound to a mirror). The magic ally doesn't yet have the full power that one of its kind could possess when mature. Normally, the ally remains quiescent in its bound object. When you use an action to manifest it, it appears next to you as a creature that can converse with you. The creature has its own personality determined by the GM and is a level higher than its base level for one area of knowledge (such as local history). The GM determines whether the magic ally has a long-term goal of its own.
Each time the magic ally becomes physically manifest, it remains so for up to one hour. During that period, it accompanies you and follows your instructions. The magic ally must remain an immediate distance from you; if it moves farther away, it is yanked back into its object at the end of your following turn and cannot return until after your next ten-hour recovery roll. It doesn't attack creatures, but it can use its action to serve as an asset for any one attack you make on your turn. Otherwise, it can take actions on its own (though you'll likely roll for it).
If the creature is reduced to 0 health, it dissipates. It reforms in its object in 1d6 + 2 days.
If you lose the bound object, you retain a sense of the direction in which it lies. Action to manifest the magic creature. (115)
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Brainwashing (6+ Intellect points): You use trickery, well-spoken lies, and mind-affecting chemicals (or other means, like magic or high technology) to make others temporarily do what you want them to do. You control the actions of another creature you touch. This effect lasts for one minute. The target must be level 3 or lower. You can allow it to act freely or override its control on a case-by-case basis as long as you can see it. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target or increase the duration by one minute. Thus, to control the mind of a level 6 target (three levels above the normal limit) or control a target for four minutes (three minutes above the normal duration), you must apply three levels of Effort. When the duration ends, the creature doesn't remember being controlled or anything it did while under your influence. Action to initiate. (116)
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Break the Line (4 Intellect points): You have an eye for group discipline and hierarchy, even among your foes. If a group of foes is gaining any kind of benefit from working together, you can attempt to disrupt that benefit by pointing out the weak spot in the enemy's line, formation, or swarm attack. This effect lasts for up to a minute or until all the affected foes spend a round assessing and resetting themselves to regain their normal advantage. Action to initiate. (116)
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Break the Ranks (6 Speed points): You move up to a short distance and attack up to four different foes as a single action as long as they are all along your path. Any modifiers that apply to one attack apply to all the attacks you make. If you have another special ability that allows you to move and take an action, when you use Break the Ranks, you gain an asset to attacking these foes. Action. (116)
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Break Their Mind (7+ Intellect points): Using your clever words and knowledge of others, and given a couple of rounds of conversation to gain a few specific pieces of context regarding your target, you can utter a sentence designed to cause your target immediate psychological distress. If the target can hear and understand you, it suffers 6 points of Intellect damage (ignores Armor) and forgets the last day of its life, which might mean it forgets you and how it came to be where it currently is. In addition to the normal options for using Effort, you can choose to use Effort to attempt to break the mind of one additional target who can hear and understand you. Action to initiate, action to complete. (116)
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Breaker: You are trained in tasks related to damaging objects with the goal of breaking, piercing, or demolishing them. It is a Might action to damage an object, and on a success, the object moves one step down the object damage track. If the Might roll exceeds the difficulty by two steps, the object instead moves two steps down the object damage track. If the Might roll exceeds the difficulty by four steps, the object moves three steps down the object damage track and is immediately destroyed. Brittle material reduces the effective level of the object, while hard material like wood or stone adds 1 to the effective level or 2 for very hard objects like those made of metal. Enabler. (116)
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Brute Strike (4 Might points): You deal 4 additional points of damage with all melee attacks until the end of the next round. Enabler. (116)
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Buddy System (3 Intellect points): Choose one character standing next to you. That character becomes your buddy for ten minutes. You are trained in all tasks involving finding, healing, interacting with, and protecting your buddy. Also, while you stand next to your buddy, both of you have an asset on Speed defense tasks. You can have only one buddy at a time. Action to initiate. (116)
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Built-in Weaponry: Biomechanical implants, a magical jewel fused to your forehead, or something just as wild now provides you with inherent weaponry. This allows you to fire a blast of energy up to long range that inflicts 5 points of damage. There is no cost for you to use this ability. Action. (116)
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Burning Light (3 Intellect points): You send a beam of light at a creature within long range and then tighten the beam until it burns, inflicting 5 points of damage. Action. (116)
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Burst of Escape (5 Speed points): You can take two separate actions this round, as long as one of them is to hide or to move in a direction that is not toward a foe. Enabler. (116)
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Bypass Barrier (6+ Intellect points): You get past a door, force field, or other barrier up to 3 feet (1 m) thick that is blocking your way. Depending on the barrier, this might involve finding a weak spot you can push through, pressing the right button by luck, just breaking through, or even weirder explanations like touching a thin place between dimensions or an unexpected interaction with your equipment. The difficulty of the task is the level of the barrier. This ability allows you alone to pass through, not anyone else, and the way through closes at the end of your turn (which might mean you're trapped on the far side). You have an asset in any attempts to get through it again. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum thickness of the barrier, each level adding 3 feet (1 m). Action. (116)
Abilities—C
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Call Dead Spirit (6 Intellect points): At your touch, the remains of a creature dead no longer than seven days appears as a manifest (and apparently physical) spirit, whose level is the same as it had in life. The raised spirit persists for up to a day (or less, if it accomplishes something important to it before then), after which it fades away and cannot return again.
The raised spirit remembers everything it knew in life and possesses most of its previous abilities (though not necessarily its equipment). In addition, it gains the ability to become insubstantial as an action for up to a minute at a time. The raised spirit is not beholden to you, and it does not need to stay near you to remain manifest. Action to initiate. (117)
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Call in Favor (4 Intellect points): A guard, doctor, technician, or hired thug in the employ of or allied with a foe is secretly your ally or owes you a favor. When you call in the favor, the target does what they can to help you out of a specific fix (unties you, slips you a knife, leaves a cell door unlocked) in a way that minimizes their risk of revealing their divided loyalties to their employer or other allies. This ability is a difficulty 3 Intellect task. Each additional time you use this ability, the task is hindered by an additional step. The difficulty returns to 3 after you rest for ten hours. Action. (117)
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Call Otherworldly Spirit (6 Intellect points): You summon a spirit creature that manifests for up to a day (or less, if it accomplishes something important to it before then), after which it fades away and cannot be summoned again. The spirit is a creature of level 6 or lower, and it can be substantial or insubstantial as it wishes (using an action to change). The spirit is not beholden to you, and it does not need to stay near you to remain manifest. Action to initiate. (117)
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Call the Storm (7+ Intellect points): If you are outside or in a location that has a ceiling at least 300 feet (90 m) above the floor, you summon a boiling layer of lightning-lit, rumbling clouds up to 1,500 feet (460 m) in diameter for ten minutes. During daylight hours, natural illumination beneath the storm is reduced to dim light. While the storm rages, you can use an action to send a lightning bolt from the cloud to attack a target you can see directly, inflicting 4 points of damage (you can spend Effort normally on each individual lightning bolt attack). Three actions to initiate; action to call down a lightning strike. (117)
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Call Swarm (4 Intellect points): If you're in a location where it's possible for the creatures from your Influence Swarm ability to come, you call a swarm of them for one hour. During this hour, they do as you telepathically command as long as they are within long range. They can swarm about and hinder any or all opponents' tasks. While the creatures are in long range, you can speak to them telepathically and perceive through their senses. Action to initiate. (118)
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Call Through Time (6+ Intellect points): You call a creature or person of up to level 3 from the recent past, and it appears next to you. You can choose a creature that you've previously encountered (even if it is now dead), or (no more than once per day) you can allow the GM to determine the creature randomly. If you call a random creature, it has a 10 percent chance of being a creature of up to level 5. The creature has no memory of anything before being called by you, though it can speak and has the general knowledge a creature of its type should possess. The time-shifted creature does your bidding for as long as you concentrate on it, but you must use your action each turn to direct it; otherwise it returns to the past.
In addition to the normal options for using Effort, you can choose to use Effort to call a more powerful creature; each level of Effort used in this way increases the creature's level by 1. For example, applying one level of Effort calls a specific creature of up to level 4 or a random creature with a 10 percent chance of being up to level 6. Action. (118)
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Calm (3 Intellect points): Through jokes, song, or other art, you prevent a living foe from attacking anyone or anything for one round. Action. (118)
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Calm Stranger (2+ Intellect points): You can cause one intelligent creature to remain calm as you speak. The creature doesn't need to speak your language, but it must be able to see you. It remains calm as long as you focus all your attention on it and it is not attacked or otherwise threatened. In addition to the normal options for using Effort, you can choose to use Effort to calm additional creatures allied with your initial target, one additional creature per level of Effort applied. Action. (118)
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Capable Warrior: Your attacks deal 1 additional point of damage. Enabler. (118)
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Captivate or Inspire: You can use this ability in one of two ways. Either your words keep the attention of all NPCs that hear them for as long as you speak, or your words inspire all NPCs that hear them to function as if they were one level higher for the next hour. In either case, you choose which NPCs are affected. If anyone in the crowd is attacked while you're trying to speak to them, you lose the crowd's attention. Action to initiate. (118)
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Captivate With Starshine: For as long as you speak, you keep the attention of all level 2 or lower NPCs who can hear you. If you also have the Enthrall ability, you can similarly captivate all level 3 NPCs. Action to initiate. (118)
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Car Surfer: You can stand or move about on a moving vehicle (such as on the hood, on the roof, in the open door well, etc.) with a reasonable expectation of not falling off. Unless the vehicle veers sharply, stops suddenly, or otherwise engages in extreme maneuvers, standing or moving about on a moving vehicle is a routine task for you. If the vehicle engages in extreme maneuvers like those described, any tasks to remain on the vehicle's surface are eased. Enabler. (118)
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Careful Aim: You are trained in attacks with all weapons that you throw. Enabler. (118)
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Careful Shot: You can spend points from either your Speed Pool or your Intellect Pool to apply levels of Effort to increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler. (118)
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Cast Illusion: You can increase the range at which you create and maintain your immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler. (118)
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Castigate (4 Intellect points): You intimidate any opponent within long range who understands speech (even if it is not your language) so much that they lose their next action and all the rest of their actions are hindered for one minute. Each additional time you attempt this ability against the same target, you must apply one more level of Effort than you applied on the previous attempt. Action. (118)
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Celebrity Talent: You are trained in two of the following areas: writing, journalism, a particular style of art, a particular sport, chess, science communication, acting, news presentation, or some related noncombat skill that led to your celebrity. Enabler. (119)
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Center of Attention (5 Intellect points): A literal (or metaphorical, depending on the genre) beam of pure radiance descends from on high and spotlights you. All creatures you choose within immediate range fall to their knees and lose their next action. Affected targets cannot defend themselves and are treated as helpless. Action. (119)
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Chamber of Dreams (8 Intellect points): You and your allies can step into a chamber of dreams, decorated as you wish, that contains a number of doors. The doors correspond with other locations that you have visited or know reasonably well. Stepping through one of the doors delivers you to the desired location. This is a difficulty 2 Intellect-based task (which could be modified upward by the GM if the location is warded). Action to step into chamber of dreams; action to move through a door in the chamber. (119)
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Change the Paradigm (6+ Intellect points): You sway the worldview of a creature you spend at least one round speaking to, as long as it can understand you. The creature changes its mind on a significant belief, which could include something as straightforward as helping you instead of trying to kill you, or it could be something more esoteric. This effect lasts for at least ten minutes, but it can last longer if the creature wasn't previously your foe. During this time, the creature takes actions in accordance with the wisdom you have imparted to it. The target must be level 2 or lower. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target by one for each level of Effort applied. Action to initiate. (119)
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Charge (1+ Intellect points): You can charge an artifact or other device (except a cypher) so that it can be used once. The cost is 1 Intellect point plus 1 point per level of the device. Action. (119)
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Charge Weapon (2+ Intellect points): As part of making an attack with your Enchanted Weapon, you charge it with magical power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose whether to spend the cost for this ability before you make each attack. Enabler. (GF, 29)
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Charging Horde (7 Might points): You and two or more of your followers next to you can act like a single creature to make a charge attack. When you do, all of you move up to a short distance, during which time you can attack anything that comes within immediate range along your path with an asset to the attack. Targets that take damage take an additional 3 points and are knocked prone. Action. (119)
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Charm Machine (2 Intellect points): You convince an unintelligent machine to "like" you. A machine that likes you is 50 percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate. (119)
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Cloak of Opportunity (5 Intellect points): You set small objects from the environment (rocks, broken items, clumps of dirt, and so on) swirling about you for up to ten minutes, which grants you +2 Armor. Action to initiate. (119)
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Closed Mind: You are trained in Intellect defense tasks and have +2 Armor against damage that selectively targets your Intellect Pool (which normally ignores Armor). Enabler. (119)
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Cloud Personal Memories (3 Intellect points): If you interact with or study a target for at least a round, you gain a sense of how its mind works, which you can use against it in the most blunt fashion possible. You can attempt to confuse it and make it forget what's just happened. On a success, you erase up to the last five minutes of its memory. Action to prepare; action to initiate. (119)
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Coaxing Power (2 Intellect points): You boost the power or function of a machine so that it operates at one level higher than normal for one hour. Action to initiate. (119)
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Cognizant Offense: During combat, your brain shifts into a sort of battle mode where all potential attacks you could make are plotted on vector graphs in your mind's eye, which always provides the best option. Your attacks are eased. Enabler. (119)
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Cold Burst (5+ Intellect points): You emit a burst of cold in all directions, up to short range. All within the burst (except you) take 5 points of damage. If you apply Effort to increase the damage rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. (119)
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Colossal: When you use Enlarge, you can choose to grow up to a base height of 60 feet (18 m). When you do, you add 5 more temporary points to your Might Pool (plus any from Gargantuan and Bigger), and you deal an additional 2 points of damage with melee attacks (plus any from your Huge ability). For each level of Effort you apply to increase your height further, your total height increases by 10 feet (3 m), and you add 1 more point to your Might Pool. Thus, the first time you use Enlarge after a ten-hour recovery roll, if you apply two levels of Effort, your base height is 80 feet (24 m), and you add a total of 17 temporary points to your Might Pool. Enabler. (120)
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Combat Challenge: All attempted tasks that draw an attack to yourself (and away from someone else) are eased by two steps. Enabler. (120)
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Combat Prowess: You add +1 damage to one type of weapon attack of your choice: melee weapon attacks or ranged weapon attacks. Enabler. (120)
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Command (3 Intellect points): Through sheer force of will, you can issue a simple imperative command to a single living creature, who then attempts to carry out your command as its next action. The creature must be within short range and able to understand you. The command can't inflict direct harm on the creature or its allies, so "Commit suicide" won't work, but "Flee" might. In addition, the command can require the creature to take only one action, so "Unlock the door" might work, but "Unlock the door and run through it" won't. A commanded creature can still defend itself normally and return an attack if one is made on it. If you possess another ability that allows you to command a creature, you can target two creatures at once as your base effect if you use either ability. Action. (120)
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Command Beast (3+ Intellect points): You can command a nonhostile, nonhuman beast (such as one that you've made calm with Soothe the Savage) of up to level 3 within short range. If you are successful, for the next minute the beast follows your verbal commands to the best of its understanding and ability. The GM has final say over what counts as a nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never count.
In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to command a level 5 beast (two levels above the normal limit), you must apply two levels of Effort. Action to initiate. (Errata)
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Command Machine (4 Intellect points): If you've charmed an unintelligent machine or have spoken telepathically with an intelligent machine, you can attempt to command it to take one action within its capabilities on its next turn. (If you use this ability to command an intelligent machine, it likely becomes hostile to you afterward.) Action. (120)
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Command Metal (5 Intellect points): You reshape a metallic item as you desire. The item must be within sight and within short range, and its mass can be no greater than your own. You can affect multiple items at once as long as their combined mass falls within these limits. You can fuse multiple items together. You can use this power to destroy a metal object (as the Destroy Metal ability), or you can craft it into another desired shape (crudely, unless you have the proper crafting skills). You can then move the new object anywhere within range. For example, you could take a few metal shields, fuse them together, and use the resulting shape to block a doorway. You can use this ability to make an attack—causing a foe's armor to constrict, rendering a metal item into shards that you fling across the battlefield, and so on—against one target within short range. Regardless of the form of the attack, it is an Intellect action that deals 7 points of damage. Action. (120)
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Command Spirit (3 Intellect points): You can command a spirit or animated dead creature of up to level 5 within short range. If you are successful, the target cannot attack you for one minute, during which time it follows your verbal commands if it can hear and understand you. Action to initiate. (121)
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Communication (2 Intellect points): You can convey a basic concept to a creature that normally can't speak or understand speech. The creature can also give you a very basic answer to a simple question. Action. (121)
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Community Activist: When speaking to others in a community you have a strong connection to, you are trained in persuasion and intimidation tasks about topics that directly relate to the community. Enabler. (121)
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Community Knowledge (2 Intellect points): If you've invested yourself in a community and have spent at least a few months living there, you can learn things about it through a variety of methods. Sometimes contacts slip the information to you. Other times, you're able to draw conclusions simply by what you can see and hear. When you use this ability, you can ask the GM one question about the community and get a very short answer. Action. (121)
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Computer Programming: You are trained in using (and exploiting) computer software, you know one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.
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Concussion (7 Intellect points): You cause a pulse of concussive force to explode out from a point you choose within long range. The pulse extends up to short range in all directions, dealing 5 points of damage to everything in the area. Even if you fail the attack roll, targets in the area take 1 point of damage. Action. (121)
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Concussive Blast (2 Intellect points): You release a beam of pure force that smashes into a creature within short range, inflicting 5 points of damage and moving it back an immediate distance. Action. (121)
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Confidence Artist: When you're hacking into a computer system, running a con, picking a pocket, fooling or tricking a dupe, sneaking something by a guard, and so on, you gain an asset on the task. Enabler. (121)
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Confounding Banter (4 Intellect points): You spew a stream of nonsense to distract a foe within immediate range. On a successful Intellect roll, your defense roll against the creature's next attack before the end of the next round is eased. Action. (121)
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Confuse Enemy (4 Intellect points): Through a clever bit of misdirection involving a flourish of your coat, ducking at just the right moment, or a similar stratagem, you can attempt to redirect a physical melee attack that would otherwise hit you. When you do, the misdirected attack hits another creature you choose within immediate range of both you and the attacking foe. This ability is a difficulty 2 Intellect task. Enabler. (121)
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Conjuration (7 Intellect points): You produce, as if from thin air, a level 5 creature of a kind you have previously encountered. The creature remains for one minute and then returns home. While present, the creature acts as you direct, but this requires no action on your part. Action. (121)
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Connected: You know people who get things done—not just respected people in positions of authority, but also a variety of online hackers and regular street criminals. These people are not necessarily your friends and might not be trustworthy, but they owe you a favor. You and the GM should work out the details of your contacts. Enabler. (121)
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Contortionist (2 Speed points): You can wriggle free from bindings or squeeze through a tight spot. You are trained in escaping. When you use an action to escape or move through a tight area, you can immediately use another action. You may use this action only to move. Enabler. (121)
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Control the Field (1 Might point): This melee attack inflicts 1 less point of damage than normal, and regardless of whether you hit the target, you maneuver it into a position you desire within immediate range. Action. (121)
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Control Machine (6 Intellect points): You can attempt to control the functions of any machine, intelligent or otherwise, within short range for ten minutes. Action. (121)
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Control the Savage (6 Intellect points): You can control a calm nonhuman beast within 30 feet (9 m). You control it for as long as you focus all your attention on it, using your turn each round. The GM has final say over what counts as a nonhuman beast, but unless some kind of deception is at work, you should know whether you can affect a creature before you attempt to use this ability on it. Aliens, extradimensional entities, very intelligent creatures, and robots never count. Action. (122)
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Control Swarm (2 Intellect points): Your swarm creatures from your Influence Swarm ability within short range do as you telepathically command for ten minutes. Even common insects (level 0) in large enough numbers can swarm about a single creature and hinder its tasks. Action to initiate. (122)
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Control Weather (10 Intellect points): You change the weather in your general region. If performed indoors, this creates minor effects, such as mist, mild temperature changes, and so on. If performed outside, you can create rain, fog, snow, wind, or any other kind of normal (not overly severe) weather. The change lasts for a natural length of time so that a storm might last for an hour, fog for two or three hours, and snow for a few hours (or for ten minutes if it's out of season). For the first ten minutes after activating this ability, you can create more dramatic and specific effects, such as lightning strikes, giant hailstones, twisters, hurricane-force winds, and so on. These effects must occur within 1,000 feet (300 m) of your location. You must spend your turn concentrating to create an effect or maintain it in a new round. These effects inflict 6 points of damage each round. If you have this ability from another source, the cost for the ability is 7 Intellect points instead of 10. If you already have the Storm Seed ability, you can immediately replace it with a new ability of the same tier. Action to initiate. (122)
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Controlled Change: You can try to use your Beast Form ability to change into your beast form on any night you wish (a difficulty 3 Intellect task). Any transformations you make using this power are in addition to the five nights per month that you change involuntarily. Action to change. (122)
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Controlled Fall: When you fall while you are able to use actions and within reach of a vertical surface, you can attempt to slow your fall. Make a Speed roll with a difficulty of 1 for every 20 feet (6 m) you fall. On a success, you take half damage from the fall. If you reduce the difficulty to 0, you take no damage. Enabler. (122)
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Coordinated Effort (3 Intellect points): When you and the duplicate from your Duplicate ability would attack the same creature, you can choose to make one attack roll with an asset. If you hit, you inflict damage with both attacks and treat the attacks as if they were one attack for the purpose of subtracting Armor from the damage. Action. (122)
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Copy Power (2+ Intellect points): You can copy someone else's superpower for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy, and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that creates a blast of force.
In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide that's equivalent to Onslaught, so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to use Onslaught.
You can copy only one power at a time; copying another one ends any other power you're copying with this ability.
Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body.
In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than one hour ago; each level of Effort used in this way extends the time period by one hour. Action. (CTS, 51)
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Counter Danger (4 Intellect points): You negate a source of potential danger related to one creature or object within immediate distance for one minute (instead of one round, as with Foil Danger). This could be a weapon or device held by someone, a creature's natural ability, or a trap triggered by a pressure plate. You can also try to counter an action (like moving or making a conventional mundane attack with a weapon, a claw, etc.). Action. (122)
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Countermeasures (4 Intellect points): You immediately end one ongoing effect (such as an effect created by a character ability) within immediate range. Alternatively, you can use this as a defense action to cancel any incoming ability targeted at you, or you can cancel any device or the effect of any device for 1d6 rounds. You must touch the effect or device to cancel it. Action. (122)
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Courageous: You are trained in Intellect defense tasks and initiative tasks. Enabler. (122)
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Crafter: You are trained in the crafting of two kinds of items. Enabler. (122)
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Create (7 Intellect points): You create something from nothing. You can create any item you choose that would ordinarily have a difficulty of 5 or lower (using the crafting rules). Once created, the item lasts for a number of hours equal to 6 minus the difficulty to create it. Thus, if you create a set of sturdy manacles (difficulty 5), it would last for one hour. Action. (122)
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Create Deadly Poison (3+ Intellect points): You create one dose of a level 2 poison that either inflicts 5 points of damage or hinders the poisoned creature's actions for ten minutes (your choice each time you create the poison). You can apply this poison to a weapon, food, or drink as part of the action of creating it. In addition to the normal options for using Effort, you can choose to use Effort to increase the level of the poison; each level of Effort used in this way increases the poison level by 1. If unused, the poison loses its potency after one hour. Action. (123)
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Create Water (2 Intellect points): You cause water to bubble up from a spot on the ground you can see. The water flows from that spot for one minute, creating about 1 gallon (4 liters) by the time it stops. Action to initiate. (123)
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Creature Insight (3 Intellect points): When examining any nonhuman creature, you can ask the GM one question to gain an idea of its level, its capabilities, what it eats, what motivates it, what its weaknesses are (if any), how it can be repaired, or any other similar query. This is for difficult or strange creatures beyond those readily identified by using skills. Action. (123)
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Critter Companion: A level 1 creature accompanies you and follows your instructions. This creature is no larger than a large cat (about 20 pounds, or 9 kg) and is normally some sort of domesticated species. You and the GM must work out the details of your creature, and you'll probably make rolls for it in combat or when it takes actions. The critter companion acts on your turn. As a level 1 creature, it has a target number of 3 and 3 health, and it inflicts 1 point of damage. Its movement is based on its creature type (avian, swimmer, and so on). If your critter companion dies, you can search an urban or wild environment for 1d6 days to find a new one. Enabler. (123)
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Crowd Control (6+ Intellect points): You control the actions of up to five creatures in short range. This effect lasts for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like "Stop," "Run away," "Follow that guard," "Look over there," or "Get out of my way." All affected creatures respond to the command unless you specifically command them otherwise. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the targets or affect an additional five people. Thus, to control a group that has a level 4 target (two levels above the normal limit) or a group of fifteen people, you must apply two levels of Effort. When the Crowd Control ability ends, the creatures remember your commands but don't remember being controlled—your commands seemed reasonable at the time. Action to initiate. (123)
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Crushing Blow (2 Might points): When you use a bashing or bladed weapon in both hands and apply Effort on the attack, you get a free level of Effort on the damage. (If fighting unarmed, this attack is made with both fists or both feet together.) Action. (123)
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Crystal Lens: You can focus the inherent energy surging through you from your Crystalline Body ability. This allows you to fire a blast of energy that inflicts 5 points of damage on a target within very long range. Action. (123)
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Crystalline Body: You are composed of animate, translucent crystal the color of amber. Work with your GM to decide your exact form, though it is likely about the shape and size of a humanoid. Your crystal body grants you +2 to Armor and +4 to your Might Pool. However, you're not quick and your Speed defense tasks are hindered. Certain conditions, like mundane diseases and poisons, do not affect you. Your crystalline body repairs itself more slowly than a body of living flesh would. You have only the one-round, one-hour, and ten-hour recovery rolls available each day; you do not have a ten-minute recovery roll available. Any ability you have that requires a ten-minute recovery roll instead requires a one-hour recovery roll. Enabler. (123)
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Curious: You're always curious about your surroundings, even on a subconscious level. Whenever you use Effort to attempt navigation, perception, or initiative tasks in an area that you've only rarely or never visited before, you can apply an additional free level of Effort. Enabler. (123)
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Cutting Light (2 Intellect points): You emit a thin beam of energized light from your hand. This inflicts 5 points of damage to a single foe in immediate range. The beam is even more effective against immobile, nonliving targets, slicing up to 1 foot (30 cm) of any material that is level 6 or lower. The material can be up to 1 foot thick. Action. (123)
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Cypher Casting: You can cast any of your subtle cyphers on another creature instead of yourself. You must touch the creature to affect it. Enabler. (GF, 29)
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Cypher Surge: When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler. (GF, 29)
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Cyphersmith: All manifest cyphers you use function at one level higher than normal. If given a week and the right tools, chemicals, and parts, you can tinker with one of your manifest cyphers, transforming it into another cypher of the same type that you had in the past. The GM and player should collaborate to ensure that the transformation is logical—for example, you probably can't transform a pill into a helmet. Enabler. (124)
Abilities—D
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Damage Dealer: You inflict an additional 3 points of damage with your chosen weapon. Enabler. (124)
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Damage Transference: When you or your duplicate (from the Duplicate ability) would take damage, you can transfer 1 point of damage from one to the other provided that you and your duplicate are within 1 mile (1.5 km) of each other. Enabler. (124)
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Damn the Guilty (3 Intellect points): You speak words of revelation and judgment to everyone within close range. Those whom you have designated as guilty with your Designation ability take an additional 3 points of damage from any attack they receive from anyone who heard your judgment. This judgment lasts for up to one minute or until they move at least a long distance away from you. Action. (124)
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Danger Instinct (3 Speed points): If you are attacked by surprise, whether by a creature, a device, or simply an environmental hazard (a tree falling on you), you can move an immediate distance before the attack occurs. If moving prevents the attack, you are safe. If the attack can still potentially affect you—if the attacking creature can move to keep pace, if the attack fills an area too big to escape, etc. —the ability offers no benefit. Enabler. (124)
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Danger Sense (1 Speed point): Your initiative task is eased. You pay the cost each time the ability is used. Enabler. (124)
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Dark Explorer: You ignore penalties for any action (including fighting) in extremely dim light or in cramped spaces. If you also have the Eyes Adjusted ability, you can act without penalty even in total darkness. You are trained in sneaking tasks while in dim or no light. Enabler. (124)
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Dark Matter Shell (5 Intellect points): For the next minute, you cover yourself with a shell of dark matter. Your appearance becomes a dark silhouette, and you gain an asset to sneaking tasks and gain +1 to your Armor. The dark matter shell works seamlessly with your desires, and if you apply a level of Effort to any physical task while the shell persists, you can apply an additional free level of Effort to that same task. Action to initiate. (124)
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Dark Matter Shroud (4 Intellect points): Ribbons of dark matter condense and swirl about you for up to one minute. This shroud eases your Speed defense tasks, inflicts 2 points of damage to anyone who tries to touch you or strike you with a melee attack, and gives you +1 Armor. Action to initiate. (124)
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Dark Matter Strike (4 Intellect points): When you attack a foe within long range, dark matter condenses around your target and entangles its limbs, holding it in place and easing your attack by two steps. The ability works for whatever kind of attack you use (melee, ranged, energy, and so on). Enabler.
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Dark Matter Structure (5 Intellect points): You can form dark matter into a large structure consisting of up to ten 10-foot (3 m) cubes. The structure can be somewhat complex, though everything has the same matte black color from which no light shines. Otherwise, the structure can possess different densities, textures, and capacities. This means it can include windows, doors with locks, furnishings, and even decor, as long as it is all black as pitch. For example, you could shape the dark matter into a large, defensible structure; a sturdy 100-foot (30 m) bridge; or anything similar. The structure is a level 6 creation and lasts for 24 hours. You can't keep more than one such structure solid at any one time. Action. (124)
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Datajack (1 Intellect point): With computer access, you jack in instantly and learn a bit more about something you can see. You get an asset on a task involving that person or object. Action. (124)
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Daydream (4 Intellect points): You pull someone into a daydream, substituting a dream of your own creation for the target's reality for up to one minute. You can affect a target within long range that you can see, or a target within 10 miles (16 km) that you have hair or skin clippings from. To all outward appearances, an affected target stands (or lies) unmoving. But inside, the substituted reality (or dream within a dream, if the target was sleeping) is what the target experiences. If the target is under duress, it can attempt another Intellect defense roll each round to break free, though the target may not realize its state. Either the dream unfolds according to a script you prepared when you used this ability, or if you use your own actions (forcing you into a similar state as the target), you can direct the unfolding dream from round to round. Using this ability on a sleeping target eases the initial attack. Action to initiate; if you direct the dream, action to direct per round. (124)
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Dazing Attack (3 Might points): You hit your foe in just the right spot, dazing them so that tasks they attempt on their next turn are hindered. This attack inflicts normal damage. Action. (125)
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Dazzling Sunburst (2 Intellect points): You send a barrage of dazzling colors at a creature within short range and, if successful, inflict 2 points of damage on the target. In addition, the creature's attacks are hindered on its next turn, unless the target relies primarily on senses other than sight. Action. (125)
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Deactivate Mechanisms (5+ Speed points): You make a melee attack that inflicts no damage against a machine. Instead, if the attack hits, make a second Speed-based roll. If successful, a machine of level 3 or lower is deactivated for one minute. For each additional level of Effort applied, you can affect one higher level of machine or you can extend the duration for an additional minute. If you have the Scramble Machine or Disable Mechanisms ability (or an ability that works similarly), when you apply a level of Effort to any of them, you gain an additional free level of Effort. Action. (125)
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Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage. Action to initiate. (125)
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Deadly Strike (5 Might points): If you strike a foe of level 3 or lower with a weapon you're practiced with, you kill the target instantly. Action. (125)
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Deadly Swarm (6 Intellect points): If you're in a location where it's possible for your swarm of creatures from your Influence Swarm ability to come, you call a swarm of them for ten minutes. During this time, they do as you telepathically command as long as they are within long range. They can swarm about and hinder any or all opponents' tasks, or they can focus the swarm and attack all opponents within immediate range of each other (all within long range of you). The attacking swarm inflicts 4 points of damage. While the creatures are in long range, you can speak to them telepathically and perceive through their senses. Action to initiate. (Swarms don't usually have game stats, but if needed, a typical swarm is level 2. Only attacks that affect a large area affect the swarm.) (125)
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Death Touch (6 Intellect points): You gather disrupting energy in your fingertip and touch a creature. If the target is an NPC or a creature of level 3 or lower, it dies. If the target is a PC of any tier, they move down one step on the damage track. Action. (125)
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Debate (3 Intellect points): In any gathering of two or more people trying to establish the truth or come to a decision, you can sway the verdict with masterful rhetoric. If you are given one minute or more to argue your point, either the decision goes your way or, if someone else effectively argues a competing point, any associated persuasion or deception task is eased by two steps. Action to initiate; one minute to complete. (126)
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Debilitating Strike (4 Speed points): You make an attack to deliver a painful or debilitating strike. The attack is hindered. If it hits, the creature takes 2 additional points of damage at the end of the next round, and its attacks are hindered until the end of the next round. Action. (126)
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Decipher (1 Intellect point): If you spend one minute examining a piece of writing or code in a language you do not understand, you can make an Intellect roll of difficulty 3 (or higher, based on the complexity of the language or code) to get the gist of the message. Action to initiate. (126)
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Deep Consideration (6 Intellect points): When you develop a plan that involves you and your friends working together to accomplish a goal, you can ask the GM one very general question about what is likely to happen if you carry out the plan, and you will get a simple, brief answer. In addition, all of you gain an asset to one roll related to enacting the plan you developed together, as long as you put the plan into action within a few days of the plan's creation. Action. (126)
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Deep Reserves: When others are exhausted, you can push through. Once each day, you can transfer up to 5 points among your Pools in any combination, at a rate of 1 point per round. For example, you could transfer 3 points of Might to Speed and 2 points of Intellect to Speed, which would take a total of five rounds. Action. (126)
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Deep Resources: You gain an additional 6 points to your Speed Pool. Enabler. (126)
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Deep Water Guide: While underwater, any creature you choose that can see you has an asset on swimming tasks. Enabler. (126)
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Defend All the Innocent: You protect everyone within immediate range whom you have designated as innocent with your Designation ability. Speed defense rolls made by such creatures gain an asset. Enabler. (126)
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Defend the Innocent (2 Speed points): For the next ten minutes, if someone you have designated as innocent with the Designation ability stands next to you, that creature shares any defensive advantages that you might have, other than mundane armor. These advantages include the Speed defense from your shield, the Armor offered from a force field, and so on. In addition, Speed defense rolls made by the innocent creature gain an asset. You can protect only one innocent creature at a time. Action to initiate. (126)
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Defending Weapon: When using your enchanted weapon, you are trained in Speed defense tasks. Enabler. (GF, 31)
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Defense Against Robots: You have studied your enemy and are trained in anticipating the actions that a robot or machine is likely to take in a fight. Defense tasks you attempt against these foes are eased. Enabler. (126)
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Defense Master: Every time you succeed at a Speed defense task, you can make an immediate attack against your foe. (If you have Dodge and Respond, you can exchange that ability for Dodge and Resist.) Your attack must be the same type (melee weapon, ranged weapon, or unarmed) as the attack you defend against. If you don't have an appropriate type of weapon ready, you can't use this ability. Enabler. (127)
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Defensive Augmentation: By upgrading your nervous and immune systems, you are trained in Might defense and Speed defense tasks. Enabler. (127)
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Defensive Blinking (4 Intellect points): You enter a heightened reactive state so that when you are struck hard enough to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the attack. Your Speed defense rolls are eased for one minute. Action. (CTS, 52)
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Defensive Field: Thanks to subdermal implants, a permanent spell, alien modifications, or something similar, you now have a force field that radiates 1 inch (2.5 cm) from your body and provides you with +2 Armor. Enabler. (127)
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Defensive Phasing (2 Intellect points): You can change your phase so that some attacks pass through you harmlessly. For the next ten minutes, you gain an asset to your Speed defense tasks, but during this time you lose any benefit from armor you wear. Action to initiate. (127)
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Define Down (4 Intellect points): The natural gravity within an area a short distance across that you are within immediate range of changes directions so that it flows in the direction you determine (up, up and to the south, west, and so on) for a few seconds, then snaps back. Affected targets could be tossed up to 20 feet (6 m) and take a few points of damage. Action. (127)
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Deflect Attacks (1 Intellect point): Using your mind, you protect yourself from incoming attacks. For the next ten minutes, you are trained in Speed defense tasks. Action to initiate. (127)
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Defuse Situation: During the course of an investigation, your questions sometimes elicit an angry or even violent response. Through dissembling, verbal distraction, or similar evasion, you prevent a living foe from attacking anyone or anything for one round. Action. (127)
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Demeanor of Command (2 Intellect points): You project confidence, knowledge, and charisma to all who see you for the next hour. Your demeanor is such that those who see you automatically understand that you are someone important, accomplished, and with authority. When you speak, strangers who are not already attacking give you at least a round to have your say. If speaking to a group that can understand you, you can attempt to have them produce their leader or ask that they take you to their leader. You gain a free level of Effort that can be applied to one persuasion task you attempt during this period. Action to initiate. (127)
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Designation: You assign an innocent or guilty label to one creature within immediate range, based on your assessment of a given situation or a predominant feeling. In other words, someone who is labeled innocent can be innocent in a certain circumstance, or they can be generally innocent of terrible crimes (such as murder, major theft, and so on). Likewise, you can declare that a creature is guilty of a particular crime or of terrible deeds in general. The accuracy of your assessment isn't important as long as you believe it to be the truth; the GM may require you to give a rationale. Henceforth, your tasks to socially interact with someone you designate as innocent gain an asset, and your attacks against those you designate as guilty gain an asset. You can change your assessment, but it requires another designation action. The benefits of the designation last until you change it or until you are shown proof that it is wrong. Action. (127)
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Destined for Greatness: You enjoy uncanny luck as if something was watching over you and keeping you from harm. When you would otherwise descend a step on the damage track, make an Intellect defense roll versus the difficulty set by the level of the foe or effect. If you succeed, you do not descend that step. If the step was because you fell to 0 points in a Pool, you are still at 0 points; you just don't suffer the negative effects of being impaired or debilitated. If you would otherwise descend the final step on the damage track to death, a successful defense roll keeps you at 1 point in one Pool, and you remain debilitated. Enabler. (127)
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Destroy Metal (3 Intellect points): You instantly tear, rip, or burst a metal object that is within sight, within short range, and no bigger than half your size. Attempt an Intellect task to destroy the object; the task is eased by three steps compared to breaking it with brute strength. Action. (127)
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Destroyer (6 Might points): If you succeed on a Might task to damage an object, instead of descending one step on the object damage track, the object descends all three steps and is destroyed. Action. (127)
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Detect Life (3+ Might points): You consciously send out a pulse of your your life energy. You detect all living creatures within short range, even if they are behind cover, though not if they're behind a force field. When you detect a creature, you detect its general location (to within an immediate range). If you apply two additional levels of Effort, you can increase the range of detection to long. Action. (128)
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Device Insight (3 Intellect points): When examining any unknown, alien, or high-technology device, you can ask the GM one question to gain an idea of its capabilities, how it functions, how it can be activated or deactivated, what its weaknesses are (if any), how it can be repaired, or any other similar query. This is for difficult or strange things beyond those readily identified by using the appropriate knowledge or technical skill. Action. (128)
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Devoted Defender (2 Might or Intellect points): Choose one character you can see. That character becomes your ward. You are trained in all tasks involving finding, healing, interacting with, and protecting that character. You can have only one ward at a time. Action to initiate. (128)
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Diamagnetism: You magnetize any nonmetallic object within short range so that it can be affected by your other magnetic powers. Thus, with Move Metal, you can move any object. With Repel Metal, you are trained in all Speed defense tasks, regardless of whether the incoming attack uses metal. And so on. Enabler. (128)
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Dimensional Squeeze (2+ Intellect points): You cram yourself into a transitional dimension, allowing you to instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that location. You can pass through an intervening barrier if it has an open space that you could easily fit your head through—about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum opening size by one-fourth. You land safely when you use this ability. Action. (CTS, 52)
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Dirty Fighter (2 Speed points): You distract, blind, annoy, hamper, or otherwise interfere with a foe, hindering their attacks and defenses for one minute. Action. (128)
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Disable Mechanisms (3 Speed points): With a keen eye and quick moves, you disrupt some functions of a robot or machine and inflict upon it one of the following maladies:
- All its tasks are hindered for one minute.
- Its speed is halved.
- It can take no action for one round.
- It deals 2 fewer points of damage (minimum 1 point) for one minute.
You must touch the robot or machine to disrupt it (if you are making an attack, it inflicts no damage). Action. (128)
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Disappear (4 Intellect points): You bend light that falls on you so you seem to disappear. You are invisible to other creatures for ten minutes. While invisible, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate. (128)
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Disarming Attack (5 Speed points): You attempt a Speed task to disarm a foe as part of your melee attack. If you succeed, your attack inflicts 3 additional points of damage and the target's weapon is knocked from their grip, landing up to 20 feet (6 m) away. If you fail, you still attempt your normal attack, but you don't inflict the extra damage or disarm the opponent if you hit. Action. (129)
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Disarming Strike (3 Speed points): Your attack inflicts 1 point less damage and disarms your foe so that their weapon is now 10 feet (3 m) away on the ground. (If your chosen weapon is a whip, you can instead deposit the disarmed weapon into your hands; if your chosen weapon is a bow or other ranged weapon that fires physical rounds, you can instead "nail" the disarmed weapon to a nearby object or structure. Choosing to do either of these hinders your attack.) Action. (129)
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Discerning Mind: You have +3 Armor against damaging attacks and damaging effects that target your mind and Intellect. Defense rolls you make against attacks that attempt to confuse, persuade, frighten, or otherwise influence you are eased. Enabler. (129)
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Discipline of Watchfulness (7 Intellect points): You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who care to join in. After spending 24 hours with you, your allies can apply a free level of Effort to any initiative tasks they attempt. This benefit is ongoing while you remain in the allies' company. It ends if you leave, but it resumes if you return to the allies' company within 24 hours. If you leave the allies' company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. You must spend the Intellect point cost each 24 hours you wish to keep the benefit active. Enabler. (129)
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Disguise: You are trained in disguise. You can alter your posture, voice, mannerisms, and hair to look like someone else for as long as you keep up the disguise. However, it is extremely difficult to adopt the appearance of a specific individual without a disguise kit at your disposal. Enabler. (129)
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Disguise Other (4+ Intellect points): You apply your shapechanging ability to another creature of your size or smaller, giving them a form that you are able to assume. This lasts for about ten minutes.
In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it cannot then change back into the altered form. Action. (CTS, 52)
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Disincentivize (1 Intellect point): You hinder all actions attempted by any number of targets within short range who can understand you. You choose which targets are affected. Affected targets' actions are hindered for one round. Enabler. (129)
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Disrupting Touch (1+ Might points): You can turn your Phase Sprint into a melee attack by purposefully grazing another creature as you run. When you do, the touch releases a violent blast of energy that inflicts 2 points of damage to the target (ignores Armor). Whether you hit or miss, your movement (and turn) ends immediately, which puts you within immediate distance of your target. If you apply Effort to increase damage rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); the target takes 1 point of damage even if you fail the attack roll. Enabler. (129)
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Distance Viewing (5 Intellect points): You know that space and distance are illusions. You concentrate to create an invisible, immobile sensor at a location you have previously visited or viewed (at the GM's discretion, you may have to succeed at an Intellect task if the location is warded). The sensor lasts for one hour. Once it is created, you can concentrate to see, hear, and smell through the sensor. It doesn't grant you sensory capabilities beyond the norm. Action to create; action to check. (130)
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Distant Interface (2 Intellect points): You can activate, deactivate, or control a machine at long range as if you were next to it, even if normally you would have to touch or manually operate it. If you have never interacted with the particular machine before, the task is hindered by two steps. To use this ability, you must understand the function of the machine, it must be your size or smaller, and it can't be connected to another intelligence (or be intelligent itself). Action. (130)
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Distortion (2 Intellect points): You modify how a willing creature within short range reflects light for one minute. The target rapidly shifts between its normal appearance and a blot of darkness. The target has an asset on Speed defense rolls until the effect wears off. Action to initiate. (130)
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Diver: You can safely dive into water from heights of up to 100 feet (30 m), and you can withstand pressure when in water as deep as 100 feet. Enabler. (130)
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Divert Attacks (4 Speed points): For one minute, you automatically deflect or dodge any ranged projectile attacks. However, on your next turn after you're attacked with ranged projectiles, all your other actions are hindered. Action to initiate. (130)
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Divide Your Mind (7 Intellect points): You split your consciousness into two parts. For one minute, you can take two actions on each of your turns, but only one of them can be to use a special ability. Action. (130)
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Divine Intervention (2 Intellect points, or 2 Intellect points + 4 XP): You ask the divine to intervene on your behalf, usually against a creature within long range, changing the course of its life in a small way by introducing a major special effect upon it. The major special effect is akin to what occurs when you roll a natural 20 on an attack. If you want to try for a larger effect, and if the GM allows it, you can attempt a divine intervention with a more far-reaching effect, which is more like the kind of GM intrusion initiated by the GM on their players. In this case, Divine Intervention also costs 4 XP, the effect may not work out exactly like you hope, and you may not make another plea for divine intervention for a week. Action. (130)
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Divine Knowledge: You are trained in all tasks related to knowledge of godly beings. Enabler. (130)
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Divine Radiance (2 Intellect points): Your prayer calls divine radiance from the heavens to punish an unworthy target within long range, inflicting 4 points of damage. If the target is a demon, spirit, or something similar, it also stands in unwilling awe of the divine energy coursing through it and is unable to act on its next turn. Once exposed to this blessing, the target can't be awed by this attack again for several hours. Action. (130)
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Divine Symbol (5+ Intellect points): You invoke divine power by scribing a glowing symbol in the air with your fingers. Writhing pillars of divine radiance spear up to five targets within long range. A successful attack on a target inflicts 5 points of damage. If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets take 1 point of damage even if you fail the attack roll. Action. (131)
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Do You Know Who I Am? (3 Intellect points): Acting only as someone who is famous and used to privilege can, you verbally harangue a living foe who can hear and understand you so forcefully that it is unable to take any action, including making attacks, for one round. Whether you succeed or fail, the next action the target takes after your attempt is hindered. Action. (131)
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Dodge and Resist (3 Speed points): You can reroll any of your Might, Speed, or Intellect defense rolls and take the better of the two results. Enabler. (131)
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Dodge and Respond (3 Might points): If a melee attack misses you, you can immediately make a melee attack in return, but no more than once per turn. Enabler. (131)
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Double Strike (3 Might points): When you wield two weapons, you can choose to make one attack roll against a foe. If you hit, you inflict damage with both weapons plus 2 additional points of damage, and because you made a single attack, the target's Armor is subtracted only once. Action. (131)
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Dragon's Maw (6 Intellect points): You fashion and control a "hovering" phantasmal construct of magic within long range that resembles a dragon's head. The construct lasts for up to an hour, until it is destroyed, or until you cast another spell. It is a level 4 construct that inflicts 6 points of damage with its bite when directed. While the construct persists, you can use it to manipulate large objects, carry heavy items in its mouth, or attack foes. If you use it to attack foes, you must use your action to directly control the phantom maw for each attack. Action to initiate. (131)
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Drain at a Distance: Your Drain Machine and Drain Creature abilities work on a target within short range. Enabler. (131)
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Drain Charge: You can drain the power from an artifact or device, allowing you to regain 1 Intellect point per level drained. You regain points at the rate of 1 point per round and must give your full concentration to the process each round. The GM determines whether the device is fully drained (likely true of most handheld or smaller devices) or retains some power (likely true of large machines). Action to initiate; action each round to drain. (131)
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Drain Creature (3+ Intellect points): You can drain energy from a living creature you touch, inflicting 3 points of damage and restoring 3 points to your Might or Speed Pool. Action. (131)
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Drain Machine (3+ Intellect points): You can drain the power from an artifact or powered device you touch. If the target is a robot, you inflict 3 points of damage and restore 3 points to your Might or Speed Pool. If the target is an object, you restore points to your Might or Speed Pool equal to the level of the target. If the target is a manifest cypher, it is fully drained and useless. Artifacts and similar devices must immediately check for depletion (items with a depletion of "—" are either immune to this ability or have a depletion of 1 in 1d10 when attacked with this ability). Action. (131)
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Drain Power (5 Speed points): You affect the main power source of a robot or machine, inflicting upon it all four conditions in Disable Mechanisms at once. You must touch the robot to do this (if you are making an attack, it inflicts no damage). Action. (131)
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Draw Conclusion (3 Intellect points): After careful observation and investigation (questioning one or more NPCs on a topic, searching an area or a file, and so on) lasting a few minutes, you can learn a pertinent fact. This ability is a difficulty 3 Intellect task. Each additional time you use this ability, the task is hindered by an additional step. The difficulty returns to 3 after you rest for ten hours. Action. (131)
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Drawing on Life's Experiences (6 Intellect points): You've seen a lot and done a lot, and that experience comes in handy. Ask the GM one question, and you'll receive a general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7. Action. (131)
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Dreadwood (6 Intellect points): You manipulate wind, mist, and shadows to embody the primordial fear of mysterious woods. For the next minute, you gain an asset on intimidation tasks. Creatures within short range may become frightened; make a separate Intellect attack roll for each creature (if you are larger than normal from using Great Tree or another source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute or until they are attacked. Some creatures without minds might be immune to this fear. Action. (GF, 32)
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Dream Becomes Reality (4 Intellect points): You create a dream object of any shape you can imagine that is your size or smaller, which takes on apparent substance and heft. The object is crude and can have no moving parts, so you can make a sword, a shield, a short ladder, and so on. The dream object has the approximate mass of the real object, if you choose. Your dream objects are as strong as iron, but if you do not remain within long range of them, they function for only one minute before fading away. Action. (132)
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Dream Thief (2 Intellect points): You steal a previous dream from a living creature within short range. The creature loses 2 points of Intellect (ignores Armor), and you learn something the GM chooses to reveal about the creature—its nature, a portion of its plans, a memory, and so on. Action. (132)
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Dreamcraft (1 Intellect point): You pull an image from a dream into the waking world and place it somewhere within long range. The dream lasts for up to one minute, and it can be tiny or fill an area an immediate distance in diameter. Though it appears solid, the dream is intangible. The dream (a scene, a creature, or an object) is static unless you use your action each round to animate it. As part of that animation, you could move the dream up to a short distance each round, as long as it remains within long range. If you animate the dream, it can make sound but does not produce odor. Direct physical interaction or sustained interaction with the dream shatters it into dispersing mist. For example, attacking the dream shatters it, as does the strain of keeping up appearances when an NPC moves through a dream scene or engages a dream creature in conversation for more than a couple of rounds. Action to initiate; action to animate. (132)
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Driver: You are trained in all tasks related to driving a car, truck, or motorcycle, including mechanical repair tasks. Enabler. (132)
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Driving on the Edge: You can make an attack with a light or medium ranged weapon and attempt a driving task as a single action. Enabler. (132)
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Dual Defense: When you wield two weapons, you are trained in Speed defense tasks. Enabler. (132)
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Dual Distraction (1+ Speed points): When you wield two weapons, your opponent's next attack is hindered, and if you apply Effort on your next attack against that same foe, you get a free level of Effort on the task. Enabler. (132)
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Dual Light Wield: You can use two light weapons at the same time, making two separate attacks on your turn as a single action. You remain limited by the amount of Effort you can apply on one action, but because you make separate attacks, your opponent's Armor applies to both. Anything that modifies your attack or damage applies to both attacks, unless it's specifically tied to one of the weapons. Enabler. (132)
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Dual Medium Wield: You can use two light weapons or medium weapons at the same time (or one light weapon and one medium weapon), making two separate attacks on your turn as a single action. This ability otherwise works like the Dual Light Wield ability. Enabler. (132)
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Dual Wards: You can have two wards from Devoted Defender at a time. Choosing a second ward can be its own action, or you can choose two wards with one action (and only pay the cost once for doing so). The wards must remain within an immediate distance of each other. Benefits provided by Devoted Defender apply to both your wards. If your wards separate, you choose which retains the benefit. If they come back together, both regain the benefit immediately. Enabler. (132)
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Duel to the Death (5 Speed points): Choose a target (a single individual creature that you can see). You are trained in all tasks involving fighting that creature. When you successfully attack that target, you inflict +5 damage, or +7 damage if the creature is engaging someone else instead of you. You can duel only one creature at a time. A duel lasts up to one minute, or until you break it off. Action to initiate. (132)
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Duplicate (2 Might points): You cause a duplicate of yourself to appear at any point you can see within short range. The duplicate has no clothing or possessions when it appears. The duplicate is a level 2 NPC with 6 health. The duplicate obeys your commands and does as you direct it. The duplicate remains until you dismiss it using an action or until it is killed. When the duplicate disappears, it leaves behind anything it was wearing or carrying. If the duplicate disappears because it was killed, you take 4 points of damage that ignore Armor, and you lose your next action. Action to initiate. (132)
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Dust to Dust (7 Intellect points): You disintegrate one object that is smaller than you and whose level is less than or equal to your tier. You must touch the object to affect it. If the GM feels it appropriate to the circumstances, you can disintegrate a portion of an object (the total volume of which is smaller than you) rather than the entire thing. Action. (133)
Abilities—E
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Earthquake (7 Might points): You direct your destructive resonance into the ground and trigger an earthquake centered on a spot you can see within very long range. The ground within short range of that spot heaves and shakes for five minutes, causing damage to structures and terrain in the area. Buildings and terrain features shed debris and rubble. Each round, creatures in the area take either 3 points of damage due to the general shaking, or 6 points of damage if in or adjacent to a structure or terrain feature shedding debris. Action to initiate. (133)
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Echolocation: You are especially sensitive to sound and vibration, so much so that you can sense your environment within a short distance regardless of your ability to see. Enabler. (133)
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Effective Skill: Choose one noncombat skill when you gain this ability. You get a minor effect with that skill when you roll a natural 14 or higher (the d20 shows "14" or more). You get a major effect with that skill when you roll a natural 19 or higher (the d20 shows "19" or higher). You can select this ability more than once. Each time you select it, you must choose a different noncombat skill. Enabler. (133)
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Elastic Grip: Your attack with your stretchy limbs or body is eased. If you hit, you can grab the target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions, automatically inflicting 4 points of damage each round by squeezing. Enabler. (CTS, 52)
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Electric Armor (4 Intellect points): When you wish it, electricity crackles across your body for ten minutes, granting you +1 Armor. While electrified, you have an additional +2 Armor versus electrical damage specifically, and you inflict 2 points of damage on any creature that touches you or attacks you with a melee weapon that conducts electricity. Enabler. (133)
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Electrical Flight (5 Intellect points): You exude an aura of crackling electricity that lets you fly a long distance each round for ten minutes. You can't carry other creatures with you. Action to activate. (133)
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Elemental Protection (4+ Intellect points): You and every target you designate within immediate range gains +5 Armor against one type of direct elemental damage (such as fire, lightning, shadow, or thorn) for one hour, or until you cast this spell again. Each level of Effort applied increases the elemental protection by +2. Action to initiate. (133)
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Elusive (2 Speed points): When you succeed on a Speed defense action, you immediately gain an action. You can use this action only to move. Enabler. (133)
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Embrace the Night (7+ Intellect points): You fashion a truly horrifying facade of a creature from swirling ribbons of dark matter and launch it at your foes within long range. Each round, you can attack a target within long range using the creation as your weapon. When you attack, the creature inserts hair-fine tendrils of shadow into the target's eyes and brain. The target takes 3 points of Intellect damage (ignores Armor) and is stunned for one round so that it loses its next turn. Alternatively, you can cause the creature to take other actions, as long as you are able to see it and mentally control it as your action. The creature disperses after about a minute. Action to initiate. (133)
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Embraced by Darkness (6 Intellect points): For the next hour, you take on some characteristics of a shadow thanks to a fundamental adaptation of your flesh or a device you've kept secret. Your appearance is a dark silhouette. When you apply a level of Effort to sneaking tasks, you get a free level of Effort on the task. During this time, you can move through the air at a rate of a short distance per round, and you can move through solid barriers (even those that are sealed to prevent the passage of light or shadow), but not energy barriers, at a rate of 1 foot (30 cm) per round. You can perceive while passing through a barrier or object, which allows you to peek through walls. As a shadow, you can't affect or be affected by normal matter. Likewise, you can't attack, touch, or otherwise affect anything. However, attacks and effects that rely on light can affect you, and sudden bursts of light can potentially make you lose your next turn. Action to initiate. (133)
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Enable Others: You can use the helping rules to provide a benefit to another character attempting a physical task. Unlike the normal helping rules, this doesn't require you to use your action helping the other character with the task. This requires no action on your part. Enabler. (133)
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Enchanted Movement (4+ Intellect points): You use your Enchanted Weapon to move yourself to any location within a long distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100 feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of that ability and this one increases to very long. Action. (GF, 31)
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Enchanted Weapon (1 Intellect point): You attune yourself to a physical weapon, such as a sword, hammer, or bow. You know exactly where it is if it is within a short distance of you, and you know its general direction and distance if farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to initiate, ten minutes to complete. Enabler. (GF, 31)
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Encouragement (1 Intellect point): While you maintain this ability through ongoing inspiring oration, your allies within short range ease one of the following task types (your choice): defense tasks, attack tasks, or tasks related to any skill that you are trained or specialized in. Action. (134)
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Encouraging Presence (2 Intellect points): For one minute, allies within short range gain an asset on defense rolls. Action. (134)
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Endurance: Any duration dealing with physical actions is either doubled or halved, whichever is better for you. For example, if the typical person can hold their breath for thirty seconds, you can hold it for one minute. If the typical person can march for four hours without stopping, you can do so for eight hours. In terms of harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The minimum duration is always one round. Enabler. (134)
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Energize Creature (6+ Might points): You extend your Absorb Kinetic Energy ability to one creature within immediate range so that they also can absorb energy from physical attacks and impacts for one hour. That creature, however, cannot release excess energy as a blast. For each level of Effort you apply, you can increase the number of targets you affect by one. If you have Absorb Pure Energy or Improved Absorb Kinetic Energy, those abilities are also duplicated in your target when you use Energize Creature. Action to initiate. (134)
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Energize Crowd (9 Might points): You extend your Absorb Kinetic Energy ability to up to thirty creatures within short range so that they also can absorb energy from physical attacks and impacts for one hour. If you have Absorb Pure Energy or Improved Absorb Kinetic Energy, these creatures can use those abilities as well. The creatures, however, cannot release excess energy as a blast. Action to initiate. (134)
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Energize Object: By focusing your Absorb Kinetic Energy ability on an object (like a weapon), you infuse it with your power. The object holds the energy until it is touched by anyone but you, so putting it into your melee weapon or the ammo of a ranged weapon allows the weapon to trigger the energy in combat. The energy inflicts 3 points of damage on the creature touched in addition to any damage the weapon itself might do. You cannot have more than one energized object on your person at a time. Action to initiate. (134)
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Energized Shield: Your force shield from your Force Field Shield ability now pulses with dangerous energy whenever you manifest it. Each time you use your shield as a melee or ranged weapon, it inflicts an additional 3 points of damage. Enabler. (134)
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Energy Protection (3+ Intellect points): Choose a discrete type of energy that you have experience with (such as heat, sonic, electricity, and so on). You gain +10 to Armor against damage from that type of energy for ten minutes. Alternatively, you gain +1 to Armor against damage from that energy for 24 hours. You must be familiar with the type of energy; for example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. In addition to the normal options for using Effort, you can choose to use Effort to protect more targets; each level of Effort used in this way affects up to two additional targets. You must touch additional targets to protect them. Action to initiate. (134)
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Energy Resistance: Choose a discrete type of energy that you have experience with (such as heat, sonic, electricity, and so on). You gain +5 to Armor against damage from that type of energy. You must be familiar with the type of energy; for example, if you have no experience with a certain kind of extradimensional energy, you can't protect against it. You can select this ability more than once. Each time you select it, you must choose a different kind of energy. Enabler. (134)
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Enhance Strength (3 Intellect points): For the next ten minutes, you gain an asset on tasks that depend on brute force, such as moving a heavy object, smashing down a door, or hitting someone with a melee weapon. Action to initiate. (134)
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Enhanced Beast Form: When you use Beast Form, your beast form gains the following additional bonuses: +3 to your Might Pool, +2 to your Speed Pool, and +2 to Armor. Enabler. (134)
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Enhanced Body: Your machine parts grant you +1 to Armor, +3 to your Might Pool, and +3 to your Speed Pool. Traditional healing skills, medicines, and techniques work only half as well for you. Each time you start at full health, the first 5 points of damage you take can never be healed in these ways or recovered normally. Instead, you must use repairing skills and abilities to restore those points. For example, if you start with a full Might Pool of 10 and take 8 points of damage, you can use recovery rolls to restore 3 points, but the remaining 5 points must be restored with repair tasks. Enabler. (134)
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Enhanced Intellect: You gain 3 points to your Intellect Pool. Enabler. (135)
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Enhanced Intellect Edge: You gain +1 to your Intellect Edge. Enabler. (135)
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Enhanced Might: You gain 3 points to your Might Pool. Enabler. (135)
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Enhanced Might Edge: You gain +1 to your Might Edge. Enabler. (135)
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Enhanced Phased Attack (5 Intellect points): This ability works like the Phased Attack ability except that your attack also disrupts the foe's vitals, dealing an additional 5 points of damage. Enabler. (135)
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Enhanced Physique: You gain 3 points to divide among your Might and Speed Pools however you wish. Enabler. (135)
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Enhanced Potential: You gain 3 points to divide among your stat Pools however you wish. Enabler. (135)
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Enhanced Speed: You gain 3 points to your Speed Pool. Enabler. (135)
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Enhanced Speed Edge: You gain +1 to your Speed Edge. Enabler. (135)
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Enlarge (1+ Might point): You trigger an enzymatic reaction that draws additional mass from another dimension, and you (and your clothing or suit) grow larger. You achieve a height of 9 feet (3 m) and stay that way for about a minute. During that time, you add 4 points to your Might Pool, add +1 to Armor, and add +2 to your Might Edge. While you are larger than normal, your Speed defense rolls are hindered, and you are practiced in using your fists as heavy weapons.
When the effects of Enlarge end, your Armor and Might Edge return to normal, and you subtract a number of points from your Might Pool equal to the number you gained (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if necessary, from your Intellect Pool). Each additional time you use Enlarge before your next ten-hour recovery roll, you must apply an additional level of Effort. Thus, the second time you use Enlarge, you must apply one level of Effort; the third time you use Enlarge, two levels of Effort; and so on.
Action to initiate. (135)
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Enlightened: You are trained in any perception task that involves sight. Enabler. (136)
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Entangling Force (1+ Intellect point): A target within short range is subject to a snare constructed of semi-tangible lines of force for one minute. The force snare is a level 2 construct. A target caught in the force snare cannot move from its position, but it can attack and defend normally. The target can also use its action attempting to break free. You can increase the level of the force snare by 1 per level of Effort applied. Action to initiate. (136)
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Enthrall (1 Intellect point): While talking, you grab and keep another creature's attention, even if the creature can't understand you. For as long as you do nothing but speak (you can't even move), the other creature takes no actions other than to defend itself, even over multiple rounds. If the creature is attacked, the effect ends. Action. (136)
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Entourage: You gain an entourage of five level 1 twenty-somethings that accompanies you wherever you go unless you purposefully disband it for a particular outing. You can ask them to deliver things for you, run messages, pick up your dry cleaning—pretty much whatever you want, within reason. They can also run interference if you're trying to avoid someone, help hide you from media attention, help you muscle through a crowd, and so on. On the other hand, if a situation becomes physically violent, they retreat to safety. Enabler. (136)
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Enveloping Shield: Your Force Field Shield ability produces an envelope of force that enfolds you while you are holding the shield, granting you +1 to Armor. Enabler. (136)
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Erase Memories (3 Intellect points): You reach into the mind of a creature within immediate range and make an Intellect roll. On a success, you erase up to the last five minutes of its memory. Action. (136)
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Escape (2 Speed points): You slip your restraints, squeeze through the bars, break the grip of a creature holding you, pull free from sucking quicksand, or otherwise get loose from whatever is holding you in place. Action. (136)
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Escape Plan: When you kill a foe, you can attempt a stealth task to immediately hide from anyone around, assuming that a suitable hiding place is nearby. Enabler. (136)
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Evanesce (3 Speed points): You step into shadows or behind cover, and everyone who was observing you completely loses track of you. Although you're not invisible, you can't be seen until you reveal yourself again by moving out of the shadows or from behind cover (or by making an attack). Action. (136)
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Evasion: You're hard to affect when you don't want to be affected. You are trained in all defense tasks. Enabler. (136)
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Everything Is a Weapon: You can take any small object—a coin, a pen, a bottle, a stone, and so on—and throw it with such force and precision that it inflicts damage as a light weapon. Enabler. (136)
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Exile (5 Intellect points): You send a target that you touch hurtling into another random dimension or universe, where it remains for ten minutes. You have no idea what happens to the target while it's gone, but at the end of ten minutes, it returns to the precise spot it left. Action. (136)
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Expanded Repertoire: The number of subtle cyphers you can bear at the same time increases by one. Enabler. (GF, 31)
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Experienced Defender: When wearing armor, you gain +1 to Armor. Enabler. (136)
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Experienced Finder (6+ Intellect points): When you are looking for something specific, such as a particular rare component, a chemical needed to complete a vaccine for a disease, a spare part required to repair a damaged device, the tracks of a specific beast, or the sword that a thief stole from you, this ability is of great use. For the next 24 hours, if you come within short range of the thing and circumstances are such that it is possible for you to perceive the thing (for example, it's not in a locked chamber for which you do not have the key), you find it. This ability assumes that you are constantly on the lookout, always looking everywhere possible, peering behind obstacles, and so on—if you're running for your life, sleeping, or otherwise occupied, this ability does not help you. You use this ability in lieu of making a roll to find the thing, but only if the difficulty for finding the object is level 6 or below. You can apply Effort to increase the maximum level of the thing you're trying to find (each level of Effort used this way increases the maximum level by 1). Action to initiate. (136)
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Experienced in Armor: The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost by 2. Enabler. (136)
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Expert Crafter: Instead of rolling, you can choose to automatically succeed on a crafting task you're trained in. The task must be difficulty 4 or lower. If you are able to reduce the assessed difficulty of a crafting task to 4 or lower, this ability also applies to each subtask, assuming something doesn't interrupt you during the ensuing time to build. Enabler. (137)
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Expert Cypher Use: You can bear three cyphers at a time. Enabler. (137)
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Expert Driver: You are specialized in all tasks related to driving a car, truck, or motorcycle, including mechanical repair tasks. Enabler. (137)
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Expert Follower: You gain a level 3 follower. They are not restricted on their modifications. You can take this ability multiple times, each time gaining another level 3 follower. Alternatively, you could choose to advance a level 2 follower you already have to level 3 and then gain a new level 2 follower. Enabler. (137)
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Expert Pilot: You are specialized in all tasks related to piloting a starcraft. Enabler. (137)
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Expert Skill: Instead of rolling a d20, you can choose to automatically succeed on a task you're trained in. The task must be difficulty 4 or lower, and it can't be an attack roll or a defense roll. Enabler. (137)
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Explains the Ineffable: Through anecdotes, historical retellings, and citing knowledge that few but you have previously understood, you enlighten your friends. After spending 24 hours with you, once per day, each of your friends can ease a particular task by two steps. This benefit is ongoing while you remain in your friends' company. It ends if you leave, but it resumes if you return to your friends' company within 24 hours. If you leave your friends' company for longer than that, you must spend another 24 hours together to reactivate the benefit. Enabler. (137)
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Exploit Advantage: Even if you can do something well, you've learned that you can always do it even better. Whenever you have an asset for a roll, you ease the task by one additional step. Enabler. (137)
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Exploratory Experience: You are trained in two additional skills in which you are not already trained. Choose from the following: navigation, perception, sensing danger, initiative, peacefully opening communications with strangers, and tracking. Enabler. (137)
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Explosive Release (6 Intellect points): You can amplify the energy stored in your Siphon Pool (from your Store Energy ability) and release it in a massive blast that affects either one target within short range or everything within immediate range. If you choose a single target, it takes 2 points of damage for every point in your Siphon Pool. If you choose an area, everything in the area (except you) takes 1 point of damage per point in your Siphon Pool (or half that if your attack fails against them). This drains your Siphon Pool to 0 points. Action. (138)
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Extra Recovery: You gain an additional one-action recovery each day. Enabler. (138)
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Extra Skill: You are trained in one skill of your choice (other than attacks or defense) in which you are not already trained. You can select this ability multiple times. Each time you select it, you must choose a different skill. Enabler. (138)
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Extra Use (3 Intellect points): You attempt to gain an extra use from an artifact without triggering a depletion roll. The difficulty of the task is equal to the level of the artifact. If you crafted the artifact, you gain an asset to the task. On a failure, the depletion roll occurs normally. You could also try to use a manifest cypher without burning it out, but the task is hindered. A failed attempt to gain an additional use from a manifest cypher destroys it before it can produce the desired effect. Action. (138)
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Extreme Mastery (6 Might or 6 Speed points): When using your chosen weapon, you can reroll any attack roll you wish and take the better of the two results. Enabler. (138)
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Eye for Detail (2 Intellect points): When you spend five minutes or so thoroughly exploring an area no larger than a short distance in diameter, you can ask the GM one question about the area. The GM must answer you truthfully. You cannot use this more than one time per area per 24 hours. Action to initiate, five minutes to complete. (138)
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Eye Gouge (2 Speed points): You make an attack against a creature with an eye. The attack is hindered, but if you hit, the creature has trouble seeing for the next hour. During this time, the creature's tasks that rely on sight (which is most tasks) are hindered. Action. (138)
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Eyes Adjusted: You can see in extremely dim light as though it were bright light. You can see in total darkness as if it were extremely dim light. Enabler. (138)
Abilities—F
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Face Morph (2+ Intellect points): You alter your features and coloration for one hour, hiding your identity or impersonating someone. This affects only your face, not the rest of your body. You can't perfectly duplicate someone else's face, but you can be accurate enough to fool someone who knows that person casually. You have an asset in all tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a human morphing into a humanoid alien). Action. (138)
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Familiarize: You can familiarize yourself with a new area if you spend at least one hour studying a region up to a long distance across that you are able to directly access and move about in. Once you've familiarized yourself with an area, all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an asset. Each time you familiarize yourself with a new area, you lose focus on a previous area unless you spend 1 XP to retain the familiarity permanently. Action to initiate, one hour to complete. (138)
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Far Step (2 Intellect points): You leap through the air and land some distance away. You can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. You land safely. Action. (138)
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Fast Kill (2 Speed points): You know how to kill quickly. When you hit with a melee or ranged attack, you deal 4 additional points of damage. You can't make this attack in two consecutive rounds. Action. (138)
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Fast Talk (1 Intellect point): When speaking with an intelligent creature who can understand you and isn't hostile, you convince that creature to take one reasonable action in the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action. (138)
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Fast Travel (7 Intellect points): You warp time and space so that you and up to ten other creatures within immediate distance travel overland at ten times the normal rate for up to eight hours. At this speed, most dangerous encounters or regions of rough terrain are ignored, though the GM may declare exceptions. Outright barriers still present a problem. Action to initiate. (139)
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Faster Wild Magic: If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action. You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete. (GF, 31)
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Fearsome Reputation (3 Intellect points): You and those you travel with have earned a fearsome reputation in some parts. If your foes have heard of you, affected targets within earshot become afraid, and all attacks they make against you are hindered until one or more of them successfully inflicts damage on you or one of your allies, at which time their fear abates. Action. (139)
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Feat of Strength (1 Might point): Any task that depends on brute force is eased. Examples include smashing down a barred door, tearing open a locked container, lifting or moving a heavy object, or striking someone with a melee weapon. Enabler. (139)
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Feint (2 Speed points): If you use one action creating a misdirection or diversion, in the next round you can take advantage of your opponent's lowered defenses. Make a melee attack roll against that opponent. You gain an asset on this attack. If your attack is successful, it inflicts 4 additional points of damage. Action. (139)
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Fellow Explorer: You gain a level 2 follower. One of their modifications must be for tasks related to perception. Enabler. (139)
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Fetch (3 Intellect points): You cause an object to disappear and reappear in your hands or somewhere else nearby. Choose one object that can fit inside a 5-foot (2 m) cube and that you can see within long range. The object vanishes and appears in your hands or in an open space anywhere you choose within immediate range. Action. (139)
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Field of Destruction (4 Might points): When you cause an object to descend one or more steps on the object damage track, you gain 1 additional point of Armor for one minute. Enabler. (139)
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Field of Gravity (4 Intellect points): When you wish it, a field of manipulated gravity around you pulls incoming ranged projectile attacks to the ground. You are immune to such attacks until your turn in the next round. You must be aware of an attack to foil it. This ability does not work on energy attacks. Enabler. (139)
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Field-Reinforced Armor: You gain +1 to Armor while wearing the power armor from your Powered Armor ability. Enabler. (139)
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Fiery Hand of Doom (3 Intellect points): While your Shroud of Flame is active, you can reach into your halo and produce a hand made of animate flame that is twice the size of a human's hand. The hand acts as you direct, floating in the air. Directing the hand is an action. Without a command, the hand does nothing. It can move a long distance in a round, but it never moves farther away from you than long range. The hand can grab, move, and carry things, but anything it touches takes 1 point of damage per round from the heat. The hand can also attack. It's a level 3 creature and deals 1 extra point of damage from fire when it attacks. Once created, the hand lasts for ten minutes. Action to create; action to direct. (139)
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Fight On: You do not suffer the normal penalties for being impaired on the damage track. If debilitated, instead of suffering the normal penalty of being unable to take most actions, you can continue to act; however, all tasks are hindered. Enabler. (139)
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Final Defiance: When you would normally be dead, you instead remain conscious and active for one more round plus one additional round each time you succeed on a difficulty 5 Might task. During these rounds, you are debilitated. If you do not receive healing or otherwise gain points in a Pool during your final round(s) of activity, you are subject to the effects of Not Dead Yet. Enabler. (139)
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Find an Opening (1 Intellect point): You use trickery to find an opening in your foe's defenses. If you succeed on a Speed roll against one creature within immediate range, your next attack against that creature before the end of the next round is eased. Action. (139)
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Find the Guilty: If you have used Designation on a target, you are trained in tracking them, spotting them when they are hidden or disguised, or otherwise finding them. Enabler. (139)
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Find the Way: When you apply Effort to a navigation task because you don't know the way, are lost, are attempting to blaze a new route, need to choose between two or more otherwise similar paths to take, or something very similar, you can apply a free level of Effort. Enabler. (140)
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Finishing Blow (5 Might points): If your foe is prone, stunned, or somehow helpless or incapacitated when you strike, you inflict 7 additional points of damage on a successful hit. Enabler. (140)
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Fire and Ice (4 Intellect points): You cause a target within short range to become either very hot or very cold (your choice). The target suffers 3 points of ambient damage (ignores Armor) each round for up to three rounds, although a new roll is required each round to continue to affect the target. Action to initiate. (140)
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Fire Bloom (4+ Intellect points): Fire blooms within long range, filling an area 10 feet (3 m) in radius and inflicting 3 points of damage on all affected targets. Effort applied to one attack counts for all attacks against targets in the area of the bloom. Even on an unsuccessful attack, a target in the area still takes 1 point of damage. Flammable objects in the area may catch fire. Action. (140)
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Fire Servant (6 Intellect points): While your Shroud of Flame is active, you reach into your halo and produce an automaton of fire that is your general shape and size. It acts as you direct each round. Directing the servant is an action, and you can command it only when you are within long range of it. Without a command, the servant continues to follow your previous command. You can also give it a simple programmed action, such as "Wait here, and attack anyone who comes within short range until they're dead." The servant lasts for ten minutes, is a level 5 creature, and deals 1 extra point of damage from fire when it attacks. Action to create; action to direct. (140)
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Fire Tendrils (5 Intellect points): When you wish it, your halo (from your Shroud of Flame ability) sprouts three tendrils of flame that last for up to ten minutes. As an action, you can use the tendrils to attack, making a separate attack roll for each. Each tendril inflicts 4 points of damage. Otherwise, the attacks function as standard attacks. If you don't use the tendrils to attack, they remain but do nothing. Enabler. (140)
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Fists of Fury: You inflict 2 additional points of damage with unarmed attacks. Enabler. (140)
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Flamboyant Boast (1 Intellect point): You boastfully describe an act that you will accomplish, and then as part of the same action, you attempt it. If an average person would find the action difficult (or impossible) and you succeed on it, creatures who witnessed it who are not your allies are potentially dazed on their next turn, and all tasks they attempt are hindered. The GM will help you determine whether your boast is something that would impress onlookers so significantly. If you attempt the task you boast about but fail to accomplish it, all your attempts to affect or attack onlookers who saw you are hindered for about ten minutes. Enabler. (140)
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Flameblade (4 Intellect points): When you wish it, you extend your Shroud of Flame to cover a weapon you wield in flame for one hour. The flame ends if you stop holding or carrying the weapon. While the flame lasts, the weapon inflicts 2 additional points of damage. Enabler. (140)
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Flash (4 Intellect points): You create an explosion of energy at a point within close range, affecting an area up to immediate range from that point. You must be able to see the location where you intend to center the explosion. The blast inflicts 2 points of damage to all creatures or objects within the area. If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets in the area take 1 point of damage even if you fail the attack roll. Action. (140)
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Flash Across the Miles (6+ Intellect points): You can move to an open location on the planet that you're familiar with almost instantaneously, transformed into a bolt of lightning. If you apply a level of Effort, you can attempt to penetrate covered locations that you're aware of as long as a route exists from the open air to the area you want to reach that electricity can easily follow. Action. (141)
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Flee (6 Intellect points): All non-allies within short distance who can hear your dreadful, intimidating words flee from you at top speed for one minute. Action. (141)
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Fleet of Foot (1+ Speed points): You can move a short distance as part of another action. You can move a long distance as your entire action for a turn. If you apply a level of Effort to this ability, you can move a long distance and make an attack as your entire action for a turn, but the attack is hindered. Enabler. (141)
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Flesh of Stone: You have +1 to Armor if you do not wear physical armor. Enabler. (141)
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Flex Lore: After each ten-hour recovery roll when you have access to a high-technology digital reference library (such as one that might be found in a starship or in a learning center), choose one field of knowledge related to a specific planet or some other location. The field might be habitations, customs, governments, characteristics of the main species, important figures, and so on. You're trained in that field until you use this ability again. You could use this ability with an area of knowledge you're already trained in to become specialized. Enabler. (141)
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Flex Skill: At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized. Enabler. (141)
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Flex Weapon Skill: At the beginning of each day, choose one type of attack: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. For the rest of that day, you are trained in attacks using that type of weapon. You can't use this ability with an attack skill in which you're already trained to become specialized. Enabler. (Errata)
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Flight (4+ Intellect points): You can float and fly through the air for one hour. For each level of Effort applied, you can affect one additional creature of your size or smaller. You must touch the creature to bestow the power of flight. You direct the other creature's movement, and while flying, it must remain within sight of you or fall. In terms of overland movement, a flying creature moves about 20 miles (32 km) per hour and is not affected by terrain. Action to initiate. (141)
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Flight Exertion (3 Might or 3 Speed points): You can fly up to a short distance as your movement this round. If all you do is move on your turn, you can fly up to a long distance. Enabler. (CTS, 53)
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Flight Not Fight: If you use your action only to move, all Speed defense tasks are eased. Enabler. (141)
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Fling (4 Intellect points): You violently launch a creature or object about your size or smaller within short range and send it flying a short distance in any direction. This is an Intellect attack that inflicts 4 points of damage to the object being flung when it lands or strikes a barrier. If you aim the primary target at another creature or object (and succeed on a second attack), the secondary target also takes 4 points of damage. Action. (141)
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Flying Companion: You gain a level 3 companion creature that can fly at the same speed as you; depending on other aspects of your character, this might be a trained bird, a machine drone, or a helpful strange creature such as a familiar. This creature accompanies you and acts as you direct. As a level 3 companion, it has a target number of 9 and 9 health, and it inflicts 3 points of damage. If it's killed or destroyed, it takes you one month to find or create a suitable replacement. Enabler. (CTS, 53)
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Foil Danger (2 Intellect points): You negate one source of potential danger related to one creature or object that you are aware of within immediate distance for one round. This could be a weapon or device held by someone, a trap triggered by a pressure plate, or a creature's natural ability (something special, innate, and dangerous, like a dragon's fiery breath or a giant cobra's venom). You can also try to foil a foe's mundane action (such as an attack with a weapon or claw), so that the action isn't made this round. Make your roll against the level of the attack, danger, or creature. Action. (142)
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Font of Healing: With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect points. A single creature can benefit from this ability only once each day. Enabler. (142)
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Force and Accuracy: You inflict 3 additional points of damage with attacks using weapons that you throw. Enabler. (142)
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Force at Distance (4+ Intellect points): You temporarily bend the fundamental law of gravity around a creature or object (up to twice your mass) within short range. The target is caught in your telekinetic grip, and you can move it up to a short distance in any direction each round that you retain your hold. A creature in your grip can take actions, but it can't move under its own power. Each round after the initial attack, you can attempt to keep your grip on the target by spending 2 additional Intellect points and succeeding at a difficulty 2 Intellect task. If your concentration lapses, the target drops back to the ground. In addition to the normal options for using Effort, you can choose to use Effort to increase the amount of mass you can affect. Each level allows you to affect a creature or object twice as massive as before. For example, applying one level of Effort would affect a creature four times as massive as you, two levels would affect a creature eight times as massive, three levels would affect a creature sixteen times as massive, and so on. Action to initiate. (142)
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Force Bash (1 Might point): This is a pummeling melee attack you make with your Force Field Shield. Your attack inflicts 1 less point of damage than normal but dazes your target for one round, during which time all tasks it performs are hindered. Enabler. (142)
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Force Blast: You figure out how to project blasts of pure force from the gauntlets of the power armor from your Powered Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet (60 m). Action. (142)
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Force Field (3 Intellect points): You create an invisible energy barrier around a creature or object you choose within short range. The force field moves with the creature or object and lasts for ten minutes. If the target is a creature, they gain +1 to Armor; if the target is an object, attacks against it are hindered. (143) (Errata)
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Force Field Barrier (3+ Intellect points): You create an opaque, stationary barrier of solid energy (a force field) within immediate range. The barrier is 10 feet by 10 feet (3 m by 3 m) and of negligible thickness. It is a level 2 barrier and lasts for ten minutes. It can be placed anywhere it fits, whether against a solid object (including the ground) or floating in the air. Each level of Effort you apply strengthens the barrier by one level. For example, applying two levels of Effort creates a level 4 barrier. Action. (143)
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Force Field Shield: You manifest a small plane of pure force, which takes on a shield-like shape with the barest flicker of a thought. You can dismiss it just as easily. To use the force shield, you must hold it in one of your hands. You are practiced in using your exotic shield in one hand as a light melee weapon; however, if you attack with both your shield and a weapon held in the other hand, both attacks are hindered. When you are unconscious or sleeping, the force field dissipates. Enabler. (143)
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Force to Reckon With: You can break through force fields and energy barriers as if they were physical walls. Enabler. (143)
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Force Wall (5 Intellect points): You can trigger the energy in your Force Field Shield to expand outward in all directions to create an immobile plane of solid force up to 20 feet by 20 feet (6 m by 6 m) for up to one hour or until you take your shield back. (The force shield becomes the force wall.) The plane of the force wall conforms to the space available. While the force wall remains in place, you cannot use any of your other abilities that require Force Field Shield. Action to initiate. (143)
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Fortification Builder: Whenever you attempt a crafting task—or help in the crafting task—to build a wall or other fortification, you ease the crafting difficulty by two steps, to a minimum of difficulty 1. Enabler. (143)
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Fortified Position (2 Might points): For the next minute, you gain +1 Armor and an asset to your Might defense tasks, as long as you haven't moved more than an immediate distance since your last turn. Action to initiate. (143)
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Foul Aura (5+ Intellect points): Your words, gestures, and touch invest an object no larger than yourself with an aura of doom, fear, and doubt for one day. Creatures that can hear and understand you feel an urge to move at least a short distance away from the object. If a creature does not move away, all tasks, attacks, and defenses it attempts while within the aura are hindered. The duration of the aura is extended by one day per level of Effort applied. The aura is temporarily blocked while the object is covered or contained. Action to initiate. (143)
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Freakishly Large: Your increased size intimidates most people. While you enjoy the effects of Enlarge, all intimidation tasks you attempt are eased. Enabler. (143)
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Free to Move: You ignore all movement penalties and adjustments due to terrain or other obstacles. You can fit through any space large enough to fit your head. Tasks involving breaking free of bonds, a creature's grip, or any similar impediment gain three free levels of Effort. Enabler. (143)
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Freezing Touch (4 Intellect points): Your hands become so cold that your touch freezes solid a living target of your size or smaller, rendering it immobile for one round. If you have another cold ability activated by touch (such as Frost Touch), you can use it as part of the Freezing Touch attack. Action. (143)
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Frenzy (1 Intellect point): When you wish, while in combat, you can enter a state of frenzy. While in this state, you can't use Intellect points, but you gain +1 to your Might Edge and your Speed Edge. This effect lasts as long as you wish, but it ends if no combat is taking place within range of your senses. Enabler.
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Friendly Help: If your friend tries a task and fails, they can try again without spending Effort if you help. You provide this advantage to your friend even if you are not trained in the task that they are retrying. Enabler. (143)
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From the Shadows: If you successfully attack a creature that was previously unaware of your presence, you deal 3 additional points of damage. Enabler. (144)
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Frost Touch (1 Intellect point): Your hands become so cold that the next time you touch a creature, you inflict 3 points of damage. Alternatively, you can use this ability on a weapon, and for ten minutes, it inflicts 1 additional point of damage from the cold. Action for touch; enabler for weapon. (144)
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Further Mathematics: You are specialized in higher mathematics. If you are already specialized, choose some other sphere of knowledge to become trained in. Enabler. (144)
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Fury (3 Might points): For the next minute, all melee attacks you make inflict 2 additional points of damage. Action to initiate. (144)
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Fusion: You can fuse your manifest cyphers and artifacts with your body. These fused devices function as if they were one level higher. Enabler. (144)
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Fusion Armor: A procedure gives you biometal implants in major portions of your body, you grow metal-hard skin, the blessings of an angel protect you, or something similar happens. These changes give you +1 to Armor even when you're not wearing physical armor. Enabler. (144)
Abilities—G
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Gain Unusual Companion: You gain a special specimen as a constant companion. It is level 4, probably the size of a small dog, and follows your telepathic commands. You and the GM must work out the details of your creature, and you'll probably make rolls for it in combat or when it takes actions. The companion acts on your turn. If your companion dies, you can hunt in the wild for 1d6 days to find a new one. Enabler. (144)
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Gambler: Each day, choose two different numbers from 2 to 16. One number is your lucky number, and the other is your unlucky number. Whenever you make a roll that day and get a number matching your lucky number, your next task is eased. Whenever you make a roll that day and get a number matching your unlucky number, your next task is hindered. Enabler. (144)
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Game Lessons: You've played so many games that you've picked up some real knowledge. Choose any two noncombat skills. You are trained in those skills. Enabler. (144)
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Gamer: Pick any one style of game such as real-time strategy games, games of chance in the style of poker, roleplaying games, and so on. You can apply an asset to a task related to playing that style of game once between each recovery roll. Enabler. (144)
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Gamer's Fortitude: Sitting and playing a game for twelve hours straight is not something most people can do, but you've figured it out. Once after each ten-hour recovery roll, you can transfer up to 5 points between your Pools in any combination, at a rate of 1 point per round. For example, you could transfer 3 points of Might to Speed and 2 points of Intellect to Speed, which would take a total of five rounds. Action. (144)
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Gaming God: Any time you use Effort on an Intellect action, add one of the following enhancements to the action (your choice):
- Free level of Effort
- Automatic minor effect
Enabler. (144)
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Gargantuan: When you use Enlarge, you can choose to grow up to 30 feet (9 m) in height, and you add 3 more temporary points to your Might Pool (if you also have the Bigger ability, the temporary points from Gargantuan are in addition to the points from Bigger). Enabler. (144)
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Gather Intelligence (2 Intellect points): When in a group of people (a caravan, a palace, a village, a city, etc.) you can ask around about any topic you choose and come away with useful information. You can ask a specific question, or you can simply obtain general facts. You also get a good idea of the general layout of the location involved, note the presence of all major sites, and perhaps even notice obscure details. For example, not only do you find out if anyone in the palace has seen the missing boy, but you also get a working knowledge of the layout of the palace itself, note all the entrances and which are used more often than others, and take notice that everyone seems to avoid the well in the eastern courtyard for some reason. Action to initiate, about an hour to complete. (144)
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Generate Force Field (9+ Intellect points): You create six planes of solid force (level 8), each 30 feet (9 m) to a side, which persist for one hour. The planes must be contiguous, and they retain the position that you choose when initiating this ability. For instance, you could arrange the planes linearly, creating a wall 180 feet (55 m) long, or you could create a closed cube. The planes conform to the space available. Each additional level of Effort you apply increases the level of the barrier by one (to a maximum of level 10) or increases the number of hours it remains by one. Action to initiate. (145)
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Get Away (2 Speed points): After your action on your turn, you move up to a short distance or get behind or beneath cover within immediate range. Enabler. (145)
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Ghost (4 Intellect points): For the next ten minutes, you gain an asset to sneaking tasks. During this time, you can move through solid barriers (but not energy barriers) at a rate of 1 foot (30 cm) per round, and you can perceive while phased within a barrier or object, which allows you to peek through walls. Action to initiate. (145)
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Go Defensive (1 Intellect point): When you wish, while in combat, you can enter a state of heightened awareness of threat. While in this state, you can't use points from your Intellect Pool, but you gain +1 to your Speed Edge and gain two assets to Speed defense tasks. This effect lasts as long as you wish or until you attack a foe or no combat is taking place within range of your senses. Once the effect of this ability ends, you can't enter it again for one minute. Enabler. (145)
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Go to Ground (4 Speed points): You move up to a long distance and attempt to hide. When you do, you gain an asset on the stealth task to blend in, disappear, or otherwise escape the senses of everyone previously aware of your presence. Action. (145)
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Goad (1 Intellect point): You can attempt to goad a target into a belligerent—and probably foolish—reaction that requires the target to try to close the distance between you and attempt to physically strike you on its next turn. They attempt this action even if this would cause them to break formation or to give up cover or a tactically superior position. Whether the target strikes you or fails to do so, they come to their senses immediately afterward, after which further tasks attempting to goad the target again are hindered. Action to initiate. (145)
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Golem Body: You gain +1 to Armor, +1 to your Might Edge, and 5 additional points to your Might Pool. You do not need to eat, drink, or breathe (though you do need rest and sleep). You move more stiffly than a creature of flesh, which means you can never be trained or specialized in Speed defense rolls. Furthermore, you are practiced in using your stone fists as a medium weapon. Enabler. (145)
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Golem Grip (3 Might points): Your attack with the stone fists from your Golem Body ability is eased. If you hit, you can grab the target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are hindered. If the target attempts to break free instead of attacking, you must make a Might-based roll to maintain your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions, automatically inflicting 4 points of damage each round by squeezing. Enabler. (145)
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Golem Healing: Your stone form from the Golem Body ability is more difficult to repair than flesh, which means you are unable to use the first, single-action recovery roll of the day that other PCs have access to. Thus, your first recovery roll on any given day requires ten minutes of rest, the second requires an hour of rest, and the third requires ten hours. Enabler. (145)
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Golem Stomp (4 Might points): You stomp on the ground with all of your strength, creating a shock wave that attacks all creatures in immediate range. Affected creatures take 3 points of damage and are either pushed out of immediate range or fall down (your choice). Action. (145)
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Good Advice: Anyone can help an ally, easing whatever task they're attempting. However, you have the benefit of clarity and wisdom. When you help another character, they gain an additional asset. Enabler. (145)
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Got a Feeling (4 Intellect points): You have an uncanny intuition when it comes to finding things. While exploring, you can extend your senses up to 1 mile (1.5 km) in any direction and ask the GM a very simple, general question—usually a yes-or-no question—about that area, such as "Is there an orc encampment nearby?" or "Is there dark matter to be found in that rusted hulk?" If the answer you seek is not in the area, you receive no information. Action. (145)
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Grab: While you are using the Enlarge ability, you can attack by attempting to wrap your massive hands around a target the size of a normal human or smaller. While you maintain your hold as your action, you keep the target from moving or taking physical actions (other than attempts to escape). The target's escape attempt is hindered by two steps due to your size. If you wish, you can automatically inflict 3 points of damage each round on the target while you hold it, but you can also keep it protected (by taking all attacks otherwise meant for the target). Action. (146)
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Grand Deception (3 Intellect points): You convince an intelligent creature that can understand you and isn't hostile of something that is wildly and obviously untrue. Action. (146)
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Grandiose Illusion (8 Intellect points): You create a fantastically complex scene of images that fit within a 1-mile (1.5 km) cube that you are also within. You must be able to see the images when you create them. The images can move in the cube and act in accordance with your desires. They can also act logically (such as reacting appropriately to fire or attacks) when you aren't directly observing them. The illusion includes sound and smell. For example, armies can clash in battle, with air support from machines or flying creatures, on and above terrain of your creation. The illusion lasts for one hour (or longer, if you concentrate on it after that time). Action. (146)
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Granite Wall (7+ Intellect points): You create a level 6 granite wall within short range. The wall is 1 foot (30 cm) thick and up to 20 feet by 20 feet (6 m by 6 m) in size. It appears resting on a solid foundation and lasts for about ten hours. If you apply three levels of Effort, the wall is permanent until destroyed naturally. Action to initiate. (146)
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Grasping Foliage (3+ Intellect points): Roots, branches, grass, or other natural foliage in the area snags and holds a foe you designate within short range for up to one minute. A foe caught in the grasping foliage can't move from its position, and all physical tasks, attacks, and defenses are hindered, including attempts to free itself. In addition to the normal options for using Effort, you can choose to use Effort to deal damage with the initial attack. Each level applied inflicts 2 additional points of damage when Grasping Foliage first snags and holds your foe.
You can also use this ability to clear an area of entangling growth in the immediate radius, such as an area of tall grass, thick brush, impenetrable vines, and so on. Action. (146)
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Gravity Cleave (3 Intellect points): You can harm a target within short range by rapidly increasing gravity's pull on one portion of the target and decreasing it on another, inflicting 6 points of damage. Action. (146)
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Great Tree: When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7 points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual tree (including growing additional branches, extra foliage, and so on). This does not affect any of your abilities—in tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and hiding among normal trees are eased by two steps. Enabler. (GF, 31)
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Greater Beast Form: When using Beast Form or Animal Shape, your beast form gains the following additional bonuses: +1 to your Might Edge, +2 to your Speed Pool, and +1 to your Speed Edge. Enabler. (146)
Editor's Notes — The text for Greater Beast Form has been updated to explicitly accommodate its use in the Takes Animal Shape focus.
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Greater Controlled Change: It's easier to change into and out of the shape granted by your Beast Form ability. Transforming either way is now a difficulty 2 Intellect task. Enabler. (146)
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Greater Designation: You can assign an innocent or guilty label to all creatures within immediate range when you use Designation. The one label applies to all affected creatures. This lasts until you use Greater Designation again. Action. (146)
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Greater Enhanced Intellect: You gain 6 points to your Intellect Pool. Enabler. (146)
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Greater Enhanced Might: You gain 6 points to your Might Pool. Enabler. (146)
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Greater Enhanced Physique: You gain 6 points to divide among your Might and Speed Pools however you wish. Enabler. (146)
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Greater Enhanced Potential: You gain 6 points to divide among your stat Pools however you wish. Enabler. (146)
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Greater Enhanced Speed: You gain 6 points to your Speed Pool. Enabler. (146)
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Greater Frenzy (4 Intellect points): When you wish, while in combat, you can enter a state of frenzy. While in this state, you can't use Intellect points, but you gain +2 to your Might Edge and your Speed Edge. This effect lasts as long as you wish, but it ends if no combat is taking place within range of your senses. If you have the Frenzy ability, you can use it or this ability, but you can't use both at the same time. Enabler. (146)
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Greater Healing Touch (4 Intellect points): You touch a creature and restore its Might Pool, Speed Pool, and Intellect Pool to their maximum values, as if it were fully rested. A single creature can benefit from this ability only once each day. Action. (147)
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Greater Necromancy (5+ Intellect points): This ability works like the Necromancy ability except that it creates a level 3 creature. Action to animate. (147)
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Greater Skill With Attacks: Choose one type of attack, even one in which you are already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. If you're already trained in that type of attack, you instead are specialized in that type of attack. Enabler. (147)
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Greater Skill With Defense: Choose one type of defense task, even one in which you are already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type, or specialized if you are already trained. You can select this ability up to three times. Each time you select it, you must choose a different type of defense task. Enabler. (147)
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Group Friendship (4 Intellect points): You convince a sentient creature to regard you (and up to ten creatures that you designate within immediate distance of you) positively, as they would a potential friend. Action.
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Guide Bolt (4+ Intellect points): When you make an attack with a metallic bolt or metal-tipped arrow on a target within short range, you can improve the attack's aim and velocity, which grants an asset to the attack and inflicts an additional 2 points of damage. If you apply a level of Effort, you grant the same benefits to a ranged attack made by an ally within immediate range. In any case, you can use this ability only once per round. Enabler. (147)
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Guild Training: Your type abilities that have durations last twice as long. Your type abilities that have short ranges reach to long range instead. Your type abilities that inflict damage deal 1 additional point of damage. Enabler. (147)
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Gunner: You inflict 1 additional point of damage with guns. Enabler. (147)
Abilities—H
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Hack the Impossible (3 Intellect points): You can persuade robots, machines, and computers to do your bidding. You can discover an encrypted password, break through security on a website, briefly turn off a machine such as a surveillance camera, or disable a robot with a moment's worth of fiddling. Action. (147)
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Hacker (2 Intellect points): You gain quick access to a desired bit of information in a computer or similar device, or you access one of its primary functions. Action. (147)
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Hand to Eye (2 Speed points): This ability provides an asset to any tasks involving manual dexterity, such as pickpocketing, lockpicking, games involving agility, and so on. Each use lasts up to a minute; a new use (to switch tasks) replaces the previous use. Action to initiate. (148)
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Handy: You work for a living and are trained in tasks related to carpentry, plumbing, and electrical repair. Your knowledge in these realms also gives you an asset to craft entirely new items within your spheres of knowledge and the limits of possibility within the setting. Enabler. (148)
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Hard Choices: Sometimes, you believe that you've got to lie to those who trust you for their own good. You are specialized in deception tasks. Enabler. (148)
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Hard Target: If you move a short distance or farther on your turn, all Speed defense rolls are eased. Enabler. (148)
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Hard to Distract: You are trained in Intellect defense tasks. Enabler.
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Hard to Hit: You are trained in Speed defense tasks. Enabler.
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Hard to Kill: You can choose to reroll any defense task you make but never more than once per round. Enabler. (148)
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Hard to See: When you move, you are a blur. It is impossible to make out your identity as you run past, and in a round where you do nothing but move, stealth tasks and Speed defense tasks are eased. Enabler. (148)
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Hard-Won Resilience: In your explorations of dark places, you've been exposed to all sorts of terrible things and are developing a general resistance. You gain +1 to Armor and are trained in Might defense tasks. Enabler. (148)
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Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler. (CTS, 53)
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Hardiness: You are trained in Might defense tasks. Enabler. (148)
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Have Spacesuit, Will Travel: Somehow or another, you became the legal owner of a fully functional and advanced spacesuit. The spacesuit provides +1 Armor and, more important, allows you to survive in the vacuum of space using suit reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas for that same period. After each use, the suit must be recharged, either with already-charged cartridges of air and reaction mass or by allowing the suit to sit idle in an area with breathable atmosphere for at least two hours, during which time it will recharge both air and reaction mass using integrated solid state mechanisms. The suit's power supply is a radioisotope thermoelectric generator, which means it'll function for a few decades before needing to be changed out. Enabler. (148)
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Heads-Up Display (2+ Intellect points): Your Powered Armor ability comes with systems that help you make sense of, analyze, and use your weapons in your environment. When you trigger this ability, you gain an asset on one attack roll as the suit perfectly outlines foes and steadies your aim, regardless of whether you're making a melee or ranged attack.
Alternatively, you can use the heads-up display to magnify your vision, increasing your vision range to 5 miles (8 km) for two rounds. If you apply one level of Effort, you can also see through mundane materials (such as wood, concrete, plastic, and stone) to a short distance in false color images. If you apply two levels of Effort, you can see through special materials (such as solid lead or other substances) to an immediate distance in false color images; however, the GM might require you to succeed at an Intellect-based task first, depending on the material blocking your armor's sensors. Enabler. (148)
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Healing Pulse (3 Intellect points): You and all targets you choose within immediate range gain the immediate benefits of using one of their recovery rolls (as long as it is not their ten-hour recovery roll) without having to spend an action, ten minutes, or one hour. Targets regain points to their Pools immediately but mark off that recovery use. PCs who have already used up their one-action, ten-minute, and one-hour recovery rolls for the day gain no benefit from this ability. NPCs targeted by this ability regain a number of health points equal to their level. Action. (148)
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Healing Touch (1 Intellect point): With a touch, you restore 1d6 points to one stat Pool of any creature. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task is hindered by an additional step. The difficulty returns to 2 after that creature rests for ten hours. Action. (149)
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Hedge Magic (1 Intellect point): You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can't use Hedge Magic to harm another creature or object. Action. (149)
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Heightened Skills: You are trained in two tasks of your choosing (other than attacks or defense). If you choose a task you're already trained in, you instead become specialized in that task. You can't choose a task you're already specialized in. Enabler. (149)
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Hemorrhage (2+ Might points): You make a powerful and precise strike that inflicts additional damage later. On your next turn, the target of this attack takes an additional 3 points of damage (ignores Armor). The target can prevent this additional damage by making a recovery roll, using any ability that heals it, or using its action to attend to the injury. In addition to the normal options for using Effort, you can choose to use Effort to increase this duration by one round. Action. (149)
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Heroic Monster Bane: When you inflict damage to creatures more than twice as large or massive as you, you inflict 3 additional points of damage. Enabler. (149)
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Higher Mathematics: You are trained in standard and higher mathematics. Enabler. (149)
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Hold Breath: You can hold your breath for up to five minutes. Enabler. (149)
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Horde Fighting: When two or more foes attack you at once in melee, you can use them against each other. You gain an asset to Speed defense rolls or attack rolls (your choice each round) against them. Enabler. (149)
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Horde Tactics (7 Might points): For up to one hour a day, you and at least three other allies can act like a single creature. Use your stats, but add +8 to your Might Pool, +1 to your Might Edge, +2 to your Speed Pool, +1 to your Speed Edge, and +1 to your Armor. Enabler. (149)
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Hover (2 Intellect points): You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate. (149)
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How Others Think: You have a sense of how people think. You're trained in one of the following tasks: persuasion, deception, or detecting falsehoods. Enabler.
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Huge: When you use Enlarge, you can choose to grow up to 16 feet (5 m) in height. When you do, you add +1 to Armor (a total of +2 to Armor) and deal 2 additional points of damage with melee attacks. Enabler. (149)
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Hunter's Drive (5 Intellect points): Through force of will, when you wish it, you grant yourself greater prowess in the hunt for ten minutes. During this time, you gain an asset to all tasks involving your quarry, including attacks. Your quarry is the creature you selected with your Quarry ability. Enabler. (149)
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Hurl Flame (2 Intellect points): While your Shroud of Flame is active, you can reach into your halo and hurl a handful of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action. (149)
Abilities—I
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Ice Armor (1 Intellect point): When you wish it, your body is covered in a sheen of ice for ten minutes that gives you +1 to Armor. While the sheen is active, you feel no discomfort from normal cold temperatures and have an additional +2 to Armor versus cold damage specifically. Enabler. (150)
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Ice Creation (4+ Intellect points): You create a solid object of ice that is your size or smaller. The object is crude and can have no moving parts, so you can make a sword, a shield, a short ladder, and so on. Your ice objects are as strong as iron, but if you're not in constant contact with them, they function for only 1d6 + 6 rounds before breaking or melting. For example, you can make and wield an ice sword, but if you give it to another PC, the sword won't last as long for that character. In addition to the normal options for using Effort, you can choose to use Effort to create objects larger than you. For each level of Effort used in this way, you can create an object up to twice again as large as you. Action. (150)
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Ice Storm: You attempt an additional Intellect task as part of your Cold Burst attack, and if successful, you blind foes for up to one minute with a layer of freezing ice. All tasks of blinded creatures are hindered by two steps. Enabler. (150)
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Ignition (4 Intellect points): You designate a creature or flammable object you can see within short range to catch fire. This is an Intellect attack. The target takes 6 points of ambient damage per round until the flames are extinguished, which a creature can do by dousing itself in water, rolling on the ground, or smothering the flames. Usually, putting out the flames takes an action. Action to initiate. (150)
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Ignore Affliction (5 Might points): If you are affected by an unwanted condition or affliction (such as disease, paralysis, mind control, broken limb, and so on, but not damage), you can ignore it and act as if it does not affect you for one hour. If the condition would normally last less than an hour, it is entirely negated. Action. (150)
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Ignore the Pain: You ignore the impaired condition and treat the debilitated condition as impaired. Enabler. (150)
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Illuminating Touch (1 Intellect point): You touch an object, and that object sheds light to illuminate everything in short range. The light remains until you use an action to touch the object again, or until you've illuminated more objects than you have tiers, in which case the oldest objects you illuminated go dark first. Action. (150)
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Illusory Disguise (2+ Intellect points): You appear to be someone or something else, roughly of your size and shape, for up to one hour. Once created, the disguise requires no concentration. For each additional Intellect point you spend, you can disguise one other creature. All disguised creatures must stay within sight of you or lose their disguise. Action to create. (150)
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Illusory Duplicate (2 Intellect points): You create a single image of yourself within immediate range. The image looks like you as you are now (including how you are dressed). The image can move (for example, you could make it walk or attack), but it can't move more than an immediate distance from where you created it. The illusion includes sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond short range of the illusion, it vanishes. Action to create. (150)
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Illusory Evasion (5 Intellect points): When you would be hit by an attack, you teleport an immediate distance away, leaving behind an illusory copy of yourself to be struck by that attack instead of you. This destroys the illusion but leaves you unharmed by the attack. If the attack affects an area and the teleportation can't get you out of that area, the attack still affects you normally. Enabler. (150)
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Illusory Selves (4 Intellect points): You create four holographic duplicates of yourself within short range. The duplicates last for one minute. You mentally direct their actions, and the duplicates aren't mirror images—each one can do different things. If struck violently, they either disappear permanently or freeze motionless (your choice). Action to create. (150)
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Immovable: You gain +3 to your Might Pool. You can attempt a Might task to avoid being knocked down, pushed back, or moved against your will even if the effect attempting to move you doesn't allow it. If you apply Effort to this task, you can apply two free levels of Effort. Enabler. (150)
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Impart Ideal (3 Intellect points): After interacting for at least one minute with a creature who can hear and understand you, you can attempt to temporarily impart an ideal to it that you could not otherwise convince it to adopt. An ideal is different than a specific suggestion or command; an ideal is an overarching value such as "All life is sacred," "My political party is the best," "Children should be seen, not heard," and so on. An ideal influences a creature's behavior but doesn't control it. The imparted ideal lasts as long as befits the situation, but usually at least a few hours. The ideal is jeopardized if someone friendly to the creature spends a minute or more bringing it back to its senses. Action. (151)
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Impart Understanding: Your Learning the Path ability works more effectively, allowing you to ease a task by two steps or to provide two assets to a friend's task, instead of easing normally. Enabler. (151)
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Impersonate (2 Intellect points): For one hour, you alter your voice, posture, and mannerisms, whip together a disguise, and gain an asset on an attempt to impersonate someone else, whether it is a specific individual (Bob the cop) or a general role (a police officer). Action to initiate. (151)
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Impetus (2 Intellect points): A loose object within short range that you could carry in one hand is drawn to your free hand. If the object is stuck or held by another creature, you must succeed on a Might roll to rip it free, or the object remains where it is. Action. (151)
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Impossible Walk (5+ Speed points): You can walk (or crawl or run) on steep inclines and horizontal surfaces (such as walls and cliffs) for the next minute as if they were flat ground. When using this ability, "down" for you is either the surface you are walking on or the normal orientation of gravity (your choice). If you apply one level of Effort, you can also walk on the ceiling or on a liquid or semi-liquid surface such as water, mud, quicksand, or even lava (although touching a dangerous surface like lava still harms you). If you apply two levels of Effort, you can also walk on air as if it were solid ground. Enabler. (151)
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Impressive Display (2 Might points): You perform a feat of strength, speed, or combat, impressing those nearby. For the next minute you gain an asset on all interaction tasks with people who saw you use this ability. Action. (151)
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Improved Absorb Kinetic Energy: When you use Absorb Kinetic Energy, instead of being able to absorb 1 point of damage from a physical attack or impact, you can absorb 2 points. You can also store up to 2 points of energy from any source. However, you can still release energy only 1 point at a time. Enabler. (151)
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Improved Apportation (6 Intellect points): You call a creature of up to level 3, which appears next to you. You can choose a creature that you've previously encountered, or (no more than once per day) you can allow the GM to determine the creature randomly. If you call a random creature, it has a 10 percent chance of being a creature of up to level 5. The creature has no memory of anything before being called by you, though it can speak and has the general knowledge a creature of its type should possess. The creature is receptive to communication and helping you (unless shown that it should do otherwise). Action. (151)
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Improved Command Spirit: When you use your Command Spirit ability, you can command a spirit or animate undead creature of up to level 7. Enabler. (151)
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Improved Companion: Your companion (such as a controlled beast) or follower increases to level 4. As a level 4 creature, it has a target number of 12 and 12 health, and it inflicts 4 points of damage (though in most cases, instead of attacking, it provides an asset to your attacks). You can gain this ability once per tier. Each additional time you select it, it increases your companion or follower's level by 1. Enabler. (151)
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Improved Copying: You can use Copy Power to copy more powerful abilities. In addition to the normal options for using Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles that power (instead of a low-tier ability). Enabler. (CTS, 53)
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Improved Designation: When you use Designation, you can designate one additional creature to be innocent or guilty, which means up to two creatures at a time may be innocent, or two guilty, or one innocent and one guilty. Enabler. (151)
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Improved Edge: Choose one of your Edge stats that is 0. It increases to 1. Enabler. (151)
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Improved Gravity Cleave (9 Intellect points): You can harm a group of targets within long range by rapidly increasing gravity's pull on one portion of each target and decreasing it on another, inflicting 6 points of damage. The targets must be within immediate range of each other. Action. (151)
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Improved Machine Companion: The machine from your Machine Companion ability improves, becoming a level 5 creature with the ability either to fly a long distance each round (and carry you) for up to ten minutes at a time, or to carry an extra cypher for you that doesn't count against your cypher limit. Enabler. (152)
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Improved Monster Bane: When you inflict damage to creatures more than twice as large or massive as you, you inflict 3 additional points of damage. Enabler. (152)
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Improved Object Bond (5 Intellect points): When you manifest the ally from your Bound Magic Creature ability, it is now a level 4 creature. Also, the creature gains a pulse attack that renders all artifacts, machines, manifest cyphers, and lesser magic devices within short range inoperable for one minute. After the creature uses this ability, it must retreat to its object to rest for three hours. Enabler. (152)
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Improved Recovery: Your ten-minute recovery roll takes only one action instead, so that your first two recovery rolls are one action, the third is one hour, and the fourth is ten hours. Enabler. (152)
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Improved Sculpt Light (7+ Intellect points): You create an object of solid light in any shape you can imagine whose base size can fit within a 10-foot (3 m) cube. The object appears in an area adjacent to you or floating freely in space up to a long distance away, and the object lasts for a few days. The object is crude and can have no moving parts, so you can make a wall segment, a block, a box, stairs, and so on. The sculpted object has the approximate mass of the real object and is level 6. If you apply Effort to increase the size of the object, each level applied increases the size by an additional 10-foot (3 m) cube. Action. (152)
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Improved Sensor (2 Intellect points): When you use Sensor, you can place the sensor anywhere you choose within long range. Enabler. (152)
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Improved Success: When you roll a 17 or higher on an attack roll that deals damage, you deal 1 additional point of damage. For instance, if you roll a natural 18, which normally deals 2 extra points of damage, you instead deal 3 extra points. If you roll a natural 20 and choose to deal damage instead of achieve a special major effect, you deal 5 extra points of damage. Enabler. (152)
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Improvise (3 Intellect points): When you perform a task in which you are not trained, you can improvise to gain an asset on the task. The asset might be a tool you cobble together, a sudden insight into overcoming a problem, or a rush of dumb luck. Enabler. (152)
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In Harm's Way (3 Intellect points): When you put your friends before yourself as your action, you ease all defense tasks for all characters you choose that are adjacent to you. This lasts until the end of your next turn. If one of your friends would be damaged, you can choose to take up to half the number of points of damage they would otherwise take, but only if you're not already impaired or debilitated. Enabler. (152)
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Incomparable Pilot: While on a starcraft you own or have a direct connection with, your Might Edge, Speed Edge, and Intellect Edge increase by 1. When you make a recovery roll on a starcraft you're familiar with, you recover 5 additional points. Enabler. (152)
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Increased Effects: You treat rolls of natural 19 as rolls of natural 20 for either Might actions or Speed actions (your choice when you gain this ability). This allows you to gain a major effect on a natural 19 or 20. Enabler. (153)
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Increasing Determination: If you fail at a noncombat physical task (pushing open a door or climbing a cliff, for example) and then retry the task, the task is eased. If you fail again, you gain no special benefits. Enabler. (153)
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Incredible Feat of Science (12 Intellect points): You do something amazing in the lab. This takes parts and materials equivalent to three expensive items. Possible incredible feats include:
- Reanimate and command a dead body for one hour.
- Create an engine that runs on perpetual motion.
- Create a teleportation gate that remains open for one minute.
- Transmute one substance into another substance.
- Cure one person with an incurable disease or condition.
- Create a weapon designed to hurt something that can't otherwise be hurt.
- Create a defense designed to protect against something that can't otherwise be stopped.
Action to initiate; a full day of work to complete. (153)
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Incredible Health: Thanks to a dip in a magical pool, an injection of artificial antibodies and immune defense nanobots into your bloodstream, exposure to strange radiation, or something else, you are now immune to diseases, viruses, and mutations of any kind. Enabler. (153)
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Incredible Recovery (6 Might points): You move up one step on the damage track or shake off any unwanted ongoing condition. Action. (153)
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Incredible Running Speed: You move much farther than normal in a round. This means as a part of another action, you can move up to a long distance. As an action, you can move up to 200 feet (60 m), or up to 500 feet (150 m) as a Speed-based task with a difficulty of 4. Enabler. (153)
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Infer Thoughts (4 Intellect points): If you interact with or study a target for at least a round, you can attempt to read its surface thoughts, even if the subject doesn't want you to. You must be able to see the target. Once you have gained a sense of what it's thinking—through its body language, its speech, and what it does and doesn't say—you can continue to infer the target's surface thoughts for up to one minute as long as you can still see and hear the target. Action to prepare; action to initiate. (153)
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Inferno Trail (6 Intellect points): For the next minute, you leave a trail of flame in your wake. The trail matches your path and lasts for up to a minute, creating a wall of flame about 6 feet (2 m) high that inflicts 5 points of damage to any creature that passes through it, potentially catching them on fire for an additional 1 point of damage each round (if they are flammable) until they spend a round putting out the fire. Action. (153)
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Infiltrator: You are trained in interactions involving lies or trickery. Enabler. (153)
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Influence Swarm (1 Intellect point): You master one type of small creature (such as insects, rats, bats, or even birds) and they respond to you in number. Your creatures within short range will not harm you or those you designate as allies for one hour. Action to initiate. (153)
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Information Gathering (5 Intellect points): You speak telepathically with any or all machines within 1 mile (1.5 km). You can ask one basic question about themselves or anything happening near them and receive a simple answer. For example, while in an area with many machines, you could ask about the location of a specific creature or individual, and if they are within a mile of you, one or more machines will probably provide the answer. Action. (153)
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Informer: You gain an informer within an allied community. They act as your secret (or known) informer. If something of note happens in your informer's location, they will use whatever means they have available to tell you about it. Enabler. (153)
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Infuse Spirit: When you kill a creature or destroy a spirit with an attack, if you choose, its spirit (if unprotected) immediately infuses you, and you regain 1d6 points to one of your Pools (your choice). The spirit is stored within you, which means it cannot be questioned, raised, or restored to life by any means unless you allow it. Enabler. (153)
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Inhabit Crystal (4 Intellect points): You transfer your body and whatever you are carrying into a crystal at least the size of your index finger. While in the crystal, you are aware of what is going on around it, seeing and hearing through the crystal. You can even speak through the crystal and carry on conversations. You cannot take actions other than to exit the crystal. You remain within as long as you wish, but you are not in stasis and should exit to eat, drink, sleep, and so on as normal (breathing is not an issue). If the crystal is destroyed or takes major damage while you are within it, you immediately exit, cannot act for three rounds, and move two steps down the damage track. Action to enter and exit. (154)
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Innate Power: Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities, you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge instead of your Intellect Edge, as appropriate). Enabler. (GF, 32)
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Inner Defense: Life's trials have toughened you and made you hard to read. You are trained in any task to resist another creature's attempt to discern your true feelings, beliefs, or plans. You are likewise trained in resisting torture, telepathic intrusion, and mind control. Enabler. (154)
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Innovator: You can modify any artifact to give it different or better abilities as if that artifact were one level lower than normal, and the modification takes half the normal time. Enabler. (154)
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Insect Eruption (6 Intellect points): You call a swarm of insects in a place where it is possible for insects to appear. They remain for one minute, and during this time, they do as you command while they are within long range. They can swarm about and hinder any or all creatures' tasks, or you can focus the swarm and attack all targets within immediate range of each other (all within long range of you). The attacking swarm inflicts 2 points of damage per round. You can also command the swarm to move heavy objects through collective effort, eat through wooden walls, and perform other actions suitable for a supernatural swarm. Action to initiate. (154)
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Insight: You are trained in tasks to discern others' motives and to ascertain their general nature. You have a knack for sensing whether or not someone is truly innocent. Enabler. (154)
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Inspiration (6 Intellect points): You speak words of encouragement and inspiration. All allies within short range who can hear you immediately gain a recovery roll, gain an immediate free action, and have an asset for that free action. The recovery roll does not count as one of their normal recovery rolls. Action. (154)
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Inspire Action (4 Intellect points): If one ally can see and easily understand you, you can instruct that ally to take an action. If the ally chooses to take that exact action, they can do so as an additional action immediately. Doing so doesn't interfere with the ally taking a normal action on their turn. Action. (154)
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Inspire Aggression (2 Intellect points): Your words twist the mind of a character within short range who is able to understand you, unlocking their more primitive instincts. As a result, they gain an asset on their Might-based attack rolls for one minute. Action to initiate. (154)
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Inspire Coordinated Actions (9 Intellect points): If your allies can see and easily understand you, you can instruct each of them to take one specific action (the same action for all of them). If any of them choose to take that exact action, they can do so as an additional action immediately. This doesn't interfere with them taking their normal actions on their turns. Action. (154)
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Inspire the Innocent (3 Intellect points): You speak words of encouragement and inspiration to everyone within immediate range whom you have designated as innocent with your Designation ability. They immediately gain a free recovery roll. One person you choose can gain an immediate free action instead of a free recovery roll. If you also have the Inspiration ability, the target who gains a free action also gains an asset on it. Action. (154)
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Inspiring Ease: Through stories, songs, art, or other forms of entertainment, you inspire your friends. After spending 24 hours with you, once per day each of your friends can ease a task. This benefit is ongoing while you remain in the friend's company. It ends if you leave, but it resumes if you return to the friend's company within 24 hours. If you leave the friend's company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. Enabler. (154)
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Inspiring Success (6 Intellect points): When you succeed on a roll to perform a task related to the stat that you choose upon selecting this ability, and you applied at least one level of Effort, you may choose another character within short range. That character has an asset on the next task they attempt using that stat on their next turn. Enabler. (154)
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Intelligent Interface (3 Intellect points): You can speak telepathically with any intelligent machine within long range. Further, you are trained in all interactions with intelligent machines. Such machines and robots that normally would never communicate with a human might talk to you. Enabler. (155)
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Intense Interaction (3 Intellect points): You gain an asset on intimidating, persuading, and influencing people for ten minutes. Action. (155)
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Interaction Skills: You are trained in two skills in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidation. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. (155)
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Interface: By directly plugging into a device, you can identify and learn to operate it as though the task were one level lower. Enabler. (155)
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Interruption (4 Intellect points): Your vociferous, booming command prevents a creature within short range from taking any action for one round. It can defend itself if attacked, but when it does so, its defense is hindered by two steps. Each additional time you attempt this ability against the same target, you must apply one more level of Effort than you applied on the previous attempt. Action. (155)
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Inventor: You can create new artifacts in half the time, as if they were two levels lower, by spending half the normal XP. Enabler. (155)
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Investigate: You are trained in perception, cryptography, deceiving, and breaking into computers. Enabler. (155)
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Investigative Skills: You are trained in two skills in which you are not already trained. Choose two of the following: perception, identifying, lockpicking, assessing danger, or tinkering with devices. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. (155)
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Investigator: To really shine as an investigator, you must engage your mind and body in your deductions. You can spend points from your Might Pool, Speed Pool, or Intellect Pool to apply levels of Effort to any Intellect-based task. Enabler. (155)
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Invisibility (4 Intellect points): You become invisible for ten minutes. While invisible, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining invisibility effect by taking an action to hide your position. If you have another ability that also confers invisibility, using either one allows you to remain invisible for twice as long as the duration specified. Action to initiate or reinitiate. (155)
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Invisible Phasing (4 Might points): You become invisible while using Phase Sprint and during the following round. While invisible, stealth is eased by two steps and Speed defense is eased by two steps (this replaces the asset to Speed defense tasks provided by Phase Sprint). The first attack you make using any Shreds the Walls of the World attack abilities is also eased by two steps; however, if you attack a creature, Invisible Phasing ends immediately instead of lasting for one additional round. If you have the Invisibility ability, you can remain invisible during the entire round, which means that if you use Scratch Existence or Shred Existence, attacking each target along your path is eased by two steps. Enabler. (155)
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Iron Fist: Your unarmed attacks deal 4 points of damage. Enabler. (155)
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Iron Punch (5+ Intellect points): You magnetically pick up a metallic heavy object within short range and hurl it at someone within short range, an Intellect action that deals 6 points of damage to the target and to the hurled object. For each additional level of Effort applied, you can pick up a slightly larger object, allowing you to affect one additional target within short range as long as it is next to the prior target. Action. (155)
Abilities—J
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Jaunt (5+ Intellect points): You instantaneously teleport yourself to any location within long distance that you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase the distance you can travel; each level of Effort used in this way increases the range by another 100 feet (30 m). Action. (155)
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Juggernaut (5 Might points): Until the end of the next round, you can move through solid objects such as doors and walls. Only 2 feet (60 cm) of wood, 1 foot (30 cm) of stone, or 6 inches (15 cm) of metal can stop your movement. Enabler. (156)
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Jump Attack (5+ Might points): You attempt a difficulty 4 Might roll to jump high into the air as part of your melee attack action. If you succeed at the jump and your attack hits, you inflict 3 additional points of damage and knock the foe prone. If you fail at the jump, you still make your normal attack roll, but you don't inflict the extra damage or knock down the opponent if you hit. In addition to the normal options for using Effort, you can choose to use Effort to enhance your jump; each level of Effort used in this way adds +2 feet to the height and +1 damage to the attack. Action. (156)
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Junkmonger (2 Intellect points): You are trained in crafting two kinds of items using scavenged junk. If you have scavenged (or otherwise obtained) at least two pieces of junk in different categories (electronic, plastic, dangerous, metallic, glass, or textile), you have the materials you need to craft a new item in one of your areas of training (unless the GM deems otherwise). Enabler. (156)
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Jury-Rig (5 Intellect points): You quickly create an object using what would seem to be entirely inappropriate materials. You can make a bomb out of a tin can and household cleaners, a lockpick out of aluminum foil, or a sword out of broken furniture. The level of the item determines the difficulty of the task, but the appropriateness of the materials eases or hinders it as well. Generally, the object can be no larger than something you can hold in one hand, and it functions once (or, in the case of a weapon or similar item, is essentially useful for one encounter). If you spend at least ten minutes on the task, you can create an item of level 5 or lower. You can't change the nature of the materials involved. For example, you can't take iron rods and make a pile of gold coins or a wicker basket. Action. (156)
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Just a Bit Mad: You are trained in Intellect defense tasks. Enabler. (156)
Abilities—K
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Knock Out (5+ Might points): You make a melee attack that inflicts no damage. Instead, if the attack hits, make a second Might-based roll. If successful, a foe of level 3 or lower is knocked unconscious for one minute. For each level of Effort used, you can affect one higher level of foe, or you can extend the duration for an additional minute. Action. (156)
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Know Their Faults: If a creature that you can see has a special weakness, such as a vulnerability to loud noises, a negative modification to perception, and so on, you know what it is. Ask and the GM will tell you; usually, this is not associated with a roll, but in certain cases the GM may decide that there is a chance for you not to know. In these cases, you are specialized in knowing creature weaknesses. Enabler. (156)
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Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of one. If the GM is using some other method to generate rewards for finding valuables, you should gain double the result you would otherwise obtain. Enabler. (156)
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Knowing: You are trained in one area of knowledge of your choice. Enabler. (156)
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Knowing the Unknown (6 Intellect points): By accessing the resources appropriate to your character, you can ask the GM one question and get a general answer. The GM assigns a level to the question, so the more obscure the answer, the more difficult the task. Generally, knowledge that you could find by looking somewhere other than your current location is level 1, and obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible. Action. (156)
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Knowledge of the Law: You're trained in the law of the land. If you don't know the answer to a question of law, you know where and how to research it (a university's law library is a good place to start, but you've also got online sources). Enabler. (156)
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Knowledge Is Power: Choose two noncombat skills in which you are not trained. You are trained in those skills. Enabler. (156)
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Knowledge Skills: You are trained in two skills in which you are not already trained. Choose two areas of knowledge such as history, geography, archeology, and so on. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. (157)
Abilities—L
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Lab Analysis (3 Intellect points): You analyze the scene of a crime, the site of a mysterious incident, or a series of unexplained phenomena, and maybe learn a surprising amount of information about the perpetrators, the participants, or the force(s) responsible. To do so, you must collect samples from the scene. Samples are paint or wood scrapings, dirt, photographs of the area, hair, an entire corpse, and so on. With samples in hand, you can discover up to three pertinent pieces of information about the scene, possibly clearing up a lesser mystery and pointing the way to solving a greater one. The GM will decide what you learn and what level of difficulty is needed to learn it. (For comparison, discovering that a victim was killed not by a fall, as seems immediately obvious, but rather by electrocution, is a difficulty 3 task for you.) The task is eased if you take the time to transport the samples to a permanent lab (if you have access to one), as opposed to conducting the analysis with your field science kit. Action to initiate, 2d20 minutes to complete. (157)
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Late Inspiration (3 Intellect points): You retry a task you failed within the past one minute, using the same difficulty and modifiers, except this time you have an asset on the task. If this retry fails, you can't use this ability to retry it again. Enabler. (157)
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Lead by Inquiry: You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who care to join in. After spending 24 hours with you, your allies are treated as if trained in tasks related to perception. This benefit is ongoing while you remain in your allies' company. It ends if you leave, but it resumes if you return to the allies' company within 24 hours. If you leave the allies' company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. Enabler. (157)
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Lead From the Front: You gain 3 new points to divide among your stat Pools however you wish. Enabler. (157)
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Learned a Few Things: You are trained in two areas of knowledge of your choice, or specialized in one area of knowledge of your choice. Enabler. (157)
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Learning the Path (2 Intellect points): You observe or study a creature, object, or location for at least one round. The next time you interact with it (possibly in the following round), a related task (such as persuading the creature, attacking it, or defending from its attack) is eased. Action. (157)
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Legal Intern: You gain a level 4 follower who is mostly interested in helping with your law-related tasks, but who might also help you in other areas. Enabler. (157)
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Legerdemain (1 Speed point): You can perform small but seemingly impossible tricks. For example, you can make a small object in your hands disappear and move into a desired spot within reach (like your pocket). You can make someone believe that they have something in their possession that they do not have (or vice versa). You can switch similar objects right in front of someone's eyes. Action. (157)
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Lend Animal Shape (6+ Intellect points): You change into an animal, and one willing creature within immediate range also transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you or someone else) changing form does not affect any other creature affected with this ability. Action.
A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying.
A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the change, and the character wouldn't gain any of the creature's magical abilities. (GF, 32)
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Lethal Damage: Choose one of your existing attacks that inflicts points of damage (depending on your type and focus, this might be a specific weapon, a special ability such as a blast of fire, or your unarmed attacks). When you hit with that attack, you inflict an additional 5 points of damage. Enabler. (158)
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Lethal Ploy (5+ Intellect points): Long experience has revealed to you that subterfuge is your friend in desperate situations. You push, attack, or distract the target in some seemingly inconsequential way that leads to the target's death. The target must be level 2 or lower. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target by 1. Thus, to kill a level 5 target (three levels above the normal limit), you must apply three levels of Effort. Action. (158)
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Lethal Vibration (7 Might points): You set up a lethal vibration in your own body and pass it to a creature you touch with a successful attack. If the target is level 2 or lower, it dies, exploding in a peal of thunder. If the target is level 3 or higher, it sustains 6 points of damage and is stunned on its next action. If the target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level 3 explodes and a target of level 4 or higher takes damage and is stunned, and so on). Action. (158)
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Levity: Through wit, charm, humor, and grace, you are trained in all social interactions other than those involving coercion or intimidation. During rests, you put friends and comrades at ease so much that they gain +1 to their recovery rolls. Enabler. (158)
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Life Lessons: Choose any two noncombat skills. You are trained in those skills. Enabler. (158)
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Like the Back of Your Hand: All tasks directly related to a starcraft that you own or have a direct connection with are eased. Tasks include repair, refueling, finding a breach in the hull, finding a stowaway, and so on. The same goes for any attack or defense rolls you make within the starcraft against enemy boarders, as well as any attack or defense rolls you make with the ship against enemy ships. Enabler. (158)
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Link Senses (2 Intellect points): You touch a willing creature and link its senses to yours for one minute. At any time during that duration, you can concentrate to see, hear, and smell what that creature is experiencing, instead of using your own senses. If you or the creature move out of long range, the connection is broken. Action to initiate. (158)
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Living Armor (4 Intellect points): If you're in a location where it's possible for your creatures from Influence Swarm to come, you call a swarm around you for one hour. They crawl over your body or fly around you in a cloud. During this time, your Speed defense tasks are eased, and you gain +1 to Armor. Action to initiate. (158)
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Living Light (6+ Intellect points): Your body dissolves into a cloud of photons that instantly travel to a location you choose and then reform. You can choose any open space big enough to contain you that you can see within very long range, or any place you have lit by Illuminating Touch that is still shining. You disappear and almost instantly reappear in the space you chose. It takes until the end of the round for your body to become fully solid, so until the start of the next round, you take a maximum of 1 point of damage from any given attack or source of damage. Each level of Effort you apply allows you to bring along one additional person besides yourself, as long as they are within immediate range when you depart. Action. (158)
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Living Off the Land: Given an hour or so, you can always find edible food and potable water in the wilderness. You can even find enough for a small group of people, if need be. Further, since you're so hardy and have gained resistance over time, you are trained in resisting the effects of natural poisons (such as those from plants or living creatures). You're also immune to natural diseases. Enabler. (158)
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Living Wall (3 Might points): You specify a confined area—such as an open doorway, a hallway, or a space between two trees—where you stand. For the next ten minutes, if anyone attempts to enter or pass through that area and you don't wish it, you make an automatic attack against them. If you hit, not only do you inflict damage, but they must also stop their movement. Enabler. (158)
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Lock (2+ Intellect points): A door, gate, chest, drawer, locket, or other object that can be closed within long range snaps shut and is magically locked (level 3 effect) for one hour. If an object or creature is physically holding the target object open, you must also succeed on an Intellect-based attack. For each level of Effort you apply, the quality of the magical lock increases by one level. Action to initiate. (159)
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Lost in the Chaos: When faced with several foes at once, you have developed tactics for using their numbers against them. When two or more foes attack you at once in melee, you play one off the other. Speed defense rolls or attack rolls (your choice) against them are eased. Enabler. (159)
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Lunge (2 Might points): This ability requires you to extend yourself for a powerful stab or smash. The awkward lunge hinders the attack roll. If your attack is successful, it inflicts 4 additional points of damage. Action. (159)
Abilities—M
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Machine Affinity: You are trained in tasks involving electrical machines. Enabler. (159)
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Machine Bond: From very long range, you can activate and control a device (including a robot or vehicle) that you have bonded with. For example, you can detonate a manifest cypher even when it is held by someone else, or cause an automated turret to fire where you direct. Bonding is a process that requires 24 hours of meditation in the presence of the machine. Action. (159)
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Machine Companion: You create a level 3 animate, intelligent machine that accompanies you and acts as you direct. As a level 3 machine companion, it has a target number of 9 and 9 health, and it inflicts 3 points of damage. If it's destroyed, it takes you one month to create a new one. Enabler. (159)
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Machine Efficiency (3 Intellect points): You can make a blaster shoot farther, coax more speed from a skycycle, improve the clarity of a camera, jury-rig a light to be brighter, speed up a network connection, and so on. You increase an object's level by 2 for one minute, or you treat the object as an asset that eases an associated task by two steps for one minute (your choice). Action to initiate. (159)
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Machine Enhancement: Any time you use Effort on an Intellect action, add one of the following enhancements to the action (your choice):
- Free level of Effort
- Automatic minor effect
Enabler. (159)
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Machine Hunting: You are trained in tasks associated with tracking, spotting, or otherwise finding robots and animate machines. You are also trained in all stealth tasks. Enabler. (159)
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Machine Interface (2 Intellect points): For one minute you gain an asset on tasks to discern the level, function, and activation of technological devices that you touch. Enabler. (159)
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Machine Telepathy (3 Intellect points): You can read the surface thoughts of a machine within short range, even if the machine doesn't want you to. You must be able to see the machine. Once you have established contact, you can read the target's thoughts for up to one minute. If you or the target move out of range, the connection is broken. If you have the Mind Reading ability, when you apply Effort to Machine Telepathy, you gain a free level of Effort. Action to initiate. (159)
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Machine Vulnerabilities: You inflict 3 additional points of damage against robots and animate machines of all kinds. Enabler. (159)
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Magic Shield (1 Intellect point): You gain +1 to Armor for an hour. Action to initiate. (159)
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Magic Training: You are trained in the basics of magic (including the operation of magic artifacts and cyphers) and can attempt to understand and identify its properties. Enabler. (159)
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Magical Repertoire: The number of subtle cyphers you can bear at the same time increases by two. If you spend one hour preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this hour can be part of a one-hour or ten-hour recovery action if you are awake for the entire time). As part of this preparation process, you may discard any number of subtle cyphers you carry to make room for more subtle cyphers. Enabler. (GF, 32)
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Magical Training: You are trained in all of your spells. As a result, you ease any task involved in the use of your spells. Enabler. (GF, 32)
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Magnetic Field (4 Intellect points): When you wish it, a field of magnetism around you pulls incoming, ranged, metallic projectile attacks (such as arrows, bullets, a thrown metal knife, and so on) to the ground. You are immune to such attacks for one round. You must be aware of an attack to foil it. Enabler. (159)
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Magnificent Moment: If you make an attack or attempt a task with the immediate action you gain by using Seize the Moment, the attack or task is eased. Enabler. (159)
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Major Illusion (3 Intellect points): You create a complex scene of images within immediate range. The entire scene must fit within a 100-foot (30 m) cube. The images can move, but they can't leave the area defined by the cube. The illusion includes sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond immediate range of the cube, the illusion vanishes. Action to create. (160)
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Make Judgment: You are trained in discerning the truth of a situation, seeing through lies, or otherwise overcoming deception. Enabler. (160)
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Maneuvering Adept: If you apply at least one level of Effort to a task involving climbing, jumping, balancing, or some other kind of maneuvering, you get a free level of Effort. Enabler. (160)
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Mask (5 Intellect points): You transform your body to become someone else. You can change any physical characteristic you wish, including coloration, height, weight, gender, and distinguishing markings. You can also change the appearance of whatever you are wearing or carrying. Your stats, as well as the stats of your items, do not change. You remain in this form for up to a day or until you use an action to resume your normal appearance. Action to initiate. (160)
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Master Crafter: You are trained in the crafting of two kinds of items, or you are specialized in two kinds of items that you are already trained in. Enabler. (160)
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Master Cypher Use: You can bear five cyphers at a time. Enabler. (160)
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Master Entertainer: Your Inspiring Ease ability works more effectively, easing your friends' tasks by two steps rather than one step. Enabler. (160) (Errata)
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Master Identifier: You are trained in identifying the function of any kind of device. Enabler. (160)
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Master Machine (8 Intellect points): You can control the functions of a machine you have bonded with using Machine Bond, intelligent or otherwise. In addition, if you use an action to concentrate on a machine, you are aware of what is going on around it (you see and hear as if you were standing next to it, no matter how far away you are). You must touch the machine to create the bond, but afterward, there is no range limitation. This bond lasts for one week. You can bond with only one machine at a time. Action to initiate. (160)
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Master of Unarmed Fighting Style: You are specialized in unarmed attacks. If you are already specialized in unarmed attacks, you instead deal 2 additional points of damage with unarmed attacks. Enabler. (160)
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Master Thief: You are trained in climbing, escaping from bonds, slipping through narrow places, and other contortionist moves. Enabler. (160)
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Masterful Armor Modification: Choose one of the following modifications to make to the Powered Armor from your Powered Armor ability. If you choose to make a different modification later, you can do so, but you must spend 2 XP each time and substitute the updated modification for the previous modification.
- Cypher Pod. The power armor provides an insulated pod in which you can carry one additional manifest cypher beyond what your cypher limit normally allows. Enabler.
- Drone (3 Intellect points). A level 4 drone no larger than 1 foot (30 cm) on a side launches from your armor for one hour, flying up to a long distance each round. The drone accompanies you and follows your instructions. It has manipulators, allowing it to attempt to accomplish physical tasks. You'll probably make rolls for your drone when it takes actions. A drone in combat usually doesn't make separate attacks but helps with yours. On your action, if the drone is next to you, it serves as an asset for one attack you make on your turn. If the drone is destroyed, you must spend another 2 XP to rebuild it or choose another Masterful Armor Modification. Action to initiate.
- Improved Field Reinforcement. You gain +1 to Armor while wearing your power armor. Enabler.
- Jet-Assisted Flight (3+ Might points). You modify your power armor to allow you to blast off the ground and fly for one minute at a time. For each level of Effort applied, you can increase the duration by an additional minute. Action. (160)
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Mastery in Armor: The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed Effort cost for wearing a