Special Abilities | |||||
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Adroit Cypher Use | |||||
You can bear four cyphers at a time. Enabler. Granted from Wizard | |||||
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Guild Training | |||||
Your type abilities that have durations last twice as long. Your type abilities that have short ranges reach to long range instead. Your type abilities that inflict damage deal 1 additional point of damage. Enabler. Granted from Works The Back Alleys | |||||
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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. Granted from Works The Back Alleys | |||||
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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. Granted from Wizard | |||||
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All Out Con
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You put everything into it. You add three free levels of Effort to the next task you attempt. You can't use this ability again until after you've taken aten-hour recovery action. Action.
Costs 7 Intellect.
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Countermeasures
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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.
Costs 4 Intellect.
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Dust To Dust
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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.
Costs 7 Intellect.
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Erase Memories
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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.
Costs 3 Intellect.
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Hedge Magic
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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.
Costs 1 Intellect.
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Knowing The Unknown
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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.
Costs 6 Intellect.
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Retrieve Memories
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You touch the remains of a recently killed creature and make an Intellect-based roll to restore its mind to life long enough to learn information from it. The GM sets the difficulty based on the amount of time that has passed since the creature died. A creature that has been dead for only a few minutes is a difficulty 2 task, one that has been dead for an hour is a difficulty 4 task, and one that has been dead for a few days is a difficulty 9 task. If you succeed, you awaken the corpse, causing its head to animate and perceive things as if it were alive. This enables communication for about one minute, which is how long it takes for the creature to realize that it's dead. The creature is limited to what it knew in life, though it cannot recall minor memories, only big events of importance to it. When the effect ends, or if you fail the roll, the creature's brain dissolves to mush and cannot be awakened again. Action.
Costs 3 Intellect.
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Scan
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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.
Costs 2 Intellect.
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Teleportation
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You instantaneously transmit yourself to any location that you have seen or been to, no matter the distance, as long as it is on Earth (or whatever world you're currently on). 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.
Costs 6+ Intellect.
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Invisibility
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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.
Costs 4 Intellect.
Skilled.
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Dirty Fighter
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You distract, blind, annoy, hamper, or otherwise interfere with a foe, hindering their attacks and defenses for one minute. Action.
Costs 2 Speed.
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Danger
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Trained.
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Magic Training
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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.
Trained.
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Master Thief
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You are trained in climbing, escaping from bonds, slipping through narrow places, and other contortionist moves. Enabler.
Trained.
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Perception
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Trained.
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Stealth Skills
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You are trained in your choice of two of the following skills: disguise, deception, lockpicking, pickpocketing, seeing through deception, sleight of hand, or stealth. You can choose this ability multiple times, but you must select different skills each time. Enabler.
Trained.
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Trained In All Actions That Involve Remembering Or Memorizing Things You Experience Directly
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For example, instead of being good at recalling details of geography that you read about in a book, you can remember a path through a set of tunnels that you've explored before.
Trained.
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Trained In An Area Of Knowledge Of Your Choice
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Trained.
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Light Weapons
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Practiced.
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Heavy Weapons
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Inability.
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Medium Weapons
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Inability.
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Dmg | Skill | Pool | Type |
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Punch
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2 | P | M | L |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A right jab. Attacks are eased by 1 for Light weapons |
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Cyphers | ||
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Hunter/Seeker | Level: 3 | |
With long-range movement, this intelligent missile tracks and attacks a specified target (target must be within sight when selected). If it misses, it continues to attack one additional time per cypher level until it hits. For example, a level 4 hunter/seeker will attack a maximum of five times. Roll a d100 to determine the type of attack. Rolled a 27. Inflicts 8 points of damage. Manifest | ||
Shift Boost | Level: 8 | |
This cypher boosts one power shift that the user already has, granting them an additional power shift in that category that lasts for one round. For example, if the user has a shift in resilience, they can use this cypher to gain an additional shift in resilience for one round. If the user has more than one kind of power shift (such as dexterity and strength), they choose which kind of power shift to boost. Power Boost | ||
Slave Maker | Level: 3 | |
To activate the cypher, the user must succeed on a melee attack against a creature about the size of the user and whose level does not exceed the cypher's level. The cypher bonds to the target, who immediately becomes calm. The target awaits the user's commands and carries out all orders to the best of its ability. The target remains so enslaved for a number of hours equal to the cypher's level minus the target's level. (If the result is 0, the target is enslaved for only one minute.) Fantastic | ||
Limit 5 |
Equipment |
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Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice. Granted from Starting Equipment. |
Armor 0
Money
0
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