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.