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Welcome to the Talented Multiverse



Talents

 

“It's not what you do, it's how you do it.”

 

Talents are the engine that runs the game. You use them to define how your character interacts with the world. They could be cyberwear that provides descriptors to your character. They can represent spells you cast. Some could represent better living through superior chemistry: drugs. 

 

Talents are paid with energy based on Force (F): F 1 = 1, F2 = 4, F3= 9, F4= 16.

 

Any player can buy a talent for 5xp per talent. Melee attacks use strength and range uses dexterity. Players gain Talents as level increases.

 

The following Types of Talents exist;

 

Technical: These talents are derived from technological/mechanical means. I could use the Fly talent as technology by calling it a Jet Pack as a descriptor.

 

Magical : These are inherent Talents. Many act like spells such as a fireball. I could take Fly with a descriptor of a magical ring.

 

Racial: These are Talents derived from one’s race.

 

Archetype: These are Talents specific to Archetype. For instance, the Barbarian Ferocious Attack. 

 

When a Talent is used it is “activated”.

 

You can only use a Force according to your level.

 

Many Talents operate for 5 minutes after the conflict ends.begin another combat before then end of the five minutes they reset the clock. If the heroes Heroes will have to make difficult choices in marshalling their resources. Should they move quickly to the next encounter to maintain the edge given by their talents or spend time searching for loot and avoiding traps?

 

Some attacks will use Athletics or Ego to resist. You use your Athletics/Ego + level for defense  It is an 11 + ego + level for defense against a TN. 

You can use several Talents at the same time. 

 

Talents are powered by energy. This reflects the idea that energy is a limited resource.

 

Technical - this represents a limit imposed by literal energy; batteries, electricity or a finite number of charges. I could take Heal using a med kit and energy would represent a number of uses.

 

Magical - this is the innate amount of magic you can power up. Heal would be limited by that innate power.

 

Some settings may eliminate certain talents. For instance, in a medieval setting Hacking doesn't exist. Any time a setting negatively affects the functioning of a talent, the player may sub in another talent.


 

Combat Talents:

These talents further define how you operate during combat. See Archetypes for recommendations. These are self only. 

 

Once activated, a Combat talent is active until the end of combat + 5 minutes. You can end a talent as a free action. You can have a talent active for one roll at the following energy: 1(1), 2(2), 3(4), 4(8). This does not count toward your number of slots. These are called one shots. You have slots which represent the number of talents you can have active at any given time. You are allotted one slot at Level Zero and an additional slot at level 4 and 7. A free talent means it doesn’t cost energy to use and everyone can use it without purchasing it. It still counts as a slot unless it is a one shot. Unless otherwise specified the activation counts to your number of activations and slots. You gain slots as you advance in level. You cannot activate or purchase Talents of a Force higher than your level allows.

 

Aim
Description: You believe in precision attacks; one shot. One kill. This modifies weapon accuracy.
Mechanic: player modifies weapon by (+1)/F.

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Alertness
Description: You are hyper aware of your surroundings. You saw the fight starting before anyone else and were ready to act quickly.
Mechanic: initiative modifier of F*2. You can choose to use this after you roll. You can activate this during combat to improve your initiative score. Must remain activated to continue with the bonus. You can activate during combat to get an advantage in initiative. This uses a reaction when used at the start of combat or during combat.

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Ambush
Description: Catch your opponent by surprise to gain an advantage.
Mechanic: If you attack before your enemy has its first turn, or if a party member is attacking the same target, modify attack by adding (+1) To Hit/(+1) damage/F. Max 2.

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Bring on the Pain
Description: you are skilled at making damaging attacks.
Mechanic: F1 allows a reroll of all damage dice. The attacker can choose what roll to use. Can be used after dice are rolled. Can’t stack with Ferocious Attack.

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Charge
Description: you rush your enemy with a violent attack designed to blow through their defenses.

Mechanic: free. Does not cost energy. Finish your attack by moving 10’ in a straight line and increase your To Hit by (+2). Acts as a one shot.

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Close Quarter Combat
Description: You have mastered the use of range combat against adjacent targets.
Mechanic: Eliminate penalty for point blank range with a ranged weapon. F1.

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Counterstrike
Description: Make an immediate counter attack at an opponent who just hit you with a melee attack or an adjacent ranged attack.
Mechanics: F2 one shot reaction to make a free attack. Counts as a reaction.

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Critical Hit
Description: You turn 19 into a critical hit.
Mechanics: When the player rolls a natural 19 it is a critical hit if the roll would hit. This is not automatic. F2. Can be used as a reaction and pay F2 as a one shot to make it a critical hit.

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Defensive Attack/ Fire from cover
Description: you attack cautiously. This could represent attacking from cover. 

Mechanic: increase your AV by (+2) and your attack by (-2). This is a free talent and costs no energy.

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Drunken Attack
Description: you move in unpredictable fits and starts, putting your target at a disadvantage. Combined with charge it eliminates the need for a straight line to attack.
Mechanic: F2. Your target can not be set for the charge. You only need to move 10’ but not in a straight line.

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Escape:

Description: Leave a threatened zone safely.

Mechanic: F1. Not subject to an attack of opportunity.

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Ferocious Attack
Description: You fight with emotion. This style of combat features a reckless all out style of attack.
Mechanics: The player buffs the damage (+2)/ Force. Can't be combined with Bring on the pain. Max F2.

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Flank:

Description: 2 or more players attack the same target.

Mechanic: Free (+2) bonus to attack.

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Goad
Description: you hurl insults at your enemy until they attack only you.
Mechanic: On a successful attack you cause the target to forgo all other enemies and attack just you. F2. You may only make one attack. Each turn the target has to make a successful Ego S14 roll to end the talent.

 

Improvised weapons specialist
Description: you use improvised weapons effectively.
Mechanic: F1. Your improvised weapon is as dangerous as the real thing. You do d8 for melee and d6 for a ranged attack.

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Follow on Attack: 

Description: When you drop your opponent, you may attack another enemy in and adjacent square.

Mechanic: Pay F2. The melee attack does base damage and exclusives stat damage or damage from Talents.

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Ki Body
Description: You turn your body into a killing weapon. Any unarmed attack does more damage.
Mechanics: Do d8 damage unarmed. F1.

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Long shot
Description: Reach out and touch someone. Increase range increment by 1.
Mechanic: pay F2 and increase weapon range by 1 step. Pay F3 and increase range by 2 steps. Long range becomes Long range *2.

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Melee Reach (Major)
Description: you can make a melee attack out to 50’. You move in a line and are not hindered by people in the way. You end the attack where you started. You cannot be attacked as a result of activating this talent.
Mechanic: make a melee attack against a target up to 50’ away. F3.

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Melee Reach (minor)
Description: You have the ability to extend your melee attack beyond adjacent squares. You end in the space you attacked from. Does not provoke an attack of opportunity.
Mechanic: Make a melee attack 5’/ F level. Max 2 levels.

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Multi attack:
Description: use this when you want to attack more than once. This can simulate a shot gun, 2 handed weapon, double tap, burst, or automatic fire, or AOE Talent. You can hit more than one target, but they must be within 10’ of one another. This doesn't stop anyone from firing their weapons on auto. It just means only one bullet can hit.
Mechanic: Make 2 attacks. Roll for each. F3. 

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Offensive Attack
Description: you sacrifice your safety for a better chance to hit.

Mechanic: reduce your AV by (-2) and increase attack by (+2). This is a free Talent.

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Parry
Description: increase AV vs. a melee attack.
Mechanic: increase AV by (+2)/F. Max F2. Must have a melee weapon in hand or a free hand to parry with. Counts against range weapons within 5’ of the character. Use a reaction to activate.

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Push
Description: attack which can be combined with the attack roll. The attack moves the target away from the caster.
Mechanic: Move target away. Target moves 10’/F.

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Run
Description: increase your move
Mechanics: As part of a move action you may run an additional 10’/F.

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Running Attack
Description: you are moving so fast that enemies have a harder time hitting you.
Mechanic: Any time you activate the Run talent and move your full move, you increase AV by (+2) per force maximum F2.

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Set weapon
Description: you prepare for a charge.
Mechanic: you make your attack before the charging target. This counts as your next attack. Gain D4 extra damage. Can’t be used against a Drunken Attack. Free. Counts as a 1 shot. Uses reaction.

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Suppressive Fire:

Description: Lay down a field of fire.

Mechanic: Costs a move and a combat action. Using a firearm, send a flurry of rounds downrange. The area is suppressed from your spot to the end of the weapons range. The suppressed area is 10’ wide. The length of suppression stops if it encounters an object in its path. Anyone who enters or is already in this pathway must make an athletics 18S roll to avoid damage. If hit, the target's move ends and they take d6 damage. The player also has a (-4) modifier on attack rolls.

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Trip
Description: Cause target to trip. Can be part of the attack.

Mechanic: F2. Target makes an Athletics 14S or is tripped. If four legged or more than 8’ tall get a (+4) AV bonus to avoid the trip.

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AOE:

These are area of effect weapons. Using Multi Attack can simulate this as well.  Range is based on the weapon system employing the weapon; thrown (50’), medium (200), long (+200).

 

There are 4 shapes of the AOE.

 

Ground zero - you drop the AOE at your feet but not on you. Doesn't require a to hit roll. Affects all targets in adjacent squares around you.

 

Square - You aim an explosive at a square with a TN of 14. If you miss, the device scatters. It misses by 5 feet for every 2 points you miss on the roll. If a device misses, roll d6. 1 or 2 misses a square to the left. 3 and 4 miss up the middle. 5 or 6 misses to the right. Odd on the roll indicates a shorted throw, even it went too far. The square that the explosive lands on and the surrounding 9 squares take full damage, half with a successful 15T Athletic test. 

 

Line - affects 9 squares in front of you. No roll needed to hit.

 

Cone - hits the first square in front of you, then widens to 2 squares, 3 squares, and 4 squares.

 

Frag: Type

Description:This is the big bang. Fragments explode over the area doing damage. The following types of damage are possible: standard frag, fire, electricity, acid, ice.

Mechanic: Targets take: d6 per level of Force. The talent costs F+2 energy. So at F2 effect the attacker would pay 6 energy. Min F2 and access to Force 2 talents. The effect can exclude 1 target for each 2 energy paid.

Duration: instant

Cost: Attack action.

 

Flash/Bang

Description: Victims are subjected to extreme sound, blast wave, and flash. This causes a great deal of disorientation.

Mechanic: Throw the effect like an AOE. Target loses its next turn unless they make an Athletic 16T. 

Duration: 1 turns. 

Cost: attack action.

 

Debuffs:

They have a max force of F2. They take an attack action against targets AV. These talents are activated by touching the target. For 1 additional energy you can activate at short range, 2 energy medium, and 3 for long. Can’t stack a Debuff on itself. Only 2 Debuffs per target. The effect lasts 5 minutes. Hero can pay 2 energy for the enemy not realizing they are under attack.

 

Clumsy: 

Description: you couldn't hit the broad side of a barn at 20’.  This attack talent imposes a penalty on the target’s attack skills essentially making them less effective.

Mechanic: Target is debuffed (-2)/ Force level on the attack skill.

 

Luddite:

Description: you routinely ask kids to help you with Tech. This attack talent imposes a penalty on the target making them inept with Technology.

Mechanic: Target is debuffed (-2)/ Force level on the Technology skill. 

 

Obscure Senses: 

Description: You pull the wool over the eyes of your target. This talent makes it more difficult for the target to make an observation test. The effect can be darkness, fog, insects or any other object that could hamper vision or caused a distraction.

Mechanics: This requires a successful attack.The target debuffs a (-2)/F observation modifier. 

 

Obnoxious:

Description: There is something about you that people just don't like. This attack talent imposes a penalty on the target’s Influence skill essentially making them less charming.

Mechanic: Target is debuffed (-2)/ Force level on the influence skill.

 

Obvious:

Description: You have two left feet.  This attack talent imposes a penalty on the target’s sneak skill essentially making them easier to detect.

Mechanic: Target is debuffed (-2)/ Force level on the sneak skill.

 

Prey:

Description: you are a born victim. This attack talent imposes a penalty on the target’s outdoors skill making them more vulnerable in outdoor settings.

Mechanic:Target is debuffed (-2)/ Force level on the outdoors skill.

 

Reckless Driver:

Description: your target operates a vehicle as if they were drunk. This attack talent imposes a penalty on the target’s vehicle skills essentially making them a poor driver.

Mechanic: Target is debuffed (-2)/ Force level on the vehicle skill.


 

Buffs:

These Talents are designed to improve the target's skill. Duration one hour or a scene. Whichever is longer. Max at F2. Uses an attack action. Buffs may be taken as self only. They then cost the one shot price and must be purchased as self only. Can not stack buffs on each other. Only one buff active at one time. Can use one shots that don't count toward this limit.

 

These talents are activated by touching the target. For 1 additional energy you can activate at short range, 2 energy medium, and 3 for long. 

 

Awareness:

Description: Target is hyper aware of their surroundings. Improves observation skill.

Mechanic: The player becomes more aware of their surroundings. Improve observation skill: (+2)/ Force.

 

Camouflage:

Description: Target improves the player's ability to sneak.

Mechanic: The player improves the sneak skill: (+2)/ Force.

 

Charming: 

Description: Target could sell ice to an Eskimo. Improves player’s influence skill.

Mechanic: The player Improves the influence skill: (+2)/ Force. 

 

Detect Lies:

Description: Target is a natural polygraph. Determine whether the target is truthful.

Mechanic: (+4)/F modifier to observation to determine truth.

 

Fearsome: 

Description: You are physically intimidating. Your size and physical presence terrifies your enemies. You use your strength stat paired with Influence.

Mechanic: You intimidate as a subset of Influence using your strength as the stat. Increase (+3)/F to intimidate. 

 

Find/Remove Traps:

Description: Target has an uncanny sense for danger. This is a specialized form of observation and technology specifically in regards to traps. This works in any tech level.

Mechanic: Player improves observation:traps by (+2)/F and Technology:remove Traps by (+2)/F. 

 

Hunter: 

Description: Target would make Davy Crockett proud . Target is a master outdoorsman.

Mechanic:The player improves the outdoors skill: (+2)/ Force. 

 

Techie:

Description: player improves the Technology skill.

Mechanic: The player improves the technology skill: (+2)/ Force. 

 

Smart:

Description: Know it all. Player improves the knowledge skill.

Mechanic: The player improves the knowledge skill: (+2)/ Force. Max F2.


Wheelman:

Description: Target channels the Spirit of the Transporter. Player improves the Vehicle skill.

Mechanic: The player improves the Vehicle skill: (+2)/ Force. Max F2.

 

Health:

 

These talents are activated by touching the target. For 1 additional energy you can activate at short range, 2 energy medium, and 3 for long. This range choice lasts until the end of combat + 5 minutes. Heroes can make an attack action and also activate a healing Talent as a move action. Healing HP outside of combat heals the max amount but takes 1 minute to complete per activated Health. Health Talents can be bought as self only and then are paid for like one shots. For each 2 points of energy you can affect an additional target.

 

Ablative Armor:  

Description: decrease incoming damage

Mechanic: reduce 1 point of damage per attack per point of Force.

Duration: combat + 5 minutes

Cost: move action.

 

Cause Light Wounds:

Description: attack per standard rules and damage .You use your ability to manipulate health to cause damage. 

Mechanic: This is a weapon type. 

Duration: instant

Cost: free


Detect life:

Description: detect location of living organisms within the spell radius.

Mechanic: Detect living creatures within 100’. Works through walls and debris. F3.

Duration: scene 

Cost: move action.

 

Heal (Minor)

Description: restore hit points.

Mechanics: d6/F hit points restored.

Duration: immediate 

Cost: move Action

 

Heal (Major):

Description: heal damage as an area effect.

Mechanic: All friendly targets in a 30 foot radius are healed d6/F. Limited to F 3 and 4. Uses F+3 energy. So 12 energy at force 3 and 19 energy for F4.

Duration: immediate 

Cost: move action.

 

Indestructible:

Description - You are harder to kill.

Mechanic - any time you are dropped below “0” HP you immediately stabilize at “1” and the Talent ends for that target. F2 + 1 energy per target. 

Duration: 8 hours 

Cost: Move action

 

Regeneration: 

Description: heal hit points.

Mechanic: Heal F*2 hit points/turn up to full. You can't stack this talent with itself. 

Duration - combat + 5 minutes or drop below (0) HP. Starts at F2.

Cost: move action

 

Temporary Hit Points:

Description: increase your HP total

Mechanics:  increase hp by F*5. These hit points are used first. They can't be healed.

Duration: combat + 5 minutes

Cost: Move action


Illusion: 

Illusion Talents can be bought as self only and then are paid for like one shots. . For 1 additional energy you can activate at short range, 2 energy medium, and 3 for long.

 

Disguise self:

Description: Target may look like someone else. Target cannot change size, but may change race within that restriction. Can't conceal weapons, but can make them appear consistent with the world you are in.

Mechanics: Touch target. F2. Others must make an Ego save at s22.

Duration: 8 hours 

Cost: 1 minute


Displacement:

Description: You are not where you seem. Successful attacks miss 50% of the time.

Mechanic: F3.  When an attack hits, roll a d6. On a 1-3 you are hit. On a 4-6 you are missed.

Duration: combat + 5 minutes 

Cost: Attack action

 

Grand Illusion:

Description: create an illusion with audio, visual, thermal, and olfactory components based on force. Illusion can take up a 10’ cube. 

Mechanic: F - audio or visual. F2 - audio and visual. F3 - add thermal. F4 - add olfactory. Targets disbelieve illusion on an observation s12 plus F*2. A F3 save would be 18S You use your move action to manipulate the illusion. You can use your attack action to make the illusion attack. Acts like simple proxy. Essentially your illusion can act as an Illusory image, This counts as your attack for the turn.

Duration: combat + 5 minutes 

Cost- Attack action.

 

Illusory Weapon: 

Description: You choose what the weapon looks like when you activate this talent. It operates like a standard weapon.  This can be a creature or object. Attack per standard rules and damage .

Mechanic: This is a weapon type. 

Duration: combat + five minutes

Cost: attack action. 

 

Invisibility (Minor):

Description: You and any objects you carry are invisible. Talent ends when an attack action is made.

Mechanic: F2. Others can see you on an Observation (sight) s22. The player can still be heard.

Duration: combat + 5 minutes

Cost: Attack action

 

Invisibility (Major):

Description: same as minor except Observation  is a 27S.

Mechanic: F3. 

Duration: combat + 5 minutes

Cost: Attack action

 

Multiple Image:

Description: Create images of yourself in combat.

Mechanic: 2 image/F. The image has your AV to hit. Each attack that hits may hit you or an image. Roll randomly to determine. An image disappears when hit. Max Force 2.

Duration: combat + 5 minutes

Cost: Attack action.

 

Control Drone:

Description: Player buys drones according to the rules. Vehicles controlled as a drone have a (+2)F TN max F2 to all rolls including AV reflecting the superior control.

Mechanics: F1. To control the drone. 

Hero takes 25% of current HP for every 25% damage done to the drone as the connection to the drone makes you vulnerable. 

Cost: Attack action.

Duration: 8 hours 

 

Mind Read:

Description: read surface thought of the target. 

Mechanic: Roll versus Ego S16.  Each level of F reads a surface thought and can dig deeper with more F. Target knows of the attack unless the player spends 2 energy to make it subtle. Talent requires 1 minute of concentration. Ask one question per point of F. 3 turns to complete reading. Minimum F2.

Cost: Move action

Duration: 10 minutes

 

Detect Talents:

Description: allows the player to observe talents.

Mechanic:   this power has a range of Force squared x 10 feet. A force level 2 talent would cost 4 energy and have a range of forty feet. This talent uses observation skill. This talent helps identify the talents present and their effect.

Duration: 10 minutes

Cost: attack action

 

Movement:  

 

Fly (minor):

Description: this talent allows for flight in Combat.

Mechanic: You can Fly 15’ +5’/F.

Duration: combat + five minutes

Cost: Move Action

 

Fly (Major):

Description: This allows you to Fly outside of Combat.

Mechanic: Fly at same move as a party. F3. In combat player has Fly (30’) until end of combat at which time it reverts to major.

Duration: 8 hours.

Cost: Move action.

 

Reduce Movement:

Description: The area around your target turns to quicksand making movement difficult. Effective on any terrain. Used to slow down the target,

Mechanic: Make a standard attack. If you hit, the target loses 50%  movement /F. Max F2. Range long.

Duration: combat + five minutes

Cost: Attack action.


Teleport: (minor)

Description: this talent allows for movement from one spot to another in Combat.

Mechanic: As a move action.You can teleport 40’ +10’/F. Max F 2.

Duration: scene. Out of combat can only teleport 30’

Cost: Move action

 

Teleport: (Mass)

Description: Move targets up to 100 feet. Targets must be in range. Used in Combat.

Mechanic: F3 plus 2 energy per additional person. If target is an enemy, must make a successful attack roll.

Duration: once

Cost: Attack action 

 

Teleport: (Major)

Description: This allows you to teleport outside of Combat with others.

Mechanic: Teleport up to 100 miles. F3 + 1 additional point of energy per person. 

Duration: once.

Cost: Uninterrupted concentration for 1 minute.

 

Wallrunner: (minor)

Description: this talent allows for running up and down walls in Combat. You may end the turn on a surface other than the ground.

Mechanic: You can run your movement up walls. F 2.

Duration: combat + five minutes

Cost: move action.

 

Hacker:

Description: you are able to manipulate the private net. You use your technology skill.

Mechanic: This represents an item used to hack. It could be straight from your brain, a computer, a data device. Etc. Anyone can hack. This talent grants  a (+2)/F (Max F2) bonus to all D20 rolls during the hack. F1 to use. This represents hacking when directly linked to the system or wirelessly . You can also use other talents when hacking. All attacks in the Net use Range Weapons skills. There are no ranges. You use your HP. When you drop below (0) HP you are kicked off the net and incapacitated d6 - End before you act again. When you regain consciousness you are at half hit points.

Duration. 8 hours. (special note: in environs that this talent can’t be used, the player may temporarily substitute another Talent.)

 

Shapeshift: 

Description:  Change into an animal form the size of a lion or smaller. 

Mechanics: Using your own scores as the base, you may rearrange your physical scores at activation. You have a natural melee weapon (bite, claw etc) that works as a melee weapon d8. F2.  It has any Talents you have. If the form has special abilities you would use the appropriate talent. If you wanted to fly you would activate it for the new form. Can pay one shot costs if it is used only in animal form.

Duration: 8 hours.

Cost: attack action

 

End Talent: 

Description: this power works to end an already existing effect or stop a talent from being used  

Mechanics: The player succeeds if he has a higher force level. 2 beats 1 ECT. Level 4 talents can't be ended. The countering player knows the opponent's force level. This counts as a reaction.

Duration: one use

Cost: reaction

 

Far sight/sound:

Description - when using this talent choose whether to hear or see at a distance. Players can pay for both simultaneously. The power allows the user to project the distance of the spell through any barrier and use the sense. Observation is used.

Mechanics -  this power has a range of Force squared x 100 feet. A force level 2 talent would cost 4 energy and have a range of four hundred feet. This talent uses the observation skill. Once active in combat you can use the skill action to make an observation check.

Duration: combat + 5 minutes

Cost: attack action.

 

Find secret doors/passages:

Description: discover hidden doors and passages.

Mechanic: find all secret doors and Passages in a room or corridor by expending F2.

Duration: one hour

Action: Attack action. 

 

Create Wall:

Description: Create a wall that takes up a 10’ space. Wall is 6” thick 

Mechanic: destroy 10’ section by doing damage against the wall. Attacks automatically hit. Wall section has F *10 HP. 2 sections on activation plus an additional section per point of energy. Wall can make a 90 degree turn every 2 sections. Counts as cover. Once per casting.

Duration: 5 minutes 

Action: attack. 

 

Luck

Description: grant target ability a one time bonus to d20 rolls. Can be taken after rolling  to increase or decrease a TN or AV by F.

Mechanic: Targets can change a TN or AV up or down by F*2. This is a one time buff. Pay F for one target. Pay 1 energy for each additional target.

Duration: combat + 5 minutes

Action: Attack action.

 

Implant Thought: Give a short order (run away, drop your weapons, let us pass, do nothing) 

Description: Target follows the implanted thought for the duration of the talent.

Mechanics: Melee attack unless range increments are paid for.Target is aware of the attack unless the attacker pays an additional 2 energy. Target must make an Ego S14 roll to end the effect. Target rolls each turn in combat or every minute outside of combat. F2.

Duration: 5 minutes.

Action: Attack action

 

Telekinesis (Minor): You move things with your mind to attack.

Free. Using your mind you fling objects as an attack. This is short range (50). This does damage as an improvised weapon. There will always be objects to throw. Can’t take objects that are on a character. 

 

Telekinesis (major):

Desciption: manipulate objects at a distance. 

Mechanics: Range is F * 20 range. Weight is F*10 lbs. This allows you to make skill tests which manipulate an object within weight limits. For instance, pick lock/remove traps. You can't fire a weapon at range unless it's a throwback with an actual trigger. Minimum F2. 

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