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6th-Level Features

As a 6th-level talent, you gain the following features.

Perk

You gain one interpersonal, lore, or supernatural perk of your choice.

Psi Boost

Whenever you use an ability that is a main action or a maneuver with the Psionic keyword, you can spend additional discipline to apply a psi boost to it and enhance its effects. A psi boost's effects only last until the end of the turn which the ability is first used. You can apply multiple psi boosts to an ability, but only one instance of each specific boost. You can use the following psi boosts.

Dynamic Power (1 Clarity)

If the ability force moves a target, the forced movement distance gains a bonus equal to your Reason score.

Expanded Power (3 Clarity)

If the ability targets an area, you increase the size of the area by 1. If the area is a line, you increase the size of one dimension, not both.

Extended Power (1 Clarity)

If the ability is ranged, the distance gains a bonus equal to your Reason score. If the ability is melee, the distance gains a +2 bonus.

Heightened Power (1 Clarity)

If the ability deals rolled damage, it deals extra damage equal to your Reason score.

Magnified Power (5 Clarity)

If the ability has a potency, you increase that potency by an amount equal to your Reason score.

Shared Power (5 Clarity)

If the ability targets individual creatures or objects, you target one additional creature or object within distance.

Sharpened Power (1 Clarity)

If the ability has any power roll, that roll gains an edge.

6th-Level Tradition Ability

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

6th-Level Chronopathy Abilities

Choose one of the following abilities.

Fate (9 Clarity)

Your foe gets a glimpse of how it will end for them.

Chronopathy, Psionic, Melee Main action
📏 Melee 2 🎯 One enemy

Effect: The target has damage weakness 5 until the end of your next turn. Whenever the target takes damage while they have this weakness, they are knocked prone.

Strained: This ability gains the Strike keyword as the vision hurts the target's psyche. You make a power roll, then are weakened (save ends).

Power Roll + Presence:

  • ≤11: 8 + P psychic damage
  • 12-16: 13 + P psychic damage
  • 17+: 17 + P psychic damage
Stasis Field (9 Clarity)

Keep everything as it was. Ignore everything that will be.

Area, Chronopathy, Psionic, Ranged Main action
📏 4 cube within 10 🎯 Each creature and object in the area

Effect: The area is frozen in time until the start of your next turn. Each object in the area is restrained and can't fall until the effect ends. Until the effect ends, creatures in the area who are reduced to 0 Stamina or would die stay alive, and objects in the area that are reduced to 0 Stamina remain undestroyed.

Make a power roll that targets each enemy in the area.

Power Roll + Presence:

  • ≤11: P < WEAK, the target is slowed until the effect ends
  • 12-16: P < AVERAGE, the target's speed is 0 until the effect ends
  • 17+: P < STRONG, the target is restrained until the effect ends

Strained: Any creature or object force moved in the area takes 2 corruption damage for each square of the area they enter. Creatures and objects restrained in the area can be force moved. You are restrained until the effect ends.

6th-Level Telekinesis Abilities

Choose one of the following abilities.

Gravitic Well (9 Clarity)

You bend gravity into a fine point and pull your foes toward it.

Area, Psionic, Ranged, Telekinesis Main action
📏 4 cube within 10 🎯 Each creature and object in the area

Power Roll + Reason:

  • ≤11: 6 damage; vertical pull 5 toward the center of the area
  • 12-16: 9 damage; vertical pull 7 toward the center of the area
  • 17+: 13 damage; vertical pull 10 toward the center of the area

Effect: Targets closest to the center of the area are pulled first.

Strained: The size of the area increases by 2. You also target yourself and each ally within distance.

Greater Kinetic Grip (9 Clarity)

You raise the target into the air without breaking a sweat.

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

Power Roll + Reason:

  • ≤11: Slide 4 + R; M < WEAK, the forced movement is vertical
  • 12-16: Slide 8 + R; M < AVERAGE, the forced movement is vertical
  • 17+: Slide 12 + R; prone; M < STRONG, the forced movement is vertical

Strained: The forced movement ignores stability. You take 2d6 damage and are weakened (save ends).

6th-Level Telepathy Abilities

Choose one of the following abilities.

Synaptic Conditioning (9 Clarity)

It's a subtle mindset shift. It's not that they're your enemy-you just don't like them!

Psionic, Melee, Strike, Telepathy Main action
📏 Melee 2 🎯 One creature

Power Roll + Reason:

  • ≤11: 10 psychic damage; the target takes a bane on ability rolls made to harm you or your allies (save ends)
  • 12-16: 14 psychic damage; the target has a double bane on ability rolls made to harm you or your allies (save ends)
  • 17+: 20 psychic damage; the target considers you and your allies to be their allies when using abilities and features (save ends)

Strained: While the target is under this effect, you no longer consider your enemies to be your enemies when using your abilities and features.

Synaptic Dissipation (9 Clarity)

You manipulate your enemies' minds and make them wonder if you were ever really there in the first place.

Psionic, Ranged, Strike, Telepathy Maneuver
📏 Ranged 10 🎯 Special

Effect: You target a number of creatures with this ability determined by the outcome of your power roll. You and your allies are invisible to each target until the start of your next turn.

Power Roll + Reason:

  • ≤11: Two creatures
  • 12-16: Three creatures
  • 17+: Five creatures

Strained: The effect ends early if you take damage from an enemy's ability.