Special Abilities | |||||
---|---|---|---|---|---|
Better Surprise Attack | |||||
If attacking from a hidden vantage, with surprise, or before an opponent has acted, you get an asset on the attack (if you have Surprise Attack, this is in addition to the asset from that ability). On a successful hit with this surprise attack, you inflict 2 additional points of damage (for a total of 4 additional points of damage if you have Surprise Attack). Enabler. Granted from Murders | |||||
|
|||||
Damage Dealer | |||||
You inflict an additional 3 points of damage with your chosen weapon. Enabler. Granted from Murders | |||||
|
|||||
Master Cypher Use | |||||
You can bear five cyphers at a time. Enabler. Granted from Mystic | |||||
|
|||||
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. Granted from Murders | |||||
|
|||||
Ward | |||||
You have a shield of energy around you at all times that helps deflect attacks. You gain +1 to Armor. Enabler. Granted from Mystic | |||||
|
|||||
|
---|
Awareness
|
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.
Costs 3 Intellect.
|
Distortion
|
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.
Costs 2 Intellect.
|
Energy Protection
|
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.
Costs 3+ Intellect.
|
Far Step
|
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.
Costs 2 Intellect.
|
Matter Cloud
|
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.
Costs 5 Intellect.
|
Mind Reading
|
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.
Costs 2 Intellect.
|
Move Mountains
|
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.
Costs 9 Intellect.
|
Sensor
|
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.
Costs 4 Intellect.
|
Teleportation
|
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.
|
Invisibility
|
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.
|
Murderer
|
With a swift and sudden attack, you strike a foe in a vital spot. If the target is level 4 or lower, it is killed outright. For each additional level of Effort you apply, you can increase the level of the target by 1. Action.
Costs 8+ Speed.
|
Quick Death
|
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.
Costs 2 Speed.
|
A Particular Style Of Art
|
Trained.
|
Assassin Skills
|
You are trained in stealth and disguise tasks. Enabler.
Trained.
|
Infiltrator
|
You are trained in interactions involving lies or trickery. Enabler.
Trained.
|
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.
Trained.
|
Trained In Initiative Actions (To Determine Who Goes First In Combat)
|
Trained.
|
Trained In Running Actions
|
Trained.
|
Light Weapons
|
Light Weapons
Practiced.
|
Fast But Not Necessarily Graceful
|
Any task involving balance is hindered.
Inability.
|
Heavy Weapons
|
Heavy Weapons
Inability.
|
Medium Weapons
|
Medium Weapons
Inability.
|
|
Dmg | Skill | Pool | Type |
---|---|---|---|---|
Punch
|
2 | P | M | L |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A right jab. Attacks are eased by 1 for Light weapons |
||||
Cyphers | ||
---|---|---|
Analeptic | Level: 4 | |
Restores a number of points equal to the cypher's level to the user's Speed Pool. Subtle | ||
Meditation Aid | Level: 8 | |
Restores a number of points equal to the cypher's level to the user's Intellect Pool. Subtle | ||
Skill Boost | Level: 2 | |
Dramatically but temporarily alters the user's mind and body so they can ease one specific kind of physical action by three steps. Once activated, this boost can be used a number of times equal to the cypher's level, but only within a twenty-four-hour period. The boost takes effect each time the action is performed. For example, a level 3 cypher boosts the first three times that action is attempted. Roll a d100 to determine the action. Rolled a 11. Melee attack. Subtle | ||
Limit 6 |
Equipment |
---|
Three doses of a level 2 blade poison that inflicts 5 points of damage (Murders) Granted from Murders. |
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
|