RolePlay onLine RPoL Logo

, welcome to Starslinger

19:48, 26th April 2024 (GMT+0)

Special Abilities.

Posted by Game MasterFor group 0
Game Master
GM, 5 posts
Thu 21 Apr 2022
at 06:07
  • msg #1

Special Abilities


SPECIAL ABILITIES


RARITY
Creatures, items, spells, and many other abilities can be common, uncommon, or rare. Attempting to learn information about uncommon and rare targets have DCs that are 2 and 5 points higher than normal (respectively). When uncommon and rare abilities and traps are used against you, their attack rolls/DCs are 2 and 5 points higher than normal the first encounter they're used against you (and 1/2 thereafter). If you have an edge against something, you treat it as common instead of uncommon, or as uncommon instead of rare. If you have major edge, you always treat it as common.



PREREQUISITES
Some abilities require you to have other abilities, attributes, or skills first. Your ability tier cannot exceed your attribute modifier or skill proficiency bonus (+2 if trained, +4 if proficient, +6 if expert, +8 if master, +10 if legendary). If multiple attributes or skills apply, pick one attribute and one skill among them to be your limiters.



TIERS
All abilities are tier 1 unless noted otherwise. You can increase an ability's tier by adding upgrades to it. Upgrades are listed below the ability itself. Each upgrade increases the ability's tier by 1. You cannot have an ability with a tier exceeding 4 + 1/5 your level. Some upgrades have the "superhuman" tag meaning they cannot be talent or luck but must result from biology, magic, or tech.



USING SPECIAL ABILITIES
Unless noted otherwise, special abilities cost 1 focus/tier. Consuming focus represents you using ammunition, concentrating, thinking hard about something, or otherwise using energy and resources.

Duration
Traits and powers that last 10 minutes or longer require you to invest focus. Invested focus reduces your maximum focus pool by the amount invested. When you deactivate a power with invested focus, the focus does not immediately return but must be recovered normally. However, your maximum focus does immediately return. Unless noted otherwise...
  • Attacks and powers that directly deal, heal, or reduce damage are instantaneous.
  • All other powers that create a buff or area effect last until the end of your next turn.

Focus (1 Action)
So long as your total number of focus points is lower than or equal to your level, you can use the Focus action to gain an amount of focus equal to 1d6 + level. This represents you reloading, unjamming a weapon, taking a deep breath, concentrating, hyping yourself up, looking around for a clip, or otherwise gathering immediately physical or mental resources you need.



TYPES
Every special ability has 3 basic types:
  1. Acquisition Type: Every special ability is either Innate or Item-based. Innate abilities are part of you while items can be removed from you but they can also be easily swapped out for new items at certain locations. If this part is blank, it means it can be either Innate or Item-based, chosen by you when you acquire the ability.
  2. Source Type: You also choose one of the following choices for your special ability when you acquire it: biotics, luck, magic, talent, or tech.
    • Biotics: Biotic abilities result from your bizarre or alien genetic structure. They can be powers or traits and either biology or magic-based but are always innate. Only organic creatures can have biotic powers.
    • Luck: Luck abilities aren't supernatural but occur as a result of destiny, fate, serendipity, or possibly good planning and foresight on your part. You can't throw a fireball, but you were secretly aware that the fuel tank behind your foe was leaking and would blow with a well-placed lit cigarette.
    • Magic: Magic abilities result from the mysterious force simply called "magic".
    • Talent: Talent abilities are not superhuman. Most adult humans given enough practice and training could feasibly gain and master a feat whereas special items and powers provide superhuman effects. If an ability is listed as "superhuman", it cannot be a talent.
    • Tech: Tech abilities result from advanced technology, typically gear you wield or wear, but also gear you may simply have access too. For example, hacking computers is a tech power you can use anytime you're operating a computer. Tech powers can be disabled by simply swiping your gear from you or blocking you from accessing technological devices.

  3. Activation Type: All abilities are either a Power or Trait. Unless noted otherwise, powers cost 1 focus/tier to use while traits reduce your maximum FP by 1/tier but are always active or useable at-will without cost. You can turn traits into powers by requiring 1 action and 1 focus/tier to be used to activate it for 1 minute (if combat-based) or 10 minutes (non-combat ability).



ITEMS
Item abilities come from gear that can be disarmed or sundered. All items are wielded or worn.
    Limited-Use: If you roll a natural 1 on an attack roll or skill check using an item, it jams or runs out of ammo (firearm, tool, etc.) or you run out of them (grenades, potions, etc.) You must use an action and make a skill check to unjam, reload, or find more.

    Trading Items: Unlike innate abilities, you can easily swap old gear for new gear at your leisure as long as you have access to a place where you can feasibly buy, craft, or otherwise acquire it.

    Versatile Items: You can merge multiple abilities into one item, up to a maximum number of tiers worth of abilities equal to the maximum  tier you can have per device. Unless noted otherwise, each item has a hardness of 6 + twice it's tier. If an item is broken, see the Broken condition.

    Wielding Items: Wielded items requires 1 action to draw it from a sheath, pick it up off the ground, or grab it from another other obvious location or 2 actions to draw it from a stored location such as from inside a backpack, hidden compartment, under clothing, etc. It requires a separate action to activate it or use it just like any other ability. Wielded items can be disarmed, which knocks them out of your hand or out of their sheath. Any item can be sundered with a normal attack.

    Wearing Items: Worn gear requires 1 minute to don or remove. Items that create effects that last longer than 10 minutes must be worn gear unless the GM notes otherwise. You can't wear more than a total amount of tiers worth of items that exceeds 4 + your Strength (Brawn) modifier. You can't benefit from a long rest while wearing a total amount of tiers worth of items that exceeds your Constitution saving throw.

    Example Gear:
    Semi-auto Slugthrower Pistol (Blast 2 [upgrade 1, unavoidable 1]: Active/Wielded, Reload 1-3): Marksmanship vs. Dex (Light Ranged Attack +1/1d6 piercing)
    Light Armored Vest w/ basic Shielding (Armor 2: Passive, Worn; Shielding 1: Active, Recharge 1-3/20) 3: +1 STR DC, +1 DEX DC, 1 action activate shielding for 5 temporary HP for 1 minute
    Medical Kit (Lay on Hands 2: Active, Recharge 1-3/20, Wielded) 2: Biotics vs. DC11 (Medium Melee Buff 2d6 healing to living creature)



SUBTYPES
Special abilities with subtypes have them listed in parenthesis after their types. Subtypes adjust how special abilities work and interact.[olist]
Acidic: Effect creates strong acids with corrosive effects.
Air: Effect creates or manipulates gases or wind forces.
Auditory: Target must hear you or the effect to be affected by it.
Basic: Effect creates strong bases with corrosive effects.
Bludgeoning: Effect deals blunt force trauma.
Cold: Effect creates low temperatures.
Contact: You or the effect must touch the target's skin or physical body. Touching clothing and armor doesn't do the trick.
Darkness: Effect manipulates or creates darkness.
Disease: Effect creates or manipulates disease.
Earshot: You must hear the target to affect them.
Earth: Effect manipulates or creates earthen material such as dirt, minerals, mud, rock, sand, or stone.
Electricity: Effect manipulates or creates electrical currents.
Force: Effect manipulates or creates raw force.
Heat: Effect manipulates or creates dangerously high temperatures and fire.
Hi-tech: The ability is granted to you by a hi-tech item you're proficient with. If disarmed of the item, you cannot use the ability until you regain hold of the item. Hi-tech items are dampened or disabled by EM fields, EMPs, and are weak to ion effects.
Inhaled: Target must breathe the effect in to be affected by it.
Ion: Electromagnetic disturbances that can disrupt creatures and devices with the synthetic, magical, spirit, hi-tech, or robotic types or subtypes.
Light: Effect manipulates or creates light, possibly manipulating color.
Linguistic: You and the target must communicate or be able to communicate such as through a shared language in order for the effect to work.
Line of Effect: You or the origin of effect must have line of effect to the target to affect them.
Line of Sight: You must perceive your target with an acute sense in order to affect them. You can use a non-acute sense but are subject to the blinded 3 condition if you do so.
Low-tech: The ability is granted to you by a low-tech item you're proficient with. If disarmed of the item, you cannot use the ability until you regain hold of the item. Low-tech items are limited in scope and can't do a lot of superhuman things that hi-tech items can do.
Mark: The effect marks a target for a duration. You can have only 1 mark effect at a time. Declaring new ones ends the old ones.
Mental: Only a sentient creature can be affected. Mindless creatures and objects are immune.
Metal: Conjure or manipulate metal or magnetism.
Olfactory: The target must smell or taste you or the effect in order to be affected.
Origin: If one or more origins are listed, you must be one of those origins in order to select the ability.
Piercing: Piercing damage is caused by deep puncturing wounds.
Plasma: Plasma effects are treated as both electricity and heat effects, whichever is worse for the affected creature.
Poison: Poison effects include both venom and actual poisoning.
Radiation: Radiation effects are treated as both heat and poisoning effects, whichever is worse for the affected creature.
Restoration: Heals or repairs a target.
Slashing: Slashing effects create cuts and lacerations to harm and destroy targets.
Sonic: Sonic effects create loud noises and strong vibrations to harm and destroy targets.
Stance: The effect grants you benefits while in effect. You can have only 1 stance effect at a time. Declaring new ones ends the old ones.
Tactile: The target must be able to feel the effect in order to be affected.
Target (Sensed): You must use the specifically listed sense for it to work. For example, a "target seen" requires you to use Visual senses while a "target heard" would use Auditory and "target touched" would be Tactile.
Tremor: You or the effect must be on the same surface to affect the target.
Visual: The target must see you or the effect in order to be affected.



Back to top

This message was last edited by the GM at 08:01, Sun 04 Feb.
Game Master
GM, 8 posts
Fri 22 Apr 2022
at 17:30
  • msg #2

Feats A-C


ACCURACY
Type(s) Upgrade
Prerequisite(s) This can be applied to any attack that uses an attack roll.
Increase the accuracy by 1 per time this upgrade is applied (max +3).



AGILE ATHLETE
Type(s) Innate Trait
Prerequisite(s) Medium or smaller sized.
You can apply Dexterity instead of Strength to Athletics checks.



ALIAS
Type(s) Innate Trait
Prerequisite(s) Charisma
You have an alter ego and always have advantage on checks to maintain the ruse that you're two separate individuals. Others always have disadvantage trying to discern otherwise. You have only one of your egos active at a time and switching between them can be done as part of switching outfits or as a single action. Anyone attempting to use divination on one identity while you're disguised as another gets only information that would not reveal your identity unless they critically succeed.
Master of Disguise Gain one more alias per time this upgrade is added.
Upgrade Add the tier to your checks to maintain the ruse and as a penalty to those trying to see through it.



AMORPHOUS

Type(s) Superhuman Trait

Amorphous creatures have resistance to bleed and piercing effects, are treated as one size smaller for the purposes of squeezing and being moved by area attacks.

Tier 2: Gain resistance to slashing and all non-area attacks.
Tier 3: Gain greater resistance to bleed and piercing effects and you're treated as two sizes smaller against area attacks.
Tier 5: Gain grater resistance to slashing and non-area attacks and weakness to area attacks.
Tier 4: Gain immunity to bleed and piercing effects and you're treated as three sizes smaller against area attacks.
Tier 5: Gain immunity to non-area attacks and greater weakness to area attacks.



ANALYZE WEAKNESS

Type(s) Power

When you hit a creature with an unarmed strike or touch, you can Analyze it as a free action. Whenever an analyzed creature misses you with an attack, you can immediately use your Reaction to make a light melee attack against that creature if it was within reach. This benefit lasts until you finish a rest. Additionally, each time you analyze a creature, you learn about one of its vulnerabilities, resistances, immunities, etc. per tier, chosen randomly by the GM.



ANTIPATHY

Type(s) Superhuman Power
Prerequisite(s) Select 1 creature type or organization as an applicable target.

As 1 action, you shout a battle cry, present a symbol of antipathy, and make a Charisma (Diplomacy, Intimidation, or Presence) check against the Charisma DC of all applicable targets within 3 meters/yards that can see or hear you.
  • Critical Hit: Targets are mentally repelled from you for 1 minute.
  • Hit: Targets are mentally repelled from you for 1 round.
  • Surge: Apply the effect to all applicable targets that see and hear you, regardless whether they are in Melee or not.


Aura Upon activating this effect you gain an aura of antipathy for 1 round or for up to 1 minute if you expend a surge. Any applicable target that enters melee with you or starts their turn in melee with you takes 1d6 psychic damage per time you've applied this upgrade. This increases to d8s if they enter grapple or start their turn in grapple with you. You can add this a second time to increase it to 10 minutes or a third time to increase it to 2 hours.
Selection Apply an additional selection to the list of applicable targets.



AREA

Type(s) Upgrade
Prerequisite(s) Can only be applied to a power that affects only 1 target.

Your power can affect up to 3 targets at a time but all must be within the same melee.

Tier 2 Up to 10 targets at a time. If the entire scene is equal to or less than half this number and participants are not specifically far away from each other (as determined by GM), you can target an entire scene even if they're not in melee.
Tier 3 Up to 30 targets at a time.
Tier 4 Up to 100 targets at a time.
Tier 5 Up to 300 targets at a time.
Tier 6 Up to 1,000 targets at a time.



ARMOR

Type(s) Superhuman Ability

You have a +1 bonus to your Armor Rating/tier.

Armor Check Penalty (+0) You can make your armor difficult to carry around and take a -1 or -2 penalty to all Str (Athletics) and Dex-based checks. The armor bonus you get increases by 1 or 2 respectively as a result.



ASSURANCE

Type(s) Innate Trait

When you make a skill check with a skill you're trained in, you can roll 3d6 instead of 1d20 to make the check even while threatened or rushed. If rolling with advantage or disadvantage, you roll 4d6 and keep the highest/lowest 3. Assurance makes both natural 1s and natural 20s impossible as the minimum 3d6 result is 3 and maximum is 18, but it greatly increases the chance of an average result (10-11).



BLAST

Type(s) Superhuman Power
Prerequisite(s) Select the attack size (small, very light, light, medium, heavy, very heavy), range (melee, close, long), and damage type (bludgeoning, cold, corrosive, electricity, heat, ion, mental, piercing, slashing, sonic, stamina, toxic).

As an action, you can fire a projectile or blast of energy dealing damage to 1 target creature or object.
  • Critical Hit Automatically maximum damage + critical effect (see Combat).
  • Hit Deal damage (see Combat).



BLEEDING CRITICAL

Type(s) Innate Trait

Whenever you score a critical hit with an attack, the target suffers an additional amount of damage equal to half of the damage from the initial attack at the end of its next turn.

Upgrade: Each additional tier adds +1 round they continue to take this ongoing damage.



BLINDSENSE

Type(s) Superhuman Trait
Prerequisite(s) Select one sensory type: hearing, olfactory, sight, tactile, other*. 
You gain the following benefits:
  • You have advantage on Wisdom (Perception) checks to perceive things through this sense.
  • You ignore difficult terrain and slowness caused by the blinded condition.
  • Your inability to see a target doesn’t impose disadvantage on your attack rolls against it. You are  aware of the location of any invisible creature within Melee range of you, provided that the creature isn’t hidden from you and your chosen sense is not disabled (e.g. hearing and deafened).


Blindsight: Your blindsense applies to creatures outside Melee range but only 1 round after they make a ranged attack and/or escape the Melee you're in. If you apply this upgrade multiple times it adds 1 round to this duration each time after the first.
Selection Apply your Blindsense to one additional sensory type. Note that each instance of "other" is a new sensory type. Other senses need to be approved by the GM.



BRUTAL CRIT

Type(s) Superhuman Trait

When you crit with a weapon and still have actions left on your turn, you can spend an action to deal +1 die of damage in addition to normal damage. Unlike most damage dice on a crit, this is not automatically maximized.



BULLYING SHOT

Type(s) Innate Power

You can use the powerful blast and thundering sound of your weapon to shake the resolve of a creature. Immediately after making an attack you can expend focus to make a Charisma (Intimidation) check as an action with advantage or as a free action without advantage.



CHARGE

Type(s) Innate Trait

You can enter melee and make a melee attack as one action.



CLAIRVOYANCE

Type(s) Superhuman Power

You can spend an action and focus to create an ethereal sensor in any spot within 10 yards/meters for 1 round. You see through the sensor as if you were standing there rather than your own eyes making you effectively blind to your immediate surroundings if the sensor cannot see your body. If you spend a surge, you can sustain this effect up to 1 minute to look around and search the target can use the sensor to scout and search areas without being physically present.

Tier 2: 100 yards/meters, 1 minute/10 minutes
Tier 3: 1,000 yards/meters, 10 minutes/2 hours
Tier 4: 6 miles/10 km, 2 hours/24 hours
Tier 5: 600 miles/1,000 km, 2 hours/24 hours
Tier 6: Anywhere on the planet or orbit, 2 hours/24 hours
Tier 7: Anywhere in the same solar system, 2 hours/24 hours
Tier 8: Anywhere in the same galaxy, 2 hours/24 hours
Astral Projection: You can create emotion and mental effects through your sensor as if you were standing in its place.



CLIMBING

Type(s) Trait

You can move through minor climbing obstacles unphased as if it was normal terrain and have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks when attempting to move through major climbing obstacles.

Wall Crawl (Superhuman) You can climb up perfectly smooth surfaces like a gecko or spider. Thus, you can move through major climbing obstacles unphased as if it was normal terrain.
Wall Walk (Superhuman) You can climb only using half your limbs without penalty (such as walking on walls or only using your hands while your legs hang down).



CLONE

Type(s) Item-based Superhuman Trait

You have a phylactery. It can be as small as a 5 lbs. tiny magical item or as big as a 5,000 lbs. large hi-tech device. It has hardness equal to your level +5 per size above tiny. When you die, you rise from the dead at your phylactery's location if a short (but costly) ritual is performed (as if casting resurrection at this tier except its a simple ritual instead of an advanced one). You appear in a new body if your old one was not provided during the ritual. You have no memory of events occurring while dead. You lose the benefits of this ability if your phylactery is destroyed and must spend 1 day/level crafting or shopping for a new one to regain its benefits or retrain this ability.



COMBAT TECHNIQUE

Type(s) Item-based Superhuman Trait
Prerequisite(s) Strength or Dexterity, select 1 tier 1 basic condition.

You gain a special action called (condition you chose) Strike. It functions as the normal Attack action used to make a melee weapon attack except you can also impose a condition on the target for 1 round or 1 minute on a critical hit. The attack must overcome a second DC in addition to their Dexterity DC to afflict them with the condition as well. The nature of your attack determines which DC is secondary (Str, Con, Int, Wis, Cha). You have disadvantage with this attack if you use it on a target that is 2 or more levels higher than you and advantage if you use it against a target that is 2 or more levels lower than you. This cannot be used if the condition has parameters your target doesn't meet (such as the Fading condition which requires the target to be at 0 hp or 0 fp).
    Upgrade: The first time this upgrade is applied you can create a combat technique with a minor condition by spending 1 surge upon a hit. Moderate the second time its added, major the third time, and overwhelming the fourth time.
    Ranged: You can apply this to a ranged attack.



CONJURATION

Type(s) Superhuman Power

As an action, you can conjure a mass of material that can create difficult terrain, expose invisible creatures or objects, wet or dry an area, etc.
  • This mass is enough to create or destroy a trivial obstacle for all those in melee or create or destroy a moderate obstacle for 1 target of up to Large size.
  • The obstacle lasts 1 round unless you sustain it.
  • When attempting to destroy an obstacle, this effect deals 1d8 + (1/2 attack bonus) to obstacles but depending on the nature of your power and the obstacle the GM may bestow resistance or vulnerability to the obstacle against this effect.


Area You can target 1 additional large-sized creature for a major obstacle per time this upgrade is applied. You can target 1 huge-sized creature instead of 2 large-sized creatures, 1 gargantuan creature instead of 4 large-sized creatures, or 1 colossal creature instead of 8 large-sized creatures.
Sustenance (+1) You can conjure material that can be used as sustenance for the target instead of a major obstacle. You must choose one type of sustenance each time you apply this upgrade. (e.g. food, drink, battery power, etc.) The amount produced will quench only momentary hunger, thirst, etc. for up to 1 minute. To create lasting sustenance, you must spend 1 surge allowing it to sustain those who imbibe it as if they'd consumed 1 day's worth of sustenance.
Heightened You can now create minor/major obstacles respectively. If you apply this upgrade a second time, it increases to moderate/overwhelming obstacles. Each time it is applied, it also increases the damage you deal to obstacles when attempting to destroy them by 2d8 each time it is applied.



CONNECTIONS

Type(s) Trait
Prerequisite(s) Select one type of field, organization, or territory you have connections in.

You have advantage on checks to Gather Intel or Gain Access to exclusive locations and resources in these circumstances as well as CHA checks made against any natives of lower level encountered in these circumstances. You also automatically know how to find food, shelter, and other basic necessities in these circumstances without needing checks.



COUNTER CHARM

Type(s) Power
Prerequisite(s) Charisma

As an action, you can communicate with an ally granting them advantage on saving throws against being frightened or charmed for 1 round. A creature must be able to understand you to gain this benefit.

Upgrade Each additional tier adds +1 more ally affected with a single action.



COWER

Type(s) Power

As a reaction triggered by an enemy making a physical attack against you that does not target another creature within reach, you can move behind or swap places that creature and they become the new target of the attack. If the effect is an area effect that already targets both of you, then instead of swapping targets you get a +2 bonus to your defense against the attack and they get a -2 penalty.



CRITICAL FOCUS

Type(s) Trait
Prerequisite(s) Select one attack you possess.

Your chosen attack scores a critical hit on a roll of 19-20 if they hit but don't necessarily automatically hit on a 19.

Selection Each time you apply this upgrade you can select a different attack.



CUTTING WORDS

Type(s) Innate Power (Communication, Emotion, Enchantment)
Prerequisite(s) Charisma

You can use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see makes an attack roll, skill check, or a damage roll, you can use your reaction to expend focus, subtracting 1d4 from their result. Creatures that can't hear you and creatures immune to the charmed condition are also immune to this ability.

Upgrade Each time this upgrade is added, increase the die size by 1 to a maximum of 1d12 at tier 5.



Back to top

This message was last edited by the GM at 09:57, Sun 04 Feb.
Game Master
GM, 55 posts
Tue 8 Aug 2023
at 05:47
  • msg #3

Feats D-F


DAMAGE

Type(s) Upgrade
Prerequisite(s) This can be applied to any attack that deals damage.

Increase the damage die by 1 size per time this upgrade is applied (max d12).



DAMAGE VERSATILITY

Type(s) Upgrade
Prerequisite(s) This can be applied to any attack that deals damage.

Add a new damage type to the attack treating it as both the original and this new added damage type when it affects the target, whichever is worst for them up to a maximum of two damage types.



DANGER SENSE

Type(s) Innate Trait
Prerequisite(s) Perception, Wisdom

You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you can’t be blinded, deafened, or incapacitated.



DARKVISION

Type(s) Innate Trait
Prerequisite(s) Perception, Wisdom

You can see in dim and low lighting conditions normally suffering no penalty to attacks or perception. This doesn't allow you to see in total darkness.

Upgrade At tier 2, you can see in total darkness but this doesn't let you distinguish color under such conditions. You must select a specific type of spectrum you can use to see. Each additional tier allows you to see into a new spectrum. Each spectrum has a foil that blocks it as noted below. Selecting the same vision twice allows you to see invisible targets so long as you're able to see in those circumstances.
  • Arcane Sight: You can see magical sigils, ectoplasm, and magical residue of magical powers used. You can also see creatures capable of using magical powers. Treat this as if every such creature and effect glowed like candlelight for you but the presence lacking such creatures remains dark to you. You can also see creatures and objects that have been affected by magic at any point in the past, but only while within reach of them. This is useful for noticing magical traps, but doesn't automatically light them up as much as allow you to search for them normally in circumstances where you'd normally be blind.
  • Ghostsight: You can see creatures and spirits and their imprints on objects even in total darkness. Treat this as if every such creature glowed like candlelight for you but the presence lacking such creatures remains dark to you.
  • Lifesight: You can see fungi, plants, and other organic creatures and their imprints on objects even in total darkness. Treat this as if every such creature glowed like candlelight for you but the presence lacking such creatures remains dark to you.
  • Magnetovision: You can see magnetic fields. So long as you're not in the presence of powerful magnets or constantly shifting magnetic poles, you can see in total darkness.
  • See In Darkness: You can see into darkness itself as a metaphysical concept. Any location within your current scene that others within the same scene can't see, you CAN see solely because they cannot. If someone sees something, you cease to be able to perceive it through this ability but must use your normal senses instead. Multiple creatures with this ability do not count against each other.
  • Thermovision: You can see into the thermographic spectrum. So long as targets are not covering or disguising their heat signatures, you can see clearly in total darkness.
  • Truesight: You can through concealment caused by holograms or other illusions. Taking this a second time allows you to see through glamers within the same melee unless the creator is a higher level then you, then you roll resistances against it as normal but with advantage.
  • Ultravision: You can see into the ultraviolet spectrum. So long as you're not in the presence of an overwhelming number of active electronic devices, you can see in total darkness.



DASH

Type(s) Innate Trait
Prerequisite(s) Dexterity, (Acrobatics or Athletics)

You always have advantage on checks to enter or escape a melee.



DAZING SHOT

Type(s) Power

When you make a ranged attack against a creature, you can expend a focus to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.



DEADEYE SHOT

Type(s) Power

When you make a ranged attack against a creature, you can expend focus to gain advantage on the attack roll.



DEADLY HUNTER

Prerequisite(s) Favored Enemy or Quarry.

Once on each of your turns, you can add your Wisdom modifier to an attack or damage roll you make against a favored foe or quarry. You can choose to use this ability before or after the roll, but before any effects of the roll are applied. You can apply it to both attack and damage rolls if your target is both quarry and a favored foe.



DEBILITATING BARRAGE

Type(s) Superhuman Power
Prerequisite(s) Dexterity or Wisdom, Medicine or Nature

When you hit a creature with an unarmed strike, you can spend focus to cause the creature to gain vulnerability to one damage type of your choice for 1 minute (Constitution saving throw DC11 + your attack bonus ends). If a creature has resistance to the damage type you choose, this resistance is suppressed for for the duration, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected.



DEFENSIVE FIGHTING

Type(s) Trait
Prerequisite(s) Dexterity or Strength, Guard

While you are wearing armor, using a shield, or benefiting from the defend action, you gain a +1 bonus to your STR DC or DEX DC, whichever is lower.
Upgrade The bonus increases to equal this ability's tier but is evenly split between STR and DEX DCs round up for the lower stat and rounding down for the higher stat. For example, if this were Tier 5, you'd get +3 to the lower of your Str and Dex DC and +2 to the greater of your Str and Dex DC.



DEFIANT HEROICS

Type(s) Innate Luck Trait

When you spend or lose your last remaining surge, roll 1d20. If you get 11 or greater, you gain 1 temporary surge.

Upgrade This first time this upgraded is added it applies to your 2nd to last surge (if any) and the third time it applies to your 3rd to last surge (if any) and so on and so forth.



DEFLECT MISSILES

Type(s) Power

Prerequisite(s) Dexterity, (Acrobatics or Finesse)

You can use your reaction to deflect or catch a projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d4 + half your Dexterity (Acrobatics or Finesse, whichever is better). If you reduce the damage to 0, you can catch the projectile if it is small enough for you to hold in your free hand(s). If you catch a projectile in this way, you can spend 1 surge point to make a ranged throwing attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You cannot throw a projectile moving as supersonic speeds (such as bullets) unless you yourself are moving as super speeds (such as by haste, time slow, or time stop).

Upgrade Each upgrade increases the die size to a maximum of 1d12 at tier 5.



DETECTION

Type(s) Superhuman Trait
Prerequisite(s) Wisdom, Select one type of creature, substance, energy, or phenomena

You can detect the presence the selected phenomena at triple the range normal senses would and can even feel such presence in total darkness. When you make Wisdom (Perception) checks to search for such things, you have advantage.

Detailed Analysis You are treated as trained in any skill you use to analyze the chosen phenomena. If already trained, you gain advantage on such checks.
Tier 2 Increase the range to x10.
Tier 3 Increase the range to x30.
Tier 4 Increase the range to x100.



DISARMING SHOT

Type(s) Power

Prerequisite(s) Dexterity, Marksmanship

When you make a ranged attack against single creature, you can expend a surge to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice.



DIVINE INTERVENTION

Type(s) Innate Luck Trait

Prerequisite(s) (Charisma, Intellect, or Wisdom), (Investigation, Mysticism, Perception, or Presence)

Sometimes you just get lucky, but maybe you see it as acts of God or your own genius? In any case, you can use an action and a surge to think, hope, and/or pray when your need is great. Describe the assistance you seek, and roll 1d20. If you roll 11 or greater, you gain divine intervention. The GM chooses the nature of the intervention as explainable by luck (narrative deus ex machina); the temporary effect of any two or three powers of equal or lower tier to this one would be appropriate. If you gain intervention, you can’t use this feat again until after you finish a long rest.

Upgrade Each tier of this upgrade improves the power and effectiveness of this ability.



DUELING

Type(s) Innate Talent Trait
Prerequisite(s) Dexterity or Strength

When you are wielding a melee weapon in one hand and no other weapons, you gain a +1d4 bonus to damage rolls with that weapon.



DUMB LUCK

Type Innate Luck Power
Prerequisite(s) Charisma

When you roll a natural 1 on d20 roll, roll a second d20. If the result of the second d20 is higher than (11 + INT - this ability's tier), treat the original roll as a natural 20 instead.



EFFICIENCY

Type(s) Upgrade
Prerequisite(s) This upgrade can only be applied to any power that consumes focus.

You spend 2 less focus than normal when using the power to a minimum of half its tier (rounded up).



ELUSIVE

Type(s) Power
Prerequisite(s) Dexterity

Each time you enter or exit a Melee, you gain the Elusive buff until the end of your next turn. While this buff is active and you are not incapacitated, no attack roll has advantage against you. This also applies when you enter or exit a grapple, but only against the creature you entered or exited the grapple with/from.



EMPATHY

Type(s) Superhuman Trait
Prerequisite(s) Wisdom

You can sense the presence of strong emotions and sapient thoughts nearby automatically if they're not actively being hidden. If hidden, the GM rolls a secret check against your Wisdom (Insight) DC to determine if you notice. If you investigate such things, you can determine a targeted creature's current emotional state or the location of hidden sapient creatures that are not currently unconscious.



ENDURANCE

Type(s) Innate Trait
Prerequisite(s) Select 1 damage type or type of hazardous environment you're resistant to such as crushing pressure environment, low-oxygen environment, high gravity environment, extreme heat, extreme cold, a particular planet's unique biosphere, etc.

You treat hazardous environmental conditions of your chosen type are 1 tier less hazardous when determining how they affect you to a minimum of 0 and gain minor resistance to 1 damage type created by the environment.

Aura As an action, you can spend 1 surge to apply your resistance to all allies within Melee of you for the duration of the scene. If they leave melee, they lose this benefit but regain it upon entering Melee with you again. For 2 surges you can apply to all creatures within the scene. This effect ends if you lose concentration or are knocked unconscious but you can restart it with an action without having to spend additional surges so long as you are still within the same scene.
Upgrade You reduce the selected environment's hazard tier by 1 additional tier, to a minimum of 0 and either improve the resistance to major resistance or gain another minor resistance. If you are an appropriate creature, you can take this upgrade a third time and improve major resistance to immunity. For example, you can't be immune to fire unless you are a fire elemental or spirit of some kind and you can't be immune to disease or poison if you're an organic creature.
Selection You add an additional selection to the list this power applies against.



EVASION

Type(s) Power (Mobility)
Prerequisite(s) Dexterity

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage or that deals half damage on a miss against your Dexterity defense, you gain minor resistance against the effect.

Upgrade You gain major resistance upon a miss. If this upgrade is applied a second time, this becomes superhuman and you are totally immune to such effects upon a miss.



EXPERTISE

Type(s) Trait

Pick one skill and increase your proficiency rank in this skill by one to a maximum of "Expert" (rank 2). This maximum increases to "Master" (rank 3) at 10th level and to "Legendary" (rank 4) at 20th level.



EXPRESSIVE PRESENCE

Type(s) Power
Prerequisite(s) Charisma, Select 1 Charisma-based skill you're trained in

When you use the selected skill to calm, demoralize, inspire, or otherwise use an emotion effect on a target, you can affect (1+Tier) targets with a single check as 1 action, (1+Tier)2 targets as a 2-action activity, or (1+Tier)3 targets as a 3-action activity.

Selection You can select this ability multiple times, making a new selection each time.



EXTORT TRUTH

Type(s) Power (Communication, Emotion, Mental)
Prerequisite(s) Charisma

You can precisely strike a hidden cluster of nerves on a creature, temporarily preventing it from masking its true thoughts and intent. When you hit a creature with an unarmed strike or touch it, you can spend 1 surge to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for 10 minutes (Charisma save DC11 + your attack bonus ends). You know if it succeeded or failed on its saving throw. An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.



FAST

Type(s) Innate Trait
Prerequisite(s) Dexterity or Strength

You can move faster than normal. You can enter or exit a melee as part of another action so long as the other action's target is only yourself and/or your carried gear. Divide normal travel time on foot for you by 1 + this ability's tier.

Upgrade This ability becomes superhuman and you have a +5 bonus to checks made to enter and exit a melee per additional tier.



FAST TALK

Type(s) Power
Prerequisite(s) Dexterity or Strength

When you fail a CHA (Deception) or CHA (Diplomacy) check to convince an NPC during your turn, you can spend an action and focus to reroll the initial check at the original bonus instead of taking the multiple action penalty to try again. If you succeed the second time, it counts as if you had succeeded the first time, only it cost you 1 additional action and focus.



FAVORED ENEMY

Type(s) Trait
Prerequisite(s) Select a creature type or organization.

You have advantage on skill checks to identify or track or recall information about your favored enemies. You also treat all languages natively spoken by your favored enemy as common, allowing you to learn them easily.



FAVORED FOE

Type(s) Trait
Prerequisite(s) Select a creature type or organization.

Foes of the selected type have disadvantage on attack rolls against you and you have advantage on saving throws to resist any effects they create which impose the charmed, drawn, repelled, or slowed conditions upon you.

Upgrade: You automatically pass saving throws to resist the effects listed above instead of just having advantage when created by the selected foes. The second time you apply this upgrade, you are immune to the listed effects above when created by the selected foes.
Aura: As an action, you can spend 1 focus to apply this ability's benefits to all allies within Melee of you for the duration of the scene. If they leave melee, they lose this benefit but regain it upon entering Melee with you again. For 2 surges you can apply to all allies within the scene. This effect ends if you lose concentration or are knocked unconscious but you can restart it with an action without having to spend additional surges so long as you are still within the same scene.
Selection: You add an additional selection to the list this power applies against.



FAVORED TERRAIN

Type(s) Trait
Prerequisites: Choose a type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp.

When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.



FLURRY OF BLOWS

Type(s) Power
Prerequisite(s) Dexterity, (Finesse or Melee)

You can spend focus and a two-action activity to make two melee attacks. As these two attacks are part of the same action, they take the same multiaction penalty (if any).

Tier 2 You can make 3 attacks as a 3-action activity.
Tier 3 You can make 4 attacks as a 3-action activity.
Tier 4 You can make 3 attacks as a 2-action activity.
Tier 5 You can make 2 attacks as a 1-action activity.
Tier 6 You can make 5 attacks as a 3-action activity.
Tier 7 You can make 4 attacks as a 2-action activity.
Tier 8 You can make 3 attacks as a 1-action activity.
Tier 9 You can make 6 attacks as a 3-action activity.
Tier 10 You can make 5 attacks as a 2-action activity.



FOCUSED MIND

Type(s) Trait

So long as you have 50% or more HP, you have a +1 bonus to your Wisdom DC and Wisdom saving throws due to intense concentration, psychic talisman, or similar effects. Bonuses provided by this ability cannot exceed the highest mental ability modifier you have between Int, Wis, or Cha and are halved while you're at 50% your maximum HP or less (rounded down).

Upgrade Your bonus increases to half your tier in this ability and also applies to your Intellect DC and Intellect saving throws. Round up for Wisdom and down for Intellect. At tier 3+ this is superhuman.



FORCEFUL SHOT

Type(s) Power
Prerequisite(s) Dexterity, Marksmanship

When you make a ranged attack against single creature, you can expend focus to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed out of melee with you or knocked prone (their choice on a fail, your choice on a critical failure).



FORTITUDE

Type(s) Trait

You have a +1 bonus to your Constitution DC and Constitution saving throws due to resilience, grit, willpower, or similar effects. Bonuses provided by this ability cannot exceed the highest ability modifier you have between Con, Wis, and Cha and are halved while you're at 50% your maximum HP or less (rounded down).

Upgrade Your bonus increases to half your tier in this ability and also applies to your Charisma DC and Charisma saving throws. Round up for Constitution and down for Charisma. At tier 3+ this is superhuman.



FRIGHTFUL PRESENCE

Type(s) Power
Prerequisite(s) Charisma, Intimidation

When you successfully use Charisma (Intimidation) skill to demoralize a target, you can spend focus to also make them repelled from you for 1 minute on a success or 10 minutes on a critical success (Charisma save against your Intimidation DC ends).



Back to top

This message was last edited by the GM at 07:27, Sun 04 Feb.
Game Master
GM, 56 posts
Tue 8 Aug 2023
at 05:49
  • msg #4

Feats G-I


GREAT WEAPON FIGHTING

Type(s) Power
Prerequisite(s) Strength, (Brawn or Melee)

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is lower. The weapon must have the two-handed or versatile property for you to gain this benefit.

Tier 2 You don't need to keep the reroll if it's lower.
Tier 3 Rather than rerolling, you just roll your damage twice as two separate pools and apply the greater one.



HEALING KNACK

Type(s) Power
Prerequisite(s) (Intellect or Wisdom), Medicine

Whenever you use a medical kit or any effect that restores hit points to a creature, you (or they) can spend focus to gain 1 additional hit point per 5 focus

Tier 2 Increase the ratio to 1 hp per (5 - tier) focus to a max of 1:1 at tier 4. This becomes superhuman at tier 4+.



HIDE IN PLAIN SIGHT

Type(s) Power
Prerequisite(s) Dexterity, Stealth

You can spend 1 minute creating camouflage for yourself using fresh mud, dirt, plants, soot, and other materials naturally occurring in the area with which to create your camouflage. Once you are camouflaged in this way, you gain a +5 bonus to Dexterity (Stealth) checks and are treated as having total soft cover even while in plain view so long as you remain still without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Shadow Stance (+0) You gain the benefits of Hide In Plain Sight by standing still for 1 minute instead of creating camouflage.



HIDDEN TALENT

Type(s) Upgrade

This upgrade can be applied to any worn item or power with a duration of 1 minute or longer. Your special ability is concealed and well-hidden. Only when it is actively used or someone actively searched for it can anyone get a Wisdom (Perception) or other appropriate check to notice it. In addition, such checks have disadvantage unless using the hidden ability is openly flaunted. For example, someone may not notice armor hidden under your clothes but if you actively bump into someone they can feel the hard armor instead of soft skin or if they fire multiple bullets into that hit and you don't go down they'll also notice.



INDOMITABLE

Type(s) Power

You can spend focus to reroll a saving throw that you fail. If you do so, you must use the new roll, even if it's lower. Each time you use this after the first time within the same scene the focus cost increases by 1.



INTERPOSE

Type(s) Power
Prerequisite(s) Dexterity, (Acrobatics or Guard)

As a reaction triggered by an enemy making a physical attack against an ally within reach that does not target you, you can move in front of or swap places with your ally (if they are willing) and you become the new target of the attack using your Dex defense or theirs, whichever is lower.



INCONSPICUOUS

Type(s) Innate Trait
Prerequisite(s) Non-human

You have advantage on checks made to bluff, disguise, or sneak your way into a location or past scanners or onlookers that are specifically wary of or designed to defend against aliens, androids, mutants, or psychics. This also includes checks made to blend into a crowd of humanoids.



GLIDING

Type(s) Superhuman Trait
Prerequisite(s) Dexterity

You have wings, either natural or artificial, which allow you to glide. This functions as flying except you can never move up and you automatically descend at least 2 yards/meters downwards every round. Depending on the scale of the scene, gliding will only keep you in the air so long. Presume it lasts roughly only 1 round per 3 yards/meters up you are from the ground when you start gliding.[

Flight You can fly, but are limited to an altitude of roughly 300 yards/meters before you start to become disoriented. Apply this twice to increase your altitude to 3,000 yards/meters, or three times to make it unlimited.
Levitation You have wingless gliding or flight through psychic powers or hi-tech force effects. This allows you to fly in airless environments and adds the "force" type to this ability.



HARROWING WEAPONRY

Type(s) Innate Trait (Movement)
Prerequisite(s) Select either "ranged" or "melee" and one damage type and weapon size (d4 with +2 accuracy, d6 with +1 accuracy, d8 with +0 accuracy, d10 with -1 accuracy, or d12 with -2 accuracy).

You have claws, fangs, horns, stinger, psychic knife, plasma blade, graviton hammer, or other weapons that deal damage types other than bludgeoning.

Selection Each time this is taken after the first you add one new damage type to the list you can deal with your attacks. Any one attack can only deal up to two damage types at a time, treating half the damage as one and the other half as the other. Round up for the first one and down for the second one, based on the order you listed them in.



HOLD BREATH

Type(s) Innate Trait
Prerequisite(s) Constitution

You can hold your breath three times longer than normal before you risk suffocation.

Tier 2 Increases to 10 times longer.
Tier 3 You can pretty much go indefinitely without requiring breathing. This is superhuman.



Back to top

This message was last edited by the GM at 07:02, Sat 02 Mar.
Game Master
GM, 57 posts
Tue 8 Aug 2023
at 05:54
  • msg #5

Feats J-L


JACK OF ALL TRADES

Type(s) Trait
Prerequisite(s) Trained in at least 8 skills all of which are Int, Wis, or Cha-based.

You are treated as trained in all Int, Wis, and Cha-based skills and apply a +1 proficiency bonus to them for skill checks (but not attack rolls or saving throws). This doesn't stack with an existing proficiency bonus if you're already trained in a skill.
Upgrade Each additional tier increases the proficiency bonus provided by this feat by 1 to a maximum of +4 at tier 4.



KICKBACK

Type(s) Upgrade
Prerequisite(s) This can only be applied to a ranged attack power.

The ranged attack can use Strength (Brawn) instead of Dexterity (Marksmanship) for determining damage. However, your Strength (Brawn) must be equal to or greater than the power's total tier or you suffer -1 to attack with it per point you're short.



LINGUIST

Type(s) Trait
Prerequisite(s) Intellect, (Cipher or Civilization)

Your maximum number of languages increases to 3 + full Cipher or Civilization bonus. Uncommon languages still count as 2 and rare languages still count as 3 against your limit.

Upgrade You learn 4 additional languages per tier greater.



LUCK OF THE DRAW

When you use a surge to improve or reroll a die roll, treat natural 1s as 2s instead. This assures you never suffer from a natural 1 when using a surge to improve or reroll a die roll.

Upgrade Each tier greater improves the effective die result by 1 to a maximum  of 10 at tier 9.



LUCKY SHOT

When you spend a surge to improve an attack roll, you can roll the reroll with advantage.



JUMPING

Type(s) Trait
Prerequisite(s) Acrobatics or Athletics

You can jump twice as far as normal for a human. You suffer no falling damage from falls of a shorter distance than how far you can jump.

Upgrade Multiply how far you can jump beyond normal human limitations by twice this ability's rank. At rank 2+ you can choose to continue jumping in a straight line instead of landing during your turn. You can keep the jump going for a number of rounds equal to this ability's rank before you begin to fall, which takes an additional amount of time equal to the duration you were jumping.



LAY ON HANDS

Type(s) Superhuman Power (Restoration)
Prerequisite(s) Medicine

As an action, you can touch an organic creature and spend 5 focus per tier and the target heals 1d6 hit points per tier. This cannot increase the target's current hit points above 4 per tier.

Cure Disease When you use this to heal a target, it also attempts to counteract disease effects the target is affected by.
Remedy Poison When you use this to heal a target, it also attempts to counteract poison effects the target is affected by.



LIGHT

Type(s) Superhuman Power (Evocation, Light)

As an action, you can emanate an aura of light filling your melee with bright light and all other areas with dim light. This cannot darken an area and total cover from you can still allow some areas to remain shadowy. This light lasts for 1 round but can be sustained without limit. If you expend a surge upon activation, it lasts up to 2 hours without needing to be sustained.

Apply to Other You can touch a willing or helpless creature or object as part of the action to activate this causing that target to emanate light instead of you.
Fiery Aura Any applicable target that enters melee with you or starts their turn in melee with you takes 1d4 heat damage per time you've applied this upgrade. This increases to d6s if they enter grapple or start their turn in grapple with you.



LIGHT SLEEPER

Type(s) Innate Trait
Prerequisite(s) Constitution or Wisdom

You do not suffer disadvantage on Wisdom (Perception) checks made while taking a full rest (sleeping).

Tier 2 You take no penalties for wearing armor or remaining standing while taking a full rest.



LIGHTNING RELOAD

Type(s) Trait
Prerequisite(s) Dexterity, (Finesse or Marksmanship)

You can unjam or reload an item as part of the same action used to enter or escape a melee or obstacle.



Back to top

This message was last edited by the GM at 07:27, Sun 04 Feb.
Game Master
GM, 58 posts
Tue 8 Aug 2023
at 05:55
  • msg #6

Feats M-O


MIND CONTROL

Type(s) Superhuman Power (Compulsion, Mental)
Prerequisite(s) (Intellect or Charisma), (Any charisma-based skill)

As an action, you make a close range Charisma attack against the Charisma DC of a single target creature.
  • Critical Hit Target is charmed 1 by you for 1 minute.
  • Hit Target is charmed 1 by you for 1 round.


Lasting Mind Control Increase the duration 1 step by reducing the charmed condition tier by 1 (minimum 1). Add this a second time to increase the duration 2 steps reducing the tier by 2 (minimum 1). Duration: 1 round --> 1 minute --> 10 minutes --> 2 hours --> 24 hours
Mass Effect You can target up to 3 creatures at a time. Increase this to 10 the second time this is applied, 30 the third time it's applied, and 100 the fourth time it is applied.
Tier 2 Charmed 2 on a critical hit.
Tier 3 Charmed 3 on a critical hit.
Tier 4 Charmed 2 on a hit.
Tier 5 Charmed 1 for 1 round on a miss (but not critical miss).
Tier 6 Charmed 4 on a critical hit.



MIND READING

Type(s) Power (Divination, Mental)
Prerequisite(s) Intellect or Wisdom, Empathy

You can concentrate on a creature you perceive and read their mind. This functions like having a conversation with them except that they are unaware of it, but you learn information from them as if you through a social skill challenge. Despite being unaware, they can still become hostile or suspicious from failed checks through intuition via a failed attempt to read their mind.

Upgrade You gain advantage on all social checks to read minds.
Mental Domination (+1) You can apply your Intellect or Wisdom instead of Charisma (or vice versa) to social checks made to read minds.
Mind Skim (+1) You gain the benefits of a 1 minute conversation as a single action when reading a target's mind. If you apply this a second time it increases to the benefits of 10 minutes and a third time to 2 hours.



MINIONS

Type(s) Trait
Prerequisite(s) Charisma*
*If all your minions are synthetic creatures you can use Intellect instead. If all your minions are beasts and/or protozoids, you can use Wisdom instead.

You have loyal NPC minions that obey your commands. You can have a single minion or multiple minions but the total level of all your minions combined is equal to half your level. Minions may travel with you or stay behind to keep a base of operations functional. If minions perish, it takes 1 day per level you have to replace them. Your level + tier is the maximum levels worth of minions you can have at a time no one of which can have a level greater than 1/3 this total. Acquiring more than this limit, causes you to lose loyalty from other minions, though you can choose which ones. As 1-3 actions you can order 1 or more minions to take actions. Normally they can take only 2 actions/round and always use 1 to move or assist unless you command them otherwise. Your minion has a bonus to all checks to make this action equal to your Charisma modifier.

Battle Minion: A minion that is damaged while within 30 feet of you can half the damage after applying resistances if you choose to lose the hit points in their stead. Each time you add this upgrade after the first, your single highest level minion gains a cumulative +1 to attack and defense while within 30 feet of you.
Horde You gain x3 times more minions with the same minion level cap (x3 the second time, x10 the third time, x30 the fourth time, etc.) So you applying this four times could allow you to have 60 minions that are each 1/4 your level.



OVERWHELM

Type(s) Power (Divination, Mental)
Prerequisite(s) Select one ability subtype.

When you spend a surge to improve or reroll an attack roll or check made as part of using an ability with the subtype you selected, roll automatically succeeds if the target is a lower level than you.

Selection You can acquire this ability multiple times, making a new selection each time.
Upgrade Instead of spending a surge to gain these effects, you can gain these same effects by spending double the normal focus to use the ability or action that you're using, including this one.



Back to top

This message was last edited by the GM at 07:26, Sun 04 Feb.
Game Master
GM, 59 posts
Tue 8 Aug 2023
at 05:56
  • msg #7

Feats P-R


PATIENT DEFENSE

Type(s) Trait
Prerequisite(s) Wisdom, (Guard or Perception)

You can take the Defend action as a reaction by spending 1 surge to do so.



PEERLESS SKILL

Type(s) Trait

When you make a skill check with a skill you're trained in and expend a surge to add a die boost to the result you automatically maximize that die.



PERFECT SELF

Type(s) Trait
Prerequisite(s) (Charisma, Intellect, and Wisdom) or (Constitution, Dexterity, and Strength)

When you begin an action scene with less than your maximum number of surges, you gain a number of temporary surges equal to the difference, up to a maximum equal to this ability's tier.



PERSONAL PROPHECY

Type(s) Power
Prerequisite(s) (Intellect or Wisdom), (Investigation or Insight)

You can make Wisdom (Insight) checks to analyze people as a single action. When you do so, you can surmise and learn about events in their past up to days and weeks before observing them rather than just minutes or hours. If you spend a surge, this increases to months and years. This can allow you to learn personal information about them that would be difficult, if not impossible, for someone who was not familiar with them to know such as their what animal their first pet was, when they had their first kiss, where they grew up, their relationship with their parents, etc. This only grants you personal and general information and doesn't grant you exact things like names, passwords, or codes. However, you can use this information to decrypt or research such specific data, such as guessing that they use their birthday as a password or keep their safe behind the painting of their deceased spouse.



PERSUASIVE

Type(s) Trait
Prerequisite(s) Charisma, Select one Charisma-based skill that you're proficient in.

When you successfully use the selected skill to compel a creature, they are compelled 3 on a critical success instead of compelled 2.

Tier 2 Compelled 2 on a hit.
Tier 3 Compelled 1 on a miss.
Tier 4 Compelled 4 on a crit. This ability becomes superhuman.



PHASING

Type(s) Superhuman Power (Conjuration, Summoning)

As a 2-action activity, you can spend focus to become ethereal until the end of your current turn. You can suppress, resume, or dismiss this effect early as an action.

Tier 2 Duration increases to  "until the start of your next turn"
Tier 3 D Duration increases to  "until the end of your next turn"
Tier 4 Duration increases to 1 minute (concentration).
Tier 5 Duration increases to 10 minutes (concentration).
Tier 6 Duration increases to 2 hours (concentration).
Tier 7 Duration increases to 24 hours (concentration). While phasing, you can teleport as per the teleport power with a tier equal to this ability's tier -4.
Quick Phase You can activate, dismiss, resume, or suppress your phasing as a single action. Add this upgrade a second time to do so as a reaction in response to an attack you can perceive. When you do use this upgrade, the duration of the phasing is reduced by 2 steps per time this upgrade is applied to a minimum of "until end of current turn".



PIERCING SHOT

Type(s) Trait
Prerequisite(s) Dexterity, Marksmanship

When you make a ranged attack against single creature, you can expend a surge to attempt to fire through multiple opponents. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. As soon as you miss one target, you cease making these attacks. You can assume roughly one-fourth of all enemies in a melee are all within a line behind one unless noted otherwise.



POLYGLOT

Type(s) Trait
Prerequisite(s) Intellect

You automatically understand and can read, write, and speak all common languages and have advantage on checks to decipher and communicate uncommon ones. You can attempt to decipher uncommon languages as a major action. You can attempt to communicate with a creature whom you do not share a language with by making an INT or CHA check (DC15 uncommon, DC20 rare) but can communicate only basic information and not complex ideas.

Tier 2 (Superhuman) You automatically understand and can read, write, and speak all uncommon languages and have advantage on checks to decipher and communicate rare ones.
Tier 3 (Superhuman) You automatically understand and can read, write, and speak all languages. Even unique ones you innately understand after only a few minutes of listening to it.
Tongues (Superhuman) Others can understand you as if they had Polyglot of the same tier, regardless which language you speak so long as they are within close range.



POWER ATTACK

Type(s) Power
Prerequisite(s) Strength, Brawn

You can make an attack against a creature or object with a medium, heavy, or very heavy attack. If you hit, it deals +1 die of damage per tier in addition to normal damage.



PRECOGNITION

Type(s) Power (Divination, Prophecy)
Prerequisite(s) Wisdom, (Investigation or Insight)

You get visions that occasionally let you see into possible futures. Whenever you attempt to predict something that will happen in the future, you have advantage on any check made to do so. These checks are typically made by the GM in secret so you never know if your insights are accurate or not. Such checks would include gambling, battle strategy, stock trade, noticing traps and ambushes, etc. In addition, you always have advantage on checks made as part of a readied action.

Upgrade This power becomes superhuman. For every tier greater than 1st, you gain visions throughout the day. Each day at the start of the day, roll a number of dice equal to the tier of this power -1 and record each result. At any point during the day when an attack is made against you or when you make any check, you can replace the result rolled with one of these dice roll results. Once used, the same result cannot be used again.



PRESERVE LIFE

Type(s) Superhuman Trait
Prerequisite(s) Wisdom, (Investigation or Insight)

You can expend an action and a surge to restore a number of hit points equal to 10 times this ability's tier. Choose any number of creatures within the melee and divide the healing among them as you see fit. This can restore a creature to no more than half of its hit point maximum. You can’t use this on a synthetic creature. If you use this power to target a creature that is not in melee, you can target only yourself and that creature with its effects.



PRECISE SHOTS

Type(s) Innate Talent Trait
Prerequisite(s) Dexterity, Marksmanship

You do not suffer disadvantage on ranged attacks made within melee of a threatening creature.

Tier 2: On a critical miss with a ranged weapon you can expend focus to choose a new target and reroll the attack instead of hitting a random target.



PROTECTIVE FIGHTING

Type(s) Power
Prerequisite(s) Dexterity, Guard

When a creature you can see attacks a target other than you that is within your melee reach, you can use your reaction to impose disadvantage on the attack roll. If wielding a shield, you also grant that ally the benefit of your shield against this attack as if they were wielding it.



PSYCHOKINESIS

Type(s) Superhuman Power
Prerequisite(s) Select one energy or elemental type such as cold, electricity, heat, air, earth, water, etc.

As 1 action, you can manipulate up to 1 medium or smaller space/target in close range of your chosen energy/element. You are treated as a small-sized creature for these purposes, but this allows you to do any of the following provided a reasonable explanation:
  1. create/remove rough terrain/bindings
  2. create/remove concealment/cover
  3. manipulate/move energy/objects (ex. start/put out a fire, freeze/unfreeze water, move electrical charge from one battery to another, etc.)
  4. shove/trip a creature
  5. etc.
You can do this as a 2-action activity to target everything within a 3 meter/yard radius area. Double the area if you use a 3-action activity.
Selection You can acquire this power multiple times to select different versions.
Upgrade Every tier greater than 1st treats you as 1 size larger for this power's purposes and increases the max area by 3 meters/yards. You cannot increase your tier to higher than 1 + double your Blast rank with the same element.



QUARRY

Type(s) Power
Prerequisite(s) (Intellect or Wisdom), (Investigation or Survival)

You can analyze a creature, dossier of a creature, or tracks or other evidence of a creature you discover and declare the creature your quarry. You gain advantage on INT and WIS checks to notice, search for, investigate, and track your quarry as well as DEX checks to hide from them. You can have only 1 quarry at a time. Declaring a new quarry ends any previous ones.



QUICK DRAW

Type(s) Power
Prerequisite(s) Dexterity, Finesse

You can draw a sheathed or obvious item you're proficient with as part of the same action made to use it.

Upgrade You can stow an item as part of the same action used to pick it up or as part of the same action used to escape or enter a melee or grapple. You can also apply Quick Draw to any item, regardless whether you're proficient with it or not.



QUICK REFLEXES

Type(s) Trait
Prerequisite(s) Dexterity and Wisdom

If you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn but can only take 1 action and that turn doesn't refresh your reactions.

Tier 2 You can take 2 actions during your 1st turn when surprised.
Tier 3 Your 1st turn refreshes your reaction when surprised.
Tier 4 You can take 3 actions during your 1st turn when surprised.



QUIVERING PALM

Type(s) Superhuman Power (Mark)
Prerequisite(s) Dexterity and (Charisma or Wisdom)

When you hit a creature with a lethal unarmed strike, you can spend 1 or more surges to start imperceptible vibrations, which last for the rest of the day or up to 1 day per level if you sustain it beyond the first day. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it takes (1+Tier)d10 stamina damage per surge spent or half as much on a success. You can have only one creature under this effect at a time. You can choose to end the vibrations harmlessly without using an action.



RAGE

Type(s) Power (Stance)
Prerequisite(s) Constitution

On your turn, you can enter a rage as an action by spending a surge and an action. While raging, you gain the following adjustments:
  • advantage on Strength checks and Strength saving throws
  • add double the normal damage bonus to damage rolls made with Strength-based attacks
  • have resistance to one damage type (your choice)
  • cannot concentrate
Your rage lasts for up to 1 minute but ends early if you are knocked unconscious, if your turn ends and you haven’t attacked a hostile creature or taken damage since your last turn, or you willingly dismiss it as an action.

Indomitable Will You also gain advantage on Charisma (Intimidation) checks and Charisma saving throws while raging. If you apply this upgrade a second time, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.
Persistent Rage Your rage does not end as a result of not attacking a hostile creature or taking damage since your last turn.
Resilient Rage You also gain advantage on Constitution checks and Constitution saving throws while raging.
Resistant Rage You gain resistance against one additional damage type of your choice while raging.
Relentless Rage When dropped to 0 hit points or less while raging you can make a Constitution saving throw against DC11 + half damage dealt by the effect. If you succeed, you are dropped to 1 hit point instead.
Titanic Rage While raging, you are treated as one size larger than you actually are for determining carrying capacity and combat maneuvers. You can apply this upgrade multiple times to a maximum of being treated as Colossal-sized. This upgrade makes your rage superhuman.



RAPID REPAIR

Type(s) Power
Prerequisite(s) Intellect, Mechanics

You can spend a surge to attempt to repair a broken (but not destroyed) device as 1-3 actions. Each action invested in this counts as up to (2 hours x Tier) of work.



REACH

Type(s) Innate Trait
Prerequisite(s) Large size or larger

Foes have disadvantage when trying to get out of a grapple with you. This can be a result of long limbs or simply incredible speed.

Tier 2 They also have disadvantage trying to leave a melee with you.
Tier 3 You can make melee attacks against targets that are not in a melee with you but have disadvantage with them. The target still needs to be in the same scene for you to target them.



REACHING LIMBS

Type(s) Superhuman Power

As an action, you spend focus and gain the Reach ability at the same tier as this one for 1 minute.



RECKLESS ATTACK

Type(s) Power
Prerequisite(s) Strength, (Brawn or Melee)

Reckless Attack functions as a normal Attack action with a weapon but you gain advantage on all weapon attack rolls (including the one made with this action) and all attacks against you have advantage until your next turn.



RELIABLE TALENT

Type(s) Power
Prerequisite(s) Select 1 skill that you're trained in.

Whenever you make a skill check with the chosen skill, you can treat a d20 roll of 5 or lower as a 6 instead.

Selection You can acquire this ability multiple times, making a new selection each time.
Tier 2 Whenever you make a skill check with the chosen skill, you can treat a d20 roll of 9 or lower as a 10 instead.



REMARKABLE ATHLETE

Type(s) Trait
Prerequisite(s) You must be trained in at least 4 skills, all of which must be Strength or Dexterity based.

You are treated as trained in all Dex- and Str-based skills and apply a +1 proficiency bonus to them for skill checks (but not attack rolls or saving throws). This doesn't stack with an existing proficiency bonus if you're already trained in a skill.

Tier 2 Each additional tier increases the proficiency bonus provided by this feat by 1 to a maximum of +4 at tier 4.



RETALIATION

Type(s) Power
Prerequisite(s) Dexterity, (Finesse or Melee)

When you take damage from a creature within melee reach, you can use your reaction to make a melee attack against that creature.



RITUAL OF REST

Type(s) Power
Prerequisite(s) (Charisma or Wisdom), (Medicine or Presence)

You can help revitalize wounded allies during a short rest using a performance or ritual. You choose one target per tier and the regain 1d4 hit points and focus points during this rest. Targets that aid your ritual or join in your performance regain +1 hit point and focus point per tier.

Upgrade Each additional tier increases the die size by one to a maximum of 1d12 at tier 5.



Back to top

This message was last edited by the GM at 07:25, Sun 04 Feb.
Game Master
GM, 60 posts
Tue 8 Aug 2023
at 05:57
  • msg #8

Feats S-U


SACRED WEAPON

Type(s) Superhuman Power (Transmutation)
Prerequisite(s) Charisma, Presence.

As a single action you imbue a weapon you wield with energy. Until the end of your next turn, add your Charisma modifier to attack rolls made with the weapon. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Tier 2 You also add half your Charisma modifier to damage rolls with the weapon.



SECOND WIND

Type(s) Innate Power (Restoration)
Prerequisite(s) Constitution

So long as your hit points are lower than (Tier x 2), you can use an action and focus to regain 1d4 hit points.

Upgrade Each tier increases the die size by 1 to a max of 1d12 at tier 5.



SELF-SUFFICIENT

Type(s) Innate Trait
Prerequisite(s) Constitution

You can go three times longer than normal without food, drink, charging your energy cells, lubricating your hydraulics, etc. before you risk starvation, or thirst.

Tier 2 Increases to 10 times longer.
Tier 3 You can pretty much go indefinitely without requiring sustenance.



SELF HEALING

Type(s) Innate Trait
Prerequisite(s) (Constitution or Wisdom), Medicine

Whenever you use a medical kit or any effect that restores hit points to a creature other than yourself, you also regain hit points equal to Tier.



SHIELDING

Type(s) Superhuman Power
Prerequisite(s) Select one of the following to determine your shielding type(s): (Evocation, Force), (Conjuration, Air), (Conjuration, Earth), (Conjuration, Water).

As a 2-action activity, you conjure an energy shield or physical mass around you to protect you from physical attacks. This grants you +5 temporary hit points per tier that last for 1 minute or until depleted. If you sustain this effect, you can double the HP but losing concentration on a sustained version causes the entire thing to vanish.

Artificial Atmosphere Your shielding provides you breathable air and functions as a water-tight sphere. The second time this is applied it's air tight. You can still allow certain things to pass through it by using an action to designate a certain creature, object, substance or type of creature, object, or substance as an action. You can change designations as an action at any point within its duration.
Environmental Shields Your shielding provides you Endurance 1 against all environments outside of it. This improves to Endurance 2 if you invest in this twice, Endurance 3 if invested thrice, and so on and so forth.
Regenerating Shields Your shielding gains Regeneration equal to twice the number of times this is selected. If it is reduced to 0, you still have to re-activate the shield as this cannot bring it back automatically.
Shared Shield You can include 1 additional medium-sized creature in your shield per tier. You must all be in the melee for this to work. A creature that leaves this range also leaves the shield.



SHOT ON THE RUN

Type(s) Power
Prerequisite(s) (Acrobatics or Athletics), Marksmanship

You can exit a melee and make a ranged attack as one single action.



SHOVE

Type(s) Upgrade
Prerequisite(s) This upgrade can be added to any attack that deals bludgeoning damage.

If the attack roll also hits the target's Strength DC, they are knocked prone. If it crits, they are knocked out of their current melee. If not in a melee, you can knock them into a melee instead.



SKILL SPECIALTY

Type(s) Trait
Prerequisite(s) Select 2 skills and apply a specialty to each. A specialty is a field of expertise that is more narrow and specific than a skill. For example, Marksmanship (Small Arms), Mechanics (Fighter Class Starships), or Stealth (Woodlands).

You are treated as an expert in the chosen skills but only when the specific field applies. If already an expert, you're treated as legendary. If already legendary, you gain the benefits of the Assurance and Reliable Talent abilities for only these specific uses of the skill. If you already have all these other benefits, then treat all rolls you make with the specialty lower than 15 as 15 instead.

Selection You can acquire this ability multiple times, selecting 2 new skills each time, though you can choose the same specialty as many times as you like if they can apply to multiple skills. For example, Mechanics (Small Firearms) and Marksmanship (Small Firearms) have the same specialty



SLIPPERY

Type(s) Trait
Prerequisite(s) Dexterity, Acrobatics

You always have advantage when attempting to escape bindings, entanglement, and grapples.



SLIPPERY MIND

Type(s) Trait

You can make the Resist action as a free action against an effect that is resisted with an Intelligence saving throw and have a bonus to this save equal to (Tier-1).



SLIPPERY SOUL

Type(s) Trait

You can make the Resist action as a free action against an effect that is resisted with an Charisma saving throw and have a bonus to this save equal to (Tier-1).



SLIPPERY WIT

Type(s) Trait

You can make the Resist action as a free action against an effect that is resisted with an Wisdom saving throw and have a bonus to this save equal to (Tier-1).



SLOWFALL

Type(s) Power
Prerequisite(s) Dexterity, Acrobatics

You can use your reaction to gain major resistance to falling damage. If you're within reach of a wall or surface that can support your weight during a fall, you also gain the benefits of the feather fall power for the duration of the fall. If you fall multiple rounds, you must us an action to sustain this effect every round.



SMITE

Type(s) Superhuman Power
Prerequisite(s) Select one damage type.

When you hit a creature with a melee weapon attack, you can choose to treat the damage dealt as this chosen damage type or normal damage type, whichever is worse for the target. If you expend a surge when you do this, you also add 1 additional damage die per tier of this power.



SMOOTH CRIMINAL

Type(s) Power
Prerequisite(s) Charisma, Dexterity, Deception, Finesse, and Stealth

Immediately before or after making an attack or tinker action, you use an action to make a CHA or DEX check against the WIS DC of anyone that could perceive you doing so. If you succeed, the target doesn't notice you make the designated attack or the tinkering. This doesn't hide other clues such as a smoking gun or fingerprints or that smug look on your face. This automatically fails to affect the target of your attack or tinkering if they were not flat-footed when you made the attack or tinker attempt.



SNEAK ATTACK

Type(s) Power
Prerequisite(s) Dexterity, Finesse, Marksmanship, Stealth

You can make an attack against a flat-footed creature with a light, very light, or small attack. If you hit, it deals +1d6 stamina damage per tier in addition to its normal damage.



SNEAKY

Type(s) Power
Prerequisite(s) Dexterity, Acrobatics, Finesse, Stealth

When you fail a DEX (Finesse) or DEX (Stealth) check to pickpocket an item or remain hidden, you can spend an action to reroll the initial check at the original bonus instead of taking the multiple action penalty to try again. If you succeed the second time, it counts as if you had succeeded the first time, only it cost you 2 actions instead of 1.




SPRINTING

Type(s) Trait (Movement)
Prerequisite(s) (Dexterity or Strength), Athletics

You can choose to move at incredible speeds when you move in a straight line. This functions as Fast Movement (see Charge ability) except that you multiply it by twice this ability's rank. However, when benefiting from such speed you can only move in a straight line and automatically suffer disadvantage when attempting to traverse an obstacle that you can't simply jump over, which could make maneuvering difficult depending on the circumstances.



STILLNESS OF MIND

Type(s) Innate Trait
Prerequisite(s) Wisdom

You have advantage on saving throws to resist emotion effects and mental effects.



STROKE OF LUCK

Type(s) Innate Luck Power

Once per day, you can treat a failed ability check, as a natural 20 instead of a failure. This does not apply to attack rolls or saving throws.

Upgrade This feat can be used a number of times per day equal to its tier.



STAGGERING

Type(s) Upgrade
Prerequisite(s) Can only be added to an attack power

If your attack roll hits the target, also compare it to their Constitution DC. They are staggered 1 for 1 round on a hit, or staggered 2 for 1 round on a crit.

Tier 2 Staggered 3 on a crit and Staggered 2 on a hit.
Tier 3 Staggered 4 on a crit. If unavoidable, Staggered 1 on a miss.
Stunning Target is stunned in addition to staggered when affected.



SUMMONING

Type(s) Superhuman Power (Conjuration, Summoning)
Prerequisite(s) Minions

As a 1 minute activity, you can summon some of your minions from wherever they are into melee with you. The total amount you can summon worth is 2 tiers per 1 tier in this ability, up to a maximum equal to all your minions. If you have this ability, and your Minions ability is supernatural, you can store your minions in an interdimensional space or store them as energy on you in suspended animation. If you do so, summoning them from this suspended state is a 2-action activity instead. Sending them into the suspended state requires the same actions (but not focus) as summoning them.

Fast Summon Your summoning becomes a 4-action activity. Applying this a second time makes it a 2-action activity.



SUPREME HEALING

Type(s) Trait
Prerequisite(s) Medicine

Whenever you would roll dice to restore hit points or provide temporary hit points, you can expend a surge to automatically maximize those dice for these purposes (but not any other purposes).



SURVIVOR

Type(s) Trait
Prerequisite(s) Constitution

Every round, at the end of your turn, you regain 1 hit point per tier of this ability. To benefit from this effect, you must have at least 1 hp but no more than half your maximum hp and must not be Dead, Drained, or Petrified

Tier 2 10 minutes --> 2 hours --> 1 day --> 1 week --> 1 month.
Tier 3 1 minute --> 10 minutes --> 2 hours --> 1 day --> 1 week.
Tier 4 1 round --> 1 minute --> 10 minutes --> 2 hours --> 1 day.
Tier 5 1 action* --> 1 round --> 1 minute --> 10 minutes --> 2 hours.
Tier 6 1 action* --> 1 action* --> 1 minute --> 10 minutes --> 2 hours.
Tier 7 1 action* --> 1 action* --> 1 action* --> 1 minute --> 10 minutes
Tier 8 1 action* --> 1 action* --> 1 action* --> 1 action* --> 1 minute
Tier 9+ 1 action* --> 1 action* --> 1 action* --> 1 action* --> 1 action*
Fast Healing (Superhuman) You continue to benefit from Survivor even while at 0 hit points.
Regeneration (Superhuman) You automatically regrow lost body parts. The speed at which you regrow them is based on your Survivor tier rather than upgrading this ability. At tier 1, you can regrow a lost body part that's 4 sizes smaller than you in 1 day. It takes 1 step longer for each size larger: 1 week, 1 month, 1 year. Its 1 step shorter if you re-attach the lost body part and hold it to the stump (2 hours). This benefit does not function while you are dead, drained, or petrified. Lost body parts whither and crumble to dust in the same time it takes to regenerate them normally.
*Time can only be reduced to 1 action if the body part is placed back onto or into the body as an action. Otherwise, the minimum is 1 round if no action is taken.



SWIMMING

Type(s) Trait
Prerequisite(s) Athletics

You can move through minor swimming obstacles unphased as if it was normal terrain and have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks when attempting to move through major swimming obstacles.

Amphibious (Superhuman) You can breath underwater.
Aquatic (Superhuman) You suffer no penalties to melee attacks or to Dexterity-based checks while underwater.



TELEKINESIS

Type(s) Superhuman Power
Prerequisite(s) Intellect or Charisma

You can pick up and move objects from a short distance and use your Intellect (Physics) instead of Strength (Brawn). You do so as a ranged attack (even if it is right next to you). Sustaining this effect requires concentration. You can also make combat maneuvers at a distance this way. You are treated as tiny for these purposes and cannot affect targets more than 1 size larger than you.

Upgrade(s) Every tier greater than 1st treats you as 1 size larger for the purposes of manipulating creatures and objects with your telekinesis to a maximum of colossal size. At size medium and larger, this can allow you to scoop up multiple objects at once or take on much larger targets.



TELEPATHY

Type(s) Superhuman Power
Prerequisite(s) Intellect or Wisdom

You can speak telepathically to creatures within a close distance (roughly the same as you could speak or shout to someone). This allows others to speak back to you. You must share a common language with the person you're speaking to in order to understand each other.

Tier 2 Range increases to 1 miles (1.6 km).
Tier 3 Range increases to 10 miles (16 km).
Tier 4 Range increases to 100 miles (160 km).
Tier 5 Range increases to 1,000 miles (1,600 km).
Tier 6 Range increases to planetary.
Tier 7 Range increases to stellar.
Tier 8 Range increases to galactic.
Digital (+0) Instead of telepathy, you can communicate with other digital receivers by speaking into a mic. If you're in a colonized and modernized area, relays can extend this to an indefinite range but there's a delay the longer the range but using relays also makes you subject to being wire tapped.
Link You can establish a telepathic connection with someone within close range as an action. While linked, you can speak telepathically with them as if 2 tiers higher. It lasts for up to a number of days equal to the number of weeks you've spent time with them (ex. hung out with them, worked with them, etc.). You can tell if someone linked to you simply isn't responding or was cut off (ex. killed, knocked unconscious, interference with your connection, out of range, etc.).
Tongues Your telepathy works even if you don't share a common language but only at close range.



TERRAIN STRIDE

Type(s) Trait
Prerequisite(s) Select one type of terrain: Aquatic/Coast, Arctic/Tundra, Desert, Forest/Jungle, Plains/Savanah, Mountain, Subterranean, Swamp or Urban.

You have minor resistance against obstacles that result from the natural environment in your selected terrain and advantage on DEX (Stealth) checks made within this terrain.

Upgrade Each additional tier adds one more terrain to this list.



TIMELESS BODY

Type(s) Trait
Prerequisite(s) Constitution

You have a long lifespan, roughly triple that of a normal human being. You also have minor resistance to artificial aging.

Tier 2 Your lifespan increases to roughly ten times that of a normal, have major resistance to artificial aging, and always have advantage on knowledge checks made to recognize historical events occurring within your lifetime.
Tier 3 You cease to age naturally, are immune to artificial aging, take no penalties for your age, and never die of old age.



TOOL

Type(s) Item
Prerequisite(s) Select 1 specialized or advanced skill use.

Some skill checks require you to have specialized tool in order to perform them. You possess a specialized tool to perform the specialized skill use.

Skill UseNo ToolsImprovised ToolSpecialized Tool
BasicNormalAdvantageAdvantage
SpecializedDisadvantageNormalAdvantage
AdvancedImpossibleDisadvantageNormal


Selection You can select this ability multiple times, making a new selection each time.



TRACKLESS STEPS

Type(s) Trait (Illusion)
Prerequisite(s) (Dexterity or Wisdom), Stealth

You cannot be tracked by anyone or anything that has not perceived you within the last 2 hours unless you intentionally leave a trail or they have a special ability or special equipment that specifically enhances their ability to track targets. All attempts to track you have disadvantage unless you intentionally left a trail to be tracked.

Tier 2 2 hours becomes 10 minutes.
Tier 3 10 minutes becomes 1 minute.



TRANQUILITY

Type(s) Item
Prerequisite(s) Charisma, (Diplomacy or Mysticism), Presence

You radiate an aura of peace. You can use the sanctuary 2 power as an extraordinary power but it only affects creatures you can communicate with. If you successfully communicate across language barriers, this effect still works but creatures you're having difficulty communicating with have advantage on their saving throws.



TRANSFORMATION

Type(s) Superhuman Power
Prerequisite(s) Select two other special abilities per tier of this ability.

As a 2-action activity, you can spend a surge and transform into your alternate form. While in this form, you gain both the selected abilities. This effect lasts up to 1 minute.

Upgrade Each additional tier adds +2 more abilities to the selection.
Unrecognizable You are unrecognizable in your alternate form, fooling most creatures and scanners. Scanners that scan for DNA, serial numbers, and similar minutia can still recognize you but have disadvantage on their checks to do so while you have advantage on checks to disguise or bluff your way into convincing others that your two forms are separate entities. Adding this augment a second time allows you to disguise as other creatures of roughly the same size. A third time allows you to disguise as objects of roughly the same size.
Long-lasting You can choose to sustain your transformation up to 2 hours if you spend an action to do so every round. If you transform immediately before starting a rest, the transformation lasts for the entirety of the rest.



TWIST OF FATE

Type(s) Luck Trait
Prerequisite(s) Charisma

When you get a natural 1 on your d20 roll for an attack or skill check, you can spend a surge to automatically make it a natural 20 instead.



UNARMED PROWESS

Type(s) Trait
Prerequisite(s) Strength

You can treat your unarmed strikes as lethal weapons and use them as light or medium weapons (your choice) instead of being restricted to small and very light.

Tier 2 You can use your unarmed strikes as heavy or very heavy weapons at your leisure.



UNAVOIDABLE

Type(s) Upgrade
Prerequisite(s) Can only be applied to an attack that deals damage or a conditions tier of 2+ on a regular hit

Your attack deals half damage/effect on a miss.



UNCANNY DODGE

Type(s) Trait
Prerequisite(s) Wisdom, Perception

When an attacker that you can see hits you with an attack, you can use your reaction to half the attack’s damage against you.

Tier 2 You also use this against attackers you can't see.



UNCANNY REFLEXES

Type(s) Trait
Prerequisite(s) Dexterity, Wisdom

You can take two turns during the first round of any combat when you are not surprised. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can take only 1 action during this second turn and your 2nd turn does not refresh your reaction. You can only use a basic Interact or Move action during this secondary turn.

Tier 2 You can take 2 actions during your 2nd turn.
Tier 3 (Superhuman) Your 2nd turn refreshes your reaction.
Tier 4 (Superhuman) You can take 3 actions during your 2nd turn.
Tier 5+ (Superhuman) You gain Tier 1 benefits but for your 2nd round of any combat. Each additional turn increases your tier for this 2nd round until the pattern begins all over again.
Super Speed (Superhuman) You can spend a surge to reactivate this ability as if your current turn were your first turn. This doesn't stack if you're already benefiting from the ability on the turn you activate it.



UNTRACEABLE

Type(s) Trait (Illusion)
Prerequisite(s) (Intellect or Wisdom), Cipher

Your digital fingerprints cannot be tracked by anyone or anything that has not perceived you digitally within the last 2 hours unless you intentionally leave a trail or they have a special ability or special equipment that specifically enhances their ability to track targets. All attempts to track you have disadvantage unless you intentionally left a trail to be tracked.

Tier 2 2 hours becomes 10 minutes.
Tier 3 10 minutes becomes 1 minute.



Back to top

This message was last edited by the GM at 07:03, Sat 02 Mar.
Game Master
GM, 61 posts
Tue 8 Aug 2023
at 05:58
  • msg #9

Feats V-X


VANISH

Type(s) Power (Illusion)
Prerequisite(s) (Charisma or Dexterity), Stealth

You spend an action and focus and become invisible until the end of your current turn but only if you have concealment or cover against a target or they're suffering from any condition that would affect concentration. This is the result of careful timing, speed, and slipping out while no one is looking rather than actual invisibility.

Tier 2 Effect lasts until the start of your next turn.
Tier 3 (Superhuman) Effect lasts until the end of your next turn.
Tier 4 (Superhuman) Effect works even when you don't have concealment and when targets aren't affected by conditions that hinder concentration.



VIOLENT SHOT

Type(s) Power
Prerequisite(s) Dexterity, Marksmanship

When you make a ranged attack against single creature, you can expend one or more surges to enhance the volatility of the attack. If the attack hits, you can add one additional weapon damage die per surge spent when determining the damage.



WEAPON FOCUS

Type(s) Power
Prerequisite(s) (Dexterity or Strength), (Finesse, Brawn, Marksmanship, or Melee), Select 1 category of weapons such as blades, bludgeons, light weapons, long arms, small arms, polearms, siege weapons, etc.

Add half this ability's tier as a bonus to attack and damage rolls you make with your chosen weapon category. Round up for the attack bonus and round down for the damage bonus. Double the damage bonus for two-handed attacks.

Selection(s) You can acquire this ability multiple times making a new selection each time.



WIND STEP

Type(s) Power
Prerequisite(s) Dexterity, Acrobatics

When you spend a surge to improve or reroll a check to escape a melee, grapple, or obstacle, you have a +5 bonus to the roll.



WINGING SHOT

Type(s) Power
Prerequisite(s) Dexterity, Marksmanship

When you make a ranged attack against single creature, you can expend a surge and make a primary and secondary attack. Your primary attack functions as the normal attack but your secondary attack is made against the target's Strength DC causing them to be knocked prone if it hits.



XENOPHILE

Type(s) Trait
Prerequisite(s) (Intellect, Wisdom, or Charisma), (Mechanics, Medicine or Nature)

You have an edge when examining or operating exotic or alien biology, technology, etc.





Back to top

This message was last edited by the GM at 08:26, Sun 04 Feb.
Game Master
GM, 99 posts
Fri 18 Aug 2023
at 04:31
  • msg #10

Feats Y-Z



Back to top

This message was last edited by the GM at 07:24, Sun 04 Feb.
Sign In