Advancement List
Filter Advancements
Ablative Armour
You have modified your armour with additional treatments and plating, giving you further protection.
- The armour you go on Deployment with has 2 additional Armour Integrity that isn’t otherwise repairable.
Additional Basic Training
You’ve taken additional training to qualify for use of gear that isn’t standard to your character.
- Select another Reclaimers Origin, you may go on Deployment selecting Equipment from their list.
Additional Supplies
You’ve negotiated additional supplies for your team.
- Everyone on Deployment has +1 Munition Capacity.
Aggression Detector
You have additional programming in your Heads-Up-Display to detect and warn of any perceived hostility from entities, allowing you to dispel hostility before it arises.
- You are aware of hostile intent, anger, and panic from any Character you can see.
Alchemist
You have been trained to create the things you need, whether they be medicine, poison, or other on the fly.
- You have access to the following Equipment:
Composition Scanner
This unassuming device can process and identify the chemical composition, and estimate the properties, of any material sample provided to it.
- Traits: Unskilled
- If provided a small sample of a material, you will receive information on its makeup, properties and details to your Heads-Up-Display.
Synthesis Kit
A small device filled with chambers and vials of elements ready to be forced together using massive amounts of energy. This tool can create basically anything you might need out of its core elements, though it can’t create a massive amount.
- Traits: Toolkits, Charges(Munition Capacity), Skilled(Application).
- Spend a charge to create a chemical compound of your choice.
Ambusher
You move lightning fast and are always ready to
- At the beginning of Combat, after determining Who Goes First, you may perform an action, then that person acts.
Armourer
You’ve sewed and patched your fair share of armoured plates in the field. You’ve even customized your own suit for hot zones.
- You have access to the following Equipment:
Patching Kit
A collection of pins, synthetic seals, bolts and metal bits used to repair armour in the field.
- Traits: Charges(2 + Munition Capacity), Toolkits, Skilled(Application).
- Given 5 minutes, you can repair 1 integrity on a suit of armour for a charge.
Safety Frame
The Safety Frame is the ultimate in space age on site protection for labourers. This suit is built on a slightly sluggish mechanized frame with notable plating protecting the user. The real unique part of this EXO frame is the addition of an automated mechanical arm which assists in repairs and safety.
Assassinate
You are a master of defeating opponents who aren’t aware of you and can take them down in one swift movement.
- While not in combat, you can make a Coordination Opposed Difficulty(Understanding) test against a Character that is unaware of you, if you succeed, they either suffer System-Failure or become Unconscious.
Assault Division
You’ve trained as a frontline soldier specialized in pushing enemy lines no matter the risk.
- You have access to the following Equipment:
Grav Fist
The pinnacle of destruction. This large mechanical glove and rigging is used by shock troopers to devastate large creatures, vehicles and bulkheads. The Fist itself is a polymer reinforced, servo-powered glove two to three times the size of a normal hand with a power pack installed. On command a power field is activated causing widespread damage. To combat Newton’s third law, at the moment of impact, a gravity controller increases the user’s weight dramatically.
Default Damage | 10 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Impact |
Range | Reach |
Weapon Traits | One Handed, Penetrating, Advanced, Striking, Very-Threatening |
POLY Maiden
A strange suit of armour assault troopers joke about being their coffin. This grafted suit of armour is basically impossible to remove in the field without advanced lab equipment. The plating of this armour is a living compound that regrows on tearing, making this armour impossible to destroy but also making it very difficult to provide first aid or surgery to anyone wearing it.
Attribute Up
You’ve worked on yourself and gained great power.
- Increase one of your Attributes by 1 to a maximum of 5.
Auto Doc
An unfortunate reality is ending up in a situation where you are the only one with medical training and you have suffered an injury. You’ve trained for this situation.
- You can perform invasive medical work on yourself even if it would seem impossible and ignore your own Long Term Injury when performing Application skill tests.
Awakened Psychic
Your consciousness has expanded to a massive size, building neural pathways that are inscrutable to normal people and could destroy you if you aren’t careful.
- Spend 2 Power, you can attempt to do something that would otherwise be impossible with just your mind. This will be a Ascendancy Fixed Difficulty skill test with a difficulty based on the complexity of the task.
- You may use this ability without enough Power however it will cause you to suffer 2 Injury Damage.
Backpack Ammo Supply
You have a massive backpack ammo supply, providing one of your weapons with an almost unending amount of ammo.
- Select a Weapon you Deployed with, remove the Capacity and Loading traits if it has them.
- Some narrative effects or true abuse may cause your weapon to still run out of ammo, but it should be handled with your Game Master.
Bedside Manner
You treat patients well, which means they tend to like you.
- You receive a (+2) to Connection with anyone you’ve helped medically. You receive a (+1) to Application Skill Test targeting a Character that likes you.
Blackout Protocol
You’ve trained extensively on robotics and how to disable them.
- While within Reach of a robot, or robotic Character you can perform an Application Opposed Difficulty(Armour Integrity) to make them Defeated.
Breacher
You’ve trained to use equipment to maximize effectiveness at breaching and clearing rooms and unknown areas.
- You have access to the following Equipment:
Combat Shotgun
A larger shotgun with shells fed by belt and stored in a box magazine. This weapon fires fully automatic advanced flechette shells. This chain shotgun is used for opening bulkheads and tearing through armour.
Default Damage | 4 |
---|---|
Extra Damage Modifier | (-1) |
Damage Type | Piercing |
Range | Close |
Weapon Traits | Two Handed, Capacity(15, Shells), Loading(2), Shotgun, Advanced, Automatic, Very-Threatening |
Snapshot Baubles
Advanced spheres that can be deployed to provide full details of an area to your HUD.
- Traits: Comestibles.
- When activated, a snapshot bauble scans everything within a Short distance. This provides full 360 degree detail of the area.
- Snapshots can be displayed on Heads-Up-Display.
- Snapshots can be superimposed onto areas, allowing you and others to interact with the imposition through AR processing.
Carbide Fists
Your hands and feet have been reinforced with an advanced carbide that makes them lethal weapons.
- You always count as wielding a Polymer-Weapon with Handless.
Catastrophe Protocol
Your brain is always planning for the worst outcome and is ready for it.
- Whenever you would have a Critical Failure you instead have a Critical Success.
Chosen’s Eyes
Your eyes have been replaced with glorious golden eyes burning with fire and rippling with psychic potential.
- Spend 1 power to make the following attack:
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Heat |
Range | Close |
Weapon Traits | Handless, Burning, Otherworldly |
Clothesline
Someone running at you has never been a problem.
- If an Opponent moves within Reach of you, you may spend a Reaction to make a PhysiqueFixed Difficulty(0), that if successful, ends their Action and makes them Prone.
So the skill test would be at a (-4) penalty against someone with 2 ranks in Physique.
Composure
You have deigned to separate your bodily senses fully from your mind, making pain and suffering just passing thoughts.
- Reduce any Injury Damage you receive by 1.
Dead Tales
You are attuned to the spirits of the lost; they cry out all around you. You know how to make them speak.
- Any time you kill a Character you may search their mind for information. You may ask a single question with a Ascendancy Fixed Difficulty with a Difficulty Value based on the complexity of the question.
Drone Controller
You are cleared to manage autonomous drones and have all the cybernetics required to manage them naturally.
- You have access to the following Equipment:
Combat Drone
A small flying disk with attached cameras and propulsion. The camera of a drone and its status syncs with your Heads-Up-Display and can be controlled with your mind. This drone has a small energy laser attached, which can be used to destroy bulkheads and wreak havoc autonomously.
- Traits: Follower.
- This is a Battle-Drone.
Control Drone
A small flying disk with attached cameras and propulsion. The camera of a drone and its status syncs with your Heads-Up-Display and can be controlled with your mind. This drone has two small manipulator arms for doing technical work.
You have the Follower that doesn’t count towards your limit:
Autonomous Repairs
This device can be used to remotely perform technical actions.
- Can perform any Application skill test its controller can.
- Can hold a single piece of Gear or Toolkit.
Enduring
You’ve walked your team through emergency injury drills, they know how to handle pain and are reassured you will take care of them.
- Everyone on Deployment gains (+1) to Endurance skill tests, and an additional (+1) to Wounded Skill Test to avoid becoming Defeated.
Entropy Dancer
You have experience managing chaos and trying to manage its outcomes. Reality is a dance and you have mastered it.
- You have access to the following Equipment:
All Access Pass
A black sheet that feels similar to paper in your hands. When held by a trained person and presented with confidence, it appears to be any form, or authentication someone else might expect you to have. The incredible thing about this device is you don’t even need to know what it is the other party expects, the object itself will know.
Causality Fans
A strange pair of incredibly lethal decorative fans reinforced with a strange black metal and fabric that seems to shift and warp as they move through space. With proper practice, a skilled user can summon these from out of thin air and use them to brutal effectiveness.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Rending |
Range | Reach |
Weapon Traits | Two Handed, Striking, Paired, Bound |
- At the start of combat, and as a free action on each of your turns you roll 1d6 to determine what traits the fans have from the following:
Roll | Description | Weapon-Traits |
---|---|---|
1 | The fans levitate on their own protecting you as best they can. | Shield(2) |
2 | The fans stretch and bend through space. | On Line |
3 | The fans feel heavy as though their impacts will be massive. | +1 Damage |
4 | The fans have grown thin and seem to writhe like roots. | Precision |
5 | The fans seem incorporeal, almost passing through solid objects. | Penetrating |
6 | The fans end in strange clawed hooks that seems to grab and pull at clothing and armour. | Sundering |
Eradicator
You are trained to go in and cleanup whatever horrible things have transpired in far away places.
- You have access to the following Equipment:
Chem Thrower
Promethium fuelled weapon of mass destruction. Releases torrents of metal melting flame that seem to stick to anyone targeted.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Heat |
Range | Close |
Weapon Traits | Two Handed, Capacity(4, Fuel), Loading(2), Burning, Advanced, Targeted, Very-Threatening |
Exorcist
You have the tools and knowhow to deal with the otherworldly in more than one way.
- You have access to the following Equipment:
Proton Thrower
A cumbersome weapon and backpack designed to emit a charged particle beam, degrading and deconstructing conventional targets within range. The beam interacts more destructively with non-corporeal entities or entities composed of exotic matter.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Life |
Range | Close |
Weapon Traits | Two Handed, Capacity(5, Energy), Loading(2), Advanced, Targeted, Very-Threatening |
- Against External Threats, this weapon also has Penetrating, Disorienting, Devouring.
Ritualism Kit
A satchel of elixirs, dried powders, fetishes, and other small bits of superstition that can be used to attune with the Other Side.
- Traits: Charges(Munition Capacity), Toolkits, Skilled(Ascendancy).
- You can spend a charge to Attune to the world and perform some profane or otherworldly ritual.
Expansive Mind
With the inclusion of additional cybernetics modifying your neural pathways, your psychic power is almost overwhelming.
- You can use the Cone, Area, Magical-Attacks modifiers.
- You deal +1 Damage with Attack with Otherworldly.
Explorer
You have experience traversing the unknown and staking claim to the far reaches of space and strange planets.
- You have access to the following Equipment:
Auto Map
A nuclear-powered sonar and radiographic device that can map large and detailed areas automatically providing the rendered maps to your Heads-Up-Display
External Funding
You’ve negotiated additional funding for your squad, lending to additional equipment.
- Everyone you go on Deployment with counts as having 1 additional Sway.
Fight Smart
You apply your intelligence fully even when in the heat of combat.
- You may use Application for all Attack.
Flesh Shaper
You have trained to destroy the otherworldly, the wrong and the corrupted. Your tool kit strikes fear in things that cause fear.
- You have access to the following Equipment:
Biocoder
A disturbing needle pointed glove oozing with strange fluids that seem to be secreted from your body. This device is used to temporarily disrupt the genetic makeup of those around you in strange and incredible ways.
- Traits: Skilled(Ascendancy).
- As an Action you can modify someone within Reach with some small boon or malady until the end of the Scene.
- With a few minutes, you can drastically alter a willing character or characters with a new property that last until the end of deployment, or until you create another drastic change.
- On failure, you and the target suffer a Stress. On a Critical Failure the target also suffers 2 Injury Damage.
So, during combat you could cause someone’s muscles to grow giving them +1 Strength, or with some time, you could imbue yourself and your allies with fish gills.
Good Breeding
Your manners and proper way of speaking lend to people trusting you.
- You receive a (+1) to all Non-Combat skill tests with anyone you have had a conversation.
Grounding
You have a suite of internal systems designed to protect you in the field, including an internal surge protector and automatically engaging ear and eye protection, keeping you safe in hostile work environments.
- You are immune to Stunned, Disoriented, Temporarily Blind, and Temporarily Deaf.
Guerrilla Counter Tactics
You’ve trained your team extensively to avoid traps at all costs.
- Everyone on Deployment does not trigger traps or other dangers activated by proximity.
GunCam HUD
A combination of a camera to attach to your weapon and a heads-up display program. This lets you fire “blind” around corners without exposing your head.
- You can perform Ranged Attacks at only a (-1) penalty while In Cover and making it impossible for Characters to target you.
Hardlight Architect
Typically, an engineer with specialized training, the hardlight architect is equipped with the experimental hardlight constructor, allowing them to build simple objects quickly during combat, or given more time, more elaborate structures. They excel at controlling the battlefield for their allies.
- You have access to the following Equipment:
Hardlight Constructor
A handheld tool about the size and shape of a pistol, able to create one way translucent physically solid “hardlight” surfaces and structures. Given time, you can create more complex objects (keys, makeshift mechanical parts, etc.)
- Traits: Charges(4).
- Refill all charges by plugging it in to a power source.
- Spend a charge to create a piece of hardlight cover, placing you or someone Close In Cover.
- Spend a charge to create a hardlight platform that can hold a persons weight.
- Spend a charge to create another shape of hardlight.
- Spend a charge to create a tool or part out of hardlight.
Hardlight Frame
An advanced suite of redundant parts and electronics that when combined with hardlight can replicate any weapon.
- Traits: Skilled(Application).
- When combined with hardlight you can create any Weapon you understand the mechanics of. This weapon is identical to the normal weapon, except after every Attack you must spend a Hardlight-Constructor charge or it breaks.
Improviser
You know how to attach and equip things on the fly.
- All Equipment you carry benefits from your TAC-Rigging.
Infection Expert
You’ve trained to handle the worst of viral and bacterial outbreaks, diagnosing and resolving the issues as they arise.
- You have access to the following Equipment:
Inoculator
A high-tech device designed to investigate illness / disease and produce panacea. With enough time, a character can use an inoculator to create a cure for any illness or disease.
- Traits: Toolkits, Skilled(Application).
- If you have a sample of a disease or illness, you can create a cure or vaccine for it. Depending on the origin of the illness, it may be too late for those already infected, but others can be vaccinated.
Interrogator
You’ve gotten additional training to use specialized methods to get the information you need from people.
- You have access to the following Equipment:
Excruciator-Kit
A selection of advanced torture tools used to maximize information gain.
- Charges(Munition Capacity)
- Spend 1 charge to ask one question to a Restrained or Defeated Character, they must answer truthfully.
- (+2) to Ascendancy when torturing or extracting information.
Gravity Disruptor
An advanced weapon taking the form of a glove. When used, it increases the force of gravity on a living creature, causing it immense pain and perhaps killing it. Unique for its ability to ignore a target’s armour.
Default Damage | 5 |
---|---|
Extra Damage Modifier | (-1) |
Damage Type | Impact, Life |
Range | Close |
Weapon Traits | One Handed, Penetrating, Otherworldly, Advanced, Controlling |
Lockout Encoding
Your body has been layered with hundreds of nodes that produce a code that disables standard weaponry when pointed at you.
- You cannot be attacked by weapons with the Advanced tag that aren’t otherwise tampered with. This includes area attacks which will not work if you are in the area.
- Removing the lockout on an Advanced weapon is an Application Fixed Difficulty(-3).
Mad Doctor
You have designed some custom serums and devices of your own that you think will prove fruitful in the field.
- You have access to the following Equipment:
Injectomatic
This pneumatic homemade device is designed to fling injectors over long distances, letting you provide medicine at range.
Default Damage | 0 |
---|---|
Extra Damage Modifier | - |
Damage Type | - |
Range | Far |
Weapon Traits | Two Handed, Capacity(1, Injector), Loading(0), Salvageable |
- Anyone struck by this is affected by the fired injector, they do not need to be Compliant.
Marksman Division
You’ve received extensive training as a long-range shooter and support fighter for your squad.
- You have access to the following Equipment:
Overpressured Rifle
This highly modular gas powered rifle uses high-powered, overpressured, armour penetrating rounds to wreak havoc on enemies at even long distances.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Piercing |
Range | Far |
Weapon Traits | Two Handed, Capacity(8, Large Bullets), Loading(1), Penetrating, Threatening |
Shooter Harness
This advanced mechanical arm integrates with your weapon, providing you intel on distances accuracy, drop-off and anything else you can imagine.
- Traits: Passive.
- (+1) to Coordination for Attacks.
- Ignore any Distance Penalty when attacking.
Master Work
You know just how to empower everyone’s gear, giving them that extra edge.
- Everyone on Deployments, weapons have (+1) to Attack, and armour has +1 Armour Integrity.
Mechanized Division
You’ve been trained to operate high energy capacity equipment and combat light armoured vehicles and massive targets.
- You have access to the following Equipment:
OE Laser
A devastating weapon used to destroy armoured vehicles while liquifying the passengers. Releases devastating blasts of pure energy that disintegrates victims and can cause fires. It should not be fired in small rooms.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-1) |
Damage Type | Heat |
Range | Short |
Weapon Traits | Two Handed, Capacity(4, Energy), Loading(2), Area, Advanced, Targeted, Very-Threatening |
Med HUD
You have a medical scanner integrated into your Heads-Up-Display providing you with instant medical details on anyone you look at.
Medical Technician
You’ve trained with the more advanced technology available to medical professionals in the field.
- You have access to the following Equipment:
Autonomous Stretcher
An advanced collapsible stretcher that functions as a feature rich hospital bed and levitating transport for the injured. When stationary provides detailed vitals readouts of anyone on the stretcher. It has built in hovering technology causing it to levitate at an adjustable height above the ground and can autonomously move based on instruction.
Micro Printer
Spare parts and electronics as well as a polymer printer required to construct temporary prosthetics and other tools. Using a micro printer requires notable configuration.
- Traits: Charges(Munition Capacity), Toolkits, Skilled(Application).
- Spend 1 charge to create a temporary device, tool, or other part you need.
- Spend 1 charge to create a prosthetic that will function as well as the real thing while on Deployment. This can either be attached using surgery or other medical facilities, or you can spend an additional charge for the printer to attach it.
Mega Muscle Implants
Synthetic muscles have been introduced into critical muscle groups to increase power. A very obvious modification with large patches of synthetic grey muscle and carbon tubing protruding / replacing skin.
- +1 Damage to Attack with weapons with Striking.
- You may treat weapons with Two-Handed as though they had One-Handed instead.
- You may treat weapons with Impossibly-Large as though they had Two-Handed instead.
Mind Guarding
You’ve trained your team extensively to be resolute in the face of terror, and to be sure of themselves.
- Everyone on Deployment gains +1 Max Stress, and (+1) to Volition Skill Tests.
Neuromaster
You’ve trained extensively with tools to modify and remap the brain, an useful, if imprecise science.
- You have access to the following Equipment:
Memory Modifier
A small device with two large LED light bulbs, a low frequency speaker, and electrical diodes designed to probe and manipulate the mind. Used in desperate circumstances to help patients who have suffered loss forget trauma. In the field, it can have many uses.
- Traits: Toolkits, Skilled(Application).
- You can use this device to scan memories out of a Character brain.
- You can use this device to remove a memory from a Character brain. If this memory resulted in them gaining Stress it is also removed.
- You can, most difficultly, modify a memory from a Character brain to be different.
Scrambler
A large device that resembles a medical scanner, this object is designed to disrupt and scramble brainwaves and can cause people to completely lose track of where they are and what they were doing.
Default Damage | 0 |
---|---|
Extra Damage Modifier | - |
Damage Type | Life |
Range | Close |
Weapon Traits | Two Handed, Capacity(3, Energy), Loading(2), Powerful Stunning, Very-Threatening |
Ninja
You’ve trained as an expert in combat, mastering speed, agility, and lethality with gear to aid in this.
- You have access to the following Equipment:
Elastyk Jumpsuit
A unique jumpsuit wired with thousands of electrical receptors which improve reflexes and keep the body relaxed, leading to incredible flexibility and response.
Ancillary | Vitals | |
---|---|---|
Skill Penalty | - | - |
Weakness | - | - |
Resistance | Heat | Heat |
Nuclear Katana
A masterfully crafted blade honed with an edge of oddly colored conductive metal. A small fission reactor resides in the hilt of this weapon which on activation produces a massive ammount of energy super heating the blade. It feels like this weapon could cut through anything.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-1) |
Damage Type | Heat |
Range | Reach |
Weapon Traits | One Handed, Advanced, Deadly Draw, Striking, Burning, Threatening |
Official
You’ve received training as a dignitary, having access to a few of the more subtle and powerful tools CentGov has for their representatives in space.
- You have access to the following Equipment:
Micro Weapon
A small jewellery disguised weapon that can disperse two high-energy laser shots before requiring recharge.
Default Damage | 7 |
---|---|
Extra Damage Modifier | (-1) |
Damage Type | Heat |
Range | Short |
Weapon Traits | Handless, Targeted, Advanced, Capacity(2, Energy), Disguised |
- This weapon cannot be reloaded and must be recharged which takes a few minutes.
Force Field
An advanced piece of energy technology disguised as a piece of jewellery. The Force Field wraps the user in an invisible barrier, providing incredible protection from all types of damage while allowing you to wear casual clothing, helpful for reducing panic in a dangerous situation. Though not the most resilient armour, a force field will still reliable reduce damage from all types of incoming harm.
Ancillary | Vitals | |
---|---|---|
Skill Penalty | - | - |
Weakness | - | - |
Resistance | All | All |
Padre
You’ve got combat training experience and the equipment of a military chaplain, helping you to improve and direct morale in a combat zone.
- You have access to the following Equipment:
Censer
Originally a handheld religious relic used to burn and distribute incense, war priests would modify them to distribute empowering chemicals to their allies and, depending on the rules of engagement, poison to their enemies. This was standardized into a tool for mass distribution of airborne drugs.
- Traits: Unskilled.
- Must have a free hand to be used.
- You may expend one Comestibles that contains a drug or other airborne effect to distribute it around yourself. Anyone who comes within Reach of you becomes affected by the used Comestibles. This area surrounding you persists until the end of the Scene.
Paladin
You’ve got front-line combat training, understanding that the best way to keep people alive is to prevent injury in the first place. There are two ways to do that, mitigate incoming injury, and remove the sources.
- You have access to the following Equipment:
The Torch
A large basin producing a focused stream of plasma shaped like a fiery crackling sword causing horrifying damage to any it touches.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Heat |
Range | Reach |
Weapon Traits | One Handed, Advanced, Burning, Striking, Light-Source, Threatening |
Great Shield
A powerful directional field generator that is held in one hand. This massive force field stretches to either side of you, protecting yourself and nearby allies.
Default Damage | 4 |
---|---|
Extra Damage Modifier | - |
Damage Type | Heat |
Range | Reach |
Weapon Traits | One Handed, Striking, Shield(4), Very-Threatening |
Perp Control
You are used to controlling criminals and escorting them out of hot environments.
- Any Restrained Character, if not a Player Character, becomes a Follower for you. They may move even though they are Restrained.
Playing God
Your medical knowledge pushes past what many would consider impossible. You can bring back from the brink of death, or beyond, even the most hopeless.
- You cannot have Critical Failure on any medical related Skill Tests.
- You can perform surgery on someone within 10 minutes of their death to bring them back to life. This test is at a penalty based on the severity of the damage.
Praetorian
You have trained in the traditional weapons and armour of the Kaar culture.
- You have access to the following Equipment:
Praetorian Glaive
A large glaive adorned with ceremonial markings and a head of strange non-euclidean crystal. This traditional weapon has been augmented with salvaged plasma weaponry, allowing it to fire short range bursts of heated plasma as well.
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-1) |
Damage Type | Rending |
Range | Reach |
Weapon Traits | Two Handed, Penetrating, Striking, Reach, Very-Threatening |
Or
Default Damage | 6 |
---|---|
Extra Damage Modifier | (-2) |
Damage Type | Heat |
Range | Close |
Weapon Traits | Two Handed, Capacity(1, Plasma), Loading(1), Burning, Advanced, Targeted, Area, Very-Threatening |
Psy Knight
You have trained to hone your mind as a physical weapon against your enemies, empowered to destroy those around you with incredible power and force.
- You have access to the following Equipment:
Blink Harness
An experimental harness which allows the user to phase in and out of reality. For safety, you should be able to see where you are going.
- Traits: Skilled(Ascendancy).
- Any time you could perform [Movement] you may appear anywhere within Movement Distance calculated using Spirit instead of Agility. You must know where you are going.
- If you appear on top of another person for any reason, you each suffer 3 Rending damage, if your teleport Skill Test resulted in Doubles this is a Vitals injury; otherwise it is Ancillary.
Psyblade
A focus into which you can channel mental energy and form into a lethal blade. A mass of mental energy capable of tearing through near anything.
Default Damage | 5 |
---|---|
Extra Damage Modifier | (-1) |
Damage Type | Rending, Life |
Range | Reach |
Weapon Traits | One Handed, Striking, Threatening, Otherworldly |
Riot Squad
You’ve trained extensively for managing crowds and dealing with civil unrest.
- You have access to the following Equipment:
Riot Suppression Cans
Gas grenades designed to break up a room. Without protection, a person can’t breathe inside and irritants can cause issues for minutes afterwards.
- Traits: Comestibles.
Default Damage | 0 |
---|---|
Extra Damage Modifier | - |
Damage Type | - |
Range | Close |
Weapon Traits | One Handed, Thrown, Area, Lingering, Disorienting, Airborne |
Riot Shield
A massive slab of hardened ceramic designed for controlling crowds and protecting the user from attack. A connection point on the side, and the fact it straps to the arm, means you can still use two-handed weapons while using it.
Default Damage | 1 |
---|---|
Extra Damage Modifier | - |
Damage Type | Impact |
Range | Reach |
Weapon Traits | Handless, Striking, Shield(2) |
Sealed Memories
A portion of your brain associated with storing memories has been warded against unwelcome thoughts. This means you have a large collection of knowledge of the unknown that you can call upon only when the mission demands it.
- You do not gain Stress from learning horrible things.
- You recieve a (+1) to all Understanding Skill Test.
Second Skin
Drilling in heavy armour and gear has led your team to get much more effective in the field while wearing armour.
- Everyone on Deployment ignores any Skill Penalty for their Armour.
Shadow Combatant
You know how to fight from the shadows and move in a way to mitigate the attention you draw.
- Your Threat is reduced by your ranks in Coordination.
Silencers And Dampeners
You have modified your weapons to be completely silent using gas trapping barrels, quieter parts, and sound dampeners.
- All weapons you use have the Silenced trait.
Skill Up
You’ve continued to hone yourself.
- Increase 1 skill by 1 rank to a maximum of 3.
- This Advancement may be taken more than once.
Spiritual Warding
Strange symbols, markings and decoration cover your gear and armour to protect you from darker forces.
- You have Resistance to all attacks from things aligned with the Red Eclipse.
Strider
Masters of exploring the far reaches, striders can exist without much aid for incredible lengths of time.
- You have access to the following Equipment:
Strobe Gun
This low - powered laser weapon pulses energy, causing severe burns to any it touches. It’s notable for its rechargeable batteries and numerous built in energy generation methods, making it basically impossible to run out of charge.
Default Damage | 4 |
---|---|
Extra Damage Modifier | (-1) |
Damage Type | Heat |
Range | Far |
Weapon Traits | One Handed, Targeted, Threatening |
Super Soldier Serum
A genetic process from before the last war, potential candidates were augmented, turning them into hulking super soldiers with great psychic potential. This process is still used by the Coalition Of The God King to create their armies.
- +1 Strength.
- +1 Spirit.
- -1 Agility.
- You can only wear armour with the Hulking trait.
- Any armour you deploy with may have the Hulking trait.
- You gain the benefits of Mega-Muscle-Implants, if you already have Mega-Muscle-Implants this training counts as Basic.
Support Division
You’ve been trained to deal with serious situations with serious firepower. You are gifted with the best equipment that central has for dealing with serious issues.
- You have access to the following Equipment:
Disposable Rockets
This set of high powered single use rocket launcher has a massive amount of power in its shrapenel warhead. The auto targeting system on board means that even a completely unskilled user could have great success with this tool. Comes as a pair, great for providing to civilians to increase their firepower.
Default Damage | 8 |
---|---|
Extra Damage Modifier | - |
Damage Type | Piercing |
Range | Far |
Weapon Traits | Two Handed, Capacity(1, Unique), Loading(4), Explosion, Foolproof, Single-Use, Threatening |
- You go on Deployment with 2 of these, each takes a weapon slot but they can be given to others you deploy with.
Gauss Light Machine Gun
A high-powered Gauss weapon firing magnetized depleted uranium rounds capable of tearing through armour and flesh alike. Designed to destroy light armoured vehicles and support infantry teams.
Default Damage | 4 |
---|---|
Extra Damage Modifier | (-1) |
Damage Type | Piercing |
Range | Short |
Weapon Traits | Two Handed, Capacity(12, Dowels), Loading(2), Sundering, Automatic, Advanced, Targeted, Very-Threatening |
Surgeons Hand
You give new meaning to “under the knife” with your skills with blade and saw.
- You can Substitute Application for Physique when Attacking with a weapon with the Striking trait.
Takedown Drills
You’ve trained your team to be experts in bringing down even the most hardy targets.
- Everyone on Deployment whenever they deal Injury Damage deals 1 additional.
Telekinesis
You’ve developed your potential for manipulating the world around you, creating and manipulating force without the need for external tools.
- You can use the Concussive, Painless, and Stunning modifiers with your Magical-Attacks.
- You can also use this to levitate items that you would otherwise be able to pick up within a Close distance and otherwise move around.
- You can substitute your Ascendancy for Physique.
Thalamus Dictation
You have received cybernetic modification to recognize humans on a more primal level than even they can understand. You can speak to an ancient and more manipulable part of their brain, allowing you to control them with your voice.
- Spend 1 Power to order a Character who can hear you to do something. This is a Connection Fixed Difficulty with difficulty based on how unwilling they would be to perform the command. If you succeed, they must do everything possible to obey.
Tour Guide
You are used to dragging around allies who aren’t helping, you know how to keep them in line and keep them moving.
- You ignore Hindrance when performing any Skill Test.
Trauma Doc
You are an expert at administering medicine and can easily reduce the tax of even the worst of afflictions for a person.
- You may spend a charge from a Trauma-Kit (or relevant medical supplies) on someone to remove their Long Term Injury.
Understudy
Your time with the brain and understanding of learning has made you very adjustable. You can quickly adapt and learn from those around you.
- When going on Deployment you may select a Basic advancement that someone else on Deployment has. You count as having this advancement during Deployment.
Unstuck
Some ancient knowledge plagues you, causing your body to shift and move in strange directions as though unbound to the rules of reality.
- You always have the Levitation trait.
Vermin Speaker
You have a heightened connection with your primitive side, allowing you an increased telepathic connection to vermin, rodents, and other scavengers.
- You may summon any nearby vermin to you with Ascendancy.
- You may give instruction or question vermin similarly with Ascendancy. With convincing, these instructions may even put the vermin in harms way
Weak Spot
You are an expert on material science, you can usually tell something weak points whenever you look at it.
- You know the Armour Integrity, and Weakness and Resistance, of any Character you can see.
What I Meant Was
You always know the right thing to say in a situation, but sometimes it takes you a second try to say it. Thankfully, you are great at backtracking.
- Spend 1 Power, after speaking to someone and hearing how they react, you may say “what I meant to say was…” and continue the conversation as though what you originally said never happened.
Zero-G Pilot
You have training moving outside of spaceships as well as within them.
- You have access to the following Equipment:
Gravity Propulsion
This harness provides you with propulsion in any direction as well as letting you comfortably hover.
- Traits: Unskilled.
- Your Armour has the Levitation Armour Traits.