Aricanus Theophylactus/Cogent

Aricanus TheophylactusCogent Sheet

 If behind cover or a shield, give up your movement and action to be invulnerable to frontal ranged attacks for that turn.

#### Charge

 If you are within medium range of a target and no closer, you expend your action and a considerable amount of energy to rush over the distance separating you, building up momentum to strike. There must be open ground between you. They cannot evade you so long as they are on the ground. You spend your turn closing the distance, and on your next turn you can attack them if you so wish. Your momentum gives you a +2 to your next attack roll. This ability allows the character to overcome the effects of suppression, though the -2 malnus from it still applies.

#### Shove

 Force the target back 5 feet. Interrupts spellcasting. Requires a weapon the same length or longer than that of your opponent, or a shield.

#### Brace

 You expend your movement, your action, and a considerable amount of energy to brace yourself for an oncoming charge. You subtract 2 from their charge bonus. If you have a weapon which is the same length or longer than your charging opponent, you attack first when they close with you, regardless of your Reflex.

#### Flurry

 As your action, make your normal number of attacks plus one. These do not have to be the same target. Make all of these rolls with -2 to your attack dice.

#### Cleave

 As your action, you cleave with your melee weapon through two enemies, making a regular melee attack against both. You may spend energy to increase the number of enemies which you attack, spending 1 Energy per additional enemy.

### Exigent Technique

#### Massive Strike

You manipulate the mass of your weapon or unarmed strike to come down on a target with terrible force, granting the attack up to +2 guaranteed dice. Each guaranteed dice costs 1 Energy.

#### Bend Light

You warp spacetime around yourself, causing light to bend around you. You appear as a blurry spacetime distortion, requiring a CL4 Perception roll to spot. All attackers have disadvantage when making ranged attacks against you. At night or in darkness, you are completely invisible (CL5 Perception).While this ability is active, normal channeling rules apply, which means that you move at half speed. If you are hit by a melee or ranged attack, you lose concentration and your invisibility drops. If the attack against you misses, roll a CL3 **Concentration** check. If you fail, the invisibility drops.This ability costs 1 additional Energy for every turn you maintain the cloak.

#### Mass Increase

You reach out to a target within medium range or shorter which you can see. You condense spacetime around them, drastically increasing the effect that their mass and gravity has on them. For as long as you are able to channel this technique, the target receives 2 additional points of armor, only gains benefit from half their Athletics, and receives +2 guaranteed wins to the Grappling skill. This technique requires 1 Energy per additional turn to maintain. This technique may be used on yourself.

#### Lessen Mass

You reach out to a target within medium range or shorter which you can see, including yourself. You do your utmost to lessen the impact that their mass and gravity has on them. As long as you are able to channel this technique, the target loses the benefits of their armor but gains a large bonus to their Athletics. They can move twice as far, jump twice as high or as far with abilities such as Leap, roll Athletics checks and defend against attacks with their Athletics with a +2 bonus. While channeling this technique on yourself, you do not incur the normal penalty to movement which happens when you channel an ability, and can attack, take actions, or use abilities with your other hand. This technique requires 2 Energy per additional turn to maintain.

#### Alter Gravity

You alter gravity within a 4x6 square space within medium range or shorter which you can see, either to add gravity artificially or to take it away. When adding gravity to a space which already has gravity, all creatures within have their speed halved. When taking away gravity in a space which already has it, all creatures within can float, as if weightless. When adding gravity to a space which doesn't have it, all creatures can move as normal. Channeling this ability requires 2 Energy per turn after the first turn.

#### Gravity Sphere

You place a gravity sphere at a specific location within medium range or shorter which you can see. The sphere takes up 1 square and can be used to curve the trajectory of ranged projectiles and attacks. This allows your allies to make ranged attacks against targets they cannot see, so long as they are within line of sight of the gravity sphere. Maintaining the gravity sphere takes 1 Energy per turn after the first turn.

#### Devour

You generate a gravity well in front of you or an ally within medium range or shorter which you can see. The gravity well is so powerful that it eats and contains one ranged attack or explosion, then disappears. This must be done before any defense dice are rolled.