Null Abilities¶
Null Abilities
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.)
Dance of Blows
You strike everywhere at once, tricking an enemy into moving out of position.
Faster Than the Eye
You strike so quickly that your hands become a blur.
Inertial Step
You flit about the battlefield and take an opportunistic strike.
Joint Lock
You contort your enemy's body into a stance they struggle to escape from.
Kinetic Strike
Your opponent staggers. They cannot ignore you.
Magnetic Strike
The force of your blow extends past the limits of your body, pulling your enemy closer.
Phase Inversion Strike
You step momentarily out of phase as you pull an enemy through you.
Pressure Points
You strike at key nerve clusters to leave your foe staggered.
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.)
Chronal Spike
You foresee the best moment to strike, then exploit it.
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.
Psychic Pulse
A burst of psionic energy interferes with your enemy's synapses.
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.
Relentless Nemesis
You strike, and for the next few moments, your enemy can't escape you.
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.
Stunning Blow
You focus your psionic technique into a concussive punch.
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.)
Arcane Disruptor
Your blow reorders a foe's body, causing pain if they attempt to channel sorcery.
While weakened this way, the target takes damage equal to your Intuition score whenever they use a supernatural ability that costs Malice.
Impart Force
A single touch from you, and your enemy flies backward.
Phase Strike
For a moment, your foe slips out of phase with this manifold.
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.
A Squad Unto Myself
You move so quickly, it seems as though an army assaulted your foes.
You can take the Disengage move action as a free maneuver before or after you use this ability.