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Focus

Focus is what makes a character unique. No two PCs in a group should have the same focus. A focus gives a character benefits when they create their character and each time they ascend to the next tier. It’s the verb of the sentence “I am an adjective noun who verbs.”

This chapter contains nearly a hundred sample foci, such as Bears a Halo of Fire, Would Rather Be Reading, and Pilots Starcraft. These foci can be chosen and used as presented by a player, or by the GM who adds them to a list of available foci for their players in their next campaign.

In addition, the latter half of this chapter provides tools for the GM or an enterprising player to create their own custom foci that perfectly match the needs of a given game or campaign, as presented in Creating New Foci.

Choosing Foci

Not all foci are appropriate for every genre. The Genres chapter provides guidance, but this section offers some broad generalizations. Obviously, the GM can include whatever foci are available in their setting. Foci end up being an important distinction in this case, because Commands Mental Powers, for example, makes it clear that psychic abilities exist in the setting, just as Howls at the Moon implies the existence of lycanthropes like werewolves, and Pilots Starcraft, of course, requires starships available to pilot.

When a focus is chosen for a character, they get a special connection to one or more of their fellow PCs, a first-tier ability, and perhaps additional starting equipment: one or two pieces of equipment that might be required for the character to use their ability, or that might pair well with the focus. For instance, a character that can build things needs a set of tools. A character that’s constantly on fire needs a set of clothes that are immune to flame. A character that draws runes to cast spells needs writing implements. A character that slays monsters with a sword needs a sword. And so on. That said, many foci don’t require additional equipment.

Each focus also offers one or more suggestions—GM intrusions—for possible effects or consequences of really good or really bad die rolls.

A couple of foci presented in this chapter provide a “type swap option” that allows a player to swap an ability that would otherwise be gained from their type for the indicated ability instead. A player doesn’t have to make the swap; they merely have the option. For instance, the focus Loves the Void provides the option to gain the ability Have Spacesuit, Will Travel instead of a type ability.

As a character progresses to a new tier, a focus grants more abilities. Each tier’s benefit is usually labeled Action or Enabler. If an ability is labeled Action, a character must take an action to use it. If an ability is labeled Enabler, it makes other actions better or gives some other benefit, but it’s not an action. An ability that allows a character to blast foes with lasers is an action. An ability that grants additional damage when an attack is made is an enabler. An enabler is used in the same turn as another action, and often as part of another action.

Each tier’s benefits are independent of and cumulative with benefits from other tiers (unless indicated otherwise). So if a first-tier ability grants +1 to Armor and a fourth-tier ability also grants +1 to Armor, when the character reaches fourth tier, a total of +2 to Armor is granted.

At tier 3 and tier 6, the character is asked to choose one ability from the two options provided.

Finally, you can choose whether you want to expand the story behind the focus (though that’s not mandatory).

Focus Connections

Choose a connection that goes well with the focus. If you’re a GM choosing (or creating) one or more foci for your players, choose up to four of the following connections.

  1. Pick one other PC. For reasons unknown to you, that character is completely immune to your focus abilities, whether you use them for help or for harm.
  2. Pick one other PC. You knew of that character years ago, but you don’t think they knew you.
  3. Pick one other PC. You’re always trying to impress them, but you’re not sure why.
  4. Pick one other PC. That character has a habit that annoys you, but you’re otherwise quite impressed with their abilities.
  5. Pick one other PC. That character shows potential in appreciating your particular paradigm, fighting style, or other focus-provided attribute. You would like to train them, but you’re not necessarily qualified to teach (that’s up to you), and they might not be interested (that’s up to them).
  6. Pick one other PC. If they are within immediate range when you’re in a fight, sometimes they provide an asset, and sometimes they accidentally hinder your attack rolls (50% chance either way, determined per fight).
  7. Pick one other PC. You once saved their life, and they clearly feel indebted to you. You wish they didn’t; it’s just part of the job.
  8. Pick one other PC. That character recently mocked you in some fashion that really hurt your feelings. How you deal with this (if at all) is up to you.
  9. Pick one other PC. That character knows you have suffered at the hands of robotic entities in the past. Whether you hate robots now is up to you, which may affect your relationship with the character if they are friendly with robots or have robotic parts.
  10. Pick one other PC. That character comes from the same place you do, and you knew each other as children.
  11. Pick one other PC. In the past, they taught you a few tricks to use in a fight.
  12. Pick one other PC. That character doesn’t seem to approve of your methods.
  13. Pick one other PC. Long ago, the two of you were on opposite sides of a fight. You won, though you “cheated” in their eyes (but from your perspective, all’s fair in a fight). They may be ready for a rematch, though that’s up to them.
  14. Pick one other PC. You are always trying to impress that character with your skill, wit, appearance, or bravado. Perhaps they are a rival, perhaps you need their respect, or perhaps you’re romantically interested in them.
  15. Pick one other PC. You fear that character is jealous of your abilities and worry that it might lead to problems.
  16. Pick one other PC. You accidentally caught them in a trap you set, and they had to get free on their own.
  17. Pick one other PC. You were once hired to track down someone who was close to that character.
  18. Pick two PCs (preferably ones who are likely to get in the way of your attacks). When you miss with an attack and the GM rules that you struck someone other than your target, you hit one of these two characters.
  19. Pick one other PC. You’re not sure how or from where, but that character has a line on bottles of rare alcohol and can get them for you for half price.
  20. Pick one other PC. You recently had a possession go missing, and you’re becoming convinced that they took it. Whether or not they did is up to them.
  21. Pick one other PC. They always seem to know where you are, or at least in what direction you are in relation to them.
  22. Pick one other PC. Seeing you use your focus abilities seems to trigger an unpleasant memory in that character. That memory is up to the other PC, although they may not be able to consciously recall it.
  23. Pick one other PC. Something about them interferes with your abilities. When they stand next to you, your focus abilities cost 1 additional point.
  24. Pick one other PC. Something about them complements your abilities. When they stand next to you, the first focus ability you use in any 24-hour period costs 2 fewer points.
  25. Pick one other PC. You have known that character for a while, and they helped you gain control of your focus-related abilities.
  26. Pick one other PC. Sometime in that character’s past, they had a devastating experience while attempting something that you do as a matter of course thanks to your focus. Whether they choose to tell you about it is up to them.
  27. Pick one other PC. Their occasional clumsiness and loud behavior irritate you.
  28. Pick one other PC. In the recent past, while practicing, you accidentally hit them with an attack, wounding them badly. It is up to them to decide whether they resent or forgive you.
  29. Pick one other PC. They owe you a significant amount of money.
  30. Pick one other PC. In the recent past, while escaping a threat, you accidentally left that character to fend for themselves. They survived, but just barely. It is up to the player of that character to decide whether they resent you or have decided to forgive you.
  31. Pick one other PC. Recently, they accidentally (or perhaps intentionally) put you in a position of danger. You’re fine now, but you’re wary around them.
  32. Pick one other PC. From your perspective, they seem nervous around a specific idea, person, or situation. You would like to teach them how to be more comfortable with their fears (if they will let you).
  33. Pick one other PC. They called you a coward once.
  34. Pick one other PC. That character always recognizes you or your handiwork, whether you’re in disguise or are long gone when they arrive on the scene.
  35. Pick one other PC. You inadvertently caused an accident that put them into a sleep so deep they didn’t wake for three days. Whether they forgive you or not is up to them.
  36. Pick one other PC. You are pretty sure you are related in some fashion.
  37. Pick one other PC. You accidentally learned something they were trying to keep a secret.
  38. Pick one other PC. They are especially sensitive to the use of your flashier focus abilities, and occasionally they become dazzled for a few rounds, which hinders their actions.
  39. Pick one other PC. They appear to have a treasured item that was once yours, but that you lost in a game of chance years ago.
  40. Pick one other PC. If it wasn’t for you, that character would have failed a past test of mental achievement.
  41. Pick one other PC. Based on a couple of comments you’ve overheard, you suspect that they don’t hold your area of training or favorite hobby in the highest regard.
  42. Pick one other PC whose focus intertwines with yours. This odd connection affects them in some way. For example, if the character uses a weapon, your focus ability sometimes improves their attack in some fashion.
  43. Pick one other PC. They are deathly afraid of heights. You would like to teach them how to be more comfortable with their feet off the ground. They must decide whether or not to take you up on your offer.
  44. Pick one other PC. They are skeptical of your claims about something momentous that happened in your past. They might even attempt to discredit you or discover the “secret” behind your story, though that’s up to them.
  45. Pick one other PC. They have a knack for being able to recognize where your plans or schemes have a weak spot.
  46. Pick one other PC. That character’s face is so intriguing to you in a way you don’t understand that you sometimes find yourself sketching their likeness in the dirt or using some other medium you have access to.
  47. Pick one other PC. That character has an extra item of regular equipment you gave them, either something you made or an item you just wanted to give them. (They choose the item.)
  48. Pick one other PC. They commissioned you to do a job for them. You’ve already been paid but haven’t yet completed the job.
  49. Pick one other PC. You worked together in the past, and the job ended badly.
  50. Pick one other PC. While they stand next to you and use their action to concentrate on helping you, one of your focus ability’s ranges is doubled.

Story Behind the Focus

The foci in this book have been purposely stripped down to basics so they have the widest possible application across multiple genres. A single descriptive sentence or two summarizes each one. After you choose a focus, you have the option to expand its presentation by adding more story and description relevant to the world or to the character.

For instance, if you choose Operates Undercover, the summarizing description is “Under the guise of someone else, you seek to find answers the powerful do not want divulged.” If you choose Conducts Weird Science, the summary is “Your preternatural insight and ability make you a scientist capable of amazing feats.” These descriptions provide what you need to know to use the focus.

However, if you wish (and only if you wish; there is no requirement to do so), you can add more to those descriptions in a fashion that’s relevant for your game. For example, if you choose both Operates Undercover and Conducts Weird Science for use in a modern genre such as horror, urban fantasy, espionage, or something similar, you might expand the descriptions as shown in the following examples.

Operates Undercover:

Espionage is not something you know anything about. At least, that’s what you want everyone to believe, because in truth, you’ve been trained as a spy or covert agent. You might work for a government or for yourself. You might be a police detective or a criminal. You could even be an investigative reporter.

Regardless, you learn information that others attempt to keep secret. You collect rumors and whispers, stories and hard-won evidence, and you use that knowledge to aid your own endeavors and, if appropriate, provide your employers with the information they desire. Alternatively, you might sell what you have learned to those willing to pay a premium.

You probably wear dark colors—black, charcoal grey, or midnight blue—to help blend into the shadows, unless the cover you’ve chosen requires you to look like someone else.

Conducts Weird Science:

You could be a respected scientist, having been published in several peer-reviewed journals. Or you might be considered a crank by your contemporaries, pursuing fringe theories on what others consider to be scant evidence. Truth is, you have a particular gift for sifting the edges of what’s possible. You can find new insights and unlock odd phenomena with your experiments. Where others see a crackpot cornucopia, you sift the conspiracy theories for revelation. Whether you conduct your enquiries as a government contractor, a university researcher, a corporate scientist, or an indulger of curiosity in your own garage lab following your muse, you push the boundaries of what’s possible.

You probably care more about your work than trivialities such as your appearance, polite or proper behavior, or social norms, but then again, an eccentric like you might turn the tables on that stereotype too.

If you want to go even further, you could determine where a character’s focus abilities come from. Depending on the genre, they could derive those abilities from advanced and persistent training, via magical runes, through cybernetic parts, from their genetic heritage, or because of their access to advanced technology. For instance, a character might be able to blast targets with lightning because they got zapped by strange radiation or because they picked up a lightning gun. On the other hand, it might be because their intense training allowed them to learn lightning magic. The possibilities are nearly endless, and up to you to include or forgo. Because however a focus’s abilities were gained, it’s also enough that they just work.

List of Foci

The full description for each focus ability listed in this section is found in the Abilities chapter, which has descriptions for type, flavor, and focus abilities in a single vast catalog.

The foci available are: Abides In Stone Absorbs Energy Accelerates Entropy Awakens Dreams Battles Robots Bears A Curse Of Stone Bears A Halo Of Fire Blazes With Radiance Blows In The Wind Brandishes An Exotic Shield Builds Robots Calculates The Incalculable Can Devour Anything Channels Divine Blessings Chases Tales Commands Mental Powers Conducts Weird Science Consorts With The Dead Controls Beasts Controls Gravity Copies Superpowers Crafts Illusions Crafts Unique Objects Dances With Dark Matter Defends The Gate Defends The Weak Descends From Nobility Doesn't Do Much Drives Like A Maniac Emerged From The Obelisk Employs Magnetism Entertains Exists In Two Places At Once Exists Partially Out Of Phase Explores Dark Places Fights Dirty Fights With Panache Flies Faster Than A Bullet Focuses Mind Over Matter Fuses Flesh And Steel Fuses Mind And Machine Grows To Towering Heights Has A Thousand Faces Has Unfinished Business Helps Their Friends Hoards Dross Howls At The Moon Hunts Ignores Physical Distance Infiltrates Interprets The Law Is Idolized By Millions Is Licensed To Carry Is Wanted By The Law Keeps A Magic Ally Leads Learns Quickly Lives In The Wilderness Looks For Trouble Loves The Void Masters Defense Masters Spells Masters The Swarm Masters Weaponry Metes Out Justice Moves Like A Cat Moves Like The Wind Murders Needs No Weapon Never Says Die Operates Undercover Performs Feats Of Strength Pilots Starcraft Plays Too Many Games Prepares Delicacies Rages Rides The Lightning Runs Away Sailed Beneath The Jolly Roger Scavenges Sculpts Hard Light Sees Beyond Separates Mind From Body Shepherds Spirits Shepherds The Community Shreds The Walls Of The World Shrinks To Minute Size Siphons Power Slays Monsters Soars On Amazing Wings Solves Mysteries Speaks For The Land Stands Like A Bastion Stretches Takes Animal Shape Talks To Machines Throws With Deadly Accuracy Thunders Touches The Sky Travels Through Time Uses Wild Magic Walks The Wild Woods Was Foretold Wears A Sheen Of Ice Wears Power Armor Wields An Enchanted Weapon Wields Invisible Force Wields Two Weapons At Once Works For A Living Works Miracles Works The Back Alleys Works The System Would Rather Be Reading

Abides In Stone

Your flesh is made of hard mineral, making you a hulking, difficult-to-harm humanoid.

Tier 1: Golem Body

You gain +1 to Armor, +1 to your Might Edge, and 5 additional points to your Might Pool. You do not need to eat, drink, or breathe (though you do need rest and sleep). You move more stiffly than a creature of flesh, which means you can never be trained or specialized in Speed defense rolls. Furthermore, you are practiced in using your stone fists as a medium weapon. Enabler.

Tier 1: Golem Healing

Your stone form from the Golem Body ability is more difficult to repair than flesh, which means you are unable to use the first, single-action recovery roll of the day that other PCs have access to. Thus, your first recovery roll on any given day requires ten minutes of rest, the second requires an hour of rest, and the third requires ten hours. Enabler.

Tier 2: Golem Grip 3 Might points

Your attack with the stone fists from your Golem Body ability is eased. If you hit, you can grab the target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are hindered. If the target attempts to break free instead of attacking, you must make a Might-based roll to maintain your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions, automatically inflicting 4 points of damage each round by squeezing. Enabler.

Tier 3: Trained Basher

You are trained in using the stone fists from your Golem Body as a medium weapon. Enabler.

Tier 3:(Choose one) Golem Stomp 4 Might points

You stomp on the ground with all of your strength, creating a shock wave that attacks all creatures in immediate range. Affected creatures take 3 points of damage and are either pushed out of immediate range or fall down (your choice). Action.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: Specialized Basher

You are specialized in using the stone fists from your Golem Body ability as a medium weapon. Enabler.

Tier 5: Still As A Statue 5 Might points

Drawing upon the power of your Golem Body, you freeze in place, burying your essence deep in your stone core. During this time, you lose all mobility as well as the ability to take physical actions. You cannot sense what's happening around you, and no time seems to pass for you. While Still As a Statue, you gain +10 to Armor against damage of all sorts. Under normal circumstances, you automatically rouse to normal wakefulness and mobility a day later. If an ally you trust shakes you hard enough (with a minimum cost of 2 Might points), you rouse earlier. Action to initiate.

Tier 6:(Choose one) Ultra Enhancement

You gain +1 to Armor and +5 to each of your three stat Pools. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

Creatures of stone sometimes forget their own strength or weight. A walking statue can terrify common folk.

Absorbs Energy

You can harness kinetic energy and transform it into other kinds of energy.

Tier 1: 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.

Tier 1: Release Energy

You release 1 point of energy you've absorbed with your Absorb Kinetic Energy ability, magnifying and focusing it into a blast of energy that strikes a single foe within long range for 4 points of damage. (If you don't have any kinetic energy absorbed, you can still use this ability, but it requires that you transform a fraction of yourself into the blast, which costs 1 point of Might.) Action.

Tier 2: 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.

Tier 3:(Choose one) Absorb Pure Energy

When you use Absorb Kinetic Energy, you can also absorb and store energy from attacks made with pure energy (focused light, radiation, transdimensional, psychic, etc.) or from conduits that direct energy, if you can make direct contact. This ability does not change how many points of energy you can store. If you also have Improved Absorb Kinetic Energy, you can absorb 2 points of damage from other energy sources as well. Enabler.

Tier 3:(Choose one) Improved Absorb Kinetic Energy

When you use Absorb Kinetic Energy, instead of being able to absorb 1 point of damage from a physical attack or impact, you can absorb 2 points. You can also store up to 2 points of energy from any source. However, you can still release energy only 1 point at a time. Enabler.

Tier 4: Overcharge Energy

When you use Release Energy, it inflicts an additional 2 points of damage. Enabler.

Tier 5: Energize Creature 6+ Might points

You extend your Absorb Kinetic Energy ability to one creature within immediate range so that they also can absorb energy from physical attacks and impacts for one hour. That creature, however, cannot release excess energy as a blast. For each level of Effort you apply, you can increase the number of targets you affect by one. If you have Absorb Pure Energy or Improved Absorb Kinetic Energy, those abilities are also duplicated in your target when you use Energize Creature. Action to initiate.

Tier 6:(Choose one) Energize Crowd 9 Might points

You extend your Absorb Kinetic Energy ability to up to thirty creatures within short range so that they also can absorb energy from physical attacks and impacts for one hour. If you have Absorb Pure Energy or Improved Absorb Kinetic Energy, these creatures can use those abilities as well. The creatures, however, cannot release excess energy as a blast. Action to initiate.

Tier 6:(Choose one) 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.

Gm Intrusions:

Energy goes to ground in a destructive way. Some predators feed directly on energy. An unintended item is drained of energy.

Accelerates Entropy

Source Book:

Old Gus' Daft Drafts

Awakens Dreams

You can pull images from dreams and bring them to life in the waking world.

Tier 1: Dreamcraft 1 Intellect point

You pull an image from a dream into the waking world and place it somewhere within long range. The dream lasts for up to one minute, and it can be tiny or fill an area an immediate distance in diameter. Though it appears solid, the dream is intangible. The dream (a scene, a creature, or an object) is static unless you use your action each round to animate it. As part of that animation, you could move the dream up to a short distance each round, as long as it remains within long range. If you animate the dream, it can make sound but does not produce odor. Direct physical interaction or sustained interaction with the dream shatters it into dispersing mist. For example, attacking the dream shatters it, as does the strain of keeping up appearances when an NPC moves through a dream scene or engages a dream creature in conversation for more than a couple of rounds. Action to initiate; action to animate.

Tier 1: Oneirochemy

You are trained in tasks related to sleep and mixing natural elixirs to help creatures fall asleep. Enabler.

Tier 2: Dream Thief 2 Intellect points

You steal a previous dream from a living creature within short range. The creature loses 2 points of Intellect (ignores Armor), and you learn something the GM chooses to reveal about the creature-its nature, a portion of its plans, a memory, and so on. Action.

Tier 3:(Choose one) Dream Becomes Reality 4 Intellect points

You create a dream object of any shape you can imagine that is your size or smaller, which takes on apparent substance and heft. The object is crude and can have no moving parts, so you can make a sword, a shield, a short ladder, and so on. The dream object has the approximate mass of the real object, if you choose. Your dream objects are as strong as iron, but if you do not remain within long range of them, they function for only one minute before fading away. Action.

Tier 3:(Choose one) Enhanced Intellect

You gain 3 points to your Intellect Pool. Enabler.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) Chamber Of Dreams 8 Intellect points

You and your allies can step into a chamber of dreams, decorated as you wish, that contains a number of doors. The doors correspond with other locations that you have visited or know reasonably well. Stepping through one of the doors delivers you to the desired location. This is a difficulty 2 Intellect-based task (which could be modified upward by the GM if the location is warded). Action to step into chamber of dreams; action to move through a door in the chamber.

Tier 6:(Choose one) Reactive Field

Thanks to a remarkable enhancement of science, magic, psionics, or something even stranger, you now have a force field that radiates 1 inch (2.5 cm) from your body and provides you with +2 to Armor. In addition, if struck by a melee attack, the field creates a backlash that inflicts 4 points of electricity damage to the attacker. Enabler.

Gm Intrusions:

An unexpected sleepwalking episode puts the character into a dangerous situation. A nightmare breaks free of a dream.

Battles Robots

You excel in battling robots, automatons, and machine entities.

Tier 1: Machine Vulnerabilities

You inflict 3 additional points of damage against robots and animate machines of all kinds. Enabler.

Tier 1: 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.

Tier 2: 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.

Tier 2: Machine Hunting

You are trained in tasks associated with tracking, spotting, or otherwise finding robots and animate machines. You are also trained in all stealth tasks. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Robot Fighter

When fighting a robot or intelligent machine, you are trained in attacks and defense. Enabler.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

The robot explodes upon defeat. Other robots come after the character for revenge.

Bears A Curse Of Stone

Source Book:

Old Gus' Daft Drafts

Bears A Halo Of Fire

You can sheath your body in flames, which protects you and harms your foes.

Tier 1: Shroud Of Flame 1 Intellect point

At your command, your entire body becomes shrouded in flames that last up to ten minutes. The fire doesn't burn you, but it automatically inflicts 2 points of damage to anyone who tries to touch you or strike you with a melee attack. Flames from another source can still hurt you. While the shroud is active, you gain +2 Armor against damage from fire from another source. Enabler.

Tier 2: Hurl Flame 2 Intellect points

While your Shroud of Flame is active, you can reach into your halo and hurl a handful of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage. Action.

Tier 3:(Choose one) Wings Of Fire 4 Intellect points

While your Shroud of Flame is active, you can spread wings of fire and can levitate, moving at a rate of up to 20 feet (6 m) per round in any direction for one minute. You can also take one othernon-movement action on your turn. Action.

Tier 3:(Choose one) Fiery Hand Of Doom 3 Intellect points

While your Shroud of Flame is active, you can reach into your halo and produce a hand made of animate flame that is twice the size of a human's hand. The hand acts as you direct, floating in the air. Directing the hand is an action. Without a command, the hand does nothing. It can move a long distance in a round, but it never moves farther away from you than long range. The hand can grab, move, and carry things, but anything it touches takes 1 point of damage per round from the heat. The hand can also attack. It's a level 3 creature and deals 1 extra point of damage from fire when it attacks. Once created, the hand lasts for ten minutes. Action to create; action to direct.

Tier 4: Flameblade 4 Intellect points

When you wish it, you extend your Shroud of Flame to cover a weapon you wield in flame for one hour. The flame ends if you stop holding or carrying the weapon. While the flame lasts, the weapon inflicts 2 additional points of damage. Enabler.

Tier 5: Fire Tendrils 5 Intellect points

When you wish it, your halo (from your Shroud of Flame ability) sprouts three tendrils of flame that last for up to ten minutes. As an action, you can use the tendrils to attack, making a separate attack roll for each. Each tendril inflicts 4 points of damage. Otherwise, the attacks function as standard attacks. If you don't use the tendrils to attack, they remain but do nothing. Enabler.

Tier 6:(Choose one) Fire Servant 6 Intellect points

While your Shroud of Flame is active, you reach into your halo and produce an automaton of fire that is your general shape and size. It acts as you direct each round. Directing the servant is an action, and you can command it only when you are within long range of it. Without a command, the servant continues to follow your previous command. You can also give it a simple programmed action, such as "Wait here, and attack anyone who comes within short range until they're dead." The servant lasts for ten minutes, is a level 5 creature, and deals 1 extra point of damage from fire when it attacks. Action to create; action to direct.

Tier 6:(Choose one) Inferno Trail 6 Intellect points

For the next minute, you leave a trail of flame in your wake. The trail matches your path and lasts for up to a minute, creating a wall of flame about 6 feet (2 m) high that inflicts 5 points of damage to any creature that passes through it, potentially catching them on fire for an additional 1 point of damage each round (if they are flammable) until they spend a round putting out the fire. Action.

Gm Intrusions:

Fire burns flammable material. Fire spreads out of control. Primitive creatures fear fire and often attack what they fear.

Blazes With Radiance

You can create light, sculpt it, bend it away from you, or gather it to use as a weapon.

Tier 1: Enlightened

You are trained in any perception task that involves sight. Enabler.

Tier 1: 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.

Tier 2: 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.

Tier 3:(Choose one) Burning Light 3 Intellect points

You send a beam of light at a creature within long range and then tighten the beam until it burns, inflicting 5 points of damage. Action.

Tier 3:(Choose one) 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.

Tier 4: Sunlight 3 Intellect points

A mote of light travels from you to a spot you choose within long range. When the mote reaches that spot, it flares and casts bright light in a 200-foot (60 m) radius, and darkness within 1,000 feet (300 m) of the mote becomes dim light. The light lasts for one hour or until you use an action to dismiss it. Action.

Tier 5: Disappear 4 Intellect points

You bend light that falls on you so you seem to disappear. You are invisible to other creatures 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 focus on hiding your position. Action to initiate or reinitiate.

Tier 6:(Choose one) Living Light 6+ Intellect points

Your body dissolves into a cloud of photons that instantly travel to a location you choose and then reform. You can choose any open space big enough to contain you that you can see within very long range, or any place you have lit by Illuminating Touch that is still shining. You disappear and almost instantly reappear in the space you chose. It takes until the end of the round for your body to become fully solid, so until the start of the next round, you take a maximum of 1 point of damage from any given attack or source of damage. Each level of Effort you apply allows you to bring along one additional person besides yourself, as long as they are within immediate range when you depart. Action.

Tier 6:(Choose one) 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.

Gm Intrusions:

Allies are accidentally dazzled or blinded. Bright flashes draw guards.

Blows In The Wind

Source Book:

Old Gus' Daft Drafts

Brandishes An Exotic Shield

You deploy an amazing shield of pure force that provides protection and some offensive options.

Tier 1: 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. (A shield, including one produced by a force field, provides an asset to a character's Speed defense task while it is held in one hand.)

Tier 1: 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.

Tier 2: Enveloping Shield

Your Force Field Shield ability produces an envelope of force that enfolds you while you are holding the shield, granting you +1 to Armor. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Throw Force Shield

You can throw your Force Field Shield up to short range as a light ranged weapon. Whether the shield hits or misses, it immediately dissipates and then reforms in your grasp. Enabler.

Tier 4: Energized Shield

Your force shield from your Force Field Shield ability now pulses with dangerous energy whenever you manifest it. Each time you use your shield as a melee or ranged weapon, it inflicts an additional 3 points of damage. Enabler.

Tier 5: Force Wall 5 Intellect points

You can trigger the energy in your Force Field Shield to expand outward in all directions to create an immobile plane of solid force up to 20 feet by 20 feet (6 m by 6 m) for up to one hour or until you take your shield back. (The force shield becomes the force wall.) The plane of the force wall conforms to the space available. While the force wall remains in place, you cannot use any of your other abilities that require Force Field Shield. Action to initiate.

Tier 6:(Choose one) Bouncing Shield

When you use Throw Force Shield, instead of dissipating after one attack (whether it hits or misses), it will attack up to two additional targets within short range. Effort or other modifiers applied to the first attack affect all other targets as well. Whether you hit all, some, or none of your targets, the shield dissipates and then reforms in your grasp. (If you choose Bouncing Shield and have previously taken the Throw Force Shield ability, you have the option to exchange that ability for Healing Pulse.) Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

The shield is temporarily lost. A foe temporarily ends up with the shield.

Builds Robots

Your robotic creations do as they are commanded.

Tier 1: 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.

Tier 1: Robot Builder

You are trained in tasks related to building and repairing robots. For the purposes of repair, you can use this skill to heal robots that use similar technology. Enabler.

Tier 2: Robot Control 2+ Intellect points

You use your knowledge of robot command and control (and possibly devices that transmit on the proper frequency) to affect any mechanized system or robot of level 2 or lower within short range. You can render several targets inactive for as long as you focus all your attention on them. If you focus on just one target, you can attempt to take active control of it for one minute, commanding it to do simple tasks on your behalf while you concentrate. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the mechanized system or robot. Thus, to affect a level 4 target (two levels above the normal limit), you must apply two levels of Effort. Action to initiate.

Tier 3:(Choose one) Expert Follower

You gain a level 3 follower. They are not restricted on their modifications. You can take this ability multiple times, each time gaining another level 3 follower. Alternatively, you could choose to advance a level 2 follower you already have to level 3 and then gain a new level 2 follower. Enabler.

Tier 3:(Choose one) 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.

Tier 4: Robot Upgrade

You modify your artificial assistant from the Robot Assistant ability with one new capability. Standard options include the following. Work with your GM if you prefer a different capability.

Cypher Pod. The robot can carry one extra manifest cypher for you. Enabler.

Flight. The robot 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.

Force Shield. The robot can erect an opaque level 5 force field around itself and anyone within 10 feet (3 m) of it for one minute (or until it is destroyed). It cannot do so again until after your next recovery roll. Action.

Mounted Laser Configuration. The robot can reconfigure itself and become an immobile laser weapon on a gimbal mount. In this configuration, the robot is a heavy weapon that deals 7 points of damage. If the robot acts as an autonomous turret, treat it as one level lower than its normal level. However, if the laser is fired by you or someone else who has your permission, the laser attacks are eased. Action to reconfigure; action to return to normal robot configuration.

Tier 5: Robot Fleet

You build up to four level 2 robot assistants, each no larger than yourself. (They are in addition to the assistant you built at first tier with Robot Assistant, which may have seen a few upgrades since then.) You and the GM must work out the details of these additional robots. If a robot is destroyed, you can build a new one (or repair the old one from its parts) after a week of half-time labor. Instead of this ability, you can select one of the following abilities: Expert Follower, Robot Control, or Robot Upgrade. Enabler.

Tier 6:(Choose one) Robot Evolution

Your first artificial assistant from the Robot Assistant ability increases to level 5, and each of your level 2 robots from Robot Fleet increases to level 3. Instead of choosing this option, you may instead choose one upgrade from the Robot Upgrade ability. Enabler.

Tier 6:(Choose one) Robot Upgrade

You modify your artificial assistant from the Robot Assistant ability with one new capability. Standard options include the following. Work with your GM if you prefer a different capability.

Cypher Pod. The robot can carry one extra manifest cypher for you. Enabler.

Flight. The robot 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.

Force Shield. The robot can erect an opaque level 5 force field around itself and anyone within 10 feet (3 m) of it for one minute (or until it is destroyed). It cannot do so again until after your next recovery roll. Action.

Mounted Laser Configuration. The robot can reconfigure itself and become an immobile laser weapon on a gimbal mount. In this configuration, the robot is a heavy weapon that deals 7 points of damage. If the robot acts as an autonomous turret, treat it as one level lower than its normal level. However, if the laser is fired by you or someone else who has your permission, the laser attacks are eased. Action to reconfigure; action to return to normal robot configuration.

Gm Intrusions:

The robot is hacked, gains a mind of its own, or unexpectedly detonates.

Calculates The Incalculable

Awesome mathematical ability allows you to model the world in real time, giving you an edge over everyone.

Tier 1: 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.

Tier 1: Higher Mathematics

You are trained in standard and higher mathematics. Enabler.

Tier 2: 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.

Tier 3:(Choose one) Subconscious Defense

Your subconscious constantly runs predictive models for avoiding danger. You gain an asset on your Speed defense tasks. Enabler.

Tier 3:(Choose one) Enhanced Intellect

You gain 3 points to your Intellect Pool. Enabler.

Tier 4: 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.

Tier 5: Greater Enhanced Intellect

You gain 6 points to your Intellect Pool. Enabler.

Tier 5: Further Mathematics

You are specialized in higher mathematics. If you are already specialized, choose some other sphere of knowledge to become trained in. Enabler.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Greater Enhanced Intellect

You gain 6 points to your Intellect Pool. Enabler.

Gm Intrusions:

Too many predicted results threaten to overwhelm and stun the character. A result points to imminent disaster.

Can Devour Anything

Source Book:

Old Gus' Daft Drafts

Channels Divine Blessings

A devout follower of a divine being, you channel some of your deity's power to achieve wonders.

Tier 1: 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.

Tier 2: Enhanced Intellect

You gain 3 points to your Intellect Pool. Enabler.

Tier 3:(Choose one) Divine Radiance 2 Intellect points

Your prayer calls divine radiance from the heavens to punish an unworthy target within long range, inflicting 4 points of damage. If the target is a demon, spirit, or something similar, it also stands in unwilling awe of the divine energy coursing through it and is unable to act on its next turn. Once exposed to this blessing, the target can't be awed by this attack again for several hours. Action.

Tier 3:(Choose one) Fire Bloom 4+ Intellect points

Fire blooms within long range, filling an area 10 feet (3 m) in radius and inflicting 3 points of damage on all affected targets. Effort applied to one attack counts for all attacks against targets in the area of the bloom. Even on an unsuccessful attack, a target in the area still takes 1 point of damage. Flammable objects in the area may catch fire. Action.

Tier 4: Overawe 5 Intellect points

A blast of divine radiance from the heavens spotlights a target you select within long range, pushing the target to its knees (or similar appendages, if any) and rendering it helpless in the light for up to ten minutes, or until it breaks free. The overawed target cannot defend itself, make attacks, or attempt anything other than to shake free of the divine awe each round. If the target is a demon, spirit, or something similar, it also takes 1 point of damage that ignores Armor each round it remains affected. Action to initiate.

Tier 5: Divine Intervention 2 Intellect points and 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.

Tier 6:(Choose one) Divine Symbol 5+ Intellect points

You invoke divine power by scribing a glowing symbol in the air with your fingers. Writhing pillars of divine radiance spear up to five targets within long range. A successful attack on a target inflicts 5 points of damage. If you apply Effort to increase the damage, you deal 2 additional points of damage per level of Effort (instead of 3 points); targets take 1 point of damage even if you fail the attack roll. Action.

Tier 6:(Choose one) Summon Demon 7+ Intellect points

A demon appears within immediate range. If you applied a level of Effort as part of the summoning, the demon is amenable to your instructions; otherwise, it acts according to its nature. Regardless, the demon persists for up to one minute before it fades away-you hope. Action to initiate.

Gm Intrusions:

A demon investigates divine magic use. A rival cult has issues with the character's teachings.

Chases Tales

Source Book:

Old Gus' Daft Drafts

Commands Mental Powers

You have honed the power of your mind to perform amazing psychic deeds.

Tier 1: Telepathic 1+ Intellect point

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.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) Mind Control 6+ Intellect points

You control the actions of another creature you touch. This effect lasts for one minute. The target must be level 2 or lower. Once you have established control, you maintain mental contact with the target and sense what it senses. You can allow it to act freely or override its 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 or increase the duration by one minute. Thus, to control the mind of a level 5 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 command. Action to initiate.

Tier 6:(Choose one) Telepathic Network 0+ Intellect point

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.

Gm Intrusions:

Something glimpsed in the target's mind is horrifying. A feedback loop allows the target to read the character's mind.

Conducts Weird Science

Your preternatural insight and ability make you a scientist capable of amazing feats.

Tier 1: 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.

Tier 1: 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.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Incredible Health

Thanks to a dip in a magical pool, an injection of artificial antibodies and immune defense nanobots into your bloodstream, exposure to strange radiation, or something else, you are now immune to diseases, viruses, and mutations of any kind. Enabler.

Tier 4: 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.

Tier 4: Just A Bit Mad

You are trained in Intellect defense tasks. Enabler.

Tier 5: Weird Science Breakthrough 5+ Intellect points

Your research leads to a breakthrough, and you imbue an object with a truly amazing property, though you can use the item only once. To do so, you must buy spare parts equivalent to an expensive item, have a field science kit (or a permanent lab, if you have access to one), and succeed at a difficulty 4 Intellect-based roll to create a random manifest cypher of up to level 2. The GM decides the nature of the cypher you create. Attempting to create a specified cypher hinders the task by two steps. Creating a cypher does not allow you to surpass your normal cypher limit. In addition to the normal options for using Effort, you can choose to use Effort to increase the level of the cypher you create; each level of Effort increases the level of the cypher and the difficulty of the Intellect task to create it. Action to initiate, one hour to complete.

Tier 6: Incredible Feat Of Science 12 Intellect points

You do something amazing in the lab. This takes parts and materials equivalent to three expensive items. Possible incredible feats include: Reanimate and command a dead body for one hour. Create an engine that runs on perpetual motion. Create a teleportation gate that remains open for one minute. Transmute one substance into another substance. Cure one person with an incurable disease or condition. Create a weapon designed to hurt something that can't otherwise be hurt. Create a defense designed to protect against something that can't otherwise be stopped. Action to initiate; a full day of work to complete.

Tier 6:(Choose one) Inventor

You can create new artifacts in half the time, as if they were two levels lower, by spending half the normal XP. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

Creations get out of control. Side effects cannot always be predicted. Weird science terrifies people and can draw the media. When a device created or modified by weird science is depleted, it detonates.

Consorts With The Dead

The dead answer your questions, and their reanimated corpses serve you.

Tier 1: 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.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Greater Necromancy 5+ Intellect points

This ability works like the Necromancy ability except that it creates a level 3 creature. Action to animate.

Tier 5: 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.

Tier 6:(Choose one) True Necromancy 8+ Intellect points

This ability works like the Necromancy ability except that it creates a level 5 creature. Action to animate.

Tier 6:(Choose one) 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.

Gm Intrusions:

The character's necromantic reputation precedes them. A corpse seeks revenge for being reanimated.

Controls Beasts

Your ability to communicate and lead beasts is uncanny.

Tier 1: 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. (A creature's level determines its target number, health, and damage, unless otherwise stated. So a level 2 beast companion has a target number of 6 and a health of 6, and it inflicts 2 points of damage. A level 4 beast companion has a target number of 12 and a health of 12, and it inflicts 4 points of damage. And so on.)

Tier 2: 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.

Tier 2: 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.

Tier 3:(Choose one) Mount

A level 3 creature serves you as a mount and follows your instructions. While you're mounted on it, the creature can move and you can attack on your turn, which provides an asset to your attack. You and the GM must work out the details of the creature, and you'll probably make rolls for it when it takes noncombat actions. The mount acts on your turn. If your mount dies, you can hunt in the wild for 3d6 days to find a new one. Enabler.

Tier 3:(Choose one) Stronger Together

When you and your companion from the Beast Companion ability are within immediate distance of each other, you inflict 2 additional points of damage when you attack and both of you gain an asset to defense actions. Enabler.

Tier 4: Beast Eyes 3 Intellect points

By linking to the creature from your Beast Companion ability, you can perceive through its senses if it is within 1 mile (1.5 km) of you. This effect lasts up to ten minutes. Action to establish.

Tier 4: Improved Companion

Your companion (such as a controlled beast) or follower increases to level 4. As a level 4 creature, it has a target number of 12 and 12 health, and it inflicts 4 points of damage (though in most cases, instead of attacking, it provides an asset to your attacks). You can gain this ability once per tier. Each additional time you select it, it increases your companion or follower's level by 1. Enabler.

Tier 5: 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.

Tier 6:(Choose one) As If One Creature

When you and your beast (from your Beast Companion ability) are within immediate distance of each other, you can share damage inflicted on either of you. For instance, if one of you is struck by a weapon for 4 points of damage, divide the damage between the two of you as you see fit. Only the Armor and resistances of the target initially damaged come into play. So if you have 2 Armor and are struck by a force blast for 4 points of damage, your beast can take the 2 points of damage you would suffer, but their Armor does not come into play, nor does their immunity to force blasts, if any. Enabler.

Tier 6:(Choose one) Control The Savage 6 Intellect points

You can control a calm nonhuman beast within 30 feet (9 m). You control it for as long as you focus all your attention on it, using your turn each round. 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.

Gm Intrusions:

The community is reluctant to welcome dangerous animals. Out-of-control beasts become a real hazard.

Controls Gravity

You can sway the attraction of gravity itself.

Tier 1:(Choose one) 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.

Tier 1: Hover 2 Intellect points

You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate.

Tier 2: Enhanced Speed Edge

You gain +1 to your Speed Edge. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: Flight 4+ Intellect points

You can float and fly through the air for one hour. For each level of Effort applied, you can affect one additional creature of your size or smaller. You must touch the creature to bestow the power of flight. You direct the other creature's movement, and while flying, it must remain within sight of you or fall. In terms of overland movement, a flying creature moves about 20 miles (32 km) per hour and is not affected by terrain. Action to initiate.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Onlookers react with unreasoning fear. A weird interaction sends an ally or object careening into the sky.

Copies Superpowers

You can copy others' skills, abilities, and superpowers.

Tier 1: Flex Skill

At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized. Enabler.

Tier 1: Flex Skill

At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized. Enabler.

Tier 2: Copy Power 2+ Intellect points

You can copy someone else's superpower for an hour, performing it as if it were natural for you. Within the past hour you must have touched the creature whose power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy, and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that creates a blast of force. In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to use Onslaught. You can copy only one power at a time; copying another one ends any other power you're copying with this ability. Copy Power doesn't copy effects of a power that permanently adds points to your Pools, such as Enhanced Body (134). In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than one hour ago; each level of Effort used in this way extends the time period by one hour. Action.

Tier 3:(Choose one) Steal Power

When you use Copy Power to copy an ability, the creature you copied it from loses access to that ability for about a minute. While you have their ability, any attempt by the creature to use their ability requires them to succeed at a task (Might, Speed, or Intellect, as appropriate to the stolen ability) opposed by your eased Intellect task. If they succeed, they regain the use of their ability and you lose it. If you want to make it more difficult for someone to take back their stolen power, become skilled in the Steal Power ability, or put a power shift in power for it. Enabler.

Tier 3:(Choose one) Wildcard Powers

You have a gift with using copied powers in unusual ways. Whenever you try a power stunt and use a level of Effort on the special roll to modify the ability, you get a free level of Effort on that roll. Enabler.

Tier 4: Improved Copying

You can use Copy Power to copy more powerful abilities. In addition to the normal options for using Effort with Copy Power, if you apply one level of Effort, the GM chooses a mid-tier ability that most closely resembles that power (instead of a low-tier ability). When you use Improved Copying, a copied ability must be low, medium, or high tier according to how it is listed in the ability categories. It doesn't matter if a type or focus makes it available at a lower or higher tier. Enabler.

Tier 5: Power Memory

When you use Copy Power, you only need to have seen the ability used within the past day (instead of the past hour), and using Effort extends how long ago your copying can reach to one day per level of Effort (instead of one hour per level). Enabler.

Tier 6:(Choose one) Amazing Copying

You can use Copy Power to copy more powerful abilities. In addition to the normal options for using Effort with Copy Power, if you apply two levels of Effort, the GM chooses a high-tier ability that most closely resembles that power (instead of a low-tier ability). Enabler.

Tier 6:(Choose one) Multiple Copying

When you use Copy Power, you can copy two of the creature's abilities at the same time. In addition to the normal options for using Effort with Copy Power, you can apply levels of Effort to copy additional abilities, each level of Effort copying an additional ability beyond the initial two (three for one level of Effort, four for two levels, and so on). Enabler.

Gm Intrusions:

A copied power ends unexpectedly or goes out of control. A copied power doesn't bring secondary powers with it (like gaining superspeed without protection from air friction, or not being immune to the heat from your own fire bolts).

Crafts Illusions

You fashion images from light that are so perfect they seem real.

Tier 1: 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.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

The illusion isn't believable. The illusion is pierced at just the wrong moment.

Crafts Unique Objects

You're an inventor of strange and useful objects.

Tier 1: Crafter

You are trained in the crafting of two kinds of items. Enabler.

Tier 1: Master Identifier

You are trained in identifying the function of any kind of device. Enabler.

Tier 2: 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.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Built In Weaponry

Biomechanical implants, a magical jewel fused to your forehead, or something just as wild now provides you with inherent weaponry. This allows you to fire a blast of energy up to long range that inflicts 5 points of damage. There is no cost for you to use this ability. Action.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) Inventor

You can create new artifacts in half the time, as if they were two levels lower, by spending half the normal XP. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

The object malfunctions, breaks, or suffers catastrophic or unexpected failure.

Dances With Dark Matter

You can manipulate shadow and "dark" matter.

Tier 1: 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.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: Windwracked Traveler 4+ Intellect points

You condense a wide wing of dark matter that can carry you through the air for a period of up to one hour. For each level of Effort applied, you can add one hour to the duration or carry one additional creature of your size or smaller. You must touch the additional creatures for them to be tucked under your wing. They must remain relatively still while the wing lasts or they will fall. In terms of overland movement, you fly at about 20 miles (32 km) per hour and are not affected by terrain. Action to initiate.

Tier 6:(Choose one) Dark Matter Structure 5 Intellect points

You can form dark matter into a large structure consisting of up to ten 10-foot (3 m) cubes. The structure can be somewhat complex, though everything has the same matte black color from which no light shines. Otherwise, the structure can possess different densities, textures, and capacities. This means it can include windows, doors with locks, furnishings, and even decor, as long as it is all black as pitch. For example, you could shape the dark matter into a large, defensible structure; a sturdy 100-foot (30 m) bridge; or anything similar. The structure is a level 6 creation and lasts for 24 hours. You can't keep more than one such structure solid at any one time. Action.

Tier 6:(Choose one) 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.

Gm Intrusions:

Dark matter skulks away as if possessed by a mind of its own.

Defends The Gate

Everyone wants you on their side when it comes to a fight because nothing gets by you.

Tier 1: 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.

Tier 1: 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.

Tier 2: 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.

Tier 3:(Choose one) Fortification Builder

Whenever you attempt a crafting task-or help in the crafting task-to build a wall or other fortification, you ease the crafting difficulty by two steps, to a minimum of difficulty 1. Enabler.

Tier 3:(Choose one) 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.

Tier 4: Greater Enhanced Might

You gain 6 points to your Might Pool. Enabler.

Tier 5: Reinforcing Field 6+ Intellect points

You can reinforce any object or structure by infusing it with a force field for one hour. The force field increases the level of the object or structure by 2 for tasks related to durability and withstanding damage and destruction. Action to initiate.

Tier 6:(Choose one) Generate Force Field 9+ Intellect points

You create six planes of solid force (level 8), each 30 feet (9 m) to a side, which persist for one hour. The planes must be contiguous, and they retain the position that you choose when initiating this ability. For instance, you could arrange the planes linearly, creating a wall 180 feet (55 m) long, or you could create a closed cube. The planes conform to the space available. Each additional level of Effort you apply increases the level of the barrier by one (to a maximum of level 10) or increases the number of hours it remains by one. Action to initiate.

Tier 6:(Choose one) 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.

Gm Intrusions:

A strategically important structure collapses. The enemy attacks from an unexpected direction.

Defends The Weak

You stand up for the helpless, the weak, and the unprotected.

Tier 1: Courageous

You are trained in Intellect defense tasks and initiative tasks. Enabler.

Tier 1: Warding Shield

You have +1 to Armor while you are using a shield. Enabler.

Tier 2: Devoted Defender 2 Might,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.

Tier 2: 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.

Tier 3:(Choose one) Dual Wards

You can have two wards from Devoted Defender at a time. Choosing a second ward can be its own action, or you can choose two wards with one action (and only pay the cost once for doing so). The wards must remain within an immediate distance of each other. Benefits provided by Devoted Defender apply to both your wards. If your wards separate, you choose which retains the benefit. If they come back together, both regain the benefit immediately. Enabler.

Tier 3:(Choose one) True Guardian 2 Might,Intellect points

When you stand guard as your action, allies within immediate range of you gain an asset to their defense tasks. This lasts until the end of your next turn. Enabler.

Tier 4: Combat Challenge

All attempted tasks that draw an attack to yourself (and away from someone else) are eased by two steps. Enabler.

Tier 5: 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. (Two characters attempting to draw an attack at the same time cancel each other out.)

Tier 6:(Choose one) Resuscitate 6 Intellect points

You can resuscitate a character who is up to two steps down on the damage track as your action. The target ascends one step on the damage track. If a character has dropped all three steps on the damage track (dead) but is otherwise in one piece and less than a minute has passed since they descended to the third step, you can resuscitate them if you succeed at a level 6 healing task. If you use this ability on an NPC who has no health but has been dead for less than a minute and is otherwise in one piece, the NPC is resuscitated with 1 health. Action.

Tier 6:(Choose one) True Defender 6 Might,Intellect points

This ability functions as the Devoted Defender ability, except the benefit applies to up to three characters you choose. If you choose just one character, you become specialized in the tasks described under the Devoted Defender ability. Action to initiate.

Gm Intrusions:

A character focused on protecting others may periodically leave themselves vulnerable to attacks.

Descends From Nobility

A descendent of wealth and power, you carry a noble title and the abilities granted by a privileged upbringing.

Tier 1:(Choose one) Retinue

Four level 2 followers join you (and your first follower, if you have one). One of their modifications must be for tasks related to serving as your personal assistants. In addition to other tasks they might individually take on your behalf, they can also work together to run interference if you're trying to avoid someone, help hide you from the attention of others, help you muscle through a crowd, and so on. If a situation becomes physically violent, they provide an asset to your Speed defense tasks and, if you command it, try to hold a foe's attention while you escape. Enabler.

Tier 1: Privileged Nobility

You are adept at claiming the rewards that a noble background can generate. When recognized, you can be seated at any eating establishment no matter how full, get a room in an inn even if that means others are turned out, be let into any court or other structure where laws are decided or nobility rules, be invited to any gala, and get a seat at a private function of any sort. In addition, you are trained in persuasion. Enabler.

Tier 2: Trained Interlocutor

Through wit, charm, humor, and grace (or sometimes rudeness, threatening posture, and obscenity), you're better able to talk others into what you want. You are trained in all interactions. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Noble's Courage 3+ Intellect points

Your noble lineage teaches that courage is necessary to do things that are difficult, tedious, or dangerous. When your mind would be negatively affected by an effect of up to level 4, whether something as overt as a psychic command or illness or something as subtle as fear or even boredom, your courage neutralizes the effect for up to a minute or, if you're actively being attacked, until the next attack. For each level of Effort applied, you can increase the level of the effect you can neutralize by 1. Enabler.

Tier 4: Expert Follower

You gain a level 3 follower. They are not restricted on their modifications. You can take this ability multiple times, each time gaining another level 3 follower. Alternatively, you could choose to advance a level 2 follower you already have to level 3 and then gain a new level 2 follower. Enabler.

Tier 5: Asserting Your Privilege 3 Intellect points

Acting as only a privileged person can, you verbally harangue a foe who can hear and understand you so forcefully that they are unable to take any action, including attacks, for one round. Whether you succeed or fail, the next action the target takes is hindered. Action.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Debts incurred by a family are owed by the character. A long-lost sibling seeks to disinherit rivals. An assassin finds the character.

Doesn't Do Much

You're a slacker, but you know a little about a lot of things.

Tier 1: Life Lessons

Choose any two noncombat skills. You are trained in those skills. Enabler.

Tier 2: Totally Chill

Your ten-minute recovery roll takes you only one round. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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. (Improvise can be used on a task a character has an inability in, but instead of gaining an asset, the character just loses the inability penalty.)

Tier 4: Life Lessons

Choose any two noncombat skills. You are trained in those skills. Enabler.

Tier 4: 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.

Tier 5: Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

New situations are confounding and stressful. Past actions (or inactions) come back to haunt the character.

Drives Like A Maniac

Whether balancing on two wheels, jumping another vehicle, or driving head-on toward an oncoming enemy car, you don't think about the risks when you're behind the wheel.

Tier 1: Driver

You are trained in all tasks related to driving a car, truck, or motorcycle, including mechanical repair tasks. Enabler.

Tier 1: 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.

Tier 2: Car Surfer

You can stand or move about on a moving vehicle (such as on the hood, on the roof, in the open door well, etc.) with a reasonable expectation of not falling off. Unless the vehicle veers sharply, stops suddenly, or otherwise engages in extreme maneuvers, standing or moving about on a moving vehicle is a routine task for you. If the vehicle engages in extreme maneuvers like those described, any tasks to remain on the vehicle's surface are eased. Enabler.

Tier 2: Stare Them Down

One doesn't play games of chicken with other maniac drivers without gaining mental strength. You're trained in Intellect defense tasks. Enabler.

Tier 3:(Choose one) Expert Driver

You are specialized in all tasks related to driving a car, truck, or motorcycle, including mechanical repair tasks. Enabler.

Tier 3:(Choose one) Enhanced Speed Edge

You gain +1 to your Speed Edge. Enabler.

Tier 4: 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.

Tier 4: Enhanced Speed

You gain 3 points to your Speed Pool. Enabler.

Tier 5: Something In The Road

When you use a vehicle as a weapon, you inflict 5 additional points of damage. Enabler.

Tier 6:(Choose one) Trick Driver

While driving a car, truck, or motorcycle, your Might Edge, Speed Edge, and Intellect Edge increase by 1. When you make a recovery roll while driving, you recover 5 additional points. When you attempt a driving task or an extreme trick-such as jumping a ravine or other vehicle, spinning in the air, landing safely on another vehicle, and so on-the task is eased. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

The engine develops a knock. The bridge on the road ahead is out. The windshield shatters. Someone unexpectedly runs in front of the vehicle.

Emerged From The Obelisk

Your body, hard as crystal, gives you a suite of unique abilities, gained after an interaction with a floating crystalline obelisk.

Tier 1: Crystalline Body

You are composed of animate, translucent crystal the color of amber. Work with your GM to decide your exact form, though it is likely about the shape and size of a humanoid. Your crystal body grants you +2 to Armor and +4 to your Might Pool. However, you're not quick and your Speed defense tasks are hindered. Certain conditions, like mundane diseases and poisons, do not affect you. Your crystalline body repairs itself more slowly than a body of living flesh would. You have only the one-round, one-hour, and ten-hour recovery rolls available each day; you do not have a ten-minute recovery roll available. Any ability you have that requires a ten-minute recovery roll instead requires a one-hour recovery roll. Enabler.

Tier 2: Hover 2 Intellect points

You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate.

Tier 3:(Choose one) Inhabit Crystal 4 Intellect points

You transfer your body and whatever you are carrying into a crystal at least the size of your index finger. While in the crystal, you are aware of what is going on around it, seeing and hearing through the crystal. You can even speak through the crystal and carry on conversations. You cannot take actions other than to exit the crystal. You remain within as long as you wish, but you are not in stasis and should exit to eat, drink, sleep, and so on as normal (breathing is not an issue). If the crystal is destroyed or takes major damage while you are within it, you immediately exit, cannot act for three rounds, and move two steps down the damage track. Action to enter and exit. (A character should specify where they place the crystal for the Inhabit Crystal ability before using it, even if it's just on the ground at their feet.)

Tier 3:(Choose one) 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.

Tier 4: Crystal Lens

You can focus the inherent energy surging through you from your Crystalline Body ability. This allows you to fire a blast of energy that inflicts 5 points of damage on a target within very long range. Action.

Tier 5: Resonant Frequency

You can infuse an item of up to level 7 that you can hold in one hand with a special vibration generated from your core. The object then functions as if two levels higher for one minute. At the end of that minute, the resonant frequency ramps up exponentially until the object finally shatters from the energy buildup. Anything within immediate range of the detonation suffers 5 points of damage. Action to initiate.

Tier 6:(Choose one) Resonant Quake 7 Intellect points

You can infuse the ground beneath you with a special vibration generated from your core. This creates a small quake whose epicenter you can select within a very long distance. Everyone within short range of the epicenter is subject to 8 points of damage (from shaking and being struck by toppling objects, crumbling walls, and so on). However, you are dazed for a round afterward yourself, during which time all your tasks are hindered. If you have the Move Mountains ability, both abilities cost 3 fewer Intellect points to use. Action.

Tier 6:(Choose one) Return To The Obelisk 7+ Intellect points

You transfer your body and personal possessions into a crystal of any size that you can touch, and you exit from another crystal of any size, including any crystal obelisks that you are aware of. You must know of the crystal you are going to use as an exit before you enter the first crystal. You can take one additional creature with you for each level of Effort applied. Action.

Gm Intrusions:

Cyphers and artifacts react unexpectedly in the character's hands.

Employs Magnetism

You command metal and the power of magnetism.

Tier 1: Move Metal 1 Intellect point

You can exert force on metal objects within short range for one round. 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 metal objects, push against metal objects, and so on. For example, in your round, you could lift and pull a light metal 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.

Tier 2: Repel Metal

By manipulating magnetism, you are trained in Speed defense tasks against any incoming attack that uses metal. Enabler.

Tier 3:(Choose one) Destroy Metal 3 Intellect points

You instantly tear, rip, or burst a metal object that is within sight, within short range, and no bigger than half your size. Attempt an Intellect task to destroy the object; the task is eased by three steps compared to breaking it with brute strength. Action.

Tier 3:(Choose one) 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.

Tier 4: Magnetic Field 4 Intellect points

When you wish it, a field of magnetism around you pulls incoming, ranged, metallic projectile attacks (such as arrows, bullets, a thrown metal knife, and so on) to the ground. You are immune to such attacks for one round. You must be aware of an attack to foil it. Enabler.

Tier 5: Command Metal 5 Intellect points

You reshape a metallic item as you desire. The item must be within sight and within short range, and its mass can be no greater than your own. You can affect multiple items at once as long as their combined mass falls within these limits. You can fuse multiple items together. You can use this power to destroy a metal object (as the Destroy Metal ability), or you can craft it into another desired shape (crudely, unless you have the proper crafting skills). You can then move the new object anywhere within range. For example, you could take a few metal shields, fuse them together, and use the resulting shape to block a doorway. You can use this ability to make an attack-causing a foe's armor to constrict, rendering a metal item into shards that you fling across the battlefield, and so on-against one target within short range. Regardless of the form of the attack, it is an Intellect action that deals 7 points of damage. Action.

Tier 6:(Choose one) Diamagnetism

You magnetize any nonmetallic object within short range so that it can be affected by your other magnetic powers. Thus, with Move Metal, you can move any object. With Repel Metal, you are trained in all Speed defense tasks, regardless of whether the incoming attack uses metal. And so on. Enabler.

Tier 6:(Choose one) Iron Punch 5+ Intellect points

You magnetically pick up a metallic heavy object within short range and hurl it at someone within short range, an Intellect action that deals 6 points of damage to the target and to the hurled object. For each additional level of Effort applied, you can pick up a slightly larger object, allowing you to affect one additional target within short range as long as it is next to the prior target. Action.

Gm Intrusions:

The metal twists, bends, or produces shrapnel. A lapse in concentration might cause something to slip or drop at just the wrong time.

Entertains

You perform, mostly for the benefit of others.

Tier 1: 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.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Tier 4: Calm 3 Intellect points

Through jokes, song, or other art, you prevent a living foe from attacking anyone or anything for one round. Action.

Tier 5: 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.

Tier 6:(Choose one) Master Entertainer

Your Inspiring Ease ability works more effectively, easing your friends' tasks by two steps rather than one step. Enabler.

Tier 6:(Choose one) Vindictive Performance 5 Intellect points

When you tell a joke, perform a song or poem, draw a picture, relate an anecdote, or otherwise provide entertainment, you can select one individual from the audience who is able to understand you. During your performance, you heap indirect but biting derision on this target. If you succeed, the target doesn't realize that they've become the victim of your performance until you wrap up the entertainment at a moment you choose in a way that strikes home. The target suffers 6 points of Intellect damage (ignores Armor) and loses their next turn. One or more actions to initiate.

Gm Intrusions:

The audience is annoyed or offended. Musical instruments break. Paints dry in their pots. The words to a poem or song are forgotten.

Exists In Two Places At Once

You exist in two places at once.

Tier 1: Duplicate 2 Might points

You cause a duplicate of yourself to appear at any point you can see within short range. The duplicate has no clothing or possessions when it appears. The duplicate is a level 2 NPC with 6 health. The duplicate obeys your commands and does as you direct it. The duplicate remains until you dismiss it using an action or until it is killed. When the duplicate disappears, it leaves behind anything it was wearing or carrying. If the duplicate disappears because it was killed, you take 4 points of damage that ignore Armor, and you lose your next action. Action to initiate.

Tier 2: Share Senses

While your duplicate created by the Duplicate ability is in existence and within 1 mile (1.5 km), you know everything it experiences and can communicate with it telepathically. Enabler.

Tier 3:(Choose one) Superior Duplicate 2 Might points

When you use your Duplicate ability, you can create a superior duplicate instead of a normal duplicate. A superior duplicate is a level 3 NPC with 15 health. Enabler.

Tier 3:(Choose one) Resilient Duplicate

Increase the health of any duplicate you create (such as with Duplicate) by 5. Enabler.

Tier 4: Damage Transference

When you or your duplicate (from the Duplicate ability) would take damage, you can transfer 1 point of damage from one to the other provided that you and your duplicate are within 1 mile (1.5 km) of each other. Enabler.

Tier 5: Coordinated Effort 3 Intellect points

When you and the duplicate from your Duplicate ability would attack the same creature, you can choose to make one attack roll with an asset. If you hit, you inflict damage with both attacks and treat the attacks as if they were one attack for the purpose of subtracting Armor from the damage. Action.

Tier 6:(Choose one) Multiplicity 6 Might points

This ability functions as Duplicate, except you can create two duplicates. Action to initiate.

Tier 6:(Choose one) Resilient Duplicate

Increase the health of any duplicate you create (such as with Duplicate) by 5. Enabler.

Gm Intrusions:

Perceiving the world from two different places disorients the character, causing momentary vertigo, nausea, or confusion.

Exists Partially Out Of Phase

A bit translucent, you're slightly out of phase and can move through solid objects.

Tier 1: Walk Through Walls 2 Intellect points

You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per round (minimum of one round to pass through any barrier). You can't act (other than moving) or perceive anything until you pass entirely through the barrier. You can't pass through energy barriers. Action.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Phase Door 4 Intellect points

You can phase into a solid object's surface and then phase out of any other solid object within long range of the first, even if the two objects are not connected. There must be no intervening barriers between the two objects, and you must be aware of or able to see the destination object. Action.

Tier 4: 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.

Tier 5: Untouchable 6 Intellect points

You change your phase state for the next minute so that you can't affect or be affected by normal matter or energy. Only mental attacks and special transdimensional energies, devices, or abilities can affect you, but likewise you can't attack, touch, or otherwise affect anything. Action to initiate.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

The character is sent phasing into an unexpected dimension. The character becomes lost in a large solid.

Explores Dark Places

You're the archetypal treasure hunter, scavenger, and finder of lost things.

Tier 1: Superb Explorer

You are trained in searching, listening, climbing, balancing, and jumping tasks. Enabler.

Tier 2: 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.

Tier 2: 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.

Tier 3:(Choose one) Nightstrike

When you attack a foe in dim light or darkness, you get a free level of Effort on the attack. Enabler.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Possessions fall out of pockets or bags in the dark; maps get lost; information gained fails to include an important detail.

Fights Dirty

You'll do anything to win a fight: bite, scratch, kick, trick, and worse.

Tier 1: Tracker

You are trained in following and identifying tracks. Enabler.

Tier 1: Stalker

You gain an asset to all types of movement tasks (including climbing, swimming, jumping, and balancing). Enabler.

Tier 2: Sneak

You are trained in stealth and initiative tasks. Enabler.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Mind Games 3 Intellect points

You use lies and trickery, mockery, and perhaps even hateful, obscene language against a foe that can understand you. If successful, the foe is stunned for one round and cannot act, and it is dazed in the following round, during which time its tasks are hindered. Action.

Tier 4: Capable Warrior

Your attacks deal 1 additional point of damage. Enabler.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Murderer 8+ Speed points

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.

Gm Intrusions:

People look poorly upon those who cheat or fight without honor. Sometimes a dirty trick backfires.

Fights With Panache

You're a swashbuckling daredevil who fights with flamboyant style that's entertaining to watch.

Tier 1: 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.

Tier 2: Quick Block

If you use a light or medium weapon, you are trained in Speed defense tasks. Enabler.

Tier 3:(Choose one) Acrobatic Attack 1+ Speed point

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.

Tier 3:(Choose one) 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.

Tier 4: Block For Another

If you use a light or medium weapon, you can block attacks made against an ally near you. Choose one creature within immediate range. You provide an asset to that creature's Speed defense tasks. You can't use Quick Block while using Block for Another. Enabler.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) Agile Wit

When attempting a Speed task, you instead can roll (and spend points) as if it were an Intellect action. If you apply Effort to this task, you can spend points from your Intellect Pool instead of your Speed Pool (in which case you also use your Intellect Edge instead of your Speed Edge). Enabler.

Tier 6:(Choose one) Return To Sender 3 Speed points

If you succeed at a Speed defense task against a melee attack, you can make an immediate melee attack against your foe. You can use this ability only once per round. Enabler.

Gm Intrusions:

The display comes off looking silly, clumsy, or unattractive.

Flies Faster Than A Bullet

You can fly, and you're superstrong, hard to hurt, and fast too. Is there anything you can't do?

Tier 1: Hover 2 Intellect points

You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate.

Tier 2: Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Tier 3:(Choose one) Hidden Reserves

When you use an action to make a recovery roll, you also gain +1 to both your Might Edge and your Speed Edge for ten minutes thereafter. Enabler.

Tier 3:(Choose one) 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.

Tier 4: Blink Of An Eye 4 Speed points

You move up to 1,000 feet (300 m) in one round. Action.

Tier 4: Up To Speed

If you do nothing but move for three actions in a row, you accelerate greatly and can move up to 200 mph (about 2,000 feet each round) for up to ten minutes (about 35 miles), after which you must stop and make a recovery roll. (Move up to 322 kph [about 600 m each round] for up to ten minutes [about 56 km].) Enabler.

Tier 5: 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.

Tier 6:(Choose one) Burning Light 3 Intellect points

You send a beam of light at a creature within long range and then tighten the beam until it burns, inflicting 5 points of damage. Action.

Tier 6:(Choose one) Ignore Affliction 5 Might points

If you are affected by an unwanted condition or affliction (such as disease, paralysis, mind control, broken limb, and so on, but not damage), you can ignore it and act as if it does not affect you for one hour. If the condition would normally last less than an hour, it is entirely negated. Action.

Gm Intrusions:

A nemesis finds the character. A strange material is found to nullify the character's abilities.

Focuses Mind Over Matter

You can telekinetically move objects with your mind without physically touching them.

Tier 1: 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.

Tier 2: 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. (If you're using Telekinesis to move an object across the room, and an average fit human could do it with their arms, you can do it with your psychokinesis. You have to use the power's Might Pool, Might Edge, and Effort only if a PC would have to do so, such as if a character tried to push open a barred door.)

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Apportation 4 Intellect points

You call a physical object to you. You can choose any piece of normal equipment on the standard equipment list, or (no more than once per day) you can allow the GM to determine the object randomly. If you call a random object, it has a 10 percent chance of being a manifest cypher or artifact, a 50 percent chance of being a piece of standard equipment, and a 40 percent chance of being a bit of worthless junk. You can't use this ability to take an item held by another creature. Action.

Tier 5: 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.

Tier 6:(Choose one) Improved Apportation 6 Intellect points

You call a creature of up to level 3, which appears next to you. You can choose a creature that you've previously encountered, or (no more than once per day) you can allow the GM to determine the creature randomly. If you call a random creature, it has a 10 percent chance of being a creature of up to level 5. The creature has no memory of anything before being called by you, though it can speak and has the general knowledge a creature of its type should possess. The creature is receptive to communication and helping you (unless shown that it should do otherwise). Action.

Tier 6:(Choose one) Reshape 5 Intellect points

You reshape matter within short range in an area no larger than a 5-foot (1.5 m) cube. If you use only one action on this ability, the changes you make are crude at best. If you spend at least ten minutes and succeed at a hindered appropriate crafting task, you can make complex changes to the material. You can't change the nature of the material, only its shape. Thus, you can make a hole in a wall or floor, or you can seal one up. You can fashion a rudimentary sword from a large piece of iron. You can break or repair a chain. With multiple uses of this ability, you could bring about large changes, making a bridge, a wall, or a similar structure. Action.

Gm Intrusions:

One mental slip, and moving objects drop or fragile objects break. Sometimes the wrong item moves, falls, or breaks.

Fuses Flesh And Steel

Your body is part machine.

Tier 1: 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.

Tier 2: Interface

By directly plugging into a device, you can identify and learn to operate it as though the task were one level lower. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Fusion

You can fuse your manifest cyphers and artifacts with your body. These fused devices function as if they were one level higher. Enabler.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Ultra Enhancement

You gain +1 to Armor and +5 to each of your three stat Pools. Enabler.

Gm Intrusions:

People in most societies are afraid of someone who is revealed to have mechanical parts.

Fuses Mind And Machine

Electronic aids implanted in your brain make you a mental powerhouse.

Tier 1: Enhanced Intellect

You gain 3 points to your Intellect Pool. Enabler.

Tier 1: 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.

Tier 2: 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. (Generally, knowledge that you could find by looking somewhere other than your current location is level 1, while obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible.)

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Machine Telepathy 3 Intellect points

You can read the surface thoughts of a machine within short range, even if the machine doesn't want you to. You must be able to see the machine. Once you have established contact, you can read the target's thoughts for up to one minute. If you or the target move out of range, the connection is broken. If you have the Mind Reading ability, when you apply Effort to Machine Telepathy, you gain a free level of Effort. Action to initiate.

Tier 4: Greater Enhanced Intellect

You gain 6 points to your Intellect Pool. Enabler.

Tier 4: 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.

Tier 5: See The Future 6 Intellect points

Based on all the variables you perceive, you can predict the next few minutes. This has the following effects: For the next ten minutes, your defense rolls gain an asset. You have a sort of danger sense. For the next ten minutes, you gain an asset in 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. For the next ten minutes, you gain an asset to tasks involving interaction and deception. Enabler.

Tier 6:(Choose one) Machine Enhancement

Any time you use Effort on an Intellect action, add one of the following enhancements to the action (your choice): Free level of Effort Automatic minor effect Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

Machines malfunction and shut down. Powerful machine intelligences can take control of lesser thinking machines. Some people don't trust a person who isn't fully organic.

Grows To Towering Heights

For brief periods, you can grow larger and, with enough experience, to towering heights.

Tier 1: 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.

Tier 1: Freakishly Large

Your increased size intimidates most people. While you enjoy the effects of Enlarge, all intimidation tasks you attempt are eased. Enabler.

Tier 2: Bigger

When you use Enlarge, you can choose to grow up to 12 feet (4 m) in height, and you add 3 more temporary points to your Might Pool. Enabler.

Tier 2: Advantages Of Being Big

When you use Enlarge, you're so big that you can move massive objects more easily, climb buildings by using hand- and footholds unavailable to regular-sized people, and jump much farther. While you enjoy the effects of Enlarge, all climbing, lifting, and jumping tasks are eased. Enabler.

Tier 3:(Choose one) Huge

When you use Enlarge, you can choose to grow up to 16 feet (5 m) in height. When you do, you add +1 to Armor (a total of +2 to Armor) and deal 2 additional points of damage with melee attacks. Enabler.

Tier 3:(Choose one) Throw 2 Might points

When you are using Enlarge and deal damage to a creature of your size or smaller with an unarmed attack, you can choose to throw that creature up to 1d20 feet away from you. The creature lands prone. Enabler.

Tier 4: Grab

While you are using the Enlarge ability, you can attack by attempting to wrap your massive hands around a target the size of a normal human or smaller. While you maintain your hold as your action, you keep the target from moving or taking physical actions (other than attempts to escape). The target's escape attempt is hindered by two steps due to your size. If you wish, you can automatically inflict 3 points of damage each round on the target while you hold it, but you can also keep it protected (by taking all attacks otherwise meant for the target). Action.

Tier 5: Gargantuan

When you use Enlarge, you can choose to grow up to 30 feet (9 m) in height, and you add 3 more temporary points to your Might Pool (if you also have the Bigger ability, the temporary points from Gargantuan are in addition to the points from Bigger). Enabler.

Tier 6:(Choose one) Colossal

When you use Enlarge, you can choose to grow up to a base height of 60 feet (18 m). When you do, you add 5 more temporary points to your Might Pool (plus any from Gargantuan and Bigger), and you deal an additional 2 points of damage with melee attacks (plus any from your Huge ability). For each level of Effort you apply to increase your height further, your total height increases by 10 feet(3 m), and you add 1 more point to your Might Pool. Thus, the first time you use Enlarge after a ten-hour recovery roll, if you apply two levels of Effort, your base height is 80 feet (24 m), and you add a total of 17 temporary points to your Might Pool. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

Rapid growth knocks over furnishings or smashes through ceilings or hanging lights. An enlarged character breaks through the floor.

Has A Thousand Faces

You can change your appearance to look like anyone else.

Tier 1: 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.

Tier 1: Interaction Skills

You are trained in two skills in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidation. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.

Tier 2: 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.

Tier 2: War Flesh

You can instantly transform your hands and feet into claws, and your human teeth into fangs, or revert to your normal human appearance. When you make attacks with your claws or fangs, they count as medium weapons instead of light weapons. Enabler.

Tier 3:(Choose one) Disguise Other 4+ Intellect points

You apply your shapechanging ability to another creature of your size or smaller, giving them a form that you are able to assume. This lasts for about ten minutes. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; one level of Effort increases it to an hour, two increases it to a day. A creature can revert to its normal form as an action, but it cannot then change back into the altered form. You probably can't use Disguise Other to disguise a kind of creature that is very different from you, such as a human disguising a robot, animal, or crystalline alien. Action.

Tier 3:(Choose one) Resilience

You have 1 point of Armor against any kind of physical damage, even physical damage that normally ignores Armor. Enabler.

Tier 4: Ageless

Your body and mind do not age. Unless you are killed by violence (or some outside force such as poison or infection), you will never die. Enabler.

Tier 4: Think Your Way Out

When you wish it, you can use points from your Intellect Pool rather than your Might Pool or Speed Pool on any noncombat action. Enabler.

Tier 5: Memory Becomes Action 4+ Intellect points

You can duplicate a one-action character ability, performing it as if it were natural for you. You must have seen the ability used within the past week, it must be third tier or lower, and it must be an ability with a point cost. In addition to the point cost of Memory Becomes Action, you must pay the Might, Speed, or Intellect cost of the ability you are copying. For example, if you want to copy a friend's Lunge attack (which normally costs 2 Might points), you'd pay 4 Intellect points to activate Memory Becomes Action and 2 Might points to use Lunge. In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than one week ago; each level of Effort used in this way extends the time period by one week. Enabler.

Tier 6:(Choose one) Divide Your Mind 7 Intellect points

You split your consciousness into two parts. For one minute, you can take two actions on each of your turns, but only one of them can be to use a special ability. Action.

Tier 6:(Choose one) 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.

Gm Intrusions:

Part of the disguise slips. An NPC thinks the disguised character is someone they know very well.

Has Unfinished Business

Source Book:

Old Gus' Daft Drafts

Helps Their Friends

You love your friends and help them out of any difficulty, no matter what.

Tier 1:(Choose one) Advice From A Friend 1 Intellect point

You know your friend's strengths and weaknesses, and how to motivate them to succeed. When you give an ally a suggestion involving their next action, the character is trained in that action for one round. Action.

Tier 1: 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.

Tier 1: Courageous

You are trained in Intellect defense tasks and initiative tasks. Enabler.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 4: Enhanced Physique

You gain 3 points to divide among your Might and Speed Pools however you wish. Enabler.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Others sometimes have ulterior motives. The law takes an undue interest. Even when everything goes right, repercussions follow.

Hoards Dross

Source Book:

Old Gus' Daft Drafts

Howls At The Moon

For brief periods, you become a fearsome and powerful creature with control issues.

Tier 1: Beast Form

On five consecutive nights each month, you change into a monstrous beast for up to one hour each night. In this new form, you gain +8 to your Might Pool, +1 to your Might Edge, +2 to your Speed Pool, and +1 to your Speed Edge. While in beast form, you can't spend Intellect points for any reason other than to try to change to your normal form before the one-hour duration is over (a difficulty 2 task). In addition, you attack any and every living creature within short range. After you revert to your normal form, you take a -1 penalty to all rolls for one hour. If you did not kill and eat at least one substantial creature while in beast form, the penalty increases to -2 and affects all your rolls for the next 24 hours. Action to change back.

Tier 2: Controlled Change

You can try to use your Beast Form ability to change into your beast form on any night you wish (a difficulty 3 Intellect task). Any transformations you make using this power are in addition to the five nights per month that you change involuntarily. Action to change.

Tier 3:(Choose one) Bigger Beast Form

When you use Beast Form, your beast form grows bigger than before, during which time you achieve a height of 12 feet (4 m).Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using your fists as heavy weapons (if you weren't already). However, your Speed defense tasks are hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing, intimidating, wading rivers, and so on. Enabler.

Tier 3:(Choose one) Greater Beast Form

When using Beast Form, your beast form gains the following additional bonuses: +1 to your Might Edge, +2 to your Speed Pool, and +1 to your Speed Edge. Enabler.

Tier 4: Greater Controlled Change

It's easier to change into and out of the shape granted by your Beast Form ability. Transforming either way is now a difficulty 2 Intellect task. Enabler.

Tier 5: Enhanced Beast Form

When you use Beast Form, your beast form gains the following additional bonuses: +3 to your Might Pool, +2 to your Speed Pool, and +2 to Armor. Enabler.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Perfect Control

You no longer need to make a roll to use Beast Form or change into your normal form. You can change back and forth as your action. When you return to your normal form, you no longer take a penalty to your rolls. Enabler.

Gm Intrusions:

The change happens in an uncontrolled fashion. People are terrified of monsters.

Hunts

You are a stalking hunter who excels at bringing down your selected quarry.

Tier 1: 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.

Tier 1: Tracker

You are trained in following and identifying tracks. Enabler.

Tier 2: 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.

Tier 2: Sneak

You are trained in stealth and initiative tasks. Enabler.

Tier 3:(Choose one) Horde Fighting

When two or more foes attack you at once in melee, you can use them against each other. You gain an asset to Speed defense rolls or attack rolls (your choice each round) against them. Enabler.

Tier 3:(Choose one) Sprint And Grab 2 Speed points

You can run a short distance and make a melee attack to grab a foe of your size or smaller. A successful attack means you grab the foe and bring it to a halt if it was moving (this can be treated as a tackle, if appropriate). Action.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Multiple Quarry 6 Intellect points

This ability functions like the Quarry ability except that you can select up to three creatures as quarry. You must be able to see all three creatures when you initiate this ability. If you have Hunter's Drive, it applies to all three creatures. Action to initiate.

Gm Intrusions:

The quarry notices the character. The quarry isn't as vulnerable as it seemed.

Ignores Physical Distance

You can teleport from one place to another by briefly passing through a parallel dimension.

Tier 1: Dimensional Squeeze 2+ Intellect points

You cram yourself into a transitional dimension, allowing you to instantaneously appear anywhere you choose within short range if you have a clear and unobstructed path to that location. You can pass through an intervening barrier if it has an open space that you could easily fit your head through-about 1 square foot (30 cm by 30 cm square). In addition to the normal options for using Effort, you can choose to use Effort to pass through a smaller opening in a barrier; each level of Effort used in this way reduces the minimum opening size by one-fourth. You land safely when you use this ability. Action.

Tier 2: 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.

Tier 3:(Choose one) Defensive Blinking 4 Intellect points

You enter a heightened reactive state so that when you are struck hard enough to take damage, you teleport an immediate distance in a random direction (not up or down) to help evade the brunt of the attack. Your Speed defense rolls are eased for one minute. Action.

Tier 3:(Choose one) Teleportation Burst 3 Intellect points

You rapidly teleport multiple times in an immediate area, confusing your opponents and allowing you to make an additional melee attack this round. You can use this ability once per round. Enabler.

Tier 4: Short Teleportation 4+ Intellect points

You instantly teleport to any location within a short distance that you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport to a location you can't see, or bring other people with you. Each additional short distance costs one level of Effort. Teleporting to a destination you can't see costs one level of Effort. Each additional target brought with you costs one level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting an additional short distance away to a location you can't see with one passenger costs a total of three levels of Effort. Action.

Tier 5: Medium Teleportation 5+ Intellect points

You instantly teleport yourself to any location within a long distance that you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase your range, teleport to a location you can't see, or bring other people with you. Each additional long distance costs one level of Effort. Teleporting to a destination you can't see costs one level of Effort. Each additional one or two targets brought with you costs one level of Effort (you must touch any additional targets). These levels of Effort are counted separately, so teleporting an additional long distance away to a location you can't see with two passengers costs a total of three levels of Effort. Action. If you already have Short Teleportation when you select Medium Teleportation or Teleportation, you may replace Short Teleportation with another tier 4 type ability.

Tier 6:(Choose one) Teleportation 6+ Intellect points

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.

Tier 6:(Choose one) Teleportive Wound 7+ Intellect points

You touch a creature and, if your attack succeeds, you teleport away (up to your normal maximum teleportation distance) with a significant portion of their body. If the target is level 2 or lower, it dies. If the target is level 3 or higher, it takes 6 points of damage and is stunned on its next action. If the target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level 3 dies or a target of level 4 or higher takes damage and is stunned, and so on). Action.

Gm Intrusions:

A teleport goes awry, landing the character in a dangerous place. Inertia (such as from falling) continues through the teleport, injuring the character.

Infiltrates

Subtlety, guile, and stealth allow you to get in where others can't.

Tier 1: Stealth Skills

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.

Tier 1: Sense Attitudes

You are trained in sensing lies and whether a person is likely to (or already does) believe your lies. Enabler.

Tier 2: 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.

Tier 2: Flight Not Fight

If you use your action only to move, all Speed defense tasks are eased. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: Evasion

You're hard to affect when you don't want to be affected. You are trained in all defense tasks. Enabler.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Spies are treated harshly when caught. Allies disavow infiltrators who get caught. Some secrets are better left unknown.

Interprets The Law

You excel at winning others over to your views.

Tier 1: Opening Statement

You're trained in tasks related to persuasion, deception, and detecting the falsehoods of others. Enabler.

Tier 1: 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.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Enhanced Intellect Edge

You gain +1 to your Intellect Edge. Enabler.

Tier 4: 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.

Tier 5: No One Knows Better

You are trained in two of the following skills: persuasion, deception, intimidation, research, knowledge in one area, or seeing through deception. If you choose a skill in which you're already trained, you become specialized in that skill instead. Enabler.

Tier 6:(Choose one) Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Tier 6:(Choose one) Legal Intern

You gain a level 4 follower who is mostly interested in helping with your law-related tasks, but who might also help you in other areas. Enabler.

Gm Intrusions:

Onlookers react badly to a know-it-all. A distraction or interruption throws the character's argument off the rails.

Is Idolized By Millions

You're a celebrity and most people adore you.

Tier 1: Entourage

You gain an entourage of five level 1 twenty-somethings that accompanies you wherever you go unless you purposefully disband it for a particular outing. You can ask them to deliver things for you, run messages, pick up your dry cleaning-pretty much whatever you want, within reason. They can also run interference if you're trying to avoid someone, help hide you from media attention, help you muscle through a crowd, and so on. On the other hand, if a situation becomes physically violent, they retreat to safety. Enabler.

Tier 1: Celebrity Talent

You are trained in two of the following areas: writing, journalism, a particular style of art, a particular sport, chess, science communication, acting, news presentation, or some related noncombat skill that led to your celebrity. Enabler.

Tier 2: Perks Of Stardom

You are adept at claiming the rewards that fame can generate. When you are recognized, you can be seated at any restaurant, be let into any government building, be invited to any show or sports event (even if they're sold out), get a seat at a private function of any sort, or get into any club, no matter how exclusive. When dealing with someone who can't or won't immediately give in to your desire, you gain an asset on all tasks related to persuasion if that person recognizes you or is convinced that you're a celebrity even if they don't recognize you. Enabler.

Tier 3:(Choose one) Incredible Health

Thanks to a dip in a magical pool, an injection of artificial antibodies and immune defense nanobots into your bloodstream, exposure to strange radiation, or something else, you are now immune to diseases, viruses, and mutations of any kind. Enabler.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 4: Expert Follower

You gain a level 3 follower. They are not restricted on their modifications. You can take this ability multiple times, each time gaining another level 3 follower. Alternatively, you could choose to advance a level 2 follower you already have to level 3 and then gain a new level 2 follower. Enabler.

Tier 5: Do You Know Who I Am? 3 Intellect points

Acting only as someone who is famous and used to privilege can, you verbally harangue a living foe who can hear and understand you so forcefully that it is unable to take any action, including making attacks, for one round. Whether you succeed or fail, the next action the target takes after your attempt is hindered. Action.

Tier 6:(Choose one) Transcend The Script 5 Intellect points

Whether they are lines you wrote, acted, reported on, or otherwise incorporated into your talent, you compose an oratory on the fly that is so wonderful that even you believe it. For each ally who hears it (and you too), a task attempted within the next hour is eased by two steps. Action.

Tier 6:(Choose one) Improved Companion

Your companion (such as a controlled beast) or follower increases to level 4. As a level 4 creature, it has a target number of 12 and 12 health, and it inflicts 4 points of damage (though in most cases, instead of attacking, it provides an asset to your attacks). You can gain this ability once per tier. Each additional time you select it, it increases your companion or follower's level by 1. Enabler.

Gm Intrusions:

Fans are endangered or hurt on your behalf. Someone in your entourage betrays you. Your show, tour, contract, or other event is canceled. The media posts photos of you in an embarrassing situation.

Is Licensed To Carry

You carry a gun and you know how to use it in a fight.

Tier 1: Gunner

You inflict 1 additional point of damage with guns. Enabler.

Tier 1: Practiced With Guns

You are practiced with guns and suffer no penalty when using one. Enabler.

Tier 2: 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.

Tier 3:(Choose one) 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).

Tier 3:(Choose one) Damage Dealer

You inflict an additional 3 points of damage with your chosen weapon. Enabler.

Tier 4: Snap Shot

You can make two gun attacks as a single action, but the second attack is hindered by two steps. Enabler.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Misfire or jam! The attack fails and the action is lost, plus an additional action is needed to fix the problem.

Is Wanted By The Law

"WANTED, DEAD OR ALIVE" posters (or their equivalent) have appeared featuring your face. It's up to you whether it's a mistake that snowballed out of control or you actually would kill someone just for looking at you.

Tier 1: Enhanced Speed

You gain 3 points to your Speed Pool. Enabler.

Tier 1: Danger Sense 1 Speed point

Your initiative task is eased. You pay the cost each time the ability is used. Enabler.

Tier 2: 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.

Tier 3:(Choose one) Outlaw Reputation 3 Intellect points

People know of your notorious exploits, which have been told and retold so many times that they bear little resemblance to reality. But people fear your name when they recognize you (or you declare yourself). They become so afraid that all attacks made against you by affected targets within earshot are hindered until one or more of them successfully inflicts damage on you or one of your allies, at which time their fear abates. Enabler.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: Band Of Desperados

Your reputation draws a band of six level 2 desperado NPC followers who are completely devoted to you. You and the GM must work out the details of these followers. If a follower dies, you gain a new one after at least two weeks and proper recruitment. Enabler.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Most people do not take well to discovering a wanted outlaw in their midst.

Keeps A Magic Ally

An allied magic creature bound to an object (such as a minor djinn in a lamp, or a ghost in a pipe) is your friend, protector, and weapon.

Tier 1: Bound Magic Creature

You have a level 3 magic ally bound to a physical object (perhaps a minor djinn bound to a lamp, a lesser demon bound to a coin, or a spirit bound to a mirror). The magic ally doesn't yet have the full power that one of its kind could possess when mature. Normally, the ally remains quiescent in its bound object. When you use an action to manifest it, it appears next to you as a creature that can converse with you. The creature has its own personality determined by the GM and is a level higher than its base level for one area of knowledge (such as local history). The GM determines whether the magic ally has a long-term goal of its own. Each time the magic ally becomes physically manifest, it remains so for up to one hour. During that period, it accompanies you and follows your instructions. The magic ally must remain an immediate distance from you; if it moves farther away, it is yanked back into its object at the end of your following turn and cannot return until after your next ten-hour recovery roll. It doesn't attack creatures, but it can use its action to serve as an asset for any one attack you make on your turn. Otherwise, it can take actions on its own (though you'll likely roll for it). If the creature is reduced to 0 health, it dissipates. It reforms in its object in 1d6 + 2 days. If you lose the bound object, you retain a sense of the direction in which it lies. Action to manifest the magic creature.

Tier 2: Object Bond 3 Intellect points

When you manifest the magic ally from your Bound Magic Creature ability, it can move up to 300 feet (90 m) from you before being returned to its bound object. Also, it can remain manifest for an extended period, lasting until the end of your next ten-hour recovery roll. Finally, if you give permission, the magic ally can emerge from and enter the bound object on its own initiative. Enabler.

Tier 2: Hidden Closet

The magic ally from your Bound Magic Creature ability can store items for you within its bound object, including extra sets of clothing, tools, food, and so on. The interior of the object is, in effect, a 10-foot (3 m) square pocket dimension that normally only the magic ally can access. Enabler.

Tier 3:(Choose one) Minor Wish

At your request, the magic ally from your Bound Magic Creature ability can use its action to cast a minor spell on you. Afterward, it must retreat to its bound object to rest for one hour. The effects it can produce include the following. Action to initiate. Golden Anger. A golden light touches your eyes. For the next several minutes, if you attack a target, you inflict 2 additional points of damage. Golden Ward. You gain +1 to Armor for one hour from a translucent sheen of golden light. Light of Truth. Whenever you attempt to discern falsehood during the next hour, the task is eased by two steps. Touch of Grace. With the magic ally's touch, you add 3 points to any stat Pool. If you are not damaged, you add the points to your chosen Pool's maximum. They remain until you spend them, you lose them to damage, or an hour passes.

Tier 3:(Choose one) Mount

A level 3 creature serves you as a mount and follows your instructions. While you're mounted on it, the creature can move and you can attack on your turn, which provides an asset to your attack. You and the GM must work out the details of the creature, and you'll probably make rolls for it when it takes noncombat actions. The mount acts on your turn. If your mount dies, you can hunt in the wild for 3d6 days to find a new one. Enabler.

Tier 4: Improved Object Bond 5 Intellect points

When you manifest the ally from your Bound Magic Creature ability, it is now a level 4 creature. Also, the creature gains a pulse attack that renders all artifacts, machines, manifest cyphers, and lesser magic devices within short range inoperable for one minute. After the creature uses this ability, it must retreat to its object to rest for three hours. Enabler.

Tier 5: Moderate Wish

At your request, the magic ally from your Bound Magic Creature ability can spend its action casting a moderate spell on you. Afterward, it must retreat to its bound object to rest for at least one hour. The effects it can produce include the following. Action to initiate. Golden Armor. You gain +3 to Armor for one hour from a translucent sheen of golden light. Golden Fury. A golden light blazes in your eyes. For the next three minutes, if you attack a target, you inflict 5 additional points of damage. Improved Touch of Grace. With the magic ally's touch, you add 6 points to any stat Pool. If you are not damaged, you add the points to your chosen Pool's maximum. They remain until you spend them, you lose them to damage, or an hour passes. Invisible. With a touch, the magic ally bends light that falls on you, so you seem to disappear. You are invisible to other creatures 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 focus on hiding your position. Action to initiate.

Tier 6:(Choose one) Object Bond Mastery 7 Intellect points

When you manifest the magic ally from your Bound Magic Creature ability, it is now a level 7 creature. It can remain manifest for only three minutes, after which it must return to its object and rest for three days before you can manifest it again. The magic ally can make its own magic touch attacks (when it does, you roll for it). If it uses its pulse attack from Improved Object Bond, instead of deactivating items, it can take control of one item within short range for one minute, if applicable. Finally, the magic ally can transform into smoke and flame as its action, giving it +10 to Armor but rendering it incapable of attacking foes. In this form, it can fly a long distance each round, and the first time each day it returns to flesh (as an action), it regains 25 points of health. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

The creature unexpectedly disappears into its bound object. The bound object cracks. The creature disagrees and doesn't do as asked. The creature says it's leaving unless a task is performed for it.

Leads

Your natural leadership capability allows you to command others, including a loyal band of followers.

Tier 1: Natural Charisma

You are trained in all social interactions, whether they involve charm, learning a person's secrets, or intimidating others. Enabler.

Tier 1: 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.

Tier 2: Enhanced Potential

You gain 3 points to divide among your stat Pools however you wish. Enabler.

Tier 2: Basic Follower

You gain a level 2 follower. One of their modifications must be persuasion. You can take this ability multiple times, each time gaining another level 2 follower. Enabler. (When you use Basic Follower, the GM may require that you actually look for a suitable follower.)

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Expert Follower

You gain a level 3 follower. They are not restricted on their modifications. You can take this ability multiple times, each time gaining another level 3 follower. Alternatively, you could choose to advance a level 2 follower you already have to level 3 and then gain a new level 2 follower. Enabler.

Tier 4: 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.

Tier 5: Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Tier 6:(Choose one) Band Of Followers

You gain four level 3 followers. They are not restricted on their modifications. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

Followers fail, betray, lie, become corrupted, get kidnapped, or die.

Learns Quickly

You deal with bad situations as they arise, learning new lessons each time.

Tier 1: Enhanced Intellect

You gain 3 points to your Intellect Pool. Enabler.

Tier 1: 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.

Tier 2: 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.

Tier 3: Hard To Distract

You are trained in Intellect defense tasks. Enabler.

Tier 3:(Choose one) Enhanced Intellect Edge

You gain +1 to your Intellect Edge. Enabler.

Tier 3:(Choose one) Flex Skill

At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized. Enabler.

Tier 4: Pay It Forward 3 Intellect points

You can pass on what you've learned. When you give another character a suggestion involving their next action that is not an attack, their action is eased for one minute. Action.

Tier 5: Enhanced Intellect

You gain 3 points to your Intellect Pool. Enabler.

Tier 5: 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.

Tier 6:(Choose one) Two Things At Once 6 Intellect points

The ultimate test: you divide your attention and take two separate actions this round. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

Accidents and mistakes are great teachers.

Lives In The Wilderness

You can survive in badlands where others perish.

Tier 1: Wilderness Life

You are trained in two of the following: climbing, swimming, navigation, or identifying plants and creatures. Enabler.

Tier 1: Enhanced Might

You gain 3 points to your Might Pool. Enabler.

Tier 2: 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.

Tier 2: Wilderness Explorer

While taking any action (including fighting) in the wild, you ignore any penalties due to natural causes such as tall grass, thick brush, rugged terrain, weather, and so on. Enabler.

Tier 3:(Choose one) Animal Senses And Sensibilities

You are trained in listening and spotting things. In addition, most of the time, the GM should alert you if you're about to walk into an ambush or a trap that is lower than level 5. Enabler.

Tier 3:(Choose one) Wilderness Encouragement 3 Intellect points

While in the wilderness, or when talking about your time in the wilderness, your stirring words of encouragement grant a target within short range that can understand you 1d6 points to one Pool. You can't use this ability on the same creature again until they've made a recovery roll. Action.

Tier 4: 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.

Tier 5: The Wild Is On Your Side 5 Intellect points

While you're in the wilderness, foes within short range are tripped by rocks, tangled in vines, bitten by insects, and distracted or confused by small animals, which hinders all their tasks for ten minutes. Action to initiate.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Wild Camouflage 4 Intellect points

By drawing your clothing about you just so and using various tricks and your deep knowledge of your surroundings, you become invisible in the wilderness for ten minutes. While you are invisible, this asset eases your stealth and Speed defense tasks by two steps. 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 focus on hiding your position. Action to initiate or reinitiate.

Gm Intrusions:

People in cities and towns sometimes disparage those who look (and smell) like they live in the wilds, as if they were ignorant or barbaric.

Looks For Trouble

You're a scrapper and love a good fight.

Tier 1: Fists Of Fury

You inflict 2 additional points of damage with unarmed attacks. Enabler.

Tier 1: Wound Tender

You are trained in healing. Enabler.

Tier 2: 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.

Tier 2: Straightforward

You are trained in one of the following tasks (choose one): breaking things, climbing, jumping, or running. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Tier 4: 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.

Tier 5: Mastery With Attacks

Choose one type of attack in which you are trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are specialized in attacks using that type of weapon. Enabler. (If you aren't trained in an attack, select Skill With Attacks to become trained in that attack.)

Tier 6:(Choose one) Greater Enhanced Might

You gain 6 points to your Might Pool. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

Weapons break or fly from even the strongest grip. Brawlers trip and fall. Even the battlefield can work against you with things falling or collapsing.

Loves The Void

When it's just you, your spacesuit, and the panorama of stars wheeling out forever and always, you are at peace.

Tier 1:(Choose one) Have Spacesuit, Will Travel

Somehow or another, you became the legal owner of a fully functional and advanced spacesuit. The spacesuit provides +1 Armor and, more important, allows you to survive in the vacuum of space using suit reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas for that same period. After each use, the suit must be recharged, either with already-charged cartridges of air and reaction mass or by allowing the suit to sit idle in an area with breathable atmosphere for at least two hours, during which time it will recharge both air and reaction mass using integrated solid state mechanisms. The suit's power supply is a radioisotope thermoelectric generator, which means it'll function for a few decades before needing to be changed out. Enabler.

Tier 1: Vacuum Skilled

You are trained in two of the following skills: vacuum welding, algae farming, ecosystem design, circuit design, spacecraft maintenance and repair, or some similar skill related to traveling and colonizing planets, moons, and stations located in the solar system. Enabler.

Tier 1: Microgravity Adept

You ignore all the ill effects of low gravity and no gravity on movement; you are trained in low-gravity maneuvers and zero-gravity maneuvers. (You might still be subject to negative biological effects of long-term exposure, if any.) Enabler.

Tier 2: Enhanced Speed Edge

You gain +1 to your Speed Edge. Enabler.

Tier 2: Enhanced Physique

You gain 3 points to divide among your Might and Speed Pools however you wish. Enabler.

Tier 3:(Choose one) Space Fighting

By taking advantage of microgravity conditions, you can use inertia and mass to your advantage. If you spend a round setting up a melee attack (or an attack from a thrown or launched object) while in zero-gravity or low-gravity conditions, the attack inflicts 6 additional points of damage. Enabler.

Tier 3:(Choose one) 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.

Tier 4: Silent As Space

By taking advantage of microgravity conditions, you gain an asset to stealth and initiative tasks while in zero-gravity or low-gravity conditions. Enabler.

Tier 4: Push Off And Throw 3 Speed points

You can make precise, point-to-point jumps in microgravity, which means you can move up to a long distance and make a melee attack or attempt to grab a foe of your size or smaller. If you successfully grab your foe, you move your foe up to a short distance from its original position. Alternatively, while you come to a standstill (or move off in an immediate distance per round in any direction you choose) you can launch your foe in a chosen direction through space at a rate of a short distance per round. Action.

Tier 5: Microgravity Avoidance

By taking advantage of microgravity conditions, you gain an asset to Speed defense tasks while in zero-gravity or low-gravity conditions. Enabler.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Reactive Field

Thanks to a remarkable enhancement of science, magic, psionics, or something even stranger, you now have a force field that radiates 1 inch (2.5 cm) from your body and provides you with +2 to Armor. In addition, if struck by a melee attack, the field creates a backlash that inflicts 4 points of electricity damage to the attacker. Enabler.

Gm Intrusions:

Spacesuits develop glitches. Air refill cartridges sometimes misreport capacity. Micrometeorites are common in space.

Masters Defense

You use protective equipment and practiced techniques to avoid becoming hurt in a fight.

Tier 1: Shield Master

When you use a shield, in addition to the asset it gives you (easing Speed defense tasks), you can act as if you are trained in Speed defense tasks. However, in any round in which you use this benefit, your attacks are hindered. Enabler.

Tier 2: Sturdy

You are trained in Might defense tasks. Enabler.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Tower Of Will

You are trained in Intellect defense tasks and gain +3 points to your Intellect Pool. Enabler.

Tier 4: Experienced In Armor

The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost by 2. Enabler.

Tier 5: Nothing But Defend

If you do nothing on your turn but defend, you are specialized in all defense tasks for one round. Action.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Wear It Well

When you wear armor of any kind, you gain an additional +1 to Armor. Enabler.

Gm Intrusions:

Shields break when hit, as do weapons used to parry. Armor straps break.

Masters Spells

By specializing in spellcasting and keeping a spellbook, you can quickly cast spells of arcing lightning, rolling fire, creeping shadow, and summoning.

Tier 1: Arcane Flare 1 Intellect point

You enhance the damage of another attack spell with an extra charge of energy so that it deals 1 additional point of damage. Alternatively, you attack a target within long range by projecting a flare of raw magic that inflicts 4 points of damage. Enabler for enhancement; action for long-range attack.

Tier 2: 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.

Tier 3:(Choose one) Fire Bloom 4+ Intellect points

Fire blooms within long range, filling an area 10 feet (3 m) in radius and inflicting 3 points of damage on all affected targets. Effort applied to one attack counts for all attacks against targets in the area of the bloom. Even on an unsuccessful attack, a target in the area still takes 1 point of damage. Flammable objects in the area may catch fire. Action.

Tier 3:(Choose one) Summon Giant Spider 4+ Intellect points

A giant spider appears within immediate range. If you applied a level of Effort as part of the summoning, the spider is amenable to your instructions; otherwise, it acts according to its nature. Regardless, the creature persists for up to one minute before it fades away. Action to initiate.

Tier 4: 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.

Tier 5: Granite Wall 7+ Intellect points

You create a level 6 granite wall within short range. The wall is 1 foot (30 cm) thick and up to 20 feet by 20 feet (6 m by 6 m) in size. It appears resting on a solid foundation and lasts for about ten hours. If you apply three levels of Effort, the wall is permanent until destroyed naturally. Action to initiate.

Tier 6:(Choose one) Summon Demon 7+ Intellect points

A demon appears within immediate range. If you applied a level of Effort as part of the summoning, the demon is amenable to your instructions; otherwise, it acts according to its nature. Regardless, the demon persists for up to one minute before it fades away-you hope. Action to initiate.

Tier 6:(Choose one) 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.

Gm Intrusions:

The spell goes wrong. The summoned creature turns on the caster. A rival spellcaster is drawn to the magic use.

Masters The Swarm

Insects. Rats. Bats. Even birds. You master one type of small creature that obeys you.

Tier 1: Influence Swarm 1 Intellect point

You master one type of small creature (such as insects, rats, bats, or even birds) and they respond to you in number. Your creatures within short range will not harm you or those you designate as allies for one hour. Action to initiate.

Tier 2: Control Swarm 2 Intellect points

Your swarm creatures from your Influence Swarm ability within short range do as you telepathically command for ten minutes. Even common insects (level 0) in large enough numbers can swarm about a single creature and hinder its tasks. Action to initiate.

Tier 3:(Choose one) Living Armor 4 Intellect points

If you're in a location where it's possible for your creatures from Influence Swarm to come, you call a swarm around you for one hour. They crawl over your body or fly around you in a cloud. During this time, your Speed defense tasks are eased, and you gain +1 to Armor. Action to initiate.

Tier 3:(Choose one) 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.

Tier 4: Call Swarm 4 Intellect points

If you're in a location where it's possible for the creatures from your Influence Swarm ability to come, you call a swarm of them for one hour. During this hour, they do as you telepathically command as long as they are within long range. They can swarm about and hinder any or all opponents' tasks. While the creatures are in long range, you can speak to them telepathically and perceive through their senses. Action to initiate.

Tier 5: 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.

Tier 6:(Choose one) Deadly Swarm 6 Intellect points

If you're in a location where it's possible for your swarm of creatures from your Influence Swarm ability to come, you call a swarm of them for ten minutes. During this time, they do as you telepathically command as long as they are within long range. They can swarm about and hinder any or all opponents' tasks, or they can focus the swarm and attack all opponents within immediate range of each other (all within long range of you). The attacking swarm inflicts 4 points of damage. While the creatures are in long range, you can speak to them telepathically and perceive through their senses. Action to initiate. (Swarms don't usually have game stats, but if needed, a typical swarm is level 2. Only attacks that affect a large area affect the swarm.)

Tier 6:(Choose one) 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.

Gm Intrusions:

A command is misunderstood. Control is erratic or is lost. Bites and stings are not uncommon for masters of the swarm.

Masters Weaponry

You are a master user of a particular type of weapon, be it a sword, whip, dagger, gun, or something else.

Tier 1: Weapon Master

You inflict an additional 1 point of damage with your chosen weapon. Enabler.

Tier 1: Weapon Crafter

You are trained in crafting tasks associated with your chosen weapon. For instance, if your weapon is a bow, you are trained in tasks related to crafting bows and fletching arrows; if your weapon is a sword, you are trained in tasks for forging swords and sharpening blades; and so on. Enabler.

Tier 2: Weapon Defense

While your chosen weapon is in your hand(s), you are trained in Speed defense rolls. Enabler.

Tier 3:(Choose one) Rapid Attack 3 Speed points

Once per round, you can make an additional attack with your chosen weapon. Enabler.

Tier 3:(Choose one) Disarming Strike 3 Speed points

Your attack inflicts 1 point less damage and disarms your foe so that their weapon is now 10 feet (3 m) away on the ground. (If your chosen weapon is a whip, you can instead deposit the disarmed weapon into your hands; if your chosen weapon is a bow or other ranged weapon that fires physical rounds, you can instead "nail" the disarmed weapon to a nearby object or structure. Choosing to do either of these hinders your attack.) Action.

Tier 4: 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.

Tier 5: Extreme Mastery 6 Might,Speed points

When using your chosen weapon, you can reroll any attack roll you wish and take the better of the two results. Enabler.

Tier 6:(Choose one) Murderer 8+ Speed points

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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Weapons break. Weapons can be stolen. Weapons can be dropped or forced out of your hand.

Metes Out Justice

You right wrongs, protect the innocent, and punish the guilty.

Tier 1: Make Judgment

You are trained in discerning the truth of a situation, seeing through lies, or otherwise overcoming deception. Enabler.

Tier 1: 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. (The benefits provided by Designation apply to the character using the ability, their allies, and anyone who hears or is told of their judgment and believes their assessment.)

Tier 2: Defend The Innocent 2 Speed points

For the next ten minutes, if someone you have designated as innocent with the Designation ability stands next to you, that creature shares any defensive advantages that you might have, other than mundane armor. These advantages include the Speed defense from your shield, the Armor offered from a force field, and so on. In addition, Speed defense rolls made by the innocent creature gain an asset. You can protect only one innocent creature at a time. Action to initiate.

Tier 2: 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.

Tier 3:(Choose one) Defend All The Innocent

You protect everyone within immediate range whom you have designated as innocent with your Designation ability. Speed defense rolls made by such creatures gain an asset. Enabler.

Tier 3:(Choose one) Punish The Guilty 2 Might points

For the next ten minutes, if you attack someone you have designated as guilty with your Designation ability, you inflict 2 additional points of damage. Action to initiate.

Tier 4: Find The Guilty

If you have used Designation on a target, you are trained in tracking them, spotting them when they are hidden or disguised, or otherwise finding them. Enabler.

Tier 4: Greater Designation

You can assign an innocent or guilty label to all creatures within immediate range when you use Designation. The one label applies to all affected creatures. This lasts until you use Greater Designation again. Action.

Tier 5: Punish All The Guilty 3 Speed points

You can attack up to five foes within immediate range that you have designated as guilty with your Designation ability, all as part of the same action in one round. Make separate attack rolls for each foe, but all attacks count as a single action in a single round. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to all attacks. If you also have the Spin Attack ability, you inflict 1 additional point of damage when you use Punish All the Guilty. Action.

Tier 6:(Choose one) Damn The Guilty 3 Intellect points

You speak words of revelation and judgment to everyone within close range. Those whom you have designated as guilty with your Designation ability take an additional 3 points of damage from any attack they receive from anyone who heard your judgment. This judgment lasts for up to one minute or until they move at least a long distance away from you. Action.

Tier 6:(Choose one) Inspire The Innocent 3 Intellect points

You speak words of encouragement and inspiration to everyone within immediate range whom you have designated as innocent with your Designation ability. They immediately gain a free recovery roll. One person you choose can gain an immediate free action instead of a free recovery roll. If you also have the Inspiration ability, the target who gains a free action also gains an asset on it. Action.

Gm Intrusions:

Guilt or innocence can be complicated. Some people resent the presumption of a self-appointed judge. Passing judgment makes enemies.

Moves Like A Cat

Lithe, flexible, and graceful, you move quickly and smoothly, and never seem to be where danger is.

Tier 1: Greater Enhanced Speed

You gain 6 points to your Speed Pool. Enabler.

Tier 1: Balance

You are trained in balancing. Enabler.

Tier 2: Movement Skills

You are trained in climbing and jumping. Enabler.

Tier 2: Safe Fall

You reduce the damage from a fall by 5 points. Enabler.

Tier 3: Hard To Hit

You are trained in Speed defense tasks. Enabler.

Tier 3:(Choose one) Enhanced Speed Edge

You gain +1 to your Speed Edge. Enabler.

Tier 3:(Choose one) Greater Enhanced Speed

You gain 6 points to your Speed Pool. Enabler.

Tier 4: 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.

Tier 5: Slippery

You are trained in escaping any kind of bond or grasp. Enabler.

Tier 6:(Choose one) Perfect Speed Burst 6 Speed points

You can take two separate actions this round. Enabler.

Tier 6:(Choose one) Greater Enhanced Speed

You gain 6 points to your Speed Pool. Enabler.

Gm Intrusions:

Even a cat can be clumsy. A jump isn't quite as easy as it looks. An escape move is so overzealous that it sends the character right into harm's way.

Moves Like The Wind

You can move so fast that you become a blur.

Tier 1: Greater Enhanced Speed

You gain 6 points to your Speed Pool. Enabler.

Tier 1: Fleet Of Foot 1+ Speed point

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.

Tier 2: Hard To Hit

You are trained in Speed defense tasks. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Greater Enhanced Speed

You gain 6 points to your Speed Pool. Enabler.

Tier 4: Blink Of An Eye 4 Speed points

You move up to 1,000 feet (300 m) in one round. Action.

Tier 5: Hard To See

When you move, you are a blur. It is impossible to make out your identity as you run past, and in a round where you do nothing but move, stealth tasks and Speed defense tasks are eased. Enabler.

Tier 6:(Choose one) Perfect Speed Burst 6 Speed points

You can take two separate actions this round. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

Surfaces can be slick or offer hidden obstacles. The movement of other creatures can be unpredictable, and the character might run into them.

Murders

You're an assassin, whether by trade, by inclination, or because it was that or be killed yourself. (Someone who Murders might have additional equipment, including three doses of a level 2 blade poison that inflicts 5 points of damage.)

Tier 1: 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.

Tier 1: Assassin Skills

You are trained in stealth and disguise tasks. Enabler.

Tier 2: 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.

Tier 2: Infiltrator

You are trained in interactions involving lies or trickery. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Poison Crafter

You are trained in crafting, sensing, identifying, and resisting poisons. Your poison crafting has given you some immunity to poisons; you have +5 Armor that applies specifically to poison damage. Enabler.

Tier 4: 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.

Tier 5: Damage Dealer

You inflict an additional 3 points of damage with your chosen weapon. Enabler.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Murderer 8+ Speed points

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.

Gm Intrusions:

Most people do not react well to a professional killer.

Needs No Weapon

Powerful punches, kicks, elbows, knees, and full body movements are all the weapons you need.

Tier 1: Fists Of Fury

You inflict 2 additional points of damage with unarmed attacks. Enabler.

Tier 1: Flesh Of Stone

You have +1 to Armor if you do not wear physical armor. Enabler.

Tier 2: Advantage To Disadvantage 3 Speed points

With a number of quick moves, you make an attack against an armed foe, inflicting damage and disarming them so that their weapon is now in your hands or 10 feet (3 m) away on the ground-your choice. This disarming attack is hindered. Action.

Tier 2: Unarmed Fighting Style

You are trained in unarmed attacks. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) Master Of Unarmed Fighting Style

You are specialized in unarmed attacks. If you are already specialized in unarmed attacks, you instead deal 2 additional points of damage with unarmed attacks. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

Striking certain foes hurts you as much as it hurts them. Opponents with weapons have greater reach. Complicated martial arts moves can knock you off balance.

Never Says Die

You never quit, can shrug off a beating, and always come back for more.

Tier 1: 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.

Tier 1: Push On Through 2 Might points

You ignore the effects of terrain while moving for one hour. Enabler.

Tier 2: Ignore The Pain

You ignore the impaired condition and treat the debilitated condition as impaired. Enabler.

Tier 3:(Choose one) Blood Fever

When you have no points in one or two Pools, you gain an asset to attacks or defense rolls (your choice). Enabler.

Tier 3:(Choose one) Hidden Reserves

When you use an action to make a recovery roll, you also gain +1 to both your Might Edge and your Speed Edge for ten minutes thereafter. Enabler.

Tier 4:(Choose one) 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.

Tier 4:(Choose one) 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.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Ignore Affliction 5 Might points

If you are affected by an unwanted condition or affliction (such as disease, paralysis, mind control, broken limb, and so on, but not damage), you can ignore it and act as if it does not affect you for one hour. If the condition would normally last less than an hour, it is entirely negated. Action.

Gm Intrusions:

Sometimes, it's equipment or weapons that give out.

Operates Undercover

Under the guise of someone else, you seek to find answers the powerful do not want divulged.

Tier 1: Investigate

You are trained in perception, cryptography, deceiving, and breaking into computers. Enabler.

Tier 2: Disguise

You are trained in disguise. You can alter your posture, voice, mannerisms, and hair to look like someone else for as long as you keep up the disguise. However, it is extremely difficult to adopt the appearance of a specific individual without a disguise kit at your disposal. Enabler.

Tier 3:(Choose one) Agent Provocateur

Choose one of the following to be trained in: attacking with a weapon of your choice, demolitions, or sneaking and lockpicking (if you choose this last option, you are trained in both). Enabler.

Tier 3:(Choose one) Run And Fight 4 Might points

You can move a short distance and make a melee attack that inflicts 2 additional points of damage. Action.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Bad luck can ruin the best plans. Disguises fail. Allies are revealed to be agents, too.

Performs Feats Of Strength

A muscled prodigy, you can haul incredible weight, hurl your body through the air, and punch through doors.

Tier 1: Athlete

You are trained in carrying, climbing, jumping, and smashing. Enabler.

Tier 1: Enhanced Might Edge

You gain +1 to your Might Edge. Enabler.

Tier 2: Feat Of Strength 1 Might point

Any task that depends on brute force is eased. Examples include smashing down a barred door, tearing open a locked container, lifting or moving a heavy object, or striking someone with a melee weapon. Enabler.

Tier 3:(Choose one) Iron Fist

Your unarmed attacks deal 4 points of damage. Enabler.

Tier 3:(Choose one) Throw 2 Might points

When you are using Enlarge and deal damage to a creature of your size or smaller with an unarmed attack, you can choose to throw that creature up to 1d20 feet away from you. The creature lands prone. Enabler.

Tier 4: Greater Enhanced Might

You gain 6 points to your Might Pool. Enabler.

Tier 5: Brute Strike 4 Might points

You deal 4 additional points of damage with all melee attacks until the end of the next round. Enabler.

Tier 6:(Choose one) Greater Enhanced Might

You gain 6 points to your Might Pool. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

It's easy to break delicate things or hurt someone accidentally.

Pilots Starcraft

You're a crack starship pilot.

Tier 1: Pilot

You are trained in all tasks related to piloting a starcraft. Generally speaking, piloting tasks are Speed-based tasks, though using sensors and communication instruments are Intellect-based tasks. Enabler.

Tier 1: Flex Lore

After each ten-hour recovery roll when you have access to a high-technology digital reference library (such as one that might be found in a starship or in a learning center), choose one field of knowledge related to a specific planet or some other location. The field might be habitations, customs, governments, characteristics of the main species, important figures, and so on. You're trained in that field until you use this ability again. You could use this ability with an area of knowledge you're already trained in to become specialized. Enabler.

Tier 2: Salvage And Comfort 2 Intellect points

You're familiar with open space. If you spend an hour using your spacecraft's sensors and make a difficulty 3 Intellect roll, you can find salvage in the form of abandoned spacecraft, drifting motes of matter that were once inhabited, or a place to hide from pursuit in what most people would otherwise assume to be empty space (such as in a nebula, an asteroid field, or the shadow of a moon). Salvage you turn up includes enough food and water for you and several others, as well as the possibility of weapons, clothing, technological artifacts, survivors, or other usable items. In other contexts, this ability counts as training in tasks related to perception. Action to initiate, one hour to complete.

Tier 2: 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.

Tier 3: Expert Pilot

You are specialized in all tasks related to piloting a starcraft. Enabler.

Tier 3:(Choose one) Ship Footing 3 Speed points

For ten minutes, all tasks you attempt while on a spaceship are eased. Action to initiate.

Tier 3:(Choose one) 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.

Tier 4: Sensor Array 3 Intellect points

You are trained in using starcraft sensory instruments. These instruments allow users to answer general questions about a location, such as "How many people are in the mining colony?" or "Where did the other spacecraft crash?" Action.

Tier 4: Enhanced Speed

You gain 3 points to your Speed Pool. Enabler.

Tier 5: Like The Back Of Your Hand

All tasks directly related to a starcraft that you own or have a direct connection with are eased. Tasks include repair, refueling, finding a breach in the hull, finding a stowaway, and so on. The same goes for any attack or defense rolls you make within the starcraft against enemy boarders, as well as any attack or defense rolls you make with the ship against enemy ships. Enabler.

Tier 6: Incomparable Pilot

While on a starcraft you own or have a direct connection with, your Might Edge, Speed Edge, and Intellect Edge increase by 1. When you make a recovery roll on a starcraft you're familiar with, you recover 5 additional points. Enabler.

Tier 6:(Choose one) Remote Control 5 Intellect points

You can use a starcraft's communication and sensor arrays to launch an attack that briefly renders an enemy starcraft within 20 miles (32 km) inoperative for up to a minute. Action. (Remote Control is a masterful attempt to jam or hack an enemy spacecraft, a task normally requiring multiple rolls, and you only succeed if you roll a total of three successes before rolling a total of two failures. However, all such tasks are hindered by at least two steps due to hardened spacecraft electronic security.)

Tier 6:(Choose one) 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.

Gm Intrusions:

Starcraft get lost, break down, and are attacked in space. An alien stowaway is found.

Plays Too Many Games

Lessons, reflexes, and strategies you've learned by playing too many games have applications in the real world, where people who don't play enough toil and live their dreary lives.

Tier 1: Game Lessons

You've played so many games that you've picked up some real knowledge. Choose any two noncombat skills. You are trained in those skills. Enabler.

Tier 1: Gamer

Pick any one style of game such as real-time strategy games, games of chance in the style of poker, roleplaying games, and so on. You can apply an asset to a task related to playing that style of game once between each recovery roll. Enabler.

Tier 2: Zero Dark Eyes

Some people's eyes are degraded by constantly playing games. And maybe that'll happen to you, but not yet. You're still young and instead of degrading, your vision is actually better thanks to all your practice. 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.

Tier 2: Resist Tricks

You're trained in solving puzzles and recognizing tricks from years of game playing. Enabler.

Tier 3:(Choose one) Sniper's Aim

By dint of almost constant practice playing games that simulate making ranged attacks, your hand-eye coordination is off the chart. You have an asset on all ranged attacks. Enabler.

Tier 3:(Choose one) Enhanced Speed Edge

You gain +1 to your Speed Edge. Enabler.

Tier 4: Mind Games 3 Intellect points

You use lies and trickery, mockery, and perhaps even hateful, obscene language against a foe that can understand you. If successful, the foe is stunned for one round and cannot act, and it is dazed in the following round, during which time its tasks are hindered. Action.

Tier 4: Enhanced Intellect

You gain 3 points to your Intellect Pool. Enabler.

Tier 5: Gamer's Fortitude

Sitting and playing a game for twelve hours straight is not something most people can do, but you've figured it out. Once after each ten-hour recovery roll, you can transfer up to 5 points between 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Gaming God

Any time you use Effort on an Intellect action, add one of the following enhancements to the action (your choice): Free level of Effort or Automatic minor effect. Enabler.

Gm Intrusions:

Missed attacks strike the wrong target. Equipment breaks. Sometimes people react negatively to someone who has lived most of their life in imaginary game worlds.

Prepares Delicacies

Source Book:

Old Gus' Daft Drafts

Rages

When you go berserk, everyone fears you.

Tier 1: 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.

Tier 2: Greater Enhanced Might

You gain 6 points to your Might Pool. Enabler.

Tier 2: Movement Skills

You are trained in climbing and jumping. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Unarmored Fighter

While unarmored, you are trained in Speed defense tasks. Enabler.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

It's easy for a berserker to lose control and attack friend as well as foe.

Rides The Lightning

You create and discharge electrical power.

Tier 1: Shock 1 Intellect point

Your hands crackle with electricity, and the next time you touch a creature, you inflict 3 points of damage. Alternatively, if you wield a weapon, for ten minutes it crackles with electricity and inflicts 1 additional point of damage per attack. Action for touch; enabler for weapon.

Tier 1: Charge 1+ Intellect point

You can charge an artifact or other device (except a cypher) so that it can be used once. The cost is 1 Intellect point plus 1 point per level of the device. Action.

Tier 2: Bolt Rider 4 Intellect points

You can move a long distance from one location to another almost instantaneously, carried by a bolt of lightning. You must be able to see the new location, and there must be no intervening barriers. Action.

Tier 3:(Choose one) Electric Armor 4 Intellect points

When you wish it, electricity crackles across your body for ten minutes, granting you +1 Armor. While electrified, you have an additional +2 Armor versus electrical damage specifically, and you inflict 2 points of damage on any creature that touches you or attacks you with a melee weapon that conducts electricity. Enabler.

Tier 3:(Choose one) Drain Charge

You can drain the power from an artifact or device, allowing you to regain 1 Intellect point per level drained. You regain points at the rate of 1 point per round and must give your full concentration to the process each round. The GM determines whether the device is fully drained (likely true of most handheld or smaller devices) or retains some power (likely true of large machines). Action to initiate; action each round to drain.

Tier 4: 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.

Tier 5: Electrical Flight 5 Intellect points

You exude an aura of crackling electricity that lets you fly a long distance each round for ten minutes. You can't carry other creatures with you. Action to activate.

Tier 6:(Choose one) Flash Across The Miles 6+ Intellect points

You can move to an open location on the planet that you're familiar with almost instantaneously, transformed into a bolt of lightning. If you apply a level of Effort, you can attempt to penetrate covered locations that you're aware of as long as a route exists from the open air to the area you want to reach that electricity can easily follow. Action.

Tier 6:(Choose one) Wall Of Lightning 6 Intellect points

You create a barrier of crackling electricity up to 2,500 square feet (230 sq. m) in size, shaped as you wish. The wall is a level 7 barrier. Anyone within immediate distance of the wall automatically takes 10 points of damage. The wall lasts for one hour. Action to create.

Gm Intrusions:

Targets other than those intended are shocked. Objects explode.

Runs Away

Your first instinct is to run from danger, and you've gotten very good at it.

Tier 1: 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.

Tier 2: Enhanced Speed

You gain 3 points to your Speed Pool. Enabler.

Tier 2: Quick To Flee

You are trained in stealth and movement tasks. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Greater Enhanced Speed

You gain 6 points to your Speed Pool. Enabler.

Tier 4: 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.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Quick movements sometimes lead to dropped items, slipping on uneven ground, or going the wrong way by accident.

Sailed Beneath The Jolly Roger

You sailed with a crew of dread pirates, but you've decided to end your days as a pirate and join some other cause. The question is, will your past let you go so easily?

Tier 1: Ignore The Pain

You ignore the impaired condition and treat the debilitated condition as impaired. Enabler.

Tier 1: Sailor

You are trained in tasks related to sailing and trained in the geography of islands and coastlines. Enabler.

Tier 2: Taking Advantage

When your foe is weakened, dazed, stunned, moved down the damage track, or disadvantaged in some other way, your attacks against that foe are eased beyond any other modifications due to the disadvantage. Enabler.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Sea Legs

You have gotten used to rough seas and unexpected surges. You are trained in balance. Any movement task that would be hindered by a pitching deck, moving through rigging, and so on is a routine task for you. Enabler.

Tier 4: Movement Skills

You are trained in climbing and jumping. Enabler.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

The dangers of the high seas are many, including severe storms and disease. Other pirates sometimes get ahead through betrayal. A pirate tracks down former sailing mates to find hidden treasure.

Scavenges

When not running and hiding, you sift the ruins of civilization for useful remnants to ensure your survival.

Tier 1: Post Apocalyptic Survivor

You are trained in stealth and Might defense tasks. Enabler.

Tier 1: 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.

Tier 2: 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.

Tier 3:(Choose one) Taking Advantage

When your foe is weakened, dazed, stunned, moved down the damage track, or disadvantaged in some other way, your attacks against that foe are eased beyond any other modifications due to the disadvantage. Enabler.

Tier 3:(Choose one) Incredible Health

Thanks to a dip in a magical pool, an injection of artificial antibodies and immune defense nanobots into your bloodstream, exposure to strange radiation, or something else, you are now immune to diseases, viruses, and mutations of any kind. Enabler.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) Artifact Scavenger 6 Intellect points and 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.

Tier 6:(Choose one) Reactive Field

Thanks to a remarkable enhancement of science, magic, psionics, or something even stranger, you now have a force field that radiates 1 inch (2.5 cm) from your body and provides you with +2 to Armor. In addition, if struck by a melee attack, the field creates a backlash that inflicts 4 points of electricity damage to the attacker. Enabler.

Gm Intrusions:

An item made with recycled junk breaks. Someone shows up claiming that the useful item or piece of junk scavenged belongs to them. A recycled cypher explodes.

Sculpts Hard Light

You create physical objects out of hard light that you can use for offense and defense.

Tier 1: Automatic Glow

Hard light objects you create with your type and focus abilities shed light, illuminating everything in immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in short range. Enabler.

Tier 1: Temporary Light 2 Intellect points

You create an object of solid light in any shape you can imagine that is your size or smaller, and it persists for about a minute (or longer, if you concentrate on it after that time). The object appears in an area adjacent to you, but afterward you can move it up to a short distance each round as part of another action. It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder, and so on. The object has the approximate mass of the real object and is level 2. Action.

Tier 2: 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.

Tier 3:(Choose one) Harder Light

When you create an object out of hard light, the object is one level higher than normal. Enabler.

Tier 3:(Choose one) Sculpt Light 4 Intellect points

You create an object of solid light in any shape you can imagine that is your size or smaller, and it persists for about an hour. The object appears in an area adjacent to you. It is crude and can have no moving parts, so you can make a sword, a shield, a short ladder, and so on. The object has the approximate mass of the real object and is level 4. Action.

Tier 4: Greater Enhanced Intellect

You gain 6 points to your Intellect Pool. Enabler.

Tier 5: Improved Sculpt Light 7+ Intellect points

You create an object of solid light in any shape you can imagine whose base size can fit within a 10-foot (3 m) cube. The object appears in an area adjacent to you or floating freely in space up to a long distance away, and the object lasts for a few days. The object is crude and can have no moving parts, so you can make a wall segment, a block, a box, stairs, and so on. The sculpted object has the approximate mass of the real object and is level 6. If you apply Effort to increase the size of the object, each level applied increases the size by an additional 10-foot (3 m) cube. Action.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Flight 4+ Intellect points

You can float and fly through the air for one hour. For each level of Effort applied, you can affect one additional creature of your size or smaller. You must touch the creature to bestow the power of flight. You direct the other creature's movement, and while flying, it must remain within sight of you or fall. In terms of overland movement, a flying creature moves about 20 miles (32 km) per hour and is not affected by terrain. Action to initiate.

Gm Intrusions:

A hard light object disappears early. A hard light object cannot affect a certain creature or color.

Sees Beyond

You have a psychic sense that allows you to see what others cannot.

Tier 1: 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.

Tier 2: 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.

Tier 3:(Choose one) Find The Hidden 4+ Intellect points

You see the traceries of objects as they move through space and time. You can sense the distance and direction of any specific inanimate object that you once touched. 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. If you use at least two levels of Effort, once you have established the distance and direction, you remain in contact with the object for one hour per level of Effort used. Thus, if it moves, you are aware of its new position. Action to initiate; action each round to concentrate.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) 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. (Mentally projecting characters may attract psychic entities and predators that PCs normally don't have to deal with, run into weather psychic phenomena that risks severing their connection, and possibly even become lost on a different metaphysical plane.)

Tier 6:(Choose one) 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.

Gm Intrusions:

Some secrets are too terrible to know.

Separates Mind From Body

You can project your mind out of your body to see faraway places and learn secrets that would otherwise remain hidden.

Tier 1: 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.

Tier 2: 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.

Tier 2: Sharp Senses

You are trained in all tasks involving perception. Enabler.

Tier 3:(Choose one) Roaming Third Eye 3 Intellect points

When you use your Third Eye ability, you can place the sensor anywhere within long range. In addition, until that ability ends, you can use an action to move the sensor anywhere within short range of its starting position. Enabler.

Tier 3:(Choose one) Find The Hidden 4+ Intellect points

You see the traceries of objects as they move through space and time. You can sense the distance and direction of any specific inanimate object that you once touched. 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. If you use at least two levels of Effort, once you have established the distance and direction, you remain in contact with the object for one hour per level of Effort used. Thus, if it moves, you are aware of its new position. Action to initiate; action each round to concentrate.

Tier 4: 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.

Tier 5: 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. (A character should using Psychic Passenger should consider secreting their actual body someplace away from prying eyes and wild beasts, or they may return to an unfortunate situation.)

Tier 6:(Choose one) 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. (Mentally projecting characters may attract psychic entities and predators that PCs normally don't have to deal with, run into weather psychic phenomena that risks severing their connection, and possibly even become lost on a different metaphysical plane.)

Tier 6:(Choose one) Improved Sensor 2 Intellect points

When you use Sensor, you can place the sensor anywhere you choose within long range. Enabler.

Gm Intrusions:

Reuniting mind and body can sometimes be disorienting and require a character to spend a few moments to get their bearings.

Shepherds Spirits

Wandering souls, nature spirits, and elemental beings aid and support you.

Tier 1: 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.

Tier 2: Spirit Accomplice

A level 3 spirit accompanies you and follows your instructions. The spirit must remain within immediate range-if it moves farther away, it fades at the end of your following turn and cannot return for a day. You and the GM must work out the details of your spirit accomplice, and you'll probably make rolls for it when it takes actions. The spirit accomplice acts on your turn, can move a short distance each round, and exists partially out of phase (allowing it to move through walls, though it makes a poor porter). The spirit takes up residence in an object you designate, and it manifests as either an invisible presence or a ghostly shade. Your spirit accomplice is specialized in one knowledge skill the GM determines. The spirit is normally insubstantial, but if you use an action and spend 3 Intellect points, it accretes enough substance to affect the world around it. As a level 3 creature with substance, it has a target number of 9 and a health of 9. It doesn't attack creatures, but while substantial, it can use its action to serve as an asset for any one attack you make on your turn. While corporeal, the spirit can't move through objects or fly. A spirit remains corporeal for up to ten minutes at a time, but fades back to being insubstantial if not actively engaged. If your spirit accomplice is destroyed, it reforms in 1d6 days, or you can attract a new spirit in 2d6 days. Enabler. (An insubstantial creature can't affect or be affected by anything unless indicated otherwise, such as when an attack is made with a special weapon. An insubstantial creature can pass through solid matter without hindrance, but solid energy barriers, such as magical fields of force, keep it at bay.)

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Wraith Cloak

At your command, the spirit from your Spirit Accomplice ability wraps itself around you for up to ten minutes. The spirit automatically inflicts 4 points of damage to anyone who tries to touch you or strike you with a melee attack. While the wraith cloak is active, all tasks to evade the perceptions of others are eased. Enabler.

Tier 5: Call Dead Spirit 6 Intellect points

At your touch, the remains of a creature dead no longer than seven days appears as a manifest (and apparently physical) spirit, whose level is the same as it had in life. The raised spirit persists for up to a day (or less, if it accomplishes something important to it before then), after which it fades away and cannot return again. The raised spirit remembers everything it knew in life and possesses most of its previous abilities (though not necessarily its equipment). In addition, it gains the ability to become insubstantial as an action for up to a minute at a time. The raised spirit is not beholden to you, and it does not need to stay near you to remain manifest. Action to initiate.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Infuse Spirit

When you kill a creature or destroy a spirit with an attack, if you choose, its spirit (if unprotected) immediately infuses you, and you regain 1d6 points to one of your Pools (your choice). The spirit is stored within you, which means it cannot be questioned, raised, or restored to life by any means unless you allow it. Enabler.

Gm Intrusions:

Some people don't trust those who deal with spirits. The dead sometimes don't want shepherding.

Shepherds The Community

You keep the place where you live safe from all danger.

Tier 1: Community Knowledge 2 Intellect points

If you've invested yourself in a community and have spent at least a few months living there, you can learn things about it through a variety of methods. Sometimes contacts slip the information to you. Other times, you're able to draw conclusions simply by what you can see and hear. When you use this ability, you can ask the GM one question about the community and get a very short answer. Action.

Tier 1: Community Activist

When speaking to others in a community you have a strong connection to, you are trained in persuasion and intimidation tasks about topics that directly relate to the community. Enabler.

Tier 2: 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.

Tier 3:(Choose one) Shepherd's Fury

You inflict 3 additional points of damage when engaging in combat that directly relates to advancing the needs of a community you are associated with. (You and the GM can decide whether a particular situation warrants the additional damage.) Enabler.

Tier 3:(Choose one) 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.

Tier 4: Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Tier 5: Evasion

You're hard to affect when you don't want to be affected. You are trained in all defense tasks. Enabler.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Protective Wall 6+ Might points

When engaging in combat that directly relates to defending a community you are associated with, you can attack up to five different foes as a single action as long as they are all within immediate range. If you hit an attacker, they are pushed back an immediate distance. 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. Enabler.

Gm Intrusions:

People in the community misunderstand the character's motives. Rivals try to oust the character.

Shreds The Walls Of The World

Speed plus phasing gives you a unique ability to evade danger and simultaneously inflict damage.

Tier 1: Phase Sprint 1+ Speed point

You can run up to a long distance as long as you take no other actions. During your action and until the beginning of your next turn, you are partially phased, and some attacks pass through you harmlessly. While phased, you gain an asset to your Speed defense tasks, but you lose any benefit from armor you wear. Note that some of your other special abilities may enable specific actions that you can take while using Phase Sprint. For instance, when using Disrupting Touch, you can make one touch attack while moving (though this ends your movement). Action. (You don't have to run in one long, straight line when using Phase Sprint, but can instead zig and zag, curve, or even return to where you started.) (Other abilities can be used with Phase Sprint to unlock additional effects, including Disrupting Touch, Scratch Existence, Invisible Phasing, and Phase Detonation. These abilities are additive enablers, requiring the user to spend points for both abilities, and sometimes from two different Pools.)

Tier 1: Disrupting Touch 1+ Might point

You can turn your Phase Sprint into a melee attack by purposefully grazing another creature as you run. When you do, the touch releases a violent blast of energy that inflicts 2 points of damage to the target (ignores Armor). Whether you hit or miss, your movement (and turn) ends immediately, which puts you within immediate distance of your target. If you apply Effort to increase damage rather than to ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); the target takes 1 point of damage even if you fail the attack roll. Enabler.

Tier 2: Scratch Existence 1+ Might point

You can choose to phase in a way that "scratches" normal matter in a long streak as you run using Phase Sprint. This tears a bit at you, too, reflected by the Might cost. When you use Phase Sprint, you inflict 2 points of damage (ignores Armor) to one target you select as you pass within immediate range, without triggering Disrupting Touch. In addition to the normal options for using Effort, you can choose to use Effort to increase the number of targets along your path that you can attack as part of the same action. 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. Alternatively, if you apply Effort to increase the damage rather than ease the task, you deal 2 additional points of damage per level of Effort (instead of 3 points); the target takes 1 point of damage even if you fail the attack roll. Enabler.

Tier 3:(Choose one) Invisible Phasing 4 Might points

You become invisible while using Phase Sprint and during the following round. While invisible, stealth is eased by two steps and Speed defense is eased by two steps (this replaces the asset to Speed defense tasks provided by Phase Sprint). The first attack you make using any Shreds the Walls of the World attack abilities is also eased by two steps; however, if you attack a creature, Invisible Phasing ends immediately instead of lasting for one additional round. If you have the Invisibility ability, you can remain invisible during the entire round, which means that if you use Scratch Existence or Shred Existence, attacking each target along your path is eased by two steps. Enabler.

Tier 3:(Choose one) Walk Through Walls 2 Intellect points

You can slowly pass through physical barriers at a rate of 1 inch (2.5 cm) per round (minimum of one round to pass through any barrier). You can't act (other than moving) or perceive anything until you pass entirely through the barrier. You can't pass through energy barriers. Action.

Tier 4: Phase Detonation 2+ Might points

When you use Phase Sprint or Walk Through Walls, you can choose to significantly damage normal matter around you with a blast of transdimensional energy when you first go into or come out of phase (your choice). This detonation inflicts 4 points of damage that ignores Armor to all creatures and objects within immediate range. If you apply Effort to increase the damage rather than 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. Enabler.

Tier 5: Very Long Sprinting

When you use Phase Sprint, you can travel up to a very long distance as your action instead of a long distance. Enabler.

Tier 6:(Choose one) Shred Existence

When you use Disrupting Touch, Scratch Existence, or Phase Detonation, you inflict an additional 5 points of damage that ignores Armor. Enabler.

Tier 6:(Choose one) Untouchable While Moving 4 Intellect points

You change your phase state for the next minute so that you can't affect or be affected by normal matter or energy, as long as you move at least an immediate distance each round while phased. If you don't move on your turn, the effect ends. While you are phased, only mental attacks and special transdimensional energies, devices, or abilities can affect you, but likewise you can't attack, touch, or otherwise affect anything. Action to initiate.

Gm Intrusions:

Moving so quickly while sprinting sometimes leads to stumbles on unexpected, exotic obstacles.

Shrinks To Minute Size

You can shrink down to the size of a bug and, with enough experience, even smaller. (A character who Shrinks to Minute Size who chooses to learn abilities like Enlarge will never be quite as big as one who Grows to Towering Heights, but they can enjoy the advantages of being big or small as needed.)

Tier 1: Shrink 1+ Might point

You (and your clothing or suit) become much smaller than your normal size. You become 6 inches (15 cm) tall and stay that way for about a minute. During this time, you add 4 points to your Speed Pool and add +2 to your Speed Edge. While you are smaller than normal, your Speed defense rolls are eased, your movement speed is one-tenth normal, and your attacks inflict half the normal amount of damage (divide the total damage in half after all bonuses, Effort, and other damage modifiers). You can return to your normal size as part of another action.

Tier 1: Beneath Notice

Your decreased size makes it difficult to find you. While Shrink is active on you, all stealth tasks you attempt are eased. Enabler.

Tier 2: Smaller

When you use Shrink, you can choose to shrink down to about half an inch (1 cm) high, and you add 3 more temporary points to your Speed Pool. Enabler.

Tier 2: Advantages Of Being Small

You've learned how to leverage your strength and accuracy in proportion to your size. Your damage is no longer halved when using Shrink, and climbing and jumping tasks are eased. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Quick Switch

You can activate Shrink as part of another action (the ability is now an enabler for you instead of an action). While the one-minute duration of Shrink is active, on your turn you can change size once before taking an action and once after taking an action. For example, on your turn you could change to small size, make an attack, and then return to your normal size, or you could change to your normal size, use your action to move a short distance, and then return to small size. Enabler.

Tier 4: Small Flight 3+ Intellect points

For the next hour, when using Shrink, you can fly through the air. You might accomplish this flight by growing wings from your body, extending wings from your suit, calling a tiny creature to carry you, or "surfing" air currents. When flying, you can move up to a short distance as part of another action or a long distance if all you do on your turn is move. Action to initiate.

Tier 5: Shrink Others

You can use Shrink on other willing creatures within an immediate distance. In addition to the normal options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one additional target. Unless these creatures have an ability to change their size, they remain small until the one-minute duration of Shrink ends for them. Enabler.

Tier 6:(Choose one) Bigger

When you use Enlarge, you can choose to grow up to 12 feet (4 m) in height, and you add 3 more temporary points to your Might Pool. Enabler.

Tier 6:(Choose one) Tiny

When you use Shrink, you can choose to shrink down to about one-sixteenth of an inch (.2 cm). When you do, you add 5 more temporary points to your Speed Pool (plus any from Smaller), and because your attacks are concentrated into a very small area, you deal an additional 2 points of damage. For each level of Effort you apply to shrink even more, you become one-tenth as tall (one one-hundredth for two levels of Effort, one one-thousandth for three, and so on) and you add 1 more point to your Speed Pool. In campaigns where characters can travel to parallel dimensions, using Tiny to shrink to one-thousandth of your normal height may be a means of doing so. Enabler.

Gm Intrusions:

A creature thinks the small character is potential food. The small character gets trapped in a tiny space or under a falling object.

Siphons Power

You suck power out of machines and creatures alike in order to empower yourself.

Tier 1: 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.

Tier 2: 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.

Tier 3:(Choose one) Drain At A Distance

Your Drain Machine and Drain Creature abilities work on a target within short range. Enabler.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: Share The Power

When you use Drain Creature or Drain Machine to drain energy, you can transfer it to another creature, restoring points to their Might or Speed Pools (or health for an NPC) instead of yourself. You can spend points from your Siphon Pool (from the Store Energy ability) in the same way. You must touch the creature you want to heal, unless you have the Drain at a Distance ability, in which case they can be up to a short distance away. Enabler.

Tier 6:(Choose one) Explosive Release 6 Intellect points

You can amplify the energy stored in your Siphon Pool (from your Store Energy ability) and release it in a massive blast that affects either one target within short range or everything within immediate range. If you choose a single target, it takes 2 points of damage for every point in your Siphon Pool. If you choose an area, everything in the area (except you) takes 1 point of damage per point in your Siphon Pool (or half that if your attack fails against them). This drains your Siphon Pool to 0 points. Action.

Tier 6:(Choose one) Sun Siphon

The safe limit of your Siphon Pool from the Store Energy ability increases by 3 points. If you spend an hour in sunlight (or an hour in contact with a suitable powerful energy source), you automatically fill your Siphon Pool to its safe limit. You can't refill your Siphon Pool this way again until after your next ten-hour recovery roll. Enabler.

Gm Intrusions:

Drained power also transmits something unwanted-compulsions, afflictions, or alien thoughts. Siphoned power can overload the character, causing feedback.

Slays Monsters

You kill monsters.

Tier 1: Practiced With Swords

You are practiced with swords and can use them without penalty. Enabler.

Tier 1: 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.

Tier 1: 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.

Tier 2: Will Of Legend

You are immune to attacks that would captivate, mesmerize, charm, or otherwise influence your mind. Enabler.

Tier 3: Trained Slayer

You are trained in using swords. Enabler.

Tier 3:(Choose one) Improved 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.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) Murderer 8+ Speed points

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.

Tier 6:(Choose one) 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.

Gm Intrusions:

The monster laid a trap or set an ambush. The monster has previously undisclosed abilities. The monster's mother vows revenge.

Soars On Amazing Wings

Many superheroes can fly, and some even have wings. You can use your wings for movement, attacks, and defense.

Tier 1: Hover 2 Intellect points

You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate.

Tier 1: Flight Exertion 3 Might,Speed points

You can fly up to a short distance as your movement this round. If all you do is move on your turn, you can fly up to a long distance. Enabler.

Tier 2: Wing Weapons

You can use your wings to make melee attacks (even when flying), leaving your hands and feet free. Your wings are medium bashing or bladed weapons (your choice). You are practiced with this attack. Enabler.

Tier 3:(Choose one) Acrobatic Attack 1+ Speed point

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.

Tier 3:(Choose one) 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.

Tier 4: Hard To Hit

You are trained in Speed defense tasks. Enabler.

Tier 5: Up To Speed

If you do nothing but move for three actions in a row, you accelerate greatly and can move up to 200 mph (about 2,000 feet each round) for up to ten minutes (about 35 miles), after which you must stop and make a recovery roll. (Move up to 322 kph [about 600 m each round] for up to ten minutes [about 56 km].) Enabler.

Tier 6:(Choose one) Hard Target

If you move a short distance or farther on your turn, all Speed defense rolls are eased. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

A wing gets hurt or restrained, causing the character to fall. Flying high makes the character an obvious target for an unexpected foe.

Solves Mysteries

You're a master of deduction, using evidence to find the answer.

Tier 1: 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.

Tier 1: Sleuth

Finding the clues is the first step in solving a mystery. You are trained in perception. Enabler.

Tier 2: Out Of Harm's Way

No matter how careful, an investigator sometimes ends up in a scrap. Knowing how to survive is more than half the battle. You are trained in Speed defense tasks. Enabler.

Tier 3:(Choose one) You Studied

To be able to put two and two together to reach a deduction, you have to know a few things. You are trained in two areas of knowledge of your choosing (as long as they are not physical actions or combat related) or specialized in one area. Enabler.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Speaks For The Land

Your spiritual connection to nature and the environment grants you mystical abilities.

Tier 1: Seeds Of Fury 1 Intellect point

You throw a handful of seeds in the air that ignite and speed toward a target within long range, scratching the air with twisting smoke trails. The attack deals 3 points of damage and catches the target on fire, which inflicts 1 additional point of damage per round for up to a minute or until the target uses an action to douse the flames. Action.

Tier 1: Wilderness Lore

You are trained in wilderness navigation and in identifying plants and creatures. Enabler.

Tier 2: Grasping Foliage 3+ Intellect points

Roots, branches, grass, or other natural foliage in the area snags and holds a foe you designate within short range for up to one minute. A foe caught in the grasping foliage can't move from its position, and all physical tasks, attacks, and defenses are hindered, including attempts to free itself. In addition to the normal options for using Effort, you can choose to use Effort to deal damage with the initial attack. Each level applied inflicts 2 additional points of damage when Grasping Foliage first snags and holds your foe. You can also use this ability to clear an area of entangling growth in the immediate radius, such as an area of tall grass, thick brush, impenetrable vines, and so on. Action.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Moon Shape 4+ Intellect points

You change into a monstrous natural beast, such as a wolf, bear, or other terrestrial creature, for up to one hour. If you try to change during daylight hours when you are not deep underground (or otherwise away from the daylight), you must apply a level of Effort. In your new form, you add 8 points to your Might Pool, gain +2 to your Might Edge, add 2 points to your Speed Pool, and gain +2 to your Speed Edge. Reverting to your normal form is a difficulty 2 task. While in beast form, you are prone to fits of rage (triggered by GM intrusion), during which you attack every living creature within short range, and the only way to end the rage is to revert to your normal form. Either way, after you revert to your normal form, you take a -1 penalty to all rolls for one hour. If you did not kill and eat at least one substantial creature while in beast form, the penalty increases to -2 and affects all your rolls for the next day. Action to change; action to revert.

Tier 5: Insect Eruption 6 Intellect points

You call a swarm of insects in a place where it is possible for insects to appear. They remain for one minute, and during this time, they do as you command while they are within long range. They can swarm about and hinder any or all creatures' tasks, or you can focus the swarm and attack all targets within immediate range of each other (all within long range of you). The attacking swarm inflicts 2 points of damage per round. You can also command the swarm to move heavy objects through collective effort, eat through wooden walls, and perform other actions suitable for a supernatural swarm. Action to initiate.

Tier 6:(Choose one) Call The Storm 7+ Intellect points

If you are outside or in a location that has a ceiling at least 300 feet (90 m) above the floor, you summon a boiling layer of lightning-lit, rumbling clouds up to 1,500 feet (460 m) in diameter for ten minutes. During daylight hours, natural illumination beneath the storm is reduced to dim light. While the storm rages, you can use an action to send a lightning bolt from the cloud to attack a target you can see directly, inflicting 4 points of damage (you can spend Effort normally on each individual lightning bolt attack). Three actions to initiate; action to call down a lightning strike.

Tier 6:(Choose one) Earthquake 7 Might points

You direct your destructive resonance into the ground and trigger an earthquake centered on a spot you can see within very long range. The ground within short range of that spot heaves and shakes for five minutes, causing damage to structures and terrain in the area. Buildings and terrain features shed debris and rubble. Each round, creatures in the area take either 3 points of damage due to the general shaking, or 6 points of damage if in or adjacent to a structure or terrain feature shedding debris. Action to initiate.

Gm Intrusions:

An injured natural (but dangerous) creature is discovered. Someone's poaching wildlife for their skins, leaving the carcasses to rot. A tree falls in the forest, one of the last elder trees.

Stands Like A Bastion

Your armor, along with your size, strength, incredible training, or machine enhancement, makes you difficult to move or hurt.

Tier 1: 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.

Tier 1: Experienced Defender

When wearing armor, you gain +1 to Armor. Enabler.

Tier 2: 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.

Tier 3: 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.

Tier 3:(Choose one) Greater Enhanced Might

You gain 6 points to your Might Pool. Enabler.

Tier 3:(Choose one) Practiced With All Weapons

You become practiced with light, medium, and heavy weapons and suffer no penalty when using any kind of weapon. Enabler.

Tier 4: 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.

Tier 5: Hardiness

You are trained in Might defense tasks. Enabler.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Shield Training

If you use a shield, Speed defense tasks are eased by two steps instead of one. Enabler.

Gm Intrusions:

Armor is damaged. Small foes conspire in ingenious ways.

Stretches

Your body is elastic and rubbery, able to stretch to great lengths and compress when struck.

Tier 1: 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.

Tier 1: 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.

Tier 2: Elastic Grip 3 Might points

Your attack with your stretchy limbs or body is eased. If you hit, you can grab the target, preventing it from moving on its next turn. While you hold the target, its attacks or attempts to break free are hindered. If the target attempts to break free instead of attacking, you must succeed at a Might-based task to maintain your grip. If the target fails to break free, you can continue to hold it each round as your subsequent actions, automatically inflicting 4 points of damage each round by squeezing. Enabler.

Tier 2: Safe Fall

You reduce the damage from a fall by 5 points. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Resilience

You have 1 point of Armor against any kind of physical damage, even physical damage that normally ignores Armor. Enabler.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

An attack or effect interferes with the character's elasticity. A stretched limb becomes overstressed and weak.

Takes Animal Shape

A shapechanger who can take the form of various animals.

Tier 1: Animal Shape 3+ Intellect points

You change into an animal as small as a rat or up to your own size (such as a large dog or small bear) for ten minutes. Each time you transform, you can take a different animal shape. Your equipment becomes part of the transformation, rendering it unusable unless it has a passive effect, such as armor. In this form your stats remain the same as your normal form, but you can move and attack according to your animal shape (attacks from most animals this size are medium weapons, which you can use without penalty). Tasks requiring hands (such as using door handles or pushing buttons) are hindered when in animal form. You cannot speak but can still use abilities that don't rely on human speech. You gain two minor abilities associated with the creature you become (see the Animal Form Minor Abilities table at the end of the Character Abilities section of this document). For example, if you transform into a bat, you become trained in perception and can fly up to a long distance each round. If you transform into an octopus, you are trained in stealth and can breathe underwater. If you apply a level of Effort when you use this ability, you can either become a talking animal or take a hybrid shape. The talking animal shape looks exactly like a normal animal, but you can still talk and use any abilities that rely on human speech. The hybrid shape is like your normal form but with animalistic features, even if that animal is something much smaller than you (such as a bat or rat). In this hybrid form you can speak, use all of your abilities, make attacks like an animal, and perform tasks using hands without being hindered. Anyone who sees you clearly in this hybrid form would never mistake you for a mere animal. Action to change or revert. "Similar" is a broad term. Lions are similar to tigers and leopards, hawks are similar to ravens and swans, dogs are similar to wolves and foxes, and so on. Even if your animal shape has multiple attack types (such as claws and bite), you can attack only once per round unless you have some other ability that lets you make additional attacks on your turn.Animal Shape variant: If your character concept is that you always take the same animal form instead of being able to choose from multiple kinds of animals, double the duration of the Animal Shape ability (to twenty minutes per use). The GM may allow characters with this restriction to learn additional animal forms by spending 4 XP as a long-term benefit.

Tier 2: 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.

Tier 2: 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.

Tier 3:(Choose one) Bigger Animal Shape

When you use Animal Shape, your animal form grows to about twice its normal size. Being so large, your beast form gains the following additional bonuses: +1 to Armor, +5 to your Might Pool, and you are trained in using your animal form's natural attacks as heavy weapons (if you weren't already). However, your Speed defense tasks are hindered. While bigger, you also gain an asset to tasks that are easier for a larger creature to perform, like climbing, intimidating, wading rivers, and so on. Enabler.

Tier 3:(Choose one) Greater Beast Form

When using Beast Form, your beast form gains the following additional bonuses: +1 to your Might Edge, +2 to your Speed Pool, and +1 to your Speed Edge. Enabler.

Tier 4: Animal Scrying 4+ Intellect points

If you know the general location of an animal that is friendly toward you and within 1 mile (1.5 km) of your location, you can sense through its senses for up to ten minutes. If you are not in animal form or not in a form similar to that animal, you must apply a level of Effort to use this ability. Action to establish.

Tier 5: Hard To Kill

You can choose to reroll any defense task you make but never more than once per round. Enabler.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Lend Animal Shape 6+ Intellect points

You change into an animal, and one willing creature within immediate range also transforms into an animal of that type (bear, tiger, wolf, and so on) for ten minutes, as if they were using your Animal Shape ability. For each level of Effort applied, you can affect one additional creature. All creatures transforming with you must be your size or smaller. A creature can revert to its normal form as an action, but it cannot then change back into the animal form. One creature (whether you or someone else) changing form does not affect any other creature affected with this ability. Action.

A creature that takes animal form with Lend Animal Shape counts as an animal for the use of Animal Scrying. A character might be able to take the shape of a creature that is similar to a common animal, such as a unicorn instead of a horse or a basilisk instead of a lizard, but doing so should require applying at least one level of Effort to the change, and the character wouldn't gain any of the creature's magical abilities.

Gm Intrusions:

The character unexpectedly changes form. An NPC is frightened by or aggressive toward the shapeshifter. The transformation takes longer than expected.

Talks To Machines

You use your organic brain like a computer, interfacing "wirelessly" with any electronic device. You can control and influence them in ways that others can't.

Tier 1: Machine Affinity

You are trained in tasks involving electrical machines. Enabler.

Tier 1: Distant Interface 2 Intellect points

You can activate, deactivate, or control a machine at long range as if you were next to it, even if normally you would have to touch or manually operate it. If you have never interacted with the particular machine before, the task is hindered by two steps. To use this ability, you must understand the function of the machine, it must be your size or smaller, and it can't be connected to another intelligence (or be intelligent itself). Action.

Tier 2: 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.

Tier 2: Charm Machine 2 Intellect points

You convince an unintelligent machine to "like" you. A machine that likes you is 50 percent less likely to function if said function would cause you harm. Thus, if a foe attempts to detonate a bomb near you controlled by a detonator that likes you, there is a 50 percent chance that it won't explode. Action to initiate.

Tier 3:(Choose one) Intelligent Interface 3 Intellect points

You can speak telepathically with any intelligent machine within long range. Further, you are trained in all interactions with intelligent machines. Such machines and robots that normally would never communicate with a human might talk to you. Enabler.

Tier 3:(Choose one) Command Machine 4 Intellect points

If you've charmed an unintelligent machine or have spoken telepathically with an intelligent machine, you can attempt to command it to take one action within its capabilities on its next turn. (If you use this ability to command an intelligent machine, it likely becomes hostile to you afterward.) Action.

Tier 4: 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.

Tier 4: Robot Fighter

When fighting a robot or intelligent machine, you are trained in attacks and defense. Enabler.

Tier 5: 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.

Tier 6:(Choose one) Control Machine 6 Intellect points

You can attempt to control the functions of any machine, intelligent or otherwise, within short range for ten minutes. Action.

Tier 6:(Choose one) 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.

Gm Intrusions:

The machine malfunctions or acts unpredictably.

Throws With Deadly Accuracy

Everything that leaves your hand goes exactly where you'd like it to go and at the range and speed to make the perfect impact.

Tier 1: Precision

You deal 2 additional points of damage with attacks using weapons that you throw. Enabler.

Tier 2: Careful Aim

You are trained in attacks with all weapons that you throw. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Everything Is A Weapon

You can take any small object-a coin, a pen, a bottle, a stone, and so on-and throw it with such force and precision that it inflicts damage as a light weapon. Enabler.

Tier 4: Specialized Throwing

You are specialized in attacks with all weapons that you throw. Enabler.

Tier 5: Whirlwind Of Throws 5 Speed points

With a large handful of small objects-tiny knives, shuriken, stones, jagged bits of metal, coins, or whatever is on hand-you attack every creature in an immediate area within short range. You must make attack rolls against each target. Each attack is hindered. You inflict 3 points of damage on targets you hit. Action.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Mastery With Defense

Choose one type of defense task in which you are trained: Might, Speed, or Intellect. You are specialized in defense tasks of that type. You can select this ability up to three times. Each time you select it, you must choose a different type of defense task. Enabler.

Gm Intrusions:

Missed attacks strike the wrong target. Ricochets can be dangerous. Improvised weapons break.

Thunders

You emit destructive sound and manipulate soundscapes.

Tier 1: Thunder Beam 2 Might points

You direct a beam of focused sound at a target within long range, inflicting 2 points of damage and inducing a resonant destructive wave in their body. Each round after this initial attack, you can make another roll for the destructive wave to inflict an additional 1 point of damage to the target. If you fail this roll, the destructive wave ends. Unlike the initial attack, the destructive wave ignores Armor. Alternatively, you can set up a destructive resonance in a physical melee weapon for one minute or until you let go of it. All attacks made with the target weapon inflict 1 additional point of damage. Action to initiate.

Tier 2: Sound Conversion Barrier

Attacks that hit you-especially energy attacks like focused light, heat, radiation, and transdimensional energy-are partially converted to surges of harmless noise similar to the sound of a wave crashing to shore. This ability grants you +1 Armor against all attacks and an additional +2 Armor against energy attacks. Enabler.

Tier 3:(Choose one) Nullify Sound 3 Might points

You pulse perfectly misaligned sounds within short range to create a zone of absolute quiet up to an immediate distance across for one minute. All sound is canceled in the zone. Action to initiate.

Tier 3:(Choose one) 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.

Tier 4: Shattering Shout 5+ Might points

Your focused shout sets up a destructive resonance in a creature or object within long range. Nothing happens on the round you strike your target other than an ominous humming or buzzing sound emitted by the target. But on your next turn, the resonance shatters discrete inanimate objects, inflicts major damage to structures, or inflicts 4 points of damage on a creature (ignores Armor). If you shatter a discrete object, it shatters explosively, inflicting 1 point of damage on all creatures and objects within immediate range of it. If you apply Effort to increase the damage rather than 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 to initiate.

Tier 5: 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.

Tier 5: 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.

Tier 6:(Choose one) Earthquake 7 Might points

You direct your destructive resonance into the ground and trigger an earthquake centered on a spot you can see within very long range. The ground within short range of that spot heaves and shakes for five minutes, causing damage to structures and terrain in the area. Buildings and terrain features shed debris and rubble. Each round, creatures in the area take either 3 points of damage due to the general shaking, or 6 points of damage if in or adjacent to a structure or terrain feature shedding debris. Action to initiate.

Tier 6:(Choose one) Lethal Vibration 7 Might points

You set up a lethal vibration in your own body and pass it to a creature you touch with a successful attack. If the target is level 2 or lower, it dies, exploding in a peal of thunder. If the target is level 3 or higher, it sustains 6 points of damage and is stunned on its next action. If the target is a PC of any tier, they move down one step on the damage track. In addition to the normal options for using Effort, you can choose to use Effort to affect a more powerful target (one level of Effort means a target of up to level 3 explodes and a target of level 4 or higher takes damage and is stunned, and so on). Action.

Gm Intrusions:

Loud noises attract attention.

Touches The Sky

You can summon storms or break them apart.

Tier 1: Hover 2 Intellect points

You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes. Action to initiate.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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. (Storm Seed usually calls thunderstorms, but in an area where stranger weather is common, a Storm Seed could call that instead. For instance, some settings have particular kinds of magical weather.)

Tier 4: 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.

Tier 5: Cold Burst 5+ Intellect points

You emit a burst of cold in all directions, up to short range. All within the burst (except you) take 5 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

An ally is accidentally struck by a fork of lightning. An unexpected grounding effect inflicts damage. The weather is seeded by a much smaller effect, and a storm grows out of control.

Travels Through Time

You can see through time, try to reach through it, and eventually even travel through it.

Tier 1: Anticipation 1 Intellect point

You look ahead to see how your actions might unfold. The first task you perform before the end of the next round gains an asset. Action.

Tier 2: 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. ("Obscure" is a relative term-a sage might not know how a vampire acquired a specific artifact, but someone using See History on that artifact would have an easy time sensing that event.)

Tier 3:(Choose one) Temporal Acceleration 5 Intellect points

You or one willing creature you touch moves more quickly through time. The effect lasts for one minute. Everything moves more slowly for the affected character, while to all others, the character seems to move at preternatural speed. The character has an asset on all tasks until the effect ends. After the effect ends, the target is exhausted and disoriented by the experience, hindering all tasks for one hour. Action.

Tier 3:(Choose one) Time Loop 4 Intellect points

You call yourself from a few moments in the future to help you in the present. On the round you use this ability, your future self appears anywhere you choose within immediate range and takes an action. On the second round, you and your future self both take actions, and your future self's action is eased. On the third round, you and your future self both disappear. On the fourth round, you catch up to your future self, reappear wherever your future self initially appeared in the first round, and can take your actions normally. Your future self shares your stats, so any damage that either of you takes applies to the same stat Pools. If your future self is killed, you and your future self disappear in the third round (as normal) and you reappear, dead, in the fourth round. Neither you nor your future self can use Time Loop again until you reappear as your future self in the fourth round. Action.(In effect, Time Loop lets "you" take an action on the round you use it, two actions on the second round, and zero actions on the third round, and then you're back to normal after that.)

Tier 4: Temporal Dislocation 7 Intellect points

You disappear and travel up to one hour into the future or the past. While dislocated in time, you perceive events as they transpire from your position using your normal senses, but you can't interact with or change anything. If you project yourself into the past, you remain there for one hour, at which point you've caught up to the present (to anyone with you in the present, you only seem to flicker out of existence for a moment). If you project yourself into the future, you remain there until the present catches up to you (to anyone with you in the present, you vanish for one hour and reappear in the place you left). Action.

Tier 5: Time Doppelganger 6+ Intellect points

A perfect copy of you appears within an immediate distance. This doppelganger is probably a version of you from another timeline or the past. The doppelganger is a level 5 NPC with 15 health. It has your mind and memories, and you control it as if it were you in another body. In effect, while this ability is active, you have two bodies. If the doppelganger uses any of your abilities that cost points, those points come from your Pools (including spending Effort). Controlling two bodies at once is difficult and distracting; while this ability is active, all tasks performed by you or the doppelganger are hindered. The doppelganger has no equipment other than simple clothing. It remains for up to one minute, but disappears if killed or if you use an action to dismiss it. If the doppelganger is killed, you take 5 points of damage that ignore Armor, and you lose your next action. If you are killed while the doppelganger is present, you live on as the doppelganger (it becomes your character instead of being an NPC that disappears). In addition to the normal options for using Effort, you can choose to use Effort to increase the duration of this ability; each level of Effort used in this way adds one minute to the doppelganger's existence. If you also have this ability from another source, you may use either ability, the doppelganger is 1 level higher, and it has 3 additional health. Action.

Tier 6:(Choose one) Call Through Time 6+ Intellect points

You call a creature or person of up to level 3 from the recent past, and it appears next to you. You can choose a creature that you've previously encountered (even if it is now dead), or (no more than once per day) you can allow the GM to determine the creature randomly. If you call a random creature, it has a 10 percent chance of being a creature of up to level 5. The creature has no memory of anything before being called by you, though it can speak and has the general knowledge a creature of its type should possess. The time-shifted creature does your bidding for as long as you concentrate on it, but you must use your action each turn to direct it; otherwise it returns to the past. In addition to the normal options for using Effort, you can choose to use Effort to call a more powerful creature; each level of Effort used in this way increases the creature's level by 1. For example, applying one level of Effort calls a specific creature of up to level 4 or a random creature with a 10 percent chance of being up to level 6. Action.

Tier 6:(Choose one) Time Travel 10+ Intellect points

You and up to three willing characters you choose within immediate range travel to a point in time that you specify when you use this ability. The point in time must be within ten years of the present. For each level of Effort applied, you can travel ten more years or bring three more creatures with you. When you appear in the new moment in time, you do so in the same position you were in when you used this ability. Upon arriving at your temporal destination, you and the other time travelers are stunned for one minute. In order to return to your original time, you must use this ability again. Action.

Gm Intrusions:

Paradoxes are created. Others remember past events differently.

Uses Wild Magic

spellcaster who learns a variety of spells instead of focusing on just one kind of magic.

Tier 1: 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.

If a character has Magical Repertoire, the GM should give the PC frequent opportunities to gain new subtle cyphers, whether from preparation or by gaining them automatically as explained in the Cyphers chapter

Tier 1: 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.

Tier 2: Expanded Repertoire

The number of subtle cyphers you can bear at the same time increases by one. Enabler.

Tier 3:(Choose one) Cypher Surge

When you use a subtle cypher spell, as part of that action you can expend one other subtle cypher. Instead of the second cypher's normal effect, you add one free level of Effort to the first cypher spell. Enabler.

Tier 3:(Choose one) Faster Wild Magic

If you spend ten minutes preparing your magic, you can fill any of your open cypher slots with subtle cyphers chosen randomly by the GM (this time can be part of a ten-minute, one-hour, or ten-hour recovery action if you are awake for the entire time). You can't use this ability again until after you've taken a ten-hour recovery action. You can still use Magical Repertoire to fill your cypher slots. Action to initiate, ten minutes to complete.

Tier 4: Expanded Repertoire

The number of subtle cyphers you can bear at the same time increases by one. Enabler.

Tier 5: Magical Training

You are trained in all of your spells. As a result, you ease any task involved in the use of your spells. Enabler.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Wild Insight

You gain a momentary perfect understanding of the flow of magic around you at this moment. When preparing your magic, choose one specific subtle cypher and make a magical lore skill roll against level 6. If you succeed, you gain that subtle cypher (the cypher's level is 6); if you fail, you get a random subtle cypher. If you aren't sure what specific subtle cypher you want, you can ask for a broad category such as "healing," "movement," or "skill"; this eases the magical lore task, and if you succeed, the GM chooses a random cypher that fits that category. You can't use this ability again until after you've taken a ten-hour recovery action. Enabler.

Gm Intrusions:

A spell performs erratically or rebounds upon the caster. Something interferes with preparing spells. Spellcasting attracts the attention of a powerful creature or potential rival. The cypher spell being cast is replaced with that of a random cypher.

Walks The Wild Woods

An adherent of nature magic who draws on the power and strength of trees.

Tier 1: Wilderness Life

You are trained in two of the following: climbing, swimming, navigation, or identifying plants and creatures. Enabler.

Tier 1: Patient Recovery

You gain an extra ten-minute recovery roll each day. Enabler.

Tier 2: Wooden Body 1+ Might point

You transform your body into living wood for ten minutes, which grants you several benefits. You gain +1 to Armor and you are practiced in using your limbs as medium weapons. You need about one-tenth as much air as a human. Hiding among trees or on a tree is eased. However, in your wooden form you move more stiffly than a creature of flesh, hindering your Speed defense rolls. Action to change or revert.

Your wooden body might be smooth like a polished board, rough like tree bark, or a mix of both.

Tier 3:(Choose one) Tree Companion 5+ Intellect points

You animate a tree of approximately your size or smaller, creating a level 3 creature with 1 Armor. The tree follows your verbal commands for one hour, after which it reverts to a normal tree (and roots itself where it stands). Unless the tree is killed by damage, you can animate it again when the ability duration expires, but any damage it has carries over to its newly animated state. In addition to the normal options for using Effort, you can choose to use Effort to affect more trees; each level of Effort used affects one additional tree. Action.

Tier 3:(Choose one) 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.

Tier 4: Tree Travel 4+ Intellect points

You enter one tree and instantaneously and safely emerge from another one within long distance. You don't need to specify which tree you're exiting from (if you know there are trees in that direction, you can decide how far to go and you will step out of a tree in that area). If the starting tree's trunk isn't as large as your body, you must apply a level of Effort to enter it. You can choose to use Effort to increase the distance you travel; one level of Effort used in this way increases the range to very long, two levels raise it to one mile (1.5 km), and each additional level of Effort beyond that increases it by an additional mile. Action.

Tier 5: Great Tree

When you use Wooden Body, you may grow to up to 12 feet (4 m) in height. In this larger form, you add 7 points to your Might Pool and +2 to your Might Edge. If you chose to grow, when Wooden Body ends you subtract 7 points from your Might Pool (if this brings the Pool to 0, subtract the overflow first from your Speed Pool and then, if necessary, from your Intellect Pool). When you use Wooden Body, whether or not you choose to grow, instead of looking like a wooden version of your normal self, you can take on the full appearance of a humanoid tree creature or an actual tree (including growing additional branches, extra foliage, and so on). This does not affect any of your n tree shape, you can use type abilities, other focus abilities, and so on. In tree shape, pretending to be a tree and hiding among normal trees are eased by two steps. Enabler.

Tier 6:(Choose one) Dreadwood 6 Intellect points

You manipulate wind, mist, and shadows to embody the primordial fear of mysterious woods. 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 (if you are larger than normal from using Great Tree or another source, these rolls are eased). Success means that they are frozen in fear, not moving or taking actions for one minute or until they are attacked. Some creatures without minds might be immune to this fear. Action.

Tier 6:(Choose one) Restorative Bloom 5 Might points

When Wooden Body or Great Tree is in effect, you produce a flower, acorn, fruit, or similar plant-based edible item. A creature that eats this food is nourished for a full day and restores their Might Pool, Speed Pool, and Intellect Pool to their maximum values, as if they were fully rested. Eating a second food produced by this ability in a day has no effect. If the food is not eaten within ten minutes, it spoils. Action to produce, action to eat.

Gm Intrusions:

A wooden character catches fire. A wild swing from a tree branch hits or trips an ally. Some trees have evil hearts and hate all walking things.

Was Foretold

You are the "chosen one," and prophecy, prediction, prognostication, or some other method of determination expects great things of you one day.

Tier 1: Interaction Skills

You are trained in two skills in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidation. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.

Tier 1: Knowing

You are trained in one area of knowledge of your choice. Enabler.

Tier 2: 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.

Tier 3:(Choose one) Overcome All Obstacles 3+ Intellect points

Those who stand against you do so at their peril and eventually shrink away in your presence. When you focus on a particular foe within long range, the target suffers 2 points of Intellect damage (ignores Armor) each round for one minute or until the target can throw off the effect. This ability can only be active on one target at a time. You can apply Effort to increase damage during the first round, and for any one round in which you apply Effort and use another action. Action to initiate.

Tier 3:(Choose one) 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.

Tier 4: Center Of Attention 5 Intellect points

A literal (or metaphorical, depending on the genre) beam of pure radiance descends from on high and spotlights you. All creatures you choose within immediate range fall to their knees and lose their next action. Affected targets cannot defend themselves and are treated as helpless. Action.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Gm Intrusions:

An enemy described in prophecy appears. Unbelievers threaten to ruin the moment. The character gains a reputation in outside circles as a fraud.

Wears A Sheen Of Ice

You command the wintery power of cold and ice.

Tier 1: Ice Armor 1 Intellect point

When you wish it, your body is covered in a sheen of ice for ten minutes that gives you +1 to Armor. While the sheen is active, you feel no discomfort from normal cold temperatures and have an additional +2 to Armor versus cold damage specifically. Enabler.

Tier 2: Frost Touch 1 Intellect point

Your hands become so cold that the next time you touch a creature, you inflict 3 points of damage. Alternatively, you can use this ability on a weapon, and for ten minutes, it inflicts 1 additional point of damage from the cold. Action for touch; enabler for weapon.

Tier 3:(Choose one) Freezing Touch 4 Intellect points

Your hands become so cold that your touch freezes solid a living target of your size or smaller, rendering it immobile for one round. If you have another cold ability activated by touch (such as Frost Touch), you can use it as part of the Freezing Touch attack. Action.

Tier 3:(Choose one) Ice Creation 4+ Intellect points

You create a solid object of ice that is your size or smaller. The object is crude and can have no moving parts, so you can make a sword, a shield, a short ladder, and so on. Your ice objects are as strong as iron, but if you're not in constant contact with them, they function for only 1d6 + 6 rounds before breaking or melting. For example, you can make and wield an ice sword, but if you give it to another PC, the sword won't last as long for that character. In addition to the normal options for using Effort, you can choose to use Effort to create objects larger than you. For each level of Effort used in this way, you can create an object up to twice again as large as you. Action.

Tier 4: Resilient Ice Armor

The sheen of ice you generate using your Ice Armor ability gives you an additional +1 to Armor. Enabler.

Tier 5: Cold Burst 5+ Intellect points

You emit a burst of cold in all directions, up to short range. All within the burst (except you) take 5 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.

Tier 6:(Choose one) Ice Storm

You attempt an additional Intellect task as part of your Cold Burst attack, and if successful, you blind foes for up to one minute with a layer of freezing ice. All tasks of blinded creatures are hindered by two steps. Enabler.

Tier 6:(Choose one) Winter Gauntlets

When you use Frost Touch, you inflict an additional 3 points of damage if you touch a creature, or an additional 2 points of damage if you infuse a weapon. In addition, damaged targets are frozen in place (if standing on a solid surface) and can't move from their location until they use an action to break free. The target can still attack and defend. Action for touch; enabler for weapon.

Gm Intrusions:

Ice makes surfaces slippery. Extreme cold causes objects to crack and break.

Wears Power Armor

You have built or acquired a set of powered armor that gives you additional powers.

Tier 1: Powered Armor

You have a suit of powered armor. It is effectively medium armor (+2 to Armor); however, you suffer no Speed penalties for wearing it. Also, your suit grants other benefits: it provides breathable air for up to eight hours and a comfortable environment even in bitter heat, cold, vacuum, or underwater to a depth of 4 miles (6 km); and it allows you to see in the dark up to a short distance. Getting into the suit requires an action (and, of course, access to your suit). Enabler.

Tier 1: Enhanced Might

You gain 3 points to your Might Pool. Enabler.

Tier 2: Heads Up Display 2+ Intellect points

Your Powered Armor ability comes with systems that help you make sense of, analyze, and use your weapons in your environment. When you trigger this ability, you gain an asset on one attack roll as the suit perfectly outlines foes and steadies your aim, regardless of whether you're making a melee or ranged attack. Alternatively, you can use the heads-up display to magnify your vision, increasing your vision range to 5 miles (8 km) for two rounds. If you apply one level of Effort, you can also see through mundane materials (such as wood, concrete, plastic, and stone) to a short distance in false color images. If you apply two levels of Effort, you can see through special materials (such as solid lead or other substances) to an immediate distance in false color images; however, the GM might require you to succeed at an Intellect-based task first, depending on the material blocking your armor's sensors. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Incredible Health

Thanks to a dip in a magical pool, an injection of artificial antibodies and immune defense nanobots into your bloodstream, exposure to strange radiation, or something else, you are now immune to diseases, viruses, and mutations of any kind. Enabler.

Tier 4: Force Blast

You figure out how to project blasts of pure force from the gauntlets of the power armor from your Powered Armor ability. This allows you to fire a blast of force that inflicts 5 points of damage with a range of 200 feet(60 m). Action.

Tier 5: Field Reinforced Armor

You gain +1 to Armor while wearing the power armor from your Powered Armor ability. Enabler.

Tier 6:(Choose one) Masterful Armor Modification 2 XP

Choose one of the following modifications to make to the Powered Armor from your Powered Armor ability. If you choose to make a different modification later, you can do so, but you must spend 2 XP each time and substitute the updated modification for the previous modification.

Cypher Pod: The power armor provides an insulated pod in which you can carry one additional manifest cypher beyond what your cypher limit normally allows. Enabler.

Drone (3 Intellect points): A level 4 drone no larger than 1 foot (30 cm) on a side launches from your armor for one hour, flying up to a long distance each round. The drone accompanies you and follows your instructions. It has manipulators, allowing it to attempt to accomplish physical tasks. You'll probably make rolls for your drone when it takes actions. A drone in combat usually doesn't make separate attacks but helps with yours. On your action, if the drone is next to you, it serves as an asset for one attack you make on your turn. If the drone is destroyed, you must spend another 2 XP to rebuild it or choose another Masterful Armor Modification. Action to initiate.

Improved Field Reinforcement: You gain +1 to Armor while wearing your power armor. Enabler.

Jet-Assisted Flight (3+ Might points): You modify your power armor to allow you to blast off the ground and fly for one minute at a time. For each level of Effort applied, you can increase the duration by an additional minute. Action.

Tier 6:(Choose one) Masterful Armor Modification 2 XP

Choose one of the following modifications to make to the Powered Armor from your Powered Armor ability. If you choose to make a different modification later, you can do so, but you must spend 2 XP each time and substitute the updated modification for the previous modification.

Cypher Pod: The power armor provides an insulated pod in which you can carry one additional manifest cypher beyond what your cypher limit normally allows. Enabler.

Drone (3 Intellect points): A level 4 drone no larger than 1 foot (30 cm) on a side launches from your armor for one hour, flying up to a long distance each round. The drone accompanies you and follows your instructions. It has manipulators, allowing it to attempt to accomplish physical tasks. You'll probably make rolls for your drone when it takes actions. A drone in combat usually doesn't make separate attacks but helps with yours. On your action, if the drone is next to you, it serves as an asset for one attack you make on your turn. If the drone is destroyed, you must spend another 2 XP to rebuild it or choose another Masterful Armor Modification. Action to initiate.

Improved Field Reinforcement: You gain +1 to Armor while wearing your power armor. Enabler.

Jet-Assisted Flight (3+ Might points): You modify your power armor to allow you to blast off the ground and fly for one minute at a time. For each level of Effort applied, you can increase the duration by an additional minute. Action.

Gm Intrusions:

The armor won't come off. The armor acts under its own power. The armor suffers a momentary power loss. NPCs are scared by the power armor.

Wields An Enchanted Weapon

You have a weapon with strange abilities, and your knowledge of its powers has allowed you to create a unique style of combat with it.

Tier 1: Enchanted Weapon 1 Intellect point

You attune yourself to a physical weapon, such as a sword, hammer, or bow. You know exactly where it is if it is within a short distance of you, and you know its general direction and distance if farther away. All of your other focus abilities require you to be holding or wielding this weapon. You can be attuned to only one weapon at a time; attuning yourself to a second weapon loses the attunement to the first one. Action to initiate, ten minutes to complete. Enabler.

If you attune yourself to a different weapon, come up with a story reason for why you are able to do that and why you chose this new weapon.

Tier 1: Innate Power

Choose either your Might Pool or your Speed Pool. When spending points to activate your focus abilities, you can spend points from this Pool instead of your Intellect Pool (in which case you use your Might Edge or Speed Edge instead of your Intellect Edge, as appropriate). Enabler

Tier 1: Charge Weapon 2+ Intellect points

As part of making an attack with your enchanted weapon, you charge it with magical power, inflicting 2 additional points of energy damage. If you make more than one attack on your turn, you choose whether to spend the cost for this ability before you make each attack. Enabler.

Tier 2: Power Crash 3 Intellect points

You strike your enchanted weapon against the ground (or a similar large surface), creating an explosion of energy that affects an area up to immediate range from that point. (If your enchanted weapon is a ranged weapon, you can instead target a point within close range to be the center of the explosion.) The blast inflicts 2 points of damage to all creatures or objects within the area (except for you). Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks. If you apply a level of Effort to increase the damage, add 2 points of damage for each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.

Tier 3:(Choose one) Rapid Attack 3 Speed points

Once per round, you can make an additional attack with your chosen weapon. Enabler.

Tier 3:(Choose one) Throw Enchanted Weapon

You can throw your enchanted weapon up to short range as a light ranged weapon. Whether it hits or misses, it immediately flies back to your hands, and you can automatically catch it or allow it to land at your feet. Enabler.

Tier 4: Defending Weapon

When using your enchanted weapon, you are trained in Speed defense tasks. Enabler.

Tier 5: Enchanted Movement 4+ Intellect points

You use your enchanted weapon to move yourself to any location within a long distance that you can see, as long as there are no obstacles or barriers in your way. The exact way this happens depends on your weapon; you might throw your magical hammer and be pulled along after it, shoot an arrow from your bow that pulls you forward like a grapple line, and so on. In addition to the normal options for using Effort, you can choose to use Effort to increase the distance traveled; each level of Effort used in this way increases the range by another 100 feet (30 m). If you have another ability (such as from your type) that allows you to cross a long distance, the range of that ability and this one increases to very long. Action.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

A weapon breaks or is dropped. The character loses their connection to the weapon until they use an action to reestablish the attunement. The weapon's energy discharges in an unexpected way.

Wields Invisible Force

You bend light and manipulate beams of force for offense and defense.

Tier 1: 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.

Tier 2: 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.

Tier 2: Sharp Senses

You are trained in all tasks involving perception. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Multi Vanish 4+ Intellect points

You turn up to five human-sized creatures or objects invisible for a short amount of time. The targets you choose must be within an immediate area and within short range of you (if you are in the area, you can make yourself invisible and don't count toward the limit of five invisible targets). Anything invisible has an asset on stealth and Speed defense tasks. Affected creatures can see each other in a limited way, and you can see them clearly. The invisibility ends at the end of your next turn. If one of the affected creatures does something to reveal their presence or position-attacking, using an ability, moving a large object, and so on-the invisibility ends early for that creature. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; each level of Effort used in this way increases the duration by one round (but creatures can still end it early for themselves). Action.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) Generate Force Field 9+ Intellect points

You create six planes of solid force (level 8), each 30 feet (9 m) to a side, which persist for one hour. The planes must be contiguous, and they retain the position that you choose when initiating this ability. For instance, you could arrange the planes linearly, creating a wall 180 feet (55 m) long, or you could create a closed cube. The planes conform to the space available. Each additional level of Effort you apply increases the level of the barrier by one (to a maximum of level 10) or increases the number of hours it remains by one. Action to initiate.

Gm Intrusions:

Invisibility partially fades, revealing the character's presence. A force field is pierced by an unusual or unexpected attack.

Wields Two Weapons At Once

You bear steel with both hands, ready to take on any foe.

Tier 1: 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.

Tier 2: 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.

Tier 2: Infiltrator

You are trained in interactions involving lies or trickery. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Precise Cut

You inflict 1 additional point of damage with light weapons. Enabler.

Tier 4: Dual Defense

When you wield two weapons, you are trained in Speed defense tasks. Enabler.

Tier 5: Dual Distraction 1+ Speed point

When you wield two weapons, your opponent's next attack is hindered, and if you apply Effort on your next attack against that same foe, you get a free level of Effort on the task. Enabler.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

A blade snaps in two or a weapon flies loose from its bearer's grip.

Works For A Living

You take great satisfaction in a job well done, whether it's coding, building houses, or mining asteroids.

Tier 1: Handy

You work for a living and are trained in tasks related to carpentry, plumbing, and electrical repair. Your knowledge in these realms also gives you an asset to craft entirely new items within your spheres of knowledge and the limits of possibility within the setting. Enabler.

Tier 2: 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.

Tier 3:(Choose one) Eye For Detail 2 Intellect points

When you spend five minutes or so thoroughly exploring an area no larger than a short distance in diameter, you can ask the GM one question about the area. The GM must answer you truthfully. You cannot use this more than one time per area per 24 hours. Action to initiate, five minutes to complete.

Tier 3:(Choose one) 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. (Improvise can be used on a task a character has an inability in, but instead of gaining an asset, the character just loses the inability penalty.)

Tier 4: Enhanced Might

You gain 3 points to your Might Pool. Enabler.

Tier 4: 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.

Tier 5: Expert Skill

Instead of rolling a d20, you can choose to automatically succeed on a task you're trained in. The task must be difficulty 4 or lower, and it can't be an attack roll or a defense roll. Enabler. (A character can't apply Effort or other abilities to any task they accomplish using Expert Skill.)

Tier 6:(Choose one) Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

Repairs sometimes fail. Wiring can be tricky to decipher and still carry an electrical charge. Some people are rude to those who work for a living.

Works Miracles

You can heal others with a touch, alter time to help others, and are generally beloved by everyone.

Tier 1: 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.

Tier 2: Alleviate 3 Intellect points

You attempt to cancel or cure one malady (such as disease or poison) in one creature. Action.

Tier 3:(Choose one) Font Of Healing

With your approval, other creatures can touch you and regain 1d6 points to either their Might Pool or their Speed Pool. This healing costs them 2 Intellect points. A single creature can benefit from this ability only once each day. Enabler.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: Undo 5 Intellect points

You turn back time a few seconds, effectively undoing a single creature's most recent action. That creature can then immediately repeat the same action or try something different. Action.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) 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.

Gm Intrusions:

Attempts to heal might cause harm instead. A community or individual needs a healer so desperately that they hold one against their will.

Works The Back Alleys

You make your way unseen, stealing from the wealthy to achieve your ends.

Tier 1: Stealth Skills

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.

Tier 2: 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.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: Master Thief

You are trained in climbing, escaping from bonds, slipping through narrow places, and other contortionist moves. Enabler.

Tier 5: Dirty Fighter 2 Speed points

You distract, blind, annoy, hamper, or otherwise interfere with a foe, hindering their attacks and defenses for one minute. Action.

Tier 6:(Choose one) 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.

Tier 6:(Choose one) All Out Con 7 Intellect points

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.

Gm Intrusions:

Thieves are thrown in jail. Powerful enemies are made.

Works The System

You can exploit flaws in artificial systems, including but not limited to computer code.

Tier 1: 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.

Tier 1: Computer Programming

You are trained in using (and exploiting) computer software, you know one or more computer languages well enough to write basic programs, and you are fluent in internet protocol. Enabler.

Tier 2: Connected

You know people who get things done-not just respected people in positions of authority, but also a variety of online hackers and regular street criminals. These people are not necessarily your friends and might not be trustworthy, but they owe you a favor. You and the GM should work out the details of your contacts. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) 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.

Tier 4: 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.

Tier 5: 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.

Tier 6:(Choose one) Call In Favor 4 Intellect points

A guard, doctor, technician, or hired thug in the employ of or allied with a foe is secretly your ally or owes you a favor. When you call in the favor, the target does what they can to help you out of a specific fix (unties you, slips you a knife, leaves a cell door unlocked) in a way that minimizes their risk of revealing their divided loyalties to their employer or other allies. 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.

Tier 6:(Choose one) Greater Enhanced Potential

You gain 6 points to divide among your stat Pools however you wish. Enabler.

Gm Intrusions:

Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Would Rather Be Reading

Books are your friends. What's more important than knowledge? Nothing.

Tier 1: Knowledge Is Power

Choose two noncombat skills in which you are not trained. You are trained in those skills. Enabler.

Tier 2: Greater Enhanced Intellect

You gain 6 points to your Intellect Pool. Enabler.

Tier 3:(Choose one) 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.

Tier 3:(Choose one) Flex Skill

At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized. Enabler.

Tier 4: Knowledge Is Power

Choose two noncombat skills in which you are not trained. You are trained in those skills. Enabler.

Tier 4: 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.

Tier 5: Greater Enhanced Intellect

You gain 6 points to your Intellect Pool. Enabler.

Tier 6: Knowledge Is Power

Choose two noncombat skills in which you are not trained. You are trained in those skills. Enabler.

Tier 6:(Choose one) Tower Of Intellect

You are trained in Intellect defense tasks. If you are already trained, you are specialized in those tasks instead. Enabler.

Tier 6:(Choose one) 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.

Gm Intrusions:

Books burn, get wet, or get lost. Computers break or lose power. Glasses break.

Creating New Foci

This section provides everything you need to create your own foci.

The newly created focus should be named in the form of a verb, like Controls Beasts or Abides in Stone. For instance, a fire-using focus created by following the guidelines in the energy manipulation focus category might be called Bears a Halo of Fire (one of the sample foci in this chapter). Alternatively, a new fire-using focus should get an all-new name like Stokes the Flames of the Apocalypse or Lights Fires With a Thought.

Choosing Abilities by Relative Power

The ability selection guidelines invite you to choose an ability from one of three ranges: low tier, mid tier, and high tier. These ranges correspond with the power “grades” given for every ability. These abilities are further sorted into ability categories based on the kinds of things they do—abilities that improve physical attacks are in the attack skill category, abilities that assist allies are in the support category, and so on. Look for the grades and categories in the Ability Categories and Relative Power section of the Abilities chapter.

Low-tier abilities are best suited for focus options at tiers 1 and 2. Mid-tier abilities are best suited for focus options at tiers 3 and 4. High-tier abilities are best suited for focus options at tiers 5 and 6.

That said, sometimes you’ll find it appropriate to assign a low-tier ability at tier 3 or 4, or maybe a mid-tier ability at tier 1 or 2. Do so sparingly, but don’t rule it out. It might be the only way to get all the abilities you want for the focus you’re building. Higher-tier abilities usually cost more Pool points to use. So if a mid-tier ability is made available at tier 1 or 2, or a high-tier ability is made available at tier 3 or 4, the higher cost will be a balancing factor.

Balancing Abilities

The guidelines within each category go a long way toward ensuring that the focus you build will be balanced. Sometimes it might be appropriate to grant a low-power ability along with a regular ability at a given tier, depending on the needs of the focus. A “low-power ability” is deliberately open for GM interpretation, but generally speaking, should be no more potent than a low-tier ability (that is, an ability that is normally available at tier 1 or 2).

For instance, someone who uses cold might be able to create small snow sculptures in addition to emitting a cold ray. Someone who uses electricity might be able to charge a depleted artifact or have an asset for dealing with electrical systems. And so on.

Often, the guidelines note this as a possibility. However, you have great leeway in deciding if a focus needs an additional ability, even if the guidelines for that tier don’t indicate one. If you do add an ability, or there is a higher-power ability at a tier that normally shouldn’t have it, it might mean that the choice given at the next tier, or the previous tier, isn’t quite as good. Balancing a focus is a bit of an art. Resist the urge to overpower the focus, but don’t underpower it, either.

Ability Guidelines Are Not Prescriptive

Each focus category provides a guideline for what kind of ability you should select at every tier. But don’t regard the guidelines as something that you can’t vary. They’re not prescriptive; they’re just a place to start. You might want to vary the kind of ability at a particular tier that isn’t indicated in the guidelines. As long as the chosen ability falls within the expected power curve for that tier, it’s fine. The guideline isn’t meant to be a straitjacket.

For example, if you’re building a cold-using focus for a game set in a fantasy genre, you may decide that an ability that calls up a demon is a better choice at a particular tier than an ability that does damage in an area, which is what the tier 5 guideline for energy manipulation calls for. Making the change is probably especially valid if you call your new focus something like Channels the Ninth Circle.

Ability Swap

If you’re creating a focus and you think it should provide a suite of abilities at first tier that would mechanically overload it, you have the option to add one as a “swap” ability. Doing so is as easy as allowing a character to swap out one of their type abilities for an indicated low-tier focus ability. The ability is gained instead of one of the abilities normally granted by the character’s type.

Concept and Category

Choosing to create a focus that uses a particular concept—say, creating illusions—doesn’t lock you into creating a focus within a particular category—in this case, environment manipulation. A focus can be constructed in a variety of ways using a particular energy, tool, or concept, each ultimately leading to a focus that provides different results. It all depends on your ends. In this case, creating illusions might be used to sway others, which argues for a focus built using the influence category guidelines.

In the same way, if a focus grants a character the ability to call some kind of force or energy, that doesn’t mean the focus should automatically be built using the environment manipulation category guidelines (though of course it could, if attacking and protecting yourself with that energy is the point). But a focus could be built that grants abilities to call energy or force that is primarily focused on durability, suggesting a tank combat focus (someone who can take a lot of punishment in a fight); or blasting away with a main concern for maximizing damage, thus suggesting a striker combat focus; or creating a follower composed of that energy or force, suggesting an ally use focus (that is, someone who uses helping creatures, NPCs, or even duplicate versions of themselves to give them a leg up).

Here’s another example: the focus Controls Gravity could conceivably be an environment manipulation focus or an energy manipulation focus. It depends on whether the focus is more concerned with crushing and holding things in place (environment manipulation) or on blasting things and protecting yourself with gravity (energy manipulation).

The same malleability of concept holds true in other realms. For instance, if someone is able to call up and mold raw earth, they might use it to transform themselves into a being of stone (tank combat), to batter foes (striker combat), or to create walls, barricades, and shields to protect their allies (support).

Modifying Abilities to Fit a Concept

If you’re looking for an ability and can’t seem to find the right one in the vast catalog in the Abilities chapter, consider reskinning one to make it seem new (and to accomplish what you need). Reskinning means that you use the underlying mechanics of an ability as written but change the flavor in some fashion. For instance, maybe you’re creating a new earth-moving focus but can’t find enough earth-related abilities to meet your need. It’s easy enough to change up other abilities so they use earth instead of fire, cold, or magnetism. For instance, Wings of Fire might become Wings of Earth, Ice Armor could become Earth Armor, and so on. These alterations change nothing except the type of damage and any knock-on effects (for instance, Wings of Earth might generate clouds of dust in their wake).

Abilities That Reference Other Abilities

Some abilities in the Abilities chapter reference other abilities. If you select an ability for your focus or type that refers to or modifies a lower-tier ability, also include that lower-tier ability in your type or focus as a selection a PC can make at a lower tier.

Creating Brand-New Abilities

You can go further than reskinning and create one or more brand-new abilities. When doing this, try to find something as close as possible to the effect you want, then use it as a template. In any case, deciding how much an ability should cost when it comes to a character’s Pool is one of the most important aspects of getting an ability right.

You may notice that higher-tier abilities are more expensive. This is partly because they do more, but it’s also because higher-tier characters have more Edge than lower-tier characters, which means they pay fewer points from their relevant Pools. A third-tier character with 3 Edge in a relevant Pool pays no cost for abilities that cost 3 or fewer points. That’s great for lower-tier abilities, but you’ll usually want a character to think a little bit about how often to use their most powerful abilities. That means they should cost at least 1 point more than the Edge the character is likely to have at that tier. (Often, a character will have an Edge in their relevant Pool equal to their tier.)

As a good rule of thumb, a typical ability should cost points equal to its tier.

Choose GM Intrusions

Think about the kinds of things that might surprise, alarm, or go catastrophically wrong for someone with the new focus being created, and assign it as a GM intrusion for that focus. Of course, this often is done on the fly during the game. But giving the topic some thought while the focus is being constructed and the ideas are fresh in your head is likely to yield some particularly devilish options.

Focus Categories

Every focus has an overarching style, whether that’s exploration, energy manipulation, or simply dealing a lot of damage in combat. These broad classifications are called focus categories.

Each focus category has an overarching theme, followed by selection guidelines that describe how to choose abilities for each tier from the Abilities chapter, from tier 1 to tier 6.

The foci in this chapter can be roughly grouped into these categories: Ally use, Basic, Energy manipulation, Environment manipulation, Exploration, Influence, Irregular, Movement expertise, Striker combat, Support, Tank combat.

Ally Use

Foci that prioritize providing NPC followers to the character are ally use foci. The followers give aid to the PC in a variety of ways, but at base they usually provide an asset to the character’s actions.

Multiple potential themes exist within the ally use category, from abilities that allow a character to summon or craft allies to those that allow them to attract allies through fame, magic, or essential authority or charisma.

Connection:

Choose four relevant connections from the Focus Connections list.

Additional Equipment:

Any object necessary for the character to keep an ally. For instance, someone with a focus that uses super-science to create robot allies would require tools to build and repair those allies. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions:

The NPC ally’s tasks are eased on its next turn.

Major Effect Suggestions:

The NPC ally gains an immediate extra action.

Tier 1 Abilities:

Choose a low-tier ability that grants a level 2 NPC follower to the character, or gives a similar benefit provided by an NPC. Alternatively, lay the groundwork for gaining such NPC allies at higher tiers by choosing an ability that gives the character influence over others.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. For instance, training in a skill related to the kind of NPC follower the character gains would be appropriate.

Tier 2 Abilities:

Choose a low-tier ability that grants influence over similar kinds of NPCs as the follower gained at the previous tier. If no follower was gained at the previous tier, this ability should provide that benefit now.

Sometimes a secondary ability might be appropriate in addition to the ability provided above, perhaps a low-power ability that grants 2 or 3 points to a Pool.

Tier 3 Abilities:

Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability that improves the NPC follower previously provided (usually from level 2 to level 3) or grants an additional follower.

The other option should be something that benefits the character—perhaps an offensive or defensive ability, or something that broadens their influence over their followers (or potential followers).

Tier 4 Abilities:

Choose a mid-tier ability that gives the character an offensive or defensive capability if they haven’t previously gained one, preferably within the theme of the focus. For instance, if the character gains followers because of their charisma, this ability might let them command foes for brief periods. If the character gains followers by building or calling them, this ability might let them affect entities of the same type that are not already their followers.

Alternatively, this ability might further improve a previously gained follower from level 3 to level 4, or grant an additional follower.

Tier 5 Abilities:

Choose an ability that improves the character by providing a defense, an improved stat Pool, or another kind of protection.

Alternatively, this ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who keeps beast allies might gain an ability to call a horde of lesser beasts. Someone who builds robots might gain an ability to build several lesser robot helpers. And so on.

Finally, this ability might improve a previously gained follower to level 5.

Tier 6 Abilities:

Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should improve a previously gained follower to level 5, if that wasn’t already provided at tier 5. If that’s the case, this ability might be provided in addition to two other related abilities.

Another high-tier option could provide a handful of level 3 followers to the character.

The last high-tier ability could open a new front in influencing and calling NPC allies related to the focus’s theme. For instance, someone who gains followers through high charisma and training might gain an ability to learn otherwise impossible-to-glean information.

The following are examples and not meant to provide a complete list of all possible foci in this category.

Basic

Foci that rely mostly on providing skill training, assets to tasks, and bumps to stat Pools and Edge in order to improve a character fall within the basic category. An overarching theme is also included, as with most of the other categories, that makes sense of the various basic abilities provided.

In addition, because the benefits provided by such foci are mostly straightforward (usually with a few exceptions), most basic foci would also be appropriate for non-fantastic campaigns where magic, super-science, or psychic abilities normally don’t come into play. That said, just because the abilities granted by basic foci are straightforward doesn’t mean they are not potent when combined with the abilities granted by type, descriptor, cyphers, and other character aspects.

Connection:

Choose four relevant connections from the Focus Connections list.

Additional Equipment:

Any object necessary to fulfill the overarching theme of the focus. For instance, a focus called Would Rather Be Reading should grant a handful of books to the character. A focus called Works for a Living should provide a set of tools.

Minor Effect Suggestions:

Next action is eased.

Major Effect Suggestions:

Make a free, no-action recovery roll that doesn’t count against daily recovery rolls.

Tier 1 Abilities:

Choose an ability that grants training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool.

Alternatively, choose an ability that grants only 2 or 3 points to a particular Pool and an ability that provides training or an asset to just one task.

Tier 2 Abilities:

Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3 Abilities:

Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a non-fantastic ability that improves the character’s abilities within the focus’s theme. For instance, if the theme involves paying attention in some fashion, an information-gathering ability might be appropriate.

The other option should be something that either improves the character’s Edge in an appropriate stat or provides the character with some kind of defense.

Tier 4 Abilities:

Choose another ability that grants additional training or an asset to skills associated with the focus’s theme, or that grants 5 or 6 points to a particular Pool best suited to the focus. Or choose two abilities that provide only 2 or 3 points plus another tier 4 ability that improves a single task or skill.

Alternatively, provide a branch-out ability suggested at tier 5.

Finally, if the focus has yet to grant some kind of defense, a defensive ability could be provided here.

Tier 5 Abilities:

Choose an ability that allows the character to branch out slightly—perhaps one like Expert Skill that allows them to automatically succeed on a task they’re trained in.

Alternatively, if a nonstandard benefit was provided at tier 4, provide the benefits suggested at tier 4 here.

Tier 6 Abilities:

Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that provides another 5 or 6 points to a particular Pool best suited to the focus, or that the character can divide up as they wish. Alternatively, training in offense or defense would also be appropriate.

The other tier 6 option should give the character a brand-new ability within their theme, but not one that strays into the realm of the fantastic. For instance, an ability that allows a character to take two actions instead of one would be reasonable. Granting additional training, assets, or Edge would also be fine.

The following are examples and not meant to provide a complete list of all possible foci in this category.

Energy Manipulation

Energy manipulation foci offer abilities that can call fire, electricity, force, magnetism, or nonstandard forms of energy such as cold, stone, or something stranger like “void” or “shadow.” These abilities usually give a character a way to achieve something of a balance between attacking enemies and granting themselves or allies additional protection. The focus usually also offers abilities that provide other ways to use specific energy for things like transportation, creating large concentrations of energy that can affect multiple targets, or creating a temporary object or barrier of energy.

Connection:

Choose four relevant connections from the Focus Connections list.

Additional Equipment:

One or more pieces of equipment immune to the energy manipulated, which might be a set of clothes. Alternatively, something related to the energy being generated. Some foci in this category don’t require additional equipment.

Energy Abilities:

If a character type grants special abilities that normally use some other kind of energy, they now produce the kind used by this focus. For example, if a character uses this focus to manipulate electricity, their force blasts become blasts of electricity. These alterations change nothing except the type of damage and any knock-on effects (for instance, electricity might temporarily short out electronic systems).

Minor Effect Suggestions:

The target or something near the target is hindered because of residual energy.

Major Effect Suggestions:

An important item on the target’s person is destroyed.

Tier 1 Abilities:

Choose a low-tier ability that either inflicts damage or provides protection using the appropriate energy type in some fashion.

Sometimes an additional low-power ability is appropriate, depending on the energy type. For instance, a focus that manipulates cold might grant an ability to create snow sculptures. A focus that manipulates electricity might grant an ability to charge a depleted artifact or have an asset for dealing with electrical systems. A focus that absorbs energy might grant an ability to release it as a basic attack. And so on.

Tier 2 Abilities:

Choose whichever kind of ability wasn’t chosen at tier 1.

Tier 3 Abilities:

Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be an ability that inflicts damage using the appropriate energy type (and possibly a related effect).

The other should grant enhanced movement by use of the appropriate energy type, give additional protection provided by the preferred energy, or use the energy in a completely new way, such as by draining the energy from a machine (if using electricity), entombing a victim in a layer of ice (if using cold), creating perfect silence (if using sound), creating a dazzling blast of illumination (if using light), and so on.

Tier 4 Abilities:

Choose whichever kind of ability wasn’t chosen at tier 3.

Tier 5 Abilities:

Choose a high-tier ability that inflicts damage (and possibly a related effect) that can affect more than one target using the appropriate energy type, or an ability that uses the energy in some fashion not previously used, as described in tiers 3 and 6.

Tier 6 Abilities:

Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the high-tier abilities should use the preferred energy to inflict a lot of damage to a single target or to several.

The other option should use the appropriate energy type to accomplish a task not previously provided by lower-tier abilities, such as fashioning a fiery follower (if using fire), teleporting a great distance as a blast of lightning (if using electricity), creating solid objects out of the energy, and so on.

The following are examples and not meant to provide a complete list of all possible foci in this category.

Environment Manipulation

Foci that allow a character to move objects, affect gravity, create objects (or illusions of objects), and so on are environment manipulation foci. Given that, in many cases, energy is used as part of this process, this category and energy manipulation overlap to some extent. Environment manipulation foci prioritize abilities that indirectly affect enemies and allies via objects, forces, and alterations of the surroundings; energy manipulation foci prioritize directly damaging targets with the chosen energy or force.

For example, rather than blasting a foe with a gravity pulse that does damage, a character using an environment manipulation focus based on gravity is more likely to have abilities that hold a target in place, use gravity to throw heavy objects as an attack, or lower gravity in a particular area or even on a particular object.

Connection:

Choose four relevant connections from the Focus Connections list.

Additional Equipment:

Any object necessary to manipulate the surrounding environment. For instance, someone with a focus that grants the ability to craft objects would require basic tools. Some foci in this category don’t require anything to gain or retain their benefits.

Environment Manipulation Abilities:

Foci themes that involve imagery or visible energies can affect the look of your type abilities. Such alterations, if any, do nothing but change the appearance of effects. If gravity is manipulated, perhaps a telltale bluish glow permeates all ability uses, including type abilities. If illusion is generated, perhaps flamboyant visual and auditory qualities accompany type abilities, such as the appearance of a tentacled beast holding a target in place when Stasis is used. And so on.

Minor Effect Suggestions:

The target gets turned around, and its next attack is hindered.

Major Effect Suggestions:

The character is refreshed and recovers 4 points to one Pool.

Tier 1 Abilities:

Choose a low-tier ability that grants a basic use of an ability that alters the environment (or predicts it) using the focus’s theme. For instance, a gravity-affecting focus might provide an ability that makes a target lighter or heavier. An illusion-crafting focus might grant an ability that allows the creation of an image. An object-making focus might grant a basic proficiency in creating a particular kind of object. A predictive focus might calculate outcomes and provide the character with the benefits of that foreknowledge. And so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2 Abilities:

Choose a low-tier ability that provides a new defensive or offensive capability related to the focus’s theme.

Alternatively, this ability might provide an additional or brand-new capability to manipulate the environment related to the focus’s theme.

Tier 3 Abilities:

Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should be a mid-tier ability related to the focus’s theme that provides an additional environment manipulation capacity or further improves the basic environment manipulation ability previously granted. This ability isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or one that increases the strength, range, or some other extension of the previously unlocked basic ability.

The other mid-tier option should provide an offensive or defensive ability related to the specific form of movement the focus provides, if possible.

Tier 4 Abilities:

Choose a mid-tier ability that is either an offensive or a defensive use of the ability, whichever one wasn’t chosen as an option in the previous tier.

Tier 5 Abilities:

Choose a high-tier penultimate use of the environment-manipulation ability. For instance, if the focus-granted manipulation is illusory, this ability might haunt a target with terrifying images. If the focus is gravity based, it might unlock flight. If magnetic, it might allow the user to reshape metal. If the focus grants telekinetic powers, this ability could allow a character to hurl massive objects at foes. And so on.

Tier 6 Abilities:

Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the abilities should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic environment manipulation capability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of manipulation offered, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

The following are examples and not meant to provide a complete list of all possible foci in this category.

Exploration

Foci that allow a character to gather information, survive in unfamiliar environments, and find their way to new locations or track down particular creatures and foes are exploration foci. Surviving in unfamiliar environments requires a reasonable selection of defensive options; however, abilities that allow a character to find and learn are prioritized.

Exploration foci rely on a variety of methods, though training and expertise are the mainstays. Some methods require specific tools (such as a vehicle) to grant the benefits provided, while others might rely on the supernatural or super-science to learn new things and explore strange places from afar.

Connection:

Choose four relevant connections from the Focus Connections list.

Additional Equipment:

Any object necessary to explore. For instance, starting maps and/or a compass would be basic equipment, while someone who uses psychic abilities might require a mirror or crystal sphere to gaze into. Equipment might also include access to a vehicle required for exploration, as previously noted.

Minor Effect Suggestions:

You have an asset on any action that involves using your senses, such as perceiving or attacking, until the end of the next round.

Major Effect Suggestions:

Your Intellect Edge increases by 1 until the end of the next round.

Tier 1 Abilities:

Choose a low-tier ability that grants the character basic exploratory, survival, or information-gathering capabilities within the focus’s theme.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill (though this may already be covered in the main ability). Alternatively, it might offer a simple bonus of 2 or 3 points to the Might Pool.

Tier 2 Abilities:

Choose another low-tier ability that grants an additional capability related to exploration, survival, or information gathering.

For instance, a focus dedicated to surviving savage conditions might offer an ability (or two) that makes it easier to avoid natural hazards, poisons, difficult terrain, and so on. A focus dedicated to exploration of a particular area might grant abilities to gain access to that area, or a capability that others normally lack (like the ability to see in the dark).

Tier 3 Abilities:

Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration ability granted, or give a new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability (especially if this focus hasn’t already granted that) or something that further broadens the character’s ability to explore in the focus’s chosen realm.

Tier 4 Abilities:

Choose a mid-tier offensive or defensive ability (whichever wasn’t offered at tier 3) that benefits the character. Alternatively, if offensive and defensive abilities are already well represented, choose a different mid-tier ability that broadens the character’s ability to explore, survive, or gather information.

Tier 5 Abilities:

Choose a high-tier ability that alleviates some of the penalties for exploring, surviving, or gathering information in a normally inhospitable place.

Tier 6 Abilities:

Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should further improve the basic exploration-themed ability previously granted, or give a brand-new exploratory, survival, or information-gathering ability.

The other option should be something that benefits the character, either an offensive or defensive ability, or yet another ability that further broadens their capacity to explore in the focus’s chosen realm.

Influence

Foci that prioritize authority and influence—whether that’s to make people or machines do as commanded, to help others, or to rise to some other prestigious and significant position—fall within the influence category.

These foci grant influence through training and persuasion, by direct mental manipulation, by using fame to get people’s attention and influence their actions, or simply by knowing and learning things that affect later decisions. In this sense, the concept of influence is broad.

Connection:

Choose four relevant connections from the Focus Connections list.

Additional Equipment:

Any object necessary to achieve the influence suggested should be granted as additional equipment. Some influence foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions:

The range or duration of the influencing ability is doubled.

Major Effect Suggestions:

An ally or indicated target can take an additional action.

Tier 1 Abilities:

Choose a low-tier ability that allows the character to learn something significant enough that they can choose a smart course of action (or use that knowledge to persuade or intimidate). How the character learns the information varies by the specifics of the focus. One character might do experiments to learn answers, another might open a telepathic link with others to trade information secretly and quickly, and still another might simply be trained in interaction tasks.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge.

Tier 2 Abilities:

Choose a low-tier ability that improves the character’s ability to apply influence. This might open an additional front on the focus’s basic theme or simply further enhance the basic ability already provided. For instance, this tier 2 ability could ease influence-related tasks by a few steps, allow a telepath to read the minds of others who have secrets they’d otherwise not reveal, or grant influence over physical objects (either to improve them or to learn more about them). And so on.

Tier 3 Abilities:

Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an offensive or defensive capability related to the focus’s specific kind of influence, if possible. For instance, an inventor might create a serum that gives them increased abilities (which could be used for offense or defense), a telepath might have some method of blasting foes with mental energy, and someone with only the basic skills of debate and influence through fame might have to rely on weapon training or their entourage.

The other mid-tier option should provide an additional ability to influence in the theme of the focus, or further improve the basic influence ability previously granted. This option isn’t directly offensive or defensive, but provides either an all-new ability related to the basic ability, or increases the strength, range, or some other extension of the previously unlocked basic ability. For instance, a telepath might have a psychic suggestion ability.

Tier 4 Abilities:

Choose a mid-tier ability that is either an offensive or a defensive use of the influence ability, whichever one wasn’t chosen as an option in the previous tier.

Alternatively, this ability could grant an additional capability related to the kind of influence the focus provides.

Tier 5 Abilities:

Choose a high-tier penultimate use of the specific influence ability granted at lower tiers.

Alternatively, choose an ability not previously gained at a lower tier, one that opens a new front on the particular influence capability. For instance, if the focus-granted influence is telepathic, the tier 5 ability might allow a character to see into the future to gain assets for dealing with enemies (and allies).

Tier 6 Abilities:

Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic influence ability provided by the focus. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the kind of influence used, or a different way of using that ability to unlock an as-yet-unexplored facet of the ability.

The following are examples and not meant to provide a complete list of all possible foci in this category.

Irregular

Most foci have a basic theme, a “character story” that logically leads to a series of related abilities. However, certain foci themes are so wide that they don’t fit into any other category except an irregular one of their own.

Irregular foci provide a basket of disparate abilities. Usually that’s because the overarching theme is one that demands variability and access to several different kinds of abilities. Often, these foci are found in genres that suggest additional rule tweaks to leverage their use even further, such as power shifts in the superhero genre and spellcasting in the fantasy genre. However, other irregular foci are possible.

Connection:

Choose four relevant connections from the Focus Connections list.

Additional Equipment:

Any object necessary to the focus’s theme. For instance, a superhero-themed focus might grant a superhero costume.

Minor Effect Suggestions:

The target is also dazed for one round, during which time all of its tasks are hindered.

Major Effect Suggestions:

The target is stunned and loses its next turn.

Tier 1 Abilities:

Choose a low-tier ability that grants one of the benefits the focus theme promises, one that a first-tier character should have.

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill. Alternatively, it might offer a simple bonus of 2 or 3 points to a Pool.

Tier 2 Abilities:

Choose a low-tier ability that grants one of the benefits the focus theme promises, one that’s presumably not immediately related to the one provided at tier 1. That said, if a defense wasn’t provided at tier 1, tier 2 is a good place to add it.

Tier 3 Abilities:

Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

The other option should include a method of attack if none has previously been granted. Alternatively, if the lower-tier abilities don’t quite get the character where they need to be, this option might further increase a capability unlocked at a lower tier.

Tier 4 Abilities:

Choose a mid-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 5 Abilities:

Choose a high-tier ability that grants one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers.

Tier 6 Abilities:

Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should grant one of the benefits the focus theme promises, one that may not be immediately related to those provided at earlier tiers. However, this ability might also provide an ultimate version of a lower-tier ability if a mid-tier or low-tier option wasn’t quite sufficient.

The other option should provide an alternate method to round out the character in a way that doesn’t replicate the first tier 6 option. For instance, if the first option provided some kind of attack, this one might be an interaction, information-gathering, or healing ability, depending on the focus’s overarching theme.

The following are examples and not meant to provide a complete list of all possible foci in this category.

Movement Expertise

Foci that prioritize novel forms of movement—in order to excel in combat, escape situations most others can’t, move with stealth for purposes of theft or escape, or move into locations normally inaccessible—fall within the movement expertise category. These foci usually have methods of granting either offense or defense through movement, though they may provide some means of doing both.

The classic movement expertise focus is one that relies on speed to make more attacks and avoid being hit, though general agility might also provide the same benefit. Other foci in this category might fall within the theme by granting a character the ability to become immaterial, to change their form into something like water or air, or to instantly move via teleportation.

Connection:

Choose four relevant connections from the Focus Connections list.

Additional Equipment:

Any object necessary to achieve great speeds, change state, or otherwise gain the benefit of the focus should be granted as additional equipment. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions:

The target is dazed, and their next action is hindered.

Major Effect Suggestions:

The target is stunned and loses their next action.

Tier 1 Abilities:

Choose a low-tier ability that grants the basic benefit of the specific movement style, whether that’s enhanced speed, agility, immateriality, and so on.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the basic benefit of the movement demands some kind of additional understanding or training, this ability could be that. Alternatively, if the movement provided seems like it should also unlock a basic offensive or defensive benefit (relying on the use of the initial basic ability), append it as well.

Tier 2 Abilities:

Choose a low-tier ability that provides a new offensive or defensive capability related to the focus’s theme.

Alternatively, this ability might provide some additional capability related to the form of movement that grants useful information to the character that would normally be inaccessible to someone without the focus.

Tier 3 Abilities:

Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional movement capacity or further improve the basic movement capacity, related to the focus’s theme. This isn’t directly offensive or defensive, but provides the character with a new level of ability or an all-new ability related to their basic movement ability.

The other option should provide either an offensive or a defensive capability related to the specific form of movement the focus provides.

Tier 4 Abilities:

Choose a mid-tier ability that further enhances the advantages provided by focus’s movement-enhancing paradigm. This could provide a new or better form of defense (directly, or indirectly if moving to a location or time where danger doesn’t threaten), or a new or better form of offense.

Tier 5 Abilities:

Choose a high-tier penultimate use of the movement-related ability. For instance, if the focus-provided movement is temporal, this ability might allow actual (if brief) jaunts of time travel. If the focus enhances speed, this ability might allow the character to move up to a very long distance with one action. And so on.

Alternatively, unlock an as-yet-unexplored related ability that could derive from the basic movement power provided by the focus.

Tier 6 Abilities:

Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide either an offensive or a defensive ability, opposite the ability provided at tier 4 (though high tier rather than mid tier).

The other option should be something that further explores the use of the basic movement ability. If the tier 5 choice was the penultimate ability, this might be an even better ultimate ability related to the movement.

The following are examples and not meant to provide a complete list of all possible foci in this category.

Striker Combat

Striker combat foci prioritize dealing damage in battle over other concerns. Foci in this category offer defensive abilities as well, but they emphasize abilities that provide ways to spike damage to heights that other foci normally don’t reach.

To achieve this end, a striker combat focus might offer mastery of a particular style of martial combat, which could be training with a particular weapon or martial art, or the use of a unique tool (or even a kind of energy). A style might be something as singular as being the best at fighting a particular kind of enemy, or something much broader, such as adopting a particularly vicious or unsporting style. A striker combatant might use fire, force, or magnetism as their preferred method of spiking damage.

Connection:

Choose four relevant connections from the Focus Connections list.

Additional Equipment:

The weapon, tool, or other special item or substance (if any) required to engage in the particular style of combat. For instance, a dose of level 5 poison for Fights Dirty or Murders, a trophy from a previously defeated foe for Battles Robots, or stylish clothes for Fights With Panache.

Minor Effect Suggestions:

The target is so dazzled by your expertise that it is dazed for one round, hindering all of its tasks.

Major Effect Suggestions:

Make an immediate additional attack using an attack provided by the focus as part of your turn.

Tier 1 Abilities:

Choose a low-tier ability that inflicts additional damage when a character attacks using the focus’s particular fighting style, energy, or attitude, or when used against a chosen enemy.

Sometimes an additional low-power ability is appropriate, depending on the focus. For instance, a focus that grants proficiency in a special weapon might offer training in crafting tasks associated with that weapon. A focus that grants increased damage against a particular kind of foe might offer training in skills to recognize, locate, or just have general knowledge about that foe. A fighting style that involves fighting in a vicious or dirty manner might provide training in intimidation. And so on.

If the focus is about fighting a particular enemy, additional secondary powers (more than might otherwise be offered) may be appropriate. Those either further enhance effectiveness against the chosen enemy, or offer broader but related abilities that give the character who takes the focus some functionality even when not fighting that enemy.

Tier 2 Abilities:

Choose a low-tier ability that provides some form of defense using the weapon, weapon style, or chosen energy. If the weapon style is being especially good at fighting a certain kind of foe, the ability should be a defense against that kind of foe. Alternatively, the focus might offer another method for increasing damage within the chosen paradigm.

Sometimes an additional low-power ability is appropriate at tier 2. If so, choose whichever low-power ability wasn’t gained at tier 1.

Tier 3 Abilities:

Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should inflict additional damage when using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy. That could be as simple as an ability that offers an additional attack of that kind.

The other option should provide a method to temporarily neutralize a foe by disarming them, dazing or stunning them, slowing or holding them, or otherwise discombobulating them by using the focus’s fighting style, energy, or attitude, or when used against a chosen enemy.

Tier 4 Abilities:

Choose a mid-tier ability that further enhances the advantages provided by the focus’s paradigm. Often, this includes training in a particular kind of attack. Alternatively, the ability might increase the advantages provided by achieving a certain combat status, such as gaining surprise.

Tier 5 Abilities:

Choose a high-tier ability that inflicts damage. Alternatively, if focused on fighting a particular kind of foe, this ability might give the character a chance to completely neutralize, destroy, blind, or kill a singular target of up to level 3 (or higher, if the focus is on a singular foe).

Tier 6 Abilities:

Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should use the focus paradigm to inflict an exceptional amount of damage.

The other option could be a different way of inflicting damage, either using the focus paradigm or just dealing lots of damage in general (and relying on previous focus tier abilities to improve targeting). This could be against multiple targets if the first option was for a single target, to outright kill or neutralize a target (starting with level 4, but with guidance for using Effort to increase the level of the target), or to select yet another foe, make another attack, or get away in order to fight another day.

The following are examples and not meant to provide a complete list of all possible foci in this category.

Support

Foci that allow a character to help others succeed, defend others, heal others who are hurt, and so on are support foci. Of course, most foci abilities are often used in aid of others, but support foci (such as Siphons Power) prioritize aiding, healing, and improving the character who takes the focus.

Support foci rely on a variety of methods to provide their help, including martial training used in defense, supernatural or sci-fi means of providing healing, or simply easing the cares of others through entertainment.

Connection:

Choose four relevant connections from the Focus Connections list.

Additional Equipment:

Any object necessary to provide support. For instance, someone with a focus that uses entertainment to help others would require an instrument or similar object in aid of their craft. Some foci in this category don’t require anything to gain or retain their benefits.

Minor Effect Suggestions:

You can draw an attack without having to use an action at any point before the end of the next round.

Major Effect Suggestions:

You can take an extra action in aid of an ally.

Tier 1 Abilities:

Choose a low-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection. That defense or protection could be to the PC and not to an ally, as one cannot protect another without first being able to protect themselves (and sometimes protecting themselves is the entire point).

Sometimes an additional low-power ability is appropriate, depending on the focus. Often, this is an ability that grants skill training in a related area of knowledge or a related skill, but it might be something that works with the initial ability that, by itself, wouldn’t do much.

Tier 2 Abilities:

Choose a low-tier ability that follows up on the support style opened in the previous tier. If the previous tier’s ability provided a means of protection only for the focus taker, this tier 2 ability should specifically provide aid to another. If the previous tier specifically provided aid to another, this tier 2 ability could defend the focus taker or provide an offensive capability grounded, if possible, in the focus’s theme.

Tier 3 Abilities:

Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should work within the focus’s theme to aid, heal, protect, or otherwise help another.

The other option should be something that benefits the character, either an offensive or defensive ability, or something that broadens their expertise in some fashion. Alternatively, it could be another, different method of helping someone else.

Tier 4 Abilities:

Choose a mid-tier ability that gives an ally a direct boon or provides the character with a way to help another. It could also be an ability that harms or nullifies a foe, as removing foes certainly helps allies.

Tier 5 Abilities:

Choose a high-tier ability that provides an offensive or defensive option for the character, if none have been provided yet. If this need has been previously addressed or is deemed unnecessary, choose a high-tier ability that provides some form of defense, aid or entertainment, benefit to recovery or healing, or protection to another. For example, a tier 5 ability might grant an ally an additional free action or allow them to repeat a failed action.

Tier 6 Abilities:

Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One of the options should provide an ultimate method of helping another in the theme of the focus.

The other option could provide an alternative ultimate method of helping another; many foci in this category do. However, an option that provides high-tier offense or defense is also completely reasonable.

The following are examples and not meant to provide a complete list of all possible foci in this category.

Tank Combat

Foci that prioritize being able to take a lot of punishment and soak up excess damage from foes fall within the tank combat category. These foci provide offensive abilities too, as well as additional abilities related to the particular method by which improved protection is achieved, but defensive abilities are most pronounced.

Some tank combat foci involve a physical transformation that grants additional protection, and others rely on specialized training, use tools like shields or heavy armor, or provide the ability to heal incredibly fast. The kinds of physical transformation that a tank focus provides, if any, vary widely. A focus might turn a character’s skin to stone, reinforce their body with metal, turn them into a monstrous being, make them so big it becomes harder to hurt them, and so on.

Connection:

Choose four relevant connections from the Focus Connections list.

Additional Equipment:

Any object necessary to maintain a physical transformation (such as a tool for repair if partly robotic, a shield or other defensive tool used if skilled, or possibly some kind of amulet or serum). Some tank combat foci don’t require anything to gain or retain their benefits.

Minor Effect Suggestions:

+2 to Armor for a few rounds.

Major Effect Suggestions:

Regain 2 points to Might Pool.

Tier 1 Abilities:

Choose a low-tier ability that provides defense within the focus’s theme. If the theme is simply intense training or the use of a defensive tool, the ability might be as simple as a bonus to Armor. If protection comes from physical transformation, this ability provides the base form effects, benefits, and in some cases drawbacks for making the transformation. A low-tier enhanced healing ability would also be appropriate at first tier.

Sometimes an additional low-power ability is appropriate, depending on the focus. If the character transforms, this ability may provide a knock-on effect, though in the case of some transformations, it might be a description of how someone with an abnormal physiognomy can fully heal. Other times, the secondary power may simply be training in a related skill, or it may unlock the ability to use a particular armor or shield without penalty.

Tier 2 Abilities:

If the theme of the focus isn’t physical transformation, choose a low-tier ability that provides an additional method of defending, healing damage, or avoiding attacks.

If the theme of the focus is physical transformation, choose a low-tier ability that unlocks a new capability related to the form the character takes. That might mean gaining better control of the transformation, unlocking a robotic interface, or otherwise more fully unlocking that form. This ability is not necessarily defensive, though it could be.

Tier 3 Abilities:

Choose two mid-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should provide an additional form of protection in keeping with the focus’s theme, such as more defensive capabilities unlocked from a transformation (which might also come with additional offensive capabilities) or a simple physical enhancement if defense is gained by skills or enhanced healing.

The other option should provide an offensive capability, especially if creating a non-transformation focus that doesn’t already have offensive benefits. That capability could be an enhanced attack or provide some other benefit useful in combat, such as quickly evading or (on the other end of the continuum) becoming immovable.

Tier 4 Abilities:

Choose a mid-tier ability that further enhances the advantages provided by the focus’s damage-soaking paradigm. Often, this includes training in a particular kind of defense. Alternatively, it might increase the advantages provided by previously unlocked defensive abilities, whether that means gaining greater control over a transformation, gaining additional chances to avoid damage or retry tasks related to enhanced determination, and so on. If the focus is lacking in offensive options, this is a good place to include one.

Tier 5 Abilities:

Choose a high-tier ability that provides protection, possibly in the form of shrugging off a debilitating condition (including death). If the focus offers a physical transformation, this ability might further unlock an additional related ability, whether offensive, defensive, or something related to exploration or interaction (such as flight if the form is winged, intimidation if the form is fearsome, and so on).

Tier 6 Abilities:

Choose two high-tier abilities. Give both of them as options for the focus; a PC will choose one or the other.

One option should use the focus paradigm to increase the defense, protection, or ability to shrug off damage.

The other option could be a different way of being defensive. In some cases, the best defense is a good offense, so this option could provide a high-tier offensive ability in keeping with the focus’s theme, whether that’s a straight-up damage boost on attacks or better control of an unstable physical transformation.

The following are examples and not meant to provide a complete list of all possible foci in this category.

Customizing Foci

Sometimes not everything about a focus is right for a character’s concept, or perhaps the GM needs additional guidelines for creating a new focus. Either way, the solution lies in looking at foci abilities at their most basic default levels.

At any tier, a player can select one of the following abilities in place of the ability granted by the tier. Many of these replacement abilities, particularly at the higher tiers, might involve body modification, integration with high-tech devices, learning powerful magic spells, uncovering forbidden secrets, or something similar appropriate to the genre.

Tier 1:
Tier 2:
Tier 3:
Tier 4:
Tier 5:
Tier 6:
  • Lower-tier ability: choose any tier 1, 2, 3, 4, or 5 replacement ability, above.
  • Reactive Field

The Cypher System is a setting-generic 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 https://csol.montecookgames.com.
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