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Null


The mind is not separate from the body. Perfection of one requires perfection of the other. You strive for perfect discipline, perfect order, mastery over mind and body, becoming an unarmed psionic warrior who dampens and absorbs magic and psionics. You require no weapons, no tools. You suffice.

As a null, you resist the supernatural forces of the universe with composure and confidence. As you strive for perfect order, you are an enemy of the ultimate expression of chaos: the supernatural. Those who break the laws of nature using sorcery or psionics should fear you.

"Any weapon can be turned against the hand that wields it."

Ardashir

Basics

Starting Characteristics: You start with an Agility of 2 and an Intuition of 2, and you can choose one of the following arrays for your other characteristic scores:

  • 2, −1, −1
  • 1, 1, −1
  • 1, 0, 0

Weak Potency: Intuition − 2

Average Potency: Intuition − 1

Strong Potency: Intuition

Starting Stamina at 1st Level: 21

Stamina Gained at 2nd and Higher Levels: 9

Recoveries: 8

Skills: You gain the Psionics skill (see Skills in Chapter 9: Tests). Then choose any two skills from the interpersonal or lore skill groups. (Quick Build: Psionics, Read Person, Timescape.)

Null Advancement Table
Level Features Abilities Tradition Abilities
1st Null Tradition, Discipline, Null Field, Inertial Shield, Discipline Mastery, Null Speed, Psionic Augmentation, Psionic Martial Arts, Null Abilities Two signature, 3, 5 -
2nd Perk, Tradition Feature, Tradition Ability Two signature, 3, 5 5
3rd Psionic Leap, Reorder, 7-Discipline Ability Two signature, 3, 5, 7 5
4th Characteristic Increase, Discipline Mastery Improvement, Enhanced Null Field, Perk, Regenerative Field, Skill Two signature, 3, 5, 7 5
5th Tradition Feature, 9-Discipline Ability Two signature, 3, 5, 7, 9 5
6th Elemental Absorption, Elemental Buffer, Perk, Tradition Ability Two signature, 3, 5, 7, 9 5, 9
7th Characteristic Increase, Discipline Mastery Improvement, Psi Boost, Improved Body, Skill Two signature, 3, 5, 7, 9 5, 9
8th Perk, Tradition Feature, 11-Discipline Ability Two signature, 3, 5, 7, 9, 11 5, 9
9th I Am the Weapon, Tradition Ability Two signature, 3, 5, 7, 9, 11 5, 9, 11
10th Characteristic Increase, Discipline Mastery Improvement, Manifold Body, Manifold Resonance, Order, Perk, Skill Two signature, 3, 5, 7, 9, 11 5, 9, 11

1st-Level Features

As a 1st-level null, you gain the following features.

Null Tradition

*
Null Feature

Null Tradition

Level 1

Through extensive physical and psionic training, you have learned to unlock the full potential of your body. As you shape the growth of your power, you choose a null tradition from the following options, each of which grants you a skill. (Quick Build: Chronokinetic and the Monsters skill.)

  • Chronokinetic: Your training unmoors you from temporal reality, allowing you to use the flow of time as another dimension that all things move through. You gain one skill from the lore group.
  • Cryokinetic: You can tap into absolute cold, the most essential energy of myriad manifolds, and manifest its effects in your body. You gain one skill from the crafting group.
  • Metakinetic: You learn to see through the illusions of the universe to more fully understand your body and its psionic potential. You gain one skill from the exploration group.

Your null tradition is your subclass, and your choice of tradition determines many of the features you'll gain as you gain new levels.

Discipline

*
Null Feature

Discipline

Level 1

As your mastery of your body and tradition grows, it imbues you with a Heroic Resource called discipline.

Discipline in Combat

At the start of a combat encounter or some other stressful situation tracked in combat rounds (as determined by the Director), you gain discipline equal to your Victories. At the start of each of your turns during combat, you gain 2 discipline.

Additionally, the first time each combat round that an enemy in the area of your Null Field ability (see below) uses a main action, you gain 1 discipline. The first time each combat round that the Director uses an ability that costs Malice (see Draw Steel: Monsters), you gain 1 discipline.

You lose any remaining discipline at the end of the encounter.

Discipline Outside of Combat

Though you can't gain discipline outside of combat, you can use your heroic abilities and effects that cost discipline without spending it. Whenever you use an ability or effect outside of combat that costs discipline, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.

When you use an ability outside of combat that lets you spend unlimited discipline on its effect, you can use it as if you had spent an amount of discipline equal to your Victories. (Such abilities aren't part of the core rules for the null, but they might appear in future products.)

Null Field

*
Null Feature

Null Field

Level 1

You project a psionic field of order around your body, dampening the effects of supernatural abilities harmful to you and your allies.

f
Maneuver

Null Field

You project an aura that dampens the power of your foes.

AreaPsionic
Distance
Targets
Each enemy in the area
Effect

Each target reduces their potencies by 1.

Once as a free maneuver on each of your turns, you can spend 1 discipline and give your Null Field one of the following additional effects until the start of your next turn:

  • Gravitic Disruption: The first time on a turn that a target takes damage, you can slide them up to 2 squares.
  • Inertial Anchor: Any target who starts their turn in the area can't shift.
  • Synaptic Break: Whenever you or any ally uses an ability against a target that has a potency effect, the potency is increased by 1.

This ability remains active even after an encounter ends. It ends only if you are dying or if you willingly end it (no action required).

Inertial Shield

*
Null Feature

Inertial Shield

Level 1

Your instincts for danger let you predict attacks before they happen.

)
Triggered Action

Inertial Shield

You intuit the course of an incoming attack, reducing its effects.

Psionic
Distance
Self
Targets
Self
Trigger

You take damage.

Effect

You take half the damage.

Spend 1 DisciplineThe potency of one effect associated with the damage is reduced by 1 for you.

Discipline Mastery

*
Null Feature

Discipline Mastery

Level 1

As you advance in your chosen null tradition, you gain certain benefits in combat, including benefits based on the amount of discipline you have. Benefits based on how much discipline you have last until the end of your turn, even if a benefit would become unavailable to you because of the amount of discipline you spend during your turn.

Some Discipline Mastery benefits can be applied only if you are a specific level or higher, with the level of those benefits noted in the tables below.

Chronokinetic Mastery

Level 1

Whenever you use the Inertial Shield ability, you can use the Disengage move action as a free triggered action.

Additionally, as your discipline grows, your psionic mastery of your body intensifies, granting benefits from the Chronokinetic Mastery table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Chronokinetic Mastery Table

DisciplineBenefit
2Whenever you use the Knockback maneuver, you can use the Disengage move action as a free triggered action either before or after the maneuver.
4The first time on a turn that you willingly move 1 or more squares as part of an ability, you gain 1 surge.
6You gain an edge on the Grab and Knockback maneuvers.
8 (4th level)The first time on a turn that you willingly move 1 or more squares as part of an ability, you gain 2 surges.
10 (7th level)You have a double edge on the Grab and Knockback maneuvers.
12 (10th level)Whenever you force move a target, the forced movement distance gains a bonus equal to your Intuition score. Additionally, whenever you use a heroic ability, you gain 10 temporary Stamina.

Cryokinetic Mastery

Level 1

Whenever you use your Inertial Shield ability, you can then use the Grab maneuver as a free triggered action.

Additionally, as your discipline grows, you strengthen the psionic power suffusing you, granting benefits from the Cryokinetic Mastery table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Cryokinetic Mastery Table

DisciplineBenefit
2Whenever you use the Knockback maneuver, you can target one additional creature. Additionally, whenever you deal untyped damage with a psionic ability, you can change it to cold damage instead.
4The first time on a turn that you grab a creature or an enemy moves 1 or more squares in the area of your Null Field ability, you gain 1 surge.
6You gain an edge on the Grab and Knockback maneuvers.
8 (4th level)The first time on a turn that you grab a creature or an enemy moves 1 or more squares in the area of your Null Field ability, you gain 2 surges.
10 (7th level)You have a double edge on the Grab and Knockback maneuvers.
12 (10th level)Whenever you force move a target, the forced movement distance gains a bonus equal to your Intuition score. Additionally, whenever you use a heroic ability, you gain 10 temporary Stamina.

Metakinetic Mastery

Level 1

Whenever you use your Inertial Shield ability, you can then use the Knockback maneuver as a free triggered action.

Additionally, as your discipline grows, your psionic potential is amplified, granting benefits from the Metakinetic Mastery table. Benefits are cumulative except where an improved benefit replaces a lesser benefit.

Metakinetic Mastery Table

DisciplineBenefit
2Whenever you use the Knockback maneuver, the forced movement distance gains a bonus equal to your Intuition score.
4The first time in a combat round that you take damage or are force moved, you gain 1 surge, even if you resist the effect.
6You gain an edge on the Grab and Knockback maneuvers.
8 (4th level)The first time in a combat round that you take damage or are force moved, you gain 2 surges, even if you resist the effect.
10 (7th level)You have a double edge on the Grab and Knockback maneuvers.
12 (10th level)Whenever you force move a target, the forced movement distance gains a bonus equal to your Intuition score. Additionally, whenever you use a heroic ability, you gain 10 temporary Stamina.

Null Speed

*
Null Feature

Null Speed

Level 1

The flow of psionic power through you allows you to achieve high velocity. You gain a bonus to speed and to the number of squares you can shift when you take the Disengage move action equal to your Agility score.

Psionic Augmentation

*
Null Feature

Psionic Augmentation

Level 1

Your training has turned your body into the perfect psionic weapon, shaping pathways in your mind that enhance your physical form. Choose one of the following augmentations. You can change your augmentation by undergoing a psionic meditation as a respite activity. (Quick Build: Speed Augmentation.)

Density Augmentation

Level 1

You gain a +6 bonus to Stamina, and this bonus increases by 6 at 4th, 7th, and 10th levels. Additionally, you gain a +1 bonus to stability.

Force Augmentation

Level 1

Your damage-dealing psionic abilities gain a +1 bonus to rolled damage.

Speed Augmentation

Level 1

You gain a +1 bonus to speed and to the distance you can shift when you take the Disengage move action.

Psionic Martial Arts

*
Null Feature

Psionic Martial Arts

Level 1

Whenever you use the Knockback or Grab maneuver, you use Intuition instead of Might for the power roll and for determining if you can target creatures larger than you. Additionally, whenever you use the Knockback maneuver, you can choose to slide the target instead of pushing them.

Null Abilities

*
Null Feature

Null Abilities

Level 1

You rely on a unique blend of martial techniques and psionic prowess to take down your foes and defend your allies.

Signature Abilities

Choose two signature abilities from the following options. Signature abilities can be used at will. (Quick Build: Faster Than the Eye, Inertial Step.)

l
Main Action

Dance of Blows

Signature

You strike everywhere at once, tricking an enemy into moving out of position.

AreaPsionicWeapon
Distance
Targets
Each enemy in the area
Power Roll +Agility
!3 damage
@4 damage
#5 damage
Effect

You can slide one adjacent enemy up to a number of squares equal to your Intuition score.

l
Main Action

Faster Than the Eye

Signature

You strike so quickly that your hands become a blur.

MeleePsionicStrikeWeapon
Distance
Targets
Two creatures or objects
Power Roll +Agility
!4 damage
@5 damage
#7 damage
Effect

You can deal damage equal to your Agility score to one creature or object adjacent to you.

l
Main Action

Inertial Step

Signature

You flit about the battlefield and take an opportunistic strike.

MeleePsionicStrikeWeapon
Distance
Targets
One creature or object
Power Roll +Agility
!5 + A damage
@7 + A damage
#10 + A damage
Effect

You can shift up to half your speed before or after you make this strike.

l
Main Action

Joint Lock

Signature

You contort your enemy's body into a stance they struggle to escape from.

MeleePsionicStrikeWeapon
Distance
Targets
One creature or object
Power Roll +Agility
!4 + A damage; A < WEAK, grabbed
@7 + A damage; A < AVERAGE, grabbed
#9 + A damage; A < STRONG, grabbed
l
Main Action

Magnetic Strike

Signature

The force of your blow extends past the limits of your body, pulling your enemy closer.

MeleePsionicStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!5 + A psychic damage; vertical pull 1
@8 + A psychic damage; vertical pull 2
#11 + A psychic damage; vertical pull 3
l
Main Action

Phase Inversion Strike

Signature

You step momentarily out of phase as you pull an enemy through you.

MeleePsionicStrikeWeapon
Distance
Targets
One creature or object
Power Roll +Agility
!4 + A damage; push 2
@6 + A damage; push 4
#8 + A damage; push 6
Effect

Before the push is resolved, you teleport the target to a square adjacent to you and opposite the one they started in. If the target can't be teleported this way, you can't push them.

l
Main Action

Pressure Points

Signature

You strike at key nerve clusters to leave your foe staggered.

MeleePsionicStrikeWeapon
Distance
Targets
One creature or object
Power Roll +Agility
!4 + A damage; A < WEAK, weakened (save ends)
@7 + A damage; A < AVERAGE, weakened (save ends)
#9 + A damage; A < STRONG, weakened (save ends)

Heroic Abilities

You have mastered a range of heroic abilities, all of them channeled through your discipline.

3-Discipline Ability

Choose one heroic ability from the following options, each of which costs 3 discipline to use. (Quick Build: Chronal Spike.)

l
Main Action

Chronal Spike

You foresee the best moment to strike, then exploit it.

MeleePsionicStrikeWeapon
Distance
Targets
One creature or object
Power Roll +Agility
!7 + A damage
@10 + A damage
#13 + A damage
Effect

You can shift up to half your speed before or after you make this strike. Additionally, whenever an effect lets you make a free strike or use a signature ability, you can use this ability instead, paying its discipline cost as usual.

f
Maneuver

Psychic Pulse

A burst of psionic energy interferes with your enemy's synapses.

AreaPsionic
Distance
Targets
Each enemy in the area
Effect

Each target takes psychic damage equal to twice your Intuition score. Until the start of your next turn, the size of your Null Field ability increases by 1. At the end of your current turn, each enemy in the area of your Null Field ability takes psychic damage equal to your Intuition score.

l
Main Action

Relentless Nemesis

You strike, and for the next few moments, your enemy can't escape you.

MeleePsionicStrikeWeapon
Distance
Targets
One creature or object
Power Roll +Agility
!6 + A damage
@8 + A damage
#12 + A damage
Effect

Until the start of your next turn, whenever the target finishes moving or being force moved, you can use a free triggered action to shift up to your speed. You must end this shift adjacent to the target.

l
Main Action

Stunning Blow

You focus your psionic technique into a concussive punch.

MeleePsionicStrikeWeapon
Distance
Targets
One creature or object
Power Roll +Agility
!4 + A damage; I < WEAK, dazed and slowed (save ends)
@5 + A damage; I < AVERAGE, dazed and slowed (save ends)
#7 + A damage; I < STRONG, dazed and slowed (save ends)

5-Discipline Ability

Choose one heroic ability from the following options, each of which costs 5 discipline to use. (Quick Build: A Squad Unto Myself.)

l
Main Action

Arcane Disruptor

Your blow reorders a foe's body, causing pain if they attempt to channel sorcery.

MeleePsionicStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!8 + A psychic damage; M < WEAK, weakened (save ends)
@12 + A psychic damage; M < AVERAGE, weakened (save ends)
#16 + A psychic damage; M < STRONG, weakened (save ends)
Effect

While weakened this way, the target takes damage equal to your Intuition score whenever they use a supernatural ability that costs Malice.

f
Maneuver

Impart Force

A single touch from you, and your enemy flies backward.

MeleePsionicStrikeWeapon
Distance
Targets
One creature or object
Power Roll +Intuition
!Push 3
@Push 5
#Push 7
Effect

An object you target must be your size or smaller. You gain an edge on this ability. Additionally, for each square you push the target, they take 1 psychic damage.

l
Main Action

Phase Strike

For a moment, your foe slips out of phase with this manifold.

MeleePsionicStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!3 + A psychic damage; I < WEAK, the target goes out of phase (save ends)
@4 + A psychic damage; I < AVERAGE, the target goes out of phase (save ends)
#6 + A psychic damage; I < STRONG, the target goes out of phase (save ends)
Effect

A target who goes out of phase is slowed, has their stability reduced by 2, and can't obtain a tier 3 outcome on ability rolls.

l
Main Action

A Squad Unto Myself

You move so quickly, it seems as though an army assaulted your foes.

AreaPsionicWeapon
Distance
Targets
Each enemy in the area
Power Roll +Agility
!6 damage
@9 damage
#13 damage
Effect

You can take the Disengage move action as a free maneuver before or after you use this ability.

2nd-Level Features

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

Perk

*
Null Feature

Perk

Level 2

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

2nd-Level Tradition Feature

*
Null Feature

2nd-Level Tradition Feature

Level 2

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

2nd-Level Tradition Features Table

TraditionFeature
ChronokineticRapid Processing
CryokineticEntropic Adaptability
MetakineticInertial Sink

Entropic Adaptability

Level 2

You have cold immunity equal to twice your Intuition score. Additionally, you ignore difficult terrain related to cold and ice, and you can automatically climb at full speed while moving.

Inertial Sink

Level 2

You add your Intuition score to your effective size for the purpose of interacting with creatures and objects, such as for determining whether you can lift an object, whether you are affected by forced movement, and so forth. This has no effect on whether you can be grabbed.

Additionally, when you fall, you reduce the effective height of the fall by 5 squares in addition to any other reductions. Whenever you take damage from being force moved, you reduce that damage by an amount equal to your level.

Rapid Processing

Level 2

As a maneuver, you can read an entire book or process a similar amount of information. Additionally, during any respite, you can take an additional respite activity.

2nd-Level Tradition Ability

*
Null Feature

2nd-Level Tradition Ability

Level 2

Your null tradition grants your choice of one of two abilities.

2nd-Level Chronokinetic Ability

Choose one of the following abilities.

f
Maneuver

Blur

You release stored time, allowing you to act twice.

Psionic
Distance
Self
Targets
Self
Effect

You can use a signature or heroic ability. You gain an edge on that ability's power rolls.

l
Main Action

Force Redirected

The force of your strike moves your target in a surprising direction.

MeleePsionicStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!8 + A damage; slide 1
@12 + A damage; slide 3
#16 + A damage; slide 5

2nd-Level Cryokinetic Ability

Choose one of the following heroic abilities.

l
Main Action

Entropic Field

You drastically increase the local entropy.

AreaPsionicWeapon
Distance
3 cube within 1
Targets
Each enemy in the area
Power Roll +Agility
!6 cold damage; A < WEAK, slowed (save ends)
@9 cold damage; A < AVERAGE, slowed (save ends)
#13 cold damage; A < STRONG, slowed (save ends)
f
Maneuver

Heat Sink

You absorb ambient heat, coating the ground in frost and precipitating snow from the air.

Psionic
Distance
Self
Targets
Self
Effect

Until the start of your next turn, the size of your Null Field ability increases by 1, and you and any ally benefit from concealment while in the area. At the end of this turn, each enemy in the area takes cold damage equal to your Intuition score.

2nd-Level Metakinetic Ability

Choose one of the following abilities.

l
Main Action

Gravitic Strike

Your fist emanates gravitic force that pulls a distant enemy closer.

MeleePsionicStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!8 + A psychic damage; vertical pull 3
@12 + A psychic damage; vertical pull 5
#16 + A psychic damage; vertical pull 7

3rd-Level Features

As a 3rd-level null, you gain the following features.

Psionic Leap

*
Null Feature

Psionic Leap

Level 3

You can long jump and high jump a distance equal to twice your Agility score without needing to make a test.

Reorder

*
Null Feature

Reorder

Level 3

At the start of each of your turns, you can use a free triggered action to end one effect on you that is ended by a saving throw or that ends at the end of your turn. Alternatively, you can grant this benefit to one creature in the area of your Null Field ability.

7-Discipline Ability

*
Null Feature

7-Discipline Ability

Level 3

Choose one heroic ability from the following options, each of which costs 7 discipline to use.

f
Maneuver

Absorption Field

Your null field absorbs kinetic energy.

Psionic
Distance
Self
Targets
Self
Effect

Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged this way, each enemy in the area takes a bane on ability rolls.

f
Maneuver

Molecular Rearrangement Field

Your enemies' wounds open, your allies' wounds close.

Psionic
Distance
Self
Targets
Self
Effect

Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged this way, each enemy who has I < AVERAGE and enters the area for the first time in a combat round or starts their turn there is bleeding (save ends). Each ally who enters the area for the first time in a combat round or starts their turn there gains temporary Stamina equal to your Intuition score.

f
Maneuver

Stabilizing Field

You project order, making it harder for your enemies to interfere with you and your allies.

Psionic
Distance
Self
Targets
Self
Effect

Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged this way, you ignore difficult terrain and reduce the potency of enemy effects targeting you by 1 for you. You can also use a free triggered action at the start of each of your turns to end one effect on you that is ended by a saving throw or that ends at the end of your turn. Each ally in the area also gains these benefits.

f
Maneuver

Synapse Field

Attacks made by allies in your null field disrupt your enemies' thoughts, causing psychic pain.

Psionic
Distance
Self
Targets
Self
Effect

Until the end of the encounter, the size of your Null Field ability increases by 1. While the area of that ability is enlarged this way, whenever an enemy in the area takes rolled damage, they take extra psychic damage equal to twice your Intuition score.

4th-Level Features

As a 4th-level null, you gain the following features.

Characteristic Increase

*
Null Feature

Characteristic Increase

Level 4

Your Agility and Intuition scores each increase to 3.

Discipline Mastery Improvement

*
Null Feature

Discipline Mastery Improvement

Level 4

Your Discipline Mastery feature provides additional benefits when you have 8 or more discipline.

Enhanced Null Field

*
Null Feature

Enhanced Null Field

Level 4

While using your Null Field ability, you disrupt magic and psionic power suffusing the area around you. During combat, any temporary supernatural terrain effects of your level or lower are removed when your aura partially or fully overlaps with their location. Permanent supernatural terrain effects of your level or lower are temporarily negated while your aura overlaps with their location, but return when the aura no longer overlaps with them.

Perk

*
Null Feature

Perk

Level 4

You gain one perk of your choice.

Regenerative Field

*
Null Feature

Regenerative Field

Level 4

The first time each combat round that an enemy in the area of your Null Field ability uses a main action, you gain 2 discipline instead of 1.

Skill

*
Null Feature

Skill

Level 4

You gain one skill of your choice. See Skills in Chapter 9: Tests.

5th-Level Features

As a 5th-level null, you gain the following features.

5th-Level Tradition Feature

*
Null Feature

5th-Level Tradition Feature

Level 5

Your null tradition grants you a feature, as shown on the 5th-Level Tradition Features table.

5th-Level Tradition Features Table

TraditionFeature
ChronokineticInstant Action
CryokineticChilling Readiness
MetakineticInertial Fulcrum

Chilling Readiness

*
Null Feature

Chilling Readiness

Level 5

You steel yourself for imminent danger by tapping into your body's cold energy. At the start of any combat, you gain a number of surges equal to your Victories.

Inertial Fulcrum

*
Null Feature

Inertial Fulcrum

Level 5

Whenever you use an ability to reduce damage dealt to you or to reduce the distance of forced movement imposed upon you, you can deal damage to one enemy in the area of your Null Field ability equal to your Intuition score.

Instant Action

*
Null Feature

Instant Action

Level 5

If you're not surprised at the start of your first turn in combat, you gain an edge on ability rolls and gain 2 surges. If you are surprised, you can spend 3 discipline to no longer be surprised and gain the benefits of this feature.

9-Discipline Ability

*
Null Feature

9-Discipline Ability

Level 5

Choose one heroic ability from the following options, each of which costs 9 discipline to use.

)
Triggered Action

Anticipating Strike

You suddenly strike an enemy, then grab them in a psionically enhanced grip.

MeleePsionicStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!7 + A damage; I < WEAK, restrained (save ends)
@10 + A damage; I < AVERAGE, restrained (save ends)
#13 + A damage; I < STRONG, restrained (save ends)
Trigger

The target moves or uses a main action.

Effect

This strike resolves before the triggering movement or main action.

l
Main Action

Iron Grip

You grab the target with supernatural force.

MeleePsionicStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!10 + A damage; A < WEAK, grabbed
@14 + A damage; A < AVERAGE, grabbed
#18 + A damage; A < STRONG, grabbed
Effect

While grabbed this way, the target takes a bane on the Escape Grab maneuver. Each time they use that maneuver, they take damage equal to twice your Agility score.

o
Move Action

Phase Leap

You leap beyond reality, leaving an afterimage of yourself.

Psionic
Distance
Self
Targets
Self
Effect

You jump up to your speed without provoking opportunity attacks. Until the end of your next turn, a static afterimage of you remains in the space you left, and any enemy adjacent to your afterimage takes a bane on ability rolls. You can use your abilities from your own space or from the space of your afterimage as if you were still there. Additionally, if your Null Field ability is active, your afterimage also projects the aura from that ability, which you control as if you were in the afterimage's space.

f
Maneuver

Synaptic Reset

You expand your nullifying power to mitigate harmful effects.

AreaPsionic
Distance
Targets
Self and each ally in the area
Effect

Each target can end any conditions or effects on themself, and gains 5 temporary Stamina for each condition or effect removed.

6th-Level Features

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

Elemental Absorption

*
Null Feature

Elemental Absorption

Level 6

Whenever you use your Inertial Shield triggered action, you gain immunity to acid, cold, corruption, fire, lightning, poison, and sonic damage equal to your Intuition score against the triggering damage.

Elemental Buffer

*
Null Feature

Elemental Buffer

Level 6

Whenever you reduce acid, cold, corruption, fire, lightning, poison, or sonic damage with damage immunity, you gain 2 surges that can be used only to increase the damage of your next strike.

Perk

*
Null Feature

Perk

Level 6

You gain one exploration, interpersonal, or intrigue perk of your choice.

6th-Level Tradition Ability

*
Null Feature

6th-Level Tradition Ability

Level 6

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

6th-Level Chronokinetic Abilities

Choose one of the following abilities.

l
Main Action

Interphase

You slip into a faster timestream to act more quickly.

Psionic
Distance
Self
Targets
Self
Effect

You can use up to three signature abilities, each of which gains an edge.

l
Main Action

Phase Step

You weaken your connection to this manifold, allowing you to move through and damage enemies.

MeleePsionicWeapon
Distance
Self; see below
Targets
Self
Power Roll +Agility
!6 damage; M < WEAK, dazed
@8 damage; M < AVERAGE, dazed
#12 damage; M < STRONG, dazed
Effect

You can shift up to your speed, and squares occupied by enemies or objects are not difficult terrain for this shift. You make one power roll that targets each enemy you moved through during this shift.

6th-Level Cryokinetic Abilities

Choose one of the following abilities.

l
Main Action

Ice Pillars

Pillars of ice erupt from the ground and launch your foes into the air.

PsionicRanged
Distance
Targets
Three creatures or objects
Power Roll +Intuition
!Vertical slide 6
@Vertical slide 8
#Vertical slide 10
Effect

The pillars vanish as soon as the effects of the forced movement are resolved.

l
Main Action

Wall of Ice

You create a wall of ice.

AreaPsionicRanged
Distance
10 wall within 10
Targets
Special
Effect

You can place this wall in occupied squares, sliding each creature in the area into the nearest unoccupied space of your choice. The wall remains until the end of the encounter or until you are dying. The wall's squares are treated as stone squares for the purpose of damage, and you and allies can move freely through the wall. Each enemy who enters a square adjacent to the wall and has M < AVERAGE is slowed (save ends). Each enemy who is force moved into the wall and has M < AVERAGE is restrained (save ends).

6th-Level Metakinetic Abilities

Choose one of the following abilities.

f
Maneuver

Gravitic Charge

You channel your discipline into momentum that defies gravity.

Psionic
Distance
Self
Targets
Self
Power Roll +Intuition
!Vertical slide 5
@Vertical slide 7
#Vertical slide 9
Effect

This movement ignores stability. If you slide into another creature, you resolve damage to both of you as if your force movement had ended, but you keep moving through that creature's space.

f
Maneuver

Iron Body

You focus until your body becomes as hard as iron.

Psionic
Distance
Self
Targets
Self
Effect

You gain 20 temporary Stamina. Additionally, until the end of the encounter, your stability gains a bonus equal to your Intuition score.

7th-Level Features

As a 7th-level null, you gain the following features.

Characteristic Increase

*
Null Feature

Characteristic Increase

Level 7

Each of your characteristic scores increases by 1, to a maximum of 4.

Discipline Mastery Improvement

*
Null Feature

Discipline Mastery Improvement

Level 7

Your Discipline Mastery feature provides additional benefits when you have 10 or more discipline.

Psi Boost

*
Null Feature

Psi Boost

Level 7

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

Level 7

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

Expanded Power

Level 7

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

Level 7

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

Heightened Power

Level 7

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

Magnified Power

Level 7

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

Shared Power

Level 7

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

Sharpened Power

Level 7

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

Improved Body

*
Null Feature

Improved Body

Level 7

When you gain discipline at the start of each of your turns during combat, you gain 3 discipline instead of 2.

Skill

*
Null Feature

Skill

Level 7

You gain one skill of your choice.

8th-Level Features

As an 8th-level null, you gain the following features.

Perk

*
Null Feature

Perk

Level 8

You gain one perk of your choice.

8th-Level Tradition Feature

*
Null Feature

8th-Level Tradition Feature

Level 8

Your null tradition grants you a feature, as shown on the 8th-Level Tradition Features table.

8th-Level Tradition Features Table

TraditionFeature
ChronokineticShared Momentum
CryokineticSynaptic Triage
MetakineticInertial Dampener

Inertial Dampener

Level 8

You and each creature or object of your choice in the area of your Null Field ability gain a bonus to stability equal to your Intuition score. A creature who attempts to force move a target with this bonus takes psychic damage equal to your Intuition score.

Shared Momentum

Level 8

When you take the Disengage move action, one ally in the area of your Null Field ability can also take the Disengage move action as a free triggered action, using your distance for that move action.

Synaptic Triage

Level 8

As a free maneuver, you can spend 1d6 Stamina to remove one effect on you. Each creature of your choice in the area of your Null Field ability also gains this benefit.

11-Discipline Ability

*
Null Feature

11-Discipline Ability

Level 8

Choose one heroic ability from the following options, each of which costs 11 discipline to use.

l
Main Action

Arcane Purge

You focus your null field into a pressure point strike that prevents your foe from channeling sorcery.

MeleePsionicStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!13 + A damage; M < WEAK, the target is suppressed (save ends)
@19 + A damage; M < AVERAGE, the target is suppressed (save ends)
#24 + A damage; M < STRONG, the target is suppressed (save ends)
Effect

While suppressed, a target takes psychic damage equal to twice your Intuition score at the start of their turns, whenever they use a supernatural ability, or whenever they use an ability that costs Malice.

l
Main Action

Phase Hurl

You throw your foe out of phase with this manifold, causing them to harm other enemies as they return.

MeleePsionicStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!9 + A damage; push 5; I < WEAK, dazed (save ends)
@13 + A damage; push 7; I < AVERAGE, dazed (save ends)
#18 + A damage; push 10; I < STRONG, dazed (save ends)
Effect

The target and each creature or object they collide with from this forced movement takes psychic damage equal to the total number of squares the target was force moved. While the target is dazed this way, they see glimpses of creatures from other parts of the timescape.

l
Main Action

Scalar Assault

You warp reality to grow a limb for just a moment and make a single devastating attack.

AreaPsionic
Distance
3 cube within 1
Targets
Each enemy in the area
Power Roll +Agility
!12 psychic damage; push 3
@17 psychic damage; push 5
#23 psychic damage; push 7
)
Triggered Action

Synaptic Anchor

You disrupt an enemy's strike and create a feedback loop in their mind, preventing them from focusing on future attacks.

Psionic
Distance
Self; see below
Targets
Self or one creature
Trigger

The target takes damage from another creature's ability while in the area of your Null Field ability.

Effect

The target takes half the damage, and if the triggering creature has I < AVERAGE, they are dazed (save ends). While the triggering creature is dazed this way, they take psychic damage equal to your Intuition score whenever they use a main action.

9th-Level Features

As a 9th-level null, you gain the following features.

I Am the Weapon

*
Null Feature

I Am the Weapon

Level 9

Your Stamina increases by 21 and you can't be made bleeding even while dying. You no longer age or have need of food. Additionally, you can use Intuition instead of another characteristic when resisting potencies.

9th-Level Tradition Ability

*
Null Feature

9th-Level Tradition Ability

Level 9

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

9th-Level Chronokinetic Abilities

Choose one of the following abilities.

)
Triggered Action

Arrestor Cycle

You trap your foe in a looping cycle of time, where they relive the last few seconds over and over again.

PsionicRanged
Distance
Targets
One creature
Power Roll +Intuition
!I < WEAK, the target loses their turn
@I < AVERAGE, the target loses their turn
#I < STRONG, the target loses their turn
Trigger

The triggering creature starts their turn.

Effect

If the target loses their turn, the round continues as if they had acted. A target who doesn't lose their turn takes psychic damage equal to twice your Intuition score for each main action they take until the end of their next turn.

)
Triggered Action

Time Loop

You show shadows what true speed is.

Psionic
Distance
Self
Targets
Self
Trigger

Another creature on the encounter map ends their turn.

Effect

You take a bonus turn immediately after the triggering creature. This ability can be used only once per combat round.

9th-Level Cryokinetic Abilities

Choose one of the following abilities.

f
Maneuver

Absolute Zero

You become the coldest thing in the timescape.

Psionic
Distance
Self
Targets
Self
Power Roll +Intuition
!You gain 20 temporary Stamina.
@You gain 30 temporary Stamina.
#You gain 40 temporary Stamina.
Effect

Until the end of the encounter or until you are dead, you become an avatar of uttermost cold. You gain immunity to all damage equal to the cold damage immunity granted by your Entropic Adaptability trait, you ignore the negative effects of dying, and you have a +2 bonus to potencies.

f
Maneuver

Heat Drain

You drain all the heat from the target.

Distance
Targets
One creature
Power Roll +Intuition
!8 + I cold damage; M < WEAK, restrained (save ends)
@11 + I cold damage; M < AVERAGE, restrained (save ends)
#15 + I cold damage; M < STRONG, restrained (save ends)
Effect

While restrained this way, the target takes cold damage equal to your Intuition score at the start of each of your turns. Additionally, whenever the target damages another creature while restrained this way, any potency associated with the damage is reduced by 2.

9th-Level Metakinetic Abilities

Choose one of the following abilities.

)
Triggered Action

Inertial Absorption

You absorb an attack to empower your body.

Psionic
Distance
Self
Targets
Self
Trigger

Another creature damages you using an ability.

Effect

You take half the damage, negate any effects associated with the damage for you, and gain 3 surges.

l
Main Action

Realitas

Your essential hyperreality disrupts your enemy's connection to existence.

MeleePsionicStrikeWeapon
Distance
Targets
One creature
Power Roll +Agility
!7 + A psychic damage; I < WEAK, dazed
@10 + A psychic damage; I < AVERAGE, dazed
#13 + A psychic damage; I < STRONG, dazed
Effect

While dazed this way, the target takes psychic damage equal to twice your Intuition score at the start of each of your turns. If this ability causes a creature who is not a leader or solo creature to become winded, they are instead reduced to 0 Stamina. Any creature reduced to 0 Stamina by this ability is forgotten by all creatures of your level or lower in the timescape who are not present in the encounter. Loved ones of the forgotten creature retain a faint sense of melancholy. This effect can be reversed only at the Director's discretion.

10th-Level Features

As a 10th-level null, you gain the following features.

Characteristic Increase

*
Null Feature

Characteristic Increase

Level 10

Your Agility and Intuition scores each increase to 5.

Discipline Mastery Improvement

*
Null Feature

Discipline Mastery Improvement

Level 10

Your Discipline Mastery feature provides additional benefits when you have 12 or more discipline.

Manifold Body

*
Null Feature

Manifold Body

Level 10

When you gain discipline at the start of each of your turns during combat, you gain 4 discipline instead of 3.

Manifold Resonance

*
Null Feature

Manifold Resonance

Level 10

Your body becomes perfected matter, beyond the whims and chaos of the timescape and the restrictions of the manifolds. Each time you finish a respite, you can shift yourself and any creatures in the area of your Null Field ability to any location in the timescape known to you, known to any other creature in the area, or where any supernatural treasure in the area has been before.

Whenever you use an ability, you gain 1 discipline that can be used only to apply a benefit from your Psi Boost feature to that ability. Additionally, you and allies in the area of your Null Field ability ignore banes and double banes on your power rolls.

Order

*
Null Feature

Order

Level 10

You have an epic resource called order. Each time you finish a respite, you gain order equal to the XP you gain. You can spend order on your abilities as if it were discipline.

At the start of a combat encounter, you can spend 1 order to increase the size of your Null Field by 1 until the end of the encounter.

Order remains until you spend it.

Perk

*
Null Feature

Perk

Level 10

You gain one exploration, interpersonal, or intrigue perk of your choice.

Skill

*
Null Feature

Skill

Level 10

You gain one skill of your choice.

Source: Draw Steel: Heroes · printing 1.01b