6th-Level Tradition Ability¶
6th-Level Tradition Ability
Your talent tradition grants your choice of one of two heroic abilities.
6th-Level Chronopathy Abilities
Choose one of the following abilities.
Fate
Your foe gets a glimpse of how it will end for them.
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.
This ability gains the Strike keyword as the vision hurts the target's psyche. You make a power roll, then are weakened (save ends).
Stasis Field
Keep everything as it was. Ignore everything that will be.
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.
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.
Gravitic Well
You bend gravity into a fine point and pull your foes toward it.
Targets closest to the center of the area are pulled first.
The size of the area increases by 2. You also target yourself and each ally within distance.
Greater Kinetic Grip
You raise the target into the air without breaking a sweat.
The forced movement ignores stability. You take 2d6 damage and are weakened (save ends).
6th-Level Telepathy Abilities
Choose one of the following abilities.
Synaptic Conditioning
It's a subtle mindset shift. It's not that they're your enemy—you just don't like them!
While the target is under this effect, you no longer consider your enemies to be your enemies when using your abilities and features.
Synaptic Dissipation
You manipulate your enemies' minds and make them wonder if you were ever really there in the first place.
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.
The effect ends early if you take damage from an enemy's ability.