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2020-02-19: This is a Content Dump from Fantasy AGE. The below aren't fully adapted until this note is removed.

SP Cost Stunt Effect

1-3

Surge

Increase the Psi-Power of your ability by 1 per SP spent, to a maximum of 3.

2

 

Reduce the MP cost of the ability by 1. This can reduce the MP cost to 0.

2

Resonance

If the ability does damage, one target of the ability of your choice takes an extra d6 damage.

3

Echo

If the ability has a duration beyond instantaneous, it remains in effect twice as long with no additional MP cost. Abilities that last until the end of the encounter are extended by 1d6 minutes instead.

4

 

After you resolve this ability, you can immediately use another. The second ability must have a casting time of a major action or a minor action. If you roll doubles on this casting roll, you do not get any more SPs.

4

Samsaric Roar

Until the beginning of your next turn, anyone attempting to make a melee attack against you must make a successful Willpower (Courage) test. The target number (TN) is 10 + your Willpower ability. Those who fail must take a move or Defend action instead.

4

Symmetry

If the ability affects only one target, you can have it affect two, so long as the second target is within the ability’s original range. There is no additional MP cost. Targets test against the ability separately.

5

Disruption

In addition to its normal effects, your ability is so powerful that it may disrupt another psionic effect on the target. Roll an immediate test of your Intelligence(Meta-Psionics) vs. the Psi-Power of any one effect on the target. Success removes the effect. Doubles on the test do not generate SPs.

5

 

If the ability does damage, one target of the ability takes an extra 2d6 damage.

Alternately, all targets of the ability take an additional 1d6 damage.