Advanced Skills

Combat Actions

Basic Combat Actions

Name Roll Init TN Damage Notes
Fist Str+Fight - - 2 -
Kick Dex+Fight -1 - 3 -
Grapple Str+Fight -2 - 2 See Grapple Notes
Charge Str+Fight -3 - 3+ If successful, attacker and target knocked down. Add 1d DMG/3m run
Dodge Dex+Dodge - - - Subtract successes from attack successes

Grapple Notes: If successful, roll Str + Vigor vs target’s Str + Vigor. If successful, target is grappled; attack can choose to deliver grapple DMG per turn. Bonus to maintain grapple rises every turn it is succcessfully maintained.

Martial Art Actions

Name LVL Roll Init TN Damage Notes
Martial Fist 1 Dex+Fight - - 3 -
Martial Kick 2 Dex+Fight -1 - 4 -
Martial Hold 3 Str+Fight -1 - 3 Similar to Grapple
Head Butt 3 Dex+Fight -2 +1 4 Attacker suffers the same damage as the target, if the damage is above his Endurance
Confuse Foe 4 Wits+Knavery - - - -1 per degree of success to opponent's next attack, dodge or block attempt
Rooting 4 Dex+Fight - - - +3 vs knockdown
Claw Fist 5 Dex+Fight - - 4 -
Drop & Kick 5 Dex+Fight - +2 4 -2 to next init
Tornado Kick 5 Dex+Fight -1 - 5 -

Fencing Actions

Name LVL Roll Init TN Damage Notes
Parry 1 Dex+Melee - +2 - Roll success level + weapon DMG as armor
Thrust 2 Dex+Melee +2 - - -
Slash 3 Dex+Melee -2 - +1 -
Counter Parry 3 Wits+Melee - - - Eliminates opponent’s +2 parry bonus
Fancy Footwork 4 Dex+Vigor - - - Opponent’s goal is reduced by 1 per success level
Flat of Blade 4 Dex+Melee - - -3 No victory dice are added
Draw & Strike 4 Dex+Melee -2 - 4 Draw sword and strike in same action

Shield Actions

Firearms Actions

Theurgic Rites

Each power has a small helpful key under its name. First is the level, second is the stat and skill it uses, next is the range, then the duration, and finally the cost in Wyrd points.

Ranges

The base ranges are: touch, sight, sensory (anywhere within a character’s direct senses, including hearing; not through live radio or television speakers), and distance. Each power has a range listed. To extend the range, a character must spend Wyrd points. It costs one Wyrd point to extend to the next level (from touch to sight or from sight to sensory, etc.). Range categories beyond the immediately sensed are as follows:

1 kilometer
5 kilometers
10 kilometers
25 kilometers
50 kilometers
100 kilometers
1,000 kilometers
planetwide
solar system
interstellar*

Durations

Instant: The power lasts for one turn.
Temporary: The power lasts for 10 turns.
Prolonged: The power lasts for one span.
Perpetual: The power is effectively permanent, although its effects will fade with time and distance from the target and must be reinforced with use. If a year passes without any contact between the psychic and the target, the power’s effect ceases

Church Rites

Holy Blessing
(Level 1, Faith + Focus, touch, 1W)
By tracing the Church’s symbol on a companion’s forehead or in her general direction, a theurge may aid the target in a particular task, adding the victory points to the target’s goal roll. The effect lasts until the target has made the roll for the particular task blessed. (If the rite is successful, the character will receive a minimum of at least one victory die, regardless of the number of successes rolled.)

The Devotional Liturgy
(Level 2, Extrovert + Oratory, sensory, prolonged, 1W)
A traditional way of boosting morale, usually before battle. The liturgy takes about fifteen minutes to read, and all true believers within earshot add the theurge’s victory points to all rolls involving Faith or Calm for the next span. (The range of this effect is not extended by PA systems or long-distance communications.) Characters under the effect of the Liturgy may not Incite Passion or employ Steady Hand.

The Laying On of Hands
(Level 3, Calm + Remedy, touch, instant, 1W)
The theurge may bring comfort to his injured comrades by touching their wounds. Each victory point heals one wound level.

Psi Powers

Each power has a small helpful key under its name. First is the level, second is the stat and skill it uses, next is the range, then the duration, and finally the cost in Wyrd points.

Ranges

The base ranges are: touch, sight, sensory (anywhere within a character’s direct senses, including hearing; not through live radio or television speakers), and distance. Each power has a range listed. To extend the range, a character must spend Wyrd points. It costs one Wyrd point to extend to the next level (from touch to sight or from sight to sensory, etc.). Range categories beyond the immediately sensed are as follows:

1 kilometer
5 kilometers
10 kilometers
25 kilometers
50 kilometers
100 kilometers
1,000 kilometers
planetwide
solar system
interstellar*

Durations

Instant: The power lasts for one turn.
Temporary: The power lasts for 10 turns.
Prolonged: The power lasts for one span.
Perpetual: The power is effectively permanent, although its effects will fade with time and distance from the target and must be reinforced with use. If a year passes without any contact between the psychic and the target, the power’s effect ceases

FarHand

Lifting Hand
(Level 1, Extrovert + Focus, sight, temporary, 1W)
The first level of FarHand enables the psychic to generate a simple field of directional force which can either slowly lift a single object up (1 meter per turn) OR move it to one side (but not both — that requires another separate field). A maximum weight equal to 25 kg per level of the psychic’s Wits may be lifted. (Additional mass can be bought at 10 kg per Wyrd point.) The only limit to how high an object can be lifted is the range of the power when activated. Once the duration is exceeded, the object will drop from whatever height it was raised to.

Throwing Hand
(Level 2, Passion + Focus, sight, temporary, 1W)
The psychic can perform simple manipulations of two such directional fields, enabling her to both lift AND propel an object with appreciable velocity and force. A maximum weight equal to 10 kg per level of the psychic’s Wits may be thrown. (Additional mass can be bought at 5 kg per Wyrd point.) When aiming at a moving target (another person), the psychic must roll Passion + Throwing. Damage is determined by the object thrown (the gamemaster should declare a base damage for the object, using the weapon damages given in Chapter Six: Combat as a guideline) plus the victory dice gained on the throwing roll. Objects within sight can be thrown, but the range of the thrown object is usually only 10 meters.

Crushing Hand
(Level 3, Extrovert + Fight, sight, temporary, 1W)
This slightly more complex manipulation involves turning two or more directional forces against themselves, enabling the psychic to hold an object steady (when it is being pushed by normal physical forces from varying directions), or crush it altogether. To hold an object, use the grappling rules (Chapter Six: Combat), substituting the above roll. To punch a target with Crushing Hand, the above roll is used as a goal roll. The damage is 3 plus any victory dice gained from the activation roll. Wyrd points only have to be spent when the power is activated, not for every punch or grapple.

Omen

Psyche

Intuit
(Level 1, Extrovert + Empathy, sight, temporary, 1W)
The psychic can read another’s surface emotional state, whether she is angry or sad, happy or confused. Emotions are read directly from the target’s mind, as opposed to aura reading, which can be subject to misinterpretation.

Emote
(Level 2, Passion + Charm or Impress, sight, instant, 1W)
The psychic can project emotions to another, to let them know how he feels (although he can fake emotions by rolling Passion + Knavery instead). The target simply senses the emotion but does not have to react in any particular way to it. The target of this power will know whose emotions he is sensing, although he may not know that his intuition is caused by a psychic power.

MindSight
(Level 3, Extrovert + Observe, sight, temporary, 1W)
MindSight allows the psychic to read another’s surface thoughts. Note that surface thoughts are only what is occupying the target’s attention at that moment, and rarely involve long-range plans, habitual behavior or detailed recollections.
Language barriers can get in the way, as can differences in the psychology of alien races.

A level 5 version of this power, MindSearch, allows the psychic to delve deeper, into the target’s deepest thoughts and memories. The number of victory points should act as a guideline as to how deep or private are the memories which can be read.

Sixth Sense

Sensitivity
(Level 1, Perception + Observe, sensory, prolonged, 1W)
This power improves the physical senses, allowing the character to see in darker situations (but it does not confer IR or UV vision — he still cannot see in total darkness), hear better, and even smell or taste drugs or poisons in food and drink (at the gamemaster’s discretion). If successful, the character gains +3 to his Perception. This bonus can help offset any negative Perception modifiers due to adverse conditions or darkness (see the Perception Modifier Chart in Chapter Six: Combat).

Darksense
(Level 2, Wits + Observe, sensory, prolonged, 1W)
Darksense allows the character to perceive when there is no light or when she is somehow blinded. She suffers none of the usual negative Perception modifiers for darkness and can use her Sixth Sense powers in the dark. Darksense manifests in a variety of ways, including sonarlike acuity of hearing, tactile hypersensitivity to ground vibrations or minute air currents, and using the character’s own biomagnetic field as a kind of radar. Printed words or pictures may not be seen with Darksense.

Subtle Sight
(Level 3, Extrovert + Observe, sight, temporary, 1W)
The character can perceive the psychic auras of others. Auras can reveal general emotions and states of mind, whether someone is human or alien, and if he/she has psychic powers. Auras cannot reveal specific thoughts, although a very successful roll can supply quite a lot of useful information about the target; colors correspond to emotions, movement of the aura indicates general state of mind, and shapes within the aura can show what types of thoughts the target is thinking. See the Auras Chart.

Soma

Toughening
(Level 1, Introvert + Vigor, prolonged, 1W)
While this power is activated, the psychic may add 2 to his Endurance rating, plus another 1 per victory point. This does not add to Vitality, only Endurance.

Strengthening
(Level 2, Passion + Vigor, prolonged, 1W)
While this power is activated, the psychic may add 2 to her Strength rating, plus another 1 per victory point.

Quickening
(Level 3, Calm + Vigor, prolonged, 1W)
While this power is activated, the psychic may add 2 to his Dexterity rating, plus another 1 per victory point.

Sympathy

Vis Craft

Vis Eye
(Level 1, Perception + Focus, sight, temporary, 1W)
The psychic can sense the use of energy around him (a foe’s active energy shield, a laser sight trained on the psychic, a spy camera filming him) and discern the type of energy (electrical, fusion) and trace its source (although this may require a sustained roll if the source is well-hidden).

A level 3 version of this power allows the psychic to sense and discern spiritual energies.

Vis Drain
(Level 2, Passion + Volt Redemption, touch, temporary, 1W)
The psychic can drain or cut off the flow of the power to or from various items, such as fusion cells or a building’s power grid (this power is not transferred anywhere useful unless the character also uses the Vis Flow power, below). The amount of Wyrd points spent determines how much power can be drained from a source. The psychic can spend Wyrd to increase the duration to prolonged.

Note that the range on this power may not be increased. Instead, a level 4 version must be bought; its range is sight, which may be increased with Wyrd expenditure as per the normal rules.

Vis Flow
(Level 3, Passion + Volt Redemption, touch, instant, 1W)
The psychic can channel incoming energy to charge or power devices(batteries, starship engines, etc.). He must touch the item to be charged and the source of energy (a sparking live wire, a fusion charging plug, etc.). Mild shocks will not harm the psychic while this power is active, but he is not immune to energy attacks or severe power surges. It is possible to use this power when being attacked by lasers, blasters or higher levels of Vis Craft, but regardless of success on channeling the energy, the psychic will suffer any damage normally.

Note that the range on these powers may not be increased. Instead, a level 5 version (Vis Flux) must be bought; it’s range is sight, and may be increased with Wyrd expenditure as per the normal rules.

Bedlam

4zaBjx3.png
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License