Fervent Nulalla/Cogent

Fervent NulallaCogent Sheet

#### 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 14 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 14-die ranged attack against each target.
* **3 :** Your conflagration engulfs three targets which are immediately adjacent to each other, allowing you to make a 14-dice ranged attack against each target.
* **4 :** Your conflagration engulfs four targets which are immediately adjacent to each other, allowing you to make a 14-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 19 dice. All creatures (friend and foe) within melee range of that creature are similarly attacked with 14 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 16 dice, or an attack against a vehicle with 1d5.
* **2 :** Make an armor-piercing ranged attack targets in a line with 16 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.

### 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 17 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.

### Telekinetic Technique

#### Leap

 You push up against the ground telekinetically as you jump, allowing you to leap an impossible distance. This can allow you to cross 2 ranges in a single movement, although it will incur an attack of opportunity from characters with a ranged weapon who can see you. Conversely, this can allow you to leap over a character with a melee weapon without their being able to strike at you. This technique counts as a movement.

#### Levitate

 One creature or loose object of your choice that you can see within range rises vertically during your turn. If you are not interrupted until your next turn, the target is raised up to 20 feet and remains suspended there for as long as you are able to concentrate on the technique, or until you release them. The spell can levitate a target that weighs up to 125 pounds. If you use this ability once in both hands, you can lift a target that weighs up to 250 pounds. You expend 1 Energy for every turn the target is levitated after the first turn. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. Levitating yourself does not require the use of your hands.

#### Ball of Force

 You generate a ball of force in your hands and send it hurtling towards a target. Make a 15 dice ranged attack against anything in its path until it strikes either an immovable object such as a wall or a creature which successfully resists its attack. This attack may be resisted with an opponent's Shield proficiency plus shield armor, **Athletics** plus armor, **Survival** plus armor, or **Will** with advantage.

#### Slow

 You concentrate on an area in front of you within short or medium range. You fill it with your mind, grasping at arms, legs, weapons, making it as difficult as possible for others to move within that space. While you are channeling this technique, every creature you have targeted has their athletics halved. Additionally, every time a creature you have targeted must make a roll, they do so with disadvantage. Every time this occurs, remove 1 Energy from your pool. While channeling this technique, you cannot move or take other actions. If you are injured or forced to act in any other way, the ability's effect is broken. Initiating this technique costs an action. Characters under the effect of this technique cannot benefit from charge bonuses.

#### Hold

 You crowd your thoughts around a creature in such a way that they cannot move. For as long as you are able to channel this technique, the target cannot take actions or move. They can, however, struggle against you by attacking your hold with **Grapple** or with a melee attack. In order to defend against them, roll your  Telekinesis proficiency. 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.

#### Wall of Water

 You raise a roiling wall of water from a body of water which you can see. Provided there is enough liquid water, you can make the wall up to 30 feet long, 10 feet high, and 2 feet thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 2 feet thick. The wall is opaque and impassible. Any attacks made through the wall have disadvantage on hitting their targets. Heat and plasma abilities cannot pass through the wall. The wall costs 1 Energy per turn to maintain and requires you to concentrate. If you are forced to move or are injured while channeling the ability, you lose control of the wall and it collapses.

#### Tidal Wave

 After raising a wall of water, you can push it away from you with both hands to unleash a tidal wave which crashes down on the area immediately behind it. All characters 10 feet behind the wall must roll **Athletics** to keep their footing against a CL of 4. If they fail, they are swept off their feet and are knocked prone. The rest are staggered. The water then spreads out in all directions, extinguishing unprotected flames in its wake.

#### Wall of Force

 You extend your consciousness outwards to form an impenetrable wall or dome. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of 6 5-foot-by-5-foot panels. Each panel must be contiguous with another panel. The wall holds for as long as you have the concentration and mental energy to sustain it. No creature or attack may pass through it. If attacked, the wall defends with a dice roll of 16+2, where 2 are armor points which can be pierced by armor-piercing weapons. If the wall is successfully damaged, subtract the damage from the psicaster's energy pool. More than one psicaster may maintain the wall at a time. Only one of those casters must know  Telekinetic Technique 5, but all must have at least  Telekinesis 5.

### 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.

### 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.