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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.

Source: Draw Steel: Heroes · printing 1.01b