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  1. Abilities

Multi-Disciplinary Psionic Abilities

Talent

Don't bother with these until the base skills are nailed down, and the interplay of any subsystems is figured out.

These might be better as Prestige Talents.

 

Interdisciplinary Concepts:

  • Anchoring
  • Signatures

Suggested Prestige possibilities:

  • Autokhyriarchy & Channeling = Allokhyriarchy
    • Brain Hemorrhage - big gamble, failing to channel will have it happen to you 
  • Chronognethy & Channeling

watery doom

Requirements

Allokhyriarchy (Master)

Spell Type

Attack

Casting Time

Major Action

MP Cost

9

Test

Constitution (Stamina) vs. Spellpower

Target Number

15

You cause a target’s lungs to fill with water, drowning them even in the open air. The target must make a Constitution (Stamina) test vs. your Spellpower. On a success, the spell has no effect. On a failure, the target takes 2d6 + your Willpower penetrating damage and cannot speak. At the start of each their turns, the target must make another Constitution (Stamina) test vs. your Spellpower, taking 2d6 + Willpower penetrating damage on a failure. The spell continues until a successful test is made or 5 rounds pass. Watery doom has no effect on targets that do not breathe air (or do not breathe at all).

hands of fate

Requirements

Chronognethy (Novice) & Channeling (Novice)

Spell Type

Enhancement

Casting Time

Major Action

MP Cost

4

Test   Target Number

12

You can allow an ally to peek into parallel timelines to guide their actions.

When you cast this spell, you get a total bonus equal to your Stunt Die +1. For the remainder of the encounter, you can give part or all of this bonus to an ally within 20 yards of you if it would make one of their failed ability tests into a success. If an ally failed a test by 2, for example, you could give them 2 of your total bonus to make that into a success. The GM must tell you the cost and you can then decide if you want to apply any of your bonus to the test. Hands of fate lasts until you’ve spent your total bonus, or the encounter ends. If your total bonus from casting the spell was 5, for example, you might give 3 of it to one ally and later give 2 to another. You can only have one hands of fate spell active at one time.

Timeline confusion

Requirements

Channeling (Novice) & Chronognethy (Novice)

Spell Type

Attack

Casting Time

Major Action

MP Cost

6

Test

Willpower (Self-Discipline) vs. Spellpower

Target Number

13

You manipulate fate to discomfort your enemies. For the remainder of the encounter, you may force enemies within 12 yards of you to re-roll successful ability tests and take the worse result. You can attempt this a total number of times equal to the Stunt Die result of your casting roll. Enemies can resist Puppets of Fate with successful Willpower (Self-Discipline) vs. Spellpower tests (test for each attempt). You can only have one puppets of fate spell active at one time.

Just merge this with Hands of Fate

strings of fate

Requirements

Channeling (Intermediate) & Chronognethy (Intermediate)

Spell Type

Enhancement

Casting Time

Major Action

MP Cost

8

Test   Target Number

14

You pull the web of fate to favor your party. For the remainder of the encounter, you and your allies within 10 yards of you benefit as follows. Whenever one of the affected characters generates stunt points, that character gains +1 SP. If you rolled a 3 on the Stunt Die, for example, you would get 4 points instead of the usual 3.