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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.

Source: Draw Steel: Heroes · printing 1.01b