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The
Study of Arcana
The Study of Arcana pertains to the
pursuits of
arcanists -
individuals whose bodies and brains have been internally bonded
with æther-metal. Although the early tiers are challenging and the
Abilities
numerous and complicated, adventurers who advance in Arcana will become some of the
most powerful individuals in Lur-Asko. With an ample investment of
time, training, and insight, any arcanist can accomplish amazing feats
and take on an invaluable role in their party.
Non-organic characters cannot gain
Arcana tiers,
with the exception of liches and revenants.
Stat Requirement
to Enter
Study: 6 bINT
Notes
for New Characters
This is a difficult Study to enter
later, as
most Arcana Backgrounds cost a lot of LP. If you wish to focus on this
Study with your character, you should definitely choose it as your
starting Study.
Arcane
Lore & Rules
Adamant is
a substance
also known by the names æther-metal,
moonstone, Tears of
the
Sleeper, and dark-sector
condensate. It comes from the moon Adamas, and
arrived on Tsuunahgo via the moon's volcanic eruptions during the
Second Aeon. Although adamant formed many of the Alacris' most advanced
devices, it is only in the bodies of arcanists that it
achieved its most bizarre and striking capabilities. All adamant is
capable of storing and transforming energy, but as a quasi-living
substance, it often does so most effectively in response to linguistic
or symbolic influences. By
directly linking with the mind and intention of a sentient being, even
the relatively small amount of adamant in an arcanist's body becomes
capable of amazing feats.
The exact capabilities of arcana depend
on
the training of the user. Some Abilities deal with adamant's ability to
transform energy, creating both powerful attacks and the
ability to neutralize such attacks. Others concern themselves with the
link between the adamant and its host, intervening in the arcanist's
own body or generating biological effects to heal others. Still others
use adamant's link to the æther to manipulate "pseudogravity" -
not truly gravity, but the closest the Alacris could come to describing
such distortions of reality. Once well-established in their Study, an
arcanist will enjoy utterly preternatural power - Abilities not only
miraculous to commoners and vital to fellow adventurers, but unequaled
in the old Alacrian world by anything except multiple room-sized
machines, or certain super-complicated devices from the Study of
Technology.
Most prospective arcanists must undergo
years of
training before being fully injected with their final amount of
adamant. The material subjects their body to extreme
amounts of energy and interfaces directly with their nervous system.
The majority of arcanists originate in various schools
collectively termed the Orthodox,
and are able to survive their bonding
through years of training in highly specialized mental disciplines. Two
minorities exist - one, Conjurers,
who achieve a lower but easier level
of power by focusing on more rigid mental barriers. The other is the Aterr, a faction
that achieves a greater degree of adamant symbiosis
through their peculiar
Dark Path philosophy, and who are deemed highly disturbing by
the
other traditions.
Some Arcane Abilities require one or two free
hands. Although an
arcanist's adamant is not found only in the hands, their use is most
efficient due to the high priority placed on hands in the nervous
system. Bionic arms and revenant limbs count as free hands for arcane
purposes, but simpler prosthetics do not. Because arcane effects can
actually manifest a short distance away from the body, the wearing of
gloves or armor does not interfere with hand use. If an Arcana Ability
does not require free hand(s), it is activated purely by thought, and
can be used even by a pinned or paralyzed arcanist.
Becoming an arcanist is viewed as a permanent decision; although the
adamant can technically be removed by certain Alacrian medical
machines, doing so almost always causes irreversible and profound
damage to the brain and body, leaving even those who survive distinctly
unfit for any adventuring lifestyle. Fortunately, the link is so deep
that the adamant is never at risk of being removed accidentally via
purging elixirs or other normal medical intervention. All reputable
arcane schools are diligent to fully inform students of the risks as
well as the benefits of the arcane lifestyle. Tuition for the years of
training is typically the greatest expense of a prospective arcanist,
as the amount of liquid adamant required for the final injection
procedure is affordably tiny. Any character that spends the LP to
achieve an Arcana Background has completed the procedure; further
adamant does not need to be added, as even very high tiers represent
greater skill and connection, not additional material.
Genetic
Aptitude
Although study, training, and
intelligence are major
parts of any Arcana
Background, Orthodox and Conjurers require genetic
compatibility. In other words, while every
arcanist must work to improve, only an accident of birth can
allow the process to begin at all. Arcane schools can identify whether
a prospective student has the necessary genetic configuration, but
cannot impart it. The genes for arcane potential have always been most
common in Alacris, humans, and elves (in which an estimated 1/12 of the
population is compatible), but very rare in orcs and dwarves.
Most disparate species are somewhere in between.
Those who would be locked out of Orthodox or Conjurer training are
usually unhindered in becoming Aterr. Genetic aptitude seems to
play a much
smaller role with them (at most, lengthening or shortening
the duration of training), and it certainly pales in
comparison to
the
monumentally important role of philosophical devotion.
Genetic
aptitude, though an important part of the lore, does not affect your
choices as a player. If you choose to have your character take tiers in
Arcana, they simply have the necessary genes for it; this is no
different than assuming your character has the necessary genes for
physicality if you take a lot of tiers in Athletics. You choose the
course of your character's development in all Studies, even if it is
not
necessarily a choice your character could make for themselves. The LP
costs of
Arcana Backgrounds reflect the time and effort required to complete
schooling, not genetic aptitude.
Insight & Arcane Insight
In the physical sense,
arcane abilities
are fueled entirely by innate adamant energy, with even a tiny amount
of bodily adamant containing the equivalent of thousands of volatite
crystals in power. Even high-tier arcanists do not plausibly risk
running out of energy during the course of an adventuring campaign, and
their adamant seems to recharge itself via lunar radiation
between campaigns.
Instead, the functional limit on an arcanist's endurance in the field
is the brainpower required to connect with the adamant and extract its
energy into useful
forms; excessive use of arcana can dull the senses and cause
mental fatigue. To reflect this, arcanists
in Legends
must spend insight to fuel their Abilities.
Arcanists
of every
tier also gain access to a resource called arcane insight;
this reflects the training and
practice that allows them to delay the mental drain of arcana use for
a limited time. Arcane insight can be
used instead
of normal insight for the costs of
Arcana, Sorcerer, or Lich Abilities; you can use it first
in
order to save your
normal insight for other Studies. To
determine your maximum arcane insight, multiply your bINT by your
Arcana tier, then divide by 3:
Maximum Arcane
Insight
|
Arcana
Tier:
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
etc.
|
6
bINT
|
2
|
4
|
6
|
8
|
10
|
12
|
14
|
16
|
18
|
20
|
22
|
24
|
26
|
28
|
30
|
| 7
bINT |
2
|
4
|
7
|
9
|
11
|
14
|
16
|
18
|
21
|
23
|
25
|
28
|
30
|
32
|
35
|
| 8
bINT |
2
|
5
|
8
|
10
|
13
|
16
|
18
|
21
|
24
|
26
|
29
|
32
|
34
|
37
|
40
|
| 9
bINT |
3
|
6
|
9
|
12
|
15
|
18
|
21
|
24
|
27
|
30
|
33
|
36
|
39
|
42
|
45
|
| 10
bINT |
3
|
6
|
10
|
13
|
16
|
20
|
23
|
26
|
30
|
33
|
36
|
40
|
43
|
46
|
50
|
| 11
bINT |
3
|
7
|
11
|
14
|
18
|
22
|
25
|
29
|
33
|
36
|
40
|
44
|
47
|
51
|
55
|
| 12
bINT |
4
|
8
|
12
|
16
|
20
|
24
|
28
|
32
|
36
|
40
|
44
|
48
|
52
|
56
|
60
|
| 13
bINT |
4
|
8
|
13
|
17
|
21
|
26
|
30
|
34
|
39
|
43
|
47
|
52
|
56
|
60
|
65
|
| 14
bINT |
4
|
9
|
14
|
18
|
23
|
28
|
32
|
37
|
42
|
46
|
51
|
56
|
60
|
65
|
70
|
| 15
bINT |
5
|
10
|
15
|
20
|
25
|
30
|
35
|
40
|
45
|
50
|
55
|
60
|
65
|
70
|
75
|
etc.
|
bINT
* tier / 3
|
This maximum can be modified by certain
Abilities.
A single expenditure of insight can be
split between
arcane insight and normal insight. For example, if you must spend 7
insight for an Arcana Ability, you
can spend 4 arcane insight and 3 normal insight.
To
replenish
arcane
insight, you must first reach your maximum normal insight. You then
recover arcane insight at double the rate you regain normal insight.
For example, if you have 10 bINT and are full on normal insight, you
will regain 20 arcane insight from a 4-hour rest. If
you were not at
your maximum normal insight but a 4-hour rest is more than
enough to reach that maximum, the excess will "overflow" into arcane
insight at a double rate.
For example, if you have 10 bINT, your
maximum normal insight is 30, and your current normal insight is 28,
you will regain 2 normal insight and 16 arcane insight.
Arcane
Sense
All arcanists possess an arcane
sense, which is a mental
perception of other nearby arcanists. You
are able to sense the presence of all other arcanists within 1/4 mile,
their approximate direction, whether or not they are farther than
medium combat range away, and whether or not they are Aterr (many
describe the presence of that Background as feeling "louder").
Within medium range, arcane sense can differentiate between the other
Arcana Backgrounds, and also determine the tier of the other arcanist. Arcane
sense is not precise enough to function as "sight" for the purposes of
combat, but can obviously alert enemies to your general presence.
Other than observation and rumor, arcane sense is the only practical
way to determine the Background and tier of another arcanist, or even
whether an individual is an arcanist at all. Although arcanists may
display any number of bizarre visuals when using their Abilities, they
show no distinctive signs when inactive.
Arcane
Visions
In addition to genetic incompatibility,
the reason
many people decline to pursue arcane training is the arcane visions.
These experiences usually take the form of nightmares, but may be
waking visions if the arcanist is forgoing sleep. The exact content
varies with the individual, but often features themes of
cosmic insignificance, profound meaninglessness,
loss of identity, being uncomfortably watched, or being
stranded alone. Many
theories
have been formed about why this occurs, with the dominant Rationalist
formulation being the simple incompatibility of a foreign presence in
the brain - a mental equivalent of organ rejection. More radical
theories extrapolate from the living nature of adamant that these
visions are sourced from the mind of the Restless Sleeper - a term for
the main
mass of the material lying beneath the surface of Adamas. Schools that
hold this position stress that only an arcanist's mental
training stands between them and an alien, possibly malevolent
superintelligence. This view has become popular amongst draconic
acolytes,
though not outright endorsed by the dragons.
Aterr, uniquely, seem to be immune to the horror of arcane
visions. Though they still experience roughly the same content, their
much different arcane link seems to prevent it from traumatizing
their brains. Having already given up ideas of fixed identity and
cosmic significance, many even manage to view the dreams positively as
philosophical confirmation. Meanwhile, Conjurers do not
receive arcane visions at all, due to their stricter mental barriers.
After
any day during which a non-Conjurer arcanist has performed an action to
use an Arcana
Ability, they have a 1 in 10 chance of experiencing an arcane vision.
Orthodox arcanists roll d20 on WILL after their vision; they take
an amount of trauma equal
to 10, minus their
margin of success on the WILL roll (if any). Characters
who
adhere to Nihilism or the Dark Path (but who are not full Aterr) may
roll d12 instead.
Arcane
Breaches
An arcane
breach
is the act of deliberately provoking an arcane vision, for
the purpose of a momentary increased connection to the adamant. For
Orthodox, this is accomplished by temporarily dropping ("breaching")
the mental barriers used to guard one's mind from the adamant's
dangers. For Aterr, it simply refers to enhancing their communication
with the adamant for a short time; they keep the term "breaching," but
they speak about what is breached being the distance between themselves
and the Restless Sleeper, or Orthodox "rules" about caution. In either
case, an arcane breach allows an arcanist to achieve greater feats than
would normally be possible with their own mental power alone.
Arcane
breaches can only be used with Arcana Abilities that
describe an
effect for doing so, and are included in that Ability's action if
chosen. Regardless of the positive effect, any breach by
an Orthodox results in the same trauma and WILL rolls as in
the above rules for arcane visions. Both Orthodox and
Aterr are also
stunned for 1 round, or until the end of their next turn (whichever is
later), and they cannot breach again until they complete a
2-minute rest;
regardless of how the vision affects them, they
must still process it and give their psyche time to rebalance. Some
visions may also require that long to finish presenting lingering
images, though the arcanist's sight is not practically obstructed.
The trauma and stunning arrive immediately
after resolving any rules for the Ability affected by the breach.
Conjurers cannot breach, as they are not capable of adjusting their
stricter mental barriers.
Arcane breaches do not affect the
likelihood of a
normal involuntary arcane vision at the end of the day.
Arcane
Backgrounds
Broadly speaking, Arcana
Backgrounds consist of
several "Orthodox" traditions descended from popular Alacrian training
methods, as well as two outliers: the contrarian Aterr and the
practical Conjurers. Because of the vast and complicated
demands of arcane training, Arcana has perhaps the most specialized
Backgrounds of any Study area; your choice here will profoundly affect
your Ability options, so consider it carefully.
Medic
(Costs 10 LP)
You have spent around 5 years in
training at a
school dedicated to the arcane healing arts. The Great Hospital of
Hal'Dakhama in Hal'Tayat is an iconic example of a Medic's school;
other
institutions have popped up in major cities throughout the continent.
Many students turn to Medic training as young adults, urged and helped
into the honorable profession by a wealthy family. Other Medics have a
darker backstory, desperately seeking the healing arts to prevent a
repeat of a past tragedy. Whatever the details, an arcanist with Medic
qualifications can become the physical and emotional backbone of an
adventuring party, whisking away the profession's frequent blood and
pain in a flash of light... or boosting the bodies of allies to
hopefully prevent injury in the first place.
Healing is thought to have been
the original
purpose behind the creation of the first arcanists, meaning that Medic
training is the oldest arcane tradition in Lur-Asko. Like all Orthodox
schools of arcana, Medics progress to great heights in their
chosen field, but are limited in anything unrelated.
Medics
gain the Restoration Ability as an extra benefit at 1st tier, and an
extra Ability or Ability emphasis of your choice at 9th tier.
Suggested Abilities:
Cleansing, Equilibration, Alteration
Gravitic
(Costs 10 LP)
You have spent around 5 years in
training at a
school dedicated to adamant "pseudogravity." The
College of the Æther in Moresh, Hal'Tayat is an iconic example of a
Gravitic's school, though one tends to sprout up in any city engaged in
mining or grand architecture. In history both modern and ancient,
arcanists like you have been widely sung as both wartime heroes and
peacetime architects, yet even those seeking a life of peaceful
employment can benefit from the massive experience gained through
adventuring. Command of pseudogravity can give you the power of flight
and
let you fling your foes into walls... or it can let you pull
fortifications and shelters straight out of the ground for the benefit
of your allies.
Gravitics gain the Basic Pseudogravity Ability as an extra benefit at
1st tier, and an extra Ability or Ability emphasis of your choice at 9th tier.
Suggested Abilities: Pseudogravity Burst, Pseudogravitic Flight,
Pseudogravitic Armor
Photonic
(Costs 10 LP)
You have spent around 5 years in
training at a
school dedicated to arcane manipulations of light and sound. Diran
crystallurgists were the first to unlock these capacities of adamant,
but after careful study and new training regimens, arcanists soon
learned to perform similar feats. Ordinarily, such abilities require
adamant to be precisely suspended in a crystalline lattice, but
photonic arcanists learn to create such patterns within their own
bodies. By following in their ways, you've gained access to all the
glamorous spectacles and elaborate deceptions that adamant illusionism
has to offer... or perhaps you'll choose to specialize in precise
light-ray attacks or blinding flashes. And although the arcane sense
still provides a challenge, you'll gain access to the stealthiest
capabilities that arcana has to offer.
Photonics gain the Illusion Projection
Ability as an extra benefit at
1st tier, and an extra Ability or Ability emphasis of your choice at 9th tier.
Suggested Abilities:
Light-Ray Ranged Attack, Blinding Rays, Basic Energy Shielding
Destroyer
(Costs 10 LP)
You have spent around 5 years in
training at a
school dedicated solely to arcane ranged combat. In
ancient history, the Aterr developed devastating energy attacks and
energy shielding that could previously only be dabbled in by the other
schools. In the final years of the Draconic Wars, the Destroyer schools
arose and replicated most of these feats for the Orthodox.
Ironically, two of the most fearsome Destroyer traditions today both
consist of draconic acolytes: the famous Red Champions of
Aph'Tharsis, and Eer'Kalla's horrifying Liches of On. These groups
perhaps gained more than their fair share of fame during the Millennium
War; robust Destroyer's Schools exist in all the largest cities of
Lur-Asko, and train hundreds of non-draconic arcanists for the
challenges of adventuring.
Today, as in ancient times, you will
almost always
be the most dangerous damage-dealer on the battlefield. A Destroyer's
feats of elemental fury are legend. Watch your weak spots, surround
yourself with diverse allies, and perhaps add in a defensive Ability or
two, and you will easily tip the scales of the biggest fights.
Destroyers gain the Energy Ranged Attack
Ability as an extra benefit at 1st tier, and an extra Ability or Ability emphasis of your choice at 9th tier.
Suggested Abilities: Basic Energy Shielding, Defensive Energy Field,
Gather Energy
Champion
(Costs 10 LP)
You have spent around 5 years in
training at a
school focused on arcane enhancement of the body and the
fighting arts. The first arcane Champions were an offshoot of
Destroyers who focused more on replicating the melee powers of the Dark
Masters. Although perhaps not as visually spectacular as the feats of
other arcanists, Champion techniques have
endured and thrived in the Adventuring Age. Other arcane abilities are
often foiled by their counterparts on the opposing side, and
sometimes even by technologists, but an arcana-bolstered body and
sword is much more complicated to thwart.
Despite their extensive schooling,
Champions often
do not focus primarily on Arcana, at least not as much as other
Orthodox. This Background will be most effective if you intend to
supplement it with Studies such as Close Combat and Athletics.
Champions gain the Energy Melee Attack Ability as an extra benefit at
1st tier, and an extra Ability or Ability emphasis of your choice at 9th tier.
Suggested Abilities:
Reconstruction, Bolster Adamant, Basic Energy Shielding
Conjurer
(Costs 2 LP)
You eschewed the time-consuming major
schools of the
Orthodox and the extremism of the Aterr in favor of another
path. The popularity of Conjurer training seems to rise and fall across
historical eras, and is thought to have been first created by the Sylvæ
during the Recovering Age - certainly not a faction known for the
arcane, but they found it a useful way to augment their enclaves'
defenses. Today, Conjurer training is most frequently
available from small businesses run by other Conjurers.
The heart of a Conjurer is the mental
barriers they
erect in order to protect themselves from the adamant's destructive
psychic presence. Every non-Aterr arcanist uses such methods, but
Conjurers specialize in them to a much greater degree. The end result
is streamlined training - often only around a year of study - and a
wide variety of options for arcane skills. Unfortunately, Conjurers are
beset by a massive drawback: the inflexible mental barriers simply do
not allow
them to progress very far in their abilities.
This Background is by far the best
choice for those
who plan only to dabble in Arcana. If you seek to center your
adventuring capabilities around the arcane, it's best to look for a
more long-term training plan.
Conjurers are unrestricted by favoredness, but have a tier cap of 3.
You do not receive arcane visions and cannot breach.
Suggested Abilities: Restoration,
Energy Ranged Attack, Basic Energy Shielding
Sentinel
(Costs 10 LP)
You have spent around 5 years in
training at a
school dedicated to the most defense-oriented powers of the arcane. The
most recent development in arcana, Sentinel schools were
created during the current Adventuring Age, in which arcanists are few
and teamwork essential. The popularity of this specialization has risen
rapidly,
and your kind is now a staple across Lur-Asko's
adventuring scene.
On the battlefield, you are literally
the center of
your party, placing all of your allies within range of your shielding.
Offense and even healing comes second - you specialize in the
protection of your friends, particularly from the high-end abilities of
other Arcana or Technology specialists. It's not a job for the
glory-seeker or the reckless, but should your allies have even the
slightest hint of understanding regarding your talents, you will have
no shortage of thanks.
Sentinels gain the Basic Energy Shielding Ability as an extra benefit
at 1st tier.
Suggested Abilities: Projected Energy
Shielding, Energy Shielding Efficiency, Silence Æther
Elite
Background: Aterr
Changing
Backgrounds
The Orthodox schools
(Medic, Gravitic,
Photonic, Destroyer, Champion, and Sentinel) can change Backgrounds to
one
another. This costs 4 LP the first time, 12 LP if done again, and is
impossible to do a third time. Orthodox can transition into Aterr for a
cost of 1 LP if they convert to the Dark Path. They are not obliged
to change Backgrounds if they convert, however.
Conjurers can be trained into
another
Background; they require the full duration of training (paying the full
LP cost), but do not lose the use of their Abilities during this time.
All non-Aterr Backgrounds can switch to Conjurer for a cost of 1 LP,
though for obvious reasons this is rather undesirable.
Aterr cannot change Backgrounds, even if
they lose
their Arcana capabilities due to leaving Dark Path philosophy (although
there is no historical record of an Aterr desiring to do
either of
these things).
Backgrounds
& Training
All Arcana Backgrounds may
receive training only
from others of the same Background.
All Arcana Backgrounds except for Aterr
can
find training in cities. Aterr can find training at the Tennebris.
Ability Favoredness Chart
Arcana
AbilitiesActive
Energy Deflection
Champion-favored
When affected by your arcane
high-precision
shielding, you are adept at using its repulsive forces to
redirect hostile energy at a distance, before it actually impacts you
and depletes your shielding. In order to use this Ability, you must be
currently under the effects of your own Condensed Energy Shielding,
must not be using Projected Energy Shielding, must not be sharing
your shielding with a mount or touched character, and must not be knocked down. Whenever all these
conditions are met, you gain a +TN in ranged defense rolls against
attacks that consist entirely of energy damage. The amount of the +TN is
equal to 1/20 of your current arcane shielding points, to a maximum +TN
of 2.
Progression
Normal:
The maximum +TN is raised by 1/4 your tier.
Emphasized:
As Normal, but 1/2 your tier.
Maximized:
As Normal, but 3/4 your tier.
Active
Pseudogravity Counter
Gravitic-favored
Champion-favored
Sentinel-favored
This Ability allows you to react immediately to pseudogravity effects
in your vicinity, disrupting them with your own arcane energies. To use
this Ability, you must
keep a hand free between your turns. Whenever another
character uses an Ability or device that expends pseudogravity points
for an effect within short range of you, you may roll d20 on DEX; if
successful, you may spend insight equal to 1/20 the
pseudogravity points being
spent by the other character (or at least 1 insight), with their
attempt failing if you do so. You cannot
counter if you do not have sufficient insight; you cannot counter
partially. You are
aware of how many points the other character is expending before
deciding to counter, and you are also aware of the location and general
intent of the effect. If you are countering a use of Pseudogravity
Wave, your single counter applies fully for all targets without needing
to spend more insight, but any targets farther than short range from
you
are unprotected.
If you are countering an effect within
an area of silencing, you detect only the pseudogravity points
remaining after the division from silencing, and only need to counter
that amount. This Ability is therefore much more effective when
combined
with silencing, in addition to its outsized effect on Pseudogravity
Wave. If multiple arcanists with this Ability succeed on a roll to
counter the
same effect, they must decide one to take priority and spend the
insight; the cost cannot be split.
You may counter whenever you would be able to make melee and ranged
defense rolls (for example, you may do so while stunned, but not while
paralyzed). Countering does not continue to occupy your hand, which may
be used for further counters and any actions on your own turn.
Progression
Normal:
You
receive a +TN in the DEX roll for this Ability equal to 1/6 your tier.
Emphasized:
As Normal, but 1/3 your tier.
Maximized:
As Normal, but 1/2 your tier.Actuality
Aura
Photonic-favored
This Ability requires no
insight, and can be
toggled on or
off as a free
action. While active, it disrupts all tech-based or arcane illusions
within medium range, reducing their illusion strength by 1; if this
would call for an illusion strength below 0, the illusion is completely
dispelled and disappears.
You may also enhance this Ability as a
major action,
for the cost of 5 insight. This requires one free hand. Until the end
of your next turn, the effect of your aura on illusion strength is
doubled.
In either mode, this Ability cannot be
set to ignore
certain illusions (not even your own). It can however have its range
toggled between short and medium as a free action.
The effects of this Ability in either
mode do not
stack with other uses of this Ability, or with the Actuality Grenade or
Illusion Disruptor crystallurgy devices; consider only the greatest
reduction amongst all these sources.
Progression
Normal:
The initial effect on illusion strength (before any doubling as a major
action) is raised by 1/4 your tier.
Emphasized:
As Normal, but 1/2 your tier.
Maximized:
As Normal, but 3/4 your tier.
Alteration
Medic-favored
This Ability affects the neuromuscular
systems of
another organic character, temporarily increasing their STR,
DEX, or CON by 1; you must choose which stat to increase each time you
use the Ability. To use this Ability, you must touch the other
character
and spend 2 insight as a slowing major action, plus another 1 insight
for every 25 WGT of a very large recipient. Both you and the recipient
must also take exhaustion in the same amount as the insight used. The
duration of the effect is 3 rounds.
Arcanists who possess this Ability can
detect any
alteration applied to all visible organic characters within short range
as a
free action. Whenever a character receives a new alteration, it
replaces any previous one they had (whether or not it was from the same
arcanist, or whether it alters the same stat). This Ability also does
not
stack with Reconstruction (Arcana); if that Ability is used to increase
STR, DEX, or CON, only the most beneficial bonus between the two
Abilities is effective on that stat.
Progression
Normal:
For
every 4 tiers, the duration is increased by 1 round. At 18th tier, the
amount of the stat bonus is increased by 1.
Emphasized:
For every 2 tiers, the duration is increased by 1 round. For every 9
tiers, the amount of the stat bonus is increased by 1.
Maximized:
For every 3 tiers, the duration is increased by 2 rounds. For every 6
tiers, the amount of the stat bonus is increased by 1.
Arcane
Archery
Champion-favored
This Ability enables the effects of
Bolster Adamant
and Energy Melee Attack to persist on an adamant item for a second
or so after you stop touching it. The practical effect of this is to
enable those Abilities to be used on an adamant arrow from a bow; you
can use Bolster Adamant to increase the arrow's
drive as if it were a melee weapon, and/or add energy damage from
Energy Melee Attack as if it were a SR1 melee weapon. When
using Energy Melee Attack, you may divide its damage between
multiple arrows using Rapid Fire Attack (Marksmanship).
Bolster Adamant is fully effective on all arrows fired using Rapid Fire
Attack.
Because of the limited duration of the
arcane
effects once the arrow leaves your grasp, this Ability is not effective
against targets at long range.
Progression
Normal:
At
8th and 16th tier, you may choose 1 option from the following list of
additional effects:
-Ability can be used on adamant bolts
from
crossbows, out to medium range. Consider bolt to be SR1 equivalent.
-Ability can be used on adamant thrown
weapons, out
to short range. Use the weapon's actual SR.
-Projectiles using Energy Melee Attack's effects
no longer emit light until they hit the target, meaning they do not
revert you to Low Stealth like a normal energy weapon.
Emphasized:
As
Normal, but 1 option every 4 tiers. For every 5th tier beyond 8th, you
gain a +TN of 1 in any ranged offense roll that includes this Ability's
effects on all projectiles.
Maximized:
You have all the options from Normal. For every 3rd tier beyond 8th,
you gain a +TN of 1 in any ranged offense roll that includes this
Ability's effects on all projectiles.
Arcane
Cloaking
Photonic-favored
This Ability uses illusion-related
energy fields to
render you invisible, or at least harder to see. You may activate it as
a minor action at a cost of 1 insight, and it also consumes a further 1
insight for every 2 minutes it is kept active; it can be deactivated as
a free action. While active, your visible range is decreased by 1
range, as measured by the ranges defined in the Combat Stealth rules
(that is, engaged, short, medium, long, and travel), after resolving
the normal effects of light, clutter, and stealth level. Progression
further decreases the range.
If this math would call for a lower range than engaged, you cannot be
seen even at engagement range. If you are heard, or otherwise do
something to tip off characters to your presence, they can attack you
via blind attack rules (see Combat).
Remember that your actions may also cause you to revert
to a lower stealth level, potentially making you visible again.
Emitting light still causes you to
revert to Low Stealth, but does not remove the effects of the cloak.
The cloak includes carried and inventory items, but any visible
phenomenon that occupies the area around you (such as flames from the
ignited status, visible medium-precision energy shielding, or a damage
aura) temporarily cancels out the effects of the cloak.
Anything that
reduces illusion strength (such as Actuality Aura) also reduces the
effectiveness of cloaking. For every 2 illusion strength that would be
lost to those rules, your cloak's effectiveness is decreased by 1
range. This Ability does not stack with the Cloaking Device
crystallurgy device; consider only the more effective cloak if both are
used. Any cloak with an effectiveness of at least 1 range fully
immunizes you against the effect of thermal vision on character stealth.
Like other illusions, this Ability is effective against echolocation,
and has the same effect on that sense's "visible" ranges. It is
ineffective against sorcerers' darkeye and draconic clairvoyance. It
cannot be used to create other illusions.
If this
Ability is kept active in such a way that you would not be visible in
combat at engagement range without an INT roll, apply the following
rules to these non-combat situations:
-During long hides, apply the rules for
hiding
within an illusion.
-During infiltration attempts, your visible range counts as 1 range
shorter than engaged range. If you fail the infiltration roll in such a
way that combat begins, it will begin at engagement range, and enemy
characters are aware of you and may make blind attacks. You may be able
to easily escape due to surprise turn order rules, but the enemy will
remember that something is amiss and
invisible, and will likely increase security.
Progression
Normal:
For
every 6 tiers, the effect is increased by 1 range. Excess range
decreases
beyond what's required for total invisibility are still useful for
opposing illusion disruption.
Emphasized:
As Normal, but every 3 tiers.
Maximized:
As Normal, but every 2 tiers.
Arcane
Displacement
Champion-favored
By displacing certain adamant interfaces
to
other parts of your nervous system, you are able to relieve the load on
your conscious mind. When you obtain this Ability, choose one other
Ability to associate with it; whenever you use the associated Ability,
you may substitute exhaustion gain for insight cost. You may do this
for none, part, or all of the normal insight cost. For example, if a
use of the associated Ability would normally cost you 5 insight, you
may choose to spend 2 insight and take 3 exhaustion.
You may not use this Ability to
substitute an amount
of
exhaustion greater than 50% of your CON in one turn, nor may you use it
on
insight costs that occur outside of your turn (for example, the cost
for Active Pseudogravity Counter). You also may not use this Ability if
you
began your turn with 2 or more degrees of exhaustion.
Progression
Normal:
For
every 12 tiers, you may associate another Ability with this one.
Emphasized:
As
Normal, but every 6 tiers.
This Ability cannot be maximized.
Arcane
Kinetic
Shielding
Sentinel-favored
The basic effect of this Ability costs
no insight,
and may be toggled on or off as a free action. It covers you with an
effect similar to normal technological kinetic shielding, but with
greater sensitivity. Consult the Kinetic
Shield
device
for relevant damage rules and the projectiles which can
be stopped by this Ability; unlike the device, this Ability can block
slower
projectiles such as arrows,
bolts, and slingstones (but not thrown weapons). For faster
projectiles, substitute 1 insight for every 200 damage blocked in a
single attack, rather than the device's 1 charge per 100. Slower
projectiles never consume insight.
As a free action, you may also spend 4 insight to
charge the air near your energy shielding with kinetic fields. For 1
round, your arcane Energy Shielding Abilities may automatically block
all
fast-moving projectiles as well as energy attacks. Slower projectiles
such as arrows are not affected by this extended shielding, though you
are still immune to them yourself. You must spend 1 insight per 200
damage of any attack, just like the kinetic shielding on your body.
Explosives and projectiles with added energy damage now detonate
against
your energy shielding, which will also consume energy shielding points
as normal. Characters might be spared the impact or even area damage of
AoEs, depending on shielding precision. When used with low-precision
energy shielding via Projected Energy Shielding, that shielding
becomes effective against the ZAoEs of bombs, cluster bombs and rocket pods;
use the high damage value multiplied by 2 or 3 (see Shielding ZAoEs) when resolving both energy
shielding points and frag damage insight. Do not use bombs' impact damage values.
Unlike the normal effect of
energy shielding, you may freely decline to use the kinetic shielding
effect against any attack; you may make this decision after knowing how
much insight would be necessary to block it. Shielding
will be immediately excluded from the kinetic effect if no part of the
shield touches the ground, or if you run out of energy shielding
points. Ships and land vehicles count as "ground" for the purposes of
this rule, but aircraft in flight do not. Like normal energy shielding,
the kinetic effects of
this Ability are "one-way," unless Projected Energy Shielding is set
to two-way.
The normal effect of this Ability is
invisible until
struck. When used to affect energy shielding, this Ability causes it to
glow a faint orange even when not being struck. Any other character
protected with high- or medium-precision shielding of this type reverts
to Low Stealth. This glow continues even if the kinetic effect is not used against a certain attack.
Because stable kinetic fields
must be created
in the air, the latter effect of this Ability cannot be used to shield
flying aircraft, nor is it usable in high wind conditions.
Progression
Normal:
The insight cost is reduced by 1/14 your tier
Emphasized:
The insight cost is reduced by 1/7 your tier.
This Ability cannot be maximized.
Arcane
Mirror All-favored
This Ability enables you to teleport as a major action. You may
teleport to
any valid location within medium range that you can see, at a cost of
20 insight. There must be an unobstructed straight-line path from
yourself to at
least
part of your destination (for example, you can teleport through an open
window you would not normally fit through, but not through a closed
window). This form of teleportation is low-precision (see Combat).
You can teleport a
maximum weight
equal to your own
weight (not including your inventory), plus 100 pounds. The
teleportation creates a distinctive noise audible to long range at both
the origin and destination locations. It also emits momentary light,
reverting you to Low Stealth.
Progression
Normal:
For
every 4 tiers, choose one of the
following
enhancements to this Ability:
-The Ability becomes a non-slowing
action.
-The Ability becomes a minor action.
-The teleportation is improved to medium
precision.
-Maximum weight is increased by 50 (this
enhancement
can be taken multiple times)
-Insight cost is reduced by 2 (this
enhancement can
be taken 6 times)
Emphasized:
As Normal, but every 2 tiers.
This Ability cannot be maximized.
Arcane
Quick
Draw
All-favored
You may gain a +TN of 6 in any turn order roll. However, if you use
this Ability, the only actions you may take during the first round of
combat are actions to use Arcana Abilities (including offense
rolls for Ability-affected attacks), Sorcerer Abilities, inventory
actions
to
drop items or draw demiarcana or shade devices, or Ability or device
actions directly related to the use of an Arcana Ability. You
must decide the use of this Ability before making the turn order roll.
No other Abilities with "Quick Draw" in the title may be used
simultaneously.
Progression
Normal:
The +TN is
increased by 1/3 of your tier.
Emphasized:
The +TN is increased by 2/3 of your tier.
Maximized:
The +TN is increased by your tier.
Arcane
Range Enhancement
Medic-favored
Gravitic-favored
Photonic-favored
Destroyer-favored
When you obtain this Ability, choose one
of
the following effects:
-Blinding Rays now has medium range.
-Illusion Projection now has medium
range.
-Offense rolls for Energy Ranged Attack
using
particle damage are changed to d6/d12/2d12.
-Offense rolls for Energy Ranged Attack
using heat,
frost, electric, or blast damage (choose one) are changed to
d6/d12/2d20.
-Basic Pseudogravity and Pseudogravity
Burst now
have medium range. The distance
objects can be moved is unchanged. The range increase to Pseudogravity
Burst does not apply if its effects are being altered by another
Ability.
-Warding now has medium range.
Progression
Normal:
For
every 6 tiers, you may choose another effect from the list. The Energy
Ranged Attack
options may
be chosen multiple times for different energy damage types.
Emphasized:
As Normal, but every 3 tiers.
This Ability cannot be maximized.
Arcane
Self-Treatment
Medic-favored
Most
biology-affecting Arcana Abilities are not usable on yourself; special
training is required to cause the adamant to treat its own host
without disrupting symbiosis. Upon gaining this Ability, choose either
Restoration, Cleansing, Equilibration, or Warding; that Arcana Ability
becomes usable
on yourself as well as others. For any of the four Abilities,
proceed
through their normal rules (including any costs or requirements for
major actions), with the following additional changes:
-You do not need free hand(s).
-You take the exhaustion that would
normally be
inflicted on the target of the Ability, instead of the amount that
would normally be inflicted on the arcanist (though it is still valid
for Medical Efficiency).
-Any insight cost that the Ability would
normally
require is increased by 5.
Progression
Normal:
For
every 6 tiers, choose another Arcana Ability to apply this Ability's
effects to.
Emphasized:
As Normal, but every 3 tiers. Once all four Abilities are affected at
9th
tier, every 3 subsequent tiers reduced the extra 5 insight cost by 1.
This Ability cannot be maximized.
Arcane
Storm
Destroyer-favored
This Ability allows you to expend your
arcane
damage
auras to enhance a use of Energy Ranged Attack. It has no effect if you
do not have Defensive Energy Field and Energy Ranged Attack, and its
later progression effects require Energy Accretion as well. Only damage
auras created with those Abilities are referred to here. When using
this Ability, the energy type of your damage auras must match the one
you are using in Energy Ranged Attack. Expended auras are expended in
their entirety, and you must expend only the stated number of auras.
Using this Ability is a free action performed immediately prior to your
attack, and your attack must be two-handed.
Before progression, this Ability has one
use: you
may expend one damage aura of any size to directly enhance the normal
effect of Energy Ranged Attack. Its damage is added to the damage of
the attack.
All damage inflicted or added via this
Ability is
included in the arcane breach effect of Energy Ranged Attack.
Progression
Normal:
Beginning at 3rd tier, you may
alternatively use
this Ability to expend 2 damage auras of any size to enhance the normal
effect of Energy Ranged Attack. Both auras' damage is added to the
damage of
the attack.
Beginning at 8th tier, you may expend 3
damage auras
of at least 40 damage each to change Energy Ranged Attack's effect into
a lesser ZAoE. Rather than considering normal damage values, spend
insight equal to 1/20 the total damage stored in the auras, plus an
amount of insight up to 2 times your normal insight maximum in Energy
Ranged Attack. The amount of insight spent must be at least 15. Your
ZAoE's high damage is equal to 3 times the insight spent, and its low
damage value is equal to 1.5 times the insight spent. The lesser ZAoE
can attack your own zone, or any adjacent zone; if using particle
damage, it may attack 2 zones away. You must be able to see the zone.
You may choose either a cluster or point ZAoE; if point, you may make a
ranged offense roll of d20 on DEX to hit a specific group/engagement.
You have the option to exclude your own group/engagement from a cluster
ZAoE.✓
Beginning at 14th tier, you may expend 4
damage
auras of at least 70 damage each to change Energy Ranged Attack's
effect into a greater ZAoE. Rather than considering normal damage
values, spend insight equal to
1/20 the total damage stored in the auras, plus an amount of insight up
to 4 times your normal insight maximum in Energy Ranged Attack. The
amount of insight spent must be at least 45. Your ZAoE's high damage is
equal to the insight spent, and its low damage value is equal
to 1/2 the insight spent. The greater ZAoE can be centered on your own
zone, or up to 2 zones away; if using particle damage, it may be
centered 3 zones away. You must be able to see the zone. You may choose
either a
cluster or point ZAoE. You have the option to exclude your own
group/engagement from a cluster ZAoE.
This Ability cannot be emphasized or
maximized.
Basic
Energy Shielding
Photonic-favored
Destroyer-favored
Champion-favored
Sentinel-favored
This Ability provides medium-precision
energy
shielding (see Combat),
and is a prerequisite for the other Energy Shielding Abilities. As a
free action, you may spend insight to
create shielding points at a rate of 25 points to 1 insight. The
maximum shielding points you can store in this Ability is 20 (before
progression). This Ability is effective on yourself, and can also be
shared with another character by touching them; the
decision to share shielding must be made at the time you touch the
character, and lasts for only as long as the touch is maintained. It
can also be shared with your mount (including
automounts) with no extra requirement. If
you are all struck by an AoE or ZAoE
and you will run out of shielding points, you choose which characters
receive priority. All affected characters use the same
shared
pool of shielding points.
Unused shielding points will expire from
this
Ability 15 minutes after they are created. If desired, the shielding
effect of this Ability can
be toggled on and off as a free action, without losing the shielding
points stored.
The shield is visible as an
ethereal, faintly-glowing sphere when first activated or when struck by
energy damage, and for 1 round afterward. This
visual is subtle and does not alter light levels, but will still cause
you to revert to Low Stealth. After the 1 round passes, the shielding
is invisible, unless stated otherwise by a different Ability that
alters it.
You may accept an arcane breach to
create shielding
points according to the normal rules for this Ability, except at any
time, without the need for a free action. This can occur on other
characters' turns and even in the middle of shielding a single attack -
for example, if you have your maximum of 100 shielding points and your
shield is struck by a 200-damage attack, you could breach to refill
during the shielding, blocking the whole attack.
Progression
Normal:
The
shielding point maximum is equal to 20 times
your tier.
Emphasized:
The maximum is 40 times your tier.
Maximized:
The maximum is 60 times your tier.Basic
Pseudogravity
Gravitic-favored
This Ability generates a
low-acceleration but continuous field of pseudogravity until your next
turn. It is also an arcanist's only source of pseudogravity points,
making it a prerequisite for other pseudogravity-based Arcana
Abilities. See Pseudogravity
for general rules applying to this and all such Abilities.
Without being combined with other
Abilities, it has
the following main uses. All free actions may be performed on the same
turn as any other action from this Ability, so long as the same one is
not performed twice.
Determine
weight:
As a free action, you may roughly estimate the weight of any object
within medium range that you can see, rounded to the next lowest 10
pounds. This function cannot overcome stealth or illusions.
Determine
silencing:
As a free action, you can detect all areas of ætherial silencing within
medium range, as well as their strength.
Generate
pseudogravity points: You
may use a free action to spend insight and generate pseudogravity
points for use in the other parts of this Ability, or for other
Abilities. Each 1 insight generates 20 pseudogravity points, and the
maximum amount of stored points (before progression) is 20. Unused
pseudogravity points expire 15 minutes after they are created.
Pseudogravitic general
labor:
You may contribute to general labor process actions
with pseudogravity points; see General
Labor.
Move
object/character:
If you have pseudogravity points, you may use a slowing
major action to lift and move a target within short
range. You must expend an amount of pseudogravity points equal to 1/10
of the object's weight in
pounds (or at least 1); if you don't expend enough, it cannot be lifted
and the attempt is wasted. Extra points beyond the required amount have
no effect (besides potentially offsetting flight or silencing). This
action requires two free hands; it can
be performed one-handed, but the amount of pseudogravity points
expended must be no more than 2/3 the value of your pseudogravity point
maximum.
Once an object is lifted,
you may choose to immediately roll a d6 on DEX; if successful, you may
move the object a short-range distance horizontally and/or vertically.
This roll
is not a ranged offense roll, but takes melee interference Hindrance
(see Combat).
The object
remains lifted until after your next turn; if you are still
able and
within
range, you may use this Ability repeatedly to keep it aloft, and may
roll on DEX once per major action to move it further. Holding a
lifted object without moving it does not require a DEX roll, but does
require pseudogravity points every turn.
If you have not performed an inventory action this turn and the lifted
object is within engagement range (whether or not you rolled
to
move it), you may pick it up as part of this Ability's action; this
ends its lifted status. You may use the hand(s) used for this Ability
to grab it.
This Ability
never directly causes damage, though characters might
take falling damage when it ends; see Falling.
After any turn on which you did not continue this Ability on a lifted
character, they fall during the next round's movement phase. A
lifted character is removed from cover and must add 2 Hindrance in all
defense rolls while lifted, even if
they are an ally, and regardless of whether you rolled on DEX to move
them an appreciable distance. They automatically fail all rolls on SPD (including flying SPD), but lose any
knocked-down status. They
cannot use Abilities that specify
they are unable to be used while flying.
If multiple arcanists lift the same
object, each
gets a chance to move the object, but it cannot be moved more than
short range from its original position in 1 round. Consider the most
recent lift when determining when the object falls.
If a lifted object is picked up by any
character, its lifted status ends, unless the pseudogravity points
spent to lift it this round would be sufficient to lift the character
as well, in which case the character is now lifted. Whenever a lifted
character drops an item, the item remains lifted until after
the lifter's next turn. This is the only situation in which a single
lift can include more than one target.
If you lift water, you can move it into
one willing character; it will then cease being lifted, but also
extinguish the character's ignited status if its pound weight is
at least double their WGT.
You can lift yourself, though this is
generally
inferior to Pseudogravitic Flight and requires free
hand(s) as normal.
Progression
Normal: For every 4 tiers,
your pseudogravity point maximum is increased by 20.
Emphasized: As Normal, but
every 2 tiers.
Maximized: As Normal, but a
number of times equal to 3/4 your tier.
Blinding
Rays
Photonic-favored
This Ability produces many small
light-rays too
low-power to set off energy shielding, but bright enough to disrupt
characters' vision. As a major action, it can target a single character
or a whole engagement; in the latter mode, use AoE rules to determine
who is affected. You are never affected if you target your own
engagement. All affected characters must make a roll on CON; the roll
is d12 if a single character was targeted, or d6 if a group was
targeted. Any character who fails is blinded until the end of your next
turn. If they fail by 20 or more, they are blinded permanently (until
the status can be removed via healing or special rules).
This Ability can be used at short range, consumes 1 insight per use,
and
requires one free hand. It is not considered a ranged weapon and does
not require an offense roll. It has no effect on characters who cannot
see the user.
Progression
Normal:
For every 6 tiers,
a single-targeted character must add 1 Hindrance to the CON roll to
resist. Half this amount of Hindrance is added for characters affected
by the area mode.
Emphasized:
As Normal, but every 3 tiers.
Maximized:
As Normal, but every 2 tiers.
Bolster
Adamant
Champion-favored
Sentinel-favored
This Ability allows you to reinforce any
adamant
armor you are currently wearing as a free action, as well as the drive
of any adamant melee weapons you are wielding. If mounted, the mount's
adamant armor is affected as well. Additionally, you can spread this
effect to the adamant armor and weapons of another character by
touching them; this lasts for as long as the touch is maintained.
Touching a vehicle will also boost that vehicle's
adamant armor. No more than one other character or vehicle may be
affected.
The effect of this Ability is to provide
a bonus to
any adamant armor range by 6 per insight used, and the drive of any
adamant melee weapon by 6 per insight used. Both effects last until
your next turn. Other armor bonuses (such as that from a shield) are
not affected.
The maximum insight used per turn is 1
(before
progression). You may accept an arcane breach to double the maximum
insight (including increaases from progression).
Multiple uses of Bolster Adamant (for
example, two
touching characters using the Ability) do not stack; a character only
receives whichever bonus is greater.
There is no visual effect of this
Ability, though
there is a humming noise emitted by the arcanist and all affected
adamant. Although quartz technically contains adamant, quartz armor and
weapons are not affected by this Ability.
Progression
Normal:
The
maximum insight per turn is increased by 1/8 your tier.
Emphasized:
The maximum insight per turn is increased by 1/4 your tier.
Maximized:
The maximum insight per turn is increased by 3/8 your tier.
Cleansing
Medic-favored
This Ability consists of two
closely-related
effects, one of which must be selected before use. No part of this
Ability may be used if either you or the recipient have at least 3
degrees of exhaustion.
The first option is to eliminate poisons from
the body of another organic character; you must touch the character and
spend 3 insight as a slowing major action. The other character
must also take 3 exhaustion. This will remove 50 Type A, 25 Type B, and
10 Type C poison points; if desired, you may remove double the points
from a single type, and zero of the other two. Intoxicated
characters will be immediately sobered.
The second option is to cure a degree of
a chosen
disease. This takes approximately 30 seconds of concentration; you must
touch the character and spend 10 insight. The other character must also
take 3 exhaustion. Finally, you must succeed on a d20 roll on INT. If
successful, the other character's disease is reduced by 1 degree. If
any degrees remain, the character is now considered to be recovering
(just as if they had passed the necessary number of CON rolls to begin
doing so naturally) if they are not already.
If there are any foreign substances
(such as poison
or parasites) involved, this Ability forces them out through the
target's skin; any pain or damage that would be expected as a result is
neutralized by the treatment.
Arcanists who possess this Ability can
detect the
current poison and diseases of any organic character they touch.
Progression
Normal:
Each
of the insight costs are reduced by 1/8 your tier.
Emphasized:
Each of the insight costs are reduced by 1/4 your tier.
Maximized:
Each of the insight costs are reduced by 3/8 your tier.
Closed-Hand
Arcana
Champion-favored
By spending 4 insight as a free action,
you may
cause one of your hands to function as a free hand for the purposes of
any Arcana Ability for 1 round, even if you
are holding something in that hand. Items held in the chosen hand
continue to have their normal effects; if the item is a wielded weapon
or shield, that item continues to provide any defense roll +TNs that it
normally would. Only one hand may be affected by this Ability.
If the item in the
affected hand is a melee weapon or shield you are wielding
competently, you may choose to pay for the insight cost
of this
Ability with any alternate insight source that would be usable for
Close Combat Abilities.
Progression
Normal:
The insight cost
is reduced by 1 at 18th tier.
Emphasized: The
insight cost is reduced by 1/9 your tier.
Maximized: The
insight cost is reduced by 1/6 your tier.
Combat
Illusion Specialty
Photonic-favored
This Ability adjusts the effects of combat applications of illusions
(see Illusions & Combat),
when those illusions are created with your usage of Illusion Projection
(Arcana). When you first obtain this Ability, choose one of the below
options to gain access to; when you later gain more options through
progression, only one can be used at a time in any given illusion.
Perfect
Clone: When using a 3-complexity defensive illusion, the
effect on attacker's offense rolls is raised by 1 Hindrance.
Phantom
Ally:
When using a 3-complexity defensive illusion, you may apply its effects
for the benefit of 2 characters at once, provided they are grouped-up.
This extra effect only occurs on the first round the illusion exists; a
new one must be created to repeat it. If one character moves away from
the other, you must choose which one is still affected.
Ray
Deflector: When
using a 3-complexity defensive illusion, you may forgo the normal
Hindrance effect in favor of granting 100 medium-precision shielding
points to the protected character; these points can only shield heat
damage from light-ray attacks. If the shielding points are depleted,
the illusion is dispelled. Re-creating the illusion replenishes the
points.
Persistent
Obstacle:
When using a 3-complexity offensive illusion, 1 Hindrance is added to
the target's DEX roll to avoid being blinded.
Wide Obstacle: When
using a 3-complexity offensive illusion, you may apply its effects
against 2 characters at once, provided they are grouped-up. This extra
effect only occurs on the first round the illusion exists; a new one
must be created to repeat it. If one character moves away from the
other, you must choose which one is still affected.
Progression
Normal:
For
every 12 tiers, you may choose another option.
Emphasized:
As Normal, but every 6 tiers.
Maximized:
As Normal, but every 4 tiers.
Concentration
Training All-favored
If your bINT is greater than 10, this Ability
increases your maximum arcane insight. Subtract 10 from your bINT, and
multiply the result by itself; this is the amount by which your maximum
arcane insight is increased.
Progression
None. This Ability cannot be emphasized or maximized.
Condensed Energy Shielding
Champion-favored
Sentinel-favored
This Ability allows you to spend 3
insight as a
minor action to
change the shielding provided by Basic Energy Shielding into
high-precision shielding (see Combat).
This is effective for both yourself, your mount, and the touched
character (if applicable). Before progression, using this Ability
prevents the use of Projected Energy Shielding on the same turn.
When this Ability is used, the protected
character(s) seems to disappear into a skin-tight distortion of the
æther; some describe it as the person apparently turning into opaque
glass.
Progression
Normal:
For
every 12 tiers, choose one of the following enhancements to this
Ability:
-Reduce the insight cost by 1 (this
enhancement can
be taken twice)
-The Ability becomes a free action
-The Ability can be used simultaneously
with Projected Energy Shielding. It does not affect the precision of
that
Ability's shielding.
Emphasized:
As Normal, but every 6 tiers.
Maximized:
As Normal, but every 4 tiers.
Conjunct Acceleration Destroyer-favored
In order to use this Ability, you must have Energy
Ranged Attack, and know how to use particle damage with that Ability.
This Ability allows you to spend 1 insight as a major action to choose
up to 2 other characters who are grouped-up with you; for 1 round, any
Particle Ranged Weapon or Rapid-Fire Particle Ranged Weapon device used
by those characters has its damage per charge increased by 2. This
includes all Exuros wieldable by characters. Vehicle- or ship-sized
weapons are never affected. Arcanists with Energy Ranged Attack, as
well as any other particle attack created by an Ability, are
unaffected; this Ability works by imparting the increased efficiency
that already exists in arcane particle attacks. The affected characters
continue to be affected for 1 round even if you are incapacitated or
leave the group.
Progression
Normal: For
every 12 tiers, you may affect 1 more grouped-up character. At 18th
tier, you may spend double insight to perform this Ability as a minor
action.
Emphasized:
For
every 6 tiers, you may affect 1 more grouped-up character. At 9th
tier, you may spend double insight to perform this Ability as a minor
action.
Maximized:
For
every 4 tiers, you may affect 1 more grouped-up character. At any
tier, you may spend double insight to perform this Ability as a minor
action.
Defensive
Energy Field
Destroyer-favored
Champion-favored
When you first obtain this
Ability, choose one type of energy damage (particle, heat, frost,
electric, or blast). As
a minor action, you may spend insight to create a damage aura of that
type; the maximum stored damage is 15 (before progression), and each 1
insight stores 20 damage. You may remove or replace stored damage as
part of (or as an alternate effect of) the same minor action, but may
not add damage to a previously created aura. Removed
damage is not "refunded" into insight. Unused damage will remain in the
aura for 1 minute (12 turns). If you are mounted, the aura may react to
attacks on the mount.
In addition to the normal effects of damage auras, this Ability also
provides an armor bonus equal to 1/2 the stored damage. This armor
bonus can only be used against ranged attacks, AoEs, or ZAoEs. The
attack's damage must consist entirely of
the matching energy damage type, except that heat and frost may apply
against each other.
As with all energy damage auras, you revert to Low Stealth and become a
moderate light source when using this Ability. You are surrounded by
visual signs appropriate to the chosen damage type - arcs of lightning
for electric, swirling flames for heat, eerie auroras for particle, and
wispy gathering clouds for blast or frost.
Progression
Normal:
For every tier beyond 1st, the maximum stored damage is increased by 2.
For every 4 tiers, you may also choose another type of energy
damage.
Emphasized:
The maximum stored damage is increased by 4 times your tier. For every
2 tiers, you may also choose another type of energy damage.
Maximized:
The maximum stored damage is increased by 6 times your tier. You know
all energy damage types.
Diffractive
Shielding
Photonic-favored
Sentinel-favored
This Ability may be toggled on and off as a free action, and modifies
the rules for any energy shielding from your Arcana Abilities.
First, when active, it causes your shielding points to count double
when shielding heat damage from Light-Ray Ranged Attack or light-ray
weapon devices (that is, 1 shielding point will remove 2 light-ray heat
damage). Second, whenever a character (including yourself) must make a
roll on CON to resist being blinded by bright light, they receive 2
Easing if the light source is on the other side of your energy
shielding. In other words, if an energy ranged attack from a certain
enemy would be shieldable by you, a blinding attempt by light
originating from that enemy
will also include your Easing. This effect is one-sided, not
interfering with you or your allies' blinding attempts, unless your
energy shielding is made two-sided.
The Easing from this Ability does not stack with that from the Eye
Screen crystallurgy device; consider only the greater Easing amount
between these two sources.
Progression
Normal:
For every 6 tiers, the Easing is increased by 1.
Emphasized:
As Normal, but every 3 tiers.
Maximized:
As Normal, but every 2 tiers.
Energy
Accretion
Destroyer-favored
As a slowing minor action, you
may enable yourself to create and/or maintain multiple damage auras
using Defensive Energy Field this turn. Roll d12 on DEX; melee
interference Hindrance applies to this roll. If successful, you may
maintain up to 2 auras (before progression), all of which must hold the
same energy type. This Ability requires two free hands, but does not
continue to occupy your hands after the action. It must be the first
minor action you perform on your turn, and you must not be mounted or
knocked down. You may create, remove, or
replace any number of the auras using Defensive Energy Field as your
second
minor action (though you can maintain existing auras without
doing that action). Although only one damage aura can hit an attacking
character at once, each aura stacks when calculating Defensive Energy
Field's armor bonus. All damage auras follow that Ability's normal
rules for maximums and expiry.
If you have multiple damage auras due to
a previous
use of this Ability but fail the DEX roll this turn (or if you simply
do not perform this Ability's minor action), you lose control of all
auras from Defensive Energy Field. Add
together the stored damage from all of them, then divide by 2; this
becomes the area damage for an energy AoE centered on yourself. You are
excluded from the damage, but other characters have a chance to be hit
equivalent to a successful AoE offense roll without caution (though no
offense roll is made). Your turn immediately ends; you do not receive a
major action or second minor action. If you lose
control voluntarily as a result of not performing
the minor action, your turn still ends, but you may retain control of 1
damage aura if you wish. Voluntarily losing control does not alter AoE
hit chances.
Progression
Normal:
The
maximum amount of auras is raised to 3 at 8th tier, and to 4 at 14th
tier.
This Ability cannot be emphasized or
maximized.
Energy
Affinity
Destroyer-favored
You often find yourself drawn to a
particular type
of energy damage, whether for practical reasons or personal preference.
This Ability's function is to modify the TNs for all rolls mentioned in
Energy Accretion, Energy Ranged Attack, and Gather Energy (this
includes ranged offense rolls).
When you obtain this Ability, you must
associate it
with a particular type of energy damage (particle, heat, frost,
electric, or blast). You must also choose a level of affinity to
embrace with this Ability, which determines its exact effects:
Weak
affinity:
You receive a +TN of 2 in the rolls for the three Abilities when you
are using the associated energy type with them. If you use another
energy type, you receive a -TN of 2 in those rolls. Unlike with other
affinity levels,
you may activate or deactivate this Ability upon completing any 4-hour
rest.
Strong
affinity:
As weak, but the +TN and -TN are each 4, and the Ability cannot be
deactivated. If you have Energy Flight, its flying SPD is increased by 1 when using the matching energy type.
Obsessive affinity:
You receive a +TN of 6 in the rolls for the three Abilities. You lose
the capacity to use any other energy type with any of them, even if you
were able to do so prior to taking this Ability. Furthermore, the same
loss applies to Energy Flight, Energy Melee Attack, Defensive Energy Field. If you
swap this Ability or its detail choices when you have this affinity
level, all six of the other Abilities (or however many of them you
have) are replaced with placeholders; the same occurs if, for any
reason, you do not have your energy type associated with those
Abilities. Finally, this level of
affinity grants additional benefits related to the type of
energy you chose:
All: Any shielding points from your
Arcana Abilities
are doubly effective against your chosen energy damage type (that is, 1
shielding point will
remove 2 damage of that type). You are also resistant to your chosen
energy, taking 50% damage from it.
Particle: You are immune to radiation
hazards and Alacrian war fever. The damage per charge bonus from Conjunct Acceleration is increased by 1.
Heat: You are immune to heat and cold
hazards, as
well as the ignited status. You are immune to the smoke effects of fire
hazards. Energy Flight's flying SPD is increased by 2.
Frost: You are immune to heat and cold
hazards, and your fatigue factor is increased by 2.
Electric: Your exhaustion factor is
increased by 3. Energy Flight's flying SPD is increased by 2.
Blast: Whenever any rule calls for you
to be
deafened, you may roll d6 on CON to prevent it. Energy Flight's flying SPD is increased by 2.
Progression
None.
This
Ability cannot be emphasized or maximized.
Energy Flight Destroyer-favored
Champion-favored
This Ability uses fields, jets, or layers of various energy types to
provide a flying SPD of 3. This flight has limitations and is generally
inferior to pseudogravitic flight, but is not susceptible to silencing.
In order to use this Ability, you must have either heat, electric, or blast damage associated with Energy
Ranged Attack, Energy Melee Attack, or Defensive Energy Field. This
Ability does not actually cause damage, but provides flight
thematically and physically similar to those energy types. The cost to
fly with this Ability is 2 insight per round, and you must choose only one
energy type per round. Particle and frost cannot be used. If you have Defensive Energy
Field, you can expend stored aura damage of the matching energy type as
a substitute for insight in this Ability, at a rate of 20 damage to 1
insight.
You cannot rush using the flying SPD if you have 1
degree of
encumbrance, and you cannot use this Ability at all if you have more
than 1 degree. Flying SPD from this Ability cannot be used to
contribute to underwater SPD.
Depending on the energy type you are currently
using, there are additional restrictions on rushing:
Heat: Whenever you rush, you are ignited (unless
immune), and must roll d12 on DEX; if failed, you still complete your
rushed movement, but are stunned until the end of your turn this round
(even if not ignited).
Electric: You may only rush in a highly magnetic
area. Such areas include all of Chthon, highly-metallic Alacrian ruins,
Alacrian industrial city strata, ships and airships over 1,000 tons,
and some mines and caves.
Blast: Whenever you rush, you must roll d12 on CON;
if failed, you still complete your rushed movement, but are stunned
until the end of your turn this round.
Flight using this Ability creates light and sound
equivalent to a ranged attack of the matching energy type.
Progression
Normal:
For
every 4 tiers, the flying SPD is increased by 1.
Emphasized:
As Normal, but every 2 tiers.
Maximized:
As Normal, but a number of times equal to 3/4 your tier.
Energy
Melee Attack
Champion-favored
This Ability enables energy damage to be
added to
normal melee attacks; these attacks may be made unarmed, or with an
adamant melee weapon (Abilities from the Study of Close Combat are
necessary in order to become competent in these attacks). In either
case, the energy damage is added to the attack's normal damage,
according to the rules in Combat.
The
damage is 16 per insight used. The usage of this Ability must
be decided before the attack is performed, and the insight is wasted if
the attack fails. If used during Sweeping Offense (Close Combat), this
Ability can only be used against one target.
The maximum amount of insight used
(before
progression) is 1. For reasons of simple physics, the total
energy damage used on a weapon cannot exceed 8 times the weapon's SR,
and the energy damage added to an unarmed attack cannot exceed 4 times
your WGT. If dual-wielding, the damage may be freely split
between eligible weapons (even if just 1 insight is used).
When you first obtain this Ability,
choose one type
of energy damage (particle, heat, frost, electric, or blast). When you
gain more types through progression, you can freely choose any you know
how to produce, but a single attack may only include one type of energy
damage.
Visually, the arcanist's hands or
weapon(s) glow,
with
an appearance related to the element used.
Progression
Normal:
For
every 4 tiers, the maximum insight used is increased by 1. For each
increase, you may also choose either another type of energy damage, or
one of the following enhancements:
Current
Retention: A failed attack with electricity from this Ability retains
its energy damage for 1 more round, allowing you to try the attack
again
next turn without spending more insight.
Searing Edge: Heat damage from this
Ability has a
maximum of 10 times the weapon's SR (rather than 8 times), provided the
melee
weapon(s) is an adamant one without the Blunt tag.
Shockwave Hammer: Blast damage from this
Ability has
a maximum of 10 times the weapon's SR (rather than 8 times), provided
the melee weapon(s) is an adamant one with the Blunt tag.
Emphasized:
As Normal, but every 2 tiers.
Maximized:
As Normal, but a number of times equal to 3/4 your tier.
Energy
Ranged Attack
Destroyer-favored
This Ability functions as a ranged weapon with which you are
automatically competent. It follows normal ranged attack rules, may use
Abilities from the Study of Marksmanship, and may use
AoEs. Its offense rolls are d6/d12/X if particle damage is chosen, or
d6/d20/X for all other types. The damage is 25 per
insight used. The RFD is 2. The maximum amount of insight used (before
progression) is 1.
The above rules presume usage with two
free hands.
This Ability can be used one-handed, but the maximum amount of insight
used is reduced to 2/3. The attack always counts as a single weapon,
even if
two hands are used. If a precise amount of damage is desired, you may
cause 1 insight of the attack to contribute less than 25 damage.
When you first obtain this Ability,
choose one type
of energy damage (particle, heat, frost, electric, or blast). When you
gain more types through progression, you can freely choose any you know
how to produce, but a single attack may only include one type of energy
damage.
You may accept an arcane breach to
increase the total damage of your attack by 25%.
Progression
Normal:
For
every 4 tiers, the maximum insight used is increased by 1. For each
increase, you may also choose another type of energy damage.
Emphasized:
As Normal, but every 2 tiers.
Maximized:
As Normal, but a number of times equal to 3/4 of your tier.
Energy
Ranged Specialty
Destroyer-favored
This Ability adds additional options for your Energy Ranged Attack
Ability. When you first obtain this Ability, choose one of the below
options to gain access to; when you later gain more options through
progression, only one can be used at a time in any given attack. You
must have access to the option's relevant energy type through Energy
Ranged Attack; if this Ability calls for you to gain another option
when you have no more valid choices, your choice "waits" until you gain
access to more energy types.
Particle
Havoc: When using particle damage, your
maximum insight spent is increased by 1/3, provided you use Rapid Fire
Attack
(Marksmanship) and no single shot exceeds 2/3 of your normal maximum
insight.
Neutron
Focus:
When using particle damage, the effect is much less visible, counting
only as a non-energy ranged attack for the purpose of stealth rules
(i.e. not reverting you to Low Stealth). In their CON roll to avoid
contracting war fever, your target must add 1 Hindrance per degree of
injury received, instead of the normal 1 Hindrance for every 2 degrees
beyond 1. All non-organic characters, objects, and barriers are
resistant to this
attack, taking only 25% damage.
Ion
Focus:
When using particle damage, the normal effect related to contracting
war fever is replaced by the stunning effect of electric damage (though
not electric damage's effect on metallic armor). Damage resistances and
weaknesses are resolved as though the damage was electric instead of
particle, as well as any shielding rules particular to specific types
of energy damage.
Chain
Lightning: When
using electric damage, you inflict 1/3 damage (rather than 1/4) in an
energy AoE. Overeffect is unchanged.
Takedown
Lightning: When
using electric damage, it loses its special effect against metallic
armor, but
stuns a target at only 1 degree of injury (instead of 2). Its audible
range is reduced by 1 range. You may also choose (but are not required)
to grant your target(s) resistance to your damage, causing them to take
50% damage after all shielding and drive.
Living
Firestorm:
When using heat damage, the percentage chance to hit enemies
with an energy AoE is increased by 10. Chances to
hit
allies are not affected. Overeffect is unchanged, as is an attack that
fails its offense roll.
Plasma
Burst:
When using heat damage, you knock down any character who takes at least
1 degree of injury (in addition to the normal ignition effect).
Thermal
Shatter: When
using frost damage to damage barriers, you do not apply the normal
frost damage resistance.
Telerefrigeration:
When
using frost damage, the effect is much less visible, counting only as a
non-energy ranged
attack for the purpose of stealth rules (i.e. not reverting you to Low
Stealth). The audible range is reduced by 1 range.
Enveloping
Shockwave:
When using blast damage, your attack ignores conventional shields,
always removing their armor bonus.
Chaotic
Shockwave:
When using blast damage, techshields do not receive any advantage in
shielding it (losing their normal double effectiveness against
blast).
Progression
Normal:
For
every 6 tiers, you may choose another option.
Emphasized:
As Normal, but every 3 tiers.
Maximized:
As Normal, but every 2 tiers.
Energy Shielding Efficiency
Sentinel-favored
This
Ability causes each 1 insight spent in Basic Energy Shielding to
create 28 shielding points instead of 25. This does not alter the
normal point maximum from Basic Energy Shielding, and is therefore only
useful after that Ability progresses.
Progression
Normal:
1
insight creates an amount of shielding points equal to 27 plus tier.
Emphasized:
1 insight creates an amount of shielding points equal to 29 plus 2
times tier.
Maximized:
1 insight creates an amount of shielding points equal to 31 plus 3
times tier.
Enhanced
Vision
Photonic-favored
When you first obtain this
Ability, choose
one of the following options:
-You have shadow vision, seeing in any
Low Light
environment as if it was Medium Light.
-You have echolocation, "seeing" in any
No Light
environment as if it was Low Light, to a maximum distance of 1 zone.
-Your vision is more sensitive to the
resonance of
illusions; arcane and tech-based illusions have their illusion strength
reduced by 1 against you.
-You have thermal vision, seeing in any
environment
as if it was Medium Light. See the Thermal Vision device for additional
rules about this type of vision. You must already have shadow vision
(either naturally or via earlier progression in this Ability).
All these forms of vision are removed by
the blinded
status, with the exception of echolocation (which is blocked by
deafening).
Progression
Normal:
For every 6 tiers, you may choose another option. Additionally, at 12th
tier, the thermal vision option sees as if High Light instead of
Medium. For every 12 tiers, the anti-illusion option has its effect
increased by 1 strength.
Emphasized:
As Normal, but for every 3 tiers, at 6th tier, and every 6 tiers,
respectively.
Maximized:
You have all
options, thermal vision sees as if High Light, and the illusion
strength effect is increased by 1/4 your tier.
Equilibration
Medic-favored
This Ability quickly imparts balance to
an organic
character's physiology, undoing many debilitating disruptions
encountered in some battles. Using this Ability is a slowing major
action that costs 2 insight, requires two free hands, and requires you
to be grouped-up with the other character. Upon doing this, you may
remove the bleeding, blinded, deafened, or stunned status from the
other
character. If they are afflicted with two or more of these statuses,
you may remove more than one simultaneously, at the cost of 1 more
insight per additional status treated. This Ability is effective
regardless of
how long the other character would have suffered the status, or of
whether multiple sources inflicted the same status upon them; for
example, a character stunned by two blast attacks does not add
insight cost, but treating both stunning and blindness would take 1
more insight.
This Ability cannot remove a stunned
status that is
the result of an ongoing state the character is in, instead of a
one-time cause. For example, it can remove the stunning from an
electric attack, but not that from suffocation or Type A poison.
Progression
Normal:
For every 6 tiers, choose one of the
following
enhancements to this Ability:
-Free hands required reduced by one
(this
enhancement may be taken twice)
-The Ability's action is no longer
slowing
-You may spend double insight to perform
the Ability
as a minor action rather than a major action
-The total insight cost is reduced by 1 (this enhancement may be taken
multiple times, and is counted after any doubling from the previous
option)
Emphasized: As Normal, but
every 3 tiers.
Expert
Burst
Gravitic-favored
As a minor action, you may use this Ability to prepare advanced
techniques to make your use of Pseudogravity Burst more difficult to
counter. If you use that Ability on the same turn, you add 1 Hindrance
to the DEX roll to perform it. Any arcanist who uses Active
Pseudogravity Counter must add the same amount of Hindrance to
the DEX
roll to counter. This Ability may be used even if you are altering the
effects of Pseudogravity Burst with other Abilities.
Progression
Normal:
For
every 6 tiers beyond 3rd, you may add an additional 1 Hindrance to your
DEX roll.
Emphasized:
The total amount of Hindrance added to your DEX roll from this
Ability may be up to 1/3 of your tier.
This Ability cannot be maximized.
Frost Fog Destroyer-favored
This Ability allows your frost attacks to condense clouds of thick fog
out of the air, interfering with sight. To use this Ability, you must
make an AoE attack (either deliberate or overeffect) with Energy Ranged
Attack using frost damage, or a frost ZAoE using Arcane Storm. An AoE
creates a cloud the size of an engagement, while a ZAoE creates a cloud
across all affected zones. In either case, the cloud will persist for 2
rounds, or 1 round in high wind conditions. No characters may see into,
out of, or past the cloud with normal or shadow vision. Characters
inside the cloud can see each other and do not count as blinded, but
must add 1 Hindrance to all DEX rolls, as well as all movement rolls
that include the cloud's area. Characters with echolocation or another
form of non-visual "sight" do not add this Hindrance. All characters
also add 2 Easing to any CON roll to resist blinding due to bright
light. The fog does not interfere with thermal vision.
In most conditions, in order to use this Ability, a
frost AoE must include at least 40 area damage, and a frost ZAoE must
include at least 40 low damage. Very high or low humidity may affect
this amount; typically, humid jungles reduce it to 20, arid plains
increase it to 80, and deserts might increase it to 160. As part of
this Ability, you have constant knowledge of how much damage would be
required in your current location. If desired, you may make an AoE or
ZAoE attack that eschews damage in favor of maximizing the effects of
this Ability; in this case, your frost does not inflict actual damage
nor extinguish fires, but its damage value is tripled when resolving
this Ability. It functions as its normal damage value when interacting with energy shielding.
Progression
Normal: For
every 4 tiers, the cloud's round duration is increased by 1, except in
high wind conditions. When making the attack, you may voluntarily
reduce the duration to as little as 2 rounds.
Emphasized:
As Normal, but every 2 tiers.
Maximized:
As Normal, but a number of times equal to 3/4 of your tier.
Gather
Energy
Destroyer-favored
Champion-favored
This Ability allows you to gather various forms of energy from your
surroundings, mitigating the need to extract it from
the adamant.
Using this Ability is a slowing minor
action, and
requires a
d20 roll on DEX; melee interference Hindrance applies to this roll. If
you succeed, you receive 1 energy
point,
plus another 1 point for every 10 by which you succeeded. Energy points
can substitute for insight in any use of Defensive Energy
Field, Energy Melee Attack, and/or Energy Ranged Attack. The energy
type you gathered must match the type you
are using in the other Ability. You do not need to substitute the
entire
insight cost. Unused energy points expire at the end of your turn.
This Ability normally requires two free
hands, but
does not continue to occupy your hands after the action. You may use
this Ability one-handed by adding 1 Hindrance to the DEX roll.
Overly extended use of this Ability in
the same
locale tends to become
ineffective. This prevents, for example, an arcanist from gathering a
constant energy damage aura for free throughout an entire night watch
shift; typically, this Ability is only used once combat begins.
At the GM's discretion, you may receive
1-3 Easing
in your DEX roll if you are located in an environment favorable to the
energy type you are gathering. For example:
Particle: 1 Easing per degree of
radiation hazard
Heat: 1 Easing in a 1st-degree heat
hazard, 3 Easing
near large fires or lava
Frost: 1 Easing in a 2nd-degree cold
hazard, 3
Easing
in a blizzard
Electric: 1 Easing near a large amount
of metal, 3
Easing in a thunderstorm
Blast: 1 Easing in a very loud
environment, 3 Easing
in a windstorm
Progression
Normal:
For
every 4 tiers, you receive a +TN of 1 in the DEX roll.
Emphasized:
As Normal, but every 2 tiers.
This Ability cannot be maximized.
Grounded
Pseudogravity
Gravitic-favored
You
anchor your pseudogravitic forces into the ground rather than the air,
in the same manner as a gravnet airship. As long as you remain on the
ground (e.g. not flying, falling, or lifted with pseudogravity), this
Ability causes each 1 insight spent in Basic
Pseudogravity to
create 24 pseudogravity points instead of 20. This does not alter the
normal point maximum from Basic Pseudogravity, and is therefore only
useful after that Ability progresses.
If your current
pseudogravity point pool contains any points generated with this
Ability, they are all lost if you leave the ground. You may voluntarily
"dump" all your current points as a free action, and can generate new
ones (even on the same turn) without using this Ability, if you wish to
fly or are otherwise preparing to leave the ground.
Teleportation and Pseudogravity Burst do
not count
as leaving the ground, so long as you are on the ground afterward. Land
vehicles, watercraft, and all forms of airships count as "ground" for
the purposes of this Ability; aircraft and active hovercraft do not.
Bodies of water count as ground; the Ability is effective when swimming
or underwater.
Aesthetically, pseudogravity usage based
on points from this Ability does not create wind.
Progression
Normal:
1
insight creates an amount of pseudogravity points equal to 24 plus 1/2
tier.
Emphasized:
1 insight creates an amount of pseudogravity points equal to 26 plus
tier.
Maximized:
1 insight creates an amount of pseudogravity points equal to 28 plus
1.5 times tier.
Illusion
Projection
Photonic-favored
You are able to project
illusions at short range; see Illusions.
Before progression, you can create illusions with a strength of 1 and a
complexity of 1. When creating an illusion, you may sacrifice points of
illusion strength to gain an equal amount of illusion complexity.
Illusion strength cannot be reduced below 0. The maximum image size is
approximately as large as a ground vehicle, or a creature of 200 AWGT.
Creating an illusion
is a major
action; maintaining an illusion with 3 complexity is also a
major action for each round the illusion is active. Less complex
illusions are a free action to maintain. If you fail to maintain an
illusion on any round, it disappears. Illusions of less complexity will
continue behaving as you predetermined, so long as they do not leave
your range. You must have an unobstructed straight-line path to the
illusion in order to maintain it. Ending an illusion voluntarily is a
free action.
The initial action to create an illusion
costs
insight equal to its complexity. Any illusion also consumes 1 insight
for every minute it is maintained.
You can create an image of anything you
can remember
or visualize, provided it fits into the range and size limitations.
Because the image is sourced from your imperfect memory, attempting to
use an illusion to impersonate a specific individual results in an
illusion strength penalty of 1, unless you can currently see the actual
person.
Progression
Normal:
For every 3 tiers, the starting illusion strength (before any reduction
for complexity) is raised by 1.
Emphasized:
The starting illusion strength is equal to 2/3 your tier.
Maximized:
The starting illusion strength is equal to your tier.
Light-Ray
Ranged Attack
Photonic-favored
This Ability functions as a
ranged weapon
with which you are
automatically competent. It follows normal ranged attack rules, may use
Abilities from the Study of Marksmanship, and may use
AoEs. Its offense rolls are d6/d12/d20. It inflicts heat damage equal
to 20 times the insight used. The RFD is 2. The maximum amount of
insight used (before
progression) is 1.
The above rules presume usage with two
free hands.
This Ability can be used one-handed, but the maximum amount of insight
used is reduced to 2/3. The attack always counts as a single weapon,
even if
two hands are used. If a precise amount of damage is desired, you may
cause 1 insight of the attack to contribute less than 20 damage.
Light-ray attacks have their damage reduced to 75% if they shoot a
long-range distance in foggy weather, or any distance through thick
smoke (such as from smoke grenades or 4th-degree fire hazards). They
also cause less area damage in AoEs; see Combat.
You may accept an arcane breach to
increase the total damage of your attack by 25%.
Despite the similar rules, this Ability does not count as Energy Ranged
Attack for the purposes of any Ability interactions. The other Ability
conveys heat via ionized gas or adamant microparticles rather than
light.
Progression
Normal:
For
every 4 tiers, the maximum insight used is increased by 1.
Emphasized:
As Normal, but every 2 tiers.
Maximized:
As Normal, but a number of times equal to 3/4 of your tier.
Medical
Efficiency
Medic-favored
This Ability steels your body against
the exhaustion
of medical Abilities. It provides you with 3 efficiency
points;
whenever any Medic-favored Arcana Ability calls for you to gain an
amount of exhaustion, you can spend any efficiency points you have to
replace the same amount of exhaustion. After any 4-hour rest, your
efficiency points are restored to 3.
Progression
Normal:
You
receive additional efficiency points equal to 1/4 your tier.
Emphasized:
You receive additional efficiency points equal to 1/2 your tier.
Maximized:
You receive additional efficiency points equal to 3/4 your tier.
Medical
Mass Attunement
Medic-favored
Whenever you take a 4-hour rest with
other
characters, you may "attune" to up to 2 of them. Characters must be
willing, and they remain attuned to you for 24 hours, or until you
perform attunement again (whichever comes first); you may re-attune to
the same characters if desired. You cannot attune to yourself. Attuned
characters can be treated
differently by any of
these Abilities that you also have:
-Alteration & Invigoration: You may alter or invigorate attuned
characters without touching them, provided they are grouped-up with
you; you may also use these Abilities on any number of attuned
characters simultaneously. If you have both Abilities, you may also use
them both on attuned characters as part of the same action. The
total insight cost
is equivalent to if you had used the Abilities on each character
normally.
-Cleansing: You detect any poison points in your attuned characters whenever they are within short range.
You may use Cleansing's anti-poison action on your attuned characters
without touching them, provided they are grouped-up with you; you may
also use it on any number of attuned characters simultaneously. The
total insight and exhaustion costs are equivalent to if you had used
Cleansing on each character normally.
-Equilibration: You may equilibrate any number of attuned characters
simultaneously. The total insight cost is equivalent to if you
had
used Equilibration on each character normally.
-Warding: You may ward any number of attuned characters simultaneously.
The total insight cost is equivalent to if you had used Warding on each
character normally. The characters cannot have their wards removed by
another arcanist, unless that arcanist is also attuned to them.
Progression
Normal:
For every 6 tiers, the number of
characters you can attune to is increased by 1.
Emphasized:
As Normal, but
every 3 tiers.
Maximized:
As Normal, but every 2 tiers.
Projected Energy Shielding
Sentinel-favored
This Ability expands the applications
for the
shielding points created by Basic Energy Shielding. As a major action
that requires 2 free hands, this Ability allows you to choose one of
the following two
options, each of which lasts for 1 round:
1. Create low-precision energy shielding
(see Energy Shielding). The
shielding may be a single sphere
or flat plane, and can be
set as either one-way or two-way (keeping attacks in, out, or both). No
part of the shield may extend beyond medium range.
2. Create medium-precision energy
shielding for as
many grouped-up allies as you wish to protect,
without the need to touch any. You
cannot shield a ship, nor anything else that extends farther than
group/engagement distance. To
use this option to protect large objects, such as vehicles or creatures
of 25 or more AWGT, you must succeed on a d20 roll on INT; if
you fail, you cannot attempt
again until your next turn. If you are attempting this on multiple
large objects, they are all included in the same INT roll. If you will
run out of shielding points during an attack that hits multiple
shielded characters at once (such as an AoE), you choose which characters
receive priority. Medium-precision shielding can only be set to
one-way, keeping attacks out.
In either case, this Ability uses only
the shielding
points from Basic Energy Shielding, and does not replace the normal
medium-precision effect on yourself from that Ability, which can be
used simultaneously. You do not require a clear path to all parts of
your shielding; the physics of shielding ignore all intervening
obstacles. You must still be aware of the exact location of shielded
characters. You can end the shielding without an action at any time (and will be forced
to do so if you cease to have 2 free hands), but cannot resume it until
your next turn.
Energy shielding projected with this Ability is always visible as an
ethereal,
faintly-glowing surface. This effect is subtle until struck
and
does not alter light levels, but will still cause characters protected
via
option 2 to revert to Low Stealth in any environment. The arcanist
likewise glows, allowing the shielder to be identified.
As long as you have both hands free, this Ability can be maintained
long-term, allowing you to shield your entire party while traveling.
However, for every 15 minutes spent doing this, you must spend 1
insight and take 1 exhaustion.
Progression
Normal:
At
6th tier, you may choose to spend insight when performing the
Ability's action to gain any number of the following enhancements until
your next turn:
-You may use both of the
Ability's options simultaneously
-The Ability becomes a minor action
-The Ability requires one less free hand
For each enhancement used, you must pay 3 insight. The enhancement for
one less free hand may be chosen twice. For every 12 tiers, the total
insight cost (after adding up the cost of all enhancements used) is
reduced by 1.
Emphasized:
At any tier, you gain the insight-spending option from Normal. The
total insight cost reduction is 1/6 your tier.
Maximized:
At any tier, you gain the insight-spending option from Normal. The
total insight cost reduction is 1/4 your tier.
Pseudogravitic
Armor
Gravitic-favored
This Ability allows you to gather a whirling cloud of random debris
around you to deter attacks. First, you must have pseudogravity points
from Basic Pseudogravity. As a minor action, you may then
expend pseudogravity points to create a damage aura; the maximum
stored damage is 15 (before progression), and each 2 pseudogravity
points stores 1 damage. You cannot use this action to add damage to a
previously created aura (but you may replace the previous one). When
the damage aura strikes an attacker, the
drive is equal to the damage. Unused damage will remain in the
aura for 15 seconds (3 turns). The damage aura does not emit light, but
still causes you to revert to Low Stealth, and is audible at medium
range. You may remove the aura as a free action; removed damage is not
"refunded" into pseudogravity points. If you are mounted, the aura may
react to
attacks on the mount.
In addition to the normal effects of damage auras, this Ability also
provides an armor bonus equal to the stored damage. This armor
bonus can only be used against ranged attacks, and does not apply
against a critical hit.
In order to form a damage aura with this Ability, you must be within
short range of a suitable amount of random matter (for example, dirt,
rocks, rubble, or even water). Such detritus is generally available on
all but the cleanest battlefields, but may be out of reach if you are
flying. Notable or useful objects (such as characters' dropped
inventory items) are not picked up by this Ability, and its targeting
is not precise enough to attempt to gather specific objects.
Progression
Normal:
For every tier beyond 1st, the maximum stored damage is increased by 1.
Emphasized:
The maximum stored damage is increased by 2 times your tier.
Maximized:
The maximum stored damage is increased by 3 times your tier.
Pseudogravitic
Disarm
Gravitic-favored
Ordinarily, pseudogravity is too
imprecise to grab an item from another character; an attempt to do so
amounts to an attempt to move the whole character. This Ability
reflects greater training in precision, and allows you to use Basic
Pseudogravity to take items from a willing character as easily as you
could take them from the ground with that Ability.
Additionally, this Ability allows you to
modify the
rules for Pseudogravity Burst to grab an item from an
unwilling character's hand(s) within short range. It cannot be used
simultaneously with any other Ability that alters the effects of
Pseudogravity Burst. First, you must succeed on the normal d8 roll on
DEX. Your pseudogravity points expended must be at least equal to 2
times the STR of the character using the item. Next, that character may
attempt a DEX roll to maneuver the item away from your pseudogravity
field; this roll is d12, with 1 Hindrance for every additional 2 multiples of the
character's STR exceeded by your amount of points expended
(for example, a character with 5 STR would require 10 points to attempt
a disarm, but would add 1 Hindrance if you expend 20 points, 2
Hindrance if you expend 30, and so forth). If the character is holding
the item with two hands, or if the item is a shield, they may add 2
Easing to this roll. The roll is not considered a defense roll, and
does not receive any +TNs relevant to defense rolls.
If the character's roll fails, they lose
hold of the item, which you may fling up to short range from them in
any general
direction. The item takes no damage. If you were engaged with the
character and have not performed an inventory action this turn, you may
instead pull the item into your hand. You may use the hand(s) used for
this Ability
to grab it.
This Ability cannot grab items from a
character's inventory which are not in their hands.
Progression
None: This
Ability cannot be emphasized or
maximized.
Pseudogravitic
Flight
Gravitic-favored
This Ability allows your pseudogravity
fields to be
used more quickly and efficiently on your own body. First, you must
have pseudogravity points from Basic Pseudogravity. You may then expend
pseudogravity points to give yourself a flying SPD
of 4. The expended points must be at least 1/20
the
pound weight of yourself and your inventory (or at least 1) each round;
extra
points above this amount have no effect. This
Ability cannot be used on another character. It does not require free
hands.
You cannot rush using the flying SPD if you have 2
degrees of
encumbrance, and you cannot use this Ability at all if you have more
than 2 degrees.
To enable you to efficiently spend
points during the movement phase, this Ability also gives you constant
knowledge of the amount of silencing at your current location, without
the need for a scanning action.
Progression
Normal:
For
every 2 tiers, the flying SPD is increased by 1.
Emphasized:
As Normal, but every tier.
Maximized:
As Normal, but a number of times equal to 150% of your tier.
Pseudogravitic Ranged
Attack
Gravitic-favored
This Ability requires Pseudogravity Burst, and allows you to modify the
rules for that Ability to make an accurate attack, using your target as
a projectile against a second target. While not always superior to
simply throwing the target itself, it can be useful for directly
hitting targets with dangerous payloads, attacking enemies too
large to throw, attacking a silenced enemy from a non-silenced
area, or potentially damaging two enemies at once. It cannot be used
simultaneously with any other Ability that alters the effects of
Pseudogravity Burst.
The thrown object must begin within engagement range of you, and the
target of your throw must be within short range. You must succeed at
both Pseudogravity Burst's d8 roll on DEX, as well as a ranged offense
roll of 2d8 on DEX; this roll does not include the +TN from
Pseudogravity Burst's progression, but may include +TNs valid for
ranged offense rolls as normal. If you succeed on Pseudogravity Burst's
d8 roll but not the offense roll, you still resolve the throw using Pseudogravity
Burst's rules. This also applies if you did not expend enough pseudogravity
points to fling the object short range.
You are automatically considered competent in the ranged attack, and it
may utilize any Marksmanship Abilities that would be valid for a thrown
weapon. If the thrown object begins in your hand(s), those hand(s)
count as free hands for the purpose of Pseudogravity Burst. You cannot
throw inventory items not in your hands. The ranged attack does not
have the Precise tag and is therefore not usable underwater.
Overly
light or heavy objects are impractical for pseudogravitic ranged
attacks. First, objects less than 5 pounds cannot be used, as
pseudogravity cannot impart sufficient velocity to make them dangerous.
Likewise, it is difficult to move larger objects quickly and accurately
enough for optimal use; if the object weights at least 30 pounds, you
must add 1 Hindrance to your offense roll, and may not use Thrown
Weapon Expertise (Marksmanship). Every additional 30 pounds adds
another 1 Hindrance to your offense roll.
The
thrown object takes damage as normal for Pseudogravity Burst. If the
throw's target is struck, it takes damage equal to the pseudogravity
points expended, with drive equal to the damage; no points required by
the object's weight are excluded, nor does the defender get a roll to
subtract damage based on their CON, as a thrown character does. A
struck character takes critical hits and injury rolls as normal; the
"weapon" counts as Blunt-tagged, not inflicting bleeding nor
dismemberment.
Additionally, the defender receives a knockdown if the attack's damage
was at least 5 times their WGT (regardless of drive). If the thrown
object detonates as a result of your damage to it (for example, an
impact-fused explosive or grenade device), ignore these damage rules
for the defender; they instead take whatever impact damage or other
impact effect the object normally inflicts.
As
part of the training for this Ability, you learn to easily identify
objects of optimal weight (5-29 pounds) in all but the cleanest
battlefields. If you are not attempting to throw a unique projectile,
you may throw such random debris without needing to repeatedly scan for
weight.
If you throw random debris from the area
of a fire hazard of at least 3rd-degree, the projectile ignites any
character it hits. If you throw water, it causes half damage to any
character or object, but extinguishes any character's ignited status if
its pound weight is at least double their WGT.
Progression
None: This
Ability cannot be emphasized or
maximized.
Pseudogravitic
Spray
Gravitic-favored
This Ability requires Pseudogravity
Burst, and allows you to modify the
rules for that Ability to skim a large swarm of minor debris from your
environment towards an enemy group, instead of throwing a single
heavier object. It cannot be used simultaneously with any other Ability
that alters the effects of Pseudogravity Burst.
When applying this Ability, disregard
all unique rules of Pseudogravity Burst, with the exception of the d8
roll on DEX and the +TN to that roll from progression. You must expend
at least 50 pseudogravity points and choose a group within short range.
If your d8 roll succeeds, that engagement is hit with an AoE; resolve
hit chances as if you had succeeded on an offense roll, using caution
if desired. There is no impact effect or directly-targeted individual,
and you never affect yourself if you target your own engagement. All
affected characters are struck with damage equal to 1/5 the amount of
pseudogravity points you expended, with drive equal to damage. The
damage cannot inflict the bleeding status.
This Ability is not usable in
environments perfectly clean of random clutter and debris, but such
battlefields are very rare. You may originate the spray from any
location that is within short range of both you and your target group.
If you choose an area of a fire hazard of at least 3rd-degree, the
spray ignites any character hit by the damage (regardless of drive). If
you choose an area of water, the AoE's full damage counts as frost
damage for the purposes
of ending characters' ignited status or extinguishing a fire hazard,
but inflicts only half damage to objects and characters.
Notable or useful objects
(such as characters' dropped
inventory items) are not flung by this Ability, and its targeting
is not precise enough to attempt to gather specific objects.
This Ability is not usable against
underwater targets.
Progression
Normal:
At 20th tier, this Ability becomes usable with Area Tactics
(Marksmanship), despite not being an explosive or energy AoE.
Emphasized:
As Normal, but at 10th tier.
This Ability cannot be maximized.
Pseudogravity
Burst
Gravitic-favored
This Ability allows your pseudogravity fields to expend their energy
over a much shorter time, quickly accelerating an object. First, you
must have pseudogravity points from Basic Pseudogravity. Next, as
a slowing major action, select an object within short range, choose an
amount of pseudogravity points to expend, and roll d8 on DEX; this roll
is not a
ranged offense roll, but takes melee interference Hindrance (see Combat).
This action requires two free hands; it can
be performed one-handed, but the amount of pseudogravity points
expended must be no more than 2/3 the value of your pseudogravity point
maximum. There is no effect (beyond wasting pseudogravity points) if
your DEX roll fails. You may accept an arcane breach to resolve the
rest of this Ability as though you expended pseudogravity points equal
to 125% of the actual expended amount.
If you expend pseudogravity points at least equal to 1/10 the object's
weight in pounds (or at least 1), the target is knocked
down and removed from grapples and cover (if it is a character) or
overturned (if it is a vehicle). Any pseudogravity points you expend
beyond this
amount will cause damage to the target at a rate of 1 damage per point,
with drive double the damage, inflicting Core Injuries or Structural
Failures. If the target is a character, they may
roll d20 on DEX to reduce this damage (but not the drive) by an amount
double their CON; any +TN valid for the DEX roll to reduce falling
damage is also valid for this roll.
If the amount of pseudogravity points you expended was at least double
what was necessary to inflict a knockdown (that is, 1/5 of the object's
weight in points, or at least 2), you fling the target hard enough to
move it up to short range in any horizontal direction. Alternatively,
you may keep it in the same engagement, but remove it from group
defense. Although you choose the direction your target travels, the
throw is not precise enough to hit a secondary target with it. You may
choose a certain engagement to throw the target into, but it does not
strike any character or specific object. If the object causes AoE
effects as a result of taking the damage (for example, throwing an
impact-fused explosive), resolve the hit chances as if it were a ranged
attack with a failed offense roll.
Damage from this Ability is presumed to originate from the target
being tossed into obstacles, blasted into
the ground, flung upwards only to crash down, etc. Thus the damage
occurs when the object reaches its final location. If you wish to limit
the damage, you may voluntarily reduce it to half. A
flying character takes no damage unless it ends the throw on
the ground or at engagement altitude (though it will still be stunned
by the called-for knockdown). If you throw a character in such
a way
that they immediately face another fall in their next movement phase
(for example, throwing someone off a cliff), you inflict no immediate
damage; instead, you may add short range to whatever fall they now
face.
Progression
Normal:
You
receive a +TN in the DEX roll for this Ability equal to 1/6 your tier.
Emphasized:
As Normal, but 1/3 your tier.
Maximized:
As Normal, but 1/2 your tier.
Pseudogravity
Wave
Gravitic-favored
This Ability allows you to affect multiple targets with Pseudogravity
Burst, at a cost of 1 Hindrance to that Ability's DEX roll. It cannot
be used simultaneously with any other Ability that alters the effects
of Pseudogravity Burst. Divide the
expended pseudogravity points by the number of targets; each target is
affected just as if you had targeted them alone with that reduced
number of points. You cannot divide points unevenly. The division
between targets happens prior and separately to any division from
silencing, which may be different when throwing targets in different
locations.
You may
affect 2 targets simultaneously (before progression). All affected
targets must
be within short range of all others, and all most move the same
direction; any two which are grouped-up and moved short range will
continue to be grouped-up after the movement.
You may also use the "Determine weight"
aspect of Basic Pseudogravity on 2 objects at once.
This Ability cannot be used
simultaneously with Pseudogravity Ranged Attack.
Progression
Normal:
For
every 6 tiers, the maximum number of targets to affect or determine
weight of simultaneously is increased by 1.
Emphasized:
As Normal, but every 3 tiers.
Maximized:
As Normal, but every 2 tiers.
Rattle Æther
Gravitic-favored
Sentinel-favored
This
Ability is activated or deactivated as a free action; it costs 1
insight when activated, plus another 1 insight for every 10 seconds (2
rounds) that is is kept active. While active, it prevents any use of
the Personal Teleporter device or Arcane Mirror (Arcana), providing
either end of the potential
teleport is within medium range of you. It has no effect on
Worldmirrors, boarding mirrors, Sleeper's Step (Sorcerer), or other
sources of teleportation. Any charge/insight spent on a teleportation
attempt is wasted.
Progression
Normal:
For
every 2 tiers, the duration between spending insight is increased by 5
seconds (1 round). At 20th tier, the Ability becomes effective against
Worldmirrors, boarding mirrors, and Sleeper's Step (Sorcerer), but only
at
engagement range rather than medium.
Emphasized:
As Normal, but the duration increase happens every tier, and the
effectiveness against other teleportation happens at 10th tier.
This Ability cannot be maximized.
Reconstruction
Photonic-favored
Champion-favored
As a free action, this Ability allows you to temporarily sacrifice 2
stat points in either STR, DEX, CON, INT, or SPD, in order to gain a
temporary bonus of 2 points in a different one of these areas. You must
spend 1 insight and take 2 exhaustion. The duration of the effect is 3
rounds.
Only one use of Reconstruction is
effective at once;
using the Ability again will replace the effect of a previous use. You
can choose to end the effect early, but only as a free action on your
own turn.
This Ability does not stack with
Alteration
(Arcana); if Reconstruction is used to increase either STR or DEX, only
the most beneficial bonus between the two Abilities is effective on
that stat. The same rule applies to Invigoration (Arcana) and CON.
You may accept an arcane breach when
activating this
Ability to remove the insight and exhaustion costs, and increase the
duration to 1 hour.
Progression
Normal:
For
every 4 tiers, the duration is increased by 1 round.
Emphasized:
As Normal, but every 2 tiers.
This Ability cannot be maximized.
Recyclic
Shielding
Destroyer-favored
Champion-favored
This Ability provides both of the following options, which are
dependent on you having certain other Arcana Abilities:
-Whenever you shield an attack on yourself with medium- or
high-precision arcane energy shielding, you may roll d12 on DEX. If
successful, you may immediately transfer up to 50% of the shielded
damage into a damage aura if you have Defensive Energy Field. Other
than ignoring the requirement to spend an action and insight to create
this aura, you must follow all other rules for Defensive Energy Field,
such as damage maximums. You must know how to create an aura
of the matching damage type normally. You may replace or add to
auras of matching damage types. If you have Energy Accretion, you may
add 1 Hindrance to the DEX roll in order to split the damage between
multiple damage auras (again respecting normal rules such as maximum
auras and amounts, but not requiring a minor action to maintain until
your turn).
-Whenever you succeed on a ranged
defense roll that was valid for your +TN from Active Energy Deflection,
you may roll 2d12 on DEX. If successful, you may redirect
the attack to any target within short range. This attack
functions as an incompetent ranged attack with a successful offense
roll (though your 2d12 is not considered an offense roll, and cannot
include offense roll +TNs). It does not
include the effects of any Marksmanship Abilities, whether yours
or the attacker's, with one exception: if the attacker used Rapid Fire
Attack, the
damage still counts as separate shots. Any non-Ability decisions (such
as whether the damage is a deliberate energy AoE) remain the same as
the original attacker chose. For every time since your last turn that you have already rolled to attempt this option, you
must add 1 Hindrance in the 2d12 roll.
Any failed roll from any of
these options does not disrupt your normal shielding or defense roll;
it only fails to produce the extra effect.
Damage from light-ray Abilities or weapons is not
valid for either of the effects from this Ability.
Progression
Normal:
You
receive a +TN in the DEX roll for this Ability equal to 1/6 your tier.
Emphasized:
As Normal, but 1/3 your tier.
This Ability cannot be maximized.
Restoration
Medic-favored
This Ability directly
regenerates another
organic character's body, healing a degree of injury chosen by you. If
performed during combat or another time-sensitive activity, this
Ability is a process action rolled on your INT once per round as a
slowing major
action; the point goal is equal to 30 plus the target's injury factor.
If time is not a
pressing concern, this Ability can be used without rolling. You must
touch the target character with a free hand for the duration of the
Ability; in combat, missing a turn will abort the process.
Alternatively, you may accept an arcane breach to use the Ability as a
single major action, with no INT roll. Arcanists
with this Ability can detect the injury factor and current
injuries of any organic character they touch.
Upon beginning the use of this Ability, you must
spend 3 insight. The recipient immediately loses any bleeding status,
and is
stabilized if incapacitated (this continues even if the process is
aborted). Once complete, the target's damage is reduced by a value
equal to their injury factor, their exhaustion is increased by 7, your
exhaustion is increased by 5, and the chosen degree of injury is
removed.
You may also heal a character who has no injuries but a small amount of
damage; in this case, cut all exhaustion costs in half. The Species
Trait of orcs does
not affect the exhaustion costs of performing this Ability (only the
costs of receiving it).
If used on large creatures, you take an
extra 1
exhaustion for every 25 WGT of the target. You cannot perform this
Ability if the final exhaustion cost to yourself would be greater than
your exhaustion
factor.
This Ability cannot be used if either
you or the
target character have 3 or more degrees of exhaustion (prior to the
costs for using this Ability). Before progression, it cannot be used on
dead characters.
As an alternative use, this Ability can
also be used
to regenerate severed limbs. First, the normal use of this Ability (or
other source of healing) must heal the target's Hand/Arm Injury down to
3rd-degree or less, or their Mobility Injury down to 4th-degree or
less. If the severed limb is available (see Damage
& Injury), it can be reattached by simply following
the above
rules for normal healing (though no damage is actually removed).
Otherwise, regrowing
the limb requires ongoing treatment of the patient for 4 days.
Each day, you must use this Ability on them, with the normal insight
and exhaustion costs. During the 4-day
process, the patient experiences a greatly increased appetite, and must
consume double food; they must not be suffering starvation (see Food), or no progress is
made towards
regeneration that day. After 4 days of successful use of this Ability,
the limb is restored. This cannot be used simultaneously with the
regeneration element of Elixir Thaumaturgy - Major Healing (Nature).
Progression
Normal:
For
every 12 tiers, you gain a +TN of 1 in the INT rolls for the process
action, and reduce your insight costs by 1. At 14th tier, this Ability
can be used on revivable dead characters, provided they died within the
last 15 minutes. Simply follow the same rules as above to heal their
lethal injury, but you must accept an arcane breach at the end of the
process action. The character is revived
from death once they no longer have any lethal degrees of injury.
Emphasized:
As Normal, but the insight cost reduction and +TN increase occurs every
6 tiers, and the usability on the dead occurs at 7th tier.
Maximized:
As Emphasized, but the insight cost reduction and +TN increase occurs
every 4 tiers.
Silence
Æther
Gravitic-favored
Sentinel-favored
This Ability requires no
insight, and can be toggled on or
off as a free
action. While active, it causes 2 silencing across all areas within
short range of you (see Pseudogravity).
As a free action (or as part of the same free action to toggle on the
Ability), you may adjust the silencing to engagement range, back to short, or to a
distance encompassing only yourself, your inventory, your mount, and any character you are touching.
On any turn you have not toggled or
adjusted this Ability, you may accept an arcane breach as a free action
to increase the amount of silencing by 50% for 1 round.
Progression
Normal: For every 4 tiers,
the silencing is increased by 1. The amount may
be voluntarily set to a lower value than its maximum as a free
action,
or as part of the free action to toggle on or range-adjust the Ability.
You must use the same setting across the entire radius.
Emphasized: As Normal, but
every 2 tiers.
Maximized: As Normal, but
a
number of times equal to 3/4 your tier.
Solar Aura
Photonic-favored
This
Ability allows you to emit light in a soft aura around your person.
Toggling this effect on or off is a free action, and it does not
require insight nor free hands.
You become a moderate light source (see Combat).
Progression
Normal:
At
3rd tier, you gain the option to flare more brightly, making
you function as a bright light source for 1 round. This requires a free
hand, 2 insight, and a major action. For every 6 tiers, choose one of
the following enhancements to this Ability:
-You may function as an extreme light
source when flaring. This will also trigger the sunlight weaknesses of
vampires and chasmtouched at short range.
-The insight cost of flaring is reduced
to 1.
-Flaring is a minor action.
-Flaring no longer requires a free hand.
Emphasized:
At any tier, you gain the flaring option from Normal. You choose one
enhancement for every 3 tiers.
This Ability cannot be maximized.
Sonic
Manipulation
Photonic-favored
You can create an aura of
lessened sound
around your body, assisting in
moving quietly. The audible range of your movement noise, as well as
that of any noise produced only by you and your equipment, is reduced
by 1 range (see Combat Stealth).
This reduction affects projectile weapon noise and stealth melee
attacks, but not energy weapons or normal melee attacks. It does not
affect noise made primarily by other objects (such as the noise of
opening a door). Any noise normally audible at engaged range is
completely eliminated, even to animals and Adlet. This effect can be
turned on or off as a free action; it does not cost insight, but you
lose any echolocation
you have (whether natural or artificial) while it is active. It does
not alter your
"visible"
range to echolocation, as the failed echoes are equally conspicuous as
not.
Alternatively, whenever you are not
using the above
effect, you can amplify your voice. The audible range is increased by
one (see Combat
Stealth for details on audible range), sufficient for a
normal
conversational voice to be understood at long range, and a shouted
voice at 1/4 mile.
Progression
Normal:
At 8th tier, you
gain the option to enhance either half of the Ability as a free action,
at a cost of 1 insight per round. For the aura of lessened sound, you
may expand it to affect everything within engagement range, including
all attacks and nearby object noise. For voice amplification, your
voice is audible at a range of 1 mile, intelligible
out to 1/2 mile, and will deafen all organic characters within short
range for 15 seconds (3 turns). For every 4 tiers beyond 8th, the
duration
per 1 insight is increased by 1 round.
Emphasized:
As Normal, but you gain the enhancement option at any tier, and the
round duration per 1 insight is increased by 1/3 your tier.
This Ability cannot be maximized.
Technology Competence
-
Demiarcana All-favored
This Ability
allows you to operate demiarcana
- external devices that directly affect your use of arcana,
usually in a way that extends your insight. This Ability grants you a
competence of Demiarcana: 1 (before progression).
This Ability also allows you to invent devices
that require Demiarcana competence. The degree of competence required
by the device you invent cannot exceed your own Demiarcana competence.
Progression
Normal:
Your
Demiarcana competence is increased by 1/4 your tier. The degree of
competence cannot exceed 50% of your bINT.
Emphasized:
As Normal, but 1/2 your tier.
This Ability cannot be maximized.
Technology Competence -
Shade This Ability can
only be obtained by Aterr, who gain it automatically at 1st tier. It allows you to operate shade devices - adamant items
that
derive power from a telepathic personality imprint of the user. This
Ability grants you a competence of Shade: 1 (before progression).
This Ability also allows you to invent devices
that require Shade competence, but this can only be done at the
Tennebris. The degree of competence required
by the device you invent cannot exceed your own Shade competence.
Progression
Normal:
Your
Shade competence is increased by 1/4 your tier, or by 1/2 your tier if
you are also a sorcerer.
The degree of
competence cannot exceed 50% of your bINT.
This Ability cannot be emphasized or
maximized.
Tempered
Shielding
Sentinel-favored
Any
attack you shield with medium-precision arcane energy shielding has its
energy damage reduced by 5 when determining how many shielding points
it expends. Attacks that do 5 or less energy damage can therefore be
shielded without expending shielding points. The effect is doubled for
arcane low-precision shielding, but cannot be used on high-precision
shielding.
Progression
Normal:
For every tier
beyond 1st, the medium-precision reduction (originally 5) is increased by 1.
Emphasized:
The medium-precision reduction (originally 5) is increased by 2 times your tier.
Maximized:
As Emphasized,
but 3 times your tier.
Veiled
Sense
All-favored
You may expend 6 insight to become invisible to the arcane sense for 15
minutes. During this time, your own arcane sense is also "blind,"
unable to detect others. This Ability ends early if you use any Arcana
Ability that requires a major or minor action. Any arcane breach also
ends it
early and makes it unusable for 15 minutes afterward.
Progression
Normal:
For
every 10 tiers, the insight cost is reduced by 1, and the duration
increased by 5 minutes.
Emphasized:
As Normal, but every 5 tiers.
This Ability cannot be maximized.
Warding
Medic-favored
Sentinel-favored
This Ability energizes another organic
character's
natural resilience, preparing immediate responses to any sudden trauma.
Using this Ability is a slowing major action that costs 2 insight. You
must have a free hand, and the target must be grouped-up or engaged
with you. For the next 15 minutes, the target is resistant to all
types of damage, taking 90% from any source. Warding large creatures
costs an additional 1 insight for every 25 WGT.
Arcanists who possess this Ability can
detect the
wards of all visible organic characters within the Ability's range as a
free
action. No character may have wards from more than one
arcanist;
attempting to ward a character already warded by someone else will
instead remove their ward. This quirk can be used
to remove the wards of enemies, or to replace the ward of
an allied arcanist who has less progression in this Ability. You cannot
ward yourself.
Progression
Normal:
For
every 12 tiers, you may spend an additional 1 insight when using this
Ability to reduce the percentage by 5. For example, spending a total of
3 insight will grant 85% damage.
Emphasized:
As Normal, but every 6 tiers.
Maximized:
As Normal, but every 4 tiers.
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