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).