*****UNIVERSAL***** | |
180-Hammerhead | A starship is rotated 180 degrees for free during its movement while continuing its momentum, enabling it to face and fire at pursuers. The ship continues moving in the same direction it was moving initially, and cannot turn until this maneuver is performed again to correct its facing. |
Achilles Heel | Identifying a weakness in your target, you pay 2d6 and bypass its soak score. This exploit can only be performed once per target. Alternatively, you may grant this bonus to one ally who must use it within one round. |
Aim | This is identical to the Feint exploit, but for ranged combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the feinting action. All characters get either the Aim or Feint exploit for free. |
Always Prepared | You have a brilliant tactical mind, and are always prepared. You may declare a single action which you took prior to the encounter (even if you didn’t know the encounter was going to take place) which helps you in this exact scenario. This must be an action you were capable of. |
Analytics | Studying your target’s behaviour, you notice a pattern to its actions. You grant all allies within 30’ a +1d6 bonus to attack the target until the start of your next turn. This costs one action |
Arm Lock | When you successfully grab a foe, you place your target in a painful armlock. The target gains the Restrained condition, drops any items in that hand, and cannot use that arm until he escapes. You may move at half SPEED, taking your victim with you. If you apply this twice, the attacker gains the second Restrained condition. |
Bearhug | When you successfully grab a foe, you grab your target with both arms, squeezing him. You can only bearhug a target of your size category or smaller. The target gains the Restrained condition, and takes 1d6 damage at the start of each of his turns. You may move at half SPEED, taking your victim with you. |
Blinding Attack | You throw sand into your opponent’s eyes, cover him in a cloak, pull his helm down, or gash his forehead; on a successful hit your target gains the Blind condition. |
Blind Shot | While in full cover, you may pay 2d6 to take a shot without looking at what you are shooting at or exposing yourself. You use your LUCK attribute instead of your Agility or Intuition for this shot. |
Brush Off | You contemptuously brush aside a melee attack, gaining the effect of cover from one melee attack from a creature of your size category or smaller. |
Burst Of Speed | Your mount, ship, or vehicle gains a speed boost of 2 hexes or squares for the turn. |
Charge | When making a melee attack, move up to your speed in a straight line and then attack at the end of it and pay 2d6. You gain +1d6 damage to your attack. You must move at least 10'. |
Cleave | When using STR as your attack attribute, you follow through in one mighty swing, and make an additional attack at -1d6 against an adjacent foe if the first one hits. |
Counterhack | When an opponent is attempting to access your systems using the system override exploit, you may make an immediate opposed LOG check to block the attempt. |
Crippling Strike | You expertly target your opponent’s legs, causing a wound which inflicts the Slowed condition upon him. |
Deadly Strike | You inflict an additional 1d6 damage with a successful hit. For a ranged attack, this is likely a headshot. This can only gain you one bonus damage die. |
Death From On High | You pay 2d6 and drop down on your opponent from at least 5’ above him. This counts as a charge but knocks your opponent prone and does 2d6 extra damage instead of 1d6. |
Dive For Cover | If a ranged attack misses you, you may immediately move half your speed and either throw yourself prone or get behind cover if it is in range. This is an immediate reaction. |
Dodge | You may use a reaction to dodge one attack you are aware of, as long as you are not in cover. State your intention before the attack roll. The attacker suffers a -2d6 penalty for that attack. |
Double Tap | Once per turn you may fire two quick shots at your target at the cost of just one action, paying 2d6. |
Draw A Bead | You do not pay any penalty for firing into melee, as long as your target is at least 10’ away from you. |
e-Defender | Your starship gains +4 e-DEFENSE. This does not stack with additional e-Defenders. |
Evasive Action | You use your action to perform a series of evasive maneuvers which grant your ship +4 DEFENSE until the start of your next turn. |
Expert Disarm | When you use a Called Shot to disarm a target, you do not have to pay the 2d6. |
Feint | This is identical to the Aim exploit, but for melee combat; it grants +1d6 bonus to an attack roll taken in the same turn. The attack action must come immediately after the feinting action. All characters get either the Aim or Feint exploit for free. |
Flying Kick | You move up to your speed and issue a flying kick at the end of it, dealing your martial arts damage with a bonus 1d6 damage. |
High Energy Turn | The pilot uses FTL energy to force a ship into any emergency facing. It requires an AGI check equal to 10 + the ship’s class. Failure inflicts 1d6 damage to the ship’s SS per ship class. Success allows the pilot to face the ship in any direction he wishes. |
Hunker Down | Cover grants you one extra die of cover. |
Jury-rig | You modify a weapon (yours or an adjacent ally’s) to either increase its range by 50% or its damage by +1d6 until the start of your next turn. |
Knockback | When you use a Called Shot to move a target, you do not have to pay the 2d6; however, for each 1d6 you choose to pay, the target is pushed one extra square. |
Knockdown | When you use a Called Shot to knock a target prone, you do not have to pay the 2d6; additionally, the target gains the Downed condition (making it unable to stand until that condition has been shaken off). |
Leadership | Leadership (requires CHA 8+). You are able to donate one or more of your available LUC dice to another character as a free reaction to their attempting an attribute check. You must declare this before they roll the dice. |
Lucky Escape | You may avoid all damage from one attack as a free reaction. You can only do this once per day. |
Opportunist Stomp | You can stomp on an adjacent prone opponent as a free action. This is an unarmed attack and uses your natural damage value. |
Pep Talk | You can spend your ambush turn (if you have access to it) giving your allies a pep talk. They all gain a +1d6 bonus to initiative in the ensuing combat. |
Piledriver | You grab your opponent, lift him, and then drop to the ground, driving his head into the ground. Both you and your opponent end up prone. The exploit costs 2d6 and, if successful, the target takes double damage and gains the Dazed condition. |
Predictive Reflexes | You are good at reading the situation. You gain a permanent +1d6 bonus to your INITIATIVE checks. |
Protector | You can take an attack meant for an adjacent ally. If the attack hits your ally, you take the damage instead. If you have a shield, the ally also benefits from your shield’s defense bonus. |
Quickstand | Once per turn you can stand immediately from prone as a free action or reaction and you are immune to the Downed condition. |
Quick Mount | You can mount or dismount from a horse, other mount, or motorcycle, as a free action. |
Quickdraw | If you are disarmed, you may immediately draw another weapon as an immediate reaction as long as you have one available. |
Quickstep | You can move 5’ as a free action. |
Reckless Act | You gain +1d6 to ranged attacks as long as you are not concealed, in cover, or using a shield. If you use Dodge, or any other exploit which protects you, you lose this bonus for one minute. |
Reinforce Shield | Until the start of your next turn, one shield (forward, aft, port, or starboard). becomes reinforced. It gains +2 SOAK. |
Relativity Corkscrew | This complex maneuver uses FTL speeds, time dilation, and high-level calculations to gain a temporal advantage in starship combat. An FTL drive is necessary. One action is used to perform the relativity corkscrew, but the ship gains three actions in return. However, this is a dangerous maneuver and requires a Strenuous [25] LOG check to accomplish. It cannot be performed again until at least one hour has been spent maintaining the FTL engines. |
Ricochet | You can pay 4d6 to “bounce” a ranged attack off of one surface in order to hit a target to whom you would not normally have line of sight. This does not negate the target’s cover bonuses; it merely creates a line of sight to a target where there previously was none. |
Roll With It | By voluntarily falling prone, you reduce damage by 2d6. You cannot use any instant-stand exploits in combination with this exploit. |
Scattershot | When using a shotgun, you can attack two adjacent targets within 15’ of you with a single attack action. |
Sidestep | When charged by an attacker, you casually step aside, causing him to rush past you. If the attacker’s attack misses, he continues onwards in a straight line to the extent of his movement, unless something blocks his way. If he collides with a solid object, he takes 1d6 blunt damage. |
Spinning Kick | A quick turn and your foot lashes out to strike your opponent. This attack is a free action. You do your normal unarmed damage |
Spray | When using a weapon with the auto trait you may spend all your actions to spray a 30’ cone, making one attack against every target not in cover within the cone. Make one attack roll and apply it to the RANGED DEFENSE of all within that area. |
Strafe | When using a weapon with the auto trait you may, as a single action, spray an area 15’ x 15’ with fire. Everyone in that area takes 1d6 damage of the appropriate type. This is the only attack you can make with this weapon this turn. |
System Overide | You remotely access another ship’s control computer, and briefly take a system offline with a LOG vs E-DEFENCE attack. One shield facing, or one weapon, can be deactivated until the beginning of the target ship’s next turn, at which point it is automatically reactivated. |
Systems Upgrade | Choose one of the Android's modification exploits, such as Wheels, Armor, or Compute. You gain that exploit. |
Target Engines | You can choose to target an enemy ship’s engines by paying 2d6. Attacks to the engines directly reduce their power output instead of damaging superstructure (and consequently affect the ship’s speed or FTL capability). |
Taunt | You taunt your target, enraging it, and make a CHA vs. Mental Defense attack. If successful, the target focuses all its attacks on you until the start of your next turn. |
Throw | When you use a Called Shot to knock a target prone, you also move the target two squares and do your unarmed damage. |
Torpedo Spread | Multiple torpedoes can be fired in a spread which affects a wide area of effect. For each 1d6 paid, one hex within range is affected; all affected hexes automatically do 1d6 damage of the appropriate type to any vessels in them. |
Trip | When you use a Called Shot to knock a target prone, you do not have to pay the 2d6; additionally, the target gains the Downed condition (making it unable to stand until that condition has been shaken off). You still do your normal attack damage. Additionally, if you are a smaller size category than your target, you gain +1d6 to your attack. |
Utilikit | You are able to turn one device into another device of equal value or lower. For example, you can modulate your scanner to use as a phaser, or enable your laser knife to operate as a lock pick. The device only functions in this way for a single action before becoming permanently useless. It takes 10 minutes to make the change. |
Warp Maneuver | A very dangerous maneuver, you use your ship’s FTL capability to reposition your ship on the battlemap. You can move to any location to which you have direct line-of-sight, but your resultant facing is randomized (roll 1d6). This takes your ship’s FTL engines offline, and they require an hour to repair. |
Whirlwind Frenzy | You attack all adjacent targets, but only do 1d6 damage to each. You must still make an attack roll against each target. Any targets you hit are pushed back one square, clearing a space around you. |
Wingover | To perform the maneuver, the pilot must make an AGI (piloting) check with a difficulty of 10 + the ship's current speed. If successful, the maneuver is performed and the ship takes 1 SS damage; if unsuccessful, the maneuver is not performed, and the ship takes 1d6 SS damage (although this cannot reduce it to below 1 SS). |
*****PSIONICS***** | |
Adrenal Dash | You use psionic energy to gain a burst of speed, dashing up to twice your SPEED. |
Adrenalize | You can channel positive energy into somebody, granting them a +1d6 die bonus per 4 PP to all physical attribute checks for one minute. This process is draining, however, and causes you 1d6 psionic damage for each 1d6 bonus you grant. |
Biofeedback | You psychically harden your skin, gaining natural SOAK 1 +1 per PP until your next turn. |
Psychic Healing | You can heal 1d6 per 6 PP HEALTH by touch. Any given creature can only benefit from this power once per day. |
Psychic Leap | You channel your psionic energy into a mighty leap into the air. You leap up to 3’ per PP vertically and up to 5’ per PSI horizontally. |
Psychic Resuscitation | You may stabilize a dying creature by touch by spending two actions. |
Hypercognition | When you use this power, everything appears to slow down for you. For 1 round per 4 PP, you gain an extra action each round. Using this power is a free action. |
Necrophony | You are able to ask questions of a dead creature. You must be able to touch the corpse, and it must have died within one day per PP. You may ask it a single question, which it will answer to the best of its knowledge. |
Precognition | Your natural precognition gives you a +1d6 per 4 PP bonus to INITIATIVE checks as well as checks to access the ambush turn. This does not cost an action, and the PP are spent when the INITIATIVE check is made. |
Retrocognition | You can see into the past up to 1 day per PP until your next turn. Your view is of your current location as though you were there at the time. |
Clairaudience | You can hear a location you have seen before until your next turn. You hear it as though you were physically present. |
Clairvoyance | You can see and hear a location you have seen before until your next turn. You see it as though you were physically present, and do not gain additional sight powers (so if it is dark there, you do not gain darksight). |
Cryokinesis | You freeze a creature or object you can touch, doing 1d6 per 2 PP cold damage. Water freezes solid, and any fire is extinguished. |
Cryokinetic Blast | You blast an opponent with a range increment of 10’ with an icy cold wind. Make a PSI vs. DEFENSE attack; if you succeed, you do 1d6 per 2 PP cold damage. |
Electrokinetic Blast | You blast an opponent with a range increment of 10’ with a bolt of focused electricity. Make a PSI vs. DEFENSE attack; if you succeed, you do 1d6 per 2 PP electricity damage. |
Electrokinetic Fork | You let loose a 5’ per 2 PP cone of crackling, forked electricity. Make a PSI vs. DEFENSE attack against each creature in the area; if you succeed, you do 1d6 per 5 PP electricity damage. |
Pyrokinetic Burst | You let loose a burst of fire in all directions. Any creature or object within 5’ per 4 PP of you takes 1d6 heat damage per 6 PP. |
Pyrokinetic Blast | You blast an opponent with a range increment of 10’ with a cascade of fire. Make a PSI vs. DEFENSE attack; if you succeed, you do 1d6 per 2 PP fire damage. |
Cannibilize | You are able to recover psionic energy by drawing from your body’s other energy reserves. Choose any number of d6s and roll them; you gain that much psionic energy, but take the same amount of damage. |
Fast Recovery | You recover twice as much psionic energy during your daily meditation. This acts as a trait and simply modifies your psionic recovery with no action required. |
Mind Shield | You shield your mind from psionic intrusion, gaining 4 MENTAL DEFENSE +1 per 5 PP until your next turn. |
Sense Psionics | You can sense the presence of psionics within 20’ +5’ per 2 PP of you. |
Shield Other | You shield another’s mind within 10’ of you, granting them +8 MENTAL DEFENSE +1 per 4 PP until your next turn. |
Suppression | You are able to weaken the psionic power of a target you can see. Choose any number of PSI points; both yours and your target’s PSI attribute are reduced by that amount until your next turn if you make a successful PSI vs. MENTAL DEFENSE attack. |
Mind Fortress | As Shield Other, but it affects everyone you choose within 2’ per PP of you. They must remain within that distance to stay protected. |
Flight | As Levitation, but you can also move horizontally. |
Psychokinesis | Your telekinetic control is so refined that you can effectively take any action or make any attribute check that you would normally be able to do were you standing next to the target from a distance of 5’ per PP. |
Levitation | You telekinetically lift yourself off the ground until your next turn. You can only move directly up and down, and may do so at a speed of 5’ per 2 PP. If the power fails, or you do not maintain it, you fall from whatever height you are currently at. |
Summon | You can telekinetically call a Small or smaller object within 5’ per 2 PP to your hand by using two actions. If the object is held by someone else, it will require an opposed PSI vs. STR check. |
Telekinesis | You can freely telekinetically move and manipulate single objects of size Small or smaller within 5’ per 1 PP of you. You may only manipulate one such object at a time. |
Telekinetic Shield | You gain +3 DEFENSE +1 per 4 PP from a telekinetic shield until your next turn. |
Empathy | You can automatically sense strong emotions in others within 30’. No action is required. |
Mind Control | You control another being within 5’ per PP until your next turn by making a PSI vs. MENTAL DEFENSE attack. The creature will act as you direct; however it will not perform an action which causes it harm. If you spend an action to maintain this control over multiple turns, it lasts 1 round per PP. |
Mindprobe | As Mindread, but you gain access to inner thoughts and secrets. This technique is painful to the target, who takes 1d6 psychic damage. |
Mindread | This invasive technique enables you to read another’s mind. Make a PSI vs. MENTAL DEFENSE attack against a target within 1’ per PP. If you succeed, you are able to read uppermost thoughts until your next turn. |
Mindwipe | You are able to erase your target’s memory as far back as 1 hour per PP. Make a PSI vs. MENTAL DEFENSE attack. |
Perception Filter | You render yourself hard to notice with a telepathic effect which causes others to simply ignore you. Perception filters work automatically on those with an INT attribute of less than your PSI score, while more intuitive creatures will notice you immediately. If you make an attack, the effect ends immediately. Creatures aware of you cannot thereafter be affected by the perception filter. |
Psi-blast | You can use an action and make a PSI vs. MENTAL DEFENSE attack to blast an opponent with a mental burst which does 1d6 +1d6 per 4 PP psionic damage and has a range increment of 10’. |
Psychic Cone | You project a 5’ per PP cone of psychic energy which causes 1d6 +1d6 per 4 PP psychic damage to all in the area of effect. |
Psychic Suggestion | You can momentarily influence the thoughts and actions of another creature within 5’ per PP by making a PSI vs. MENTAL DEFENSE check. On a success, the creature will perform one action as directed by you; however it will not perform an action which causes it harm. |
Telepathic Message | You develop the ability to freely send short telepathic messages to other intelligent creatures with whom you have spent time. This is a free action. |
Blink | As a reaction to an attack, you may instantly teleport up to 10’ to avoid it. This grants you a +10 DEFENSE bonus and moves you to any location within 10’. |
Dimensional Step | You teleport up to 10’ per 4 PP to a location within sight. |
Teleport | You teleport any distance up to 1AU to a location you have physically seen. This does not include locations seen by remote viewing devices. |
*****MAGIC*** | |
Arcane Recharge | You can spend five minutes to recover 2d6 Magic Points once per day. |
Arcane Secret | You have learned or discovered an arcane secret—an element, creature type, or virtue. You can take this exploit multiple times, learning a new secret each time, but you may know no more secrets than your LOG attribute. |
Attune Implement | A magical implement you own (wand, staff, holy symbol, orb) gains one level of quality. |
Extreme Concentration | You can maintain concentration on two simultaneous spells. Each requires an action to maintain (you need a whole turn to maintain both). |
Focus | This operates like Aim and Feint, but is used for casting spells. Spending one action focusing grants +1d6 to a spell cast in the same round. This exploit joins Aim and Feint as one of the free exploits available to a starting character. |
Signature Spell | Using the magic rules, devise and name a spell from the skills and secrets that you know. This spell becomes a signature spell. You may take this exploit multiple times, adding a new signature spell each time, but you may not have more signature spells than the value of your LOG attribute. You may cast your signature spell as a free action once per day. |
Adaptive Abjuration | When you cast an abjuration spell, choose its basic function as usual, such as SOAK or DEFENSE. However, you may choose to have the spell be adaptive. If you do, the first time you would be attacked or damaged by a source that matches a type you know the secret of, the spell will switch to the appropriate element, virtue, or creature type. You can choose for this not to happen, but you can only choose whether to switch the first time you’re threatened. |
Artificer | You are able to create magical items using the procedures outlined in O.L.D. |
Counterspell | You can use the Abjuration/Dispel Magic enhancement as a free reaction at the same time that an opponent attempts to cast a spell. The opponent must be in range, and the spell must have no other effects. |
Jeweller | You gain one additional Magic Point out of a gemstone. |
Magical Reservoir | You gain 2d6 extra Magic Points to add to your total number of Magic Points. This does not affect the maximum amount of Magic Points you can invest in a single spell. You can take this exploit multiple times; each time you do, you gain an additional 2d6 MP. |
Quickspell | Choose one signature spell that you know. You may now cast that spell as a free action three times per day. |
Silent Caster | Normally spells require verbalization; you have the ability to cast spells silently, with no need to verbally utter words of magic. |
Spellblaster | You are very skilled at dealing out magical damage. When you cast an evocation spell, you score a critical hit whenever you roll double-sixes or triple-sixes. |
*****MARTIAL ARTS***** | |
Hin (Mountain) Stance | The strength of your Chi manifests in an incredible sense of balance and resilience for physical stress. You are as indomitable as a mountain, able to bear incredible weight, make parts of your body invulnerable, and strike with so great a focus and force that nearly any object will shatter under your blows. Your opponents learn that you are well suited to suffer a flurry of strikes, and to fear the power of your own. |
Daichin (Warrior) Stance | Your soul is that of the warrior, destined to compete, to fight, and to win. When your Chi surges forth it can be incredibly deadly, able to reach preternatural heights of physical awareness that turns you into a legendary combatant. Your opponents quickly become wary of the precision of your blows, your amazing reflexes, and how closely you can bring both body and mind into perfect attunement. |
Weifeng (Wind) Stance | When using your Chi you become lighter, faster, and fleeter than any normal human could ever be, able to move with the silence of a subtle gust of wind, run across water and tree branches, dash with incredible speed, and dodge so quickly as to become a blur. Your opponents are impressed by your reflexes and rattled by how talented you are at dodging their attacks. |
Phanyu (Lightning) Stance | Your fists and feet are like lightning, and when using Chi you strike your enemies in the blink of an eye with explosive force. Dodging attacks is second nature to you, and your response of battering blows is nearly invisible to the naked eye. Your opponents are brought down quickly by your aggressive flurries, if they even see them coming. |
Toak (Stone) Stance | You are as enduring as rock and tough to the core, and your Chi manifests by protecting you from harm. Your skin and limbs can harden like stone, and eventually you learn to stand against any force, no matter how great. Your opponents are dumbfounded by your resilience and defeated by your unwillingness to falter against their attacks. |
Surya (Sun) Stance | The essence of your Chi is as pure as sunlight and you can manifest it to be just as nourishing. You are able to heal wounds, alleviate the pains others, and even bring the recently deceased back to life. Enemies are frustrated by your presence on the battlefield and confounded when your allies are restored by your abilities. |
Umfula (River) Stance | Your Chi makes you intimately familiar to the energies that flow through all living creatures, and your incredible awareness allows you to bend them to your whim. You are able to sense the Chi of another, align the minds of your allies, and express supreme concentration in the face of attacks that would leave the mind of any other person completely destroyed. Your opponents are disturbed by your cerebral fortitude and undone by their own mental assaults. |
Yueliang (Moon) Stance | You can physically manifest your Chi with surprising ease, using it to perform feats that defy belief. You are able to wield it as a weapon that harms the souls of other creatures, or gather it for deadly attacks that can level buildings. Your opponents are bewildered and taken aback by your supernatural powers. |
Ma-eum (Mind) Stance | Your understanding of Chi has revealed the void behind all things, and you have attained some mastery over this oblivion. You are able to hamper the Chi of others, take it away from them, or even negate the use of mystical power nearby. Your opponents are left powerless before you, defeated in the wake of your control over the nothing that is Everything. |
Gexing (Heart) Stance | Your control over Chi opens windows to the souls of those you look upon. By utilizing your abilities, you can manipulate the emotions of others, completely conceal your own, and empower others to reach further and fight harder. Your opponents are simultaneously filled with both wonder and great malice when in your presence. |