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Chapter 12

Powers

Regardless of whether you actively pursue magic, the Astral touches every living being on Daios. In addition to your normal Proficiencies, you will be able to gain Powers which can be used in conjunction with them.

You get one Power for each Proficiency at level 3 or higher.

Powers may have restriction in acquisition and use. This will be stated per power.
When you complete a Rest, you reset your Power Points to 6 (minus one per level of Fatigue left after Resting). You cannot have more than 6 Power Points at any time.
Whenever you fulfill the requirements of a Power, you may choose to use one or more points to use this Power. For every point, roll a d6. Every dice rolled this way resulting in a Hit restores the Power Point used to roll it.
For example, if you use 3 points and roll a 2, a 5 and a 4, you only lose 1 point and keep the other 2.
Each Power may also have a Risk. On one or more Misses, these Powers may incur negative effects on the user or his or her surroundings.

Powers

All According to Plan

Requirements

  • Performing a Reaction.

Your opponent may seem to have the upper hand, but you have them exactly where you planned. Instead of a Reaction, you may choose any Action or Short Action to perform, even if you already spent them this turn. Use your Power Point dice instead of the Proficiency’s normal dice pool for this Action. You may not expend more Power Points on this than your chosen action’s Proficiency Level.
Note that unless your chosen action explicitly prevents the action you’re reacting to, the action you’re reacting to still happens.
You cannot use this Power to perform another Power.

Risks

  • If only Misses are rolled, you cannot use a Reaction on your next turn.

Atomic Uppercut

Requirements

Astral energy fills your muscles. You deliver a gut-punch (a CQC attack) that sends your enemy flying. Roll a Power Point Check. Your target flies straight up a number of metres equal to your Power Point Hits, then suffers that amount as damage upon landing (in addition to the normal damage delivered by the attack).

Risks

  • If only Misses are rolled, the force is miscalculated; you suffer damage to the attacking arm equal to your Misses, and the original attack deals no damage.

Crafter’s Inspiration

Requirements

  • Creating an item using any applicable Proficiency.

You draw upon the collective knowledge passed down from teacher to teacher until it reached you. Pointing your crafting implement towards the heavens, you imbue it with the wisdom that comes from generations of hard work. Any Power Point Hits rolled are added to the Hits of the Check used to create an item.

Risks

  • Each Miss cancels out one Hit of the original Proficiency Check.

Elbow Guillotine

Requirements

  • CQC Proficiency Level 3.
  • Agility Proficiency Level 3.
  • Uses an Action.
  • Target is Prone .

You tap your elbow twice, then twist and jump. Landing with your elbow on the Prone target, you deliver a devastating blow.
Pick a body part as the target and roll your Power Point dice. All Hits go directly towards that body part; they cannot be divided among other parts. This leaves you Prone.

Risks

  • If only Misses are rolled, the drop is misjudged. You land on the ground, taking damage to the attacking arm equal to your Misses.

Energy Surge

Requirements

  • It is your turn.

Throwing caution to the wind, you perform an additional Action or Short Action on your turn. Use your Power Point dice instead of the Proficiency’s normal dice pool for all rolls related to this Action. You may not expend more Power Points on this than your chosen action’s Proficiency Level.
You cannot use this Power to perform another Power.

Risks

  • Each Miss rolled grants a +1 Advantage to the first next action performed by a hostile creature targeting you.
  • If only Misses are rolled, you gain a level of Fatigue.

Extreme Instinct

Requirements

  • Agility Proficiency Level 3.
  • Alertness Proficiency Level 3.
  • Rolling for Initiative.

The moment you notice hostile intent, your mind springs to action. A plan forms in less time than it takes to blink. You move before your enemy even realises you noticed.
Add your Power Point Hits to your Initiative roll.

Risks

  • If only Misses are rolled, your Initiative counts as -1.

Feint

Requirements

  • Failing a Proficiency Check targeting another creature due to a Reaction by that creature.

Your apparent failed Check was but a ruse. While you seem to fail, you actually baited out a response from your target. Every Power Point Hit rolled is added to your current Check (Hits rolled this way cannot be negated).

Risks

  • Each Miss rolled deals 1 damage to you.

Final Strike

Requirements

  • Melee Fighting Proficiency Level 3.
  • Willpower Proficiency Level 3.
  • Making a Melee Weapon Attack.
  • Cannot have performed any other actions this turn.

Through willpower alone, you push your body past its limits for one last attack. It has to end here and now. Multiply your Power Point Hits by 2 and add them to your current Melee fighting attack roll.
You cannot take any other actions or reactions this turn or on the next one.

Risks

  • If only Misses are rolled, you still execute the attack as described above, but also gain a level of Fatigue.

Horizon Shot

Requirements

Your will puts force into your projectile beyond anything your weapon is designed for. Your hands steady; your breathing stops; the world goes quiet enough to hear your heartbeat. You fire further than your weapon should ever be capable of.
Increase the maximum range for your current attack by your normal maximum range multiplied by your Power Point Hits.

Risks

  • If half or more (rounded down) of your Power Point roll are Misses, you execute the attack as normal, but your weapon breaks in half afterwards.

Improbable Ballistics

Requirements

By sheer force of will, a fired or thrown projectile curves in decidedly impossible ways. Each Power Point Hit can be used to make your projectile change direction by up to 90 degrees at any point of its trajectory, even curving around obstacles. Reactions to Dodge or otherwise prevent being hit gain a -1 Disadvantage.

Risks

  • If all dice thrown are Misses, the projectile hits the friendly creature currently furthest away from you (within the maximum range of the attack).

Incendiary Shot

Requirements

Fuelled by willpower alone, flames erupt from your projectile as you fire it. When your projectile hits its target, in addition to the normal damage, the target gains the Set on Fire status effect. The Difficulty of the fire is equal to your rolled Power Point Hits.

Risks

  • If only Misses are rolled, your weapon breaks and your hand is Set on Fire with a Fire Difficulty equal to your Power Point Misses.

Magical Infusion

Requirements

You combine the abstract of magic with the physicality of the material world. Spending an hour channelling Astral energy, you imprint a spell onto an object.
Make a Check using your Power Points against the Spell Level of the spell you wish to imprint. On a success, the spell is imprinted onto the object with an Enchantment Level equal to your Wizardry Proficiency Level.
Anyone can use the enchanted object to automatically succeed in casting the spell, as long as they know what the item does, by expending 1 point of the Enchantment Level. Once the Enchantment Level becomes 0, the item crumbles to dust (or, for an indestructible object, simply loses its magic).
Any required Checks are made using the item’s Enchantment Level (equal to the caster’s Wizardry Level at the time of enchanting). Any spell that refers to the Check used to succeed uses the item’s Enchantment Level (damage spells, for example).

Risks

  • If the process fails, the object you are trying to enchant crumbles to dust.
  • If only Misses are rolled, the spell you are trying to enchant fires randomly a number of times equal to your Wizardry Proficiency Level.

Magitech Engineering

Requirements

Building upon magical infusions and lingering spells, you create machinery fuelled by magic.
Using a Magitech Engraving Kit, you etch a diagram into an Astral Crystal (10 grams in weight), which will then power and control a magical object.
The Astral Crystal’s grade must be equal to or higher than the Spell Level of the infused spell on the object. You then spend a number of hours equal to that Spell Level creating the engraving, after which you roll your Power Points against the Spell Level. Matching or exceeding the Spell Level is a success. The spell on the magical item is then powered, driven, and controlled by the engraved Astral Crystal, now attached to the item, and will activate the spell on a pre-defined trigger.

This has a number of positive and negative effects:
- The object no longer has a maximum charges/uses limit.
- If the Magitech item is a tool or weapon, it is governed by its user’s related skill instead of an Enchantment Level.
- If the Magitech item functions independently of a user, it uses the Astral Crystal grade to determine the number of dice thrown in a Check.
- The object can be used by anyone who knows how to use the trigger.
- The object does not need to be held in order to function.
- The object can be integrated with other Magitech items.
- The object can be augmented with other non-magical crafted parts.
- The object has a pre-defined effect; the user cannot mould the effect to their intent as with a normal spell. The intent is engraved on the crystal with completely pre-defined parameters (direction, target, speed, and so on). In essence, the spell is now executed on the crystal, not in the caster’s mind. Control is maintained, but in a pre-defined manner.
- The Magitech construction is fragile; a casing can be built to protect the components, negating this disadvantage.

A Magitech weapon starts at a Quality level of 0. For each component added, reduce the Quality by 1 for each component with a Minor spell attached, and increase the Quality by 1 for every Major spell and by 2 for every Greater spell.
If the Quality is lower than 0, the tool or weapon counts as Poor, giving a -1 Disadvantage in its use. If it is 0, it counts as Mundane. If it is 1 or higher, it counts as Exquisite, giving a +1 Advantage in its use.

Risks

  • If the process fails, the crystal breaks and becomes unusable.
  • If only Misses are rolled, the magical item instantly crumbles to dust, expending its charges immediately in an explosive burst dealing damage equal to its Spell Level to everything within 3 metres.

Magitech Overdrive

Requirements

  • Using a Magitech tool or weapon.

Focusing your innate energy into a Magitech implement, you push it much further than its warranty will cover. Every Power Point Hit is added to the attack damage.

Risks

  • If all dice thrown are Misses, the weapon breaks and must be repaired before use.

Marathon

Requirements

  • Agility Proficiency Level 3.
  • Athletics Proficiency Level 3.
  • Movement available.
  • Marathon is not currently active.

The Astral surges through your blood, delivering more energy to your legs than you know what to do with.
Gain additional Movement Speed this turn equal to your normal Movement Speed multiplied by your Power Point Hits.

Risks

  • If only Misses are rolled, the surge leaves your body exhausted. Gain a level of Fatigue.

Medical Miracle

Requirements

Adrenaline surges through your veins. It’s now or never. Recalling everything you’ve been taught, you execute your procedure with extreme precision and discipline. Add your Power Point Hits to the First Aid Check and reduce healing time by your Power Point Hits × 5 minutes.

Risks

  • If you roll more Misses than Hits on your Power Point Check, subtract your Hits from your Misses and injure your target by the remaining amount.

Power Leap

Requirements

You pour your energy into your legs, pushing far beyond normal strength. Your jump height increases by a number of metres equal to your Power Point Hits.

Risks

  • Each Miss rolled deals 1 damage to your legs, divided as evenly as possible, upon landing.

Return to Sender

Requirements

  • Uses a Reaction.
  • Being hit by a ranged attack while wielding a Melee Weapon.

Your opponent seems to have lost something. Let’s be nice and return it.
With swift movement and quick wits, you deflect a thrown or fired projectile back to whoever fired it at you. Match or exceed the original attack with your Power Point Hits. On a success, you avoid all damage and instead inflict damage on your opponent equal to your Power Point Hits. Any special effects on the projectile are inflicted on your target as well.

Risks

  • If only Misses are rolled, your weapon is shot out of your hand and you still receive the original attack’s damage.
  • If 3 or more of the Misses are Fumbles, your weapon is destroyed.

Shadow Dash

Requirements

Use a number of Power Points no higher than your Agility Proficiency Level or your Stealth Proficiency Level, then multiply that number by 5. The result is the distance you can dash through unseen and unheard, nearly instantaneously.

Risks

  • If the result is only Misses, you stumble 10 metres in the direction of your dash before unceremoniously falling over loudly. This leaves you Prone.

Spell Eater

Requirements

  • Uses a Reaction against being hit with a Wizardry spell.
  • WizardryProficiency Level 3 or higher.

Match or exceed the Difficulty of the caster’s Wizardry Proficiency. On a success, you absorb the energy of the spell, giving you an Advantage to your first next spell equal to the Difficulty of that spell.

Risks

  • If you fail to match the Difficulty, the spell’s energy deals damage equal to your rolled Misses in addition to its original effect.

Split Shot

Requirements

  • Uses a Short Action.
  • Performing a ranged magical or non-magical attack as an Action.

One shot, two kills. Through force of will, a second projectile appears—identical to the first in every way save for its target. Match or exceed the Difficulty of the Proficiency you used for the attack with your Power Point Hits. On a success, you hit the second target for the same effect as the first.

Risks

  • If you fail to match your Proficiency Difficulty, the original shot fails as well.

Telescopic Strike

Requirements

Ignoring the constraints of physics and trigonometry, you extend the reach of your weapon by surging Astral energy through it as you strike. Increase the reach for your current attack by your normal reach multiplied by your Power Point Hits.

Risks

  • If half or more (rounded down) of your Power Point roll are Misses, you execute the attack as normal, but your weapon breaks in half afterwards.

Total Prediction

Requirements

  • Insight Proficiency Level 3.
  • Charisma Proficiency Level 3.
  • Making an Insight Check to discern the motives of a target you know (or strongly suspect) is lying.

You watch for non-verbal and verbal cues alike. Suddenly it all clicks into place. Roll your Power Points against the Difficulty of the target’s Charisma Proficiency. If you match or exceed the Difficulty, you learn the target’s true motives and plans.

Risks

  • If you fail to match the Difficulty, you become convinced they are telling the truth and reluctantly accept what they claim (it must be at least somewhat believable).

Unarmed Gambit

Requirements

  • CQC Proficiency Level 3.
  • Have a Crippled arm or leg.
  • Making an unarmed attack.

Your body may be broken, but you cannot back down now. Blocking out the pain, you make an unarmed strike with your crippled limb. You use your Power Points instead of your CQC Proficiency for this attack.

Risks

  • Each Miss rolled deals 1 damage to the crippled limb used in this attack.