Feats.   Posted by Game Master.Group: 0
Game Master
 GM, 5 posts
Thu 21 Apr 2022
at 06:07
Feats
Feats are special abilities that anyone can take.


ACQUIRING FEATS
At 1st level every character begins with 2 defense proficiencies, 6 skill proficiencies, 2 feats, and 2 powers of their choice. Thereafter, a character gains a feat at every odd level (3rd, 5th, 7th, etc.) and a power at every even level (2nd, 4th, 6th, etc.) choosing from the list of feats and powers available here.


TIERS
All abilities are tier 1 unless noted otherwise. You can increase an ability's tier by adding upgrades to it. Upgrades are listed in below the ability itself. Each upgrade increases the ability's tier by 1. You cannot have an ability with a tier exceeding 3 + one-third your level.

This message was last edited by the GM at 20:37, Fri 20 May.

Game Master
 GM, 8 posts
Fri 22 Apr 2022
at 17:30
Feats
Feats are special abilities that are not supernatural or superhuman or dependent upon technology.


AGILE ATHLETE
You must be Medium-sized or smaller and have either a climb or swim speed to select this ability. You can make Dexterity (Acrobatics) checks to climb or brachiate instead of Strength (Athletics checks) if you have a climb speed. If you have a swim speed, you can do this for swimming.



ARCHERY
You gain a +2 bonus to attack rolls you make with ranged weapons.



ASSURANCE
When you make a skill check with a skill you're trained in while you are not threatened by danger or anything that can interfere with concentration, you can roll 3d6 instead of 1d20 to make the check. You can do this while threatened by danger if you spend a surge. If rolling with advantage or disadvantage, you roll two sets separately.

Upgrade: When you make an assured check, you roll 4d6 and keep the highest 3. Each time you add this upgrade you add an additional d6 but always keep only the highest 3.



BLEEDING CRITICAL
Whenever you score a critical hit on an attack with an attack you're proficient with, the target additionally suffers half of the damage from the attack at the end of its next turn.



BRUTAL CRIT
When you crit with a weapon and still have actions left on your turn, you can spend an action to deal +1 additional die of damage per tier in addition to its normal damage. Unlike most damage dice on a crit, these are not automatically maximized.

Upgrade: Each additional tier adds +1 die to the damage.



BULLYING SHOT
You can use the powerful blast and thundering sound of your weapon to shake the resolve of a creature. You can expend one surge while making a Charisma (Intimidation) check to gain advantage on the roll.



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



COMBAT TECHNIQUE
Pick one trivial 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.

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.



CONNECTIONS
Pick 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
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.



CRITICAL FOCUS
Prerequisites: Select one attack you possess.
Effect: 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
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 a surge, rolling 1d4 and subtracting the number rolled from the creatureís roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the roll succeeds or fails, or before the creature deals its damage. The creature is immune if it canít hear you or if itís immune to being charmed.

Upgrade: Each time this upgrade is added increases the die size by 1 to a maximum of 1d12.



DANGER SENSE
You have advantage on Dexterity saving throws against effects that you can see, such as traps and powers. To gain this benefit, you canít be blinded, deafened, or incapacitated.



DASH
You always have advantage when attempting to enter or escape a melee.



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



DEADLY HUNTER
Prerequisites: Favored Enemey or Quarry.
Effects: Once on each of your turns, you can add your Wisdom modifier to an attack or damage roll you make against a favored enemy 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 rolls if your target is both quarry and a favored enemy.



DEBILITATING BARRAGE
When you hit a creature with an unarmed strike, you can spend a surge 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 early). 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
While you are wearing armor, you gain a +1 bonus to your STR DC or DEX DC, whichever is lower.



DEFIANT HEROICS
Types Human
Humans are known to be stubborn and charge into the fray boldly against all odds. When you spend or lose your last remaining surge, roll 1d20. If you get 11 or greater, you gain 1 temporary surge. You do not gain this benefit when spending temporary surges.

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
You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 2d8 + your Dexterity save modifier. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile 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.

Upgrade: Each upgrade adds 2d8 to the damage reduction provided by the effect.



DISARMING SHOT
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 and have that object be pushed 10 feet away from you.



DUELING
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.



DUMB LUCK
When you get a natural 20, apply the absolute value of your lowest mental attribute modifier (Int, Wis, Cha) as an INN bonus to the die roll (minimum +1).



ELUSIVE
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, no attack roll has advantage against you while you arenít incapacitated.



EVASION
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, you are totally immune to such effects upon a miss.



EXTORT TRUTH
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. If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit.



FAST TALK
When you fail a CHA (Deception) or CHA (Diplomacy) check to convince an NPC during your turn, 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.



FAVORED ENEMY
Prerequisites: Choose a type of favored enemy such as a creature type or organization.
Effect 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 TERRAIN
Prerequisites: Choose a type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp.
Effect: 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 youíre proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits:
  • Difficult terrain doesnít slow your groupís travel.
  • Your group canít 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
You can spend a surge to make two melee attacks as a single action to avoid additional multiaction penalties on the second attack.



FORCEFUL SHOT
When you make a ranged attack against single creature, you can expend a surge 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 15 feet away from you.



FRIGHTFUL PRESENCE
When you successfully use Charisma (Intimidation) skill to demoralize a target, they are also repelled from you for 1 minute on a success or 10 minutes on a critical success (Charisma save ends).



GREAT WEAPON FIGHTING
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 a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.



HEALING KNACK
Whenever you use a medical kit or any effect that restores hit points to a creature, you (or they) can spend a surge to gain twice the normal healing or triple if you both use a surge.



HIDE IN PLAIN SIGHT
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.



INDOMITABLE
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you canít use this feat again until you finish a long rest.



INTIMIDATING PRESENCE
You can demoralize 2 foes with a single check and single action.
    Upgrade Each additional tier adds 1 more to the total foes affected with one action.



INTIMIDATING
When you successfully use Charisma (Intimidation) to intimidate a target, they are also charmed by you for 1 minute on a success or 10 minutes on a critical success (Charisma save ends).



INCONSPICUOUS
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 androids, mutants, or psychics. This also includes checks made to blend into a crowd of humanoids.


JACK OF ALL TRADES
You must be trained in at least eight skills to select this feat. You are treated as trained in all skills and apply a +1 proficiency bonus to all 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.



LIGHTNING RELOAD
You can reload your weapon as part of the same action used to enter or escape a melee or obstacle.



LINGUIST
Your maximum number of languages increases to 3 + Intellect (Cipher) bonus instead of half the bonus. Uncommon languages still count as 2 and rare languages still count as 3 against your limit.
    Upgrade You learn 2 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 equal to 1 + half the dice's maximum.



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



PEERLESS SKILL
When you make a skill check and expend a surge to add a die boost to the result you automatically maximize that die.



PERFECT SELF
When you begin an action scene with no surges you gain 1 temporary surge.

Upgrade Each tier increases the number of temporary surged granted by 1 to a maximum amount of temporary surges equal to your maximum surges.



POWER ATTACK
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 its normal damage. This consumes two actions instead of one.
    Upgrade Each additional tier adds +1 die to the damage.



PROTECTIVE FIGHTING
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.



QUARRY
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 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
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
If you are surprised at the beginning of combat and arenít 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.



RAGE
On your turn, you can enter a rage as an action by spending a surge. 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 havenít 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 canít 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.



RAPID REPAIR
You can spend a surge to attempt to repair a broken (but not destroyed) device you wield or operate as a 1-3 actions. Each action invested in this counts as up to 2 hours of work. If the device is large or complex enough, you may still need more than 1 round to repair it but using this method still does so quickly and without expending resources.



RECKLESS ATTACK
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.



REMARKABLE ATHLETE
You must be trained in at least 4 skills, all of which must be Strength or Dexterity based. At tier 1 this feat grants the benefits of the tier 2 version of the Jack of all Trades feat but only for Strength, Constitution, and Dexterity based skill checks.
    Tier 2 You must be an expert in at least 4 skills that are Strength or Dexterity based to get this tier. This feat grants the benefits of Jack of all Trades feat at tier 4 but only for Strength, Constitution, and Dexterity based skill checks.


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


SECOND WIND
On your turn, you can use an action to regain hit points equal to 1d6. You must finish a short or long rest before you can use this feat again.
    Upgrade Each tier provides 1 additional d6 to the healing amount.



SELF HEALING
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 twice this feat's tier.
    Upgrade Each tier provides 2 additional healing (see above).



SHOT ON THE RUN
You can exit a melee and make a ranged attack as one single action.



SKILL TRAINING
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.



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



SLOWFALL
You can use your reaction to gain greater resistance against all 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.



SMOOTH CRIMINAL
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
You can make an attack against a flat-footed creature with a light, very light, or small attack. If you hit, it deals +1d6 bleed damage per tier in addition to its normal damage.
    Upgrade Each additional tier adds +1d6 to the damage.



SNEAKY
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.



STILLNESS OF MIND
You have advantage on saving throws to resist emotion effects and psychic effects. When you spend a surge to improve a saving throw to resist such an effect, it automatically succeeds so long as the creator of the effect does not have a level that is 4 levels or more above your own.



SUPREME HEALING
Whenever you would roll dice to restore hit points to one or more targets you can expend a surge to automatically maximize those dice but only for the purpose of restoring hit points.



SURVIVOR
At the end of each of your turns you regain 1 hit point per tier. You must have at least 1 hit point but not more than half your maximum hit points to benefit from this effect.
    Upgrade Each additional tier adds +1 to this effect's healing.



TRANQUILITY
You radiate an aura of peace. You can use the sanctuary power as an extraordinary ability 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.



TWIST OF FATE
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.



TWO-WEAPON FIGHTING
When you engage in two-weapon fighting, you deal full damage with the first attack that hits instead of dealing half damage with both.



UNARMED PROWESS
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.
    Upgrade At tier 2 you can use your unarmed strikes as heavy or very heavy weapons at your leisure.



UNCANNY DODGE
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attackís damage against you.



UNCANNY REFLEXES
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.

Upgrade: You can take 2 actions during your 2nd turn. The second time this upgrade is applied, your 2nd turn refreshes your reaction. The third time it's applied, you can take 3 actions during your 2nd turn.



VIOLENT SHOT
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.



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



WINGING SHOT
When you make a ranged attack against single creature, you can expend a surge to attempt to topple the target. If your attack result hits their Strength DC, they knocked prone.

This message was last edited by the GM at 20:13, Tue 24 May.

Game Master
 GM, 9 posts
Fri 22 Apr 2022
at 17:30
Powers
Powers are clearly superhuman in some way and are the result of mutant powers or special equipment. Some games may have "magic" or "psychic" powers as separate from mutant powers but in Starslinger it is simply either mutant or tech.


MUTANT POWERS
After using a mutant power you must make a check DC 6 + number of times you've used mutant powers since your last rest. Tally each time you use one. The check is always the same attribute used to activate the power (if any) or just CON if not attribute is specified. Failing a check causes you to become fatigued until you take a short rest. If you fail again while already fatigued, you cannot use your mutant powers again at all until you take a short rest. You can spend a surge to ignore these restrictions for 1 use of a power or for 1 round if the power is passive.
     Refocus: Some powers require a lot of energy and focus and you must refocus, concentration, or take a deep breath after so many uses. When using the power, still make a d20 roll if there's no check involved. If you get a natural 3 or less on this d20 roll or your check, your power needs to be refocused or you need to take a quick breather. If it's a constant effect "using it" is done only once during each scene whenever it first comes into play or upon being prepped for the day. If prepped for the day, you automatically succeed on this check during preparations.
     Powerful Effect: You can increase your refocus threshold by 1 or 2 to also increase your effective power by the same number of tiers at no cost to your normal ability limit. At GM discretion, you might be able to increase it as high as 10.


SPECIAL EQUIPMENT
Unlike mutant powers, gear can be disarmed or sundered. However, you do not need to be a mutant to use special equipment. All special gear is wielded or worn. Wielded gear 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 like any active power.

COMMERCE & TRADE
Unlike mutant powers, 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. You can merge multiple abilities onto one device up to a maximum number equal to the maximum power tier you can have per device. Each item has a hardness of 6 + twice this ability's tier unless noted otherwise. If an item is broken, see the Broken condition

RECHARGE
Items that are activated have limited ammo, charge or fuel. When using the item, roll 1d20 flat check with a DC of 4. If you fail, the item needs to be recharged, reloaded, unjammed, etc. as a single action with a DC11 check (usually an Intellect (Mechanics) or Dexterity (Finesse) check). You can increase this DC by 1 or 2 and grant the ability 1 or 2 tiers worth of free upgrades in exchange. At GM discretion, you might be able to increase it as high as 10.

WIELDED GEAR
Held 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.

WORN GEAR
Passive powers or powers that last 1 hour or more are almost always worn gear. Worn gear takes 5 minutes to don each and can be activated as a single action (if active) or remains in effect for as long as it is worn. You cannot take a long rest while wearing a total amount gear with tiers adding up to a sum that exceeds your Constitution saving throw bonus.

Example Gear:
Semi-auto Slugthrower Pistol (Blast 2: Active, Reload 1-3, Unavoidable,  Wielded) 3: Marksmanship vs. Dex (Light Ranged Attack +1/2d6 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)




ARMOR
So long as you have 50% or more HP, you have a +1 bonus to your DEX defense and saving throws due to thick hide, worn armor, or similar effects.
  • Heightened  At tier 2 you gain a +1 bonus to your STR defense and saving throws. At tier 3 and every 2 tiers thereafter your bonus to DEX defense and saving throws increases by 1. At tier 4 and every 2 tiers thereafter your bonus to STR defense and saving throws increases by 1.


BLAST
You fire a blast of energy or projectile of mass at 1 target creature dealing damage. Upon acquiring this ability you must determine the ability types and damage types as well as its attack size (small, very light, light, medium, heavy, very heavy).
  • Heightened Increase the damage die by 1.
  • Area (+1) Increase the number of targets you can affect with a single attack by 1.
  • Unavoidable (+1) Deal half damage on a miss, but still nothing on a critical miss.


BLINDSENSE
Pick one sensory type: hearing, olfactory, sight, tactile. You have advantage on WIS checks to perceive things through this sense. In addition, if you can detect anything this way you ignore all concealment they possess as if you could see them if they are within 1 space (5 feet or 1.5 meters). You can even ignore difficult terrain and slowness caused by the blinded condition for the first 1 space you move on your turn.
  • Heightened Every additional tier accumulatively doubles this range.
  • Selection (+1) Apply your Blindsense to one additional sensory type.


CLIMBING
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 (+1) You can climb up perfectly smooth surfaces like a gecko or spider.
  • Wall Walk (+1) 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).


CONJURATION
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 a minor obstacle for all those in melee or a major obstacle for 1 target creature. The obstacle lasts 1 round unless you sustain it.
  • Additional Targets (+1) You can target 1 additional medium-sized creature per time this upgrade is applied.
  • Sustenance (+1) You can conjure material that can be used as sustenance. You must choose one type of sustenance each time you apply this upgrade (food, drink, battery power). The amount produced will quench only momentary hunger, thirst, etc. for 1 minute. To create lasting sustenance you must spend 1 surge allowing it to sustain those who imbibe it as if they'd eaten 1 meal.


DARKVISION
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.
  • Tier 2 At tier 2 you must select Thermovision or Ultravision. Thermovision allows you to see into the thermographic spectrum so that you can see normally in total darkness but not antilight, though this doesn't let you distinguish color under such conditions. Ultravision does the same but you see into the ultraviolet spectrum. Thermovision can be fooled by adjusting temperature levels and ultravision can be fooled by overloading the area with too many activated electronic devices.
  • Tier 3 You gain both Thermovision and Ultravision allowing you to see in antilight but only out to a short distance (within the melee).


EMPATHY
You can sense the presence of strong emotions and sapient thoughts nearby and automatically get a Wisdom check to NOTICE them if not already obvious. If you INVESTIGATE such things, you can determine a targeted creature's current emotional state or the location of unseen sapient creatures check.


ENDURANCE
Pick 1 type of harsh environment such as deep ocean, vacuums, extreme heat, extreme cold, etc. You treat harsh environmental conditions of this type as 1 tier less hazardous than they actually are, to a minimum of half the original tier (rounded down to a minimum of 0). If you choose a hazard that is also a damage type (such as cold or heat) you automatically gain Resistance to those effect types at tier 2 and greater resistance at tier 4.
  • Tier 2 You gain resistance to one damage type dealt by the environment (if any).
  • Tier 3 Reduce environment severity by 2 tiers instead of just 1.
  • Tier 4 You gain greater resistance to one damage type dealt by the environment or gain resistance to one other damage type associated with it (if any).
  • Tier 5 Reduce environment severity by 3 tiers instead of just 1 or 2.
  • Tier 6 Improve greater resistance to immunity or gain resistance to third damage type associated with environment.


FAST
You can move faster than normal. Multiply the normal speed of a human by (1 + this ability's rank) to determine how fast you are.


FOCUS
So long as you have 50% or more HP, you have a +1 EXT bonus to your WIS defense and saving throws due to intense concentration, psychic talisman, or similar effects.
  • Heightened  At tier 2 you gain a +1 EXT bonus to your INT defense and saving throws. At tier 3 and every 2 tiers thereafter your bonus to WIS defense and saving throws increases by 1. At tier 4 and every 2 tiers thereafter your bonus to INT defense and saving throws increases by 1.


FORTITUDE
So long as you have 50% or more HP, you have a +1 EXT bonus to your CON defense and saving throws due to resilience, grit, willpower, or similar effects.
  • Heightened  At tier 2 you gain a +1 EXT bonus to your CHA defense and saving throws. At tier 3 and every 2 tiers thereafter your bonus to CON defense and saving throws increases by 1. At tier 4 and every 2 tiers thereafter your bonus to CHA defense and saving throws increases by 1.


GLIDING
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.
  • Flight (+1) 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.
  • Sprinting (+1) 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.


HARROWING WEAPONS
You have a psychic knife, plasma blade, graviton hammer, or other melee weapon that deals abnormal damage in addition to or instead of its normal type of damage.
  • Heightened Each time this is taken after the first you add one new damage type to the list you can deal with your melee attacks.


INNATE WEAPONS
You have natural weapons such as claws, fangs, horns, stinger, etc. You can deal slashing or piercing damage with your unarmed strikes and can treat your unarmed strikes as lethal at no penalty.


JUMPING
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.
  • Heightened 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.


MIND CONTROL
You make a CHA attack against the CHA defense of a single target creature within close range. The target is CHARMED for 1 round on a miss, 1 minute on a hit, and 10 minutes on a crit.
  • Heightened Multiply the duration by the rank. You can sustain this effect if the rank is equal to half the target's level or greater. You can target multiple creatures at a time by splitting up the duration among them before rolling your attack up to a number of targets equal to this ability's tier.


PHASING
As a single action, you can spend 1 surge to become ethereal for until the end of your turn. You can suppress, resume, or dismiss this effect early as an action.
    Heightened Tier 2 increases the duration to 1 round, tier 3 increases it to 1 minute, tier 4 increases it to 10 minutes, and tier 5 increases it to 2 hours. At tier 6+, while phasing, you can teleport as per the teleport power with a tier equal to this ability's tier -4.
    Quick Phase (+1) You can activate, dismiss, resume, or suppress your phasing as a reaction in response to an attack you can perceive. When you do so, the duration of the phasing is reduced to 1 minute unless it is already less.


PIERCING SHOT
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.


PRECOGNITION
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.
  • Heightened: 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
You can expend 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 canít use this on an undead or a construct. 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.


PSYCHOKINESIS
Pick one energy or elemental type such as cold, electricity, heat, air, earth, water, etc. You can manipulate this energy or material allowing you shape and mold it. Depending on the effect, you can create difficult terrain, move objects, manipulate existing flames, freeze water, etc. You can acquire this power multiple times to select different versions. You can target enough space to affect only 1 creature of medium size or smaller at a time.
  • Heightened: Every tier greater than 1st treats you as 1 size larger for the purposes of determining the size of the area your power can affect.


QUIVERING PALM
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 6d10 necrotic 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.


REACH
Foes have disadvantage when trying to get out of a grapple with you. This can be a result of telekinetic powers, 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 regardless whether they are in the melee or not.


RITUAL OF REST
You can use soothing performance or aid to help revitalize wounded allies during a short rest. If you or any friendly creatures who join your ritual or performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d4 hit points.
  • Heightened: Each additional tier increases the die size by one to a maximum of 1d12 at tier 5.


SELF-SUFFICIENT
You can go three times longer than normal without food, drink, breathing, charging your energy cells, clearing or circuitry, or lubricating your hydraulics before you risk starvation, suffocation, or thirst.
  • Tier 2 Increases to 10 times longer.
  • Tier 3 You can pretty much go indefinitely without requiring sustenance.


SHIELDING
You can use an action to 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.
  • Heightened Each tier greater grants +5 more temporary hit points.
  • Artificial Atmosphere (+1) 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 things to pass through it at your leisure.
  • Environmental Shields (+1) 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 (+1) 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-summon the shield as this cannot bring it back automatically.
  • Shared Shield (+1) You can include 1 additional medium-sized creature in your shield per tier. You and they must all be in the melee for this to work.


SWIMMING
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 (+1) You can breath underwater.
  • Aquatic (+1) You suffer no penalties to melee attacks or to Dexterity-based checks while underwater.


TELEKINESIS
You can pick up and move objects from a short distance and use your INT (Physics) instead of STR (Brawn) to do so as a ranged attack and for determining carrying capacity. Sustaining this effect requires concentration. You can also make combat maneuvers at a distance this way. You are treated as and can only affect small and smaller targets.
  • Heightened Every tier greater than 1st treats you as 1 size larger for the purposes of manipulating creatures and objects with your telekinesis. This can allow you to scoop up many objects at once or take on much larger targets.


TELEPATHY
You can speak telepathically to creatures within a close distance (roughly the same as you could speak or shout to someone). Your range is increased for colleagues, friends, or loved ones you're particularly familiar with. 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.


TERRAIN STRIDE
Pick 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.
  • Heightened Each additional tier adds one more terrain to this list.


TIMELESS BODY
You age more slowly, roughly half the rate of most human beings. You also have minor resistance to artificial aging.
  • Tier 2 You age only one-fifth as fast a normal human, have major resistance to artificial aging and always have advantage on Streetwise checks made to recognize historical events occurring within your lifetime.
  • Tier 3 You age only one-tenth as fast a normal human, have minor resistance to chronomancy, and always have advantage on Lore and Mysticism checks made to recognize historical events occurring within your lifetime.
  • Tier 4 You cease to age naturally, are immune to artificial aging, and always have advantage on Biotics, Cipher, and Physics checks made to recognize historical events occurring within your lifetime.


TONGUES
You automatically understand all written and spoken common languages you perceive. You have advantage on checks to decipher and communicate in uncommon and rare languages. You can attempt to decipher uncommon languages as 1 action rather than needing time to study it.

Upgrade: You automatically understand all written and spoken uncommon languages and can attempt to decipher rare languages as 1 action rather than needing time to study it.



TRANSFORMATION
Pick two feats or powers. You gain both but can only use them while in your alternate form. You can spend a surge and an action to transform into your alternate form. The transformation lasts up to 1 minute.
  • Heightened Each additional tier adds +2 more powers to the list allowing you to have many more powers but risk fatigue from using them.
  • Unrecognizable (+1) 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.
  • Long-lasting (+1) 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.

This message was last edited by the GM at 15:10, Wed 25 May.