Combat
Archon • Quick Action
At any point, describe how you transcend physical limits → Until you leave this state (which you can do at any point), you have the following:
Confusion • Action
Describe how you cause confusion → Confuse a creature within a midrange distance. While confused, it acts erratically (attack allies, move someplace illogical, toss aside a valuable item, etc). Resisting.
Dancing Weapon • Passive
You can make combat actions as if you are standing in any space within a midrange distance.
Force Wave • Action
Describe how you unleash a wave of force → Bolster and push all adjacent creatures or creatures in a cone away a midrange distance. If you push only 1 creature, push it a far distance instead. Then, immobilize the targets. Resisting.
Mind Control • Action
Describe how you take control → A creature within a close distance gains a turn to immediately resolve, which you control. During that turn, you can treat one of its rolls as if it had the same result as your Mind Control roll. Resisting.
Prescience • Action
Describe how you gaze into the future → Select a visible creature. The GM gives you several options for that creature’s next turn. Choose one; the GM must have that creature attempt to fulfill that option. Increase rolls to act using this information.
Reverse Trajectory • Interrupt
You can spend 1 advantage to turn a visible ranged attack back against the attacker and make it automatically hit.
At any point, describe how you transcend physical limits → Until you leave this state (which you can do at any point), you have the following:
- You roll +1 damage die.
- You are immune to damage and debuffs except for instant death damage (falling off a cliff, swimming in lava, crushed by a cave in, etc).
- You bleed and you can’t be healed. Absolutely nothing (including block and soak) prevent or mitigate this damage.
- When Archon ends, you fall unconscious for no more than a day.
Confusion • Action
Describe how you cause confusion → Confuse a creature within a midrange distance. While confused, it acts erratically (attack allies, move someplace illogical, toss aside a valuable item, etc). Resisting.
Dancing Weapon • Passive
You can make combat actions as if you are standing in any space within a midrange distance.
Force Wave • Action
Describe how you unleash a wave of force → Bolster and push all adjacent creatures or creatures in a cone away a midrange distance. If you push only 1 creature, push it a far distance instead. Then, immobilize the targets. Resisting.
Mind Control • Action
Describe how you take control → A creature within a close distance gains a turn to immediately resolve, which you control. During that turn, you can treat one of its rolls as if it had the same result as your Mind Control roll. Resisting.
Prescience • Action
Describe how you gaze into the future → Select a visible creature. The GM gives you several options for that creature’s next turn. Choose one; the GM must have that creature attempt to fulfill that option. Increase rolls to act using this information.
Reverse Trajectory • Interrupt
You can spend 1 advantage to turn a visible ranged attack back against the attacker and make it automatically hit.
Exploration
Astral Projection • Slow Action
Describe how you transcend the physical realm → You enter a nonphysical realm (astral plane, dreamscape, shadow realm, etc), or return to your physical realm. You may bring creatures within a close distance with you. Work with your GM to determine the qualities and contents of this nonphysical realm.
Etheric Sight • Passive
Increase all rolls you make to see things.You perfectly remember everything that you see.You can see extremely small and extremely distant things.
Foresight • Action
Once each session, describe how you gaze into the future → The GM tells you several events that are likely to happen (a deadly trap will spring, a change of heart turns the tide of battle, a powerful spell will backfire, etc). Choose one and write it on your character sheet. At any point, cross it off to have the event come to pass.
Psychic Resonance • Passive
When you touch an object, you can ask any question about the item’s previous owner, which the GM must answer honestly. You can only do this once for each object each day.
Sensory Link • Action
Describe how you create a sensory link with a creature that you touch → For the next day or so, you can experience the world through the target’s senses whenever you want.
Telekinesis • Passive
You can exert force and manipulate objects out to a far distance. You can manipulate any combination of objects as long as they collectively don’t exceed your approximate size. Extenuating factors (concentrating for several minutes, tapping into a power source, collaborating with other telekineticists, etc) may allow you to ignore that limitation. Roll -1 damage die if you use this to attack.
Describe how you transcend the physical realm → You enter a nonphysical realm (astral plane, dreamscape, shadow realm, etc), or return to your physical realm. You may bring creatures within a close distance with you. Work with your GM to determine the qualities and contents of this nonphysical realm.
Etheric Sight • Passive
Increase all rolls you make to see things.You perfectly remember everything that you see.You can see extremely small and extremely distant things.
Foresight • Action
Once each session, describe how you gaze into the future → The GM tells you several events that are likely to happen (a deadly trap will spring, a change of heart turns the tide of battle, a powerful spell will backfire, etc). Choose one and write it on your character sheet. At any point, cross it off to have the event come to pass.
Psychic Resonance • Passive
When you touch an object, you can ask any question about the item’s previous owner, which the GM must answer honestly. You can only do this once for each object each day.
Sensory Link • Action
Describe how you create a sensory link with a creature that you touch → For the next day or so, you can experience the world through the target’s senses whenever you want.
Telekinesis • Passive
You can exert force and manipulate objects out to a far distance. You can manipulate any combination of objects as long as they collectively don’t exceed your approximate size. Extenuating factors (concentrating for several minutes, tapping into a power source, collaborating with other telekineticists, etc) may allow you to ignore that limitation. Roll -1 damage die if you use this to attack.
Interaction
Dominate • Action
Once each session, describe how you dominate someone’s mind → Gain creative license to mind control a visible creature that isn’t significantly more powerful than you for about 1 hour.
Lobotomize • Slow Action
Describe how you access the mind of a creature you’re touching → Add or remove a memory or personality trait for the target. You can’t make the target forget how to do things (swing a sword, read, cast spells, etc).
Psychic Impression • Action
At any point, select a characteristic (intelligence, strength, attractiveness, etc). Others perceive you as having that characteristic for the next several hours. During this time, increase a single roll you make to use the characteristic. You can’t select another characteristic until the effect wears off.
Read Mind • Slow Action
Describe how you invade the thoughts of a visible creature → Choose one:
Suggestion • Slow Action
Describe manipulating someone → You give that person an idea. They believe that it is an excellent idea as long as it doesn’t seriously risk their health and happiness.
Telepathy • Passive
You can telepathically communicate with creatures within a far distance. Also, write the name of your closest companion on your character sheet. You can telepathically communicate with that companion over any distance, physical or otherwise.
Once each session, describe how you dominate someone’s mind → Gain creative license to mind control a visible creature that isn’t significantly more powerful than you for about 1 hour.
Lobotomize • Slow Action
Describe how you access the mind of a creature you’re touching → Add or remove a memory or personality trait for the target. You can’t make the target forget how to do things (swing a sword, read, cast spells, etc).
Psychic Impression • Action
At any point, select a characteristic (intelligence, strength, attractiveness, etc). Others perceive you as having that characteristic for the next several hours. During this time, increase a single roll you make to use the characteristic. You can’t select another characteristic until the effect wears off.
Read Mind • Slow Action
Describe how you invade the thoughts of a visible creature → Choose one:
- Access Memory: Ask a question about the target’s beliefs, personality, or memories, and the GM must answer honestly.
- Hear Thoughts: The GM must tell you what the target is thinking and feeling until it is no longer under your gaze
Suggestion • Slow Action
Describe manipulating someone → You give that person an idea. They believe that it is an excellent idea as long as it doesn’t seriously risk their health and happiness.
Telepathy • Passive
You can telepathically communicate with creatures within a far distance. Also, write the name of your closest companion on your character sheet. You can telepathically communicate with that companion over any distance, physical or otherwise.