Janset Erizhokovy/Cogent

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.

### Athletics Skills

#### Recuperate

 Pass on your turn to recover 2 energy.

#### Jump

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

### Ranged 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.

#### Steady Shot

 At the cost of your movement, gain advantage on your next shot.

#### Suppression

 Use your action this turn to suppress a target or group of targets closely clumped together. Instead of directly attacking the target(s), you use your ranged attacks to attempt to drive them into cover and gain a psychological advantage over them. Roll your ranged attacks and add them together. Your allies may join you in your suppression attempt, contributing their own ranged attacks. Add their totals to yours. The adversary may choose to contest your suppression attempt, attempting to suppress you instead, in which case compare your totals to theirs. If they do not contest or are unable to, they are automatically suppressed. One side wins the suppression attempt and the other side gains the following:
* Members of the group within the field of fire roll their attacks with all weapons with a -2 malnus until the end of the following turn.
* Affected members of the group are pinned and unable to advance. They need to remain in cover, in concealment, in a prone position, behind a shield, or behind someone who has a shield. They can shuffle laterally, move backward, and move up to the position of their most advanced member, but no further. Members of the group with a shield may advance at half their speed.
* The group may choose to retreat from the engagement at any time. This is an organized action involving some members of the group withdrawing while others provide covering fire. A full turn's worth of ammunition is expended by everyone in the group taking this action. This necessarily cedes the terrain to the other force.

#### Salvage Arrows

 You regain half of the arrows you fired at the end of an engagement, provided that you are in control of the ground where the engagement took place.

#### Aimed Shot

 Take your time to aim and fire on your next turn with +2 and advantage. Requires you to stand still and concentrate. You are able to move at a walk, but if you are forced to defend yourself in melee or are injured in any way between your turns, the shot cancels.

#### Rapid Fire

 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. You cannot gain advantage on these shots. This does not work with cone attacks.

### Radiant Technique

#### Power of the Atom

 Radiant psions manipulate the strong nuclear force, the ties that bind atomic nuclei together. By tugging on these bonds, they can release subatomic quarks into a sort of "quark soup," most often referred to as "radiant energy," or "radiance," a sort of concentrated superenergetic plasma, but also sometimes emitted as light. Generating radiant energy is only the first part of plasmakinesis, as radiant energy must be kept contained in order to be useful. Otherwise, it dissipates into the environment. While channeling radiant energy, the psion must create a mental barrier around the plasma, crowding it in with their projected thoughts until there is enough of it that it can be used. This gets exponentially more difficult the more radiance there is to contain. A more experienced radiant psion will be able to maintain more radiant spheres at once:
* **Radiant Technique 1:**
* **Radiant Technique 2:**
* **Radiant Technique 3:**
* **Radiant Technique 4:**
* **Radiant Technique 5:**

#### Radiant Sphere

 Telekinetically reach into atoms held within the palm of your hand and feel for their atomic structures. Find their weakness, and yank. They come unraveled, and energy surges within the palm of your hand. You rush to capture it, trapping it within a prison created by your own projected thoughts. You generate 1 Radiant Sphere's worth of energy, which you must now hold on to until you use it. While you concentrate on holding the spheres, and any subsequent energy which you may choose to add to it, you may walk, but you may not run. This means that you may move into areas immediately adjacent to you, but you cannot change ranges with your opponent without dissipating the spheres you are holding. If you are injured in any way, you lose concentration and the spheres dissipate. You may keep track of your spheres in your ammunition section by using this template.

#### Hurl

 You hurl your accumulated radiant sphere towards a target, causing it to explode in a fiery mass of plasma. This does not consume an action. Depending on how much radiance you've accumulated, the sphere has a different effect:
* **1 :** Make a physical ranged attack against a target in short or medium range which you can see with 10 dice. You may use this attack at long range with disadvantage.
* **2 :** You may attack two targets which are immediately adjacent to each other, making one 10-die ranged attack against each target.
* **3 :** Your conflagration engulfs three targets which are immediately adjacent to each other, allowing you to make a 10-dice ranged attack against each target.
* **4 :** Your conflagration engulfs four targets which are immediately adjacent to each other, allowing you to make a 10-dice ranged attack against each target.
* **5 :** You discharge your sphere into an area which detonates into a fireball which consumes everything it touches. Make a ranged attack against a single target within short, medium, or long range with 10 dice. All creatures (friend and foe) within melee range of that creature are similarly attacked with 10 dice.

#### Light

 You stoke the radiance in your hand to generate light within a certain area.
* **0 :** You project light within a 20 foot radius and dim light for 20 feet after that. You may take other actions while maintaining this technique, although being injured will cause you to lose concentration. You may move this dot of energy around with a half-action, although you must recall the dot to you to run.
* **1 :** The light which you call has double the radius and brightness.
* **2 :** The orb of light must now be channeled, but it burns brightly enough to blind creatures with sight which look directly at it. Any creature which must look directly at it while making a roll makes the roll with disadvantage.

#### Starspear

 You reel back the radiance in your hand, form it into the shape of a powerful spear, and hurl it at the enemy.
* **1 :** Make an armor-piercing ranged attack against a single target with 12 dice, or an attack against a vehicle with 1d5.
* **2 :** Make an armor-piercing ranged attack targets in a line with 12 dice, or an attack against a vehicle with 1d6.

#### Radiant Shield

Cast a shield the width and height of a hallway or in the form of a bubble around a single target. For as long as you can maintain the shield with concentration, you provide +2 armor to the target which can exceed the armor cap.
* **1 :** The shield may contribute to defending against 2 attack before breaking.
* **2 :** The shield may contribute to defending against 4 attacks before breaking.
* **3 :** The shield may contribute to defending against 5 attacks before breaking.

You may explode the shield at any time to unleash the equivalent of a Fireball on a target adjacent to the shield with the shield's remaining spheres.

#### Radiant Fury

You infuse yourself with radiant energy which courses through your entire body and animates you and your weapon for two turns. During those two turns, you may take two actions per turn and all of your abilities cost no energy. You cannot roll defense except your armor and you must stand upright, so you cannot benefit from cover. All injuries suffered over the duration take effect at the end of Radiant Fury. Switching weapons ends Radiant Fury.