Overview
Powers include: spell schools (rites via Paths), Psychic focus, and Technomancy interfaces. Most cost Mana or a discipline resource, and many carry risk on failure.
- Roll: d20 + Focus Stat (Int/Wis/Chr) + Path/Skill vs DC/Resist to invoke/control. Beat by 5+ = Heighten (+25% magnitude/duration/area).
- Costs: spend from Total Mana/Psychic Pool; track committed for sustained effects.
- Limits: Psychic obeys Tethered Law (self/reach/perception/mind; no detached effects—see “Psychic”).
- Resistance: Natural MR 15+ is always on (starts at 1); lower can toggle; selfcast bypasses.
Action Types
Player Optional Rule — AP Roll (Tempo Modifiers)
Variant A — Standard Table
| 1 | +3 AP |
| 2–4 | +1 AP |
| 5–16 | As listed |
| 17–19 | −1 AP |
| 20 | −3 AP |
Variant B — Reverse Gambit
| 1 | −4 AP |
| 2–6 | −2 AP |
| 7–15 | As listed |
| 16–19 | +2 AP |
| 20 | +4 AP |
- Declare the AP Roll before your first action; roll at most once per round.
- The GM may call a Tempo Shift that makes everyone roll AP for one round.
- Not affected: movement by meter, and per-AP investments (e.g., Defense stance).
- Reactions use your current round’s AP Roll (if any).
- Singular: one-and-done effects (blasts, bursts, snaps). Pay cost; resolve; end. AP: 5 + cast time (Snap 0–Ritual 4–5).
- Sustained: ongoing effects that require committed resources while active (wards, control fields, cloaks). Drop on botch/Stun unless noted.
- Mundane: low-intensity, at-will utilities without a roll (sparks, faint glow, minor tool use) at Guide’s discretion—free, tiny, non-harmful.
Each power lists typical AP/time, DC/Resist, and whether it can be sustained.
Power Template & Samples
Template: Name — Path — Tier — Prereq — Min Mana — Range — AP — Save — Effect — Enhancements
- Ember Dart — Elementalist (Fire) — Tier I — — Min:1 — 20m — 5 (Snap) — Reflex 10 half — 1d6 + Int fire; may ignite. Invest: +1 Mana → +1d6 or 1m splash (half).
Enh: Ignite (req MR1): +1d6 on burning targets.
- Aether Shield — Defense — Tier II — — Min:2 — Self/ally 5m — 6 (Quick) — — 1 round: +3 Defense, Resist 3 elemental. Heighten: +5 or 2 allies.
Enh: Ward Extension (req MR2): +1 round (commit 1 extra).
- Mind Spike — Psychic — Singular — — Reserve: — vs PR — 6 — — 1d8 + Wis neurotic; Mind 12 half. Heighten: +1d8. (Strain 1; Linked: −2 AP).