2E Computing Fae Lists

== 2E Computing Fae Lists ==
 If a fae loses concentration while casting, all their emission and abilities deactivate and are put in 1 turn of stamina exhaustion. They are guaranteed to lose 2 HP from that exhaustion turn.
 All fae-based users must consume a good portion of meals to utilize their capabilities during the day. If a fae is lacking in nutrition, they will be incapable of generating matter. If there is little nutrition with a fae, and they utilize their abilities will result in speeding up the inevitable result: death.
===Hard-Light Fae===
Also known as the SOLID PHOTONIC MATTER PROGRAM, these fae are known for emitting hard-light energy.
Origin: HL Fae
STAT REQUIREMENT: 	INT +1 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Mental Hardware 	None 	Can recall every detail of all memories stored within their brain. 	1
Fae Mind Link 	None 	With other fae or half-fae 30 tiles nearby, the user can temporarily connect with them via consent and share memories, language, or images as a means to communicate. 	1
Processor Speeds 	None 	For every point in INT, the user can use those as additional action points only for the variant fae species action list. 	1
Generate Shallow Element. 	Generate Shallow Element. 	Generate Shallow Element. 	LVL 1 ACCESS
Pulse 	+1 HL HP 	Form light blue soft light around the vicinity of the user's body. Increases hard-light durability (HP) by 1. Bonus action. 	1
Play 	None 	Play a memory or imagery the user can think of using soft light. The higher the INT, the more details that can be shown to others. 	1
Generate Luminescent Element.	Generate Luminescent Element.	Generate Luminescent Element. 	LVL 1 ACCESS
Flash 	None 	Create a bright flash from any part of the user's body or around it using soft light. Bonus action. 	1
Strobe 	None 	Create a strobing light that floats or on any part of the body. Can influence targets prone to strobing lights or used and/for communication. Costs 1 action point. 	1
Burst 	None 	Create a bursting light that can apply the blind verb on a target 10-tiles nearby the source. Costs 1 action point. 	1
Highlight 	None 	Fire a cast of soft light that highlights a target, decreasing their counter rolls to PER by 2. This lasts two rounds on the target where they are considered highlighted. Costs 2 action points. 	1
Generate Force Element. 	Generate Force Element. 	Generate Force Element. 	LVL 1 ACCESS
Reflect 	1d6 armor
4 HL HP 	Form a hard light walls anywhere the user can see in close proximity. If it is larger than 10 ft, an additional action point is added. This can only be used as an action. Requires concentration to retain. One normal-sized wall can be active per point in INT. Costs 1 action point. 	1
Scaffold 	1d4 armor
2 HL HP 	Form a hard light platform anywhere the user can see in close proximity. If it is larger than 10 tiles, an additional action point is added. This can also be used as a reaction and action. Requires concentration to retain. Two normal-sized platforms can be active per point in INT. Costs 1 action point when used as a reaction in the next user's turn. 	1
Move 	MVT 1 	Move a hard-light structure generated by the user somewhat slowly. Can be used as a reaction as well as a normal action. Costs 1 action point when used as either. 	1
Bulbous 	12 armor (outside)
1d8 armor (inside)
4 HL HP	Form a hard light bubble around the user or target within visual sight. Requires concentration to keep up. Utilizes 2 points of INT as a counter to the amount of hard-light structures active at a time. Lasts 3 rounds if the user is within the bubble and duration increases depending on the user's INT. It is infinite if the user is outside the bubble and keeping up concentration. This command cannot utilize the move command's benefit. The user can let allies and specific targets through while trapping some. If a target is trapped, their punches deal 3 to the bubble but still requires to beat the armor roll. The armor is different inside and outside. Costs 3 action points.	1
Adhere 	None 	Place soft-light forming from spots along a surface and apply any reactive or already active generated product code like luminescent, shape or force elements. Can be utilized as a spring trap and requires concentration to retain. Costs no point in INT and lasts only 1 round if it is a shape or force element. Luminescent can last as long as concentration. Costs 1 action point. 	1
Lasso 	1d4 armor
1 HL HP 	Create loose hard-light strings that can latch onto limbs or objects and hold things in place with STR +6. Aiming this requires PER and can disable a limb and requires either MVT or STR to escape its latch with a DC 5. In turn-based, it utilizes 1 point of INT as a counter to the amount of hard-light structures active at a time. Requires concentration to retain. Costs 1 action point. 	1
Concentrated Bulbous 	1d6 armor
4 HL HP 	Create a concentrated blast of hard light towards a target. It relies on INT instead of PER for aiming. Will land on the target their next turn. It can be damaged beforehand. When it lands, its total HP will be the damage dealt ignoring armor. Costs 2 action points. 	2
Generate Shape Element. 	Generate Shape Element. 	Generate Shape Element. 	LVL 2 ACCESS
Reshape 	None 	Reshape the adhere or scaffold hard-light into any solid 3D form, whether that be pyramid projections to cubes. This can be used as a bonus action. More complicated shapes (specific shapes of equipment, people, and large structures) lower concentration rolls by 1 against distractions. If the shape is sharp, the damage dealt on targets that land or are struck by it is the HL of the structure, ignoring armor. This can also be used to temporarily shape the soft-light pulse with specks of hardened layers. 	2
Shatter 	1d8 damage 	Burst a user generated hard light structure which is usually utilized for demolition. The radius is always 5 tiles around and within the structure. Costs 1 action point per structure. 	2
Encircle 	2d4 armor 	Generate a hard light cage around the user that acts as armor which can also be cast on two separate targets that are highlighted. If a target is highlighted, the cage will form around them and can be chained within the same action point if another target nearby is highlighted at least 10 tiles away. The cage does not allow the targets to move tiles and requires a STR DC 6 to break from inside. It relies on the user's concentration to retain and if it cast upon oneself, the user has 3 rounds to stay inside before it breaks with no duration increase. Targets are immune to receiving the burn and medusa verbs with this command set on them. Costs 2 action points. 	2
Multi-Tool 	1d6 damage
CFT +1 	Create a hard light shovel, sword for clean cutting, axe, claw hammer, brick hammer, screwdriver, many different pliers, and a whole assortment of construction/crafting hand-held tools. Can be dual-wielded and requires concentration as well as STR/MVT to use as a weapon. This aids CFT rolls and can also utilize highlighting to quickly focus the tool on certain parts. Each object costs 1 action point and will take up slots for the INT counter as projections. 	2
Generate Environment Element.	Generate Environment Element.	Generate Environment Element. 	LVL 3 ACCESS
Scan 	None 	Scan the entirety of a structure and create a smaller, more visible field of the area. This allows the user and those looking at the map to see more visible routes, pathways, weak points in the structure, and entities within the vicinity of many floors. Limited to seeing 80x80 ft. 	3
Trajectory 	+5 	Predict the trajectory as a bonus action of incoming explosives and ranged attacks, increasing counter rolls against them. This only works when there is light or projectiles are visible to the user. 	3
Zone 	1d6 armor
4 HL HP 	Within 50 tiles, the user creates a zone that forms plenty of soft light pulses. This allows the user to create medium-sized hard light structures to shift the terrain. Costs 3 action points and lasts 2 rounds which must be retained with concentration. When the round ends, this command goes into a cooldown of 4 rounds. While in the zone, the user can shape the battlefield with a bonus action once per turn. 	3
Generate Vehicle Element. 	Generate Vehicle Element. 	Generate Vehicle Element. 	LVL 4 ACCESS
Bulldozer 	1d10 damage
+5 bonus
10 HL HP	Creates a bulldozer-shaped blade that appears by the front of an actual bulldozer. This can be used to ram into environmental structures or targets, dealing large blunt verb damage, and has STR 15 for ramming. Costs 2 action points and lasts only two rounds with a four-turn cooldown. Bonus damage to environment damage. This object will take up slots for the INT counter as a projection. Targets avoiding being struck by this need to be MVT DC 5 to avoid being damaged. 	4
Excavator 	1d8 damage
+5 bonus
12 HL HP	Creates a large excavator digger that deals damage to terrain surfaces with a bonus while also dealing large blunt verb damage to any target. Costs 2 action points and lasts only two rounds with a four-turn cooldown. Bonus damage to environment damage. This object will take up slots for the INT counter as a projection. Targets avoiding being struck by this need to be MVT DC 5 to avoid being damaged. 	4
Forklift 	1d10 damage
8 HL HP 	Creates the prongs of a forklift which allows the user to carry much larger things compared to a scaffold with additional support. Can carry up to 3000 lbs. The prongs can also deal large cut verb damage to any target. Costs 2 action points and lasts only two rounds with a four-turn cooldown. This object will take up slots for the INT counter as a projection. Targets avoiding being struck by this need to be MVT DC 5 to avoid being damaged. 	4
Master Commands. 	Master Commands. 	Master Commands. 	LVL 5 ACCESS
Light Speed 	MVT +4
1d6 damage 	Engulfs the user in soft light and as they sprint, the user is capable of blitzing with a bonus in MVT. While in this state, the user can keep moving with the buff but must retain concentration. While sprinting, the user can rush into or past targets and for a bonus action, solidify their light to deal cut verb damage with the shifting hard-light. Costs 1 action point. 	5
Sentry 	2d6 damage
6 HL HP 	Generates a hard-light turret built for demolition, capable of firing twice during the user's turn. This cannot dodge when kept stationary and must be moved using the Move command. It can repeat the same action onto a target and has PER +10 for its shooting. This object will take up slots for the INT counter as a projection. It has a range of an assault rifle. Costs 1 action point. 	5
Config 	MVT +5 	Be capable of simplified engineering with hard-light. Create moveable cogs and wheels that allows the user to create simple vehicles with platforms. MVT bonus for road-based wheeled structures. Four wheels/cogs equal one slot for the INT counter as a projection. Costs 1 action point to create four at a time. 	5
===Black Box Fae===
Also known as the NEURAL BLACK BOX PROGRAM, these fae are known for emitting black wires and having a vast range of hacking capabilities as well as information-gathering.
Origin: BB Fae
STAT REQUIREMENT: 	INT +1 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Mental Hardware 	None 	Can recall every detail of all memories stored within their brain. 	1
Fae Mind Link 	None 	With other fae or half-fae 30 tiles nearby, the user can temporarily connect with them via consent and share memories, language, or images as a means to communicate. 	1
Processor Speeds 	None 	For every point in INT, the user can use those as additional action points only for the variant fae species action list. 	1
Generate Recording Element. 	Generate Recording Element. 	Generate Recording Element. 	LVL 1 ACCESS
Sensory Footage 	None 	Capable of recording what the user sees with their eyes and upload it to digital viewing devices. 	1
Visual 	None 	Utilizing hacked devices, the user can see visual through all connected items. 	1
Projection 	None 	From hacked devices, the user can project an image of their current appearance through it. 	1
Generate Server Element. 	Generate Server Element. 	Generate Server Element. 	LVL 1 ACCESS
Server Crash 	None 	Cause a server connecting multiple devices to crash, keeping it shutdown for three rounds. Has a cooldown of 2 rounds. Costs 3 action points. This does not work if the user is connected to the server. 	1
Upload/Download 	None 	With this, the user receives double the damage from damage-based quick hacks from devices they connect to or utilize but can reduce the action points spent on such items by 1 while connected. Without a super computer, the user is limited to hacking 1 device per INT point they have. Costs 1 action point per hack. 	1
Infiltrate 	None 	The user requires this to hack into devices. Utilizing this perk allows the user to hack high-tech equipment, computers, radios, and other tech-related devices. Without a super computer, the user is limited to hacking 1 device per INT point they have. Costs 1 action point per hack. Hacking range for the user is 50 tiles always. 	1
Wire 	4 electric damage
+5 grappling
+3 climbing	Generate small wires from hacked devices or one's own body which can transfer different commands from the fae's black box species list (excluding the virus command). These wires have a range of 15 tiles. This is a free bonus action once per turn. These wires can be used as grappling hooks, whips that deal set electric damage, and restrainers with a grappling bonus. 	1
Generate Infiltration Element.	Generate Infiltration Element.	Generate Infiltration Element. 	LVL 1 ACCESS
Syphon 	+1 HP
1 damage 	When hacking bio-tech or cybernetics, the user can use this to recover HP while damaging the target directly and ignoring armor. Costs 2 action points. 	1
Lag Spike 	1d4 lag damage 	Apply lag damage to a cyborg or android target outside virtual reality. Costs 2 action points. 	1
Virus 	1d4 ??? damage (crit: +2) 	Generate a large wire from the user's body or hacked devices. These wires can transfer one of three damage types the user chooses: radiation, wax, or acid. Costs 2 action points. This wire has a range of 25 tiles. 	1
Mind 	None 	Control a hacked cyborg or android's action point. The target must beat INT DC 12 (DC 18 with a super computer). Cannot be repeated on a target in the same turn. If they fail, the user can decide a 1-cost action for the target's next turn. Costs 2 action points. 	1
Shadow's Hand 	+5 	While invisible, the user has a bonus to attack rolls for surprise attacks. This only applies to wire-based species actions, melee, and handgun usage. This is always active when prepared. 	1
Surge 	1d6 electric damage (crit: +2)	Cause an electrical surge from a hacked device that generates electricity. Costs 2 action points. 	2
Virtual Virtuoso 	+5 	While in virtual reality, the user has a bonus to bypassing programmed seals or gates This is always active when prepared. 	2
Virtual Vendetta 	+1 	Virtual-based weapons and tools have an increased bonus to damage. This is always active when prepared. 	2
Hidden Hindrance 	+5 	The user can become invisible utilizing a generated projection around their body. Requires concentration to upkeep and has a 4 round limit with the same cooldown. PER DC 16 is required to spot a cloaked user. The bonus applies to counter and stealth rolls while in this state. Activating any other fae command disables the invisibility. Costs 3 action points. 	2
Search History 	None 	Collect the recent memories of a target by physically holding onto a spot near their brain or using a wire. The user can only collect a target's memories up to an estimated eight hours unless the target is a fae with mental hardware, then the information can be siphoned through years. Costs 2 action points. 	2
Generate Code Element. 	Generate Code Element. 	Generate Code Element. 	LVL 2 ACCESS
Communication 	None 	Hacking radio-based devices allows the user to possess and generate them with spider-like legs. Costs 1 action point. 	2
Command Prompt 	10 RAM 	The user's own body acts as an operator device for quick hacks. This is always active when prepared. The user can slot quick hacks within the 10 RAM limit. 	2
Script 	+6 	Hacking holo-tech equipment has an increase in success with a dice bonus. 	2
Generate Data Element. 	Generate Data Element. 	Generate Data Element. 	LVL 3 ACCESS
Wire Shield 	7 armor 	Generate multiple wires which form into a shield for the user. It covers the mental, torso, and upper limbs. This blocks all damage types and lasts one round. Costs 3 action points. 	3
Database 	None 	Form a temporary database using the user's mind, allowing 6 biological or android targets with high-tech equipment to access this using small generated wires. Those connected to the user's database will receive any data element command bonuses as well as actions the user utilizes. The user must keep concentration for upkeep. Costs 3 action points. 	3
Extension 	+3 	The user as a reaction only can sacrifice an action point from their next turn to give to a single connected target. This can only be done once every two rounds. Shared action points will be carried over with a free stat roll bonus from this action. Costs 1 action point. 	3
Reload Focus 	+3 	If a connected target inside the database rolls for any performance, insight, or concentration; the user can share this bonus once per round to each connected target. This is always active when prepared and does not apply to the user themselves. 	3
Cloud Share 	None 	All targets connected to the database can share a single technique action for other connected targets and the user to utilize. Besides the original user of the technique, other users can utilize the technique action temporarily. Passive actions stay active and is shared towards all users within the database. 	3
Generate Plasma Element. 	Generate Plasma Element. 	Generate Plasma Element. 	LVL 4 ACCESS
Cutter 	4 electric damage (no crit) 	Generate a sharp blade of plasma (super-heated indigo energy) that deals damage and applies the burn verb x5. Costs 3 action points and can be kept active for two rounds with a three-turn cooldown. Can only be activated twice and both blades will share the same round-limit as well as cooldown. 	4
Discharge 	3 electric damage (1d4 crit) 	Generate a ball of plasma, firing it toward a target from summoned wires or one's own body. When it strikes a target, it applies the explosion p-b verb. Costs 3 action points. 	4
Self-Destruct 	12 electric damage
4 self damage	Generate a bust of plasma which deals damage to the user and covers the range of 15x15 from the user's position. When it strikes a target, it applies the explosion p-b verb. Costs 3 action points. 	4
Master Commands. 	Master Commands. 	Master Commands. 	LVL 5 ACCESS
Backup 	None 	If the user is downed or receives a lethal, they can choose to disregard death saving throws and generate a black box containing all their memories as well as genetic makeup. The box has 5 HP and if destroyed, the character dies. When brought to a bunker fae generator, the character can be brought back to life but will be reduced to level 4. This is a bonus action. 	5
Admin 	+3 damage 	With this master command, the user can bypass program restrictions and gain access to the add-on sets of all fae-types but can only use 2 non-black box actions from the list. This also grants the user access to special privileges' with all species actions from the black box list equipped on the user. 
* All plasma element commands deal additional +3 damage.
* 	5
Inception 	+5 	Using virtual reality or outside of it with a minor affect, the user can hack the target connected to a hacked network and implant a command which initiates one action which they can activate anytime its the target's turn. This command is limited to the physical ability, verbal sayings, and technique action lists of the target. Once the target is used for the inception, they can no longer do this again to the target for 1 IRP day. This is a bonus action or reaction with an INT bonus for implanting actions into a target. This also spends the mind-controlled target's action points.	5
===Acoustic Temperature Fae===
Also known as the THERMOACOUSTIC HEAT ENGINE PROGRAM, these fae are known for the utilization of sound and temperatures.
Origin: AT Fae
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Mental Hardware 	None 	Can recall every detail of all memories stored within their brain. 	1
Fae Mind Link 	None 	With other fae or half-fae 30 tiles nearby, the user can temporarily connect with them via consent and share memories, language, or images as a means to communicate. 	1
Processor Speeds 	None 	For every point in INT, the user can use those as additional action points only for the variant fae species action list. 	1
Shatter Frost 	3 damage 	The user sends out a sonic wave. All targets within 15 tiles of the user with the frostbite verb burst, receiving damage and losing the verb in the process. Costs 1 action point. 	1
Generate Sound Element. 	Generate Sound Element. 	Generate Sound Element. 	LVL 1 ACCESS
Open Sound 	None 	Generate a weak sound wave which can be manipulated using wave element commands. It reaches 20 tiles from the user's position and requires concentration to retain. Costs 1 action point to activate. 	1
Refrigeration 	+2 	Once per turn, convert sound into cooling, powering up following fridge element commands dice rolls with this bonus for the turn only. Costs 1 action point. 	1
Generate Greenhouse Element.	Generate Greenhouse Element.	Generate Greenhouse Element. 	LVL 1 ACCESS
Cooling Environment 	None 	Create a specific cooled environment within a container or room 18x18 inches. This can be retained with concentration. 	1
Heating Environment 	None 	Create a specific heated environment within a container or room 18x18 inches. This can be retained with concentration. 	1
Temperature Check 	+5 	Have the natural ability to immediately estimate an accurate number on the temperature of an environment. INT insight rolls related to temperature will have a bonus. This is always active when prepared. 	1
Temperature Alchemy 	+3 	While handling alchemic mixtures, poisons, and toxins with special environmental requirements (like containment); the user has an increase in their MED rolls related to these actions. This is always active when prepared. 	1
Generate Fridge Element. 	Generate Fridge Element. 	Generate Fridge Element. 	LVL 1 ACCESS
Icicle 	2 damage (no crit)
+1 damage (level 2)	Fire a single-shot icicle which applies the cut verb x2 if it successfully lands. This applies the frostbite verb. This can be utilized at level 2 for an additional action point, increasing the damage; this increases a target's frostbite status to level 2. Costs 1 action point at level 1 and and adds an additional point for level 2. The range limit is 15 tiles. 	1
Cold Breeze 	2 damage (no crit)
6 damage (if target has frostbite)	Fire a burst of cold steam which temporarily freezes lower limbs if targeted, stopping the use of MVT for the target's next turn only. Requires STR DC 15 or burn verb to escape during the turn. This does additional damage if the target has frostbite verb x2. Costs 1 action point. 	1
Cryomantic Wall 	8 HP (Ice Wall) 	Generating a loud noise, the user can form a 7ft ice wall that can act as cover or an obstacle. Trying to scale the wall requires proper equipment with a climbing DC 12. The wall has 8 HP but melts to burn verb x2 or higher. The user can only have two of these up at a time and requires concentration to keep the walls standing. Costs 1 action point. 	1
Cold Rhythm 	3 sonic damage (no crit) 	As a bonus action once per turn, the user can enhance their sound and cause icicles fired to burst and deal sonic damage. This will not apply to frostbite. This can be utilized at level 2 for an additional action point, applying the gauss verb on the target. Costs 1 action point at level 1 and and adds an additional point for level 2. 	1
Freeze Over 	None 	Create a slippery iced surface which requires MVT DC 11 to avoid falling prone per turn on the slippery surface. It lasts for two rounds only. Costs 3 action points. 	2
Spiked Over 	1d4 	Along a frozen and slippery surface, the user can form spikes which deal damage if targets slip. It lasts however long the ice is available. Costs 1 action point. 	2
Generate Wave Element. 	Generate Wave Element. 	Generate Wave Element. 	LVL 2 ACCESS
Heat Pump 	1d4 sonic damage (no crit) 	This action can be utilized at three different levels which are unlocked per level: 2, 3, and 4. Lower levels can still be used. When activated, the ongoing sound wave becomes an incredibly heated area at level 2 which removes the chances of the frostbite verb from forming. At level 3, the vicinity of the sound wave is set on fire which applies targets with the burn verb x2 and damages them with sonic damage. At level 4, the vicinity generates a smoke in addition to level 3's effects. Targets must roll CON DC 14 to resist the smoke without a gas mask. If the target inhales the smoke, they lose concentration and if they inhale it a second time failing the CON roll then the target will be knocked out with their health reduced to 1. Costs 1 action point at level 2 and adds an additional point per level.	2
Avalanche 	1d4 sonic damage (no crit)
3 damage (from ice chunks)	This action can be utilized at three different levels which are unlocked per level: 2, 3, and 4. Lower levels can still be used. When activated, the ongoing sound wave becomes an incredibly chilled area at level 2 which removes the chances of the burn verb from being applied. At level 3, the vicinity of the sound wave is set to a freezing zone which applies targets with the frostbite verb x2 and damages them with sonic damage. At level 4, the vicinity generates multiple chunks of ice in addition to level 3's effects. Targets must roll MVT DC 14 to avoid the crashing cold chunks. If the target is struck by the ice, they receive set damage and is knocked prone. Costs 1 action point at level 2 and adds an additional point per level. 	2
Generate Thermal Element. 	Generate Thermal Element. 	Generate Thermal Element. 	LVL 3 ACCESS
Heat-Seeking 	None 	Generate a visual of the environment with thermal signatures. This can be activated as a free bonus actions and requires working eyes. 	3
Sound Wave Analysis 	+3 	Generate a visual of accurate estimations on wave frequencies and the space they influence with highlighted outlines. Gives a counter roll bonus for sonic-based attacks and waves. Costs 1 action point and only lasts one round. 	3
Underwater-Dark View 	None 	While underwater, the user can shift their visual to see a clear take of the sea with night-vision support. This can be activated as a free bonus actions and requires working eyes. 	3
Generate Fusion Element. 	Generate Fusion Element. 	Generate Fusion Element. 	LVL 4 ACCESS
Sound Heart 	+2 HP 	For one round only, when the user is struck by sonic damage, they recover 2 HP and receive no damage. Costs 3 action points. 	4
Battery Heat pack 	None 	Generate enough energy to slowly repair/start/deactivate thermal batteries or jumpstart thermal tech. Costs 3 action points and requires concentration to upkeep. The user requires two rounds to fully repair thermal batteries that are empty. This command was designed for space-affiliated situations. 	4
Natural Laser 	1d8 damage (no crit) 	Using focus, on a singular point along the user's skin, generate an intense laser that can fire with a range of 20 tiles. This applies the burn verb x2 to the target. This has a four turn cooldown. Costs 2 action points. 	4
Master Commands. 	Master Commands. 	Master Commands. 	LVL 5 ACCESS
Blue Ice 	+1 damage to all fridge commands
+2 HP for Ice Walls	All fridge commands apply frostbite verb x3 for two rounds and deals an additional point to damage. The user is also resistant to frostbite always with this action prepared. This has a two turn cooldown. Costs 3 action points. When ice walls form, they appear as blue ice and have additional 2 points to HP. 	5
Superheated Blue 	4 damage (crit: +3)
+2 damage for wave commands	Using a focused amount of fire and ice into one burst of energy, applying frostbite verb x3 and burn verb x4 while applying damage. The blast has a range of 10 tiles and has a cooldown of three turns. The user's wave element commands also receive a bonus to damage while this is prepared always. Costs 3 action points. 	5
Synesthesia 	None 	All damage-based actions do sonic damage. The user can change the strength of their generated sonic damage into three different states which can be changed with a free bonus action.
* Cripple state: If a target receives sonic damage three twice in one turn from the user towards an upper or lower limb, this dislocates the limb.
* Gauss state: Apply the gauss verb x2 on the target receiving sonic damage twice in one turn from the user.
* Knock state: All targets that receive sonic damage once from the user goes prone. 	5
===Genetic Flesh Fae===
Also known as the ORGANIZED GENETIC MODIFICATION PROGRAM, these fae are known for genetically modifying their bodies to utilize different traits from known animals as well as directly changing hormones + certain genetics.
Origin: GF Fae
STAT REQUIREMENT: 	None 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Mental Hardware 	None 	Can recall every detail of all memories stored within their brain. 	1
Fae Mind Link 	None 	With other fae or half-fae 30 tiles nearby, the user can temporarily connect with them via consent and share memories, language, or images as a means to communicate. 	1
Processor Speeds 	None 	For every point in INT, the user can use those as additional action points only for the variant fae species action list. 	1
Pheromone Sensory 	+10 	The user is capable of sensing how an individual feels, what they have done, interacted with, moods etcetera by smelling and/or detecting a target's hormones. This is always active when prepared. Insight rolls related to this information is increased with this modifier. The user and target must roll CHA detecting and saving/counter throws. 	1
Generate Vertebrate Element. 	Generate Vertebrate Element. 	Generate Vertebrate Element. 	LVL 1 ACCESS
Reptile 	+10 	Create a temporary sticky substance which allows the user to climb on flat surfaces. This increases climbing rolls with a bonus. While this is active, other vertebrate and gene element commands cannot be activated. Costs 1 action point to switch on and off. 	1
Amphibian 	None 	Generate glands along the user's skin, mimicking any select toxin from the toxins list to utilize as defense. This lasts for two rounds and has a two turn cooldown. Costs 3 action points. 	1
Aves 	None 	The user can consume food and later down the line, digest it. This allows the user to pause receiving buffs from meals and utilize it when they need it most. This is always active when prepared. 	1
Fish 	None 	The user can create gills which allow them to swim underwater without needing oxygen. While this is active, other vertebrate and gene element commands cannot be activated. Costs 1 action point to switch on and off. 	1
Generate Flesh Element. 	Generate Flesh Element. 	Generate Flesh Element. 	LVL 1 ACCESS
Pound of Flesh 	2 damage
1 self damage 	The user generates a large chunk of flesh, thrusting it towards a target and applying the rot verb. This can also be used to lure carnivorous animals or eldritch. While using this, the user loses some HP. Costs 1 action point. 	1
Gourmet Blood 	?? self damage 	For any amount of available HP, the user can spend the exact number towards improving a species action's dice roll. This is always active when prepared. 	1
Refine Muscle 	1d4 armor
STR +2 	The user's torso, upper and lower limbs body-parts is in a state of refinement, allowing the user to resist damage with an armor roll while also giving a bonus to STR for two rounds. Costs 2 action points. 	1
Generate Gene Element. 	Generate Gene Element. 	Generate Gene Element. 	LVL 1 ACCESS
Hormonal Rearrangement 	None 	Generate advanced hormones capable of altering oneself or a targeted organic entity. This command allows the user to utilize one other gene element command as an input point for generating the energy needed for genetic conversion. The user dice rolls CON and the number received is the amount of hormones the user can apply as a bonus for their next dice roll after successfully landing a strike onto a target. Costs 2 action points. The user does not need to roll CON against themselves if applying the changes to their own organic body. 	1
Adrenaline Hormones 	None 	A special hormone that can be implanted into a target or themselves if the user grasps an organic target's skin with the hormonal rearrangement action. This applies adrenaline, making targets immune to fatigue and exhaustion turns which lasts the entire encounter. Afterward, the target will become drowsy and knock out for the whole day. This can only be applied to a target once per IRP day. After successfully striking a non-consenting or consenting target, the user must beat the target's CON counter roll and apply the first bonus from hormonal rearrangement. 	1
Immune System Hormones 	+4 HP 	A special hormone that can be implanted into a target or themselves if the user grasps an organic target's skin with the hormonal rearrangement action. This applies hormones which awaken a target's immune system's capabilities, bringing out a miraculous ability to heal. If the target's NTR has a bonus, apply the number to the HP recovery of the target with this action's HP addition. If the target has a CON bonus and the target is fully healed, give the target temporary extra hit points based on their CON bonus. This can only be done to an organic target and the user twice per IRP day or they will die in the third attempt. After successfully striking a non-consenting or consenting target, the user must beat the target's CON counter roll and apply the first bonus from hormonal rearrangement.	1
Base Physique Hormones 	STR & MVT +2 	A special hormone that can be implanted into a target or themselves if the user grasps an organic target's skin with the hormonal rearrangement action. This applies hormones which heighten the target's physical attributes exceptionally while also loosening their muscles to their fullest potential, giving the target a bonus to base stats which lasts four rounds. This can only be done to the same organic target(s) or oneself thrice per IRP day and will fail to work the next time. After successfully striking a non-consenting or consenting target, the user must beat the target's CON counter roll and apply the first bonus from hormonal rearrangement. 	1
Base Senses Hormones 	PER +4 	A special hormone that can be implanted into a target or themselves if the user grasps an organic target's skin with the hormonal rearrangement action. This applies hormones that improve the user or organic target's sense-based attributes. The user has a bonus to detecting lies as well as improved PER with a set bonus that lasts four rounds. This can only be done to the same organic target(s) or oneself thrice per IRP day and will fail to work the next time. After successfully striking a non-consenting or consenting target, the user must beat the target's CON counter roll and apply the first bonus from hormonal rearrangement. 	1
Attractive Hormones 	CHA +6 	A special hormone that can be implanted into a target or themselves if the user grasps an organic target's skin with the hormonal rearrangement action. This applies a special hormone enhancer that allows the user to increase their attractiveness or an organic target's when interacting with other organics in person due to their natural scent. This improves CHA dice rolls which lasts for four rounds. This can only be done to the same organic target(s) or oneself thrice per IRP day and will fail to work the next time. After successfully striking a non-consenting or consenting target, the user must beat the target's CON counter roll and apply the first bonus from hormonal rearrangement. 	2
Growth Hormones 	+10 	A special hormone that can be implanted into themselves if the user grasps their own skin with the hormonal rearrangement action. This applies to changing the size of an upper or lower limb, removing the counter bonus on them when enlarged to a cartoonish size, tripling the user's height in comparison. The user can only resize one of their limbs at a time and cannot use any equipment with said large limb. This lasts only one round and has a bonus to blocking as well as attacking with said limb. This can be used to break down the environment, acting as a bonus to strength-based actions as well. 	2
White Blood Hormones 	+2 HP 	A difficult combination of the immune system and adrenaline hormones, the user can on themselves or organic target, cure them from immediate lethal poisoning. This can only be applied once per IRP day and applies if the target received the immune system action in the same day. This can only be done to the same organic target(s) or oneself thrice per IRP day and will fail to work the next time. This gives less HP and loses most of its usual effects from the hormones that were combined to make this. After successfully striking a non-consenting or consenting target, the user must beat the target's CON counter roll and apply the first bonus from hormonal rearrangement. 	2
Generate Bone Element. 	Generate Bone Element. 	Generate Bone Element. 	LVL 2 ACCESS
Bone Marrow 	1 damage for every shard 	Fire multiple shards of bone with a 10 tile range (can attack 5 targets at once, allowing the user to apply amphibian, the vertebrate element command to utilize a chosen toxin. Costs 3 action points. 	2
Shoulder Blades 	2 damage (crit: +2) 	Shape bones out to be sharp blades, applying cut verb x2 onto targets. These bones break after being used onto targets. They can be utilized in combination with amphibian, the vertebrate element command to utilize a chosen toxin. Costs 2 action points. 	2
Skull Helmet 	1d4 armor
+5 counter for mental	The mental body-part receives an additional counter bonus and armor roll as the user strengthens their own skull. While this is active, other vertebrate and gene element commands cannot be activated. Costs 1 action point to switch on and off. 	2
Generate Organ Element. 	Generate Organ Element. 	Generate Organ Element. 	LVL 3 ACCESS
Backup Heart 	5 HP 	When the user hits 0 HP, instead of doing death saving throws, the user can generate an extra 3 HP using a second heart. This lasts until the user's HP heals past 5 HP. This is always active when prepared. Spends all the user's remaining action points their next turn. 	3
Eyesight 	PER +1 	The user can create new eyes for a target that lost them (requiring surgery to slot them in) or improve their own perception temporarily for five rounds. This can only be used once per IRP day. Costs 3 action points. 	3
Wings 	None 	The user's bone become hollow, not allowing them to utilize any bone element commands. This allows the user to grow wings that grant them the ability to fly temporarily for six rounds. Costs 2 action points. 	3
Generate Invertebrate Element.	Generate Invertebrate Element.	Generate Invertebrate Element. 	LVL 4 ACCESS
Porifera 	+5 	Like a sponge, if the user receives the soak verb from swimming, actions, or other interactions, the user receives a boost to attack or counter dice rolls and immunity to normal/kinetic/lead/magnet damage for one round. This has a one turn cooldown after being activated. This is always active when prepared. 	4
Cnidaria 	None 	While underwater, the user can generate jellyfish-based toxins, capable of spreading it out into a 10x10 vicinity in the liquid the user swims inside while also being immune to said toxin. If the user switches out the toxin, they will lose immunity to the previously used toxin/poison. Costs 3 action points. 	4
Arthropod 	1d6 armor 	Like a tardigrade, the user is capable of surviving in extreme states of temperatures, immune to all burn and frostbite verbs while in this state. They are also capable of breathing in no oxygen environments (does not apply to underwater situations) and grow a shell around their body temporarily for additional armor (this armor lasting only one round). While this is active, other vertebrate, and gene element commands cannot be activated. Costs 2 action points to switch on and off. 	4
Master Commands. 	Master Commands. 	Master Commands. 	LVL 5 ACCESS
Advanced Hormones 	None 	A special hormone that can be implanted into a target or themselves if the user grasps an organic target's skin with the hormonal rearrangement action. This applies the ability to change genetics of a target, from their fur/hair color to skin tone and gender. This can only be done to the same organic target(s) or oneself thrice per IRP day and will fail to work the next time. After successfully striking a non-consenting or consenting target, the user must beat the target's CON counter roll and apply the first bonus from hormonal rearrangement. With this action, the user can also remove tumors and remove scars. 	5
DNA Flesh 	2 armor
+2 damage for bone element commands	Become a massive monstrous embodiment of flesh like a huge pile of muscle crawling towards targets. All this flesh gives the user an additional armor roll and bone element commands have increased damage. Transforming costs 3 action points to convert and revert back. In this state, the user is also capable of some abilities which only one selected can be done once per turn:
* Bone Burst: fire out multiple shards of bones from the flesh pile. This deals 3 damage to all nearby entities within 15 tiles of the user.
* Flesh grab: as a pile of flesh, absorbing and holding a target will apply the rot verb x2. They must beat STR/MVT DC 12 to escape. 	5
Animal Kingdom 	None 	Utilize all vertebrate and invertebrate commands and hold multiple states at once. The user is also capable of shapeshifting entirely, using different animals from the bestiary as well as their stats and perks but the user cannot utilize the vertebrate/invertebrate commands when transformed. They cannot transform into any bestiary full-fledged eldritch as they are not coded into the genetic-hard drive of the fae. They can also shapeshift into any animal eldritch and normal animal companion while still retaining the same HP but cannot utilize any of their own species actions in this state. Costs 3 action points to convert and revert. 	5
===Terra Fae===
Also known as the TERRAFORMING AND BIODIVERSITY PROGRAM, these fae are known for reconstructing matter at almost a molecular level to reshape and preserve biodiversity. LOCKED TO PLOT.
Origin: Terra Fae
STAT REQUIREMENT: 	INT +1 	 	
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT
 	 	 	
Mental Hardware 	None 	Can recall every detail of all memories stored within their brain. 	1
Fae Mind Link 	None 	With other fae or half-fae 30 tiles nearby, the user can temporarily connect with them via consent and share memories, language, or images as a means to communicate. 	1
Processor Speeds 	None 	For every point in INT, the user can use those as additional action points only for the variant fae species action list. 	1
Empower Mind 	+5 	When competing against another fae during invasive memory linking, the user can increase their roll with a bonus. Costs 1 action point. This overwhelms the target with mental images of iridescent light. 	1
Gravity Hover 	None 	The user can always hover above surfaces, avoiding the possibility of going prone from surfaces excluding major impacts or receiving fall damage. This is always active when prepared. 	1
Generate State Element. 	Generate State Element. 	Generate State Element. 	LVL 1 ACCESS
Boil 	1 damage per point 	Utilizing the boil command, targets 10 tiles in range with liquid in their body can be slowly boiled losing damage per action point spent for the turn. This ability cannot utilize the processor speeds action. If this is used against bodies of water, it begins to evaporate which creates steam. Holding this requires concentration which will turn the environment into a burn verb state to all targets near the body of water. If targets fall into the boiling water, they will receive burn verb x5. 	1
Velocity 	None 	The user is capable of shifting and separating different molecules and/or gases. Depending on the amount, the DC the user must beat differs:
* INT DC 2 for small portions in concentrated containment.
* INT DC 12 for large rooms or multiple rooms.
* INT DC 18 for large areas around the size of a football field.
* INT DC 24 for 4-5 blocks. 	1
Generate Matter Element.	Generate Matter Element. 	Generate Matter Element. 	LVL 1 ACCESS
State of Matter 	None 	With existing (non-sentient) elements, the user can shift its state of matter which takes a while. This can be sped up to a few minutes using a connection with a super computer. Without said computer, this takes five rounds. Costs 3 action points. 	1
Temperature Apparatus 	None 	Raise or lower the temperature around the user. Requires concentration to maintain new temperature. Costs 3 action points. 	1
Generate Form Element. 	Generate Form Element. 	Generate Form Element. 	LVL 1 ACCESS
Air Pocket Symphony 	None 	Generate large water bubbles (three in total) that do not pop when interacted with mid-air. These are generated from moisture in the vicinity. Specific targets inside these bubbles can drown. This applies the soak verb onto targets interacting with the water. This can then be dropped with a choice to release by the user. Requires concentration to maintain. Costs 3 action points. 	1
Earth Shift 	8 damage
-15 attack roll 	The user can shift medium-sized chunks of terrain and structures with concentration to retain. Throwing these towards targets is difficult and too slow with a reduced attacking roll. If a target is struck, they will receive set damage. This can be cast twice in one round. Costs 2 action points. 	1
Orbital Rotation 	None 	With a concentrated burst of energy from the user's feet or palms, any touched target will become disoriented, placing their MVT and PER to -10 for two rounds. If the user utilizes this onto an inanimate object, it rotates quickly. Costs 4 action points. 	1
Fissure Pellet 	2 damage 	This can be cast three times if the user has enough action points to do so per round. Blast a pulse of energy towards a target utilizing INT as a bonus for the attack roll. Costs 2 action points. This type of energy can be chosen by the user which applies a different effect.
* Thermal Heat: Cast a pulse of concentrated heat, applying the burn verb onto a target.
* Radio wave: Cast a radio wave that disrupts all communication devices based on radio for one round within 10 tiles.
* Friction Burst: Cast a powerful burst of friction-based energy which knocks targets within a 5x5 radius back 3 tiles.	1
Reconstruct Biology 	None 	The user can copy and store up to three strands of DNA. Utilizing a super computer, they can use these genetics as a basis to create stable life depending on the directory access to lifeform types. This cannot be used during turn-based encounters. 	2
Diamond Rise 	4 damage 	Generate iridescent crystal from a 2x2 tile location with a 10 tile distance. This deals damage that ignores armor. Targets struck by this must roll NTR DC 12 and if they fail, the target's MVT will be reduced by 2 for their next round. Costs 1 action point. 	2
Storm Caller 	6 electric damage (crit: 10 electric damage)	Form a small swirl of clouds which the user can utilize to generate rain or cast a powerful lightning strike. This takes one round to generate and costs 3 action points. Requires concentration. The range is limited to 30 tiles. Cannot cast other commands while concentrating on this action. 	2
Generate Life Element. 	Generate Life Element. 	Generate Life Element. 	LVL 2 ACCESS
Adam's Apple 	2 damage
+6 grappling roll 	Form a large vine from available earth, whipping and/or grappling a target with it. It dies to the burn and frostbite verb immediately and lasts two rounds. Costs 2 action points. 	2
Yggdrasil 	None 	Conjure bio-mass on a scale that takes an entire vicinity, generating plant life all around the user based on data on collected plants. The user can also create a single level 2 eldritch plant from the eldritch plant companion list as a temporary companion before it rots away in three rounds. Costs 4 action points. 	2
Ecosystem Utopia 	None 	For three IRP days, the user can focus their energy and concentration to reforming two football fields in vicinity to fit a certain ecosystem. This requires three meals during the casting IRP day. With a super computer, this can be done on a much wider scale depending on the GM or device used. 	2
Generate Energy Element.	Generate Energy Element. 	Generate Energy Element. 	LVL 3 ACCESS
Wind Turbine 	Depends 	Generate strong winds which can be used to power certain machines. If this command is weaponized, the user can utilize variations of this action listed below. This costs 4 action points and can be used twice per round.
* Wind Slices: Fire three slashes of air that can cut a target with its speed. No stat bonuses can be used. Deals 3d4 damage and cannot pierce any armor except normal cloth and leather.
* Tornado: Utilizing gusts of wind, the user can form a small twister that pulls all targets and the user within its radius of 15 tiles. If users fail STR DC 8 (when holding onto a stable structure) or resisting the pull entirely with MVT DC 18, they will be pulled into the twister. Every object and target entity adds to the total damage of the twister by 1 damage each (counting people as well). All targets are pulled to the center and this twister lasts one round.	3
Solar Powered 	Depends 	With the power of solar light, the user can mimic sunlight to empower eldritch plants and ensure plant life is nurtured. The user will glow, decreasing their stealth rolls while in this state by -20 to any targets with visual PER. All eldritch plants receiving this sunlight receive a bonus to all their rolls by +5. Costs 3 action points. This action can utilize multiple variations:
* Sun Absorb: When the user is within sunlight that is not their own, they can regenerate +3 HP. This can only be done once per IRP day.
* Sun Storm: If the user absorbs sunlight within the same IRP day, they can cast it out, reducing their HP by 3 and setting the burn verb x3 to all targets 10 tiles nearby.	3
Hydro Electric 	Depends 	Utilizing hydro to power terrain, the user can generate precipitation to moisten environments. Once there is enough substance and bodies of water, the user can reform the liquid with total concentration. They can do this with any form of liquid at level 5. The effects depend on the liquid controlled. Cannot be used when other commands are cast. Costs 4 action points to activate and must be retained with concentration until deactivated. All actions while controlling liquid take 1 action point from the user's turn and cannot be used with the processor speeds action.	3
Generate Global Element.	Generate Global Element. 	Generate Global Element. 	LVL 4 ACCESS
Magnetic Field 	Depends 	Generate a magnetic field to protect an atmosphere. This can be done on a planetary-scale utilizing a super computer. In-person, this ability has multiple variations and usages which are listed below:
* Magnet Wave: Create a wave of magnetic energy, dealing 1d8 magnet damage to chosen targets in a 15 tile radius. The user's attack roll is reduced by 10 when using this. The damage roll is shared to all targets. Targets also receive reduced PER their next turn by 5 if successfully struck. Costs 2 action points.
* Magnetic Shielding: Generate a magnetic shield around the user and two chosen targets 15 tiles nearby. This shields them from all damage types and burn verb for the first impact before disintegrating. Costs 3 action points.	4
Climate Conduct 	Depends 	Cast a powerful different effect based on the weather and set a different weather state with this ability. The variations are listed below:
* Weather Change: Change the weather of the environment within 10 blocks which lasts 10 rounds. This can only be cast once per IRP day. Costs 5 action points. Weather that can be used must be listed within the weather list in the rulebook.
* Lightning Bolt: If the weather state is currently a storm, the user can utilize generated lightning from clouds to deal 9 electric damage on a target 5 tiles away. Costs 4 action points.
* Shadowed Mist: If the weather state has a fog of some kind, this can be used. Utilize the mist to create illusions that can confuse targets attacks. The user can create two afterimages of their appearance for all targets within the weather state's range. The user must pick one of the three positions of their image to be the real body of their character and have each in three different positions. Costs 4 action points. If an afterimage is struck, it fades. Only two images can be active at any given time and require concentration to keep.
* Frozen Hail: Form a large chunk of ice from the sky if the weather state generates snow. These large chunks of ice deal 2 damage and apply the frostbite verb x3. Six chunks can be sent out per turn for 4 action points to any target within the weather state vicinity. Overhead cover ignores the damage.	4
Enhance Global 	+3 attack/usage roll 	Once per IRP day, the user can utilize one level 1 or 2 species action from this list for free with an enhanced attack/usage roll. 	4
Master Commands. 	Master Commands. 	Master Commands. 	LVL 5 ACCESS
Hydrogen Bomb 	2d20 damage 	Activating and exhausting all of one's energy per IRP month, the user can generate a massive and powerful explosion that evaporates an entire vicinity of 50 tiles. The user will be put into an exhaustion state of level 6 and cannot utilize any species or movement actions afterward. Costs 3 action points. 	5
Periodic Table 	None 	The user can only utilize this if they have eaten two meals within one IRP day. While utilizing this action, they can form any type of element, compound etc. And generate ingredients for crafting (one stack maximum: x99). Without a super computer, this can only be used once per IRP month and lasts a whole day. Costs 3 action points. 	5
Garden of Eden 	None 	Generate six level 1 eldritch plants, two level 2 eldritch plants, and one level 3 eldritch plants as minions which lasts for the whole IRP day. This can only be used once per IRP day and costs 3 action points. 	5
== 2E Additional Fae Command Lists ==
These are additional commands designed for fae but not programmed into their actual minds. Specific commands only work for specific fae programs/types. Commands below can be considered and treated like equipment, as loot. This is a bonus list and does not count towards the 1 variant species list limit for faes or half-faes. The options however are treated like it is part of the species action list of the character and level 2+ are limited to two selections which include the fae's original list.
===Additional Commands (Add-Ons)===
Origin: Add-On
STAT REQUIREMENT: 	Depends on Fae list 	 	 	Discovered
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT 	
Hard Light & Core Faes/Half-Faes Only 	Hard Light & Core Faes/Half-Faes Only 	Hard Light & Core Faes/Half-Faes Only 	Hard Light & Core Faes/Half-Faes Only 	Hard Light & Core Faes/Half-Faes Only
Generate Volatile Element. (Yellow) 	Generate Volatile Element. (Yellow) 	Generate Volatile Element. (Yellow) 	LVL 1 ACCESS (Volatile Series) 	LVL 1 ACCESS (Volatile Series)
Volatile Pulse 	None 	Create a yellow soft light that can temporarily warm a target or targets. Constructs formed with this pulse deal 1 radiation damage on those in close proximity. HL HP damage deals radiation damage. 	1 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Arm 	1d6 rad damage
1 self rad damage per turn active	Forms one or two yellow hard light arms across the user limbs or torso, just a couple inches large and longer. Upon touch, these arms place a possible burn verb to a target struck. It damages the user on each turn it is active. Wearing heat/radiation resistant armor ignores this. Requires concentration to retain. It cannot be retained for more than 2 rounds and has a 1 round cool-down after use. Utilizes 1 point of INT as a counter to the amount of hard-light structures active at a time. Costs 1 action point.	1 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Volatile Shatter 	1d6 rad damage 	Turns a hard-light structure yellow, causing it to fissure and burst. If this light lands on a target 10-tiles nearby, they must roll MVT DC 5 to evade it. If it lands, they receive a guaranteed burn verb x2. This can hit multiple targets. This will threaten the user if the construct is nearby. Will be resisted by heat/radiation resistant armor. This breaks the light structure forcing the user into a length 1 exhaustion turn. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Generate Shape Element. (Blue) 	Generate Shape Element. (Blue) 	Generate Shape Element. (Blue) 	LVL 2 ACCESS (Sharp & Fill Series) 	LVL 2 ACCESS (Sharp & Fill Series)
Saw 	4d4 damage 	Generate multiple hard light spikes around the user that can attack 1-4 targets in one action. If a target is highlighted, the spikes will form around them and can be chained within the same action point if another target nearby is highlighted at least 10 tiles away. Costs 3 action points. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Mortar 	None 	If a target is highlighted, cast a large adhesive-like hard light that traps the target, holding it/them in place for 1 turn. If the target is a living organism or moving device/android, it can roll a STR DC 5 to escape during the turn they are trapped but costs them 1 action point for every attempt. The target loses all MVT while trapped. They receive the medusa verb for any body-part trapped. Costs 2 action points. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Drill 	1d6 environmental damage
1d8 damage 	Create a drill with hard light and dig into a target. It deals different damage to structures versus normal damage to other targets. Costs 2 action points. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Hard-Light Ultimate State 	Hard-Light Ultimate State 	Hard-Light Ultimate State 	LVL 5 ACCESS (Ultimate State) 	LVL 5 ACCESS (Ultimate State)
Photonic Matter 	2d6 rad damage/armor (crit: +2) 	Pulse energy can be utilized into powerful beams of yellow, allowing the user to shape diverse attacks that deal radiation damage with a range of 20 tiles. The user can create these bursts of radiation energy for two free bonus actions but lose access to the processor speeds action. Targets struck by this light receive the burn verb x2. This requires no concentration to upkeep and can also be used as a radiation shield. The same actions utilizing this command can be repeated, 	5 	Quantum Master Console
Prismatic 	Depends 	Master of all forms of light, the user can utilize a multitude of different variations with the electromagnetic spectrum. They can utilize forms of ultraviolet, radio, microwave, and other states of light. They can shift the colors of their hard light structures to any tone, material-like appearance, and patterns. Specific abilities are listed below:
* Light Removal: The user can reflect light away from their vicinity, making them near invisible in dark places. Increases stealth rolls by +5. Costs 2 action points and lasts six rounds. This can be placed on three other targets as well as the user.
* Radar Detect: The user can utilize radiowaves with their eyes closed to detect movement within 20 tiles from the user's position. Targets in stealth must beat a DC of 20 to avoid detection. Costs 3 action points.	5 	Quantum Master Console
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT 	
Black Box & Core Faes/Half-Faes Only 	Black Box & Core Faes/Half-Faes Only 	Black Box & Core Faes/Half-Faes Only 	Black Box & Core Faes/Half-Faes Only 	Black Box & Core Faes/Half-Faes Only
Generate Battery Element. 	Generate Battery Element. 	Generate Battery Element. 	LVL 1 ACCESS 	LVL 1 ACCESS
Fuse Absorb 	Depends 	If the user absorbs a fusion battery by touch, depending on the size will result in a different boost and HP recovery:
* Small Fusion Battery: Destroys the battery and heals the user with +5 HP.
* Medium Fusion Battery: Destroys the battery and heals the user with +10 HP and increases their rolls by +2 for three rounds. Outside turn-based, this increases their next three rolls.
* Large Fusion Battery: Destroys the battery and heals the user with +15 HP and increases their rolls by +4 for three rounds. Outside turn-based, this increases their next three rolls.	1 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Wire Charge 	Depends 	The user can utilize fusion batteries to charge themselves up with temporary FP. When this temporary HP runs out, the battery dies. The user can have up to two different batteries plugged into them. If the user is struck by electric damage, their temporary FP fills up to the cap but if the batteries are dead, they no longer fill up.
* Small Fusion Battery: 3 FP cap
* Medium Fusion Battery: 6 FP cap
* Large Fusion Battery: 9 FP cap 	1 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Battery Burst 	Depends 	The user can spend a fusion battery and deal roughly half the damage to their HP count to cast a powerful EMP blast.
* Small Fusion Battery: 3 damage to target, 1 self damage. Applies the EMP verb.
* Medium Fusion Battery: 6 damage to target, 3 self damage. Applies the EMP verb x2.
* Large Fusion Battery: 9 damage to target, 5 self damage. Applies the EMP verb x3. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Generate Radio Element. 	Generate Radio Element. 	Generate Radio Element. 	LVL 2 ACCESS 	LVL 2 ACCESS
Radio Received 	None 	The user can utilize the wire tap and gauss radio radio hacks as a free bonus action once per round. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Boombox Shooter 	1d6 electric-rad damage 	All hacked radio devices that walk like spiders can fire out the lightning break radio hack like a bullet with a 10 tile range forward. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Radio Powered 	None 	Instead of INT, the user can utilize CFT as their bonus for the processor speeds species action (does not require processor speeds to be prepared). If the user is a half-fae, this allows them to utilize CFT like processor speeds but is capped to 2. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Black Box Ultimate State 	Black Box Ultimate State 	Black Box Ultimate State 	LVL 5 ACCESS (Ultimate State) 	LVL 5 ACCESS (Ultimate State)
Inception 	None 	When the user hacks a target's device, they can also attempt to temporarily overtake the target's motor controls for 2 action points. They must roll using their INT vs a target's STR or NTR. When the target's motor controls are overtaken, the user can spend that target's 2 action points in their next turn. The user cannot do equipment usage actions, only movement. 	5 	Quantum Master Console
Tachyon 	None 	As a free reaction every target's turn, the user can attempt to hack a target as long as it costs 1 action point usually to do so. 	5 	Quantum Master Console
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT 	
Acoustic Temperature & Core Faes/Half-Faes Only	Acoustic Temperature & Core Faes/Half-Faes Only	Acoustic Temperature & Core Faes/Half-Faes Only 	Acoustic Temperature & Core Faes/Half-Faes Only	Acoustic Temperature & Core Faes/Half-Faes Only
Generate Hypersonic Element. 	Generate Hypersonic Element. 	Generate Hypersonic Element. 	LVL 1 ACCESS 	LVL 1 ACCESS
Shielded Sound 	None 	The user can emit a sound barrier around them and targets within 10 tiles to either erase their noise from those outside or enhance the sound made inside. If targets fire laser ammo towards this barrier from outside, the shots freeze up and disperse. This requires concentration to upkeep. Costs 3 action points. 	1 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Sound Launch 	+5 	The user can launch themselves upward with sound launch, increasing the user's jumping roll with this modifier. If the user sacrifices 1 action point every turn, they can hover mid-air but cannot fly doing this. 	1 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Sonic Wall Off 	2d2 sonic damage (crit: +2) 	Create a wall of sonic noise 6 tiles across where the user stands. This will deal damage to any targets 5 tiles within the range and lasts three rounds. Costs 3 action points. Laser ammo will fail to pierce this wall. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Generate Lava Element. 	Generate Lava Element. 	Generate Lava Element. 	LVL 2 ACCESS 	LVL 2 ACCESS
Melted Floor 	None 	If there is earth on the surface, the user can create a temporary field of lava which cools off after three rounds. Targets who touch the lava receive burn verb x5. This action can only be used once per IRP day. Costs 3 action points. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Magma Storm 	1d8 damage (no crit) 	The user can cast a large chunk of lava upwards utilizing melted earth with reduced PER of 10. If this lands on a target, it applies the burn verb x5. If it misses, it will place a temporary field of lava 2 tiles away from the target which cools off after one round. This can only be used once per IRP day. Costs 2 action points. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Heated Spiral 	1d6 damage (no crit) 	If the user heats up metal, they can utilize it like a magma cutter and launch it towards a target. This applies the cut verb and burn verb x3. Costs 2 action points. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Acoustic Temperature Ultimate State 	Acoustic Temperature Ultimate State 	Acoustic Temperature Ultimate State 	LVL 5 ACCESS (Ultimate State) 	LVL 5 ACCESS (Ultimate State)
Absolute Zero 	2 damage (no crit)
+8 attack roll 	Creates a short pulse that absorbs targets 10 tiles in the vicinity toward the center with a large burst of ice and fire afterward. All targets receive frostbite and burn verbs x3 afterward. The user has a bonus to their attack roll utilizing this action. If the user gets a critical success, this also applies the superheat verb x2. Costs 3 action points. 	5 	Quantum Master Console
Decibel 	Depends 	If the user or nearby ally casts any form of sonic damage, they can increase its damage by +1 for every extra action point spent on the attack. This includes processor speeds species action bonus but caps at 4. 	5 	Quantum Master Console
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT 	
Genetic Flesh & Core Faes/Half-Faes Only 	Genetic Flesh & Core Faes/Half-Faes Only 	Genetic Flesh & Core Faes/Half-Faes Only 	Genetic Flesh & Core Faes/Half-Faes Only 	Genetic Flesh & Core Faes/Half-Faes Only
Generate Morph Element. 	Generate Morph Element. 	Generate Morph Element. 	LVL 1 ACCESS 	LVL 1 ACCESS
Fungi 	None 	Rooting themselves into the earth, the user gains the ability to detect targets within 10 tiles. Targets that walk within this vicinity must beat a stealth DC 10 to avoid detection once per round. When rooted, the user cannot move nor utilize MVT for counter rolls. Costs 1 action point to root and unroot. 	1 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Plantae 	+3 	The user can utilize photosynthesis and gain a boost to all rolls while under the sun. This lasts for two rounds and has a two turn cooldown. Costs 3 action points. 	1 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Specimen Sampling 	Depends 	The user can take a different level 1 species action from a non-fae if they successfully read their pheromones. They can use this species action for the entire IRP day and can switch it out with another level 1 species action for 3 action points during turn-based. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Generate Bone Element. 	Generate Bone Element. 	Generate Bone Element. 	LVL 2 ACCESS 	LVL 2 ACCESS
Blast Bone 	2d2 damage (crit: +2) 	Blast a powerful pheromone-filled blast that upon impact, causes a limb to twitch and pull which leads to a broken bone. Applies the major breaking effect from the blunt verb towards a singular upper or lower limb section that this must be aimed at regardless of HP. Costs 2 action points. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Fix Bone 	None 	Targets with a broken bone can have it repaired by the user with a simple touch of the hand to the wound. There must be an actual bone to work with for this to succeed. Costs 3 action points. If the user beats a MED DC 15, this is only 1 action point. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Rupture Bone 	None 	The user can rupture an organic target's bones while also applying a pheromone to urge stomach sickness if they are 5 tiles nearby, causing them to roll a CON DC 12. If they fail, the organic target will puke and go prone. Costs 2 action points. This has a 3 turn cooldown and cannot be used on the same target within the same encounter. The puke removes any applied recipe bonuses the target had as well as bonus HP from perks that require eating. 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Genetic Ultimate State 	Genetic Ultimate State 	Genetic Ultimate State 	LVL 5 ACCESS (Ultimate State) 	LVL 5 ACCESS (Ultimate State)
Molecule 	Depends 	The user can apply a different limited invulnerability to an organic target or themself for 1 action point. This can only be activated once per five turns and only the same target once per encounter unless stated otherwise:
* The target is immune to the wet and tincture verb for three rounds.
* The target is immune to the burn and superheat verbs for three rounds.
* The target is immune to the blind and headache verbs for three rounds.
* The target is immune to the cut and explosion verbs for three rounds. Immune to physical cutting damage.
* The target is immune to the blunt and explosion verbs for three rounds. Immune to physical blunt damage.
* The target is immune to the frostbite and medusa verbs for three rounds.
* The target is immune to the infection, RAD and lead verbs for one IRP day. This lasts the whole day and the user cannot receive other immunities.	5 	Quantum Master Console
Organ 	Depends 	Utilizing different hormones, the user can influence different organs within a target's body to experience unique and dangerous states if touched by the user successfully:
* Extreme State of Hunger: Create informal irrationality for food, constantly seeking to bite into something. Lasts for 6 rounds.
* Child Decomposition: This only works with a functioning womb. Cause a faster and painful miscarriage. The child must fail 2/3 NTR death saving throws. Costs 3 action points.
* Drunkard: Choose a drunk state that exists within the list of mixes. This lasts for 3 rounds. Costs 1 action point.
* Sweat Drain: If the organic target is 10 tiles nearby, the user can increase their sweat forcing the target into an exhaustion turn level 4 while also applying the wet verb and guaranteed infection verb if they are struck by the cut verb. This lasts four rounds and cannot be done again on the same target for one IRP day. Costs 2 action points.	5 	Quantum Master Console
Ability Name 	Dice Modification 	Action/Perk Details 	LEVEL REQUIREMENT 	
Terra & Core Faes/Half-Faes Only 	Terra & Core Faes/Half-Faes Only 	Terra & Core Faes/Half-Faes Only 	Terra & Core Faes/Half-Faes Only 	Terra & Core Faes/Half-Faes Only
Generate Construct Element. 	Generate Construct Element. 	Generate Construct Element. 	LVL 1 ACCESS 	LVL 1 ACCESS
Magnetic Connection 	1 magnet damage 	For every controlled construct (Magnet Pullers & Earth Guardians) from the user, add +1 to the magnet damage of this invisible strike. Improves when done in stealth by a bonus +5 to the attack roll. Costs 3 action points. 	1 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Magnet Puller 	1d2 magnet damage
2 HP 	The user can generate a small magnet-based sentry that appears to be surrounded by rocks and an invisible force within the center. Targets that walk near this sentry within 5 tiles will be struck with a blunt verb rock throw. Only two of these can be out at the same time. Costs 3 action points. 	1 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Earth Guardian 	1d4 damage
+5 blocking rolls
1d2 armor
10 HP 	An altered command of earth shift, the user spends an entire round shaping a floating golem (this has to be the sole action done in a turn to succeed) that utilizes the user's computing. The round after, the golem forms and can be the only guardian active as well as controlled by the user. It has two action points and can only move 10 tiles. It appears like 7 floating rocks shaping into a humanoid.
* The guardian can slam a rock arm towards the target in close quarters, dealing this action's damage. Costs 1 action point.
* The guardian has a bonus to blocking rolls.
* The guardian can cast a blast of magnet energy towards a target 5 tiles away, pushing the target 5 tiles back and dealing this action's 1d4 damage but as magnet damage. Costs 2 action points.	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Generate Carbon Element. 	Generate Carbon Element. 	Generate Carbon Element. 	LVL 2 ACCESS 	LVL 2 ACCESS
Energy Replicate 	 	 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Zoologist 	 	 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Foundation 	 	 	2 	From Fae Containing Code Through Interface/Mind Link & Bunker PCs
Terra Ultimate State 	Terra Ultimate State 	Terra Ultimate State 	LVL 5 ACCESS (Ultimate State) 	LVL 5 ACCESS (Ultimate State)
Omniscience 	 	 	5 	Quantum Master Console
Acceleration 	 	 	5 	Quantum Master Console
Category:Dice System
Category:2E - Second Edition