Simplified At Disciplines

Innate Discipline

Action Half Cost 2 ATP
Range Medium - -
Rank One Abilities Deflective Field, AT Bolt, Neutralise
Rank Two Abilities Defensive Field, Offensive Field, Destructive Interference
Rank One Abilities
Ability Name Type Effect Augment
Deflective Field Spread Provides 15% Deflection per ATS. -
AT Bolt Power Single-target ranged attack that auto-hits, striking a random location and inflicting 1d10+1E Pen 1. Damage type may be chosen freely. Per 2: +1 Dam and Pen. Per 4: +1 range step, max Very Long.
Neutralise Power Single-target effect that reduces the target's Deflection by 30%. Maintain free. Per 1: +15% Deflection.
Rank Two Abilities
Ability Name Type Effect Augment
Defensive Field Spread Provides 20% Deflection per ATS and all attacks against you automatically incur Deflection tests without the need for you to refrain from dodging or parrying. Halve ATP gained per round. -
Offensive Field Spread Provides 5% Deflection per ATS. Gain extra ATP per round equal to half your normal ATS. May not be used with Oscillating Field. =
Destructive Inferference Modification Your Neutralise power now afflicts targets with a -10 penalty to all tests until the start of your next turn. -

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Thermal Discipline

Action Half Cost 4 ATP
Range Medium - -
Rank One Abilities Radiant Cross, Thermal Amp, Thermal Negation
Rank Two Abilities Blast Field, Directive Thermal, Rising Cross
Rank Three Abilities Inferno, Burning Fist, Cross Mastery
Rank One Abilities
Ability Name Type Effect Augment
Radiant Cross Power Automatically hits everything between user and target, dealing 1d10+4 P4 Blast (1). Confirms Righteous Fury on a Willpower+20 test and has the Devastating (4) quality. Per 1: +1 Dam and Pen. Per 4: +1 Blast.
Thermal Amp Power You passively increase the heat in as many squares in range as you desire by 10 degrees celsius per round. Maintain free. Per 4: +10 degrees, and +1 Range step, max Very Long.
Thermal Negation Power You passively decrease the heat in as many squares in range as you desire by 10 degrees celsius per round. Maintain free. Per 4: +10 degrees, and +1 Range step, max Very Long.
Rank Two Abilities
Ability Name Type Effect Augment
Blast Field Spread Provides 10% Deflection per ATS. Anyone attacking you in melee suffers, once per round, a 1d10 energy attack, +1 Dam and Pen per 20% Deflection with the Flame Quality. -
Rising Cross Power Single target, automatically hits, strikes body. Deals 2d10+2 P2 damage with the Tearing Quality. Confirms Fury automatically. Per 2: +1 Dam and Pen. Per 4: +1 Range Step, max Very Long. Per 8: Create a second blast that affects a different target in range.
Directive Thermal Modification When using Thermal Amp or Negation, may focus the effect on a single square, increasing its degrees effect by x5. -
Rank Three Abilities
Ability Name Type Effect Augment
Inferno Power You create a Blast (2) attack centered on you (that doesn't hit you) that deals 1d10+4 P4 Flame. Attack has the Devastating (4) Quality. Per 1: +1 Dam, Pen, Devastating. Per 4: +1 Blast.
Burning Fist Power Select an empty hand or natural weapon. It is encased in a burning AT Field. It gains +1d10 damage, becomes Energy type and gains the Flame and Heat Qualities. Maintain Free. Per 10: +1d10 Damage, max +2d10.
Cross Mastery Modification Radiant Cross gains the Concussive Quality; Rising Cross can now be Called by spending an extra Half Action and making a SR-30 test. -

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Kinetic Discipline

Action Half Cost 4 ATP
Range Close - -
Rank One Abilities Accelerator, Float, Inertia
Rank Two Abilities Force Ram, Massive Momentum, Telekinesis
Rank Three Abilities Friction Flood, Phantom Blades, Telecatch
Rank One Abilities
Ability Name Type Effect Augment
Accelerator Spread Your AB increases by 1 per 20% of Deflection for the purposes of movement. -
Float Power You may use this power to make a Boosted Jump. This movement does not provoke Attacks of Opportunity. May be maintained as a Free to provide Flight (AB). Per 1: +1 km moved in Boosted Jump.
Inertia Power You select an object within range and push it in a direction of your choice, treating your SB as 2 for all incidental purposes. You can propel it in any direction, and it travels until it reaches the edge of your range in which case it then acts as though thrown; if it flies toward you, you may catch it automatically. If it strikes a target it deals normal throwing damage. Maintain free. Per 1: +1 Range Step, max Very Long. Per 2: +1 SB.
Rank Two Abilities
Ability Name Type Effect Augment
Force Ram Power Any Charge attacks you perform gain Brutal Charge (+2). Maintain free, may be expended to create a 1d10+2R P2 Spray attack. Per 2: +1 Dam and Pen to Spray Attack. Per 4: +1 Brutal Charge.
Massive Momentum Power Select a weapon you possess. Its damage type is now decided by you; ranged weapon range increases by a step. Maintain free, may be expended to add +2 Damage Pen +2 Angelic Quality to a single hit with that weapon. Per 2: +1 Dam and Pen to expended use.
Telekinesis Modification You may now use Inertia to manipulate a single object with all the dexterity as though you were holding it in your own hand. You can move affected powers to any point in range as a Free, and may use the object as normal but doing so requires using the same type of action. Extra Augments. Per 3: +1 Object manipulated. Per 4: +1 Half Action per turn which may only be used to use manipulated objects.
Rank Three Abilities
Ability Name Type Effect Augment
Friction Flood Power Single-target effect: the target's movement is halved, and they take damage at the end of their turn equal to half of the km they moved, ignoring TB/AP. Teleports and Jaunts are unaffected. If they are using the Accelerator pattern, then they lose any AB benefits of that pattern but suffer no other effects. Per 2: Apply -10 penalty to target's agility tests. +1 Range step, max Very Long.
Telecatch Modification You may now activate Inertia as a Reaction to 'catch' a ranged attack that passes within range. Test BS; on a success, you may redirect the shot toward a different target within the attack's normal range. This power may not be used on a Positron or AT Penetrating weapon unless the total ATP spent is higher than the AT Penetration value of the weapon, and it may not be used if the attack has already been deflected, parried or struck a target. -

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