Heroic Abilities¶
You know a range of heroic abilities, all of which cost clarity to fuel them.
3-Clarity Ability¶
Choose one heroic ability from the following options, each of which costs 3 clarity to use. (Quick Build: Choke.)
Awe (3 Clarity)¶
You project psionic energy out to a creature and take on a new visage in their mind.
Psionic, Ranged, Strike, Telepathy Main action 📏 Ranged 10 🎯 One creature Effect: If you target an ally, they gain temporary Stamina equal to three times your Presence score, and they can end one effect on them that is ended by a saving throw or that ends at the end of their turn. If you target an enemy, you make a power roll.
Power Roll + Presence:
- ≤11: 3 + P psychic damage; I < WEAK, frightened (save ends)
- 12-16: 6 + P psychic damage; I < AVERAGE, frightened (save ends)
- 17+: 9 + P psychic damage; I < STRONG, frightened (save ends)
Choke (3 Clarity)¶
You crush a foe in a telekinetic grip.
Psionic, Ranged, Strike, Telekinesis Main action 📏 Ranged 10 🎯 One creature Power Roll + Reason:
- ≤11: 3 + R damage; M < WEAK, slowed (save ends)
- 12-16: 5 + R damage; M < AVERAGE, slowed (save ends)
- 17+: 8 + R damage; M < STRONG, restrained (save ends)
Effect: You can vertical pull the target up to 2 squares. If the target is made restrained by this ability, this forced movement ignores their stability.
Precognition (3 Clarity)¶
You give a target a glimpse into the future so that they're ready for what comes next.
Chronopathy, Melee, Psionic Main action 📏 Melee 2 🎯 Self or one ally Effect: Ability rolls made against the target take a bane until the start of your next turn. Whenever the target takes damage while under this effect, they can use a triggered action to make a free strike against the source of the damage.
Smolder (3 Clarity)¶
Smoke flows from your enemy like tears as their skin begins to blacken and flake.
Psionic, Pyrokinesis, Ranged, Strike Main action 📏 Ranged 10 🎯 One creature Effect: Choose the damage type and the weakness for this ability from one of the following: acid, corruption, or fire. The target takes damage before this ability imposes any weakness.
Power Roll + Reason:
- ≤11: 3 + R damage; R < WEAK, the target has weakness 5 (save ends)
- 12-16: 6 + R damage; R < AVERAGE, the target has weakness 5 (save ends)
- 17+: 9 + R damage; R < STRONG, the target has weakness equal to 5 + your Reason score (save ends)
5-Clarity Ability¶
Choose one heroic ability from the following options, each of which costs 5 clarity to use. (Quick Build: Inertia Soak.)
Flashback (5 Clarity)¶
The target is thrown several seconds back through time and gets to do it all again.
Chronopathy, Psionic, Ranged Maneuver 📏 Ranged 10 🎯 Self or one ally Effect: The target uses an ability with a base Heroic Resource cost of 7 or lower that they've previously used this round, without needing to spend the base cost. Augmentations to the ability can be paid for as usual.
Strained: You take 1d6 damage and are slowed (save ends).
Inertia Soak (5 Clarity)¶
Your psionic energy surrounds the target and pushes everything else away from them.
Psionic, Ranged, Telekinesis Maneuver 📏 Ranged 10 🎯 Self or one ally Effect: The target ignores difficult terrain and takes no damage from forced movement until the start of your next turn. Whenever the target enters a square while under this effect, they can push one adjacent creature up to a number of squares equal to your Reason score. When pushing an ally, the target can ignore that ally's stability. A creature can only be force moved this way once a turn.
Strained: You are weakened (save ends). While you are weakened this way, whenever you are force moved, the forced movement distance gains a +5 bonus.
Iron (5 Clarity)¶
The target's skin turns to hard, dark metal, impenetrable and dense.
Metamorphosis, Psionic, Ranged Maneuver 📏 Ranged 10 🎯 Self or one ally Effect: The target's stability increases by an amount equal to your Reason score, and they gain 10 temporary Stamina and 2 surges. This stability increase lasts until the target no longer has temporary Stamina from this ability.
Strained: You can't use maneuvers (save ends).
Perfect Clarity (5 Clarity)¶
You clear the mind of nothing but the goal.
Psionic, Ranged, Telepathy Maneuver 📏 Ranged 10 🎯 Self or one ally Effect: Until the start of your next turn, the target gains a +3 bonus to speed, and they have a double edge on the next power roll they make. If the target obtains a tier 3 outcome on that roll, you gain 1 clarity.
Strained: You take 1d6 damage, and you can't use triggered actions (save ends).