Matter Alteration#
Acidic Operation#
Cost: 5 XP
Operate, Major Action, 1 Mana
Tapping on an intricate symbol, the blood of your enemy starts to hiss, corroding their veins. A nearby enemy receives a stackable Corroded 1 Trait, suffering 1 damage at the end of each round. The damage is increased with every subsequent hit while the target is Corroded.
Alter Flammability#
Cost: 5 XP
Operate, Major Action, 1 Mana
A nearby target or object gains or loses the Trait Flammable until the end of the next round (Flammable targets start Burning after a successful attack, suffering 2 damage at the end of each round).
- Immediate [+1 Mana]: The target is set ablaze immediately, and starts burning right away.
Alter Mass#
Cost: 5 XP
Operate, Major Action, 1 Mana
Massive or miniature, it doesn’t matter. You decide the mass of things. When activated, choose a nearby target, and to either increase or decrease their mass, making them Slowed or Quickened respectively.
- Area [+1 Mana]: The effect applies to a nearby zone, granting the Trait to all targets and objects within it while active.
- Ramp It Up [+1 Mana]: Increase the effect by +1 (Momentum cost for Slowed, zone for Quickened).
Artificial Silence#
Cost: 5 XP
Operate, Major Action, 1 Mana
A nearby target gains the Trait Silent (-1 difficulty for all skill tests made Quietly) for a number of rounds equal to your Matter Alteration focus.
- Area [+1 Mana]: The effect applies to a nearby zone, granting the Trait Silent to all targets and objects within it while active.
Crumbling Passage#
Cost: 10 XP
Operate, Minor Action, 2 Mana
You radiate a short-range aura that causes solid matter to crumble and deteriorate. Until the end of your turn, you can pass through walls and floors, shifting through the crackling mass. You cannot avoid damage or move through biological matter in this manner. If you end your turn within solid matter, you are immediately pushed to the nearest available space and suffer 2 damage.
- Hitchhike [+X Mana]: Take other characters with you, each costing 2 additional Mana.
Darken#
Cost: 5 XP
Operate, Major Action, 2 Mana
The pattern is activated, and darkness follows. This geometric shape blackens the air, gifting a nearby zone the Trait Darkness for a number of rounds equal to your Matter Alteration focus.
- Continuous [+2 Mana]: The power remains in effect until the end of the scene.
Densify Atmosphere#
Cost: 10 XP
Operate, Major Action, 2 Mana
You create a wall of solid air across a nearby zone. The wall blocks ranged attacks and requires a major action to move through. It lasts until the end of the scene, and can be dispelled at will.
Deoxidize#
Cost: 10 XP
Operate, Major Action, 4 Mana
You make the air in a nearby zone unbreathable for a number of rounds equal to twice your Matter Alteration focus. Every character that remains in the zone at the end of a round suffers 1 Piercing damage due to suffocation. The damage is increased by 1 for every consecutive round without air.
Harden#
Cost: 5 XP
Operate, Minor Action, 2 Mana
Gain temporary Natural Armor equal to your Matter Alteration focus. The armor ablates by 1 at the end of each round.
- Target [+1 Mana]: The affect is applied to a nearby target instead.
Quicksand#
Cost: 5 XP
Operate, Major Action, 1 Mana
The ground under a nearby target’s boots becomes liquid for a moment then solid at the next, trapping them in an instant. They become Bound 1.
- Zone [+1 Mana]: All characters in a nearby zone are affected.
- Tread Heavily [+1 Mana]: Targets become Bound 2 instead.
Rust in Pieces#
Cost: 5 XP
Operate, Major Action, 3 Mana
You mark a target that you can see, and nullify the effects of their metallic armor and firearms until the end of the next round. Affected melee weapons cannot deal more than 2 damage for the duration of the power.
- Another One [+2 Mana]: The power applies to another target that you can see.
Thermal Shift#
Cost: 5 XP
Operate, Major Action, 2 Mana
The temperature of a distant object is changed for a moment, going scorching or freezing for a mere second. Enough to make your target drop the item and receive 2 damage.
- Just a bit Longer [+1 Mana]: The item’s temperature is too extreme to pick up immediately without suffering 2 more damage. The effect remains until the end of the next round.
Transparentize#
Cost: 10 XP
Operate, Major Action, 2 Mana
You or an object within reach gain the Trait Invisible until the end of the next round.
- Target [+1 Mana]: The power is applied on a target within reach instead.
- One Way [+1 Mana]: The power may affect a piece of wall, ceiling or some large object. You may choose to apply it unidirectionally, allowing you to see through matter only from a certain side.
Turn Fragile#
Cost: 10 XP
Operate, Major Action, 4 Mana
Brittle bones befall the bastards who betray you. A nearby target becomes Fragile until the end of the next round, increasing by +1 the difficulty of Survive tests and doubling all physical damage received.
Under Pressure#
Cost: 10 XP
Operate, Major Action, 3 Mana
In a nearby zone, you set the air pressure in a specific point to an impossible value. All characters within the zone must Survive at difficulty equal to your Matter Alteration focus or be affected. If you choose to create a vacuum, all affected characters are pulled into the point you chose. If you choose to increase pressure, a blast is created, causing all affected characters to move away from the point into adjacent zones. If their path is blocked, they suffer 3 damage.
- A Little Push is All That’s Needed [+1 Mana]: Characters who fail the skill check fall Prone.