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Special Abilities

TALENTS
► TALENT: Charging Strike
(Costs 1 Point of Spin/10acity for the action)
TALENT: Charging StrikeWhen starting your action with at least one space between you and the opponent, then you can activate this talent to add the rank of this talent to your or your mount's movement and to your melee or unarmed attack when moving in a straight line to attack that opponent. If the attack is successful, it generates one additional damage per rank in this talent.
► TALENT: Critical Shot
(Costs 1 Point of Spin/10acity for the action)
TALENT: Critical ShotAdd the rank of this talent to the damage of a ranged attack.
► TALENT: Dual Weapon Defense
(Costs 1 Point of Spin/10acity for the action)
TALENT: Dual Weapon DefenseWhen wielding two one handed weapons, you can add the rank of this skill to your defense roll. By activating this talent, you may also defend against ranged weapons using your two weapons.
► TALENT: Dual Weapon Second Strike
(Costs 1 Point of Spin/10acity for the action)
TALENT: Dual Weapon Second StrikeWhen attacking with a one handed weapon in which you miss (your final attack scores less than the final defense of your opponent), you can then make another attack with a second one handed weapon in another hand. Add the rank of this talent to the second attack roll.
► TALENT: Dual Weapon Twin Strike
(Costs 1 Point of Spin/10acity for the action)
TALENT: Dual Weapon Twin StrikeYou may attack using two one handed weapons, one wielded in each hand. Add the rank of this talent to your attack roll and roll one advantage impact die when determining impact result from an attack to cause damage. You also include the damage bonus from both weapons to your damage.
► TALENT: Elemental Aura
(Costs 1 Point of Spin/10acity for the action)
TALENT: Elemental AuraChoose an elemental type when you select this talent (the same options as elementalism stances). You can activate an aura that causes an amount of the chosen elemental damage equal to the rank of this talent to everyone in an adjascent space to you.
► TALENT: Enhanced Mobility
(Costs 1 Point of Spin/10acity for the action)
TALENT: Enhanced MobilityAdd a number of spaces equal to the rank of this talent to your movement speed. When you would generate an attack of opportunity, you avoid opportunity attacks from a number of opponents equal to the rank of this talent. This talent can be used multiple times to move further and avoid more attacks.
► TALENT: Enhanced Reflexes
(Costs 1 Point of Spin/10acity for the action)
TALENT: Enhanced ReflexesAdd the rank of this talent to your reactions skill rolls. If this is in response to something coming towards you, you may automatically catch it instead of dodging if it can be caught. (A rock or thrown knife could be caught, while a bullet or bolt of fire ordinarily could not).
► TALENT: Expertise: Choose Skill
(Costs 1 Point of Spin/10acity for the action)
TALENT: Expertise: Choose SkillChoose a skill when you select this talent. Add half the rank of this talent (rounded up) to the impact generated for the chosen skill.
► TALENT: Frightening Presence
(Costs 1 Point of Spin/10acity for the action)
TALENT: Frightening PresenceAdd the rank of this talent to your intimidation roll. You can intimidate one additional character per rank in this talent, roll each intimidation check separately. When intimidating, you can do it with your appearance alone and do not need direct interaction (it does still take an action), but the characters that are being intimidated must be able to see or hear you.
► TALENT: Grapple Expert
(Costs 1 Point of Spin/10acity for the action)
TALENT: Grapple ExpertIf you succeed at applying a grapple condition to an opponent, you may immediately roll to attempt to put the opponent in a lock. Add the rank of this skill to the roll to apply the lock condition.
► TALENT: Multitasker
(Costs 1 Point of Spin/10acity for the action)
TALENT: MultitaskerYou can perform two completely different types of tasks at simultaneously, for example: picking a lock and attacking with a ranged weapon at the same time.
► TALENT: Object Reading
(Costs 1 Point of Spin/10acity for the action)
TALENT: Object ReadingYou can read the history of an object or room that you can touch using your occult or concentration skill. The narrator estabishes the challenge rating of the effort depending on how far back you would like to view and how long ago the object or room was utilized by what you would like to see. Upon success, roll your concentration skill impact dice to find out how many glimpses or details you can see.
► TALENT: Pierce Through
(Costs 1 Point of Spin/10acity for the action)
TALENT: Pierce ThroughWhen you attack with a ranged weapon, add the rank of this talent to only your first aim skill roll. Your attack then continues on in a straight line through to the next target within the range of the weapon. Roll an additional attack on each target. This piercing attack can continue on this way for a number of targets up to the rank of this talent or the range of the weapon.
► TALENT: Point Blank Shot
(Costs 1 Point of Spin/10acity for the action)
TALENT: Point Blank ShotWhen attacking with a ranged weapon in melee range, the action still counts as a ranged attack action (normally ranged attacks in melee range count as a melee attack action). Add the rank of this talent to your ranged attack roll when using a ranged weapon in melee range.
► TALENT: Portal Render
(Costs 1 Point of Spin/10acity for the action)
TALENT: Portal RenderA portal render can slash open a portal in space between two locations within range. If someone steps through a portal in one location, they will appear in the other location. Each portal can be created within 10 spaces per rank in this talent. If a portal is opened on someone, it will cause slicing damage equal to your impact dice +2. The person attacked by the portal can then choose to remain to move to an adjascent space next to the new portal or to appear on the other side of the portal. A portal will last until your next turn unless you spend an action to mainain it and keep it open. If opening a portal outside of an encounter, you can take a minute to focus on a location that you know and spend a 10acity point in order to open a portal over much greater distances which lasts for the entire scene or until you close it. The narrator will establish a challenge rating for the portal based on the distance and how familiar you are with the location, then you can roll your concentration or occult skill adding the rank of this talent to your skill roll in order to attempt to open the portal. If the skill check fails, your 10acity point is still used as a portal blinks in and out for a moment before disappearing.
► TALENT: Power Attack
(Costs 1 Point of Spin/10acity for the action)
TALENT: Power AttackAdd the rank of this talent to the damage of a melee attack.
► TALENT: Power Burst
(Costs 1 Point of Spin/10acity for the action)
TALENT: Power BurstWhen using a special ability, you may activate this talent to create a larger effect of that ability. The size is one additional adjacent space per rank in this talent.
► TALENT: Power Surge
(Costs 1 Point of Spin/10acity for the action)
TALENT: Power SurgeAdd the rank of this talent to the damage of any attack performed using a speical ability
► TALENT: Precognition
(Costs 1 Point of Spin/10acity for the action)
TALENT: PrecognitionBy spending a 10acity point (this ability cannot be used with Spin), you can concentrate on possible futures, and create an amount of positive spin equal to the rank of this talent+1. This positive spin can be divided among yourself and your allies in any way you choose.
► TALENT: Psychic Sensitivity
(Costs 1 Point of Spin/10acity for the action)
TALENT: Psychic SensitivityYou can psychically read the emotions, surface thoughts, and intents of living creatures within range (10 spaces per rank) without needing line of sight. Add the rank of this talent when rolling insight against the target's concentration check. Upon success, the insight impact roll will determine how many emotions, thoughts, and/or intents you can pick up.
► TALENT: Reality Bender
(Costs 1 Point of Spin/10acity for the action)
TALENT: Reality BenderTBD
► TALENT: Regeneration
(Costs 1 Point of Spin/10acity for the action)
TALENT: RegenerationAs part of your standard action, you can regenerate stress equal to your strength skill impact roll plus the rank of this talent. Regeneration from unconsciousness requires you to spend your entire action on regenerating. Once per day when outside of an encounter, you can spend a 10acity point to begin regenerating wounds. Roll your strength skill impact dice plus the rank of this talent and apply the result to your recovery total.
► TALENT: Reposte
(Costs 1 Point of Spin/10acity for the action)
TALENT: ReposteWhen attacked by a melee or unarmed attack that misses you (your final defense result is higher than their final attack result), you can immediately roll a melee or unarmed attack against the attacker in which they defend against normally. Both the original attack and repose are happen simultaneously and does not take an action.
► TALENT: Ricochet
(Costs 1 Point of Spin/10acity for the action)
TALENT: RicochetAdd the rank of this talent to your ranged attack roll. When attacking with a ranged weapon, the weapon can bounce off of objects in order to find their target up to the limit of the range of the weapon. The weapon can bounce from one object for every rank in this talent, though it can only cause damage to one target.
► TALENT: Sacrifice Strike
(Costs 1 Point of Spin/10acity for the action)
TALENT: Sacrifice StrikeWhen attacked by a melee or unarmed attack that hits you and causes damage (your final defense result is less than the final attack result against you), you can immediately roll a melee or unarmed attack against the attacker in which they defend against as normally. Both attacks and results are applied simultaneously.
► TALENT: Shield Expert
(Costs 1 Point of Spin/10acity for the action)
TALENT: Shield ExpertAs long as you are wielding a shield, you can take a reaction to give anyone within one space of you (including yourself) a bonus to their defense roll equal to the rank of this skill.
► TALENT: Skill Focus: Choose Skill
(Costs 1 Point of Spin/10acity for the action)
TALENT: Skill Focus: Choose SkillChoose a skill when you select this talent. Add the rank of this talent to the skill roll of any action with that skill. This talent can be taken multiple times choosing a different skill each time.
► TALENT: Sneak Attack
(Costs 1 Point of Spin/10acity for the action)
TALENT: Sneak AttackWhen attacking an opponent by surprise (not knowing the attack is coming) or when distracted (melee flanking with another ally), then roll one advantage impact die when determining impact damage and the attack generates one additional damage per rank in this talent.
► TALENT: Sniper
(Costs 1 Point of Spin/10acity for the action)
TALENT: SniperAdd the rank of this talent to your aim roll. The range of your weapon is increased by an amount of spaces equal to ten (10) times the rank of this talent.
► TALENT: Circle Spellcaster
(Costs 1 Point of Spin/10acity for the action)
TALENT: Circle SpellcasterYou can draw mystical circles of energy and cast spells using spell formulas. You require the formula for the spell as well as the appropriate component. It takes one round to create a mystical energy circle of the appropriate formula. Once created, you can spend the component to activate the spell. Components come in the forms of Fire, Water, Earth, Air, Thought, Life, Light, Time, and Spirit. Each component has a quality that can give an additional skill bonus or impact bonus to the spell, the higher the quality of the gem, then the higher the bonus and the higher the cost for the component. Zero level components are usually fairly accessible. Some spells cost multiple components, the spell will specify is when necessary. Components can be found, purchased, or created by characters with the appropriate elementalism stance and rank.
► TALENT: Stealth Evader
(Costs 1 Point of Spin/10acity for the action)
TALENT: Stealth EvaderWhen defending against an attack that relies on sight, you can use your stealth roll as a defense for melee or ranged attacks. Add the rank of this talent to your roll when defending in this way.
► TALENT: Sweep Attack
(Costs 1 Point of Spin/10acity for the action)
TALENT: Sweep AttackWhen holding a melee weapon with two hands, your attack continues circularly to also attack additional targets within your melee range. Add the rank of this talent to the attack roll of the first attack only. Roll separate attack rolls for each target. This sweeping attack can continue in this way for a number of targets up to the rank of this talent.
► TALENT: Materializer Crafting
(Costs 1 Point of Spin/10acity for the action)
TALENT: Materializer CraftingEither by constructing it with nanites, willing it into existence, creating physical illusion, or through some other explanation, you can instantly craft an object within your range. The narrator will establish a challenge rating for the object based on the complexity and size of the object, then you roll your craft skill plus the rank of this talent to see if you can create that object. If you succeed, roll your crafting impact dice to determine how much mass you can create each round. The larger the object, the longer it will take to create. For every point of impact, you can create half of a space of mass. If you do not roll high enough to craft the desired object, then you continue rolling every round until you acrue enough impact to create the object. You can only have as many objects created at one time as the rank of this talent. Created object(s) will last for the duration of the scene unless another point is expended to extend them into the next scene. The talent creates the object with the ability to do what it is supposed to do without the need of understanding every exact component of the object, so difficulty is based on what the item can do rather than how complicated it would be to fabricate. For example, a motorcycle is a complex machine in composition as it requires the frame, engine, and electronics all to be assembled in a very specific way to work. But the basic idea of a motorcycle is just something that carries you quickly on two wheels. So a motorcycle would not be difficult to create. Something like a computer or a particle accelerator performs much more complex actions, and so would be much more difficult to create.
► TALENT: Teleportation
(Costs 1 Point of Spin/10acity for the action)
TALENT: TeleportationTeleport up to 10 spaces per rank of this talent. This talent can be used as part of a reaction to avoid a physical or line of sight attack and in that case add the rank of the talent to the defense roll of the reaction skill. You can bring any equipment you are carrying or creatures that you are grappling. If teleporting outside of an encounter, you can take a minute to focus on a location that you know and spend a 10acity point in order to teleport much greater distances. The narrator will establish a challenge rating for the teleportation based on the distance and how familiar you are with the location, then you can roll your concentration or occult skill adding the rank of this talent to your skill check in order to attempt the teleportation. If the teleportation fails, your 10acity point is still used as you flash in and out of space for a moment before reappearing exactly where you started.
► TALENT: Weapon Mastery
(Costs 1 Point of Spin/10acity for the action)
TALENT: Weapon MasteryChoose a specific type of weapon (swords, axes, pistols, rifles, etc.), when you fail at an attack or defense with that weapon, you can use this talent to roll again and this time add a bonus equal to the rank of this talent to the result.
STANCES
► STANCE: Battle Form
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Battle FormYou enter a stance to become tougher, stronger, and deal more damage. Describe how the stance functions such as entering a martial arts form, invoking a battle trance, or even by transforming into a completely different form (using standard character properties). If you transform into a different form, you can choose if your clothing and equipment are absorbed into the new form, or if they remain on you. Also, if you are changing form and have melee weapons at the time of the change, those can transform with you to become aspects of your new form (swords or knives as claws or teeth, a hammer as a limb, a spear as a stinger, etc.). For every rank that you take in this stance, you can carry an additional 100 pounds (double that for lifting, double again for dragging). For every rank that you take in this stance, you gain 1 point of armor that if breached will regenerate after a long rest. For every 2 points in this stance you gain 1 point of melee or unarmed damage on your attacks.
► STANCE: Charmer
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: CharmerChoose a type of creature or group to affect (rats, bats, rodents, felines, thieves, foes, etc.). You can use your Persuasion or Performance skill to speak or perform against the concentration or insight of the targets. On a success, you can draw them towards or away from you as long as you continue to spend your actions performing and speaking.
► STANCE: Eidolon Summoner
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Eidolon SummonerSummon a creature or construct within range with whom you share your actions each round. This eidolon is designed on a regular character template, but has less skills and only half the amount of special abilities points as your character. When you design your eidolon, you can choose one skill to be equal to the rank of this stance, then one skill more than the previous ranked skill at 1 rank less than the previous skill, then one skill more than the previous ranked skill at 1 rank less than the previous skill, and so on until you reach rank 0. So, for example, if you had a rank 3 eidelon, you would have one skill at rank 3, two skills at rank 2, and three skills at rank 1. Your eidolon shares your 10acity points and Spin. The eidolon can move up to 10 spaces away from you per rank in this stance and will persist for as long as you remain in your stance. Discuss the appearance and description of the eidolon with the narrator.
► STANCE: Elemental Air Kineticist
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Elemental Air KineticistUse the perception skill to sense your element within range. As an action, you can form objects made of your element within range up to the size of half a space per rank of this stance by using the craft skill. The more simple the object, the easier the craft challenge roll as assigned by the narrator. Once an object is formed, you can hold and utilize it normally as an object made of that element or move it a distance equal to your concentration or occult skill plus the rank in this stance. Alternatively, you can attack or defend directly with the raw element using your concentration or occult skill to cause conditions or damage of the element type equal to your concentration or occult impact dice plus half of the rank in this stance rounded down. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Elemental Electricity Kineticist
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Elemental Electricity KineticistUse the perception skill to sense your element within range. As an action, you can form objects made of your element within range up to the size of half a space per rank of this stance by using the craft skill. The more simple the object, the easier the craft challenge roll as assigned by the narrator. Once an object is formed, you can hold and utilize it normally as an object made of that element or move it a distance equal to your concentration or occult skill plus the rank in this stance. Alternatively, you can attack or defend directly with the raw element using your concentration or occult skill to cause conditions or damage of the element type equal to your concentration or occult impact dice plus half of the rank in this stance rounded down. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Elemental Fire Kineticist
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Elemental Fire KineticistUse the perception skill to sense your element within range. As an action, you can form objects made of your element within range up to the size of half a space per rank of this stance by using the craft skill. The more simple the object, the easier the craft challenge roll as assigned by the narrator. Once an object is formed, you can hold and utilize it normally as an object made of that element or move it a distance equal to your concentration or occult skill plus the rank in this stance. Alternatively, you can attack or defend directly with the raw element using your concentration or occult skill to cause conditions or damage of the element type equal to your concentration or occult impact dice plus half of the rank in this stance rounded down. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Elemental Force Kineticist
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Elemental Force KineticistUse the perception skill to sense your element within range. As an action, you can form objects made of your element within range up to the size of half a space per rank of this stance by using the craft skill. The more simple the object, the easier the craft challenge roll as assigned by the narrator. Once an object is formed, you can hold and utilize it normally as an object made of that element or move it a distance equal to your concentration or occult skill plus the rank in this stance. Alternatively, you can attack or defend directly with the raw element using your concentration or occult skill to cause conditions or damage of the element type equal to your concentration or occult impact dice plus half of the rank in this stance rounded down. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Elemental Mineral Kineticist
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Elemental Mineral KineticistUse the perception skill to sense your element within range. As an action, you can form objects made of your element within range up to the size of half a space per rank of this stance by using the craft skill. The more simple the object, the easier the craft challenge roll as assigned by the narrator. Once an object is formed, you can hold and utilize it normally as an object made of that element or move it a distance equal to your concentration or occult skill plus the rank in this stance. Alternatively, you can attack or defend directly with the raw element using your concentration or occult skill to cause conditions or damage of the element type equal to your concentration or occult impact dice plus half of the rank in this stance rounded down. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Elemental Sound Kineticist
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Elemental Sound KineticistUse the perception skill to sense sound waves within range, even those outside of the range of normal hearing. As an action, you can use your performance skill to form sounds within range. You can create basic sounds easily, but if you are looking to make a complex sounds like specific voices from people or creatures, you will need to roll a performance skill check against the insight or investigation of anyone hearing the sound. Once a sound is formed, you can continue the sound or move it a distance equal to your concentration or occult skill plus the rank in this stance. Alternatively, you can attack or defend directly with the raw element using your concentration or occult skill to cause conditions or damage of the element type equal to your concentration or occult impact dice plus half of the rank in this stance rounded down. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Elemental Water Kineticist
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Elemental Water KineticistUse the perception skill to sense your element within range. As an action, you can form objects made of your element within range up to the size of half a space per rank of this stance by using the craft skill. The more simple the object, the easier the craft challenge roll as assigned by the narrator. Once an object is formed, you can hold and utilize it normally as an object made of that element or move it a distance equal to your concentration or occult skill plus the rank in this stance. Alternatively, you can attack or defend directly with the raw element using your concentration or occult skill to cause conditions or damage of the element type equal to your concentration or occult impact dice plus half of the rank in this stance rounded down. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Flight
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: FlightWhile in this stance, you can use athletics to propel yourself through the air using physical wings or concentration invoking a less conventional power of flight. If ever this stance ends, you lose the ability to fly. If you are in the air when this happens, you fall. Your flight speed is equal to your athletic or concentration skill plus the rank in this stance.
► STANCE: Ghost Form
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Ghost FormUse the concentration skill against a challenge rating assigned by the narrator to move through solid objects. You can avoid physical attacks by phasing your body using your perception skill instead of reaction.
► STANCE: Healer
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: HealerUse the insight skill to sense the general health of life within your range. As an action, you can restore thes stress of a creature within your range an amount equal to your skill impact dice plus half of the rank in this stance rounded down (you cannot exceed their maximum stress). Alternatively, you can use concentration or occult vs a target's strength or reaction to decrease their amount of stress by the same amount. This ability cannot create or restore wounds, though you can use this ability to treat wounds even without medical equipment for an amount of recovery equal to your concentration or occult impact dice plus half the rank in this stance rounded down. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Illusionist
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: IllusionistUse the perception skill to sense illusionary effects within range. You can form illusionary objects or creatures by creating and bending light within range up to the size of half a space per rank of this stance by using the craft skill. The more simple the object, the easier the craft challenge roll as assigned by the narrator. Once an object is formed, you can use an action to move it a distance equal to your concentration or occult skill plus the rank in this stance. The illusion ability itself cannot cause damage, but someone could fall or run into something as a result of an illusion to cause damage and this ability can create light based conditions.
► STANCE: Influencer
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: InfluencerYou have the ability to inspire or command others. For the duration of this stance, you can spend an action to use your performance, society, or insight skill to create positive spin for yourself and your allies. Roll your impact dice to determine how much spin you generate. This becomes the pool of spin that you can split up into any amount and assign to as many different allies as your rank in this stance. This assigned spin replaces the amount of spin that they currently have, it does not add additional spin to an already existing amount, and you cannot assign spin to anyone who has any negative Spin.
► STANCE: Martial Deception
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Martial DeceptionBy holding an action, you can attempt to mislead an opponent that attacks you to accidentally attack someone else that you are near. Roll your deception or legerdemain against their insight, if you succeed then their next attack will be against another target of your choice within the range of one (1) space of your current position per rank in this stance. You can attack and defend with melee weapons using your deception or legerdemain skill while in this stance.
► STANCE: Mystic Martial Arts
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Mystic Martial ArtsUse mystical energy to form melee and thrown weapons and shields. You can only summon one weapon at a time per rank in this stance. You can attack and defend with your summoned weapons using your occult skill. The damage of your weapons is equal to your occult impact dice plus half of the rank of this stance rounded down. The range of any reach weapon you create is a number of spaces equal to the rank in this stance. If you form a shield and allow it to be destroyed to avoid taking a point of wound, your magic is disrupted and it ends this stance. You cannot enter this stance again until you take a short rest.
► STANCE: Nature Bond
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Nature BondUse the perception skill to sense and communicate with flora and fauna within your range. As an action, you can command flora or fauna within your range to take an action. Plants and vines can entangle, trees can swing their limbs, large animals can charge or claw, swarms of animals can sting, bite, blind, or distract. The action uses your nature skill against the appropriate defense to apply the condition or to cause your nature impact dice in the appropriate type of damage plus half of the rank in this stance rounded down. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Nullifier
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: NullifierThe sensing and suppression of psychic or magical power. Use the perception skill to sense and identify the use of psychic and magic abilities from objects, creatures, or areas within your range by using your perception skill. You may spend an action to add a hindering condition to an area an amount of spaces in size equal to the rank of this skill. Anyone touching within an area containing this condition receives the penalty to any skill check using psychic or magic power equal to the condition's impact roll. You can also hold an action to directly oppose the use of a power within your range. If someone uses a power within your range while you are holding your action, then you may roll your concentration or occult skill against their power's skill. On a success, their power fails and their action does nothing. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Psychic
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: PsychicUse insight vs concentration to sense thoughts within your range. As an action, you can use concentration vs a target's concentration or reaction to send thoughts into another mind as communication or as an attack to create a condition or cause psychic damage equal to your concentration impact dice plus half of the rank in this stance rounded down. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Shroud Form
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Shroud FormCan use stealth anywhere and anytime to blend into your surroundings. You can attack and defend with melee weapons using your stealth skill while in this stance.
► STANCE: Speedster
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: SpeedsterAdd the rank of this stance to your movement speed. You can attack and defend with melee weapons using your reaction skill while in this stance.
► STANCE: Spirit Median
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Spirit MedianUse the perception skill to sense spirits within range. You can communicate with spirits or as an action you can attack using spiritual energy by rolling your concentration vs the target's concentration or reaction to apply an appropriate condition or cause an amount of psychic damage equal to your concentration impact dice plus half of the rank in this stance rounded down. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Technomancer
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: TechnomancerUse the perception skill to sense and communicate with technology, machines, and wireless broadcast signals within your range. You can both receive and send information through signals as if you were a device of the appropriate type. As an action, you can command technology and machines within your range to take an action. The action has to be something that the device could normally accomplish. For example, a car could not fly, but it could drive itself. A computer panel could not jump at someone, but it could open or close a door that it is connected to. The action uses your craft or science skill against the appropriate challenge or defense to take an action, apply a condition, or to cause your skill's impact dice in the appropriate type of damage plus half of the rank in this stance rounded down. If someone else is attempting to control the same technology or machine, such as the security protocol of a computer or the driver of a vehicle, then it requires a challenge check of your craft or science skill against the opponent's appropriate skill before the device can take the commanded action. Your range with this ability is five (5) spaces per rank in this stance.
► STANCE: Telekinetic
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: TelekineticAs an action you can convert your thought into physical kinetic force at a distance of up to five (5) spaces per rank in this stance. To manipulate an object, you need to first grasp it in your mental grip. If the object is not in anyone's possession and otherwise cannot resist you, then grasping the object is a simple interaction without any skill check required just as if you were to pick it up with your hands. If you attempt to grasp an object that is in someone's possession, or a creature, then it becomes an action and a grapple skill check using your perception against the target's appropriate skill. Once you have something grappled, you hold it firmly in place as a stop movement condition. In order to move, they must make an athletics or strength skill check against your concentration and they can attempt to break the grapple normally in order to remove themselves or the object from your grasp. Once you have something grasped, you can move it or you can apply additional pressure to crush it. To move something, use your concentration skill as if it were your strength. You can move an object a number of spaces equal to five (5) plus the rank in this skill. Alternatively, to crush something that is in your grasp you spend an action to make a concentration check against the object or creature's strength skill. On a success, you apply an amount of damage equal to your impact die plus half of the rank of this skill rounded down. This ability can be used to defend using your perception skill to reactively temporarily catch an incoming physical object for a moment to stop its motion before striking you.
► STANCE: Travel Form
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Travel FormYou have another form that you can assume for mobility purposes. You can stay in this form for up to one hour per rank of this talent or until you take any damage. The form has no real combat abilities, but you do gain the form's mode of transportation and special properties. For example, if your form is a fish, you can breathe water and have a swim speed. If it is a hawk you can fly, if it is a mole, you can tunnel, etc. You may take this stance multiple times to have other forms. Work with your narrator to determine the abilities of each form.
► STANCE: Unorthodox Combat
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Unorthodox CombatChoose a skill not normally used for combat, when in this stance you can use this skill instead of the melee combat skill.
► STANCE: Unorthodox Defense
(Costs 1 Point of Spin/10acity to Enter Stance)
STANCE: Unorthodox DefenseChoose a skill not normally used for defense, when in this stance you can use this skill instead of the reaction skill for evading physical attacks.
ENHANCEMENTS
► ENHANCEMENT: Additional Arms
(No Prerequisite)
ENHANCEMENT: Additional ArmsAnother pair of arms. This does not give additional actions, but they can hold additional equipment.
► ENHANCEMENT: Ageless
(No Prerequisite)
ENHANCEMENT: AgelessYou are very long lived or possibly do not age at all depending on the narrative of your character.
► ENHANCEMENT: Alchemy
(No Prerequisite)
ENHANCEMENT: AlchemyYou have discovered how to make Alchemical formulas using the occult skill. You require the formula for the elixer as well as the appropriate components and ingredients. Each elixer takes a different amount of time and required ranks to create.
► ENHANCEMENT: Battle Form or Eidolon > Agility
(Eidolon or Battle Form (applies when in battle form))
ENHANCEMENT: Battle Form or Eidolon > AgilityTBD
► ENHANCEMENT: Battle Form or Eidolon > Aquatic
(Eidolon or Battle Form (applies when in battle form))
ENHANCEMENT: Battle Form or Eidolon > AquaticYou can breathe in water that would be suitable for a standard fresh or saltwater fish and swim at your movement speed without requiring an athletic roll.
► ENHANCEMENT: Battle Form or Eidolon > Armor
(Eidolon or Battle Form (applies when in battle form))
ENHANCEMENT: Battle Form or Eidolon > ArmorYou have natural armor equal to double your vitality attribute score that regenerates upon a short rest.
► ENHANCEMENT: Battle Form or Eidolon > Claws
(Eidolon or Battle Form (applies when in battle form))
ENHANCEMENT: Battle Form or Eidolon > ClawsYou can climb at your movement speed without requiring an athletic roll and you can also use the claws as a weapon utilizing the unarmed or melee combat skills which deals slashing damage +2 and the ability apply the grapple condition.
► ENHANCEMENT: Battle Form or Eidolon > Natural Weapon
(Eidolon or Battle Form (applies when in battle form))
ENHANCEMENT: Battle Form or Eidolon > Natural WeaponYour battle form posesses a melee weapon which uses the unarmed or melee skill. If the weapon is particularly beastial like claws or fangs, the nature skill could also be used for attack and defense rolls. Choose the weapon shape (bite, tail, spines, etc.) and whether deals slashing, piercing, or crushing damage. The weapon has +2 damage and the ability to deliver a hindering or damaging condition of your choice based on the narrative discription of the weapon. The weapon is selected when you purchase the enhancemet. You may select this enhancement multiple times for multiple weapons.
► ENHANCEMENT: Battle Form or Eidolon > Projectile
(Eidolon or Battle Form (applies when in battle form))
ENHANCEMENT: Battle Form or Eidolon > ProjectileFire breath, laser eyes, hurled spines... choose a type of projectile element that you can hurl at your targets with the aim skill. The ranged attack has the same damage and condition capabilities as the weapon from the elementalism options,
► ENHANCEMENT: Battle Form or Eidolon > Roar
(Eidolon or Battle Form (applies when in battle form))
ENHANCEMENT: Battle Form or Eidolon > RoarYour vocals increase beyond standard levels and are able to be heard over great distances. Add +1 to intimidation checks.
► ENHANCEMENT: Battle Form or Eidolon > Speed
(Eidolon or Battle Form (applies when in battle form))
ENHANCEMENT: Battle Form or Eidolon > SpeedEither from athletic build or additional legs, You move 2 spaces further.
► ENHANCEMENT: Battle Form or Eidolon > Strength
(Eidolon or Battle Form (applies when in battle form))
ENHANCEMENT: Battle Form or Eidolon > StrengthYou can lift and move 3 times your standard weight.
► ENHANCEMENT: Battle Form or Eidolon > Tunneling
(Eidolon or Battle Form (applies when in battle form))
ENHANCEMENT: Battle Form or Eidolon > TunnelingYou have a digging speed equal to your movement speed.
► ENHANCEMENT: Battle Form or Eidolon > Wings
(Eidolon or Battle Form (applies when in battle form))
ENHANCEMENT: Battle Form or Eidolon > WingsFor the duration of this stance, you can use your athletics skill to fly with your physical wings. You can move an amount of spaces equal to the rank in this enhancement + the impact generated from your athletics roll. If you ever roll a 5 or below, you are unable to sustain your ability to hover or ascend and can only glide.
► ENHANCEMENT: Dead Eye
(Can only be taken once)
ENHANCEMENT: Dead EyeAdd 1 point of damage to any successful ranged attack that causes damage.
► ENHANCEMENT: Edict Memory
(No Prerequisite)
ENHANCEMENT: Edict MemoryYou do not forget details and you do not need written formulas once you have had enough time to thoroughly review a formula.
► ENHANCEMENT: Eidolon > Meld
(Eidolon Summoning (applies to you and your eidolon))
ENHANCEMENT: Eidolon > MeldYou can meld into the body of your eidolon becoming a single being. While in the melded form, you can use either your or your eidolon's skills, but you are limited to the eidolon's special abilities. If your eidolon takes any wound, then the meld ends and you separate from your eidolon again.
► ENHANCEMENT: Eidolon > Remote Spellweaving
(Eidolon Summoning (applies to your eidolon))
ENHANCEMENT: Eidolon > Remote SpellweavingIf you have the ability to cast spells, then you can do so through your Eidolon
► ENHANCEMENT: Eidolon > Share Senses
(Eidolon Summoning (applies to your eidolon))
ENHANCEMENT: Eidolon > Share SensesYou may view the world through your eidolon's senses . You have no ability to use your own senses while you are using your eidolon's senses.
► ENHANCEMENT: Eidolon > Speach
(Eidolon Summoning (applies to your eidolon))
ENHANCEMENT: Eidolon > SpeachYour eidolon may speak any languages that you do.
► ENHANCEMENT: Eidolon > Telepathy
(Eidolon Summoning (applies to your eidolon))
ENHANCEMENT: Eidolon > TelepathyYou may communicate telepathically with your eidolon
► ENHANCEMENT: Elemental Resistance
(No Prerequisite)
ENHANCEMENT: Elemental ResistanceChoose an elemental type (the same options as elementalism stances). You automatically reduce your damage taken from that element by the rank of this enhancement.
► ENHANCEMENT: Elemetalist > Quick Change
(An Elementalist Stance)
ENHANCEMENT: Elemetalist > Quick ChangeYou can change the shape of your summoned element as an interaction instead of an action.
► ENHANCEMENT: Familiar
(Spellweaver Ritual Caster)
ENHANCEMENT: FamiliarYou have an intelligent animal companion.
► ENHANCEMENT: Familiar > Aquatic
(Familiar (applies to your familiar))
ENHANCEMENT: Familiar > AquaticYour familiar can breathe in water that would be suitable for a standard fresh or saltwater fish and swim at your movement speed without requiring an athletic roll.
► ENHANCEMENT: Familiar > Climbin
(Familiar (applies to your familiar))
ENHANCEMENT: Familiar > ClimbinYour familiar can climb at their movement speed without requiring an athletic roll.
► ENHANCEMENT: Familiar > Flight
(Familiar (applies to your familiar))
ENHANCEMENT: Familiar > FlightYour familiar has a fly speed equal to its movement speed.
► ENHANCEMENT: Familiar > Share Senses
(Familiar (applies to your familiar))
ENHANCEMENT: Familiar > Share SensesYou may view the world through your familiar's senses at a range of up to 10 spaces per rank of concentration skill. You have no ability to use your own senses while you are using your familiar's senses.
► ENHANCEMENT: Familiar > Speach
(Familiar (applies to your familiar))
ENHANCEMENT: Familiar > SpeachYour eidolon may speak any languages that you do.
► ENHANCEMENT: Familiar > Spell Center
(Familiar (applies to your familiar))
ENHANCEMENT: Familiar > Spell CenterYou can cast your spells from your familiar's location.
► ENHANCEMENT: Familiar > Telepathy
(Familiar (applies to your familiar))
ENHANCEMENT: Familiar > TelepathyYou may communicate telepathically with your familiar at a range of up to 10 spaces per rank of concentration skill.
► ENHANCEMENT: Fins
(No Prerequisite)
ENHANCEMENT: FinsYou can swim at your movement speed without requiring an athletic roll.
► ENHANCEMENT: Focused Strike
(No Prerequisite)
ENHANCEMENT: Focused StrikeChoose an attack type (ranged, melee, elemental, etc) By spending your action to focus on your next action by aiming or charging up your attack, you then generate an additional die of impact if your action is successful on your next action.
► ENHANCEMENT: Gills
(No Prerequisite)
ENHANCEMENT: GillsYou can breathe in water that would be suitable for a standard fresh or saltwater fish.
► ENHANCEMENT: Heavy Handed
(Can only be taken once)
ENHANCEMENT: Heavy HandedAdd 1 point of damage to any successful melee attack that causes damage.
► ENHANCEMENT: Multi-Stance
(Two or more Stances)
ENHANCEMENT: Multi-StanceChoose two different stances that you would like to activate at the same time. You may spend an additional 2 points of Spin/10acity in order to gain the abilities of both stances at the same time for as long as you remain in the stances. You can still at anytime enter these stances individually if you choose not to combine them.
► ENHANCEMENT: Natural Armor
(No Prerequisite)
ENHANCEMENT: Natural ArmorYou have natural armor equal to your vitality attribute score that regenerates upon a short rest.
► ENHANCEMENT: Natural Weapon
(No Prerequisite)
ENHANCEMENT: Natural WeaponChoose a type and an appearance for your natural weapon such as retractable claws, elbow blades, fangs, steel knuckles, electrified fingertips, etc. You can use unarmed or melee weapon skill too attack with the weapon which acts as a weapon that deals +1 damage of the appropriate type.
► ENHANCEMENT: Naturally Charming
(Can only be taken once)
ENHANCEMENT: Naturally CharmingAdd 1 point of impact to any successful persuasion or deception check.
► ENHANCEMENT: Naturally Fast
(No Prerequisite)
ENHANCEMENT: Naturally FastEither from natural athletic build or additional legs, You move 1 space further.
► ENHANCEMENT: Night Vision
(No Prerequisite)
ENHANCEMENT: Night VisionYou do not have issues seeing in low light situations.
► ENHANCEMENT: Precise Striker
(No Prerequisite)
ENHANCEMENT: Precise StrikerWhen Attacking with a weapon, you strike more precisely. When rolling multiple dice for attacks, you can change the value of any single die (except the highest rolled die) up or down a number value up to the rank of this skill, limited to the value of the highest rolled die. The objective of this skill is to match dice values to generate spin.
► ENHANCEMENT: Resilient
(No Prerequisite)
ENHANCEMENT: ResilientYour starting maximum amount stress is increased by 1. Can be taken multiple times up to the ranking limits of your level.
► ENHANCEMENT: Retractable Claws
(No Prerequisite)
ENHANCEMENT: Retractable ClawsYou can climb at your movement speed without requiring an athletic roll and you can also use the claws as a weapon utilizing the unarmed or melee skills which deals slashing damage +1 and the ability apply the grapple condition.
► ENHANCEMENT: Skill Savant
(No Prerequisite)
ENHANCEMENT: Skill SavantChoose a skill. Add 1 point of impact to any successful skill check made with that skill.
► ENHANCEMENT: Sleepless
(No Prerequisite)
ENHANCEMENT: SleeplessYou need only half the amount of rest as a normal character and your rest is in a semi awake meditative state rather than slumber.
► ENHANCEMENT: Sonar/Blind Sight
(No Prerequisite)
ENHANCEMENT: Sonar/Blind SightYou can see without any light at all, but limited to a range of spaces equal to your rank in the perception skill.
► ENHANCEMENT: Tail
(No Prerequisite)
ENHANCEMENT: TailYou have a prehensile tail that can be used as another limb.
► ENHANCEMENT: Tech Savvy
(Can only be taken once)
ENHANCEMENT: Tech SavvyAdd 1 point of impact to any successful technology based science or crafting check.
► ENHANCEMENT: Telepathic Communication
(No Prerequisite)
ENHANCEMENT: Telepathic CommunicationYou can send a message directly into the mind of anyone within range (10 spaces per rank). The communication sounds like your voice in their mind and you must speak a language that they know for them to understand you. If you continue to focus your attention on the target, then they may also send a message back. The target can attempt to block the message with an opposed concentration check.
► ENHANCEMENT: Tenacious
(No Prerequisite)
ENHANCEMENT: TenaciousYour starting maximum amount of tenacity points is increased by 1. This talent can be taken multiple times up to the rank limit of your level.
► ENHANCEMENT: Wings
(No Prerequisite)
ENHANCEMENT: WingsYou can glide short distances equal to half of your movement per round. (Using them for full flight will require the flight stance.)