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 Use | No Tools | Improvised Tool | Specialized Tool |
---|
Basic | Normal | Advantage | Advantage |
Specialized | Disadvantage | Normal | Advantage |
Advanced | Impossible | Disadvantage | Normal |
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.
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This message was last edited by the GM at 07:03, Sat 02 Mar.