WIP aspect page

Aspects are traits and abilities, what other systems sometimes call feats or perks. They change how a character mechanically operates in the game world, bestowing bonuses or additional capabilities. The number of aspects that a character can select is limited by their character level.

Players should be encouraged to decree how their abilities and talents operate in-universe, even if their body slam is mechanically identical to their fellow party member's telekinetic projectile! Note that for this reason the listed prerequisite stats are recommendations only.

(See also WIP status page for explanations of some of the terms used in aspect abilities)


Improved Charge
Prereq: AGI 4, Melee +3
Type: Passive, power (Combat)
All charges now deal +Attribute and +Talent in effect instead of just +Talent. When spending HP on a charge (Empowering or using other abilities), you may move an additional tile for every HP spent. These additional tiles count double for the purposes of beating difficult terrain.

Brawler
Prereq: Melee +2
Type: Power (Combat, Tactical)
When performing a Manoeuvre against an enemy, or when an enemy enters or leaves your arena, a character with Brawler may perform a free single action attack against that enemy. Brawler can only trigger once in a turn (twice at Melee +4 and three times at Melee +5).

Deplete
Prereq: Talent +2
Type: Passive, power (Utility, Combat)
Cooldown: 6 turns, reduced by half of Attribute
Make a double action attack: it reduces the target's armour by 3 (or the user's Talent rank, if higher) on a hit, after resolving the initial listed damage. When using the Deplete passive, the attack cannot be Empowered or turned into a Manoeuvre. As a full turn action, trigger cooldown: reduce the target's armour by user's Attribute + Talent. This power deals no damage but is considered Perfect in terms of being uncounterable. Deplete cannot stack with itself or with other forms of armour reduction.

Rumble
Prereq: Attribute 5
Type: Passive, power (Combat, Psionic)
Cost: 1HP
Cooldown: 10 turns, reduced by half of Attribute
When Empowering an attack, the target's cover bonuses are nullified and become bonuses to the user's attack: in other words, Rumble turns cover against the target.
As a full-turn action, spend 1HP and trigger cooldown, targeting an adjacent arena. The occupants are afflicted with 1 point of Perfect damage per cover category. At least one point of this must be delivered in the form of a Stun status effect. The occupants are also Impeded. Once an arena has been hit, its cover category is reduced by one and Rumble's Empower passive can no longer apply to it.
Flavour: Telekinetically bludgeoning an enemy with chunks of the very cover they were attempting to use, smashing an opponent through obstacles during a brawl.

Defender
Prereq: STR 4
Type: Passive, power (Universal)
The character and any allies in the arena gain bonus physical and mental armour equal to the character's Talent rank. As a free action, a character with Defender can instead opt to grant their armour rating to an ally in their arena for that turn instead of using it themselves: this also applies to spending Shield points.

Precision
Prereq: Talent +2
Type: Passive, power (Utility, Tactical)
Cooldown: 6 turns, reduced by half of Attribute
The character's talents now serve as to-hit bonuses versus enemies of the appropriate type, although said bonuses cannot be more than the attack's basic to-hit modifier. They also increase the attack's critical chance by 1% per rank, stacking with any improvements in critical chance from the attack's default talent. As a power, opt to trigger cooldown and deal Pure damage with one attack. If an attack already has Pure as a property, using the power will instead double the user's talent rank for the purposes of Precision's accuracy and damage modifiers.
Flavour: Anatomical precision for a doctor who can handle a weapon, an anti-tank specialist skilled at taking down high-tech targets.

Apex
Prereq: Talent modifier 70+
Type: Passive (Universal)
If an enemy's active defence uses the same attribute as Apex, the character's attacks have the Splash or Pure trait (choose which attribute the Pure attack targets when picking this aspect) when the character's attribute is greater. If the enemy's attribute is half their own or lower, this can be upgraded to Homing or Special. Apex counts as a form of Advantage and may not be stacked with it.

Prediction
Prereq: FOC 5/INT 5
Type: Passive, power (Tactical)
Cooldown: 6 turns, reduced by half of Attribute
The character adds their Insight, Psi, or Social talent rank to their active defence rolls. Prediction only applies versus enemies with a lower FOC or INT than the user. In addition, opt to trigger cooldown and gain a Shield point. The point may be used against any attacker, not just those affected by Prediction, but Prediction can only maintain one bonus Shield point at a time.

Knockback
Prereq: STR 4/WIL 4
Type: Power (Combat, Psionic)
Enhances the use of Manoeuvres for that character. At the first success, opt to instead knock a target backwards into an adjacent arena. If the arena has no cover, they are also considered to be Exposed for as long as they occupy that arena. If the arena does have cover, they are instead Impeded. Additional successes with the Knockback Manoeuvre apply points of Stun/Weaken/etc as normal.
Knockback can be used to pull targets at the GM's discretion. This is a common trait of weapons with the Reach property, or of telekinetic abilities.

Rush
Prereq: AGI 4/FOC 4
Type: Passive (Universal)
The character can now charge with single action attacks (making a single action movement and a single action attack with the expenditure of the same action). When using light weapons, that weapon gains the Reach property. A character with Rush also has a +1 bonus to Initiative rolls.

Lightning Reflexes
Prereq: AGI 7/FOC 7
Type: Passive (Universal)
When afflicted with the Exposed status the character's skill rolls are halved rather than omitted entirely. With Lightning Reflexes the character ignores the Splash effect and in turn they can downgrade the Homing effect to Splash.

Fighter
Prereq: Talent +4
Type: Passive, power (Combat, Tactical)
Cooldown: 6 turns, reduced by half of Attribute
Manoeuvres now cost 2HP instead of 1EP. This will stack with the Takedown aspect passive, meaning full-turn Manoeuvres cost only 1HP to perform. Also opt to trigger cooldown and upgrade a Manoeuvre to Perfect.

Adrenaline
Prereq: VIT 3
Type: Passive (Universal)
The character can opt to ignore the effects of the first Injury they suffer in the encounter for a number of turns equal to their VIT score. Performing a Surge refreshes Adrenaline. Only one Injury can be nullified by Adrenaline at a time, and it will still require medical attention eventually!

Hunter
Prereq: Talent +2
Type: Passive, power (Utility, Tactical)
Cooldown: 8 turns, reduced by half of attribute
When attacking a target Vulnerable to your talent (or damage) type, the target is also considered to have 1 point of Marked for every point of Vulnerability. When making an attack against a target with Vulnerability, trigger cooldown: the Vulnerability/Marked amount is doubled and the attack's MD increases by 1N.

Bane
Prereq: Hunter or Exploit
Type: Power (Utility, Tactical)
Cooldown: 8 turns, reduced by half of attribute
As a single action, trigger cooldown and target one enemy. For the duration of the encounter that enemy gains further Vulnerability equal to your talent rank and all future attacks against them are thought to have the Elemental property (effectively their existing Vulnerability, if any, becomes universalised: any weaknesses to specific damage types now apply to all damage types).

Immunity
Prereq: VIT 5
Type: Passive (Universal)
When the character rolls a critical success in a defensive check against a source of damage, further checks against the same source are also assumed to be criticals. The Immunity effect can only apply to one damage source at a time: choosing to use it will displace any previous effects.

Flay
Prereq: STR 5
Type: Passive (Combat)
Add 1d20 to action's dice pool when the skill roll is a critical and/or the target is defenceless. Flay may only trigger once in a turn. Flay is both a critical trait and a form of Advantage and may not be stacked with them.

Dive
Prereq: AGI 5
Type: Passive (Universal)
When the character passes an active defence roll, or rolls a critical in any check, they may move to an adjacent arena as a free and immediate action. If the character is being grappled the grapple effect ends but the free movement doesn't apply. Dive is a critical trait and can't be combined with others.

Flourish
Prereq: FOC 5
Type: Passive (Universal)
The character (or an ally) recovers 1HP whenever they roll a critical in any check. This also applies to the use of Edge powers. Flourish can only trigger once in a turn. Flourish is a critical trait and can't be combined with others.

Mastermind
Prereq: INT 5
Type: Passive (Tactical)
Gain Advantage against one target whenever the character rolls a critical. Mastermind can only affect one target at a time. Mastermind is a critical trait and can't be combined with others.

Adept
Prereq: Base modifier 40
Type: Passive, power (Universal)
Cooldown: 6 turns, reduced by Talent
Instead of rolling for skill with the chosen talent, assume that the dice shows 50. As an additional or alternative power, opt to trigger cooldown and add +1N damage to an attack. Counts as an Empower use, and cannot be stacked with other Empowers.

Takedown
Prereq: Base modifier 50
Type: Passive (Combat)
When performing a Manoeuvre with a full-turn action, the cost is reduced from 1EP to 2HP. This will stack with the Fighter aspect passive, meaning full-turn Manoeuvres cost only 1HP to perform.

Slam
Prereq: Base modifier 40
Type: Power (Universal)
Cooldown: 6 turns, reduced by Talent
Trigger cooldown and add Stun 2 to any successful attack. Counts as an Empower use, and cannot be stacked with other Empowers.
GM fiat applies, but when selecting Slam a player may choose to inflict a status effect other than Stun.

Feint
Prereq: Base modifier 40
Type: Power (Universal)
Cost: 1 action
Spend an action and make an opposed skill check with the chosen Talent. If the character wins, their attacks gain the Homing trait against the target in the following turn. Feint counts as an alternative to Advantage and cannot be stacked with it.

Bash
Prereq: Base modifier 50
Type: Passive (Universal)
If any attack hits, target must pass a Resistance check or be afflicted with Perfect Stun 1. The difficulty for the Resistance check is determined by the user's STR. Bash can apply to multiple attacks in a turn but a Bash will not stack with itself or with any other Stun.
When making an attack as a full action, the character gains bonus armour penetration equal to their STR. The Stun always applies if full turn attacks hit.
GM fiat applies, but when selecting Bash a player may choose to inflict a status effect other than Stun and/or challenge a defence other than Resistance and/or use an attribute other than STR.

Patience
Prereq: FOC 4/WIL 4
Type: Passive (Combat)
Roll for Initiative as normal. However, if the character chooses to act after an enemy they bested with their Initiative roll, they gain +1N to the MD of any successful attack(s) made against that target in that turn. In subsequent turns after making this attack, the character returns to their rightful spot above the enemy in the action order.

No Sell
Prereq: STR 4/WIL 4
Type: Passive (Universal)
Whenever the character uses the Survive Edge power, their attacker gains Vulnerability 3 (substitute the character's Talent rank if it's higher than 3). The Vulnerability from No Sell will not stack with other sources.

Hard Counter
Prereq: Talent modifier 50+
Type: Power (Combat)
When using the Fate Edge power to reroll a Defence check, the character immediately inflicts an Injury on their attacker. A target can only be affected by Hard Counter once in an encounter.

Healthy
Prereq: WIL 4/STR 4
Type: Passive (Universal)
A character who takes Healthy may substitute any Attribute in place of one of their primaries when determining their total HP. They also gain one additional HP.

Ruse
Prereq: WIL 4/INT 4
Type: Power (Universal)
Cooldown: 10 turns, reduced by Talent
When an adjacent enemy gains Advantage, the character can trigger cooldown and steal that Advantage status and any associated dice.

Jinx
Prereq: WIL 3
Type: Passive (Universal)
After using the Fate power, enemy skill rolls (for both attacks and active defences) have an additional 10% critical fail chance for two turns. This increases to 20% at WIL 10.

Coruscate
Prereq: Attribute 4
Type: Passive (Universal)
When making a double action attack, bonus attack effect and armour piercing equal to 3 (or Talent, if higher). Coruscate can instead apply to the character's Defence roll and armour rating if they are not making any kind of attack in that turn. Coruscate only applies when no other aspect abilities have been used in that turn, passive or otherwise.

Weakpoint
Prereq: Talent +3
Type: Power (Universal)
Cooldown: 8 turns, reduced by half of Attribute
Spend a double action. If the target has an Injury you may immediately afflict them with Knockdown. An enemy cannot be affected by Weakpoint more than once in an encounter.

Talented
Prereq: Primary Attribute 4
Type: Passive (Universal)
Gain an additional Talent slot and set its rank to +2. Talented may be taken twice, assuming both primary attributes meet the prerequisite.

Conquer
Prereq: Talent modifier 50+
Type: Power (Universal)
Cost: 1EP, single action
Cooldown: 8 turns, reduced by Talent
Spend an Edge point and spend one action. Roll effect for a single action attack: a target in the same arena has the rolled amount deducted from their armour rating. In turn the caster gains this amount as bonus armour. The reduction/increase lasts for two turns, although the effect can be maintained beyond this by spending 2HP per additional turn. Conquer cannot be stacked. Conquer cannot take a target's armour below 0.


Annihilate
Prereq: Supreme, STR 8/AGI 8
Type: Power (Combat, Psionic)
Cost: 2HP
Cooldown: 10 turns, reduced by half of Attribute
Spend 2HP and trigger cooldown. Convert all of an action's effect dice to d20s. This includes Advantage dice.

Assassinate
Prereq: AGI 5/FOC 5
Type: Power (Universal)
Cost: Spending Advantage
Cooldown: 10 turns, reduced by half of Attribute
When spending Advantage, opt to trigger cooldown and upgrade a double action (or higher) attack to Perfect. The target is also Impeded. Assassinate may not be Empowered.

Assault
Prereq: AGI 6/STR 6
Type: Passive (Combat, Psionic)
Cooldown: 6 turns, reduced by half of Attribute
On a critical hit, or when using an Edge power, opt to trigger cooldown and add your Attribute to the effect roll. This attack also gains the Homing damage trait: the target cannot use an active defence. If the target is already incapable of using an active defence (due to Knockdown or a similar status effect), double the bonus applied to effect rolls. Unlike most critical traits, Assault can be stacked with others.

Barrage
Prereq: AGI 6/FOC 6
Type: Power (Psionic, Combat)
Cost: 2HP + Full turn action
Cooldown: 8 turns, reduced by Talent
When making a full attack, opt to spend 2HP and trigger cooldown. Roll an additional effect dice: each of Barrage's dice is considered a separate 1N Homing attack, to be directed against a target (or targets) of the user's choice. Multiple dice against the same target are still assumed to be have a combined base MD of 1N. Whenever a Barrage dice rolls its maximum value, the player may roll another dice of the same type (what some systems call exploding or cascading dice). This only applies to natural rolls and not to criticals or uses of the Maximise Edge power. Attribute and talent modifiers still apply during a use of Barrage, but they can only be applied to one of the attacks made with it.

Barricade
Prereq: Talent +3
Type: Power (Utility, Psionic, Combat)
Cost: Double action, 1HP
Render an arena impassable. Impenetrable to mobs, but potentially reversible by elites or boss characters with the same Talent, assuming they can spend an uninterrupted full turn action to counter it. A character may only have one Barricade active at a time, unless they expend Edge point(s). A Barricade will increase the cover rating of adjacent tiles by one category. A Barricade blocks enemy line of sight but will not impede the Ranged attacks of the user or their allies. If an arena is occupied when a Barricade is placed, the occupants are pushed into an adjacent arena.
Flavour: Collapsing a tunnel, toxic area denial, sealing a door, maintaining a telekinetic shield.

Beacon
Prereq: WIL 3/FOC 3/INT 3 (Psionic, Tactical)
Type: Power, maintained (Psionic, Tactical)
Cost: Double action, once established 1HP per turn active
The character expends a double action and broadcasts an enemy's every move to their allies. The target gains Marked and Vulnerability statuses equal to the Talent rank being used. The ability will drain 1HP for every following turn that it is active, and can be cancelled at will. Spending Edge to plant the Beacon will not drain HP per turn. Only one Beacon may be maintained by a character at any one time, unless they expend an Edge point (or multiple points) in order to cast additional Beacons. Beacons can't be stacked upon the same target!

Blast
Prereq: Attribute 5 or Talent +4
Type: Power (Psionic, Combat, Utility)
Cost: Double action, 1HP (or more)
When making a double action attack, opt to consume 1HP and give the Ordnance trait to that attack, targeting all the occupants of an arena. If the attack already costs HP or EP, Blast can only be invoked by doubling the point expenditure (instead of spending the default 1HP). If the ability being granted the Blast effect has a cooldown, Blast itself also goes on cooldown for the same time period.

Blindside
Prereq: Talent +3
Type: Power (Tactical)
When spending Advantage you may perform a free Edge power. One instance of Blindside can apply to multiple Talents, as long as one of them meets the prerequisite. The free Edge power may only be used once per Talent per encounter.
Flavour: A precise backstab, a sucker punch, making good use of a distraction or exploiting knowledge of an enemy's weaknesses to the fullest.

Bolster
Prereq: WIL 4, Talent +2
Type: Power (Psionic, Tactical, Utility)
Cost: Edge point
As an immediate action, the character can expend an Edge point and grant nearby party members a bonus to their defence rolls (Resistance, Reactions, Resolve) for the duration of the encounter. This bonus is equal to the caster's Talent and will not be lost early if the beneficiaries leave the character's side. Bolster is a persistent effect, but is not cancelled by disables such as Stun or Lockout. Bolster cannot be stacked.

Bolt
Prereq: Attribute 4
Type: Power (Universal)
Cost: 1HP
Cooldown: 10 turns, reduced by Attribute
As a single action, immediately inflict Perfect 1 on a target in an adjacent arena. This deals an additional +1N when the talent is at +5 and a further +1N at Attribute 10 (so a max damage of 1S, 2N). Bolt can deliver status effects. Bolt can be Empowered, increasing damage by 1N for every additional HP spent.

Bonus Edge
Prereq: Attribute 6
Type: Passive (Universal)
Increase your base Edge by 1 point. This aspect may be taken multiple times, each time connected to a different Attribute. GM fiat applies.

Break
Prereq: Melee +2/Mobility +2
Type: Power (Universal)
Cooldown: 8 turns, reduced by half of Attribute
As a free action the character may expend 1HP, triggering cooldown, and for that turn they may ignore any status effects or similar penalties currently applied to their person. Break can temporarily ignore Injuries but it cannot be used on Knockdown. Break may also be used to cancel status effects directed towards allies in the same arena.
Flavour: Hiding in plain sight with Stealth, being nimble enough to use evasion despite being stranded in an exposed space, opposing the grapple of a much stronger opponent.

Greater Aim
Prereq: Ranged +3
Type: Power (Combat, Tactical)
Cooldown: 6 turns, reduced by half of Attribute
Double critical chance and the skill and effect bonus when making an Aim action, triggering cooldown. One instance of the Greater Aim aspect can apply to multiple Talents regardless of whether they meet the prerequisite rank, but the cooldown is shared. Greater Aim does not go on cooldown if the attack(s) made with it miss.

Challenge
Prereq: Melee +2
Type: Power (Combat, Tactical)
Cooldown: 8 turns, reduced by Talent
Tied to a move action: advance into a new arena and deliberately grant yourself Priority. Gain armour equal to your chosen Talent's governing Attribute. This armour reduces by 1 per turn. When the character is granted Priority by enemy or ally action, they may trigger Challenge's cooldown as an immediate free action, gaining the bonus armour. Multiple uses of Challenge will not stack.

Clash
Prereq: Melee +2
Type: Power (Universal)
Cost: Free or potentially an action
Once per turn, as a free action, make an opposed Defence check against an enemy sharing the same arena. The loser parts with 1HP. Clash may be performed as a single action, increasing the HP loss to 2. Clash may only be used once in a turn (this restriction is removed at Attribute 10).
Flavour: As simple as a Melee combatant headbutting another, or a blinding exchange of jabs and parries ending with one fighter finally landing a hit. Leading a less perceptive opponent to walk into a tree branch. A staring contest, and someone blinks.

Consolidate
Prereq: Talent +4
Type: Power (Universal)
As a full turn action, grant yourself an Edge point. This Edge point must be spent on your Talent on the next turn, or it will be lost. Outside of combat, a character with Consolidate can Maximise their skill checks in the chosen Talent without point expenditure as long as the GM decrees that the situation allows them the luxury of taking their time.

Creativity
Prereq: Primary Attribute 6
Type: Power (Universal)
Cooldown: 10 turns, reduced by half of Attribute
Using Creativity allows the use of a power without spending points (up to 2HP or 1EP) or triggering the ability's cooldown.

Deep Pockets
Prereq: Tech +3/Medic +3
Type: Passive (Utility)
Gain two bonus minor resource slots, increasing to three bonus slots at Talent +5 with a further one granted at Attribute 10. Deep Pockets cannot add properties to extant resources and cannot be used to purchase implants/affinities/etc. that improve Talent ranks. This aspect will not allow a character to carry more tokens than allowed by their Talent rank. Deep Pockets can only be taken once.

Defiance
Prereq: WIL 3
Type: Power (Universal)
Cooldown: 6 turns, reduced by half of Attribute
When afflicted with a static negative status effect (such as Priority, Exposed, Exhausted, or an enemy gaining Advantage against you) trigger cooldown and gain 2HP. The HP will allow a character to go over their base amount. Defiance will not stack with itself (e.g., you can't trigger it after one use unless you've already lost the HP from the last time).

Discipline
Prereq: WIL 4
Type: Passive, Power (Universal)
Cost: Optional 1HP
Gain bonus Defence equal to half your chosen Attribute: Discipline applies to Resistance, Reactions, and Resolve, but can only affect one in a turn. If multiple attacks and abilities target different defences, only one can benefit. Opt to spend 1HP and also apply the bonus to active defence rolls (skill defence) for a turn or double the normal effect bonus. Discipline may not be tied to a Primary Attribute.

Ego
Prereq: WIL 4
Type: Passive (Universal)
When Empowering an action, grant a bonus to skill and effect rolls based off half your chosen Attribute (+20/+2 at Attribute 4). Ego may not be tied to a Primary Attribute.

Evacuate
Prereq: Talent +3
Type: Power (Utility, Psionic)
Cost: 1HP
Double action or higher, 1HP, affects an arena up to 2 tiles away. Enemies within that arena must pass a Defence check versus the user's Talent effect check or be forced to make a standard movement away from the affected arena and be afflicted with Stun 1, effectively costing them their entire turn. In addition to this, and even on a save, the occupants of the arena will be afflicted with Priority. Once targeted with Evacuate, an enemy cannot be affected by it again for the duration of the encounter unless the user counters this universal cooldown by burning an Edge point.
Flavour: Flushing hostiles out with smoke, using telempathy to terrify them into retreat.

Exertion
Prereq: VIT 5/STR 5/WIL 5
Type: Power (Universal)
Cost: Single action, Temporary Injury
In place of spending an Edge point, a character may apply an Injury to any attribute. Injuries gained in this fashion can only be recovered at the end of the encounter, not through beneficial abilities. If Exertion is used on the same attribute twice, it becomes a standard Injury and will need medical attention to overcome. Exertion may only be used once in a turn.

Exploit
Prereq: Insight +3
Type: Power, passive (Tactical)
Passively gain a +Talent bonus to effect rolls against targets that you've gained Advantage against. As a single action, you may spend Advantage: you and all your party members may upgrade one attack to Special damage versus that target (declare before attacking). Using this ability disables the passive effect and you may not gain any kind of Advantage against that target again.

Finisher
Prereq: STR 3
Type: Passive (Universal)
When using double action attacks or higher, the user treats targets as if they have Marked 1 and Vulnerability 1 for every HP that they are missing. Finisher will not stack with Priority or other applications of the Marked and Vulnerability status effects.

Fusion
Prereq: Talent modifier 60+
Type: Passive (Universal)
The character may base their Talent's skill modifier off two Attributes rather than one, and add 50% of the second Attribute to effect rolls (e.g., Attribute 6 grants +30 skill as normal but only +3 effect). The chosen Talent must already be linked to the Attribute in some way: for example, VIT working in conjunction with STR for Resistance checks, or AGI and STR working in conjunction in Melee when the user already has a Martial Agility aspect. Fusion may be taken multiple times but both the Attribute and Talent must be different. Fusion will not increase the category of effect die used.

Gambit
Prereq: WIL 5
Type: Power (Universal)
Cost: Full turn action, 1HP
Cooldown: 6 turns, reduced by half of Attribute
Cost 1HP. As a full turn action, perform a double action with the Gambit effect: increase your critical chance, but if it is not a critical it fails outright. The increase in critical chance is based off the Talent rank being used; 10% bonus crit chance per Talent rank. Cooldown only triggers if Gambit is successful, although action and HP cost is always spent.

Ghost
Prereq: AGI 4
Type: Power (Tactical, Psionic)
Cost: 2HP
Cooldown: 8 turns, reduced by Attribute
The character spends 2HP, triggering cooldown, and makes a full-turn move action. While making this move action the character's defences, passive or otherwise, are all doubled: this stacks with the normal bonus from making a full turn action, tripling rather than doubling their active defence. Ghost bypasses all terrain obstacles, as long as arenas are not entirely impassable. Ghost cannot be used with any other attacks or actions, even charges or free actions. This restriction is removed if an EP is spent in place of the 2HP.

Hardcore
Prereq: VIT 8
Type: Passive (Universal)
The character can continue functioning even at 0 Life! When their LP are all drained a character with Hardcore recovers half their max HP, and they will not be subject to the usual dying/bleeding out rules until those HP are lost. While Hardcore is active, the character cannot benefit from any healing abilities.

Haste
Prereq: AGI 4
Type: Power (Universal)
Cooldown: 6 turns, reduced by half of Attribute
When using aspect abilities tied to the same Attribute (or its Talent), you can reduce the time taken to perform the ability by spending 1HP and reducing the time by 1 action, to a minimum of 1 action. Quickening an action with Haste does not invoke Hurry penalties, and a full-turn action performed with Haste will no longer grant Priority. Haste's cooldown is added to any existing cooldown associated with the ability.

Improved Critical
Prereq: FOC 4
Type: Passive (Universal)
Critical success on actions made with the chosen Attribute now deal +50% on effect rolls as well as being Maximised. If the Talent being used is also at +5, this increases to a +100% bonus to effect rolls. Improved Critical may be taken a second time (stacking with the original, for +150%/+200%) once the Attribute reaches 8.

Improvise
Prereq: INT 4
Type: Power (Utility)
Cost: Utility token, optional 1EP
You may spend a Utility token in place of 2HP when powering special abilities. If using a weapon with limited attacks, you may spend a Utility token in place of up to 2 charges (if the weapon is suffering from Lockout, you can instead end that effect). On demand, you may burn an Edge point and pull another token from thin air. At Attribute 10, you may spend a token in place of an EP.

Increased Critical
Prereq: FOC 4
Type: Passive (Universal)
Critical chance in all actions is increased by 5%. Increases to 10% at FOC 10.

Jury Rig
Prereq: INT 4
Type: Power (Utility)
Cost: 1EP
Expend an Edge point and successfully perform any Utility check as a double action, allowing the target machine/individual to recover 4HP. After 4 turns, the target takes 4 Special damage. This damage cannot reduce the target's HP to 0. With a Talent at +4, the duration, recovery, and damage all increase by 1. This becomes 2 at +5.
Flavour: This can effectively serve as delayed-reaction sabotage or poison, if used on an intact machine or healthy person…

Legendary [Talent]
Prereq: Talent modifier 80+
Type: Passive, power (Universal)
Cost: 1EP
The character can expend an Edge point to Maximise a check in a particular talent; it will be upgraded to a critical success. If a roll in this talent is a natural critical, it becomes a Perfect attack.

Lure
Prereq: Talent +3
Type: Power (Utility, Psionic)
Cost: 1HP
Single action, 1HP, affects an arena up to 3 tiles away. Enemies adjacent to that arena must pass a Defence check versus the user's Talent effect check or be forced to spend a standard double action movement and enter the affected arena (effectively, they lose 2 actions and appear in the affected arena). Enemies can only be affected by Lure once in an encounter.
Flavour: Tricked or influenced into advancing into an area, pulled in by a telekinetic vacuum.

Martial
Prereq: Talent modifier 40+
Type: Passive (Combat)
For a chosen Combat Talent, choose to use the Attribute of your choice for all its modifiers instead of the default. One instance of the Martial aspect can apply to multiple Talents if they all meet the prerequisite. Martial may not be tied to VIT or INT.
Flavour: GM fiat applies. Perhaps Martial Agility may only work with small weapons such as knives and pistols, Martial Strength the reverse.

Maim
Prereq: STR 5
Type: Power (Combat, Psionic)
Cooldown: 10 turns, reduced by half of Attribute
Change the basic damage output of a full-turn attack to a number of wounds equal to the HP that the target is currently lacking. I.e., if a target is at 5/10 HP, a 2N full attack would become 5N. Maim can of course also be used to deliver the effects of a talent. The damage inflicted by Maim cannot be more than the user's Attribute.

Minded Matter
Prereq: WIL 5
Type: Power (Psionic, Tactical)
As a double action, establish a persistent effect that grants 1 additional point of Resilience (physical or mental, and tied to armour rating as normal) and forces attacks to challenge a Defence of your choice instead of the usual. The target of this persistent effect may be either you or any ally in an adjacent arena: if an ally is targeted, damage taken challenges your chosen Defence rather than theirs (or your chosen Attribute in the case of Pure damage). The Minded Matter effect instantly fails if the caster is Exhausted. Only one instance of this power can be active in an encounter.
Flavour: This aspect was originally Shield, and only available to telekinetics.

Missile
Prereq: Ranged +2
Type: Power (Universal)
Cooldown: 6 turns, reduced by half of Attribute
As a single action, trigger cooldown and direct a 2d6 Homing attack against one target in an adjacent arena. At Talent +3 this becomes 3d6, and so on. Despite being a single action attack, a talent rank does not apply as an effect modifier. Missile retains the characteristics of the talent used to deliver it in terms of the defence that is challenged. By performing Missile as a full-turn action, it adds one additional d6 to the attack and also gains the Pure damage property (choose which attribute is challenged when picking this aspect).
Flavour: This basically exists because someone asked how Magic Missile would fit in the system.

Myriad
Prereq: Primary Attribute 6
Type: Passive (Insight, Tactical)
You may now perform a Feat on any roll using the selected attribute as a modifier, even if the attribute isn't usually responsible for the roll's modifiers. Myriad also grants bonus HP equal to half the selected attribute.

Nuke
Prereq: Attribute 6 and Talent +3
Type: Power (Universal)
Cost: 1EP
Cooldown: 10 turns, reduced by half of Attribute
As a double action, immediately inflict a number of wounds on a target up to 2 arenas away. The number of wounds are determined by the character's Talent rank. This counts as a Perfect attack, connecting automatically, bypassing defence rolls and Resilience. Any damage inflicted by Nuke can instead be delivered in the form of status effects. Nuke can be Empowered, but added damage from Empower attempts does not count as Special and will be opposed by Resilience as normal.

Power Attack
Prereq: STR 4
Type: Power (Combat)
Cooldown: 6 turns, reduced by Talent
On demand, opt to make a double action (or higher) attack with a penalty equal to your total skill modifier in return for doubling your natural effect modifier (affecting talent and attribute scores, not damage bonuses from equipment etc). To use this ability while ignoring the penalty, trigger the cooldown.

Rampage
Prereq: STR 5/WIL 5
Type: Power (Combat, Psionic)
Cooldown: 10 turns, reduced by Attribute
When Empowering an attack or ability, opt to trigger cooldown. For every HP spent on the Empower, deal 1 point of Perfect damage to all the occupants of the user's arena. Rampage can only be triggered by spending HP and will not work in conjunction with abilities such as Creativity.

Rapid Fire
Prereq: Ranged +3
Type: Passive (Universal)
Reduce Hurry penalties by -10/-1, to a minimum Hurry penalty of -10/-1. When making three single action attacks, you may perform a fourth with the normal Hurry penalty (Rapid Fire's passive improvement does not apply to this fourth shot). One instance of Rapid Fire can apply to multiple Talents, as long as they all meet the prerequisite.

Readiness
Prereq: Reactions +3
Type: Power (Universal)
Cooldown: 10 turns, reduced by Attribute
When spending an Edge point to Maximise a roll, the character grants an Advantage die to their team mates, applied to the next roll they make, triggering cooldown. Readiness will apply retroactively when determining Initiative. The Advantage is based off either the user's Talent rank or that of the beneficiary, whichever is higher.

Refresh
Prereq: VIT 5/INT 5
Type: Passive (Universal)
Cooldown: 12 turns, reduced by half of Attribute
When spending an Edge point to end an ability's cooldown, all abilities on cooldown become available again. The cooldown of the Refresh ability itself may not be circumvented through Edge powers, aspect passives, or any other means.

Resolute
Prereq: WIL 5
Type: Passive (Universal)
When succeeding on a defensive roll associated with that Attribute, recover 1 lost HP. Resolute can only trigger once in a turn (twice at Attribute 10).

Resilience
Prereq: STR 6/WIL 6
Type: Passive (Universal)
Gain 1N additional damage reduction. Resilience will stack with the damage reduction from other sources. Resilience may not be taken twice.

Riposte
Prereq: Melee +3
Type: Passive (Universal)
After successfully defending against an attack, add the defence modifiers you used (effect and skill, if applicable) to the first Talent action you make against your attacker in the next turn. At Attribute 10, Riposte applies to all actions made against that target in the turn. Riposte may be taken multiple times, each time affecting a different Talent.

Sap
Prereq: Talent +4 OR Deplete
Type: Passive, power (Universal)
Cooldown: 6 turns, reduced by half of Attribute
Passively grants a new Manoeuvre: if the character passes the usual opposed skill check, Special damage is applied to the target's Edge. Sap can't be Empowered. The maximum amount of Edge that can be drained by Sap is limited by the user's Talent rank. A character with Sap can, at any time as a free action, spend their own Edge to deplete an enemy's on a like-for-like basis.
Flavour: Tech characters hack and scramble machines and cyborgs. Psionors, tacticians, and Social experts analyse an enemy and expose their weaknesses. Medics unleash something they cooked up in the lab earlier. Melee experts probably just perform a grapple and punch them in the gut.

Scourge
Prereq: Talent modifier 60+ OR Barrage
Type: Power (Combat, Psionic)
Cost: Full turn action, 1EP
Cooldown: 8 turns, reduced by half of Attribute
Target an adjacent arena. Consume 1EP and a full turn action and deal your single action effect dice*Attribute in attack power as a Homing Ordnance attack, targeting the occupants of an area while disallowing active defence rolls. Scourge utilises exploding/cascading dice: whenever a dice rolls its max value, add another dice of the same type to the pool. This obviously only applies to natural rolls and not to criticals or uses of the Maximise Edge power.
Flavour: A fighter who steps into a room and shatters every limb within sight in a frenzy of blows, a heavy weapons specialist that hits an enemy squadron dead centre with a HE rocket, a telekinetic who scours the land bare with the breath of a vexed god.

Smart Bombs
Prereq: Tech +3/Medic +3
Type: Power (Utility)
Cost: Token, double action to throw
Cooldown: 8 turns, reduced by half of Attribute
As a free action, convert a token into a smart bomb (2 at Talent +4, 3 at Talent +5) and trigger cooldown. A smart bomb deals 3d6+talent+attribute damage with the Smart and Ordnance traits. A smart bomb requires a double action to throw but may be Hurried as normal with a default -20/-2 penalty. A smart bomb is of course considered an item and can be given to allies.
Flavour: A nanotech swarm, a nasty virus that only your allies have been inoculated against, or just a humble explosive used to amazing effect.

Spotter
Prereq: FOC 3
Type: Passive (Combat, Tactical)
If an attack or ability misses a target, for the duration of the next turn that target is Marked by 1 per Talent rank used (Ranged +3 bestows Marked 3, and so on), aiding the attacks of the user and their allies. Spotter's Marked effect will also trigger if you spend an Aim or Advantage action on a target, even if you successfully hit the target because of that action expenditure.

Sunder
Prereq: Melee +3
Type: Passive, Power (Universal)
Cost: Spending Advantage
Passively increase the AP of all attacks by an amount equal to your chosen Talent. When spending Advantage, opt to increase the AP of an attack by the value shown on one Advantage die. With the Sunder aspect, the total AP of critical hits is tripled rather than doubled.

Stat!
Prereq: Tech +3/Medic +3
Type: Power (Utility)
Cost: 1HP
By spending 1HP, the user may perform a free single action using the Utility Talent, rising to a double action at Attribute 10. This free action can only be invoked once a turn. When spending Edge to power Stat! in place of the HP, one of the free action's rolls is Maximised. Stat! can be used regardless of Stuns or similar effects, although Knockdown disables it as normal.

Storm
Prereq: AGI 8/WIL 8
Type: Passive (Combat)
Every turn the character's action allowance is considered to be four single actions instead of three, as long as the fourth action is only spent performing actions governed by the chosen Attribute. Storm may be purchased multiple times, but only one instance can be used in a turn.

Steadfast
Prereq: WIL 4
Type: Power (Universal)
Cost: 1HP, optional EP
When failing a defence roll (Resistance, Reactions, Resolve) choose to spend 1HP and reroll the check using a different defence of your choice. Steadfast may be used once a turn. When spending an Edge point in place of the HP, the defence roll is also Maximised. Invoking Steadfast allows a defence roll vs incoming effects/attack power, even against Pure damage.

Steady Aim
Prereq: FOC 5
Type: Passive (Universal)
When Aiming, the action grants a persistent effect that applies the Aim bonus to all actions made in the encounter, not just those made in the same turn as the Aim action. This effect is removed if the character moves from their position or is otherwise interrupted.

Supreme
Prereq: Attribute 6
Type: Power (Universal)
Once a turn, before rolling, substitute one of your Attribute's effect dice for a d20. This includes but is not limited to replacing the default d10 of saving throws.

Survivor
Prereq: WIL 5
Type: Power (Universal)
Cooldown: 8 turns, reduced by half of Attribute
When using the Survive Edge power, the character may opt to cancel all damage and negative effects entirely, triggering cooldown. Survivor negates any damage type and any effect, including Lethal and/or Special damage, interrupts, and even Knockdown. Survivor can also be used to perform a Surge at twice the normal effectiveness, triggering cooldown.

Sweep
Prereq: Talent +2
Type: Passive (Universal)
When making a double action attack, deal 1 point of Special damage to an enemy adjacent to your target. The Sweep damage shares the skill roll of the original attack. Sweep cannot be used to deliver the effects of Manoeuvres.

Swift
Prereq: AGI 5
Type: Passive, power (Universal)
Cost: 1HP
You move 1 tile more when making a full-turn action. Opt to expend 1HP and add one additional tile to any of the character's movement actions. This bonus tile may be used to move in any direction, potentially thwarting abilities that use forced movement to reposition characters against their will. At Attribute 10, this bonus tile applies to every movement free of charge.
Flavour: Faster, better stamina, maybe just perceptive enough to spot shortcuts. In the same way as Malleable, an aspect like Swift can be retooled to benefit a derived stat other than movement: such as increasing encumbrance limits instead, and so on.

Toughness
Prereq: STR 5/WIL 5
Type: Passive (Universal)
The character gains +5 to their armour rating. The Toughness aspect can only be taken once, but it will stack with the character's equipment or resources.

Vault
Prereq: AGI 4
Type: Passive (Universal)
As a double action movement, opt to instead jump over an adjacent arena to the one behind it. A character using Vault does not pass through the bypassed arena, avoiding triggering abilities or attacks tied to proximity, and ignoring any terrain or environmental penalties in that arena. Vault may be tied to a charge, and the charge target may be an occupant of either the bypassed arena or the one beyond: this target will be Impeded. Vault can effectively be used to negate arenas rendered "impassable" by artificial effects such as Barricade.
Flavour: Typically athletic when tied to a physical attribute, but could easily be a grapple swing or a more covert/tactical move.

Wildcard
Prereq: Talent +3
Type: Passive (Universal)
When rolling 1 on an effect dice, opt to substitute your Attribute value in place of using the dice result. More than one die can be affected by Wildcard in a turn, but this is capped by the Talent being used. Wildcard may be taken multiple times, each time affecting a different Talent.

Guidance
Prereq: INT 5/WIL 5
Type: Passive (Social, Tactical)
You may perform Edge powers, Aim actions, and Empowers on allies as well as yourself. With Guidance you may also give your Advantage die to an ally as a free action during your turn. This may be spent or held in lieu of action as normal.
Flavour: Normally the remit of leaders and analysts and telepaths, it's possible that a Medic can jab an ally with a stim to boost their faculties, or a Tech can use their gadget wizardry to achieve the same results.

Pincer
Prereq: INT 4/FOC 4
Type: Power (Combat, Social, Tactical)
Cooldown: 8 turns, reduced by half of Attribute
If you are flanking an ally's target, or vice versa, when you spend 1 to 2 HP or 1EP on a power any allies currently engaged in combat with that target can share it, spending the same point(s) on their next action without decreasing their own counts, triggering cooldown.

Loyalty
Prereq: Telempathy +3/Social +3
Type: Power (Psionic, Social)
Cooldown: 12 turns, reduced by half of Attribute
When an ally is KO'd or bleeding out in an encounter, trigger cooldown and recover an EP immediately. The first time you suffer an Injury in an encounter all your allies may perform a free Surge, triggering cooldown.
Flavour: Generally an aspect of righteous indignation, reliant on empathy (psionic or otherwise). Or maybe you can just exploit a tactical opening while the enemy is busy trying to kill someone else. Depending on the kind of leader you are, maybe the latter effect is because your team is so cheered up by the sight of you in pain.

Fight as One
Prereq: Melee +3/Insight +3/Social +3
Type: Power (Combat, Tactical, Social)
Cost: Full turn action, 1EP
Cooldown: 12 turns, reduced by Talent
Spend 1EP. As a full-turn action, allow all your allies to perform an immediate double-action attack without eating into their own action allowance. The bonus attacks may include passive aspect effects but the allies may not use abilities with a cooldown or HP/EP expenditure.

Presence
Prereq: Telempathy +1/Social +1
Type: Power (Psionic, Social)
When they make an attack, enemies who fail an opposed defence roll become loathe to continue and gain Weaken 2 (or based off Talent rank, if higher) on their attack attribute when attacking you or allies occupying the same arena as you. Once an enemy passes the opposed roll, Presence will no longer affect them for the duration of the encounter.
Flavour: An enemy with a superior Resolve roll is completely unintimidated and therefore Presence has no effect. Your imposing physique or scary glower does not impress the 60-ft tall Behemoth War Mech. GM fiat applies, but Presence can potentially be used to inflict status effects other than Weaken.

Fall Back
Prereq: Telempathy +3/Insight +3/Social +3
Type: Power (Tactical, Social, Psionic)
Cost: 1EP
As an immediate interrupt, spend 1EP. All allies occupying one arena may make a free single move action to vacate the arena, potentially nullifying an attack. Fall Back will not allow the user to move but it will allow allies who are Impeded or similarly immobilised to make a move action without penalty. Grapples will be broken automatically, but characters might still be subject to abilities that trigger when they move away from combat.

Hold
Prereq: WIL 4
Type: Power (Universal)
Cost: 1EP
Inspirational speech optional. Expend 1EP. You and any allies in an arena gain a universal +20/+2 bonus for the duration of the encounter for as long as they stay in the arena. If they leave it for any reason, they lose the bonus and may not regain it until the next encounter. Hold applies regardless of terrain penalties/cover modifiers in the arena. This bonus increases to +30/+3 at Attribute 7 and +40/+4 at Attribute 10.
Hold may also be used offensively, instead applying an encounter-long -20/-2 etc penalty to occupants of an arena if they leave that arena. This will stack with Priority and other status effects.

Lifesteal
Prereq: WIL 6
Type: Power (Social, Psionic)
Cooldown: 10 turns, reduced by half of Attribute
When making an attack, trigger cooldown and Empower the attack by (up to) 2 points while recovering 2HP. Lifesteal cannot be combined with other Empowers or Edge abilities.

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