Starting Feats:

Regional Armor: Modular Armor or Natural Armor feat is granted based on the character’s culture.

Simple Melee Weapons: Character can wield simple melee weapons without penalty.

Guns: Allows the character to effectively wield small guns (one handed) without penalty.

Martial Arts: While engaged in melee the character gains 2 to hit or to defense, the bonus is not applied until the player announces this intention.

Humanoid Anatomy: Character possesses an intimate knowledge of humanoid anatomy and can aid vitality recovery on days off to persons under his care (+1). 2 vitality is recovered immediately when a character has his wounds bound by a character with this feat.

Psychokinetic Arts (Will+CR+1d10) Ranged Damage/Caster

Level Ranks of Mastery Creative Roll Ability
1 1 +1 Defensive Response: +2 Shields, No shield battery required.
2 1 +2 Trajectory Arching: +2 to Hit with Ranged Weapons.
3 2 +2 Force Wall
4 1 +3 Defensive Response: +3 Shields, No shield battery required.
5 1 +4 Mind Bullets: The Templar gains an additional attack per round, propelling tiny objects at a rate approaching that of bullet fire. This attack deals one damage and is effected normally by a critical roll.
6 2 +4 Warp Field
7 1 +5 Defensive Response: +4 Shields, No shield battery required.
8 1 +6 Trajectory Arching: +3 to Hit and +1 to Critical Threat with Ranged Weapons.
9 2 +6 Player Designed Ability
10 1 +7 Defensive Response: +6 Shields, No shield battery required.
11 1 +8 Mind Bullets: Mind Bullets may now attack twice per round.
12 2 +8 Psychic Blade
13 1 +9 Defensive Response: +8 Shields, No shield battery required.
14 1 +10 Trajectory Arching: +4 to Hit, +1 to Critical Threat, and +1 to the Critical Damage Multiplier of Ranged Weapons.
15 2 +10 Contra Gravity
16 2 +11 -
17 2 +12 -
18 2 +13 -
19 2 +14 -
20 2 +15 -

Force Wall: This ability allows the Templar to generate a two-dimensional plane of force. This plane can be made in any shape and has a surface area and duration based on the character’s ability roll. Surface area is a directly derived from the roll in square feet and the duration amounts to half that in rounds. The plane of force may appear in a fixed location at any angle to create bridges or ramps, seal portals and passages or freestanding for cover against enemy ranged attacks. The wall itself is nearly invisible but light reacts to it similarly as it does a pane of glass. The Templar may have one Force Wall erected at a time.

Warp Field: The Templar causes molecules in an object to shift against each other rapidly causing the material to warp at a molecular level. This “molecular agitation” affects materials differently depending on their structure. Warp may be channeled by the caster or simply cast. Channeled, the caster must focus on maintaining the warp field for as long as he desires, cast the warp field only occupies a few moments of the Templar’s concentration. In either case the warp field persists for 2 rounds after the Templar’s concentration is broken.

Brittle structures such as mineral matter, glass, ablative armor tend to flake and crack. When used against a target’s armor the ability must be rolled against the target’s Tech Defense; a successful roll reducing the effectiveness of the target’s armor by 2 per round of warping, a non-successful roll reduces the targets armor by 2.

Firm structures such as most metals, rubbers and plastics tend to heat up considerably and contort (in the case of metals) or ignite (in the case of oil based polymers). Used against a target’s weapon the caster must roll against the target’s Tech Defense: a successful roll resulting in the weapon becoming too hot to comfortably handle resulting in a cumulative hit penalty with that weapon of 2 per round, after the 4th round the weapon is too hot to be carried and must be discarded moving parts have warped beyond the point of functionality and blades are significantly dulled. Should the roll be unsuccessful the weapon will become uncomfortable to use resulting in a hit penalty of 2 for the duration of the warp field.

Organic tissue will suffer wide spread tearing and damage to cellular organs on a microscopic level, appearing as bruising, internal bleeding and even isolated necrosis to the naked eye. Against tissue the ability must be rolled against the target’s Physical Fortitude. Success results in 1 physical damage to the target every round and debilitating pain in the third round causing the target to fall prone until the warp field dissipates. Unsuccessful rolls result in 1 damage per round over three rounds.

Psychic Blade: The Templar can produce a two dimensional circle of force approximately one foot in diameter which can cut, as a circular saw, through nearly any substance. Harder materials sometimes take longer to cut. In combat this circle can be projected in a straight line up to 50 yards, any target coming into contact with the blade must make an active combat defense roll or take 1d6 damage. If the defense roll is a natural 1 the target takes an additional 3 damage and must succeed a physical fortitude defense roll or be sliced completely in half, insta-death.

Contra Gravity: The Templar is capable of exerting so much force with his mind that he may artificially nullify gravity in a circular area causing objects in the area to seem weightless. Creatures and objects begin to float hap-hazardously until they pass out of the field of contra gravity or until it ends, at which point they plummet back to the ground. Targets are not stationary and are subject to any inertia they may have possessed entering the field, similarly they are subject to being tossed around by wind or objects striking them. The radius and duration of the field are determined by an ability roll. The radius is as many feet as rolled and the duration is half that in rounds. When a flying creature passes through the field they must perform an active tech defense roll against the roll of the field or become disoriented and temporarily loose control of their flight.

Psychosomatic Sciences (Con+CR+1d10) Melee Tank

Level Ranks of Mastery Creative Roll Ability
1 1 +1 Heartiness: +2 Vitality
2 1 +2 Claws: Unarmed melee attacks deal 1d3 actual damage.
3 2 +2 Paralytic Saliva
4 1 +3 Heartiness: +1 Vitality regeneration per round. Does not persist through death.
5 1 +4 Fitness: +1 Ranged, +2 Melee hit
6 2 +4 Acuity
7 1 +5 Heartiness: +4 Vitality
8 1 +6 Fangs: If both unarmed melee attacks hit then the Templar may attempt a bite attack dealing 1d6 damage. A critical strike deals normal damage but causes the target to bleed for 1 damage per round until the wound can be bound.
9 2 +6 Player Designed Ability
10 1 +7 Heartiness: +2 Vitality regeneration per round. Does not persist through death.
11 1 +8 Fitness: +2 Ranged, +4 Melee hit
12 2 +8 Sympathetic Healing
13 1 +9 Heartiness: +7 Vitality
14 1 +10 Ferocity: Critical threat of all attacks is increased by 1.
15 2 +10 Monstrous Transformation
16 2 +11 -
17 2 +12 -
18 2 +13 -
19 2 +14 -
20 2 +15 -

Paralytic Saliva: Once per encounter the Templar can prepare one dose of saliva with a paralytic toxin that may cause temporary blindness or coma. This dose must be used within 10 rounds of creation or it is reabsorbed into the Templar’s body chemistry. This paralytic saliva may be delivered in a number of ways the two primary ways are with a spit or with a bite. When spit the toxin can only affect the eyes. Spitting requires a ranged attack roll and then an ability roll to determine the effectiveness of the toxin. Successfully rolled against the target’s Physical Fortitude defense the spit will cause blindness in the target for 1d4+2 hours rendering them helpless and prone, unsuccessful rolls cause the target’s eyes to sting for a round prompting inaction or a hit penalty of 4 for 2 rounds. If delivered in a bite attack the target will become lethargic the next round and collapse into a coma-like sleep for 3d20 hours if the ability roll was successful, unsuccessful rolls cause the target to become lethargic for an hour causing a penalty to hit and defense of 2.

Acuity: Three times a day the Templar can control the unconscious functions of his body to such a degree that he may temporarily force an adrenal response in his sense organs. When this ability is rolled (CON+CR+1d10) the Templar gains the total to distribute evenly across his sense checks or half of that to one sense check, this functions for all sense checks for the duration of the ability. In combat the added sensory acuity provides a defense bonus of 2. In either use of the ability it lasts 3 rounds.

Sympathetic Healing: Twice a day the Templar may invoke within his own body functions a fast tracked healing regiment. While the regiment is active the Templar becomes fatigued and lethargic, healing vitality in an amount equal to his creative roll over the course of an hour and significantly weakening natural poisons and diseases in the body but not cleansing them completely. Interestingly this ‘healing trance’ is sympathetic. That is, others who maintain flesh contact find their bodies reacting similarly to the Templar’s. In the case that the Templar is using this ability to heal others than himself the amount of healing is divided between the involved parties. The trance maybe be broken voluntarily once the Templar and any others participating have completely healed their vitality but not before.

Monstrous Transformation: Once per day the Templar may voluntarily undergo a monstrous transformation. After one round of transformation the Templar’s body has changed substantially augmenting his appearance and physical characteristics as well as his close combat effectiveness. In his monstrous form he gains the following: +4 STR, +2 to defenses, +12 Vitality, and +2 Vitality regeneration per round. His running speed, vertical and horizontal leap are doubled. Finally he may make an additional 4 unarmed melee attacks per round, and for every two of these attacks connecting on a single target the bite attack may be performed and is indefensible and causes the Templar to be healed for the total bite damage target. The transformation lasts a number of rounds equal to his creative roll or until canceled by the caster. The transformation automatically reverts if the Templar loses consciousness.

Empathic Arts (Cha+CR+1d10) Caster

Level Ranks of Mastery Creative Roll Ability
1 1 +1 Will Bending: +2 defense against enemies with a mind.
2 1 +2 Awareness: Templar identifies spells by watching the casting.
3 2 +2 Project Emotion
4 1 +3 Psychic Whip: All attacks in any chosen round may be made with the Templar’s Mind instead. Psychic Whip is rolled as a spell against the targets mental fortitude, dealing 1d3 damage. No critical effect.
5 1 +4 Intuit Weaknesses: +1 to hit.
6 2 +4 Phantasm
7 1 +5 Psychic Lash: The two enemies nearest the target of a successful Psychic Whip are also struck. Additionally, Psychic Whip deals 1d4 damage instead of 1d3.
8 1 +6 Will Bending: +2 defense against enemies with a mind (3).
9 2 +6 Player Designed Ability
10 1 +7 Awareness: Templar intuits magical or otherwise special gear being used against him.
11 1 +8 Intuit Weaknesses: +2 to hit.
12 2 +8 Read Object
13 1 +9 Awareness: Enemies gain no bonuses from surprising the Templar in combat.
14 1 +10 Psychic Oppression: On the roll of a natural 10 the Psychic Whip ability causes all affected targets to cower in the presence of the Templar for as many rounds as damage done.
15 2 +10 Dominate
16 2 +11 -
17 2 +12 -
18 2 +13 -
19 2 +14 -
20 2 +15 -

Project Emotion: This ability may be used in two ways. First, three times a day the Templar may project an overwhelming emotion on a target. This ability is rolled against the target’s mental fortitude defense and if successful causes the target to be overwhelmed with the chosen emotion. The natural roll of a 1 on this roll means that regardless of success the target is aware that the Templar is supernaturally the cause of this surge of emotion and will take the gesture into account when reacting. An unsuccessful roll results in no effect. If this ability is used more than three times in a day the Templar begins to suffer from intense mood swings possibly altering his judgment, like how women are. The second effect may be used once a day unless the first way of the ability has been used three times in the day already and causes the Templar to enter a defensive meditation. By projecting an increased focus to himself and his allies he can increase their effectiveness in combat while increasing his own defense considerably. The Templar himself can move, make most other actions at normal speed and defend himself but may not attack in any way, while the meditation is in effect he gains +5 to his defenses. His allies, a number totaling his creative roll within 100 yards, gain a bonus of 1 to hit, defense and damage, and an additional +1 if they are near another affected by the meditation. This ability lasts until canceled and for the purposes of determining his emotional stability counts as 3 castings of the first Project Emotion ability, totaled after the spells duration.

Phantasm: The Templar can fool the senses of a target individual causing them to react as if they were seeing, smelling and hearing something other than what is actually happening. The Phantasm must be described by the player and is rolled against the mental fortitude of the target. The natural roll of a 1 on this roll means that regardless of success the target is aware that the Templar has supernaturally changed the environment somehow and will take the gesture into account when reacting. An unsuccessful roll results in no effect.

Read Object: The Templar can feel the nature of an object by handling it; understanding its unique properties if any exist.

Benchmark Roll Identifiable
12 Mundane items of purpose or sentiment, keys, photos, etc.
16 Minor enchantments, +1, charged rods, technology.
20 High-tech equipment, naturally magical objects.
25 Major Enchantments, +3.
30+ Artifact Items, Relics, Intelligent Objects.
+5-7 Cursed Items.

Dominate: Once per day the Templar can oppressively dominate the mind of another creature forcefully bending it their will. The domination is so forceful and invasive that the dominated target always knows who has imprisoned them within their own bodies. Rolled against the target’s mental fortitude a Templar can maintain his hold on an intelligent creature for one day, super intelligent creatures for 6 hours, and creatures of animal intelligence for up to 72 hours. If the duration is up and the Templar wishes to maintain his hold he may option to carry over his previous roll rather than roll again against the target’s defense. For every month that an intelligent creature is held this way they suffer 1 point of permanent damage to their intelligence. An unsuccessful roll results in an extreme but temporary disorientation.

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