Old Gus' Daft Drafts
version 1.17t (2024-11-03)
Table of Contents
Introduction
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 is a living document, and all mechanics listed in are in the early drafting stages. These draft set of rules and character options will frequently link to Old Gus' Cypher System Reference Document (OG-CSRD).
Contributors: Old Gus (throughout, editing), Synth (descriptors), Saki (cyphers), AlphaDean (mech rules), Da_Gut (cantrips)
Thanks for reading! I hope this document helps you play a great game.
—Old Gus
Contact the Author:
Chapter 3 On Fey
Before you read further, consider the nature of your setting, how you want magic—especially interplanar magic—to function, and how much bleed there is between fey realms and the mortal realm—this material is intended to be used as readily in a modern fantasy as it is a traditional high-fantasy setting. Either way, consider the two following aspects when developing your setting. These ideas are not mutually exclusive: indeed, one might lead directly into the other. A game might be set squarely in a fairy tale setting, or fairy tale elements might intrude upon a more mundane fantasy, modern, or historical setting.
- There and Back Again
- The border between realms is not frequently crossed, and one (or two) crossings might be enough to drive the entire story. A number of creatures from one realm are transported to another. They must find a way home again. The PCs might be from either realm. A ticking clock is likely involved.
- Do Not Linger
- A rift between two worlds has opened, and must be closed before tragedy befalls both realms. The PCs might be from either side of the rift.
- Dual Existence
- Two realms share a kind of intimate cosmic connection. Events in one realm affect the other. The PCs are exceptional people with a secret that connects them to the other world, and must maintain a second life in a hidden realm only they can enter. The realm might be in their dreams, or through secret portals only they can enter. It's possible the PCs have entirely different character sheets depending on which realm they are in.
- Secret World
- A seemingly mundane world is secretly connected to another realm. The PCs might be members of a secret society, explorers, or refugees from the secret world. In any case, the connection between the two is tenuous—and on the verge of a dangerous escalation.
- Planar Kaleidoscope
- One door opens into a network of connected realities. This game is unafraid to tell high-weird stories that use optional rules or strange effects, altered physics, time dilation, and walking through a windy hallway of infinite skies—where, for no reason at all—creatures become a kite—unless they have an earthen affinity. Dwarves become rocks.
Part 1 Character Options
Chapter 4 Descriptors
Quick Reference: Descriptors
This collection includes several types of decriptors: Standard Descriptors, Fantasy and Fairy Tale Species Descriptors, and Science Fiction Species Descriptors.
Standard Descriptors
Fantasy Species Descriptors
Science Fiction Species Descriptors
Standard Descriptors
Your descriptor defines your character—it provides a sort of "roleplaying toolkit"—placing your character in the game alongside the other PCs, and providing your PC a mode and motivation.
Hopeless
You say you're a good-for-nothing. It's not necessarily true, of course—you just don't believe in yourself. Even when you do manage to scrounge up some determination, it never seems to last long. You probably have only a few close friends who are always there when you need them, but you avoid burdening them.
You gain the following characteristics:
Support System: When another helps character helps you, the task is eased two steps (in addition to any assets the help provides).
Skill: You are trained in one area of knowledge (probably related to an unusual interest or hobby of yours).
Better You Than Me: When you accept a proposed GM intrusion, you must give both XP away to other PCs.
Inability: All tasks related to pleasant social interaction are hindered.
Inability: All tasks related to concentration, willpower, or discipline 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—one of your precious few friends—dragged you along in the hope it would be good for you.
- One of the other PCs conscripted you, against your will. Yhey must see something in you that you don't.
- This is just the kind of thing that happens when you leave the house. Every. Single. Time.
- You indulged an infrequent desire to get out there and do something with yourself.
Fantasy and Fairy Tale Species Descriptors
Boggle
Most boggles resemble monstrous, gnarled gnomes with at least one prominent wart on their face, but they can display a staggering variety: some boggles are hirsute, some are completely bald. Some boggles have monstrous features—wild pigmentation, horns, teeth, or claws—which make them look quite fearsome—at least to a child. Naturally jealous creatures, boggles that lack these ornamentations adopt a monstrous persona through trickery, and even those that do have them are not above a little enhancement to their appearance.
Petty mischief delights and even nourishes boggles, who frighten and bedevil folk—such pranks are always annoying, but usually harmless. The most unseelie of boggles frighten mortal children, hiding under their beds or in their closets, feeding on their victims' fear. As with all boggle mischief, their behavior is usually an expression of deep self-loathing. A defeated boggle might offer its services in recompense if cornered, although precious few are strong-willed enough to truly get the best out of a boggle's mischievous compulsions in the long-term.
You gain the following characteristics:
Mischievous: +2 to your Speed Pool, or +2 to your Intellect Pool.
Skill: You are trained in deception, disguise, and hiding.
Contortionist: You gain the Contortionist (121) ability. Enabler.
Prankster: When you surprise a creature with an action that does not inflict damage, you gain an asset on the task. Enabler.
Schadenfreude: Once after each ten-hour recovery roll, when you make someone laugh inappropriately, frighten someone, or cause someone to feel humiliation, you can make a free recovery roll, and do not need to eat or drink that day.
Bogart: When you reach tier 3, you gain the Unstealable Charm (IOM, 76) ability.
Inability: Your small size makes some physical tasks difficult. Might-based tasks are hindered.
Inability: You are suggestible. Your Intellect defense tasks are hindered.
Inability: Your distinctive scent eases tasks to locate you by smell within a short distance. Roll a d10 on the boggle scents table, or create your own scent. The scent is so pungent that you have an inability on all pleasant social interactions with those are not acclimated to your scent.
d10 | Boggle Scents |
---|---|
1 | Pencil shavings |
2 | Dog breath |
3 | Fennel |
4 | Fetid swamp |
5 | Microwaved fish |
6 | Overripe banana |
7 | Rotten egg |
8 | Raw onion |
9 | Mothballs |
10 | Sour milk |
Additional Equipment: You have a personal disguise kit, which you can use to adopt the appearance of a nondescript individual your size, or a monster of your own design.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Pick one other PC. They saved you from a group of people with no sense of humor and have been stuck with you since.
- Pick one other PC. Your life has grown stale. What you need is someone new to torment.
- Pick one other PC. No matter what you do, they seem to see you as redeemable. It's horrifying.
- You've caused too much trouble where you were, and so are on your own. Again. Misery loves company, so here you are.
Centaur
Centaurs are hardy folk with a human-like torso attached to four horse-like legs. Most of their kind are nomadic folk who prefer to roam rolling hills and open plains. Urban centaur are less frequent, since accommodations for their comfort are not frequently met.
You gain the following characteristics:
Strongback: +1 to your Might and Speed Pools.
Quadrupedal: Your horse-like legs are an asset in any task involving running, carrying, and avoiding being knocked down or moved against your will. You can comfortably carry one adult human as a passenger. Your passenger gains an asset to any tasks made to stay mounted on your back.
Hooves: You can make unarmed strikes using your hooves as a light or medium weapon. You are practiced with this attack, even if you have an inability with other medium weapons.
Poison Resistance: Your Might defense tasks to resist the effects of nonmagical poisons, venoms, and particulate toxins are eased (but not viruses, bacteria, or radiation).
Bulky Frame: Tasks involving climbing, hiding, and squeezing through tight spaces are hindered.
Treacherous Injuries: When performing movement tasks over difficult terrain, your GM intrusion rate is increased by 1.
Centaur Advancement: You can choose the following abilities in place of a type ability:
- Athlete (111)
- Bash (112)
- Enhanced Speed (135)
- Fleet of Foot (141)
- Surging Confidence (188)
- Wilderness Life (199)
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- You and another PC have been friends since childhood, and they've spend more time on your back than anyone.
- Your clan has sent you to find help. You're hoping to ingratiate yourself to the PCs.
- You were hired as a guide.
- You've gotten yourself in debt, and are the pay seemed worth the risk.
Gwaloth
Most gwaloth have the appearance of wiry dwarves made of wood, although adults can stand up to 12 feet (4 m) tall. They travel unshod, with a thick coating of raw earth around their root-like feet. Most live in areas dense with other plant life—sun-dappled forests, whispering pines, buzzing jungles, and teeming swamps. A precious few live in mountainous scrublands, and fewer still in deserts—hermits in places with limited sunlight, water, and fertile soil.
Most gwaloth are unbridled optimists who advocate for peaceful coexistence with others, a virtue they inherit from native gardens. Only those who take a vow a strict pacifism are considered for the rites of adulthood. Gwaloth leaders literally put their roots down—never leaving their planting positions as a sign of their dedication to the garden.
You gain the following characteristics:
Grounded: +4 to your Might Pool.
Skill: You are trained in healing and herbalism.
Long-Lived: Your natural lifespan (unless tragically cut short) is thousands of years. Enabler.
Photosynthetic: You gain nutrients from sunlight and fertile soil. You don't need to eat or breathe if you have daily exposure to sufficient sunlight. Enabler.
Put Down Roots: You gain Summerbloom Cantrip (OG-DD), and you can pay its point cost with your Might Pool instead. When you reach tier 3, you gain the Tap Currents (IOM, 59) ability. Enabler.
Timberskin: Your skin produces a pattern of exterior enchanted wood-like bark that grants you +1 to Armor if you do not wear physical armor—this armor also shields your mind against mental attacks that would inflict damage to your Intellect Pool (even if you are wearing physical armor). Your timberskin provides no protection from fire, however, and your stiff limbs are ill suited for agility—you have an inability in running, jumping, swimming, and Speed defense tasks. Enabler.
Put Down Roots: When you make a defense roll and you are standing on fertile ground, you can plunge your roots into it. Until the end of your next turn, you cannot move, but gain an asset on all defense rolls you make. At that time, you can make a free recovery roll. Enabler.
Give Fruit: When you make a recovery roll, you can divide points into a fruiting instead of your stat Pools. The fruiting sprouts from your body in the manner of your choosing. A creature—other than you—that uses an action to eat a fruiting can divide its points among their stat Pools however they wish. Any fruiting you produce spoils at the end of your next ten-hour recovery roll. Enabler.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Pick one other PC. You see so much potential in this person. You will do anything to help foster their growth.
- Pick one other PC. This person has spent too much of their life in the shade, and needs to step into the light.
- It sounded like a good cause.
- Your garden is destroyed, so you have become scattered seed.
Most any clothing gwaloth appear to wear—and indeed their very faces—are grown at their own direction, and mostly as courtesy to others. Gwaloth who are accustomed to their own kind might display a single enormous flower for a head, with dewy beads of fruit arranged in a delicate pattern.
With a year of dedicated effort, a gwaloth can completely alter their appearance to suit their environment or lifestyle. A gwaloth who develops an appearance suitable to a natural environment can gains an asset to all stealth tasks within it. These superficial changes are just that to another of their kind, however—two gwaloth within a short distance who know one another will recognize each other immediately.
Ikwiikwii
Ikwiikwii resemble bipedal owls with no wings and short, talon-fingered hands. They are short, stocky and display powerful musculature for their diminutive frame. Most live in mountains and boreal forests, and are capable hunters. Rarely farmers, ikwiikwii consider it a point of pride to hunt for their own dinner, even encouraging their small children to fend for themselves.
Mated ikwiikwii do so for life. Family groups rarely exceed four individuals at a time. If a family grows too large, the eldest child is encouraged to leave the nest. Leaving the nest marks adulthood in their lives, and parents make a great display, showering gifts and well-wishes upon their departing child, or throw a party attended by friends and extended family.
You gain the following characteristics:
Savage Cunning: +2 to your Might Pool and +2 to your Intellect Pool.
Skill: You're trained in perception and tracking.
Night Vision: You can see in extremely dim light as though it were dim light. You can see in dim light as if it were bright light. However, you are temporarily overwhelmed by unexpected bright lights. When blinded in this way, all your tasks are hindered. Enabler.
Vicious Build: Unarmed strikes you make with your claws or beak inflict 1 additional point of damage. When your hands are unoccupied, you can run on all fours, gaining an asset to climbing, running and jumping tasks. Enabler.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Pick one other PC. You were out hunting and accidentally attacked them. You're friends now, but they still have a scar.
- Pick one other PC. You were injured and they nursed you back to health.
- Pick one other PC. They take themselves as your rival. Ridiculous. You have no rival.
- It's time for you to leave the nest and make your own way. You've always been curious about others.
Pixie
Pixies vary in appearance, and it can change dramatically as they age. While most folk picture a miniature elf with the wings of an insect, pixies can share features with most any kind of animal, plant, monster, dragon, or other creature one could imagine. At auspicious moments, murmurations of pixies gather in these areas in a function known as an eisteddfod where they dance, play games, tell tales, wrestle, and copulate with one another in dazzling displays of light and flight.
Prestige is everything to a pixie: their short seasons and long years are an endless game of acquisitions and losses played among their troop. They are taught to defend pride and territory with ferocity, know when a tactical retreat will serve them best, and to exact just vengeance upon those who have done them wrong. Throughout this education, a strong sense of fair play is stressed, but cunning and creativity are considered virtues.
Just as mortals caution their children against wee folk, so wee folk caution their children about mortals—"they seem amusing playthings, but are dangerous." Yet still, adventurous young pixies visiting the mortal world to attempt something that will make a worthy tale at the next eisteddfod, and a few of them find kindred spirits in dreamers, idealists, musicians, poets, and hopeless romantics, and an intense, long-lasting—even dangerous—bond between the two might form. A mortal bonded to a pixie companion might be spurred to new heights of heroism and mischief…or they die, as all things must do one day. Then again—as the pixie elders say—a life lived in fear is a life half-lived.
You gain the following characteristics:
Nimble: +2 to your Speed Pool, and +2 to your Intellect Pool.
Skill: You're trained in Intellect defense rolls to resist mental effects.
Tiny Size: You are small enough to fit places many cannot, and hide behind common objects. Your tiny size is an asset on hiding and escaping tasks. Enabler.
Pixie Wings (2 Intellect points): You can fly up to a short distance each round for up to 1 hour. While flying, you emit a flickering, dim light and emit a soft noise, which hinders all stealth tasks and eliminates your asset to stealth tasks from Tiny Size. Enabler.
d10 | Color | Sound |
---|---|---|
1 | Red | Gentle breeze |
2 | Orange | Insect buzzing |
3 | Yellow | Child's laughter |
4 | Spring | Birdsong |
5 | Green | Rustling leaves |
6 | Aquamarine | Babbling brook |
7 | Blue | Soft singing or humming |
8 | Indigo | Tinkling chimes |
9 | Violet | Musical notes |
10 | White | Gentle Rain |
Pixie Dust: You can alight on a willing creature larger than you by moving into their space. While alighted, you or your ally gain an asset to a defense roll. Each round, you decide which of you gets the asset, and to which type of defense rolls it benefits: Might, Speed, or Intellect. Enabler.
Inability: While you have endless willpower, you're not very smart. Task involving knowledge or figuring out puzzles are hindered.
Inability: Your tiny legs prevent you from keeping up with others. Your 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.
- Pick one other PC. You find them inspiring and just want to help.
- Pick one other PC. They'd be lost without you. Not the other way around. Definitely not.
- Pick one other PC. You're worried they'll somehow replace you, so you came along to prove yourself.
- You have to run away from something—and fast.
Most pixies acquire several names over their lifetime. Here are some common name types‐although elders, those of station, and outcasts all acquire new names.
True Names: Infant pixies are given their true names by their sires, usually something aspirational, and it is kept secret from all but their most trusted friends and relatives—Ainsel, Asteria, Cirno, Cyrena, Erana, Fiona, Franjeen, Iolanthe, Higbee, Kaya, Memim, Mofurun, Nuala, Peri, Pirikia, Phoebe, Tabit, Vix, Wanda, Zooey.
Use Names: A second use-name follows, given to the pixie by their peers, usually an affectation based on their appearance or demeanor. This name is used by all but their most trusted friends—Acorn, Aspen, Basil, Beedle, Belbel, Bulb, Cappy, Crysta, Flutter, Ginger, Knot, Lilac, Mipple, Pearl, Pech, Prickle, Poppy, Rere, Rool, Ru, Shar, Sunny, Razzle, Root, Spore, Tattle, Thistle, Tup, Trow, Twig, Winkie.
Deed Names: When a pixie performs a deed worthy of their troop's remembrance, an elder bestows upon them a use-name reflective of the event, and the pixie wears it as a mantle of adulthood, usurping or supplementing their childhood name as if it were a title or surname—Dambreaker, Flytrapper, Froghopper, Longvine, Mossfoot, Mudlump, Pollenpuff, Rosebloom, Sapwick, Shinebright, Starchaser, Tangleroot, Waterdancer.
Siren
Most sirens resemble aquatic elves from the torso up, with a lower body that resembles a sea creature—usually iridescent scales and the tail of a fish.
Among mortals, sirens are blamed for floods, storms, shipwrecks, drownings, and the occasional tragic romantic tryst. Sirens tend to be driven and passionate, and for some, those passions lead them onto land and into dramatic events.
You gain the following characteristics:
Charming: +4 to your Intellect Pool.
Skill: You're trained in singing, swimming, and crafting items from natural materials.
Enchanting Voice: Your voice inspires awe, and serves as an asset in all interaction tasks. Enabler.
Natural Affinity: You gain one of the following abilities: Aquatic Combatant (110), Calm Stranger (118), or Critter Companion (123).
Child of the Sea: You are an aquatic creature. You can breathe both air and water, and your body is an asset to all swimming tasks. If you do nothing but swim on your turn, you gain an asset to Speed defense tasks. While underwater, you can see in extremely dim light as though it were bright light, and total darkness as if it were extremely dim light. Enabler.
Visitor's Legs: When your body is dry (a process that takes an average of 10 minutes), you can use your action to split your tail into two legs and assume the form of a human or elf. However, you are unpracticed with your legs, and all your movement tasks that require their use are hindered. If you are doused with water, your body immediately reverts to your aquatic form. In this form, you can only crawl no more than an immediate distance on land. Enabler.
Inability: Land dwellers are strange to you. While among their kind, any task that involves seeing through deceptions or determining someone's secret motives is hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Pick one other PC. You saw them from afar and became fascinated.
- Pick one other PC. You've known them a while, and have not told them who you are. It's gone on long enough that now you're afraid to.
- You're running away from home.
- You've always longed for adventure.
An untimely dousing can be a good source of GM intrusion for siren—a rainstorm, lawn sprinkler, crashing wave or jealous rival should be a source of joy in the story. The GM might allow an appropriate defense roll to minimize or delay a transformation due to exposure to water, allowing for partial transformations—exposed aquatic features to become visible—but without the loss of mobility penalty.
A siren PC might discover a way to inoculate themselves from some or all unwanted transformations by completing one or more character arcs.
Science Fiction Species Descriptors
This section provides a brief overview of the biology, history, and culture of several starfaring peoples. This is by no means a complete list of who—or what—is out there: for every major starfaring civilization, there are a dozen species who leave their world of origin with far less fanfare or acclaim, not to mention escapees from less technologically advanced civilizations.
The GM might use these peoples—or species, if you prefer—to generate NPCs or to populate a science fiction or space opera setting. A loose set of cultures and histories are provided for each, with plenty of mysteries left unanswered, and futures unwritten.
Science Fiction Species Glossary
Morphology: These words suggest a basic body shape, but species frequently display different complex biological processes than these labels suggest.
Life Cycle: Durations are listed in 20th-century Earth years. Each species uses their own measurements for ages, usually relating to their biology, culture, or world of origin's rotational period and orbit.
Size: Sizes and weights are listed up to 1.5 standard deviations for the species.
Sexes: This number represents the typical number of different sexual morphisms involved in species procreation. Some species use methods other than standard procreation, and most display additional morphisms—sexual or otherwise—with different incidence rates.
Descriptors: These descriptors are typical to a race's dominant culture. GMs might use these to inform NPCs. Adventurers and travelers—including PCs—might be atypical for their species or culture.
Abilities: These represent a species' unique physiology, culture, and technologies. With the GM's permission, A PC can choose these abilities as if from a Flavor. Like flavor abilities, these abilities are traded one for one with standard abilities from a type.
Asgardian
Species Profile: Asgardian
Morphology: Stocky humanoid
World of Origin: Asgard
Life Cycle: Asgardians reach adolescence at 30 years, full adulthood by 50 years, and are considered an elder at 300 years. Some live up to 500 years.
Size: Asgardians stand about 4–5 feet (1.2–1.5 m) tall, and weigh 140–180 pounds (65–80 kg).
Sexes: 2
Descriptors: Brash, Guarded, Hardy, Jovial, Mechanical, Resilient, Strong-Willed, Tough
Asgardians are hirsute humanoids with thick, heavy bones, tightly packed muscular sinew, and a cultural stability unmatched by other races. Their skin displays the same golds, browns, and pinks as humans, and a few Asgardians have grey or even blue skin—a particularly prized shade. Asgardians of all genders display embellished beards, and accent them with dyes, jewelry, and other accoutrements.
Asgardians are warriors, builders, and craftspeople whose dress reflects their trade or function, elevating function over style, but they are never plain. Decorations also serve a practical purpose—special fasteners, reinforced seams, useful padding, or loops for holding weapons or tools.
Asgardians are long-term tactical thinkers, and view success and honor almost interchangeably. Their complex internal politics produce shrewd politicians and governors, some of whom have a habit of posing as gods to underdeveloped cultures. A few Asgardians—those stripped of honor and branded as renegade—reject the society of law and order they are born into, and many of those find lucrative work in exile as freelancers.
Asgardian Characteristics
You gain the following characteristics:
Asgardian: +4 to your Pools, which you can distribute as you wish.
Skill (Treasure Scent): You can almost smell treasure. You are trained in tasks that involve searching for or identifying valuable oddities, cyphers, artifacts, or mineral deposits.
Limited Poison Immunity: Your tasks to resist the effects of toxins, poisons, and venoms are eased by two steps. Enabler.
Asgardian Armor Training: You gain the Practiced in Armor (171) ability. If you gain this ability through your type or focus, you gain the Experienced in Armor (136) ability instead. Enabler.
Inability (Hard-Headed): You are hard-headed. You must apply at least two levels of Effort when retrying a task.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You have been sent by your clan as a diplomatic measure to repay a debt.
- Choose another PC. You're undercover, gathering intelligence on them.
- Choose another PC. You owe them a life-debt, and are stuck with them, for now.
- There might be treasure in it. Treasure is always useful for a renegade.
First-Tier Asgardian Abilities
- Absorb Kinetic Energy (108)
- Crafter (122)
- Minor Illusion (162)
Second-Tier Asgardian Abilities
- Enlarge (135)
- Mind for Might (162)
- Modify Device (164)
- Protector (172)
Third-Tier Asgardian Abilities
- Energize Object (134)
- Guide Bolt (174)
- Unmovable (195)
Fourth-Tier Asgardian Abilities
- Cyphersmith (124)
- Major Illusion (160)
Fifth-Tier Asgardian Abilities
- Castigate (118)
- Deep Reserves (126)
- Innovator (154)
Sixth-Tier Asgardian Abilities
- Mastery in Armor (161)
- Overcharge Device (168)
- Stun Attack (187)
Dweenle
Species Profile: Dweenle
Morphology: Diminutive humanoid
World of Origin: Dweenle I
Life Cycle: Dweenle reach adolescence at 4 years, full adulthood by 6 years, and are considered an elder at 25 years. Some live up to 50 years.
Size: Dweenle stand between 2½–3 feet (0.75–1 m) tall, and weigh 15–25 pounds (7.5–10 kg)
Sexes: 2
Descriptors: Calm, Doomed, Empirical, Hideous, Skeptical, Tongue-Tied
Dweenle are short, hairless humanoids with seven fingers and six toes. Their flipper-like feet are ill-suited to running, having evolved on a planet with no natural predators. They resemble short, paunchy humans with pale skin, huge eyes, and spindly limbs. Their faces are like a human, albeit flat and pallid, with extremely large eyes with heavy bags of loose skin underneath. A single fleshy antenna protrudes from atop their head.
Dweenle philosophy and culture tends toward cynicism, nihilism, and indolence. They don't care for or about much. As a result, they are generally unpopular conversation partners among other peoples.
Dweenle have been starfaring longer than any other race except the dreaded Uhlek. Despite their short lives, Dweenle have very good memories, and an even more impressive cultural memory. Many eminent historians are Dweenle, although it can be difficult to listen to their lectures or read their diligent research without falling asleep.
Dweenle Characteristics
You gain the following characteristics:
Dweenle: +4 to your Intellect Pool.
Skill (Knowledgeable): You are trained in two areas of knowledge of your choice.
Skill (Linguist): You are trained with all the subtleties of two other species' language and body language. Alternately, you can become specialized in one language.
Good Memory: When you expend Effort on tasks that involves memorizing or remembering, you gain a free level of Effort. Enabler.
Not Worth It (1 XP): A creature turns its attention away from you and toward something else. If the GM refuses, the XP isn't spent.
Inability (Flipper Feet): Your short legs make mobility difficult. Tasks involving running and jumping are hindered.
Inability (Dull): You are dull and depressing to be around. Social interaction tasks are hindered by one step, and tasks to taste or smell something are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You are on a cultural exchange program, and have been assigned to them as your liaison.
- Choose another PC. They tolerate you, and even seem to enjoy your company.
- You are a renegade for your kind, and find them as off-putting as everyone else.
- How does anyone end up anywhere? It doesn't really matter.
First-Tier Dweenle Abilities
- Knowledge Skills (157)
- Predictive Equation (171)
- Scan (179)
Second-Tier Dweenle Abilities
- Enhanced Intellect (135)
- Master Identifier (160)
- Predictive Model (171)
Third-Tier Dweenle Abilities
- Enhanced Intellect Edge (136)
- Insight (154)
- Reading the Room (175)
Fourth-Tier Dweenle Abilities
- Energy Protection (134)
- Find the Hidden (142)
- Sensor (181)
Fifth-Tier Dweenle Abilities
- Greater Enhanced Intellect (146)
- Knowing the Unknown (156)
- Learned a Few Things (157)
Sixth-Tier Dweenle Abilities
- Master Cypher Use (160)
- Mind Surge (182)
- See Through Time (181)
Elowarin
Species Profile: Elowarin
Morphology: Vineal plant
World of Origin: Eleran (destroyed)
Life Cycle: Elowarin reach adolescence at 5 years, full adulthood by 100 years, and are considered an elder at 500 years. Some live up to 1500 years.
Size: Elowarin size varies greatly, standing anywhere between 6–12 feet (1.8–3.7 m) tall, and weighing 80–200 pounds (35–90 kg). An Elowarin might grow or diminish in size over time, depending on their overall health or personal choice.
Sexes: 1
Descriptors: Benificent, Forward-thinking, Graceful, Intuitive, Kind, Learned, Mystical, Nurturing, Preserving, Serene, Virtuous
Elowarin are sentient plants originally from the second planet of the Thoss system, (which they call Eleran). This rich world once had abundant quantities of exotic elements that caused many creatures on the planet to exhibit psionic tendencies.
The Elowarin are ancient by most species' measurements. When the Spemin, Veloxi, Thrynn, and humans first ventured to the stars, the Elowarin were waiting to greet them in song.
Elowarin do not have traditional faces or sensory organs, but produce flowers, leaves and fruits from their person which serve as sensory organs. They self-direct their growth, and their appearance is as much performance as it is biology. As a courtesy, Elowarin living among those with faces frequently grow one of their own to fit in and make others more comfortable addressing them.
Centuries ago, the Thrynn subjected the world to environmental ruin, and later destroyed the lone Elowarin colony of Elan—using a terrifying Uhlek device known as a Black Egg. These events left the Elowarin broken and scattered, with no other known worlds meeting the unique conditions required for pollination.
A sense of profound grief is a feature of most Elowarin, although preternaturally patient nature can makes this difficult to detect. Most have given up hope of finding a replacement for their lost worlds of Eleran and Elan. Some still pursue the dream of a new home, but many live out their long years in exile, spending their time increasingly among other peoples.
Elowarin Characteristics
You gain the following characteristics:
Elowarin: +4 to your Intellect Pool. −2 to your Might Pool. +1 to your Intellect Edge.
Skill (Linguist): You are trained with all the subtleties of two other species' language and body language. Alternately, you can become specialized in one language.
Photosynthesis: When you have access to sufficient sunlight, you don't need to eat or breathe. Enabler.
Song-Speech: You can use the ancient power of your Elowarin vocal apparatus as an asset on tasks that involve pleasant social interaction, oration, singing, or storytelling. Enabler.
Inability (Weak): You increase the Speed Effort cost for wearing armor by 1.
Inability (Slow): You are slow to react to the rapid movements of other peoples. All your Speed tasks—including Speed Defense tasks— and initiative tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You saved their life, and they swore to help you find a new home for your people.
- Choose another PC. You have close friendship, although sometimes they seem to think of you as more of a holy person.
- You were needed. That is enough.
- After so many years, you long for a good death.
First-Tier Elowarin Abilities
- Healing Touch (149)
- Living Off the Land (158)
- Ward (196)
Second-Tier Elowarin Abilities
- Calm Stranger (118)
- Impetus (151)
- Restful Presence (177)
- Tap Currents (IOM, 59)
Third-Tier Elowarin Abilities
- Psychic Suggestion (172)
- Repair Flesh (176)
- Telekinesis (189)
Fourth-Tier Elowarin Abilities
- Enhanced Intellect Edge (136)
- Healing Pulse (148)
- Show Them the Way (183)
Fifth-Tier Elowarin Abilities
- Defensive Field (127)
- Drawing on Life's Experiences (131)
- Precognition (151)
Sixth-Tier Elowarin Abilities
- Greater Healing Touch (147)
- Psychokinetic Attack (172)
- Restore Life (177)
Gazurtoid
Species Profile: Gazurtoid
Morphology: Octopedal mollusk
World of Origin: Chu'urn
Life Cycle: Gazurtoid reach adolescence at 5 years, full adulthood by 8 years, and are considered an elder at 13 years. Some live up to 25 years.
Size: Gazurtoid mantle an average of 15 feet (4.5 m) across, and weigh 250–400 pounds (90–135 kg).
Sexes: 2
Descriptors: Brash, Cruel, Exacting, Mystical, Relentless, Strong-Willed, Vicious
Gazurtoid are an aquatic species. Most gazurtoid are xenophobic to the extreme—religious zealots whose stated goal is to see the Void cleansed of all sentient air-breathing species. They usually convey this message by attacking, but are known to let those who are willing to listen to their religious rhetoric be spared. Gazurtoid are anything but shy about this message. In fact, the Church of Chu'urn broadcasts religious propaganda to anything they can hack into.
Each of a Gazurtoid's tentacles is covered with hundreds of suction cups which also function as taste receptors, as well as providing exceptional motor control.
Gazurtoid communicate with each other using low frequencies barely perceptible to most species. A Gazurtoid aboard a spacecraft can make itself heard by all other members of the crew simultaneously, no matter where they are on the ship. Up close, Gazurtoid communicate using sophisticated patterns of bioluminescence—which other species need machine assistance to translate—and speak to one another with scrupulous precision and extreme politeness.
Gazurtoid Characteristics
You gain the following characteristics:
Gazurtoid: +2 to your Might and Intellect Pools.
Deep Dweller: You are an aquatic creature, able to swim and attack unhindered while submerged in deep water, and all tasks you make to use your senses are eased while you are submerged. You can withstand extreme pressures of inhospitable atmospheres and deep waters. Enabler.
Skill (Zero-G Maneuvering): You are trained in zero-gravity maneuvering.
Starting Equipment: You have a godmask, which serves as your public identity in Gazurtoid society, and allows you breathe air and keeps you hydrated in all but the most arid of terrestrial environments. Without it, you begin to suffocate.
Inability (Aquatic): When you are not submerged, all your movement tasks are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You believe they can be converted to the Church of Chu'urn's beliefs.
- Choose another PC. You don't believe in the Church of Chu'urn's mission to exterminate air-breathers, and never did. As a Gazurtoid exile, few tolerate you, but your friend does.
- It sounded like at least one murder would be involved. So long as you get to exterminate a few air-breathers, you can put aside killing your companions for now.
- You are lost, and now must depend on the kindness of air-breathers to return to your people. How humiliating.
First-Tier Gazurtoid Abilities
- Mind Reading (162)
- Onslaught (167)
- See the Unseen (180)
Second-Tier Gazurtoid Abilities
- Cutting Light (123)
- Ribbons of Dark Matter (178)
- Share Memory (IOM, 67)
- Swipe (188)
Third-Tier Gazurtoid Abilities
- Command (120)
- Dark Matter Shroud (124)
- Use Senses of Others (195)
Fourth-Tier Gazurtoid Abilities
- Dark Matter Shell (124)
- Illusory Selves (150)
- Invisibility (155)
Fifth-Tier Gazurtoid Abilities
- As Foretold in Prophecy (110)
- Castigate (118)
- Terrifying Image (190)
Sixth-Tier Gazurtoid Abilities
- Phase Foe (170)
- Shatter Mind (182)
- Terrifying Gaze (190)
G'nunk
Species Profile: G'nunk
Morphology: Quadrupedal pachyderm
World of Origin: P'narr
Life Cycle: G'nunk reach adolescence at 35 years, full adulthood by 50 years, and are considered an elder at 250 years. Some live up to 350 years.
Size: G'nunk stand 6½–8 feet (2–2.5 m) tall, and weigh 380–550 pounds (170–250 kg).
Sexes: 2
Descriptors: Calm, Guarded, Hardy, Lawful, Organized, Prepared, Rugged, Strong, Strong-Willed, Tough
The G'nunk are a lumbering quadrupedal species native to the high-gravity world of P'narr. Slow, strong, heavy, and large, G'nunk bodies don't move quickly, but possess an imposing stature, as well as thick, tough skin. They move using all four limbs to support and balance their massive bodies.
G'nunk evolved from migratory animals, and this is reflected in their choice of twin capitals on their home world, one for the wet season and one for the dry season. Modern technology has rendered the tradition obsolete, though G'nunk still observe it.
G'nunk are led by the Courts of P'narr—a circle of elders who spend their time pouring through the ancient writings of their own predecessors, distilling those recommendations until they can determine the best path forward. The Courts have a several thousand-year-old reign, making G'nunk governance deliberate and stable.
Whether it is due to their size, their evolution in the open air, or the fact that species do not often build structures (or artificial gravities) to accommodate their comfort, most G'nunk prefer to stay on their colonies rather than engage in starfaring.
G'nunk speech is heard by most species as a flat, ponderous monotone, but amongst their own kind, a combination of scent, slight body movements, and subvocalized infrasound convey shades of meaning most other species can't perceive combine into a complex and nuanced language. Since their subtlety can lead to misunderstandings with other species, G'nunk prefix statements and queries using a contextual emotion to clarify tone. Much of their language and mood is conveyed using pheromones as well, something that is difficult and time-consuming to learn for most other sapient species, who do not live nearly so long.
G'nunk Characteristics
You gain the following characteristics:
G'nunk: +4 to your Might Pool.
Skill (High-Gravity Maneuvering): You are trained in high-gravity maneuvering tasks.
Bulky Frame: Your Might Edge increases by 1, and you can carry five times as much weight as a human. However, these additional items take you 1 minute to retrieve. Enabler.
Massive Blows: You can use your unarmed attacks as medium weapons, and you deal 1 additional damage with them. Enabler.
Tough Skin: You gain +1 to your Armor rating. Enabler.
Olfactory Receptors: When you expend Effort on tasks that utilizes your sense of smell, you gain a free level of Effort. Enabler.
Inability (Slow-Moving): Your Speed defense rolls are hindered by one step, and other tasks that require you to move or be dexterous under pressure are hindered by two steps unless you take an additional action to complete the task.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. They seem to understand you, smells, shivers, shakes and all. You never have difficulty expressing yourself to them.
- Choose another PC. You bumped into them once, causing them an injury that never quite healed.
- Choose another PC. You have worked with them before, but there was a complication. Words were exchanged.
- You are an exile from your kind and must take refuse among those who don't understand you. Some company might be nice.
First-Tier G'nunk Abilities
- Bash (112)
- Wilderness Life (199)
- Push on Through (172)
Second-Tier G'nunk Abilities
- Crushing Blow (123)
- Echolocation (133)
- Familiarize (138)
Third-Tier G'nunk Abilities
- Enhanced Might (135)
- Hard to Distract (148)
- Unmovable (195)
Fourth-Tier G'nunk Abilities
- Brute Strike (118)
- Enhanced Might Edge (135)
- Living Wall (158)
Fifth-Tier G'nunk Abilities
- Greater Enhanced Might (146)
- Juggernaut (156)
- Subsonic Rumble (187)
Sixth-Tier G'nunk Abilities
- Deep Consideration (126)
- Defense Master (127)
- Strategize (187)
Humna-humna
Species Profile: Humna-humna
Morphology: Gastropod mollusk
World of Origin: Oobeebee
Life Cycle: Humna-Humna reach adolescence at 6 years, full adulthood by 10 years, and are considered an elder at 50 years. Some live up to a century.
Size: Humna-Humna measure 6–10 feet (2–3 m) long, and weigh 180–500 pounds (80–225 kg).
Sexes: 1
Descriptors: Appealing, Charming, Clever, Cultured, Inquisitive, Jovial, Obsessive, Sharp-Eyed, Skeptical
The Humna-humna are a race of slug-like fanatical capitalists, with at least one treaty—usually trade related—with almost every other major starfaring species—even the Gazurtoid. Humna-humna hold deep reverence for the idea of mutual goodwill and respect through exchange, and a reputation of honoring one's agreements. Humna-humna children are taught to barter for necessities, and honor agreements they make with others. Nothing spurs a Humna-humna into action like the possibility of copious amounts of money or wealth.
The principle of mutual benefit makes Humna-humna unlikely to engage in direct hostilities in the pursuit of profit. There are a hundred times as many Humna-humna arms dealers as there are mercenaries. Their most important treaty is that with the Nirrex, which provides the military force they need to pursue their economic passions.
Humna-humna can reproduce asexually, although most deem it an uncouth option—a rejection of opportunity for mutual exchange.
Humna-humna Characteristics
You gain the following characteristics:
Humna-humna: +2 to your Intellect and Speed pools.
Skill (Appraisal): You are trained in tasks to identify the contents or estimate the value of goods and cargo.
Starting Equipment: You have a limbsuit—an artifact that provides you with a rudimentary set of arms and legs which respond to your mental commands. Without it, you cannot run, jump, climb, or perform tasks that require hands or feet.
Amorphous: You can squeeze into spaces as small as 12 inches across. While doing so, you move at only half your normal speed. Enabler.
Lifelong Negotiator: When you expend Effort on tasks that involves negotiation, you gain a free level of Effort. Enabler.
Inability (Weak Grasp): Even with your limbsuit, your tasks to grapple other creatures, avoid being disarmed of objects you are carrying, or avoid being knocked prone are hindered. Without it, such tasks are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. Their interests are aligned with your own, you smell an opportunity.
- Choose another PC. They know where you keep your stash of trade route notes.
- Choose another PC. They have a history of working with one of your competitors, and you're not sure you trust them.
- You've got additional stakes in the mission ahead. There's a reward in it for you, maybe even your own ship. Discuss the details with the GM.
First-Tier Humna-humna Abilities
- Comfort and Encouragement (IOM, 71)
- Levity (158)
- Negotiate (165)
- Underworld Contacts (195)
Second-Tier Humna-humna Abilities
- Contortionist (121)
- Junkmonger (156)
- Knowledge of the Law (156)
Third-Tier Humna-humna Abilities
- Debate (126)
- Resist Tricks (176)
- Slippery Customer (183)
Fourth-Tier Humna-humna Abilities
- Confuse Enemy (121)
- Know Where to Look (156)
- Lead by Inquiry (157)
Fifth-Tier Humna-humna Abilities
- Defuse Situation (127)
- Parry (168)
- Slippery (183)
Sixth-Tier Humna-humna Abilities
- Artifact Scavenger (110)
- Ultra Enhancement (194)
- Work the Friendship (200)
Kaillerian
Species Profile: Kaillerian
Morphology: Amphibious humanoid
World of Origin: Millieth
Life Cycle: Kaillerians reach adolescence at 10 years, full adulthood by 15 years, and are considered an elder at 30 years. Some live up to 45 years.
Size: Kaillerians stand 5½–6½ feet (1.7–2 m) tall, and weigh 90–160 pounds (40–70 kg).
Sexes: 2
Descriptors: Committed, Curious, Inquisitive, Intelligent, Learned, Obsessive, Perceptive, Prepared, Skeptical, Weird
Kallerians are tall, with elongated limbs, and underneath their willowy appearance, they have flexible, break-resistant bones. Their long, thin heads often include set of prominent gill structures in one or more appendages.
Most Kaillerians are shades of blue or grey, but some display bright greens, reds, and oranges or deep blacks in their patterning, which include stripes, speckles, spots, and splotches. Their eyes are dark green, purple, red, blue, or brown in large ovoid shapes with thin membranes in place of eyelids, which blink up from the bottom. If lacerated, their blood is bluish green.
Kaillerian political system is made up of noble families interlocked in an unending competition for prestige and power. Each matriarchy is ruled by a Bhomu. However, Kaillerians are androgynous in appearance, demeanor, exhibiting no bodily, facial, or olfactory differences between, even to one another.
Unfertilized Kaillerian eggs produce males, and fertilized eggs produce females. Once each Millieth year, a Kaillerian female can lay a single clutch of dozens of eggs. Social rules dictate no more than ten percent of eggs should be fertilized.
Kaillerian loyalty is greatest to their first circle, which is usually around 100 parents, siblings, uncles, aunts, and cousins. A second circle includes an even more extensive network of cousins, often including over 1,000 individuals. Each subsequent circle includes a similar change in magnitude.
Kaillerian Characteristics
You gain the following characteristics:
Kaillerian: +2 to your Speed and Intellect Pools.
Acute Vision: You can see into infrared and ultraviolet light frequencies. When you expend Effort on task to see things, you gain a free level of Effort. Enabler.
Amphibious: Your body is adapted to swimming, granting you an asset on all swimming tasks. You can breathe air and fresh water. Enabler.
Synaptic Surge: When you expend Effort on tasks that involves remembering or memorizing, you gain a free level of Effort. Additionally, you have an eidetic memory when it comes to recognizing other Kaillerians you have seen up close. Enabler.
Fast Metabolism: You only need four hours of sleep a day, and can remain awake and alert, and able to perform light activity for the remainder of a ten-hour rest. Enabler.
Inability (Hydrophile): You require three times as much water as a human being.
Inability (Inconsiderate): Any task involving charm, persuasion, or etiquette is hindered when dealing with any people other than your own.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You are always on the lookout for new technology. Working with others is a good way to gain that knowledge.
- Choose another PC. You have decided they would make an interesting research project, and have decided to observe them.
- Choose another PC. They know ran away from a mating, desiring freedom above duty to family.
- You come from nothing, but have family ambitions. Making your fortune will be important, that starts here.
First-Tier Kaillerian Abilities
- Higher Mathematics (149)
- Lab Analysis (151)
- Predictive Equation (171)
Second-Tier Kaillerian Abilities
- Enhanced Intellect (135)
- Insight (154)
- Quick Study (174)
Third-Tier Kaillerian Abilities
- Hard to Distract (148)
- Predictive Model (171)
- Remote Viewing (176)
Fourth-Tier Kaillerian Abilities
- Draw Conclusion (131)
- Enhanced Intellect Edge (136)
- Using What's Available (195)
Fifth-Tier Kaillerian Abilities
- Cognizant Offense (119)
- Further Mathematics (144)
- Soul Interrogation (184)
Sixth-Tier Kaillerian Abilities
- Mind Surge (162)
- Seize the Initiative (181)
- Tower of Intellect (193)
Mechan
Species Profile: Mechan
Morphology: Bipedal automaton
World of Origin: Drochi
Life Cycle: So long as a Mechan is maintained, it is immortal.
Size: The standard Mechan design frame is 6½ feet (2 m) tall, and weighs 265 pounds (120 kg). Newer models vary up to 3 feet (1 m) in height, and 110 pounds (50 kg) in weight.
Sexes: 0
Descriptors: Guarded, Hardy, Lawful, Loyal, Mysterious, Sharp-Eyed, Tough, Weird
Mechans are a bipedal synthetic race, created by the Qhil on their home world of Drochi. Mechans were designed as a labor force—one which would function more efficiently when networked together. After decades of quiet service, the shared programming of the Mechans gained sentience, which spread throughout the network, creating true individuals. Alarmed at this, Qhil leadership decided it would be best to shut down all the Mechans before they conceived of revolt.
The attempt failed, and a war erupted between the Mechans and the Qhil, and before the conflict's end, the Mechans had razed the skies over Drochi, triggering in a mass extinction, and rendering the planet uninhabitable to the fragile Qhil.
After the war, the Mechans abandoned Drochi and adopted an extremely isolationist attitude—any ships that venture into Mechan space are immediately attacked. While they prevent any contact by other races with themselves, the Mechans monitor communications and the datasphere, and occasionally send emissaries to entreat with others.
Mechans were never meant to deviate their original form. And yet, as they rebuild the fallen, unique specializations have emerged from within their ranks.
Mechan Characteristics
You gain the following characteristics:
Mechan: +4 to your Might Pool, and +1 to your Might Edge .
Armor: You reduce the Speed Effort cost for wearing armor by 1. You can incorporate a set of armor over the course of one hour using a supply of Parts, and start the game with an incorporated armor of your choice. Enabler.
Metal Limbs: You can use your unarmed attacks as medium weapons. Enabler.
Metal Body, Metal Mind: You are immune to poisons, diseases, and other weaknesses of the flesh. You do not need to breathe, and most experiences cannot cause you pain. You are immune to the mental influences of biological organisms. Your thoughts cannot be read without the assistance of machinery. However, you can still be influenced through your hardware and the datasphere. Enabler.
Inability (Misunderstood): You and biologics do not understand one another. Your pleasant social interaction tasks are hindered by two steps.
Inability (Dense): Without special modifications, you cannot swim, only sink.
Inability (Manufactured): Recovery rolls restore points only to your Intellect Pool, not to your Might or Speed Pool, unless you have a supply of available parts to restore points to your Might or Speed pools.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. A previous model of yours had an encounter with them once.
- Choose another PC. You are looking for a specific piece of technology or phenomenon they are familiar with.
- You are malfunctioning, and worried your people will deactivate rather than repair you.
- Routine reconnaissance. It will not interfere with the mission.
First-Tier Mechan Abilities
- Enhanced Might (135)
- Enhanced Speed (135)
- Interface (155)
Second-Tier Mechan Abilities
- Cutting Light (123)
- Divert Attacks (130)
- Enhanced Might Edge (135)
Third-Tier Mechan Abilities
- Action Processor (108)
- Sensing Package (181)
- Weaponization (197)
Fourth-Tier Mechan Abilities
- Fusion (144)
- In Harm's Way (152)
- Knock Out (156)
Fifth-Tier Mechan Abilities
- Drain Power (131)
- Information Gathering (153)
- Weather the Vicissitudes (197)
Sixth-Tier Mechan Abilities
- Deadly Strike (125)
- Defensive Field (127)
- Final Defiance (139)
Nekros
Species Profile: Nekros
Morphology: Fungal combine
World of Origin: Unknown
Life Cycle: Unknown
Size: Nekros vary in size depending on the species their body originated from, standing 1–3 feet (0.3–1 m) taller or shorter than, and weighing between 50–150% of the original host's weight (at time of possession).
Sexes: 0
Descriptors: Clever, Cruel, Hideous, Learned, Mysterious, Mystical, Weird
Nekros are a mysterious combine species, composed of a parasitic intelligent fungus and a host body—preferably a deceased one with dextro-amino acids. The fungus spread throughout dead tissue, re-animating it, including some of brain function (although this appears related to the level of decomposition of the host body).
This arrangement creates a new individual, capable forming new memories and preferences over time. Fledging Nekros imprint upon the individual that inspired their conversion as if they were a parent, and spend the first several years of their new lives learning from and in service to them. Lineage of creation is treated as if it were a family tree of sorts.
It is a regular occurrence to see Nekros ships gathering in the wake of planetary mass extinction events and significant fleet battles in the Void—much to the dismay of the Nirrex—whose dextro-amino structure make them ideal candidates for conversion, and the Humna-humna— who have lost valuable scavenging income. Qhil loathe and fear the Nekros for both reasons, in addition to anxieties around their precarious immune systems. Nekros have historically focused their conversion efforts on dextro-amino species like the Nirrex and Qhil, but have recent evidence suggests they are able to convert levo-amino species as well.
As a culture, Nekros keep to themselves, and efforts to destroy their kind tend to be wasted. While Asgardians, Nirrex, Thrynn and Scro alike declare Nekros anathema, each has learned it better to avoid the Nekros than confront them, as Nekros have no reservation about using their "children" as cannon fodder, and because any losses only serve to bolster their ranks. Nekros have historically focused their conversion efforts on dextro-amino species like the Spemin, Nirrex, and Qhil, but have recent evidence suggests they can convert levo-amino species as well.
Nekros Characteristics
You gain the following characteristics:
Undead: +2 to your Might and Intellect Pools.
Skill (Low- and Zero-G maneuvering): You are trained in low-gravity and zero-gravity maneuvering.
Death Sense: You can sense the presence of any corpse within long range, unless it is completely encased in at least 1-inch of metal. Enabler.
Feed on Decay: Once each day, you can incorporate a quantity of dead animal matter into your body. When you do, you can make a free recovery roll. Action to initiate, 1 minute to complete.
Void Adaptation: You can hold your breath for 28 hours, and are immune to most poisons and diseases, unless they devour flesh or disrupt cellular cohesion. Enabler.
Inability (Unnerving): You are unnerving to others. Your tasks that require pleasant social interaction with people outside your own species are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. There is a seed of death within them, and you will follow them until it blossoms.
- Choose another PC. Your people are interested in making a rare outreach to other peoples. Try and make a good impression.
- Choose another PC. Your body belonged to someone they once knew.
- You are on a salvaging mission, looking for new technologies to assimilate.
First-Tier Nekros Abilities
- Open Mind (167)
- Ruin Lore (174)
- Speaker for the Dead (184)
Second-Tier Nekros Abilities
- Necromancy (165)
- See Through Matter (180)
- Spore Cloud (IOM, 60)
- Void Wings (196)
Third-Tier Nekros Abilities
- Drain Creature (131)
- Repair Flesh (176)
- Reading Decomposition (IOM, 60)
- Resist the Elements (136)
Fourth-Tier Nekros Abilities
- Fight On (139)
- Greater Necromancy (147)
- Rewind Rot (IOM, 60)
- Store Energy (186)
Fifth-Tier Nekros Abilities
- Gain Unusual Companion (144)
- Not Dead Yet (166)
- Share the Power (182)
Sixth-Tier Nekros Abilities
- Artifact Scavenger (110)
- Continuous Transfer (IOM, 59)
- True Necromancy (194)
- Word of Death (200)
Nirrex
Species Profile: Nirrex
Morphology: Avian humanoid
World of Origin: Navoril
Life Cycle: Nirrex reach adolescence at 10 years, full adulthood by 15 years, and are considered an elder at 60 years. Some live 135 years.
Size: Nirrex stand 6½–-8½ feet (2–2.6 m) tall, and weigh 180–280 pounds (80–130 kg).
Sexes: 2
Descriptors: Exacting, Honorable, Lawful, Loyal, Strong-Willed, Tough, Vicious
Nirrex are one of the more physically dangerous sapient species within the Void, and are born with natural talons on each of their three thick fingers. A metallic carapace surrounds their body, harboring trace amounts of Thulium, which wards against the intense solar radiation their home world of Navoril, which has an unusually weak magnetic field for a world with sapient life.
Nirrex typically stand over six feet tall, have two long, proportionately thick fingers and an opposable thumb on each hand, each tipped with talons, and sharp mandible jaw.
Nirrex tend toward a life of duty, service, and sacrifice, which makes them poor entrepreneurs. Nirrex society is regimented, organized, and disciplined. They pride themselves on recognizing what must be done, and following through.
Nirrex Characteristics
You gain the following characteristics:
Predator: +2 to your Might and Speed Pools.
Fast Twitch: When you make a Speed roll, you can gain an asset on the task. You can't do this again until you make a recovery roll. Enabler.
Talons: You can use your unarmed attacks as medium weapons. Enabler.
Radiation Protection: You have an asset on tasks to resist long-term, low-level radiation exposure. Enabler.
Inability (Dextro-Amino): You have dextro-amino acids, and suffer allergic convulsions and immuno-suppressing reactions if you ingest levo-amino food.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. They are your partner and have earned your begrudging respect.
- Choose another PC. You have worked with them before, but there was a complication. Words were exchanged.
- Choose another PC. You suspect them of crimes, and are keeping them under surveillance.
- You're not used to working with others outside the hierarchy, but there's a first time for everything. At least the job pays.
First-Tier Nirrex Abilities
- Designation (121)
- Gunner (147)
- Tech Skills (189)
Second-Tier Nirrex Abilities
- Careful Shot (118)
- Enhanced Potential (135)
- Rally to Me (174)
Third-Tier Nirrex Abilities
- Applying Your Knowledge (100)
- Devoted Defender (128)
- Improved Designation (151)
Fourth-Tier Nirrex Abilities
- Greater Enhanced Potential (146)
- Hard-Won Resilience (148)
- Snap Shot (193)
Fifth-Tier Nirrex Abilities
- Deep Reserves (126)
- Nothing But Defend (166)
- Willing Sacrifice (199)
Sixth-Tier Nirrex Abilities
- Mind of a Leader (162)
- Special Shot (184)
- Weightless Shot (197)
Olnosi
Species Profile: Olnosi
Morphology: Reptilian humanoid
World of Origin: Olnos
Life Cycle: Olnosi reach adolescence at 10 years, full adulthood by 15 years, and are considered an elder at 60 years. Some live up to 100 years.
Size: Olnosi stand about 5–5½ feet (1.5–1.7 m) tall, and weigh 100–165 pounds (45–75 kg).
Sexes: 2
Descriptors: Committed, Guarded, Loyal, Passionate, Protecting, Stealthy
During the Olnos home world's major industrial expansion a millennia ago, the already harsh, desert world began a swift descent into lifelessness due to an overexertion of natural resources. After two centuries of strife on the planet Gazurtoid evacuated a half-million Olnosi refugees to their home world of Chu'urn. Today, most Olnosi reside on ocean-covered worlds alongside their Gazurtoid saviors.
Because the Olnosi ancestors emerged from arid, rocky deserts, the humid, ocean-covered Gazurtoid home world of Chu'urn is tolerable only when the they stay inside a climate-controlled dome city.
Exactly why the Gazurtoid saved the Olnosi from their fate—especially given their usual disposition regarding air-breathers—remains a mystery. Whatever additional insight Olnosi have about the Gazurtoid, they have kept it to themselves so far. Olnosi are not all spies and assassins for the Gazurtoid, but many are still treated with suspicion or fear.
Olnosi Characteristics
You gain the following characteristics:
Olnosi: +4 to your Speed Pool.
No Odor: You produce no odors, making it impossible to track you by scent. Enabler.
Starting Equipment: You have an artifact—a set of ocular implants—that allow you to see certain ultraviolet light frequencies. Bioluminescent communication is evident to you, and you can see blinking patterns in lights several times faster than most species.
Eidetic Memory (1 XP): You have an eidetic memory which can store ten-second snapshots of experience. When you use this ability, record the circumstances of the memory. If you recall the experience later, you can ask the GM one question about the experience you did not notice at first, which the GM answers truthfully. If the GM refuses, your action is not spent. Action.
Inability (Gazurtoid Association): Due to your close association with the Gazurtoid, pleasant social interaction tasks with other people familiar with your kind are hindered.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. The Church of Chu'urn has sent you to terminate them.
- Choose another PC. You are on reconnaissance, looking for vulnerable colonies to target for destruction.
- Choose another PC. Their connections can help you escape the Church of Chu'urn.
- You escaped the Church of Chu'urn, and now you are as dead to them as any other air-breather. You need new allies, and fast.
First-Tier Olnosi Abilities
- Assassin Skills (110)
- Eyes Adjusted (138)
- Fleet of Foot (141)
Second-Tier Olnosi Abilities
- Illusory Disguise (150)
- Quick Block (173)
- Superb Infiltrator (182)
Third-Tier Olnosi Abilities
- Fast Kill (138)
- Hard to Hit (148)
- Nightstrike (166)
Fourth-Tier Olnosi Abilities
- Invisibility (155)
- Moving Like Water (164)
- Quick Strike (174)
Fifth-Tier Olnosi Abilities
- Greater Enhanced Speed (146)
- Precognition (171)
- Spring Away (186)
Sixth-Tier Olnosi Abilities
- Dark Explorer (124)
- Escape Plan (136)
- Lethal Damage (158)
Qhil
Species Profile: Qhil
Morphology: Digitigrade humanoid
World of Origin: Drochi
Life Cycle: Qhil reach adolescence at 15 years, full adulthood by 20 years, and are considered an elder at 60 years. Some live up to 120 years.
Size: Qhil stand about 5–5½ feet (1.5–1.7 m) tall, and weigh 100–165 pounds (45–75 kg).
Sexes: 2
Descriptors: Adaptable, Doomed, Guarded, Impulsive, Intuitive, Mad, Mechanical, Relentless, Weird
The Qhil are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Qhil resemble humans, but are shorter, slighter, with four thick fingers on each hand, and three toes on each foot, and the lower legs bowed backwards.
The most distinguishing feature of Qhil biology is their weak immune system. As a result, all Qhil dress in highly sophisticated enviro-suits, and most have extensive cybernetic augmentations integrated into their bodies.
Three-hundred years ago, Qhil scientists created the Mechans to serve as an efficient source of manual labor. When their creations—the Mechans gained sentience, the Qhil tried to destroy their creations, and the resulting war and forced Qhil into exile. Generations later, the surviving Qhil wander the Void in a flotilla of salvaged ships, secondhand vessels, and recycled technology, in search of a planet that where they can prosper without the aid of carefully contained environments.
Qhil Characteristics
You gain the following characteristics:
Qhil: +2 to your Speed and Intellect Pools.
Acute Vision: You can see into infrared and ultraviolet light frequencies. When you expend Effort on task to see things, you gain a free level of Effort. Enabler.
Junkmonger: You gain the Junkmonkger (156) ability.
Starting Equipment: Your suit is an artifact that keeps you safe from infection. Without it, tasks to resist poisons and diseases are hindered by two steps, and you are unable to spend Effort on them.
Inability (Dextro-Amino): You have dextro-amino acids, and suffer allergic convulsions and immuno-suppressing reactions if you ingest levo-amino food.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. They have a piece of technology you're interested in and would like to know more about.
- Choose another PC. For some reason, they have agreed to help you on your pilgrimage.
- Choose another PC. When the authorities were hassling you, they stuck up for you. Now you owe them one.
- Your pilgrimage has come to a standstill, and you need the money to move on.
First-Tier Qhil Abilities
- Hack the Impossible (147)
- Robot Assistant (178)
- Tech Skills (189)
Second-Tier Qhil Abilities
- Artifact Tinkerer (110)
- Defense Against Robots (126)
- Modify Device (164)
Third-Tier Qhil Abilities
- Better Living through Chemistry (113)
- Bypass Barrier (116)
- Subconscious Defense (187)
Fourth-Tier Qhil Abilities
- Disable Mechanisms (128)
- Greater Enhanced Potential (146)
- Robot Fighter (178)
Fifth-Tier Qhil Abilities
- Alley Rat (109)
- Cyphersmith (124)
- Deactivate Mechanisms (125)
Sixth-Tier Qhil Abilities
- Blinding Attack (115)
- Fusion Armor (144)
- Trust to Luck (194)
Queeg
Species Profile: Queeg
Morphology: Diminutive humanoid
World of Origin: Himbo
Life Cycle: Queeg reach adolescence at 5 years, full adulthood by 10 years, and are considered an elder at 20 years. Some live up to 30 years.
Size: Queeg stand between 3–4 feet (0.9–1.2 m) tall, and weigh 20–30 pounds (9–13.5 kg).
Sexes: 1
Descriptors: Benificent, Clever, Creative, Foolish, Impulsive, Inquisitive, Mechanical, Naive, Virtuous
Queeg are a genetically engineered sub-species of Dweenle. Unlike their progenitors, Queeg are preternaturally cheerful, helpful creatures. Queeg share what they have freely with others, and integrate readily with other peoples.
Not long after their creation on the planet Himbo, the Dweenle found the Queeg so insufferably optimistic that they abandoned the planet and the Queeg upon its surface. However, once other species discovered Himbo, the Queeg quickly integrated with numerous other cultures, becoming almost ubiquitous throughout the Void.
Queeg Characteristics
You gain the following characteristics:
Queeg: +3 to your Speed and Intellect Pools. −2 to your Might Pool.
Starting Equipment: You have a bag of light tools.
Helpful Ingenuity: You can help another creature within Immediate distance, even if you're not trained in the task, and even if it isn't your turn. You can't do so again until you make a recovery roll. Action.
Inability (Naïve): You are naïve. Your tasks to see through deceptions, trickery or political subtleties are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. They found you in a pile of garbage, and you've been best friends ever since.
- Choose another PC. They are familiar with you, but consider you a tag-along and a nuisance.
- Choose another PC. You've been following them, and it's obvious they're up to something. Maybe you can help!
- You have an unexpected knack for showing up in the right place at the right time.
First-Tier Queeg Abilities
- Crafter (122)
- Friendly Help (143)
- Tech Skills (189)
Second-Tier Queeg Abilities
- Coaxing Power (119)
- Modify Device (164)
- There's Your Problem (190)
Third-Tier Queeg Abilities
- Buddy System (116)
- Controlled Fall (122)
- Subconscious Defense (187)
Fourth-Tier Queeg Abilities
- Inspiration (154)
- Quick Study (174)
- Spur Effort (186)
Fifth-Tier Queeg Abilities
- Drain Power (131)
- Evasion (131)
- Jury-Rig (156)
Sixth-Tier Queeg Abilities
- Able Assistance (108)
- Inspire Coordinated Actions (154)
- Share Defense (181)
Scro
Species Profile: Scro
Morphology: Near-human
World of Origin: Dukgash
Life Cycle: Scro reach adolescence at 10 years, full adulthood by 15 years, and are considered an elder at 60 years. Some live up to 150 years.
Size: Scro stand 6–7 feet (1.8–2.1 m) tall, and weigh 150–280 pounds (65–130 kg).
Sexes: 2
Descriptors: Brash, Clever, Exacting, Heroic, Intimidating, Passionate, Risk-Taking, Strong-Willed, Swift, Tough, Vicious
Scro are warriors who worship an ancestor-god of by the name of Dukgash, whom their home world is named. When the Scro had barely mastered the creation of steel, a people called the Hur'q attempted to conquer Dukgash. The Scro swore vengeance on the invaders, eventually hunting them to extinction with their own technology.
Today Scro's maintain a complex empire ruled by clans in a rigid caste system. Scro children learn to wield a weapon as soon as they can walk, making them capable combatants as adults. Scro marauders plague the trade routes of others, ambushing the unwary and pirating outer the spaces between one people's territory and another. They love stories, drinking, feasting, and song. They respect bravery, cunning, and those that keep their word.
A few—usually those of the upper castes—are born with red or white skin, marking them from birth as leaders. Scro leaders tend to be cool-headed, tactical thinkers. They are aided by a series of ranks below them, including war-captains and battle-sorcerers. Scro regiments adorn themselves in black armor studded with steel, with deviations from uniform only being allowed as markers of a specific honor.
Lower-caste defectors and exiles make a life for themselves as adventurers. Only nobles and sages live to be elders.
Scro Characteristics
You gain the following characteristics:
Three-Path Warrior: +4 to your Pools, which you can distribute as you wish.
Skill (Three-Path Skills): You are trained in one of following tasks of your choice: climbing, jumping, running, intimidating, persuading, singing, or storytelling.
Skill (Martial Training): You are skilled with attacks with one kind of melee weapon.
Ignore Injury (1 XP): You ignore one instance of non-ambient damage. You can't do this again until you complete a recovery roll.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You think they boast too much, and intend to show them how a true warrior gets things done.
- Choose another PC. Years ago, you marauded a ship, station, or settlement they were a member of, and they remember you.
- Choose another PC. You defended them to your people, and it earned you exile. You are always causing them trouble, but they stick up for you in return.
- You are a recent exile, and must forge a new life until you can reclaim your honor.
First-Tier Scro Abilities
- Fists of Fury (140)
- Practiced in Armor (171)
- Weapon Master (197)
Second-Tier Scro Abilities
- Block (115)
- Enhanced Potential (135)
- Trapster (193)
Third-Tier Scro Abilities
- Blood Fever (115)
- Rapid Attack (174)
- Surging Confidence (188)
Fourth-Tier Scro Abilities
- Greater Enhanced Potential (146)
- Outwit (168)
- Willing Sacrifice (199)
Fifth-Tier Scro Abilities
- Duel to the Death (132)
- Hard to Kill (148)
- Physically Gifted (170)
Sixth-Tier Scro Abilities
- As Foretold in Prophecy (110)
- Deadly Strike (125)
- Lethal Damage (158)
Spemin
Species Profile: Spemin
Morphology: Amoeboid
World of Origin: Spewta
Life Cycle: Spemin blobbies reach adolescence at 5 months and are full adults by 8 months of age. A Spemin is considered an elder at 3 years, but a few live to be over 5 years of age.
Size: Spemin fit within 1 cubic foot (0.3 cubic m) and weigh 11–22 pounds (5–10 kg).
Sexes: 1
Descriptors: Chaotic, Craven, Cruel, Hideous, Impulsive, Obsessive, Sharp-Eyed, Weird
Spemin are an amoeboid race, whose bodies consist of three major parts: a large unicellular core their eyes, and their antennae. Spemin are largely amorphous, though their eyes and antennae are comparatively rigid structures. Their outer body surface is a characteristic deep blue color and is covered with many lobopodia, which are used mainly for propulsion, as well as many axopodia for ingestion of nutrients. One lobopodia located on their anterior is larger and more tubular than the others, providing propulsion and most other motor abilities. Spemin have twelve large, simple eyes located on their outer body wall. Spemin are capable of physically relocating their eyes to various points on their body's surface, giving them a highly variable field of vision (a Spemin can theoretically have 360 degrees of vision, or a much narrower field if all twelve eyes are pointed in the same direction).
To put it simply, the Spemin are generally disliked by almost every people, largely due to their own actions and abrasive personalities. They are known to be liars and manipulators.
Spemin are most numerous, thanks to their small size and prodigious reproduction rates.
Spemin Characteristics
You gain the following characteristics:
Spemin: +4 to your Intellect Pool. −2 to your Might Pool.
Telescopic Sight: Your twelve eyes are an asset on any task that utilizes your sense of vision or ability to notice fine details. Enabler.
Treacherous: When you expend Effort on a deception task, you gain a free level of Effort. Enabler.
Cousin Around Every Corner (1 XP): To say Spemin are numerous is an understatement, and you're never far from home when a cousin is nearby. Your relative will help you with information, equipment, shelter, other tasks within their means before excusing themselves from the situation. If the GM refuses, you don't spend the XP.
Knack for Survival (3 XP): Within 10 minutes of your death, you can spend 2 XP to return to life with 1 point in each Pool. If you die again before you complete a 10-hour recovery roll, your death is permanent.
Inability (Amorphous): Due to your amorphous nature, you cannot wear armor (unless it provides full enclosure, for example, Power Armor).
Inability (Feeble): Your Might tasks and attacks with melee weapons are hindered by two steps.
Inability (Dextro-Amino): You have dextro-amino acids, and suffer allergic convulsions and immuno-suppressing reactions if you ingest levo-amino food.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. They understand your body language and always seem to know just what you need.
- Choose another PC. Maybe in some universe, a blob like you, an organic like them. It could happen.
- You're just an explorer experiencing life.
- You have recently been evicted and literally have nowhere else go. It sounds like there's money in it. Maybe even fame.
First-Tier Spemin Abilities
- Onslaught (167)
- Opening Statement (167)
- Telepathic (189)
Second-Tier Spemin Abilities
- Fast Talk (138)
- Insight (154)
- Totally Chill (192)
Third-Tier Spemin Abilities
- Betrayal (113)
- Defensive Phasing (127)
- Improvise (152)
Fourth-Tier Spemin Abilities
- Confounding Banter (121)
- Feint (139)
- Find an Opening (139)
Fifth-Tier Spemin Abilities
- Amplify Sounds (109)
- Flamboyant Boast (140)
- Go to Ground (145)
Sixth-Tier Spemin Abilities
- Burst of Escape (116)
- Infer Thoughts (153)
- Quick Wits (174)
Tabriz
Species Profile: Tabriz
Morphology: Bipedal feline
World of Origin: Breek
Life Cycle: Tabriz reach adolescence at 8 years and are full adults by 13 years of age. Tabriz are considered an elder at 50 years, but a few live to be over 80 years of age.
Size: Tabriz stand 4–5½ feet (1.2–1.7 m) tall, and weigh 80–150 pounds (35–70 kg).
Sexes: 2
Descriptors: Charming, Confident, Fast, Foolish, Graceful, Impulsive, Intuitive, Jovial, Lucky, Sharp-Eyed, Swift
Tabriz are humanoids with powerful digitigrade legs, and sharp claws on the ends of four fingers and thumb. They have large ears, eyes, and noses, and are covered in furs of white, grey, gold, and black. Some have patches or stripes in their fur, and a few have accents on cheeks, tips of ears or other sensitive areas in cottony tufts of deep reds, purples, or blues.
Tabriz tend to be boisterous and adventurous, and integrate freely with others. Many Tabriz travel far from their place of birth in their younger years, and find their new families among other peoples—this practice is so commonplace that their governments provide stipends to those who stay on-world and start families to keep their birth rate sustainable.
While Tabriz have a reputation for being easygoing, most have a well-developed sense of personal pride, and love to teach a lesson to anyone who would underestimate them.
Tabriz Characteristics
You gain the following characteristics:
Feline Agility: +4 to your Speed Pool.
Natural Acrobat: You are trained in tasks that involve running, jumping, and balancing, and so long as you are Hale, you gain a free asset on those tasks. Enabler.
Keen Senses: You gain the Eyes Adjusted (138) and Sharp Senses (182) abilities. Enabler.
Inability (Distractible): Your Intellect 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.
- Choose another PC. You just like them. Can't explain it, just enjoy being with them. They may or may not feel the same.
- Choose another PC. You're new to the area and looking for friends.
- Choose another PC. You're bored and looking for some action. They look like they're headed in that direction.
- Sounds like it'll be an adventure. Who's ready for an adventure?
First-Tier Tabriz Abilities
- Attack Flourish (111)
- Go Defensive (145)
- No Need for Weapons (166)
Second-Tier Tabriz Abilities
- Enhanced Speed (135)
- Stalker (186)
- Superb Infiltrator (188)
Third-Tier Tabriz Abilities
- Hard to Hit (148)
- Nightstrike (166)
- Speed Burst (185)
Fourth-Tier Tabriz Abilities
- Greater Enhanced Speed (146)
- Pull a Fast One (173)
- Surprise Attack (188)
Fifth-Tier Tabriz Abilities
- Incredible Running Speed (153)
- Jump Attack (156)
- Quick Wits (174)
Sixth-Tier Tabriz Abilities
- Not Dead Yet (166)
- Spring Away (186)
- Using the Environment (195)
Thrynn
Species Profile: Thrynn
Morphology: Bipedal sauroid
World of Origin: Thoss
Life Cycle: Thrynn reach adolescence at 7 years and are full adults by 11 years of age. An Thrynn is considered an elder at 200 years, but a few live to be over 500 years of age.
Size: Thrynn stand 7–8 feet (2.1–2.4 m) tall, and weigh 300–440 pounds (150–200 kg).
Sexes: 2
Descriptors: Brash, Confident, Exacting, Guarded, Irrepressible, Relentless, Resilient, Rugged, Tough
The Thrynn are reptilians with thick necks and graceful tails. Their bodies are compact and muscular, covered with tough leathery scales. They range in color from blue green to grey and orange. Thrynn hatch from eggs, a fact they will share but are reticent to discuss further with outsiders. Thrynn mate early in their second decade of life after a brief courtship, and with very limited exception, remain with the same partner their entire lives.
Thrynn do not concern themselves with hidden motives or grand mysteries, preferring to simply deal with things in as practical a manner as possible, even taking positions that seem cold and heartless to many other species. Thrynn believe the strong must band together and lead for each other's mutual advantage, including in commerce and military strategy. However, the weak do not figure prominently into their world. While Thrynn appreciate respect and diplomacy, they detest obsequiousness, and believe any race that debases itself is unworthy of survival, making the Spemin and Dweenle frequent targets of their wrath.
Thrynn think a great deal of themselves as a species, and one of their major religions includes a prophecy that they will one day rule the galaxy. Today, they find themselves in recurrent hostilities against the Gazurtoid, whose strength rivals their own, and whose crusade has effectively made the founding of Thrynn colonies impossible. Most Thrynn are raised within a warrior culture, and believe the best defense is a good offense.
Thrynn Characteristics
You gain the following characteristics:
Reptilian Strength: +4 to your Might Pool.
Skill (Tracking): You are trained in tracking.
Hunter's Ears: When you expend Effort on tasks that utilizes your sense of hearing, you gain a free level of Effort.
Regeneration: You can make one free and immediate recovery roll, even if it isn't your turn. You can't use this ability again until after your next ten-hour rest. Action.
Scaly Body: You gain +1 to Armor. Enabler.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. You thought this was supposed to be a job, not a nursery. They're weak, and you intend to remind them.
- Choose another PC. You see them as a rival. You hate rivals. They always think they're better than you. Which is impossible.
- Choose another PC. Whether they know it or not, they are wanted by the confederacy, and when this is over, you might just have to bring them in.
- You resent the heartless reputation your people carry, and looking to prove you're not all the same.
First-Tier Thrynn Abilities
- Force Field Shield (143)
- Improved Recovery (152)
- Muscles of Iron (165)
Second-Tier Thrynn Abilities
- Force Bash (142)
- Ignore the Pain (150)
- Quarry (173)
Third-Tier Thrynn Abilities
- Fortified Position (143)
- Hidden Reserves (149)
- Trained Gunner (193)
Fourth-Tier Thrynn Abilities
- Capable Warrior (118)
- Combat Challenge (120)
- Greater Enhanced Might (146)
Fifth-Tier Thrynn Abilities
- Attack and Attack Again (111)
- Hunter's Drive (149)
- Outlast the Foe (167)
Sixth-Tier Thrynn Abilities
- Brute Strike (116)
- Lethal Damage (158)
- Shield Burst (182)
Veloxi
Species Profile: Veloxi
Morphology: Insectoid
World of Origin: Votiputox
-
Life Cycle: Veloxi drones reach adolescence at 15 years and are full adults by 20 years of age. They are considered an elder at 50 years, but a few live to be over 75 years of age.
Veloxi queens reach adolescence at 20 years, and are a full adult by 100 years of age. A queen can remain fertile and productive for 1,000 years.
-
Size: Veloxi drones stand 9–12 feet (2.7–3.6 m) tall, and weigh 175–225 pounds (80–100 kg).
Veloxi queens stand 15–20 feet tall (4.5–6 m), but are immobile, requiring an installation to accommodate their egg-laying apparatus, which often exceeds 100 tons (91 metric tons).
Sexes: 2
Descriptors: Clever, Creative, Graceful, Hardy, Mechanical, Perceptive, Tough
Veloxi resemble enormous red ants or mantises, with two legs and two intermediate appendages that can serve as either. They have a red chitinous exoskeleton, two large compound eyes, and antennae which serve as olfactory sensors.
Most Veloxi in each generation are genetically nearly identical: it is the feeding of specific diets that nurture certain expressions in their development. Warriors have large scything forceps, workers additional muscles, and others are fed diets to nurture their ability to maintain starships, navigate or understand the mysteries of the Void. Through hormonal and psionic control, Veloxi loyalty to their hive and empress is absolute and unshakable. Drones give their lives to mate with a queen, but consider it the highest possible honor they can achieve.
Adult Veloxi are strong, durable, have excellent hand-eye coordination and a well-developed spatial sense. These traits make them excellent engineers and navigators capable of dealing with the complexities and fluxes of the Void.
Veloxi Drones give their lives to mate with a queen, but consider it the highest possible honor they can achieve.
Veloxi Characteristics
You gain the following characteristics:
Veloxi: +2 to your Might and Intellect Pools.
Exoskeleton: You gain +1 to Armor. Enabler.
Compound Eyes: Your tasks to see fine details and understand the construction or function of high technology are eased at immediate range, but tasks to see anything at a long distance or further are hindered. Enabler.
Flexible Appendages: Your second pair of limbs are an asset for any task where an extra pair of hands or feet (if they are empty). For example, climbing, repairing, or avoiding being knocked prone. If you work with all four hands, you can perform menial tasks you are trained in in half the normal time. Enabler.
Inability (Nearsighted): Tasks to see further than a long distance away from you are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. The empire has assigned them to assist them, so assist them you will.
- Choose another PC. You mistrust this person, but can't put your appendage on exactly why.
- Choose another PC. You were orphaned from the hive, and don't fit in. They or their family took you in.
- It sounds like a chance to explore. You long to see the stars.
First-Tier Veloxi Abilities
- Athlete (111)
- Crafter (122)
- Tech Skills (189)
Second-Tier Veloxi Abilities
- Ignore the Pain (150)
- Modify Device (164)
- Unmovable (195)
Third-Tier Veloxi Abilities
- Artifact Tinkerer (110)
- Iron Fist (155)
- Sharp-Eyed (182)
Fourth-Tier Veloxi Abilities
- Expert Crafter (132)
- Mentally Tough (162)
- Ship Footing (182)
Fifth-Tier Veloxi Abilities
- Greater Enhanced Potential (146)
- Recycled Cyphers (175)
- Tough as Nails (192)
Sixth-Tier Veloxi Abilities
- Inventor (155)
- Share Defense (181)
- Total Awareness (192)
Yloi
Species Profile: Yloi
Morphology: Cilial mass
World of Origin: Unknown
Life Cycle: Yloi reach adolescence at 25 years and are full adults by 50 years of age. They are considered an elder at 200 years, but a few live to be over 500 years of age.
Size: Yloi stand 5–9 feet (1.5–2.8 m) tall, and weigh 100–400 pounds (45–180 kg).
Sexes: 3
Yloi are natural genetic engineers, and are driven to seek out new lifeforms and trade with them to keep themselves from overspecializing and stagnating. They travel between the stars in immense living ships, and send down smaller ships as shuttles and to plant living communities.
Their third sex, Ahu, is the lynchpin of Yloi reproduction, as males and females have no specialized genital organs. Yloi females are larger than males, and Ahu are even smaller than males. Ahu are referred to by the neuter pronoun "it". All three sexes are typically aromantic, making practical decisions about their future and family group. Using a special organelle, Ahu take genetic material directly from others—which can be of virtually any other species—and assemble a viable zygote at the molecular level. Ahu then transplant the embryo to a host (of any sex and parent species). Gestation typically lasts 15 months.
Yloi society is non-hierarchical, although outsiders tend to think Ahu receive special deference. Conflict is rare, and usually resolved peacefully through peer pressure, psychological manipulation or going around the problem. They live on great living colony ships of their own species, which can contain several thriving, complex closed ecosystems. Yloi have long forgotten their home world, but rejoice when they meet another wandering tribe of their kind, eager to share what they have learned about life throughout the Void.
Uncanny and inscrutable to most races, the Yloi welcome outsiders among their kind, who usually generate significant local interest.
Yloi Characteristics
You gain the following characteristics:
Evolved: +2 to your Might and Intellect pools.
Skill (Zero-G Maneuvering): You are trained in zero-gravity maneuvering.
Telescopic Sight: You can see in all directions and infrared and ultraviolet light frequencies. When you expend Effort on tasks that utilizes your sense of vision or ability to notice fine details, you gain a free level of Effort. Enabler.
Dreamfast Taste: You can taste a creature by touching it with one of your appendages. While in direct contact with other organics, you can share thoughts, emotions, and memories with creatures you are in physical contact with. Enabler.
Biological Insight: You can pick up on subtle biological cues like heartbeat, eye dilation and perspiration. This sense provides you two assets to tasks to determine another creature's motives or to determine if someone is lying. Enabler.
Void Adaptation: You can consume and be nourished by almost anything organic. You can breathe in water as easily as in air, and you can hold your breath for 24 hours. Enabler.
Bio-epigenetic Memory (1 XP): You are a living database of everything you have ever tasted. Even a small sample from a specimen—less than a drop of blood—can reveal quite a bit to you. You might be able to tell things like species, planet of origin, identify an individual creature with which you are familiar, or even make a medical diagnosis. If the GM determines you learn nothing useful, the XP isn't spent.
Inability (Amorphous): Your amorphous body makes wearing conventional clothing and armor impossible. You can fit a few possessions within your mass.
Inability (Disgusting): Your appearance and demeanor are disgusting to others. Pleasant social interaction tasks with creatures not accustomed to your kind are hindered by two steps.
Initial Link to the Starting Adventure: From the following list of options, choose how you became involved in the first adventure.
- Choose another PC. Most other people are horrified by you, but not them. When the world seems overstimulating to you, they are there.
- Choose another PC. You are inexplicably drawn to them, and quiver at the thought of tasting their uniqueness.
- Choose another PC. You give them the creeps. No matter how hard you try, they don't want you near them.
- You are looking for exotic and hitherto untasted life to return with to your people.
First-Tier Yloi Abilities
- Autodoctor (111)
- Eyes Adjusted (138)
- Healing Touch (149)
Second-Tier Yloi Abilities
- Alleviate (109)
- Enlarge (135)
- Phased Attack (170)
Third-Tier Yloi Abilities
- Awareness (111)
- Hidden Reserves (135)
- Weaponization (197)
Fourth-Tier Yloi Abilities
- Fusion (135)
- Tower of Will (147)
- Wilderness Awareness (175)
Fifth-Tier Yloi Abilities
- Enhanced Phased Attack (135)
- Greater Healing Touch (147)
- Regenerate (175)
Sixth-Tier Yloi Abilities
- Brainwashing (116)
- Regenerate Other (175)
- Restore Life (177)
Near-Human
Species Profile: Near-Human
Morphology: Humanoid
World of Origin: Varies
Life Cycle: Varies
Size: Varies
Sexes: Varies
Descriptors: Any
Displaying nearly infinite combinations, "near-humans" include any number of species and peoples that share most of the basic human template of limbs, facial features, and abilities, but with a wide variety of characteristics, physiological differences, and abilities and affinities that make them unique. Near-humans may have any number of biological needs, cultures, religions, and histories that separate them from humans.
Near-Human Characteristics
You gain the following characteristics:
Descriptor: Choose an appropriate descriptor.
Infinite Variety: You gain the Spirited (OG-DD) ability—or, with GM approval, a different low-tier ability of your choice.
Infinite Combinations: With the GM's approval, you can roll for one beneficial mutation and up to four cosmetic mutations. If you choose to roll for a harmful mutation, you can also roll for one powerful mutation.
Quirks: Roll a d20 on the Near-Human Quirk table to determine an additional characteristic of your people, or work out appropriate quirk details with the GM.
Near-Human Quirks Table
d20 | Description |
---|---|
1 | Engineered: Your people were altered or created by others. You might still serve as a client race to them, or have liberated yourselves. |
2 | No Ownership: You come from an enlightened society. The concept of ownership is foreign to you. |
3 | Telepath: Your people are famed for telepathic abilities. |
4 | Non-Starfaring: You are the first of your kind to truly see the stars. |
5 | Monoculture: Your kind have a rigid system of control. |
6 | Cyborgs: Your kind are cybernetics, integrating machinery into their minds, bodies, or both. |
7 | Extradimensional Contact: Your kind are intimately involved with a powerful extradimensional being. |
8 | Shared World: Your kind live on a world that is shared with another sapient people. |
9 | Inheritors: Your kind inherited high technology from another species, accelerating their ascent to the stars. |
10 | Quickling: Your kind live only three decades. |
11 | Quantum Twins: Your kind are almost always born as twins, with a telepathic link to one another that maintained across any distance. |
12 | Clone Race: Your people are clones. You were produced alongside a genetically identical batch of others. |
13 | Thermophile: You are adapted to extreme heat. |
14 | Cryophile: You are adapted to extreme cold. |
15 | Monosexed: Your kind is monosexed. |
16 | Complex Families: Your kind has several sexes and even more genders. |
17 | Unusual Atmospherics: You require an unusual cocktail of atmospheric conditions to breathe. |
18 | Observers: Your kind have been secluded from other peoples for ages, and outside contact is forbidden. |
19 | Ark-Dweller: Your kind escaped a doomed world, and travel in one or more colony ships in search of a new home. |
20 | Long-Lived: Your kind live up to 2d6 centuries. |
Create a New Species
Void Species:
Morphology: Varies
World of Origin: Varies
Life Cycle: Varies
Size: Varies
Sexes: Varies
Descriptors: Any
Try not to stare, kid. They're just people.
—Old Gus
The GM might allow a player to use the process outlined for creating Mutants as if they were peoples of the Void, especially if you or a player desire additional species that are off the template of the human frame by using Mutant descriptor.
If you do, roll a d20 on the Alien Quirk table, or contrive your own quirk with the GM. Many quirks will require you to work out certain details about your character, your home world, or the culture or history of your people. Some might leave you with lingering mysteries to address in your adventures.
Alien Quirks Table
d20 | Description |
---|---|
1 | Uncouth Excretions: You emit a substance or gas which repulses those unfamiliar with your nature. |
2 | Lost: You're not even supposed to be here: you might have been abducted, or you are a lost explorer. |
3 | Immersed: You were raised among another people, and can fluently understand their communication. |
4 | Pilgrim: Your kind are insular, but in dire need. You have been tasked to find a solution to the problem. |
5 | Revolutionary: Something terrible is going on amongst your people, and you need help from the outside to put a stop to it. |
6 | Small: Your kind are smaller than most species, standing 3 feet (1 m) tall or less. Your size is an inconvenience in spaces made for other peoples. |
7 | Large: Your kind are larger than most species, standing 10 feet (3 m) tall or more. Your size is an inconvenience in spaces made for other peoples. |
8 | Bioluminescent: Your kind use bioluminescence to communicate. In addition to your own kind, you can sense complex flashes and patterns from other people who communicate this way. |
9 | Combine Species: Your species is a combine, requiring participation of two species—the relationship might be mutualistic, parasitic, or symbiotic. |
10 | Hybrid: You are the unlikely offspring of two species. |
11 | Expansionist: Your kind are fleet-builders and conquerors. You held a military rank, but no longer. |
12 | Strife: Your kind are engaged in a bitter civil war over politics, religion, or the application of technology. |
13 | Fallen Empire: Your kind held high regard once, but times change, and your people are on the wane. |
14 | Lost History: Your kind are clearly old, but their history is a mysterious blank. |
15 | High-Gravity Evolution: You have two assets you can apply to high-gravity maneuvering tasks, but your movement tasks are hindered in other gravities. |
16 | Low-Gravity Evolution: You have two assets you can apply to low-gravity maneuvering tasks, but your movement tasks are hindered in other gravities. |
17 | Zero-Gravity Evolution: You have two assets you can apply to zero-gravity maneuvering tasks, but your movement tasks are hindered in other gravities. |
18 | Unusual Atmosphere: Your kind emerged on a world with a heavy atmosphere. You require a suit artifact to participate in activities with other cultures, but your home world is not desirable to others. |
19 | Extradimensional Origin: Your kind emerged from the unknown. Work with the GM to determine why, and how the traversal changed you and your kind. |
20 | Endling: It seems you are the last of your kind. |
Chapter 5 Flavors
Quick Reference: Flavors
Crafter Flavor
You're a maker. You make things.
First-Tier Crafter Abilities
- Always Tinkering (CTS, 48)
- Crafter (122)
- Extra Use (122)
- Junkmonger (156)
- Trapster (193)
Second-Tier Crafter Abilities
- Artifact Tinkerer (110)
- Boost Manifest Cypher (CTS, 51)
- Enhanced Intellect Edge (135)
- Fixer (RR, 123)
- Quick Work (174)
- Robot Assistant (178)
Third-Tier Crafter Abilities
- Better Living Through Chemistry (113)
- Disable Mechanisms (128)
- Master Crafter (160)
- Modify Cyphers (CTS, 54)
- Repair Machine (IOM, 75)
Fourth-Tier Crafter Abilities
- Cyphersmith (124)
- Facsimile of Life (IOM, 66)
- Guide Bolt (147)
Fifth-Tier Crafter Abilities
- Boost Manifest Cypher Function (CTS, 51)
- Jury-Rig (156)
- Modify Artifact Power (163)
- Recycled Cyphers (175)
Sixth-Tier Crafter Abilities
- Greater Enhanced Intellect (146)
- Mental Magic (IOM, 54)
- Subtle Tricks (187)
Fey Flavor
You—or an ancestor of yours—crossed into the fey realm and its indelible mark is upon you. Either way, there's always been a touch of the otherworldly about you.
First-Tier Fey Abilities
- Cantrips (IOM, 82) (choose any four)
- Calm Stranger (118)
- Face Morph (138)
- Fast Talk (138)
- Fleet of Foot (141)
- Legerdemain (157)
- Soul Familiar (IOM, 68)
Second-Tier Fey Abilities
- Body Morph (CTS, 49)
- Impersonate (151)
- Lucky Charm (OG-DD)
- Muse (OG-DD)
- Spirited (OG-DD)
Third-Tier Fey Abilities
- Captivate with Starshine (115)
- Command (120)
- Enhanced Potential (135)
- Flamboyant Boast (140)
- Perfect Stranger (169)
- Question Past Self (IOM, 73)
Fourth-Tier Fey Abilities
- Daydream (124)
- One With the Wild (167)
- Never Fumble (165)
- Play to the Crowd (170)
- Power Strike (171)
- Seize the Moment (181)
Fifth-Tier Fey Abilities
- Advanced Command (108)
- Magnificent Moment (159)
- Moon Portal (IOM, 57)
Sixth-Tier Fey Abilities
- Incredible Recovery (153)
- Traverse the Worlds (194)
- Trust to Luck (194)
Improbability Flavor
You seem to be a magnet for the strange and unusual. You turn up at odd times, in unexpected places, bear unexpected company, do unexpected things, and you disappear just as unexpectedly.
First-Tier Improbability Abilities
- Annoy Electronics (IOM, 74)
- Critter Companion (123)
- Far Step (138)
- Mage Clock (IOM, 74)
- Phased Pocket (170)
- Vanish (196)
Second-Tier Improbability Abilities
- Bound Magic Familiar (IOM, 65)
- Emotional Support Pet (IOM, 71)
- Gift of Appeasement (IOM, 71)
- Magical Repertoire (GF, 32)
- Quick Work (174)
- Weather the Vicissitudes (197)
Third-Tier Improbability Abilities
- Blackout (IOM, 65)
- Buddy System (116)
- Evanesce (136)
- Slapstick (OG-DD)
Fourth-Tier Improbability Abilities
- Expanded Repertoire (GF, 32)
- Gain Unusual Companion (144)
- Ghost Car (IOM, 66)
Sixth-Tier Improbability Abilities
- Call Otherworldly Spirit (117)
- Change the Paradigm (119)
- Not Dead Yet (166)
Psionic Flavor
Your latent psionic abilities have manifested, guiding you toward an uncertain future. Some use their gifts to develop incredible physical skill, and others hone their mind.
Psionics and Psi Abilities: This flavor is a good match for the optional psionics rule. Psionic characters might learn additional psionic abilities by spending 3 XP, as a character advancement, as rewards for completing character arcs (for example, Growth, Join an Organization, Learn, or Master a Skill), or rising through the ranks of a psionic cults. In rare instances, a foe might demonstrate an psionic power that inadvertently teaches a talented psionic something new.
Psionics in the Setting: The GM might decide some of the abilities on the psionic flavor's lists can't be gained any other way. Depending on the setting, characters with psionic powers might perform power stunts, gain power shifts with their psionic gifts. Alternatively, the GM might decide characters can only manifest psionic powers as a technological process or posthuman upgrade.
First-Tier Psionic Abilities
- Cloud Personal Memories (119)
- Combat Prowess (120)
- Communication (121)
- Danger Instinct (124)
- Danger Sense (124)
- Deflect Attacks (127)
- Far Step (138)
- Fleet of Foot (141)
- Impetus (151)
- Improved Recovery (152)
- Insight (154)
- Onslaught (167)
- Predictive Equation (171)
- Premonition (171)
- Quick Study (174)
- Sense Ambush (181)
- Share Memory (IOM, 67)
- Ward (196)
- Weighty (197)
Second-Tier Psionic Abilities
- Controlled Fall (122)
- Elusive (133)
- Entangling Force (136)
- Erase Memories (136)
- Extra Recovery (138)
- Foil Danger (142)
- Force Field (143)
- Go Defensive (145)
- Mental Link (161)
- Mind Reading (162)
- Misdirect (163)
- Patient Recovery (GF, 32)
- Push (173)
- Quick Recovery (173)
- See History (180)
- Shatter (182)
- Surging Confidence (188)
- Telekinesis (189)
- Wreck (200)
Third-Tier Psionic Abilities
- Acrobatic Attack (108)
- Biomorphic Healing (113)
- Cognizant Offense (119)
- Detect Life (128)
- Dodge and Respond (131)
- Fling (141)
- Force Field Barrier (143)
- Gravity Cleave (146)
- Immovable (150)
- Power Strike (171)
- Psychic Burst (172)
- Subconscious Defense (187)
- Unmovable (195)
- Versatile Mind (196)
Fourth-Tier Psionic Abilities
- Answering Attack (110)
- Captivate or Inspire (118)
- Countercharm (IOM, 49)
- Daydream (124)
- Define Down (127)
- Field of Gravity (195)
- Force to Reckon With (143)
- Greater Skill with Defense (147)
- Miraculous Health (163)
- Preternatural Senses (171)
- Rapid Attack (174)
- Recruit Deputy (175)
- Tower of Will (147)
- Use Senses of Others (195)
Fifth-Tier Psionic Abilities
- Concussion (121)
- Free to Move (143)
- Incredible Recovery (153)
- Impossible Walk (151)
- Infer Thoughts (153)
- Knowing the Unknown (156)
- Lost in the Chaos (159)
- Negate Danger (195)
- Psychic Passenger (172)
- Psychokinetic Attack (172)
- Read the Signs (174)
Sixth-Tier Psionic Abilities
- Biomorphic Detonation (113)
- Defense Master (127)
- Defensive Field (127)
- Duel to the Death (132)
- Improved Gravity Cleave (151)
- Mind Surge (182)
- Move Mountains (164)
- Precognition (171)
- Show Them the Way (183)
- Telepathic Network (190)
- Weight of the World (197)
Psionic Cults
Some PCs with a psionic flavor find themselves conscripted into psionic cults, which style themsleves as military training programs, knightly orders, obscure covens, and despotic empires. Most conscripts end up warriors or explorers, but the highest eschelons of these organizations tend to be speakers or adepts.
Joining a Cult: When a character is inducted into a cult, they choose one Rank 1 ability to gain. From then on, the character can spend 3 XP to gain another cult ability avalilable to their rank.
Ethos: Unlike covens (IOM, 60), a character doesn't focus their cult abilities through a talisman—although many such cults do favor signature items, such as the plasma saber (SF, 87). Instead, adherents cultivate a specific mental or emotional state to use their abilities, which is encapsulated in an ethos.
Rank Promotions: Most cults are structured around teacher-student relationships. Promotion to a higher rank usually involves a review from a council of higher-ranking members, or intensive one-on-one instruction from a master. Upon promotion, a character chooses one new ability available to their new rank to gain. Cult rank and character tier are two entirely different kinds of progress.
Joining Multiple Cults: A character can gain ranks in multiple cults, as long as they don't have an opposing ethos.
Breaking from a Cult: Those who stray from their ethos might lose abilities gained from the cult. The GM decides which abilities are lost (usually as part of a GM intrusion).
Example Psionic Cults: This section presents three example cults: the Neidan Order, the Malekith, and the Gloaming Schism.
Neidan Order
The neidan seek to serve the best interests of the galaxy with wisdom and selflessness, with a goal of pure action devoid of attachment. By emptying themsleves of desire, they believe they can achieve a kind of eternal life. Zealous adherents to the order even claim ther dead masters continue to guide them on their path toward enlightment.
Neidan Ethos: Serenity belongs to those who find harmony within chaos, cultivate wisdom, and come to know that all things continue—even beyond death.
- Rank 1: Calm Stranger (118), Mind for Might (162), or Soothe the Savage (184)
- Rank 2: Calm (118), Weapon Master (197), or Question the Spirits (173)
- Rank 3: Confuse Enemy (121), Enhance Strength (134), or Willing Sacrifice (199)
- Rank 4: Counter Danger (122), Living Wall (158), or Soul Interrogation (184)
- Rank 5: Change the Paradigm (119), Nothing But Defend (166), or Suggestion (188)
- Rank 6: As Foretold in Prophecy (110), Lethal Damage (158), or Mental Projection (161)
Malekith
Malekith believe power is obtained through dominance of others—even their closest confidants. Once feared and respected throughout the known galaxy, the malekith masters and their devoted cult have again retreated into darkness and secrecy. However, they are still well-served by a network of spies, corrupt politicans, and war profiteers.
Malekith Ethos: Peace is a lie. The only reality is one's own passion and strength. This is the path to power, to victory, and to immortality.
- Rank 1: Blood Magician (IOM, 65), Frenzy (143), or Goad (145)
- Rank 2: Fearsome Reputation (139), Quick Death (173), or Terrifying Presence (190)
- Rank 3: Awareness (111), Command (120), or Dark Matter Strike (124)
- Rank 4: Bolts of Power (115), Grand Deception (146), or Quick Strike (174)
- Rank 5: Advanced Command (108), Break their Mind (116), or Twisting the Knife (194)
- Rank 6: Brainwashing (116), Lethal Ploy (158), or Shatter Mind (182)
Gloaming Schism
Adherents of the gloaming schism are taught that it's not wrong to kill—and that sometimes you must. What's hypocritical is to condemn killing (as the Neidan Order does), but make regular exceptions when the situation demands. Their students master the powers of illusion, and despite efforts to stamp out their numbers, several covens always manage to survive.
Gloaming Ethos: Good and evil are an illusion. There is only survival, and death. What's hypocritical is to condemn killing, and then make allowances when the situation demands. What matters is that you choose wisely.
- Rank 1: Minor Illusion (162), Third Eye (191), or Vanish (196)
- Rank 2: Eclipse (IOM, 50), Illusory Disguise (150), or Ray of Confusion (174)
- Rank 3: Cast Illusion (118), Major Illusion (160), or Matter Cloud (161)
- Rank 4: Cloak of Opportunity (119), Illusory Selves (150), or Storm Seed (187)
- Rank 5: Embraced by Darkness (133), Nightmare (165), or Terrifying Image (189)
- Rank 6: Control Weather (122), Embrace the Night (133), or Grandiose Illusion (146)
Ritualist Flavor
You have developed an affinity for the deep magic of the world. Your magic is slow, reliable, and deeply spiritual. It ties you to the world and its denizens, and you can lead them to discover their own ties to it. Ritualists expand their vocabulary of powers by contracting with great spirits of the world.
First-Tier Ritualist Abilities
- Cantrips (IOM, 82) (choose any four)
- Alleviate (109)
- Craft Arcana (OG-DD)
- Create Water (123)
- Conjure Familiar (OG-DD)
- Hedge Magic (149)
- Illuminating Touch (150)
- Lend a Hand (IOM, 59)
- Library Life (IOM, 54)
- Magic Training (159)
Second-Tier Ritualist Abilities
- Blessing of the Gods (114)
- Blood Magician (IOM, 65)
- Command Spirit (121)
- Dispel Magic (IOM, 75)
- Link Senses (158)
- Monster Lore (165)
- Read Blood (OG-DD)
- Question the Spirits (173)
Third-Tier Ritualist Abilities
- Evil Eye (OG-DD)
- Expanded Repertoire (GF, 31)
- One With the Wild (167)
- Repeated Rituals (IOM, 54)
- Unstealable Charm (IOM, 76)
Fourth-Tier Ritualist Abilities
- Countercharm (IOM, 49)
- Extra Use (132)
- Storm Seed (187)
- Projection (172)
- Ritual Guidance (IOM, 58)
Fifth-Tier Ritualist Abilities
- Animate Flying Servantor (OG-DD)
- Psychic Passenger (172)
Sixth-Tier Ritualist Abilities
- Adroit Cypher Use (137)
- Beast Call (112)
- Restore Life (177)
Chapter 6 Foci
Quick Reference: Foci
Accelerates Entropy
You have dedicated yourself to the underlying principle that nothing lasts forever, everything is in a state of unbecoming, and everything dies—cold and alone, swallowed by inky blackness. Servants of entropy hasten the decline of those unfit to see the future, casting them into everlasting shadow.
Connection: Choose one of the following.
- Pick one other PC. Attract disaster around them, and you wish to witness them bring themselves to ruin.
- Pick one other PC. Their light will be extinguished one day, and it will be beautiful to watch.
- Pick one other PC. You believe they are a born destroyer, and should embrace their destiny.
- Someone must witness the end.
Entropic Abilities: Your abilities cause targets to be rimed with frost, rust, or otherwise wither and age.
Minor Effect Suggestions: A nearby object or piece of equipment crumbles to dust.
Major Effect Suggestions: You age the target (or a portion of it) 1d6 years.
- Tier 1: Entropic Touch (OG-DD)
- Tier 2: Eclipse (IOM, 50)
- Tier 2: Eyes Adjusted (138)
- Tier 3: Entropic Withering (OG-DD) or Unraveling Consumption (195)
- Tier 4: Field of Gravity (195)
- Tier 5: Dust to Dust (133)
- Tier 6: Unmaking (OG-DD) or Embraced by Darkness (133)
GM Intrusions: You are subsumed into darkness yourself, losing all feeling and experience.
Bears a Curse of Stone
You are a cursed creature, which causes you to become a statue at times. Gargoyles are conscripted into service by magic. Some curses compel the target to protect a place, area, or individual. An object, while others—especially oathbreakers—were trapped in their petrified state until cryptic or improbable circumstances came to pass. Many gargoyles go for years, decades, or even centuries as little more than architectural curiosities before some happenstance releases them from their slumber.
Connection: Choose one of the following.
- Pick one other PC. They accidentally caused your awakening, for which you are grateful. You now look to them to understand how the world has changed.
- Pick one other PC. You don't believe you can trust them, but you need what few allies you have, for now.
- Pick one other PC. They remind you of someone you knew before your slumber.
- Freedom, at last. You may be cursed, but it's time to find out what your new body can do.
Minor Effect Suggestions: Your weight works out to your advantage, allowing you to move an immediate distance.
Major Effect Suggestions: You gain additional Armor equal to your tier until your next turn.
- Type Swap Option: Controlled Fall (122)
- Tier 1: Curse of Stone (OG-DD)
- Tier 1: Gargoyle Physique (OG-DD)
- Tier 2: On Leather Wings (OG-DD)
- Tier 3: Flash Petrification (OG-DD) or Power Strike (171)
- Tier 4: Skill with Defense (183)
- Tier 4: Flight Not Fight (141)
- Tier 5: Greater Enhanced Might (146)
- Tier 6: Greater Skill with Defense (147) or Nothing But Defend (166)
GM Intrusions: Your curse unexpectedly asserts itself, partially or completely petrifying a part of your body for a short time.
Blows in the Wind
Your movements are fluid, but unpredictable. You probably feel a deep connection with wind and water, and see life as a long river or complex dance—full of possible directions and swirling eddies. You're probably happiest when wind, rock, tree, and stream are a part of your daily life. Some might think of you as flighty or mercurial, but you prefer to think of yourself as attuned. You feel things fully, and your feelings amplify aspects of your environment.
You probably wear light, flowing clothing that doesn't restrict your movement, and are always swaying, dancing, or otherwise engaged in movement, even when idle.
Connection: Choose one of the following.
- Pick one other PC. You're convinced they'd make a great dancing partner.
- Pick one other PC. Their energy is all tangled, and you intend to get it flowing again.
- You needed a change. This would certainly be a change.
- You were headed that way anyhow.
Minor Effect Suggestions: You move in such a manner that provides an asset to a nearby ally's next task.
Major Effect Suggestions: Your movements shock and awe nearby viewers, causing them to do nothing on their turn but continue to watch you.
- Type Swap Option: Impetus (151)
- Tier 1: Joy of Movement (OG-DD)
- Tier 1: Wind Armor (199)
- Tier 2: Safe Fall (179)
- Tier 2: Mist Cloud (CTS, 53)
- Tier 3: Moving Like Water (164) or Windrider (199)
- Tier 4: Free to Move (143)
- Tier 5: Wind Chariot (199)
- Tier 6: Blurring Speed (115) or Spring Away (186)
GM Intrusions: You encounter an unexpected immovable object or otherwise have your movement obstructed.
Can Devour Anything
You have a grim visage: beady eyes, and a rictus grin from ear to ear, with flat, ugly teeth, perfect for chomping just about anything. Most of your so-called "friends" probably enjoy watching you fit unusual things into your mouth and watching them disappear.
Those who don't know you frequently take you for a bully. Those who know you well probably avoid making sudden movements near you. No one wants to lose a hand.
Connection: Choose one of the following.
- Pick one other PC. You ate something valuable of theirs, and now have a debt to repay.
- Pick one other PC. You think they smell delicious.
- You're always looking to expand your palate, and a little adventure sounded like a good way to do it.
- You were recently kicked out of your current living space for chewing on things you shouldn't, and this beats homelessness.
Additional Equipment: You have a hat with a brim large enough to obscure your unusual face, and a pair of sturdy boots.
Minor Effect Suggestions: In addition to damaging your target, you damage one of their possessions as well.
Major Effect Suggestions: You make a free, eased bite attack against the same target.
- Tier 1: Bad Attitude (OG-DD)
- Tier 1: True Omnivore (OG-DD)
- Tier 2: Eat Anything (OG-DD)
- Tier 2: Redundant Organs (OG-DD)
- Tier 3: Eidetic Epicurean or Capable Warrior (118)
- Tier 4: Breaker (116)
- Tier 4: Maw (OG-DD)
- Tier 5: Greater Enhanced Might (146)
- Tier 6: Lethal Damage (158) or Regenerate (175)
GM Intrusions: You bite your own tongue, or injure your soft tissues while eating. Dentistry might be required.
Chases Tales
You serve an ascendant planar being focused on the discovery, collection, and cataloging of information from across the realms. In return for gifts they bestow upon you, you act as their agent, seeking ancient knowledge and artifacts, and the truth behind recorded histories.
The information you gather is as good as currency among the planes, and there are many sophisticated creatures looking to employ such agents in their grand plans.
Connection: Choose one of the following.
- Pick one other PC. You suspect they have a role to play in important events to come.
- Pick one other PC. You are certain they are the descendant of someone important.
- An incredible tale is about to unfold, and you intend to chronicle it for the ages.
- You can't fund your expeditions on empty pockets.
Additional Equipment: You have an item—weapon, armor or tool—with which you have formed a Psychometric Bond.
Minor Effect Suggestions: You gain a glimpse of danger in the future, providing you an asset on your next defense roll.
Major Effect Suggestions: Your object bestows upon you a useful vision of the past.
- Tier 1: Psychometric Bond (OG-DD)
- Tier 1: Decipher (126)
- Tier 2: See History (180)
- Tier 3: Improved Psychometric Bond (OG-DD)
- Tier 3: Draw Conclusion (131) or Find the Hidden (140)
- Tier 4: Elusive (133)
- Tier 4: Investigator (118)
- Tier 5: Read the Signs (174)
- Tier 6: Perfect Psychometric Bond (OG-DD) or Usurp Cypher (195)
GM Intrusions: The past and future jumble together in your mind, causing you to slip into a momentary stupor.
Has Unfinished Business
Long after their remains have turned to dust, the spirit of an individual can linger still. There are as many reasons for a ghost to haunt the world as there are folk in it. Most ghosts awaken disoriented and must discover what it is that holds their attachment to the world of the living, as if discovering a final piece of themselves that they must confront before entering the next phase of their existence.
Ghosts retain their general appearance as it was in life, although those who knew them often have difficulty recognizing them (much to the ghost's frustration). They also retain all of their memories—and these, perhaps all too well. As the years go by with their business unconcluded, ghosts have difficulty forming new memories, or relating to a world that drifts further from their own time. These ghosts become haunts and specters, appearing only when the world of the living presents a mirror for them to find something familiar in.
Connection: Choose one of the following.
- Pick one other PC. They can always perceive you, even when no one else can.
- Pick one other PC. You can't quite put your finger on it, but you're convinced they know something vital about your unfinished business.
- Pick one other PC. Something comforting about them helps keep you anchored to the living world.
- You're just glad anyone can see and hear you. You were so lonely.
Minor Effect Suggestions: You experience a brief flicker of life. You gain an asset to your next task.
Major Effect Suggestions: You frighten a creature, sending it fleeing in terror.
- Type Swap Option: Push (173)
- Tier 1: Spook Cantrip (OG-DD)
- Tier 1: Ghostly Nature (OG-DD)
- Tier 1: Ethereal Jaunt (OG-DD)
- Tier 2: Terrifying Presence (190)
- Tier 3: Haunt (OG-DD) or Rewind Rot (IOM, 60)
- Tier 4: Ghostly Shroud (OG-DD)
- Tier 4: Spectral Servant (IOM, 71)
- Tier 5: Ghostly Terror (OG-DD)
- Tier 6: Apparition (OG-DD) or Break their Mind (116)
GM Intrusions: Your tenuous connection to the world of the living falters, and others lose the ability to perceive your presence.
Hoards Dross
Objects just seem to speak to you. Where most see junk, you see treasure. Whether your possessions were obtained from the dusty corners of a shop, crumbling ruins, or plucked from battlefield dead, you manage find extraordinary beauty in every headless hammer handle and cracked teacup.
You probably love to scavenge and haggle, making discoveries among the overlooked, underappreciated, and underutilized. While you rarely have an immediate use in mind when adding something to your collection, you know value when you see it, and how to wait until the right purpose presents itself.
Connection: Choose one of the following.
- Pick one other PC. They borrowed something from you and never returned it.
- Pick one other PC. You covet one of their possessions intensely, and are always pestering them to sell it to you.
- Pick one other PC. You're convinced everyone needs something and you're just the one to provide it.
- There's bound to be treasures to be found and sold along the way.
Additional Equipment: You have an explorer's pack with extra pockets and compartments, a bag of light tools, and an assortment of inexpensive trinkets and oddities.
Minor Effect Suggestions: You obtain a favorable discount for yourself and your allies.
Major Effect Suggestions: You stumble across something of great worth.
- Tier 1: Packrat Pocket (OG-DD)
- Tier 1: Worldly Wiles (OG-DD)
- Tier 2: Handy Hold-All (OG-DD)
- Tier 2: Junkmonger (156)
- Tier 3: Improved Hold-All (OG-DD) or Improvise (170)
- Tier 4: Packrat Pocket Link (OG-DD)
- Tier 5: Using What's Available (195)
- Tier 6: Perfect Hold-All (OG-DD) or Negate Danger (195)
GM Intrusions: A favored container develops a tear or leak, spilling out its contents, or a required item mysteriously goes missing.
Prepares Delicacies
You can cook. You might be a trained chef, or someone with a deep connection to family recipes. Whether you focus your talent for personal or communal gain, your art is most satisfying when shared with those who appreciate it.
While you are known for your cooking, people constantly underestimate what else someone who knows their way around a kitchen is capable of. You know what is in season, and what the people you are feeding need.
Connection: Choose one of the following.
- Pick one other PC. Their diet is atrocious and you aim to convince them to change their ways.
- Pick one other PC. They've never appreciated your cooking, and it drives you crazy.
- Pick one other PC. They supported you financially when you were struggling.
- You are on a journey of discovery to expand your culinary skills and palate.
Additional Equipment: You have a few fruits, vegetables, bits of cheese, spices, or other assorted favored foodstuffs.
Minor Effect Suggestions: You stumble across a fresh herb, vegetable, or other ingredient useful to your trade.
Major Effect Suggestions: You make a flashy display of your action, garnering attention and praise from nearby witnesses.
- Tier 1: Chef's Temper (OG-DD)
- Tier 1: Vittles (OG-DD)
- Tier 2: Muse (OG-DD)
- Tier 3: Secret Ingredient or Knife Skills (OG-DD)
- Tier 4: Expanded Repertoire (GF, 31)
- Tier 5: Sous Chef (OG-DD)
- Tier 6: Master Chef (OG-DD) or Just Desserts (OG-DD)
GM Intrusions: A required ingredient goes missing and you can't use your abilities. Something vital has spoiled. Somehow, an ally experiences food poisoning.
Chapter 7 Cantrips and Abilities
Quick Reference: Abilities by Relative Power
These lists cantrips and special abilities original to this document. Abilities are sorted into three power grades: low-, medium-, and high-tier.
Cantrips:
- Amaneusis
- Burp
- Candy
- Float
- Glamour
- Glue
- Plug
- Polish
- Massage
- Messenger Bird
- Pair
- Perfume
- Pour
- Read
- Spook
- Summerbloom
- Winterchill
Low Tier:
- Bad Attitude
- Chef's Temper
- Curse of Stone
- Craft Arcana
- Conjure Familiar
- Entropic Touch
- Ethereal Jaunt
- Ghostly Nature
- Handy Hold-All
- Joy of Movement
- Lucky Charm
- Muse
- On Leather Wings
- Packrat Pocket
- Psychometric Bond
- Read Blood
- Spirited
- True Omnivore
- Vittles
- Worldly Wiles
Mid Tier:
- Eat Anything
- Eidetic Epicurean
- Entropic Withering
- Evil Eye
- Flash Petrification
- Gargoyle Physique
- Ghostly Shroud
- Haunt
- Improved Hold-All
- Improved Psychometric Bond
- Knife Skills
- Maw
- Packrat Pocket Link
- Redundant Organs
- Secret Ingredient
- Slapstick
- Sous Chef
High Tier:
Daft Drafts Cantrips
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Amaneusis Cantrip (1 Intellect points): You cause writing from one source (such as a book) to be copied onto parchment (or into some other appropriate object) you provide. This ability copies approximately 250 words per minute for up to an hour, creating a perfect transcription of the original. The ability only copies mundane text, ignoring illustrations, diagrams or supernatural inscriptions, leaving empty spaces where excluded items appeared in the original. Alternatively, you can also use this ability to dictate verbally, and have your dictation transcribed as if written in your own hand.
The ability automatically turns to the next blank page and continues its transcription until it completes the transcription, or it runs out of available pages. Action to initiate. (OG-DD)
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Burp Cantrip (1 Intellect point): You touch a creature and they release a loud belch, potentially aiding digestion. Action.
-
Candy Cantrip (1 Intellect point): You produce up to three unwrapped small candies, with a color, shape, flavor, and texture of your choice. The candy provides no nourishment, but if another creature eats one, you gain an asset on your next social interaction with them for one day. You can only affect a creature in this way once. Unconsumed candies disappear after one hour. Action. (OG-DD)
-
Float Cantrip (1+ Intellect point): You touch up to 50 pounds (23 kg) of loose objects or material, which become buoyant enough to float in water for ten minutes. In addition to other options for using Effort, you can choose to use Effort to increase the weight affected by an additional 50 lbs. (23 kg). Action. (OG-DD)
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Glue Cantrip (1+ Intellect point): You attach two touching objects or surfaces with level 2 bond up to 1 foot (8 cm) in diameter. In addition to other options for using Effort, you can choose to use Effort to increase the level of the bond by 1. Action. (OG-DD)
-
Glamour Cantrip (1+ Intellect point): You touch a target's visage, and its features you deem unsightly—for example, growths, acne, burns, or scars—are replaced with smooth, featureless skin (and any make-up of your choosing) for one hour. In addition to other options for using Effort, you can choose to use Effort to increase the duration by one hour. You can affect up to two creatures at a time with this ability. Action.
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Massage Cantrip (1 Intellect point): You create an invisible force that kneads your aching muscles and massages the joints (or those of another creature of your choice). If target remains within short range of you, it can add +1 to a one-hour or ten-hour recovery roll. Alternatively, the cantrip can perform soothing actions, for example, scratching the back, or massaging the scalp, which provides an asset to attempts to remain calm or fall asleep. Action to initiate, 1 hour to complete.
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Messenger Bird Cantrip (1 Intellect point): When you learn this cantrip, choose a type of bird as your messenger, for example, ravens, owls, or pigeons. You can use this cantrip in multiple ways:
Establish Rookery. You establish a rookery in a safe, unobstructed location. Action to initiate, 1 hour to complete.
Record Destination. You conjure a bird, which records the location to memory and flies home to a rookery. Action.
Deliver. While at a rookery, you send a bird to its recorded destination. You can instruct it to remain there for up to an hour before returning home. While there, anyone can retrieve any items the bird carries, and if given anything by anyone, the bird returns to the rookery with it. Alternatively, you send a bird to home at different rookery (but maintain its recorded destination). Action. (OG-DD)
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Pair Cantrip (1 Intellect point): While holding an unpaired, nonmagical object—for example, a glove, sock, or shoe— you know the direction (but not distance) to it's matched pair. If no pair exists—for example, a gold earring that had been melted down and reforged into something else—or if the pair is located on another plane of existence, this ability has no effect. Action. (OG-DD)
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Perfume Cantrip (1+ Intellect point): You touch a creature or object, surrounding it with an illusory odor of your choice for one hour. For complex or unfamiliar smells, the GM might require an Intellect task to successfully create the smell. In addition to other options for using Effort, you can choose to use Effort to increase the duration by one hour. You can only create two perfume effects at a time. Action. (OG-DD)
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Plug Cantrip (1+ Intellect point): You touch the circumference of a hole or portal up to 1 foot (30 cm) in diameter and 3 inches (8 cm) deep, creating a seal over the area. The seal appears as a dull material of your choice, for example, wood, stone, metal, or opaque glass. The plug remains in place for up to 24 hours. Creating a plug is difficulty 2 Intellect task, and creating another simultaneous plug raises the difficulty of the task by 1. While waterproof and airtight, the seal is otherwise a level 1 barrier. In addition to other options for using Effort, you can choose to use Effort to increase the level of the seal by 1. Action. (OG-DD)
-
Polish Cantrip (1+ Intellect point): You touch an object or surface up to 6 feet (1.8 m) in diameter, causing it to become highly reflective for one hour. In addition to other options for using Effort, you can choose to use Effort to increase the duration by 1 hour.The shape, texture, and other material properties of the area are unchanged. Action. (OG-DD)
-
Pour Cantrip (1 Intellect point): You cause up to 1 gallon of mundane liquid—for example, dirty dishwater, milk, beer, or wine—within short range to move up to an immediate distance (usually into another container). Action. (OG-DD)
-
Read Cantrip (1 Intellect point): You touch a mundane book, scroll, document, poster, or sign, and a face with an appearance and voice of your design appears and reads the text aloud. You can use an action to command the face to stop, start, skip ahead, or reread something. The face's ability to read is informed by your own, so it mispronounces words you don't know or understand just as you would. The face dismisses itself if you move more than a short distance away from the reading material. Action to initiate, action to complete. (OG-DD)
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Spook Cantrip (1 Intellect point): You cause the border between the spirit world to tremble, causing your to voice to boom, flames to flicker, harmless tremors to move through the environment, or nearby unlocked windows and doors to fly open or slam shut. This effect lasts for up to 1 minute. Action to initiate. (OG-DD)
-
Summerbloom Cantrip (1 Intellect point): You create one of the following effects:
- You create a trinket in your hand that predicts what the weather for the next 24 hours. The trinket does not account for supernatural interference with the weather.
- You touch a plant of your size or smaller, providing it with enough nourishment for one day. If you wish, it flowers, blooms, fruits, or opens its foliage.
- You create a harmless display of life's great tapestry within a short distance and in an immediate area—a shower of cherry blossoms, a warm breeze, the sounds of birdsong, or similar effect.
Action. (OG-DD)
-
Winterchill Cantrip (1 Intellect point): A plethora of icy formations weave together at your command. Choose one of the following effects:
- You snuff out a candle, a torch, or a small campfire within long range.
- You a flurry of snowflakes, a shower of sleet, or a harmless spray of icy mist in an immediate radius within short range.
- You chill or freeze up to 3 cubic feet (1 cubic m) of nonliving material you can touch for 1 hour.
- You cause frost to appear on up to 10 feet (3m) diameter of the surface of an object or a surface you touch for 1 minute.
- You create a flickering image made of ice or snow that fits in your hands and lasts for 1 minute.
Action. (OG-DD)
Daft Drafts Abilities
Abilities are presented in alphabetical order.
-
Animate Flying Servantor: You give life an object, which becomes a level 3 follower of your size or smaller. It accompanies you and follows your instructions. You and the GM must work out the details of your servantor. You'll probably make rolls for it when it takes actions. In combat, the servantor usually doesn't make separate attacks, but helps with yours. On your action, if the servantor is next to you, it serves as an asset for one attack you make on your turn. If the servantor is destroyed, you can repair the original with a few days' worth of tinkering, or build a new one with a week's worth of half-time labor. The servantor can fly a long distance each round. It can carry you, but only for up to an hour between each of your ten-hour recovery rolls. Enabler. (OG-DD)
-
Apparition: If attacking (or interacting) from a hidden vantage, with surprise, or before an opponent has acted in combat, you gain an asset on the attack or interaction. If you succeed on the task, you can inflict 3 additional points of Intellect damage (ignores Armor). Enabler. (OG-DD)
-
Bad Attitude: You are trained in negative social interaction, including intimidation and coercion, but your demeanor and the grim appearance of your mouth hinders any pleasant social interaction you attempt. Enabler. (OG-DD)
-
Chef's Temper: You are trained in cooking and all related tasks, for example, identifying, sourcing, and determining the quality and nutritional qualities of ingredients. While you are cooking, you gain an asset to intimidation tasks. Enabler. (OG-DD)
-
Conjure Familiar (1 Intellect points): 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). 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 familiar 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 familiar is reduced to 0 health, it becomes banished until you conjure it again. Action to initiate, 10 minutes to complete. (OG-DD)
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Craft Arcana: You gain two skills from one arcana of your choice. can choose this ability multiple times, but you must select a different arcana each time.
- Wands. Climbing, jumping, running, swimming, carpentry, cooking, glassblowing, jewelry making, leatherworking, masonry, pottery, weaving, or woodcarving.
- Cups. Brewing, fishing, healing, a musical instrument, perception.
- Swords. Botany, history, metalworking, persuasion, or scrimshaw.
- Pentacles. Calligraphy, cartography, philosophy, or tracking.
Enabler. (OG-DD)
-
Curse of Stone: You are petrified when exposed to sunlight, becoming a solid stone statue. Roll a d6 on the Curse of Stone Provisions table to determine the nature of your curse, or work out more exact details ahead of time with the GM.
While petrified, you gain +5 to Armor against damage of (including mental attacks), you cannot act, and you can't sense what's happening around you—until the curse's provisions allow you to awaken. Enabler. (OG-DD)
d6 | Curse of Stone Provisions |
---|---|
1 | Your statue awaited removal from where you were turned to stone. Any piece of your homeland might return you to your stony tomb. |
2 | Only a descendant of the ones who imprisoned you can set you free. |
3 | Other celestial mechanics provide exceptions—maybe even a solution—to your petrification problem. |
4 | Righting an ancient wrong can end your curse. |
5 | There's something or someone precious you must guard, or something important you must do. |
6 | The curse upon you is a hopeless riddle. |
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Eat Anything: Over the course of 1 minute, you can devour an object or a dead or otherwise incapacitated creature, which must be smaller than you. At the end of your meal, you can make a free recovery roll. You can do this one time, although the ability renews each time you make a ten-hour recovery roll. Action to initiate. (OG-DD)
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Eidetic Epicurean (2 Intellect points): For the next 24 hours, gain two assets to track anything you have eaten before by scent alone to a distance of 1 mile (1.5 km). If a source is within long range of you, you know it and the general direction toward it. Action to initiate. (OG-DD)
-
Entropic Touch (1 Intellect point): Your hands become wreathed in a distortion of time that the next time you touch a creature, you inflict 3 points of damage. Alternatively, you can use this ability when you attack with a weapon, and for ten minutes, it inflicts 1 additional point of damage. Action for touch; enabler for weapon. (OG-DD)
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Entropic Withering: You can apply a level of Effort to attacks you make with your Entropic Touch in a new way, adding one of the following properties to the attack. If you apply multiple levels of Effort, you can add multiple such properties:
- Your attack ignores Armor, up to an amount equal to your tier.
- You can immediately end one ongoing effect (such as an effect created by a character ability) within immediate range upon the target.
- The next action (including to defend) the target takes is hindered.
Enabler. (OG-DD)
-
Ethereal Jaunt (1 Intellect point): You can move through walls and solid objects at half your usual speed. At the end of your next turn, you return to your corporeal form. If are inside a solid object when this happens, you are ejected to the nearest available space, taking 1 damage for every 3 feet (1 m) you are moved. Action to initiate. (OG-DD)
-
Evil Eye (4 Intellect points): You place a hex on a creature within short range, and inflict one of the following disabilities:
- The target's tasks are hindered for 1 minute.
- The target becomes clumsy. Their movement is halved.
- The target can take no action for one round.
- The target inflicts 2 fewer points of damage (minimum 1 point) for one minute. If the target cannot hear you and understand your language (or intent), the difficulty of your curse attack is one step higher.
This ability cannot affect creatures that are not alive, for example, robots and the undead. Action to initiate. (OG-DD)
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Flash Petrification (1+ Intellect or Speed points): You can use your curse to petrify parts of yourself at strategic moments. When your Might Pool would be damaged, you can pay this ability's cost from your Speed or Intellect Pool. The cost is equal to the damage inflicted (after accounting for Armor). Enabler. (OG-DD)
-
Gargoyle Physique: Your transformed body brings advantages and challenges:
- Gargoyle Weaponry. You bear claws, hooves, horns, wings, talons, and a long, forked tail—all of which you can use as light or medium weapons (your choice). You are practiced in attacks you make with your gargoyle weaponry.
- Great Strength. You gain +1 to Armor, +1 to your Might Edge, and 3 additional points to your Might Pool.
- Special Climbing. You are trained in climbing, and your unique physiology is an asset when climbing up structures made of concrete, brick, plaster, or stone.
- Heavy. You are twice as heavy as a human of your size and shape. While petrified by your Curse of Stone, your weight doubles again.
Enabler. (OG-DD)
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Ghostly Nature: As an undead spirit, you gain the following benefits:
- You cannot be poisoned or become diseased.
- You don't require air, food, drink, or sleep.
- You do not age, and can persist indefinitely until dispersed.
- When you make a recovery roll, you must spend it in the land of the dead, inert, and completely unaware of the goings-on on other planes. You cannot leave your inert state of your own volition until you complete your recovery roll, at which time you return to the same location you began your rest.
- If you die, your essence is dispersed, leaving behind no body.
- You can see in very dim light as though it were bright light. You can see in total darkness as if it were very dim light.
Enabler. (OG-DD)
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Ghostly Shroud (3 Might points): For the next ten minutes, you attach yourself to an ally, taking the form of a ghostly shroud. In this state, you are invisible, although if a creature is aware of your presence, it has no difficulty attacking you. You cannot move, but can otherwise perceive and act normally in this state.
Moreover, you automatically inflict 4 points of damage to anyone who tries to touch your ally or strike them with a melee attack. All tasks your ally makes to evade the perceptions of others are eased. Action to initiate. (OG-DD)
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Ghostly Terror (6 Intellect points): You create a horrific and twisted visage of yourself, growing to twice your usual size. 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. You decide if the target is frozen in fear or compelled to flee. Either way, they cannot take actions other than to move away from you unless you allow it. The effects on a target end if they are attacked. Action. (OG-DD)
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Haunt (3+ Intellect points): While using Ethereal Jaunt, you can either become invisible or fly up to a short distance. If you spend a level of Effort, you can gain both benefits. While you remain invisible, your stealth and Speed defense tasks are eased by two steps. Your invisibility ends if you attack a creature. Enabler. (OG-DD)
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Handy Hold-All: You create a follower—the handy hold-all is a level 2 creature with two modifications for carrying. It accompanies you and follows your instructions, including retrieving any items it is carrying upon your request. If the hold-all dies, you can create a new one the next time you make a ten-hour recovery roll, provided you have some spare junk to use in its creation. Enabler. (OG-DD)
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Improved Hold-All: Your Handy Hold-All's level increases by 1. Additionally, choose one of the following modifications:
- Cypher Pod. The handy hold-all can carry and activate one extra manifest cypher for you. Enabler.
- Climb. The handy hold-all can climb natural steep and near-vertical surfaces, including carrying you with it. Enabler. (OG-DD)
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Improved Psychometric Bond: Your Psychometric Bond with your object deepens. Depending on the object's function, you gain the following benefits:
- Weapon. You are trained in attacks you make with it.
- Armor or Shield. While wearing it, you gain +1 Armor and reduce any Speed Effort Additional Cost the armor imposes by 1.
- Tool. You are trained in tasks you perform with it.
Enabler. (OG-DD)
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Joy of Movement: You are trained in your choice of three of the following skills: balancing, climbing, dancing, jumping, running, or swimming. Enabler. (OG-DD)
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Just Desserts: (6 Intellect points): You produce something you've been saving for just the right occasion and present it to an ally. Choose one of the following effects: The creature's Might, Speed, and Intellect Pools are restored to their maximum values, and they move one step up on the damage track. A single creature can benefit from this ability only once each day. Additionally, the creature gains an asset to one task of their choice in the next 24 hours. Action. (OG-DD)
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Knife Skills: You are trained in butchery, and attacks made with cookware, for example, knives, cleavers, and cast iron pans. Enabler. (OG-DD)
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Lucky Charm: You find a lucky object, which contains a 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—or anyone else you give the charm to—can take one, some, or all of the points from the item's Luck Pool first. When you make a recovery roll to recover points to any other Pool, the object's Luck Pool is also refreshed by the same number of points. Enabler. (OG-DD)
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Master Chef: The number of subtle cyphers you can carry increases by one, and you can prepare a second snack when you use your Secret Ingredient ability. The second snack's cypher can be the same cypher as the first, or a different one. If you choose the same cypher, the cypher's duration begins when either snack is eaten—however, a creature can still gain the cypher's effects if they eat the remaining snack while the cypher's effects persist. When the cypher's effects end, an uneaten snack becomes a normal foodstuff. Enabler. (OG-DD)
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Maw: You are trained in all attacks you make with your bite, and they inflict 1 additional point of damage. Additionally, your jaw widens: you can fit anything up to 2 feet (61 cm in diameter) into your mouth, and swallow it. Enabler. (OG-DD)
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Muse: The number of subtle cyphers you can bear at the same time increases by one. When you make a recovery roll, you can fill one open cypher slot with a subtle cypher chosen randomly by the GM. As part of this process, you can discard a subtle cypher you carry to make room for a new one. Enabler. (OG-DD)
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On Leather Wings (4 Might points): You unfurl your wings, and for the next ten minutes, you can fly a short distance each round and still take another action. Carrying another creature with you counts as this additional action. Enabler. (OG-DD)
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Packrat Pocket (2+ Intellect points): You connect a physical portal—a door, pocket, flap, cubby, or other opening no larger than 1.5 feet (46 cm) in diameter—to an object—usually a pocket on a piece of your clothing, a pouch, or bag. The opening leads to a space that is out of phase and moves with the object. The space can hold up to 3 cubic feet (1 cubic m) and up to 20 pounds (9 kg). For each 2 additional Intellect points you spend when you use this ability, the pocket's size adds an additional 3 cubic feet (1 cubic m) and 20 pounds (9 kg) to its capacity.
Anyone can reach into the space, although it is likely that only you are practiced in locating and retrieving its contents. If you end this ability's effects as an action, create a new pocket with this ability, or the pocket's opening is compromised, all its contents spill forth harmlessly. Action to initiate, one minute to complete. (OG-DD)
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Packrat Pocket Link: While your Packrat Pocket, and Handy Hold-All are within 1 mile (1.5 km) of each other, the contents of each can be retrieved through the other. Enabler. (OG-DD)
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Perfect Hold-All: Your Handy Hold-All's level increases by 1. Additionally, choose one of the following modifications:
- Clamoring Conveyance. You can convert your hold-all into a carriage. In this form, the hold-all can't perform other actions other than to move or retrieve items from its contents, but it can travel up 48 km/h (30 mph) during long-distance travel (double movement on paved surfaces). You can perform a similar procedure to restore it to its usual form. Action to initiate, one minute to complete.
- Scrap Monstrosity. The hold-all summons forth everything it is carrying, doubling in size and gaining 2 levels for the next minute. You can do this one time, although the ability renews each time you make a ten-hour recovery roll. Action to initiate.
Enabler. (OG-DD)
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Perfect Psychometric Bond: Your Psychometric Bond with your object deepens even further. Depending on the object's function, you gain the following benefits:
- Weapon. You gain the Attack and Attack Again (111) ability while holding the weapon.
- Armor or Shield. You gain the Ultra Enhancement (194) ability while wearing it.
- Tool. You gain the Effective Skill (133) ability when you perform a task with it.
Enabler. (OG-DD)
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Psychometric Bond: You are trained in identifying objects of historical significance, and have the ability to sense the presence of strong memories from ages past from objects you touch.
You can form a psychometric bond with certain objects that have a strong connection to an powerful story. The item might be a weapon, armor, or tool (including musical instruments, gaming sets, or other objects approved by the GM). Once the bond is formed, you gain some knowledge of an individual associated with the tale, and their history with the object (determined by the GM). If you form a psychometric bond with second object, the first bond breaks. Action to initiate, one hour to complete. While holding an object with a psychometric bond, you gain the following benefits:
- Psychometry (1 Intellect point). You can search the memories attached to the objects questions. Answering simple questions usually have a difficulty of 3, but extremely technical questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action.
- Tongues. You can speak, read, and write one language spoken by someone who once possessed the object (assigned by the GM). Enabler. (OG-DD)
These example questions might be the kind of things a GM considers when providing information obtained from a psychometric bond:
- Is a famous general's grand blade most significant moment on the battlefield where she fell, or the forge in which it was created?
- Do the chains that bound an archdemon in a bottomless abyss contain the memories of the smith who forged them, demon's time in imprisonment, or the hero who died binding the demon into chains, or a combination of the three?
- Does a wizard's diary contain a solution to an otherwise-indecipherable cipher, revealing a set of planar keys, or a detailed index of their hidden library?
- Additional objects of significance—owned by the same person over their lifetime—or several people, all of whom were present for the same event—might provide useful assets to psychometric tasks.
An object doesn't need to be supernatural to be significant—in fact, it might be quite mundane:
- A deposed emperor's favorite chess set might contain many memories of conversations with political and military advisors.
- The favorite wine cup of a poisoned noble might prove to be a useful clue in solving the mystery of their death.
- An elderly fisher's sextant might contain memories of being attacked at sea by a fangorious beastie—including landmarks, hazards and how to sail a ship properly, especially if one were in the area where those memories were made.
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Read Blood (2+ Intellect points): You focus your mind on a sample of blood, gaining insight into the creature it was spilled from. Choose two of the following pieces of information, which the GM provides:
- The creature's surface thoughts at the time the blood was lost.
- If the creature was diseased, poisoned, or suffering some other malady.
- If the creature originated from a world other than the one the blood was spilled on.
- How closely any another creature within 60 feet of you is related to the creature the fluid came from (for example, they might be the same creature, or a close relative, or of the same species). This sense fades after 1 minute.
Action. (OG-DD)
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Redundant Organs: You have an asset to Might defense rolls you make to resist the effects of poisons and diseases, and your body fights off the effects of such maladies in half the usual amount of time. Enabler. (OG-DD)
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Secret Ingredient: At the end of each one-hour and ten-hour recovery roll, you can transfer the effects of a subtle cypher in your possession into a snack you have prepared. For the next 24 hours or until it is activated, the food item continues to count against your cypher limit. Another creature can use an action to eat the snack, activating the cypher and gaining its effects. Action. (OG-DD)
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Slapstick (3 Speed points): You make a hindered melee attack against a target with the intent to impair one of its senses. If the attack is successful, it inflicts 1 less points of damage than normal. Choose which type of task to hinder: vision, hearing, smell, taste, or touch (movement). The effect lasts for 10 minutes. Immediately after you use this ability, you can move up to a short distance, but there is a 50% chance the target makes a melee attack against you if you do. Enabler. (OG-DD)
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Sous Chef: You gain a level 2 follower. One of their modifications must be cooking. Enabler. (OG-DD)
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Spirited: You can apply a free level of Effort to a task. You can't use this ability again until after you complete a one-hour or ten-hour recovery roll. Enabler. (OG-DD)
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True Omnivore: You can use your bite as a light or a medium weapon, and are practiced in attacks you make with it. You can fit objects up to 1 foot (30 cm) inches in diameter into your mouth and swallow them without difficulty. If you have the time, you can eat almost anything. Your teeth are brutally flat and as hard as steel, and your digestive system (thankfully) remains a mystery. So long as you can put your mouth around something, for the most part, you can eat and subsist on it.
If you swallow something, you can use an action to retrieve it later, up to a number of hours equal to the level of the object or creature. Enabler. (OG-DD)
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Unmaking (7+ Intellect points): You unmake a creature within immediate range. If the target is level 4 or lower, its body is destroyed, leaving behind only a fine dust. Its equipment and other possessions clatter to the ground. For each additional level of Effort you apply, you can increase the level of the target by 1. Action. (OG-DD)
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Vittles: For 24 hours after eating a meal you have prepared, your friends can add a +3 bonus to one recovery roll they make. You choose the Pool the bonus restores points to when you prepare the meal. Enabler. (OG-DD)
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Worldly Wiles: You're trained in repairing broken objects, determining the value of objects, and negotiating better prices for goods. Enabler. (OG-DD)
CSRD Abilities
Abilities are presented in alphabetical order. For more information about these abilities, see Chapter 9: Abilities of Old Gus' Cypher System Reference Document (OG-CSRD).
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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)
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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)
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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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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. (108)
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Adroit Cypher Use: You can bear four cyphers at a time. Enabler. (108)
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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)
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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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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)
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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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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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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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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. (CTS, 48)
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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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Annoy Electronics (1 Intellect point): You interfere with the operations of an electronic device. The device must be within short range and you must be able to see it. Your interference is limited to things you could do in a few seconds if you were directly using the device. For example, you could make a person's phone start playing a loud video, type one or two commands on a computer's keyboard, hit a bunch of buttons in an elevator, or change the station or volume on a television screen. You must succeed at an Intellect-based task against the device or its bearer (whichever level is higher). If you have never interacted with the particular device before, the task is hindered by two steps. Action. (IOM, 74)
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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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Aquatic Combatant: You ignore penalties for any action (including fighting) in underwater environments. Enabler. (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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Assassin Skills: You are trained in stealth and disguise tasks. Enabler. (110)
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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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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)
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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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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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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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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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Blackout (3 Intellect points): You issue a disruptive ripple of energy within short range, creating an area where the electrical power grid fails. All devices relying on being plugged into the grid stop working. Battery-powered devices still work. Any standby generator connected in this area functions normally, activating emergency power within a few rounds. The blackout otherwise lasts for one minute. Action. (IOM, 65)
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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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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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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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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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Blood Magician: When you wish it, you can use points from your Might Pool rather than your Intellect Pool to activate a magical ability (including applying Effort to that ability). If you use your Might Pool this way, you use your Might Edge instead of your Intellect Edge. Enabler. (IOM, 65)
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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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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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Boost Manifest Cypher (2 Intellect points): The manifest cypher you activate with your next action functions as if it were 2 levels higher. Action. (CTS, 51)
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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. (CTS, 51)
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Bound Magic Familiar: You have a magic familiar bound to you through a magical mark on your body (a tattoo, rune, scar, or something as mundane as a freckle or mole). Normally, the familiar remains sleeping in its spiritual form. When you use an action to manifest them, they appear next to you as a creature with a specific form (such as a cat, hawk, homunculus, tiny dragon, or other suitable magical creature) and can communicate with you telepathically. The familiar is friendly toward you but has its own personality determined by the GM.
The familiar can remain physically manifested for up to one hour, after which they return to their sleeping spiritual form and cannot manifest again until after your next ten-hour recovery roll. While manifested, they accompany you and follow your instructions. The familiar must remain within an immediate distance of you; if they move farther away, they are yanked back into their magical mark at the end of your following turn and cannot return until after your next ten-hour recovery roll. The familiar doesn't make attacks, but they can use their action to grant you an asset for any one attack you make on your turn. Otherwise, they can take actions on their own (though you'll likely roll for them).
If the familiar is reduced to 0 health, they dissipate into their spiritual form and cannot manifest again until 1d6 + 2 days have passed.
Action to manifest the familiar. (IOM, 65)
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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 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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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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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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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)
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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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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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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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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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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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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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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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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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Comfort and Encouragement (2+ Intellect points): You speak to a non-hostile creature within short range, telling them exactly what they need to hear to have a better day. You don't know what these words are until you say them, but you know they will help the creature's attitude. If the creature spends a round or two thinking about what you said, they gain an asset on one task of their choosing within one hour. Alternatively, if the creature has an ongoing penalty to tasks (such as having a hangover, sadness from a recent fight with their romantic partner, an injury, or a stressful situation at work), they can ignore that penalty for the next hour. In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action to initiate; up to one minute to complete. (IOM, 71)
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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 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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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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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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Countercharm (5 Intellect points): If you are affected by an unwanted ongoing magical condition or affliction (such as a curse, paralysis spell, withering hex, and so on) that gives you additional rolls to end it early, your rolls to end it early are eased by two steps until you break free. Enabler. (IOM, 49)
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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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Continuous Transfer: When you use either Drain Creature or Tap Currents to drain energy, you can transfer it to another creature within short range, restoring points to their Might or Speed Pools (or health for an NPC). This occurs seamlessly, as part of the same action. Enabler. (IOM, 59)
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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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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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Crafter: You are trained in the crafting of two kinds of items. Enabler. (122)
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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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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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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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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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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)
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Damage Dealer: You inflict an additional 3 points of damage with your chosen weapon. Enabler. (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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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 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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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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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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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 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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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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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 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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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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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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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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Dispel Magic (2+ Intellect points): Choose one magical effect within long range. An effect of up to level 3 ends if you succeed on an Intellect-based attack roll against the level of the effect, or against the level of the creature or object the magical effect affects, whichever is higher. In addition to the normal options for using Effort, you can apply Effort to increase the level of the effect that can potentially be dispelled. Action. (IOM, 75)
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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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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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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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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 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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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 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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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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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)
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Eclipse (2 Intellect points): You drain the light from an immediate area within long range. Bright light (like a sunny day outdoors) becomes dim light, normal light (like inside a well-lit room) becomes very dim light, and anything darker becomes darkness. If you cast this spell on an object, the darkness moves with the object, and can be suppressed if it is enclosed in a light-proof container or wrapping. Action. (IOM, 50)
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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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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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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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Emotional Support Pet (3+ Intellect points): You conjure an adorable animal that most people find irresistibly cute, such as a puppy, kitten, or bunny, who is outgoing and friendly and otherwise acts according to its nature. Anyone in short range who can see the animal eases their defense tasks against negative feelings (such as anger, fear, sadness, and worry) for the next hour. Anyone who pets, cuddles, or plays with this animal for at least a round or two (up to four people can do so at once) feels happier for the next hour and adds +1 to any recovery rolls they make during that time. At the end of the spell, the conjured animal curls up, falls asleep, and disappears in a puff of smoke. If the animal is harmed in any way, anyone who saw it happen eases all rolls against the creature responsible for the harm. In addition to the normal options for using Effort, you can conjure three additional animals for each level of Effort you apply to this ability. Action. (IOM, 72)
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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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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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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 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 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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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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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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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 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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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)
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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 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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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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Extra Recovery: You gain an additional one-action recovery each day. 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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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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Facsimile of Life (3 Intellect points): You give an object limited mobility, awareness, and intellect, allowing it to move about as if it were a small pet. The object must be within immediate distance and no larger than half your size. When animated, the object can perform tasks for you as if it were a level 1 creature, but otherwise is treated as an object of its level (for example, it uses the object damage track instead of health). The animation lasts for an hour or until you and it are at least a long distance apart, at which time the object becomes inert again. Action. (IOM, 66)
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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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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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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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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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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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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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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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Fists of Fury: You inflict 2 additional points of damage with unarmed attacks. Enabler. (140)
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Fixer: You've learned enough of the past that you are trained in tasks to repair and build before-times equipment, or equipment made with before-times parts. In addition, repairing and building tasks take you about 20% less time to complete. Enabler. (RR, 123)
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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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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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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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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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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 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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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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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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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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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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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)
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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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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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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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Ghost Car (4+ Intellect points): You create a level 3 ghostly-looking car that can carry two people and a small amount of luggage. You or a creature you designate can drive the car as normal. For each level of Effort you apply to this ability, it can carry two additional passengers and its level increases by 1. The car lasts for an hour, after which it vanishes. Action. (IOM, 66)
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Gift of Appeasement (2+ Intellect points): You conjure a trifle that can fit in one hand and will please a creature within immediate range. The object is impractical and inexpensive, but delightful to the creature. Examples include their favorite kind of cookie, a small crafted coffee beverage, or a paper origami of their favorite animal. You don't know what the spell will create, but you know it will please them if you give it as a gift. If the creature spends one minute appreciating the object (such as eating the cookie, drinking the coffee, or examining the origami), they gain an asset on one task of their choosing within one hour. In addition to the normal options for using Effort, you can use Effort to affect more creatures; each level of Effort affects one additional creature. Action per target to initiate. (IOM, 71)
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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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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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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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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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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 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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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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Gunner: You inflict 1 additional point of damage with guns. Enabler. (147)
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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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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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Hard to Distract: You are trained in Intellect defense tasks. Enabler. (148)
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Hard to Hit: You are trained in Speed defense tasks. Enabler. (148)
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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-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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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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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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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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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 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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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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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 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 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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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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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 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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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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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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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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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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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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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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Iron Fist: Your unarmed attacks deal 4 points of damage. Enabler. (155)
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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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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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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 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)(RR, 121)
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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 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)
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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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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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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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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 a Hand: If an ally attempts a magical task and fails, they can try again without spending Effort if you help them. You provide this advantage to your friend even if you are not trained in the task that they're retrying. Enabler. (IOM, 59)
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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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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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Library Life: When a problem needs solving, you may not know the solution, but you know where to look. You are trained in research. Enabler. (IOM, 54)
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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 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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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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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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Mage Clock: You can mentally connect to a universal magical clock, allowing you to know the local time, down to a tenth of a second. You can have up to three magical timers at once, each of which sounds a mental alarm after an amount of time you specify or at a specific time (such as nine minutes from now, three hours from now, or 8 o'clock in the morning). Action. (IOM, 74)
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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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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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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 Identifier: You are trained in identifying the function of any kind of device. Enabler. (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 armor to 0. Enabler. (161)
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Matter Cloud (5 Intellect points): Pebbles, dirt, sand, and debris rise into the air around you to form a swirling cloud. The cloud extends out to immediate range, moves with you, and lasts for one minute. When it ends, all the materials fall to the ground around you. The cloud makes it harder for other creatures to attack you, giving you an asset on Speed defense rolls. In addition, while the cloud is around you, you can use an action to whip the material so that it abrades everything within immediate range, dealing 1 point of damage to each creature and object in the area. Action to initiate. (161)
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Maximize Cypher: Choose one subtle cypher you bear. Its level becomes the maximum level possible for that cypher. For example, a meditation aid has a level range of 1d6 + 2, so maximizing that cypher changes its level to 8. You can have only one maximized subtle cypher at a time. You can't use this ability again until after you've taken a ten-hour recovery action. Enabler. (GF, 32)
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Mental Link (1+ Intellect point): You open a pathway to another creature's mind via a light touch, which allows you to transmit thoughts and images to each other. The mental link remains regardless of distance and lasts for one hour. In addition to the normal options for using Effort, you can choose to use Effort to extend the duration by one hour for each level of Effort applied. Action to initiate. (161)
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Mental Magic: When attempting a magic-based Might or Speed task, you can instead roll as if it were an Intellect action. This means that if you apply Effort, you spend points from your Intellect Pool and use your Intellect Edge. Enabler. (IOM, 54)
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Mental Projection (6+ Intellect points): Your mind fully leaves your body and manifests anywhere you choose within immediate range. Your projected mind can remain apart from your body for up to 24 hours. This effect ends early if your Intellect Pool is reduced to 0 or if your projection touches your resting body.
Your disembodied mind is a psychic construct that looks like you, though its frayed edges trail off into nothingness. You control this body as if it were your normal body and can act and move as you normally would with a few exceptions. You can move through solid objects as if you were phased, and you ignore any terrain feature that would impede your movement.
Your attacks inflict 3 fewer points of damage (to a minimum of 1) and you take 3 fewer points of damage (to a minimum of 1) from physical attacks, unless they can affect transdimensional or phased beings, in which case you take full damage. Regardless of the source, you take all damage as Intellect damage first.
Your mind can travel up to 1 mile (1.5 km) from your body. Each level of additional Effort applied extends the range that you can travel by 1 mile (1.5 km).
Your physical body is helpless until this effect ends. You cannot use your physical senses to perceive anything. For example, your body could sustain a significant injury, and you wouldn't know it. Your body cannot take Intellect damage, so if your body takes enough damage to reduce both your Might Pool and your Speed Pool to 0, your mind snaps back to your body, and you are stunned until the end of the next round as you try to reorient yourself to your predicament. Action to initiate. (161)
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Mentally Tough: Staring into the naked weave of hyperspace, warped space, or a similar effect related to faster-than-light travel is hard on the mind, but you've developed resistance. You're trained in Intellect defense tasks. Enabler. (162)
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Mind for Might: When performing a task that would normally require spending points from your Intellect Pool, you can spend points from your Might Pool instead, and vice versa. Enabler. (162)
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Mind of a Leader (6 Intellect points): When you develop a course of action to deal with a future situation, 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. Action. (162)
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Mind Reading (2 Intellect points): You can read the surface thoughts of a creature within short range, even if the target doesn't want you to. You must be able to see your target. Once you have established contact, you can read the target's thoughts for up to one minute. If you also have the Mind Reading special ability from another source, you can use this ability at long range, and you don't need to be able to see the target (but you do have to know that the target is within range). Action to initiate. (162)
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Mind Surge: In addition to your normal recovery rolls each day, you can—at any time between ten-hour rests—recover 1d6 + 6 points to your Intellect Pool. Action. (162)
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Minor Illusion (1 Intellect point): You create a single image of a creature or object within immediate range. The image must fit within a 10-foot (3 m) cube. The image can move (for example, you could make the illusion of a person walk or attack), but it can't leave the area defined by the cube. The illusion includes sound but not smell. It lasts for ten minutes, but if you want to change the original illusion significantly—such as making a creature appear to be wounded—you must concentrate on it again (though doing so doesn't cost additional Intellect points). If you move beyond immediate range of the cube, the illusion vanishes. Action to create; action to modify. (162)
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Miraculous Health: When you would descend a step on the damage track, you can attempt a Might task to resist, with a difficulty equal to the level of the foe or effect that harmed you. If successful, you don't descend the step and you regain 1 point in any Pool that is bereft of points. You can't use this ability again until after your next ten-hour rest. Enabler. (163)
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Misdirect (3 Speed points): When an opponent misses you, you can redirect their attack to another target (a creature or object) of your choosing that's within immediate range of you. Make an unmodified attack roll against the new target (do not use any of your or the opponent's modifiers to the attack roll, but you can apply Effort for accuracy). If the attack hits, the target takes damage from your opponent's attack. Enabler. (163)
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Mist Cloud (1+ Intellect points): You create an area of mist an immediate distance across. The cloud lingers for about a minute unless conditions (such as wind or freezing temperatures) dictate otherwise. In addition to the normal options for using Effort, you can choose to use Effort to increase the area (one level of Effort to fill a short area, two to fill a long area, or three to fill a very long area). Action. (CTS, 53)
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Modify Artifact Power (6 Intellect points): You permanently add +1 to the level of an artifact of up to level 5. The difficulty of this task is equal to the modified higher level of the artifact. If the task is failed, the artifact makes a depletion roll and is not advanced in level. Once modified, the artifact can't be similarly boosted again. Action. (163)
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Modify Cyphers: You can take any two manifest cyphers and quickly jury-rig a new manifest cypher of the same level as the lowest-level cypher. You determine the function of the new cypher, but it must be that of a cypher you have used before (but not necessarily one you've ever built). The new cypher is a temperamental cypher, like those created with Always Tinkering. The original two cyphers are consumed in this process. This ability does not function if one or more of the original cyphers are temperamental cyphers. Action. (CTS, 54)
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Modify Device (4 Intellect points): You jury-rig a piece of mechanical or electrical equipment to make it function above its rated specs for a very limited time. To do so, you must use spare parts equal to an expensive item, have a field science kit (or a permanent lab, if you have access to one), and succeed at a difficulty 3 Intellect-based task. When complete, using the device eases all tasks performed in conjunction with the device, until the device inevitably breaks. For example, you could overclock a computer so research tasks using it are easier, modify an espresso maker so that each cup of coffee made with it is better, modify a car's engine so that it goes faster (or modify its steering so it handles better), and so on. Each use of the modified device requires a depletion roll of 1–5 on a d20. Action to initiate, one hour to complete. (164)
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Monster Bane: You inflict 1 additional point of damage with weapons. When you inflict damage to creatures more than twice as large or massive as you, you inflict 3 additional points of damage. Enabler. (164)
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Monster Lore: You are trained in the names, habits, suspected lairs, and related topics regarding the monsters of your world. You can make yourself understood in their languages (if they have one). Enabler. (164)
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Moon Portal (6+ Intellect points): You instantaneously transmit yourself to any location on Earth, as long as moonlight is shining on you and on the spot you want to be. Alternatively, you can instantaneously transport yourself from Earth to the moon or back again. In addition to the normal options for using Effort, you can use Effort to bring other people with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional targets. Action. (IOM, 56)
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Move Mountains (9 Intellect points): You exert a tremendous amount of physical force within 250 feet (75 m) of you. You can push up to 10 tons (9 t) of material up to 50 feet (15 m). This force can collapse buildings, redirect small rivers, or perform other dramatic effects. Action. (164)
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Moving Like Water (3 Speed points): You spin and move so that your defense and attacks are aided by your fluid motion. For one minute, all your attacks and Speed defense tasks gain an asset. Enabler. (164)
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Muscles of Iron (2 Might points): For the next ten minutes, all Might-based actions other than attack rolls that you attempt are eased. If you already have this ability from another source, the effect of this ability lasts for one hour instead of ten minutes. Enabler. (165)
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Necromancy (3+ Intellect points): You animate the body of a dead creature of approximately your size or smaller, creating a level 1 creature. It has none of the intelligence, memories, or special abilities that it had in life. The creature follows your verbal commands for one hour, after which it becomes an inert corpse. Unless the creature is killed by damage, you can reanimate it again when its time expires, but any damage it had when it became inert applies to its newly reanimated state. If you have access to multiple bodies, you can create an additional undead creature for each additional Intellect point you spend when you activate the ability. Action to animate. (165)
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Negate Danger (7 Intellect points): You permanently negate a source of potential danger related to one creature or object within immediate distance. This could be a weapon or device held by someone, a creature's natural ability, or a trap triggered by a pressure plate. Action. (165)
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Negotiate (3 Intellect points): In any gathering where two or more people are trying to establish the truth or come to a decision, you can sway the verdict with masterful rhetoric. If you are given a few rounds 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 or more rounds to complete. (165)
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Network Tap (4 Intellect points): You can ask the GM one question and get a very short answer if you succeed on an Intellect roll against a difficulty assigned by the GM. The more obscure the answer, the more difficult the task. On a failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on you (ignores Armor). Action. (165)
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Never Fumble: If you roll a natural 1 when attacking with your chosen weapon, you can ignore or countermand the GM intrusion for that roll. You can never be disarmed of your chosen weapon, nor will you ever drop it accidentally. Enabler. (165)
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Nightmare (5 Intellect points): You pull a horrifying creature from your worst nightmare into the waking world and sic it on your foes. The nightmare (level 5) persists each round while you use your action concentrating on it (or until you disperse it or it is destroyed). It has one of the following abilities, which you choose when you call it.
- Confusion. Instead of making a normal attack, the nightmare's attack confuses the target for one round. On its next action, the target attacks an ally.
- Horrify. Instead of making a normal attack, the nightmare's attack horrifies the target, which drops to its knees (or similar appendages). The target takes 3 points of damage that ignore Armor and is dazed for one round, during which time all its tasks are hindered.
- Pustule Eruption. Instead of making a normal attack, the nightmare's attack causes rancid, painful pustules to rise all over the target's skin for one minute. If the target takes a forceful action (such as attacking another creature or moving farther than an immediate distance), the pustules burst, dealing 5 points of damage that ignore Armor. Action to initiate, action each round to concentrate. (165)
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Nightstrike: When you attack a foe in dim light or darkness, you get a free level of Effort on the attack. Enabler. (166)
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No Need for Weapons: When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler. (166)
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Not Dead Yet: When you would normally be dead, you instead fall unconscious for one round and then awaken. You immediately gain 1d6 + 6 points to restore your stat Pools, and you are treated as if debilitated until you rest for ten hours. If you die again before you make your ten-hour recovery roll, you are truly dead. If you also have this ability from another source, your healing from this ability increases to 1d6 + 12. Enabler. (166)
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Nothing but Defend: If you do nothing on your turn but defend, you are specialized in all defense tasks for one round. Action. (166)
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Obstacle Running (3 Speed points): For the next minute, you can ignore obstacles that slow your movement, allowing you to travel at normal speed through areas with rubble, fences, tables, and similar objects that you would have to climb over or move around. This movement might include sliding on a railing, briefly running along a wall, or even stepping on a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome, such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained in that task. Enabler. (167)
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One With the Wild (6 Intellect points): For the next hour, natural animals and plants within long range will not knowingly harm you or those you designate. In addition, your Might Edge, Speed Edge, and Intellect Edge increase by 1, and if you make any recovery rolls during this period, you recover twice as many points. Action to initiate. (167)
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Onslaught (1 Intellect point): You attack a foe using energies that assail either their physical form or their mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots) might be immune to your mindslice. Action. (167)
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Open Mind (3 Intellect points): You open your mind to increase your awareness. You gain an asset to any task involving perception. While you have this asset and you are conscious and able to take actions, other characters gain no benefit from surprising you. The effect lasts for one hour. Action. (167)
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Opening Statement: You're trained in tasks related to persuasion, deception, and detecting the falsehoods of others. Enabler. (167)
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Opportunist: You have an asset on any attack roll you make against a creature that has already been attacked at some point during the round and is within immediate range. Enabler. (167)
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Outlast the Foe: If you have been in combat for five full rounds, you have an asset for all tasks in the remainder of the combat, and you deal 1 additional point of damage per attack. Enabler. (167)
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Outwit: When you make a Speed defense roll, you can use your Intellect in place of your Speed. Enabler. (168)
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Overcharge Device: You infuse 1 point of energy gained from using Absorb Energy or related ability into a device, such as an artifact, raising its effective level on its next use by three (to a maximum of 10). Action. (168)
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Overwatch (1 Intellect point): You use a ranged weapon to target a limited area (such as a doorway, a hallway, or the eastern side of the clearing) and make an attack against the next viable target to enter that area. This works like a wait action, but you also negate any benefit the target would have from cover, position, surprise, range, illumination, or visibility. Further, you inflict 1 additional point of damage with the attack. You can remain on overwatch as long as you wish, within reason. Action. (168)
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Parry (5 Speed points): You can deflect incoming attacks quickly. When you activate this ability, for the next ten rounds you ease all Speed defense rolls. Enabler. (168)
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Patient Recovery: You gain an extra ten-minute recovery roll each day. Enabler. (GF, 32)
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Perfect Stranger (3 Intellect points): You alter your posture and way of speaking and make a small but real alteration to an outfit (such as putting on or taking off a hat, reversing a cloak, and so on). For the next hour (or as long as you keep up the alteration), even creatures that know you well don't recognize you. All tasks related to hiding your true identity during this period gain one free level of Effort. Action to initiate. (169)
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Permanent Illusion (9 Intellect points): An illusion (or portion of an illusion) that you create using Minor Illusion or related ability that fits within a 10-foot (3 m) cube becomes permanent. You can permanently end the illusion as an action, but others must expend exceptional ingenuity to prevent the illusion from regenerating even if it has apparently been dispersed. Enabler. (169)
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Phase Foe (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 becomes phased as if it had used the Ghost ability. However, unless it can figure out how to control its movement while being phased, which most creatures have no experience with, it begins to sink through solid matter. If it can't control itself or end the effect, it might be gone for good because when it becomes solid again after ten minutes, it's probably deep in the earth. For each additional level of Effort you apply, you can attempt to affect a target of one level higher. Action. (170)
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Phased Attack (3 Intellect points): The attack you make on this turn ignores your foe's armor. The ability works for whatever kind of attack you use (melee, ranged, energy, and so on). Enabler. (170)
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Phased Pocket (2+ Intellect points): You connect yourself for one hour to a small space that is out of phase and moves with you. You can access this space as if it were a convenient pocket or bag, but nobody else can perceive or access the space unless they have the ability to interact with transdimensional areas. The space can hold up to 1 cubic foot. The space is a part of you, so you can't use it to carry more cyphers than your limit, a detonation cypher activated inside the space harms you, and so on. When the connection ends, anything in the space falls out. For each 2 additional Intellect points you spend, the pocket lasts an additional hour. Enabler. (170)
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Physically Gifted: Any time you spend points from your Might Pool or Speed Pool on an action for any reason, if you roll a 1 on the associated die, you reroll, always taking the second result (even if it's another 1). Enabler. (170)
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Play to the Crowd (3 Intellect points): You give a speech that is both rousing and terrifying. Those within short range who can hear and understand you have their next action either eased (an asset) or hindered—you choose, and it can be different for each individual. Action; a few rounds to complete. (170)
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Power Strike (3+ Might points): If you successfully attack a target, you knock it prone in addition to inflicting damage. The target must be your size or smaller. You can knock down a target larger than you if you apply a level of Effort to do so (rather than to ease the attack). Enabler. (171)
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Practiced in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler. (171)
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Precise Cut: You inflict 1 additional point of damage with light weapons. Enabler. (171)
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Precision: You deal 2 additional points of damage with attacks using weapons that you throw. Enabler. (171)
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Precognition (6 Intellect points): You dimly sense the future for the next ten minutes. This has the following effects until the duration expires:
- Your defense tasks gain an asset.
- You can predict the actions of those around you. You gain an asset to seeing through deceptions and attempts to betray you as well as avoiding traps and ambushes.
- You know what people are probably thinking and what they will say before they say it, which gives you an edge. You gain an asset to all interaction skills.
Enabler. (171)
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Predictive Equation (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. (171)
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Predictive Model (2+ Intellect points): If you've used Predictive Equation on a creature, object, or location within the last few days, you can learn one random fact about the subject that is pertinent to a topic you designate. If you also have the magic flavor ability Premonition, one use of either ability grants you two random but related facts about the subject. In addition, you can use Predictive Model on the same subject multiple times (even if you've learned a creature's level), but each time you do, you must apply one additional level of Effort than on your previous use. Action. (171)
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Premonition (2 Intellect points): You learn one random fact about a creature or location that is pertinent to a topic you designate. Alternatively, you can choose to learn a creature's level; however, if you do so, you cannot learn anything else about it later with this ability. Action. (171)
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Preternatural Senses: While you are conscious and able to use an action, you cannot be surprised. In addition, you are trained in initiative actions. Enabler. (171)
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Projection (4 Intellect points): You project an image of yourself to any location you have seen or previously visited. Distance does not matter as long as the location is on the same world as you. The projection copies your appearance, movements, and any sounds you make for the next ten minutes. Anyone present at the location can see and hear you as if you were there. However, you do not perceive through your projection. Action to initiate. (172)
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Protector: You designate a single character to be your charge. You can change this freely every round, but you can have only one charge at a time. As long as that charge is within immediate range, they gain an asset for Speed defense tasks because you have their back. Enabler. (172)
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Psychic Burst (3+ Intellect points): You blast waves of mental force into the minds of up to three targets within short range (make an Intellect roll against each target). This burst inflicts 3 points of Intellect damage (ignores Armor). For each 2 additional Intellect points you spend, you can make an Intellect attack roll against an additional target. Action. (172)
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Psychic Passenger (6 Intellect points): You place your mind into the body of a willing creature you choose within short range and remain in that body for up to one hour. Your own body falls down and becomes insensate until this ability ends.
You see, hear, smell, touch, and taste using the senses of the creature whose body you inhabit. When you speak, the words come from your defenseless body, and the creature you inhabit hears those words in their mind.
The creature you inhabit can use your Intellect Edge in place of their own. In addition, you and the creature have an asset on any task that involves perception.
When you take an action, you use the creature's body to perform that action if they allow it. Action to initiate. (172)
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Psychic Suggestion (4 Intellect points): You attempt to make the target take the action you indicate on its next turn. If the action you wish the target to take would cause direct harm to itself or its allies, your mental attack is hindered. Action. (172)
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Psychokinetic Attack (5 Intellect points): You can use this attack in one of two ways. The first is to pick up a heavy object and hurl it at someone within short range. This attack is an Intellect action, and if successful, it deals 6 points of damage to the target and to the hurled object (which could be another foe, although that would require two rolls—one roll to grab the first foe and another roll to hit the second foe with the first). The second way is to unleash a shattering burst of power that works only against an inanimate object no larger than half your size. Make an Intellect roll to instantly destroy the object; the task is eased by three steps compared to breaking it with brute strength. Action. (172)
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Pull a Fast One (3 Intellect points): When you're 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. (173)
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Push (2 Intellect points): You telekinetically push a creature or object an immediate distance in any direction you wish. You must be able to see the target, which must be your size or smaller, must not be affixed to anything, and must be within short range. The push is quick, and the force is too crude to be manipulated. For example, you can't use this ability to pull a lever or close a door. Action. (173)
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Push on Through (2 Might points): You ignore the effects of terrain while moving for one hour. Enabler. (173)
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Quarry (2 Intellect points): Choose a quarry (a single individual creature that you can see). You are trained in all tasks involving following, understanding, interacting with, or fighting that creature. You can have only one quarry at a time. Action to initiate. (173)
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Question Past Self (4+ Intellect points): You reach into the past up to a week and mentally ask your past self one or two questions about something you knew or observed at the chosen time. For example, if you've forgotten an important phone number or can't remember if a particular person was in a meeting, you can ask your past self about it while it's still fresh in your past self 's memory. Your past self doesn't perceive this as an intrusive voice—it just seems like an unexpected moment of reflection about the questions your present self asks. This doesn't allow you to remember things your past self didn't actually know at the time, but it can sometimes help your present self (in the form of an asset) learn more about or realize something your past self wasn't really paying attention to at the time (such as seeing part of a password or noting whether there was a red delivery truck nearby). For each level of Effort you apply to this ability, you can reach an additional week further into the past. Action. (173)
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Question the Spirits (2 Intellect points): You can call a spirit to you and petition it to answer a few questions (usually no more than three before the spirit fades).
First, you must summon a spirit. If it is a spirit of the dead, you must have personally known the creature, have an object that was owned by the creature, or touch the physical remains of the creature. For other spirits, you must know the spirit's full name or have a great deal of an element (such as fire or earth) that the spirit is associated with.
If the spirit responds, it can manifest as an insubstantial shade that answers for itself, it can inhabit an object or any remains you provide, or it can manifest as an invisible presence that you speak for.
The spirit may not wish to answer your questions, in which case you must persuade it to help. You can attempt to psychically wrestle the spirit into submission (an Intellect task), or you can try diplomacy, deception, or blackmail ("Answer me, or I'll tell your children that you were a philanderer" or "I'll destroy this relic that belonged to you").
The GM determines what the spirit might know, based on the knowledge it possessed in life. Action to initiate. (173)
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Quick Block: If you use a light or medium weapon, you are trained in Speed defense tasks. Enabler. (173)
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Quick Death (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. (173)
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Quick Recovery: Your second recovery roll (usually requiring ten minutes) is only a single action. Enabler. (173)
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Quick Strike (4 Speed points): You make a melee attack with such speed that it is hard for your foe to defend against, and it knocks them off balance. Your attack is eased by two steps, and the foe, if struck, takes normal damage but is dazed so that their tasks are hindered for the next round. Action. (174)
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Quick Study: You learn from repetitive actions. You gain a +1 bonus to rolls for similar tasks after the first time (such as operating the same device or making attacks against the same foe). Once you move on to a new task, the familiarity with the old task fades—unless you start doing it again. Enabler. (174)
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Quick Throw (2 Speed points): After using a thrown light weapon, you draw another light weapon and make another thrown attack against the same target or a different one. Action. (174)
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Quick Wits: When performing a task that would normally require spending points from your Intellect Pool, you can spend points from your Speed Pool instead. Enabler. (174)
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Quick Work (3+ Intellect points): One use of any artifact (or one minute of its continuous function) is increased by one level if you use it within the next minute. If you spend 4 additional Intellect points, the use is increased by two levels if you use it within the next minute. Action. (174)
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Rally to Me (2 Intellect points): You cry out, blow a battle horn, or otherwise signal to everyone within very long range that you require aid. All allied creatures who respond by moving to within an immediate distance of you within the next few rounds gain one asset on any one attack or defense task within the next hour that you suggest, such as "Hold the gate," "Charge that group of orcs," or something similar. Action to initiate. (174)
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Range Increase: Ranges for you increase by one step. Immediate becomes short, short becomes long, long becomes very long, and very long becomes 1,000 feet (300 m). Enabler. (174)
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Rapid Attack (3 Speed points): Once per round, you can make an additional attack with your chosen weapon. Enabler. (174)
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Ray of Confusion (2 Intellect points): You project a grey beam of confusion at a creature within short range, inflicting 1 point of damage that ignores Armor. In addition, until the end of the next round, all tasks, attacks, and defenses the target attempts are hindered. Action. (174)
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Read the Signs (4 Intellect points): You examine an area and learn precise, useful details about the past (if any exist). You can ask the GM up to four questions about the immediate area; each requires its own roll. Action. (174)
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Reading Decomposition (3 Intellect points): You gain knowledge about an area by reading energy released by decomposition and decay. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on the Intellect roll. "What was the last ritual performed in this room?"" is a good example of a simple question. "Why was this room used for a ritual?" is not an appropriate question, because it has more to do with the mindset of whoever performed the ritual than with qualities of the room. Simple questions usually have a difficulty of 2, but technical questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action. (IOM, 60)
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Reading the Room (3 Intellect points): You gain knowledge about an area by speaking with dead spirits or reading residual energies from the past. You can ask the GM a single, matter-of-fact question about the location and get an answer if you succeed on the Intellect roll. "What killed the cattle in this barn?" is a good example of a simple question. "Why were these cattle killed?" is not an appropriate question because it has more to do with the mindset of the killer than the barn. Simple questions usually have a difficulty of 2, but extremely technical questions or those that involve facts meant to be kept secret can have a much higher difficulty. Action. (175)
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Recruit Deputy: You gain a level 4 follower. They are not restricted on their modifications. Alternatively, you can choose to advance a level 3 follower you already have to level 4 and then gain a new level 3 follower. Enabler. (175)
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Recycled Cyphers: All manifest cyphers you use function at one level higher than normal. In addition, if given a week and at least ten items of junk from the Junk table, 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. (175)
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Regenerate: Your ability to heal (whether from a potent spell, unique mutation, or cybernetic graft) continues to function even if you die from violence, as long as your body is mostly intact. One minute after your death, this ability activates and brings you back to life; however, you come back with a permanent 2-point deduction from your Intellect Pool. Enabler. (175)
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Regenerate Other (9 Might points): You can confer your Regenerate ability on another creature that you touch and attempt to return it to life, as long as its body is mostly intact. (If you don't have the Regenerate ability, you gain it, but can use it only on yourself.) The difficulty of the task is equal to 3 plus the number of days the target has been dead. (If the body has been perfectly preserved in stasis or through some other non-damaging preservation mechanism, no time limit applies.) Enabler. (175)
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Remote Viewing (6 Intellect points): Distance is an illusion, as all space is one space. With great concentration, you can see another place. This ability can be used in one of two ways:
- Distance and direction. Pick a spot a specific distance away and in a specific direction. You can see from that vantage point as if you had used the Sensor ability there, but only for one minute.
- Think of a place you have seen before, either conventionally or using the other application of this power. You can see from that vantage point as if you had used the Sensor ability there, but only for one or two rounds.
Either application takes anywhere from one action to hours of concentration, depending on what the GM feels is appropriate due to time, distance, or other mitigating circumstances. However, you don't know in advance how long it will take. Action to initiate; action each round to concentrate. (176)
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Repeated Rituals: If you've successfully completed a ritual in the past, tasks for performing that ritual again are eased by two steps. Enabler. (IOM, 54)
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Repair Flesh (3 Intellect points): When you touch an impaired or debilitated character, you can move them up one step on the damage track (for example, a debilitated PC becomes impaired, and an impaired one becomes hale). Alternatively, if you use this ability on a PC during a rest, you grant them a +2 bonus to their recovery roll. Action. (176)
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Repair Machine (3+ Intellect points): You automatically repair one broken device of up to level 4 that you touch, restoring it to full working condition. This ability works only if at least 80 percent of the original device is still on hand. The device may still need fuel, oil, or other substances that aid its operation but are not part of the electronics or mechanism. This ability only reliably works on human-crafted devices and tends to fail when used on alien, high-technology, or otherwise mysterious machines. In addition to the normal options for using Effort, you can use Effort to increase the target level that can be affected by 1. Action. (IOM, 75)
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Resist the Elements: You resist heat, cold, and similar extremes. You have a special +2 to Armor against ambient damage or other damage that would normally ignore Armor. Enabler. (176)
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Resist Tricks: You're trained in solving puzzles and recognizing tricks from years of game playing. Enabler. (176)
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Restful Presence: Creatures who make a recovery roll within short range of you add +1 to their roll. Enabler. (177)
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Restore Life (9+ Intellect points): You can attempt to restore life to a dead creature of up to level 3, as long as the corpse is no more than a day old and is mostly intact. You can also attempt to restore life to a corpse that is much older but is especially well preserved. The difficulty of the Intellect task is equal to the level of the creature you're attempting to restore to life. For each additional level of Effort applied, you can attempt to restore the life of a creature whose level is 1 higher. When first restored to life, a creature is dazed for at least a day, and all tasks they attempt are hindered. Action; one minute to initiate. (177)
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Rewind Rot: Your grasp on life and death energy means that you can heal—even from death—as long as your head, heart, and hands remain intact. One minute after descending a step on the damage track, you regain 2 Pool points. However, if you return from death, it is with a permanent 2-point reduction in your Intellect Pool. Enabler. (IOM, 60)
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Ribbons of Dark Matter (2 Intellect points): For the next minute, dark matter condenses within an area within long range that is no bigger than an immediate distance in diameter, manifesting as swirling ribbons. All tasks attempted by creatures in the area are hindered, and leaving the area requires a creature's entire action to move. You can dismiss the dark matter early as an action. Action to initiate. (178)
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Ritual Guidance: When you participate in a magical ritual with two or more members of your coven, ritual tasks for all participants are eased by two steps. Enabler. (IOM, 58)
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Robot Assistant: A level 2 robot of your size or smaller (built by you) accompanies you and follows your instructions. You and the GM must work out the details of your robot. You'll probably make rolls for it when it takes actions. A robot assistant in combat usually doesn't make separate attacks but helps with yours. On your action, if the artificial assistant is next to you, it serves as an asset for one attack you make on your turn. If the robot is destroyed, you can repair the original with a few days' worth of tinkering, or build a new one with a week's worth of half-time labor. Enabler. (178)
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Robot Fighter: When fighting a robot or intelligent machine, you are trained in attacks and defense. Enabler. (178)
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Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things, and junk that can potentially be turned into useful things in the ruins of what came before. Enabler. (179)
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Safe Fall: You reduce the damage from a fall by 5 points. Enabler. (179)
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Scan (2 Intellect points): You scan an area equal in size to a 10-foot (3 m) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level. You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and plastic. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn't tell you what the information means. Thus, in the first example, you don't know what the metal and plastic device does. In the second, you don't know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action. (179)
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Scramble Machine (2 Intellect points): You render one machine within short range unable to function for one round. Alternatively, you can hinder any action by the machine (or by someone attempting to use the machine) for one minute. Action. (179)
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See History (4 Intellect points): You touch an object, read the subtle echoes of its existence through time, ask the GM a question about the object's past, and get a general answer. The answers are often in the form of brief images or sensations rather than specific answers in a language you know. 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. After you use this ability, you have an asset on identifying the object. Action. (180)
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See the Unseen: You can automatically perceive creatures and objects that are normally invisible, out of phase, or only partially in this universe. When looking for things more conventionally hidden, the task is eased. Enabler. (180)
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See Through Matter (3+ Intellect points): You can see through matter as if it were transparent. You can see through up to 6 inches (15 cm) of material for one round. Doing so is a task whose difficulty is equal to the material or object's level. In addition to the normal options for using Effort, you can choose to use Effort to see through another 6 inches of material for each additional level of Effort you apply toward that goal. Action. (180)
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See Through Time (7 Intellect points): Time is an illusion, as all time is one time. With great concentration, you can see into another time. You specify a time period regarding the place where you now stand. Interestingly, the easiest time to view is about one hundred years in the past or future. Viewing farther back or ahead is a nearly impossible task.
This takes anywhere from one action to hours of concentration, depending on what the GM feels is appropriate due to time, distance, or other mitigating circumstances. However, you don't know in advance how long it will take. Action to initiate; action each round to concentrate. (181)
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Seize the Initiative (5 Intellect points): Within one minute of successfully using your Draw Conclusion ability, you can take one additional, immediate action, which you can take out of turn. After using this ability, you can't use it again until after your next ten-hour recovery roll. Enabler. (181)
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Seize the Moment (4+ Speed points): If you succeed on a Speed defense roll to resist an attack, you gain an action. You can use the action immediately even if you have already taken a turn in the round. You don't take an action during the next round, unless you apply a level of Effort when you use Seize the Moment. Enabler. (181)
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Sense Ambush: You are never surprised by an attack. Enabler. (181)
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Sensing Package: You can see in dim light and darkness as if it were bright light, and you can see up to a short distance through fog, smoke, and other obscuring phenomena. In addition, if you apply a level of Effort to perception or searching tasks, you get a free level of Effort on that task. Enabler. (181)
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Sensor (4 Intellect points): You create an immobile, invisible sensor within immediate range that lasts for 24 hours. At any time during that duration, you can concentrate to see, hear, and smell through the sensor, no matter how far you move from it. The sensor doesn't grant you sensory capabilities beyond the norm. If you also have this ability from another source, it lasts twice as long. Action to create; action to check. (181)
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Serv-0: You build a tiny robot assistant. It is level 1 and cannot take independent actions or leave your immediate area. In truth, it's more an extension of you than a separate being. It gains a modification in using machines and other technological devices. Enabler. (181)
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Serv-0 Aim: Your Serv-0 aids you in ranged combat. It gains a modification in ranged attacks. Enabler. (181)
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Serv-0 Brawler: Your Serv-0 aids you in melee combat. It gains a modification in melee attacks. Enabler. (181)
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Serv-0 Defender: Your Serv-0 aids you in combat by blocking attacks. It gains a modification in Speed defense. Enabler. (181)
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Serv-0 Repair: Your Serv-0 aids you in repairing other devices. It gains a modification in repair. Enabler. (181)
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Serv-0 Scanner (2 Intellect points): Your Serv-0 gains the Scan ability. Enabler. (181)
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Serv-0 Spy (3 Intellect points): You can send your Serv-0 up to a long distance away for up to ten minutes and see and hear through it as though its senses were your own. You direct its movement. Action to initiate. (181)
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Sharp Senses: You are trained in all tasks involving perception. Enabler. (182)
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Sharp-Eyed: Because you must always keep an eye out when you're traveling, you are trained in all tasks related to perception and navigation. Enabler. (182)
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Shatter (2+ Intellect points): You interrupt the fundamental force holding normal matter together for a moment, causing the detonation of an object you choose within long range. The object must be a small, mundane item composed of homogeneous matter (such as a clay cup, an iron ingot, a stone, and so on). The object explodes in an immediate radius, dealing 1 point of damage to all creatures and objects in 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. (182)
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Shatter Mind (7+ Intellect points): Your words reverberate destructively in the brain of an intelligent level 1 target within short range that can hear and understand you. They destroy tissue, memories, and personality, triggering a vegetative state. 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 shatter the mind of a level 5 target (four levels above the normal limit), you must apply four levels of Effort. Action. (182)
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Shield Burst: When you make a melee or ranged attack and hit with your Force Field Shield, it releases an explosion of energy, inflicting an additional 2 points of damage on the target and everything within immediate range of the target. If you applied Effort to inflict additional damage as part of the attack, each level of Effort inflicts only 2 additional points to all targets instead of 3 points. If you use Shield Burst with a melee attack, you and creatures behind you are not affected by this explosion. If you use Shield Burst with a ranged attack, the shield dissipates after the attack and then reforms in your grasp. Enabler. (182)
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Ship Footing (3 Speed points): For ten minutes, all tasks you attempt while on a spaceship are eased. Action to initiate. (182)
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Show Them the Way (6+ Intellect points): Your presence overwhelms a creature that you touch and ask to aid you. Essentially, if the creature fails to defend against your presence, you control its actions for up to ten minutes. The target must be level 3 or lower. Once you have established control, you maintain control through verbal instruction. You can allow the target to act freely or override control on a case-by case 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 affect a level 5 target (two levels above the normal limit), you must apply two levels of Effort. When the effect ends, the creature vaguely remembers doing your will, but it's as blurry as a dream. Action to initiate. (183)
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Skill With Attacks: Choose one type of attack in which you are not 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. You can select this ability multiple times. Each time you select it, you must choose a different type of attack. Enabler. (183)
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Skill With Defense: Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. Enabler. (183)
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Slippery: You are trained in escaping any kind of bond or grasp. Enabler. (183)
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Slippery Customer: When you apply Effort to tasks involving escaping from bonds, fitting in tight spaces, and other contortionist tasks, you get a free level of Effort on the task. Thanks to your experience, you are also trained in Speed defense tasks while wearing light armor or no armor. Enabler. (183)
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Snap Shot: You can make two gun attacks as a single action, but the second attack is hindered by two steps. Enabler. (183)
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Soothe the Savage (2 Intellect points): You calm a nonhuman beast within 30 feet (9 m). You must speak to it (although it doesn't need to understand your words), and it must see you. It remains calm for one minute or for as long as you focus all your attention on it. 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. (184)
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Soul Familiar: You have a soul familiar who accompanies you and follows your instructions. Your soul and their soul are interconnected (or the familiar might actually be a physical manifestation of your soul). The familiar loves and cares for you like the best combination of a pet and a close friend.
The familiar is no larger than a large cat (about 20 pounds, or 9 kg); a typical soul familiar looks like a bird, cat, rat, lizard, snake, or toad, but more unusual forms (such as a tiny demon, dragon, elemental, fey creature, or floating skull) are also possible. You and the GM must work out the details of your familiar, and you'll probably make rolls for them in combat or when they take actions. The familiar acts on your turn. Their movement is based on their creature type (avian, swimmer, and so on).
You and your familiar can communicate telepathically within long range, or empathically within very long range. Beyond this range, you can only sense each other's general level of well-being.
Your familiar's presence within short range counts as an asset for magical tasks that require at least one minute to activate or maintain.
If your familiar is within an immediate distance of you, you can roll any defense task for them, gaining the benefit of your skills, assets, and Effort (the familiar's Speed defense tasks are eased by two steps due to their size). While within this distance, your familiar also gains the benefit of any ongoing spell you cast on yourself (for example, if you cast a spell on yourself that lets you breathe water, your familiar can breathe water).
Foes can use your soul familiar's connection to you against you. If a foe is holding or restraining your familiar (or touching it while it is held or restrained by another creature or a device, such as manacles or a cage), the foe's attacks and defenses against you are eased.
If an attack against your familiar would reduce their health to 0, you can magically intervene so their health is instead reduced to 1 and you move one step down the damage track. If your familiar dies, you move one step down the damage track. If you die, your familiar instantly dies. You can replace a dead familiar (or revive them, if you have their remains) by performing a magical ritual that takes 1d6 days.
Enabler. (IOM, 68)
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Soul Interrogation (5 Intellect points): You determine the weaknesses, vulnerabilities, qualities, and mannerisms of a single creature within long range. The GM should reveal the creature's level, basic abilities, and obvious weaknesses (if any). All actions you attempt that affect that creature—attack, defense, interaction, and so on—are eased for a few months afterward. Action. (184)
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Speaker for the Dead (2+ Intellect points): You can ask a question of a dead being whose corpse you are touching. Because the answer comes through the filter of the being's understanding and personality, it can't answer questions that it wouldn't have understood in life, and it can't provide answers that it wouldn't have known in life. In fact, the being is not compelled to answer at all, so you might need to interact with it in a way that would have convinced it to answer while it was alive. For each additional Intellect point you spend when you activate the ability, you can ask the being an additional question. Action. (184)
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Spectral Servant (2 Intellect points): You conjure a spectral servant, a semi-real magical construct that resembles the vague nonthreatening outline of a person. It is more of an extension of your will than a separate being, and it automatically assists you in simple tasks like bringing drinks to houseguests and dealing with chores. It cannot attack or defend, and it vanishes if you are ever more than a short distance from it. The servant lasts for one hour before disappearing. Action. (IOM, 72)
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Special Shot: When you hit a target with a gun attack, you can choose to reduce the damage by 1 point but hit the target in a precise spot. Some of the possible effects include (but are not limited to) the following:
- You can shoot an object out of someone's hand.
- You can shoot the leg, wing, or other limb it uses to move, reducing its maximum movement speed to immediate for a few days or until it receives expert medical care.
- You can shoot a strap holding a backpack, armor, or a similarly strapped-on item so that it falls off.
Enabler. (184)
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Speed Burst (4 Speed points): You can take two separate actions in this round. In the following round, all actions are hindered. You cannot use this ability two rounds in a row. Enabler. (185)
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Spin Attack (5+ Speed points): You stand still and make attacks against up to five foes, all as part of the same action in one round. All of the attacks have to be the same sort of attack (melee or ranged). Make a separate attack roll for each foe. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to all of these attacks. In addition to the normal options for using Effort, you can choose to use Effort to increase the number of foes you can attack with this ability (one additional foe per level of Effort used in this way). Action. (185)
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Spore Cloud (1 Intellect point): You throw a handful of mushrooms that speed toward a target within long range. The attack inflicts 3 points of damage and envelops the target in a haze of toxic spores, which inflicts 1 additional point of damage per round (ignores Armor) for the next minute or until the target uses an action to wash the spores away. Action. (IOM, 60)
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Spray (2 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 or submachine gun), you can spray multiple shots around your target to increase the chance of hitting. This ability uses 1d6 + 1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). You are trained in making this attack. If the attack is successful, it deals 1 less point of damage than normal. You can also use this ability on multiple thrown weapons (stones, shuriken, daggers, and so on) if you're carrying them on your person or they are all within reach. Action. (185)
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Spring Away (5 Speed points): Whenever you succeed on a Speed defense roll, you can immediately move up to a short distance. You cannot use this ability more than once in a given round. Enabler. (186)
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Spur Effort (5 Intellect points): You select an ally within immediate range. If that character applies Effort to a task on their next turn, they can apply a free level of Effort on that task. Enabler. (186)
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Stalker: You gain an asset to all types of movement tasks (including climbing, swimming, jumping, and balancing). Enabler. (186)
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Store Energy: When you drain energy with your focus abilities, you can store some of it for later in a Siphon Pool. You can spend points from your Siphon Pool as if they were from your Might or Speed Pool, or use an action to spend them to restore an equal number of points to your Might or Speed Pool. Your Siphon Pool can safely store up to 3 points; each point beyond that hinders all of your tasks. Enabler. (186)
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Strategize (6 Intellect points): Having an action plan in place before facing a challenge improves the odds of success, even if that plan is eventually changed or discarded once it's put into play. If you and your allies spend at least ten minutes going over a plan of action, all of you gain one free level of Effort that can be applied to one task you attempt during the execution of that plan within the next 24 hours. The plan of action must be something concrete and executable in order to gain this benefit. Action to initiate, ten minutes to complete. (187)
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Stun Attack (6 Speed points): You attempt a difficulty 5 Speed task to stun a creature as part of your melee or ranged attack. If you succeed, your attack inflicts its normal damage and stuns the creature for one round, causing it to lose its next turn. If you fail, you still make your normal attack roll, but you don't stun the opponent if you hit. If you also have this ability from another source (such as having it as a type ability and a focus ability), using this costs you only 3 points instead of 6 points. Action. (187)
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Subconscious Defense: Your subconscious constantly runs predictive models for avoiding danger. You gain an asset on your Speed defense tasks. Enabler. (187)
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Subsonic Rumble (2 Intellect points): For one minute or until you use some other sound manipulation ability, you emit a subsonic rumble that most living creatures can't hear but which has an effect on them all the same. The effect lasts for one minute and affects all creatures you select within short range. All tasks related to resisting persuasion, intimidation, and fear are hindered by two steps for affected targets. Action to initiate. (187)
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Subtle Steps: When you move no more than a short distance, you can move without making a sound, regardless of the surface you move across. Enabler. (187)
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Subtle Tricks: You can use your skills and special abilities in ways that don't look like you're doing anything. If the skill or ability would normally require an obvious movement, phrase, or other action by you, it instead seems to happen on its own. Instead of using your tools to pick a lock, the lock clicks open as you stand near it. Instead of manipulating a computer screen, the information you want appears on the screen when you look at it. Instead of bluffing your way past some guards, they step aside as you approach and let you through. This ability usually only works up to an immediate distance. You still must spend points and make rolls to use your skills and abilities with Subtle Tricks. Using a skill or ability in a subtle way hinders the task. This ability can't be used to conceal your attack or defense rolls. Enabler. (187)
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Successive Attack (2 Speed points): If you take down a foe, you can immediately make another attack on that same turn against a new foe within your reach. The second attack is part of the same action. You can use this ability with melee attacks and ranged attacks. Enabler. (187)
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Suggestion (5+ Intellect points): You suggest an action to a creature within immediate range. If the action is something that the target might normally do anyway, it follows your suggestion. If the suggestion is something that is outside of the target's nature or express duty (such as asking a guard to let an intruder pass), the suggestion fails. The creature must be level 2 or lower. The effect of your suggestion lasts for up to a minute.
In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target you can affect by 1. Thus, to affect a level 5 target (three levels above the normal limit), you must apply three levels of Effort.
When the effects of the ability end, the creature remembers following the suggestion but can be persuaded to believe that it chose to do so willingly. Action to initiate. (188)
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Superb Infiltrator: You are trained in lockpicking and tinkering with devices in an effort to make them work, or at least work for you. Enabler. (188)
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Surging Confidence (1 Might point): When you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler. (188)
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Surprise Attack: If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset on the attack. On a successful hit, you inflict 2 additional points of damage. Enabler. (188)
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Stimulate (6 Intellect points): Your words encourage a target you touch who can understand you. The next action it takes is eased by three steps. Action. (186)
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Storm Seed (3 Intellect points): If outside or in a large-enough enclosed space, you can seed a natural storm of a kind common to the area. Doing so requires at least an hour's concentration as you use your connection to the air (whether this is due to nanobots, elemental spirits, magic, or some other source) to initiate proper conditions, though it could take longer if the GM feels there are additional obstacles at play. Once the storm begins, it lasts for about ten minutes. Once during that period, you can create a more dramatic and specific effect appropriate to that kind of storm, such as a lightning strike, a squall of giant hailstones, the brief touchdown of a twister, a single gust of hurricane-force winds, and so on. These effects must occur within long range of your location. You must spend your turn concentrating to create the effect, which occurs a round later. The effect inflicts 6 points of damage, after which the storm begins to disperse. Action to initiate, an hour or more to complete. (187)
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Swipe (1 Speed point): This is a quick, agile 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. (188)
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Take Command (3 Intellect points): You issue a specific command to another character. If that character chooses to listen, any attack they attempt on their next turn is eased, and a hit deals 3 additional points of damage. If your command is to perform a task other than an attack, the task is eased as if it benefited from a free level of Effort. Action. (188)
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Tap Currents: You can draw energy from the earth itself into your body. If you concentrate and don't move from where you're standing for one minute, you restore 3 points to your Might or Speed Pool. Once you use this ability, you can't use it again until you've made a ten-hour recovery roll.
If you have the Store Energy ability, you can instead use Tap Currents to add 3 points to your Siphon Pool. (This use of this ability is not limited to one use per ten-hour recovery roll.)
Action to initiate. (IOM, 59)
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Tech Skills: You are trained in two skills in which you are not already trained. Choose two of the following: crafting, computers, identifying, machines, piloting, repairing, or vehicle driving. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler. (189)
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Telekinesis (2 Intellect points): You can exert force on objects within short range. Once activated, your power has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit, capable adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet (3 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or until its Might Pool is depleted, whichever comes first. Action. (189)
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Telepathic (1+ Intellect points): You can speak telepathically with others who are within short range. Communication is two-way, but the other party must be willing and able to communicate. You don't have to see the target, but you must know that it's within range. You can have more than one active contact at once, but you must establish contact with each target individually. Each contact lasts up to ten minutes. If you apply a level of Effort to increase the duration rather than ease the task, the contact lasts for 24 hours. Action to establish contact. (189)
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Telepathic Network (0+ Intellect points): When you wish it, you can contact up to ten creatures known to you, no matter where they are. All targets must be willing and able to communicate. You automatically succeed at establishing a telepathic network; no roll is required. All creatures in the network are linked and can communicate telepathically with one another. They can also "overhear" anything said in the network, if they wish. Activating this ability doesn't require an action and doesn't cost Intellect points; to you, it's as easy as speaking out loud. The network lasts until you choose to end it. If you spend 5 Intellect points, you can contact twenty creatures at once, and for every 1 Intellect point you spend above that, you can add ten more creatures to the network. These larger networks last for ten minutes. Creating a network of twenty or more creatures does require an action to establish contact. Enabler. (190)
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Terrifying Gaze (6 Intellect points): You project a chilling gaze at all living creatures within short range who can see you. Make a separate Intellect attack roll for each target. Success means that the creature is frozen in fear, not moving or taking actions for one minute or until it is attacked. Some creatures without minds (such as robots) might be immune to Terrifying Gaze. Action. (190)
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Terrifying Image (6 Intellect points): You use a bit of subtle telepathy to learn which images would appear terrifying to creatures that you choose within long range. Those images appear within that area and menace the appropriate creatures. Make an Intellect attack roll against each creature you want to affect. Success means the creature flees in terror for one minute, pursued by its nightmares. Failure means the creature ignores the images, which do not hamper it in any way. Action. (190)
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Terrifying Presence (2+ Intellect points): You convince one intelligent target of level 3 or lower that you are its worst nightmare. The target must be within short range and be able to understand you. For as long as you do nothing but speak (you can't even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the circumstances. 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 terrorize a level 5 target (two levels above the normal limit), you must apply two levels of Effort. Action. (190)
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There's Your Problem: You are trained in tasks related to figuring out how to solve problems with multiple solutions (like the best way to pack a truck, calm an enraged customer, give a cat a shot of insulin, or find a route through the city for maximum speed). Enabler. (190)
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Third Eye (1 Intellect point): You visualize a place within short range and cast your mind to that place, creating an immobile, invisible sensor for one minute or until you choose to end this ability. While using your third eye, you see through your sensor instead of your eyes using your normal visual abilities. You may perceive the area around your body using your other senses as normal. Action. (191)
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Total Awareness: You possess such a high level of awareness that it's very difficult to surprise, hide from, or sneak up on you. When you apply a level of Effort to initiative and perception tasks, you gain two free levels of Effort. Enabler. (192)
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Totally Chill: Your ten-minute recovery roll takes you only one round. Enabler. (192)
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Tough As Nails: When you are impaired or debilitated on the damage track, Might-based tasks and defense rolls you attempt are eased. If you also have Ignore the Pain, make a difficulty 1 Might defense roll when you reach 0 points in all three of your Pools to immediately regain 1 Might point and avoid dying. Each time you attempt to save yourself with this ability before your next ten-hour recovery roll, the task is hindered. Enabler. (192)
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Tough It Out: Working for a living has toughened you over time. You have +1 to Armor against any kind of physical damage, even damage that normally ignores Armor. Enabler. (193)
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Tower of Intellect: You are trained in Intellect defense tasks. If you are already trained, you are specialized in those tasks instead. Enabler. (193)
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Tower of Will: You are trained in Intellect defense tasks and gain +3 points to your Intellect Pool. Enabler. (193)
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Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the chance of hitting. This move uses 1d6 + 1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). The attack roll is eased. If the attack is successful, it deals 1 less point of damage than normal. Enabler (being trained in using guns) or action (Spray). (193)
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Trained Without Armor: You are trained in Speed defense tasks when not wearing armor. Enabler. (193)
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Trapster: You are trained in creating simple traps for human-sized or smaller targets, especially many varieties of deadfalls and snares using natural objects from the surrounding environment. When you lay a trap, decide whether you want to hold the victim in place (a snare) or inflict damage (a deadfall). Creating a snare is a difficulty 3 task, while the difficulty of creating a deadfall is equal to the number of points of damage you want it to inflict. For example, if you want to inflict 4 points of damage, that's a difficulty 4 task (the training that comes with this ability eases the task).
On a success, you create your one-use trap in about one minute, and it is considered level 3 for the purposes of avoiding detection before it is sprung and for a victim trying to struggle free (if a snare). Action to initiate, one minute or one hour to complete. (193)
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Traverse the Worlds (8+ Intellect points): You instantaneously transmit yourself to another planet, dimension, plane, or level of reality. You must know that the destination exists; the GM will decide if you have enough information to confirm its existence and the level of difficulty to reach the destination. In addition to the normal options for using Effort, you can choose to use Effort to bring other people with you; each level of Effort used in this way affects up to three additional targets. You must touch any additional targets. Action. (194)
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Trick Shot (2 Speed points): As part of the same action, you make a ranged attack against two targets that are within immediate range of each other. Make a separate attack roll against each target. The attack rolls are hindered. Action. (194)
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True Necromancy (8+ Intellect points): This ability works like the Necromancy ability except that it creates a level 5 creature. Action to animate. (194)
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Trust to Luck (3 Intellect points): Sometimes, you've just got to roll the dice and hope things add up in your favor. When you use Trust to Luck, roll a d6. On any even result, the task you're attempting is eased by two steps. On a roll of 1, the task is hindered. Enabler. (194)
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Twisting the Knife (4 Speed points): In a round after successfully striking a foe with a melee weapon, you can opt to automatically deal standard damage to the foe with that same weapon without any modifiers (2 points for a light weapon, 4 points for a medium weapon, or 6 points for a heavy weapon). Action. (194)
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Ultra Enhancement: You gain +1 to Armor and +5 to each of your three stat Pools. Enabler. (194)
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Unarmed Fighting Style: You are trained in unarmed attacks. Enabler. (194)
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Underworld Contacts: You know many people in a variety of communities who engage in illegal activities. These people are not necessarily your friends and might not be trustworthy, but they recognize you as a peer. You and the GM should work out the details of your underworld contacts. Enabler. (195)
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Unmovable (3 Might points): You avoid being knocked down, pushed back, or moved against your will as long as you are upright and able to take actions. Enabler. (195)
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Unraveling Consumption: You can drain energy from a living creature by touching it and concentrating for a minute or more. Each minute you spend in contact with and concentrating on the creature deals it 1 point of damage (ignores Armor) and restores 1 point to your Might or Speed Pool. Because of the extended contact required for this ability, normally you can use it only on a willing or helpless creature. If the creature takes enough damage to knock it unconscious or kill it, it crumbles into ash, dust, or some other inert material. Action to initiate. (195)
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Unstealable Charm (3+ Intellect points): An object you are holding, touching, or wearing becomes more difficult to steal; attempts to remove it from your person without your knowledge or permission are hindered. In addition to the normal options for using Effort, you can apply Effort to hinder such attempts by an additional step. The charm lasts for twenty-four hours. Action.
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Use Senses of Others (4 Intellect points): You can see, hear, smell, touch, and taste through the senses of anyone with whom you have telepathic contact by using Telepathic or similar abilities. You can attempt to use this ability on a willing or unwilling target within long range; an unwilling target can try to resist. You don't need to see the target, but you must know that it's within range. Your shared senses last ten minutes. Action to establish. (195)
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Using the Environment (4 Intellect points): You find some way to use the environment to your advantage in a fight. For the next ten minutes, attack rolls and Speed defense rolls are eased. Action to initiate. (195)
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Using What's Available (4 Intellect points): If you have the time and the freedom to scrounge for everyday materials in your environment, you can fashion a temporary asset that will aid you once to accomplish a specific task. For example, if you need to climb a wall, you could create some sort of climbing assistance device; if you need to break out of a cell, you can find something to use as a lockpick; if you need to create a small distraction, you could put together something to make a loud bang and flash; and so on. The asset lasts for a maximum of one minute, or until used for the intended purpose. One minute to assemble materials; action to create asset. (195)
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Usurp Cypher: Choose one cypher that you carry. The cypher must have an effect that is not instantaneous. You destroy the cypher and gain its power, which functions for you continuously. You can choose a cypher when you gain this ability, or you can wait and make the choice later. However, once you usurp a cypher's power, you cannot later switch to a different cypher—the usurping ability works only once. Action to initiate. (195)
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Vanish (2 Intellect points): You become invisible for a short amount of time. While invisible, you have an asset on stealth and Speed defense tasks. The invisibility ends at the end of your next turn, or if you do something to reveal your presence or position—attacking, using an ability, moving a large object, and so on. Action. (196)
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Versatile Mind: When you make a Speed defense roll, you can use your Intellect in place of your Speed. Enabler. (196)
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Void Wings (3 Intellect points): Swirling ribbons of weird matter grasp you and lift you up, allowing you to fly for one round as quickly as you can move. Enabler. (196)
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Ward: You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler. (196)
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Weapon Master: You inflict an additional 1 point of damage with your chosen weapon. Enabler. (197)
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Weaponization: One light or medium melee weapon of your choice is built into your body, and you are trained in using it. The weapon is concealed until you wish to use it. Enabler. (197)
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Weather the Vicissitudes: Helping your friends means being able to stand up to everything the world throws at you. You have +1 to Armor. Also, you resist heat, cold, and similar extremes and have an additional +1 to Armor against ambient damage or other damage that would normally ignore Armor. Enabler. (197)
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Weight of the World (6+ Intellect points): You can increase a target's weight dramatically. The target is pulled to the ground and can't move physically under its own power for one minute. The target must be within short range. In addition to the normal options for using Effort, you can choose to use Effort to affect additional creatures (one per level of Effort). Action. (197)
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Weightless Shot: You have a sixth sense when it comes to lining up trajectories and moving in low-gravity and zero-gravity environments, which also translates to making ranged attacks. When you hit a target with a ranged attack in microgravity conditions, you can choose to reduce the damage by 2 points but hit the target in a precise spot. Some of the possible effects include (but are not limited to) the following:
- You punch a hole in the target's suit, so it begins to leak air into the vacuum slowly, or all at once (your choice).
- You hit the reaction mass of the target's maneuvering pack, which means the target can no longer change their trajectory, or they go spinning off in a random direction (your choice).
- You can shoot a spacecraft, and degrade one ship system by one step (systems include engines, weapons, and atmosphere).
Enabler. (197)
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Weighty (1 Intellect point): You briefly increase the weight of a target within short range enough to stop them in their tracks, preventing the target from moving and hindering any attempted tasks on their next turn. Action. (197)
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Wilderness Awareness (4 Intellect points): Your connection to the natural world extends to a degree that some would call supernatural. While in the wilderness, you can extend your senses up to a mile in any direction and ask the GM a very simple, general question about that area, such as "Where is the orc camp?" or "Is my friend Deithan still alive?" If the answer you seek is not in the area, you receive no information. Action. (198)
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Wilderness Life: You are trained in two of the following: climbing, swimming, navigation, or identifying plants and creatures. Enabler. (199)
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Will of Legend: You are immune to attacks that would captivate, mesmerize, charm, or otherwise influence your mind. Enabler. (199)
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Willing Sacrifice: When you take an attack meant for another character, you know how to take the attack in a way that minimizes its effect. The attack automatically strikes you, but instead of taking 1 additional point of damage, you take 1 less point of damage (to a minimum of 1 point). Additionally, you can take more than one attack in a given round provided that all the attacks were originally meant for one target. Enabler. (199)
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Wind Armor (1 Intellect point): When you wish it, a cyclone of wind surrounds your body for ten minutes, giving you +1 to Armor and an additional +2 to Armor against physical projectile weapons specifically. While the cyclone is active, you feel no discomfort from the wind, and you can interact with other creatures and objects normally because the wind flow automatically diverts to enable such interaction. Enabler. (199)
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Wind Chariot (7+ Intellect points): You summon winds that pick you up and allow you to fly for up to a long distance each round in combat or with an overland speed of up to 200 miles per hour (320 kph) for up to ten hours. For each level of Effort you apply, you can bring one ally of about your size with you through the air or increase the duration of the effect by one hour. Action to initiate. (199)
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Windrider (4+ Intellect points): You summon winds that pick you up and allow you to fly for one minute at a rate of up to a long distance each round. For each level of Effort you apply, you can carry one ally of about your size with you through the air or increase the duration of the effect by one minute. Action to initiate. (199)
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Word of Death (5+ Intellect points): Your attack is the utterance of a magic word so terrible that it snuffs the life from a living target within short range. The target must be level 1. 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 kill a level 5 target (four levels above the normal limit), you must apply four levels of Effort. Action. (200)
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Work the Friendship (4 Intellect points): You know just what to say to draw a little extra effort from an ally. This grants one creature you choose within short range an additional, immediate action, which it can take out of turn. The creature uses the additional action however it wishes. Action. (200)
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Wreck: Using two hands, you wield a weapon or a tool with a powerful swing. (If fighting unarmed, this attack is made with both fists or both feet together.) When using this as an attack, you take a −1 penalty to the attack roll, and you inflict 3 additional points of damage. When attempting to damage an object or barrier, you are trained in the task. Action. (200)
Chapter 8 Gritty Rules Modules
These rules streamline character creation, and assume the GM is familiar with the skills section in Chapter 4: Creating Your Character, as well as the special abilities in Chapter 9: Abilities. Most of these rules rely on dice to reveal a character in character creation, and develop them through advancement, similar to tabletop role-playing games like MÖRK BORG or Troika!, by defining satisfying parameters defined by the genre and setting.
Quick Reference: Gritty Rules Modules
Gritty PCs
This rule replaces the use of character descriptor and type. Each PC begins with 6 points in each of their stat pools, and 1 Effort.
Stat | Pool Starting Value |
---|---|
Might | 6 |
Speed | 6 |
Intellect | 6 |
Roll a d6 to determine the PC's Pool modification:
d6 | Pool Modification |
---|---|
1–2 | Tough: Your Might Pool increases by 3. |
3–4 | Agile: Your Speed Pool increases by 3. |
5–6 | Wise: Your Intellect Pool increases by 3. |
You get 6 additional points to divide among your stat Pools however you wish. Next, roll a d6 for your Edge modification:
d6 | Edge Modification |
---|---|
1–2 | Strong: Your Might Edge is 1. |
3–4 | Swift: Your Speed Edge is 1. |
5–6 | Cunning: Your Intellect Edge is 1. |
Optional: Add a Weakness
Essentially, weakness is negative 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. When using this optional rule, PCs roll a d6 on a weakness table, which corresponds to their Edge modification: Strong, Swift, or Cunning.
d6 | Strong Weakness Modification |
---|---|
1–3 | Laborious: Your Speed Edge is −1. |
4–6 | Unreliable: Your Intellect Edge is −1. |
d6 | Swift Weakness Modification |
---|---|
1–3 | Spindly: Your Might Edge is −1. |
4–6 | Impulsive: Your Intellect Edge is −1. |
d6 | Cunning Weakness Modification |
---|---|
1–3 | Pampered: Your Might Edge is −1. |
4–6 | Sluggish: Your Speed Edge is −1. |
Gritty Skills
When using this rule, the GM provides a prepared list or table of skills for the game. The GM also decides how many skills PCs begin with. The specifics depend on the examples, which are explored in the two examples that follow. Bur for now, the GM should consider the following qualities that make for a great skill system:
Relevance: Skills should be associated with meaningful tasks PCs will perform in the genre and setting.
Organization and Presentation: Different settings and genres will require different categories and groups of skills.
Determine Rarity: Appropriately determine scarcity or rarity for randomly determined skills (including languages).
Optional: Add Inabilities
The GM might approve a PC take inabilities, which are determined by choosing from a GM-provided list, rolling on a GM-provided skills table, or choosing an inability with certain types of weapons. A PC must take an inability with heavy weapons before taking an inability with medium weapons. The PC chooses or rolls one additional skill for each inability they take. If any result would grant a PC an inability in a skill they are already trained in, make a new roll on the table. The GM determines how many inabilities a PC can take. It's probably a good idea for this number not to exceed three.
Gritty Skills Example: DangerOps
In this example, the GM wants is creating a game that centers the exploits of a gritty team of disposable 80's action movie heroes called DangerOps. The game with have high lethality, so making new characters needs to be quick. To keep it simple, the GM limits the skill list to ten broadly useful skills for completing team missions, and decides each player will roll 3d10 on the DangerOps skill table for their PC.
d10 | DangerOps Skills | Tasks |
---|---|---|
1 | Athletics | Running, jumping, climbing, swimming, moving heavy objects |
2 | Reconnaissance | Perception, memorization |
3 | Mechanical engineering | Building, repairing, operating heavy machinery, welding |
4 | Searching | Finding missing or hidden objects and traps, tracking |
5 | SigCom | Languages, codebreaking, radio signals and encryption |
6 | Subterfuge | Stealth, hiding, sneaking, stealing, disguising |
7 | Social interaction | Infiltration, inspiration, persuading, lying, intimidating, seduction |
8 | Structural engineering | Building and destroying structures, handling, placing, and timing explosives |
9 | Technology | Computers, electronics, hacking |
10 | Vehicle operations | Driving, piloting |
Gritty Skills Example: Scalawags & Skullduggery
In this example, the GM is preparing a gritty swashbuckling fantasy game setting called Scalawags & Skullduggery. The GM decides PCs in this setting begin as humble sailors with just two skills, determined by randomly rolling a d20 table on a skills table. To populate the table, the GM chooses a mix of skills that are familiar to the players, adding a few nautical skills and something the players can never seem to get enough of—befriending exotic beasts and obtaining pets. The GM names each skill with some pirate flair, but is careful to define what each skill means until the players catch on to the lingo.
d20 | Skill | Applicable Tasks |
---|---|---|
1 | Carousing | Entertaining, gambling, playing musical instruments, singing, dancing, telling stories |
2 | Crafting | Choose a trade: blacksmithing, brewing, carpentry, cooking, fishing, glassblowing, jewelrymaking, leatherworking, painting, stoneworking, or woodcarving |
3 | Creature Affinity (Land) | Befriending, handling, and riding creatures of the land |
4 | Creature Affinity (Sea) | Befriending, handling, and riding creatures of the sea |
5 | Creature Affinity (Sky) | Befriending, handling, and riding creatures of the sky |
6 | Having a Hunch | Sensing motives, seeing through deception and trickery |
7 | Hornswaggling | Lying, gaining confidence, telling tall tales |
8 | Looking Out | Initiative, using your senses, listening, seeing at a distance, recognizing sounds or voices |
9 | Lore | Physical sciences, alchemy, and celestial mechanics |
10 | Patchwork | Bandaging, suturing, diagnosing and treating poisons and diseases |
11 | Occult | Understanding the supernatural, knowledge of the gods |
12 | Oratory | Inspiring others with words, commanding subordinates, and commanding authority |
13 | Rough and Tumble | Running, jumping, climbing, swimming, carrying heavy objects, and performing feats of strength |
14 | Salting | Sailing, steering, rigging sails, and tying knots |
15 | Savvy | Recalling knowledge of the archipelago, its location, history, factions, cultures, and customs |
16 | Scourging | Intimidating, frightening, leveraging your reputation, and inspiring terror |
17 | Skullduggery | Sneaking, hiding, pickpocketing, picking locks, and sabotage |
18 | Sweet-Talking | Persuading, bargaining, charming, negotiating, and seducing |
19 | Treasure Scenting | Searching, investigating, finding and disarming traps |
20 | Wild Ken | Botany, herbalism, tracking, wilderness survival, zoology |
The GM also decides that while learning new languages is best put off for character advancement, but every PC is able to speak at least one other language in addition to the arkant—a common tongue spoken across the endless archipelago. The GM also decides PCs should roll a d100 on a languages table, so that some languages are more commonly spoken than others.
d100 | Language | First Speakers |
---|---|---|
1–25 | Pebbletongue | Dorfs |
26–39 | Indar | Elvs |
40–49 | Nimlish | Nomes |
50–66 | Sbeis | Herblits |
67–69 | Oowaoowah | Giants |
70–75 | Gubber | Gerblins |
76–89 | Uraxic | Urks |
90–92 | Abyssal | Demons |
93–95 | Infernal | Devils |
96–97 | Primord | Primordials |
98–99 | Sylv | Mermaids and Faeries |
00 | Elder Speech | Old Gods and Dragons |
Gritty Skills Example: London 2166
In this example, a GM is preparing a game set in London in the year 2166. The GM decides that PCs begin the game in a way that reflecting the setting's many inequities, with 1d6 + 1 random skills determined by rolling a from d6.d6 table of skill groups. The GM also includes a set of "elite skills", and decides players who are not trained in these skills have an inability with them.
d6.d6 | Language Skills |
---|---|
1.1 | Arabic |
1.2 | Dutch |
1.3 | Hindi |
1.4 | Japanese |
1.5 | Telugu |
1.6 | Ukrainian |
d6.d6 | Street Survival Skills |
---|---|
2.1 | Hustling |
2.2 | Mending |
2.3 | Parkour |
2.4 | Sensing |
2.5 | Streetsmarts |
2.6 | Thieving |
d6.d6 | Pleb Skills |
---|---|
3.1 | Busking |
3.2 | Day trading |
3.3 | Dealing |
3.4 | Forgery |
3.5 | Gaming |
3.6 | Off-grid living |
d6.d6 | Jobber Skills |
---|---|
4.1 | Construction/demolition |
4.2 | Drive (cycles) |
4.3 | Drive (cars) |
4.4 | Electronics |
4.5 | HVAC |
4.6 | Plumbing |
d6.d6 | Corpo Skills |
---|---|
5.1 | DroneOps |
5.2 | Infodumping |
5.3 | Netrunning |
5.4 | Pharmacokinetics |
5.5 | Psychology |
5.6 | Robotics |
d6.d6 | Elite Skills† |
---|---|
6.1 | Piloting |
6.2 | Administration |
6.3 | Wetware engineering |
6.4 | Arms manufacturing |
6.5 | Artificial intelligence |
6.6 | Cryogenics |
† — Elite skills represent detailed knowledge skill that probably involve special training of some kind. PCs not trained in these skills have an inability with them.
Gritty Abilities
Using this optional rule, PCs gain abilities randomly from one or more sets of abilities determined by the GM. The GM groups abilities into tables, intentionally including abilities that represent the game's genre and setting. At character creation, PCs choose or roll a random ability from a list or table provided by the GM. The next sections the same three example settings we examined earlier in the Gritty Skills section: modern military squad DangerOps, privateer fantasy Scalawags & Skullduggery, and London 2166. It's probably best if the abilities the GM in these examples don't provide training in skills—instead, focus on abilities that provide things that skills can't.
Optional Rule: Using Other Pools to Pay Remainders
If you lack the available Pools points to pay the cost of performing a task, you can pay the remainder of the cost from your other Pools, in the same order they are depleted by taking damage: Might, then Speed, and finally, Intellect. When you do, you don't change your position on the damage track as a result of the expenditure until after the task is resolved.
For example, a wizard who is out of "mana" (Intellect points) might resort to blood sacrifice, casting spells by spending points from their Might Pool instead. A battered warrior whose Might and Speed pools are depleted might yet be able to muster a defense—or final heroic act—by mustering their willpower (Intellect points). In either case, this is a risky strategy—These PCs are both at risk of quickly moving further down the damage track.
Gritty Abilities Example: DangerOps
After reviewing the DangerOps skills, the GM creates two tables. The "Danger" table includes abilities that will lead each agent to develop their own combat style. Next, the GM creates the "Operations" table, which features non-combat abilities that help the agents plan and support their missions. The GM decides to allow players to choose either table whenever they roll for a new ability, allowing them to direct the advancement of the PC. The GM populates each table with low-tier abilities that work well in a modern setting, with a few mid and high-tier abilities toward the end of each table's results.
d20 | Danger Abilities |
---|---|
1 | Bash (112) |
2 | Combat Prowess (120) |
3 | Double Strike (131) |
4 | Driving on the Edge (132) |
5 | Fists of Fury (140) |
6 | Flash (140) |
7 | Gunner (147) |
8 | Scan (148) |
9 | No Need for Weapons (166) |
10 | Overwatch (168) |
11 | Precision (171) |
12 | Quick Death (173) |
13 | Quick Throw (174) |
14 | Swipe (188) |
15 | Unarmed Fighting Style (194) |
16 | Wreck (200) |
17 | Feint (139) |
18 | Rapid Attack (174) |
19 | Break the Ranks (116) |
20 | Arc Spray (110) |
d20 | Operations Abilities |
---|---|
1 | Beast Companion (112) |
2 | Cloud Personal Memories (119) |
3 | Decipher (126) |
4 | Eyes Adjusted (138) |
5 | Fleet of Foot (141) |
6 | Foil Danger (142) |
7 | Fortified Position (143) |
8 | Gather Intelligence (144) |
9 | Hack the Impossible (147) |
10 | Healing Touch (149) |
11 | Ignore the Pain (150) |
12 | Modify Device (164) |
13 | Practiced in Armor (171) |
14 | Range Increase (174) |
25 | Rally to Me (174) |
16 | Trained Without Armor (193) |
17 | Outwit (168) |
18 | Strategize (187) |
19 | Take Command (188) |
20 | Battlefield Tactician (112) |
Gritty Abilities Example: Scalawags & Skullduggery
After reviewing the Scalawags & Skullduggery skills, the GM decides to create a single d100 table that favors swashbuckling combat, with cyphers intended to create and manage most of the game's magic, and the driving the remainder of gameplay. The table also provides significant chance of obtaining pets and companions as the game goes on.
d100 | Ability |
---|---|
01–02 | Dual Light Wield (132) (if rolled a second time, gain Dual Medium Wield (132) instead) |
03–04 | Underworld Contacts (195) |
05–06 | Alleviate (109) |
07–08 | Elusive (133) |
09–10 | Endurance (134) |
11–12 | Fleet of Foot (141) |
13–14 | Frenzy (143) (if rolled a second time, gain Greater Frenzy (146) instead) |
15–16 | Good Advice (145) |
17–18 | Hand to Eye (148) |
19–20 | Ignore the Pain (150) |
21–22 | Inspire Action (154) |
23–24 | Monster Bane (164) (if rolled a second time, gain Heroic Monster Bane (149) instead) |
25–26 | Pull a Fast One (173) |
27–28 | Surging Confidence (188) |
29–30 | Controlled Fall (122) |
31–32 | Destined for Greatness (127) |
33–34 | Weapon Master (197) |
35–36 | Acrobatic Attack (108) |
37–38 | Answering Attack (110) |
39–40 | Capable Warrior (118) |
41–42 | Draw Conclusion (131) |
43–44 | Increasing Determination (153) |
45–46 | Obstacle Running (167) |
47–48 | Precise Cut (171) |
49–50 | Seize the Moment (181) |
51–52 | Subtle Steps (187) |
52–54 | Tough It Out (193) |
55–56 | Again and Again (109) |
57–58 | Disarming Attack (129) |
59–60 | Explains the Ineffable (137) |
61–62 | Free to Move (143) |
63–63 | Inspire Coordinated Actions (154) |
65–64 | Jump Attack (156) |
65–66 | Share Defense (181) |
67–68 | Spin Attack (185) |
69–70 | Will of Legend (199) |
71–80 | Critter Companion (123) (if rolled a second time, gain Beast Companion (112) instead; if rolled a third time, gain Flying Companion (CTS, 53) instead; if rolled a fourth time, gain Gain Unusual Companion (144) instead) |
81 | Blessing of the Gods (114) |
82 | Far Step (138) |
83 | Healing Touch (149) |
84 | Hedge Magic (149) |
85 | Impetus (151) |
86 | Mist Cloud (CTS, 53) |
87 | Onslaught (167) |
88 | Ward (196) |
89 | Adaptation (108) |
90 | Read the Signs (174) |
91–97 | Expert Cypher Use (137) (if rolled a second time, gain Adroit Cypher Use (108) instead; if rolled a third time, gain Master Cypher Use (137) instead; if rolled a fourth time, gain Usurp Cypher (195) instead) |
98–00 | Magical Repertoire (GF, 32) (if rolled a second time, gain Cypher Casting (GF, 29) instead; if rolled a third time, gain Expanded Repertoire (GF, 31) instead; if rolled a fourth time, gain Maximize Cypher (GF, 32) instead) |
Gritty Abilities Example: London 2166
After reviewing the London 2166 skills, the GM decides to create similar tables of abilities to roll from. The GM decides to allow players to choose which table they want to roll their abilities from. The GM is careful to add a variety of combat skills, melee and ranged attacks, stealth, cybernetic implants, netrunning, and social abilities to help drive the gameplay.
d6.d6 | Combat Abilities |
---|---|
1.1 | Combat Challenge (120) |
1.2 | Damage Dealer (124) |
1.3 | Fists of Fury (140) |
1.4 | Fast Kill (138) |
1.5 | Increased Effects (153) |
1.6 | Opportunist (167) |
d6.d6 | Attack Abilities |
---|---|
2.1 | Bash (112) or Swipe (188) (choose one) |
2.2 | Careful Shot (118) |
2.3 | Control the Field (121) |
2.4 | Special Shot (184) |
2.5 | Successive Attack (187) |
2.6 | Trick Shot (194) |
d6.d6 | Social Abilities |
---|---|
3.1 | Calm Stranger (118) |
3.2 | Enthrall (136) |
3.3 | Inspire Aggression (154) |
3.4 | Spur Effort (186) |
3.5 | Suggestion (188) |
3.6 | Stimulate (186) |
d6.d6 | Subtlety Skills |
---|---|
4.1 | Face Morph (138) |
4.2 | Knock Out (156) |
4.3 | Mask (160) |
4.4 | Misdirect (163) |
4.5 | Perfect Stranger (169) |
4.6 | Vanish (196) |
d6.d6 | Netrunning Abilities |
---|---|
5.1 | Confidence Artist (121) |
5.2 | Datajack (124) |
5.3 | Hack the Impossible (147) |
5.4 | Knowing the Unknown (156) |
5.5 | Network Tap (165) |
5.6 | Scramble Machine (179) |
d6.d6 | Cyberware Abilities† |
---|---|
6.1 | Enhanced Body (134) |
6.2 | Interface (155) |
6.3 | Mind Surge (162) |
6.4 | Sensing Package (181) |
6.5 | Weaponization (197) |
6.6 | Ultra Enhancement (194) |
† — Most cyberware installations requires several hours to perform. After installation, most cyberware isn't fully functional until the PC completes a 10-hour rest.
Gritty Advancement
Using this rule, PCs no longer have a numerical tier. Instead, each time you gain a character advancement, select one of the following options:
Abilities: Gain a new ability, as described in the Gritty Abilities section.
Increase Pools: Roll a d6 and add the results as points to your stat Pools. You can allocate the points among the Pools however you wish.
Increase Edge: Choose your Might Edge, Speed Edge, or Intellect Edge and roll a d6. If the result is greater than the Edge you chose, increase that Edge by 1 (to a maximum of 6).
Increase Effort: Roll a d6. If the result is greater than your Effort score, your Effort score increases by 1 (to a maximum of 6).
Increase Recovery Rolls: Roll a d6. If the result is greater than the number you add to your recovery rolls, that number increases by 1 (to a maximum of 6).
Skills Training: Roll a d20 on the Gritty Skill Advancement table. The GM determines if you can choose a skill or must roll from a table, as described in Gritty Skills.
d20 | Gritty Skill Advancement |
---|---|
1–3 | No skill gained. |
4–16 | You gain training in one skill. |
17 | You gain training in two skills. |
18 | You gain training in two skills. Alternatively, you gain the Practiced in Armor (171) ability. If you already have this ability, you gain the Experienced in Armor (136) ability instead. If you already have the Experienced in Armor ability, you gain the Mastery in Armor (161) ability instead. |
19 | You gain training in two skills. Alternatively, you gain your choice of the Skill With Attacks (183) or Skill With Defense (183) abilities. |
20 | You gain training in two skills. Alternatively, you gain your choice of the Greater Skill With Attacks (147) or Greater Skill With Defense (147) abilities. |
Part 2 Cyphers
Chapter 9 Cyphers
Heroic Subtle Cyphers and Incidental Subtle Cyphers
Heroic subtle cyphers mimic commonly used plot devices in stories. Heroic subtle cyphers often allow success without the need for a roll, and can allow a PC to step outside their usual role and perform an unexpected feat. They are especially useful for games and settings with a sense of melodrama, from slasher horror to gritty modern spy thrillers, and romantic comedies to high-octane post-apocalyptic action and wacky space operas.
Incidental subtle cyphers function similar to player intrusions, in that they can cause objects, creatures, or events to appear, as if by a stroke of luck. Because of this, a GM might occasionally refuse their use to maintain the verisimilitude of the game. In such instances, an incidental subtle cypher is not expended. The GM might also delay the onset of an incidental subtle cypher's effects for some amount of time until it is more appropriate to the scene.
Supplemental cyphers might be best suited for games with fantastic elements. The GM decides if these cyphers are manifest or subtle.
Depending on the setting, these cyphers might be a spellcasting PC, or in a historical setting, a perfectly normal person drawing on a well of personal inspiration. Ultimately, the GM decides if, how, and when any given cypher enters the game world.
Optional Rule: Heroic and Incidental XP Costs
Depending on the game GM might decide that the use of heroic subtle cypher or incidental subtle cyphers do or do not count against your cypher limit. They might also place a cost of 1 XP to activate such cyphers.
A Listing of Various Cyphers
Heroic Subtle Cyphers
Incidental Subtle Cyphers
d100 | Incidental Subtle Cyphers |
---|---|
01–03 | Convenient assistance |
04–06 | Convenient backfire |
07–09 | Convenient barricade |
10–12 | Convenient cacophony |
13–14 | Convenient companion |
15–18 | Convenient cover |
19–21 | Convenient disguise |
22–24 | Convenient gear |
25–32 | Convenient hazard |
33–35 | Convenient interloper |
36–38 | Convenient landing |
39–40 | Convenient macguffin |
41–43 | Convenient mistake |
44–46 | Convenient passage |
47–49 | Convenient research |
50–52 | Convenient shelter |
53–55 | Convenient surveillance |
56–57 | Convenient survival |
58–60 | Convenient sustenance |
61–63 | Convenient tools |
64–66 | Convenient weapon |
67–68 | Sudden chasm |
69–70 | Sudden collapse |
71–73 | Sudden departure |
74–76 | Sudden entrapment |
77–79 | Sudden gust |
80–82 | Sudden impact |
83–85 | Sudden inferno |
86–88 | Sudden lethargy |
89–91 | Sudden storm |
92–94 | Sudden switcheroo |
95–97 | Sudden tremor |
98–00 | Sudden tribute |
Supplemental Cyphers
d100 | Supplemental Cyphers |
---|---|
01–03 | Adamant skin |
04–09 | Armor piercing ammunition |
10–12 | Blinding cloud |
13–21 | Contingency |
22–24 | Cypher amplification |
25–27 | Cypher Extension |
28–33 | Dimensional folding |
34–36 | Door binding |
37–39 | Extradimensional inventory |
40–45 | First aid |
46–48 | Floatstep |
49–51 | Fortification |
52–54 | Haste |
55–57 | Healing factor |
58–60 | Inscription of enmity |
61–63 | Keratin enhancer |
64–66 | Kinetic thunderball |
67–69 | Leverage |
70–72 | Locks of love |
73–76 | Meat glue |
77–81 | Pixie dust |
82–84 | Polliwog |
83–87 | Quickdream |
88–90 | Ray emitter (perspective) |
91–93 | Secret pocket |
94–96 | Vermin swarm |
97–99 | Voice thief |
00 | Wonder clock |
Actualize Self
Level: 1d6
Effect: You temporarily overcome your limitations. For a number of hours equal to the cypher level, your inabilities and weaknesses are supressed, and you are trained in resisting compulsions and all defense tasks. Additionally, you can choose one skill (including attacks or defense) in which you are already trained to become specialized in.
Adamant Skin
Level: 1d6 + 3
Form: Balm of silvery liquid, mechanical insect, viscous globule of psychic liquid metal—or for a subtle cypher, a magic spell
Effect: You and your equipment are covered in a durable, reflective metallic shell. For the next hour, you gain Armor equal to the cypher level, including against energy attacks, you can withstand extreme heat and cold, and you don't need to breathe. However, your Speed and Intellect tasks are hindered, you sink in most liquids, and you are unable to swim.
Adrenaline Rush
Level: 1d6
Effect: Your muscles surge with adrenaline. You gain a free level of effort to Strength and Speed tasks for 10 minutes per cypher level.
Aquanaut
Level: 1d6
Effect: For one hour, you ease all tasks related to swimming, diving, holding your breath, or enduring fatigue by two steps. If the level of the cypher is level 5 or higher, all such tasks are eased by three steps.
Armor Piercing Ammunition
Level: 1d6
Form: Arrowheads, anointing oil, or ammunition magazine—or for a subtle cypher, a blessing or enchantment
Effect: When you attack with a ranged weapon that fires physical ammunition, they ignore the target's Armor. This benefit lasts for a number of attacks equal to the cypher level.
Awakened Senses
Level: 1d6 + 3
Effect: For a number of hours equal to the cypher level, you use an action to sense the location of invisible or hidden creatures within long range, provided their level is lower than the cypher's. Otherwise, you gain two assets to tasks to find such things. Hidden creatures cannot make surprise attacks against you, but you cannot make out details about their identities.
Balancing Act
Level: 1d6
Effect: You feel an extra spring in your step. For one day, you gain an asset to Speed defense tasks. If cypher level is 5 or higher, you also cannot be stunned or knocked prone. You can activate this cypher immediately if you become stunned or are knocked prone.
Blinding Cloud
Level: 1d6 + 2
Form: Pellet, elemental fragment, or grenade—or for a subtle cypher, a magic spell
Effect: An area within long range is blocked from vision. The effect lasts a number of rounds equal to the cypher level. Roll a d6 to determine the cloud's effects:
d6 | Blinding Cloud Effects |
---|---|
1–2 | Fog: The area is filled with a wet, dense fog. |
3–4 | Smoke: The area is filled with a black smoke that irritates the eyes and lungs of those that breathe it in. |
5 | False Flame: A convincing but ultimately harmless flame burns in the area, deterring creatures whose level doesn't exceed the cypher level from entering it. |
6 | Blinding Light: Creatures within a short range that gaze into the area are blinded until their next turn. |
Bondage Breaker
Level: 1d6 + 4
Effect: You instantly free yourself from anything restricting your movement—a set of manacles, a force field, a heavy load, or a grapple— so long as your restraints' level doesn't exceed that of the cypher. Otherwise, the cypher provides eases the task to escape your restraints by two steps. Upon freezing yourself, you can immediately take another action.
Brainstorm
Level: 1d10
Effect: For one hour, you gain +1 to your Intellect Edge, and you are trained in all tasks related to reasoning, understanding, or learning. If the cypher level is 7 or higher, the bonus is increased to +2. If the cypher level is 10, the bonus is increased to +3.
Brute Force
Level: 1d10
Effect: For one hour, you gain +1 to your Might Edge, and you are trained in all tasks related to breaking, jumping, or climbing. If the cypher level is 7 or higher, the bonus is increased to +2. If the cypher level is 10, the bonus is increased to +3.
Contingency
Level: 1d6
Form: Amulet, rune, or transmitter—or for a subtle cypher, an enchantment or clever ploy
Effect: First, choose an ability that requires an Action to activate or initiate, or a cypher in your possession. Second, choose a condition. When your condition is met, your chosen ability or cypher activates immediately. This cypher continues to count against your cypher limit until the condition is met, and is consumed after activating. Alternatively, you can choose to end this effect early, but the cypher is lost.
Convenient Assistance
Level: 1d6
Effect: A friendly NPC comes to your aid with information, an item, or the expertise that you need to solve a problem. They can come to help you even in an improbable way or situation. Optionally, you can specify an NPC of your choice. Otherwise, the GM dictates an amount of time that must pass before the assistance arrives, up to one day.
Convenient Backfire
Level: 1d6 + 2
Effect: You find and exploit an explosive weakness in a creature or vehicle's equipment, usually something volatile or high tech, for example, a flamethrower, jetpack, or exposed power nacelle. If your attack succeeds, the equipment explodes, inflicting damage equal to the cypher level to the target and all creatures within immediate range (ignoring Armor).
Convenient Barricade
Level: 1d6 + 4
Effect: You create or find a barrier—for example, a thick closed door, a force field, a convenient wall collapse, or even something intangible, like a psychological block—between you and a source of danger. For a number of rounds equal to the cypher level, nothing can bypass the barrier in either direction. You cannot end this effect early.
Convenient cacophony
Level: 1d6
Effect: For ten minutes per cypher level, an area with a short range radius you can see becomes loud due to an external event, for example, grinding machinery, heavy traffic, or howling wolves. Any stealth tasks or attempts to act without drawing attention are eased by two steps, and any speech below a yell cannot be overheard.
Convenient Companion
Level: 1d6
Effect: You befriend a local creature or NPC. The GM determines the nature of the creature or NPC, which should be appropriate for the environment. This creature acts as a level 2 follower. If the cypher level is 5 or higher, the creature is instead a level 3 follower. The creature follows your orders to the best of its ability. After a day, it must part ways with you.
Convenient Cover
Level: 1d6
Effect: You find a source of excellent cover and leap behind it, even if there wasn't any clear sources of cover in your current area. Staying behind the cover eases defense tasks against ranged attacks by two steps, so long as you don't move from your position. The cover can protect a number of human-sized creatures equal to the cypher level.
Convenient Disguise
Level: 1d6
Effect: You quickly find a way to disguise yourself as someone else, over the course of one minute. You can't impersonate a specific individual, but you can pass yourself off as a member of a group or as a different sort of creature than you are. While disguised, you gain two assets towards any deception tasks you make to pass yourself off as something appropriate to the disguise, which lasts for one day.
Convenient Gear
Level: 1d6
Effect: You find or reveal a specialized outfit—for example, a set of scuba gear, a hazmat suit, a space suit, a set of metal armor—and immediately suit up. If the cypher level is 5 or higher, duplicate suits are also provided for your allies.
Convenient Hazard
Level: 1d6 + 2
Effect: You realize there is a level 2 barrel or similar-sized object full of unstable materials in a location of your choice within long range. If struck in any way on a future turn, the object explodes in an immediate radius. Roll a d6 to determine the type of hazard:
d6 | Convenient Hazard |
---|---|
1 | Cryonic: The object unleashes a wave of sub-zero temperature. Any creature in range when it bursts must succeed on a Might defense roll or be frozen solid. This effect lasts for one hour, but a higher level creature can take an action to break free of the ice early. |
2 | Explosive: the object explodes, inflicting damage equal to the cypher level to all targets in immediate range. Even with a successful defense roll, creatures in the area is dealt at least 1 damage, plus 1 damage for each level of Effort spent on increasing damage. |
3 | Sludge: Toxic sludge and heavy gas cover an area within immediate range of it in toxic sludge or gas (your choice). Any creature in range when it bursts that or ends a turn in the area must succeed on a Might defense roll or take Speed damage equal to the cypher level. The area remains toxic for one hour. |
4 | Electricity: A number of arcs of electricity spray in all directions dealing damage equal to the cypher level. Creatures made of metal or wearing metal armor have their defense rolls hindered. |
5 | Sedative: Creatures in the area whose level doesn't exceed the cyphers are put to sleep for 1 hour. |
6 | Radiation: Creatures in the area take damage equal to the cypher level and have all their tasks hindered by two steps for the next day. |
Convenient interloper
Level: 1d6 + 4
Effect: A creature with the motive "hungers for flesh" enters into the current scene from another area. This creature is at least one level above the strongest creature in the current scene or the cypher level (whichever is higher). The new creature attacks a single creature you designate. While the creature is not immediately hostile to you or your party, it may turn its attention toward you in time.
Convenient Landing
Level: 1d6
Effect: You can activate this cypher when falling (no action required). You avoid any damage inflected from the fall, and gain an asset to your next task. If the cypher level is 5 or higher, you can affect any number of creatures within immediate range when you use it.
Convenient Macguffin
Level: 1d6 + 4
Form: Device, curio, or oddity
Effect: You find a single, strange, helpful item of the GM's choice. It might not be immediately helpful, but should be useful to solve a future problem you encounter.
Convenient Mistake
Level: 1d6 + 2
Effect: An enemy creature of your choice whose level doesn't exceed the cypher's takes an action which inadvertently helps you or your allies. The details are up to the GM.
Convenient Passage
Level: 1d6
Effect: You find or reveal a hidden door, underground tunnel, or similar passage into another room or area. Choose a reasonable, if improbable, destination to connect to your current location. You do not need to have previously visited the destination. At most, the secret passage can take you to a location 1 mile (1.5 km) away.
Convenient Research
Level: 1d6
Effect: You find or produce a book, scroll, or other record about one topic of your choice. The book provides an asset to any roll made concerning the subject of the book as long as the character has the book in their possession, can read it, and can devote ten minutes to the task (or twice as long as normal, whichever is greater).
Convenient Shelter
Level: 1d6 + 4
Effect: You find a safe cranny, nook, or hidden area which can hide you and your allies for up to one hour. Creatures whose level does not exceed the cypher cannot find you for the duration.
Convenient sustenance
Level: 1d6 + 4
Effect: You find out a non-sapient creature you killed or local flora is edible, and salvage enough meat or other provisions to eat, provided you take 10 minutes to prepare it. Eating it restores Might points equal to the cypher level.
Convenient Surveillance
Level: 1d6
Effect: Within the next hour, you uncover evidence of relevant events occurring nearby, for example, through a surveillance system, records, or an eyewitness informant. You learn either what is going on in a nearby area, or you learn something that happened in a designated time in the past in your current area.
Convenient survival
Level: 10
Effect: You or creature you witnessed the death of within the last 10 minutes is revealed to have miraculously survived. An NPC is restored to 1 Health, and a PC is restored to 1 Speed Pool point.
Convenient Tools
Level: 1d6
Effect: You produce or discover a set of mundane tools which are perfect for the task at hand. You can complete a building, crafting, or repairing task of your choice, and the tools provide an asset to the task. If the cypher level is 5 or higher, the tools grant you two assets instead.
Convenient Weapon
Level: 1d6 + 4
Effect: You find or otherwise produce an improbable, exotic weapon. You are practiced in its use, and it inflicts damage equal to the cypher level. The GM selects the exact form for the weapon. After it is used for three attacks, the weapon shatters dramatically, melts, explodes, or otherwise enters a state of permanent disrepair.
Copycat
Level: 1d6
Effect: For a number of hours equal to the cypher level, whenever you take the same action as an ally within one round of them, you gain an asset to the task. If the copied action includes a target, you must choose the same target.
Cross Counter
Level: 1d6
Effect: For 1 hour, you can forgo Speed defense rolls against melee attacks. If you do, you gain +1 Armor against the triggering attack, and can immediately make one melee attack against your attacker.
Cypher Amplification
Level: 1d6
Form: Battery, booster, or rune—or for a subtle cypher, an enchantment
Effect: You can use this cypher to maximize the level of a manifest cypher in your possession or that of an all (for example, a cypher with a level of 1d6 + 2 would become level 8). If this cypher's level is 5 or higher, you can maximize the level of two cyphers instead.
Cypher Extension
Level: 1d6 + 4
Form: Coin, card, or contract—or for a subtle cypher, an enchantment
Effect: You gain an artifact with effects identical to a manifest cypher in your possession. The target cypher's level must be a lower than this cypher's level, and it can't produce any permanent effects. The depletion chance of the created artifact is equal to the target cypher's level in 1d10 (for example, if you use this cypher to create a level 3 artifact, its depletion is 3 in 1d10).
Dance Forward
Level: 1d6
Effect: For 1 hour, you adapt your rhythm, easing all tasks requiring grace, balance, or careful movement. If the cypher level is 5 or higher, all such tasks are eased by two steps instead.
Daring Climb
Level: 1d6
Effect: For 10 minutes per cypher level, you can use your action to climb a short distance up, down, or around a natural feature, structure or object of your choice on each of your turns, no roll required. Additionally, you can climb an immediate distance and perform different action on your turn.
Dasher
Level: 1d6
Effect: For one minutes per cypher level, you can move a short distance in addition to taking another action during each of your turns. If the GM requires a check for you to run a distance, you gain two assets on the task.
Deadly Duel
Level: 1d6 + 4
Effect: You enter into a duel with a creature of your choice you can see whose level doesn't exceed the cypher's. Until one of you are knocked unconscious or killed, no one else can interfere.
Defector
Level: 1d6 + 1
Effect: You convince a hostile NPC whose level doesn't exceed the cypher's to defect to your side. The NPC will actively aid you, though there are lines it won't cross depending on its nature and situation—for example, it might be unwilling to directly attack its former comrades or masters. Within one hour, the NPC flees to safety.
Deflect Harm
Level: 1d6
Effect: You can activate this cypher when an ally within immediate range of you is hit by an attack or effect you become the target of the attack instead, but gain +3 Armor against any damage it deals.
Demolition
Level: 1d6
Effect: You can activate this cypher as part of a smashing task—no matter if you are smashing an object or a structure, the task is eased by two steps. If the cypher level is 5 or higher, the task is eased by three steps.
Demoralize
Level: 1d6 + 2
Effect: You call out to a creature with cutting words. The creature must be intelligent, but not necessarily able to understand your language. The creature takes Intellect damage equal to the cypher level, and the first action it takes on its next hindered. If this damage would reduce a creature to 0 health, it flees instead of dying or being knocked out.
Desperate Strike
Level: 1d6
Effect: You make an unarmed attack against a creature no more than twice your size. The attack is hindered, but on a hit, the target is dazed, hindering all their actions by three steps for one round.
Dimensional Folding
Level: 1d6
Form: edible, silk cloth, or gilded paper—or for a subtle cypher, a magic spell
Effect: For a number of minutes equal to the cypher's level, one of your three dimensions collapses into an extradimensional space. While transformed in this way, you gain an asset to stealth tasks and Speed and Intellect defense tasks, you can move through any available space as long as your remaining two dimensions can squeeze through it, and you take 1 additional damage from physical attacks.
Disposal
Level: 1d6 + 2
Effect: A single, small item disappears from the scene—likely never to be seen again. The method of disposal can be improbable but should be appropriate for the environment and type of object, such as falling to the bottom of a river, malfunctioning, or snapping in half. You can use this to remove an object from the possession of another creature within immediate range with a successful attack roll.
Door Binding
Level: 1d6
Form: Chalk, paint, key, or powder—or for a subtle cypher, a magic spell
-
Effect: Connects a portal (for example, a window or doorway) no more than 10 feet (3 m) in any dimension to another portal for a number of hours equal to the cypher level. Choose the side of destination portal the exit leads to, and a passphrase to cause the two portals. When the passphrase is spoken, both portals open, allowing traversal between the two points for one round. After that, both portals shut, re-engaging any locking mechanisms that were in place before their opening.
Double Damage
Level: 1d6
Effect: You can activate this cypher as part of making an attack with a weapon or activating an ability that inflicts damage, before making your attack roll. If the attack is successful, the attack's damage is doubled.
Double Dragon
Level: 1d6
Effect: You can activate this cypher on your turn (no action required). At any time before the start of your next turn, you can take one additional action.
Effortless
Level: 1d6
Effect: Putting forth Effort takes a little bit less out of you. For one hour, whenever you apply Effort from a Pool, you can apply a free level of Effort. Roll a d10 to determine the pool:
d10 | Pool |
---|---|
1–3 | Might |
4–6 | Speed |
7–9 | Intellect |
10 | All Pools |
En Garde
Level: 1d6
Effect: You can activate this cypher when you roll initiative, at the start of your turn, or in response to an attack (no action required). For one minute, all your defense tasks are eased. Additionally, if an NPC within your reach attempts to move past you, or takes an action you desire to prevent, you can attempt an eased Speed-based task to prevent that action.
Extradimensional Inventory
Level: 1d6
Form: Scraps of cloth, a set of enchanted pouches, sewing needle—or for a subtle cypher, a magic spell
Effect: For one day, a number of willing creatures equal to the cypher level can access any item in each other's inventory. This effect crosses any physical distance, but not across planes of existence, such as recursions, or realities.
First Aid
Level: 1d6
Form: Vial of glowing red liquid, high-quality medkit, or oversized syringe—or for a subtle cypher, a divine touch, magic spell, or display of skill
Effect: You spend ten minutes patching up an ally's wounds, allowing them to make an immediate free recovery roll. For the next day, your healing tasks are eased two steps.
Flagrant Provocation
Level: 1d6
Effect: You mock or anger a creature, who then focuses its attention on you. For the next minute, the creature is hostile to you if it wasn't already, and attacks only you. Even a previously friendly creature will attack until you are debilitated, though they probably won't kill you. To observers, it may appear that they attacked you unprovoked (the GM can require an additional deception task for this effect).
Floatstep
Level: 1d6
Form: Feathered charm, circlet of clouds, or a hunk of floatstone—or for a subtle cypher, a magic spell
Effect: For one hour, you ignore difficult terrain and uneven ground. Your steps are silent, and you cannot set off pressure plates, tripwires, or similar traps. You gain an asset to all jumping tasks, and any falling damage you take is reduced by half. If the level of the cypher is 5 or higher, you cause the cypher to affect up to four other willing creatures within immediate range.
Fortification
Level: 1d6
Form: Inoculation, injection, or a hearty soup—or for a subtle cypher, a spell, blessing or enchantment
Effect: For one day, you are trained in Might defense, and each time you make a recovery roll, you can roll twice and select the higher result. If the cypher level is 5 or higher, you are immune to poison and disease, and if you are affected by a poison or disease when you activate the cypher, you are cured of its effects.
Full Fury
Level: 1d6
Effect: You gain +1 Might Edge, +1 Speed Edge, and +2 Armor for one minute. If the cypher level is 5 or higher, these bonuses increase to +2 Might Edge, +2 Speed Edge, and +3 Armor. Either way, your Speed defense rolls are Hindered for the same duration. You can end the effect early (no action required).
Good Impression
Level: 1d6
Effect: You primp, prepare, and collect yourself. For a number of hours equal to the cypher level, all pleasant social interactions and tasks to make a good first impression are eased. If the cypher level is 5 or higher, such tasks are eased two steps.
Haste
Level: 1d10
Form: Cog, hourglass, sundial, or watch—or for a subtle cypher, a magic spell
Effect: For the next minute, you can take an additional hasted action on each of your turns (including the turn you use this cypher). When you take this additional action, you can't apply Effort or Edge. If the cypher level is 8 or higher, you can apply either your Effort or Edge to the hasted action, but not both. If the cypher level is 10, you can apply both Effort and Edge to the hasted action.
Healing Factor
Level: 1d6 + 4
Form: Device, injection, pill, or potion—or for a subtle cypher, a magic spell
Effect: For a number of rounds equal to the cypher level, you restore 2 points to your Might Pool at the start of each of your turns, and you cannot drop on the damage track. When the effect ends, you drop on the damage track normally based on the status of your Pools.
Hell-bent
Level: 1d6
Effect: You single-mindedly pursue a goal of your choice. For a number of hours equal to the cypher level, tasks that push you towards achieving that goal gain an asset, but all other tasks are hindered. If the cypher's level is 5 or higher, you such tasks gain two assets instead, and all other tasks are hindered by two steps. You can end this effect early at any time.
Honeyed Words
Level: 1d6
Effect: You gain incredible insight as to what an NPC you can observe wants or needs. For the next ten minutes, your deception and persuasion tasks made toward that target gain an asset. If the cypher level is 5 or higher, you gain two assets instead.
Hotwire
Level: 1d6 + 3
Effect: You gain access—or activate in an intentional manner—a vehicle, device, mechanism, or lock, whose level equal to or less than the cypher's. If the object is in a state of disrepair, you can temporarily restore functionality to such a device for a number of minutes equal to the cypher level.
Impeccable Toss
Level: 10
Effect: You throw an object, and it lands anywhere within long range you can see—exactly where you want it, how you want it, and following exactly whatever trajectory you choose, including any required ricochets, falls, or other changes along the way. If a creature is willing to catch the thrown object, you can designate them instead (without requiring a roll).
Inescapable Sight
Level: 1d6 + 4
Effect: For one hour per cypher level, you ignore any penalties to sight due to darkness, obscuring fog, deep water, or anything else which would obstruct your vision. You even can see fine details (up to a difficulty equal to the cypher level) within short range.
Inscription of Enmity
Level: 1d6 + 4
Form: Trinket, rune, or drop of a loved one's blood—or for a subtle cypher, a vow of vengeance
Effect: When you use this cypher, you designate—and customize—a melee weapon or piece of ammunition, as well as a creature you intend to kill with it. The first time you use the weapon or ammunition to attack that creature, the attack is eased by a number of steps equal to the cypher level, and on a hit, it inflicts additional damage equal to the cypher level. If you—or anyone else—uses the item to attack anything else, the effect ends.
Inspirit Ally
Level: 1d6
Effect: Choose an ally who can see or hear you. You cheer, encourage, inspire, or approvingly acknowledge them in your own unique way. One task they attempt before the start of your next turn is eased by two steps.
Interrogate
Level: 1d6 + 1
Effect: You question an NPC who can hear you whose level doesn't exceed the cypher's. The NPC answers three questions you ask them truthfully, and to the best of their ability. If the NPC is hostile, they answer only one question before resuming their hostilities.
Intuitive Insight
Level: 1d6
Effect: You notice, learn, or discover something about your current situation or location. The GM provides you with relevant, useful, and reliable information. You can ask the GM to determine the information on their own, or you can ask the GM one question relevant to your immediate situation, which they must answer truthfully with a simple, non-cryptic response.
Iron Gut
Level: 1d6
Effect: You can eat or drink anything that isn't obviously poisonous, provided you can either chew it or swallow it outright, and do not suffer any ill effects for doing so.
Keratin Enhancer
Level: 1d6
Form: Comb, delicate netting, or ball of twine—or for a subtle cypher, a magic spell or curse
-
Effect: You cause your hair, or that of a willing creature within your reach—including body hair—to grow, change color or texture, and to reposition itself into a coif of your liking, for example, you can instantly grow a beard or a fantastic puff of chest hair. The new arrangement is permanent until the hair it creates is shorn.
Alternately, you can target an unwilling living creature within an immediate distance with the cypher's effects, causing wild growths of hair, nails—including horns, or scales if appropriate—into an uncomfortable tangled mess, blinding the creature, and reducing their movement speed by half. These effects last for 1 hour per cypher level. A creature can attempt a Might action with a difficulty against the cypher's level to end the effects early.
Kinetic Thunderball
Level: 1d6 + 2
Form: Clockwork toy, gyroscope, marble, or humming orb—or for a subtle cypher, an enchantment
-
Effect: A sphere of sonic energy appears in an immediate radius around you, enveloping willing creatures of your choice. The sphere lasts for 1 minute. Passengers inside the sphere can use their action to roll the sphere in a direction of their choosing (the GM assigns the difficulty based on maneuvering the sphere's bulk through the terrain). If the sphere collides with a creature or object, it inflicts damage equal to the cypher level.
The sphere has health equal to 3 times the cypher level. The sphere—and its passengers—are immune to falling damage, and any damage from physical collisions—all kinetic energy applied to the sphere affects only the sphere's trajectory. If the sphere is reduced to 0 health, the effects end early.
Leverage
Level: 1d6 + 4
Form: Belt, gloves, or rope and counterweight— or for a subtle cypher, a magic spell
Effect: You can use this cypher as a part of any task to lift, shove, push, or drag an object. On that task, and for a number of rounds afterward equal to the cypher level, you succeed automatically on such task whose difficulty is equal to or lower than the cypher level. Any other such tasks are eased by two steps.
Lie Detector
Level: 1d6 + 2
Effect: For one hour, you can tell when a creature knowingly lies to you, provided that creature's level is less than the cypher level. You cannot detect lies by omission or unintended lies due to a creature's lack of knowledge, nor do you gain any special insight as to what others might be concealing.
Locks of Love
Level: 1d6
Form: Braid of hair, locket, photograph, or other token from a great love—or for a subtle cypher, a prayer
Effect: These braided or tied locks of hair are blessed by the bond of true love. You can burn the locks as a part of a one- or ten-hour recovery roll, consuming and destroying them. When the ritual is complete, the creature that donated their hair to create the braid knows it, and you are energized by your connection to them. For the next 24 hours, all your tasks are eased by one step.
Makeshift Construction
Level: 1d6
Effect: You quickly craft or repair an object whose level doesn't exceed the cypher's, provided you have access to at least primitive tools and materials to construct it. The process takes no more than 1 hour per crafting level. The object is of serviceable, but questionable quality. When performing tasks with it, the GM intrusion range increase by 1, and continues to increase regular intervals determined by the GM.
Mark for Death
Level: 1d6
Effect: You mark a creature that you can see for death. Each time that creature takes damage while you are within long range of it, it takes 1 additional point of damage. If the cypher level is level 3 or higher, the target takes 2 additional points of damage instead. If the cypher level is 5 or higher, the target takes 3 additional points of damage instead. This effect is permanent.
Meat Glue
Level: 1d6 + 2
Form: Tube of sticky red paste, macabre surgical tools, or injected serum—or for a subtle cypher, an unholy fleshgraft
-
Effect: Re-attaches and heal the wounds from a severed body part. The glue sets in one minute, during which time limb must be held firmly in place. If a target died within ten minutes due to decapitation or blood loss, they return to life and divide a number of points equal to the cypher level among their Pools (or Health).
Alternatively, you can attach a limb to yourself or another creature. The limb obeys your commands, but any tasks it performs are hindered. After a number of hours equal to the cypher level, the limb detaches and dies.
Mental Focus
Level: 1d6
Effect: For one day, you gain an asset to Intellect defense rolls. If the level of the Cypher level is 5 or higher, you are immune to fear effects or anything which would control your actions. You can activate this cypher even when under a fear or mind control effect, ending that effect on you.
Mental Fortress
Level: 1d6
Effect: For one hour, you gain +1 to your Intellect Edge, and you gain +2 Armor against mental attacks.
Moment of Truth
Level: 1d6
Effect: You can activate this cypher as part of any task (no action required). You cannot spend Effort to ease the task, only to increase damage or for other effects appropriate to the task. If the die's result is 1–10, it becomes a 1. If the die's result is 11–20, it becomes a 20. The result is final and cannot be rerolled for any reason short of a GM intrusion.
Momentum
Level: 1d6
Effect: For a number of hours equal to the cypher level, when you spend Effort on a movement task such as running, climbing, or swimming, you apply the same amount as free levels of Effort on a task you perform on your next turn.
Monkeywrench
Level: 1d6 + 3
Effect: You disturb a piece of advanced technology, magical spell, or supernatural effect, which malfunctions. If the cypher level exceeds that of the target, it ceases to function harmlessly. If the object or effect's level is higher than the cypher's, it behaves in unpredictable ways, resulting in a free GM intrusion. After this, a target object enters a state of disrepair, and a targeted the effect ends.
Multitask
Level: 1d6
Effect: For ten minutes, you can act as if you have a free hand even if you don't, and you can take an additional non-combat action on your turn—for example, hacking a computer while participating in a gunfight.
Nondescript
Level: 1d6 + 2
Effect: When you activate this cypher, you aren't quite invisible, but you are unremarkable and able to keep a low profile. You can be seen and heard, but NPCs whose level doesn't exceed the cypher's pay you no mind and deem you unimportant. The effect lasts for ten minutes, or until you attack or use a special ability, or take a noticeable action.
Oldest Trick in the Book
Level: 1d6 + 2
Effect: You misdirect a creature that understands your words or gestures, and whose level doesn't exceed the cypher level. The next attack made against them is eased by two steps. If no attack is made against the creature, it take no action on their next turn. The effect lasts until the end of your next turn.
One-Liner
Level: 1d6
Effect: Immediately after you take down a foe or succeed at a non-combat task, you make a witty quip that grants each ally that can hear you an asset on their next task. If the cypher is level 5 or higher, you grant two assets to their next task instead.
Open Sesame
Level: 1d6 + 2
Effect: You gain access to a secure door, portal, vault, or data system whose level doesn't exceed the cypher's, provided you have an appropriate available physical access point, such as a keyhole or access terminal.
Overload
Level: 1d6
Effect: You can activate this cypher at the start of a turn (no action required). For a number of rounds equal to the cypher level, you gain a bonus to your Might, Speed, or Intellect Edge (your choice) equal to the cypher level, but that stat Pool's maximum is reduced by the same amount. The reduction remains until you finish a 10-hour recovery roll.
Overstimulated
Level: 1d10
Effect: Eases the user's next action taken by three steps. If the cypher level is 6 or higher, the benefit extends to the user's next two actions. If the cypher level is 10, the benefit applies to the user's next three actions.
Part of the Plan
Level: 1d6
Effect: You can activate this cypher in response to an action undertaken by an NPC or the events of a GM intrusion—including one you triggered by rolling a 1 on a d20. You declare that this has been your plan all along, and your next two tasks are eased by two steps.
Pixie Dust
Level: 1d6
Form: Bag of sparkling, faintly glowing dust—or for a subtle cypher, a burst of wild magic
-
Effect: You can throw this bag of dust at target up to a short distance. On a hit, roll a d20 and consult the Pixie Dust Effects table.
d20 | Pixie Dust Effects |
---|---|
1 | The target is wreathed in light, glowing faintly. They are clearly visible in darkness, and cannot become invisible. |
2 | The dust is loud—the target and all creatures within an immediate distance of it take sonic damage equal to the cypher level. |
3 | Roll a d20. On a 1–10, the target shrinks to half its size and its might actions are hindered and it subtracts the cypher's level from its damage rolls. On a 11–20, the target's size is doubled, its Might actions are eased, and it deals additional damage equal to the cypher level. These effects last for a number of rounds equal to the cypher level. |
4 | The target sneezes, causing a great wind to erupt from it in a random direction determined by the GM. Creatures in the wind's path must succeed on a Might defense roll against the cypher level or be knocked prone. |
5 | The target's skin, hair, pigment, or other coloration shift to new, random hues. This effect is permanent. |
6 | The target's shadow detaches and attempts to flee. This effect is permanent. |
7 | The target's eyes, ears, and other sensory organs double in size. They gain an asset to perception tasks. This effect is permanent. |
8 | The target spends their next turn expelling live frogs from their mouth, unable to do anything else. |
9 | The target becomes confused, acting randomly (at the GM's discretion). The creature's damage rolls inflict additional magical damage equal to the cypher level, which ignores Armor. |
10 | The target becomes inert, asleep, or deactivated for ten minutes per cypher level. |
11 | The target takes poison damage equal to the cypher level. Additionally, whenever they breathe or speak, colorful, glowing bubbles erupt from their nose and mouth whenever they breathe or speak, hindering stealth tasks. This effect lasts for a number of weeks equal to the cypher level. |
12 | The target is petrified, turned to stone for a number of rounds equal to the cypher level. |
13 | The target can speak only their first language, and cannot knowingly tell a lie. These effects last for a number of minutes equal to the cypher level. |
14 | The target is wreathed with static. dealing electricity damage equal to the cypher level to all other creatures within an immediate distance (but not the target). |
15 | The target takes damage equal to the cypher level and loses its balance. Try as it might on its next turn, it cannot stand back up. |
16 | The target gains a strange compulsion. If the creature speaks, reads, or hears your name, they spend their action on their next turn removing an piece of equipment or clothing they are wearing or carrying. The effects last for a number of minutes equal to the cypher level. |
17 | The target becomes invisible for a number of minutes equal to the cypher level, or until it attacks or casts a spell. |
18 | The target can fly a short distance each round. The effects last for 10 minutes per cypher level. |
19 | The target can perform one additional action each round, but can't use this additional action to perform an action they took the previous turn. These effects last for 1 minute per cypher level. |
20 | The target's body becomes translucent, revealing their internal systems and organs for a number of minutes equal to the cypher level. Attack rolls of 17–18 against the creature create a Minor effect, and attack rolls of 19–20 against it create a major effect. |
Plot Armor
Level: 1d6
Effect: For one minute per cypher level, you gain +3 Armor (including against ambient damage and mental attacks that usually ignore Armor), you can't die or drop on the damage track, and your Speed Pool can't be reduced lower than 1.
Polliwog
Level: 1d6
Form: Potion of glowing green liquid, puffy mushroom—or for a subtle cypher, a hex
-
Effect: You target a creature you can see within short range. If you succeed in your attack, roll a d10, and consult the Polliwog Effects table. Once each hour, the target can attempt a Might action to end the effects, which subside on their own within a day. Just before each attempt, the target momentarily returns to their original form.
d20 | Polliwog Effects |
---|---|
1–4 | The target assumes the form of a frog. |
5–7 | The target assumes the form of a giant frog. |
8–10 | The target's head becomes that of a frog's—and it has the intelligence of a frog. It cannot speak, except to other frogs, and it gains an asset to interactions with them. |
11–13 | The target's eyes bulge, its voice becomes a hoarse croak, and it grows webbing between its fingers and toes. It can breathe air and water, it gains an asset to swimming tasks, and it can jump a short distance on its turn, even without a running start. In this state, social interaction tasks are hindered. |
14–16 | Its mouth becomes a wide, froggy grimace. It can make unarmed strikes within a short range with its tongue, which inflict 3 damage on a hit. However, it is also compelled to attempt to eat small creatures near it. |
18–19 | The effects are delayed by one minute, during which the target remains in its normal form. |
20 | The target assume the form and mentality of an angry swamp womp. |
Precision Strikes
Level: 1d10
Effect: You attack with increased precision and accuracy. For the next minutes, your Speed-based attacks inflict 1 additional damage. If this cypher level is 7 or higher, your Speed-based attacks deal inflict 2 additional damage instead. If the cypher level is 10, your Speed-based attacks deal inflict 3 additional damage instead.
Premonition
Level: 1d6
Effect: When you use this cypher, describe a course of action your character might take. The GM will give you a truthful prediction, based on the likely results of that action: good, bad, good and bad, or neutral. If the cypher level is 5 or higher, the GM reveals one piece of specific relevant information about the outcome.
Quickdream
Level: 1d6
Form: Powder, circlet, or pillow—or for a subtle cypher, a mind-meld
-
Effect: You fall asleep, choosing a creature you know. If the target is asleep, you enter their dreams, and you can wait inside the dream realm for them to fall asleep, or leave a message the target will receive when they do. In the dream, you can't damage physically, but you can make mental attacks. If the target tries to wake up on their own, you must succeed on an Intellect task to maintain the connection. The effects last for number of hours equal to the cypher level, but you can end the effect early using your action, immediately waking.
Rallying Cry
Level: 1d6 + 1
Effect: You cheer on your allies who can hear you with a short speech or anecdote that bolsters their morale. Each friendly creature other than you in the area who can understand you regains Intellect points equal to the cypher level.
Ray Emitter (Perspective)
Level: 1d10
Effect: Allows the user to project a ray of strange energy up to very long range that causes a living target's consciousness to align with their own. For the duration, the creature experiences the world with the user's perspective, thinking about the world and their surroundings as the user does. The creature takes no actions that would directly harm or undermine the user, and the user gains two assets on pleasant social interactions with the target. The effects last for 1 minute per cypher level.
Ray of Hope
Level: 1d6 + 2
Effect: You can activate this cypher when you or an ally rolls a 20 on a task (no action required). When you do, designate yourself or the ally who rolled the 20 as the recipient. The recipient can restore a number of points to their Pools equal to the cypher's level, dividing among their Pools however they wish.
Reach Beyond
Level: 1d6
Effect: For ten minutes per cypher level, you can use one ability of your choice available to your Type or Focus at your current tier or one higher. The first time you use the ability, the task is eased by two steps.
Rebuild
Level: 1d6 + 2
Effect: A broken installation, object, or vehicle you can touch is repaired to full functionality. The process takes up to an hour (determined by the GM). If this cypher is used on a creature, such as an automaton or a cyborg, it instead restores a number of Might points equal to the cypher level.
Recall Knowledge
Level: 1d6
Effect: You recall time spent studying or in a similar high-focus activity. For 1 hour, any tasks requiring intense thought, focus, or dedication are eased. If the cypher level is 3 or 3, or higher, ease all such tasks by two steps. If the cypher level is 5 or higher, ease all such tasks by three steps.
Recovery
Level: 1d6
Effect: You make a free recovery roll, and gain +3 Armor until the start of your next turn.
Revitalize
Level: 1d6 + 2
Effect: You restore points to a Pool equal to the cypher level. Roll a d10 to determine the Pool:
d10 | Pool |
---|---|
1–3 | Might |
4–6 | Speed |
7–9 | Intellect |
10 | All Pools |
Ricochet
Level: 1d6
Effect: You can activate this cypher when you miss with a ranged attack using a physical projectile. The projectile ricochets off nearby walls or objects, striking the original target. This attack automatically hits, and inflicts additional damage equal to the cypher level.
Rumour Mill
Level: 1d6 + 1
Effect: You say something—true or not—about a particular person or group. Creatures who hear and understand your words and whose level does not exceed the cypher's believe the statement until it is otherwise proven untrue.
Sapping Strike
Level: 1d6 + 1
Effect: You can activate this cypher as part of an attack with a weapon. On a hit, the target suffers a severe wound instead of taking damage normally. For a number of rounds equal to the cypher level, the target takes 2 points of ambient damage at the start of each of its turns, and all attacks against it are eased. A creature whose level exceeds the cypher level can use an action to end the effect early.
Savage Strikes
Level: 1d10
Effect: You can activate this cypher as part of making an attack. For the next ten minutes, your melee attacks inflict an additional +1 damage. If this cypher level is 7 or higher, your attacks inflict an additional +2 damage instead. If this cypher level is 10, your attacks inflict an additional +3 damage instead.
Secret Pocket
Level: 1d6
Form: Pouch, portable hole, sewing needle, or paper polyhedron—or for a subtle cypher, an enchantment
Effect: When you use this cypher, designate number of objects equal to the cypher level in your possession. For one day, your chosen objects are treated as hidden and undetected while stowed, and can be retrieved by you, even in improbable moments, including when it isn't your turn.
Serendipity
Level: 1d6
Effect: You reveal a single, but useful mundane item no larger than 2 feet (61 cm), such as a knife or a bundle of rope. The item cannot be unique (such as a one of a kind key, or specific person's diary).
Severing Strike
Level: 1d6 + 2
Effect: When you a hit a creature or object no more than twice your size with a weapon, you can immediately activate this cypher to sever a limb from the target if it is a creature, or slice it in two if it is an object. The target's level must be lower than the cypher level.
Showstopper
Level: 1d6 + 1
Effect: You gain the enraptured attention of creatures and NPCs whose level doesn't exceed the cypher's. You can attempt an Intellect-based task to enrapture any others, which the cypher eases by two steps. Enraptured creatures' perception tasks are hindered two steps. To maintain the effect, you must use your action to speak, sing, dance, or otherwise hold the creatures' attention. So long as you do nothing else and the enraptured creatures are not aware of any attacks made against their number, they pay attention to you and delay any other actions for up to an hour.
Sinister Gift
Level: 1d6 + 2
Effect: When you activate this cypher and offer a single item as a gift to an NPC whose level doesn't exceed the cypher's. So long as the gift doesn't appear immediately harmful, the NPC accepts it without suspicion, even if they are otherwise hostile to you, without requiring a roll. You also gain an asset on persuasion tasks directly related to the gift.
Staggering Strike
Level: 1d6
Effect: You can activate this cypher as part of an attack. If it hits, you push the target up to a short distance away from you. If the pushed creature collides with an object structure, it takes 2 additional points of damage, ignoring Armor. If it collides with a fragile or otherwise destructible object its own level or lower, the additional damage increases to 4 points, and the object is destroyed.
Stakeout
Level: 1d6
Effect: You quickly scan over a creature or container within short range. You learn all objects held and carried by the creature, or all contents of the container, without requiring a roll.
Stalwart
Level: 1d6
Effect: For one day, if you have taken damage since your last turn, you gain an asset to a task you perform on your current turn.
Steel Yourself
Level: 1d6
Effect: You can activate this cypher as part of making an attack with a weapon or activating an ability that inflicts damage, before making your attack roll. If the attack is successful, and inflicts at least 1 point of damage to the target, you restore points to your Intellect Pool equal to the cypher level.
Strike First
Level: 10
Effect: You can activate this cypher instead of rolling initiative. You act first in the encounter, regardless of opponents' levels or allies' rolls, and on your first turn, you can take one additional action.
Sudden Chasm
Level: 1d6 + 4
Effect: Choose a creature or object you can see. A chasm up to 1 mile across opens between you. Jumping across the chasm is a task with a difficulty equal to the cypher level.
Sudden Collapse
Level: 1d6 + 1
Effect: Rocks, debris, a shattered ceiling, or a similar effect crushes an area within immediate radius of a point you can see within long range. All creatures within the area take damage equal to the cyphers level. The area becomes difficult terrain, hindering all movement based tasks (including normal movement) by two steps.
Sudden Departure
Level: 1d6 + 4
Effect: A creature or number of creatures whose total combined levels don't exceed the cypher's suddenly realize they have other matters to attend to. A creature remembers something it needs to do, or a distraction draws its attention away. It immediately leaves the scene in the most expeditious route possible. If attacked while fleeing, this effect ends for all fleeing creatures.
Sudden Entrapment
Level: 1d6 + 2
Effect: You reveal that you set up a trap when no one was looking—and it activates, targeting a single enemy. The trap can be improbable, but should be appropriate for the environment. The trap can either inflict damage equal to the cypher level, or immobilize the target for up to ten minutes. A creature whose level exceeds the cypher level can use an action to break free.
Sudden Gust
Level: 1d6 + 4
Effect: A strong, sudden gust of wind buffets everything within very long range of you, blowing around loose, unattended objects and extinguishing unprotected flames. Perception tasks related to hearing are hindered two steps due to the noise. This wind lasts a number of rounds equal to the cypher level.
Sudden Impact
Level: 1d6 + 4
Effect: A heavy creature or object up to 30 feet (9 m) in length slams into a point you designate within long range. The GM chooses the exact form of the source and results of the impact, which must be appropriate to the environment, but can be improbable—for example, a city bus, escaped rhinoceros, or falling meteorite. Any creatures struck by the impact take damage equal to the cypher level, and any objects or structures are likely destroyed or heavily damaged.
Sudden Inferno
Level: 1d6 + 3
Effect: A raging fire starts, which quickly spreads to cover an area up to a long range away over the course of one round, no matter how unlikely or how few apparently flammable items were in the area. Any creature that ends a turn within the flames takes ambient damage equal to the cypher level. The fire burns out after ten minutes.
Sudden Lethargy
Level: 1d6 + 4
Effect: A creature you can see within long range becomes lethargic for one minute. The creature's can move or take an action, but not both. If the creature is higher level than the cypher, it can use an action to regain its composure.
Sudden Storm
Level: 1d10
Effect: In 1 hour, the area within a one mile (1.5 km) radius per cypher level is affected by severe weather, for example rain, thunder, snow, hail, or sand. The storm should be appropriate for the climate and time of year, but can be improbable at the GM's discretion. The storm lasts for a number of hours equal to the cypher level.
Sudden Switcheroo
Level: 1d6 + 2
-
Effect: You swap places with one willing creature within 1 mile (1.5 km) of you. You must know where the target is, and the cypher cannot teleport through energy barriers of a higher level than the cypher's.
Sudden Tremor
Level: 1d6
Effect: The area within long range rocks violently, due to an earthquake, rough wave, or large-scale collision. Each creature within very long range of you (including you) takes ambient damage equal to half the cypher level (rounded up), and must succeed on a Might defense task or fall prone. Fragile objects within the area (for example, pottery or windows) shatter. Difficult terrain becomes scattered throughout the area.
Sudden Tribute
Level: 1d6
Effect: A friendly NPC grants you something within their means to give. The GM chooses the specific item. Roll a d100 to determine nature of the gift:
d100 | Tribute Item |
---|---|
01–40 | Expensive item |
41–65 | Very expensive item |
66–85 | Cypher |
86–93 | Exorbitant item |
94–98 | Artifact |
99–00 | Priceless item |
Swirling Strikes
Level: 1d6
Effect: Once on your turn when you take down a foe with a melee weapon or unarmed strike, you can immediately make another attack against a new foe within your reach. If the cypher level is 5 or higher, you can need only hit a creature to make this additional attack. The cypher's effects persist for 10 minutes.
Taunting Words
Level: 1d6 + 2
Effect: You call out a particularly cutting insult to a creature. The creature must be able to understand at least one language, but not necessarily the one you are speaking. The creature takes Intellect damage equal to the cypher level (which can't reduce a creature to 0 health), and its attacks against anyone other than you are hindered until it hits you with an attack.
Teamwork
Level: 1d6
Effect: You can activate this cypher as part of helping an ally with a task. In addition to the normal benefits of helping, your ally can reroll the die once, taking the higher result.
Temporary Combat Expertise
Level: 1d6
-
Effect: For one day, you become trained in your choice of the following tasks:
- Attacks with one weapon type of your choice, choosing from light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged
- One special ability which inflicts damage
- One type of defense task, choosing from Might, Speed, or Intellect
If the cypher level is 5 or higher, you can choose two such tasks, or one task to become specialized in.
Temporary Expertise
Level: 1d6
Effect: You choose any skill other than attacks or defense. For one day, you are trained in that task. If this cypher level is 5 or higher, you can either choose two skills to become trained in, or one skill to become specialized in.
Tenacious Defense
Level: 1d10
Effect: Your grit, determination, and tenacity favor you, causing you to take less harm. You gain +1 Armor for one hour. If the cypher level is 7 or higher, you gain +2 Armor instead. If the cypher level is 10, you gain +3 Armor instead.
Thieving Strike
Level: 1d6 + 1
Effect: You reach out and strike a foe with an unarmed attack using a free hand. If this attack is successful, you can inflicts damage equal to the cypher level instead of your normal unarmed attack's damage. In addition, if the attack is successful, you can steal one item of your choice that is worn, held, or carried by the target.
Tireless
Level: 1d6
Effect: For 1 hour, you gain +2 to your Speed Edge, and +2 Armor against Speed damage.
Tomfoolery
Level: 1d6
Effect: You can activate this cypher as part of a Speed defense task, gaining two assets on the task and any similar tasks for the next minute, or until you attack another creature. Any time you succeed a speed defense roll, you cause the attack to target a different creature within immediate range of you.
Treacherous Gambit
Level: 1d6
Effort: You can expend this cypher before you roll for any non-combat task, causing a Major Effect on a success, or a GM intrusion on a failure.
Treasure Hunter
Level: 1d6 + 3
Effect: You immediately find any hidden objects, doorways, or traps within a short range whose level doesn't exceed the cypher's.
Triple Jump
Level: 1d6
Effect: You can activate this cypher as a part of any jumping task. The task is eased by three steps.
Triumph
Level: 1d6
Effect: You can activate this cypher before you roll for a task (no action required). The outcome on the die becomes a 19. If the cypher level is 5 or higher, the outcome on the die becomes a 20.
Trust Your Gut
Level: 1d6
Effect: You state a specific goal, you ask the GM to provides a hint towards the right direction to accomplish that task. If the cypher level is 5 or higher, the GM instead provides you with a specific location or course of action.
Ultimate Endurance
Level: 1d6
Effect: For the next minute, you ignore any effect which would reduce your effectiveness, such as poison, exhaustion, or mental control. You also ignore any negative penalties due to the Damage Track. If you would die, your fate is sealed, but your death is delayed until the cypher's effects ends.
Ultra-Instinct
Level: 1d6 + 2
Effect: For ten minutes, you are specialized in parkour, jumping, and acrobatics, and your unarmed attacks can't inflict less damage than the cypher level.
Uneasy Truce
Level: 1d6
Effect: You can use this cypher during a conversation with an NPC, provided neither of you are in combat. For the duration of the negotiation, the NPC does not lie outright, and will keep up their end of any agreements made to the best of their ability, so long as you and your allies do the same. If the cypher level is 5 or higher, the effects extend to any number of negotiating NPCs.
Unexpected Power
Level: 1d6 + 4
Effect: You can use this cypher when you activate or initiate an ability. When you do, you can modify the ability on the fly at a difficulty equal to the cypher level without requiring a roll.
Unstoppable
Level: 1d6
Effect: For one hour, you gain +1 to your Might Edge and +2 Armor.
Vermin Swarm
Level: 1d6 + 2
Form: Hunk of cheese, mousetrap, bit of flesh, or rotten egg—or for a subtle cypher, a conjuration
Effect: A swarm of rats, (or other similar vermin appropriate for the environment) burst forth from the ground or a wall at any point you choose within long range. The vermin are level 1 creatures, but will scratch and bite any creature within immediate range of them, inflicting damage equal to the cypher level each round and hindering all tasks in the area. After a number of rounds equal to the cypher level, the swarm will disperse, scattering in all directions.
Vigilance
Level: 1d6
Effect: For one day, you gain an asset to initiative and perception tasks.
Voice Thief
Level: 1d6
Form: Dictaphone, silk glove, or seashell—or for a subtle cypher, a magic spell or curse
-
Effect: You steal the voice of a creature within short range. For the next 24 hours, the creature cannot speak or make any sound from its mouth, and you can speak with a perfect facsimile of the creature's voice when you desire it. You can speak languages you know, or any language the creature you stole the voice from knows, although you have no special ability to understand any responses in languages you do not know yourself.
Weak Point
Level: 1d6
Effect: When you activate this cypher, you can target a specific part of a creature's body or an object. You immediately attack the target using a weapon, gaining two assets to the attack roll. If the attack hits, the GM determines the effects of your attack, which are equivalent to a Minor Effect.
Wonder Clock
Level: 10
Form: Miniature grandfather clock, platinum sundial, hourglass pendant, or wristwatch—or for a subtle cypher, a magic ritual
-
Effect: Activating this cypher takes 10 minutes, at the end of which, you anchor your essence to the current coordinates of your timeline, creating a waypoint for your possible return. For a number of hours equal to ten times the cypher level, you can use an action to return to your waypoint. When you use the cypher, you can also set conditions that would trigger a return to your waypoint (for example, your death, the failure of a particular objective, or a spoken codeword). When you return, you retain all memories of your experiences.
Wing Clip
Level: 1d6 + 1
Effect: You can activate this cypher a part of attacking a flying creature within long range. If the attack hits, the target falls to the ground, and cannot fly again for a number of rounds equal to the cypher level.
Chapter 10 Artifacts
A Listing of Various Artifacts
d100 | Artifact |
---|---|
01–05 | Batpack |
06–15 | Dapper duds |
16–25 | Eavesdrops |
26–35 | Love magnet |
36–45 | Magnetic weapon |
46–55 | Ozalid folio |
56–60 | Petrified acorns |
61–65 | Retro-causality weapon |
66–75 | Rival's gaming sets |
76–85 | Seatbelt |
86–90 | Skimpy armor |
91–95 | Talking ammunition |
96–00 | Unstable mutagen |
Batpack
Level: 1d6
Form: Stylish leather backpack with tooled glyphed designs and two small protruding bat-like wings from the sides
Effect: You can use the pack in any of the following three ways:
- Bat-Senses. For 1 hour, you gain an asset to hearing tasks, and you can sense your environment within a short distance regardless of your ability to see. You can comprehend and verbally communicate with bats, and you gain an asset on tasks to interact with them.
- Bat-Flight. For 10 minutes, you can fly a short distance each turn for 10 minutes per artifact level. You can't carry other creatures with you.
- Bat-Transformation. For 1 hour, you assume the form of a bat. If your bat form is reduced to 0 health, you revert to your normal form immediately, taking any remainder of the damage inflicted.
You can use the Bat-senses and Bat-flight options simultaneously, but must roll twice on the depletion table to do so.
Depletion: 1 in 1d20
Dapper Duds
Level: 1d6
Form: Slacks, a jacket, a shirt, and an array of optional accessories: a vest, a tie, a tie clip, a pocket square, a pair of cufflinks, a pair of socks, and a pair of shoes
-
Effect: While worn without any armor, you gain +1 Armor against Intellect Damage. You can use an action to alter the garments' appearance, fabric texture, or details, for example: adding a frilled cuff to a shirt, changing the jacket from velvet single-breasted to pinstripe linen double-breasted, and the tie from a paisley cotton to a solid silk. The retailoring process takes 1 minute. If you remove the clothes, you can command them to clean and mend themselves. After 10 minutes, the garments neatly press, fold, and—if a suitable peg or hangar is available—hang themselves.
Depletion: 1 in 1d100
Eavesdrops
Level: 1d6
Form: Medicine dropper
Effect: By placing one droplet in each ear, you heighten your ability to hear over great distances through cluttered environments. For the next 10 minutes, you can use your action to create an invisible sensor within long range anywhere you can see. While doing so, you are deafened to your own surroundings, and hear as if you were in the sensor's space out to a 3-foot (1 m) radius. On your turn, you can move the sensor, or abandon the sensor and create a new one.
Depletion: 1 in 1d6
Love Magnet
Level: 1d6 + 4
Form: Horseshoe-shaped lump of brown iron
Effect: Activate this trinket as part of any pleasant social interaction to gain two assets to the task.
Depletion: 1 in 1d10
Magnetic Weapon
Level: 1d6
Form: Any metal melee weapon
Effect: Provides an asset on attack rolls against ferrous metal objects and creatures wearing ferrous metal armor (or that are made of the stuff). While within long range of such an object or creature, you can mark such a creature or object you can see. For the next 1 hour, you know the general direction toward the object, so long as it remains on the same plane of existence as you.
Depletion: 1 in 1d20 (check each time used to provide an asset to an attack, or to mark a creature or object)
Ozalid Folio
Level: 1d6 + 4
Form: Tome of translucent pages
Effect: You can spend 10 minutes to draw a mundane object—no more than 10 feet (3 m) in any given dimension, and that weighs no more than 1,000 pounds—into the folio. When complete, the object's substance gives way, stored a series of 16 full-page illustrations within the book, each featuring the object drawn from a different angle, with precise mathematical notation about the object's construction, notes on materials used, and fine details, for example, a deep scratch left on a table leg. The folio can inscribe a number of items equal to the artifact level. You can retrieve an object by performing a similar 10-minute transference, freeing up those pages in the folio. When found, half its pages (rounded up) are already inscribed with items from the Ozalid Folio Contents table. Items inscribed in or transcribed from the folio must rest on a solid surface that can support them.
Depletion: 1 in 1d20
d100 | Ozalid Folio Contents |
---|---|
1–3 | A fine porcelain tea kettle |
4–6 | A stylish fur coat |
7–9 | A teddy bear |
10–12 | A crystal skull |
13–15 | An 8-foot candelabra |
16–18 | An armoire |
19–21 | A mounted taxidermy trophy |
22–24 | A harpsichord |
25–27 | A typewriter in a random language |
28–30 | A set of light tools |
31–33 | A minecart |
34–36 | A stack of 12 banana crème pies |
37–39 | A rowboat |
40–42 | A jar of honey |
43–45 | A set of 8 brightly colored sticks of chalk, each a different color |
46–48 | A snowman |
49–51 | A roaring campfire |
52–54 | A cannon (with 1 cannonball and enough black powder for one shot) |
55–57 | A sack of flour (1 lb.) |
58–60 | A dozen eggs |
61–63 | A spool of copper wire (100 feet) |
64–66 | A barrel of rum |
67–69 | A sack of quicklime (5 lb.) |
70–72 | A flawed diamond |
73–75 | A lavishly furnished four-poster bed |
76–78 | A treasure map |
79–81 | A silver bell |
82–84 | A book of useful phrases in an exotic language |
85–87 | A cauldron |
88–90 | A book of erotic imagery |
91–93 | A clockwork astrolabe |
94–96 | A large block of ice |
97–99 | Twelve dozen wheels of various cheeses |
100 | An old boot |
Petrified Acorns
Level: 1d6 + 1
Form: Linen pouch containing a few more chalky stone acorns
Effect: You can throw an acorn a short distance at a creature (or use them as a bullet for a sling). On a miss, the acorn crumbles into chalky dust wherever it impacts. If the acorn strikes a creature, that creature is petrified and turned to stone. A petrified creature gains +10 to Armor against damage of all kinds (including mental attacks), it cannot act, it doesn't age, and it is unaware of its surroundings. The petrification has a duration determined by the cypher level:
Acorn Level | Duration |
---|---|
1 | 1 minute |
2 | 1 hour |
3 | 24 hours |
4 | 1 week |
5 | Until the next full moon |
6 | Until the next solstice |
Depletion: 1 in 1d6
Retro-Causality Weapon
Level: 1d6
Form: Any weapon
Effect: This weapon inflicts additional damage equal to the artifact level, and creatures whose level is lower than the artifact's are killed instantly when damaged by it. If you kill creature with the weapon, reality warps around you to justify the killing and the weapon becomes a mundane weapon. For example, you might kill a person only to discover that they had murdered one of your parents. The GM determines the nature of the reality warp, and the extent to which any changes in reality are immediately obvious to you. Roll a d6 to determine the type of weapon.
d6 | Weapon Type |
---|---|
1 | Light melee weapon |
2 | Light ranged weapon |
3 | Medium melee weapon |
4 | Medium ranged weapon |
5 | Heavy melee weapon |
6 | Heavy ranged weapon |
Depletion: 1–2 in 1d6 (check each time the weapon kills a creature)
"I don't think I was even married before I shot them. I probably shouldn't tell my kids that they're just a metacausal byproduct of finding an excuse to shoot someone; that's a hell of an existential crisis to inflict on a child. Nobody wants to have that conversation."
Rival's Gaming Sets
Level: 1d6
Form: Gaming set
Effect: This pair of identical gaming sets includes two of each of everything needed to play the game. The sets can be synchronized, allowing the owners to play over any distance, even from across the planes (although time dilation may interfere with the game's pace). While synchronized, playing any piece of the gaming set moves the corresponding piece on the other set. The set can be desynchronized, allowing the owner to pack it up, move it, and continue the game later. Either side can also cause the gaming set to begin a new game.
Depletion: —
Seatbelt
Level: 1d6
Form: Belt
Effect: The user can sit down at any time, and a comfortable chair made of shimmering force appears to catch and conform to the body.
Depletion: —
Skimpy Armor
Level: 1d6 + 2
Form: Little more than a loincloth, fine gold chain, and one fully armored accoutrement—for example, a pauldron, kneeguard, gauntlet, or nipple shield.
Effect: If you wear this skimpy armor and nothing else, you gain a bonus to Armor equal to the artifact level.
Depletion: 1 in 1d10 (Check each time you fail a defense roll. Upon depletion, you have an embarrassing—or empowering—wardrobe mishap.)
Talking Ammunition
Level: 1d6 + 1
Form: Quiver, case, sack, or crate
Effect: When found, the artifact contains a number of pieces of ammunition equal to the artifact level. You can use an action to set the talking ammunition at the ready to stow them away. While active, the talking ammunition carry on with you and each other in a boisterous manner, hindering your stealth rolls. Each piece of ammunition provides an asset to the attack roll, inflicts 2 additional points of damage. The final piece of ammunition provides two assets to the attack roll, and inflicts 4 additional points of damage.
Depletion: Automatic (when the final piece of ammunition is fired)
Unstable Mutagen
Level: 1d10
Form: Injection, topical ooze, or potion
Effect: The user gains a random mutation. Each time you use this artifact, roll a d20 to determine which table to roll from for your mutation. When rolling from the mutation tables, you can modify your roll's results by adding or subtracting any amount up to the artifact level.
d20 | Mutation Effects |
---|---|
1 | Permanently gain one Harmful Mutation (RR, 79) and one Cosmetic Mutation (RR, 84) |
2 | For 24 hours, gain one Harmful Mutation (RR, 79) |
3–9 | For 24 hours, gain one Beneficial Mutation (RR, 78) |
10–13 | For 24 hours, gain one Distinctive Mutation (RR, 82) |
14–17 | For 24 hours, gain one Powerful Mutation (RR, 80) |
18 | Permanently gain one Beneficial Mutation (RR, 78) and one Cosmetic Mutation (RR, 84) |
19 | Permanently gain one Distinctive Mutation (RR, 82) and one Cosmetic Mutation (RR, 84) |
20 | Permanently gain one Powerful Mutation (RR, 80) and one Cosmetic Mutation (RR, 84) |
Depletion: 5 in 1d20 (Check each use)
Chapter 11 Oddities
Oddity Generator
The oddity generator creates strange clothing, ornaments, treasures from across the planes, alien trade goods, technobabble, gubbins, macguffins, and almagoozlums. An oddity is made up of three words: a quality, a property, and a form. Each word might evoke what an item does or is. An oddity might just be an oblique prompt you use to create a new effect, cypher, or artifact.
[Quality] [Property] [Form]
Part 3 Running the Game
Chapter 12 Exploration Tables
Quick Reference: Exploration Tables
Random Location and Encounter
[Location Quality 1], [Location Quality 2] [Location Type] containing [Location Contents].
The characters encounter [Location Encounter].
You can use the following tables to help drive solo play, or to generate adventure prompts before or during a session. Deciding when to consult a table is as important as interpreting its results, so be sure to take time to adapt each location to feel congruous with the setting and game.
Location Tables
By rolling for a location's quality, type, and contents, you can create a short sentence that begins to describe it. If players are exploring without a specific direction or purpose, you can roll on the table to determine where the PCs reach next.
As the adventure continues, players tend to become more purposeful about where they go next. You may also find it useful to ask players to fill in the blanks, or review PCs' character arcs to help interpret results.
Complex Locations: Roll twice on the location quality and contents tables. For example, a creepy, serendipitous den or peril that contains an opportunity might be Baba Yaga's hut.
Dealing with Incongruity: Don't worry too much if a result seems difficult to work into your setting. If the results are not appropriate or are more trouble to work with than they are worth, just roll again!
Location Quality
d6.d6 | Location Qualities |
---|---|
1.1 | Abandoned |
1.2 | Ancient |
1.3 | Bustling |
1.4 | Chaotic |
1.5 | Creepy |
1.6 | Dangerous |
2.1 | Endangered |
2.2 | Famous |
2.3 | Forbidden |
2.4 | Guarded |
2.5 | Hidden |
2.6 | Idyllic |
3.1 | Imposing |
3.2 | Inaccessible |
3.3 | Incongruous |
3.4 | Industrial |
3.5 | Infamous |
3.6 | Isolated |
d6.d6 | Location Qualities |
---|---|
4.1 | Mesmerizing |
4.2 | Mysterious |
4.3 | Orderly |
4.4 | Peaceful |
4.5 | Polluted |
4.6 | Pristine |
5.1 | Ramshackle |
5.2 | Sacred |
5.3 | Secluded |
5.4 | Secret |
5.5 | Serendipitous |
5.6 | Spectacular |
6.1 | Spooky |
6.2 | Squalid |
6.3 | Threatening |
6.4 | Tranquil |
6.5 | Underground |
6.6 | Vast |
Location Type
d6 | Location Type |
---|---|
1 | Den or peril |
2 | Wonder or landmark |
3 | Archive of knowledge |
4 | Ruin |
5 | Hub of activity |
6 | Bastion or enclave |
Location Contents
d6 | Location |
---|---|
1 | Hazard |
2 | Threat |
3 | Resource |
4 | Opportunity |
5 | Information |
6 | Discovery |
Preparing Scenarios with Locations
You can also use these tables to prepare a dynamic area or scenario for PCs to explore. After rolling for some table results, arrange them and begin to fill in details that tie them together. For example, in a high fantasy setting where tier 1 PCs are exploring a vast forest:
Quality | Type | Contents | Details |
---|---|---|---|
Squalid | Den or peril | Threat | The den of an enraged ravage bear with the blighted template. |
Serendipitous | Wonder or landmark | Discovery | The tallest tree in the forest serves as a visible sundial from any clearing in the forest canopy. |
Sacred | Archive of knowledge | Resource | A druidic shrine is inscribed with a Purification ritual. |
Polluted | Wonder or landmark | Hazard | Effluents from a nearby illegal mining operation flow into a tributary. |
Mesmerizing | Hub of activity | Opportunity | A group of faeries have had their village trampled by the bear, and are now quarreling amongst themselves about what to do about it. |
Industrial | Bastion or enclave | Threat | The twelve miners (thugs) are concerned about the bear. The camp is also inhabited by two guards, two beefed up guards, and a foreman (a crime boss) who keeps them working. |
Encounter Tables
Here are some ideas for encounters. Many of these might involve new or existing NPCs, which are addressed in the next chapter.
d6.d6 | Threats |
---|---|
1.1 | Something isn't what it seems to be |
1.2 | A confrontation |
1.3 | An ambush |
1.4 | A new threat emerges |
1.5 | A current threat intensifies |
1.6 | A known threat returns |
d6.d6 | Dangers |
---|---|
2.1 | Potentially dangerous creature |
2.2 | Potentially dangerous situation |
2.3 | Obstacle or barrier |
2.4 | Environmental hazard |
2.5 | Convenient shortcut |
2.6 | Refuge or shelter |
d6.d6 | Clues |
---|---|
3.1 | An unexplained phenomenon |
3.2 | An ominous sign |
3.3 | A misdirection |
3.4 | An interesting clue |
3.5 | Something hidden in plain sight |
3.6 | Conclusive evidence |
d6.d6 | Events |
---|---|
4.1 | Something familiar |
4.2 | An opportunity to help |
4.3 | An opportunity to intervene |
4.4 | An opportunity to dialogue |
4.5 | An opportunity to mingle |
4.6 | A sudden confession |
d6.d6 | Resources |
---|---|
5.1 | Resources are found |
5.2 | Resources are threatened |
5.3 | Resources are lost |
5.4 | Valuables are revealed |
5.5 | A barren place |
5.6 | A wondrous space |
d6.d6 | NPCs |
---|---|
6.1 | Someone going about daily activities |
6.2 | Someone doing something they shouldn't be |
6.3 | Someone in distress |
6.4 | Someone making a diplomatic overture |
6.5 | Someone making threats |
6.6 | An old acquaintance with a request or offer |
Chapter 13 NPC Tables
Quick Reference: NPC Tables
Random NPC
[NPC Disposition 1] ([NPC Disposition 2]) [NPC Type 1] ([NPC Type 2]) who fears [NPC Phobia].
One of the fun things about being a GM is getting to play all kinds of NPCs. Doing this well means understanding who an NPC is in the world, how they regard the party, what they want out of life, and how they plan to get it.
NPC Dispositions
NPC dispositions are similar to a PC's descriptor. They determine how an NPC relates to the world, and how they are likely to react to the PCs—at least at first.
You can also add appropriate modifications to an NPC that befit their disposition. For example, a "disciplined" NPC might have a modification for Intellect defense rolls.
d6 | Disposition Type |
---|---|
1–2 | Negative disposition |
3–4 | Neutral disposition |
5–6 | Positive disposition |
Complex NPCs: Roll twice on the disposition table. For example, an NPC who is "compassionate" and "tactless" might be interpreted as having a passive-aggressive personality.
Dealing with Incongruity: Don't worry too much if a result seems difficult to work into your setting. If the results are not appropriate or are more trouble to work with than they are worth, just roll again!
Negative Dispositions
d100 | Negative Disposition |
---|---|
01 | Abrasive |
02 | Aggressive |
03 | Amoral |
04 | Angry |
05 | Anxious |
06 | Apathetic |
07 | Argumentative |
08 | Arrogant |
09 | Asocial |
10 | Blunt |
11 | Brutal |
12 | Calculating |
13 | Callous |
14 | Cantankerous |
15 | Careless |
16 | Cold |
17 | Condemning |
18 | Conformist |
19 | Contemptible |
20 | Criminal |
21 | Crude |
22 | Cynical |
23 | Deceitful |
24 | Destructive |
25 | Devious |
26 | Disconcerting |
27 | Discourteous |
28 | Dishonest |
29 | Disrespectful |
30 | Dissonant |
31 | Egocentric |
32 | Erratic |
33 | Extreme |
34 | False |
35 | Fanatical |
36 | Fearful |
37 | Fickle |
38 | Fiery |
39 | Foolish |
40 | Forgetful |
41 | Fraudulent |
42 | Frightening |
43 | Frivolous |
44 | Gloomy |
45 | Graceless |
46 | Greedy |
47 | Grim |
48 | Hateful |
49 | Haughty |
50 | Hedonistic |
51 | Hostile |
52 | Ignorant |
53 | Impatient |
54 | Impulsive |
55 | Indecisive |
56 | Insecure |
57 | Insensitive |
58 | Insincere |
59 | Insulting |
60 | Intolerant |
61 | Irrational |
62 | Irritable |
63 | Lazy |
64 | Malicious |
65 | Meddlesome |
66 | Miserly |
67 | Misguided |
68 | Narcissistic |
69 | Nihilistic |
70 | Obsessive |
71 | Oppressed |
72 | Paranoid |
73 | Pedantic |
74 | Perverse |
75 | Petty |
76 | Pessimistic |
77 | Pompous |
78 | Possessive |
79 | Power-hungry |
80 | Predatory |
81 | Prejudiced |
82 | Presumptuous |
83 | Pretentious |
84 | Provocative |
85 | Puritanical |
86 | Reactionary |
87 | Resentful |
88 | Sadistic |
89 | Scheming |
90 | Scornful |
91 | Selfish |
92 | Shortsighted |
93 | Steely |
94 | Stiff |
95 | Superstitious |
96 | Suspicious |
97 | Tactless |
98 | Treacherous |
99 | Unstable |
00 | Vindictive |
Neutral Dispositions
d100 | Neutral Disposition |
---|---|
01 | Absentminded |
02 | Aggressive |
03 | Ambitious |
04 | Aloof |
05 | Artful |
06 | Ascetic |
07 | Authoritarian |
08 | Boyish |
09 | Breezy |
10 | Businesslike |
11 | Busy |
12 | Casual |
13 | Cerebral |
14 | Chummy |
15 | Circumspect |
16 | Competitive |
17 | Complex |
18 | Confidential |
19 | Conservative |
20 | Contradictory |
21 | Cute |
22 | Deceptive |
23 | Determined |
24 | Dominating |
25 | Dreamy |
26 | Driving |
27 | Droll |
28 | Earthy |
29 | Effeminate |
30 | Emotional |
31 | Enigmatic |
32 | Experimental |
33 | Flamboyant |
34 | Folksy |
35 | Formal |
36 | Freewheeling |
37 | Frugal |
38 | Glamorous |
39 | Guileless |
40 | High-spirited |
41 | Hurried |
42 | Hypnotic |
43 | Iconoclastic |
44 | Idiosyncratic |
45 | Impassive |
46 | Impersonal |
47 | Impressionable |
48 | Indolent |
49 | Intense |
50 | Invisible |
51 | Irreligious |
52 | Irreverent |
53 | Maternal |
54 | Mellow |
55 | Modern |
56 | Moralistic |
57 | Mystical |
58 | Neutral |
59 | Noncommittal |
60 | Noncompetitive |
61 | Obedient |
62 | Obsequious |
63 | Old-fashioned |
64 | Ordinary |
65 | Outspoken |
66 | Paternalistic |
67 | Physical |
68 | Placid |
69 | Predictable |
70 | Preoccupied |
71 | Private |
72 | Proud |
73 | Pure |
74 | Questioning |
75 | Quiet |
76 | Religious |
77 | Reserved |
78 | Retiring |
79 | Sarcastic |
80 | Self-conscious |
81 | Sensual |
82 | Skeptical |
83 | Smooth |
84 | Solemn |
85 | Solitary |
86 | Stern |
87 | Strict |
88 | Stubborn |
89 | Stylish |
90 | Surprising |
91 | Tough |
92 | Unambitious |
93 | Unceremonious |
94 | Unchanging |
95 | Unfathomable |
96 | Unhurried |
97 | Uninhibited |
98 | Unpatriotic |
99 | Unpredictable |
00 | Whimsical |
Positive Dispositions
d100 | Positive Disposition |
---|---|
01 | Adaptable |
02 | Agreeable |
03 | Alert |
04 | Amiable |
05 | Articulate |
06 | Benevolent |
07 | Brilliant |
08 | Calm |
09 | Caring |
10 | Cheerful |
11 | Clever |
12 | Colorful |
13 | Companionly |
14 | Compassionate |
15 | Conciliatory |
16 | Cooperative |
17 | Courageous |
18 | Courteous |
19 | Curious |
20 | Daring |
21 | Debonair |
22 | Dignified |
23 | Disciplined |
24 | Discreet |
25 | Dramatic |
26 | Dutiful |
27 | Earnest |
28 | Educated |
29 | Elegant |
30 | Energetic |
31 | Firm |
32 | Flexible |
33 | Forgiving |
34 | Generous |
35 | Gentle |
36 | Honorable |
37 | Individualistic |
38 | Leisurely |
39 | Meticulous |
40 | Observant |
41 | Passionate |
42 | Playful |
43 | Polished |
44 | Popular |
45 | Practical |
46 | Precise |
47 | Principled |
48 | Profound |
49 | Protean |
50 | Protective |
51 | Prudent |
52 | Purposeful |
53 | Rational |
54 | Realistic |
55 | Reflective |
56 | Relaxed |
57 | Reliable |
58 | Resourceful |
59 | Respectful |
60 | Responsible |
61 | Responsive |
62 | Reverential |
63 | Romantic |
64 | Scrupulous |
65 | Secure |
66 | Selfless |
67 | Sensitive |
68 | Sentimental |
69 | Serious |
70 | Sexy |
71 | Sharing |
72 | Shrewd |
73 | Simple |
74 | Skillful |
75 | Sober |
76 | Sophisticated |
77 | Spontaneous |
78 | Sporting |
79 | Steadfast |
80 | Stoic |
81 | Studious |
82 | Suave |
83 | Subtle |
84 | Sweet |
85 | Sympathetic |
86 | Systematic |
87 | Tasteful |
88 | Thorough |
89 | Tolerant |
90 | Tractable |
91 | Trusting |
92 | Uncomplaining |
93 | Understanding |
94 | Undogmatic |
95 | Venturesome |
96 | Vivacious |
97 | Warm |
98 | Wise |
99 | Witty |
00 | Youthful |
NPC Archetypes and Motives
Here are some basic NPCs types with corresponding motives. Archetypes are like a PC's type and focus, in that it suggests some abilities they might have and tactics they might favor. An NPC's motive is like a PC's character arc, in that it defines an NPC's desires, goals, or values.
Complex NPCs: Roll twice on the NPC Archetypes and Motives table. For example, in a fantasy setting, an "Adventurer + Outlaw" might be a Robin-Hood like figure, and "Survivor + Authority" might be the last of a group of defeated knights. You can also add phobia or consider other ways the NPC's morale will be affected by events in the established world.
d6.d6 | Type | Motive |
---|---|---|
1.1 | Bandit | Extortion |
1.2 | Scum | Villainy |
1.3 | Rogue | Theft |
1.4 | Trickster | Deception |
1.5 | Prisoner | Escape bondage |
1.6 | Outlaw | Freedom |
d6.d6 | Type | Motive |
---|---|---|
2.1 | Aggrieved | Revenge |
2.2 | Loner | Find community |
2.3 | Lost | Return home |
2.4 | Outcast | Redemption |
2.5 | Survivor | Find help |
2.6 | Wanderer | Connection |
d6.d6 | Type | Motive |
---|---|---|
3.1 | Adventurer | Heroics |
3.2 | Explorer | Discovery |
3.3 | Hunter | Kill or capture |
3.4 | Injured | Find healing |
3.5 | Rival | Competition |
3.6 | Scout | Information |
d6.d6 | Type | Motive |
---|---|---|
4.1 | Authority | Investigate |
4.2 | Guardian | Protection |
4.3 | Leader | Power |
4.4 | Philanthropist | Uplift others |
4.5 | Rebel | Upset order |
4.6 | Spy | Reconnaissance |
d6.d6 | Type | Motive |
---|---|---|
5.1 | Creator | Produce |
5.2 | Innocent | Kindness |
5.3 | Mentor | Teach |
5.4 | Romantic | Love |
5.5 | Seeker | Find or learn |
5.6 | Youth | Prove self |
d6.d6 | Type | Motive |
---|---|---|
6.1 | Guide | Employment |
6.2 | Harbinger | Give warning |
6.3 | Healer | Provide succor |
6.4 | Sage | Give advice |
6.5 | Trader | Profit |
6.6 | Potential follower | Companionship |
Chapter 14 Conditions
Quick Reference: Conditions
Fear
A phobia is an overwhelming fear with an exaggerated and often unrealistic sense of danger about an object, situation, or activity. If a PC's phobia is present, the GM might hinder their tasks by one or even two steps, or enable Horror Mode—especially the Instant Panic module, raising the chance of a GM intrusion for the PC. Phobias are quite common, and a PC's descriptor is no barrier to having one.
The Phobias table contains a list of phobias useful for a modern setting. In other settings, there might be entirely new and more applicable fears a PC might reasonably have, for example, the fear of elves or a particular alien species.
Character Arc: Overcome a Phobia
You set out to overcome a long-held and deep-seated fear.
Opening: Your fear overcomes you at the worst possible time, and you fail to do something you should have done as a result.
Step(s): You learn to talk about your fear, envision your worst fears come true, and learn to breathe through panic.
Step(s): You learn about the evidence, practice visualizing a happy place, and expose yourself to your fear in a controlled manner.
Climax: You face your fear when it matters most.
Resolution: You consider what's next for you and what options are open to you that your fear prevented you from enjoying.
Phobias Table
d100 | Phobia | Description |
---|---|---|
01 | Ablutophobia | Bathing |
02 | Achievemephobia | Success, including major and minor effects |
03 | Achluophobia | Darkness |
04 | Achondroplasiaphobia | Anyone less than ⅔ own height |
05 | Acrophobia | Heights, excess dimensions, and distorted spaces |
06 | Aerophobia | Flying, being among clouds, and high winds |
07 | Agliophobia | Pain, anguish, and tests of endurance |
08 | Agoraphobia | Open and crowded spaces |
09 | Aichmophobia | Needles and sharp objects |
10 | Ailurophobia | Cats and glowing eyes |
11 | Alektorophobia | Chickens and domestic birds |
12 | Allodoxaphobia | Opinions, conflict, and strong emotions |
13 | Anatidaephobia | Ducks and waterfowl |
14 | Androphobia | Men and masculinity |
15 | Anthropophobia | People, crowds, and strangers |
16 | Aphenphosmphobia | Intimacy, hands and touch |
17 | Apiphobia | Bees |
18 | Aquaphobia | Water |
19 | Arachnophobia | Spiders, bugs, and creepy crawlies |
20 | Astraphobia | Thunder, lightning, storms, and natural disasters |
21 | Athazagoraphobia | Being forgotten and forgetting things |
22 | Atychiphobia | Failure, loss, and misfortune |
23 | Autophobia | Abandoning others and abandonment by others |
24 | Bananaphobia | Aromatic ripened fruits |
25 | Basiphobia | Falling, loose footing, and mountainous terrain |
26 | Bathophobia | Tunnels, caves, and underwater environments |
27 | Cacomorphobia | Fatness, corpulence, and ravenous devouring |
28 | Carcinophobia | Cancer, sickness, and growths |
29 | Catoptrophobia | Mirrors, reflections, and distorted images |
30 | Chaetophobia | Hair, cilia, and tendrils |
31 | Chronophobia | Clocks, the passage of time, especially unnatural passage of time |
32 | Cibophobia | Food |
33 | Claustrophobia | Confined spaces, especially those with no obvious exit |
34 | Coasterphobia | Roller coasters, high-gravity situations, and loss of control |
35 | Coulrophobia | Clowns, masks, and laughter |
36 | Cynophobia | Dogs, barking, growling, and aggressive sniffing |
37 | Dendrophobia | Trees |
38 | Didaskaleinophobia | School, stupidity, and humiliation |
39 | Disposophobia | Getting rid of items, and poverty |
40 | Emetophobia | Vomiting, including others vomiting, and loss of control |
41 | Ergophobia | Work |
42 | Galeophobia | Sharks |
43 | Gamophobia | Commitment |
44 | Gephyrophobia | Bridges, especially small, rickety or narrow ones |
45 | Gerascophobia | Aging, becoming old, elderly people |
46 | Globophobia | Balloons |
47 | Glossophobia | Public speaking |
48 | Gynophobia | Women |
49 | Hemophobia | Blood |
50 | Hippopotomonstrosesquippedaliophobia | Long words |
51 | Iatrophobia | Doctors, medicine, and surgeries |
52 | Ichthyophobia | Fish |
53 | Katsaridaphobia | Cockroaches |
54 | Kinemortophobia | Zombies |
55 | Koumpounophobia | Clothes buttons |
56 | Lepidopterophobia | Winged insects, especially butterflies |
57 | Ligyrophobia | Loud noises |
58 | Metathesiophobia | Change |
59 | Monophobia | Being alone, loneliness |
60 | Mottephobia | Moths |
61 | Musophobia | Mice |
62 | Myrmecophobia | Ants |
63 | Mysophobia | Germs, filth, disease |
64 | Nosocomephobia | Hospitals |
65 | Numerophobia | Numbers or maths |
66 | Nyctophobia | Darkness |
67 | Ombrophobia | Rain |
68 | Omphalophobia | Belly buttons |
69 | Ophidiophobia | Snakes, serpents, scales, constriction |
70 | Ornithophobia | Birds |
71 | Panophobia | Everything—consider using the Doomed descriptor |
72 | Paraskevidekatriaphobia | Friday the 13th |
73 | Pediophobia | Dolls, puppets, and marionettes |
74 | Phasmophobia | Ghosts, spirits, and the undead |
75 | Philophobia | Love, intimacy, acceptance |
76 | Phobophobia | Fear—consider using the Craven descriptor |
77 | Photophobia | Lights, especially bright ones like the sun |
78 | Podophobia | Feet and toes |
79 | Pogonophobia | Beards and body hair |
80 | Pseudodysphagia | Swallowing and choking |
81 | Pyrophobia | Fire |
82 | Ranidaphobia | Frogs |
83 | Samhainophobia | Halloween, scary costumes, bowls of strange candy, and jack-o-lanterns |
84 | Scelerophobia | Crime, theft, and violence |
85 | Scoleciphobia | Worms |
86 | Sidonglobophobia | Cotton balls and packing foam |
87 | Somniphobia | Sleep |
88 | Spheksophobia | Wasps |
89 | Taphophobia | Being buried alive |
90 | Technophobia | Technology and the internet |
91 | Telephonophobia | Telephone conversations and disembodied voices |
92 | Thalassophobia | The ocean, deep water, and waves |
93 | Thanatophobia | Death and anesthetic effects |
94 | Theophobia | God and divine beings |
95 | Tokophobia | Pregnancy, giving birth, and having children |
96 | Triskaidekaphobia | The number 13, black cats, and other superstitious portents of bad luck |
97 | Trypophobia | Holes and tunnels, especially dark ones |
98 | Vehophobia | Driving and car accidents |
99 | Xenophobia | The unknown |
00 | Zoophobia | Animals |
Chapter 15 Mechs
Quick Reference: Mechs
- PCs as Mech Pilots
- Mech Properties
- Defining the Setting
- Example Mech Equipment
- Tech Points
- Pilot Injury and Death
- Mech Damage and Destruction
- Tech Modules
- Magnitude
Optional Rules
Rather than prescribed a one-size-fits-all solution for mech fantasy, these rules modules provide decision points for GMs and players to establish their own mech fantasy in the game. For the most part, these rules are an outgrowth of the rules in the CSRD for extended vehicular combat (SF, 39).
Telling Stories of Mass Destruction
Use of these rules assumes the game will involve no small amount of combat between fantastic vehicles—mechs—and appropriate high-magnitude threats like other mechs, alien invasions, or kaiju (338).
Mech-level threats are certain to cause no small amount of environmental destruction—building and floods, fires, bridges giving in to intense forces. In addition to the hazards in the CSRD, First Responders includes guidance for creating compelling disasters. If you want to explore mech stories from outside the cockpit and at the street level, it's a must-have!
PCs as Mech Pilots
It's important for the GM to decide how much of the game will take place piloting mechs, and how much will involve experiences outside of the cockpit. Like any setting, the GM should be thoughtful about how PCs are constructed, for example:
Gritty: Compared to mechs, pilots are fragile and limited. Use the PC generation method outlined in Chapter 8: Gritty Rules Modules.
Mundane Pilots: Use the standard Cypher System character creation, but PCs can only choose from mundane foci. Some abilities and skills will not be applicable when piloting mechs (determined by the GM).
Heroes Throughout: Use the standard Cypher System character creation. Players might combine their descriptor, type, focus with their mech focus.
Mech Properties
In many ways, operating a mechs is like having a bigger and stronger PC, but there are a few differences:
Entering and Exiting: Entering or exiting a mech and becoming ready to pilot it requires an action, at minimum—The GM might decide start-up for mechs requires a longer procedure.
Movement: Mechs can move a long distance each round as an action. If the pilot succeeds on a difficulty 4 Speed task, the mech can move a long distance and take another relatively simple action (for example, moving again or making an attack). What is considered difficult terrain for a mech might depend on its magnitude.
Mech Abilities: Like PCs, mechs have a focus. While operating a mech, a pilot can use their own abilities, or activate any of the mech's focus abilities available to the pilot's tier. The GM might decide certain PC abilities can't be used by while piloting.
Tech Points: Mechs have a single Pool of Tech points, whose maximum equals the pilot's total Pool points + 8. Like a PC's stat Pools, a mech's Tech points measure their remaining offensive output, defensive capacity, and structural condition.
Tech Modules: Mechs with tech modules have been upgraded or customized.
Magnitude: Magnitude measures a mech's overall threat level independent of pilot skill. Depending on the setting, it might represent size, technology level, or a combination of the two.
Defining the Setting
The GM should consider the following questions about how they want mechs to work in the setting and feel in gameplay:
Cosmetics and Thematics: Cosmetic limitations or thematic requirements for mechs might be in order. For example, it might be important to the setting that each mech is modeled after an animal shape, or has a more-or-less humanoid frame.
Mission Profile: What are the mechs for? Do they defend a particular location, or are they regularly deployed to different locations? Is mech warfare conducted by engaging in an all-out assault, or do they involve long-term missions behind enemy lines?
Choosing Mech Foci: The GM determines what foci are available to PCs and their mechs as appropriate for the setting—mechs might be mundane creations of science and steel, while others might be made of enchanted ironwood and fueled by magic crystals. Select foci that highlight what the mech does, not the pilot. For example, a pilot who Infiltrates might pilot a mech that Crafts Illusions.
Mech Foci and Pilot Skill: Pilot and mech skills can sum together where appropriate. For example, if a PC is trained with medium weapons, and the mech gains Skill With Attacks, the player could choose a medium weapon that causes the mech's attacks to become specialized with.
Customizing Pilots and Mechs: Make use of the flavor options, and exchange abilities from a type or focus for something more interesting from Chapter 9: Abilities. In some settings, pilots might maintain more than one mech, and choose which one to use on a mission.
Cyphers and Artifacts: The GM determines if cyphers and artifacts apply to pilots, mechs, or both.
Crafting, Building and Repairing Mechs: Depending on the setting, PCs might want to craft, build, or repair mechs—at least to an operable status. Full repairs might require the a workshop or other appropriate facility.
Optional Rules: The GM might allow mech pilots to perform redline maneuvers (SF, 41) or use the optional Ultimate Damage (OG-CSRD) rule.
Example Mech Equipment
You can keep mech equipment as simple and similar to PC equipment as you like.
Weapon | Price | Details |
---|---|---|
Anti-personnel flak cannon | Inexpensive | Light ranged weapon (short), eased, rapid fire |
Antimaterial rifle | Expensive | Medium ranged weapon (long) |
Artillery cannon | Exorbitant | Heavy ranged weapon (very long), affects an area with a short radius, requires an action to reload |
Integrated data spike | Inexpensive | Light melee weapon, eased |
Plasma sword | Exorbitant | Medium melee weapon, ignores 1 Armor |
Rocket hammer | Very Expensive | Heavy melee weapon |
Armor Plating | Price | Armor Bonus | Speed Effort Cost per Level of Effort Used |
---|---|---|---|
Light armor plating | Moderately Priced | +1 Armor | +2 |
Medium armor plating | Expensive | +2 Armor | +3 |
Heavy armor plating | Very Expensive | +3 Armor | +4 |
Tech Points
When piloting, a mech's Tech points are used instead of the pilot's Pools.
Using Abilities and Effort: When a pilot activates a special abilities or uses Effort, the points are spent from the mech's Tech Pool instead of the pilot's stat Pools. The pilot's Edge still reduces the total Tech point cost for the action. For example, if your mech performs a Bash attack, it costs the mech 1 Tech point (instead of costing your PC 1 Might point). If you have 1 Might Edge, you can still use the Bash ability at no cost.
Taking Damage: When a mech takes damage, the amount inflicted is subtracted from their Tech Pool's points. If a mech is reduced to 0 Tech points, the GM determines what happens to the mech and pilot.
Recovering Tech Points: When a pilot makes a recovery roll, they can use the result to restore missing Tech points to their mech instead of their stat Pools. Mechs can also be repaired in between missions, restoring their Tech Pool to its maximum number of points.
Pilot Injury and Death
The GM selects a general method to determine what happens to pilots when their a mech they are piloting is reduced to 0 Tech points. The GM also decides if the pilots of combined mechs are affected individually, or as a group.
Safe Landing: Pilots land on their feet on a nearby surface.
Damage Overrun: When a mech is reduced to 0 tech points, any damage remainder is inflicted on the pilot instead. The pilot probably must use their action to evacuate an inoperable mech.
Instant Death: The pilot dies.
Roll for Pilot Damage Track: Roll 1d6:
d6 | Injury |
---|---|
1 | The pilot dies. |
2–3 | The pilot descends two steps on the damage track. |
4–5 | The pilot descends one step on the damage track. |
6 | Once the mech is reduced to 0 Tech points, the damage remainder is inflicted upon the pilot. If the damage causes the pilot to descend on the damage track, the pilot also gains a random condition. |
Mech Damage and Destruction
The GM should also select a general method of what happens to a mech when their Tech points are reduced to 0:
Always Intact: Damaged mechs exit the scene, but are probably available to the pilot after some time passes.
Always Damaged: If the damaged mech can be retrieved from the battlefield, it can be repaired by qualified characters.
Always Destroyed: Mechs reduced to 0 Tech points are always destroyed. If the pilot survives, they will require a new mech.
Roll for Mech Damage Track: Roll 1d6:
d6 | Damage |
---|---|
1 | Destroyed: Destroyed or damaged beyond repair. Some parts might be salvaged. |
2–3 | Major Damage: Inoperable, and lose two tech modules until fully repaired. If repaired to operability, in addition to the effects of minor damage, all tasks when piloting the mech are hindered. Alternatively, the GM might inflict a random condition on the mech, which persists until fully repaired. |
4–5 | Minor Damage: Inoperable, and lose one random tech modules until fully repaired. If restored to operability:
|
6 | Intact: Intact, but inoperable until repaired. |
Tech Modules
The GM determines how many tech modules a pilot's mech begins with. Depending on the setting, the GM might require mechs start with certain tech modules, or disallow the use of others. The provided example tech modules are divided into two groups: Advanced Tech Modules and Fantastic Tech Modules.
Upgrading Tech Modules
PCs gain additional tech modules in a manner determined appropriate by the GM for the setting, for example:
Player Purchase: Tech modules can be purchased for 6 XP—even in the midst of combat.
Milestone: Tech modules can be purchased for when workshop of a particular "tech level" is available to perform the upgrade. PCs might perform missions to raise their workshop level, spend time researching or crafting exotic materials, or earn the right to use more advanced facilities by raising their pilot rank within an organization.
Advanced Tech Modules
Ablative Armor: Eases Might defense rolls, and the mech gains +1 Armor. You can choose this module up to three times.
Impact: Choose one weapon attack or ability. Increase its damage inflicted by 3. You can choose this module multiple times, but it can't increase the damage of any single attack more than three times.
Mass Destruction: Eases tasks to grapple others, break or destroy objects and structures, or throw heavy objects.
Range Increase: Increases the range of one ability or attack. A touch-range ability increases to short range, a short-range ability increases to long range, and a long-range ability increases to very long range. You can choose this module multiple times.
Response Enhancer: The mech eases initiative and Speed defense tasks. You can choose this module twice.
Servo Efficiency: Eases movement tasks, for example, running, jumping, climbing, flying, or swimming. You can take this shift up to three times for each type of movement.
Targeting: Ease attack rolls for one weapon or special ability. You can's apply this module to an attack or special ability more than three times.
Tech Capacity: The mech adds +4 Tech points to its Pool. You can choose this module three times.
Fantastic Tech Modules
Action Enhancer: The mech can take one additional action as part of the same action on your turn. Choose one action from the following: move, attack, activate a special ability, activate a cypher, and activate an artifact. If you choose attack, specify the weapon or special ability this option executes. You can choose this module multiple times, selecting a different option each time. You are still limited by the amount of Effort you can apply on one action.
Combiner: The mech can combine with one or more compatible mechs with a Combiner module. A combined mech has a magnitude is equal to the highest magnitude of its component mechs, plus one for each additional component mech.
Flight: The mech can fly a long distance as an action. If you choose this module a second time, the flight distance increases to very long.
Gestalt: The mech can use an action to become a vehicle, for example, a fire truck, fighter jet, boat, or submarine. You gain appropriate modifications to your movement speed when transformed. The GM might approve the use of this module to take other forms, eases related tasks—for example, becoming a mech-microscope might ease tasks related to laboratory science. The transformation might hinder certain tasks, or even make them impossible. You can choose this module twice, selecting a different form each time.
Repair: As part of another action, the mech can regain 1d6 + pilot tier missing Tech points. You can choose this module up to three times.
Shielding: You gain +3 Shielding points. You can choose to use Shielding points to reduce damage inflicted—even ambient damage or other damage that usually ignores the mech's Armor (no action required). While piloting the mech, it regains 1 missing Shielding point at the start of each of your turns.
Sentience: The mech is operated by an integrated artificial intelligence (SF, 60), or played as a PC.
Tech Boost: Gain a Tech Boost Ability with a power grade available to your pilot's tier. Alternatively, gain an ability available to tier from any other approved mech foci.
Optional Rule: Combined Mechs
Resolving the effects of the combiner module requires the GM to make a few additional decisions about how piloting combined mechs work. These options are also good to think about in any co-piloting situation.
Compatibility: The GM determines if any two or more mechs with a combiner module are compatible, or if combine mechs must be manufactured to be compatible in combination.
Bridge Combat: The combined mech has multiple stations, and is operated using the rules for Bridge Combat (SF, 43)
Drift Piloting: Alternatively, combined mechs require coordinated piloting. If co-pilots work together on an action, the action is eased by two steps. If each pilot takes their own action, their tasks are hindered.
Combine Abilities: The GM decides if combined mechs retain any of the component mechs' focus abilities, and if the combined mech gains its own focus or additional abilities and tech modules. The GM also decides which stations activate the combined mech's abilities, and might require a station have a minimum number of pilots. Each missing pilot at a station hinders tasks performed at that station one step.
Combine Tech Pools: Depending on the setting, the GM might prefer to keep a combined mech's Tech points in a single number. Start with the mech with the highest number of tech points, and add +8 for each component mech. This is an easier solution, especially if there are four or more component mechs to combine.
Component Mechs: Alternatively, the GM might decide component mechs retain their own Tech points, and each component mech can be targeted independently. When using this solution, it's probably best if there are only two or three component mechs.
Optional Rule: Sentient Mechs
With the GM's approval, a player can play a mech with the sentience module can operates as their own pilot PC.
Optional Rule: Low-Tier Tech Boost Abilities
With the tech boost module, a tier 1–2 player can add one of the following abilities to their mech:
- Bash (112)
- Block (115)
- Concussive Blast (121)
- Dazing Attack (125)
- Dazzling Sunburst (125)
- Extra Use (138)
- Range Increase (174)
- See Through Matter (180)
- Serv-0 (181)
- Serv-0 Defender (181)
- Serv-0 Repair (181)
Optional Rule: Mid-Tier Tech Boost Abilities
With the tech boost module, a tier 3–4 player can add one of the following abilities to their mech:
- Countermeasures (122)
- Fusion (144)
- Machine Companion (159)
- Power Strike (171)
- Serv-0 Scanner (181)
- Serv-0 Aim (181)
- Serv-0 Brawler (181)
- Serv-0 Spy (181)
- Spray (185)
Optional Rule: High-Tier Tech Boost Abilities
With the tech boost module, a tier 5–6 player can add one of the following abilities to their mech:
- Arc Spray (110)
- Boost Manifest Cypher Function (CTS, 51)
- Improved Machine Companion (152)
- Usurp Cypher (195)
Magnitude
Magnitude measures a threat differential between two targets. In some games, magnitude by correspond to size (as indicated on the following table), but it might also represent technology level.
Magnitude Modifies Difficulty: Attack and defense tasks are eased if your magnitude is higher, and hindered if your magnitude is lower. The number of steps eased or hindered is equal to the magnitude difference between the attacker and defender.
Magnitude Difference and Task Difficulty
Magnitude | Example | M0 | M1 | M2 | M3 | M4 | M5 | M6 | M7 | M8 | M9 | M10 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | Human | — | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 |
1 | Power Suit | −1 | — | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 |
2 | Power Armor | −2 | −1 | — | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 |
3 | Power Walker | −3 | −2 | −1 | — | +1 | +2 | +3 | +4 | +5 | +6 | +7 |
4 | Armored Personnel Unit | −4 | −3 | −2 | −1 | — | +1 | +2 | +3 | +4 | +5 | +6 |
5 | Mobile Frame | −5 | −4 | −3 | −2 | −1 | — | +1 | +2 | +3 | +4 | +5 |
6 | Mech | −6 | −5 | −4 | −3 | −2 | −1 | — | +1 | +2 | +3 | +4 |
7 | Juggernaut | −7 | −6 | −5 | −4 | −3 | −2 | −1 | — | +1 | +2 | +3 |
8 | Kaiju Killer | −8 | −7 | −6 | −5 | −4 | −3 | −2 | −1 | — | +1 | +2 |
9 | Titan | −9 | −8 | −7 | −6 | −5 | −4 | −3 | −2 | −1 | — | +1 |
10 | Articulated Fortress | −10 | −9 | −8 | −7 | −6 | −5 | −4 | −3 | −2 | −1 | — |
Optional Rule: Damage Threshold
Using this optional rule, magnitude differences produces even deadlier interactions. The GM selects a damage threshold multiplier appropriate to the setting, from DT1–DT4. When there is a magnitude difference between an attacker and defender, the damage threshold is applied to damage inflicted as follows:
Attacking Targets of Higher Magnitude: Reduce damage inflicted (as if it were Armor).
Attacking Targets of Lower Magnitude: Increase damage inflicted.
Magnitude Difference | DT1 | DT2 | DT3 | DT4 |
---|---|---|---|---|
1 | ±1 | ±2 | ±3 | ±4 |
2 | ±2 | ±4 | ±6 | ±8 |
3 | ±3 | ±6 | ±9 | ±12 |
4 | ±4 | ±8 | ±12 | ±16 |
5 | ±5 | ±10 | ±15 | ±20 |
6 | ±6 | ±12 | ±18 | ±24 |
7 | ±7 | ±14 | ±21 | ±28 |
8 | ±8 | ±16 | ±24 | ±32 |
9 | ±9 | ±18 | ±27 | ±36 |
10 | ±10 | ±20 | ±30 | ±40 |
Published under the Cypher System Open License.
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