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Published by alex m, 2021-08-06 02:39:16

Cypher System - Revised Edition

Cypher System - Revised Edition

META

Modifies an existing ability or character trait’s effects or parameters, such as increasing range or,

damage, easing the difficulty, giving you additional noncombat actions each turn, rerolling a failed

attempt, or treating a number on the die as something different than normal.

LOW TIER: 11 Energize Object (134) 11 Modify Device (164)
11 Enhanced Body (134) 11 Monster Bane (164)
11 A Smile and a Word (108) 11 Extra Use (138) 11 Natural Crafter (165)
11 Arcane Flare (110) 11 Find the Way (140) 11 No Need for Weapons (166)
11 Artifact Tinkerer (110) 11 Fists of Fury (140) 11 Object Bond (167)
11 Augment Cypher (111) 11 Fleet of Foot (141) 11 Overload Machine (168)
11 Careful Shot (118) 11 Frenzy (143) 11 Precision (171)
11 Charge (119) 11 Golem Body (145) 11 Quick Death (173)
11 Coaxing Power (119) 11 Gunner (147) 11 Quick Work (174)
11 Combat Prowess (120) 11 Hacker (147) 11 Range Increase (174)
11 Crushing Blow (123) 11 Hold Breath (149) 11 Reload (176)
11 Crystalline Body (123) 11 Improved Designation (151) 11 Something in the Road (184)
11 Curious (123) 11 Investigator (155) 11 Tinker (192)
11 Distant Interface (130) 11 Lead From the Front (157) 11 Weapon Master (197)
11 Double Strike (131) 11 Machine Efficiency (159) 11 Wreck (200)
11 Drain Creature (131) 11 Mind for Might (162)
11 Driving on the Edge (132)
11 Elusive (133)

MID TIER: 11 Greater Beast Form (146) 11 Outlast the Foe (167)

11 Amazing Effort (109) 11 Greater Designation (146) 11 Outwit (168)
11 Betrayal (113)
11 Better Living Through 11 Greater Enhanced Intellect (146) 11 Overcharge Energy (168)

Chemistry (113) 11 Greater Enhanced Might (146) 11 Perfect Stranger (169)
11 Capable Warrior (118)
11 Cast Illusion (118) 11 Greater Enhanced Physique (146) 11 Precise Cut (171)
11 Cyphersmith (124)
11 Deadly Aim (125) 11 Greater Enhanced Potential (146) 11 Punish the Guilty (173)
11 Deep Resources (126)
11 Disarming Strike (129) 11 Greater Enhanced Speed (146) 11 Push Off and Throw (173)
11 Dodge and Resist (131)
11 Drain at a Distance (131) 11 Greater Frenzy (146) 11 Quick Wits (174)
11 Energized Shield (134)
11 Enhanced Intellect (135) 11 Guide Bolt (147) 11 Rapid Processing (174)
11 Enhanced Intellect Edge (135)
11 Enhanced Might (135) 11 Guild Training (147) 11 Resilient Ice Armor (176)
11 Enhanced Might Edge (135)
11 Enhanced Physique (135) 11 Heroic Monster Bane (149) 11 Roaming Third Eye (178)
11 Enhanced Potential (135)
11 Enhanced Speed (135) 11 Hidden Reserves (149) 11 Robot Improvement (179)
11 Enhanced Speed Edge (135)
11 Experienced in Armor (136) 11 Huge (149) 11 Seize the Moment (181)
11 Expert Cypher Use (137)
11 Expert Skill (137) 11 Immovable (150) 11 Shepherd’s Fury (182)
11 Fast Kill (138)
11 Flameblade (140) 11 Improved Absorb Kinetic 11 Slippery Customer (183)
11 From the Shadows (144)
11 Fury (144) Energy (151) 11 Space Fighting (184)
11 Fusion (144)
11 Improved Edge (151) 11 Speed Burst (185)

11 Improved Monster Bane (152) 11 Stone Breaker (186)

11 Improved Sensor (152) 11 Store Energy (186)

11 Incomparable Pilot (152) 11 Strategize (187)

11 Increased Effects (153) 11 Think Your Way Out (191)

11 Iron Fist (155) 11 Tower of Will (193)

11 Know Where to Look (156) 11 Trust to Luck (194)

11 Lunge (159) 11 Uncanny Luck (194)

11 Machine Bond (159) 11 Wall With Teeth (196)

11 Machine Vulnerabilities (159) 11 Weaponization (197)

11 Minor Wish (162) 11 Willing Sacrifice (199)

11 Never Fumble (165) 11 Wrest From Chance (200)

11 One With the Wild (167)

100

Abilities

HIGH TIER: 11 Gambler (144) 11 Perfect Speed Burst (169) The small numbers
11 Go to Ground (145) 11 Physically Gifted (170) you see after abilities
11 Adroit Cypher Use (108) 11 Hard to Kill (148) 11 Recycled Cyphers (175) throughout this book
11 Again and Again (109) 11 Horde Tactics (149) 11 Reinforcing Field ( (175) are page numbers
11 Agile Wit (109) 11 Impart Understanding (151) 11 Resonant Frequency (177) for easy reference.
11 All-Out Con (109) 11 Improved Command Spirit (151) 11 Robot Evolution (178)
11 Artifact Scavenger (110) 11 Improved Gravity Cleave (151) 11 Seize the Initiative (181)
11 Blurring Speed (115) 11 Improved Machine 11 Shield Burst (182)
11 Burst of Escape (116) 11 Shred Existence (183)
11 Charging Horde (119) Companion (152) 11 Subtle Tricks (187)
11 Coordinated Effort (122) 11 Improved Success (152) 11 Thief ’s Luck (191)
11 Damage Dealer (124) 11 Inventor (155) 11 Trick Driver (194)
11 Damn the Guilty (124) 11 Lethal Damage (158) 11 Twist of Fate (194)
11 Deep Reserves (126) 11 Machine Enhancement (159) 11 Two Things at Once (194)
11 Disarming Attack (129) 11 Maneuvering Adept (160) 11 Ultra Enhancement (194)
11 Discipline of Watchfulness (129) 11 Master Cypher Use (160) 11 Using What’s Available (195)
11 Divide Your Mind (130) 11 Master Machine (160) 11 Usurp Cypher (195)
11 Dual Distraction (132) 11 Masterful Armor Modification (160) 11 Weightless Shot (197)
11 Duel to the Death (132) 11 Moderate Wish (163) 11 Weird Science Breakthrough (197)
11 Effective Skill (133) 11 Modify Artifact Power (163) 11 Wild Vitality (198)
11 Enhanced Beast Form (134) 11 Multiple Quarry (164) 11 Winter Gauntlets (199)
11 Enhanced Phased Attack (135) 11 Multiplicity (165)
11 Escape Plan (136) 11 Overcharge Device (168)
11 Extreme Mastery (138) 11 Perfect Control (169)
11 Force and Accuracy (142)

MOVEMENT

Increases your movement (such as increasing your basic movement speed from short to long) or

adds a new type of movement (such as flight, wallcrawling, phasing, or teleporting).

LOW TIER: 11 Far Step (138) 11 Phase Sprint (170)
11 Get Away (145) 11 Void Wings (196)
11 Bolt Rider (115) 11 Hover (149) 11 Walk Through Walls (196)
11 Contortionist (121)
11 Danger Instinct (124)

MID TIER: 11 Mobile Fighter (163) 11 Temporal Dislocation (190)
11 Obstacle Running (167) 11 Up to Speed (195)
11 Apportation (110) 11 Phase Door (170) 11 Windrider (199)
11 Blink of an Eye (115) 11 Runner (179) 11 Wings of Fire (199)
11 Bypass Barrier (116) 11 Swim (188) 11 Wormhole (200)
11 Controlled Fall (122)
11 Ghost (145)

HIGH TIER: 11 Impossible Walk (151) 11 Return to the Obelisk (177)
11 Incredible Running Speed (153) 11 Teleportation (190)
11 Alley Rat (109) 11 Jaunt (155) 11 Time Travel (192)
11 Blurring Speed (115) 11 Juggernaut (156) 11 Traverse the Worlds (194)
11 Chamber of Dreams (119) 11 Living Light (158) 11 Very Long Sprinting (196)
11 Electrical Flight (133) 11 Masterful Armor 11 Wind Chariot (199)
11 Embraced by Darkness (133) 11 Windwracked Traveler (199)
11 Fast Travel (139) Modification (160)
11 Flash Across the Miles (141) 11 Mental Projection (161)
11 Flight (141)

101

PROTECTION

Gives training or specialization in one or more types of combat defenses (Might, Speed, or Intellect),

provides or increases Armor, or otherwise helps prevent damage.

LOW TIER: 11 Go Defensive (145) 11 Resist Underwater Hazards (176)

11 Absorb Kinetic Energy (108) 11 Golem Body (145) 11 Resonance Field (176)
11 Block (115)
11 Closed Mind (119) 11 Hard to Distract (148) 11 Safe Fall (179)
11 Courageous (122)
11 Crystalline Body (123) 11 Hard to Hit (148) 11 Serv-0 Defender (181)
11 Defense Against Robots (126)
11 Defensive Phasing (127) 11 Hardiness (148) 11 Shield Master (182)
11 Deflect Attacks (127)
11 Distortion (130) 11 Have Spacesuit, Will Travel (148) 11 Shroud of Flame (183)
11 Enhanced Body (134)
11 Enveloping Shield (136) 11 Ice Armor (150) 11 Skill With Defense (183)
11 Fearsome Reputation (139)
11 Field of Destruction (139) 11 Just a Bit Mad (156) 11 Sound Conversion Barrier (184)
11 Flesh of Stone (141)
11 Flight Not Fight (141) 11 Magic Shield (159) 11 Stare Them Down (186)
11 Force Field Shield (143)
11 Fortified Position (143) 11 Mentally Tough (162) 11 Sturdy (187)

11 Out of Harm’s Way (167) 11 Trained Without Armor (193)

11 Phase Sprint (170) 11 Unarmored Fighter (194)

11 Powered Armor (171) 11 Ward (196)

11 Practiced in Armor (171) 11 Warding Shield (196)

11 Quick Block (173) 11 Weapon Defense (197)

11 Repel Metal (176) 11 Weather the Vicissitudes (197)

11 Resist the Elements (176) 11 Wind Armor (199)

MID TIER: 11 Energy Protection (134) 11 Poison Crafter (170)
11 Energy Resistance (134) 11 Rapid Processing (174)
11 Absorb Pure Energy (108) 11 Experienced in Armor (136) 11 Resilience (176)
11 Anticipate Attack (110) 11 Experienced Defender (136) 11 Resilient Ice Armor (176)
11 Blood Fever (115) 11 Force Field Barrier (143) 11 Robot Fighter (178)
11 Cloak of Opportunity (119) 11 Fusion Armor (144) 11 Shield Training (182)
11 Confounding Banter (121) 11 Hard-Won Resilience (148) 11 Subconscious Defense (187)
11 Confuse Enemy (121) 11 Horde Fighting (149) 11 Temporal Acceleration (190)
11 Counter Danger (122) 11 Huge (149) 11 Tough It Out (193)
11 Countermeasures (122) 11 Illusory Evasion (150) 11 Tower of Intellect (193)
11 Dark Matter Shell (124) 11 Magnetic Field (159) 11 Tower of Will (193)
11 Dark Matter Shroud (124) 11 Matter Cloud (161) 11 Tumbling Moves (194)
11 Discerning Mind (129) 11 Minor Wish (162) 11 Versatile Mind (196)
11 Divert Attacks (130) 11 Moving Like Water (164) 11 Vigilance (196)
11 Dodge and Respond (131) 11 Nimble Swimmer (166) 11 Wraith Cloak (200)
11 Dual Defense (132) 11 Outlaw Reputation (168)
11 Electric Armor (133)
11 Elemental Protection (133)

HIGH TIER: 11 Lost in the Chaos (159) 11 Precognition (171)
11 Masterful Armor 11 Reactive Field (174)
11 Defense Master (127) 11 See the Future (180)
11 Defensive Augmentation (127) Modification (160) 11 Still As a Statue (186)
11 Defensive Field (127) 11 Mastery in Armor (161) 11 Ultra Enhancement (194)
11 Energize Creature (134) 11 Mastery With Defense (161) 11 Untouchable (195)
11 Energize Crowd (134) 11 Microgravity Avoidance (162) 11 Untouchable While Moving (195)
11 Evasion (136) 11 Moderate Wish (163) 11 Wear It Well (197)
11 Field-Reinforced Armor (139) 11 Nothing but Defend (166)
11 Hard Target (148) 11 Parry (168)
11 Hard to Kill (148)

102

Abilities

SENSES

Enhances your senses (seeing in the dark, seeing underwater or through mist, sensing danger, finding

optimal places to stand in combat, and so on), but doesn’t provide direct answers to questions like

an information ability does.

LOW TIER: 11 Link Senses (158) 11 See Through Matter (180)
11 Mental Link (161) 11 Sense Ambush (181)
11 Eyes Adjusted (138) 11 Reveal (178) 11 Share Senses (182)
11 Familiarize (138) 11 See the Unseen (180) 11 Third Eye (191)
11 Find an Opening (139)
11 Heads-Up Display (148)

MID TIER: 11 Distance Viewing (130) 11 Sensor (181)
11 Echolocation (133) 11 Serv-0 Spy (181)
11 Animal Senses and 11 Experienced Finder (136) 11 Trapfinder (193)
Sensibilities (109) 11 Inhabit Crystal (154) 11 Use Senses of Others (195)
11 Remote Viewing (176)
11 Awareness (111) 11 Sensing Package (181)
11 Beast Eyes (112)
11 Break the Line (116)
11 Detect Life (128)

HIGH TIER: 11 Infer Thoughts (153) 11 True Senses (194)
11 Master Machine (160)
11 Amplify Sounds (109) 11 See Through Time (181)
11 Battlefield Tactician (112)
11 Dark Explorer (124)

SOCIAL

Gives you an indirect social benefit, such as providing a useful contact in a city or letting you take

advantage of your social status.

LOW TIER: 11 Misdirect Blame (163) 11 Privileged Nobility (172)
11 Negotiate (165) 11 Underworld Contacts (195)
11 Connected (121) 11 Perks of Stardom (169) 11 Unexpected Betrayal (195)
11 Debate (126) 11 Powerful Rhetoric (171)
11 Demeanor of Command (127)
11 Impart Ideal (151)

MID TIER: 11 Informer (153) 11 Perfect Stranger (169)
11 Oratory (167)
11 Betrayal (113)
11 Flamboyant Boast (140)

HIGH TIER:

11 Group Friendship (147)

103

SPECIAL ATTACK

Gives the ability to make a special melee or ranged attack (weapon, energy blast, psychic, and so on).

The attack might do damage, have a special effect (disarm, hinder, move the target, and so on), or

both. This also includes abilities like Spray that let you attack multiple targets as your action.

The small numbers LOW TIER: 11 Erase Memories (136) 11 Ray of Confusion (174)
you see after abilities 11 Eye Gouge (138) 11 Release Energy (175)
throughout this book 11 Advantage to Disadvantage (109) 11 Flash (140) 11 Resonance Field (176)
11 Aggression (109) 11 Force Bash (142) 11 Ribbons of Dark Matter (178)
are page numbers 11 Arcane Flare (110) 11 Frost Touch (144) 11 Scramble Machine (179)
for easy reference. 11 Bash (112) 11 Golem Grip (145) 11 Scratch Existence (180)
11 Bloodlust (115) 11 Grasping Foliage (146) 11 Seeds of Fury (181)
11 Concussive Blast (121) 11 Hemorrhage (149) 11 Shatter (182)
11 Control the Field (121) 11 Hurl Flame (149) 11 Shock (183)
11 Cutting Light (123) 11 Misdirect (163) 11 Stasis (186)
11 Dazzling Sunburst (125) 11 Onslaught (167) 11 Successive Attack (187)
11 Disincentivize (129) 11 Opportunist (167) 11 Surprise Attack (188)
11 Disrupting Touch (129) 11 Overwatch (168) 11 Swipe (188)
11 Drain Machine (131) 11 Pierce (170) 11 Thrust (191)
11 Dream Thief (132) 11 Push (173) 11 Thunder Beam (191)
11 Dual Light Wield (132) 11 Quick Throw (174) 11 Weighty (197)
11 Entangling Force (136)
11 Enthrall (136) 11 Power Strike (171)
11 Pry Open (172)
MID TIER: 11 Exile (136) 11 Psychic Burst (172)
11 Feint (139) 11 Psychosis (172)
11 Acrobatic Attack (108) 11 Fire and Ice (140) 11 Push Off and Throw (173)
11 Ambusher (109) 11 Fire Bloom (140) 11 Quick Strike (174)
11 Answering Attack (110) 11 Fling (141) 11 Rapid Attack (174)
11 Better Surprise Attack (113) 11 Force at Distance (142) 11 Reaction (174)
11 Bolts of Power (115) 11 Force Blast (142) 11 Remote Control (176)
11 Built-in Weaponry (116) 11 Freezing Touch (143) 11 Run and Fight (179)
11 Burning Light (116) 11 Golem Stomp (145) 11 Shattering Shout (182)
11 Castigate (118) 11 Grab (146) 11 Slice (183)
11 Center of Attention (119) 11 Gravity Cleave (146) 11 Snap Shot (183)
11 Crystal Lens (123) 11 Ignition (150) 11 Snipe (183)
11 Dark Matter Strike (124) 11 Improved Object Bond (152) 11 Spray (185)
11 Dazing Attack (125) 11 Knock Out (156) 11 Sprint and Grab (186)
11 Debilitating Strike (126) 11 Matter Cloud (161) 11 Taking Advantage (188)
11 Destroy Metal (127) 11 Mind Games (162) 11 Tall Tale (189)
11 Disable Mechanisms (128) 11 Momentum (164) 11 Throw (191)
11 Disarming Strike (129) 11 Overawe (168) 11 Throw Force Shield (191)
11 Divine Radiance (130) 11 Overcome All Obstacles (168) 11 Trick Shot (194)
11 Dodge and Respond (131) 11 Phase Detonation (169)
11 Drain Charge (131) 11 Phased Attack (170)
11 Dual Medium Wield (132)
11 Everything Is a Weapon (136)

104

Abilities

HIGH TIER: 11 Divine Intervention (130) 11 Punish All the Guilty (173)
11 Divine Symbol (131) 11 Resonant Quake (177)
11 Absorb Energy (108) 11 Do You Know Who I Am? (131) 11 Return to Sender (177)
11 Arc Spray (110) 11 Drain Power (131) 11 Shatter Mind (182)
11 Assassin Strike (110) 11 Dust to Dust (133) 11 Special Shot (184)
11 Asserting Your Privilege (110) 11 Earthquake (133) 11 Spin Attack (185)
11 Attack and Attack Again (111) 11 Embrace the Night (133) 11 Spring Away (186)
11 Biomorphic Detonation (113) 11 Explosive Release (138) 11 Stun Attack (187)
11 Blind Machine (114) 11 Finishing Blow (140) 11 Sun Siphon (188)
11 Blinding Attack (115) 11 Fire Tendrils (140) 11 Taunt Foe (189)
11 Bouncing Shield (115) 11 Foul Aura (143) 11 Terrifying Gaze (190)
11 Break the Ranks (116) 11 Ice Storm (150) 11 Twisting the Knife (194)
11 Break Their Mind (116) 11 Iron Punch (155) 11 Undo (195)
11 Call the Storm (117) 11 Jump Attack (156) 11 Vindictive Performance (196)
11 Cold Burst (119) 11 Lethal Ploy (158) 11 Weapon and Body (196)
11 Concussion (121) 11 Lethal Vibration (158) 11 Weight of the World (197)
11 Deactivate Mechanisms (125) 11 Murderer (165) 11 Weightless Shot (197)
11 Deadly Strike (125) 11 Nightmare (165) 11 Whirlwind of Throws (198)
11 Death Touch (125) 11 Phase Foe (170) 11 Winter Gauntlets (199)
11 Defense Master (127) 11 Protective Wall (172) 11 Word of Death (200)
11 Destroyer (127) 11 Psychokinetic Attack (172)
11 Dirty Fighter (128)
11 Disarming Attack (129)

SUPPORT

Gives some sort of benefit to an ally rather than yourself, such as an extra action or an asset on their

roll.

LOW TIER: 11 Encouraging Presence (134) 11 Inspiring Ease (154)
11 Force Field (143) 11 Protector (172)
11 Advice From a Friend (109) 11 Friendly Help (143) 11 Rally to Me (174)
11 Anecdote (109) 11 Good Advice (145) 11 Reveal (178)
11 Attack Flourish (111) 11 Inspire Action (154) 11 Sculpt Flesh (180)
11 Defend the Innocent (126) 11 Inspire Aggression (154) 11 Teamwork (189)
11 Enable Others (133)
11 Encouragement (134)

MID TIER: 11 Dual Wards (132) 11 Play to the Crowd (170)
11 Elemental Protection (133) 11 Spur Effort (186)
11 Accelerate (108) 11 In Harm’s Way (152) 11 Take Command (188)
11 Applying Your Knowledge (110) 11 Lead by Inquiry (157) 11 True Guardian (194)
11 Buddy System (116) 11 Pay It Forward (168)
11 Combat Challenge (120)
11 Defend All the Innocent (126)

HIGH TIER: 11 Inspiration (154) 11 Teach Trick (189)
11 Inspire Coordinated Actions (154) 11 Transcend the Script (193)
11 Able Assistance (108) 11 Inspiring Success (154) 11 True Defender (194)
11 Battle Management (112) 11 Regenerate Other (175) 11 Undo (195)
11 Block for Another (115) 11 Share Defense (181) 11 Will of a Leader (199)
11 Energize Creature (134) 11 Stimulate (186) 11 Work the Friendship (200)
11 Energize Crowd (134)
11 Impart Understanding (151)

105

TASK

Gives training, specialization, or an asset in one or more noncombat skills (climbing, healing,

computers, initiative, and so on).

LOW TIER: 11 How Others Think (149) 11 Privileged Nobility (172)
11 Impersonate (151) 11 Quarry (173)
11 Advantages of Being Big (109) 11 Impressive Display (151) 11 Quick Study (174)
11 Anticipation (110) 11 Infiltrator (153) 11 Quick to Flee (174)
11 Assassin Skills (110) 11 Inner Defense (154) 11 Quicker Than Most (174)
11 Athlete (111) 11 Insight (154) 11 Resist Tricks (176)
11 Autodoctor (111) 11 Inspire Aggression (154) 11 Ruin Lore (179)
11 Balance (112) 11 Interaction Skills (155) 11 Sailor (179)
11 Bestiary Knowledge (113) 11 Interface (155) 11 Salvage and Comfort (179)
11 Blameless (113) 11 Investigate (155) 11 Sense Attitudes (181)
11 Breaker (116) 11 Investigative Skills (155) 11 Serv-0 Repair (181)
11 Car Surfer (118) 11 Knowing (156) 11 Sharp Senses (182)
11 Careful Aim (118) 11 Knowledge of the Law (156) 11 Sleuth (183)
11 Celebrity Talent (119) 11 Knowledge Skills (157) 11 Slippery (183)
11 Computer Programming (121) 11 Late Inspiration (157) 11 Sneak (183)
11 Contortionist (121) 11 Learning the Path (157) 11 Stalker (186)
11 Courageous (122) 11 Levity (158) 11 Stand Watch (186)
11 Crafter (122) 11 Life Lessons (158) 11 Stealth Skills (186)
11 Danger Sense (124) 11 Machine Affinity (159) 11 Straightforward (187)
11 Datajack (124) 11 Machine Hunting (159) 11 Superb Explorer (188)
11 Debate (126) 11 Machine Interface (159) 11 Superb Infiltrator (188)
11 Deep Water Guide (126) 11 Magic Training (159) 11 Taking Advantage (188)
11 Designation (127) 11 Make Judgment (160) 11 Task Training (189)
11 Devoted Defender (128) 11 Master Identifier (160) 11 Tech Skills (189)
11 Disguise (129) 11 Master Thief (160) 11 There’s Your Problem (190)
11 Divine Knowledge (130) 11 Microgravity Adept (162) 11 Tool Mastery (192)
11 Driver (132) 11 Monster Lore (164) 11 Tracker (193)
11 Enlightened (136) 11 Movement Skills (164) 11 Trained Excavator (193)
11 Exploratory Experience (137) 11 Muscles of Iron (165) 11 Trained Interlocutor (193)
11 Extra Skill (138) 11 Natural Charisma (165) 11 Trained Swimmer (193)
11 Feat of Strength (139) 11 Oneirochemy (167) 11 Travel Skills (193)
11 Flex Lore (141) 11 Open Mind (167) 11 Understanding (194)
11 Freakishly Large (143) 11 Opening Statement (167) 11 Vacuum Skilled (196)
11 Game Lessons (144) 11 Physical Skills (170) 11 Wilderness Life (199)
11 Gamer (144) 11 Pilot (170) 11 Wilderness Lore (199)
11 Good Advice (145) 11 Poetic License (170) 11 Wound Tender (200)
11 Hand to Eye (148) 11 Post-Apocalyptic Survivor (170) 11 Zero Dark Eyes (200)
11 Handy (148) 11 Powerful Rhetoric (171)
11 Hard Choices (148) 11 Predictive Equation (171)
11 Heads-Up Display (148)
11 Higher Mathematics (149)

106

Abilities

MID TIER: 11 Intelligent Interface (155) 11 Serv-0 Brawler (181) The small numbers
11 Intense Interaction (155) 11 Sharp-Eyed (182) you see after abilities
11 Action Processor (108) 11 Knowledge Is Power (156) 11 Ship Footing (182) throughout this book
11 Agent Provocateur (109) 11 Master Crafter (160) 11 Silent As Space (183) are page numbers
11 Animal Senses and 11 Meticulous Planner (162) 11 Skill With Attacks (183) for easy reference.
11 Minor Wish (162) 11 Soothe Mind and Body (184)
Sensibilities (109) 11 Nightstrike (166) 11 Subtle Steps (187)
11 Confidence Artist (121) 11 Outlast the Foe (167) 11 Targeting Eye (189)
11 Dark Matter Shell (124) 11 Passing Mechanic (168) 11 Task Specialization (189)
11 Enhance Strength (134) 11 Preternatural Senses (171) 11 Telling (190)
11 Expert Driver (137) 11 Pull a Fast One (173) 11 Temporal Acceleration (190)
11 Expert Pilot (137) 11 Rapid Processing (174) 11 Trained Basher (193)
11 Find the Guilty (139) 11 Rider (178) 11 Trained Gunner (193)
11 Flex Skill (141) 11 Sea Legs (180) 11 Trained Slayer (193)
11 Ghost (145) 11 Sensing Package (181) 11 Verbal Misdirection (196)
11 Hard to See (148) 11 Serv-0 Aim (181) 11 You Studied (200)
11 Heightened Skills (149)
11 Improvise (152)
11 Increasing Determination (153)

HIGH TIER: 11 Learned a Few Things (157) 11 See the Future (180)

11 Amplify Sounds (109) 11 Like the Back of Your Hand (158) 11 Subsonic Rumble (187)
11 As Foretold in Prophecy (110)
11 Coordinated Effort (122) 11 Magnificent Moment (159) 11 Total Awareness (192)
11 Dark Explorer (124)
11 Explains the Ineffable (137) 11 Master Entertainer (160) 11 Trick Driver (194)
11 Exploit Advantage (137)
11 Further Mathematics (144) 11 Multiple Skills (165) 11 Using the Environment (195)

11 No One Knows Better (166)

11 Precognition (171)

TRANSFORM

A significant change that temporarily enhances you, such as

growing bigger, turning into a werewolf, and so on. Also includes

apparent transformations like disguises and invisibility.

LOW TIER: 11 Golem Healing (145)
11 Illusory Disguise (150)
11 Beast Form (112) 11 Phased Pocket (170)
11 Bigger (113) 11 Spin Identity (185)
11 Controlled Change (122) 11 Vanish (196)
11 Enlarge (135)
11 Face Morph (138)

MID TIER: 11 Hard to See (148)
11 Huge (149)
11 Bigger Beast Form (113) 11 Invisible Phasing (155)
11 Blend In (113) 11 Moon Shape (164)
11 Evanesce (136)
11 Greater Controlled Change (146)

HIGH TIER: 11 Mask (160)
11 Moderate Wish (163)
11 Colossal (120) 11 Outside Reality (168)
11 Command Metal (120) 11 Perfect Control (169)
11 Disappear (128) 11 Wild Camouflage (198)
11 Gargantuan (144)
11 Invisibility (155)

107

If you select an ability for ABILITIES—A 11Accelerate (4+ Intellect points): Your
your new focus or type words imbue the spirit of a character within
11A Smile and a Word: When you use Effort immediate range who is able to understand
that refers to or modifies on any action involving interactions—even you, accelerating them so they gain an asset
a lower-tier ability, also those having to do with calming animals or on initiative tasks and Speed defense rolls for
include that lower-tier communicating with someone or something ten minutes. In addition to the normal options
ability in your type or whose language you do not speak—you gain a for using Effort, you can choose to use Effort
free level of Effort on the task. Action. to affect more targets; each level of Effort
focus as a selection a PC affects one additional target. You must speak to
can make at a lower tier. 11Able Assistance: When you help someone with additional targets to accelerate them, one target
a task and they apply a level of Effort, they get a per round. Action per target to initiate.
Free level of Effort, free level of Effort on that task. Enabler.
page 209

Minor effect, page 211 11Absorb Energy (7 Intellect points): You touch 11Acrobatic Attack (1+ Speed points): You leap
an object and absorb its energy. If you touch a into the attack, twisting or flipping through the
manifest cypher, you render it useless. If you air. If you roll a natural 17 or 18, you can choose
touch an artifact, roll for its depletion. If you to have a minor effect rather than deal extra
touch another kind of powered machine or damage. If you apply Effort to the attack, you get
device, the GM determines whether its power a free level of Effort on the task. You can’t use
is fully drained. In any case, you absorb energy this ability if your Speed Effort costs are reduced
from the object touched and regain 1d10 Intellect from wearing armor. Enabler.
points. If this would give you more Intellect than
your Pool’s maximum, the extra points are lost, 11Action Processor (4 Intellect points): Drawing
and you must make a Might defense roll. The upon stored information and the ability to
difficulty of the roll is equal to the number of process incoming data at amazing speeds, you
points over your maximum you absorbed. If you are trained in one physical task of your choice
fail the roll, you take 5 points of damage and are for ten minutes. For example, you can choose
unable to act for one round. You can use this running, climbing, swimming, Speed defense, or
ability as a defense action when you’re the target attacks with a specific weapon. Action to initiate.
of an incoming ability. Doing so cancels the
incoming ability, and you absorb the energy as if 11Adaptation: Thanks to a latent mutation,
it were a device. Action. a device implanted in your spine, a ritual
performed with dragon’s blood, or some
11Absorb Kinetic Energy: You absorb a portion other gift, you now remain at a comfortable
of the energy of a physical attack or impact. temperature; never need to worry about
You negate 1 point of damage you would have dangerous radiation, diseases, or gases; and can
suffered and store that point as energy. Once you always breathe in any environment (even the
have absorbed 1 point of energy, you continue vacuum of space). Enabler.
to negate 1 point of damage from any incoming
blow or impact, but the residual energy bleeds 11Adroit Cypher Use: You can bear four cyphers
off with a flare of harmless light (you cannot at a time. Enabler.
store more than 1 point at a time). Enabler.
11Advanced Command (7 Intellect points): A
11Absorb Pure Energy: When you use Absorb target within short range obeys any command
Kinetic Energy, you can also absorb and store you give as long as they can hear and understand
energy from attacks made with pure energy you. Further, as long as you continue to do
(focused light, radiation, transdimensional, nothing but issue commands (taking no other
psychic, etc.) or from conduits that direct energy, action), you can give that same target a new
if you can make direct contact. This ability does command. This effect ends when you stop
not change how many points of energy you can issuing commands or they are out of short
store. If you also have Improved Absorb Kinetic range. Action to initiate.
Energy, you can absorb 2 points of damage from
other energy sources as well. Enabler.

108

Abilities–A

11Advantage to Disadvantage (3 Speed points): 11Alleviate (3 Intellect points): You attempt to Enlarge, page 135
With a number of quick moves, you make an cancel or cure one malady (such as disease or
attack against an armed foe, inflicting damage poison) in one creature. Action.
and disarming them so that their weapon is
now in your hands or 10 feet (3 m) away on the 11Alley Rat (6 Intellect points): While in a city,
ground—your choice. This disarming attack is you find or create a significant shortcut, secret
hindered. Action. entrance, or emergency escape route where
it looked like none existed. Doing so requires
11Advantages of Being Big: When you use that you succeed on an Intellect action whose
Enlarge, you’re so big that you can move massive difficulty is set by the GM based on the situation.
objects more easily, climb buildings by using You and the GM should work out the details.
hand- and footholds unavailable to regular-sized Action.
people, and jump much farther. While you enjoy
the effects of Enlarge, all climbing, lifting, and 11Amazing Effort: When you apply at least one
jumping tasks are eased. Enabler. level of Effort to a noncombat task, you get a
free level of Effort on that task. When you choose
11Advice From a Friend (1 Intellect point): You this ability, decide if it applies to Might Effort or
know your friend’s strengths and weaknesses, Speed Effort. Enabler.
and how to motivate them to succeed. When
you give an ally a suggestion involving their next 11Ambusher: When you attack a creature that
action, the character is trained in that action for has not yet acted during the first round of
one round. Action. combat, your attack is eased. Enabler.

11Again and Again (8 Speed points): You can 11Amplify Sounds (2 Might points): For one
take an additional action in a round in which you minute, you can amplify distant or small sounds
have already acted. Enabler. so that you can hear them clearly, even if it’s a
conversation or the sound of a small animal
11Agent Provocateur: Choose one of the moving through an underground burrow up
following to be trained in: attacking with a to a very long distance away. You can attempt
weapon of your choice, demolitions, or sneaking to perceive the sound even if interceding
and lockpicking (if you choose this last option, barriers block it or the sound is very slight,
you are trained in both). Enabler. though this requires a few additional rounds of
concentration. To discriminate the sound you
11Aggression (2 Might points): You focus on wish in a noisy environment might also require
making attacks to such an extent that you leave a few additional rounds of concentration as you
yourself vulnerable to your opponents. While this audibly explore the surrounding soundscape.
ability is active, you gain an asset on your melee Given enough time, you could pinpoint every
attacks, and your Speed defense rolls against conversation, every breathing creature, and
melee and ranged attacks are hindered. This every device creating noise within range. Action
effect lasts for as long as you wish, but it ends if to initiate, up to several rounds to complete,
no combat is taking place within range of your depending on the difficulty of the task.
senses. Enabler.
11Anecdote (2 Intellect points): You can lift
11Agile Wit: When attempting a Speed task, you the spirits of a group of creatures and help
instead can roll (and spend points) as if it were them bond together by entertaining them with
an Intellect action. If you apply Effort to this an uplifting or pointed anecdote. For the next
task, you can spend points from your Intellect hour, those who pay attention to your story are
Pool instead of your Speed Pool (in which case trained in a task you choose that’s related to the
you also use your Intellect Edge instead of your anecdote, as long as it’s not an attack or defense
Speed Edge). Enabler. task. Action to initiate, one minute to complete.

11All-Out Con (7 Intellect points): You put 11Animal Senses and Sensibilities: You are
everything into it. You add three free levels of trained in listening and spotting things. In
Effort to the next task you attempt. You can’t use addition, most of the time, the GM should alert
this ability again until after you’ve taken a you if you’re about to walk into an ambush or a
ten-hour recovery action. Action. trap that is lower than level 5. Enabler.

109

Scavenging, page 296 11Answering Attack (3 Speed points): If you are 11Artifact Scavenger (6 Intellect points + 2 XP):
struck in melee, you can make an immediate You’ve developed a sixth sense for searching
Equipment, page 201 melee attack against that attacker once per round. for the most valuable items in the wasteland.
Beast Companion, The attack is hindered, and you can still take your If you spend the time required to succeed on
page 112 normal action during the round. Enabler. two scavenging tasks, you can exchange all the
Water, page 221 results you would otherwise obtain for a chance
11Anticipate Attack (4 Intellect points): You can to gain an artifact of the GM’s choosing if you
sense when and how creatures attacking you will succeed on a difficulty 6 Intellect task. You can
make their attacks. Speed defense rolls are eased use this ability at most once per day, and never
for one minute. Action. within the same general area. Action to initiate,
several hours to complete.
11Anticipation (1 Intellect point): You look ahead
to see how your actions might unfold. The first 11Artifact Tinkerer: If you spend at least one day
task you perform before the end of the next tinkering with an artifact in your possession, it
round gains an asset. Action. functions at one level higher than normal. This
applies to all artifacts in your possession, but
11Applying Your Knowledge: When you help they retain this bonus only for you. Enabler.
another character undertake any action that
you’re untrained in, you are treated as if you are 11As Foretold in Prophecy: You accomplish
trained in it. Action. something that proves you are truly the chosen
one. The next task you attempt is eased by three
11Apportation (4 Intellect points): You call a steps. You can’t use this ability again until after
physical object to you. You can choose any piece you’ve taken a one-hour or a ten-hour recovery
of normal equipment on the standard equipment action. Action.
list, or (no more than once per day) you can
allow the GM to determine the object randomly. 11As If One Creature: When you and your beast
If you call a random object, it has a 10 percent (from your Beast Companion ability) are within
chance of being a manifest cypher or artifact, a immediate distance of each other, you can share
50 percent chance of being a piece of standard damage inflicted on either of you. For instance,
equipment, and a 40 percent chance of being a if one of you is struck by a weapon for 4 points
bit of worthless junk. You can’t use this ability to of damage, divide the damage between the
take an item held by another creature. Action. two of you as you see fit. Only the Armor and
resistances of the target initially damaged come
11Aquatic Combatant: You ignore penalties for into play. So if you have 2 Armor and are struck by
any action (including fighting) in underwater a force blast for 4 points of damage, your beast
environments. Enabler. can take the 2 points of damage you would suffer,
but their Armor does not come into play, nor does
11Arc Spray (3 Speed points): If a weapon has their immunity to force blasts, if any. Enabler.
the ability to fire rapid shots without reloading
(usually called a rapid-fire weapon, such as a 11Assassin Skills: You are trained in stealth and
crank crossbow), you can fire your weapon at up disguise tasks. Enabler.
to three targets (all next to one another) at once.
Make a separate attack roll against each target. 11Assassin Strike (5 Intellect points): If you
Each attack is hindered. Action. successfully attack a creature that was previously
unaware of your presence, you deal 9 additional
11Arcane Flare (1 Intellect point): You enhance points of damage. Enabler.
the damage of another attack spell with an extra
charge of energy so that it deals 1 additional 11Asserting Your Privilege (3 Intellect points):
point of damage. Alternatively, you attack a target Acting as only a privileged person can, you
within long range by projecting a flare of raw verbally harangue a foe who can hear and
magic that inflicts 4 points of damage. Enabler understand you so forcefully that they are unable
for enhancement; action for long-range attack. to take any action, including attacks, for one
round. Whether you succeed or fail, the next
action the target takes is hindered. Action.

110

Abilities–A

11Assume Control (6+ Intellect points): You 11Attack Flourish: With your attack, you add
control the actions of another creature you stylish moves, entertaining quips, or a certain
have interacted with or studied for at least a something that entertains or impresses others.
round. This effect lasts for ten minutes. The One creature you choose within short range
target must be level 2 or lower. Once you have who can see you gains an asset to its next task if
assumed control, the target acts as if it wants to taken within a round or two. Enabler.
accomplish your desire to the best of its ability,
freely using its own best judgment unless you 11Augment Cypher (2+ Intellect points): When
use an action to give it a specific instruction you activate a cypher, add +1 to its level. In
on an issue-by-issue basis. In addition to the addition to the normal options for using Effort,
normal options for using Effort, you can choose you can choose to use Effort to increase the level
to use Effort to increase the maximum level of of the cypher by an additional +1 (per level of
the target. Thus, to attempt to command a level Effort applied). You can’t increase the cypher’s
5 target (three levels above the normal limit), level above 10. Enabler.
you must apply three levels of Effort. When the
effect ends, the target remembers everything that 11Autodoctor: You are trained in healing,
happened and reacts according to its nature and performing surgical procedures, and
your relationship to it; assuming control might withstanding pain. You can perform surgeries on
have soured that relationship if it was previously yourself, remaining conscious while you do so.
a positive one. Action to initiate. Enabler.

11Athlete: You are trained in carrying, climbing, 11Awareness (3 Intellect points): You become Minor and major
jumping, and smashing. Enabler. hyperaware of your surroundings in order to effects, page 211
better locate your target. For ten minutes,
11Attack and Attack Again: Rather than granting you are aware of all living things within long
additional damage or a minor or major effect, range (including their general position), and by
a natural 17 or higher on your attack roll allows concentrating (another action), you can attempt
you the option of immediately making another to learn the general health and power level of any
attack. Enabler. one of them. Action.

111

Followers, page 233 ABILITIES—B advantageous location, you might learn of a
disadvantageous location that you could use
A creature’s level 11Babel: After hearing a language spoken for a against your enemies, such as maneuvering
determines its target few minutes, you can speak it and make yourself them into an awkward corner that hinders their
number, health, and understood. If you continue to use the language melee attacks or a weak spot on the frozen
damage, unless otherwise to interact with native speakers, your skills lake that will break if they stand on it. You can
stated. So a level 2 beast improve rapidly, to the point where you might apply Effort to learn one additional good or bad
companion has a target be mistaken for a native speaker after just a few location within range (one location per level of
hours of speaking the new language. Enabler. Effort), increase the range of this ability (another
number of 6 and a short distance per level of Effort), or both.
health of 6, and it inflicts 11Balance: You are trained in balancing. Enabler. Enabler.

2 points of damage. A 11Band of Desperados: Your reputation draws a 11Beast Call (5 Intellect points): You summon a
level 4 beast companion band of six level 2 desperado NPC followers who horde of small animals or a single level 4 beast
has a target number of are completely devoted to you. You and the GM to help you temporarily. These creatures do your
must work out the details of these followers. If bidding for as long as you focus your attention,
12 and a health of 12, a follower dies, you gain a new one after at least but you must use your action each turn to direct
and it inflicts 4 points two weeks and proper recruitment. Enabler. them. Creatures are native to the area and
of damage. And so on. arrive under their own power, so if you’re in an
11Band of Followers: You gain four level 3 unreachable place, this ability won’t work. Action.
Creatures, page 312 followers. They are not restricted on their
modifications. Enabler. 11Beast Companion: A level 2 creature of your
When you use Basic size or smaller accompanies you and follows
Follower, the GM 11Bash (1 Might point): This is a pummeling your instructions. You and the GM must work
melee attack. Your attack inflicts 1 less point out the details of your creature, and you’ll
may require that you of damage than normal, but dazes your target probably make rolls for it in combat or when it
actually look for a for one round, during which time all tasks it takes actions. The beast companion acts on your
suitable follower. performs are hindered. Action. turn. As a level 2 creature, it has a target number
of 6 and 6 health and it inflicts 2 points of
11Basic Follower: You gain a level 2 follower. One damage. Its movement is based on its creature
of their modifications must be persuasion. You type (avian, swimmer, and so on). If your beast
can take this ability multiple times, each time companion dies, you can hunt in the wild for 1d6
gaining another level 2 follower. Enabler. days to find a new one. Enabler.

11Battle Management (4 Intellect points): As long 11Beast Eyes (3 Intellect points): By linking to
as you use your action each round giving orders the creature from your Beast Companion ability,
or advice, attack and defense actions taken by you can perceive through its senses if it is within
your allies within short range are eased. Action. 1 mile (1.5 km) of you. This effect lasts up to ten
minutes. Action to establish.
11Battlefield Tactician (2+ Intellect points): You
scrutinize your surroundings, learning whatever 11Beast Form: On five consecutive nights each
facts the GM feels are pertinent about attacking, month, you change into a monstrous beast for
defending, maneuvering, and dealing with up to one hour each night. In this new form,
environmental hazards within a short distance. you gain +8 to your Might Pool, +1 to your
For example, you might notice a pile of rubble Might Edge, +2 to your Speed Pool, and +1 to
you can stand on for an advantage in melee, a your Speed Edge. While in beast form, you can’t
sheltered corner to help protect against enemy spend Intellect points for any reason other than
attacks, a less-slippery part of a frozen lake, or to try to change to your normal form before the
a place where the poison gas is thinner than one-hour duration is over (a difficulty 2 task). In
elsewhere. If you (or someone you tell) move addition, you attack any and every living creature
to that location, you (or they) gain an asset on within short range. After you revert to your
tasks related to that optimal position (such as normal form, you take a –1 penalty to all rolls
attack rolls from the high ground, Speed defense for one hour. If you did not kill and eat at least
rolls from the sheltered corner, balance rolls on one substantial creature while in beast form, the
the frozen lake, or Might defense rolls against penalty increases to –2 and affects all your rolls
the poisonous cloud). Instead of gaining an for the next 24 hours. Action to change back.

112

Abilities–B

11Bestiary Knowledge: You are trained in the 11Biomorphic Detonation (7+ Might points): You Surprise Attack, page 188
lore of flesh-eating, nonhumanoid creatures— radiate a pulse of biomorphic energy up to a short
recognizing them, knowing their weaknesses, distance away, but you tune it to disrupt life in Enlarge, page 135
and knowing their habits and behaviors. Enabler. an area an immediate distance across. All within
the detonation take 5 points of damage that Although people probably
11Betrayal: Any time you convince a foe that ignores Armor (unless it is Armor provided by a look upon a creature
you are not a threat and then suddenly attack force field effect). If you apply additional Effort to transforming into another
it (without provocation), the attack deals 4 increase the damage, you deal 2 additional points creature as mystical
additional points of damage. Enabler. of damage per level of Effort (instead of 3 points); lycanthropy, if the genre
targets in the area take 1 point of damage even if allows, the process might
11Better Living Through Chemistry (4 Intellect you fail the attack roll. Action. instead be accessing
points): You’ve developed drug cocktails other dimensions of
specifically designed to work with your own 11Biomorphic Healing (4+ Might points): You reality. A character either
biochemistry. Depending on which one you consciously send out a pulse of your biomorphic draws mass from an
inject, it makes you smarter, faster, or tougher, field (a strange energy your body generates) and extradimensional space
but when it wears off, the crash is a doozy, so focus it on a living creature within short range. (perhaps somehow
you use it only in desperate situations. You gain The target gains a free and immediate one-action warping higher-
2 to your Might Edge, Speed Edge, or Intellect recovery roll. You can’t use this ability again on dimensional mass into
Edge for one minute, after which you can’t that creature until after its next ten-hour rest. our lower dimensions)
gain the benefit again for one hour. During this Action. or switches places with
follow-up hour, every time you spend points from a larger, more savage
a Pool, increase the cost by 1. Action. 11Blameless: You are trained in one of the ultraterrestrial creature
following: deception, stealth, or disguise. Enabler. for a time. In this latter
11Better Surprise Attack: If attacking from a case, the character and
hidden vantage, with surprise, or before an 11Blend In (4 Intellect points): When you blend the creature have a bond
opponent has acted, you get an asset on the in, creatures still see you, but they attach no that allows them to
attack (if you have Surprise Attack, this is in importance to your presence for about a minute. share general intentions.
addition to the asset from that ability). On a While blending in, you are specialized in stealth The character, while
successful hit with this surprise attack, you inflict and Speed defense tasks. This effect ends if shunted to another
2 additional points of damage (for a total of 4 you do something to reveal your presence or dimension, likely remains
additional points of damage if you have Surprise position—attacking, using an ability, moving a in stasis, unaware of
Attack). Enabler. large object, and so on. If this occurs, you can anything until returning
regain the remaining period of effect by taking an to the normal world.
11Bigger: When you use Enlarge, you can choose action to focus on seeming innocuous and as if
to grow up to 12 feet (4 m) in height, and you you belong. Action to initiate or reinitiate.
add 3 more temporary points to your Might Pool.
Enabler.

11Bigger Beast Form: When you use Beast Form,
your beast form grows bigger than before, during
which time you achieve a height of 12 feet (4 m).
Being so large, your beast form gains the
following additional bonuses: +1 to Armor, +5
to your Might Pool, and you are trained in using
your fists as heavy weapons (if you weren’t
already). However, your Speed defense tasks are
hindered. While bigger, you also gain an asset
to tasks that are easier for a larger creature to
perform, like climbing, intimidating, wading
rivers, and so on. Enabler.

113

Blessing of the Gods is an 11Blessing of the Gods: As a servant of the gods, Nature/Animals/Plants. You are trained in
ability most commonly you can call up blessings in their name. This botany and handling natural animals. Enabler.
associated with the blessing depends on the god’s general demeanor
and area of influence. Choose two of the abilities Protection/Silence (3 Intellect points). You create
Channels Divine Blessings described below. a quiet bubble of protection around you to an
focus on page 65. immediate radius for one minute. The bubble
Authority/Law/Peace (3 Intellect points). You moves with you. All defense rolls for you and all
prevent a foe that can hear and understand you creatures you designate within the bubble are
from attacking anyone or anything for one round. eased, and no noise, regardless of its origin,
Action. sounds louder than a normal speaking voice.
Action to initiate.
Benevolence/Righteousness/Spirit (2+ Intellect
points). One level 1 demon, spirit, or similar Sky/Air (2 Intellect points). A creature you touch
creature within short range is destroyed or is immune to airborne toxins or contaminants
banished. In addition to the normal options for for ten minutes. Action.
using Effort, you can choose to use Effort to
increase the maximum level of the target. Thus, Sun/Light/Fire (2 Intellect points). You cause
to destroy or banish a level 5 target (four levels one creature or object within short range to catch
above the normal limit), you must apply four fire, inflicting 1 point of ambient damage each
levels of Effort. Action. round until the fire is extinguished (requiring an
action). Action.
Death/Darkness (2 Intellect points). A target you
choose within short range withers, suffering 3 Trickery/Greed/Commerce. You are trained
points of damage. Action. in detecting the deceptions of other creatures.
Enabler.
Desire/Love/Health (3 Intellect points). With a
touch, you restore 1d6 points to one stat Pool of War (1 Intellect point). A target you choose
any creature, including yourself. This ability is a within short range (potentially yourself) deals
difficulty 2 Intellect task. Each time you attempt 2 additional points of damage with its next
to heal the same creature, the task is hindered successful weapon attack. Action.
by an additional step. The difficulty returns to 2
after that creature rests for ten hours. Action. Water/Sea (2 Intellect points). A target you
touch can breathe water for ten minutes. Action.
Earth/Stone. You are trained in climbing,
stonecraft, and spelunking. Enabler. 11Blind Machine (6 Speed points): You
deactivate the sensory apparatus of a machine,
Knowledge/Wisdom (3 Intellect points). Choose making it effectively blind until it can be repaired.
up to three creatures (potentially including You must either touch the target or strike it with
yourself). For one minute, a particular type of a ranged attack (inflicting no damage). Action.
task (but not an attack roll or defense roll) is
eased for those creatures, but only while they
remain within immediate range of you. Action.

114

Abilities–B

11Blinding Attack (3 Speed points): If you have 11Bouncing Shield: When you use Throw Force Force Field Shield,
a source of light, you can use it to make a melee Shield, instead of dissipating after one attack page 143
attack against a target. If successful, the attack (whether it hits or misses), it will attack up to
deals no damage, but the target is blinded for two additional targets within short range. Effort Throw Force Shield,
one minute. Action. or other modifiers applied to the first attack page 191
affect all other targets as well. Whether you hit Healing Pulse, page 148
11Blink of an Eye (4 Speed points): You move up all, some, or none of your targets, the shield
to 1,000 feet (300 m) in one round. Action. dissipates and then reforms in your grasp. (If
you choose Bouncing Shield and have previously
11Block (3 Speed points): You automatically taken the Throw Force Shield ability, you have
block the next melee attack made against you the option to exchange that ability for Healing
within the next minute. Action to initiate. Pulse.) Enabler.

11Block for Another: If you use a light or medium 11Bound Magic Creature: You have a magic ally Bound magic
weapon, you can block attacks made against an ally bound to a physical object (perhaps a minor creature: level 3
near you. Choose one creature within immediate djinn bound to a lamp, a lesser demon bound to Quick Block, page 173
range. You provide an asset to that creature’s Speed a coin, or a spirit bound to a mirror). The magic
defense tasks. You can’t use Quick Block while ally doesn’t yet have the full power that one of its Free level of Effort,
using Block for Another. Enabler. kind could possess when mature. Normally, the page 209
ally remains quiescent in its bound object. When
11Blood Fever: When you have no points in one you use an action to manifest it, it appears next
or two Pools, you gain an asset to attacks or to you as a creature that can converse with you.
defense rolls (your choice). Enabler. The creature has its own personality determined
by the GM and is a level higher than its base
11Bloodlust (3 Might points): If you take down level for one area of knowledge (such as local
a foe, you can move a short distance, but only if history). The GM determines whether the magic
you move toward another foe. You don’t need to ally has a long-term goal of its own.
spend the points until you know that the first foe
is down. Enabler. Each time the magic ally becomes physically
manifest, it remains so for up to one hour. During
11Blurring Speed (7 Speed points): You move so that period, it accompanies you and follows your
quickly that until your next turn, you look like a instructions. The magic ally must remain an
blur. While you are blurred, if you apply Effort to immediate distance from you; if it moves farther
a melee attack task or Speed defense task, you away, it is yanked back into its object at the end of
get a free level of Effort on that task; you can your following turn and cannot return until after
move a short distance as part of another action your next ten-hour recovery roll. It doesn’t attack
or a long distance as your entire action. Enabler. creatures, but it can use its action to serve as an
asset for any one attack you make on your turn.
11Bolt Rider (4 Intellect points): You can move Otherwise, it can take actions on its own (though
a long distance from one location to another you’ll likely roll for it).
almost instantaneously, carried by a bolt of
lightning. You must be able to see the new If the creature is reduced to 0 health, it
location, and there must be no intervening dissipates. It reforms in its object in 1d6 + 2 days.
barriers. Action.
If you lose the bound object, you retain a
sense of the direction in which it lies. Action to
manifest the magic creature.

11Bolts of Power (5+ Intellect points): You blast a
fan of lightning out to short range in an arc that
is approximately 50 feet (15 m) wide at the end.
This discharge inflicts 4 points of damage. If you
apply Effort to increase the damage rather than
to ease the task, you deal 2 additional points of
damage per level of Effort (instead of 3 points);
targets in the area take 1 point of damage even if
you fail the attack roll. Action.

115

OBJECT DAMAGE TRACK 11Brainwashing (6+ Intellect points): You use 11Breaker: You are trained in tasks related to
trickery, well-spoken lies, and mind-affecting damaging objects with the goal of breaking,
Intact: The default state for an chemicals (or other means, like magic or high piercing, or demolishing them. It is a Might
object. technology) to make others temporarily do what action to damage an object, and on a success,
you want them to do. You control the actions the object moves one step down the object
Minor damage: A slightly of another creature you touch. This effect lasts damage track. If the Might roll exceeds the
damaged state. An object for one minute. The target must be level 3 or difficulty by two steps, the object instead moves
with minor damage lower. You can allow it to act freely or override two steps down the object damage track. If the
reduces its level by 1. its control on a case-by-case basis as long as Might roll exceeds the difficulty by four steps,
you can see it. In addition to the normal options the object moves three steps down the object
Major damage: A critically for using Effort, you can choose to use Effort damage track and is immediately destroyed.
damaged state. An object to increase the maximum level of the target or Brittle material reduces the effective level of the
with major damage is increase the duration by one minute. Thus, to object, while hard material like wood or stone
broken and no longer control the mind of a level 6 target (three levels adds 1 to the effective level or 2 for very hard
functions. above the normal limit) or control a target for objects like those made of metal. Enabler.
four minutes (three minutes above the normal
Destroyed: The object is duration), you must apply three levels of Effort. 11Brute Strike (4 Might points): You deal 4
ruined. It no longer When the duration ends, the creature doesn’t additional points of damage with all melee
functions and cannot be remember being controlled or anything it did attacks until the end of the next round. Enabler.
repaired. while under your influence. Action to initiate.
11Buddy System (3 Intellect points): Choose one
116 11Break the Line (4 Intellect points): You have character standing next to you. That character
an eye for group discipline and hierarchy, even becomes your buddy for ten minutes. You are
among your foes. If a group of foes is gaining trained in all tasks involving finding, healing,
any kind of benefit from working together, you interacting with, and protecting your buddy. Also,
can attempt to disrupt that benefit by pointing while you stand next to your buddy, both of you
out the weak spot in the enemy’s line, formation, have an asset on Speed defense tasks. You can
or swarm attack. This effect lasts for up to a have only one buddy at a time. Action to initiate.
minute or until all the affected foes spend a
round assessing and resetting themselves to 11Built-in Weaponry: Biomechanical implants,
regain their normal advantage. Action to initiate. a magical jewel fused to your forehead, or
something just as wild now provides you with
11Break the Ranks (6 Speed points): You move up inherent weaponry. This allows you to fire a blast
to a short distance and attack up to four different of energy up to long range that inflicts 5 points
foes as a single action as long as they are all along of damage. There is no cost for you to use this
your path. Any modifiers that apply to one attack ability. Action.
apply to all the attacks you make. If you have
another special ability that allows you to move 11Burning Light (3 Intellect points): You send a
and take an action, when you use Break the Ranks, beam of light at a creature within long range and
you gain an asset to attacking these foes. Action. then tighten the beam until it burns, inflicting 5
points of damage. Action.
11Break Their Mind (7+ Intellect points): Using
your clever words and knowledge of others, and 11Burst of Escape (5 Speed points): You can take
given a couple of rounds of conversation to gain two separate actions this round, as long as one
a few specific pieces of context regarding your of them is to hide or to move in a direction that
target, you can utter a sentence designed to cause is not toward a foe. Enabler.
your target immediate psychological distress. If
the target can hear and understand you, it suffers 11Bypass Barrier (6+ Intellect points): You get past
6 points of Intellect damage (ignores Armor) a door, force field, or other barrier up to 3 feet (1 m)
and forgets the last day of its life, which might thick that is blocking your way. Depending on the
mean it forgets you and how it came to be where barrier, this might involve finding a weak spot
it currently is. In addition to the normal options you can push through, pressing the right button
for using Effort, you can choose to use Effort to by luck, just breaking through, or even weirder
attempt to break the mind of one additional target explanations like touching a thin place between
who can hear and understand you. Action to dimensions or an unexpected interaction with
initiate, action to complete. your equipment. The difficulty of the task is the

Abilities–B-C

level of the barrier. This ability allows you alone fix (unties you, slips you a knife, leaves a cell
to pass through, not anyone else, and the way door unlocked) in a way that minimizes their
through closes at the end of your turn (which risk of revealing their divided loyalties to their
might mean you’re trapped on the far side). You employer or other allies. This ability is a difficulty
have an asset in any attempts to get through it 3 Intellect task. Each additional time you use this
again. In addition to the normal options for using ability, the task is hindered by an additional step.
Effort, you can choose to use Effort to increase The difficulty returns to 3 after you rest for ten
the maximum thickness of the barrier, each level hours. Action.
adding 3 feet (1 m). Action.
11Call Otherworldly Spirit (6 Intellect points): When a dead spirit is
ABILITIES—C You summon a spirit creature that manifests for called, it is likely to have
up to a day (or less, if it accomplishes something a unique personality,
11Call Dead Spirit (6 Intellect points): At your important to it before then), after which it fades a name, and perhaps
touch, the remains of a creature dead no longer away and cannot be summoned again. The spirit even unfinished business
than seven days appears as a manifest (and is a creature of level 6 or lower, and it can be that it might relate
apparently physical) spirit, whose level is the substantial or insubstantial as it wishes (using to the character.
same as it had in life. The raised spirit persists an action to change). The spirit is not beholden
for up to a day (or less, if it accomplishes to you, and it does not need to stay near you to
something important to it before then), after remain manifest. Action to initiate.
which it fades away and cannot return again.
11Call the Storm (7+ Intellect points): If you are
The raised spirit remembers everything it outside or in a location that has a ceiling at least
knew in life and possesses most of its previous 300 feet (90 m) above the floor, you summon a
abilities (though not necessarily its equipment). boiling layer of lightning-lit, rumbling clouds up
In addition, it gains the ability to become to 1,500 feet (460 m) in diameter for ten minutes.
insubstantial as an action for up to a minute at During daylight hours, natural illumination
a time. The raised spirit is not beholden to you, beneath the storm is reduced to dim light. While
and it does not need to stay near you to remain the storm rages, you can use an action to send
manifest. Action to initiate. a lightning bolt from the cloud to attack a target
you can see directly, inflicting 4 points of damage
11Call in Favor (4 Intellect points): A guard, (you can spend Effort normally on each individual
doctor, technician, or hired thug in the employ lightning bolt attack). Three actions to initiate;
of or allied with a foe is secretly your ally or owes action to call down a lightning strike.
you a favor. When you call in the favor, the target
does what they can to help you out of a specific

117

Influence Swarm, 11Call Swarm (4 Intellect points): If you’re in 11Captivate or Inspire: You can use this ability
page 153 a location where it’s possible for the creatures in one of two ways. Either your words keep the
from your Influence Swarm ability to come, you attention of all NPCs that hear them for as long
call a swarm of them for one hour. During this as you speak, or your words inspire all NPCs
hour, they do as you telepathically command that hear them to function as if they were one
as long as they are within long range. They can level higher for the next hour. In either case, you
swarm about and hinder any or all opponents’ choose which NPCs are affected. If anyone in the
tasks. While the creatures are in long range, you crowd is attacked while you’re trying to speak to
can speak to them telepathically and perceive them, you lose the crowd’s attention. Action to
through their senses. Action to initiate. initiate.

Enthrall, page 136 11Call Through Time (6+ Intellect points): You 11Captivate With Starshine: For as long as you
call a creature or person of up to level 3 from speak, you keep the attention of all level 2 or
Calming a stranger the recent past, and it appears next to you. You lower NPCs who can hear you. If you also have
with words might rely can choose a creature that you’ve previously the Enthrall ability, you can similarly captivate all
on pure training, a way encountered (even if it is now dead), or (no level 3 NPCs. Action to initiate.
with people, or, if the more than once per day) you can allow the GM
setting utilizes magic or to determine the creature randomly. If you call 11Car Surfer: You can stand or move about
psionics, a more fantastic a random creature, it has a 10 percent chance on a moving vehicle (such as on the hood,
manipulation of reality. of being a creature of up to level 5. The creature on the roof, in the open door well, etc.) with a
Minor Illusion, page 162 has no memory of anything before being called reasonable expectation of not falling off. Unless
by you, though it can speak and has the general the vehicle veers sharply, stops suddenly, or
knowledge a creature of its type should possess. otherwise engages in extreme maneuvers,
The time-shifted creature does your bidding for standing or moving about on a moving vehicle
as long as you concentrate on it, but you must is a routine task for you. If the vehicle engages
use your action each turn to direct it; otherwise it in extreme maneuvers like those described, any
returns to the past. tasks to remain on the vehicle’s surface are eased.
Enabler.
In addition to the normal options for using
Effort, you can choose to use Effort to call a more 11Careful Aim: You are trained in attacks with all
powerful creature; each level of Effort used in this weapons that you throw. Enabler.
way increases the creature’s level by 1. For example,
applying one level of Effort calls a specific creature 11Careful Shot: You can spend points from either
of up to level 4 or a random creature with a 10 your Speed Pool or your Intellect Pool to apply
percent chance of being up to level 6. Action. levels of Effort to increase your gun damage.
Each level of Effort adds 3 points of damage to a
11Calm (3 Intellect points): Through jokes, song, successful attack, and if you spend a turn lining
or other art, you prevent a living foe from attacking up your shot, each level of Effort instead adds 5
anyone or anything for one round. Action. points of damage to a successful attack. Enabler.

11Calm Stranger (2+ Intellect points): You can 11Cast Illusion: You can increase the range at
cause one intelligent creature to remain calm as which you create and maintain your
you speak. The creature doesn’t need to speak immediate-range illusions (such as from Minor
your language, but it must be able to see you. Illusion) to anywhere within short range that you
It remains calm as long as you focus all your can perceive. Enabler.
attention on it and it is not attacked or otherwise
threatened. In addition to the normal options 11Castigate (4 Intellect points): You intimidate
for using Effort, you can choose to use Effort to any opponent within long range who
calm additional creatures allied with your initial understands speech (even if it is not your
target, one additional creature per level of Effort language) so much that they lose their next
applied. Action. action and all the rest of their actions are
hindered for one minute. Each additional time
11Capable Warrior: Your attacks deal 1 additional you attempt this ability against the same target,
point of damage. Enabler. you must apply one more level of Effort than you
applied on the previous attempt. Action.

118

Abilities–C

11Celebrity Talent: You are trained in two of the with an asset to the attack. Targets that take Cloak of Opportunity
following areas: writing, journalism, a particular damage take an additional 3 points and are can be quite flashy and
style of art, a particular sport, chess, science knocked prone. Action. intimidating to others,
communication, acting, news presentation, or especially before they
some related noncombat skill that led to your 11Charm Machine (2 Intellect points): You know its purpose.
celebrity. Enabler. convince an unintelligent machine to “like” you.
A machine that likes you is 50 percent less likely
11Center of Attention (5 Intellect points): A literal to function if said function would cause you
(or metaphorical, depending on the genre) beam harm. Thus, if a foe attempts to detonate a bomb
of pure radiance descends from on high and near you controlled by a detonator that likes
spotlights you. All creatures you choose within you, there is a 50 percent chance that it won’t
immediate range fall to their knees and lose explode. Action to initiate.
their next action. Affected targets cannot defend
themselves and are treated as helpless. Action. 11Cloak of Opportunity (5 Intellect points): You
set small objects from the environment (rocks,
11Chamber of Dreams (8 Intellect points): broken items, clumps of dirt, and so on) swirling
You and your allies can step into a chamber of about you for up to ten minutes, which grants
dreams, decorated as you wish, that contains you +2 Armor. Action to initiate.
a number of doors. The doors correspond with
other locations that you have visited or know 11Closed Mind: You are trained in Intellect
reasonably well. Stepping through one of the defense tasks and have +2 Armor against
doors delivers you to the desired location. This damage that selectively targets your Intellect
is a difficulty 2 Intellect-based task (which could Pool (which normally ignores Armor). Enabler.
be modified upward by the GM if the location is
warded). Action to step into chamber of dreams; 11Cloud Personal Memories (3 Intellect points):
action to move through a door in the chamber. If you interact with or study a target for at least a
round, you gain a sense of how its mind works,
11Change the Paradigm (6+ Intellect points): which you can use against it in the most blunt
You sway the worldview of a creature you spend fashion possible. You can attempt to confuse it
at least one round speaking to, as long as it and make it forget what’s just happened. On a
can understand you. The creature changes success, you erase up to the last five minutes of
its mind on a significant belief, which could its memory. Action to prepare; action to initiate.
include something as straightforward as helping
you instead of trying to kill you, or it could be 11Coaxing Power (2 Intellect points): You boost
something more esoteric. This effect lasts for the power or function of a machine so that it
at least ten minutes, but it can last longer if the operates at one level higher than normal for one
creature wasn’t previously your foe. During this hour. Action to initiate.
time, the creature takes actions in accordance
with the wisdom you have imparted to it. The 11Cognizant Offense: During combat, your
target must be level 2 or lower. In addition to the brain shifts into a sort of battle mode where all
normal options for using Effort, you can choose potential attacks you could make are plotted on
to use Effort to increase the maximum level of vector graphs in your mind’s eye, which always
the target by one for each level of Effort applied. provides the best option. Your attacks are eased.
Action to initiate. Enabler.

11Charge (1+ Intellect points): You can charge an 11Cold Burst (5+ Intellect points): You emit a Artifact, page 204
artifact or other device (except a cypher) so that burst of cold in all directions, up to short range. Cypher, page 377
it can be used once. The cost is 1 Intellect point All within the burst (except you) take 5 points
plus 1 point per level of the device. Action. of damage. If you apply Effort to increase the Follower, page 233
damage rather than to ease the task, you deal 2
11Charging Horde (7 Might points): You and two additional points of damage per level of Effort
or more of your followers next to you can act like (instead of 3 points); targets in the area take 1
a single creature to make a charge attack. When point of damage even if you fail the attack roll.
you do, all of you move up to a short distance, Action.
during which time you can attack anything that
comes within immediate range along your path

119

Enlarge, page 135 11Colossal: When you use Enlarge, you can 11Combat Challenge: All attempted tasks that
Gargantuan, page 144 choose to grow up to a base height of 60 draw an attack to yourself (and away from
feet (18 m). When you do, you add 5 more someone else) are eased by two steps. Enabler.
Bigger, page 113 temporary points to your Might Pool (plus any
Huge, page 149 from Gargantuan and Bigger), and you deal an 11Combat Prowess: You add +1 damage to one
additional 2 points of damage with melee attacks type of weapon attack of your choice: melee
Destroy Metal, page 127 (plus any from your Huge ability). For each weapon attacks or ranged weapon attacks. Enabler.
level of Effort you apply to increase your height
further, your total height increases by 10 feet 11Command (3 Intellect points): Through sheer
(3 m), and you add 1 more point to your Might force of will, you can issue a simple imperative
Pool. Thus, the first time you use Enlarge after command to a single living creature, who then
a ten-hour recovery roll, if you apply two levels attempts to carry out your command as its next
of Effort, your base height is 80 feet (24 m), and action. The creature must be within short range
you add a total of 17 temporary points to your and able to understand you. The command can’t
Might Pool. Enabler. inflict direct harm on the creature or its allies,
so “Commit suicide” won’t work, but “Flee”
might. In addition, the command can require the
creature to take only one action, so “Unlock the
door” might work, but “Unlock the door and run
through it” won’t. A commanded creature can
still defend itself normally and return an attack if
one is made on it. If you possess another ability
that allows you to command a creature, you can
target two creatures at once as your base effect if
you use either ability. Action.

11Command Machine (4 Intellect points): If
you’ve charmed an unintelligent machine or
have spoken telepathically with an intelligent
machine, you can attempt to command it to
take one action within its capabilities on its next
turn. (If you use this ability to command an
intelligent machine, it likely becomes hostile to
you afterward.) Action.

11Command Metal (5 Intellect points): You
reshape a metallic item as you desire. The item
must be within sight and within short range,
and its mass can be no greater than your own.
You can affect multiple items at once as long as
their combined mass falls within these limits.
You can fuse multiple items together. You can
use this power to destroy a metal object (as the
Destroy Metal ability), or you can craft it into
another desired shape (crudely, unless you have
the proper crafting skills). You can then move the
new object anywhere within range. For example,
you could take a few metal shields, fuse them
together, and use the resulting shape to block
a doorway. You can use this ability to make
an attack—causing a foe’s armor to constrict,
rendering a metal item into shards that you fling
across the battlefield, and so on—against one
target within short range. Regardless of the form
of the attack, it is an Intellect action that deals 7
points of damage. Action.

120

Abilities–C

11Command Spirit (3 Intellect points): You can 11Confounding Banter (4 Intellect points): Abilities that rely on
command a spirit or animated dead creature You spew a stream of nonsense to distract a the character being a
of up to level 5 within short range. If you are foe within immediate range. On a successful part of the community
successful, the target cannot attack you for one Intellect roll, your defense roll against the give the GM additional
minute, during which time it follows your verbal creature’s next attack before the end of the next material for scenarios.
commands if it can hear and understand you. round is eased. Action. For instance, even as
Action to initiate. the character gains
11Confuse Enemy (4 Intellect points): Through a benefits from those in the
11Communication (2 Intellect points): You clever bit of misdirection involving a flourish of community, other NPCs
can convey a basic concept to a creature that your coat, ducking at just the right moment, or in the community might
normally can’t speak or understand speech. The a similar stratagem, you can attempt to redirect call on the character to
creature can also give you a very basic answer to a physical melee attack that would otherwise hit help them solve some
a simple question. Action. you. When you do, the misdirected attack hits of their issues, too.
another creature you choose within immediate
11Community Activist: When speaking to others range of both you and the attacking foe. This
in a community you have a strong connection to, ability is a difficulty 2 Intellect task. Enabler.
you are trained in persuasion and intimidation
tasks about topics that directly relate to the 11Conjuration (7 Intellect points): You produce,
community. Enabler. as if from thin air, a level 5 creature of a kind
you have previously encountered. The creature
11Community Knowledge (2 Intellect points): remains for one minute and then returns home.
If you’ve invested yourself in a community and While present, the creature acts as you direct,
have spent at least a few months living there, but this requires no action on your part. Action.
you can learn things about it through a variety
of methods. Sometimes contacts slip the 11Connected: You know people who get things
information to you. Other times, you’re able to done—not just respected people in positions
draw conclusions simply by what you can see of authority, but also a variety of online hackers
and hear. When you use this ability, you can ask and regular street criminals. These people are
the GM one question about the community and not necessarily your friends and might not be
get a very short answer. Action. trustworthy, but they owe you a favor. You and
the GM should work out the details of your
11Computer Programming: You are trained in contacts. Enabler.
using (and exploiting) computer software, you
know one or more computer languages well 11Contortionist (2 Speed points): You can wriggle
enough to write basic programs, and you are free from bindings or squeeze through a tight
fluent in internet protocol. Enabler. spot. You are trained in escaping. When you use
an action to escape or move through a tight area,
11Concussion (7 Intellect points): You cause a you can immediately use another action. You
pulse of concussive force to explode out from a may use this action only to move. Enabler.
point you choose within long range. The pulse
extends up to short range in all directions, 11Control the Field (1 Might point): This melee
dealing 5 points of damage to everything in the attack inflicts 1 less point of damage than
area. Even if you fail the attack roll, targets in the normal, and regardless of whether you hit the
area take 1 point of damage. Action. target, you maneuver it into a position you desire
within immediate range. Action.
11Concussive Blast (2 Intellect points): You
release a beam of pure force that smashes into 11Control Machine (6 Intellect points): You can
a creature within short range, inflicting 5 points attempt to control the functions of any machine,
of damage and moving it back an immediate intelligent or otherwise, within short range for
distance. Action. ten minutes. Action.

11Confidence Artist: When you’re hacking into
a computer system, running a con, picking a
pocket, fooling or tricking a dupe, sneaking
something by a guard, and so on, you gain an
asset on the task. Enabler.

121

Duplicate, page 132 11Control the Savage (6 Intellect points): You 11Controlled Fall: When you fall while you are
can control a calm nonhuman beast within 30 able to use actions and within reach of a vertical
Influence Swarm, feet (9 m). You control it for as long as you focus surface, you can attempt to slow your fall. Make
page 153 all your attention on it, using your turn each a Speed roll with a difficulty of 1 for every 20
round. The GM has final say over what counts feet (6 m) you fall. On a success, you take half
Using Counter Danger is as a nonhuman beast, but unless some kind of damage from the fall. If you reduce the difficulty
usually a matter of the deception is at work, you should know whether to 0, you take no damage. Enabler.
you can affect a creature before you attempt to
character applying quick use this ability on it. Aliens, extradimensional 11Coordinated Effort (3 Intellect points): When
thinking in the face of entities, very intelligent creatures, and robots you and the duplicate from your Duplicate ability
never count. Action. would attack the same creature, you can choose
immediate danger. The to make one attack roll with an asset. If you hit,
ability doesn’t rely on 11Control Swarm (2 Intellect points): Your you inflict damage with both attacks and treat
swarm creatures from your Influence Swarm the attacks as if they were one attack for the
supernatural means, but ability within short range do as you telepathically purpose of subtracting Armor from the damage.
rather a practical act. command for ten minutes. Even common Action.
Foil Danger, page 142 insects (level 0) in large enough numbers can
swarm about a single creature and hinder its 11Counter Danger (4 Intellect points): You
Storm Seed, page 187 tasks. Action to initiate. negate a source of potential danger related to
one creature or object within immediate distance
Beast Form, page 112 11Control Weather (10 Intellect points): You for one minute (instead of one round, as with
Crafting, page 227 change the weather in your general region. If Foil Danger). This could be a weapon or device
performed indoors, this creates minor effects, held by someone, a creature’s natural ability, or
such as mist, mild temperature changes, and a trap triggered by a pressure plate. You can also
so on. If performed outside, you can create rain, try to counter an action (like moving or making
fog, snow, wind, or any other kind of normal (not a conventional mundane attack with a weapon, a
overly severe) weather. The change lasts for a claw, etc.). Action.
natural length of time so that a storm might last
for an hour, fog for two or three hours, and snow 11Countermeasures (4 Intellect points): You
for a few hours (or for ten minutes if it’s out of immediately end one ongoing effect (such as
season). For the first ten minutes after activating an effect created by a character ability) within
this ability, you can create more dramatic and immediate range. Alternatively, you can use this
specific effects, such as lightning strikes, giant as a defense action to cancel any incoming ability
hailstones, twisters, hurricane-force winds, and targeted at you, or you can cancel any device or
so on. These effects must occur within 1,000 feet the effect of any device for 1d6 rounds. You must
(300 m) of your location. You must spend your touch the effect or device to cancel it. Action.
turn concentrating to create an effect or maintain
it in a new round. These effects inflict 6 points 11Courageous: You are trained in Intellect
of damage each round. If you have this ability defense tasks and initiative tasks. Enabler.
from another source, the cost for the ability is
7 Intellect points instead of 10. If you already 11Crafter: You are trained in the crafting of two
have the Storm Seed ability, you can immediately kinds of items. Enabler.
replace it with a new ability of the same tier.
Action to initiate. 11Create (7 Intellect points): You create
something from nothing. You can create any item
11Controlled Change: You can try to use your you choose that would ordinarily have a difficulty
Beast Form ability to change into your beast of 5 or lower (using the crafting rules). Once
form on any night you wish (a difficulty 3 Intellect created, the item lasts for a number of hours
task). Any transformations you make using equal to 6 minus the difficulty to create it. Thus,
this power are in addition to the five nights per if you create a set of sturdy manacles (difficulty
month that you change involuntarily. Action to 5), it would last for one hour. Action.
change.

122

Abilities–C

11Create Deadly Poison (3+ Intellect points): that has a level 4 target (two levels above the Free level of Effort,
You create one dose of a level 2 poison that normal limit) or a group of fifteen people, you page 209
either inflicts 5 points of damage or hinders the must apply two levels of Effort. When the Crowd
poisoned creature’s actions for ten minutes (your Control ability ends, the creatures remember A Critter Companion
choice each time you create the poison). You can your commands but don’t remember being might have an interesting
apply this poison to a weapon, food, or drink as controlled—your commands seemed reasonable quirk, such as having a
part of the action of creating it. In addition to the at the time. Action to initiate. thing for chasing bugs,
normal options for using Effort, you can choose always wanting to be
to use Effort to increase the level of the poison; 11Crushing Blow (2 Might points): When you petted by another NPC,
each level of Effort used in this way increases the use a bashing or bladed weapon in both hands getting lost, and so on.
poison level by 1. If unused, the poison loses its and apply Effort on the attack, you get a free level
potency after one hour. Action. of Effort on the damage. (If fighting unarmed,
this attack is made with both fists or both feet
11Create Water (2 Intellect points): You cause together.) Action.
water to bubble up from a spot on the ground
you can see. The water flows from that spot for 11Crystal Lens: You can focus the inherent
one minute, creating about 1 gallon (4 liters) by energy surging through you from your Crystalline
the time it stops. Action to initiate. Body ability. This allows you to fire a blast of
energy that inflicts 5 points of damage on a
11Creature Insight (3 Intellect points): When target within very long range. Action.
examining any nonhuman creature, you can ask
the GM one question to gain an idea of its level, 11Crystalline Body: You are composed of
its capabilities, what it eats, what motivates animate, translucent crystal the color of amber.
it, what its weaknesses are (if any), how it can Work with your GM to decide your exact form,
be repaired, or any other similar query. This is though it is likely about the shape and size of
for difficult or strange creatures beyond those a humanoid. Your crystal body grants you +2
readily identified by using skills. Action. to Armor and +4 to your Might Pool. However,
you’re not quick and your Speed defense tasks
11Critter Companion: A level 1 creature are hindered. Certain conditions, like mundane
accompanies you and follows your instructions. diseases and poisons, do not affect you. Your
This creature is no larger than a large cat (about crystalline body repairs itself more slowly than
20 pounds, or 9 kg) and is normally some sort a body of living flesh would. You have only the
of domesticated species. You and the GM must one-round, one-hour, and ten-hour recovery rolls
work out the details of your creature, and you’ll available each day; you do not have a ten-minute
probably make rolls for it in combat or when it recovery roll available. Any ability you have
takes actions. The critter companion acts on your that requires a ten-minute recovery roll instead
turn. As a level 1 creature, it has a target number requires a one-hour recovery roll. Enabler.
of 3 and 3 health, and it inflicts 1 point of damage.
Its movement is based on its creature type (avian, 11Curious: You’re always curious about your
swimmer, and so on). If your critter companion surroundings, even on a subconscious level.
dies, you can search an urban or wild environment Whenever you use Effort to attempt navigation,
for 1d6 days to find a new one. Enabler. perception, or initiative tasks in an area that
you’ve only rarely or never visited before, you can
11Crowd Control (6+ Intellect points): You apply an additional free level of Effort. Enabler.
control the actions of up to five creatures in
short range. This effect lasts for one minute. All 11Cutting Light (2 Intellect points): You emit a
targets must be level 2 or lower. Your control thin beam of energized light from your hand.
is limited to simple verbal commands like This inflicts 5 points of damage to a single foe
“Stop,” “Run away,” “Follow that guard,” “Look in immediate range. The beam is even more
over there,” or “Get out of my way.” All affected effective against immobile, nonliving targets,
creatures respond to the command unless slicing up to 1 foot (30 cm) of any material that is
you specifically command them otherwise. level 6 or lower. The material can be up to 1 foot
In addition to the normal options for using thick. Action.
Effort, you can choose to use Effort to increase
the maximum level of the targets or affect an
additional five people. Thus, to control a group

123

Free level of Effort, 11Cyphersmith: All manifest cyphers you use 11Dark Matter Shell (5 Intellect points): For the
page 209 function at one level higher than normal. If next minute, you cover yourself with a shell of
given a week and the right tools, chemicals, and dark matter. Your appearance becomes a dark
parts, you can tinker with one of your manifest silhouette, and you gain an asset to sneaking
cyphers, transforming it into another cypher of tasks and gain +1 to your Armor. The dark matter
the same type that you had in the past. The GM shell works seamlessly with your desires, and
and player should collaborate to ensure that if you apply a level of Effort to any physical
the transformation is logical—for example, you task while the shell persists, you can apply an
probably can’t transform a pill into a helmet. additional free level of Effort to that same task.
Enabler. Action to initiate.

Duplicate, page 132 ABILITIES—D 11Dark Matter Shroud (4 Intellect points):
Designation, page 127 Ribbons of dark matter condense and swirl about
11Damage Dealer: You inflict an additional 3 you for up to one minute. This shroud eases your
Surprise, page 220 points of damage with your chosen weapon. Speed defense tasks, inflicts 2 points of damage
Initiative, page 214 Enabler. to anyone who tries to touch you or strike you
with a melee attack, and gives you +1 Armor.
11Damage Transference: When you or your Action to initiate.
duplicate (from the Duplicate ability) would take
damage, you can transfer 1 point of damage 11Dark Matter Strike (4 Intellect points): When
from one to the other provided that you and your you attack a foe within long range, dark matter
duplicate are within 1 mile (1.5 km) of each other. condenses around your target and entangles its
Enabler. limbs, holding it in place and easing your attack
by two steps. The ability works for whatever kind
11Damn the Guilty (3 Intellect points): You of attack you use (melee, ranged, energy, and so
speak words of revelation and judgment to on). Enabler.
everyone within close range. Those whom you
have designated as guilty with your Designation 11Dark Matter Structure (5 Intellect points):
ability take an additional 3 points of damage You can form dark matter into a large structure
from any attack they receive from anyone who consisting of up to ten 10-foot (3 m) cubes. The
heard your judgment. This judgment lasts for up structure can be somewhat complex, though
to one minute or until they move at least a long everything has the same matte black color from
distance away from you. Action. which no light shines. Otherwise, the structure
can possess different densities, textures, and
11Danger Instinct (3 Speed points): If you are capacities. This means it can include windows,
attacked by surprise, whether by a creature, a doors with locks, furnishings, and even decor,
device, or simply an environmental hazard (a as long as it is all black as pitch. For example,
tree falling on you), you can move an immediate you could shape the dark matter into a large,
distance before the attack occurs. If moving defensible structure; a sturdy 100-foot (30 m)
prevents the attack, you are safe. If the attack bridge; or anything similar. The structure is a
can still potentially affect you—if the attacking level 6 creation and lasts for 24 hours. You can’t
creature can move to keep pace, if the attack fills keep more than one such structure solid at any
an area too big to escape, etc. —the ability offers one time. Action.
no benefit. Enabler.
11Datajack (1 Intellect point): With computer
11Danger Sense (1 Speed point): Your initiative access, you jack in instantly and learn a bit more
task is eased. You pay the cost each time the about something you can see. You get an asset
ability is used. Enabler. on a task involving that person or object. Action.

Eyes Adjusted, page 138 11Dark Explorer: You ignore penalties for any 11Daydream (4 Intellect points): You pull
action (including fighting) in extremely dim light someone into a daydream, substituting a dream
or in cramped spaces. If you also have the Eyes of your own creation for the target’s reality for
Adjusted ability, you can act without penalty even up to one minute. You can affect a target within
in total darkness. You are trained in sneaking long range that you can see, or a target within 10
tasks while in dim or no light. Enabler. miles (16 km) that you have hair or skin clippings
from. To all outward appearances, an affected

124

Abilities–C-D

target stands (or lies) unmoving. But inside, the During this time, they do as you telepathically Swarms don’t usually
substituted reality (or dream within a dream, command as long as they are within long range. have game stats, but if
if the target was sleeping) is what the target They can swarm about and hinder any or all needed, a typical swarm
experiences. If the target is under duress, it can opponents’ tasks, or they can focus the swarm is level 2. Only attacks
attempt another Intellect defense roll each round and attack all opponents within immediate range that affect a large area
to break free, though the target may not realize of each other (all within long range of you). The affect the swarm.
its state. Either the dream unfolds according to attacking swarm inflicts 4 points of damage.
a script you prepared when you used this ability, While the creatures are in long range, you Damage track, page 218
or if you use your own actions (forcing you into can speak to them telepathically and perceive Scramble Machine,
a similar state as the target), you can direct the through their senses. Action to initiate. page 179
unfolding dream from round to round. Using Disable Mechanisms,
this ability on a sleeping target eases the initial 11Death Touch (6 Intellect points): You gather page 128
attack. Action to initiate; if you direct the dream, disrupting energy in your fingertip and touch a Influence Swarm,
action to direct per round. creature. If the target is an NPC or a creature of page 153
level 3 or lower, it dies. If the target is a PC of any
11Dazing Attack (3 Might points): You hit tier, they move down one step on the damage
your foe in just the right spot, dazing them so track. Action.
that tasks they attempt on their next turn are
hindered. This attack inflicts normal damage.
Action.

11Dazzling Sunburst (2 Intellect points): You
send a barrage of dazzling colors at a creature
within short range and, if successful, inflict 2
points of damage on the target. In addition, the
creature’s attacks are hindered on its next turn,
unless the target relies primarily on senses other
than sight. Action.

11Deactivate Mechanisms (5+ Speed points):
You make a melee attack that inflicts no damage
against a machine. Instead, if the attack hits,
make a second Speed-based roll. If successful,
a machine of level 3 or lower is deactivated
for one minute. For each additional level of
Effort applied, you can affect one higher level
of machine or you can extend the duration for
an additional minute. If you have the Scramble
Machine or Disable Mechanisms ability (or an
ability that works similarly), when you apply
a level of Effort to any of them, you gain an
additional free level of Effort. Action.

11Deadly Aim (3 Speed points): For the next
minute, all ranged attacks you make inflict 2
additional points of damage. Action to initiate.

11Deadly Strike (5 Might points): If you strike
a foe of level 3 or lower with a weapon you’re
practiced with, you kill the target instantly.
Action.

11Deadly Swarm (6 Intellect points): If you’re in
a location where it’s possible for your swarm of
creatures from your Influence Swarm ability to
come, you call a swarm of them for ten minutes.

125

11Debate (3 Intellect points): In any gathering 11Decipher (1 Intellect point): If you spend one
of two or more people trying to establish the minute examining a piece of writing or code in a
truth or come to a decision, you can sway the language you do not understand, you can make
verdict with masterful rhetoric. If you are given an Intellect roll of difficulty 3 (or higher, based on
one minute or more to argue your point, either the complexity of the language or code) to get
the decision goes your way or, if someone the gist of the message. Action to initiate.
else effectively argues a competing point, any
associated persuasion or deception task is eased 11Deep Consideration (6 Intellect points): When
by two steps. Action to initiate; one minute to you develop a plan that involves you and your
complete. friends working together to accomplish a goal,
you can ask the GM one very general question
11Debilitating Strike (4 Speed points): You make about what is likely to happen if you carry out
an attack to deliver a painful or debilitating the plan, and you will get a simple, brief answer.
strike. The attack is hindered. If it hits, the In addition, all of you gain an asset to one roll
creature takes 2 additional points of damage at related to enacting the plan you developed
the end of the next round, and its attacks are together, as long as you put the plan into action
hindered until the end of the next round. Action. within a few days of the plan’s creation. Action.

11Deep Reserves: When others are exhausted,
you can push through. Once each day, you can
transfer up to 5 points among your Pools in any
combination, at a rate of 1 point per round. For
example, you could transfer 3 points of Might to
Speed and 2 points of Intellect to Speed, which
would take a total of five rounds. Action.

11Deep Resources: You gain an additional 6
points to your Speed Pool. Enabler.

11Deep Water Guide: While underwater, any
creature you choose that can see you has an
asset on swimming tasks. Enabler.

11Defend All the Innocent: You protect everyone
within immediate range whom you have
designated as innocent with your Designation
ability. Speed defense rolls made by such
creatures gain an asset. Enabler.

Designation, page 127 11Defend the Innocent (2 Speed points): For the
next ten minutes, if someone you have designated
as innocent with the Designation ability stands
next to you, that creature shares any defensive
advantages that you might have, other than
mundane armor. These advantages include
the Speed defense from your shield, the Armor
offered from a force field, and so on. In addition,
Speed defense rolls made by the innocent creature
gain an asset. You can protect only one innocent
creature at a time. Action to initiate.

11Defense Against Robots: You have studied
your enemy and are trained in anticipating the
actions that a robot or machine is likely to take in
a fight. Defense tasks you attempt against these
foes are eased. Enabler.

126

Abilities–D

11Defense Master: Every time you succeed at a say. If speaking to a group that can understand Dodge and Respond,
Speed defense task, you can make an immediate you, you can attempt to have them produce their page 131
attack against your foe. (If you have Dodge and leader or ask that they take you to their leader. Dodge and Resist,
Respond, you can exchange that ability for Dodge You gain a free level of Effort that can be applied page 131
and Resist.) Your attack must be the same type to one persuasion task you attempt during this Free level of Effort,
(melee weapon, ranged weapon, or unarmed) as period. Action to initiate. page 209
the attack you defend against. If you don’t have The benefits provided
an appropriate type of weapon ready, you can’t 11Designation: You assign an innocent or by Designation apply
use this ability. Enabler. guilty label to one creature within immediate to the character using
range, based on your assessment of a given the ability, their allies,
11Defensive Augmentation: By upgrading your situation or a predominant feeling. In other and anyone who
nervous and immune systems, you are trained in words, someone who is labeled innocent can be hears or is told of their
Might defense and Speed defense tasks. Enabler. innocent in a certain circumstance, or they can judgment and believes
be generally innocent of terrible crimes (such their assessment.
11Defensive Field: Thanks to subdermal as murder, major theft, and so on). Likewise,
implants, a permanent spell, alien modifications, you can declare that a creature is guilty of a A character could
or something similar, you now have a force field particular crime or of terrible deeds in general. use Define Down to
that radiates 1 inch (2.5 cm) from your body and The accuracy of your assessment isn’t important help propel allies to
provides you with +2 Armor. Enabler. as long as you believe it to be the truth; the GM a location they can’t
may require you to give a rationale. Henceforth, otherwise climb to.
11Defensive Phasing (2 Intellect points): You your tasks to socially interact with someone you Damage track, page 218
can change your phase so that some attacks designate as innocent gain an asset, and your
pass through you harmlessly. For the next attacks against those you designate as guilty gain Object damage
ten minutes, you gain an asset to your Speed an asset. You can change your assessment, but it track, page 116
defense tasks, but during this time you lose any requires another designation action. The benefits
benefit from armor you wear. Action to initiate. of the designation last until you change it or until
you are shown proof that it is wrong. Action.
11Define Down (4 Intellect points): The natural
gravity within an area a short distance across 11Destined for Greatness: You enjoy uncanny
that you are within immediate range of changes luck as if something was watching over you
directions so that it flows in the direction you and keeping you from harm. When you would
determine (up, up and to the south, west, and so otherwise descend a step on the damage
on) for a few seconds, then snaps back. Affected track, make an Intellect defense roll versus the
targets could be tossed up to 20 feet (6 m) and difficulty set by the level of the foe or effect. If
take a few points of damage. Action. you succeed, you do not descend that step. If the
step was because you fell to 0 points in a Pool,
11Deflect Attacks (1 Intellect point): Using you are still at 0 points; you just don’t suffer the
your mind, you protect yourself from incoming negative effects of being impaired or debilitated.
attacks. For the next ten minutes, you are trained If you would otherwise descend the final step on
in Speed defense tasks. Action to initiate. the damage track to death, a successful defense
roll keeps you at 1 point in one Pool, and you
11Defuse Situation: During the course of an remain debilitated. Enabler.
investigation, your questions sometimes elicit
an angry or even violent response. Through 11Destroy Metal (3 Intellect points): You instantly
dissembling, verbal distraction, or similar tear, rip, or burst a metal object that is within
evasion, you prevent a living foe from attacking sight, within short range, and no bigger than half
anyone or anything for one round. Action. your size. Attempt an Intellect task to destroy the
object; the task is eased by three steps compared
11Demeanor of Command (2 Intellect points): to breaking it with brute strength. Action.
You project confidence, knowledge, and
charisma to all who see you for the next hour. 11Destroyer (6 Might points): If you succeed
Your demeanor is such that those who see you on a Might task to damage an object, instead
automatically understand that you are someone of descending one step on the object damage
important, accomplished, and with authority. track, the object descends all three steps and is
When you speak, strangers who are not already destroyed. Action.
attacking give you at least a round to have your

127

Even though light bends 11Detect Life (3+ Might points): You consciously 11Dirty Fighter (2 Speed points): You distract,
around a character with send out a pulse of your your life energy. You blind, annoy, hamper, or otherwise interfere with
detect all living creatures within short range, a foe, hindering their attacks and defenses for
the Disappear ability, even if they are behind cover, though not if one minute. Action.
they can still sense their they’re behind a force field. When you detect
surroundings. If the GM a creature, you detect its general location (to 11Disable Mechanisms (3 Speed points): With
wants to throw a bone within an immediate range). If you apply two a keen eye and quick moves, you disrupt some
to realism, the invisible additional levels of Effort, you can increase the functions of a robot or machine and inflict upon
range of detection to long. Action. it one of the following maladies:
character’s perception
tasks are hindered. 11Device Insight (3 Intellect points): When • All its tasks are hindered for one minute.
examining any unknown, alien, or high-technology • Its speed is halved.
Move Metal, page 164 device, you can ask the GM one question to gain an • It can take no action for one round.
Repel Metal, page 176 idea of its capabilities, how it functions, how it can • It deals 2 fewer points of damage (minimum
be activated or deactivated, what its weaknesses
are (if any), how it can be repaired, or any other 1 point) for one minute.
similar query. This is for difficult or strange things You must touch the robot or machine to
beyond those readily identified by using the disrupt it (if you are making an attack, it inflicts
appropriate knowledge or technical skill. Action. no damage). Action.

11Devoted Defender (2 Might or Intellect 11Disappear (4 Intellect points): You bend light
points): Choose one character you can see. That that falls on you so you seem to disappear. You
character becomes your ward. You are trained in are invisible to other creatures for ten minutes.
all tasks involving finding, healing, interacting While invisible, you are specialized in stealth and
with, and protecting that character. You can have Speed defense tasks. This effect ends if you do
only one ward at a time. Action to initiate. something to reveal your presence or position—
attacking, using an ability, moving a large object,
11Diamagnetism: You magnetize any and so on. If this occurs, you can regain the
nonmetallic object within short range so that it remaining invisibility effect by taking an action to
can be affected by your other magnetic powers. focus on hiding your position. Action to initiate
Thus, with Move Metal, you can move any or reinitiate.
object. With Repel Metal, you are trained in all
Speed defense tasks, regardless of whether the
incoming attack uses metal. And so on. Enabler.

128

Abilities–D

11Disarming Attack (5 Speed points): You company. It ends if you leave, but it resumes
attempt a Speed task to disarm a foe as part of if you return to the allies’ company within 24
your melee attack. If you succeed, your attack hours. If you leave the allies’ company for more
inflicts 3 additional points of damage and the than 24 hours, you must spend another 24 hours
target’s weapon is knocked from their grip, together to reactivate the benefit. You must
landing up to 20 feet (6 m) away. If you fail, you spend the Intellect point cost each 24 hours you
still attempt your normal attack, but you don’t wish to keep the benefit active. Enabler.
inflict the extra damage or disarm the opponent
if you hit. Action. 11Disguise: You are trained in disguise. You can
alter your posture, voice, mannerisms, and hair
11Disarming Strike (3 Speed points): Your attack to look like someone else for as long as you keep
inflicts 1 point less damage and disarms your foe up the disguise. However, it is extremely difficult
so that their weapon is now 10 feet (3 m) away to adopt the appearance of a specific individual
on the ground. (If your chosen weapon is a whip, without a disguise kit at your disposal. Enabler.
you can instead deposit the disarmed weapon
into your hands; if your chosen weapon is a 11Disincentivize (1 Intellect point): You hinder all
bow or other ranged weapon that fires physical actions attempted by any number of targets within
rounds, you can instead “nail” the disarmed short range who can understand you. You choose
weapon to a nearby object or structure. Choosing which targets are affected. Affected targets’
to do either of these hinders your attack.) Action. actions are hindered for one round. Enabler.

11Discerning Mind: You have +3 Armor against 11Disrupting Touch (1+ Might points): You can Phase Sprint, page 170
damaging attacks and damaging effects that turn your Phase Sprint into a melee attack by
target your mind and Intellect. Defense rolls you purposefully grazing another creature as you run. Free level of Effort,
make against attacks that attempt to confuse, When you do, the touch releases a violent blast page 209
persuade, frighten, or otherwise influence you of energy that inflicts 2 points of damage to the
are eased. Enabler. target (ignores Armor). Whether you hit or miss,
your movement (and turn) ends immediately,
11Discipline of Watchfulness (7 Intellect points): which puts you within immediate distance
You keep your allies on their toes with occasional of your target. If you apply Effort to increase
questions, jokes, and even mock drills for those damage rather than to ease the task, you deal 2
who care to join in. After spending 24 hours additional points of damage per level of Effort
with you, your allies can apply a free level of (instead of 3 points); the target takes 1 point of
Effort to any initiative tasks they attempt. This damage even if you fail the attack roll. Enabler.
benefit is ongoing while you remain in the allies’

129

The Distortion ability 11Distance Viewing (5 Intellect points): You 11Distortion (2 Intellect points): You modify how
grants a creature an asset know that space and distance are illusions. You a willing creature within short range reflects light
concentrate to create an invisible, immobile for one minute. The target rapidly shifts between
to their Speed defense. sensor at a location you have previously visited its normal appearance and a blot of darkness.
Defense actions are or viewed (at the GM’s discretion, you may have The target has an asset on Speed defense rolls
to succeed at an Intellect task if the location is until the effect wears off. Action to initiate.
described on page 225. warded). The sensor lasts for one hour. Once it
is created, you can concentrate to see, hear, and 11Diver: You can safely dive into water from
smell through the sensor. It doesn’t grant you heights of up to 100 feet (30 m), and you can
sensory capabilities beyond the norm. Action to withstand pressure when in water as deep as
create; action to check. 100 feet. Enabler.

11Distant Interface (2 Intellect points): You can 11Divert Attacks (4 Speed points): For one
activate, deactivate, or control a machine at long minute, you automatically deflect or dodge any
range as if you were next to it, even if normally ranged projectile attacks. However, on your next
you would have to touch or manually operate it. turn after you’re attacked with ranged projectiles,
If you have never interacted with the particular all your other actions are hindered. Action to
machine before, the task is hindered by two initiate.
steps. To use this ability, you must understand
the function of the machine, it must be your size 11Divide Your Mind (7 Intellect points): You
or smaller, and it can’t be connected to another split your consciousness into two parts. For one
intelligence (or be intelligent itself). Action. minute, you can take two actions on each of
your turns, but only one of them can be to use a
Major Effect, page 212 special ability. Action.

11Divine Intervention (2 Intellect points, or
2 Intellect points + 4 XP): You ask the divine
to intervene on your behalf, usually against a
creature within long range, changing the course
of its life in a small way by introducing a major
special effect upon it. The major special effect is
akin to what occurs when you roll a natural 20
on an attack. If you want to try for a larger effect,
and if the GM allows it, you can attempt a divine
intervention with a more far-reaching effect,
which is more like the kind of GM intrusion
initiated by the GM on their players. In this
case, Divine Intervention also costs 4 XP, the
effect may not work out exactly like you hope,
and you may not make another plea for divine
intervention for a week. Action.

11Divine Knowledge: You are trained in all tasks
related to knowledge of godly beings. Enabler.

11Divine Radiance (2 Intellect points): Your
prayer calls divine radiance from the heavens
to punish an unworthy target within long range,
inflicting 4 points of damage. If the target is
a demon, spirit, or something similar, it also
stands in unwilling awe of the divine energy
coursing through it and is unable to act on its
next turn. Once exposed to this blessing, the
target can’t be awed by this attack again for
several hours. Action.

130

Abilities–D

11Divine Symbol (5+ Intellect points): You invoke 11Drain Charge: You can drain the power from
divine power by scribing a glowing symbol in the an artifact or device, allowing you to regain
air with your fingers. Writhing pillars of divine 1 Intellect point per level drained. You regain
radiance spear up to five targets within long points at the rate of 1 point per round and must
range. A successful attack on a target inflicts 5 give your full concentration to the process each
points of damage. If you apply Effort to increase round. The GM determines whether the device
the damage, you deal 2 additional points of is fully drained (likely true of most handheld or
damage per level of Effort (instead of 3 points); smaller devices) or retains some power (likely
targets take 1 point of damage even if you fail the true of large machines). Action to initiate; action
attack roll. Action. each round to drain.

11Do You Know Who I Am? (3 Intellect points): 11Drain Creature (3+ Intellect points): You can The GM decides if a
Acting only as someone who is famous and drain energy from a living creature you touch, target you want to drain
used to privilege can, you verbally harangue a inflicting 3 points of damage and restoring 3 is protected in some
living foe who can hear and understand you so points to your Might or Speed Pool. Action. way, which hinders your
forcefully that it is unable to take any action, attack, or doesn’t have
including making attacks, for one round. 11Drain Machine (3+ Intellect points): You can any power you can tap.
Whether you succeed or fail, the next action drain the power from an artifact or powered
the target takes after your attempt is hindered. device you touch. If the target is a robot, you Disable Mechanisms,
Action. inflict 3 points of damage and restore 3 points page 128
to your Might or Speed Pool. If the target is
11Dodge and Resist (3 Speed points): You can an object, you restore points to your Might or When using Drawing
reroll any of your Might, Speed, or Intellect Speed Pool equal to the level of the target. If on Life’s Experiences,
defense rolls and take the better of the two the target is a manifest cypher, it is fully drained the player is encouraged
results. Enabler. and useless. Artifacts and similar devices must to make up an
immediately check for depletion (items with anecdote, even if only
11Dodge and Respond (3 Might points): If a a depletion of “—” are either immune to this in overview, that serves
melee attack misses you, you can immediately ability or have a depletion of 1 in 1d10 when as a basis for gaining
make a melee attack in return, but no more than attacked with this ability). Action. the ability’s benefit.
once per turn. Enabler.
11Drain Power (5 Speed points): You affect the
11Double Strike (3 Might points): When you main power source of a robot or machine, inflicting
wield two weapons, you can choose to make upon it all four conditions in Disable Mechanisms
one attack roll against a foe. If you hit, you inflict at once. You must touch the robot to do this (if you
damage with both weapons plus 2 additional are making an attack, it inflicts no damage). Action.
points of damage, and because you made a
single attack, the target’s Armor is subtracted 11Draw Conclusion (3 Intellect points):
only once. Action. After careful observation and investigation
(questioning one or more NPCs on a topic,
11Dragon’s Maw (6 Intellect points): You fashion searching an area or a file, and so on) lasting
and control a “hovering” phantasmal construct a few minutes, you can learn a pertinent fact.
of magic within long range that resembles a This ability is a difficulty 3 Intellect task. Each
dragon’s head. The construct lasts for up to additional time you use this ability, the task is
an hour, until it is destroyed, or until you cast hindered by an additional step. The difficulty
another spell. It is a level 4 construct that inflicts returns to 3 after you rest for ten hours. Action.
6 points of damage with its bite when directed.
While the construct persists, you can use it to 11Drawing on Life’s Experiences (6 Intellect
manipulate large objects, carry heavy items in its points): You’ve seen a lot and done a lot, and
mouth, or attack foes. If you use it to attack foes, that experience comes in handy. Ask the GM one
you must use your action to directly control the question, and you’ll receive a general answer.
phantom maw for each attack. Action to initiate. The GM assigns a level to the question, so the
more obscure the answer, the more difficult the
11Drain at a Distance: Your Drain Machine and task. Generally, knowledge that you could find
Drain Creature abilities work on a target within by looking somewhere other than your current
short range. Enabler. location is level 1, and obscure knowledge of the
past is level 7. Action.

131

Free level of Effort, 11Dream Becomes Reality (4 Intellect points): attack against that same foe, you get a free level
page 209 You create a dream object of any shape you can of Effort on the task. Enabler.
imagine that is your size or smaller, which takes
on apparent substance and heft. The object is 11Dual Light Wield: You can use two light
crude and can have no moving parts, so you can weapons at the same time, making two separate
make a sword, a shield, a short ladder, and so attacks on your turn as a single action. You
on. The dream object has the approximate mass remain limited by the amount of Effort you can
of the real object, if you choose. Your dream apply on one action, but because you make
objects are as strong as iron, but if you do not separate attacks, your opponent’s Armor applies
remain within long range of them, they function to both. Anything that modifies your attack
for only one minute before fading away. Action. or damage applies to both attacks, unless it’s
specifically tied to one of the weapons. Enabler.
11Dream Thief (2 Intellect points): You steal a
previous dream from a living creature within 11Dual Medium Wield: You can use two light
short range. The creature loses 2 points weapons or medium weapons at the same time
of Intellect (ignores Armor), and you learn (or one light weapon and one medium weapon),
something the GM chooses to reveal about the making two separate attacks on your turn as a
creature—its nature, a portion of its plans, a single action. This ability otherwise works like the
memory, and so on. Action. Dual Light Wield ability. Enabler.

Devoted Defender, 11Dreamcraft (1 Intellect point): You pull an 11Dual Wards: You can have two wards from
page 128 image from a dream into the waking world and Devoted Defender at a time. Choosing a second
place it somewhere within long range. The dream ward can be its own action, or you can choose
lasts for up to one minute, and it can be tiny or two wards with one action (and only pay the
fill an area an immediate distance in diameter. cost once for doing so). The wards must remain
Though it appears solid, the dream is intangible. within an immediate distance of each other.
The dream (a scene, a creature, or an object) is Benefits provided by Devoted Defender apply
static unless you use your action each round to to both your wards. If your wards separate,
animate it. As part of that animation, you could you choose which retains the benefit. If they
move the dream up to a short distance each come back together, both regain the benefit
round, as long as it remains within long range. immediately. Enabler.
If you animate the dream, it can make sound
but does not produce odor. Direct physical 11Duel to the Death (5 Speed points): Choose
interaction or sustained interaction with the a target (a single individual creature that you
dream shatters it into dispersing mist. For can see). You are trained in all tasks involving
example, attacking the dream shatters it, as does fighting that creature. When you successfully
the strain of keeping up appearances when an attack that target, you inflict +5 damage, or +7
NPC moves through a dream scene or engages damage if the creature is engaging someone else
a dream creature in conversation for more than instead of you. You can duel only one creature
a couple of rounds. Action to initiate; action to at a time. A duel lasts up to one minute, or until
animate. you break it off. Action to initiate.

Training in driving makes 11Driver: You are trained in all tasks related to 11Duplicate (2 Might points): You cause a
the character practiced driving a car, truck, or motorcycle, including duplicate of yourself to appear at any point you
in using a vehicle as a mechanical repair tasks. Enabler. can see within short range. The duplicate has
weapon. If the vehicle is no clothing or possessions when it appears.
11Driving on the Edge: You can make an attack The duplicate is a level 2 NPC with 6 health. The
used to run over a victim with a light or medium ranged weapon and duplicate obeys your commands and does as you
or ram an enemy vehicle, attempt a driving task as a single action. Enabler. direct it. The duplicate remains until you dismiss
it using an action or until it is killed. When the
treat a motorcycle as a 11Dual Defense: When you wield two weapons, duplicate disappears, it leaves behind anything
medium weapon and you are trained in Speed defense tasks. Enabler. it was wearing or carrying. If the duplicate
treat a car or truck as disappears because it was killed, you take 4
a heavy weapon. 11Dual Distraction (1+ Speed points): When you points of damage that ignore Armor, and you
wield two weapons, your opponent’s next attack lose your next action. Action to initiate.
is hindered, and if you apply Effort on your next

132

Abilities–D-E

11Dust to Dust (7 Intellect points): You elemental damage (such as fire, lightning, Minor effect, page 211
disintegrate one object that is smaller than you shadow, or thorn) for one hour, or until you Major effect, page 212
and whose level is less than or equal to your tier. cast this spell again. Each level of Effort applied
You must touch the object to affect it. If the GM increases the elemental protection by +2. Action Helping, page 226
feels it appropriate to the circumstances, you to initiate.
can disintegrate a portion of an object (the total
volume of which is smaller than you) rather than 11Elusive (2 Speed points): When you succeed
the entire thing. Action. on a Speed defense action, you immediately gain
an action. You can use this action only to move.
ABILITIES—E Enabler.

11Earthquake (7 Might points): You direct your 11Embrace the Night (7+ Intellect points): You
destructive resonance into the ground and fashion a truly horrifying facade of a creature
trigger an earthquake centered on a spot you can from swirling ribbons of dark matter and launch
see within very long range. The ground within it at your foes within long range. Each round,
short range of that spot heaves and shakes for you can attack a target within long range using
five minutes, causing damage to structures and the creation as your weapon. When you attack,
terrain in the area. Buildings and terrain features the creature inserts hair-fine tendrils of shadow
shed debris and rubble. Each round, creatures into the target’s eyes and brain. The target takes
in the area take either 3 points of damage due 3 points of Intellect damage (ignores Armor) and
to the general shaking, or 6 points of damage is stunned for one round so that it loses its next
if in or adjacent to a structure or terrain feature turn. Alternatively, you can cause the creature
shedding debris. Action to initiate. to take other actions, as long as you are able to
see it and mentally control it as your action. The
11Echolocation: You are especially sensitive to creature disperses after about a minute. Action
sound and vibration, so much so that you can to initiate.
sense your environment within a short distance
regardless of your ability to see. Enabler. 11Embraced by Darkness (6 Intellect points): For
the next hour, you take on some characteristics
11Effective Skill: Choose one noncombat skill of a shadow thanks to a fundamental adaptation
when you gain this ability. You get a minor effect of your flesh or a device you’ve kept secret. Your
with that skill when you roll a natural 14 or higher appearance is a dark silhouette. When you apply
(the d20 shows “14” or more). You get a major a level of Effort to sneaking tasks, you get a free
effect with that skill when you roll a natural 19 or level of Effort on the task. During this time, you
higher (the d20 shows “19” or higher). You can can move through the air at a rate of a short
select this ability more than once. Each time you distance per round, and you can move through
select it, you must choose a different noncombat solid barriers (even those that are sealed to
skill. Enabler. prevent the passage of light or shadow), but not
energy barriers, at a rate of 1 foot (30 cm) per
11Electric Armor (4 Intellect points): When you round. You can perceive while passing through
wish it, electricity crackles across your body a barrier or object, which allows you to peek
for ten minutes, granting you +1 Armor. While through walls. As a shadow, you can’t affect
electrified, you have an additional +2 Armor or be affected by normal matter. Likewise, you
versus electrical damage specifically, and you can’t attack, touch, or otherwise affect anything.
inflict 2 points of damage on any creature that However, attacks and effects that rely on light
touches you or attacks you with a melee weapon can affect you, and sudden bursts of light can
that conducts electricity. Enabler. potentially make you lose your next turn. Action
to initiate.
11Electrical Flight (5 Intellect points): You exude an
aura of crackling electricity that lets you fly a long 11Enable Others: You can use the helping
distance each round for ten minutes. You can’t rules to provide a benefit to another character
carry other creatures with you. Action to activate. attempting a physical task. Unlike the normal
helping rules, this doesn’t require you to use
11Elemental Protection (4+ Intellect points): You your action helping the other character with
and every target you designate within immediate the task. This requires no action on your part.
range gains +5 Armor against one type of direct Enabler.

133

Force Field Shield, 11Encouragement (1 Intellect point): While you 11Energized Shield: Your force shield from
page 143 maintain this ability through ongoing inspiring your Force Field Shield ability now pulses with
oration, your allies within short range ease one dangerous energy whenever you manifest it.
of the following task types (your choice): defense Each time you use your shield as a melee or
tasks, attack tasks, or tasks related to any skill ranged weapon, it inflicts an additional 3 points
that you are trained or specialized in. Action. of damage. Enabler.

Absorb Kinetic Energy, 11Encouraging Presence (2 Intellect points): For 11Energy Protection (3+ Intellect points): Choose
page 108 one minute, allies within short range gain an a discrete type of energy that you have experience
asset on defense rolls. Action. with (such as heat, sonic, electricity, and so on).
Absorb Pure Energy, You gain +10 to Armor against damage from that
page 108 11Endurance: Any duration dealing with physical type of energy for ten minutes. Alternatively, you
actions is either doubled or halved, whichever is gain +1 to Armor against damage from that energy
Improved Absorb Kinetic better for you. For example, if the typical person for 24 hours. You must be familiar with the type
Energy, page 151 can hold their breath for thirty seconds, you can of energy; for example, if you have no experience
hold it for one minute. If the typical person can with a certain kind of extradimensional energy,
Beast Form, page 112 march for four hours without stopping, you you can’t protect against it. In addition to the
can do so for eight hours. In terms of harmful normal options for using Effort, you can choose
effects, if a poison paralyzes its victims for one to use Effort to protect more targets; each level of
minute, you are paralyzed for thirty seconds. The Effort used in this way affects up to two additional
minimum duration is always one round. Enabler. targets. You must touch additional targets to
protect them. Action to initiate.
11Energize Creature (6+ Might points): You
extend your Absorb Kinetic Energy ability to one 11Energy Resistance: Choose a discrete type of
creature within immediate range so that they energy that you have experience with (such as
also can absorb energy from physical attacks and heat, sonic, electricity, and so on). You gain +5 to
impacts for one hour. That creature, however, Armor against damage from that type of energy.
cannot release excess energy as a blast. For each You must be familiar with the type of energy; for
level of Effort you apply, you can increase the example, if you have no experience with a certain
number of targets you affect by one. If you have kind of extradimensional energy, you can’t
Absorb Pure Energy or Improved Absorb Kinetic protect against it. You can select this ability more
Energy, those abilities are also duplicated in your than once. Each time you select it, you must
target when you use Energize Creature. Action to choose a different kind of energy. Enabler.
initiate.
11Enhance Strength (3 Intellect points): For the
11Energize Crowd (9 Might points): You extend next ten minutes, you gain an asset on tasks
your Absorb Kinetic Energy ability to up to thirty that depend on brute force, such as moving a
creatures within short range so that they also can heavy object, smashing down a door, or hitting
absorb energy from physical attacks and impacts someone with a melee weapon. Action to initiate.
for one hour. If you have Absorb Pure Energy or
Improved Absorb Kinetic Energy, these creatures 11Enhanced Beast Form: When you use Beast
can use those abilities as well. The creatures, Form, your beast form gains the following
however, cannot release excess energy as a blast. additional bonuses: +3 to your Might Pool, +2 to
Action to initiate. your Speed Pool, and +2 to Armor. Enabler.

“Steel can’t feel, but 11Energize Object: By focusing your Absorb 11Enhanced Body: Your machine parts grant you
when it gets cold out, the Kinetic Energy ability on an object (like a +1 to Armor, +3 to your Might Pool, and +3 to your
weapon), you infuse it with your power. The Speed Pool. Traditional healing skills, medicines,
places where it joins to object holds the energy until it is touched by and techniques work only half as well for you. Each
my flesh sting and ache anyone but you, so putting it into your melee time you start at full health, the first 5 points of
worse than anything.” weapon or the ammo of a ranged weapon allows damage you take can never be healed in these
~Grandpa Iron the weapon to trigger the energy in combat. ways or recovered normally. Instead, you must use
The energy inflicts 3 points of damage on the repairing skills and abilities to restore those points.
134 creature touched in addition to any damage the For example, if you start with a full Might Pool of 10
weapon itself might do. You cannot have more and take 8 points of damage, you can use recovery
than one energized object on your person at a rolls to restore 3 points, but the remaining 5 points
time. Action to initiate. must be restored with repair tasks. Enabler.

Abilities–E

11Enhanced Intellect: You gain 3 points to your 11Enhanced Speed Edge: You gain +1 to your
Intellect Pool. Enabler. Speed Edge. Enabler.

11Enhanced Intellect Edge: You gain +1 to your 11Enlarge (1+ Might point): You trigger an Phased Attack, page 170
Intellect Edge. Enabler. enzymatic reaction that draws additional mass
from another dimension, and you (and your A character with an
11Enhanced Might: You gain 3 points to your clothing or suit) grow larger. You achieve a height Enhanced Physique is
Might Pool. Enabler. of 9 feet (3 m) and stay that way for about a likely to be either a bit
minute. During that time, you add 4 points to bulkier or somewhat
11Enhanced Might Edge: You gain +1 to your your Might Pool, add +1 to Armor, and add +2 leaner as a result.
Might Edge. Enabler. to your Might Edge. While you are larger than
normal, your Speed defense rolls are hindered,
11Enhanced Phased Attack (5 Intellect points): and you are practiced in using your fists as heavy
This ability works like the Phased Attack ability weapons.
except that your attack also disrupts the foe’s
vitals, dealing an additional 5 points of damage. When the effects of Enlarge end, your Armor
Enabler. and Might Edge return to normal, and you
subtract a number of points from your Might
11Enhanced Physique: You gain 3 points to Pool equal to the number you gained (if this
divide among your Might and Speed Pools brings the Pool to 0, subtract the overflow first
however you wish. Enabler. from your Speed Pool and then, if necessary,
from your Intellect Pool). Each additional time
11Enhanced Potential: You gain 3 points to you use Enlarge before your next ten-hour
divide among your stat Pools however you wish. recovery roll, you must apply an additional level
Enabler. of Effort. Thus, the second time you use Enlarge,
you must apply one level of Effort; the third time
11Enhanced Speed: You gain 3 points to your you use Enlarge, two levels of Effort; and so on.
Speed Pool. Enabler.
Action to initiate.

135

Defense tasks, page 225 11Enlightened: You are trained in any perception 11Evanesce (3 Speed points): You step into
task that involves sight. Enabler. shadows or behind cover, and everyone who
Force Field Shield, was observing you completely loses track of you.
page 143 11Entangling Force (1+ Intellect point): A Although you’re not invisible, you can’t be seen
target within short range is subject to a snare until you reveal yourself again by moving out of
Erasing memories can constructed of semi-tangible lines of force the shadows or from behind cover (or by making
be a tricky business. for one minute. The force snare is a level 2 an attack). Action.
On a failed attempt construct. A target caught in the force snare
to erase a creature’s cannot move from its position, but it can attack 11Evasion: You’re hard to affect when you don’t
and defend normally. The target can also use its want to be affected. You are trained in all defense
memories, an interesting action attempting to break free. You can increase tasks. Enabler.
GM intrusion might the level of the force snare by 1 per level of Effort
applied. Action to initiate. 11Everything Is a Weapon: You can take any
have the effect target an small object—a coin, a pen, a bottle, a stone,
ally or the character. 11Enthrall (1 Intellect point): While talking, you and so on—and throw it with such force and
grab and keep another creature’s attention, even precision that it inflicts damage as a light
Practiced in Armor, if the creature can’t understand you. For as long weapon. Enabler.
page 171 as you do nothing but speak (you can’t even
move), the other creature takes no actions other 11Exile (5 Intellect points): You send a target
than to defend itself, even over multiple rounds. that you touch hurtling into another random
If the creature is attacked, the effect ends. Action. dimension or universe, where it remains for
ten minutes. You have no idea what happens to
11Entourage: You gain an entourage of five the target while it’s gone, but at the end of ten
level 1 twenty-somethings that accompanies minutes, it returns to the precise spot it left.
you wherever you go unless you purposefully Action.
disband it for a particular outing. You can ask
them to deliver things for you, run messages, 11Experienced Defender: When wearing armor,
pick up your dry cleaning—pretty much whatever you gain +1 to Armor. Enabler.
you want, within reason. They can also run
interference if you’re trying to avoid someone, 11Experienced Finder (6+ Intellect points): When
help hide you from media attention, help you you are looking for something specific, such as
muscle through a crowd, and so on. On the a particular rare component, a chemical needed
other hand, if a situation becomes physically to complete a vaccine for a disease, a spare part
violent, they retreat to safety. Enabler. required to repair a damaged device, the tracks
of a specific beast, or the sword that a thief stole
11Enveloping Shield: Your Force Field Shield from you, this ability is of great use. For the
ability produces an envelope of force that enfolds next 24 hours, if you come within short range
you while you are holding the shield, granting of the thing and circumstances are such that
you +1 to Armor. Enabler. it is possible for you to perceive the thing (for
example, it’s not in a locked chamber for which
11Erase Memories (3 Intellect points): You reach you do not have the key), you find it. This ability
into the mind of a creature within immediate assumes that you are constantly on the lookout,
range and make an Intellect roll. On a success, always looking everywhere possible, peering
you erase up to the last five minutes of its behind obstacles, and so on—if you’re running
memory. Action. for your life, sleeping, or otherwise occupied, this
ability does not help you. You use this ability in
11Escape (2 Speed points): You slip your lieu of making a roll to find the thing, but only
restraints, squeeze through the bars, break the if the difficulty for finding the object is level 6
grip of a creature holding you, pull free from or below. You can apply Effort to increase the
sucking quicksand, or otherwise get loose from maximum level of the thing you’re trying to find
whatever is holding you in place. Action. (each level of Effort used this way increases the
maximum level by 1). Action to initiate.
11Escape Plan: When you kill a foe, you can
attempt a stealth task to immediately hide from 11Experienced in Armor: The cost reduction from
anyone around, assuming that a suitable hiding your Practiced in Armor ability improves. You
place is nearby. Enabler. now reduce the Speed cost by 2. Enabler.

136

Abilities–E

11Expert Crafter: Instead of rolling, you can trained in. The task must be difficulty 4 or lower, Crafting, page 227
choose to automatically succeed on a crafting and it can’t be an attack roll or a defense roll.
task you’re trained in. The task must be difficulty Enabler. Follower, page 233
4 or lower. If you are able to reduce the assessed Modifications, page 233
difficulty of a crafting task to 4 or lower, this 11Explains the Ineffable: Through anecdotes,
ability also applies to each subtask, assuming historical retellings, and citing knowledge that
something doesn’t interrupt you during the few but you have previously understood, you
ensuing time to build. Enabler. enlighten your friends. After spending 24 hours
with you, once per day, each of your friends can
11Expert Cypher Use: You can bear three cyphers ease a particular task by two steps. This benefit
at a time. Enabler. is ongoing while you remain in your friends’
company. It ends if you leave, but it resumes if
11Expert Driver: You are specialized in all tasks you return to your friends’ company within 24
related to driving a car, truck, or motorcycle, hours. If you leave your friends’ company for
including mechanical repair tasks. Enabler. longer than that, you must spend another 24
hours together to reactivate the benefit. Enabler.
11Expert Follower: You gain a level 3 follower.
They are not restricted on their modifications. 11Exploit Advantage: Even if you can do
You can take this ability multiple times, something well, you’ve learned that you can
each time gaining another level 3 follower. always do it even better. Whenever you have
Alternatively, you could choose to advance a level an asset for a roll, you ease the task by one
2 follower you already have to level 3 and then additional step. Enabler.
gain a new level 2 follower. Enabler.
11Exploratory Experience: You are trained in two
11Expert Pilot: You are specialized in all tasks additional skills in which you are not already
related to piloting a starcraft. Enabler. trained. Choose from the following: navigation,
perception, sensing danger, initiative, peacefully
11Expert Skill: Instead of rolling a d20, you can opening communications with strangers, and
choose to automatically succeed on a task you’re tracking. Enabler.

137

Store Energy, page 186 11Explosive Release (6 Intellect points): You can 11Eyes Adjusted: You can see in extremely dim
amplify the energy stored in your Siphon Pool light as though it were bright light. You can see
If building a focus, (from your Store Energy ability) and release in total darkness as if it were extremely dim light.
Extra Skill can often be it in a massive blast that affects either one Enabler.
granted as a secondary target within short range or everything within
immediate range. If you choose a single target, it ABILITIES—F
ability in addition to takes 2 points of damage for every point in your
another more potent Siphon Pool. If you choose an area, everything 11Face Morph (2+ Intellect points): You alter
ability at the same tier. in the area (except you) takes 1 point of damage your features and coloration for one hour, hiding
per point in your Siphon Pool (or half that if your identity or impersonating someone. This
your attack fails against them). This drains your affects only your face, not the rest of your body.
Siphon Pool to 0 points. Action. You can’t perfectly duplicate someone else’s face,
but you can be accurate enough to fool someone
11Extra Recovery: You gain an additional who knows that person casually. You have an
one-action recovery each day. Enabler. asset in all tasks involving disguise. You must
apply a level of Effort to be able to impersonate
11Extra Skill: You are trained in one skill of your a different species (such as a human morphing
choice (other than attacks or defense) in which into a humanoid alien). Action.
you are not already trained. You can select this
ability multiple times. Each time you select it, 11Familiarize: You can familiarize yourself with a
you must choose a different skill. Enabler. new area if you spend at least one hour studying
a region up to a long distance across that you are
11Extra Use (3 Intellect points): You attempt able to directly access and move about in. Once
to gain an extra use from an artifact without you’ve familiarized yourself with an area, all your
triggering a depletion roll. The difficulty of the tasks related to perception, navigation, salvaging
task is equal to the level of the artifact. If you and scavenging, defense, and moving about the
crafted the artifact, you gain an asset to the task. area gain an asset. Each time you familiarize
On a failure, the depletion roll occurs normally. yourself with a new area, you lose focus on a
You could also try to use a manifest cypher previous area unless you spend 1 XP to retain the
without burning it out, but the task is hindered. familiarity permanently. Action to initiate, one
A failed attempt to gain an additional use from a hour to complete.
manifest cypher destroys it before it can produce
the desired effect. Action. 11Far Step (2 Intellect points): You leap through
the air and land some distance away. You can
11Extreme Mastery (6 Might or 6 Speed points): jump up, down, or across to anywhere you
When using your chosen weapon, you can reroll choose within long range if you have a clear and
any attack roll you wish and take the better of the unobstructed path to that location. You land
two results. Enabler. safely. Action.

When a PC uses Fast 11Eye for Detail (2 Intellect points): When you 11Fast Kill (2 Speed points): You know how to
Talk, encourage them to spend five minutes or so thoroughly exploring an kill quickly. When you hit with a melee or ranged
area no larger than a short distance in diameter, attack, you deal 4 additional points of damage.
provide the broad gist you can ask the GM one question about the You can’t make this attack in two consecutive
of how they’re trying to area. The GM must answer you truthfully. You rounds. Action.
cannot use this more than one time per area
persuade their target. per 24 hours. Action to initiate, five minutes to 11Fast Talk (1 Intellect point): When speaking
complete. with an intelligent creature who can understand
you and isn’t hostile, you convince that creature
11Eye Gouge (2 Speed points): You make an to take one reasonable action in the next round.
attack against a creature with an eye. The A reasonable action must be agreed upon by the
attack is hindered, but if you hit, the creature GM; it should not put the creature or its allies
has trouble seeing for the next hour. During in obvious danger or be wildly out of character.
this time, the creature’s tasks that rely on sight Action.
(which is most tasks) are hindered. Action.

138

Abilities–E-F

11Fast Travel (7 Intellect points): You warp 11Field of Gravity (4 Intellect points): When you Powered Armor, page 171
time and space so that you and up to ten other wish it, a field of manipulated gravity around you Shroud of Flame,
creatures within immediate distance travel pulls incoming ranged projectile attacks to the page 183
overland at ten times the normal rate for up ground. You are immune to such attacks until
to eight hours. At this speed, most dangerous your turn in the next round. You must be aware Damage track, page 218
encounters or regions of rough terrain are of an attack to foil it. This ability does not work
ignored, though the GM may declare exceptions. on energy attacks. Enabler.
Outright barriers still present a problem. Action
to initiate. 11Field-Reinforced Armor: You gain +1 to Armor
while wearing the power armor from your
11Fearsome Reputation (3 Intellect points): Powered Armor ability. Enabler.
You and those you travel with have earned a
fearsome reputation in some parts. If your 11Fiery Hand of Doom (3 Intellect points): While
foes have heard of you, affected targets within your Shroud of Flame is active, you can reach
earshot become afraid, and all attacks they make into your halo and produce a hand made of
against you are hindered until one or more of animate flame that is twice the size of a human’s
them successfully inflicts damage on you or one hand. The hand acts as you direct, floating in the
of your allies, at which time their fear abates. air. Directing the hand is an action. Without a
Action. command, the hand does nothing. It can move
a long distance in a round, but it never moves
11Feat of Strength (1 Might point): Any task farther away from you than long range. The hand
that depends on brute force is eased. Examples can grab, move, and carry things, but anything it
include smashing down a barred door, tearing touches takes 1 point of damage per round from
open a locked container, lifting or moving a the heat. The hand can also attack. It’s a level 3
heavy object, or striking someone with a melee creature and deals 1 extra point of damage from
weapon. Enabler. fire when it attacks. Once created, the hand lasts
for ten minutes. Action to create; action to direct.
11Feint (2 Speed points): If you use one action
creating a misdirection or diversion, in the next 11Fight On: You do not suffer the normal
round you can take advantage of your opponent’s penalties for being impaired on the damage
lowered defenses. Make a melee attack roll track. If debilitated, instead of suffering the
against that opponent. You gain an asset on this normal penalty of being unable to take most
attack. If your attack is successful, it inflicts 4 actions, you can continue to act; however, all
additional points of damage. Action. tasks are hindered. Enabler.

11Fellow Explorer: You gain a level 2 follower. 11Final Defiance: When you would normally be Followers, page 233
One of their modifications must be for tasks dead, you instead remain conscious and active Not Dead Yet, page 166
related to perception. Enabler. for one more round plus one additional round
each time you succeed on a difficulty 5 Might
11Fetch (3 Intellect points): You cause an object task. During these rounds, you are debilitated.
to disappear and reappear in your hands or If you do not receive healing or otherwise gain
somewhere else nearby. Choose one object that points in a Pool during your final round(s) of
can fit inside a 5-foot (2 m) cube and that you activity, you are subject to the effects of Not
can see within long range. The object vanishes Dead Yet. Enabler.
and appears in your hands or in an open space
anywhere you choose within immediate range. 11Find an Opening (1 Intellect point): You Object damage
Action. use trickery to find an opening in your foe’s track, page 116
defenses. If you succeed on a Speed roll against
11Field of Destruction (4 Might points): When one creature within immediate range, your next Designation, page 127
you cause an object to descend one or more attack against that creature before the end of the
steps on the object damage track, you gain next round is eased. Action.
1 additional point of Armor for one minute.
Enabler. 11Find the Guilty: If you have used Designation
on a target, you are trained in tracking them,
spotting them when they are hidden or
disguised, or otherwise finding them. Enabler.

139

Shroud of Flame, 11Find the Hidden (4+ Intellect points): You see programmed action, such as “Wait here, and
page 183 the traceries of objects as they move through attack anyone who comes within short range
space and time. You can sense the distance and until they’re dead.” The servant lasts for ten
direction of any specific inanimate object that minutes, is a level 5 creature, and deals 1 extra
you once touched. This takes anywhere from one point of damage from fire when it attacks. Action
action to hours of concentration, depending on to create; action to direct.
what the GM feels is appropriate due to time,
distance, or other mitigating circumstances. 11Fire Tendrils (5 Intellect points): When you
However, you don’t know in advance how long it wish it, your halo (from your Shroud of Flame
will take. If you use at least two levels of Effort, ability) sprouts three tendrils of flame that last
once you have established the distance and for up to ten minutes. As an action, you can
direction, you remain in contact with the object use the tendrils to attack, making a separate
for one hour per level of Effort used. Thus, if it attack roll for each. Each tendril inflicts 4 points
moves, you are aware of its new position. Action of damage. Otherwise, the attacks function as
to initiate; action each round to concentrate. standard attacks. If you don’t use the tendrils to
attack, they remain but do nothing. Enabler.
Free level of Effort, 11Find the Way: When you apply Effort to a
page 209 navigation task because you don’t know the way, 11Fists of Fury: You inflict 2 additional points of
are lost, are attempting to blaze a new route, damage with unarmed attacks. Enabler.
need to choose between two or more otherwise
similar paths to take, or something very similar, 11Flamboyant Boast (1 Intellect point):
you can apply a free level of Effort. Enabler. You boastfully describe an act that you will
accomplish, and then as part of the same
11Finishing Blow (5 Might points): If your foe action, you attempt it. If an average person
is prone, stunned, or somehow helpless or would find the action difficult (or impossible)
incapacitated when you strike, you inflict 7 and you succeed on it, creatures who witnessed
additional points of damage on a successful hit. it who are not your allies are potentially dazed
Enabler. on their next turn, and all tasks they attempt
are hindered. The GM will help you determine
11Fire and Ice (4 Intellect points): You cause a whether your boast is something that would
target within short range to become either very impress onlookers so significantly. If you attempt
hot or very cold (your choice). The target suffers the task you boast about but fail to accomplish
3 points of ambient damage (ignores Armor) it, all your attempts to affect or attack onlookers
each round for up to three rounds, although a who saw you are hindered for about ten minutes.
new roll is required each round to continue to Enabler.
affect the target. Action to initiate.
11Flameblade (4 Intellect points): When you
A Flash user sometimes 11Fire Bloom (4+ Intellect points): Fire blooms wish it, you extend your Shroud of Flame to
has a signature shape within long range, filling an area 10 feet (3 m) cover a weapon you wield in flame for one hour.
and color for their in radius and inflicting 3 points of damage on The flame ends if you stop holding or carrying
all affected targets. Effort applied to one attack the weapon. While the flame lasts, the weapon
explosion of energy, such counts for all attacks against targets in the area inflicts 2 additional points of damage. Enabler.
as an orange roaring lion of the bloom. Even on an unsuccessful attack, a
silhouette, a neon violet target in the area still takes 1 point of damage. 11Flash (4 Intellect points): You create an
stinging wasp, and so on. Flammable objects in the area may catch fire. explosion of energy at a point within close range,
Action. affecting an area up to immediate range from
that point. You must be able to see the location
11Fire Servant (6 Intellect points): While your where you intend to center the explosion. The
Shroud of Flame is active, you reach into your blast inflicts 2 points of damage to all creatures
halo and produce an automaton of fire that or objects within the area. If you apply Effort
is your general shape and size. It acts as you to increase the damage, you deal 2 additional
direct each round. Directing the servant is an points of damage per level of Effort (instead
action, and you can command it only when of 3 points); targets in the area take 1 point of
you are within long range of it. Without a damage even if you fail the attack roll. Action.
command, the servant continues to follow your
previous command. You can also give it a simple

140

Abilities–F

11Flash Across the Miles (6+ Intellect points): 11Flight Not Fight: If you use your action only to
You can move to an open location on the planet move, all Speed defense tasks are eased. Enabler.
that you’re familiar with almost instantaneously,
transformed into a bolt of lightning. If you apply 11Fling (4 Intellect points): You violently launch
a level of Effort, you can attempt to penetrate a creature or object about your size or smaller
covered locations that you’re aware of as long as within short range and send it flying a short
a route exists from the open air to the area you distance in any direction. This is an Intellect
want to reach that electricity can easily follow. attack that inflicts 4 points of damage to the
Action. object being flung when it lands or strikes a
barrier. If you aim the primary target at another
11Flee (6 Intellect points): All non-allies within creature or object (and succeed on a second
short distance who can hear your dreadful, attack), the secondary target also takes 4 points
intimidating words flee from you at top speed for of damage. Action.
one minute. Action.

11Fleet of Foot (1+ Speed points): You can move
a short distance as part of another action. You
can move a long distance as your entire action
for a turn. If you apply a level of Effort to this
ability, you can move a long distance and make
an attack as your entire action for a turn, but the
attack is hindered. Enabler.

11Flesh of Stone: You have +1 to Armor if you do
not wear physical armor. Enabler.

11Flex Lore: After each ten-hour recovery roll
when you have access to a high-technology
digital reference library (such as one that might
be found in a starship or in a learning center),
choose one field of knowledge related to a
specific planet or some other location. The field
might be habitations, customs, governments,
characteristics of the main species, important
figures, and so on. You’re trained in that field
until you use this ability again. You could use this
ability with an area of knowledge you’re already
trained in to become specialized. Enabler.

11Flex Skill: At the beginning of each day, choose
one task (other than attacks or defense) on
which you will concentrate. For the rest of that
day, you’re trained in that task. You can’t use this
ability with a skill in which you’re already trained
to become specialized. Enabler.

11Flight (4+ Intellect points): You can float and
fly through the air for one hour. For each level
of Effort applied, you can affect one additional
creature of your size or smaller. You must touch
the creature to bestow the power of flight. You
direct the other creature’s movement, and while
flying, it must remain within sight of you or fall.
In terms of overland movement, a flying creature
moves about 20 miles (32 km) per hour and is
not affected by terrain. Action to initiate.

141

When Font of Healing 11Foil Danger (2 Intellect points): You negate that you retain your hold. A creature in your grip
is used, describe the one source of potential danger related to one can take actions, but it can’t move under its
sensation and visual creature or object that you are aware of within own power. Each round after the initial attack,
effects you think are immediate distance for one round. This could you can attempt to keep your grip on the target
appropriate, if any. be a weapon or device held by someone, a trap by spending 2 additional Intellect points and
triggered by a pressure plate, or a creature’s succeeding at a difficulty 2 Intellect task. If your
Force Field Shield, natural ability (something special, innate, and concentration lapses, the target drops back to
page 143 dangerous, like a dragon’s fiery breath or a the ground. In addition to the normal options
giant cobra’s venom). You can also try to foil a for using Effort, you can choose to use Effort
foe‘s mundane action (such as an attack with a to increase the amount of mass you can affect.
weapon or claw), so that the action isn‘t made Each level allows you to affect a creature or
this round. Make your roll against the level of the object twice as massive as before. For example,
attack, danger, or creature. Action. applying one level of Effort would affect a
creature four times as massive as you, two levels
11Font of Healing: With your approval, other would affect a creature eight times as massive,
creatures can touch you and regain 1d6 points to three levels would affect a creature sixteen times
either their Might Pool or their Speed Pool. This as massive, and so on. Action to initiate.
healing costs them 2 Intellect points. A single
creature can benefit from this ability only once 11Force Bash (1 Might point): This is a
each day. Enabler. pummeling melee attack you make with your
Force Field Shield. Your attack inflicts 1 less point
11Force and Accuracy: You inflict 3 additional of damage than normal but dazes your target
points of damage with attacks using weapons for one round, during which time all tasks it
that you throw. Enabler. performs are hindered. Enabler.

Powered Armor, page 171 11Force at Distance (4+ Intellect points): You 11Force Blast: You figure out how to project
temporarily bend the fundamental law of gravity blasts of pure force from the gauntlets of the
around a creature or object (up to twice your power armor from your Powered Armor ability.
mass) within short range. The target is caught This allows you to fire a blast of force that inflicts
in your telekinetic grip, and you can move it up 5 points of damage with a range of 200 feet
to a short distance in any direction each round (60 m). Action.

142

Abilities–F

11Force Field (3 Intellect points): You create an 11Fortified Position (2 Might points): For the A shield, including one
invisible energy barrier around a creature or next minute, you gain +1 Armor and an asset to produced by a force
object you choose within short range. The force your Might defense tasks, as long as you haven’t field, provides an asset
field moves with the creature or object and lasts moved more than an immediate distance since to a character’s Speed
for ten minutes. The target has +1 to Armor until your last turn. Action to initiate. defense task while it
the effect ends. Action. is held in one hand.
11Foul Aura (5+ Intellect points): Your words,
11Force Field Barrier (3+ Intellect points): You gestures, and touch invest an object no larger
create an opaque, stationary barrier of solid than yourself with an aura of doom, fear, and
energy (a force field) within immediate range. doubt for one day. Creatures that can hear and
The barrier is 10 feet by 10 feet (3 m by 3 m) and understand you feel an urge to move at least a
of negligible thickness. It is a level 2 barrier and short distance away from the object. If a creature
lasts for ten minutes. It can be placed anywhere does not move away, all tasks, attacks, and
it fits, whether against a solid object (including defenses it attempts while within the aura are
the ground) or floating in the air. Each level of hindered. The duration of the aura is extended
Effort you apply strengthens the barrier by one by one day per level of Effort applied. The aura is
level. For example, applying two levels of Effort temporarily blocked while the object is covered
creates a level 4 barrier. Action. or contained. Action to initiate.

11Force Field Shield: You manifest a small plane 11Freakishly Large: Your increased size Enlarge, page 135
of pure force, which takes on a shield-like shape intimidates most people. While you enjoy the
with the barest flicker of a thought. You can effects of Enlarge, all intimidation tasks you Free level of Effort,
dismiss it just as easily. To use the force shield, attempt are eased. Enabler. page 209
you must hold it in one of your hands. You are Frost Touch, page 144
practiced in using your exotic shield in one hand 11Free to Move: You ignore all movement
as a light melee weapon; however, if you attack penalties and adjustments due to terrain or other Crafting difficulty,
with both your shield and a weapon held in the obstacles. You can fit through any space large page 228
other hand, both attacks are hindered. When enough to fit your head. Tasks involving breaking
you are unconscious or sleeping, the force field free of bonds, a creature’s grip, or any similar
dissipates. Enabler. impediment gain three free levels of Effort.
Enabler.
11Force to Reckon With: You can break through
force fields and energy barriers as if they were 11Freezing Touch (4 Intellect points): Your hands
physical walls. Enabler. become so cold that your touch freezes solid a
living target of your size or smaller, rendering it
11Force Wall (5 Intellect points): You can trigger immobile for one round. If you have another cold
the energy in your Force Field Shield to expand ability activated by touch (such as Frost Touch),
outward in all directions to create an immobile you can use it as part of the Freezing Touch
plane of solid force up to 20 feet by 20 feet (6 m attack. Action.
by 6 m) for up to one hour or until you take your
shield back. (The force shield becomes the force 11Frenzy (1 Intellect point): When you wish, while
wall.) The plane of the force wall conforms to the in combat, you can enter a state of frenzy. While
space available. While the force wall remains in in this state, you can’t use Intellect points, but
place, you cannot use any of your other abilities you gain +1 to your Might Edge and your Speed
that require Force Field Shield. Action to initiate. Edge. This effect lasts as long as you wish, but it
ends if no combat is taking place within range of
11Fortification Builder: Whenever you attempt your senses. Enabler.
a crafting task—or help in the crafting task—to
build a wall or other fortification, you ease the 11Friendly Help: If your friend tries a task and
crafting difficulty by two steps, to a minimum of fails, they can try again without spending Effort
difficulty 1. Enabler. if you help. You provide this advantage to your
friend even if you are not trained in the task that
they are retrying. Enabler.

143

11From the Shadows: If you successfully attack 11Game Lessons: You’ve played so many games
a creature that was previously unaware of that you’ve picked up some real knowledge.
your presence, you deal 3 additional points of Choose any two noncombat skills. You are
damage. Enabler. trained in those skills. Enabler.

11Frost Touch (1 Intellect point): Your hands 11Gamer: Pick any one style of game such as
become so cold that the next time you touch real-time strategy games, games of chance in the
a creature, you inflict 3 points of damage. style of poker, roleplaying games, and so on. You
Alternatively, you can use this ability on a can apply an asset to a task related to playing
weapon, and for ten minutes, it inflicts 1 that style of game once between each recovery
additional point of damage from the cold. Action roll. Enabler.
for touch; enabler for weapon.
11Gamer’s Fortitude: Sitting and playing a
11Further Mathematics: You are specialized game for twelve hours straight is not something
in higher mathematics. If you are already most people can do, but you’ve figured it out.
specialized, choose some other sphere of Once after each ten-hour recovery roll, you can
knowledge to become trained in. Enabler. transfer up to 5 points between your Pools in any
combination, at a rate of 1 point per round. For
11Fury (3 Might points): For the next minute, example, you could transfer 3 points of Might to
all melee attacks you make inflict 2 additional Speed and 2 points of Intellect to Speed, which
points of damage. Action to initiate. would take a total of five rounds. Action.

Cypher, page 377 11Fusion: You can fuse your manifest cyphers 11Gaming God: Any time you use Effort on
Artifact, page 204 and artifacts with your body. These fused devices an Intellect action, add one of the following
function as if they were one level higher. Enabler. enhancements to the action (your choice):
Free level of Effort,
page 209 11Fusion Armor: A procedure gives you biometal • Free level of Effort
implants in major portions of your body, you • Automatic minor effect
Minor effect, page 211 grow metal-hard skin, the blessings of an angel Enabler.
protect you, or something similar happens.
Enlarge, page 135 These changes give you +1 to Armor even when 11Gargantuan: When you use Enlarge, you can
you’re not wearing physical armor. Enabler. choose to grow up to 30 feet (9 m) in height,
Bigger, page 113 and you add 3 more temporary points to your
ABILITIES—G Might Pool (if you also have the Bigger ability,
the temporary points from Gargantuan are in
11Gain Unusual Companion: You gain a special addition to the points from Bigger). Enabler.
specimen as a constant companion. It is level
4, probably the size of a small dog, and follows 11Gather Intelligence (2 Intellect points): When
your telepathic commands. You and the GM in a group of people (a caravan, a palace, a
must work out the details of your creature, village, a city, etc.) you can ask around about
and you’ll probably make rolls for it in combat any topic you choose and come away with useful
or when it takes actions. The companion acts information. You can ask a specific question, or
on your turn. If your companion dies, you can you can simply obtain general facts. You also get
hunt in the wild for 1d6 days to find a new one. a good idea of the general layout of the location
Enabler. involved, note the presence of all major sites,
and perhaps even notice obscure details. For
11Gambler: Each day, choose two different example, not only do you find out if anyone in
numbers from 2 to 16. One number is your lucky the palace has seen the missing boy, but you
number, and the other is your unlucky number. also get a working knowledge of the layout of the
Whenever you make a roll that day and get a palace itself, note all the entrances and which
number matching your lucky number, your next are used more often than others, and take notice
task is eased. Whenever you make a roll that that everyone seems to avoid the well in the
day and get a number matching your unlucky eastern courtyard for some reason. Action to
number, your next task is hindered. Enabler. initiate, about an hour to complete.

144

Abilities–F-G

11Generate Force Field (9+ Intellect points): You 11Golem Body: You gain +1 to Armor, +1 to your The skin of people with
create six planes of solid force (level 8), each 30 Might Edge, and 5 additional points to your Golem Body and Golem
feet (9 m) to a side, which persist for one hour. The Might Pool. You do not need to eat, drink, or Grip is like stone, either
planes must be contiguous, and they retain the breathe (though you do need rest and sleep). You smooth stone like a
position that you choose when initiating this ability. move more stiffly than a creature of flesh, which statue with strange
For instance, you could arrange the planes linearly, means you can never be trained or specialized resilience, or cracked and
creating a wall 180 feet (55 m) long, or you could in Speed defense rolls. Furthermore, you are craggy stone constantly
create a closed cube. The planes conform to the practiced in using your stone fists as a medium breaking and reforming
space available. Each additional level of Effort you weapon. Enabler. as the character moves.
apply increases the level of the barrier by one (to a
maximum of level 10) or increases the number of 11Golem Grip (3 Might points): Your attack with Helping, page 226
hours it remains by one. Action to initiate. the stone fists from your Golem Body ability
is eased. If you hit, you can grab the target,
11Get Away (2 Speed points): After your action preventing it from moving on its next turn. While
on your turn, you move up to a short distance or you hold the target, its attacks or attempts to
get behind or beneath cover within immediate break free are hindered. If the target attempts to
range. Enabler. break free instead of attacking, you must make
a Might-based roll to maintain your grip. If the
11Ghost (4 Intellect points): For the next ten target fails to break free, you can continue to
minutes, you gain an asset to sneaking tasks. hold it each round as your subsequent actions,
During this time, you can move through solid automatically inflicting 4 points of damage each
barriers (but not energy barriers) at a rate of 1 foot round by squeezing. Enabler.
(30 cm) per round, and you can perceive while
phased within a barrier or object, which allows 11Golem Healing: Your stone form from the
you to peek through walls. Action to initiate. Golem Body ability is more difficult to repair
than flesh, which means you are unable to
11Go Defensive (1 Intellect point): When you use the first, single-action recovery roll of the
wish, while in combat, you can enter a state of day that other PCs have access to. Thus, your
heightened awareness of threat. While in this first recovery roll on any given day requires ten
state, you can’t use points from your Intellect minutes of rest, the second requires an hour of
Pool, but you gain +1 to your Speed Edge and gain rest, and the third requires ten hours. Enabler.
two assets to Speed defense tasks. This effect
lasts as long as you wish or until you attack a foe 11Golem Stomp (4 Might points): You stomp
or no combat is taking place within range of your on the ground with all of your strength, creating
senses. Once the effect of this ability ends, you a shock wave that attacks all creatures in
can’t enter it again for one minute. Enabler. immediate range. Affected creatures take 3
points of damage and are either pushed out
11Go to Ground (4 Speed points): You move up of immediate range or fall down (your choice).
to a long distance and attempt to hide. When you Action.
do, you gain an asset on the stealth task to blend
in, disappear, or otherwise escape the senses 11Good Advice: Anyone can help an ally, easing
of everyone previously aware of your presence. whatever task they’re attempting. However, you
Action. have the benefit of clarity and wisdom. When you
help another character, they gain an additional
11Goad (1 Intellect point): You can attempt to asset. Enabler.
goad a target into a belligerent—and probably
foolish—reaction that requires the target to try 11Got a Feeling (4 Intellect points): You have
to close the distance between you and attempt an uncanny intuition when it comes to finding
to physically strike you on its next turn. They things. While exploring, you can extend your
attempt this action even if this would cause senses up to 1 mile (1.5 km) in any direction and
them to break formation or to give up cover ask the GM a very simple, general question—
or a tactically superior position. Whether the usually a yes-or-no question—about that area,
target strikes you or fails to do so, they come to such as “Is there an orc encampment nearby?”
their senses immediately afterward, after which or “Is there dark matter to be found in that
further tasks attempting to goad the target again rusted hulk?” If the answer you seek is not in the
are hindered. Action to initiate. area, you receive no information. Action.

145

Enlarge, page 135 11Grab: While you are using the Enlarge ability, You can also use this ability to clear an area of
Effects of Gravity, you can attack by attempting to wrap your entangling growth in the immediate radius, such
massive hands around a target the size of a as an area of tall grass, thick brush, impenetrable
page 276 normal human or smaller. While you maintain vines, and so on. Action.
Beast Form, page 112 your hold as your action, you keep the target
Designation, page 127 from moving or taking physical actions (other 11Gravity Cleave (3 Intellect points): You can
than attempts to escape). The target’s escape harm a target within short range by rapidly
Frenzy, page 143 attempt is hindered by two steps due to your increasing gravity’s pull on one portion of the
size. If you wish, you can automatically inflict 3 target and decreasing it on another, inflicting 6
points of damage each round on the target while points of damage. Action.
you hold it, but you can also keep it protected (by
taking all attacks otherwise meant for the target). 11Greater Beast Form: When using Beast Form,
Action. your beast form gains the following additional
bonuses: +1 to your Might Edge, +2 to your
11Grand Deception (3 Intellect points): You Speed Pool, and +1 to your Speed Edge. Enabler.
convince an intelligent creature that can
understand you and isn’t hostile of something 11Greater Controlled Change: It’s easier to
that is wildly and obviously untrue. Action. change into and out of the shape granted by your
Beast Form ability. Transforming either way is
11Grandiose Illusion (8 Intellect points): You now a difficulty 2 Intellect task. Enabler.
create a fantastically complex scene of images
that fit within a 1-mile (1.5 km) cube that you are 11Greater Designation: You can assign an
also within. You must be able to see the images innocent or guilty label to all creatures within
when you create them. The images can move in immediate range when you use Designation. The
the cube and act in accordance with your desires. one label applies to all affected creatures. This
They can also act logically (such as reacting lasts until you use Greater Designation again.
appropriately to fire or attacks) when you aren’t Action.
directly observing them. The illusion includes
sound and smell. For example, armies can clash 11Greater Enhanced Intellect: You gain 6 points
in battle, with air support from machines or to your Intellect Pool. Enabler.
flying creatures, on and above terrain of your
creation. The illusion lasts for one hour (or 11Greater Enhanced Might: You gain 6 points to
longer, if you concentrate on it after that time). your Might Pool. Enabler.
Action.
11Greater Enhanced Physique: You gain 6 points
11Granite Wall (7+ Intellect points): You create a to divide among your Might and Speed Pools
level 6 granite wall within short range. The wall is however you wish. Enabler.
1 foot (30 cm) thick and up to 20 feet by 20 feet
(6 m by 6 m) in size. It appears resting on a solid 11Greater Enhanced Potential: You gain 6 points
foundation and lasts for about ten hours. If you to divide among your stat Pools however you
apply three levels of Effort, the wall is permanent wish. Enabler.
until destroyed naturally. Action to initiate.
11Greater Enhanced Speed: You gain 6 points to
11Grasping Foliage (3+ Intellect points): Roots, your Speed Pool. Enabler.
branches, grass, or other natural foliage in the
area snags and holds a foe you designate within 11Greater Frenzy (4 Intellect points): When you
short range for up to one minute. A foe caught in wish, while in combat, you can enter a state of
the grasping foliage can’t move from its position, frenzy. While in this state, you can’t use Intellect
and all physical tasks, attacks, and defenses are points, but you gain +2 to your Might Edge and
hindered, including attempts to free itself. In your Speed Edge. This effect lasts as long as you
addition to the normal options for using Effort, wish, but it ends if no combat is taking place
you can choose to use Effort to deal damage within range of your senses. If you have the
with the initial attack. Each level applied inflicts Frenzy ability, you can use it or this ability, but
2 additional points of damage when Grasping you can’t use both at the same time. Enabler.
Foliage first snags and holds your foe.

146

Abilities–G-H

11Greater Healing Touch (4 Intellect points): You 11Guide Bolt (4+ Intellect points): When you make Necromancy, page 165
touch a creature and restore its Might Pool, Speed an attack with a metallic bolt or metal-tipped
Pool, and Intellect Pool to their maximum values, arrow on a target within short range, you can
as if it were fully rested. A single creature can improve the attack’s aim and velocity, which
benefit from this ability only once each day. Action. grants an asset to the attack and inflicts an
additional 2 points of damage. If you apply a
11Greater Necromancy (5+ Intellect points): This level of Effort, you grant the same benefits to a
ability works like the Necromancy ability except ranged attack made by an ally within immediate
that it creates a level 3 creature. Action to animate. range. In any case, you can use this ability only
once per round. Enabler.
11Greater Skill With Attacks: Choose one type of
attack, even one in which you are already trained: 11Guild Training: Your type abilities that have
light bashing, light bladed, light ranged, medium durations last twice as long. Your type abilities
bashing, medium bladed, medium ranged, heavy that have short ranges reach to long range
bashing, heavy bladed, or heavy ranged. You are instead. Your type abilities that inflict damage
trained in attacks using that type of weapon. If deal 1 additional point of damage. Enabler.
you’re already trained in that type of attack, you
instead are specialized in that type of attack. 11Gunner: You inflict 1 additional point of
Enabler. damage with guns. Enabler.

11Greater Skill With Defense: Choose one ABILITIES—H When you’re hacking
type of defense task, even one in which you the impossible, the
are already trained: Might, Speed, or Intellect. 11Hack the Impossible (3 Intellect points): GM will decide if your
You are trained in defense tasks of that type, or You can persuade robots, machines, and hack is reasonable
specialized if you are already trained. You can computers to do your bidding. You can discover and determine its
select this ability up to three times. Each time an encrypted password, break through security level of difficulty. For
you select it, you must choose a different type of on a website, briefly turn off a machine such as comparison, discovering
defense task. Enabler. a surveillance camera, or disable a robot with a a normal password
moment’s worth of fiddling. Action. when you have direct
11Group Friendship (4 Intellect points): You access to the system is a
convince a sentient creature to regard you (and 11Hacker (2 Intellect points): You gain quick difficulty 2 task for you.
up to ten creatures that you designate within access to a desired bit of information in a
immediate distance of you) positively, as they computer or similar device, or you access one of
would a potential friend. Action. its primary functions. Action.

147

11Hand to Eye (2 Speed points): This ability 11Hard-Won Resilience: In your explorations
provides an asset to any tasks involving manual of dark places, you’ve been exposed to all sorts
dexterity, such as pickpocketing, lockpicking, of terrible things and are developing a general
games involving agility, and so on. Each use resistance. You gain +1 to Armor and are trained
lasts up to a minute; a new use (to switch tasks) in Might defense tasks. Enabler.
replaces the previous use. Action to initiate.
11Hardiness: You are trained in Might defense
Have Spacesuit, Will 11Handy: You work for a living and are trained tasks. Enabler.
Travel is associated in tasks related to carpentry, plumbing, and
electrical repair. Your knowledge in these realms 11Have Spacesuit, Will Travel: Somehow
with the Loves the Void also gives you an asset to craft entirely new or another, you became the legal owner of
focus on page 71. items within your spheres of knowledge and the a fully functional and advanced spacesuit.
limits of possibility within the setting. Enabler. The spacesuit provides +1 Armor and, more
important, allows you to survive in the vacuum
11Hard Choices: Sometimes, you believe that of space using suit reserves for up to twelve
you’ve got to lie to those who trust you for their hours at a time with enough reaction mass to
own good. You are specialized in deception get around in zero gravity on jets of ionized gas
tasks. Enabler. for that same period. After each use, the suit
must be recharged, either with already-charged
11Hard Target: If you move a short distance or cartridges of air and reaction mass or by allowing
farther on your turn, all Speed defense rolls are the suit to sit idle in an area with breathable
eased. Enabler. atmosphere for at least two hours, during
which time it will recharge both air and reaction
11Hard to Distract: You are trained in Intellect mass using integrated solid state mechanisms.
defense tasks. Enabler. The suit’s power supply is a radioisotope
thermoelectric generator, which means it’ll
11Hard to Hit: You are trained in Speed defense function for a few decades before needing to be
tasks. Enabler. changed out. Enabler.

Powered Armor, page 171 11Hard to Kill: You can choose to reroll any 11Heads-Up Display (2+ Intellect points): Your
defense task you make but never more than once Powered Armor ability comes with systems that
per round. Enabler. help you make sense of, analyze, and use your
weapons in your environment. When you trigger
11Hard to See: When you move, you are a blur. this ability, you gain an asset on one attack roll
It is impossible to make out your identity as you as the suit perfectly outlines foes and steadies
run past, and in a round where you do nothing your aim, regardless of whether you’re making a
but move, stealth tasks and Speed defense tasks melee or ranged attack.
are eased. Enabler.
Alternatively, you can use the heads-up
display to magnify your vision, increasing your
vision range to 5 miles (8 km) for two rounds.
If you apply one level of Effort, you can also see
through mundane materials (such as wood,
concrete, plastic, and stone) to a short distance
in false color images. If you apply two levels of
Effort, you can see through special materials
(such as solid lead or other substances) to
an immediate distance in false color images;
however, the GM might require you to succeed
at an Intellect-based task first, depending on the
material blocking your armor’s sensors. Enabler.

11Healing Pulse (3 Intellect points): You and all
targets you choose within immediate range gain
the immediate benefits of using one of their
recovery rolls (as long as it is not their ten-hour
recovery roll) without having to spend an action,

148

Abilities–H

ten minutes, or one hour. Targets regain points 11Hidden Reserves: When you use an action to
to their Pools immediately but mark off that make a recovery roll, you also gain +1 to both
recovery use. PCs who have already used up their your Might Edge and your Speed Edge for ten
one-action, ten-minute, and one-hour recovery minutes thereafter. Enabler.
rolls for the day gain no benefit from this ability.
NPCs targeted by this ability regain a number of 11Higher Mathematics: You are trained in
health points equal to their level. Action. standard and higher mathematics. Enabler.

11Healing Touch (1 Intellect point): With a touch, 11Hold Breath: You can hold your breath for up
you restore 1d6 points to one stat Pool of any to five minutes. Enabler.
creature. This ability is a difficulty 2 Intellect task.
Each time you attempt to heal the same creature, 11Horde Fighting: When two or more foes attack
the task is hindered by an additional step. The you at once in melee, you can use them against
difficulty returns to 2 after that creature rests for each other. You gain an asset to Speed defense
ten hours. Action. rolls or attack rolls (your choice each round)
against them. Enabler.
11Hedge Magic (1 Intellect point): You can
perform small tricks: temporarily change the 11Horde Tactics (7 Might points): For up to one
color or basic appearance of a small object, hour a day, you and at least three other allies can
cause small objects to float through the air, clean act like a single creature. Use your stats, but add
a small area, mend a broken object, prepare +8 to your Might Pool, +1 to your Might Edge, +2
(but not create) food, and so on. You can’t use to your Speed Pool, +1 to your Speed Edge, and
Hedge Magic to harm another creature or object. +1 to your Armor. Enabler.
Action.
11Hover (2 Intellect points): You float slowly
11Heightened Skills: You are trained in two tasks into the air. If you concentrate, you can control
of your choosing (other than attacks or defense). your movement to remain motionless in the air
If you choose a task you’re already trained in, or float up to a short distance as your action;
you instead become specialized in that task. You otherwise, you drift with the wind or with any
can’t choose a task you’re already specialized in. momentum you have gained. This effect lasts for
Enabler. up to ten minutes. Action to initiate.

11Hemorrhage (2+ Might points): You make a 11How Others Think: You have a sense of Enlarge, page 135
powerful and precise strike that inflicts additional how people think. You’re trained in one of the
damage later. On your next turn, the target following tasks: persuasion, deception, or Bound Magic
of this attack takes an additional 3 points of detecting falsehoods. Enabler. Creature, page 115
damage (ignores Armor). The target can prevent Quarry, page 173
this additional damage by making a recovery roll, 11Huge: When you use Enlarge, you can choose Shroud of Flame,
using any ability that heals it, or using its action to grow up to 16 feet (5 m) in height. When you page 183
to attend to the injury. In addition to the normal do, you add +1 to Armor (a total of +2 to Armor)
options for using Effort, you can choose to use and deal 2 additional points of damage with
Effort to increase this duration by one round. melee attacks. Enabler.
Action.
11Hunter’s Drive (5 Intellect points): Through
11Heroic Monster Bane: When you inflict force of will, when you wish it, you grant yourself
damage to creatures more than twice as large or greater prowess in the hunt for ten minutes.
massive as you, you inflict 3 additional points of During this time, you gain an asset to all tasks
damage. Enabler. involving your quarry, including attacks. Your
quarry is the creature you selected with your
11Hidden Closet: The magic ally from your Quarry ability. Enabler.
Bound Magic Creature ability can store items for
you within its bound object, including extra sets 11Hurl Flame (2 Intellect points): While your
of clothing, tools, food, and so on. The interior Shroud of Flame is active, you can reach into
of the object is, in effect, a 10-foot (3 m) square your halo and hurl a handful of fire at a target.
pocket dimension that normally only the magic This is a ranged attack with short range that
ally can access. Enabler. deals 4 points of fire damage. Action.

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