Combat
Demolition Charge • Slow Action
Describe how you create an item → Create a bomb and determine the trigger condition. When activated, it charges obviously and ominously for less than a minute (runes appear, a clock counts down, it glows red-hot, etc ) and then explodes, annihilating structures and brutally maiming creatures (or worse). Work with the GM to determine the explosion size.
Dismantle • Passive
Your attacks ignore block.
When you spend advantage on an attack and deal damage, shatter the target.
Gear Up • Action
Describe how you summon battle gear → Summon and equip, or dismiss your battle gear (armor, weapons, ammo, etc). Choose one option for the rest of combat:
Upgrade Armor • Slow Action
Describe how you modify armor → Give the armor 1 of the bonuses below. You can have up to 3 enchantments active at a time.
Upgrade Weapon • Slow Action
Describe how you modify a weapon → Give the weapon 1 of the bonuses below. You can have up to 3 enchantments active at a time.
Describe how you create an item → Create a bomb and determine the trigger condition. When activated, it charges obviously and ominously for less than a minute (runes appear, a clock counts down, it glows red-hot, etc ) and then explodes, annihilating structures and brutally maiming creatures (or worse). Work with the GM to determine the explosion size.
Dismantle • Passive
Your attacks ignore block.
When you spend advantage on an attack and deal damage, shatter the target.
Gear Up • Action
Describe how you summon battle gear → Summon and equip, or dismiss your battle gear (armor, weapons, ammo, etc). Choose one option for the rest of combat:
- Defense: You have +3 block.
- Offense: Roll +1 damage die.
- Support: Gain +1 advantage whenever you bolster.
Upgrade Armor • Slow Action
Describe how you modify armor → Give the armor 1 of the bonuses below. You can have up to 3 enchantments active at a time.
- Armor Plating: The wearer has +2 block.
- Massive: The wearer is one size larger moves a near distance (3 spaces) rather than the default close distance (5 spaces). They are immune to slow and they cannot hurry.
- Sealed: The armor provides fresh air and temperature control.
- Power Core: The wearer has 1 advantage. Recharging the armor (a slow action) restores lost advantage.
- Ablative Plating: The armor grants you soak equal to your toughness indefinitely. Repairing the armor (a slow action) restores lost soak.
Upgrade Weapon • Slow Action
Describe how you modify a weapon → Give the weapon 1 of the bonuses below. You can have up to 3 enchantments active at a time.
- Glowing: The weapon glows under certain conditions. Work with your GM to determine those conditions.
- Loyal: Only you can use this weapon. Work with your GM to determine why others can’t use it.
- Nemesis: This weapon deals +2 damage die against specific creatures. Work with your GM to determine which creatures.
- Unstoppable Force: This can damage things that weapons normally can’t damage.
- Vorpal: Once each session, an attack with this weapon maims.
Exploration
Forge • Slow Action
Describe how you create an item → Expend crafting materials and work with your GM to create a magic item. More powerful materials and more cinematic crafting conditions (forged in a volcano, named during an eclipse, blessed by a deity, etc) lead to stronger items.
Grappling Hook • Move/Interrupt
Describe how you reach for a distant object → Pull yourself to a target within a far distance, or pull it to you (whichever is more logical). If you or your target is falling dangerously, you can use this immediately (even if it isn’t your turn).
Identify • Passive
If you can see an item, the GM must honestly answer 1 of your questions about it.
If you examine an item, the GM must honestly answer all of your questions about it.
Ingenuity • Passive
Increase all rolls you make to build, deconstruct, and fix.
Pocket Plane • Passive
You have a miniature parallel universe about the size of a two-story house (relative to your size). Open a portal to it as an action; store and retrieve items from it as a simple action. Work with your GM to determine your pocket plane’s flaw (it’s smaller than normal, some stored items get lost, you can only access it under certain conditions, etc).
Tool for the Job • Action
Describe how you produce a tool → Produce a handheld tool (nails, rope, crowbar, etc). Extend this to a slow action to produce larger items (wheelbarrow, boat, portcullis gate, etc). These items lose functionality after being out of your presence for about 1 day.
X-Ray Goggles • Passive
You can see through materials. Work with your GM to determine a type of material you can’t see through.
Describe how you create an item → Expend crafting materials and work with your GM to create a magic item. More powerful materials and more cinematic crafting conditions (forged in a volcano, named during an eclipse, blessed by a deity, etc) lead to stronger items.
Grappling Hook • Move/Interrupt
Describe how you reach for a distant object → Pull yourself to a target within a far distance, or pull it to you (whichever is more logical). If you or your target is falling dangerously, you can use this immediately (even if it isn’t your turn).
Identify • Passive
If you can see an item, the GM must honestly answer 1 of your questions about it.
If you examine an item, the GM must honestly answer all of your questions about it.
Ingenuity • Passive
Increase all rolls you make to build, deconstruct, and fix.
Pocket Plane • Passive
You have a miniature parallel universe about the size of a two-story house (relative to your size). Open a portal to it as an action; store and retrieve items from it as a simple action. Work with your GM to determine your pocket plane’s flaw (it’s smaller than normal, some stored items get lost, you can only access it under certain conditions, etc).
Tool for the Job • Action
Describe how you produce a tool → Produce a handheld tool (nails, rope, crowbar, etc). Extend this to a slow action to produce larger items (wheelbarrow, boat, portcullis gate, etc). These items lose functionality after being out of your presence for about 1 day.
X-Ray Goggles • Passive
You can see through materials. Work with your GM to determine a type of material you can’t see through.
Interaction
Cold, Hard Facts • Passive
Increase all rolls you make to socialize when you present evidence supporting your case.
Communicators • Slow Action
Describe how you build a device → You create communicators, which allow communication with each other. You can have up to 6 at a time.
Crazy Enough to Work • Action
Describe a ridiculous, improbable plan → Your plan is now possible, even if it would otherwise be impossible. You or one of your allies increase a roll related to executing the plan.
Spark • Slow Action
Describe how you imbue an item with intelligence → The item becomes a living, thinking entity. Work with the GM to determine its attributes (if it can move, how it communicates, its stats, etc). Then, you and the GM each give the item 1 personality trait (cruel, skeptical, ambitious, etc).
The Ends Justify the Means • Passive
Once each session, describe how you escape social obligations → Completely avoid all negative social repercussions from one action you committed.
Increase all rolls you make to socialize when you present evidence supporting your case.
Communicators • Slow Action
Describe how you build a device → You create communicators, which allow communication with each other. You can have up to 6 at a time.
Crazy Enough to Work • Action
Describe a ridiculous, improbable plan → Your plan is now possible, even if it would otherwise be impossible. You or one of your allies increase a roll related to executing the plan.
Spark • Slow Action
Describe how you imbue an item with intelligence → The item becomes a living, thinking entity. Work with the GM to determine its attributes (if it can move, how it communicates, its stats, etc). Then, you and the GM each give the item 1 personality trait (cruel, skeptical, ambitious, etc).
The Ends Justify the Means • Passive
Once each session, describe how you escape social obligations → Completely avoid all negative social repercussions from one action you committed.