FOrces Schema
Barrier1 Forces STRANDDefense
Minor Action - 1 Focus per Rank Target one ally within 20 meters Using your control over the physical forces of the universe, you erect a barrier over yourself or an ally to repel incoming sources of damage.
|
Rank 1
The target gains 1d6 Shields for each Rank you have in Barrier. Rank 2
As Rank 1; increase the amount of Shields the target gains by (Mind). Rank 3
As Rank 2; the target is Shielded. rank 4
As Rank 4; you can use Barrier as an Interrupt any time you or an ally within range would take damage. rank 5
As Rank 4; whenever you use Barrier, you can spend up to (Mind) additional Focus to grant an additional 1d12 Shields per Focus spent. |
Force Field1 Forces STRANDDefense
Minor Action - 1 Focus per Rank 3 x 3 meter area centered in 10 meters You create a zone of repellent force that keeps extreme energies, environmental hazards, and enemy fire at bay. Within the sphere of force you create, all is safe.
|
Rank 1
Create a 3 x 3 meter zone centered within 10 meters of you. A stationary sphere of force surrounds this zone, protecting everyone and everything in it from all outside harm. Creatures can enter and leave the zone freely, but no dangerous force (bullets, energy blasts, speeding vehicles, encroaching lava, etc.) can enter the zone until your Force Field dissipates. The Force Field disappears when you dispel it as a Free Action, lose consciousness, become Wounded or otherwise lose concentration. Rank 2
As Rank 1; you can move the Force Field up to (Mind) meters as a Minor Action. Rank 3
As Rank 2; you can increase the size of the Force Field increases to cover a 5 x 5 meter area or you can form your Force Field into any shape that covers up to 10 contiguous 1-meter spaces. rank 4
As Rank 3; you may move the Force Field any time you move, keeping it centered over you. rank 5
As Rank 4; you can increase the size of the Force Field increases to cover a 7 x 7 meter area 0r any formation of 20 contiguous 1-meter spaces. |
Force Projection1 Forces STRANDAssault
Ranged Attack - 1 Focus per Rank Target one creature within 20 meters You are able to project a blast of destructive power outwards from your body, either through psychokinetic mastery over energy or another means.
|
Rank 1
Make a Ranged Attack using (Combat + Force Projection) dice. If you hit, deal (Mind) Physical damage per Bump. You can spend up to (Mind) extra Focus when you make this attack to deal an additional 1d8 damage per Focus spent in this manner. Rank 2
As Rank 1; you can use Force Projection as an Area Attack, targeting all creatures in a 3 x 3 meter area within range. When you reach this Rank, you can permanently change the damage type to Elemental or keep it Physical. Rank 3
As Rank 2; the bonus damage increases to 1d8 per Focus spent instead of 1d6. When you reach this Rank, you can permanently change the damage type to Elemental or Chaos or keep it Physical. rank 4
As Rank 3; there is no limit to the amount of Focus you can spend increasing the damage of Force Projection. When you reach this Rank, you can permanently change the damage type to Elemental, Chaos, or Mystic or keep it Physical. rank 5
As Rank 4; the bonus damage increases to 1d10 per Focus spent instead of 1d8. When you use Force Projection as an area attack, the area of effect increases to 5 x 5 meters instead of 3 x 3 meters. |
Integration2 Forces STRANDSSupport/DPS/Utility
Minor Action - 1 Focus per Rank Target one adjacent object You have the power to assemble and disassemble matter at will. The powers of creation and destruction are yours in equal measure.
|
Rank 1
By touching an object, you can cause it to disintegrate into dust or be reassembled into an unbroken state, provided all the pieces are present. Roll a Mind + Integration Feat; the Difficulty to destroy or reassemble the object in question will be determined by the GM given the object's complexity and the materials it is constructed from. Rank 2
As Rank 1; your power extends to organic creatures and constructs. With but a touch, you can inflict (Mind) d6 ongoing Physical damage (Save ends) or cause the target to recover (Mind) d6 HP at the start of their turn each round for the next (Integration) rounds. Rank 3
As Rank 2; you may use Integration from up to 20 meters away. rank 4
As Rank 3; you can use Integration to change matter of one sort into matter of another, similar sort (lead to gold, water to acid, clay to stone, etc. but not wood to gold or stone to water). The healing and damage dice of Integration increase to d8s instead of d6s. rank 5
As Rank 4; you can use Integration to create a perfect copy of an object. This copy only lasts for the next 24 hours, however, after which it totally disintegrates. |
NameX Forces STRANDSRole
Action Type - X Focus Target within Range Description
|
Rank 1
Rank 2
Rank 3
rank 4
rank 5
|
Psychokinetic Schema
Psychokinesis is the power to alter the rules of reality using the influence of the Aether as it flows through one's mind. Psychokinetics are able to seize control of a specific elemental force or physical law, controlling its behavior to suit their own ends. The majority of Forces Schema fall into this classification and are categorically more powerful (and more costly) than other Schema of any type. Because Psychokinetic abilities are so powerful and versatile, they are described a bit differently than other Schema. Listed with each are three suggested applications for the power along with a handful of overarching general applications. These are only suggested applications; the potential of these Schema are only limited by the players' imaginations and what the GM allows (considering both the Schema's Rank and the force it holds influence over). Though each application is described separately, they all share the same Rank as the parent Schema. For example, Gust, Jetstream, and Vaporous Grip are all considered Rank 2 when Aerokinesis reaches Rank 2.
Aerokinesis |
2 FORCES STRANDS |
You can manipulate the flow of air through the environment, summoning winds, changing the air pressure, or otherwise moving gaseous particles through the atmosphere. Gain a +(Aerokinesis Rank) bonus to Feats that would benefit from such action.
You can suck the air out of a room or from someone's lungs, suffocating them until they escape your choke-hold with a Save or leave the room. This also allows you to instantly douse any normal fires you encounter. You always have breathable air if you aren't in a vacuum. You can affect a (Aerokinesis Rank x 10) square meter area with this ability. Aerokinesis won't work in the absence of atmosphere (i.e. space, underwater, in a vacuum). |
Gust
Ranged Attack - 1 Focus per Rank Target one creature within 10 meters Rank 1
Roll Combat + (Aerokinesis Rank) dice to attack the target. If you hit, slide the target (Mind) meters, +1 for every Bump that gets through their defenses. If the target hits a solid object at any point during the slide, the move ends and the target takes 1d6 physical damage for each meter they would have otherwise moved but didn't. Rank 2
As Rank 1; if the target is hostile, they must Save at the end of the slide or fall prone. Rank 3
As Rank 2; increase the damage from colliding with objects to 1d8 per meter instead of 1d6. rank 4
As Rank 3; you can summon a typhoon into an unoccupied 3 x 3 meter area within range. You move the typhoon (Mind) yards at the start of your turn each round. As a Free Action, make a Gust attack against any creature that starts their turn adjacent to the typhoon. rank 5
As Rank 4; increase the damage from colliding with objects to 1d10 per meter instead of 1d8. Increase the size of the typhoon to 5 x 5 meters. |
Jetstream
Minor Action - 1 Focus per Rank Rank 1
Move (Mind + Aerokinesis Rank) meters, vertically or horizontally (but cannot end the move airborne). Rank 2
As Rank 1; you can use Jetstream as a Reaction any time you fall or are subjected to forced movement. Rank 3
As Rank 2; add your Speed to the distance you can move with Jetstream. rank 4
As Rank 3; you can fly with Jetstream and end your movements airborne. rank 5
As Rank 4, you can use Jetstream as a Free Action. |
Vaporous Grip
Minor Action - 1 Focus per Rank Target one object within 20 meters Rank 1
You can use the wind to pick up, hold, and move an object within range that weighs (Mind + Aerokinesis Rank) Stones or less. Such objects can be moved up to (Speed) meters as a part of the action used to evoke Vaporous Grip. Rank 2
As Rank 1; you can target creatures within range, forcing them to Save or become Slowed (Save ends). Rank 3
As Rank 2; you can target allies with Vaporous Grip, reducing their friction and increasing their Speed by (Mind) until the start of your next turn. rank 4
As Rank 3; enemies are Immobilized instead of Slowed (Save ends). rank 5
As Rank 4; permanently gain Mind + 5 Blocks of inventory space as the winds constantly help you carry your equipment and lighten the load. |
Atmokinesis |
3 FORCES STRANDS |
You are able to control the weather, summoning storms from calm skies. Any time a Feat could benefit from a change in the local weather conditions, moisture (or lack thereof), or temperature, you gain a +(Atmokinesis Rank) bonus to the roll.
When you want to change the weather, you begin concentrating to make a Mind + Atmokinesis Feat. For every Bump, choose one of the following:
|
Cloak of Mist
Standard Action - 1 Focus per Rank Target a zone centered within 20 meters Rank 1
You summon a dense fog that fills a 3 x 3 meter area. The fog breaks line of sight to creatures within or on the other side of the fog. The fog lasts until you disperse it as a Free Action, lose consciousness, or the Scene ends. Rank 2
As Rank 1; the fog increases in size to fill a 5 x 5 meter area. You can move the fog (Mind) meters as a Minor Action. Rank 3
As Rank 2; the fog increases in size to fill a 7 x 7 meter area. Enemies that start their turn inside the fog are Slowed until the start of their next turn. rank 4
As Rank 3; the fog increases in size to fill a 9 x 9 meter area. Enemies that start their turn within the fog are Blinded until the start of their next turn. rank 5
As Rank 3; the fog increases in size to fill an 11 x 11 meter area. When a creature starts and ends their turn in the fog, they become Stunned (Save ends). |
Freezing Wind
Ranged attack - 1 Focus per Rank Target one creature within 2o meters Rank 1
Make a (Combat + Atmokinesis) attack against an enemy within 20 yards. The target takes (Mind) Elemental damage per Bump and pushed (Mind) meters. Rank 2
As Rank 1; if you hit, the target is Slowed (Save ends). The target is pushed (Mind) meters whether you hit or miss. Rank 3
As Rank 2; if the target is already Slowed, they become Immobilized (Save ends). rank 4
As Rank 3; if the target is already Immobilized, they become Stunned (Save ends). rank 5
As Rank 4; all creatures adjacent to the target must Save or be affected by Freezing Blast. |
Lightning Bolt
Ranged attack - 1 Focus per Rank Target one creature within 40 meters Rank 1
Make a (Combat + Atmokinesis) attack against an enemy within 40 meters. You deal (Mind) elemental damage per Bump and another enemy within 10 meters of the primary target must Save or take (Atmokinesis Rank) d6 Elemental damage. Rank 2
As Rank 2; an additional enemy within 10 meters of the primary or secondary target must Save or take damage. Rank 3
As Rank 2; creatures who take damage from Lightning Bolt are Staggered until the end of their next turn. rank 4
As Rank 3; an additional creature within 10 meters of the primary, secondary, or tertiary targets is damaged. Enemies always have Disadvantage to Save against this attack. rank 5
As Rank 4; creatures who take damage from Lightning Bolt are Stunned until the end of their next turn. |
Biokinesis |
3 FORCES STRANDS |
You are able to control the very life-force of living creatures. Your presence alone can bring life or death as you will. Whenever an ally within 100 meters of you spends Resolve to recover Hit Points, they recover an extra 1d8 HP for each Rank you have in Biokinesis.
Any time an ally within 100 meters of you is Wounded, they may Save. If successful, they are still Wounded but receive no Trauma. Whenever a creature within 100 meters of you dies, you can absorb its life Essence as a Free Action. Essence is used as a power source for many of your abilities and can be spent in lieu of Focus any time you'd spend Focus. You can hold up to (Biokinesis) Essence at a time and any captured Essences escape the instant you are Wounded. |
Mend
Minor Action - 1 Focus per Rank Target one creature within 20 meters Rank 1
An ally within range rolls any number of their Resolve dice to recover HP. Rank 2
As Rank 1; the target recovers an additional (Mind) Hit Points for each Resolve dice they roll. Rank 3
As Rank 4; the target recovers (Mind) HP at the start of their turn each round until they take damage or the Scene ends. rank 4
As Rank 3; the target recovers HP now and (Mind + Biokinesis) d8 HP at the start of their next turn. rank 5
As Rank 2; when you use Mend you can spend one Essence to return (Mind) Resolve dice of your choice (spent during this instance of Mend) to the target. |
Quench Life
Minor Action - 1 Focus per Rank Target one creature within 20 meters Rank 1
Target creature must Save or take (Biokinesis) d6 damage at the start of their turn each round (Save ends). Rank 2
As Rank 1; while taking ongoing damage from Quench Life, the target also has Vulnerability equal to your Mind. Rank 3
As Rank 3; while taking ongoing damage from Quench Life, the target cannot recover Hit Points. rank 4
As Rank 3; each time the target takes ongoing damage from Quench Life, an ally of your choice within 20 meters of the target recovers an equivalent amount of Hit Points. rank 5
As Rank 4; if the target is not Elite, you can spend a point of Essence when they take ongoing damage from Quench Life to instantly reduce them to 0 Hit Points (the target may Save to resist and you cannot capture Essence for reducing a creature to 0 HP in this manner). |
Reanimate
Ritual Rank 1
After 10 minutes of concentration, you can imbue a corpse with a stored Essence to bring it to un-life under your control (though imbued in a creature, this Essence is still considered stored and counts against the total number of Essences you can store at once). This creature:
During your turn, you can command any such creatures you control to act using your AP. Rank 2
As Rank 1; creatures you control through Reanimate retain all the stats they did in life. Rank 3
As Rank 2; creatures you control via Reanimate are not Staggered. rank 4
As Rank 3; creatures you control through Reanimate retain all the abilities they did in life. rank 5
As Rank 4; the longer they remain in your control, Reanimated creatures gradually recover their memories, ability to think and reason, and the blush of life. Within a year, a Reanimated creature will effectively return to life, albeit under your absolute control. |
Botanokinesis |
2 FORCES STRANDS |
You are able to control the behavior, growth rate, and genetics of plants and are capable of growing them from seed to stem in an instant. Within 5-15 minutes (depending on its size), you can grow any plant you've encountered or studied to full maturity granted it can grow in the soil and climate present.
Plants you cultivate grow into any shape you desire, no matter how absurd or impossible. You can also combine the genetics of two or more plants into a new breed with combined traits. You can grow plants into melee weapons and armor. Plant-based weapons grant a Combat bonus equal to your Botanokinesis Rank. Plant-based armor grants 1d8 Physical Soak per Rank of Botanokinesis. |
Gastrian Maneater
Standard Action - 1 Focus per Rank Target an empty space within 20 meters Rank 1
You summon a medium-sized man-eating plant in the target space. As a free Reaction, the plant attacks any enemy that enters a space adjacent to it using your highest attack and damage scores. The plant has (Botanokinesis x 10) HP and uses your Defense & Save scores. Rank 2
As Rank 1; the plant uses lashing vines to drag enemies closer. Once per round as a Minor Action, you may make a Combat + Botanokinesis attack against an enemy within 5 meters of the plant. If you hit, the target is grabbed by the plant and pulled into a space adjacent to it. Rank 3
As Rank 3; the range of the plant's grab attack increases to 10 meters. Creatures grabbed by this attack are Immobilized (Save ends). rank 4
As Rank 3; the plant can make an additional grab attack each round. Grab attacks are a Free Action. rank 5
As Rank 4; if the plant reduces an enemy to 0 HP, it devours them; when this happens you can either restore (Botanokinesis) d10 HP to you and all allies present or spawn another Gastrian Maneater within 20 meters of the triggering plant as a free Reaction for no cost. |
Psychotropic Spores
Standard Action - 1 Focus per Rank Target one creature within 20 meters Rank 1
Make a Combat + Botanokinesis attack against the target. Deal (Mind) damage per Bump; the target is Terrified of you or an ally of your choosing (Save ends). Rank 2
As Rank 1; while Terrified, the target has Vulnerability equal to your Mind. Rank 3
As Rank 2; you can Charm the target instead of Terrifying them (Save ends). You can subtly emit Psychotropic Spores whenever you make a Feat involving persuasion, deception, or manipulation to add your Botanokinesis Rank to the roll. rank 4
As Rank 3; you can use Psychotropic Spores as an area attack, targeting all creatures in a 3 x 3 meter burst centered within 20 meters. rank 5
As Rank 4; after a creature Saves against the effects of Psychotropic Spores, they fall unconscious, awakening after 6 hours or the instant they take damage. |
Wildvine
Standard Action - 1 Focus per Rank Target one creature within 10 meters Rank 1
A lash of plant matter whips out from your arm, striking an enemy. Make a Combat + Botanokinesis attack against a creature within range; if you hit, deal (Mind) damage per Bump and the target is Immobilized (Save ends). Rank 2
As Rank 1; you can exert fine motor control over the vine, using it to manipulate objects within range or pick up, hold, and pull objects that weigh no more than (Mind + Botanokinesis) Blocks. Rank 3
As Rank 2; you can use Wildvine as an area attack, a burst of vines exploding outwards to strike at all targets within a 3 x 3 meter area centered within range. rank 4
As Rank 3; using Wildvine as an area attack creates a 3 x 3 zone of brambles in the target area. These brambles count as Rough Terrain and deal (Mind) d8 damage every time a creature enters a space where they are present. rank 5
As Rank 3; the range of Wildvine increases by 10 meters and the area attack increases to a 5 x 5 meter burst. |
Chronokinesis |
4 FORCES STRANDS |
The forces of time are yours to command. Once per day, you can create a stable time loop, allowing you to warp back to the point in time where you created the loop; this time loop collapses when you take a Full Rest and you can only recall back to the loop's point of origin (Chronokinesis) times per day.
You can use your mastery over time to replay the past events of a location, with all players acting out their parts as dim shadows. You can rewind the clock back up to (Chronokinesis + Mind) years at a time. Once per day, you and up to 6 other individuals can travel back in time, to any point in history. You will appear in the same geographic location you left from and are transported back to the exact moment you left from after (Chronokinesis) days, no matter what. While in the past, you can attempt to influence events to play out differently, but the GM may rule that certain important milestones in history are unchangeable; the end result will always be the same, no matter what. |
Chronal Shift
Minor Action - 1 Focus per Rank Target one object/creature in 10 meters Rank 1
You can reverse time to restore a damaged object or injured creature to a previously undamaged state.
Rank 2
As Rank 2; you can speed up the process of entropy, withering and destroying a life or object in mere moments.
Rank 3
As Rank 2; damage and healing dice increase to d8s. rank 4
As Rank 3; damage and healing dice increase to d10s. rank 5
As Rank 4; damage and healing dice increase to d12s. |
Stasis Field
Sustained Action - Focus per Round Target a 5 x 5 zone centered in 20 meters Rank 1
Use a Standard Action to create a 5 x 5 meter zone of suspended time where all creatures, objects, and physical processes are suspended in temporal stasis. You and (Chronokinesis) creatures of your choice are unaffected by the Stasis Field. Maintaining this field requires you to pay (Chronokinesis) Focus at the start of your turn every round. The Stasis Field immediately collapses when you take or deal damage or fail to pay Focus to maintain it. Rank 2
As Rank 1; the field grows in size to cover a 7 x 7 meter zone. The Stasis Field collapses at the end of your current or next turn (whichever is soonest) instead of immediately. Rank 3
As Rank 2; the field grows in size to cover a 9 x 9 meter zone. The Stasis Field does not collapse when you take damage. rank 4
As Rank 3; the field grows in size to cover a 9 x 9 meter zone. Any creature that was affected by the zone becomes Slowed (Save ends) after the Stasis Field collapses. rank 5
As Rank 4; the field grows in size to cover a 11 x 11 meter zone. Whenever the Stasis Field would collapse, you may make a Save to sustain it (at no cost) until the end of your next turn. |
Timewarp
Passive Rank 1
You and all your allies gain a (Mind + Chronokinesis) bonus to all initiative rolls. Rank 2
As Rank 1; you and all your allies gain a +(Chronokinesis) bonus to Speed. Rank 3
As Rank 2; whenever a battle starts, you can re-order the order of turns any way you see fit. rank 4
As Rank 3; all enemies within 100 meters of you suffer a -2 penalty to AP (to a minimum of 2). rank 5
As Rank 4; you can all your allies gain a +(Mind) bonus to AP. |
Cryokinesis |
2 FORCES STRANDS |
You are able to control cold temperatures and the crystallization of water into ice. Your powers make you partially immune to Elemental damage; gain (Cryokinesis) d8 Elemental Soak. You can ignore penalties and negative environmental effects that stem from the cold.
You can lower the temperature of any environment you are in, reducing the temperature of a (Cryokinesis x 100) square meter area by 10 degrees celsius for every 5 minutes you spend concentrating. You can force a temperature to plunge up to -100 degrees celsius. Your ability to summon water and rapidly shape ice as you desire allows you to create weapons and armor from ice. Ice-based weapons grant a Combat bonus equal to your Cryokinesis Rank. Ice-based armor grants 1d8 Physical Soak per Rank of Cryokinesis. |
Blizzard
Area Attack - 2 Focus per Rank 3 x 3 meter area centered in 20 meters Rank 1
A flurry of biting cold fills an area, dealing (Cryokinesis + Mind) d6 Elemental damage to all creatures who fail a Save. Those who take damage from this attack are Slowed (Save ends). Rank 2
As Rank 1; a creature that is already Slowed becomes Immobilized (Save ends). A creature that is already Immobilized becomes Stunned (Save ends). Rank 3
As Rank 2; the damage dice increase to d8s instead of d6s. You can cause the Blizzard to persist in the target area, inflicting its effects against any creature that starts its turn in the zone. You can only sustain one such Blizzard at a time. rank 4
As Rank 3; you can sustain up to three Blizzards at once and can move a Blizzard up to (Mind) meters as a Minor Action. rank 5
As Rank 4; the area of effect increases to a 5 x 5 meter area and the damage dice increase to d10s instead of d8s. |
Crystalize
Ritual Rank 1
You can create solid constructs made entirely of ice. You're able to summon enough water to build something that fills (Cryokinesis + Mind) contiguous meter-sized spaces. This takes you 1 minute per meter-sized space you are filling. Rank 2
As Rank 1; you can encase an object in ice to make it more fragile, then shatter the ice to destroy the object. Make a Cryokinesis + Mind Feat; the Difficulty (as well as whether or not you have Advantage/Disadvantage) depends on the size and material of the object in question. This action takes you 10 minutes. Rank 3
As Rank 2; you can encase a willing creature in ice to cryogenically freeze them. Doing so allows them to remove 1 Trauma per day they remain on ice. Afterwards, they remain Weakened for an entire day. Both freezing and thawing a creature takes 30 minutes. rank 4
As Rank 3; you can instantly freeze the ground under you, turning a (Mind) x (Mind) meter area centered on you to Rough Terrain as a Minor Action. rank 5
As Rank 4; you can control the movements of any frozen object or ice construct within 100 meters of you. You can launch ice as a projectile (Cryokinesis + Combat, dealing (Mind) DpB), make a frozen object move (Mind) meters as a Minor Action, create an ice golem that uses your Combat and defense stats, whom you control with your AP...the limits of this application are determined only by your imagination and the GM's tolerance. |
Glacial Blast
Ranged Attack - 1 Focus per Rank Target one creature within 20 meters Rank 1
Make a (Cryokinesis + Combat) attack against the target, dealing (Mind) Elemental damage per Bump. If you hit, the target is Slowed (Save ends). Rank 2
As Rank 1; target is Immobilized rather than Slowed (Save ends). Rank 3
As Rank 2; if you hit, the target is both Immobilized and Staggered (Save ends both). rank 4
As Rank 3; the target also gains Vulnerability equal to your Mind as the frostbite weakens their defenses (Save ends). rank 5
As Rank 4; the target is Stunned instead of Staggered (Save ends). Separate Saves are required to end each of Glacial Blast's conditions. |
Electrokinesis |
2 FORCES STRANDS |
You are able to control the behavior of charged particles in the form of electricity. Using this power, you can sense the location of any electrical device or source of electricity within (Mind) miles of you, and a Mind + Electrokinesis Feat will allow you to pinpoint the location.
Whenever you encounter an electric device or source of electricity, you can generate enough energy to power the device for (Mind) hours just by touching it. You can also overload any electrically powered device with a touch, shorting it out and rendering it useless until repaired. Conversely, if the device is currently powered or hooked up to an electric grid, you can draw power from the device as a Minor Action to recover (Mind) Resolve dice of your choice; this shorts out the device, causing it to need repairs before it will function again. You can do this (Electrokinesis) times per day. |
Innervate
Minor Action - 1 Focus per Rank Target one creature within 40 meters Rank 1
You shock a creature with electricity, giving them a jolt of much-needed energy and vitality. The target creature gains (Biokinesis + Mind) Shields. Rank 2
As Rank 1; the target also recovers (Mind) d6 Hit Points if they have half or less of their total HP. Rank 3
As Rank 2; the target can also Save to end one condition a Save could normally end. rank 4
As Rank 3; roll (Mind) d6. For each one that Bumps, the target gains an additional 1 AP during their next turn. rank 5
As Rank 4; double the amount of Shields gained. |
Lightning Bolt
Ranged attack - 1 Focus per Rank Target one creature within 40 meters Rank 1
Make a (Combat + Electrokinesis) attack against an enemy within 40 meters. You deal (Mind) elemental damage per Bump and another enemy within 10 meters of the primary target must Save or take (Electrokinesis Rank) d6 Elemental damage. Rank 2
As Rank 2; an additional enemy within 10 meters of the primary or secondary target must Save or take damage. Rank 3
As Rank 2; creatures who take damage from Lightning Bolt are Staggered until the end of their next turn. rank 4
As Rank 3; an additional creature within 10 meters of the primary, secondary, or tertiary targets is damaged. Enemies always have Disadvantage to Save against this attack. rank 5
As Rank 4; creatures who take damage from Lightning Bolt are Stunned until the end of their next turn. |
Voltaic Body
Sustained Action - Focus per Round Target Self Rank 1
Your body becomes a living battery, channeling electricity through every cell of your body. Any creature that ends its turn within (Biokinesis) meters of you takes (Mind) d6 Elemental damage and must Save or become Staggered (Save ends). Maintaining this field requires you to pay (Electrokinesis) Focus at the start of your turn every round. The effects of Voltaic Body immediately end when the Scene ends, you stop paying the cost, or you are Wounded. Rank 2
As Rank 1; while Voltaic Body is active, you hover 1 meter over the ground, avoiding all ground-based hazards, short obstacles, and Rough Terrain. Your Speed also increases by (Mind). Rank 3
As Rank 2; any time you move while Voltaic Body is active, you may instead teleport as a bolt of lightning. rank 4
As Rank 3; while Voltaic Body is active, you start your turn each round with an additional (Mind) AP. rank 5
As Rank 4; creatures damaged by your Voltaic Body are Stunned (Save ends). |
Erebokinesis |
2 FORCES STRANDS |
You are able to generate darkness and manipulate shadows, summoning and bending the darkness to your will. You can use this power to hide and obscure yourself, others, or objects from view. You never need to break line of sight to make a stealth Feat and gain a bonus equal to your Erebokinesis Rank to all Feats related to stealth, hiding, and concealment.
Your control over darkness allows you to deepen any darkness you encounter, lowering the ambient light in a 100 square meter area around you by one degree for every minute of concentration (bright light --> normal light --> low light --> darkness). You can also lighten darkness to low light but cannot dispel the shadows completely. This control over darkness naturally grants you selective darkvision as a side-effect; you can gain or cancel your darkvision any time as a Free Action. |
Coalesce
Minor Action 50 meter range Rank 1
You cause shadows to become tangible, physical expressions of your will and can use them to grab, lift, pull and manipulate objects (but not creatures) within range with the same degree of strength and dexterity you normally could. You can slide something you've grabbed with Erebokinesis up to (Mind + Erebokinesis) meters as a Minor Action. Rank 2
As Rank 2; you can affect creatures with your shadows and can use them to grab or strike living beings. Those you attempt to grab or strike may Save to resist (or escape if grabbed). Striking a creature deals (Mind) physical damage. Rank 3
As Rank 2; you can create semi-solid constructs of darkness. Such constructs consist of (Mind + Erebokinesis) contiguous meter-sized spaces. These constructs are permeable; they can be moved through like smoke but completely block line of sight to creatures inside or on the other side of the structure. rank 4
As Rank 4; you can solidify structures and objects you create from the shadows and your constructs do not need to be made of contiguous spaces; they can be separate or even free-floating, suspended in mid-air by your will. You can create weapons and armor from solid shadows. Shadow-based weapons grant a Combat bonus equal to your Erebokinesis Rank. Shadow-based armor grants 1d8 Physical Soak per Erebokinesis Rank. rank 5
As Rank 4; you can trap an enemy you've grabbed with Erebokinesis in an endless web of shadows; the darkness moves with them like a cloud, effectively Blinding them and preventing them from targeting any creature (except in melee). This condition only ends when you end it as a Free Action, are Wounded (or otherwise lose concentration), or trap a different creature in a web of shadows. |
Fade
Movement - 1 Focus per Rank Target Self Rank 1
Teleport (Speed) yards. Until your current or next turn ends (whichever comes first), you gain Advantage against any enemies you end this movement adjacent to. Rank 2
As Rank 1; you can use Fade as a Reaction after being attacked. Rank 3
As Rank 2; after you finish moving with Fade, make a stealth Feat to become Hidden. rank 4
As Rank 3; you can use Fade as an Interrupt as you are attacked instead of a Reaction after you're attacked. Instead of making a Feat to hide when you finish moving with Fade, you may become Invisible until the end of your next turn. rank 5
As Rank 4; you can use Fade whenever you'd take damage to negate the damage and teleport away; a perfect shadowy copy of you takes the damage instead and vanishes. |
Shadowplay
Standard Action - 1 Focus per Rank Target one creature within 20 meters Rank 1
Shadows rush in to choke the life and light out of a creature. Make a (Combat + Erebokinesis) attack against the target; if you hit, they take (Mind) damage per Bump and have Disadvantage on their next Feat. Rank 2
As Rank 1; the target is Blinded until the end of their next turn. Rank 3
As Rank 2; create a shadowy copy of the target in an unoccupied space within 10 yards of the target. This shadow acts during your turn using your AP and has all of the target's stats and abilities, but only 1 HP. rank 4
As Rank 3; whenever a shadow copy you control takes damage, you may Save to negate the damage and keep the shadow copy active. rank 5
As Rank 4; after the Blinded condition ends, the target is Charmed (Save ends). |
Geokinesis |
3 FORCES STRANDS |
You have the power to reshape stone, earth, sand, and other forms of terrain as you see fit. This power allows you to affect (Geokinesis) spaces of terrain as a Minor Action, turning them to Rough Terrain or evening them out into standard terrain in an instant.
You can burrow through the ground during any movement you would make, allowing you to bypass certain obstacles and appear in an unexpected location as you burst from the ground. Line of sight to you is broken while you move underground. While burrowing, you can leave tunnels behind you for others to follow or collapse the tunnel's walls at any time. Your tunnels can be of nearly any size, shape, and design, allowing you to create vast structures underground or carved into the side of mountains. |
Earthen Onslaught
Ranged Attack - 1 Focus per Rank Target one creature within 20 meters Rank 1
You can lift and control the motion of stones, mud, sand, and other forms of earth, lifting as much as (Mind + Geokinesis) Blocks of weight at once. You can also launch these as projectiles to make a (Combat + Geokinesis) attack, dealing (Mind) damage per bump. If you hit, slide the target (Mind) meters in a direction of your choosing or knock them prone. Rank 2
As Rank 2; you have Advantage with this attack if the target is standing on earth of any kind. Rank 3
As Rank 2; you can both slide and knock the target prone with this attack. If you hit, the target is also Staggered (Save ends). rank 4
As Rank 3; (Mind) stones encircle you when combat begins (and fall to the ground once more as combat ends). Any time you area attacked, you can expend one of these stones to use Earthen Onslaught against your attacker as a free Interrupt. rank 5
As Rank 4; one stone also encircles each of your present allies as soon as combat begins, allowing you to use Earthen Onslaught against your ally's attacker as a free Interrupt once per Scene. |
Quake
Area Attack - 2 Focus per Rank 3 x 3 meter area centered in 20 meters Rank 1
A minor seismic event rocks the affected area; all creatures in the area of effect must Save or take (Mind) d6 physical damage and fall prone. Rank 2
As Rank 1; instead of causing a Quake, you can create a Fault in an unoccupied 3 x 3 meter zone. A Fault is a Quake just waiting to happen; a trap that goes off the instant a creature enters the designated 3 x 3 meter zone. Once per movement when a creature enters a space within this area, a Quake will occur; this continues to happen until the end of the Scene or you are Wounded. You can create up to (Mind) Faults at once. Rank 3
As Rank 2; Quake damage dice increase to d8s instead of d6s. You can move a Fault up to (Mind) meters as a Minor Action. rank 4
As Rank 3; creatures knocked prone by Quake are Immobilized and take (Geokinesis) d8 physical damage at the start of their turn each round (Save ends both) as the earth swallows them up and begins to grind them to dust. rank 5
As Rank 4; when a Quake occurs, you can cause a hole in the earth to open up in the affected zone, dropping all the area's inhabitants down into a pit that is (Mind + 5) meters deep. The size of your Quakes and Faults increases to 5 x 5 meters and the damage dice increase to d10s instead of d8s. |
Stoneshape
Minor Action Target empty spaces within 20 meters Rank 1
You can reshape earth to create stone constructs of your own design. You can build nearly anything so long as it fits in (Geokinesis + Mind) contiguous unoccupied meter-sized spaces. Rank 2
As Rank 2; you can cause the earth below a creature within range to rise up and grab them. The target must Save or become Immobilized (Save ends). Rank 3
As Rank 2; Stoneshape can affect occupied spaces. Occupants of spaces being shaped can Save to move 1 meter away from the affected area (and may Save again if they move into another space being shaped). rank 4
As Rank 3; the spaces you shape can be non-contiguous and even float in the air as blocks of disconnected earth acting under your direction. Non-contiguous parts of your structure collapse when you leave the area, are Wounded, or otherwise lose concentration. rank 5
As Rank 4; double the amount of spaces you can affect with Stoneshape. You can control the movements of any earth or earthen construct within 100 meters of you. You can make an earthen object move (Mind) meters as a Minor Action, create a stone golem that uses your Combat and defense stats, whom you control with your AP...the limits of this application are determined only by your imagination and the GM's tolerance. |
Gravitokinesis |
2 FORCES STRANDS |
You can control the force of gravity, increasing or decreasing the weight of people and objects with a mere thought. This allows you to increase or decrease the effects of any fall by (Mind + Gravitokinesis) x 10 meters once per fall as a Free Action.
You and all allies who are present with you gain an additional (Gravitokinesis x 3) Blocks of space to carry items and equipment around. You can jump during any part of a movement you make, moving through the air vertically and horizontally for any portion of the movement. You must end these moves on a viable surface, however. There is no limit to how many times you can jump during a movement and the only limitation on how far you can jump is how far the movement would take you to begin with. |
Float
Minor Action - 1 Focus per Rank Target one object or creature in 20 meters Rank 1
Reduce the weight of an object or creature within range by (Gravitokinesis) Blocks. If the target is a creature, they may resist with a Save. This effect is cumulative with multiple uses of Float. A creature or object that reaches 0 Blocks of weight becomes weightless and drifts above the ground, unaffected by gravity. This effect lasts until they Save (if the target is a creature), the Scene ends, or you are Wounded or otherwise lose concentration. Rank 2
As Rank 1; while weightless, the target creature has Disadvantage on all Feats (except Saves). Rank 3
As Rank 2; you can also decrease a creature's weight in a more subtle fashion to enable them to move more quickly, unburdened by the mass of their body and gear. You can prevent the target creature from losing Blocks of weight and instead gain a +(Gravitokinesis) bonus to Speed until the Scene ends (or you end the effect as a Free Action), or you are Wounded or otherwise lose concentration. rank 4
As Rank 3; a creature made weightless by your Gravitokinesis grants Advantage to all attackers and has Vulnerability equal to your Mind. rank 5
As Rank 3; creatures who gain a Speed boost from your Gravitokinesis also gain a +(Mind) bonus to AP. |