Special Abilities | |||||
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Adroit Cypher Use | |||||
You can bear four cyphers at a time. Enabler. Granted from Psychic | |||||
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Enhanced Speed | |||||
You gain 3 points to your Speed Pool. Enabler. Granted from Runs Away | |||||
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Greater Enhanced Speed | |||||
You gain 6 points to your Speed Pool. Enabler. Granted from Runs Away | |||||
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Pool | Cost | T | S | I |
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Countermeasures
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I | 4 | |||
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.
Granted from Psychic
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Erase Memories
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I | 3 | |||
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.
Granted from Psychic
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Go Defensive
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I | 1 | |||
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.
Granted from Runs Away
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Push
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I | 2 | |||
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.
Granted from Psychic
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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 Psychic
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Reveal
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I | 2+ | |||
You adjust a creature's eyesight so that it can see normally in areas of dim light and darkness. You can affect one willing creature within immediate range for one hour. In addition to the normal options for using Effort, you can choose to use Effort to affect more targets; each level of Effort applied affects two additional targets. You must touch additional targets to affect them. Action to initiate.
Granted from Psychic
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Magic Training
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T | ||||
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.
Granted from Psychic
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Quick To Flee
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T | ||||
You are trained in stealth and movement tasks. Enabler.
Granted from Runs Away
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Trained In Initiative (Unless It's A Social Situation)
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T | ||||
Granted from Tongue Tied
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Trained In Perception
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T | ||||
Granted from Tongue Tied
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Light Weapons
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Light Weapons
Granted from Adept
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All Tasks Involving Verbal Communication Or Relaying Information Are Hindered
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X | ||||
Granted from Tongue Tied
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All Tasks Relating To Social Interaction Are Hindered
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X | ||||
Granted from Tongue Tied
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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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Multitask | Level: 2 | |
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. Subtle | ||
Repel | Level: 6 | |
One NPC within immediate range who is of a level lower than the cypher decides to leave, using their next five rounds to move away quickly. Subtle | ||
Serendipity | Level: 4 | |
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). 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 0
Money
0
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