You create a digital mask to hide your presence on any computer system or network. This power can be used to target up to six companions and yourself. For the duration of this power, any Intelligence check made in an effort to locate the presence or activity of these targets within a particular computer system is made at a -10 penalty.
In addition, any activity performed by you or your
chosen targets during the duration of this power is immediately erased from the system when the effect ends.
While your companion is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your companion’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the companion has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your companion. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever, at which point it disintegrates. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can’t have more than one companion at a time. If you use this power while you already have a companion, you instead cause it to adopt a new form and statistics, which you choose in the the same manner as your first use of this power.
You discover all commands, workings, and electronic or mechanical functions of one automaton, construct, device, machine, or vehicle. You gain basic knowledge on how to activate and operate the device. You still need to make the appropriate checks to use advanced functions or access data from the device (at the GM’s discretion).
You hurl a ball of electrical energy. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 lightning damage. This power’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
This power repairs a single break or tear in an object you touch, such as a broken chain link, a corroded pipe, a torn shirt, or a leaky hose. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This power can physically repair a mechanical device or construct but cannot restore function to it without proper repair.
A beam of energy surrounded by a chain of digital code streaks toward a creature within range. Make a ranged channeling attack against the target. On a hit, the target takes 1d10 force damage. The power creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
You can supply or initiate the power source of one simple device within range. The device must be no larger than a 5-foot cube and is normally activated by a single switch or touch. Examples are a lighting panel, a mechanical fan, computer screen, door panel, or digital device. The extent is up to the full discretion of the GM.
You can view the on-screen contents of any digital data display you can see within range. The information appears before you in a translucent display that only you can see.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the effect ends on the target.
At Higher Ranks: When you use this power at rank 3 or higher, you can target one additional humanoid for each rank above 2. The humanoids must be within 30 feet of each other when you target them.
You create tiny folds and ripples in the space of a 5-foot area. These distortions are nearly invisible, requiring a Wisdom saving throw to see them. A creature takes 2d8 slashing damage when it enters the area of effect for the first time on a turn or starts its turn there.
At Higher Ranks: When you use this power at rank 3 or higher the damage increases by 1d8 for each rank above 2.
You bend light around a creature you touch making them invisible to others. Anything the target is wearing or carrying is also invisible as long as it is on the target's person. The effect ends for a target that attacks or uses a talent or technique.
At Higher Ranks: When you use this power at rank 3 or higher, you can target one additional creature for each rank above 2.
You generate a 15 foot radius sphere of darkness from a point of your choosing which absorbs and blocks all forms of light. The sphere spreads around corners. A creature with darkvision can't see through this area, and mundane light sources can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the sphere with a solid opaque object, such as a bowl or box, blocks the darkness it generates.
If any of this power's effective area overlaps with an area of light created by a talent or technique of Rank 2 or lower, the power that created the light is canceled.
You fold the space between yourself and a point of destination within range. You teleport 10 feet to an unoccupied space that you can see.
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be within 5 feet of the surface upon which the language is written. It takes about 1 minute to read one page of text.
This power doesn't decode secrete messages in a text, understand unique symbols, or decrypt programming code that isn't specifically used for communication purposes only.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The talent has no effect if the target is an automaton or construct, if it doesn't understand your language, or if your command is directly harmful to it.
At Higher Ranks: When you use this power at rank 2 or higher, you can affect one additional creature for each rank above 1. The creatures must be within 30 feet of each other when you target them.
You are able to generate a minor telekinetic effect at any point within range. For the duration of the talent, you can use your action to generate kinetic energy with a minor hand motion. You can command this energy to manipulate an object, open an unlocked door or container, pick up an item, pull a switch or lever, or pour the contents out of a jar.
You can only generate one effect at a time which will last only for the duration. You may not use this energy to attack, activate weapons or complex triggers, or carry more than 10 pounds.
A gravity waves lashes out from your hand at a target within range. Make a ranged channeling attack against the target. On a hit, the target takes 1d8 force damage and must make a Strength saving throw. On a failed save, you can push the target up to 10 feet away from you.
This power's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You focus your attention toward a target in range. Your talent grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, so long as this power remains in effect.
(level 0) You create a kinetic barrier around yourself to impair the impact from physical attacks. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. You also receive a +2 bonus to your Burst Save.
A protective energy field takes form of a dark semi-translucent suit of armor around your clothing and gear, covered in shifting symbols and patterns. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 lightning damage.
At Higher Ranks. When you use this power at rank 2 or higher, both the temporary hit points and the lightning damage increase by 5 for each rank above 1.
Activating this power requires a small amount of solidified sorium (equivalent to 100 cu). You imbue the material to create a bonded companion, an extension of yourself that takes the form of a semi-intelligent creature you choose, usually that of a common animal (the statistics for bonded companions are detailed in appendix B).
Appearing in an unoccupied space within range, the companion has the statistics of the chosen form. If a feature allows you to choose a special form, the companion is considered a protean or netherant (your choice) instead of its listed threat type.
Your companion acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. Your companion can’t attack, but it can take other actions as normal. When the companion drops to 0 hit points, it disintegrates, leaving behind no physical form. It reappears after you activate this power again.
Finally, when you activate a power with a range of touch, your companion can deliver the power’s effects as if it had used the power. Your companion must be within 100 feet of you, and it must use its reaction to deliver the power’s effects when you activate the power. If the power requires an attack roll, you use your attack modifier for the roll.
You unleash a ring of disruption energy around you,
engulfing all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can’t take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.
At Higher Ranks. When you use this power at rank 2 or higher, the damage increases by 1d6 for each rank above 1.
A thin beam of flame extends from your hands, striking a creature within range and exploding on impact. Make a ranged channeling attack against the target. On a hit, the target takes 2d8 points of fire damage and must make a Constitution saving throw or suffer a disadvantage on their next attack roll or saving throw.
At Higher Ranks. When you use this power at rank 2 or higher, the damage increases by 1d8 for each rank above 1.
You create a number of small gravity discs that follow and spin a few feet around a creature of your choice. The target has rudimentary control over the movement patterns of these discs and can use them to quickly climb objects or protect you from certain types of attacks.
Until the effect ends, the target has a +2 bonus to all
Dexterity and Constitution saving throws. They also gain a climbing speed equal to your walking speed.
You are able to read and understand the electronic command patterns either within or being exchanged between automatons and constructs. Until the effect ends, you have advantage to Dexterity and Wisdom saving throws against attacks from any threat of this type.
A streak of electricity lashes out from your hand toward a creature within range. Make a ranged channeling attack against a creature within range. On a hit, the target takes 1d10 lightning damage and the whip latches onto the target. On each of your turns for the duration, you can use your action to deal 1d10 lightning damage to the
target automatically. On their turn, the target may free themselves by spending an action and succeeding on a Constitution saving throw.
The effect ends if you use your action to do anything else. The effect also ends if the target is ever outside the power’s range or if it has total cover from you.
At Higher Ranks. When you use this power at rank 2 or higher, the initial damage increases by 1d10 for each rank above 1.
For the duration, you can transmit your voice and image to an electronic communication device within range. The device must be capable of transmitting your voice and/or image, and must be one that you have seen or touched within the last 24 hours.
You can choose to broadcast to the device directly or
instead make a call or signal to the device for someone to respond. So long as the communication device has power, your transmission signal is high-quality, glitch free, and immune to signal jamming and interference. You can end the transmission at any time during the duration, which also ends the effect.
Choose one object weighing 5 to 10 pounds within range that isn’t being worn or carried. You levitate and hurl the object in a straight line up to 90 feet in a direction you choose before it falls to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target, then falls to the floor. In either case, both the object and the
creature or solid surface take 3d8 bludgeoning damage.
At Higher Ranks. When you use this power at rank 2 or higher, the maximum weight of the objects you can target with this power increases by 5 pounds, and the damage increases by 1d8 for each rank above 1.
This power allows you to move at an incredible pace.
When you activate this power, and then as a bonus
action on each of your turns until the effect ends, you can take the Dash action.
You place a psychic marker upon a creature that you can see within range. Until the effect ends, you deal an extra 1d6 psychic damage to the target whenever you hit it with an attack. Also, choose one ability when you activate this power. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before the effect ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
Using a restore pattern on the target ends this power’s effect early.
You place a device on one willing creature. Until the effect ends, they become a blur to the targeting sensors of the AI often found in automatons and constructs.
Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be frightened or possessed by them. If the target is already frightened or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
You increase the gravity field around a creature you can see within range. The target must make a Strength saving throw. On a failed save, the target’s movement is reduced by 10 feet and their jumping distance is halved. In addition, their flying speed (if any) is reduced to 0. An airborne creature affected by this power descends at 60 feet per round until it reaches the ground or the effect ends.
Three illusory or holographic duplicates of yourself appear in your space. Until the effect ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.
You can use your action to dismiss these duplicates. Each time a creature targets you with an attack during the duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one
duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The power’s effect ends when all three duplicates are destroyed. A creature is unaffected by this power if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Until the effect ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
You create a spiraling zone of freezing air and icy winds at a point of your choice within range. Each creature in a 10 foot cube centered on that point must make a Constitution saving throw. A creature takes 3d8 cold damage on a failed save, or half as much damage on a successful one. In addition, any creature that fails their saving throw cannot take any reactions until the start of your next turn.
At Higher Ranks. When you use this power at rank 3 or higher, the damage (both initial and later) increases by 1d8 for each rank above 2.
You create a sphere of crushing kinetic force at a point of your choice within range. The sphere has a 20 foot radius and is fixed at that point for the duration. The area inside the sphere counts as difficult terrain and creates a dark aura in the air that lightly obscures the area.
Each creature that starts its turn in the sphere or
that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is considered restrained as long as it remains in the area or until it breaks free.
A creature restrained by the sphere can use its action to make a Strength check against you channeling save DC. If it succeeds, it is no longer restrained, however, the opposing force of the energy will deal 2d4 force damage to the creature.
Choose an object that you can see within range. The object can be a door, a container, restraints, a digital keypad, a mag lock, or another object that contains a mundane or electronic lock or code, or is affected by an esper power that prevents access.
A target that is held shut by a mundane lock, electronic code, or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks or electronic security measures, only one of them is unlocked.
If you choose a target that is held shut with magnetic seal, that power is suppressed for 10 minutes, during which time the target can be opened and closed normally.
When you use this power, any security sensors, control panels, or triggers that track the state of the object will read it as having been unlocked or opened.
An enhanced version of the phase step talent, you fold the space between yourself and a point of destination within range. You teleport 30 feet to an unoccupied space that you can see.
An enhanced version of the phase step talent, you fold the space between yourself and a point of destination within range. You teleport 30 feet to an unoccupied space that you can see.
You attempt to bluff the security protocol of an
automaton or construct you can see within range. This power has no effect on targets with an Intelligence of 2 or less. The target must make an Intelligence saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it regards you
as a friendly acquaintance for the duration. The effect immediately ends if you or your companions attack the target. When the effect ends, the target knows it was under the effect of this power.
At Higher Ranks. When you use this power at rank 4
or higher, you can target one additional automaton or construct for each rank above 2. They must be within 30 feet of each other when you target them.
For the duration, you can see creatures and objects made invisible by stealth tech or esper powers. They appear to you as if they were visible. Intangible creatures and objects appear ghostly and transparent. You can also see hidden openings such as spatial portals leading to other locations or into an extradimensional space.