Halász Evelin/Cogent

Halász EvelinCogent Sheet

#### Crackling Aura

 You give off a psionic aura which crackles with latent power, especially during moments of intense emotion, stress, and pain. Crackling Aura may be activated or deactivated at any time without using an action. Activating Crackling Aura sets your energy to 0 and deactivating it does not return you to your previous energy state. While Crackling Aura is active, every time an enemy makes an attack against you or anyone immediately adjacent to you, you gain 1 Energy, up to your cap. Energy recovery abilities such as Recuperate do not work with Crackling Aura.

#### Controlled Discharge

 You aim down your arm at a target with two fingers extended. Power surges through you. The air cracks. A bolt of lightning crashes into your target. Make a physical ranged attack against a target at short or medium range with 10 dice. This attack gains advantage when you are standing still.

#### Lightning Strike

 You spend a turn infusing your weapon with crackling energy. On the following turn, take one of the following actions:
* Make your first melee attack on your next turn with +3. If the attack lands, it also cleaves through to an adjacent target. Make a normal attack against that second target.
* Strike the ground, sending bolts of lighting arching in every direction. Make a normal melee attack against all creatures around you, friend and foe.

#### Storm Bolt

 You spend a turn infusing your weapon with crackling energy. On the following turn, hurl your weapon at an enemy to strike them with +3. If the attack lands, on top of any injury you might inflict, the target and all creatures immediately adjacent to them are staggered for one turn. Your weapon returns to you at the beginning of your next turn. If you are interrupted during the turn where the weapon is flying through the air, you lose control of the weapon and it clatters in whatever direction it was flying before you were interrupted. You can recover it later by using telekinesis.

#### Thunder Clap

 All creatures in melee or reach range with you need to make an **Athletics** save (CL 5). If they fail, they are staggered for one turn. May not be used while grappled.

#### Redirect Lightning

 If you are targeted by an electrokinetic discharge or are immediately adjacent to someone who is and have a movement and an action free, you may step in the path of your enemy's psicast and roll your  Ionic Technique proficiency. The opposing psicaster must also roll their proficiency with disadvantage. If you succeed, you may absorb the discharge's energy into yourself and redirect the ability at another target of your choosing. You may also add it to your energy reserve and store it for later. If assimilating the energy would cause you to exceed your cap, you gain a number of minor injuries equal to the amount it exceeds your cap by, but keep the rest of the energy.

#### Chain Lightning

 Make a ranged attack against a target at short or medium range with 12 dice. If you manage to hit and damage the target, the bolt jumps to another target of your choice. You roll an attack against that target with -2 dice relative to previously. If you manage to hit and damage that target, the bolt may jump to another target 2 fewer dice. It bounces until a creature successfully resists it.

#### Total Discharge

 Requires Crackling Aura. Discharges all your stockpiled energy in a ranged attack at short or medium range. The dice you roll with are 9 plus 1 for every point of energy you have stockpiled. If you manage to hit and damage the target, the bolt jumps to another target of your choice. You roll an attack against that target with -2 dice relative to previously. If you manage to hit and damage that target, the bolt may jump to another target 2 fewer dice. It bounces until a creature successfully resists it.

### Athletics Skills

#### Recuperate

 Pass on your turn to recover 2 energy.

#### Jump

 Jump over or scale an obstacle without need for an **Athletics** roll.

### Martial Skills

#### Hunker Down

 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.