Alke Beitelg/Cogent

Alke BeitelgCogent 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.

### Ionic Technique

#### 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 11 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 13 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 10 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.

### Blood Technique

#### Hematologic Lock

You reach out your hands towards a target and seize control of the blood in their veins. For as long as you are able to channel this technique, the target cannot take actions or move. They can, however, struggle against your hold with **Grapple** or **Athletics**. In order to maintain your hold, roll 8. For every point they score on you above your defense roll, dock 1 Energy from your pool. If you go under 0, you are stunned until the following turn. You cannot move or take actions while channeling and if you are forced to move or take any other actions, the effect is broken. This does not work against creatures without blood.

#### Blood Boil

You reach your hand out towards a target and attempt to size control of their blood vessels. You tighten your grip, leading blood vessels to burst and causing internal bleeding. On the first turn where you are channeling the ability, make a 7 dice attack against the enemy's **Survival**, ignoring their armor. On every subsequent turn you are channeling this ability, your attack against the creature gains 1 dice. You cannot move while channeling this ability. This does not work on creatures without blood.

#### Blood Corruption

You reach your hand out towards a target and attempt to interfere with their blood's ability to coagulate properly, making any injury which they take while this effect is active worse. You start casting this ability on your turn and begin to channel it on the next turn. Once you begin channeling this ability, and so long as you are channeling it, the target will suffer +1 injury level every time they receive an injury. This means that if they receive a minor injury, they will receive a medium injury instead, up to a fatal injury. This cannot cause a fatal injury (4 over) to be an instant kill (5 over). If the target has HP, they take +3 additional damage instead. This does not work on creatures without blood.

#### Accelerate Clotting

You staunch the flow of blood from a minor or medium injury. This ability can be used up to short range. This counts as bandaging the injury. This does not work on creatures without blood.

#### Prevent Death

You kneel alongside a downed target and raise your hands above them. By extending your mind to the affected areas, you use your considerable knowledge of anatomy alter the flow of blood in their veins and prevent them from bleeding out. So long as this ability is channeled, the need for the downed character to roll death saving throws is paused. This does not work against characters without blood. The character channeling this ability is entirely blind and deaf and cannot move, as this ability requires the utmost concentration. This ability costs 1 Energy per turn to maintain. This does not work on creatures without blood.

### Psionic Training

#### Psionic Sense

 To the psion, the world has an effervescent quality, linked together by a force, a purpose, an intelligence, which few can see with their own eyes. Living things and inanimate objects leave behind traces, imprints, which can be faintly felt in the world which one can touch with one's spirit. These imprints are not neutral, and take the form of feelings rather than objective observations: they carry with them information about intent; intent to harm, intent to help, distress, as if inanimate objects themselves carry with them either an imprint of the person who was using them or they themselves develop a personality which can be felt. The psion learns through training to incorporate this "sixth" sense into their perceptions, sometimes acquiring supernatural levels of awareness and intuition after many decades of practice.
Channeling this ability allows you to use your  Psionic Training proficiency in the place of another perception-oriented roll, such as Perception or Investigation, out to medium range, with the accuracy and detail of the read decreasing dramatically with distance.

#### Empathy

 Living creatures give off psionic auras which can be felt by ordinary people and psions alike. This is why emotions are often infectious, and those with strong emotions often give off strong auras. Psions are particularly susceptible to these auras, to broadcasting them and feeling them. A psion's empathy allows them to feel for another living creature's aura out to medium range, rolling their  Psionic Training against the creature's **Will**. If the roll succeeds, the psion will be able to glean information about the creature's emotional state, but not their thoughts. Psions and non-psions can roll Psionic Training with advantage in place of Will to defend against this.

#### Telepathy

 By closing their eyes and focusing their thoughts on another psion's aura, psions are able to communicate using only their thoughts. Based on your Psionic Training level, you can do this out to 80 m. This is done by extending your consciousness up against another psion's, and they have the choice to allow you past their mental barriers or not. A properly trained psion will be able to compartmentalize their mind and allow you to see what they want you to see.An untrained mind does not know how to lower its defenses, nor to compartmentalize once the other psion is inside. This means that telepathy between untrained or improperly trained minds can lead to serious damage. This is why telepathically communicating with a non-psion is frequently seen as a grievous sin in many cultures.

#### Push

 Hurl a wall of force at the target out to medium range to attempt to push them back. Roll 14 against their defense.
If the attempt succeeds, they are pushed back 5 meters and are staggered. If there is a solid obstacle behind them like a wall, you hurl them into it and may either inflict a minor injury on them or stagger them for the following turn. An object smaller than a basketball can be hurled back as far as you want, within reason.

#### Pull

 Reach out towards the target out to medium range with phantom hands and yank them towards you. Roll 13 against their defense.
If the attempt succeeds, they are pulled towards you 5 meters and are staggered. If there is a solid object in front of them, like a wall, you hurl them into it and may either inflict a minor injury on them or stagger them for the following turn.

#### Retrieve Object

 Reach out towards a small object like a weapon or item you can hold in one hand. Grasp it with phantom fingers and yank it towards you. If nobody challenges you for the object, you pull it into your hand. If the object is being held by someone, or someone challenges you for it telekinetically, you must wrestle over the object. Roll your  Psionic Training proficiency against their  Psionic Training or **Grapple**. You must win twice, or they must win twice, to gain control of the object. You expend 1 Energy for every roll made wrestling over the object. If the object is another character's weapon, this ability consumes a full action rather than a half-action.

#### Lift Object

 Reach out towards a small object like a weapon or item you can hold in one hand. Grasp it with phantom fingers and lift it upwards towards another location you can see within short or medium range. If the object is being held by someone, or someone challenges you for it telekinetically, you must wrestle over the object. Roll your  Psionic Training proficiency against their  Psionic Training or **Grapple**. You must win twice, or they must win twice, to gain control of the object. You expend 1 Energy for every roll made wrestling over the object.

#### Slow Fall

 You push up against the ground to control your momentum as you are falling, canceling any risk involved in a fall. You spend 1 Energy per turn you spend falling. When you land, you will need to recover and will be able to move and take actions on the following turn.

#### Throw Weapon

 You hurl a melee or thrown weapon at a target out to medium range. First, make a telekinetic attack against the target using 10 dice. The target defends with their **Athletics**. If this roll succeeds, make a melee attack with that weapon. The weapon must be picked up again or recalled using Retrieve Object if you intend to continue using it. Small melee weapons thrown in this way roll with 8 dice.

#### Heroic Push

 You surge forward with both hands to push everything in front of you to the ground. All creatures in melee, reach, and short range front of you in a cone must resist a 13 dice attack. If they lose to you by 1, they are staggered. If they lose to you by 3 or more, they are thrown back 5 feet and fall prone. If they were immediately in front of a wall or some other immovable object, they suffer a minor injury.

### 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.

#### Trick Shot

 Make an attack with +2 guaranteed dice. You may sacrifice your movement to gain advantage on this shot.

### Athletics Skills

#### Recuperate

 Pass on your turn to recover 2 energy.

#### Jump

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