Special Abilities | |||||
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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. Granted from Tier 2 Advancement From Evolved | |||||
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Adroit Cypher Use | |||||
You can bear four cyphers at a time. Enabler. Granted from Evolved | |||||
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Doom | |||||
Every other time the GM uses GM intrusion on your character, you cannot refuse it and do not get an XP for it (you still get an XP to award to another player). This is because you are doomed. The universe is a cold, uncaring place, and your efforts are futile at best. Granted from Doomed | |||||
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Greater Enhanced Speed | |||||
You gain 6 points to your Speed Pool. Enabler. Granted from Moves Like A Cat | |||||
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Safe Fall | |||||
You reduce the damage from a fall by 5 points. Enabler. Granted from Moves Like A Cat | |||||
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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. Granted from Evolved | |||||
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Pool | Cost | T | S | I |
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Cutting Light
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I | 2 | |||
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.
Granted from Evolved
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Distortion
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I | 2 | |||
You modify how a willing creature within short range reflects light for one minute. The target rapidly shifts between its normal appearance and a blot of darkness. The target has an asset on Speed defense rolls until the effect wears off. Action to initiate.
Granted from Evolved
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Force Field Barrier
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I | 3+ | |||
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.
Granted from Evolved
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Onslaught
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I | 1 | |||
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.
Granted from Tier 1 Advancement From Evolved
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Resonance Field
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I | 1 | |||
Faint lines in a color you choose form a tracery over your entire body and emit faint light. The effect lasts for one minute. Whenever a creature within immediate range makes an attack against you, the pattern energizes to block the attack. You can make an Intellect defense roll in place of the defense roll you would normally make. If you do so and you get a minor effect, the creature attacking you takes 1 point of damage. If you get a major effect, the creature attacking you takes 4 points of damage. Action to initiate.
Granted from Evolved
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Shatter
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I | 2+ | |||
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.
Granted from Evolved
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Always On The Lookout For Danger, You Are Trained In Perception Related Tasks
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T | ||||
Granted from Doomed
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Balance
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T | ||||
You are trained in balancing. Enabler.
Granted from Moves Like A Cat
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Cynical And Expect The Worst
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T | ||||
Thus, you are resistant to mental shocks. You are trained in Intellect defense tasks having to do with losing your sanity or equanimity.
Granted from Doomed
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Defense Minded, So You Are Trained In Speed Defense Tasks
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T | ||||
Granted from Doomed
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Movement Skills
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T | ||||
You are trained in climbing and jumping. Enabler.
Granted from Moves Like A Cat
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Light Weapons
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Light Weapons
Granted from Adept
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Heavy Weapons
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X | ||||
Heavy Weapons
Granted from Adept
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Medium Weapons
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X | ||||
Medium Weapons
Granted from Adept
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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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Cypher Amplification | Level: 4 | |
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. In the form of a battery, booster, or rune—or for a subtle cypher, an enchantment. Subtle, Manifest, Fantastic | ||
Mental Fortress | Level: 2 | |
For one hour, you gain +1 to your Intellect Edge, and you gain +2 Armor against mental attacks. Subtle | ||
Taunting Words | Level: 6 | |
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. Subtle | ||
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 1
Money
0
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