Polemos: 8th Age - Abilities

Abilities

IMPORTANT NOTE: This document has not been finalized yet and may change in the future

Advanced Networking

  • Replaces: text chat server
  • Tier: 1
  • Effect: Create process on network: +([network management] roll / 4) [firearm] accuracy roll modifier if more than 1 member of the network can see the target. Reserve 2 FP while process exists.
  • Tags:
    • Information

  • Tier: 1
  • Requirements: networked
  • Effect: Create a network and gain administrator control of it. Assign network intrusion difficulty with [hacking defense] skill. Reserve 2 FP while network exists.
  • Targets: self
  • Time: secondary
  • Tags:
    • Information

  • Replaces: text chat server
  • Tier: 1
  • Effect: Create process on network: Allow moderately complex communication (ex: full conversations) visible either to entire network or a subset of systems. Reserve 1 FP while process exists.
  • Tags:
    • Information

  • Replaces: text chat server
  • Tier: 1
  • Effect: Choose a language. Create process on network: Gain fluency in chosen language with rating equal to (rating of highest fluency system - 2). Reserve 1 FP while process exists.
  • Tags:
    • Information

  • Tier: 1
  • Requirements: networked, administrator
  • Effect: Connect target to network as a member.
  • Targets: 1 networked creature
  • Time: secondary
  • Tags:
    • Information

  • Tier: 1
  • Requirements: networked
  • Effect: Discover all systems on a network with [network discovery] roll > system discovery difficulty.
  • Cost: 1 FP
  • Targets: 1 network
  • Time: 1 minute
  • Tags:
    • Information

  • Replaces: text chat server
  • Tier: 1
  • Effect: Create process on network: +([network management] roll / 4) [defense] skill modifier. Reserve 3 FP while process exists.
  • Tags:
    • Information

  • Tier: 1
  • Requirements: networked
  • Effect: Assign difficulty to discover system with [hacking defense] skill while system is connected to any network.
  • Cost: 1 FP
  • Targets: 1 system
  • Time: 1 minute
  • Tags:
    • Information

  • Tier: 1
  • Requirements: networked
  • Effect: Assign difficulty to intrude system with [hacking defense] skill while system is connected to any network.
  • Cost: 2 FP
  • Targets: 1 system
  • Time: full
  • Tags:
    • Information

  • Replaces: text chat server
  • Tier: 2
  • Effect: Create process on network: +([network management] roll / 4) information security skill modifier. Reserve 3 FP while process exists.
  • Tags:
    • Information

  • Replaces: text chat server
  • Tier: 2
  • Effect: Create process on network: +([network management] roll / 4) awareness skill modifier, ignore penalties due to low light. Reserve 3 FP while process exists.
  • Tags:
    • Information

  • Replaces: secure system
  • Tier: 3
  • Requirements: networked, administrator
  • Effect: Choose any number of connectable systems on target network - assign difficulty to intrude chosen systems with [hacking defense] skill while systems are connected to any network.
  • Cost: 5 FP
  • Targets: 1 network
  • Time: full
  • Tags:
    • Information

  • Replaces: text chat server
  • Tier: 3
  • Effect: Create process on network: gain knowledge of the location where any ability by an undetected creature is used. You do not detect the creature automatically. +2D6 detection rolls. Reserve 4 FP while process exists.
  • Tags:
    • Information

Firearms

  • Replaces: precision shot
  • Requirements: Killbox ability learned; target in killbox field effect you created.
  • Effect: Perform precision shot effects with +1D6 accuracy. Targets do not gain the benefit of partial concealment.
  • Time: full
  • Tags:
    • Combat
    • Firearm

  • Tier: 1
  • Effect: Replace top round in magazine.
  • Cost: 1 SP
  • Targets: 1 reachable [pump action] [firearm] item
  • Time: minor
  • Tags:
    • Combat
    • Firearm

  • Tier: 1
  • Effect: Add controlled breathing condition level ([firearm] roll / 5, minimum one).
  • Cost: 1 SP, 1 FP
  • Targets: self
  • Time: full
  • Tags:
    • Combat
    • Firearm

  • Enhances: melee attack
  • Tier: 1
  • Effect: Equipped [firearm] item is considered a [melee] item for this ability. One-handed firearms have accuracy +1, range 1, damage rating 3, and damage modifier 0. Two-handed firearms have accuracy -1, range 1, damage rating 6, and damage modifier +1. All firearms use [firearms] as their weapon skill, and have damage ratings in kinetic and kinetic (stamina) damage.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Firearm

  • Tier: 1
  • Requirements: [gunsmithing tools] or small arms armory facility available
  • Effect: Install a held firearm accessory into target mounting point, or remove and hold an existing accessory in target mounting point.
  • Targets: 1 reachable [firearm] mounting point
  • Time: 2 hours
  • Range: 1 square
  • Tags:
    • Combat
    • Firearm

  • Enhances: quick shot
  • Tier: 1
  • Effect: Remove and equip an item from its container on self or adjacent willing creature before making Quick Shot.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Firearm

  • Enhances: quick shot
  • Tier: 1
  • Effect: Reduce recoil condition level added this turn by ([firearm] roll / 5, minimum one) levels.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Firearm

  • Replaces: precision shot
  • Tier: 1
  • Cost: 1 FP
  • Time: full
  • Tags:
    • Combat
    • Firearm

  • Replaces: reload cylinder
  • Tier: 1
  • Effect: Load up to (weapon capacity) rounds into item. All currently loaded rounds dropped to the current location.
  • Cost: 1 SP
  • Time: full
  • Tags:
    • Combat
    • Firearm

  • Replaces: fire for effect
  • Tier: 1
  • Effect: Fire (weapon full fire rate) shots. Add recoil condition level equal to number of shots taken. No shots hit immediately; do not roll accuracy. Increment suppressed condition level (target shooting accuracy roll / 2) to target.
  • Targets: 1 reachable creature
  • Tags:
    • Combat
    • Firearm

  • Enhances: called shot
  • Tier: 1
  • Effect: Ignore chest and abdomen body area accuracy penalty.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Firearm

  • Replaces: reload magazine
  • Tier: 1
  • Cost: 1 SP
  • Time: secondary
  • Tags:
    • Combat
    • Firearm

  • Replaces: quick shot
  • Tier: 2
  • Requirements: two one-handed [firearm]s equipped - one in each hand.
  • Effect: Perform quick shot twice, once for each equipped weapons to a single target, each with -1D6 accuracy. If both shots hit the second shot automatically hits the same body area as the first, and ignores armor. Perform attacks in sequence - i.e. recoil from first attack may apply to second attack.
  • Cost: Round of ammunition for each shot fired, 1 SP, 2 FP
  • Time: full
  • Tags:
    • Combat
    • Firearm

  • Replaces: suppressing fire
  • Tier: 2
  • Effect: Fire between 20 and (weapon full fire rate) shots. Add recoil condition level equal to number of shots taken. No shots hit immediately; do not roll accuracy. Increment suppressed condition level (target shooting accuracy roll / 2) to target.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Firearm

  • Enhances: quick shot
  • Tier: 2
  • Effect: When rolling for a random body area roll 1D6 - if the extra dice result is 1-2 determine random body area normally; 2-3 hit abdomen; 5-6 hit chest.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Firearm

  • Enhances: precision shot
  • Tier: 2
  • Effect: +1 power; +2 damage.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Firearm

  • Replaces: fire mode: single shot
  • Tier: 2
  • Effect: Fire 2 shots. Add recoil condition level 1 after attack. Both shots hit a single body area if accuracy > target [firearm defense] value (not roll).
  • Cost: 1 SP, 1 FP
  • Tags:
    • Combat
    • Firearm

  • Enhances: aimed shot
  • Tier: 2
  • Effect: Move up to 3 squares before or after action. -2 precision.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Firearm

  • Tier: 2
  • Effect: Choose a distance in squares, overwriting any previous value. Abilities made with the weapon this item is installed on within +/- 1 square of this distance have +1 precision.
  • Cost: 1 FP
  • Targets: reachable [precision optics] item
  • Time: 5 minutes
  • Range: 1 square
  • Tags:
    • Combat
    • Firearm

  • Enhances: suppressing fire
  • Tier: 2
  • Effect: Target up to (target shooting / 2) additional creatures. Split shots fired and suppressed condition level among targets.
  • Cost: 1 FP for each additional target
  • Tags:
    • Combat
    • Firearm

  • Replaces: moving fire
  • Tier: 3
  • Effect: Move up to 2 squares before or after action. -1 maneuverability.
  • Cost: 1 SP, 1 FP
  • Tags:
    • Combat
    • Firearm

  • Replaces: akimbo shot
  • Tier: 3
  • Effect: Perform quick shot for both equipped weapons - one to each target. Perform attacks in parallel - i.e. recoil from first attack does not apply to second attack.
  • Targets: 2 reachable objects
  • Tags:
    • Combat
    • Firearm

  • Tier: 3
  • Effect: Place a killbox field effect on the target area. Field effect allows you to use killbox shot ability, but ends if you move from your current location.
  • Cost: 2 FP
  • Targets: reachable area
  • Time: 10 minutes
  • Range: weapon long range
  • Area Size: 4 squares
  • Tags:
    • Combat
    • Firearm

Grenades

  • Replaces: throw grenade
  • Tier: 1
  • Effect: Arm and throw equipped [grenade] item to location. Grenade activates immediately; apply the kill zone/danger zone effects to all objects within the item's kill zone/danger zone range, respectively. When you take damage before the ability ends roll 1D6 - if < 5 grenade activates at your location.
  • Time: 2 full
  • Tags:
    • Combat

  • Enhances: throw back
  • Tier: 1
  • Effect: throw [grenade] item if roll is > 2 instead of its current requirement.
  • Cost: 1 FP
  • Tags:
    • Combat

Hacking

  • Enhances: hack
  • Tier: 1
  • Effect: Assign difficulty to discover your system with [hacking] roll while conscious.
  • Cost: 1 FP
  • Tags:
    • Information

  • Tier: 1
  • Requirements: networked
  • Effect: Gain read-only access to all stored information if [hacking] roll > system intrusion difficulty.
  • Cost: 2 FP
  • Targets: 1 system
  • Time: full
  • Tags:
    • Information

  • Tier: 1
  • Requirements: networked
  • Effect: Deal 3 neural (focus) damage if [hacking] roll > target [hacking defense] roll.
  • Cost: 1 FP
  • Targets: 1 networked creature
  • Time: full
  • Tags:
    • Information

  • Replaces: tunnel hack
  • Tier: 1
  • Effect: -([hacking] roll / 2) target accuracy roll modifier for 2 turns if [hacking] roll > target [hacking defense] roll.
  • Cost: 2 FP
  • Tags:
    • Information

  • Replaces: tunnel hack
  • Tier: 1
  • Effect: -([hacking] roll / 2) target [perception] skill modifier for 2 turns if [hacking] roll > target [hacking defense] roll.
  • Cost: 2 FP
  • Tags:
    • Information

  • Replaces: tunnel hack
  • Tier: 1
  • Effect: -([hacking] roll / 2) target [defense] skill modifier for 2 turns if [hacking] roll > target [hacking defense] roll.
  • Cost: 2 FP
  • Tags:
    • Information

  • Tier: 1
  • Requirements: networked
  • Effect: Manipulate an action of a device if [hacking] roll > system intrusion difficulty. This includes activating or deactivating a device or augmentation.
  • Cost: 2 FP
  • Targets: 1 system
  • Time: full
  • Tags:
    • Information

  • Replaces: hack
  • Tier: 1
  • Effect: Connect to target's personal network if [hacking] roll > system intrusion difficulty. Discover all systems connected to personal network with [network discovery] roll > system discovery difficulty.
  • Cost: 1 FP
  • Targets: 1 networked creature
  • Tags:
    • Information

  • Replaces: tunnel hack
  • Tier: 2
  • Effect: Access all communications sent through target process until the end of your next turn if [hacking] roll > process hack difficulty.
  • Cost: 1 FP
  • Targets: 1 process
  • Tags:
    • Information

  • Replaces: tunnel hack
  • Tier: 2
  • Effect: Process effect is ignored until the end of your next turn.
  • Cost: 2 FP
  • Targets: 1 process
  • Tags:
    • Information

  • Replaces: tunnel hack
  • Tier: 2
  • Effect: Target may not perform [movement] abilities until the end of your next turn.
  • Cost: 4 FP
  • Tags:
    • Information

  • Replaces: tunnel hack
  • Tier: 2
  • Effect: Target loses primary action until the end of your next turn.
  • Cost: 4 FP
  • Tags:
    • Information

  • Replaces: tunnel hack
  • Tier: 2
  • Effect: Target sees, hears, or otherwise experiences sensory details with one detail of your choosing changed for 2 turns if [hacking roll] > target [hacking defense] roll. For example, the target may see random pixels instead of your face, or hear loud music in place of gunfire. GM may impose penalties for more extensive changes.
  • Cost: 4 FP
  • Tags:
    • Information

  • Replaces: tunnel hack
  • Tier: 2
  • Effect: Add prone condition to target if [hacking] roll > target [hacking defense] roll.
  • Cost: 3 FP
  • Tags:
    • Information

  • Enhances: tunnel hack
  • Tier: 2
  • Effect: Unless defended, ability effect is created as a process on target's network and does not end until process ends. Ignore ability FP cost but reserve (ability cost + 1) FP while process exists.
  • Tags:
    • Information

  • Replaces: hack
  • Tier: 3
  • Effect: Gain administrator control over one network the target has administrator control over if [hacking] roll > target [hacking defense] roll. Assign difficulty to remove administrator control with [hacking] roll.
  • Cost: 6 FP
  • Targets: 1 administrator system
  • Tags:
    • Information

  • Replaces: motor command corruption
  • Tier: 3
  • Effect: Choose target's secondary actions for them (not primary actions used for secondary abilities) until the end of your next turn. Chosen action must use a [movement] ability and cannot spend or reserve any fitness measures (HP, SP, FP, MP, etc).
  • Cost: 6 FP
  • Tags:
    • Information

  • Replaces: sensory manipulation
  • Tier: 3
  • Effect: All systems connected to target network see, hear, or otherwise experience sensory details with one detail of your choosing changed for 2 turns if [hacking roll] > [hacking defense] roll of all of the target network' administrators. For example, systems may see random pixels instead of your face, or hear music instead of your voice. GM may impose penalties for more extensive changes. You may exclude any discovered systems from this effect that you choose, but may not change excluded systems after effect begins.
  • Cost: 8 FP
  • Targets: 1 network
  • Tags:
    • Information

  • Replaces: neural command corruption
  • Tier: 3
  • Effect: Choose target's primary actions for them until the end of your next turn. Chosen action cannot spend or reserve any fitness measures (HP, SP, FP, MP, etc).
  • Cost: 6 FP
  • Tags:
    • Information

  • Enhances: sensory manipulation
  • Tier: 3
  • Effect: Use removal of your presence as sensory detail to change. While this sensory manipulation is in effect you are undetected to affected targets. Add hidden condition with [hacking] roll detection defense.
  • Cost: 4 FP
  • Tags:
    • Information

Hacking - Cybernetics

  • Enhances: tunnel hack
  • Tier: 1
  • Effect: Affect up to ([hacking] roll / 5, minimum 1) additional [cybernetic] augmentations installed on target.
  • Cost: 1 FP
  • Tags:
    • Information

  • Replaces: cybernetic ransom
  • Tier: 2
  • Effect: Add cybernetic overload condition to a target's [cybernetic] [generator] augmentation if [hacking] roll > target [hacking defense] roll.
  • Cost: 2 FP per augmentation.
  • Tags:
    • Information

  • Replaces: tunnel hack
  • Tier: 2
  • Effect: Disable or enable a target's [cybernetic] augmentation if [hacking] roll > target [hacking defense] roll.
  • Cost: 2 FP
  • Tags:
    • Information

  • Tier: 2
  • Effect: Enable all [network] [cybernetic] augmentations installed on target if [hacking] roll > creature's [hacking defense] roll.
  • Cost: 1 FP
  • Targets: 1 creature
  • Time: secondary
  • Tags:
    • Information

  • Replaces: cybernetic overload
  • Tier: 3
  • Effect: Destroy augmentation causing (power generation / 2, minimum 1) explosive damage to installed body area.
  • Cost: 3 FP per augmentation.
  • Tags:
    • Information

Martial Arts

  • Replaces: unarmed attack
  • Tier: 1
  • Requirements: unarmed
  • Effect: Deal 1D6 kinetic (focus) damage if unarmed skill roll > target [physical defense] value (not roll).
  • Tags:
    • Combat
    • Martial Arts

  • Enhances: kamf agovander strike
  • Tier: 2
  • Requirements: unarmed, or 2 one-hand melee weapons equipped.
  • Effect: Deal an additional 1D6 kinetic (magic) damage if attack hits.
  • Tags:
    • Combat
    • Martial Arts

Medicine

  • Enhances: first aid
  • Tier: 1
  • Effect: Heal an additional 1 HP to target body area. Healing may be split/spread between body areas contiguous with the target body area.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Medicine

  • Tier: 1
  • Requirements: 2 free hands, [surgical kit] or surgical facility available
  • Effect: Affects target body area and all body areas downstream (i.e. away from the chest) of the target. Removes all wounds, but applies the amputation affliction and 2 [fatigue] wounds for each body area amputated. If (Medicine roll) ≤ target wound removal difficulty apply an unknown [bleeding] wound to adjacent non-amputated body areas.
  • Cost: 1 [surgical supplies]
  • Targets: 1 reachable body area
  • Time: 20 minutes
  • Tags:
    • Combat
    • Medicine

  • Tier: 1
  • Requirements: 2 free hands
  • Effect: Add bandaged condition to target body area.
  • Cost: 1 [bandage] for each body area affected.
  • Targets: 1 reachable body area
  • Time: full
  • Range: 1 square
  • Tags:
    • Combat
    • Medicine

  • Tier: 1
  • Requirements: 2 free hands
  • Effect: Heal 1 HP on target body area.
  • Cost: 1 [medical kit]
  • Targets: 1 reachable body area
  • Time: full
  • Range: 1 square
  • Tags:
    • Combat
    • Medicine

  • Replaces: first aid
  • Tier: 1
  • Cost: 2 FP, 1 [medical kit]
  • Time: primary
  • Tags:
    • Combat
    • Medicine

  • Replaces: bandage wound
  • Tier: 2
  • Cost: 2 FP, 1 [medical kit], 1 [bandage] for each body area affected.
  • Time: primary
  • Tags:
    • Combat
    • Medicine

  • Enhances: first aid
  • Tier: 2
  • Effect: Heal up to an additional (Medicine roll / 5) HP on target body area, creature receives a fatigue wound for each additional HP healed.
  • Cost: 2 FP, 1 [combat stimulant]
  • Tags:
    • Combat
    • Medicine

  • Replaces: amputate limb
  • Tier: 2
  • Effect: Remove [necrosis] wound if (Medicine roll) > target wound removal difficulty. Failure applies an unknown [bleeding] wound to the body area (in addition to not removing the wound).
  • Targets: 1 reachable [necrosis] wound
  • Time: 1 hour
  • Tags:
    • Combat
    • Medicine

  • Enhances: bandage wound
  • Tier: 2
  • Effect: Add bandaged condition to up to (Medicine roll / 2) additional body areas contiguous to the target body area.
  • Cost: 1 FP, 1 [bandage] for each additional body area affected.
  • Tags:
    • Combat
    • Medicine

Melee

  • Replaces: melee attack
  • Tier: 1
  • Requirements: target at least 2 squares away.
  • Effect: Move in a straight line to target up to (2 * (Speed/3 + 2)) squares. Weapon range is considered after movement. Perform melee attack after movement.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Melee

  • Enhances: melee attack
  • Tier: 1
  • Effect: +2 power.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Melee

  • Enhances: melee attack
  • Tier: 1
  • Effect: Perform draw ability before attack.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee

  • Enhances: melee attack
  • Tier: 1
  • Effect: Before attack place one card face down that reads either "feint" or "attack". Target places one card face down that reads either "call" or "defend". Reveal cards. If feint card is used the attack is canceled and no effects from the attack occur. If attack card is used the attack effect continues like normal. If target used defend card on a feint then add exposed condition level 2 to target. If target used call card on an attack then attack accuracy roll succeeds automatically.
  • Cost: 1 FP
  • Tags:
    • Combat
    • Melee

  • Enhances: melee attack
  • Tier: 1
  • Effect: +1 range to equipped [melee] weapon. Add exposed condition level 1 to self.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee

  • Enhances: melee attack
  • Tier: 1
  • Effect: +1 damage. -4 target [melee] skill modifier for this ability.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee

  • Enhances: stealth strike
  • Tier: 2
  • Effect: +2 power and +1D6 damage if target does not detect you.
  • Cost: 2 FP
  • Tags:
    • Combat
    • Melee
    • Stealthy

  • Enhances: parry
  • Tier: 2
  • Effect: Perform melee attack to target if parry defense roll is successful.
  • Cost: 2 SP
  • Tags:
    • Combat
    • Melee

  • Enhances: parry
  • Tier: 2
  • Effect: Target drops attacking [melee] weapon if parry defense roll is successful.
  • Cost: 1 FP, 1 SP
  • Tags:
    • Combat
    • Melee

  • Replaces: melee attack
  • Tier: 2
  • Effect: Choose an equipped [melee] weapon and deal 1D6-2 weapon damage if (weapon skill roll + weapon accuracy modifier) > target [physical defense] value (not roll). If target takes any vitality damage add severe laceration wound to hit body area and laceration wound to one adjacent body area of your choice.
  • Cost: 3 SP
  • Tags:
    • Combat
    • Melee

  • Tier: 2
  • Effect: Choose an equipped [melee] weapon and add prone condition to target if (weapon skill roll + weapon accuracy modifier) > target [physical defense] value (not roll).
  • Cost: 1 FP
  • Tags:
    • Combat
    • Melee

  • Enhances: stealth melee attack
  • Tier: 3
  • Effect: Reset hidden detection defense to [sneak] roll.
  • Cost: 2 FP
  • Tags:
    • Combat
    • Melee
    • Stealthy

  • Replaces: melee attack
  • Tier: 3
  • Effect: Choose an equipped [melee] weapon and deal 2D6 weapon damage to target's equipped armor if (weapon skill roll + weapon accuracy modifier) > target [physical defense] value (not roll). Deals full damage to armor equipped on hit body area; deals half damage to armor equipped on body areas adjacent to hit body area.
  • Cost: 4 SP
  • Tags:
    • Combat
    • Melee

Racial

  • Requirements: chaotic spirit talent
  • Effect: Change type of one or more energy generated by body areas.
  • Targets: self
  • Time: free

  • Enhances: negotiate
  • Requirements: Entrepreneurial talent
  • Effect: +2 attitude to this negotiation's [Pursuasion] rolls. Monetary purchases will include terms of at least a 15% discount if possible.

  • Enhances: unarmed attack
  • Requirements: Crushing grip talent
  • Effect: +1 power, +2 damage.

  • Requirements: desperation talent
  • Effect: Use any [defense] skill value or roll in place of another, even if it would not normally apply. Add 4 fatigue wounds.
  • Targets: self
  • Time: free

  • Enhances: impersonate
  • Requirements: doppelganger talent
  • Effect: Remove cost of [cosmetic supplies]. Reduce time to full action. +6 to plausibility modifier if you have met the individual in person; +4 to if you have reference images from multiple angles; +2 otherwise.

  • Requirements: Down but not out talent
  • Effect: Ignore the effect of one condition until next turn. Add 3 fatigue wounds. Add cooldown for this ability for 24 hours.
  • Targets: self
  • Time: secondary

  • Requirements: dragon's reflexes talent, [melee] weapon equipped
  • Effect: Use equipped [melee] weapon skill value or roll in place of a [firearm defense] value or roll. Add 1 fatigue wound.
  • Cost: 1 FP, 1SP
  • Targets: self
  • Time: free

  • Enhances: move
  • Requirements: Dragoon jump talent
  • Effect: Movement can clear obstacles up to 10 range high (if ceiling allows). +2 [firearm defense] and [physical defense] until next turn.

  • Requirements: fly talent
  • Effect: Add flying condition level +([endurance] roll / 2).
  • Targets: self
  • Time: minor
  • Tags:
    • Fly

  • Replaces: silent movement
  • Effect: Add [stealthy] tag to move ability. Roll ([sneak] - 1D6) twice and choose a result to reset hidden detection defense.
  • Tags:
    • Stealthy

  • Requirements: Judgment stare talent
  • Effect: Gain knowledge of target's alignment status and past history if [spiritual] roll > GM determined difficulty. Difficulty usually based on willingness of spirit to be identified. GM determines level of detail of the learned information.
  • Targets: 1 visible creature
  • Time: full
  • Range: 5 squares

  • Requirements: fly talent
  • Effect: Remove flying condition.
  • Targets: self
  • Time: minor

  • Requirements: quick sheath talent
  • Effect: May store a held item into a compatible container on self or adjacent willing creature, then remove and hold an item from its container on self or adjacent willing creature.
  • Cost: 1 SP
  • Targets: 1 held item
  • Time: minor
  • Range: 1 square
  • Requirements: dragoon, linked spirit available to communicate
  • Effect: Converse with linked spirit on one topic through emotion, and mystical means such as visions or vague whispered phrases.
  • Cost: 1 FP
  • Targets: self
  • Time: 1 hour
  • Tags:
    • Stealthy

  • Requirements: wing gust talent
  • Effect: Add prone condition to target if [endurance] roll > target [endurance] roll.
  • Cost: 1 SP
  • Targets: 1 reachable creature
  • Time: primary
  • Range: 2 squares

Sorcery

  • Effect: Identify names and basic information (functions, etc.) of all [cybernetic] augmentations and prosthetics target has installed. Magic backlash with severity 1.
  • Cost: 1 electricity MP
  • Targets: 1 visible creature
  • Time: secondary
  • Range: [sorcery]
  • Tags:
    • Sorcery
    • Supernatural

  • Requirements: organic
  • Effect: Discover the amount and types of magic power in the target area.
  • Targets: area
  • Time: full
  • Area Size: 50 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Effect: Identify the types of spells cast in the past in the area if [sorcery] roll > GM determined difficulty. Difficulty usually based on length of time passed since spell usage.
  • Cost: 1 FP
  • Targets: area
  • Time: 5 minutes
  • Area Size: 10 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Requirements: organic
  • Effect: Gain 1 MP of a specific type found in the target area. GM may determine what types and how much total magic power may be gained. Magic backlash with severity (total gained MP).
  • Targets: area
  • Time: 1 minute
  • Area Size: 50 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Effect: Nullify the effect of target ability if [sorcery] roll > caster [sorcery] roll. Must use before ability takes effect.
  • Cost: 1 MP
  • Targets: [sorcery] ability
  • Time: free
  • Tags:
    • Sorcery
    • Supernatural

  • Requirements: organic
  • Effect: Choose a number of magic points. Spend half that number, and change the other half to another type of magic power.
  • Targets: magic power
  • Time: minor
  • Tags:
    • Sorcery
    • Supernatural

  • Replaces: draw magic
  • Tier: 1
  • Effect: Gain 1 MP
  • Time: secondary
  • Tags:
    • Sorcery
    • Supernatural

  • Enhances: draw magic
  • Tier: 1
  • Effect: Gain an additional 1 MP of the same type.
  • Tags:
    • Sorcery
    • Supernatural

  • Enhances: detect sorcery
  • Tier: 1
  • Effect: If difficulty roll succeeds, also learn details about the spell caster. GM determines level of detail of the learned information.
  • Tags:
    • Sorcery
    • Supernatural

  • Enhances: draw magic
  • Tier: 2
  • Effect: Gain an additional 2 MP of the same type.
  • Tags:
    • Sorcery
    • Supernatural

Sorcery: Arcane Auras

  • Effect: Remove illumination condition.
  • Targets: self
  • Time: free

  • Tier: 1
  • Effect: Sound generated within the target area is not heard outside the area. Lasts up to [auras] roll turns. Magic backlash with severity 1.
  • Cost: 1 MP
  • Targets: aura
  • Time: secondary
  • Area Size: 5 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 1
  • Effect: Add illumination condition level ([auras] roll / 2). Magic backlash with severity 1.
  • Cost: 1 light MP
  • Targets: self
  • Time: minor
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 1
  • Effect: Add magnetic shield condition level +([auras] roll / 2) rating (2 * [auras]). Magic backlash with severity 2.
  • Cost: 1 electricity MP
  • Targets: self
  • Time: free
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 1
  • Effect: Add smoke screen condition level +([auras] roll / 2). Magic backlash with severity 1.
  • Cost: 1 fire MP
  • Targets: self
  • Time: secondary
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 1
  • Effect: Make progression check for [bleeding] wound with [auras] roll in place of [endurance] roll. Remove burning condition. Magic backlash with severity 2.
  • Cost: 1 water MP
  • Targets: 1 reachable organic body area
  • Time: full
  • Range: 1 square
  • Tags:
    • Sorcery
    • Supernatural

  • Replaces: echo chamber
  • Tier: 2
  • Cost: 2 MP
  • Area Size: 25 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 2
  • Effect: Add EMP shell condition level +([auras roll / 5]). Magic backlash with severity 3.
  • Cost: 2 electricity MP
  • Targets: self
  • Time: primary
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 2
  • Effect: Disable all [electrical] augmentations within range. Magic backlash with severity 2.
  • Cost: 3 electricity MP
  • Targets: self
  • Time: full
  • Range: [projection] / 2, minimum 1
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 2
  • Effect: Add enshroud condition level ([auras] roll / 5). Magic backlash with severity 3.
  • Cost: 3 dark MP
  • Targets: self
  • Time: full
  • Tags:
    • Sorcery
    • Supernatural

  • Replaces: soothing balm
  • Tier: 2
  • Cost: 2 water MP
  • Time: secondary
  • Tags:
    • Sorcery
    • Supernatural

  • Enhances: echo chamber
  • Tier: 2
  • Effect: Sound generated within the target area is not heard inside the area. Magic backlash with severity 2.
  • Cost: 1 MP
  • Tags:
    • Sorcery
    • Supernatural

Sorcery: Arcane Projection

  • Tier: 1
  • Effect: Target firearm is jammed and cannot be fired until unjammed. Magic backlash with severity 1.
  • Cost: 1 MP
  • Targets: 1 [firearm] item
  • Time: primary
  • Range: [projection]
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 1
  • Effect: Deal 1D6 magic damage (rating: [projection]) if [projection] accuracy roll > target [physical defense] value (not roll). Magic backlash with severity 2.
  • Cost: 1 light MP
  • Targets: 1 reachable object
  • Time: primary
  • Range: 12 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Replaces: light arrow
  • Tier: 1
  • Effect: Shoot up to [projection] light bolts that deal 1D6-1 magic damage (rating: [projection]) if [projection] accuracy roll > target [physical defense] value (not roll). Add recoil condition level equal to number of shots taken after attack. A shot hits for point of accuracy over target defense roll. Ex: +1 = 1 shot, +2 = 2 shots, etc. Magic backlash with severity 3.
  • Cost: 2 light MP
  • Time: full
  • Range: 8 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Replaces: light arrow
  • Tier: 1
  • Effect: Shoot 2 blasts that deal 1D6+2 magic damage (rating: 1) if [projection] accuracy roll > target [physical defense] value (not roll). Magic backlash with severity 4.
  • Cost: 2 light MP
  • Time: full
  • Range: 3 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 1
  • Effect: Deal 1D6+1 magic damage (rating: [projection]) if [projection] accuracy roll > target [physical defense] value (not roll). Magic backlash with severity 2.
  • Cost: 1 MP
  • Targets: 1 reachable object
  • Time: primary
  • Range: 4 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 1
  • Effect: Activate or deactivate up to ([projection] roll / 5) target's [electrical] augmentations. Magic backlash with severity 1.
  • Cost: 1 electricity MP
  • Targets: 1 creature
  • Time: primary
  • Range: 5 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 2
  • Effect: Add blind condition level ([projection] roll / 5, minimum 1) to target. Magic backlash with severity 3.
  • Cost: 3 light MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 10 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 2
  • Effect: Add frostbite condition level ([projection] roll / 5, minimum 1) to target. Magic backlash with severity 3.
  • Cost: 3 water MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 10 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 2
  • Effect: Add burning condition level ([projection] roll / 5, minimum 1) to target. Magic backlash with severity 3.
  • Cost: 3 fire MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 10 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 2
  • Effect: Add curse condition level ([projection] roll / 5, minimum 1) to target. Magic backlash with severity 3.
  • Cost: 3 dark MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 10 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Replaces: mind punch
  • Tier: 2
  • Effect: Deal 1D6+1 magic (stamina) damage (rating: [projection]) to all creatures in area of effect if [projection] accuracy roll > creature [physical defense] value (not roll). Magic backlash with severity 6.
  • Cost: 3 MP
  • Targets: reachable angle
  • Time: full
  • Range: 7 squares
  • Angle Size: 90°

  • Tier: 2
  • Effect: Add shock condition level ([projection] roll / 5, minimum 1) to target. Magic backlash with severity 3.
  • Cost: 3 electricity MP
  • Targets: 1 visible object
  • Time: primary
  • Range: 10 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 2
  • Effect: Disable or enable up to ([projection] roll / 5) target's [electrical] augmentations.
  • Cost: 2 electricity MP
  • Targets: 1 creature
  • Time: primary
  • Range: 5 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 3
  • Effect: Destroy augmentation causing (power generation / 2, minimum 1) explosive damage to installed body area. Magic backlash with severity 8.
  • Cost: 4 electricity MP
  • Targets: 1 [K-H] augmentation
  • Time: primary
  • Range: [projection]
  • Tags:
    • Sorcery
    • Supernatural

  • Replaces: mind punch
  • Tier: 3
  • Effect: Deal 1D6+1 magic damage (rating: [projection]) to all creatures in area of effect if [projection] accuracy roll > creature [physical defense] value (not roll). Magic backlash with severity 12.
  • Cost: 4 MP
  • Targets: reachable angle
  • Time: full
  • Range: 5 squares
  • Angle Size: 90°

Sorcery: Thaumaturgy

  • Tier: 1
  • Effect: Add 1 fatigue wound to target. Magic backlash with severity 2.
  • Cost: 1 MP
  • Targets: 1 organic creature
  • Time: full
  • Range: 1 square
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 1
  • Effect: Deal 1D6 magic (focus) damage. Heal self (damage dealt / 2) FP. Magic backlash with severity (damage dealt / 2).
  • Cost: 1 MP
  • Targets: 1 organic creature
  • Time: full
  • Range: 6 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 1
  • Effect: Heal up to ([thaumaturgy] roll / 5) FP. Magic backlash with severity (FP healed / 2).
  • Cost: 1 MP
  • Targets: 1 organic creature
  • Time: full
  • Range: 1 square
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 1
  • Effect: Heal ([thaumaturgy] roll / 5) SP. Magic backlash with severity (SP healed / 2).
  • Cost: 1 MP
  • Targets: 1 organic creature
  • Time: full
  • Range: 1 square
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 2
  • Effect: Target ignores effects of a condition for 2 turns. Magic backlash with severity 4.
  • Cost: 3 MP
  • Targets: 1 organic creature
  • Time: full
  • Range: 4 squares
  • Tags:
    • Sorcery
    • Supernatural

  • Tier: 2
  • Effect: Heal up to ([thaumaturgy] / 2) HP. Magic backlash with severity based on HP healed.
  • Cost: 3 MP
  • Targets: 1 organic body area
  • Time: 1 minute
  • Range: 1 square
  • Tags:
    • Sorcery
    • Supernatural

  • Enhances: relaxing attention
  • Tier: 2
  • Effect: Remove one [fatigue] wound. Magic backlash with severity 2.
  • Cost: 2 MP

  • Tier: 3
  • Effect: Has no effect when ability is started on creatures dead longer than 10 minutes. Target revives with all body areas set to 1 HP and all non-permanent wounds and conditions removed. Magic backlash with severity 12.
  • Cost: 12 MP
  • Targets: 1 dead organic creature
  • Time: 5 minutes
  • Range: 1 square
  • Tags:
    • Sorcery
    • Supernatural

Spiritualism

  • Effect: Discover souls and spirits in the area if [spiritual] roll > GM determined difficulty. Difficulty usually based on willingness of spirit to be detected.
  • Cost: 1 FP
  • Targets: area
  • Time: 5 minutes
  • Area Size: 10 squares
  • Tags:
    • Spiritual
    • Supernatural

  • Effect: Nullify the effect of target ability if [spiritual] roll > caster [spiritual] roll. Must use before ability takes effect.
  • Cost: 2 FP
  • Targets: [spiritual] ability
  • Time: free
  • Tags:
    • Spiritual
    • Supernatural

  • Tier: 1
  • Effect: Assign difficulty for soul to be discovered or identified with [spiritual] roll while conscious.
  • Cost: 1 FP
  • Targets: self
  • Time: 2 full
  • Tags:
    • Spiritual
    • Supernatural

  • Tier: 1
  • Effect: Add conviction condition.
  • Targets: self
  • Time: minor
  • Tags:
    • Spiritual
    • Supernatural

  • Tier: 1
  • Effect: Ignore the effects of target process until it ends.
  • Cost: 2 FP
  • Targets: 1 process
  • Time: full
  • Tags:
    • Spiritual
    • Supernatural

  • Tier: 1
  • Effect: Discover wired network infrastructure/layout in the area if [spiritual] roll > GM determined difficulty. Difficulty usually based on amount of signal shielding.
  • Cost: 1 FP
  • Targets: area
  • Time: 5 minutes
  • Area Size: 50 squares
  • Tags:
    • Spiritual
    • Supernatural
  • Tier: 1
  • Effect: Learn the basic identity (name, race, etc) of target if [spiritual] roll > GM determined difficulty. Difficulty usually based on willingness of spirit to be identified.
  • Cost: 1 FP
  • Targets: 1 ensouled creature
  • Time: full
  • Range: 10 squares
  • Tags:
    • Spiritual
    • Supernatural
  • Replaces: soul search
  • Tier: 2
  • Requirements: networked
  • Cost: 2 FP
  • Targets: 1 ensouled system
  • Tags:
    • Spiritual
    • Supernatural

  • Tier: 2
  • Effect: Add soul hacking condition.
  • Targets: self
  • Time: minor
  • Tags:
    • Spiritual
    • Supernatural

  • Tier: 2
  • Effect: Add soul networking condition.
  • Targets: self
  • Time: minor
  • Tags:
    • Spiritual
    • Supernatural

  • Tier: 3
  • Effect: Add spirit network access condition
  • Targets: self
  • Time: minor
  • Tags:
    • Spiritual
    • Supernatural

Standard Abilities

  • Requirements: turn-by-turn
  • Effect: Lower current initiative value by a chosen amount if [initiative] roll > the intended new initiative value. If successful take a turn at the new initiative value as normal.
  • Targets: self
  • Time: full
  • Tags:
    • Stealthy

  • Effect: Reduce gained stress by half (rounding down) if [willpower] roll > 2 * current stress value.
  • Cost: 2 FP
  • Targets: self
  • Time: free
  • Tags:
    • Stealthy

  • Effect: Remove and hold or equip an item from a reachable container.
  • Targets: 1 reachable item
  • Time: secondary
  • Range: 1 square

  • Effect: Drop one or more held item onto current location.
  • Targets: one or more held items
  • Time: minor
  • Tags:
    • Restrained

  • Enhances: relax
  • Effect: Apply consumed item effect. Add full belly to self.
  • Cost: 1 reachable meal item

  • Effect: Perform a described action with a non-magical effect using GM determined skill or skill tag if skill roll > GM determined difficulty, or opposed skill roll. Complex actions or actions that closely match a listed learned ability may require the use of makeshift ability instead.
  • Targets: varies
  • Time: varies

  • Effect: Apply item effect on target.
  • Cost: 1 [injector] item
  • Targets: 1 reachable creature
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Combat
    • Medicine

  • Effect: Learn GM determined details about the area and non-hidden object in it if [perception] roll > GM determined difficulty.
  • Targets: area
  • Time: full
  • Area Size: 100 squares
  • Tags:
    • Stealthy

  • Effect: Reveal all [unknown] wounds currently on target, add target [endurance] to reveal modifier.
  • Targets: 1 reachable creature
  • Time: 5 minutes
  • Range: 1 square
  • Tags:
    • Stealthy

  • Effect: Perform a non-[magic] ability that you have not learned with GM approval and GM determined details. This may include listed abilities, but also a described action with a non-magical effect that is more complex than a generic skill action. -1D6 skill rolls and -6 skill modifier for ability. If successful on a described action, GM may assign a tier, formalize ability details, and allow the ability to be learned in the future.
  • Cost: varies
  • Targets: varies
  • Time: varies

  • Effect: Perform a described action with a magical effect with GM approval and GM determined details. -1D6 [magic focus] skill for this ability. [magic focus] skill may determine successfulness, efficiency, or precision of spell. [magic power] skill may determine magnitude or efficiency of spell. Cause magic backlash on target with GM determined severity. If effect is successful GM may assign a tier, formalize ability details, and allow the ability to be learned in the future.
  • Cost: varies, minimum 1 MP
  • Targets: varies
  • Time: varies
  • Tags:
    • Magic

  • Requirements: target unlocked
  • Effect: Open or close target unlocked door, window, etc.
  • Targets: 1 reachable object
  • Time: secondary
  • Range: 1 square

  • Effect: Pick up and hold or equip an item that is in current or adjacent location.
  • Targets: 1 reachable non-[unportable] item
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Stealthy

  • Effect: Add readied to self.
  • Targets: self
  • Time: primary
  • Tags:
    • Stealthy

  • Effect: Recall knowledge of some event or subject if [knowledge] roll > GM determined difficulty. Difficulty is based on how common or hidden knowledge is. GM determines which [knowledge] skills apply for this roll.
  • Targets: self
  • Time: free
  • Tags:
    • Stealthy

  • Replaces: rest
  • Effect: Heal 1 SP per turn. Remove 1 [fatigue] wound. May spend XP.
  • Targets: self
  • Time: 1 hour

  • Effect: Heal 1 SP, -2D6 to [defense] rolls until next turn.
  • Targets: self
  • Time: full
  • Tags:
    • Stealthy

  • Replaces: relax
  • Effect: Heal 1 SP per turn. Heal 1 FP. Remove 1 [fatigue] wound. May spend XP. Add fatigue - unconscious to self, remove when action ends.

  • Effect: Store a held or equipped item into a compatible reachable container.
  • Targets: 1 held item
  • Time: secondary
  • Range: 1 square

  • Requirements: 1 free hand
  • Effect: Remove an item held or equipped in one hand and hold or equip it in another (currently empty) hand.
  • Targets: 1 equipped item
  • Time: minor
  • Tags:
    • Stealthy

  • Replaces: switch hand
  • Requirements: 2 items held
  • Effect: Swap hands of held items.
  • Time: secondary
  • Tags:
    • Stealthy

  • Effect: Apply item consume effect to target.
  • Cost: 1 reachable liquid item
  • Targets: 1 willing reachable creature or self
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Stealthy

  • Requirements: entering turn-by-turn situation without initiative value
  • Effect: Set initiative value to ([initiative] roll).
  • Targets: self
  • Time: free

  • Requirements: 1 free hand
  • Effect: Add tourniquet condition to target body area.
  • Cost: 1 [tourniquet]
  • Targets: 1 reachable body area
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Combat
    • Medicine

Standard Abilities - Augmentations & Basic Networking

  • Effect: Activate target item(s), adding active effects. Add any active costs.
  • Targets: 1 or more owned [personal network] items
  • Time: minor

  • Requirements: networked
  • Effect: Identify all connectable networks.
  • Targets: self
  • Time: secondary
  • Tags:
    • Information

  • Requirements: networked
  • Effect: Connect to an identified authorized network as a member.
  • Targets: 1 network
  • Time: full
  • Tags:
    • Information

  • Effect: Deactivate target item(s), removing active effects and applying any deactivation effects. Remove any active costs.
  • Targets: 1 or more activated owned [personal network] items
  • Time: free

  • Requirements: networked, administrator
  • Effect: Shut down a network. All processes created on that network end immediately.
  • Targets: 1 network
  • Time: secondary
  • Tags:
    • Information

  • Effect: Disable targeted augmentations.
  • Targets: 1 or more augmentations installed on self
  • Time: secondary

  • Requirements: networked
  • Effect: Disconnect from a connected network.
  • Targets: 1 network
  • Time: full
  • Tags:
    • Information

  • Effect: Enable targeted augmentations.
  • Targets: 1 or more augmentations installed on self
  • Time: secondary

  • Requirements: networked, administrator
  • Effect: Grant target administrator control of a network.
  • Cost: 1 FP
  • Targets: 1 networked creature
  • Time: secondary
  • Tags:
    • Information

  • Requirements: networked
  • Effect: Connect to an identified network as a hacker if [hacking] roll > network intrusion difficulty.
  • Targets: 1 network
  • Time: full
  • Tags:
    • Information

  • Enhances: text chat server
  • Effect: Assign difficulty to kill or hack process with [network management] roll while process exists.
  • Tags:
    • Information

  • Effect: Select a language pack and install it in a [translator] implant.
  • Targets: self
  • Time: 1 hour

  • Requirements: networked, administrator
  • Effect: End process being run by target system if [network management] roll > process kill difficulty.
  • Cost: 1 FP
  • Targets: 1 system
  • Time: secondary
  • Tags:
    • Information

  • Requirements: networked
  • Effect: Set personal network ownership of target item to yourself.
  • Targets: 1 reachable [pairable] [personal network] item
  • Time: 1 minute
  • Range: 1 square

  • Requirements: networked, administrator
  • Effect: Remove administrator control for a network. If target is unwilling to lose control remove if [network management] roll > target administrator removal difficulty.
  • Targets: 1 administrator system
  • Time: secondary
  • Tags:
    • Information

  • Requirements: networked, administrator
  • Effect: Create process on network: Allow simple communication (ex: short phrases) visible to the entire network. Reserve 1 FP while process exists.
  • Targets: 1 network
  • Time: primary
  • Tags:
    • Information

Standard Abilities - Defense

  • Requirements: target of [physical] attack
  • Effect: Use a [dodge] skill roll in place of a [dodge] skill value until attack is resolved.
  • Targets: self
  • Time: free
  • Tags:
    • Dodge
    • Stealthy

  • Requirements: targety of [grappling] ability
  • Effect: Use a [physical defense] skill roll in place of a [physical defense] skill value until attack is resolved.
  • Targets: self
  • Time: free
  • Tags:
    • Physical
    • Stealthy

  • Requirements: restrained body area
  • Effect: Remove restrained from target body area if ([strength] roll + grappling modifiers) > ([strength] roll + grappling modifiers) of linked creature or restraint item release difficulty.
  • Targets: 1 restrained body area
  • Time: minor

  • Effect: Discover the concealment and cover benefits of objects in the area, as well as what direction those benefits apply to.
  • Targets: visible area
  • Time: free
  • Area Size: 30 squares
  • Tags:
    • Combat
    • Firearm

  • Requirements: [melee] weapon equipped not used in [parry] ability this turn, target of [melee] attack
  • Effect: Choose a valid melee weapon. Make melee accuracy roll (weapon melee skill roll + melee accuracy modifiers) and use result in place of [physical defense] until attack is resolved.
  • Targets: self
  • Time: free
  • Tags:
    • Combat
    • Melee
    • Off Hand
    • Parry

  • Replaces: parry
  • Effect: Choose a valid melee weapon. Make melee accuracy roll (weapon melee skill roll + melee accuracy modifiers - 1D6) and use result in place of [physical defense] until attack is resolved.
  • Tags:
    • Combat
    • Melee
    • Off Hand
    • Parry

  • Effect: Add taking cover condition.
  • Targets: location
  • Time: primary
  • Range: 0
  • Tags:
    • Combat
    • Firearm

Standard Abilities - Firearms

  • Replaces: quick shot
  • Effect: Choose an equipped [firearm] weapon and fire a number of rounds according to a [fire mode] enhancement. One round hits target for each point of accuracy above target [firearm defense] value (not roll). Ex: +1 = 1 shot, +2 = 2 shots, etc. Use (target shooting accuracy roll + weapon range modifier) for accuracy. Weapon range modifier is maneuverability modifier if target within short range, or precision modifier if target within long range. Each shot that hits deals a separate 1D6 weapon damage but counts as a single attack. Rounds that miss or have at least 4 power higher than armor increment suppressed condition level (rounds / 10, minimum 2) to GM determined creatures behind the target.
  • Time: full
  • Tags:
    • Combat
    • Firearm

  • Replaces: aimed shot
  • Effect: Perform aimed shot with target body area accuracy modifier.
  • Targets: 1 reachable body area
  • Tags:
    • Combat
    • Firearm

  • Effect: Advance currently loaded rounds (moving first loaded round to the last in the list) as desired.
  • Cost: 1 FP
  • Targets: 1 reachable [cylinder magazine] [firearm] item
  • Time: secondary
  • Range: 0
  • Tags:
    • Combat
    • Firearm

  • Effect: Load up to 2 rounds into item. Currently loaded rounds are pushed to bottom of magazine.
  • Targets: 1 reachable [tube magazine] [firearm] item
  • Time: primary
  • Range: 0
  • Tags:
    • Combat
    • Firearm

  • Replaces: fire mode: select fire
  • Effect: Fire (weapon full fire rate) shots. Add recoil condition level equal to number of shots. No shots hit immediately; do not roll accuracy. Increment suppressed condition level (number of shots taken / 10) to all creatures in area of effect.
  • Targets: reachable angle
  • Angle Size: 90°
  • Tags:
    • Combat
    • Firearm

  • Enhances: quick shot
  • Requirements: [burst fire] firearm
  • Effect: Fire (weapon burst fire rate) shots. Add recoil condition level equal to (number of shots taken - 1) after attack.
  • Tags:
    • Combat
    • Fire Mode
    • Firearm

  • Replaces: fire mode: burst fire
  • Requirements: [select fire] firearm
  • Effect: Fire up to (weapon full fire rate) shots, minimum 2. Add recoil condition level equal to number of shots taken after attack.
  • Tags:
    • Combat
    • Fire Mode
    • Firearm

  • Enhances: quick shot
  • Requirements: [single shot], [single shot repeating], or [semi-automatic] firearm
  • Effect: Fire 1 shot. Add recoil condition level 1 after attack.
  • Tags:
    • Combat
    • Fire Mode
    • Firearm

  • Enhances: quick shot
  • Requirements: target adjacent
  • Effect: +4 power; +1 damage.
  • Tags:
    • Combat
    • Firearm

  • Replaces: aimed shot
  • Effect: Choose an equipped [firearm] weapon and perform fire mode:single shot enhancement. Round hits target if accuracy > target [firearm defense] value (not roll). Use (precision shooting accuracy roll + weapon range modifier) for accuracy. Weapon range modifier is maneuverability modifier if target within short range, or precision modifier if target within long range. Deal 1D6 weapon damage if shot hits. Apply only half body area accuracy penalty. Rounds that miss or have at least 4 power higher than armor increment suppressed condition level (rounds / 10, minimum 2) to GM determined creatures behind the target.
  • Targets: 1 reachable body area
  • Time: 2 full
  • Tags:
    • Combat
    • Firearm

  • Effect: Choose an equipped [firearm] weapon and fire a number of rounds according to a [fire mode] enhancement. One round hits target for each point of accuracy above target [firearm defense] value (not roll). Ex: +1 = 1 shot, +2 = 2 shots, etc. Use (point shooting accuracy roll + weapon range modifier) for accuracy. Weapon range modifier is maneuverability modifier if target within short range, or precision modifier if target within long range. Each shot that hits deals a separate 1D6 weapon damage but counts as a single attack. Do not include any modifiers from weapon sights. Rounds that miss or have at least 4 power higher than armor increment suppressed condition level (rounds / 10, minimum 2) to GM determined creatures behind the target.
  • Cost: Round of ammunition for each shot fired
  • Targets: 1 reachable object
  • Time: primary
  • Range: weapon long range
  • Tags:
    • Combat
    • Firearm

  • Replaces: reload magazine
  • Targets: 1 reachable [box magazine] [firearm] item
  • Time: 2 full
  • Tags:
    • Combat
    • Firearm

  • Effect: Replace any ammunition loaded into item.
  • Targets: 1 reachable [break action] [firearm] item
  • Time: primary
  • Range: 0
  • Tags:
    • Combat
    • Firearm

  • Effect: Load up to (weapon capacity) rounds into item. Currently loaded rounds can either be replaced or remain loaded.
  • Targets: 1 reachable [cylinder magazine] [firearm] item
  • Time: 2 full
  • Range: 0
  • Tags:
    • Combat
    • Firearm

  • Effect: Load up to (weapon capacity) rounds into item. All currently loaded rounds dropped to the current location.
  • Targets: 1 reachable [detachable magazine] [firearm] item
  • Time: full
  • Range: 0
  • Tags:
    • Combat
    • Firearm

  • Effect: Replace any ammunition loaded into item.
  • Targets: 1 reachable [railgun action] [firearm] item
  • Time: 2 full
  • Range: 0
  • Tags:
    • Combat
    • Firearm

  • Enhances: reload magazine
  • Requirements: target firearm has [closed bolt] tag
  • Effect: 1 round of currently loaded ammunition remains during reloading, meaning the reload may end with the item having (capacity + 1) rounds loaded.
  • Tags:
    • Combat
    • Firearm

  • Effect: Unjam target firearm.
  • Targets: 1 reachable [firearm] item
  • Time: primary
  • Range: 0
  • Tags:
    • Combat
    • Firearm

Standard Abilities - Melee

  • Requirements: restraint item equipped with free restraining links
  • Effect: Remove restrained condition from target body area. Add restrained to target body area linked to item.
  • Targets: 1 reachable restrained body area
  • Time: primary

  • Replaces: melee attack
  • Effect: Perform melee attack with target body area accuracy modifier.
  • Targets: 1 reachable body area

  • Enhances: melee attack
  • Requirements: target prone
  • Effect: +2 power, +1 damage, reduce body area accuracy penalty by 2 to a minimum of zero.
  • Cost: 1 SP
  • Tags:
    • Combat
    • Melee
    • Physical

  • Replaces: melee attack
  • Requirements: 2 [melee] weapons equipped
  • Effect: Make 2 attacks, one with each equipped weapon. For each weapon choose a target and available melee damage type for weapon. Deal 1D6/2 weapon damage of chosen type if weapon melee accuracy roll (weapon melee skill roll + melee accuracy modifiers - 1D6) > target [physical defense] value (not roll). Add weapons committed to self.
  • Targets: up to 2 reachable objects
  • Time: full
  • Range: min(weapon ranges)

  • Requirements: [melee] weapon equipped, target within range makes an action that only includes targets outside your weapon range
  • Effect: Perform melee attack on target if speed roll > target speed roll.
  • Targets: 1 reachable object
  • Time: free
  • Range: weapon range
  • Tags:
    • Interrupt
    • Physical

  • Requirements: [melee] weapon equipped, target moves out of location within range
  • Effect: Cancel unfinished target movement and perform melee attack on target if [initiative] roll > target [initiative] roll.
  • Targets: 1 reachable object
  • Time: free
  • Range: weapon range
  • Tags:
    • Interrupt
    • Physical

  • Replaces: melee attack
  • Requirements: held item equipped
  • Effect: Choose an available item. Perform melee attack with chosen item as if it had a melee attack with -2 accuracy, [melee] skill, and [combat] skill tag. Kinetic, kinetic (stamina), piercing, or slashing damage type may be chosen with GM approval with zero power. One handed items have a -1 damage modifier, while two handed items have a +1 damage modifier. The item may break or suffer damage after the attack based on GM determination.

  • Requirements: [melee] weapon equipped
  • Effect: Choose an equipped [melee] weapon and available damage type for weapon. Deal 1D6 weapon damage of chosen type if weapon accuracy roll (weapon skill roll + weapon accuracy modifier) > target [physical defense] value (not roll).
  • Targets: 1 reachable object
  • Time: primary
  • Range: weapon range
  • Tags:
    • Combat
    • Melee
    • Physical

  • Enhances: melee attack
  • Effect: May use rolls of the weapon's skill tag in place of weapon's skill rolls with -2 modifier.

  • Enhances: melee attack
  • Effect: May use [melee] rolls in place of weapon's skill rolls with -4 modifier.

  • Requirements: 1 free hand
  • Effect: Choose a free hand. Add restrained to target body area linked to chosen hand if ([strength] roll + grappling modifiers) > target [physical defense] value (not roll), or target willing.
  • Targets: 1 reachable body area
  • Time: primary
  • Range: 1 square
  • Tags:
    • Grappling
    • Melee
    • Physical
    • Unarmed

  • Replaces: melee attack
  • Effect: Choose kinetic or kinetic (stamina) damage type. Deal 1D6/2 damage of chosen type if unarmed accuracy roll (unarmed roll) > target [physical defense] value (not roll).
  • Range: 1 square
  • Tags:
    • Melee
    • Physical
    • Unarmed

Standard Abilities - Movement

  • Effect: If [strength] roll > GM determined difficulty Move up to 2 * (speed/3 + 2) squares. Difficulty determined by weight of target, including carry weight. Default difficulty for a grown male human with zero carry weight is usually around 6. Choose an empty reachable adjacent square for your target to move to after you end your movement.
  • Targets: 1 willing reachable non-self creature or object
  • Time: full
  • Range: 1 square
  • Tags:
    • Movement

  • Effect: Move up to speed/3 + 2 squares. Each square you move the target follows you into the square you left.
  • Targets: 1 willing reachable prone non-self creature or object
  • Time: full
  • Range: 1 square
  • Tags:
    • Movement

  • Effect: Add prone to self.
  • Targets: self
  • Time: secondary
  • Tags:
    • Movement

  • Requirements: Standing
  • Effect: Add kneeling to self.
  • Targets: self
  • Time: minor
  • Tags:
    • Movement
    • Stealthy

  • Effect: Add kneeling from self.
  • Targets: self
  • Time: secondary
  • Tags:
    • Movement
    • Stealthy

  • Requirements: microgravity
  • Effect: Set microgravity speed up to (Speed/6 + 1) and in a direction in some way opposite to the direction of the solid object.
  • Targets: reachable solid object
  • Time: secondary
  • Tags:
    • Movement
    • Stealthy

  • Effect: Move up to maximum range distance.
  • Targets: self
  • Time: secondary
  • Range: Speed/3 + 2
  • Tags:
    • Movement

  • Replaces: move
  • Requirements: Standing
  • Effect: Move up to maximum range distance. Add movement depleted to self.
  • Time: full
  • Range: 2 * (Speed/3 + 2)
  • Tags:
    • Movement

  • Effect: Remove kneeling from self.
  • Targets: self
  • Time: secondary
  • Tags:
    • Movement
    • Stealthy

  • Effect: Remove prone from self.
  • Targets: self
  • Time: primary
  • Tags:
    • Movement

Standard Abilities - Social

  • Effect: Convince targets of some fact, opinion, idea, or plan of action if ([deception] roll +/- attitude modifier) > targets' [deception defense] roll. This ability cannot be used when the social strategy does not involve a notable aspect of insincerity or manipulation, based on the GMs determination.
  • Targets: 1 or more communicable non-self creatures
  • Time: varies

  • Requirements: suitable clothes
  • Effect: Don a disguise for a general identity (ex: soldier of a certain faction). Remove any disguised/impersonating conditions. Add disguised with GM determined plausibility modifier.
  • Targets: self
  • Time: 5 minutes
  • Tags:
    • Stealthy

  • Effect: Add distracted level 1D6 to targets if ([deception] roll +/- attitude modifier) > targets' [deception defense] roll. Each repeated use of this ability in a time frame determined by the GM has at least a -1D6 penalty to the [deception] roll.
  • Targets: 1 or more communicable non-self creatures
  • Time: varies

  • Replaces: disguise
  • Requirements: suitable clothes, 1 [cosmetic supplies]
  • Effect: Don a disguise for a specific identity you have seen in person or have both an image and basic medical information about (height, weight, etc.). Remove any disguised/impersonating conditions. Add impersonating with GM determined plausibility modifier.
  • Time: 20 minutes
  • Tags:
    • Stealthy

  • Requirements: trade deal on offer
  • Effect: Convince target to accept a proposed trade counter-offer if ([negotiation] roll +/- attitude modifier) > target's [negotiation] roll. Difference between original offer and counter-offer may add a temporary attitude modifier for this ability. Repeated use of this ability for a given deal may also add cumulative attitude modifiers.
  • Targets: 1 communicable non-self creature
  • Time: varies

  • Effect: Convince targets of some fact, opinion, idea, or plan of action if ([persuasion] roll +/- attitude modifier) > GM determined difficulty. Difficulty usually based on targets' [willpower] skill, compatibility of persuasion skill used, and specific social strategy used. This ability cannot be used when the social strategy is not reasonably honest or sincere, based on the GMs determination.
  • Targets: 1 or more communicable non-self creatures
  • Time: varies

  • Effect: Expose disguises/impersonations if [deception defense] roll > targets' (disguise roll +/- plausibility modifier).
  • Targets: 1 or more visible, communicable non-self creatures
  • Time: secondary
  • Range: 10 squares
  • Tags:
    • Stealthy

Standard Abilities - Stealth

  • Effect: Detect any hidden objects in area if [stealth defense] roll > object detection difficulty.
  • Targets: area
  • Time: 1 minute
  • Area Size: 10 squares
  • Tags:
    • Search

  • Effect: Add hidden to target with ([camouflage] roll) detection defense if no unwilling searching creatures currently within detection range.
  • Targets: 1 reachable body area, object or self
  • Time: 3 full
  • Range: 1 square
  • Tags:
    • Stealthy

  • Effect: Add cautious level ([stealth defense] roll / 5, minimum 1) to self.
  • Cost: 1 FP
  • Targets: self
  • Time: minor
  • Tags:
    • Stealthy

  • Replaces: sneak
  • Requirements: networked, [cloaking] item on outermost layer of all body areas.
  • Effect: Add hidden with ([cloak] roll) detection defense if [cloak] value (not roll) > all [stealth defense] rolls from unwilling searching creatures currently within detection range. Add cloaked condition.

  • Enhances: move
  • Requirements: networked, cloaked, [active cloaking] item on outermost layer of all body areas.
  • Effect: Add [stealthy] tag to enhanced ability. Reset hidden condition detection defense to ([cloak] roll).
  • Tags:
    • Movement
    • Stealthy

  • Effect: Detect creature or object wielding firing [firearm] item if [perception] roll > GM determined difficulty. Difficulty based on distance to shot, obstacles like closed rooms and thick walls, and weapon power. The default gunfire detection distance is 1000, and the default difficulty at 1000 squares is usually around 4. The GM might use a hidden roll or a hidden assumed roll of 7 instead of having the creature use this ability.
  • Targets: area
  • Time: free
  • Range: gunfire detection distance
  • Area Size: 1000 squares
  • Tags:
    • Search
    • Stealthy

  • Effect: Detect the location of where [firearm] shots hit and general direction of shot source if [perception] roll > GM determined difficulty. Difficulty based on distance to impact, obstacles like closed rooms and thick walls, and weapon power. The default impact detection distance is 50, and the default difficulty at 50 squares is usually around 6. The GM might use a hidden roll or a hidden assumed roll of 7 instead of having the creature use this ability.
  • Targets: area
  • Time: free
  • Range: impact detection distance
  • Area Size: 10 squares
  • Tags:
    • Search
    • Stealthy

  • Effect: Detect any hidden objects (including in worn containers) on target if [stealth defense] roll > object detection difficulty.
  • Targets: 1 willing reachable creature
  • Time: 1 minute
  • Range: 1 square
  • Tags:
    • Search
  • Effect: Detect any hidden objects in area if [stealth defense] value (not roll) > (object detection difficulty + (distance / 5)).
  • Targets: aura
  • Time: secondary
  • Area Size: 20 squares
  • Tags:
    • Search
    • Stealthy

  • Requirements: hidden
  • Effect: Remove hidden condition.
  • Targets: self
  • Time: free
  • Tags:
    • Stealthy

  • Enhances: move
  • Requirements: hidden
  • Effect: Add [stealthy] tag to enhanced ability. Reset hidden condition detection defense to ([sneak] roll - distance moved * 3).
  • Tags:
    • Stealthy

  • Replaces: stow
  • Effect: Add hidden to target item with ([camouflage] roll) detection defense. -1D6 detection defense for every unwilling searching creature currently within detection range.
  • Time: full
  • Tags:
    • Stealthy

  • Effect: Add hidden with ([sneak] roll) detection defense if [sneak] value (not roll) > all [stealth defense] rolls from unwilling searching creatures currently within detection range.
  • Time: secondary

  • Enhances: melee attack
  • Requirements: hidden
  • Effect: Targets that do not detect you may not use free abilities during this ability. +2 damage to targets that do not detect you.
  • Tags:
    • Melee
    • Stealthy

  • Enhances: quick shot
  • Requirements: hidden
  • Effect: Targets that do not detect you may not use free abilities during this ability, except [search] abilities. If all targets are > 3 range then add [stealthy] tag to enhanced ability and reduce hidden condition detection defense by 1D6.
  • Tags:
    • Stealthy

Standard Abilities - Thrown

  • Effect: Roll 1D6 - if > 4 throw [grenade] item to location up to (throwing skill roll / 2) range away from character location.
  • Targets: reachable [grenade] item
  • Time: primary
  • Range: 1 square
  • Tags:
    • Combat

  • Requirements: grenade equipped
  • Effect: Arm and throw equipped [grenade] item to location. Grenade activates at the end of your next turn; apply the kill zone/danger zone effects to all objects within the item's kill zone/danger zone range, respectively.
  • Targets: reachable location
  • Time: primary
  • Range: throwing skill roll / 2, maximum 8
  • Tags:
    • Combat

Standard Abilities - Wearable Items

  • Requirements: 2 free hands
  • Effect: Equip a held [wearable] item on self or willing reachable creature.
  • Targets: 1 reachable [wearable] item
  • Time: 3 full
  • Range: 1 square

  • Requirements: 2 free hands
  • Effect: Install [armor plate] item into a body area on [plate carrier] item on self, willing creature, or unequipped in current or adjacent location. [Plate carrier] item gains benefits of armor based on [plate carrier] item for that body area.
  • Cost: 1 [armor plate] item
  • Targets: 1 reachable [plate carrier] item
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Armor
    • Combat

  • Requirements: 2 free hands
  • Effect: Remove [armor plate] item from a body area on [plate carrier] item on self, willing creature, or unequipped in current or adjacent location. [Plate carrier] item loses benefits of armor for that body area. Armor plate can be dropped or held in one hand.
  • Targets: 1 reachable [plate carrier] item
  • Time: secondary
  • Range: 1 square
  • Tags:
    • Armor
    • Combat

  • Requirements: 2 free hands
  • Effect: Remove and hold an equipped [wearable] item from self or willing reachable creature.
  • Targets: 1 reachable [wearable] item
  • Time: 3 full
  • Range: 1 square

  • Tier: 1
  • Requirements: 2 free hands
  • Effect: Remove suit breach from target body area if [coordination] or [precision] roll > 2D6 (or GM determined difficulty).
  • Cost: 1 FP, 1 [space suit patch] item
  • Targets: 1 reachable body area
  • Time: full
  • Range: 1 square

Tactics

  • Requirements: squad leader. Target is a member of your squad.
  • Effect: Remove squad member condition.
  • Targets: 1 squad member creature
  • Time: free
  • Tags:
    • Combat

  • Requirements: squad leader
  • Effect: Remove a [squad] condition.
  • Targets: self
  • Time: free
  • Tags:
    • Combat

  • Effect: Learn meaning of a [coded hand signals] message you are observing if tactics roll > language code difficulty.
  • Time: free
  • Tags:
    • Combat

  • Requirements: squad leader
  • Effect: Remove squad leader condition.
  • Targets: self
  • Time: free
  • Tags:
    • Combat

  • Effect: Add squad leader condition level (tactics + 1, maximum 4). Add squad member condition to self.
  • Targets: self
  • Time: free
  • Tags:
    • Combat

  • Effect: If squad leader is willing, add squad member condition, adding any [squad] conditions currently in effect.
  • Targets: 1 communicable squad leader creature
  • Time: free
  • Tags:
    • Combat

  • Requirements: squad member condition
  • Effect: Remove squad member condition.
  • Targets: self
  • Time: free
  • Tags:
    • Combat

  • Effect: Add fluency 10 to targets in a [coded hand signals] language you know.
  • Targets: 1 or more communicable creature
  • Time: 30 minutes
  • Tags:
    • Combat

  • Requirements: hand signals
  • Effect: Communicate simple ideas (commands, replies, etc) in a message with a [coded hand signals] language to visible creatures. Creatures only understand the meaning if they are fluent in the coded language, or break the code.
  • Time: free
  • Tags:
    • Combat

  • Tier: 1
  • Requirements: squad leader
  • Effect: Add armor gap focus condition level (tactics roll / 5).
  • Cost: 1 SP, 1 FP
  • Targets: self
  • Time: primary
  • Tags:
    • Combat

  • Tier: 1
  • Requirements: squad leader
  • Effect: Add close quarters formation condition level (tactics roll / 5).
  • Cost: 1 SP, 1 FP
  • Targets: self
  • Time: primary
  • Tags:
    • Combat

  • Tier: 1
  • Effect: Name and gain fluency 10 in a new coded language of your creation. Language will have the [coded hand signals] tag. Assign code difficulty of language to (tactics + 6).
  • Cost: 1 FP
  • Targets: self
  • Time: 1 hour
  • Tags:
    • Combat

  • Tier: 1
  • Requirements: squad leader
  • Effect: Add grenade focus condition level (tactics roll / 5).
  • Cost: 1 SP, 1 FP
  • Targets: self
  • Time: primary
  • Tags:
    • Combat

  • Tier: 2
  • Requirements: squad leader
  • Effect: Add armor facing condition level (tactics roll / 2).
  • Cost: 3 SP
  • Targets: self
  • Time: primary
  • Tags:
    • Combat

  • Tier: 2
  • Requirements: squad leader
  • Effect: Add isolated squad network condition level (tactics roll / 2).
  • Cost: 3 FP
  • Targets: self
  • Time: primary
  • Tags:
    • Combat

  • Tier: 3
  • Requirements: squad leader
  • Effect: Add infiltration condition level (tactics roll).
  • Cost: 2 SP, 2 FP
  • Targets: self
  • Time: primary
  • Tags:
    • Combat