At Field Rules And Lists

AT Fields

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How to Use an AT Field

The first thing about AT Fields is not everyone can use them. Unless extraordinary circumstances arise, the only entities that can use an AT Field are Angels and Evangelions. This means that, by extension, pilots can use AT Fields, but only when they are piloting an Evangelion. They cannot access their AT Field powers in any other circumstance.

AT Field abilities are divided into two groups: Patterns, and Powers. Patterns are the main, passive form of your AT Field and provide a constant ongoing effect, whilst Powers require actions to activate but directly do something or affect a specific target.

Patterns
Patterns are the default, resting state of your AT Field. Whenever you turn your AT Field on, you select one Pattern. Every pattern has a passive, ongoing benefit that applies at all times.

You can swap between Patterns by spending an action. However, you may only swap Patterns once per turn.

Powers
Powers are active uses of your AT Field. These are direct, specific uses that require an action to use and provide an immediate effect. The effects last for a specific amount of time, and then end.

Most Powers require an action to activate, but some might require two actions, be a free action, or even be a form of movement instead. Read the instructions in the Power for more details.

An important note about Powers is that each Power is bundled with a specific Pattern. You can only activate the power so long as you have the associated Pattern spread.

Gaining Patterns and Powers
There are seven Patterns, and each is available as a talent. On purchasing the talent, you gain access to the listed Pattern, but you also gain access to all of the Powers associated with that Pattern.

The seven Patterns and a brief introduction are below:

  • Basic: The most rudimentary form of AT Field use, focusing on basic deflection, brute force manipulation, and neutralising enemy AT Fields
  • Momentum: A Pattern based on manipulating friction and momentum, often dealing with speed, impact and force.
  • Lightbending: A pattern based on manipulating light and electromagnetism, allowing for sensory confusion, magnetic manipulation and anti-electronic attacks
  • Psychic: A pattern based on manipulating thought and the mind, primarily used not for offense but for psychic defense and for information gathering.
  • Thermal: A pattern based on manipulating energy and thermodynamics, allowing for devastating attacks and protection from heat
  • Mutation: a pattern based on manipulating organic and inorganic matter, allowing for shapeshifting and repairing damage.
  • Dirac: A pattern based on manipulating a transdimensional construct known as the Dirac Sea, allowing for mastery of spacetime.

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Using Patterns

Patterns are the easiest part of the AT Field. The first time you spread your AT Field, you select one Pattern. Each Pattern provides a specific benefit, the benefit of which depends on the strength of your AT Field.

Once spread, a Pattern remains in play until your AT Field is deactivated, or you swap to a different patterns. Patterns can be negated temporarily through Breaching or through a Surge, although the rules for that are below.
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Using Powers

You can use Powers during your turn (although some can be used during other's). When you decide to use a Power, you first declare what Power you are going to use, and then decide how much strength you're going to put into the power.

Every Power can be used at either Normal Strength or Surge Strength.

  • Normal: You follow the rules of the power as written, with no modifications.
  • Surge: You put all of your AT Field into the power! This allows you to take a single Surge bonus, but until the start of your next turn, you lose all benefit from your AT Field Pattern and can use no other AT Field powers. Surges will be discussed in detail later.

Every Power has the following fields that tell you how they work:

  • Test: This is what skill or score you test when using the power, along with any inherent advantages or disadvantages.
  • Action: This is the type of action the power is. Many powers, especially attack powers, mimic a standard action or sub-action, in which case you follow all of the exact rules and restrictions of those actions (and can apply talents as normal). Otherwise, if a Power just has a number, then you just spend that many actions on it and have no other restrictions. Some powers don't take actions at all.
  • Effect: The mechanical effect of the spell, including damage, Features, and range, and how to resist it.
  • Surge Bonus: If the Power has a unique Surge Bonus, it will be listed here.
  • Keywords: At the end of each Power is a list of keywords that categorise their oeverall effect. Keywords do nothing by themselves, but can enable the Power to by modified by other effects.
    • Attack powers cause harm to others.
    • Augments improve capabilities, making targets faster, or stronger, etc.
    • Sappers damage capabilities, making targets weaker, or slower, etc.
    • Physical Ailments inflict a Physical Ailment on a target.
    • Mental Ailments inflict a Mental Ailment on a target.
    • Surge Only powers usually can only be activated as a Surge action, and you don't get an extra Surge Bonus- just activating the power is your bonus.
    • Psychic powers affect psychology and the mind.

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Breaching

AT Fields are notable for possessing immense defensive Features. Human militaries often have the power to harm Angelic flesh, but it requires awesome power to penetrate an AT Field meaningfully. The great strategic advantage of the Evangelion is that they have their own AT Fields, which can, apart from giving them great power, also allow them to cancel out the effects of hostile AT Field Patterns. This is known as Breaching.

When an entity possessing an AT Field attacks another enemy within 20 squares, if the attacker's ATB is superior to the enemy's ATB, then the attacker 'Breaches' the target's AT Field, ignoring the defender's Pattern completely. The Defender may not gain any benefit from the Pattern toward their defense.
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Surges and Generic Surge Bonuses.

When using an AT Field Power, you can choose to Surge it. This provides the Power with much greater strength, but at a cost: you lose all benefits of your Pattern until the start of your next turn, and similarly, you can't use AT Field Powers until then either. This means that if you want to decide to use multiple AT Field Powers on the same turn, you have to end with the Surge.

On using a power at Surge, you can provide a single 'Surge Bonus' to the Power. Many Powers have one or more custom Surge Bonuses; you can choose one of those. Alternatively, most powers have access to a list of generic Surge Bonuses, seen here, and may apply one of them:

  • Wound Boost: Powers that deal damage, should they wound a target, deal an extra wound.
  • Test Boost: Powers that require passing a test to use may add an Advantage to the test.
  • Range Boost: The Power in question doubles its range.

Some abilities, traits or the like may enable you to add more than one Surge Bonus. In this scenario, you can only apply each Bonus once.
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Mental Communication with an Angel

The psyche of Angels is not something a human being can easily parse. Each Angel has within its single frame a diversity of body and thought easily the match of the entire human race. This usually doesn't pose any harm to a human being, but the AT Field is capable of connecting people in mysterious and metaphysical ways. When this happens, the psyche of an individual human being is exposed to the vastness of a much greater entity and, in this ocean of thought, risks being lost themselves.

Whenever a human being makes psychic contact with an Angel (or a similarly superior being), the human instantly suffers 1 Trauma and an Ego Fracture, and are stunned. They suffer 1 extra trauma for every turn of prolonged contact.

If the human is in an Evangelion, then it's another matter- the Evangelion helps fortify the pilot to an extent. If the Angel cannot Breach the Eva, then the contact is safe, but if the Angel can, then the Eva pilot must test Fortitude (Mental Ailments) every turn they are in contact; if they fail, they suffer a point of trauma and are stunned, but are not Ego Fractured. They take another point of trauma for every turn of prolongued contact.

List of AT Patterns and Powers

Basic Pattern

When in the Basic Pattern, you reduce all incoming damage by your ATB.

The Basic Pattern is the simplest AT Field Pattern, and the one that is taught to all Eva pilots as standard. It requires the least understanding to master, as it simply manifests the AT Field as a fortified plane of force. Although simple, the sheer impenetrability of this field is enough to nullify essentially every weapon ever made by human beings.
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Force Strike

Test AT Control (Offense) Action Attack (Any)
Effect
(ATB Impact Damage, Range AT Field, Combo 4)
This is a single-target attack, and you can use any attack action or sub-action with it. If used as part of a Ranged attack, it has a range equal to your AT Field score. On a hit, it deals ATB Impact Damage, adding DoS as normal. It can Combo as normal with a value of 4.
Unique Surge Bonuses
Repeating Bolts: You add the Burst (2) Feature to the attack, allowing it to be used with the Burst Attack and Overwatch actions.
Keywords: Attack

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Neutralise

Test None Action One
Effect
(ATB allies within Range AT Field improve Breaching)
You select a number of allies equal to your ATB, within range equal to your AT Field score. Any attacks these allies make in between now and your next turn have improved Breaching. If your ATB is higher than their own, then they may use your ATB in place of their own when determining Breaching. If their ATB is equal or higher than yours, then they add +1 to their ATB for determining Breach.
Unique Surge Bonuses
Merged Neutralising: You instead select a single ally, who adds half of your ATB score to their own for the purposes of calculating Breaching.
Keywords: Augment

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Max Barrier

Test None Action One
Effect
This can only be activated with a Surge, and you do not get an extra Surge Boost. You focus your AT Field into a powerful barrier that is focused in a single direction. It covers you as well as the squares to your left and right. This barrier has an identical effect to the Basic Pattern, except you count your ATB as 1.5 its usual for determining the strength. Attacks that travel through the barrier are affected, and other things cannot move through the barrier unless they can Breach it. Breaching is calculated off your ATB after the 1.5 modifier, not before, so this barrier is harder to breach. You can change the Barrier's direction as a free action during your turn.
Keywords: Surge Only

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Momentum Pattern

When in the Momentum Pattern, you can calculate your movement speed off ATB, and when you make an Acrobatics skill test, can use AT Field score in place of Grace.

The Momentum Pattern relies on an understanding of the physics of movement- friction, kinesis, force. This pattern minimises the friction around the pilot, allowing them to move faster and more perfectly than before.

Blade Wave

Power
Test AT Control (Offense) Action Attack (Any)
Effect
(ATB Rending Damage, Range AT Field, Combo 4, Tearing, Keen)
This is a single-target attack, and you can use any attack action or sub-action with it. If used as a Ranged attack, it has a range equal to your AT Field score. On a hit, it deals ATB Rending Damage, adding DoS as normal, and has the Tearing and Keen Features. It can Combo as normal with a value of 4.
Unique Surge Bonuses
Hammer Wave: You replace the Tearing and Keen Features with the Exposing and Knockdown Features, and the damage type becomes Impact.
Shockwave: The attack becomes Aura (ATB/2) instead, and gains the Pushing Feature. It now can only be used as part of a melee attack action.
Wide Wave: You replace the Keen Feature with the Spray Feature, and halve the range. It can now only be used as part of a ranged attack action.
Keywords: Attack

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Fetter

Test AT Control (Offense) Action Attack (Push/Knockdown)
Effect
This is a single-target action that you can use to target any enemy within AT Field squares. This resolves as a normal Push or Knockdown (your choice). Apart from being at range and providing the usual benefits of a Push or Knockdown, the target is also Hindered until the start of your next turn.
Unique Surge Bonuses
Constrict: You can use this power to Grapple the target from a distance instead. This works as normal for a Grapple, except that you use AT Control (Offense) to resist their actions.
Contain: You can use this power as a non-combo Push. Instead of Pushing the target, the target becomes unable to move instead in your direction until the start of your next turn.
Keywords: Sapper

Frictionless Movement

Test None Action Movement
Effect
You move as normal, but you ignore a single instance of the Hindered effect, and may reroll Harmful Terrain tests.
Unique Surge Bonuses
Flying Leap: Your movement benefits from the Hoverer and Flyer traits, with speeds at your ATB or GB. This effect lasts until the start of your next turn, meaning you can end your turn flying in the air, but you have to surge this power again at the start of your next turn or you'll fall.
Movement Unbound: You ignore all instances of the Hindered effect, allowing you to move even if crippled or missing legs- although in this instance you'd still remain prone.
Keywords: Augment

Telekinesis

Test None Action One
Effect
You select one object, no more than '1/2' Size, within AT Field metres; you can move this object to any other location within range immediately. If you wish, you can use this power to pull things into your hand. You can also use this to manipulate objects, such as using it to make a gun shoot at an enemy, but this resolves using the same actions as normal, albeit with a disadvantage due to the difficulty of lacking the right perspective.
Unique Surge Bonuses
Network of Things: You can manipulate ATB/2 number of objects instead. Note that attacking with more than one of these counts as an All-Weapon Attack, and all of them take an extra Disadvantage for being activated with Telekinesis.
Keywords: -

Magnify Weapon

Test None Action One
Effect
You select one Impact or Rending weapon within AT Field/2 squares. This weapon adds your AT Field score to its range, and gains +1 damage until the start of your next turn.
Unique Surge Bonuses
Accelerated Strikes: The weapon reduces its Combo value by 1, but gains no range or extra damage.
Concentrated Impact: The weapon gains +ATB/2 damage instead, but gains no range.
Corrected Blow: The weapon gains the Accurate Feature (or loses Inaccurate, if it has that, instead)
Counter-Precision: The weapon, which must be a ranged weapon, gains the Point Defensive Feature.
Telescopic Field: The weapon adds double your AT Field score to its range, but gains no extra damage.
Keywords: Augment

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Lightbending Pattern

When in the Lightbending Pattern, you can test AT Field in place of Grace and Senses for Subterfuge and Awareness tests, and attacks against you take an extra Disadvantage from Obscuring Haze, Cover and Low Light.

The Lightbending Pattern relies on understanding electromagnetism and light, and literally twisting it to your own benefit. This pattern bends light around you, making you harder to see and sense. This not only occludes visual senses, but electronic and radio waves as well.

Electromagnetic Flash

Test AT Control (Offense) Action One
Effect
You select one enemy in AT Field squares, and test AT Control (Offense) against their Endurance (Physical Ailments). If you succeed, they are rendered Dizzy. If the target has the Machine trait, they are Stunned instead.
Unique Surge Bonuses
Flashbang: The target is Blinded instead of rendered Dizzy. You take a Disadvantage to your test.
Area Denial: The flash gains the Blast (ATB/2) Feature, meaning it affects everything within ATB/2 squares of the target location. You take a Disadvantage to your test.
Keywords: Physical Ailment

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Electric Discharge

Test AT Control (Offense) Action Attack (Any)
Effect
(ATB Voltaic Damage, Range AT Field, Combo 4, Shocking, Tiring (1))
This is a single-target attack, and you can use any attack action or sub-action with it. If used as a Ranged attack, it has a range equal to your AT Field score. On a hit, it deals ATB Voltaic Damage, adding DoS as normal, and has the Shocking and Tiring Features. It can Combo as normal with a value of 4.
Unique Surge Bonuses
Electrical Storm: The attack gains the Arc Feature.
Magnetic Attraction: The attack loses the Tiring Feature but gains the Guided Feature instead.
Keywords: Attack

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Invisibility

Test None Action Two
Effect
You become Invisible, as per the Invisible trait. You may instead make a held or touched object invisible, but it only remains invisible until the start of your next turn- if you wish to keep it invisible you must reapply the effect.
Unique Surge Bonuses
Quick Bending: The action cost becomes one instead of two.
Keywords: Augment

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Light Decoy

Test None Action One
Effect
You create an electromagnetic 'decoy' within AT Field/2 squares of you. The decoy can be of any object you think of, and will give off a realistic visual and electromagnetic signature- essentially, to both electronic and visual indicators, it will look realistic and will be treated as such. Certain enemies may not tell the difference and will waste attacks on it. The decoy can move and perform an action on being created although, obviously, it cannot hurt or manipulate any objects. Decoys count towards the Outnumbering advantage, and if a Decoy is adjacent to you, ranged attacks treat you as being in Obscuring Haze. The decoy lasts until the start of your next turn.
Unique Surge Bonuses
Distraction Decoy: You can summon the decoy adjacent to an enemy, where it will proceed to interfere and distract them. On top of the usual effects, the chosen target takes a Disadvantage to all tests for the duration of the decoy's existence.
Decoy Revue: You can summon ATB/2 number of Decoys.
Enduring Decoy: The Decoy lasts for one extra turn.
Keywords: Sapper

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Marking Signature

Test None Action One
Effect
You mark one target. They now give off a bright light and electromagnetic signature, making it much easier to see them. Until the start of your next turn, attacks against the target ignore the Low Light, Darkness or Obscuring Haze disadvantages, and they take 3 Disadvantages to Stealth tests.
Unique Surge Bonuses
Lock On Signature: All Ranged attacks against the target gain an extra Advantage.
Keywords: Sapper

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Psychic Pattern

When in the Psychic Pattern, you can test AT Field in place of Will for Fortitude tests, and test AT Field in place of Fellowship for Inquiry and Authority tests. You can mentally communicate with anyone within ATB kilometres at will, just as though you were talking.

Beacon

Test AT Control (Sensing) Action One
Effect
Select one target within AT Field squares, and test AT Control (Sensing) opposed by their AT Control (Defense). If you succeed, then you 'mark' the target with a psychic beacon. Until the end of the Crisis, you are capable of innately, as a free action, sense where the target is, no matter where they are or what they're doing. They cannot hide from you and cannot ambush you.
Keywords:

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Flare

Test AT Control (Defense) Action One
Effect
You 'flare' your AT Field, making it impossible to ignore; everything with an active AT Field within 100 kilometres knows where you are. Furthermore, select one target with an active AT Field within AT Field squares, and test AT Control (Defense) opposed by their AT Control (Sensing). If you succeed, then they take disadvantages to all attacks that aren't aimed at you.
Unique Surge Bonuses
Obnoxious Flare: The target now rerolls and takes the worse result any attacks not aimed at you. However, attacks aimed at you take an Advantage to hit.
Keywords: Sapper

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Fortify Mind

Test None Action One
Effect
Select one ally. That ally, until the start of your next turn, can test your AT Field in place of their Will when making Fortitude tests.
Unique Surge Bonuses
Fortify Many Minds: You can select up to ATB/2 allies instead.
Mind Fortress: Your chosen ally can reroll their test and take the preferred result.
Keywords: Augment

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Psychic Ping

Test AT Control (Sensing) Action One
Effect
You can scan a target's AT Field, testing AT Control (Sensing) against their AT Control (Defense). Should you win, you gain how strong their AT Field is, as well as all of their known Patterns.
Unique Surge Bonuses
Psychic Misdirection: Instead of gaining the above information, you can, until the start of your next turn, designate a single attack aimed at the target and make it Guided or Flexible.
Broad Ping: This affects all targets within AT Field*10 squares. If they have an active AT Field, you will although you cannot determine exactly where it is unless you are within 10 squares of them.
Keywords: Sapper

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Shroud

Test AT Control (Defense) Action One
Effect
Select an ally. Any attempt by enemies to sense them with powers such Psychic Ping must first pass a test, opposed by you using AT Control (Defense). If you pass, the target cannot sense your ally using that method until the end of the next Downtime.
Unique Surge Bonuses
Multi Shroud: You select ATB/2 allies.
Remove Beacon: You can instead attempt to remove an existing Beacon (or similar) from the target, testing AT Control (Defense) against the user's AT Control (Sensing). If you pass, the Beacon is destroyed; if you fail, you cannot attempt again until the start of the next Downtime.
Keywords: Augment

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Telepathy

Test None Action One
Effect
You can mentally communicate with anyone within AT Field*10 kilometres of you, just as though you were talking. Note that attempting to use this ability on an Angel will trip the 'mental communication with Angels' rule, causing trauma and possible Ego Fracture for you.
Unique Surge Bonuses
Two-Way Communication: They can communicate in return, but unless they are shielded with an AT Field, suffer consequences as per the 'Mental Communication with Angels' rule, but treating you as the Angel.
Psychic Audience (Broad): You can instead of the listed effects, sense the surface thoughts or emotions of sentient entities within AT Field squares. These thoughts tend to be uncomplex, and sorting through them is nearly impossible- instead you glean a general feeling or sensation.
Psychic Audience (Focused): You can, instead of the listed effects, sense the thoughts of a specific individual within AT Field squares. This now becomes an AT Control (Sensing) test vs. their Fortitude (Mental) or their AT Control (Defense) scores, but if you succeed you can plumb their mind, sensing both surface info and deep information. You can ask DoS number of questions, which they subconsciously answer. If the person is not shielded by an AT Field, they suffer the consequences as per the 'Mental Communication with Angels' rule, but treating you as the Angel.
Keywords:

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Thermal Pattern

When in the Thermal Pattern, you are immune to Burning and Freezing, and your Armour gains an extra degree of resistance against Energy attacks. You can spend an action to put out any open flames, including on allies, within ATB squares; similarly, you can unfreeze frozen objects, including allies, within ATB squares. If you are not burning, you can treat bodies of water as Harmful Terrain (slippery) with a Harmful Terrain Number of 0- you momentarily freeze the surface and run across.

Amplify Energy

Test None Action One
Effect
You select one Energy or Electric weapon within AT Field/2 squares. This weapon adds your AT Field score to its range, and gains +1 damage until the start of your next turn.
Unique Surge Bonuses
Heat Explosion: If the attack gains an Exploit Hit, then it also gains the Knockdown and
High Magnitude: The weapon gains +ATB/2 damage instead, but gains no range.
Magnetic Banding: The weapon adds double your AT Field score to its range, but gains no extra damage.
Intense Energy Burst: The attack gains the Breaching (ATB/2) and Overheats Features, but gains no extra damage or range.
Keywords: Augment

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Energy Bolt

Test AT Control (Offense) Action Attack (Any)
Effect
(ATB Energy Damage, Range AT Field, Combo 4, Burning, High Crit (10))
This is a single-target attack, and you can use any attack action or sub-action with it. If used as a Ranged attack, it has a range equal to your AT Field score. On a hit, it deals ATB Energy Damage, adding DoS as normal, and has the Burning and High Crit (10) Features. It can Combo as normal with a value of 4.
Unique Surge Bonuses
Burning Aura: The attack becomes Aura (ATB/2) instead. It now can only be used as part of a melee attack action.
Energy Blast: The attack gains the Blast (ATB/2) Feature, but now can only be used as part of a Ranged attack.
Focused Beam: The attack gains the Line Feature, but now can only be used as part of a Ranged attack.
Heatwave: You replace the High Crit Feature with the Spray Feature, and halve the range. It can now only be used as part of a ranged attack action.
Sub-Zero Effect: The damage becomes Impact instead, loses the Burning Feature and gains the Freezing Feature instead.
Keywords: Attack

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Energy Shield

Test None Action One
Effect
You encase an ally within ATB Squares with a thin sheet of reactive energy. Enemies who attack the ally in melee suffer a single hit that deals your ATB in damage, plus your ally's evasion DoS, reduced by the attacker's attack test DoS. The attack deals Energy damage. The shield lasts until the start of your next turn.
Unique Surge Bonuses
Energy Proofing: The chosen ally increases their resistance to energy attacks by one level. This can be overcome through Breaching.
Energy Shieldwall: You affect ATB number of allies.
Keywords: Augment

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Burning Territory

Test AT Control (Offense) w/1 Disad. Action One
Effect
You designate an area as per Blast (ATB/2). This area becomes 'damaging' Harmful Terrain, dealing ATB energy damage, with a Harmful Terrain Number of (1). This lasts until the start of your next turn. All entities within the blast radius must immediately test Endurance (Physical Ailments) against your AT Control (Offense) with a single Disadvantage; any who lose gain the Burning ailment.
Unique Surge Bonuses
Absolute Zero Territory: You freeze the area instead, making it 'slippery' Harmful Terrain instead, with a Harmful Terrain Number of (ATB/4, max 3). This lasts until the start of your next turn. All entities within the blast radius must immediately test Endurance (Physical Ailments) against your AT Control (Offense) with a single Disadvantage; any who lose gain the Frozen ailment.
Lasting Effect: The affected terrain remains affected until the start of the next Downtime. In developed areas, this causes 1 Collateral Damage.
Maximum Intensity: The Harmful Terrain Number becomes ATB/4, max 3 instead.
Keywords: Physical Ailment

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Thermal Edge

Test None Action One
Effect
You select one Impact or Rending melee weapon within AT Field/2 squares. The weapon's damage type now changes to Energy. This lasts until the start of your next turn.
Unique Surge Bonuses
Ignition Point: The attack gains the Burning Feature.
Plane Negating Heat: The attack gains the Breaching Feature, but Fumbles with the weapon immediately destroy it.
Rime-Edged: The attack's damage type doesn't change, but it gains the Freezing Feature instead.
Keywords: Augment

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Mutation Field

You may test AT Field in place of Physique for Endurance tests, and you gain the Unnatural Toughness (+ATB/2) and Regeneration (ATB/4) traits.

Inhibit Function

Test Melee (Unarmed) Action Attack (Grapple)
Effect
You select one enemy in melee range and make a Grapple Attack against them. On a success, however, instead of grappling them, you inhibit some of their functions: select a single physical-based Trait. The target no longer benefits from that trait. This lasts until the start of your next turn.
Note: Origin, Sub-Origin and traits that are too intrinsic to its form, or aren't physically based. A list of exempt traits is as follows: Angel, Light of the Soul, Superior Action, Teleporter, Multiple Arms, Multiple Legs, Hover, Flight, Amphibious, Aquatic, Size, Natural Weapons, Artificial.
Unique Surge Bonuses
Inhibiting Grip: The attack also applies the usual Grapple effect, and the Inhibit Function effect lasts for as long as the grapple continues.
Keywords: Sapper

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Projection

Test None Action Free
Effect
You select one weapon or item adjacent to you with a Value equal or lesser than your ATB. It becomes 'stored' as a projection until the start of the next Long Downtime, which has no immediate effects.
Unique Surge Bonuses
Duplication: The power becomes 1 action, but you can create a duplicate of any item you've stored as a Projection. This duplicated item lasts until the start of your next turn.
Keywords: Augment

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Refinement

Test None Action One
Effect
You select one weapon or item adjacent to you with a Value equal or lesser than your ATB and improve its Quality by one step until the start of your next turn.
Unique Surge Bonuses
Armour Hardening: You improve a character's armour, increasing its resistance to one type of damage by one level. This does not stack with itself, and repeated uses instead overwrite the previous effect with the new one.
Correction: Instead of improving its Quality, the weapon or item loses one of the following Features: Unreliable, Overheats, Cumbersome or Inaccurate.
Create Cover: You create a single square of Partial Cover in any direction next to you.
Fortify Cover: Instead of selecting an object or weapon, you select a piece of adjacent cover- it provides an extra disadvantage against attacks affected by cover.
Lasting Refinement: the refinement remains until the end of the current crisis.
Reinforcement: Instead of improving its Feature, the weapon or item gains the Unbreakable Feature instead.
Keywords: Augment

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Stitch

Test None Action One
Effect
You touch an adjacent object or creature and mend it. You can either mend inorganic or organic, see below:
Inorganic: one of the following: repair armour on a single location OR full restore all levels of lost Feature to an item
Organic: One of the following: restore 1 wound to a single location, who must test Endurance (Injury) or suffer 1 stress OR remove a temporary organic-based condition or ailment (mainly dizzy, stun, blood loss, blindness and toxin or drug effects) OR remove the effects of an Injury until the start of your next turn (loss of limb not fixable)
Unique Surge Bonuses
Comprehensive Stitch: You may perform all of the effects of your selected material (ie all inorganic or all organic effects) instead of just one.
Deep Tissue Restoration: When restoring wounds, you can restore up to ATB/2 wounds, but each wound you heal incurs a Disadvantage onto the target's Endurance test.
Keywords: Augment

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Sunder

Test Melee (Unarmed) Action Attack (Grapple)
Effect
You select one enemy in melee range and make a Grapple Attack against them. On a success, however, instead of grappling them, you weaken their defenses: the target loses 1 AP on the selected area until the start of your next turn.
Unique Surge Bonuses
Armour Fracture: Instead of losing AP, the target gains the Weak Spot (Their PB - Your ATB/2) Feature on all areas.
Corrode Weapon: Instead of making a Grapple attack, you make a Called Attack against one of the target's physical weapons. It degrades in Quality by one step. If the weapon is a Natural weapon, then this has no effect.
Enduring Corrosion: The target's AP is lost until the start of the next Downtime.
Soften Biology: Instead of losing AP, the first attack to strike this target until the start of your next turn gains the Felling (Your ATB/2) Feature.
Keywords: Sapper

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Shaping

Test None Action One
Effect
You select one adjacent ally, and select one of the following Scores: Might, Physique or Grace. They now gain the Unnatural Score (+1) trait for the chosen Score until the start of your next turn. A character may only benefit from one instance of Shaping at once, and any new Shapings overwrite the old one.
Unique Surge Bonuses
Shape All: They now gain Unnatural Score (+1) in all three Scores.
Massive Shaping: They now gain (+ATB/2) in the chosen Trait.
Unnatural Growth: They instead gain one of the following traits: Amphibious (ATB), Dark Sight, Multiple Arms (+1), Multiple Legs (+1), Hover (ATB), Flight (ATB/2), or Sturdy.
Enduring Mutation: The benefit of this ability lasts until the ally fails or loses a test.
Keywords: Augment

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Dirac Pattern

You may test AT Field in place of Intellect for Academics and Logic tests, and in place of Senses for Awareness tests. At any time, as a free action, you can access a pocket dimension known as a 'Dirac Sea', which can safely hold any inorganic item for an indefinite length of time. You can pull items out of it or equip them as normal, such as spare ammunition or weapons. Your Kit and ammo for your Kit is assumed to be accessible through the Dirac Sea. You can, with permission, also add other items in there as a flashback.

Bend Projectile

Test AT Control (Defense) Action None
Effect
Select an enemy's attack that has been declared but has yet to be rolled. You can now test AT Control (Defense) opposing their attack test- if you succeed the attack is negated. You do not need to be the target of this attack in order to negate it, but if you are, then you cannot then Evade it with another skill. You may only use Bend Projectile once in between your turns.
Unique Surge Bonuses
Bend Back: You take a Disadvantage, but if you succeed the attack strikes the attacker instead.
Correct Missed Shot: You instead select an ally's ranged attack that just missed; they can reroll their attack and take the preferred result. You don't need to roll for this.
Keywords:

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Blinking

Test None Action Move
Effect
In place of your normal movement, you teleport, calculating your movement off ATB/2 instead of GB. The point must be a place within line of sight. This disconnects your Umbilicals. You can take anything you are holding, including at least one passenger of the same size or smaller, held in your arms.
Unique Surge Bonuses
Long Blink: You calculate movement off ATB instead of GB.
Memory Blink: You do not need Line of Sight to teleport to the location, but you do need to have familiarity with what the location at least looks like- you need to visualise it with relative accuracy in your mind, so a picture or a memory of being there will guarantee it.
Take Passengers: You can teleport up to ATB/2 adjacent allies with you.
Keywords: Dirac

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Shifted Strike

Test None Action One
Effect
Select one adjacent melee weapon. It can now make attacks up to ATB squares away from you. This does not allow it to threaten targets with chance attacks, however.
Unique Surge Bonuses
Project Breaching: Instead of selecting a melee weapon, you select an ally, who now applies Breaching against all enemies within AT Field squares.
Keywords: Dirac

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Smooth Space

Test None Action One
Effect
Select one ally. Until the start of your next turn, they ignore one instance of the Hindered effect. If they're not Hindered, then they move double what they usually would (essentially, instead of moving 1 square for each point of movement, they move 2.)
Unique Surge Bonuses
Wrinkle Space: You instead select one enemy and test AT Control (Offense) vs their AT Control (Defense); if you win they are Hindered until the start of your next turn.
Mass Smoothing: You select ATB/2 allies instead of just one.
Negate Terrain: Your chosen ally instead ignores all Harmful Terrain until the start of your next turn.
Keywords:

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Trace Warp

Test AT Control (Sensing) Action Free
Effect
Whenever a target within AT Field*10 squares teleports or moves due to a power with the Dirac keyword, you can test this, opposed by their AT Control (Defense). If you succeed, you know the exit point of their traversal with enough accuracy to teleport there yourself, assuming it's in range.
Keywords: Dirac

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Warp Jump

Test AT Control (Sensing) Action Two
Effect
You teleport an extreme length: anywhere within AT Field*10 kilometres. You must be aware of the location, at least familiar with the layout or its coordinates, although you do not need Line of Sight. On using this, test AT Control (Sensing); on a success you scatter on landing. On a failure, you scatter, but for every degree of failure, you increase the magnitude of how many squares your scatter takes you by 1. (So 1 DoF is *10, 2 is *100, 3 is *1,000) You also must test Fortitude (Mental Ailments) or suffer 1 trauma.
Unique Surge Bonuses
Warp Passengers: You can teleport anyone or anything within ATB/2 Squares of you, although they may choose to not go and can avoid the teleport with an Acrobatics (Dodge) test opposing your AT Control (Sensing) test. At the end of the teleport, all of your passengers must pass an Endurance (Physical Ailments) test or be made dizzy.
Redline Jump: You teleport anywhere within AT Field*100 kilometres, but must pass an Endurance (Physical Ailments) test or be made dizzy. If you fail your AT Control test, then your scatters start at multiplying scatter distance by *100.
Inverted Field: You instead teleport into your AT Field. This takes you to your own boundless zone where the space is essentially under your control. However, you are disconnected from the outside world, which includes umbilicals and line of sight. In the real world, a 'Shadow' is placed on your last location, allowing others to warp into your field if they see it and know how.
Keywords: Dirac

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