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6th-Level Tradition Ability


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Talent Feature

6th-Level Tradition Ability

Level 6

Your talent tradition grants your choice of one of two heroic abilities.

6th-Level Chronopathy Abilities

Choose one of the following abilities.

l
Main Action

Fate

Your foe gets a glimpse of how it will end for them.

ChronopathyPsionicMelee
Distance
Targets
One enemy
Power Roll +Presence
!8 + P psychic damage
@13 + P psychic damage
#17 + P psychic damage
Effect

The target has damage weakness 5 until the end of your next turn. Whenever the target takes damage while they have this weakness, they are knocked prone.

Strained

This ability gains the Strike keyword as the vision hurts the target's psyche. You make a power roll, then are weakened (save ends).

l
Main Action

Stasis Field

Keep everything as it was. Ignore everything that will be.

AreaChronopathyPsionicRanged
Distance
4 cube within 10
Targets
Each creature and object in the area
Power Roll +Presence
!P < WEAK, the target is slowed until the effect ends
@P < AVERAGE, the target's speed is 0 until the effect ends
#P < STRONG, the target is restrained until the effect ends
Effect

The area is frozen in time until the start of your next turn. Each object in the area is restrained and can't fall until the effect ends. Until the effect ends, creatures in the area who are reduced to 0 Stamina or would die stay alive, and objects in the area that are reduced to 0 Stamina remain undestroyed.

Make a power roll that targets each enemy in the area.

Strained

Any creature or object force moved in the area takes 2 corruption damage for each square of the area they enter. Creatures and objects restrained in the area can be force moved. You are restrained until the effect ends.

6th-Level Telekinesis Abilities

Choose one of the following abilities.

l
Main Action

Gravitic Well

You bend gravity into a fine point and pull your foes toward it.

AreaPsionicRangedTelekinesis
Distance
4 cube within 10
Targets
Each creature and object in the area
Power Roll +Reason
!6 damage; vertical pull 5 toward the center of the area
@9 damage; vertical pull 7 toward the center of the area
#13 damage; vertical pull 10 toward the center of the area
Effect

Targets closest to the center of the area are pulled first.

Strained

The size of the area increases by 2. You also target yourself and each ally within distance.

6th-Level Telepathy Abilities

Choose one of the following abilities.

l
Main Action

Synaptic Conditioning

It's a subtle mindset shift. It's not that they're your enemy—you just don't like them!

PsionicMelee
Distance
Targets
One creature
Power Roll +Reason
!10 psychic damage; the target takes a bane on ability rolls made to harm you or your allies (save ends)
@14 psychic damage; the target has a double bane on ability rolls made to harm you or your allies (save ends)
#20 psychic damage; the target considers you and your allies to be their allies when using abilities and features (save ends)
Strained

While the target is under this effect, you no longer consider your enemies to be your enemies when using your abilities and features.

f
Maneuver

Synaptic Dissipation

You manipulate your enemies' minds and make them wonder if you were ever really there in the first place.

PsionicRangedStrikeTelepathy
Distance
Targets
Special
Power Roll +Reason
!Two creatures
@Three creatures
#Five creatures
Effect

You target a number of creatures with this ability determined by the outcome of your power roll. You and your allies are invisible to each target until the start of your next turn.

Strained

The effect ends early if you take damage from an enemy's ability.

Source: Draw Steel: Heroes · printing 1.01b