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9th-Level Tradition Ability


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Talent Feature

9th-Level Tradition Ability

Level 9

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

9th-Level Chronopathy Abilities

Choose one of the following abilities.

l
Main Action

Acceleration Field

You forcibly stuff more moments into a critical point in time, knowing full well you might need to steal some of your own.

ChronopathyPsionicRanged
Distance
Targets
Three allies
Power Roll +Presence
!4 corruption damage; slowed (save ends)
@6 corruption damage; slowed (save ends)
#10 corruption damage; slowed (save ends)
Effect

Each target can use any main action available to them as a free triggered action, but they lose their main action on their next turn.

Strained

Make a power roll that targets you and each enemy within distance.

f
Maneuver

Borrow From the Future

You lean on future heroism to assist you in the now.

AreaChronopathyPsionic
Distance
Targets
Each ally in the area
Effect

The targets share 6 of their Heroic Resource among themselves, as you determine. A target can't gain more than 3 of their Heroic Resource this way. After using this ability, you can't gain any clarity until the end of the next combat round.

9th-Level Telekinesis Abilities

Choose one of the following abilities.

l
Main Action

Fulcrum

You precisely manipulate the creatures around you.

AreaPsionicTelekinesis
Distance
Special
Targets
Each enemy and object in the area
Power Roll +Reason
Effect

Make a power roll to determine the area of this ability. Each target is vertical pushed 6 squares. You can target only objects of size 1L or smaller.

Strained

You can choose to reduce the size of the burst by 2 (to a minimum of 1 burst) to give the forced movement distance a +2 bonus. You take half the total damage all targets take from forced movement.

l
Main Action

Gravitic Nova

Unbridled psionic energy erupts from your body and flashes outward, hurling your foes back.

AreaPsionicTelekinesis
Distance
Targets
Each enemy and object in the area
Power Roll +Reason
!6 damage; push 7
@9 damage; push 10
#13 damage; push 15
Effect

On a critical hit, the size of the area increases by 3, and this ability deals an extra 10 damage.

Strained

You are weakened (save ends). If you scored a critical hit with this ability, you die.

9th-Level Telepathy Abilities

Choose one of the following abilities.

l
Main Action

Resonant Mind Spike

You fire a telepathic bolt empowered by every consciousness within reach directly into your foe's mind.

PsionicRangedStrikeTelepathy
Distance
Targets
One creature
Power Roll +Reason
!15 + R psychic damage
@24 + R psychic damage
#28 + R psychic damage
Effect

This ability ignores cover and concealment.

Strained

The ability roll scores a critical hit on a natural 17 or higher. You take half the damage the target takes, and you can't reduce this damage in any way.

l
Main Action

Synaptic Terror

You project a terrifying image into the brains of your foes, and their fear psionically invigorates your allies.

AreaPsionicTelepathy
Distance
Targets
Each ally and enemy in the area
Power Roll +Reason
!R < WEAK, frightened (save ends)
@R < AVERAGE, frightened (save ends)
#R < STRONG, frightened (save ends)
Effect

You and each target ally can't obtain lower than a tier 2 outcome on power rolls until the start of your next turn. Each target enemy is affected by the ability's power roll.

Strained

You can't use this ability if doing so would cause you to have negative clarity.

Source: Draw Steel: Heroes · printing 1.01b