Talent¶
Arare few people are born with the potential to harness psionic power, but only those who experience an awakening, a significant event that activates a talent's abilities, can tap into the mind's full potential. You are one of those people—a master of psionics and a source of incredible power created through sheer force of will. You can move and change matter, time, gravity, the laws of physics, or another creature's mind.
As a talent, you are limited only by the strength of your mind. But the ability to wield multiple powers at once and change reality at will involves a gamble. Every manifestation has a chance of harming you, and talents who use too much power too quickly pay a deadly price.
"I've seen what you can do! There is NO LIMIT to your power! All you have to do... is BELIEVE!"
Khorva
Basics¶
Starting Characteristics: You start with a Reason of 2 and a Presence 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
Starting Stamina at 1st Level: 18
Stamina Gained at 2nd and Higher Levels: 6
Recoveries: 8
Skills: You gain the Psionics and Read Person skills (see Skills in Chapter 9: Tests). Then choose any two skills from the interpersonal or lore skill groups. (Quick Build: Empathize, Psionics, Read Person, Timescape.)
Talent Advancement Table¶
| Level | Features | Abilities | Tradition Abilities |
|---|---|---|---|
| 1st | Talent Tradition, Clarity and Strain, Mind Spike, Psionic Augmentation, Talent Ward, Telepathic Speech, Tradition Features, Talent Abilities | Two signature, 3, 5 | - |
| 2nd | Perk, Tradition Feature, Tradition Ability | Two signature, 3, 5 | 5 |
| 3rd | Scan, 7-Clarity Ability | Two signature, 3, 5, 7 | 5 |
| 4th | Characteristic Increase, Mind Projection, Mind Recovery, Perk, Skill, Suspensor Field | Two signature, 3, 5, 7 | 5 |
| 5th | Tradition Feature, 9-Clarity Ability | Two signature, 3, 5, 7, 9 | 5 |
| 6th | Perk, Psi Boost, Tradition Ability | Two signature, 3, 5, 7, 9 | 5, 9 |
| 7th | Ancestral Memory, Cascading Strain, Characteristic Increase, Lucid Mind, Skill | Two signature, 3, 5, 7, 9 | 5, 9 |
| 8th | Perk, Tradition Feature, 11-Clarity Ability | Two signature, 3, 5, 7, 9, 11 | 5, 9 |
| 9th | Fortress of Perfect Thought, Tradition Ability | Two signature, 3, 5, 7, 9, 11 | 5, 9, 11 |
| 10th | Characteristic Increase, Clear Mind, Omnisensory, Perk, Psion, Skill, Vision | Two signature, 3, 5, 7, 9, 11 | 5, 9, 11 |
1st-Level Features¶
As a 1st-level talent, you gain the following features.
Talent Tradition¶
Talent Tradition
Psionic abilities are grouped into categories according to their effects, with each category comprising one of many talent traditions:
- Animapathy abilities allow you to manipulate, meld, and exchange the souls of living things.
- Chronopathy abilities allow you to view future and past events, and to manipulate time to aid allies and hinder foes.
- Cryokinesis abilities allow you to manifest and manipulate absolute cold to enemies and the environment alike.
- Metamorphosis abilities allow you to strengthen and manipulate your body and the bodies of others to perform preternatural exploits.
- Pyrokinesis abilities allow you to create and manipulate fire by interacting with the potential energy found in all things.
- Resopathy abilities allow you to manipulate matter and space to create, alter, or displace your environment and the creatures and objects in it.
- Telekinesis abilities allow you to physically manipulate creatures and objects.
- Telepathy abilities allow you to communicate with, read, and influence the minds of other creatures.
You choose a talent tradition from the following options: chronopathy, telekinesis, or telepathy. Your talent tradition is your subclass, and your choice of tradition determines many of the features you'll gain as you gain new levels. (Other talent traditions will be featured in future products.) (Quick Build: Telekinesis.)
Clarity and Strain¶
Clarity and Strain
The focus and precision of your thoughts grant you a Heroic Resource called clarity that empowers your psionic abilities.
Clarity 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 clarity equal to your Victories. At the start of each of your turns during combat, you gain 1d3 clarity.
Additionally, the first time each combat round that a creature is force moved, you gain 1 clarity.
You can spend clarity you don't have, pushing that Heroic Resource into negative numbers to a maximum negative value equal to 1 + your Reason score. At the end of each of your turns, you take 1 damage for each negative point of clarity.
Whenever you have clarity below 0, you are strained. Some psionic abilities have additional effects if you are already strained or become strained when you use them. Strained effects can still impact you even after you are no longer strained.
You lose any remaining clarity or reset any negative clarity at the end of the encounter.
Clarity Outside of Combat
Though you can't gain clarity outside of combat, you can use your heroic abilities and effects that cost clarity without spending it. Whenever you use an ability or effect outside of combat that costs clarity, you can't use that same ability or effect outside of combat again until you earn 1 or more Victories or finish a respite.
Additionally, whenever you use any ability or effect that costs clarity within 1 minute of using another such ability, you take 1d6 damage and incur any strain effect from using the new ability. Whenever you use an ability with a strain effect outside of combat, you can take 1d6 damage and incur the effect if you don't incur it for other reasons.
When you use an ability outside of combat that lets you spend unlimited clarity on its effect, such as Minor Telekinesis, you can use it as if you had spent an amount of clarity equal to your Victories.
Mind Spike¶
Mind Spike
You have the following ability, which can be used as a ranged free strike.
Mind Spike
A telepathic bolt instantly zaps a creature's brain.
The target takes an extra 2 psychic damage. You also take 2 psychic damage that can't be reduced in any way.
Psionic Augmentation¶
Psionic Augmentation
Through meditation, you create pathways in your mind that enhance your statistics. Choose one of the following augmentations. You can change your augmentation and ward (see Talent Ward below) by undergoing a psionic meditation as a respite activity. (Quick Build: Force Augmentation.)
Battle Augmentation
You can wear light armor and wield light weapons effectively, even though you don't have a kit. While you wear light armor, you gain a +3 bonus to Stamina, and that bonus increases by 3 at 4th, 7th, and 10th levels. While you wield a light weapon, you gain a +1 damage bonus with weapon abilities, including free strikes. You can use light armor treasures and light weapon treasures.
If you have a kit, you can't take this augmentation.
Density Augmentation
Distance Augmentation
Force Augmentation
Your damage-dealing psionic abilities gain a +1 bonus to rolled damage.
Speed Augmentation
Talent Ward¶
Talent Ward
Through meditation, you create a ward that protects you. Choose one of the following wards. You can change your ward and psionic augmentation (see above) by undergoing a psionic meditation as a respite activity. (Quick Build: Repulsive Ward.)
Entropy Ward
Your ward slows time for your enemies. Whenever a creature deals damage to you, their speed is reduced by an amount equal to your Reason score and they can't use triggered actions until the end of their next turn.
Repulsive Ward
You surround yourself with an invisible ward of telekinetic energy. Whenever an adjacent creature deals damage to you, you can use a free triggered action to push them up to a number of squares equal to your Reason score.
Steel Ward
Your ward reacts to danger, protecting you from future harm. Whenever you take damage, after the damage resolves, you gain damage immunity equal to your Reason score until the end of your next turn.
Vanishing Ward
Your ward allows you to slip away from threats. Whenever you take damage, you become invisible until the end of your next turn.
Telepathic Speech¶
Telepathic Speech
You know the Mindspeech language (see Languages in Orden in Chapter 4: Background). Additionally, you can telepathically communicate with any creatures within distance of your Mind Spike ability if they share a language with you and you know of each other. When you communicate with someone this way, they can respond telepathically.
1st-Level Tradition Features¶
1st-Level Tradition Features
Your talent tradition grants you two features, as shown on the 1st-Level Tradition Features table.
1st-Level Tradition Features Table
| Tradition | Features |
|---|---|
| Chronopathy | Accelerate, Again |
| Telekinesis | Minor Telekinesis, Repel |
| Telepathy | Feedback Loop, Remote Assistance |
Accelerate
Again
You have the following ability.
Again
You step back a split second to see if things play out a little differently.
The target makes an ability roll.
You can use this ability after seeing the result of the triggering roll. The target must reroll the power roll and use the new roll.
Feedback Loop
You have the following ability.
Feedback Loop
Creating a brief psychic link between an enemy and their target gives that foe a taste of their own medicine.
The target deals damage to an ally.
The target takes psychic damage equal to half the triggering damage.
Minor Telekinesis
You have the following ability.
Minor Telekinesis
Wisps of psychic energy ripple visibly from your brain as you force the target to move using only your mind.
Remote Assistance
You have the following ability.
Remote Assistance
An ally gains the benefit of your intellect.
The next ability roll an ally makes against the target before the start of your next turn gains an edge.
Repel¶
Repel
You have the following ability.
Repel
They aren't going anywhere, but you might!
The target takes damage or is force moved.
The target takes half the triggering damage, or the distance of the triggering forced movement is reduced by a number of squares equal to your Reason score. If the target took damage and was force moved, you choose the effect. If the forced movement is reduced to 0 squares, the target can push the source of the forced movement a number of squares equal to your Reason score.
Talent Abilities¶
Talent Abilities
You manifest a variety of psionic powers that let you impact the environment, bolster your allies, and empower yourself. You can choose abilities across different talent traditions or focus on abilities tied to your chosen tradition to dedicate yourself to its power.
Signature Abilities
Choose two signature abilities from the following options. Signature abilities can be used at will. (Quick Build: Incinerate, Kinetic Grip.)
Entropic Bolt
You advance an enemy's age for a moment.
The target takes an extra 1 corruption damage for each additional time they are targeted by this ability during the encounter.
You gain 1 clarity when you obtain a tier 2 or tier 3 outcome on the power roll.
Hoarfrost
You blast a foe with a pulse of cold energy.
You are slowed until the end of your next turn. Additionally, a target slowed by this ability is restrained instead.
Incinerate
The air erupts into a column of smokeless flame.
A column of fire remains in the area until the start of your next turn. Each enemy who enters the area for the first time in a combat round or starts their turn there takes 2 fire damage.
Kinetic Grip
You lift and hurl your foe away from you.
Kinetic Pulse
The force of your mind hurls enemies backward.
Materialize
You picture an object in your mind and give it form—directly above your opponent's head.
Optic Blast
Your eyes emit rays of powerful enervating force.
When targeting an object with a solid reflective surface or a creature carrying or wearing such an object (such as a mirror, an unpainted metal shield, or shiny metal plate armor), you can target one additional creature or object within 3 squares of the first target.
Spirit Sword
You form a blade of mind energy and stab your target, invigorating yourself.
You gain 1 surge.
The target takes an extra 3 damage. You also take 3 damage that can't be reduced in any way.
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
You project psionic energy out to a creature and take on a new visage in their mind.
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.
Choke
You crush a foe in a telekinetic grip.
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
You give a target a glimpse into the future so that they're ready for what comes next.
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
Smoke flows from your enemy like tears as their skin begins to blacken and flake.
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.
5-Clarity Ability
Choose one heroic ability from the following options, each of which costs 5 clarity to use. (Quick Build: Inertia Soak.)
Flashback
The target is thrown several seconds back through time and gets to do it all again.
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.
You take 1d6 damage and are slowed (save ends).
Inertia Soak
Your psionic energy surrounds the target and pushes everything else away from them.
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.
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
The target's skin turns to hard, dark metal, impenetrable and dense.
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.
You can't use maneuvers (save ends).
Perfect Clarity
You clear the mind of nothing but the goal.
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.
You take 1d6 damage, and you can't use triggered actions (save ends).
2nd-Level Features¶
As a 2nd-level talent, you gain the following features.
Perk¶
Perk
You gain one interpersonal, lore, or supernatural perk of your choice. See Chapter 7: Perks.
2nd-Level Tradition Feature¶
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
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¶
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
Time slows down around you. Your heartbeat is the only gauge of the extra moments you've gained.
Your speed is halved until the end of the encounter.
Slow
Perhaps they wonder why everyone else is moving so quickly?
A target can't use triggered actions while their speed is reduced this way.
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
Everyone get away from me!
Levity and Gravity
You raise the target slightly into the air, then smother them against the ground.
You take half the damage the target takes.
2nd-Level Telepathy Ability
Choose one of the following abilities.
Overwhelm
You overload their senses, turning all their subconscious thoughts into conscious ones.
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
You control an enemy's nervous system. How pleasant for them.
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.
3rd-Level Features¶
As a 3rd-level talent, you gain the following features.
Scan¶
Scan
You can extend your psionic senses beyond their usual range. Once on each of your turns, you can search for hidden creatures as a free maneuver (see Hide and Sneak in Chapter 9: Tests). Additionally, once you establish line of effect to a thinking creature within distance of your Mind Spike ability, you always have line of effect to that creature until they move beyond that distance.
7-Clarity Ability¶
7-Clarity Ability
Choose one heroic ability from the following options, each of which costs 7 clarity to use.
Fling Through Time
You hurl the target through the annals of time, forcing them to witness every moment of their existence all at once.
A target who is flung through time is removed from the encounter map until the end of their next turn, reappearing in their original space or the nearest unoccupied space.
You take 2d6 damage and permanently grow visibly older (the equivalent of 10 years for a human). If you obtain a tier 3 outcome on the power roll, you gain 2 clarity.
Force Orbs
Spheres of solid psionic energy float around you.
You create three size 1T orbs that orbit your body. Each orb gives you a cumulative damage immunity 1. Each time you take damage, you lose 1 orb.
Once on each of your turns, you can use a free maneuver to fire an orb at a creature or object within 5 squares as a ranged strike, losing the orb after the strike.
You create five orbs, and you are weakened while you have any orbs active.
Reflector Field
A protective field reverses the momentum of incoming attacks.
The aura lasts until the start of your next turn. Whenever an enemy targets an ally in the area with a ranged ability, the ability is negated on the ally and reflected back at the enemy. The ability deals half the damage to the enemy that it would have dealt to the ally and loses any additional effects.
Soul Burn
You blast their soul out of their body, leaving it to helplessly float back to a weakened husk.
4th-Level Features¶
As a 4th-level talent, you gain the following features.
Characteristic Increase¶
Characteristic Increase
Mind Projection¶
Mind Projection
As a maneuver, you project your mind outside your body. While you are in this state, your body remains unconscious and prone, and your mind is a separate entity with size 1T. Your mind automatically has concealment, and can freely move through solid matter. If you end your turn inside solid matter, you are forced out into the space where you entered it.
Any abilities or features you use originate from your mind. Both your mind and your body can take damage while separated, with any such damage applied to your Stamina. Your mind is instantly forced back into your body if you take any damage, and you can immediately return to your body as a free maneuver.
Mind Recovery¶
Mind Recovery
Whenever you spend a Recovery to regain Stamina while strained, you can forgo the Stamina and gain 3 clarity instead.
Additionally, the first time each combat round that a creature is force moved, you gain 2 clarity instead of 1.
Perk¶
Perk
You gain one perk of your choice.
Skill¶
Skill
You gain one skill of your choice. See Skills in Chapter 9: Tests.
Suspensor Field¶
Suspensor Field
5th-Level Features¶
As a 5th-level talent, you gain the following features.
5th-Level Tradition Features¶
5th-Level Tradition Features
Your talent tradition grants you two features, as shown on the 5th-Level Tradition Features table.
5th-Level Tradition Features Table
| Tradition | Features |
|---|---|
| Chronopathy | Distortion Temporal, Speed of Thought |
| Telekinesis | Kinetic Amplifier, Triangulate |
| Telepathy | Compulsion, Remote Amplification |
Compulsion
Whenever you obtain a success on a test using a skill from the interpersonal skill group while interacting with an NPC, you can ask them a question using your Telepathic Speech feature. The NPC must answer the question truthfully to the best of their ability.
Distortion Temporal
While you are not dying, time behaves irregularly around you in a 3 aura. That area is difficult terrain for enemies. Additionally, when an ally enters the area for the first time in a combat round or starts their turn there, they gain a +2 bonus to speed until the end of the turn.
Kinetic Amplifier
Remote Amplification
The distance of your ranged psionic abilities increases by 5. Additionally, the range of your Telepathic Speech feature increases to 1 mile.
Speed of Thought
Once per combat round while you are not dying, you can spend 2 clarity when you use a triggered action to turn it into a free triggered action.
Triangulate
Whenever an ally uses a ranged ability while you are within the ability's distance, you can spend 1 clarity as a free triggered action to allow them to use the ability as if they were in your space.
9-Clarity Ability¶
9-Clarity Ability
Choose one heroic ability from the following options, each of which costs 9 clarity to use.
Exothermic Shield
You encase the target in psionic flame and allow them to flicker without fear of burning out.
Until the start of your next turn, the target has cold immunity 10 and fire immunity 10, and their strikes deal extra fire damage equal to twice your Reason score. Additionally, whenever an enemy uses a melee ability against the target while they are under this effect, the enemy takes 5 fire damage.
Hypersonic
You move fast enough to turn around and watch your foes feel the aftermath.
You teleport to a square on the opposite side of the area before making the power roll.
Mind Snare
You latch onto your prey's brain and don't let go, like a song they can't get out of their head.
While slowed this way, the target takes 3 psychic damage for each square they willingly leave.
While slowed this way, the target instead takes 5 psychic damage for each square they willingly leave. You have a double bane on ability rolls made against the target while they are slowed this way.
Soulbound
You fire a piercing bolt of psychic energy that lances through two foes and leaves a faint intangible thread between them.
If any target becomes stitched to the other, both targets are stitched together. While stitched together, a target takes a bane on power rolls while not adjacent to a creature they're stitched to. Whenever a stitched target takes damage that wasn't dealt by or also taken by another stitched target, each other stitched target takes half the damage the initial target took.
You target yourself and three enemies instead.
6th-Level Features¶
As a 6th-level talent, you gain the following features.
Perk¶
Perk
You gain one interpersonal, lore, or supernatural perk of your choice.
Psi Boost¶
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
If the ability force moves a target, the forced movement distance gains a bonus equal to your Reason score.
Expanded Power
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
Heightened Power
If the ability deals rolled damage, it deals extra damage equal to your Reason score.
Magnified Power
Shared Power
If the ability targets individual creatures or objects, you target one additional creature or object within distance.
Sharpened Power
If the ability has any power roll, that roll gains an edge.
6th-Level Tradition Ability¶
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
Your foe gets a glimpse of how it will end for them.
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.
This ability gains the Strike keyword as the vision hurts the target's psyche. You make a power roll, then are weakened (save ends).
Stasis Field
Keep everything as it was. Ignore everything that will be.
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.
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
You bend gravity into a fine point and pull your foes toward it.
Targets closest to the center of the area are pulled first.
The size of the area increases by 2. You also target yourself and each ally within distance.
Greater Kinetic Grip
You raise the target into the air without breaking a sweat.
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
It's a subtle mindset shift. It's not that they're your enemy—you just don't like them!
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
You manipulate your enemies' minds and make them wonder if you were ever really there in the first place.
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.
The effect ends early if you take damage from an enemy's ability.
7th-Level Features¶
As a 7th-level talent, you gain the following features.
Ancestral Memory¶
Ancestral Memory
Each time you finish a respite, you can choose a number of skills you have up to your Reason score and replace them with an equal number of skills from the interpersonal and lore skill groups. These replacements last until the end of your next respite.
Cascading Strain¶
Cascading Strain
Whenever you take damage from a strained effect or from having negative clarity, you can choose one enemy within distance of your Mind Spike ability to take the same damage.
Characteristic Increase¶
Characteristic Increase
Each of your characteristic scores increases by 1, to a maximum of 4.
Lucid Mind¶
Lucid Mind
At the start of each of your turns during combat, you gain 1d3 + 1 clarity instead of 1d3.
Skill¶
Skill
You gain one skill of your choice.
8th-Level Features¶
As an 8th-level talent, you gain the following features.
Perk¶
Perk
You gain one perk of your choice.
8th-Level Tradition Features¶
8th-Level Tradition Features
Your talent tradition grants you two features, as shown on the 8th-Level Tradition Features table.
8th-Level Tradition Features Table
| Tradition | Features |
|---|---|
| Chronopathy | Doubling the Hours, Stasis Shield |
| Telekinesis | Levitation Field, Low Gravity |
| Telepathy | Mindlink, Universal Connection |
Doubling the Hours
Levitation Field
You have the following ability.
Levitation Field
You manipulate the air around your allies so they can move as freely through the sky as you can.
Low Gravity
Your mind can carry your body through tough times. You ignore difficult terrain and don't need to spend additional movement while prone.
Mindlink
During a respite, you can choose a number of creatures up to your Reason score who you have communicated with using your Telepathic Speech feature, creating a telepathic link among all of you. Whenever a linked creature spends one or more Recoveries, each other linked creature can spend a Recovery.
Stasis Shield¶
Stasis Shield
You have the following ability.
Stasis Shield
You freeze time just long enough to bring the victim to safety!
The target takes damage.
You can't target yourself, and you take the damage and any additional effects instead of the target.
Universal Connection¶
Universal Connection
The range of your Telepathic Speech feature increases to anywhere on the same world.
11-Clarity Ability¶
11-Clarity Ability
Choose one heroic ability from the following options, each of which costs 11 clarity to use.
Doubt
You tug at the strings of the foe's anima and unravel them, allowing someone else to take advantage of their drive.
This ability gains an edge against a target with a soul (see *Draw Steel: Monsters*). After you make the power roll, you or one ally within distance have a double edge on the next power roll you make before the end of the encounter.
You feel dispirited until you finish a respite. If you obtain a tier 3 outcome on the power roll, you and the target each have damage weakness 5 (save ends).
Mindwipe
You attempt to make them forget all their training.
The target can't communicate with anyone until the end of the encounter.
You take 3d6 damage.
Rejuvenate
You reshape the flow of time in the target's body to return it to an earlier state.
Choose two of the following effects:
- The target can spend any number of Recoveries.
- The target gains 1 of their Heroic Resource, and can end any effects on them that are ended by a saving throw or that end at the end of their turn.
- The target gains 2 surges, and gains a +3 bonus to speed until the end of the encounter.
Steel
The target's skin becomes covered in tough metal.
The target has damage immunity 5 and can't be made slowed or weakened until the start of your next turn. Whenever the target force moves a creature or object while under this effect, the forced movement distance gains a +5 bonus.
You can't use maneuvers (save ends).
9th-Level Features¶
As a 9th-level talent, you gain the following features.
Fortress of Perfect Thought¶
Fortress of Perfect Thought
Your mind is an impenetrable palace that shields you from danger. You gain the following effects:
- You can breathe even when there is no breathable air.
- You have psychic immunity 10.
- Creatures can't read your thoughts unless you allow them to.
- Your Reason and Intuition are treated as 2 higher for the purpose of resisting the potency of abilities.
- You can't be made taunted or frightened.
9th-Level Tradition Ability¶
9th-Level Tradition Ability
Your talent tradition grants your choice of one of two heroic abilities.
9th-Level Chronopathy Abilities
Choose one of the following abilities.
Acceleration Field
You forcibly stuff more moments into a critical point in time, knowing full well you might need to steal some of your own.
Each target can use any main action available to them as a free triggered action, but they lose their main action on their next turn.
Make a power roll that targets you and each enemy within distance.
Borrow From the Future
You lean on future heroism to assist you in the now.
The targets share 6 of their Heroic Resource among themselves, as you determine. A target can't gain more than 3 of their Heroic Resource this way. After using this ability, you can't gain any clarity until the end of the next combat round.
9th-Level Telekinesis Abilities
Choose one of the following abilities.
Fulcrum
You precisely manipulate the creatures around you.
Make a power roll to determine the area of this ability. Each target is vertical pushed 6 squares. You can target only objects of size 1L or smaller.
You can choose to reduce the size of the burst by 2 (to a minimum of 1 burst) to give the forced movement distance a +2 bonus. You take half the total damage all targets take from forced movement.
Gravitic Nova
Unbridled psionic energy erupts from your body and flashes outward, hurling your foes back.
On a critical hit, the size of the area increases by 3, and this ability deals an extra 10 damage.
You are weakened (save ends). If you scored a critical hit with this ability, you die.
9th-Level Telepathy Abilities
Choose one of the following abilities.
Resonant Mind Spike
You fire a telepathic bolt empowered by every consciousness within reach directly into your foe's mind.
This ability ignores cover and concealment.
The ability roll scores a critical hit on a natural 17 or higher. You take half the damage the target takes, and you can't reduce this damage in any way.
Synaptic Terror
You project a terrifying image into the brains of your foes, and their fear psionically invigorates your allies.
You and each target ally can't obtain lower than a tier 2 outcome on power rolls until the start of your next turn. Each target enemy is affected by the ability's power roll.
You can't use this ability if doing so would cause you to have negative clarity.
10th-Level Features¶
As a 10th-level talent, you gain the following features.
Characteristic Increase¶
Characteristic Increase
Clear Mind¶
Clear Mind
The first time each combat round that a creature is force moved, you gain 3 clarity instead of 2.
Omnisensory¶
Omnisensory
You have a +10 bonus to the distance of your ranged abilities. Additionally, you don't need line of effect to a target of a ranged ability if the target is a creature capable of thought who you have previously had line of effect to.
Perk¶
Perk
You gain one interpersonal, lore, or supernatural perk of your choice.
Psion¶
Psion
At the start of each of your turns during combat, you gain 1d3 + 2 clarity instead of 1d3 + 1.
Additionally, you can choose to not take damage from having negative clarity. You can also choose to take on any ability's strained effect even if you're not strained.
Skill¶
Skill
You gain one skill of your choice.
Vision¶
Vision
You have an epic resource called vision. Each time you finish a respite, you gain vision equal to the XP you gain. You can spend vision on your abilities as if it were clarity.
Additionally, you can spend vision to use one additional psionic ability on your turn, provided you pay the entire cost of the ability in vision. If you choose to use a psionic ability that usually costs no clarity, you must spend 1 vision to use it.
Vision remains until you spend it.