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✨ Added Abilities in F #19

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2 changes: 1 addition & 1 deletion Compendium/Cypher/Abilities/A/As-If-One-Creature.md
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Expand Up @@ -15,4 +15,4 @@ When you and your beast (from your [[Compendium/Cypher/Abilities/B/Beast-Compani

For instance, if one of you is struck by a weapon for 4 points of damage, divide the damage between the two of you as you see fit. Only the Armor and resistances of the target initially damaged come into play.

So if you have 2 Armor and are struck by a force blast for 4 points of damage, your beast can take the 2 points of damage you would suffer, but their Armor does not come into play, nor does their immunity to force blasts, if any.
So if you have 2 Armor and are struck by a [[Compendium/Cypher/Abilities/F/Force-Blast|force blast]] for 4 points of damage, your beast can take the 2 points of damage you would suffer, but their Armor does not come into play, nor does their immunity to force blasts, if any.
2 changes: 1 addition & 1 deletion Compendium/Cypher/Abilities/C/Copy-Power.md
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Expand Up @@ -12,7 +12,7 @@ points: [2 intellect]

You can copy someone else's superpower for an hour, performing it as if it were natural for you. Within the past hour, you must have touched the creature whose power you want to copy (an attack roll) and must have seen that ability used by them. Choose the power you want to copy, and the GM chooses an appropriate low-tier ability that most closely resembles that power. For example, if you're battling a supervillain who can create blasts of force, if you copy that ability, you gain a low-tier ability that creates a blast of force.

In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent ability that the GM chose. For example, if you want to copy a supervillain's force blast, the GM will probably decide that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to use Onslaught.
In addition to the point cost of Copy Power, you must pay the Might, Speed, or Intellect cost (if any) of the equivalent ability that the GM chose. For example, if you want to copy a supervillain's [[Compendium/Cypher/Abilities/F/Force-Blast|force blast]], the GM will probably decide that's equivalent to Onslaught (167), so you'd pay 2 Intellect points to activate Copy Power and 1 Intellect point to use Onslaught.

You can copy only one power at a time; copying another one ends any other power you're copying with this ability.

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2 changes: 1 addition & 1 deletion Compendium/Cypher/Abilities/C/Counter-Danger.md
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Expand Up @@ -10,4 +10,4 @@ points: [4 Intellect]
**Points**: 4 Intellect Points
**Type**: Action

You negate a source of potential danger related to one creature or object within immediate distance for one minute (instead of one round, as with Foil Danger). This could be a weapon or device held by someone, a creature’s natural ability, or a trap triggered by a pressure plate. You can also try to counter an action (like moving or making a conventional mundane attack with a weapon, a claw, etc.).
You negate a source of potential danger related to one creature or object within immediate distance for one minute (instead of one round, as with [[Compendium/Cypher/Abilities/F/Foil-Danger|Foil Danger]]). This could be a weapon or device held by someone, a creature’s natural ability, or a trap triggered by a pressure plate. You can also try to counter an action (like moving or making a conventional mundane attack with a weapon, a claw, etc.).
2 changes: 1 addition & 1 deletion Compendium/Cypher/Abilities/E/Energize-Shield.md
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Expand Up @@ -12,4 +12,4 @@ type:

**Type**: Enabler

Your force shield from your Force Field Shield ability now pulses with dangerous energy whenever you manifest it. Each time you use your shield as a melee or ranged weapon, it inflicts an additional 3 points of damage. Enabler.
Your force shield from your [[Compendium/Cypher/Abilities/F/Force-Field-Shield|Force Field Shield]] ability now pulses with dangerous energy whenever you manifest it. Each time you use your shield as a melee or ranged weapon, it inflicts an additional 3 points of damage. Enabler.
2 changes: 1 addition & 1 deletion Compendium/Cypher/Abilities/E/Enveloping-Shield.md
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Expand Up @@ -12,4 +12,4 @@ type:

**Type**: Enabler

Your Force Field Shield ability produces an envelope of force that enfolds you while you are holding the shield, granting you +1 to Armor. Enabler.
Your [[Compendium/Cypher/Abilities/F/Force-Field-Shield|Force Field Shield]] ability produces an envelope of force that enfolds you while you are holding the shield, granting you +1 to Armor. Enabler.
17 changes: 17 additions & 0 deletions Compendium/Cypher/Abilities/F/Face-Morph.md
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---
aliases:
- Face Morph
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action
cost: 2+ Intellect
---

# Face Morph

**Cost**: 2+ Intellect points
**Type**: Action

You alter your features and coloration for one hour, hiding your identity or impersonating someone. This affects only your face, not the rest of your body. You can’t perfectly duplicate someone else’s face, but you can be accurate enough to fool someone who knows that person casually. You have an asset in all tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species (such as a human morphing into a humanoid alien). Action.
16 changes: 16 additions & 0 deletions Compendium/Cypher/Abilities/F/Familiarize.md
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---
aliases:
- Familiarize
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action
cost: None
---

# Familiarize

**Type**: Action

You can familiarize yourself with a new area if you spend at least one hour studying a region up to a long distance across that you are able to directly access and move about in. Once you’ve familiarized yourself with an area, all your tasks related to perception, navigation, salvaging and scavenging, defense, and moving about the area gain an asset. Each time you familiarize yourself with a new area, you lose focus on a previous area unless you spend 1 XP to retain the familiarity permanently. Action to initiate, one hour to complete.
17 changes: 17 additions & 0 deletions Compendium/Cypher/Abilities/F/Far-Step.md
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---
aliases:
- Far Step
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action
cost: 2 Intellect
---

# Far Step

**Cost**: 2 Intellect points
**Type**: Action

You leap through the air and land some distance away. You can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. You land safely. Action.
17 changes: 17 additions & 0 deletions Compendium/Cypher/Abilities/F/Fast-Kill.md
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---
aliases:
- Fast Kill
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action
cost: 2 Speed
---

# Fast Kill

**Cost**: 2 Speed points
**Type**: Action

You know how to kill quickly. When you hit with a melee or ranged attack, you deal 4 additional points of damage. You can’t make this attack in two consecutive rounds. Action.
17 changes: 17 additions & 0 deletions Compendium/Cypher/Abilities/F/Fast-Talk.md
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---
aliases:
- Fast Talk
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action
cost: 1 Intellect
---

# Fast Talk

**Cost**: 1 Intellect point
**Type**: Action

When speaking with an intelligent creature who can understand you and isn’t hostile, you convince that creature to take one reasonable action in the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action.
17 changes: 17 additions & 0 deletions Compendium/Cypher/Abilities/F/Fast-Travel.md
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---
aliases:
- Fast Travel
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action
cost: 7 Intellect
---

# Fast Travel

**Cost**: 7 Intellect points
**Type**: Action

You warp time and space so that you and up to ten other creatures within immediate distance travel overland at ten times the normal rate for up to eight hours. At this speed, most dangerous encounters or regions of rough terrain are ignored, though the GM may declare exceptions. Outright barriers still present a problem. Action to initiate.
17 changes: 17 additions & 0 deletions Compendium/Cypher/Abilities/F/Fearsome-Reputation.md
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---
aliases:
- Fearsome Reputation
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action
cost: 3 Intellect
---

# Fearsome Reputation

**Cost**: 3 Intellect points
**Type**: Action

You and those you travel with have earned a fearsome reputation in some parts. If your foes have heard of you, affected targets within earshot become afraid, and all attacks they make against you are hindered until one or more of them successfully inflicts damage on you or one of your allies, at which time their fear abates. Action.
15 changes: 15 additions & 0 deletions Compendium/Cypher/Abilities/F/Feat-of-Strength.md
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---
aliases:
- Feat of Strength
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Enabler
type:
- Enabler
---

# Feat of Strength

**Type**: Enabler

Any task that depends on brute force is eased. Examples include smashing down a barred door, tearing open a locked container, lifting or moving a heavy object, or striking someone with a melee weapon. Enabler.
17 changes: 17 additions & 0 deletions Compendium/Cypher/Abilities/F/Feint.md
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---
aliases:
- Feint
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action
cost: 2 Speed
---

# Feint

**Cost**: 2 Speed points
**Type**: Action

If you use one action creating a misdirection or diversion, in the next round you can take advantage of your opponent’s lowered defenses. Make a melee attack roll against that opponent. You gain an asset on this attack. If your attack is successful, it inflicts 4 additional points of damage. Action.
15 changes: 15 additions & 0 deletions Compendium/Cypher/Abilities/F/Fellow-Explorer.md
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---
aliases:
- Fellow Explorer
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Enabler
type:
- Enabler
---

# Fellow Explorer

**Type**: Enabler

You gain a level 2 follower. One of their modifications must be for tasks related to perception. Enabler.
17 changes: 17 additions & 0 deletions Compendium/Cypher/Abilities/F/Fetch.md
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---
aliases:
- Fetch
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action
cost: 3 Intellect
---

# Fetch

**Cost**: 3 Intellect points
**Type**: Action

You cause an object to disappear and reappear in your hands or somewhere else nearby. Choose one object that can fit inside a 5-foot (2 m) cube and that you can see within long range. The object vanishes and appears in your hands or in an open space anywhere you choose within immediate range. Action.
15 changes: 15 additions & 0 deletions Compendium/Cypher/Abilities/F/Field-Reinforced-Armor.md
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---
aliases:
- Field-Reinforced Armor
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Enabler
type:
- Enabler
---

# Field-Reinforced Armor

**Type**: Enabler

You gain +1 to Armor while wearing the power armor from your Powered Armor ability. Enabler.
15 changes: 15 additions & 0 deletions Compendium/Cypher/Abilities/F/Field-of-Destruction.md
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---
aliases:
- Field of Destruction
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Enabler
type:
- Enabler
---

# Field of Destruction

**Type**: Enabler

When you cause an object to descend one or more steps on the object damage track, you gain 1 additional point of Armor for one minute. Enabler.
15 changes: 15 additions & 0 deletions Compendium/Cypher/Abilities/F/Field-of-Gravity.md
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---
aliases:
- Field of Gravity
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Enabler
type:
- Enabler
---

# Field of Gravity

**Type**: Enabler

When you wish it, a field of manipulated gravity around you pulls incoming ranged projectile attacks to the ground. You are immune to such attacks until your turn in the next round. You must be aware of an attack to foil it. This ability does not work on energy attacks. Enabler.
18 changes: 18 additions & 0 deletions Compendium/Cypher/Abilities/F/Fiery-Hand-of-Doom.md
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---
aliases:
- Fiery Hand of Doom
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action to create
- Action to direct
cost: 3 Intellect
---

# Fiery Hand of Doom

**Cost**: 3 Intellect points
**Type**: Action

While your Shroud of Flame is active, you can reach into your halo and produce a hand made of animate flame that is twice the size of a human’s hand. The hand acts as you direct, floating in the air. Directing the hand is an action. Without a command, the hand does nothing. It can move a long distance in a round, but it never moves farther away from you than long range. The hand can grab, move, and carry things, but anything it touches takes 1 point of damage per round from the heat. The hand can also attack. It’s a level 3 creature and deals 1 extra point of damage from fire when it attacks. Once created, the hand lasts for ten minutes.
15 changes: 15 additions & 0 deletions Compendium/Cypher/Abilities/F/Fight-On.md
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---
aliases:
- Fight On
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Enabler
type:
- Enabler
---

# Fight On

**Type**: Enabler

You do not suffer the normal penalties for being impaired on the damage track. If debilitated, instead of suffering the normal penalty of being unable to take most actions, you can continue to act; however, all tasks are hindered. Enabler.
15 changes: 15 additions & 0 deletions Compendium/Cypher/Abilities/F/Final-Defiance.md
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---
aliases:
- Final Defiance
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Enabler
type:
- Enabler
---

# Final Defiance

**Type**: Enabler

When you would normally be dead, you instead remain conscious and active for one more round plus one additional round each time you succeed on a difficulty 5 Might task. During these rounds, you are debilitated. If you do not receive healing or otherwise gain points in a Pool during your final round(s) of activity, you are subject to the effects of Not Dead Yet. Enabler.
17 changes: 17 additions & 0 deletions Compendium/Cypher/Abilities/F/Find-an-Opening.md
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---
aliases:
- Find an Opening
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action
cost: 1 Intellect
---

# Find an Opening

**Cost**: 1 Intellect point
**Type**: Action

You use trickery to find an opening in your foe’s defenses. If you succeed on a Speed roll against one creature within immediate range, your next attack against that creature before the end of the next round is eased. Action.
15 changes: 15 additions & 0 deletions Compendium/Cypher/Abilities/F/Find-the-Guilty.md
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---
aliases:
- Find the Guilty
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Enabler
type:
- Enabler
---

# Find the Guilty

**Type**: Enabler

If you have used Designation on a target, you are trained in tracking them, spotting them when they are hidden or disguised, or otherwise finding them. Enabler.
18 changes: 18 additions & 0 deletions Compendium/Cypher/Abilities/F/Find-the-Hidden.md
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---
aliases:
- Find the Hidden
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Action
type:
- Action to initiate
- Action each round to concentrate
cost: 4+ Intellect
---

# Find the Hidden

**Cost**: 4+ Intellect points
**Type**: Action

You see the traceries of objects as they move through space and time. You can sense the distance and direction of any specific inanimate object that you once touched. This takes anywhere from one action to hours of concentration, depending on what the GM feels is appropriate due to time, distance, or other mitigating circumstances. However, you don’t know in advance how long it will take. If you use at least two levels of Effort, once you have established the distance and direction, you remain in contact with the object for one hour per level of Effort used. Thus, if it moves, you are aware of its new position.
15 changes: 15 additions & 0 deletions Compendium/Cypher/Abilities/F/Find-the-Way.md
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---
aliases:
- Find the Way
tags:
- Cypher/Abilities/F
- Cypher/Abilities/Enabler
type:
- Enabler
---

# Find the Way

**Type**: Enabler

When you apply Effort to a navigation task because you don’t know the way, are lost, are attempting to blaze a new route, need to choose between two or more otherwise similar paths to take, or something very similar, you can apply a free level of Effort. Enabler.
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