Cogent 0.7/Void Rending

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Specializations   ·   Piloting   ·   Linguistics   ·   Telekinesis**Void Rending**   ·   Ballroom Dancing   ·   Foraging   ·   Trapping

**Void Rending** is a psionic proficiency which involves opening and closing of tears in the fabric of reality—called void rifts—for a variety of purposes. It is one of the most basic of void arts and, when used alone or in combination with other arts, can be one of the most versatile—and dangerous—psionic abilities for both the user and those around them.

## Basic mechanics

### Void Rending Proficiency

The void rending proficiency has **a maximum dice bonus of 10**, which means that it begins with 1 base die and gains dice at a rate of 2 per point invested in the proficiency. It caps out at 11 dice once the proficiency is maxed out.

### Combining psicasts

Most void rending abilities can be attempted by multiple characters at once. In these cases, their die roll victories are added together to complete the ritual. A character can also begin a ritual on their own, fail, and have other characters who have not yet taken actions that turn or are not otherwise busy jump in to assist them. If, collectively, the group manages to beat the required number of rolls, the ritual succeeds after a moment of stress and struggle.

## Opening Rifts

Void rending begins with the opening of a rift, a tear in the veil which separates our reality from the great winding emptiness and the infinities beyond. Void rifts can be big or small, the size of several atoms to theoretically infinite, devouring the whole universe. Maintaining active control of void rifts is paramount. In most cases, the universe appears to want to keep void fissures closed and it is a battle to create them and keep them open. This effect is most pronounced in Aoshtai and least pronounced in Tyvus and the void between galaxies.

However, there is a small chance that something on the other side might come across the void rift and attempt to use it for their own ends. The results can range from mildly amusing to helpful to downright malevolent. In the worst of these cases, it might be a battle to *close* a void rift to keep whatever is on the other side from coming through.

#### Creating a minor rift

The first step is the breaching of the veil, the opening of a microscopic rift under the control of the psicaster, often in the palm of their hands but it could also be suspended in front of them, within line of sight, or within reach of their projected thoughts. This is the most basic form of void rending which is a prerequisite for most other void abilities. Opening a microscopic rift requires **a minimum roll of 3** and takes 1 turn in combat. If the psicaster fails the roll, the fissure in reality clenches shut and bathes all surrounding characters in void energy, inflicting a minor wound on them.

Every turn the rift remains open while in combat or another stressful situation, the psicaster must make a save to keep the rift open. At this level, the required roll to maintain the rift is **a minimum of 2**. If the psicaster fails this check, the fissure in reality clenches shut and bathes all surrounding characters in void energy, inflicting a minor wound on them. Closing a minor rift safely requires a roll of 1.

#### Moving a minor rift

Minor rifts are ordinarily stationary once created, but they can be moved with Telekinesis to a new location. A psicaster may roll Telekinesis to determine whether the rift lands where they intend it to. **3 Telekinesis wins** mean that the rift is placed exactly where the psicaster wants it.

#### Opening a Second Minor Rift

A second rift may be opened at the same time as the first. However, if a second rift is involved, the rolls necessary to open the rifts and maintain them are higher. A **4** is needed to open both rifts simultaneously and a **3** is needed to maintain them every turn. A second rift allows the psicaster to use the second rift during their turn as part of their action.

#### Minor Rift Abilities

* *Concentration does not apply to this roll. You always roll just your proficiency.*
* *All must make a 1d3 save. If they fail the save (roll a 1 or a 2), they are staggered (-2 to rolls for the following turn). If they roll a 1, they receive an injury (roll a 1d5-armor level on the table to determine severity).*
* *The space which used to contain the void rift is irradiated by the void until cleansed. All characters who enter the space or end their turn inside of it must make a 1d3 save. They receive a minor injury if they roll a 1.*
* *This consumes the rift.*

### Expanding the tear into a major rift

 ROLL NEEDED TO CLOSE | 3

Once a minor rift has been created, it can be carefully expanded into a major rift. This is a painstaking and difficult process fraught with risk. A major rift is much more likely to draw the attention of entities lurking on the other side, which could result in the psicaster losing control of the rift. Further, maintaining the rift is more difficult and the consequences for losing control of it more dire.

At this stage, the rift is about the size of a basketball. Anything which comes into contact with the rift is pulled in. If it is not attached to anything which cannot be pulled out, it is sucked into the void and—for all intents and purposes—is lost forever. If something living is stuck into the rift, it is irradiated, causing a minor injury for every turn it spends inside of it. Anything which used to be in the space which the rift now occupies is irretrievably gone, and when the rift closes a spherical hole will remain where the rift was.

Expanding the rift into a major rift takes 1 turn and requires a minimum roll of **5**. Maintaining it requires a minimum roll of **4** every turn. Closing the rift safely requires a minimum roll of **3**.

#### Major Rift Abilities

* *Concentration does not apply to this roll. The user always rolls just their proficiency.*
* *Alternatively, the caster focuses the beam on a single target, nullifying the effects of whatever cover they are behind by corroding straight through it.*
* *All must make a 1d3 save. If they fail the save (roll a 1 or a 2), they receive an additional injury (roll a 1d5-armor level on the table to determine severity).*
* *The space which used to contain the void rift is irradiated by the void until cleansed. All characters who enter the space or end their turn inside of it must make a 1d3 save. They receive a minor injury if they roll a 2. They receive a medium injury if they roll a 1.*
* *This consumes the rift.*