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2nd-Level Features

As a 2nd-level talent, you gain the following features.

Perk

You gain one interpersonal, lore, or supernatural perk of your choice. See Chapter 7: Perks.

2nd-Level Tradition Feature

Your talent tradition grants you a feature, as shown on the 2nd-Level Tradition Features table.

2nd-Level Tradition Features Table
Tradition Features
Chronopathy Ease the Hours
Telekinesis Ease Their Fall
Telepathy Ease the Mind
Ease the Hours

You can increase the number of rounds in a montage test by 1 if the test would end before the heroes hit the success limit.

Ease the Mind

You gain an edge on tests made to stop combat and start a negotiation. Additionally, if you are present during a negotiation, any NPC who has a hostile or suspicious starting attitude has their patience increased by 1 (to a maximum of 5).

Ease Their Fall

Whenever you land after a fall, or if any falling creature lands within 2 squares of you, you can use a free triggered action to reduce the falling damage by an amount equal to 2 + your Reason score.

2nd-Level Tradition Ability

Your talent tradition grants your choice of one of two heroic abilities.

2nd-Level Chronopathy Ability

Choose one of the following abilities.

Applied Chronometrics (5 Clarity)

Time slows down around you. Your heartbeat is the only gauge of the extra moments you've gained.

Chronopathy, Psionic, Ranged Maneuver
📏 Ranged 10 🎯 Special

Power Roll + Presence:

  • ≤11: You target two creatures, one of which can be you.
  • 12-16: You target three creatures, one of which can be you.
  • 17+: You target four creatures, one of which can be you.

Effect: Until the start of your next turn, each target gains a +5 bonus to speed, they can't be made dazed, and they can use an additional maneuver on their turn. If a target is already dazed, that condition ends for them.

Strained: Your speed is halved until the end of the encounter.

Slow (5 Clarity)

Perhaps they wonder why everyone else is moving so quickly?

Chronopathy, Psionic, Ranged Maneuver
📏 Ranged 10 🎯 Three creatures or objects

Power Roll + Presence:

  • ≤11: The target's speed is halved (save ends), or if P < WEAK, the target is slowed (save ends).
  • 12-16: The target is slowed (save ends), or if P < AVERAGE, the target's speed is 0 (save ends).
  • 17+: The target is slowed (save ends), or if P < STRONG, the target's speed is 0 (save ends).

Effect: A target can't use triggered actions while their speed is reduced this way.

Strained: The potency of this ability increases by 1 and you take 1d6 damage. At the start of each combat round while any target is affected by this ability, you take 1d6 damage. You can end the effect on all affected targets at any time (no action required).

2nd-Level Telekinesis Ability

Choose one of the following abilities.

Gravitic Burst (5 Clarity)

Everyone get away from me!

Area, Psionic, Telekinesis Main action
📏 1 burst 🎯 Each enemy in the area

Power Roll + Reason:

  • ≤11: 3 damage; vertical push 2
  • 12-16: 6 damage; vertical push 4
  • 17+: 9 damage; vertical push 6

Strained: The size of the burst increases by 1, and you are weakened until the end of your turn.

Levity and Gravity (5 Clarity)

You raise the target slightly into the air, then smother them against the ground.

Psionic, Ranged, Strike, Telekinesis Main action
📏 Ranged 10 🎯 One creature or object

Power Roll + Reason:

  • ≤11: 6 + R damage; M < WEAK, prone
  • 12-16: 10 + R damage; M < AVERAGE, prone
  • 17+: 14 + R damage; M < STRONG, prone and can't stand (save ends)

Strained: You take half the damage the target takes.

2nd-Level Telepathy Ability

Choose one of the following abilities.

Overwhelm (5 Clarity)

You overload their senses, turning all their subconscious thoughts into conscious ones.

Psionic, Ranged, Strike, Telepathy Main action
📏 Ranged 10 🎯 One creature

Power Roll + Reason:

  • ≤11: 6 + R psychic damage; I < WEAK, slowed (save ends)
  • 12-16: 10 + R psychic damage; I < AVERAGE, weakened (save ends)
  • 17+: 14 + R psychic damage; I < STRONG, dazed (save ends)

Strained: You start crying, and you can't use triggered actions or make free strikes until the end of the target's next turn.

Synaptic Override (5 Clarity)

You control an enemy's nervous system. How pleasant for them.

Psionic, Ranged, Telepathy Main action
📏 Ranged 10 🎯 One enemy

Power Roll + Reason:

  • ≤11: The target makes a free strike against one enemy of your choice.
  • 12-16: The target shifts up to their speed and uses their signature ability against any enemies of your choice.
  • 17+: The target moves up to their speed and uses their signature ability against any enemies of your choice.

Effect: You control the target's movement. The target can't be moved in a way that would harm them (such as over a cliff), leave them dying, or result in them suffering a condition or other negative effect. However, you can move them to provoke opportunity attacks.

Strained: You take 1d6 damage and are weakened until the end of your turn.