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Ability Schools / Creation

Creation

Creators specialize in bringing things into the world. Constructed beings, items, weapons, and more. Their abilities revolve around summoning and controlling external entities or phenomena to shape the battlefield.

School Mechanic:

Once per round, when an ability is successfully evaded, or a summoned construct is destroyed, you can Recycle the energy. You regain AP or RP equal to the ability cost and you gain Advantage on your next recharge roll for a Creation ability.

The Flow cost required to perform a Team Attack or Guard Assist with one of your summoned constructs is reduced by 2. When you create a weapon, you may grant it one additional weapon property of your choice.

Flow Generation:

Gain 1 Flow when a construct or summoned object is used to deal damage.


Signature Point Generation:

Choose an ally. Gain 1 SP whenever you deal damage to the most recent target of that ally.

Psionic Abilities:

Anchor

Category: Warper
Attribute: INT
Cost: 2 AP
Recharge: 5-6

Goal to Learn: Prevent forced movement on yourself or an ally 10 times.

Description:


You target one character within 30 feet of you that you can see. You conjure a weight, chain, or metaphysical anchor in a space within 5 feet of the target. Until the start of your next turn, it cannot move or be moved more than 5 feet away from the anchor.


The target can spend 2 AP to make a Contested Athletics roll, attempting to break from the effect and move as normal.


Prerequisites: None

Automate

Category: Link
Attribute: INT
Cost: —

Goal to Learn: Have allies use your conjured weapons or tools 50 times.

Description:


When used with a Primary ability that creates a conjured object, construct, or weapon, that conjuration gains autonomy. It acts at the start of each of your turns without needing commands.


The conjured object gains AP equal to your INT. It uses this AP to perform actions associated with its base ability (such as firing, slashing, etc.).


You assign a simple behavior when created (e.g., attack nearest enemy, target lowest HP, shoot airborne foes, hold area).


You can have only one Automated conjuration active at a time. Creating a new one ends the previous.


Prerequisites: 1 Creation Ability Learned

Conjure: Being

Category: Warper
Attribute: INT
Cost: 4 AP
Recharge: 19-20

Goal to Learn: Successfully command a Lesser Being you conjured to take actions 50 times in combat.

Description:


You summon an advanced autonomous construct capable of offense or support.


Form:
Medium character, visually unique to your design.
Choose Mechanical or Organic when summoned.


Mind & Behavior:

  • Understands basic language commands (cannot speak)

  • Acts independently on its own initiative

  • Prioritizes your safety and mission intent

  • Can wield equipment you provide

  • Immune to Pressure effects from characters

Stats:

  • Each attribute starts at 1

  • Distribute 25 + your INT across the six attributes on summon

  • Gain 5 points to assign to Skill and Weapon Proficiencies

Abilities:

  • Gains 1 ability per 3 INT you have

  • The construct must meet prerequisite requirements

Duration:

  • Persists until reduced to 0 HP or dismissed

  • While active, this ability cannot be recharged

Limit:
Only one Being-line construct may exist at a time.


Prerequisite: Conjure: Lesser Being

Conjure: Cover

Category: Support
Attribute: INT
Cost: 2 AP
Recharge: 5-6

Goal to Learn: Successfully protect yourself or an ally from harm 5 times using this ability. While this goal is set, you can use the ability. Roll a d10; on a 6–10, the conjuration succeeds.

Description:


You conjure a solid wall of energy, metal, stone, or another thematic material appropriate to your character. 


The wall appears within 30 feet and is up to 10 feet long, 5 feet high, and 1 foot thick. 


The wall lasts for a number of minutes equal to your INT. 


The wall is stationary and considered Half Cover. The GM may grant Three-quarters or Full Cover based on angle, placement, and size.


Prerequisite: None

Conjure: Drone

Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 9-10

Goal to Learn: Maintain at least 3 creation abilities at once for at least 3 rounds.

Description:


You summon a small autonomous drone that hovers within 30 feet of you.


It can travel 100 feet away from you for every 3 INT you have. It lasts until destroyed or dismissed and has the following:

HP: 5 × INT

GP: 2 × INT

AP: INT

Movement: 40 ft per AP (flying)


On each of your turns, you may command the drone. It will then use it's own AP to act on your turn.


Light (1 AP): Emit light in a 30 ft cone. This light can be deactivated for no AP cost.


Search (2 AP): The Drone uses your Deduction or Perception proficiency level and rolls with advantage. You are immediately notified of the search's results, regardless of distance.


Delivery (2 AP): The drone can pick up 1 medium or smaller item. It can use the item on other characters or drop it for them.


Message (1 AP): The drone can store 1 recorded 5 images or a voice message of 2 minutes or less. It can then project the recorded information.


Attack (2 AP): The drone can use weapons that are built into it's construction upon summoning. It must be combined with Conjure: Weapon as it's secondary to use the weapon.


Prerequisite: Conjure: Tool

Conjure: Greater Being

Category: Warper
Attribute: INT
Cost: 6 AP
Recharge: 20

Goal to Learn: Successfully maintain a Conjure: Being construct through 10 full combat encounters.

Description:


You conjure a formidable, highly advanced construct.


Form:
Medium or Large character, visually unique to your design.
Choose Mechanical or Organic when summoned.


Mind & Communication:

  • Fully understands all languages you know

  • Cannot speak, but communicates telepathically with you

  • Interprets vague commands with initiative and creativity

Behavior:

  • Acts independently on its own initiative

  • Adapts tactics based on battlefield conditions and your intent

  • Prioritizes your safety and mission goals

  • Immune to Pressure effects from characters

Stats:

  • Each attribute starts at 1

  • Distribute 35 + your INT across the six attributes when summoned

  • Gain 10 points to assign to Skill and Weapon Proficiencies

Abilities:

  • Gains 1 ability per 2 INT you have

  • Must meet prerequisites for chosen abilities

Duration:

  • Persists until reduced to 0 HP or dismissed

  • While active, this ability cannot be recharged

Limit:
Only one Being-line construct may exist at a time.


Prerequisite: Conjure: Being

Conjure: Lesser Being

Category: Warper
Attribute: INT
Cost: 2 AP
Recharge: 9-10

Goal to Learn: Successfully use creation abilities to overcome an obstacle or event 20 times.

Description:


You summon a loyal construct formed from warped energy and shaped by your intent. It assists you both in and out of combat, acting as a basic autonomous companion.


Form:
Small character, visually unique to your design.
Choose Mechanical or Organic when summoned.


Mind & Behavior:

  • Understands simple verbal commands

  • Follows spoken orders given on your turn

  • Acts independently to defend you if not commanded

  • Takes its turn immediately after yours

  • Friendly toward you and your allies

  • Immune to Pressure effects from characters

Stats:

  • Each attribute starts at 1

  • Distribute 15 + your INT across the six attributes when summoned

  • Gain 1 Skill Proficiency

Abilities:

  • Gains 1 ability per 4 INT you have

  • Must meet prerequisites for chosen abilities

Duration:

  • Persists until reduced to 0 HP or dismissed

  • Cannot be re-summoned or recharged while active

Limit:
Only one Being-line construct may exist at a time.


Prerequisite:  1 Creation Ability Learned

Conjure: Tool

Category: Warper
Attribute: INT
Cost: 1 AP

Goal to Learn: Successfully conjure items 50 times. While this goal is set, you can use this ability. Roll a d10. On a 6–10, the item is successfully conjured.

Description:


You conjure a small, non-living object into existence. The object can take up no more than 1 item slots. It persists for 1 + your INT rounds before vanishing. You can refresh its duration by using this ability again before an item vanishes, so that you don't have to make another.


You can maintain a number of conjured items equal to half your INT (rounded up).


Items must be simple in form and function (e.g., rope, skateboard, cup), and cannot contain complex mechanisms unless otherwise allowed by your GM. Conjured items are visibly unstable or ethereal in design, identifying them as temporary constructs.


Your GM may allow larger items to be conjured for narrative flavor depending on the situation.


Prerequisite: None

Conjure: Turret

Category: Warper
Attribute: INT
Cost: 2 AP
Recharge: 12

Goal to Learn: Attack with a conjured ranged weapon 50 times in combat.

Description:


You conjure a stationary, mechanical turret designed to be operated by a willing character.


The turret is a mounted weapon emplacement, appearing in an unoccupied space within 30 feet of you.


Entering or leaving the turret's control zone costs 5 feet of movement. A character can operate the turret using a basic Attack on its turn.


The turret uses the operating characters Assault Rifle Proficiency for attack rolls and deals 3d8 Piercing damage on a hit.


Its Ammo Capacity is 10 times your INT. The weapon range of the turret is 30-120 feet


A manned turret provides half cover to the operator from the front arc, and quarter cover from the sides.


It has HP equal to 5 x your INT and Toughness equal to your INT.


The turret lasts for 5 rounds, until destroyed, or until it spends all of its ammo. You can dismiss it as a free action.


Prerequisite: Conjure: Weapon

Conjure: Vehicle

Category: Warper
Attribute: INT
Cost: 4 AP
Recharge: 11-12

Goal to Learn: Conjure and use carriable vehicles (e.g. Skateboards, Roller Blades) using Conjure: Tool 20 times.

Description:


You summon a vehicular construct that matches one that you have Piloting proficiency for. The vehicle lasts for a number of minutes equal to your INT. 


The tier of vehicles increases by 1 for every 4 INT you have.  You can choose from the vehicles list or work with your GM to make your own.


Prerequisite: Conjure: Tool

Conjure: Weapon

Category: Warper
Attribute: INT
Cost: 2 AP

Goal to Learn: Successfully conjure and use items 25 times in combat.

Description:


You conjure a melee or ranged weapon of your design into your hands, or the hands of a willing ally within 5 feet. It can take any standard weapon form (e.g., sword, axe, bow, rifle) and is treated as a mundane weapon. You can combine this ability with an Elemental Manipulation ability to change its damage type.


Ammo (if ranged): Ranged weapons created this way do not come with ammo. Knowing this ability allows you to use Conjure: Tool to create a clip or magazine to load into a ranged weapon. You can use Conjure: Tool to load the ammo directly into the ranged weapon or reload manually. Excess ammo disappears when the weapon does.


Conjured weapons you are wielding last until you dismiss them. Out of your hands, the weapon lasts for a number of rounds equal to your INT. You may have a number of conjured weapons active at a time equal to half your INT(rounded up). 


You may freely dismiss a conjured weapon. Creating a new conjured weapon while at your maximum limit replaces the oldest one.


Prerequisites: Conjure: Tool

Create Water

Category: Warper
Attribute: —
Cost: 1 AP
Recharge: 6

Goal to Learn: Successfully use this to create water 10 times. While this goal is set, you can use the ability. Roll a d10; on a 6–10, the conjuration succeeds.

Description:


Conjure up to 10 gallons of clean, drinkable water at a point within 30 feet. You may divide the water across containers or objects within range as you wish. If not stored, you choose the form that the water appears in. The water does not deal damage or force movement, and falls naturally over the terrain.


If this ability is combined with other abilities, the delivery method of that ability (its shape, range, and area of effect) is replaced by the chosen form of the water.


Stream: The water manifests as a high-pressure jet or a steady, directional current. This form is capable of clearing floor-based hazards like grease, acid, or debris within a 15-foot line. Characters within the 15 foot line become wet.


Mist: The water atomizes into a thick, heavy vapor that hangs in the air, creating a 10-foot radius sphere of Light Obscurement. Characters inside the mist gain a +2 bonus to Evasion rolls against ranged attacks and abilities, though their own sight range is reduced to 10 feet. The mist hangs in the air for a number of turns equal to half your INT (rounded up).


Rain: A sudden, rhythmic downpour falls over a 10-foot radius, 20 foot tall cylinder. All characters and objects in the area become Wet.


Vapor: The water is released as a warm, humid gas. This form can be used to instantly dilute and neutralize airborne toxins or gas-based hazards within a 10-foot radius, making the air safe to breathe. The vapor hangs in the air for a number of turns equal to half your INT (rounded up).


Prerequisites: None

Dimension Pocket

Category: Support
Attribute: INT
Cost: 1 AP

Goal to Learn: Conjure 20 different items using Creation abilities.

Description:


You open a personal subspace storage, a stable dimensional pocket tethered to your presence. You may access it at will to store or retrieve items.


You gain a separate inventory that can hold a number of item slots equal to your INT. Items stored in this pocket are inaccessible to others unless you allow it.


Accessing the Dimension Pocket to store or retrieve an item costs 1 AP, regardless of the item’s size.


Items remain in the pocket even if you fall unconscious or die, and the pocket becomes inaccessible until you recover or are revived.


This ability does not increase your normal carrying capacity and cannot store living beings, active constructs, or volatile substances unless stored properly.


Prerequisites: Conjure: Tool

Imbue Personality

Category: Support
Attribute: INT
Cost: 3 AP
Recharge: 9-10

Goal to Learn: Have a conjured construct survive for 30 days.

Description:


You give a non-living object within 30 feet a “semblance of life.” The object gains a 30 ft movement speed and behaves based on a chosen Personality Template, listed below, on your turn. This effect lasts a number of rounds equal to your INT.


Protector: Increases an adjacent allies maximum GP by +2.

Helper: Follows an ally and grants +2 to one skill check they make per turn.

Aggressor: Harasses a chosen enemy, inflicting –2 to their next Attack Roll.

Mischief: Hinders enemy movement. Any character that starts its turn adjacent to the object must pass Acrobatics vs your INT or be Hamstrung.


By using this ability once a day for 7 days, on an object that has important or sentimental value to you, it may become permanently affected by this ability. 


On such an occasion, it gains all of the effects instead of just one, gains the ability to speak, and becomes an NPC.


Prerequisites: None

Orbit Star

Category: Warper
Attribute: INT
Cost: 3 AP
Recharge: 11-12

Goal to Learn: Create a construct that lands 20 attacks in combat.

Description:


You conjure a floating, orbiting construct of your visual design, that hovers within 5 feet of you and moves with you. 


It has the following:

HP: 5 × your INT

GP: Your INT

AP: Your INT


It acts on your turn and uses its AP to make ranged attacks based on its design at a range of 15-60 ft. On a hit, it deals 1d4 damage of your choice of Bludgeoning, Piercing, or Slashing. 


Combining Orbit Star with another ability changes its attacks to the effect of the secondary ability. If the combined ability has a Recharge Rate, the Orbit Star rolls to recharge it as normal during your Recharge Phase.


This construct takes 5 damage at the start of each of your turns. Whenever it is reduced to 0 HP, it disappears.


Prerequisites: Conjure: Weapon

Phantasm

Category: Warper
Attribute: INT
Cost: 3 AP

Goal to Learn: Use Creation abilities with AP granted by Flow 10 times.

Description:


You conjure a tangible phantasm of yourself within 10 feet of you. It uses your Skill and Weapon Proficiency levels and may use any of your abilities that do not have a Recharge Rate, consuming its own AP and RP as normal.


Each phantasm uses your attributes, but has only 1 HP. The phantasm is under your control, takes its turn immediately after yours, and lasts for a number of rounds equal to half your INT (rounded up).


You can have 1 active phantasm for every 3 INT you have. The phantasm cannot use the Phantasm ability. When the phantasm uses all of its AP or RP, it dissipates.


Phantasms are visually distinct from you and cannot be mistaken for the original. They can be targeted, damaged, and affected by terrain or area effects.


Prerequisites: 1 Creation Ability Learned

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