Disciplines



Augment Turrets - Each turret you create gets +5 hp.

Battle of Quickness – Once per day, as a free action, you may engage a foe in a battle of quickness. Both of you make a Physical: Mobility check. The one with the lower result gets a penalty to all sciences equal to the difference for one round, and all attacks and hindrances used against that person get a bonus equal to the difference for that round. You must use this ability at the very start of your turn.

Battle of Strength – Once per day, as a free action, you may engage a foe in a battle of strength. Both of you make a Physical: Power check. The one with the lower result gets a penalty to all sciences equal to the difference for one round, and all attacks and hindrances used against that person get a bonus equal to the difference for that round. You must use this ability at the very start of your turn.

Battle of Wits – Once per day, as a free action, you may engage a foe in a battle of wits. Both of you make a Mental: Booksmarts check. The one with the lower result gets a penalty to all sciences equal to the difference for one round, and all attacks and hindrances used against that person get a bonus equal to the difference for that round. You must use this ability at the very start of your turn.

Battle of Words – Once per day, as a free action, you may engage a foe in a battle of words. Both of you make a Mental: Social check. The one with the lower result gets a penalty to all sciences equal to the difference for one round, and all attacks and hindrances used against that person get a bonus equal to the difference for that round. You must use this ability at the very start of your turn.

Combat Style: Aggressive - At the start of your turn, you may choose to get a bonus of +2 when using attacks and hindrances, but at the cost of having all attacks and hindrances used against you having their difficulties reduced by 2. The bonus and penalty both last until the start of your next turn.

Combat Style: Defensive - At the start of your turn, you may choose to have all attacks and hindrances used against you get a -2 penalty, but at the cost of you getting a penalty of -2 when using any science. The bonus and penalty both last until the start of your next turn.

Combat Style: Focused Defense - At the start of your turn, you may choose to focus on defending against one particular power source. Attacks and hindrances of that power source have their difficulty increased by 2 when used against you, but all other attacks and hindrances have their difficulty reduced by 3 when used against you. The bonus and penalty both last until the start of your next turn.

Combat Style: Wild Defensive - At the start of your turn, you may choose to go into a wild defensive fighting style. Roll a d10. If the roll comes up a 6, 7, 8, 9, or 10, all attacks and hindrances used against you this round have their difficulty increased by 2. If the roll comes up a 1, 2, 3, 4, or 5, all attacks and hindrances used against you during this round have their difficulty reduced by 2.

Combat Style: Wild Offensive - At the start of your turn, you may choose to go into a wild offensive fighting style. Roll a d10. If the roll comes up a 6, 7, 8, 9, or 10, you get a +2 bonus to all of your attacks and hindrances until the start of your next turn. If the roll comes up a 1, 2, 3, 4, or 5, you get a -2 penalty to all of your attacks and hindrances until the start of your next turn.

Concealed Attack - When you attack an unaware foe while sneaking, your enemies only get to roll an extra 4d10 bonus to notice you instead of 8d10. The bonus is still cumulative.

Channeled Attack - Whenever you get at least one success point on a roll to use an attack, you may choose to increase your number of success points. For each extra success point you give yourself, you lose one of your disciplines for the rest of the day.

Channeled Defense - Whenever you take damage, you may choose to reduce the damage. For each point you reduce the damage by, you lose one of your disciplines for the rest of the day.

Channeled Environment - Whenever you get at least one success point on a roll to use an environment, you may choose to increase your number of success points. For each extra success point you give yourself, you lose one of your disciplines for the rest of the day.

Channeled Hindrance - Whenever you get at least one success point on a roll to use a hindrance, you may choose to increase your number of success points. For each extra success point you give yourself, you lose one of your disciplines for the rest of the day.

Channeled Support - Whenever you get at least one success point on a roll to use a support, you may choose to increase your number of success points. For each extra success point you give yourself, you lose one of your disciplines for the rest of the day.

Combined Attack - Choose two attacks that you know. Once a day, you may use both of those attacks during the same round (the use of both attacks counts as a single normal action.) You may not take a quick action during the same round. You are encouraged to describe the two attacks as a cool combined attack that adds vivid imagery to the game. Each time you gain a level, you may change which 2 attacks you are able to combine with this discipline.

Combined Hindrance - Choose two hindrances that you know. Once a day, you may use both of those hindrances during the same round (the use of both hindrances counts as a single normal action.) You may not make a quick action during the same round. You are encouraged to describe the two hindrances as a cool combined hindrance that adds vivid imagery to the game. Each time you gain a level, you may change which 2 hindrances you are able to combine with this discipline.

Concentration Breaker - Whenever you successfully deal 10 or more damage to a foe using an attack or hindrance, you may choose to have that attack or hindrance deal no damage, and end the foe's maintenance of 1 science of the foe's choosing.

Deep Determination - +1 Determination ISP.

Deep Persistence - +1 Persistence ISP.

Deep Survival - +1 Survival ISP.

Deep Willpower - +1 Willpower ISP.

Effective Attacker - Your attacks do +1 damage against any foe they successfully do at least 1 point of damage to.

Effective Environmentalist – Your environments restore 1 additional hp to anyone they successfully restore at least 1 hp to.

Effective Saboteur - Your hindrances do +1 damage against any foe they successfully do at least 1 point of damage to.

Effective Supporter – Your supports restore 1 additional hp to anyone they successfully restore at least 1 hp to.

Extend Psionic Hold - Whenever you successfully use an attack or hindrance on somebody else, if it is an attack or hindrance that can be maintained, the other character cannot choose to break free for an additional 5 rounds (in effect, the character must wait 15 rounds before he/she/it can break free.)

Extra Target: Attack - Whenever you use an attack with more than one target, you may include 1 additional target. If you do so, then your remaining uses of the attack go down by 2 instead of 1.

Extra Target: Hindrance - Whenever you use a hindrance with more than one target, you may include 1 additional target. If you do so, then your remaining uses of the attack go down by 2 instead of 1.

Flight - Allows you to fly.

Great Analyzer – Roll an extra 2d10 when making Mental: Intellect checks.

Great Socializer – Roll an extra 2d10 when making Mental: Social checks.

Great Speed – Roll an extra 2d10 when making Physical: Mobility checks.

Great Strength – Roll an extra 2d10 when making Physical: Power checks.

Jack of All Trades – Whenever you use an attribute, treat it as though it was your secondary attribute. Reminder: This discipline has a drawback. It makes your primary attribute less effective.

Hero's Vitality - +10 hp.

Iron Willed Runt - You get 4 extra inner strength points, one of each type. However, this comes at a terrible cost. Your max hp is reduced by 10, you roll 2d10 less when making Physical: Power checks (minimum of 1d10,) and you roll 1d10 less when using any science.
Reminder: This discipline doesn't have to be taken at character creation. You can have a plot twist at some point during the campaign where your character somehow becomes a runt. It could be an opportunity for creative writing and emotion portrayal.

Lightning Reflexes - You may act during the first round of a battle even if your foe has the Lightning Quickness robot discipline.

Mental Endurance - You can maintain one extra science.
Reminder: A character is normally able to maintain up to 3 sciences at once. This discipline increases the number to 4.

Other - If a player comes up with an idea of his/her own for a discipline, the GM should consider allowing it. The GM should be very careful though. Ideas which will unbalance the game should not be approved, and the GM should carefully consider whether or not each discipline a player asks about is unbalanced or not appropriate to the campaign. The GM always has the final say on whether or not to approve the discipline.

Precise Attack - Called attacks and careful attacks have their penalty reduced by 4 (to a minimum of 2.)

Prism Defense - Once a day, for one round, all attacks and hindrances used against you are as difficult as if they used your primary source defense.

Reserve Body: Animal - You have an alternate body which is like a normal animal in design. The alternate body is kept in the SPAN until you have need of it. The animal form must be no smaller than a full-grown mouse, and no larger than a full grown elephant. You may switch the animal body with your psi morph body as a quick action, and may switch back with another quick action. The animal body's hp is one-fifth that of you psi morph form, and it may give bonuses and penalties to certain die rolls as determined by the GM. If the animal body's hp reaches zero, it collapses into particles, your psi morph body appears in the same place, you are disoriented and unable to act for 2 rounds, and you must wait until the next day to form a new animal body (which must be identical to the old one.)

Reserve Body: Human - You have an alternate body which is human in design. The alternate body is kept in the SPAN until you have need of it. You may switch the human body with your psi morph body as a quick action, and may switch back with another quick action. The human body's hp is one-fifth of a psi morph body's hp. If the human body's hp reaches zero, it collapses into particles, your psi morph body appears in the same place, you are disoriented and unable to act for 2 rounds, and you must wait until the next day to form a new human body (which must be identical to the old one.)

Retry Persuasion - Once a day, if you have tried to persuade somebody of something and failed, you may make another attempt without penalty.

Riposte – Whenever a foe uses an attack or hindrance against you and fails, you may immediately use a standard attack or hindrance against that foe as a free action. You may only use this ability once per round, and only once against each foe per day.

Selfless Supporter - Whenever you use a support that does not include you as a target, roll an extra 2d10. Whenever you use a support that does include you as a target, roll 3d10 less (minimum of 1d10.) You can only take this discipline if support is your primary science type or secondary science type.
Reminder: Depite the name of this discipline, selflessness doesn't have to be the reason why your character is much better at using supports on others than on himself/herself.

Snap Attack - Whenever you make an attack, you may make an additional attack as a free action using a Standard attack science. Roll 2 less d10 when using this extra attack. This ability can only be used once per round.

Snap Hindrance - Whenever you use a hindrance, you may use an additional hindrance as a free action using a Standard hindrance science. Roll 2 less d10 when using this extra hindrance. This ability can only be used once per round, and cannot be used in the same round as the ability granted by Snap Attack.

Specialization - Choose one of the following keyterms: healing, telepathic, kinetic, internal surge, external surge, synapse-triggering, illusion, inspire, sabotage, sacrificial, turret, or informational. Roll an extra d10 when using sciences that have that keyterm.

Steel Toughness - All damage dealt to you is reduced by 1, except for self-inflicted damage (such as damage dealt to you as a drawback of a science you use.)

Stored Inspiration - Once a day, when you successfully use a science with the inspiration keyword, you may give the recipient(s) of that science the ability to store the effect for later use. As a free action, a person with stored benefits may immediately activate those benefits, which last for a normal length of time. If the stored inspiration is not used the same day it is stored, it is lost.

Stun Attack - Whenever your roll to use an attack or hindrance that has only a single target comes up at last 3 times as high as the difficulty, that foe is stunned for one round. The stunned foe is unable to use attacks, environments, hindrances, and supports for one round. Each foe can only be stunned once per day in this way.

Subconscious Psi Atom Activation - Once a day, you may use a psi atom science despite being unconscious from hp loss.

Subconscious Psi Cell Activation - Once a day, you may use a psi cell science despite being unconscious from hp loss.

Subconscious Psi Energy Activation - Once a day, you may use a psi energy science despite being unconscious from hp loss.

Surge Gift - When you successfully use a science with the internal surge keyterm, you may give the benefit to an ally instead of having it affect you. If you do so, you may not use another science during the same round.

Underwater Operation - You can swim very well. Also, you may choose to either be able to breathe underwater, or be able to hold your breath 3 times as long as normal.
Reminder: While being able to breathe underwater might seem superior to being able to hold your breath 3 times as long as normal, it’s important to note that underwater breathing is only useful while swimming, while longer breath holding is also useful in other situations, such as when in a room filling up with poisonous gas.

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