11-Clarity Ability¶
11-Clarity Ability
Choose one heroic ability from the following options, each of which costs 11 clarity to use.
Doubt
You tug at the strings of the foe's anima and unravel them, allowing someone else to take advantage of their drive.
This ability gains an edge against a target with a soul (see *Draw Steel: Monsters*). After you make the power roll, you or one ally within distance have a double edge on the next power roll you make before the end of the encounter.
You feel dispirited until you finish a respite. If you obtain a tier 3 outcome on the power roll, you and the target each have damage weakness 5 (save ends).
Mindwipe
You attempt to make them forget all their training.
The target can't communicate with anyone until the end of the encounter.
You take 3d6 damage.
Rejuvenate
You reshape the flow of time in the target's body to return it to an earlier state.
Choose two of the following effects:
- The target can spend any number of Recoveries.
- The target gains 1 of their Heroic Resource, and can end any effects on them that are ended by a saving throw or that end at the end of their turn.
- The target gains 2 surges, and gains a +3 bonus to speed until the end of the encounter.
Steel
The target's skin becomes covered in tough metal.
The target has damage immunity 5 and can't be made slowed or weakened until the start of your next turn. Whenever the target force moves a creature or object while under this effect, the forced movement distance gains a +5 bonus.
You can't use maneuvers (save ends).