@opencharacter/swn-revised 0.1.0 → 0.2.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (78) hide show
  1. package/README.md +64 -10
  2. package/content/classes/adventurer.yaml +2 -0
  3. package/content/classes/expert.yaml +2 -0
  4. package/content/classes/psychic.yaml +6 -6
  5. package/content/classes/warrior.yaml +2 -0
  6. package/content/foci/psychic-training.yaml +1 -0
  7. package/content/foci/specialist.yaml +1 -1
  8. package/content/foci/wild-psychic-talent.yaml +1 -0
  9. package/content/kits/barbarian.yaml +17 -0
  10. package/content/kits/blade.yaml +17 -0
  11. package/content/kits/civilian.yaml +12 -0
  12. package/content/kits/credits.yaml +11 -0
  13. package/content/kits/gunslinger.yaml +16 -0
  14. package/content/kits/hacker.yaml +18 -0
  15. package/content/kits/medic.yaml +18 -0
  16. package/content/kits/scout.yaml +19 -0
  17. package/content/kits/soldier.yaml +16 -0
  18. package/content/kits/technician.yaml +19 -0
  19. package/content/kits/thief.yaml +19 -0
  20. package/content/partial-classes/psychic.yaml +4 -6
  21. package/content/styles/expert-nimble.yaml +11 -0
  22. package/content/styles/expert-smart.yaml +11 -0
  23. package/content/styles/expert-smooth.yaml +11 -0
  24. package/content/styles/psychic-adept.yaml +11 -0
  25. package/content/styles/psychic-seer.yaml +11 -0
  26. package/content/styles/warrior-leader.yaml +11 -0
  27. package/content/styles/warrior-melee.yaml +11 -0
  28. package/content/styles/warrior-ranged.yaml +11 -0
  29. package/content/techniques/psychic-succor.yaml +16 -3
  30. package/content/weapons/advanced-bow.yaml +0 -2
  31. package/content/weapons/anti-vehicle-laser.yaml +0 -2
  32. package/content/weapons/combat-rifle.yaml +0 -2
  33. package/content/weapons/combat-shotgun.yaml +0 -2
  34. package/content/weapons/conversion-bow.yaml +0 -2
  35. package/content/weapons/crude-pistol.yaml +0 -2
  36. package/content/weapons/distortion-cannon.yaml +0 -2
  37. package/content/weapons/heavy-machine-gun.yaml +0 -2
  38. package/content/weapons/hydra-array.yaml +0 -2
  39. package/content/weapons/laser-pistol.yaml +0 -2
  40. package/content/weapons/laser-rifle.yaml +0 -2
  41. package/content/weapons/mag-pistol.yaml +0 -2
  42. package/content/weapons/mag-rifle.yaml +0 -2
  43. package/content/weapons/musket.yaml +0 -2
  44. package/content/weapons/plasma-projector.yaml +0 -2
  45. package/content/weapons/primitive-bow.yaml +0 -2
  46. package/content/weapons/railgun.yaml +0 -2
  47. package/content/weapons/revolver.yaml +0 -2
  48. package/content/weapons/rifle.yaml +0 -2
  49. package/content/weapons/rocket-launcher.yaml +0 -2
  50. package/content/weapons/semi-auto-pistol.yaml +0 -2
  51. package/content/weapons/shear-rifle.yaml +0 -2
  52. package/content/weapons/shotgun.yaml +0 -2
  53. package/content/weapons/sniper-rifle.yaml +0 -2
  54. package/content/weapons/spike-thrower.yaml +0 -2
  55. package/content/weapons/submachine-gun.yaml +0 -2
  56. package/content/weapons/thermal-pistol.yaml +0 -2
  57. package/content/weapons/thunder-gun.yaml +0 -2
  58. package/content/weapons/void-carbine.yaml +0 -2
  59. package/content/weapons/vortex-cannon.yaml +0 -2
  60. package/content/weapons/wheatcutter-belt.yaml +0 -2
  61. package/dist/i18n/en.js +1 -1
  62. package/dist/i18n/en.json +140 -85
  63. package/dist/index.js +1 -1
  64. package/dist/release.json +5068 -3511
  65. package/i18n/en/content.yaml +105 -63
  66. package/i18n/en/rules.yaml +35 -22
  67. package/pack.yaml +2 -2
  68. package/package.json +2 -2
  69. package/rules/advancement.yaml +30 -9
  70. package/rules/character.yaml +30 -5
  71. package/rules/checks.yaml +8 -2
  72. package/rules/combat.yaml +11 -2
  73. package/rules/creation.yaml +164 -366
  74. package/rules/gear.yaml +16 -4
  75. package/rules/layout.yaml +4 -2
  76. package/rules/psionics.yaml +64 -4
  77. package/rules/start.yaml +46 -32
  78. package/rules/tags.yaml +11 -0
package/dist/i18n/en.js CHANGED
@@ -1,2 +1,2 @@
1
1
  // Generated by pnpm build:packs. Do not edit.
2
- export default {"armor.armored-undersuit.name":"Armored Undersuit","armor.armored-vacc-suit.name":"Armored Vacc Suit","armor.assault-suit.name":"Assault Suit","armor.combat-field-uniform.name":"Combat Field Uniform","armor.deflector-array.name":"Deflector Array","armor.field-emitter-panoply.name":"Field Emitter Panoply","armor.force-pavis.name":"Force Pavis","armor.heavy-primitive-armor.name":"Full plate, layered mail","armor.icarus-harness.name":"Icarus Harness","armor.light-primitive-armor.name":"Leather jacks, thick hides, quilted armor","armor.medium-primitive-armor.name":"Cuirass, brigandine, linothorax, half-plate","armor.secure-clothing.name":"Secure Clothing","armor.security-armor.name":"Security Armor","armor.shield.name":"Primitive shield","armor.storm-armor.name":"Storm Armor","armor.vestimentum.name":"Vestimentum","armor.warpaint.name":"Warpaint","armor.woven-body-armor.name":"Woven Body Armor","backgrounds.barbarian.name":"Barbarian","backgrounds.clergy.name":"Clergy","backgrounds.courtesan.name":"Courtesan","backgrounds.criminal.name":"Criminal","backgrounds.dilettante.name":"Dilettante","backgrounds.entertainer.name":"Entertainer","backgrounds.merchant.name":"Merchant","backgrounds.noble.name":"Noble","backgrounds.official.name":"Official","backgrounds.peasant.name":"Peasant","backgrounds.physician.name":"Physician","backgrounds.pilot.name":"Pilot","backgrounds.politician.name":"Politician","backgrounds.scholar.name":"Scholar","backgrounds.soldier.name":"Soldier","backgrounds.spacer.name":"Spacer","backgrounds.technician.name":"Technician","backgrounds.thug.name":"Thug","backgrounds.vagabond.name":"Vagabond","backgrounds.worker.name":"Worker","classes.adventurer.choices.partials.prompt":"Partial classes (pick two)","classes.adventurer.name":"Adventurer","classes.expert.name":"Expert","classes.expert.options.reroll.name":"Reroll (Expert, once a scene)","classes.psychic.name":"Psychic","classes.warrior.actions.negate-hit.name":"Negate a hit (Warrior luck)","classes.warrior.actions.negate-hit.results.negated.name":"Hit negated","classes.warrior.name":"Warrior","classes.warrior.options.luck.name":"Turn the miss into a hit (Warrior luck)","cyberware.adrenal-suppression-pump.name":"Adrenal Suppression Pump","cyberware.adrenal-suppression-pump.state.active.name":"Active","cyberware.bioadaptation-augments.name":"Bioadaptation Augments","cyberware.body-arsenal-array.name":"Body Arsenal Array","cyberware.body-sculpting.name":"Body Sculpting","cyberware.dermal-armor.name":"Dermal Armor","cyberware.drone-control-link.name":"Drone Control Link","cyberware.eelskin-capacitor-mesh.name":"Eelskin Capacitor Mesh","cyberware.gecko-anchors.name":"Gecko Anchors","cyberware.ghost-talker-transceiver.name":"Ghost Talker Transceiver","cyberware.holdout-cavity.name":"Holdout Cavity","cyberware.holoskin-emitters.name":"Holoskin Emitters","cyberware.identity-submersion-trigger.name":"Identity Submersion Trigger","cyberware.immunofiltration-system.name":"Immunofiltration System","cyberware.induced-coma-trigger.name":"Induced Coma Trigger","cyberware.neurointruder-alert.name":"Neurointruder Alert","cyberware.panspectral-optics.name":"Panspectral Optics","cyberware.pressure-sheathing.name":"Pressure Sheathing","cyberware.prosthetic-limb.name":"Prosthetic Limb","cyberware.revenant-wiring.name":"Revenant Wiring","cyberware.slowtime-window.name":"Slowtime Window","cyberware.stabilization-overrides.name":"Stabilization Overrides","cyberware.tagger-nanites.name":"Tagger Nanites","cyberware.toxin-injector.name":"Toxin Injector","cyberware.twitchlock-actuators.name":"Twitchlock Actuators","gear.ammo-20-rounds.name":"Ammo, 20 rounds","gear.ammo-missile.name":"Ammo, missile","gear.atmofilter.name":"Atmofilter","gear.backpack-tl0.name":"Backpack (TL0)","gear.backpack-tl4.name":"Backpack (TL4)","gear.bezoar.name":"Bezoar","gear.binoculars-tl3.name":"Binoculars (TL3)","gear.binoculars-tl4.name":"Binoculars (TL4)","gear.bioscanner.name":"Bioscanner","gear.black-slab.name":"Black Slab","gear.brainwave.name":"Brainwave","gear.climbing-harness.name":"Climbing Harness","gear.comm-server.name":"Comm server","gear.compad.name":"Compad","gear.data-phase-tap.name":"Data phase tap","gear.data-protocol.name":"Data Protocol","gear.dataslab.name":"Dataslab","gear.field-radio.name":"Field Radio","gear.glowbug.name":"Glowbug","gear.grapnel-launcher.name":"Grapnel Launcher","gear.grav-chute-tl4.name":"Grav chute (TL4)","gear.grav-chute-tl5.name":"Grav chute (TL5)","gear.grav-harness.name":"Grav Harness","gear.hush.name":"Hush","gear.instapanel.name":"Instapanel","gear.lazarus-patch.name":"Lazarus Patch","gear.lift.name":"Lift","gear.line-shunt.name":"Line Shunt","gear.low-light-goggles.name":"Low Light Goggles","gear.medkit.name":"Medkit","gear.metatool.name":"Metatool","gear.navcomp.name":"Navcomp","gear.portabox.name":"Portabox","gear.postech-toolkit.name":"Toolkit (postech)","gear.power-cell-a.name":"Power cell, type A","gear.power-cell-b.name":"Power cell, type B","gear.pressure-tent.name":"Pressure Tent","gear.pretech-cosmetic.name":"Pretech Cosmetic","gear.pretech-toolkit.name":"Toolkit (pretech)","gear.psych.name":"Psych","gear.rations-1-day.name":"Rations, 1 day","gear.remote-link-unit.name":"Remote Link Unit","gear.reverie.name":"Reverie","gear.rope-tl0.name":"Rope, 20 meters (TL0)","gear.rope-tl4.name":"Rope, 20 meters (TL4)","gear.scout-report.name":"Scout Report","gear.solar-recharger.name":"Solar Recharger","gear.spare-parts.name":"Spare Parts","gear.squeal.name":"Squeal","gear.stiletto-charge.name":"Stiletto Charge","gear.storage-unit.name":"Storage Unit","gear.survey-scanner.name":"Survey Scanner","gear.survival-kit.name":"Survival Kit","gear.tailored-antiallergens.name":"Tailored Antiallergens","gear.telekinetic-generator.name":"Telekinetic Generator","gear.telescoping-pole.name":"Telescoping Pole","gear.thermal-flare.name":"Thermal Flare","gear.tightbeam-link-unit.name":"Tightbeam Link Unit","gear.trade-goods.name":"Trade Goods","gear.trade-metals.name":"Trade Metals","gear.translator-torc.name":"Translator Torc","gear.tsunami.name":"Tsunami","gear.vacc-fresher.name":"Vacc Fresher","gear.vacc-skin.name":"Vacc Skin","gear.vacc-suit.name":"Vacc Suit","partial-classes.expert.name":"Partial Expert","partial-classes.psychic.choices.discipline.options.biopsionics.name":"Biopsionics","partial-classes.psychic.choices.discipline.options.metapsionics.name":"Metapsionics","partial-classes.psychic.choices.discipline.options.precognition.name":"Precognition","partial-classes.psychic.choices.discipline.options.telekinesis.name":"Telekinesis","partial-classes.psychic.choices.discipline.options.telepathy.name":"Telepathy","partial-classes.psychic.choices.discipline.options.teleportation.name":"Teleportation","partial-classes.psychic.choices.discipline.prompt":"Psychic discipline","partial-classes.psychic.name":"Partial Psychic","partial-classes.warrior.name":"Partial Warrior","techniques.accelerated-succor.name":"Accelerated Succor","techniques.accelerated-succor.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.accelerated-succor.prerequisites.skill":"Biopsionics-3","techniques.alternate-outcome.name":"Alternate Outcome","techniques.alternate-outcome.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.alternate-outcome.prerequisites.skill":"Precognition-2","techniques.anguished-vision.name":"Anguished Vision","techniques.anguished-vision.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.anguished-vision.prerequisites.skill":"Precognition-3","techniques.burdened-apportation.name":"Burdened Apportation","techniques.burdened-apportation.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.burdened-apportation.prerequisites.skill":"Teleportation-2","techniques.cloak-powers.name":"Cloak Powers","techniques.cloak-powers.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.cloak-powers.prerequisites.skill":"Metapsionics-1","techniques.concert-of-minds.name":"Concert of Minds","techniques.concert-of-minds.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.concert-of-minds.prerequisites.skill":"Metapsionics-3","techniques.cursed-luck.actions.curse.name":"Curse a target","techniques.cursed-luck.actions.curse.results.cursed.name":"Cursed","techniques.cursed-luck.actions.throw-off.name":"Throw off Cursed Luck","techniques.cursed-luck.actions.throw-off.results.cursed.name":"Still cursed","techniques.cursed-luck.actions.throw-off.results.freed.name":"Thrown off","techniques.cursed-luck.name":"Cursed Luck","techniques.cursed-luck.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.cursed-luck.prerequisites.skill":"Precognition-3","techniques.deep-intrusion.name":"Deep Intrusion","techniques.deep-intrusion.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.deep-intrusion.prerequisites.skill":"Teleportation-4","techniques.destinys-shield.name":"Destiny's Shield","techniques.destinys-shield.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.destinys-shield.prerequisites.skill":"Precognition-2","techniques.effortless-apportation.name":"Effortless Apportation","techniques.effortless-apportation.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.effortless-apportation.prerequisites.skill":"Teleportation-3","techniques.facile-mind.name":"Facile Mind","techniques.facile-mind.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.facile-mind.prerequisites.skill":"Telepathy-1","techniques.far-thought.name":"Far Thought","techniques.far-thought.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.far-thought.prerequisites.skill":"Telepathy-2","techniques.flawless-mastery.name":"Flawless Mastery","techniques.flawless-mastery.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.flawless-mastery.prerequisites.skill":"Metapsionics-4","techniques.force-puppetry.name":"Force Puppetry","techniques.force-puppetry.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.force-puppetry.prerequisites.skill":"Telekinesis-4","techniques.forced-outcome.name":"Forced Outcome","techniques.forced-outcome.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.forced-outcome.prerequisites.skill":"Precognition-3","techniques.holistic-optimization-patterning.name":"Holistic Optimization Patterning","techniques.holistic-optimization-patterning.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.holistic-optimization-patterning.prerequisites.skill":"Biopsionics-4","techniques.impact-sump.name":"Impact Sump","techniques.impact-sump.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.impact-sump.prerequisites.skill":"Telekinesis-2","techniques.impervious-pavis-of-will.name":"Impervious Pavis of Will","techniques.impervious-pavis-of-will.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.impervious-pavis-of-will.prerequisites.skill":"Metapsionics-4","techniques.intuitive-response.name":"Intuitive Response","techniques.intuitive-response.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.intuitive-response.prerequisites.skill":"Precognition-1","techniques.invincible-stand.name":"Invincible Stand","techniques.invincible-stand.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.invincible-stand.prerequisites.skill":"Biopsionics-2","techniques.kinetic-transversal.name":"Kinetic Transversal","techniques.kinetic-transversal.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.kinetic-transversal.prerequisites.skill":"Telekinesis-1","techniques.major-organ-restoration.name":"Major Organ Restoration","techniques.major-organ-restoration.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.major-organ-restoration.prerequisites.skill":"Biopsionics-2","techniques.mastered-succor.name":"Mastered Succor","techniques.mastered-succor.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.mastered-succor.prerequisites.skill":"Biopsionics-1","techniques.memory-editing.name":"Memory Editing","techniques.memory-editing.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.memory-editing.prerequisites.skill":"Telepathy-4","techniques.metadimensional-friction.name":"Metadimensional Friction","techniques.metadimensional-friction.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.metadimensional-friction.prerequisites.skill":"Metapsionics-3","techniques.metamorph.name":"Metamorph","techniques.metamorph.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.metamorph.prerequisites.skill":"Biopsionics-3","techniques.mindtracing.name":"Mindtracing","techniques.mindtracing.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.mindtracing.prerequisites.skill":"Metapsionics-1","techniques.neural-trap.name":"Neural Trap","techniques.neural-trap.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.neural-trap.prerequisites.skill":"Metapsionics-2","techniques.not-my-time.name":"Not My Time","techniques.not-my-time.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.not-my-time.prerequisites.skill":"Precognition-4","techniques.offensive-apportation.name":"Offensive Apportation","techniques.offensive-apportation.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.offensive-apportation.prerequisites.skill":"Teleportation-4","techniques.oracle.name":"Oracle","techniques.organic-purification-protocols.name":"Organic Purification Protocols","techniques.organic-purification-protocols.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.organic-purification-protocols.prerequisites.skill":"Biopsionics-1","techniques.perceptive-dislocation.name":"Perceptive Dislocation","techniques.perceptive-dislocation.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.perceptive-dislocation.prerequisites.skill":"Teleportation-2","techniques.personal-apportation.name":"Personal Apportation","techniques.pressure-field.name":"Pressure Field","techniques.pressure-field.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.pressure-field.prerequisites.skill":"Telekinesis-1","techniques.proficient-apportation.name":"Proficient Apportation","techniques.proficient-apportation.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.proficient-apportation.prerequisites.skill":"Teleportation-1","techniques.prophecy.name":"Prophecy","techniques.prophecy.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.prophecy.prerequisites.skill":"Precognition-4","techniques.psychic-refinement.name":"Psychic Refinement","techniques.psychic-static.name":"Psychic Static","techniques.psychic-static.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.psychic-static.prerequisites.skill":"Metapsionics-2","techniques.psychic-succor.name":"Psychic Succor","techniques.psychic-tutelage.name":"Psychic Tutelage","techniques.psychic-tutelage.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.psychic-tutelage.prerequisites.skill":"Metapsionics-3","techniques.quintessential-reconstruction.name":"Quintessential Reconstruction","techniques.quintessential-reconstruction.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.quintessential-reconstruction.prerequisites.skill":"Biopsionics-4","techniques.reactive-telekinesis.name":"Reactive Telekinesis","techniques.reactive-telekinesis.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.reactive-telekinesis.prerequisites.skill":"Telekinesis-3","techniques.reflex-response.name":"Reflex Response","techniques.reflex-response.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.reflex-response.prerequisites.skill":"Telepathy-3","techniques.remote-repair.name":"Remote Repair","techniques.remote-repair.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.remote-repair.prerequisites.skill":"Biopsionics-1","techniques.rift-reduplication.name":"Rift Reduplication","techniques.rift-reduplication.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.rift-reduplication.prerequisites.skill":"Teleportation-3","techniques.sense-the-need.name":"Sense the Need","techniques.sense-the-need.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.sense-the-need.prerequisites.skill":"Precognition-1","techniques.slip-field.name":"Slip Field","techniques.slip-field.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.slip-field.prerequisites.skill":"Telekinesis-2","techniques.spatial-awareness.name":"Spatial Awareness","techniques.spatial-awareness.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.spatial-awareness.prerequisites.skill":"Teleportation-1","techniques.spatial-synchrony-mandala.name":"Spatial Synchrony Mandala","techniques.spatial-synchrony-mandala.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.spatial-synchrony-mandala.prerequisites.skill":"Teleportation-2","techniques.stutterjump.name":"Stutterjump","techniques.stutterjump.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.stutterjump.prerequisites.skill":"Teleportation-3","techniques.suppress-cognition.name":"Suppress Cognition","techniques.suppress-cognition.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.suppress-cognition.prerequisites.skill":"Telepathy-2","techniques.surge-momentum.name":"Surge Momentum","techniques.surge-momentum.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.surge-momentum.prerequisites.skill":"Metapsionics-3","techniques.suspended-manifestation.name":"Suspended Manifestation","techniques.suspended-manifestation.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.suspended-manifestation.prerequisites.skill":"Metapsionics-2","techniques.synthetic-adaptation.name":"Synthetic Adaptation","techniques.synthetic-adaptation.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.synthetic-adaptation.prerequisites.skill":"Metapsionics-1","techniques.tangible-force-construct.name":"Tangible Force Construct","techniques.tangible-force-construct.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.tangible-force-construct.prerequisites.skill":"Telekinesis-3","techniques.telekinetic-armory.name":"Telekinetic Armory","techniques.telekinetic-armory.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.telekinetic-armory.prerequisites.skill":"Telekinesis-1","techniques.telekinetic-expertise.name":"Telekinetic Expertise","techniques.telekinetic-expertise.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.telekinetic-expertise.prerequisites.skill":"Telekinesis-2","techniques.telekinetic-flight.name":"Telekinetic Flight","techniques.telekinetic-flight.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.telekinetic-flight.prerequisites.skill":"Telekinesis-4","techniques.telekinetic-manipulation.name":"Telekinetic Manipulation","techniques.telekinetic-ram.name":"Telekinetic Ram","techniques.telekinetic-ram.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.telekinetic-ram.prerequisites.skill":"Telekinesis-3","techniques.telepathic-assault.name":"Telepathic Assault","techniques.telepathic-assault.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.telepathic-assault.prerequisites.skill":"Telepathy-3","techniques.telepathic-contact.name":"Telepathic Contact","techniques.teratic-overload.name":"Teratic Overload","techniques.teratic-overload.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.teratic-overload.prerequisites.skill":"Biopsionics-3","techniques.terminal-reflection.name":"Terminal Reflection","techniques.terminal-reflection.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.terminal-reflection.prerequisites.skill":"Precognition-1","techniques.thermokinesis.name":"Thermokinesis","techniques.thermokinesis.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.thermokinesis.prerequisites.skill":"Telekinesis-2","techniques.tissue-integrity-field.name":"Tissue Integrity Field","techniques.tissue-integrity-field.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.tissue-integrity-field.prerequisites.skill":"Biopsionics-2","techniques.transmit-thought.name":"Transmit Thought","techniques.transmit-thought.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.transmit-thought.prerequisites.skill":"Telepathy-1","techniques.unity-of-thought.name":"Unity of Thought","techniques.unity-of-thought.prerequisites.discipline":"A restricted psychic learns only their own discipline","techniques.unity-of-thought.prerequisites.skill":"Telepathy-4","weapons.advanced-bow.name":"Advanced Bow","weapons.anti-vehicle-laser.name":"Anti-Vehicle Laser","weapons.combat-rifle.name":"Combat Rifle","weapons.combat-shotgun.name":"Combat Shotgun","weapons.conversion-bow.name":"Conversion Bow","weapons.crude-pistol.name":"Crude Pistol","weapons.demo-charge.name":"Demo Charge","weapons.distortion-cannon.name":"Distortion Cannon","weapons.grenade.name":"Grenade","weapons.heavy-machine-gun.name":"Heavy Machine Gun","weapons.hydra-array.name":"Hydra Array","weapons.knife.name":"Knife","weapons.large-advanced-weapon.name":"Large Advanced Weapon","weapons.large-primitive-weapon.name":"Large Primitive Weapon","weapons.laser-pistol.name":"Laser Pistol","weapons.laser-rifle.name":"Laser Rifle","weapons.mag-pistol.name":"Mag Pistol","weapons.mag-rifle.name":"Mag Rifle","weapons.medium-advanced-weapon.name":"Medium Advanced Weapon","weapons.medium-primitive-weapon.name":"Medium Primitive Weapon","weapons.monoblade-knife.name":"Monoblade knife","weapons.monoblade-sword.name":"Monoblade sword","weapons.musket.name":"Musket","weapons.plasma-projector.name":"Plasma Projector","weapons.primitive-bow.name":"Primitive Bow","weapons.railgun.name":"Railgun","weapons.revolver.name":"Revolver","weapons.rifle.name":"Rifle","weapons.rocket-launcher.name":"Rocket Launcher","weapons.semi-auto-pistol.name":"Semi-Auto Pistol","weapons.shear-rifle.name":"Shear Rifle","weapons.shotgun.name":"Shotgun","weapons.small-advanced-weapon.name":"Small Advanced Weapon","weapons.small-primitive-weapon.name":"Small Primitive Weapon","weapons.sniper-rifle.name":"Sniper Rifle","weapons.spear.name":"Spear","weapons.spike-thrower.name":"Spike Thrower","weapons.stun-baton.name":"Stun Baton","weapons.submachine-gun.name":"Submachine Gun","weapons.suit-ripper.name":"Suit Ripper","weapons.thermal-knife.name":"Thermal knife","weapons.thermal-pistol.name":"Thermal Pistol","weapons.thunder-gun.name":"Thunder Gun","weapons.unarmed.name":"Unarmed attack","weapons.void-carbine.name":"Void Carbine","weapons.vortex-cannon.name":"Vortex Cannon","weapons.wheatcutter-belt.name":"Wheatcutter Belt","foci.alert.description":"You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\n\n***Level 1.*** Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\n\n***Level 2.*** You always act first in a combat round unless someone else involved is also this Alert.","foci.alert.name":"Alert","foci.armsman.description":"You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\n\n***Level 1.*** Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\n\n***Level 2.*** Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.","foci.armsman.name":"Armsman","foci.assassin.description":"You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\n\n***Level 1.*** Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\n\n***Level 2.*** You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.","foci.assassin.name":"Assassin","foci.authority.description":"You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\n\n***Level 1.*** Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\n\n***Level 2.*** Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.","foci.authority.name":"Authority","foci.close-combatant.description":"You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\n\n***Level 1.*** Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.\n\n***Level 2.*** The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.","foci.close-combatant.name":"Close Combatant","foci.connected.description":"You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.\n\n***Level 1.*** Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.\n\n***Level 2.*** Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.","foci.connected.name":"Connected","foci.die-hard.description":"You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero.\n\n***Level 1.*** You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon.\n\n***Level 2.*** The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from Heavy weapons or similar trauma.","foci.die-hard.name":"Die Hard","foci.diplomat.description":"You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\n\n***Level 1.*** Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\n\n***Level 2.*** Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.","foci.diplomat.name":"Diplomat","foci.gunslinger.description":"You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\n\n***Level 1.*** Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\n\n***Level 2.*** Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.","foci.gunslinger.name":"Gunslinger","foci.hacker.description":"You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control.\n\n***Level 1.*** Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.\n\n***Level 2.*** Your hack duration increases to 1d4+Program skill x 10 minutes. You have an instinctive understanding of the tech; you never need to learn the data protocols for a strange system and are always treated as familiar with it.","foci.hacker.name":"Hacker","foci.healer.description":"Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\n\n***Level 1.*** Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\n\n***Level 2.*** Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.","foci.healer.name":"Healer","foci.henchkeeper.description":"You have an distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options. You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.\n\n***Level 1.*** Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will be treated as Peaceful Humans from the Xenobestiary section of the book. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.\n\n***Level 2.*** Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as Martial Humans from the Xenobestiary section. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.","foci.henchkeeper.name":"Henchkeeper","foci.ironhide.description":"Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\n\n***Level 1.*** You have an innate Armor Class of 15 plus half your character level, rounded up.\n\n***Level 2.*** Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.","foci.ironhide.name":"Ironhide","foci.psychic-training.choices.discipline.options.biopsionics.name":"Biopsionics","foci.psychic-training.choices.discipline.options.metapsionics.name":"Metapsionics","foci.psychic-training.choices.discipline.options.precognition.name":"Precognition","foci.psychic-training.choices.discipline.options.telekinesis.name":"Telekinesis","foci.psychic-training.choices.discipline.options.telepathy.name":"Telepathy","foci.psychic-training.choices.discipline.options.teleportation.name":"Teleportation","foci.psychic-training.choices.discipline.prompt":"Discipline trained","foci.psychic-training.description":"You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\n\n***Level 1.*** Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\n\n***Level 2.*** When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.","foci.psychic-training.name":"Psychic Training","foci.psychic-training.prerequisites.psychic":"Psychics and Partial Psychics only","foci.savage-fray.description":"You are a whirlwind of bloody havoc in melee combat, and can survive being surrounded far better than most combatants.\n\n***Level 1.*** Gain Stab as a bonus skill. All enemies adjacent to you at the end of your turn whom you have not attacked suffer the Shock damage of your weapon if their Armor Class is not too high to be affected.\n\n***Level 2.*** After suffering your first melee hit in a round, any further melee attacks from other assailants automatically miss you. If the attacker who hits you has multiple attacks, they may attempt all of them, but other foes around you simply miss.","foci.savage-fray.name":"Savage Fray","foci.shocking-assault.description":"You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\n\n***Level 1.*** Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\n\n***Level 2.*** In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.","foci.shocking-assault.name":"Shocking Assault","foci.sniper.description":"You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\n\n***Level 1.*** Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\n\n***Level 2.*** A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.","foci.sniper.name":"Sniper","foci.specialist.choices.skill.options.administer.name":"Administer","foci.specialist.choices.skill.options.connect.name":"Connect","foci.specialist.choices.skill.options.exert.name":"Exert","foci.specialist.choices.skill.options.fix.name":"Fix","foci.specialist.choices.skill.options.heal.name":"Heal","foci.specialist.choices.skill.options.know.name":"Know","foci.specialist.choices.skill.options.lead.name":"Lead","foci.specialist.choices.skill.options.notice.name":"Notice","foci.specialist.choices.skill.options.perform.name":"Perform","foci.specialist.choices.skill.options.pilot.name":"Pilot","foci.specialist.choices.skill.options.program.name":"Program","foci.specialist.choices.skill.options.sneak.name":"Sneak","foci.specialist.choices.skill.options.survive.name":"Survive","foci.specialist.choices.skill.options.talk.name":"Talk","foci.specialist.choices.skill.options.trade.name":"Trade","foci.specialist.choices.skill.options.work.name":"Work","foci.specialist.choices.skill.prompt":"Specialist skill","foci.specialist.description":"You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a world-famous athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this focus more than once for different skills.\n\n***Level 1.*** Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.\n\n***Level 2.*** Roll 4d6 and drop the two lowest dice for all skill checks in this skill.","foci.specialist.name":"Specialist","foci.star-captain.description":"You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\n\n***Level 1.*** Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\n\n***Level 2.*** A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.","foci.star-captain.name":"Star Captain","foci.starfarer.description":"You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\n\n***Level 1.*** Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\n\n***Level 2.*** Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.","foci.starfarer.name":"Starfarer","foci.tinker.description":"You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\n\n***Level 1.*** Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\n\n***Level 2.*** Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.","foci.tinker.name":"Tinker","foci.unarmed-combatant.description":"Your empty hands are more dangerous than knives and guns in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding rifles and similar long arms, though you need at least one hand free to do so.\n\n***Level 1.*** Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage, don’t add it twice to this Shock damage.\n\n***Level 2.*** You know locks and twists that use powered servos against their wearer. Your unarmed attacks count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a Punch attack, you do an unmodified 1d6 damage.","foci.unarmed-combatant.name":"Unarmed Combatant","foci.unique-gift.description":"Whether due to exotic technological augmentation, a unique transhuman background, or a remarkable human talent, you have the ability to do something that’s simply impossible for a normal human. This is a special focus which serves as a catch-all for some novel power or background perk that doesn’t have a convenient fit in the existing rules. A transhuman who can function normally in lethal environments, a nanotech-laden experimental subject with a head full of exotic sensors, or a brilliant gravitic scientist who can fly thanks to their personal tech might all take this focus to cover their special abilities. It’s up to the GM to decide what’s reasonable and fair to be covered under this gift. If an ability is particularly powerful, it might require the user to take System Strain to use it, as described on page 32. As a general rule this ability should be better than a piece of gear the PC could buy for credits. The player is spending a very limited resource when they make this focus pick, so what they get should be good enough that they can’t just duplicate it with a fat bank account.","foci.unique-gift.name":"Unique Gift","foci.wanderer.description":"Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\n\n***Level 1.*** Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\n\n***Level 2.*** You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/ Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.","foci.wanderer.name":"Wanderer","foci.wild-psychic-talent.choices.power.prompt":"Wild talent: a level-0 core power or a stand-alone level-1 technique","foci.wild-psychic-talent.choices.second.prompt":"Wild talent: a second ability","foci.wild-psychic-talent.description":"Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training. Wild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\n\n***Level 1.*** Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\n\n***Level 2.*** You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.","foci.wild-psychic-talent.name":"Wild Psychic Talent","foci.wild-psychic-talent.prerequisites.not-psychic":"Not for Psychics or Partial Psychics","templates.trained-unarmed.name":"{base} (Unarmed Combatant)","actions.attack.name":"Attack","actions.attack.options.accept.name":"Keep the miss","actions.attack.params.modifier.name":"Modifier","actions.attack.params.targetAc.name":"Target's Armor Class","actions.attack.results.hit.name":"Hit","actions.attack.results.miss.name":"Miss","actions.attack.results.rolled.name":"Rolled","actions.attack.steps.luck.prompt":"The attack missed","actions.boost-attribute.name":"Improve an attribute","actions.boost-attribute.params.attribute.name":"Attribute","actions.boost-attribute.params.attribute.values.cha.name":"Charisma","actions.boost-attribute.params.attribute.values.con.name":"Constitution","actions.boost-attribute.params.attribute.values.dex.name":"Dexterity","actions.boost-attribute.params.attribute.values.int.name":"Intelligence","actions.boost-attribute.params.attribute.values.str.name":"Strength","actions.boost-attribute.params.attribute.values.wis.name":"Wisdom","actions.boost-attribute.results.boosted.name":"Improved","actions.boost-attribute.results.refused.name":"Not enough skill points, or too low a level","actions.commit-effort.name":"Commit Effort","actions.commit-effort.params.until.name":"Committed until","actions.commit-effort.params.until.values.day.name":"The next rest","actions.commit-effort.params.until.values.scene.name":"The end of the scene","actions.commit-effort.results.committed.name":"Committed","actions.create-character.name":"Build a 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package, or 2d6 × 100 credits","actions.sustain-technique.name":"Commit Effort while it lasts","actions.sustain-technique.results.committed.name":"Committed","actions.take-damage.name":"Take damage","actions.take-damage.params.amount.name":"Damage","actions.take-damage.results.taken.name":"Taken","actions.torch.name":"Torch","actions.torch.options.cha.name":"Charisma","actions.torch.options.con.name":"Constitution","actions.torch.options.dex.name":"Dexterity","actions.torch.options.int.name":"Intelligence","actions.torch.options.str.name":"Strength","actions.torch.options.wis.name":"Wisdom","actions.torch.results.chosen.name":"Lost a point of an attribute","actions.torch.results.constitution.name":"Lost a point of Constitution","actions.torch.results.harmless.name":"No harm done","actions.torch.results.wisdom.name":"Lost a point of Wisdom","actions.torch.steps.attribute.prompt":"Lose a point from which attribute?","actions.trigger-cyberware.name":"Trigger","actions.trigger-cyberware.results.failed.name":"Too much System Strain","actions.trigger-cyberware.results.triggered.name":"Triggered","actions.use-drug.name":"Use","actions.use-drug.results.applied.name":"Applied","actions.use-drug.results.failed.name":"No effect: too much System Strain","bands.attack.hit.name":"Hit","bands.attack.miss.name":"Miss","bands.attack.rolled.name":"Rolled","bands.check.failure.name":"Failure","bands.check.rolled.name":"Rolled","bands.check.success.name":"Success","bands.save.failure.name":"Failed","bands.save.success.name":"Saved","constraints.creation-class-background":"A new character needs a class and a background","constraints.creation-focus":"A new character needs a focus","constraints.creation-skill-cap":"No skill above level-1 at creation","constraints.focus-once":"This focus can be taken only once","constraints.psychic-skills":"Only psychics have psychic skills, and a Partial Psychic only their own discipline","creation.quick.description":"Pick from the quick creation tables: a class and style, a background, foci and a bonus skill.","creation.quick.name":"Quick character","creation.random.description":"Roll on every quick creation table for a ready-to-play character.","creation.random.name":"Random character","creation.standard.description":"Roll or assign attributes, take a background and its skills, then pick a class, foci and a hobby skill.","creation.standard.name":"Build a character","fields.ac.advanced.name":"AC against advanced weapons","fields.ac.value.name":"Armor Class","fields.attributes.boosts.name":"Attribute boosts bought","fields.attributes.cha.mod.name":"Charisma modifier","fields.attributes.cha.score.name":"Charisma","fields.attributes.cha.score.short":"CHA","fields.attributes.con.mod.name":"Constitution modifier","fields.attributes.con.score.name":"Constitution","fields.attributes.con.score.short":"CON","fields.attributes.dex.mod.name":"Dexterity modifier","fields.attributes.dex.score.name":"Dexterity","fields.attributes.dex.score.short":"DEX","fields.attributes.int.mod.name":"Intelligence modifier","fields.attributes.int.score.name":"Intelligence","fields.attributes.int.score.short":"INT","fields.attributes.str.mod.name":"Strength modifier","fields.attributes.str.score.name":"Strength","fields.attributes.str.score.short":"STR","fields.attributes.wis.mod.name":"Wisdom modifier","fields.attributes.wis.score.name":"Wisdom","fields.attributes.wis.score.short":"WIS","fields.combat.attackBonus.name":"Attack bonus","fields.credits.current.name":"Credits","fields.effort.active.name":"Effort held by techniques","fields.effort.available.name":"Effort","fields.effort.day.name":"Effort committed for the day","fields.effort.max.name":"Maximum Effort","fields.effort.scene.name":"Effort committed for the scene","fields.effort.torched.name":"Effort from torching","fields.encumbrance.level.name":"Encumbrance","fields.encumbrance.readied.name":"Readied items","fields.encumbrance.readiedLimit.name":"Readied limit","fields.encumbrance.stowed.name":"Stowed items","fields.encumbrance.stowedLimit.name":"Stowed limit","fields.henchmen.max.name":"Henchmen","fields.hp.current.name":"Hit points","fields.hp.max.name":"Maximum hit points","fields.hp.rolled.name":"Rolled hit points","fields.level.name":"Level","fields.movement.name":"Movement (meters)","fields.psionics.access.name":"Psychic","fields.psionics.access.values.none.name":"Not a psychic","fields.psionics.access.values.restricted.name":"Restricted (one discipline)","fields.psionics.access.values.unrestricted.name":"Unrestricted","fields.psionics.cursedLuck.name":"Under Cursed Luck","fields.psionics.discipline.name":"Discipline","fields.saves.evasion.name":"Evasion save","fields.saves.mental.name":"Mental save","fields.saves.physical.name":"Physical save","fields.scene.expertReroll.name":"Expert reroll used this scene","fields.scene.warriorLuck.name":"Warrior luck used this scene","fields.skillPoints.expert.name":"Non-combat skill points","fields.skillPoints.general.name":"Skill points","fields.skillPoints.psychic.name":"Psychic skill points","fields.skillPoints.training.name":"Psychic Training points","fields.skills.administer.level.name":"Administer","fields.skills.biopsionics.level.name":"Biopsionics","fields.skills.connect.level.name":"Connect","fields.skills.exert.level.name":"Exert","fields.skills.fix.level.name":"Fix","fields.skills.heal.level.name":"Heal","fields.skills.know.level.name":"Know","fields.skills.lead.level.name":"Lead","fields.skills.metapsionics.level.name":"Metapsionics","fields.skills.notice.level.name":"Notice","fields.skills.perform.level.name":"Perform","fields.skills.pilot.level.name":"Pilot","fields.skills.precognition.level.name":"Precognition","fields.skills.program.level.name":"Program","fields.skills.punch.level.name":"Punch","fields.skills.shoot.level.name":"Shoot","fields.skills.sneak.level.name":"Sneak","fields.skills.stab.level.name":"Stab","fields.skills.survive.level.name":"Survive","fields.skills.talk.level.name":"Talk","fields.skills.telekinesis.level.name":"Telekinesis","fields.skills.telepathy.level.name":"Telepathy","fields.skills.teleportation.level.name":"Teleportation","fields.skills.trade.level.name":"Trade","fields.skills.work.level.name":"Work","fields.skills.administer.credit.name":"Administer skill point credit","fields.skills.connect.credit.name":"Connect skill point credit","fields.skills.exert.credit.name":"Exert skill point credit","fields.skills.fix.credit.name":"Fix skill point credit","fields.skills.heal.credit.name":"Heal skill point credit","fields.skills.know.credit.name":"Know skill point credit","fields.skills.lead.credit.name":"Lead skill point credit","fields.skills.notice.credit.name":"Notice skill point credit","fields.skills.perform.credit.name":"Perform skill point credit","fields.skills.pilot.credit.name":"Pilot skill point credit","fields.skills.program.credit.name":"Program skill point credit","fields.skills.punch.credit.name":"Punch skill point credit","fields.skills.shoot.credit.name":"Shoot skill point credit","fields.skills.sneak.credit.name":"Sneak skill point credit","fields.skills.stab.credit.name":"Stab skill point credit","fields.skills.survive.credit.name":"Survive skill point credit","fields.skills.talk.credit.name":"Talk skill point credit","fields.skills.trade.credit.name":"Trade skill point credit","fields.skills.work.credit.name":"Work skill point credit","fields.skills.biopsionics.credit.name":"Biopsionics skill point credit","fields.skills.metapsionics.credit.name":"Metapsionics skill point credit","fields.skills.precognition.credit.name":"Precognition skill point credit","fields.skills.telekinesis.credit.name":"Telekinesis skill point credit","fields.skills.telepathy.credit.name":"Telepathy skill point credit","fields.skills.teleportation.credit.name":"Teleportation skill point credit","fields.strain.current.name":"System Strain","fields.strain.max.name":"Maximum System Strain","fields.strain.permanent.name":"Permanent System Strain","fields.strain.total.name":"Total System Strain","fields.xp.current.name":"Experience","fields.xp.next.name":"Experience for next level","followUps.level-up.description":"Enough experience for the next level","followUps.level-up.name":"Level up","groups.advancement-actions.label":"Creation and advancement","groups.advancement.label":"Advancement","groups.armor.label":"Armor","groups.attacks.label":"Attacks","groups.attributes.label":"Attributes","groups.background.label":"Background","groups.carrying.label":"Credits and encumbrance","groups.checks.label":"Checks and saves","groups.class.label":"Class","groups.combat.label":"Combat","groups.condition.label":"Condition","groups.cyberware.label":"Cyberware","groups.foci.label":"Foci","groups.gear.label":"Gear","groups.gear.sections.ammo-power.name":"Ammo and power","groups.gear.sections.communications.name":"Communications","groups.gear.sections.computing.name":"Computing gear","groups.gear.sections.field.name":"Field equipment","groups.gear.sections.pharmaceutical.name":"Pharmaceuticals","groups.gear.sections.tools-medical.name":"Tools and medical","groups.health-actions.label":"Health and rest","groups.psionic-actions.label":"Psionic actions","groups.psionics.label":"Psionics","groups.psychic-skills.label":"Psychic skills","groups.saves.label":"Saving throws","groups.skills.label":"Skills","groups.techniques.label":"Psionic techniques","groups.techniques.sections.0.name":"Core techniques","groups.techniques.sections.1.name":"Level-1","groups.techniques.sections.2.name":"Level-2","groups.techniques.sections.3.name":"Level-3","groups.techniques.sections.4.name":"Level-4","groups.weapons.label":"Weapons","headline":"{type_class} · {type_background}","situational.burst.name":"Burst fire","situational.executionShot.name":"Execution Attack or target shooting","situational.hacking.name":"Hacking","situational.negotiation.name":"Negotiation or diplomacy","situational.telepathy.name":"Against telepathy","tags.ac.name":"Armor Class","tags.attack.name":"Attack","tags.attack.punch.name":"Unarmed attack","tags.attack.shoot.name":"Ranged attack","tags.attack.stab.name":"Melee attack","tags.attr-mod.name":"Attribute modifier","tags.attribute.name":"Attribute","tags.check.administer.name":"Administer check","tags.check.biopsionics.name":"Biopsionics check","tags.check.connect.name":"Connect check","tags.check.exert.name":"Exert check","tags.check.fix.name":"Fix check","tags.check.heal.name":"Heal check","tags.check.know.name":"Know check","tags.check.lead.name":"Lead check","tags.check.metapsionics.name":"Metapsionics check","tags.check.name":"Skill check","tags.check.notice.name":"Notice check","tags.check.perform.name":"Perform check","tags.check.pilot.name":"Pilot check","tags.check.precognition.name":"Precognition check","tags.check.program.name":"Program check","tags.check.punch.name":"Punch check","tags.check.shoot.name":"Shoot check","tags.check.sneak.name":"Sneak check","tags.check.social.name":"Social skill check","tags.check.stab.name":"Stab check","tags.check.survive.name":"Survive check","tags.check.talk.name":"Talk check","tags.check.telekinesis.name":"Telekinesis check","tags.check.telepathy.name":"Telepathy check","tags.check.teleportation.name":"Teleportation check","tags.check.trade.name":"Trade check","tags.check.work.name":"Work check","tags.combat.name":"Combat","tags.creation.name":"Character creation","tags.damage.name":"Damage","tags.damage.nonlethal.name":"Non-lethal damage","tags.failed-check.name":"Failed check","tags.healing.name":"Healing","tags.health.name":"Health","tags.heavy.name":"Heavy","tags.initiative.name":"Initiative","tags.level-up.name":"Advancement","tags.melee.name":"Melee","tags.missed-attack.name":"Missed attack","tags.psionics.name":"Psionics","tags.ranged.name":"Ranged","tags.save.evasion.name":"Evasion save","tags.save.mental.name":"Mental save","tags.save.name":"Saving throw","tags.save.physical.name":"Physical save","tags.skill.combat.name":"Combat skill","tags.skill.general.name":"Non-combat skill","tags.skill.name":"Skill","tags.skill.psychic.name":"Psychic skill","tags.strain.name":"System Strain","tags.torch.name":"Torching","tags.unarmed.name":"Unarmed","techniques.psychic-succor.actions.succor.name":"Psychic Succor","techniques.psychic-succor.actions.succor.params.mortallyWounded.name":"The target is mortally wounded","techniques.psychic-succor.actions.succor.results.healed.name":"Healed","types.armor.fields.ac.name":"AC","types.armor.fields.bundle.name":"Packed together","types.armor.fields.category.name":"Category","types.armor.fields.category.values.combat.name":"Combat","types.armor.fields.category.values.powered.name":"Powered","types.armor.fields.category.values.primitive.name":"Primitive","types.armor.fields.category.values.street.name":"Street","types.armor.fields.cost.name":"Cost","types.armor.fields.enc.name":"Encumbrance","types.armor.fields.shield.name":"Shield","types.armor.fields.strength.name":"Strength for encumbrance","types.armor.fields.techLevel.name":"Tech level","types.armor.name":"Armor","types.armor.state.stored.name":"Stored elsewhere","types.background.copies":"A character has one background","types.background.fields.freeSkill.name":"Free skill","types.background.fields.growth1.name":"Growth 1","types.background.fields.growth2.name":"Growth 2","types.background.fields.growth3.name":"Growth 3","types.background.fields.growth4.name":"Growth 4","types.background.fields.growth5.name":"Growth 5","types.background.fields.growth6.name":"Growth 6","types.background.fields.learning1.name":"Learning 1","types.background.fields.learning2.name":"Learning 2","types.background.fields.learning3.name":"Learning 3","types.background.fields.learning4.name":"Learning 4","types.background.fields.learning5.name":"Learning 5","types.background.fields.learning6.name":"Learning 6","types.background.fields.learning7.name":"Learning 7","types.background.fields.learning8.name":"Learning 8","types.background.fields.quick1.name":"Quick skill","types.background.fields.quick2.name":"Quick skill","types.background.name":"Background","types.class.copies":"A character has one class","types.class.name":"Class","types.cyberware.fields.activationStrain.name":"Strain to trigger","types.cyberware.fields.cost.name":"Cost","types.cyberware.fields.strain.name":"System Strain","types.cyberware.fields.techLevel.name":"Tech level","types.cyberware.name":"Cyberware","types.focus.fields.kind.name":"Kind","types.focus.fields.kind.values.combat.name":"Combat","types.focus.fields.kind.values.noncombat.name":"Non-combat","types.focus.fields.kind.values.psychic.name":"Psychic","types.focus.fields.kind.values.special.name":"Special","types.focus.fields.maxLevel.name":"Levels","types.focus.fields.repeatable.name":"Can be taken again","types.focus.fields.skill.name":"Bonus skill","types.focus.name":"Focus","types.focus.state.level.name":"Level","types.gear.fields.bundle.name":"Packed together","types.gear.fields.category.name":"Category","types.gear.fields.category.values.ammo-power.name":"Ammo and power","types.gear.fields.category.values.communications.name":"Communications","types.gear.fields.category.values.computing.name":"Computing gear","types.gear.fields.category.values.field.name":"Field equipment","types.gear.fields.category.values.pharmaceutical.name":"Pharmaceuticals","types.gear.fields.category.values.tools-medical.name":"Tools and medical","types.gear.fields.cost.name":"Cost","types.gear.fields.enc.name":"Encumbrance","types.gear.fields.heal.name":"Heals","types.gear.fields.healAddsSkill.name":"Adds Heal skill","types.gear.fields.healSkill.name":"Heal skill needed","types.gear.fields.kind.name":"Reloads","types.gear.fields.strain.name":"System Strain","types.gear.fields.techLevel.name":"Tech level","types.gear.name":"Gear","types.gear.state.stored.name":"Stored elsewhere","types.partialClass.name":"Partial class","types.technique.fields.core.name":"Core technique","types.technique.fields.discipline.name":"Discipline","types.technique.fields.level.name":"Level","types.technique.name":"Psionic technique","types.technique.state.committed.name":"Effort held","types.weapon.fields.advanced.name":"Ignores primitive armor","types.weapon.fields.ammo.name":"Ammunition","types.weapon.fields.ammo.values.cell-a.name":"Type A cell","types.weapon.fields.ammo.values.cell-b.name":"Type B cell","types.weapon.fields.ammo.values.missile.name":"Missile","types.weapon.fields.ammo.values.rounds.name":"Rounds","types.weapon.fields.attribute.name":"Attribute","types.weapon.fields.attribute.values.dex.name":"Dex","types.weapon.fields.attribute.values.str-dex.name":"Str/Dex","types.weapon.fields.attribute.values.str.name":"Str","types.weapon.fields.bundle.name":"Packed together","types.weapon.fields.burst.name":"Burst","types.weapon.fields.cost.name":"Cost","types.weapon.fields.damage.name":"Damage","types.weapon.fields.enc.name":"Encumbrance","types.weapon.fields.energy.name":"Energy weapon","types.weapon.fields.fixedAc.name":"Attacks AC","types.weapon.fields.heavy.name":"Heavy","types.weapon.fields.magazine.name":"Magazine","types.weapon.fields.maxRange.name":"Maximum range","types.weapon.fields.nonlethal.name":"Non-lethal","types.weapon.fields.range.name":"Range","types.weapon.fields.reloadActions.name":"Main Actions to reload","types.weapon.fields.shock.name":"Shock","types.weapon.fields.shockAc.name":"Shock AC","types.weapon.fields.skill.name":"Skill","types.weapon.fields.suppress.name":"Suppress","types.weapon.fields.techLevel.name":"Tech level","types.weapon.fields.thrown.name":"Thrown","types.weapon.name":"Weapon","types.weapon.state.stored.name":"Stored elsewhere","backgrounds.barbarian.description":"Standards of barbarism vary when many worlds are capable of interstellar spaceflight, but your hero comes from a savage world of low technology and high violence. Their planet may have survived an all-consuming war, or been deprived of critical materials or energy resources, or simply have been colonized by confirmed Luddites. Other barbarians might be drawn from the impoverished underclass of advanced worlds or the technologically-degenerate inheritors of some high-tech space station or planetary hab.","backgrounds.clergy.description":"Faith is nigh-universal among human civilizations, and your hero is dedicated to one such belief. Some clergy are conventional priests or priestesses, while others might be cloistered monastics or nuns, or more martial warrior-monks. Modern-day faiths such as Christianity, Islam, Judaism, Hinduism, Buddhism, and other creeds all exist in various sectors, often in altered form, while some worlds have developed entirely new deities or faiths. If you’d like to create your own religion, you can work with the GM to define its characteristic beliefs.","backgrounds.courtesan.description":"Your hero’s career was one of proffered pleasure. Simple prostitution is one form of this background, perhaps as an ordinary streetwalker, a part-time amateur with bills to pay, or an expensive companion to the wealthy, but other forms of satisfaction exist among the many worlds. Refined artists of conversation and grace command high fees in some societies, while others pay well for the simple company of certain men and women with the right bloodlines, special appearance, or auspicious personal qualities esteemed by their culture.","backgrounds.criminal.description":"Whether thief, murderer, forger, smuggler, spy, or some other variety of malefactor, your hero was a criminal. Some such rogues are guilty only of crossing some oppressive government or offending a planetary lord, while others have done things that no civilized society could tolerate. Still, their ability to deal with the most desperate and dangerous of contacts and navigate the perils of a less-than-legal adventure can make them attractive associates for a party of freebooters bent on profit and glory more than strict legality.","backgrounds.dilettante.description":"Your hero never had a profession, strictly speaking, but spent their formative years in travel, socializing, and a series of engaging hobbies. They might have been the scion of a wealthy industrialist, a planetary noble’s younger offspring, or a hanger-on to someone with the money and influence they lacked. By the time your hero’s adventures start, they’ve run through the money that once fueled their lifestyle. Extreme measures may be necessary to acquire further funding.","backgrounds.entertainer.description":"Singers, dancers, actors, poets, writers… the interstellar reaches teem with artists of unnumbered styles and mediums, some of which are only physically possible with advanced technological support. Your hero was a dedicated entertainer, one likely focused in a particular form of art. Patrons and talent scouts can be temperamental, however, and sometimes a budding artist needs to take steps to find their audience. Or at least, to find their audience’s money.","backgrounds.merchant.description":"Your hero was or is a trader. Some merchants are mere peddlers and shopkeepers on primitive, lowtech worlds, while others are daring far traders who venture to distant worlds to bring home their alien treasures. The nature of trade varies widely among worlds. On some of them, it’s a business of soberly-dressed men and women ticking off trades on virtual terminals, while on others it is a more… active pursuit, requiring the judicious application of monoblades and deniable gunfire against competitors. Sometimes a deal goes bad or capital needs to be raised, and a merchant’s natural talents are turned toward the perils of adventure.","backgrounds.noble.description":"Many planets are ruled by a class of nobles, and your hero was a member of one such exalted group. Such planets are often worlds of exquisite courtesy alloyed with utterly remorseless violence, and a misplaced word at the morning levee can result in an executioner’s monoblade at noon. Your hero has done something or been the victim of something to dislodge them from their comfortable place at court. Without their familiar allies, wealth, or influence, they must take a new place in the world, however distasteful that claiming might be.","backgrounds.official.description":"Most advanced worlds run on their bureaucracies, the legions of faceless men and women who fill unnumbered roles in keeping the government running as it should. Your hero was one such official. Some were law enforcement officers, others government office clerks or tax officials or trade inspectors. However necessary the work may be, it is often of unendurably tedious nature, and any man or woman with an adventurous spark to their blood will soon find themselves desperate for more exciting use of their talents.","backgrounds.peasant.description":"A technologically-advanced world can usually produce all its necessary foodstuffs and basic resources with a handful of workers, the bulk of the labor being performed by agricultural bots. On more primitive worlds, or those with a natural environment that requires close personal attention to crops, a class of peasants will emerge. These men and women often become chattel, part and parcel of the land they occupy and traded among their betters like the farm equipment of richer worlds. Your hero was not satisfied with that life, and has done something to break free from their muddy and toilsome past.","backgrounds.physician.description":"Bodies wear and break, even on worlds that possess the full resources of advanced postech medicine. Your hero was a physician, one trained to cure the maladies of the body or the afflictions of the mind. Some physicians are conventional health workers, while others are ship’s surgeons, military medics, missionary healers of an expanding faith, or dubious slum doctors who’ll graft over laser burns with no awkward questions asked. Wherever men and women go into danger, however, the skills of a physician are eagerly sought.","backgrounds.pilot.description":"7 Talk 8 Trade Entertainer Singers, dancers, actors, poets, writers… the interstellar reaches teem with artists of unnumbered styles and mediums, some of which are only physically possible with advanced technological support. Your hero was a dedicated entertainer, one likely focused in a particular form of art. Patrons and talent scouts can be temperamental, however, and sometimes a budding artist needs to take steps to find their audience. Or at least, to find their audience’s money.","backgrounds.politician.description":"The nature of a political career varies from world to world. On some, it’s much like one we’d recognize, with glad-handing voters, loud rallies, and quiet back room deals with supposed rivals in government. On others, it might involve a great deal more ceremonial combat, appeals to councils of elders, and success at ritual trials. Whatever the details, your hero was a politician in their home culture. Something went wrong, though, and the only way to fix it is to get clear of your constituents for a while and seek some alternative means of advancement.","backgrounds.scholar.description":"Scientists, sages, and professors all qualify under this career. Your hero was one such, a man or woman with a life dedicated to knowledge and understanding. It might have involved the technical expertise of a metadimensional structures engineer or the sacred memorization of the chronicles of some lostworlder sage-order, but your hero’s life was in learning. Sometimes that learning cannot be found in familiar surroundings, however, and for one reason or another, willing or not, your hero must venture out into the wider world.","backgrounds.soldier.description":"Whatever the technology or structure of their parent world, a soldier’s work is universal. Your hero was a professional fighter, whether that took the form of a barbarian noble’s thegn, a faceless conscript in a planetary army, or an elite soldier in the service of a megacorp’s private military. Whether it was because they were on the losing side, choosing to leave the service, or being forced to flee a cause they couldn’t fight for, they now find themselves navigating a world where their most salable skill is one that can cause them a great deal of trouble.","backgrounds.spacer.description":"Almost every advanced world is highly dependent upon the resources that space flight brings them. Some of this work can be automated, but every really important task needs a flexible human operator to oversee the work. Your hero is one such spacer, either a worker who toils in the sky or a native voidborn man or woman who has spent their entire life outside of natural gravity. It’s not uncommon for such workers to find better prospects in places where they can breathe without a vacc suit.","backgrounds.technician.description":"Old things break and new things need to be made. Whether a humble lostworlder blacksmith or an erudite astronautic engineer, your hero made a career out of building and mending the fruits of technology. While almost every society has a need for such services, not all of them treat their providers as generously as a technician might wish. Sometimes, these same talents can be turned toward less licit ends, and a skilled technician’s expertise is always useful to an adventuring group that plans to rely on anything more sophisticated than a sharpened stick.","backgrounds.thug.description":"Your hero was a bruiser. They might have had a notional allegiance to some so-called “army”, or have been part of some crime boss’ strong-arm crew, or simply been a private contractor of misfortune for those who failed to pay up. They might have even been a fist in a righteous cause, defending their neighborhood from hostile outsiders or serving as informal muscle for a local leader in need of protection. Whatever the details, they’ve had to move on from their old life, and their new one is likely to involve a similar application of directed force.","backgrounds.vagabond.description":"A dilettante has money and friends; your hero simply has the road. Whether they were knocked loose from polite society at a young age or have recently found themselves cast out of a familiar life, they now roam the ways of the world and the spaces between. Some heroes find this life satisfying, with its constant novelty and the regular excitement of bare survival. Others long for a more stable arrangement, and are willing to lend their pragmatic talents to a group that offers some prospect of profit.","backgrounds.worker.description":"Countless in number, every industrialized world has swarms of workers to operate the machines and perform the labor that keeps society functioning. Cooks, factory laborers, mine workers, personal servants, lawyers, clerks, and innumerable other roles are covered under this career. If your hero rolls or picks Work as a skill but has a career that would better fit another existing skill, they may substitute it accordingly. Thus, a wage-slave programmer might take Program instead of Work, while a lawyer would use Administer instead as a reflection of their litigious talent.","classes.adventurer.description":"The Adventurer class is the catch-all for heroes who don’t fit so neatly into the other three categories. Perhaps your mercenary spent her girlhood at a psychic academy, or maybe your combat medic knows more about using a laser rifle than most physicians do. You can use the Adventurer class to customize your hero’s abilities, trading focus for wider versatility. Adventurers split their focus between different spheres, gaining weaker versions of each class’ benefits. For example, an Adventurer who is a psionic warrior-adept might have considerable powers of telekinetic force and a brutal expertise at bare-handed combat, but they won’t have access to the wider psionic potential of an unrestricted Psychic or the death-defying combat luck of a hardened Warrior. To define your Adventurer’s abilities, pick two of the following three partial classes.\n\n**Partial Expert**\n\nYou gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\n\n**Partial Psychic**\n\nYou are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\n\n**Partial Warrior**\n\nYou gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.\n\n**Hit Points and Attack Bonus**\n\nTo get your starting maximum hit points, roll 1d6 and add your Constitution modifier, to a minimum of 1 hit point. Adventurers who’ve taken the Partial Warrior option add 2 hit points to their maximum. The base attack bonus for Adventurers is equal to half their character level, rounded down, so +0 at first level. If the PC has taken the Partial Warrior option their class bonus increases this to +1 at first level.","classes.expert.description":"Your hero is exceptionally good at a useful skill. Doctors, cat burglars, starship pilots, grifters, technicians, or any other concept that focuses on expertise in a non-combat skill should pick the Expert class. Experts are the best at such skills and gain more of them than other classes do. Just as a Warrior can be relied upon to make a shot when the chips are down, an Expert has a knack for succeeding at the moments of greatest importance. Once per scene, an Expert can reroll a failed skill check, taking the new result if it’s better. This benefit can be applied to any skill check, even those that the Expert isn’t specially focused in. Their natural talent bleeds over into everything they do. In their chosen field, however, the Expert is exceptionally gifted. Aside from the free focus level that all PCs get at the start of the game, an Expert can choose an additional level in a non-combat focus related to their background. They can spend both of these levels on the same focus if they wish, thus starting the game with level 2 in that particular knack.\n\n**Class Abilities**\n\nEvery Expert PC has certain special abilities.\n\n- You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\n\n- Once per scene, you can reroll a failed skill check, taking the new roll if it’s better.\n\n- When you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.\n\n**Hit Points and Attack Bonus**\n\nTo get your starting maximum hit points, roll 1d6 and add your Constitution modifier, to a minimum of 1 hit point. Your attack bonus is equal to half your character level, rounded down, so it’s +0 at first level.","classes.psychic.description":"Your hero has received training in controlling their natural Metadimensional Extroversion Syndrome, and can wield the psychic powers that come from that strange affliction. Controlling and developing psychic abilities is an extremely demanding process but allows for feats wholly impossible to ordinary men and women. Psychics are extremely rare in the general population. Averages vary with worlds, but most range from one in ten thousand to one in a hundred thousand who have the MES condition that make them amenable to psychic training. Some of these go their entire lives without realizing their capabilities. Others end up exploiting their native abilities without training, almost inevitably ending up seriously brain-damaged or crazed by the effects of unmediated metadimensional energy. Your hero has been fortunate enough to find a psychic academy or other training institution capable of molding and directing these abilities. They may have come to this later in life, or been recruited young by a society that carefully watches for MES symptoms. Some societies deal with their psychics more generously than others. On some worlds, psychic powers are accepted and their possessors can look forward to lucrative and respected employment. On others, fear of these uncanny powers and memories of the horrors of the Scream lead to less welcoming treatment.\n\n**Class Abilities**\n\nEvery Psychic PC has certain special abilities.\n\n- Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\n\n- When you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\n\n- You have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.\n\n**Hit Points and Attack Bonus**\n\nTo get your starting maximum hit points, roll 1d6 and add your Constitution modifier, to a minimum of 1 hit point. Your attack bonus is equal to half your character level, rounded down, so it’s +0 at first level.","classes.warrior.description":"Whether a hiveworld thug, barbarian lostworlder, gengineered combat hominid, or a natural-born killer wasting their potential in a desk job, your hero has a real talent for inflicting mayhem. Combat in Stars Without Number is extremely dangerous, but your hero has the talents to survive situations that would kill a less martial adventurer. As a gifted purveyor of violence, you get to pick an extra combat-related focus associated with your special brand of havoc. While a character of any class can take these special combat talents, you get this additional pick and a better natural hit bonus than heroes of other classes. Most importantly, however, Warriors have an uncanny gift for making a shot when a hit is desperately needed, or dodging a bullet when their life is on the line. Once per scene, a Warrior can either automatically negate a successful combat hit they just received, taking no damage from it, or else they can turn one of their own missed attack rolls into an automatic hit. This versatility makes Warriors exceptionally dangerous enemies in a one-on-one fight, and significantly more likely to survive the gory chaos of a general melee.\n\n**Class Abilities**\n\nEvery Warrior PC has certain special abilities.\n\n- You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\n\n- Warriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\n\n- You gain two extra maximum hit points at each character level.\n\n**Hit Points and Attack Bonus**\n\nTo get your starting maximum hit points, roll 1d6+2 and add your Constitution modifier, to a minimum of 1 hit point. Your attack bonus is equal to your character level so it is +1 at first level.","fields.skills.administer.level.description":"Manage an organization, handle paperwork, analyze records, and keep an institution functioning on a daily basis. Roll it for bureaucratic expertise, organizational management, legal knowledge, dealing with government agencies, and understanding how institutions really work.","fields.skills.biopsionics.level.description":"Master powers of physical repair, body augmentation, and shapeshifting.","fields.skills.connect.level.description":"Find people who can be helpful to your purposes and get them to cooperate with you. Roll it to make useful connections with others, find people you know, know where to get illicit goods and services, and be familiar with foreign cultures and languages. You can use it in place of Talk for persuading people you find via this skill.","fields.skills.exert.level.description":"Apply trained speed, strength, or stamina in some feat of physical exertion. Roll it to run, jump, lift, swim, climb, throw, and so forth. You can use it as a combat skill when throwing things, though it doesn’t qualify as a combat skill for other ends.","fields.skills.fix.level.description":"Create and repair devices both simple and complex. How complex will depend on your character’s background; a lostworlder blacksmith is going to need some study time before he’s ready to fix that broken fusion reactor, though he can do it eventually. Roll it to fix things, build things, and identify what something is supposed to do.","fields.skills.heal.level.description":"Employ medical and psychological treatment for the injured or disturbed. Roll it to cure diseases, stabilize the critically injured, treat psychological disorders, or diagnose illnesses.","fields.skills.know.level.description":"Know facts about academic or scientific fields. Roll it to understand planetary ecologies, remember relevant history, solve science mysteries, and know the basic facts about rare or esoteric topics.","fields.skills.lead.level.description":"Convince others to also do whatever it is you’re trying to do. Talk might persuade them that following you is smart, but Lead can make them do it even when they think it’s a bad idea. Roll it to lead troops in combat, convince others to follow you, or maintain morale and discipline.","fields.skills.metapsionics.level.description":"Master powers that nullify, boost, and shape the use of other psychic abilities.","fields.skills.notice.level.description":"Spot anomalies or interesting facts about your environment. Roll it for searching places, detecting ambushes, spotting things, and reading the emotional state of other people.","fields.skills.perform.level.description":"Exhibit some performative skill. Roll it to dance, sing, orate, act, or otherwise put on a convincing or emotionally moving performance.","fields.skills.pilot.level.description":"Use this skill to pilot vehicles or ride beasts. Roll it to fly spaceships, drive vehicles, ride animals, or tend to basic vehicle repair. This skill doesn’t help you with things entirely outside the scope of your background or experience, though with some practice a PC can expand their expertise.","fields.skills.precognition.level.description":"Master the ability to sense future events and control probability.","fields.skills.program.level.description":"Operating or hacking computing and communications hardware. Roll it to program or hack computers, control computer-operated hardware, operate communications tech, or decrypt things.","fields.skills.punch.level.description":"Use it as a combat skill when fighting unarmed. If your PC means to make a habit of this rather than as a recourse of desperation, you should take the Unarmed Fighter focus described later.","fields.skills.shoot.level.description":"Use it as a combat skill when using ranged weaponry, whether hurled rocks, bows, laser pistols, combat rifles, or ship’s gunnery.","fields.skills.sneak.level.description":"Move without drawing notice. Roll it for stealth, disguise, infiltration, manual legerdemain, pickpocketing, and the defeat of security measures.","fields.skills.stab.level.description":"Use it as a combat skill when wielding melee weapons, whether primitive or complex.","fields.skills.survive.level.description":"Obtain the basics of food, water, and shelter in hostile environments, along with avoiding their natural perils. Roll it to handle animals, navigate difficult terrain, scrounge urban resources, make basic tools, and avoid wild beasts or gangs.","fields.skills.talk.level.description":"Convince other people of the facts you want them to believe. What they do with that conviction may not be completely predictable. Roll it to persuade, charm, or deceive others in conversation.","fields.skills.telekinesis.level.description":"Master the remote control of kinetic energy to move objects and fabricate force constructs.","fields.skills.telepathy.level.description":"Master the reading and influencing of other sapient minds.","fields.skills.teleportation.level.description":"Master the arts of physical translocation of yourself and allies.","fields.skills.trade.level.description":"Find what you need on the market and sell what you have. Roll it to sell or buy things, figure out where to purchase hard-to-get or illicit goods, deal with customs agents, or run a business.","fields.skills.work.level.description":"This is a catch-all skill for professions not represented by other skills. Roll it to work at a particular profession, art, or trade.","partial-classes.expert.description":"You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.","partial-classes.psychic.description":"You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.","partial-classes.warrior.description":"You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.","techniques.accelerated-succor.description":"The biopsion's Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.","techniques.alternate-outcome.description":"The precog can sense impending failure and attempt to salvage the action. As an Instant action, the precog can target a visible ally or their own self and Commit Effort for the day to allow the target to reroll a failed hit roll, saving throw, or skill check, taking the better of the two rolls. This power disrupts delicate lines of probability, however, and cannot be used on any given target more than once a day.","techniques.anguished-vision.description":"The adept's precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet. This ability is tremendously draining, and can be used only once per day.","techniques.burdened-apportation.description":"The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it's being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.","techniques.cloak-powers.description":"The metapsion can conceal their own psychic abilities from metapsionic senses. They must Commit Effort for as long as they wish to cloak their powers. While hidden, only a metapsion with equal or higher skill in Metapsionics can detect their abilities with their level-0 or level-2 Psychic Refinement abilities. In such cases, an opposed Wis/Metapsionics roll is made between the metapsion and the investigator. If the investigator wins, the cloak is pierced, while if the metapsion wins, the investigator's Psychic Refinement remains oblivious.","techniques.concert-of-minds.description":"As an On Turn action, the metapsion may Commit Effort and form a psychic gestalt with one or more willing psychics within three meters, including up to one other psychic per Metapsion skill level. This gestalt persists as long as the Effort remains committed, regardless of the subsequent distance between psychics. On their own turn, any member of the gestalt may use any power or technique known by any other member, using the other member's skill levels as necessary and paying any Effort cost from their own pool. This gestalt shares only psychic power, not thoughts or senses. At the end of each round in which one or more members have used some other member's powers or abilities on their turn of action, the metapsion must Commit Effort for the scene or the gestalt drops and cannot be re-established for the rest of the scene.","techniques.cursed-luck.description":"Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.","techniques.deep-intrusion.description":"The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.","techniques.destinys-shield.description":"The precog observes an incoming injury and tries to find an alternate future in which the attack misses. As an Instant action, the precog can Commit Effort for the day to force an attacker to reroll a successful hit roll. This technique only works on attacks against the psychic's person, not against attacks aimed at a vehicle they're occupying or harm that doesn't involve an attack roll. If the rerolled attack still hits, however, the damage done is maximized. This technique can be used only once per incoming attack.","techniques.effortless-apportation.description":"The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.","techniques.facile-mind.description":"The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.","techniques.far-thought.description":"Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.","techniques.flawless-mastery.description":"When this technique is learned, the adept may choose one technique from any discipline they know. That technique no longer requires Effort to be Committed in any way, though other techniques that augment it may still exact a cost. Mastered Psychic Static, for example, can expend an effectively unlimited amount of effort. If the technique has a duration based on Committed Effort then it lasts until the metapsion chooses to end it or is killed. This technique may only be mastered once, though the perfected technique may be changed with a month of meditation and practice.","techniques.force-puppetry.description":"As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target's mobility, whether robotic, vehicular, or human, provided it's no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic's skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic's sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic's control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target's speech, though it can keep them silent.","techniques.forced-outcome.description":"Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn't involve more than a few objects and doesn't require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.","techniques.holistic-optimization-patterning.description":"The biopsion gains the ability to drastically augment their own or a touched ally's physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target's maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.","techniques.impact-sump.description":"The adept may Commit Effort for the day as an Instant action to negate a single instance of physical damage. This ability is too taxing to be used more than once per day, but as an Instant action, it can be triggered even after damage is rolled.","techniques.impervious-pavis-of-will.description":"When this technique is learned, the metapsion must choose a discipline. They then become entirely immune to unwanted powers from that discipline; they and their abilities are simply not valid targets for purposes of that discipline's powers unless the adept chooses to be affected. By Committing Effort for the day as an Instant action, they can extend this immunity for a scene to all allies within 50 meters. This technique may be learned more than once, and any shared protection applies to all disciplines negated by the adept.","techniques.intuitive-response.description":"As an Instant action, the precog can Commit Effort for the scene just before they roll initiative. Their initiative score is treated as one better than anyone else's involved in the scene. If another participant has this power or some other ability that grants automatic initiative success, roll initiative normally to determine which of them goes first, and then the rest of the combatants act. This ability cannot be used if the precog has been surprised.","techniques.invincible-stand.description":"The biopsion has mastered techniques of emergency tissue reinforcement and system stabilization. As an Instant action, they can Commit Effort for the scene to keep themself or a target they can touch active even at zero hit points. This technique must be used once every round on the target or they collapse at the end of the round. If the target suffers hit point damage, the biopsion must Instantly Commit Effort for the scene or the target goes down immediately with a mortal wound. A Heavy weapon hit on a subject of this power or similar physical dismemberment will always kill a target, regardless of this technique.","techniques.kinetic-transversal.description":"The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.","techniques.major-organ-restoration.description":"The biopsion's Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it's used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.","techniques.mastered-succor.description":"The biopsion has developed a sophisticated mastery of their core ability, and they no longer need to Commit Effort to activate it, and may use it whenever they wish. The use of additional techniques that augment Psychic Succor might still require Effort to be Committed.","techniques.memory-editing.description":"The telepath can make simple edits to the memory of a target currently linked by a Telepathic Contact. Events of no more than 24 hours in duration can be erased from memory, conversations can be created or changed, new events can be added to a day, or other similar alterations made. The psychic can make these changes as a Main Action by Committing Effort for the day. If the psychic doesn't have a good understanding of the memories they're changing, such as might be granted by the level-4 degree of Telepathic Contact, the edits they make may not fit well. The target gets a Mental saving throw to resist editing for the rest of the scene, but on a failure, they will not notice the changed memories until given a reason to recollect them.","techniques.metadimensional-friction.description":"As a Main Action, the metapsion Commits Effort for the scene to create localized MES turbulence around a visible target psychic within 200 meters. Each time the target Commits Effort or an NPC initiates a psychic power, they suffer 1d8 damage per Metapsionics skill level of the adept. Each time the target suffers the damage they can attempt a Mental saving throw to throw off the effect. It lasts no longer than the rest of the scene at most. Only one application of this friction can affect a target at once.","techniques.metamorph.description":"The biopsion can now shape their own or another willing target's physical form as a Main Action, transforming a touched target into any humanoid form within 50% of their own mass. Claws and other body armaments can be fashioned equivalent to Light or Medium melee weapons and innate armor equivalent to AC 13. Gills and other environmental-survival alterations are also viable at the GM's discretion, but flight is a bridge too far for this power. A person can be impersonated down to the DNA level, provided a blood or hair sample is available. The use of this adds one System Strain point to the target that does not recover so long as the change is in effect. Applying Metamorph requires that the biopsion Commit Effort for as long as the change is to be maintained. If applied to a target other than the psychic, the power automatically ends if the psychic gets more than one hundred kilometers away.","techniques.mindtracing.description":"The metapsion can trace back the use of psionic powers they've noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath's senses. If used on a target that is teleporting, they can perceive the teleporter's view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept's other actions.","techniques.neural-trap.description":"The metapsion allows a hostile psychic into their mental sanctum in order to gain a later advantage. When targeted by a hostile psionic power that allows a save, the metapsion may Commit Effort as an Instant action and voluntarily fail the saving throw, accepting the effect. The next psychic power the user targets at that assailant then allows the victim no saving throw. This technique lasts until the metapsion makes their psychic attack or reclaims their Committed Effort. A hostile psychic may be affected by only one Neural Trap from a given psychic at a time.","techniques.not-my-time.description":"The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn't intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there's no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.","techniques.offensive-apportation.description":"The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic's Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic's Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.","techniques.oracle.description":"The precog gains a progressively-greater intuitive understanding of their own future. Each invocation of the Oracle technique requires a Main Action and that the user Commit Effort for the day. Once triggered, the adept gets a single brief vision related to the question about the future that they're asking. This vision is always from their own personal vantage point and never reveals more than a minute of insight, though the psychic processes it almost instantly as part of the power's use. The GM should answer the question as if the PC were about to perform the act or engage in the investigation pertinent to the question. Thus, if the adept wanted to know what pressing a button would do and the GM knows that it's connected to a bomb, the psychic might get a vision of sudden death. If the bomb were on a time delay that extended past the time horizon of the oracle, however, the psychic might just see a vision of herself waiting patiently, with nothing happening. Visions should relate to actions and events, not abstract facts. Oracle couldn't tell a psychic who the crime boss of a slum neighborhood is, for example, but it could give a vision of the psychic caught in the next bloody riot and the gang boss who's directing the myriad thugs. It couldn't reveal the name of a security guard, but it could show the seer the impending moment that the next guard patrol will enter the area the psychic plans to infiltrate. Only the most important or significant information is conveyed by the technique, even if multiple events of interest might transpire during the time horizon. Oracle can only be used on a given question or topic once until the situation changes substantially or a week goes by. The maximum time horizon of the Oracle increases as the adept's Precognition skill improves.\n\n***Level-0.*** One minute into the future.\n\n***Level-1.*** One day into the future.\n\n***Level-2.*** One week into the future.\n\n***Level-3.*** Three months into the future.\n\n***Level-4.*** One year into the future.","techniques.organic-purification-protocols.description":"The biopsion's Psychic Succor now cures any poisons or diseases the subject may be suffering, albeit it requires Committing Effort for the day as an additional surcharge. Biowarfare organisms, exceptionally virulent diseases, or TL5 toxins may resist this curing, requiring a Wis/Biopsionics skill check at a difficulty of at least 10. Failure means that the adept cannot cure the target's disease. This technique cannot cure congenital illnesses.","techniques.perceptive-dislocation.description":"Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.","techniques.personal-apportation.description":"The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet's surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave him embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. The maximum range of Personal Apportation depends on the teleporter's skill level. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene.\n\n***Level-0.*** The psychic can teleport up to 10 meters.\n\n***Level-1.*** The psychic can teleport up to 100 meters.\n\n***Level-2.*** The psychic can teleport up to 10 kilometers.\n\n***Level-3.*** The psychic can teleport up to 1,000 kilometers.\n\n***Level-4.*** The psychic can teleport anywhere on a planet's surface or near orbit.","techniques.pressure-field.description":"As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborne toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.","techniques.proficient-apportation.description":"Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.","techniques.prophecy.description":"The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn't seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.","techniques.psychic-refinement.description":"The metapsion gains improved mastery over their own powers and an innate sensitivity to the use of psionic abilities in their presence.\n\n***Level-0.*** The adept can visually and audibly detect the use of psychic powers. If both the source and target are visible to the metapsion, they can tell who's using the power, even if it's normally imperceptible. They gain a +2 bonus on any saving throw versus a psionic power.\n\n***Level-1.*** The metapsion's maximum Effort increases by an additional point.\n\n***Level-2.*** The adept can determine whether or not a person is a psychic or has latent psionic abilities through one round of visual inspection. Their saving throw bonus against psionic powers increases to +3.\n\n***Level-3.*** The metapsion's maximum Effort increases by an additional point.\n\n***Level-4.*** The metapsion can perform a slightly safer version of torching. Instead of rolling the torching damage die, they simply suffer 10 hit points of damage after torching is used. The damage occurs after the fueled power activates, allowing a psychic at low hit points to trigger a power before falling unconscious. This damage cannot be healed by anything but natural bed rest, though a psychic can be stabilized if this technique drops her to zero hit points.","techniques.psychic-static.description":"As an Instant action, the metapsion may Commit Effort for the day to negate a perceived psychic power. The psychic responsible for the effect must Commit Effort for the day as an Instant action to resist this negation, otherwise the power ends and any action used to trigger it is wasted. The PC may then Commit Effort for the day again, with each spending and counter-spending until one runs out of Effort or chooses to stop. Psychic Static can be applied only once per round to any particular power. The target of the Psychic Static automatically knows the position of the interfering metapsion, though other onlookers do not have any obvious way of identifying the metapsion.","techniques.psychic-succor.description":"The adept's touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.\n\n***Level-0.*** The psychic's touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It's the GM's decision as to whether a target is intact enough for this power to work.\n\n***Level-1.*** As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.\n\n***Level-2.*** As level-1, but healing 2d6+2 hit points instead.\n\n***Level-3.*** As level-2, but healing 2d6+6 hit points instead.\n\n***Level-4.*** As level-3, but healing 3d6+8 hit points instead.","techniques.psychic-tutelage.description":"An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic's mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic. An adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.","techniques.quintessential-reconstruction.description":"The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion's choice.","techniques.reactive-telekinesis.description":"As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.","techniques.reflex-response.description":"As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.","techniques.remote-repair.description":"Psychic Succor and other biopsionic techniques that normally require touch contact can now be applied at a distance up to 100 meters, provided the biopsion can see the target with their unaided vision. Hostile powers that normally require a hit roll will hit automatically. Each time this technique is used, Effort must be Committed for the scene.","techniques.rift-reduplication.description":"Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they've already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round. If the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn't allow enough preparation time to count as an Execution Attack as described on page 52.","techniques.sense-the-need.description":"At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who's just passed through a weapons check couldn't still have a loaded laser pistol.","techniques.slip-field.description":"As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept's Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.","techniques.spatial-awareness.description":"The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.","techniques.spatial-synchrony-mandala.description":"The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour's meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.","techniques.stutterjump.description":"The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.","techniques.suppress-cognition.description":"Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that's the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.","techniques.surge-momentum.description":"The metapsion's abilities can be reinforced with a degree of metadimensional energy that would cause substantial damage to a less adept mind. Particularly weak or unprepared minds might be completely crushed by the force of the adept's augmented will. The adept must Commit Effort for the day when using a power that normally grants its target a saving throw. The target then suffers a penalty equal to the adept's Metapsionics skill on any saving throw normally granted by the power. If the target's hit die total or character level is less than half the adept's level, rounded up, they automatically fail their saving throw.","techniques.suspended-manifestation.description":"The metapsion is capable of “hanging” a psychic power in their brain, forming the energy patterns and then suspending them in a self-sustaining loop until it's time to trigger their release. The psychic must Commit Effort for the day to hang a power, along with the Effort normally necessary to trigger it. None of this Effort can be recovered until the power is expended, after which it recovers at its usual speed. Activating the power is an Instant action, or an On Turn action if it allows the target a saving throw of some kind. Only one ability can be held suspended at any one time.","techniques.synthetic-adaptation.description":"This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.","techniques.tangible-force-construct.description":"Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept's choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.","techniques.telekinetic-armory.description":"The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic's discretion.","techniques.telekinetic-expertise.description":"The adept has become familiar enough with the manipulation of telekinetic force that they may now use Telekinetic Manipulation without Committing Effort.","techniques.telekinetic-flight.description":"As an Instant action, the telekinetic can Commit Effort to begin flying, and may extend this effect to up to a half-dozen unresisting, human-sized allies within 30 meters. While flying, the psychic can move at twice their normal movement rate in any direction They can plunge earthward at up to terminal velocity without harm, and even orbital insertions are survivable with this power if a vacc suit is available or the Pressure Field technique is used. Allies must end their turns within 30 meters of the psychic to maintain this flight but control their own motion. As an Instant, this power may be triggered in time to negate falling damage. The flight lasts for as long as the Effort remains Committed.","techniques.telekinetic-manipulation.description":"The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn't responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.\n\n***Level-0.*** The psychic can exert force as if with one hand and their own strength.\n\n***Level-1.*** The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.\n\n***Level-2.*** The psychic can lift or manipulate up to four hundred kilograms and smash a human-sized hole in structures of light wooden construction or lighter as a Main Action.\n\n***Level-3.*** The psychic can manipulate up to eight hundred kilograms and can affect as many individual objects at once as they have Telekinesis skill levels.\n\n***Level-4.*** The psychic can manipulate up to a metric ton and can smash human-sized holes in TL4-constructed exterior walls, light stone walls, or similar barriers as a Main Action.","techniques.telekinetic-ram.description":"As a Main Action, the psychic can Commit Effort for the scene to target a tremendous, uncontrolled burst of force at a single target within sight. This burst requires some time to detonate, however, and will only go off at the end of the next round. Targets of this technique are aware of an oppressive, electrical tingling in the air and are apt to instinctively move; this technique is thus generally useless against any target that is not entirely immobile, as any movement of a chosen target disrupts the ram. Once the ram detonates, however, it is sufficient to destroy any immobile civilian vehicle, create a five-meter hole in anything short of hardened military fortifications, or inflict 5d12 damage on anything else as if it were struck by a Heavy weapon.","techniques.telepathic-assault.description":"The telepath Commits Effort for the day as a Main Action to force a wave of metadimensional energy through the brain of a Telepathic Contact target. The assault does 6d6 damage, or 9d6 damage if the telepath has Telepathy-4 skill. The target may make a Mental saving throw to halve the damage. This assault cannot kill a target, but can knock them unconscious for an hour if they're reduced to zero hit points, after which they wake up with one hit point. A victim cannot be targeted by an assault more than once per scene.","techniques.telepathic-contact.description":"The telepath can obtain a progressively-deeper understanding of a sentient target's thoughts. The target must be visible or otherwise perceptible to the telepath's unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic's Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user's skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.\n\n***Level-0.*** Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.\n\n***Level-1.*** A shallow gestalt with the target's language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target's language, they can communicate with it in turn.\n\n***Level-2.*** The psychic's awareness of the target's surface cognition is sophisticated enough to read their current thoughts, though it can't pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.\n\n***Level-3.*** The psychic can drill down into the target's memory to get a one or two-sentence answer to any single question they ask, or receive a single answering vision of the target's recollections. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended. It can be re-established, but only by activating this technique again.\n\n***Level-4.*** The psychic instantly gets a full and nuanced awareness of everything the target can remember about a particular topic. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended afterwards. It can be re-established, but only by activating this technique again.","techniques.teratic-overload.description":"This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic's Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship's sick bay if managed within a month's time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won't even know they've been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.","techniques.terminal-reflection.description":"The psychic's Oracle power automatically triggers as an Instant action moments before some unexpected danger or ambush, giving the precog a brief vision of the impending hazard. This warning comes just in time to avoid springing a trap or to negate combat surprise for the precog and their companions. If the psychic does not immediately Commit Effort for the day, this sense goes numb and this technique cannot be used for the rest of the day.","techniques.thermokinesis.description":"Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation. As with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill each time this technique is applied to them.","techniques.tissue-integrity-field.description":"The biopsion's Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don't require it or don't want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.","techniques.transmit-thought.description":"The telepath can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.","techniques.unity-of-thought.description":"The telepath becomes exceptionally skilled at weaving together multiple allied minds. When they establish a Telepathic Contact with a willing ally they may bind up to six willing participants into the same contact without further Effort. This multi-person link is relatively shallow, and allows only the Instant exchange of thoughts, images, and sensory impressions. While under its effect, every participant knows the exact location and condition of all others, and uses the best Initiative roll of any of them if combat commences. At the table, up to five minutes of discussion and coordination among the players can be arranged each round without incurring delays for the PCs. Every combat turn, one gestalt member of the psychic's choice gets an extra round of action to represent the benefits of the perfect coordination of the group. The psychic cannot gain this bonus round himself. The telepathic link lasts as long as the psychic initiates no new Telepathic Contact, and it has a range that extends to any point within a solar system.","pack.name":"Stars Without Number: Revised Edition"};
2
+ export default {"armor.armored-undersuit.name":"Armored Undersuit","armor.armored-vacc-suit.name":"Armored Vacc Suit","armor.assault-suit.name":"Assault Suit","armor.combat-field-uniform.name":"Combat Field Uniform","armor.deflector-array.name":"Deflector Array","armor.field-emitter-panoply.name":"Field Emitter Panoply","armor.force-pavis.name":"Force Pavis","armor.heavy-primitive-armor.name":"Full plate, layered mail","armor.icarus-harness.name":"Icarus Harness","armor.light-primitive-armor.name":"Leather jacks, thick hides, quilted armor","armor.medium-primitive-armor.name":"Cuirass, brigandine, linothorax, half-plate","armor.secure-clothing.name":"Secure Clothing","armor.security-armor.name":"Security Armor","armor.shield.name":"Primitive shield","armor.storm-armor.name":"Storm Armor","armor.vestimentum.name":"Vestimentum","armor.warpaint.name":"Warpaint","armor.woven-body-armor.name":"Woven Body Armor","backgrounds.barbarian.name":"Barbarian","backgrounds.clergy.name":"Clergy","backgrounds.courtesan.name":"Courtesan","backgrounds.criminal.name":"Criminal","backgrounds.dilettante.name":"Dilettante","backgrounds.entertainer.name":"Entertainer","backgrounds.merchant.name":"Merchant","backgrounds.noble.name":"Noble","backgrounds.official.name":"Official","backgrounds.peasant.name":"Peasant","backgrounds.physician.name":"Physician","backgrounds.pilot.name":"Pilot","backgrounds.politician.name":"Politician","backgrounds.scholar.name":"Scholar","backgrounds.soldier.name":"Soldier","backgrounds.spacer.name":"Spacer","backgrounds.technician.name":"Technician","backgrounds.thug.name":"Thug","backgrounds.vagabond.name":"Vagabond","backgrounds.worker.name":"Worker","classes.adventurer.choices.partials.prompt":"Partial classes (pick two)","classes.adventurer.name":"Adventurer","classes.expert.name":"Expert","classes.expert.options.reroll.name":"Reroll (Expert, once a scene)","classes.psychic.name":"Psychic","classes.warrior.actions.negate-hit.name":"Negate a hit (Warrior luck)","classes.warrior.actions.negate-hit.results.negated.name":"Hit negated","classes.warrior.name":"Warrior","classes.warrior.options.luck.name":"Turn the miss into a hit (Warrior luck)","cyberware.adrenal-suppression-pump.name":"Adrenal Suppression Pump","cyberware.adrenal-suppression-pump.state.active.name":"Active","cyberware.bioadaptation-augments.name":"Bioadaptation Augments","cyberware.body-arsenal-array.name":"Body Arsenal Array","cyberware.body-sculpting.name":"Body Sculpting","cyberware.dermal-armor.name":"Dermal Armor","cyberware.drone-control-link.name":"Drone Control Link","cyberware.eelskin-capacitor-mesh.name":"Eelskin Capacitor Mesh","cyberware.gecko-anchors.name":"Gecko Anchors","cyberware.ghost-talker-transceiver.name":"Ghost Talker Transceiver","cyberware.holdout-cavity.name":"Holdout Cavity","cyberware.holoskin-emitters.name":"Holoskin Emitters","cyberware.identity-submersion-trigger.name":"Identity Submersion Trigger","cyberware.immunofiltration-system.name":"Immunofiltration System","cyberware.induced-coma-trigger.name":"Induced Coma Trigger","cyberware.neurointruder-alert.name":"Neurointruder Alert","cyberware.panspectral-optics.name":"Panspectral Optics","cyberware.pressure-sheathing.name":"Pressure Sheathing","cyberware.prosthetic-limb.name":"Prosthetic Limb","cyberware.revenant-wiring.name":"Revenant Wiring","cyberware.slowtime-window.name":"Slowtime Window","cyberware.stabilization-overrides.name":"Stabilization Overrides","cyberware.tagger-nanites.name":"Tagger Nanites","cyberware.toxin-injector.name":"Toxin Injector","cyberware.twitchlock-actuators.name":"Twitchlock Actuators","gear.ammo-20-rounds.name":"Ammo, 20 rounds","gear.ammo-missile.name":"Ammo, missile","gear.atmofilter.name":"Atmofilter","gear.backpack-tl0.name":"Backpack (TL0)","gear.backpack-tl4.name":"Backpack (TL4)","gear.bezoar.name":"Bezoar","gear.binoculars-tl3.name":"Binoculars (TL3)","gear.binoculars-tl4.name":"Binoculars (TL4)","gear.bioscanner.name":"Bioscanner","gear.black-slab.name":"Black Slab","gear.brainwave.name":"Brainwave","gear.climbing-harness.name":"Climbing Harness","gear.comm-server.name":"Comm server","gear.compad.name":"Compad","gear.data-phase-tap.name":"Data phase tap","gear.data-protocol.name":"Data Protocol","gear.dataslab.name":"Dataslab","gear.field-radio.name":"Field Radio","gear.glowbug.name":"Glowbug","gear.grapnel-launcher.name":"Grapnel Launcher","gear.grav-chute-tl4.name":"Grav chute (TL4)","gear.grav-chute-tl5.name":"Grav chute (TL5)","gear.grav-harness.name":"Grav Harness","gear.hush.name":"Hush","gear.instapanel.name":"Instapanel","gear.lazarus-patch.name":"Lazarus Patch","gear.lift.name":"Lift","gear.line-shunt.name":"Line Shunt","gear.low-light-goggles.name":"Low Light Goggles","gear.medkit.name":"Medkit","gear.metatool.name":"Metatool","gear.navcomp.name":"Navcomp","gear.portabox.name":"Portabox","gear.postech-toolkit.name":"Toolkit (postech)","gear.power-cell-a.name":"Power cell, type A","gear.power-cell-b.name":"Power cell, type B","gear.pressure-tent.name":"Pressure Tent","gear.pretech-cosmetic.name":"Pretech Cosmetic","gear.pretech-toolkit.name":"Toolkit (pretech)","gear.psych.name":"Psych","gear.rations-1-day.name":"Rations, 1 day","gear.remote-link-unit.name":"Remote Link Unit","gear.reverie.name":"Reverie","gear.rope-tl0.name":"Rope, 20 meters (TL0)","gear.rope-tl4.name":"Rope, 20 meters (TL4)","gear.scout-report.name":"Scout Report","gear.solar-recharger.name":"Solar Recharger","gear.spare-parts.name":"Spare Parts","gear.squeal.name":"Squeal","gear.stiletto-charge.name":"Stiletto Charge","gear.storage-unit.name":"Storage Unit","gear.survey-scanner.name":"Survey Scanner","gear.survival-kit.name":"Survival Kit","gear.tailored-antiallergens.name":"Tailored Antiallergens","gear.telekinetic-generator.name":"Telekinetic Generator","gear.telescoping-pole.name":"Telescoping Pole","gear.thermal-flare.name":"Thermal Flare","gear.tightbeam-link-unit.name":"Tightbeam Link Unit","gear.trade-goods.name":"Trade Goods","gear.trade-metals.name":"Trade Metals","gear.translator-torc.name":"Translator Torc","gear.tsunami.name":"Tsunami","gear.vacc-fresher.name":"Vacc Fresher","gear.vacc-skin.name":"Vacc Skin","gear.vacc-suit.name":"Vacc Suit","partial-classes.expert.name":"Partial Expert","partial-classes.psychic.choices.discipline.options.biopsionics.name":"Biopsionics","partial-classes.psychic.choices.discipline.options.metapsionics.name":"Metapsionics","partial-classes.psychic.choices.discipline.options.precognition.name":"Precognition","partial-classes.psychic.choices.discipline.options.telekinesis.name":"Telekinesis","partial-classes.psychic.choices.discipline.options.telepathy.name":"Telepathy","partial-classes.psychic.choices.discipline.options.teleportation.name":"Teleportation","partial-classes.psychic.choices.discipline.prompt":"Psychic discipline","partial-classes.psychic.name":"Partial Psychic","partial-classes.warrior.name":"Partial Warrior","techniques.accelerated-succor.name":"Accelerated Succor","techniques.accelerated-succor.prerequisites.discipline":"Biopsionics as a Partial Psychic's discipline","techniques.accelerated-succor.prerequisites.skill":"Biopsionics-3","techniques.alternate-outcome.name":"Alternate Outcome","techniques.alternate-outcome.prerequisites.discipline":"Precognition as a Partial Psychic's discipline","techniques.alternate-outcome.prerequisites.skill":"Precognition-2","techniques.anguished-vision.name":"Anguished Vision","techniques.anguished-vision.prerequisites.discipline":"Precognition as a Partial Psychic's discipline","techniques.anguished-vision.prerequisites.skill":"Precognition-3","techniques.burdened-apportation.name":"Burdened Apportation","techniques.burdened-apportation.prerequisites.discipline":"Teleportation as a Partial Psychic's discipline","techniques.burdened-apportation.prerequisites.skill":"Teleportation-2","techniques.cloak-powers.name":"Cloak Powers","techniques.cloak-powers.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.cloak-powers.prerequisites.skill":"Metapsionics-1","techniques.concert-of-minds.name":"Concert of Minds","techniques.concert-of-minds.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.concert-of-minds.prerequisites.skill":"Metapsionics-3","techniques.cursed-luck.actions.curse.name":"Curse a target","techniques.cursed-luck.actions.curse.results.cursed.name":"Cursed","techniques.cursed-luck.actions.throw-off.name":"Throw off Cursed Luck","techniques.cursed-luck.actions.throw-off.results.cursed.name":"Still cursed","techniques.cursed-luck.actions.throw-off.results.freed.name":"Thrown off","techniques.cursed-luck.name":"Cursed Luck","techniques.cursed-luck.prerequisites.discipline":"Precognition as a Partial Psychic's discipline","techniques.cursed-luck.prerequisites.skill":"Precognition-3","techniques.deep-intrusion.name":"Deep Intrusion","techniques.deep-intrusion.prerequisites.discipline":"Teleportation as a Partial Psychic's discipline","techniques.deep-intrusion.prerequisites.skill":"Teleportation-4","techniques.destinys-shield.name":"Destiny's Shield","techniques.destinys-shield.prerequisites.discipline":"Precognition as a Partial Psychic's discipline","techniques.destinys-shield.prerequisites.skill":"Precognition-2","techniques.effortless-apportation.name":"Effortless Apportation","techniques.effortless-apportation.prerequisites.discipline":"Teleportation as a Partial Psychic's discipline","techniques.effortless-apportation.prerequisites.skill":"Teleportation-3","techniques.facile-mind.name":"Facile Mind","techniques.facile-mind.prerequisites.discipline":"Telepathy as a Partial Psychic's discipline","techniques.facile-mind.prerequisites.skill":"Telepathy-1","techniques.far-thought.name":"Far Thought","techniques.far-thought.prerequisites.discipline":"Telepathy as a Partial Psychic's discipline","techniques.far-thought.prerequisites.skill":"Telepathy-2","techniques.flawless-mastery.name":"Flawless Mastery","techniques.flawless-mastery.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.flawless-mastery.prerequisites.skill":"Metapsionics-4","techniques.force-puppetry.name":"Force Puppetry","techniques.force-puppetry.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.force-puppetry.prerequisites.skill":"Telekinesis-4","techniques.forced-outcome.name":"Forced Outcome","techniques.forced-outcome.prerequisites.discipline":"Precognition as a Partial Psychic's discipline","techniques.forced-outcome.prerequisites.skill":"Precognition-3","techniques.holistic-optimization-patterning.name":"Holistic Optimization Patterning","techniques.holistic-optimization-patterning.prerequisites.discipline":"Biopsionics as a Partial Psychic's discipline","techniques.holistic-optimization-patterning.prerequisites.skill":"Biopsionics-4","techniques.impact-sump.name":"Impact Sump","techniques.impact-sump.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.impact-sump.prerequisites.skill":"Telekinesis-2","techniques.impervious-pavis-of-will.name":"Impervious Pavis of Will","techniques.impervious-pavis-of-will.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.impervious-pavis-of-will.prerequisites.skill":"Metapsionics-4","techniques.intuitive-response.name":"Intuitive Response","techniques.intuitive-response.prerequisites.discipline":"Precognition as a Partial Psychic's discipline","techniques.intuitive-response.prerequisites.skill":"Precognition-1","techniques.invincible-stand.name":"Invincible Stand","techniques.invincible-stand.prerequisites.discipline":"Biopsionics as a Partial Psychic's discipline","techniques.invincible-stand.prerequisites.skill":"Biopsionics-2","techniques.kinetic-transversal.name":"Kinetic Transversal","techniques.kinetic-transversal.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.kinetic-transversal.prerequisites.skill":"Telekinesis-1","techniques.major-organ-restoration.name":"Major Organ Restoration","techniques.major-organ-restoration.prerequisites.discipline":"Biopsionics as a Partial Psychic's discipline","techniques.major-organ-restoration.prerequisites.skill":"Biopsionics-2","techniques.mastered-succor.name":"Mastered Succor","techniques.mastered-succor.prerequisites.discipline":"Biopsionics as a Partial Psychic's discipline","techniques.mastered-succor.prerequisites.skill":"Biopsionics-1","techniques.memory-editing.name":"Memory Editing","techniques.memory-editing.prerequisites.discipline":"Telepathy as a Partial Psychic's discipline","techniques.memory-editing.prerequisites.skill":"Telepathy-4","techniques.metadimensional-friction.name":"Metadimensional Friction","techniques.metadimensional-friction.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.metadimensional-friction.prerequisites.skill":"Metapsionics-3","techniques.metamorph.name":"Metamorph","techniques.metamorph.prerequisites.discipline":"Biopsionics as a Partial Psychic's discipline","techniques.metamorph.prerequisites.skill":"Biopsionics-3","techniques.mindtracing.name":"Mindtracing","techniques.mindtracing.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.mindtracing.prerequisites.skill":"Metapsionics-1","techniques.neural-trap.name":"Neural Trap","techniques.neural-trap.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.neural-trap.prerequisites.skill":"Metapsionics-2","techniques.not-my-time.name":"Not My Time","techniques.not-my-time.prerequisites.discipline":"Precognition as a Partial Psychic's discipline","techniques.not-my-time.prerequisites.skill":"Precognition-4","techniques.offensive-apportation.name":"Offensive Apportation","techniques.offensive-apportation.prerequisites.discipline":"Teleportation as a Partial Psychic's discipline","techniques.offensive-apportation.prerequisites.skill":"Teleportation-4","techniques.oracle.name":"Oracle","techniques.organic-purification-protocols.name":"Organic Purification Protocols","techniques.organic-purification-protocols.prerequisites.discipline":"Biopsionics as a Partial Psychic's discipline","techniques.organic-purification-protocols.prerequisites.skill":"Biopsionics-1","techniques.perceptive-dislocation.name":"Perceptive Dislocation","techniques.perceptive-dislocation.prerequisites.discipline":"Teleportation as a Partial Psychic's discipline","techniques.perceptive-dislocation.prerequisites.skill":"Teleportation-2","techniques.personal-apportation.name":"Personal Apportation","techniques.pressure-field.name":"Pressure Field","techniques.pressure-field.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.pressure-field.prerequisites.skill":"Telekinesis-1","techniques.proficient-apportation.name":"Proficient Apportation","techniques.proficient-apportation.prerequisites.discipline":"Teleportation as a Partial Psychic's discipline","techniques.proficient-apportation.prerequisites.skill":"Teleportation-1","techniques.prophecy.name":"Prophecy","techniques.prophecy.prerequisites.discipline":"Precognition as a Partial Psychic's discipline","techniques.prophecy.prerequisites.skill":"Precognition-4","techniques.psychic-refinement.name":"Psychic Refinement","techniques.psychic-static.name":"Psychic Static","techniques.psychic-static.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.psychic-static.prerequisites.skill":"Metapsionics-2","techniques.psychic-succor.name":"Psychic Succor","techniques.psychic-tutelage.name":"Psychic Tutelage","techniques.psychic-tutelage.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.psychic-tutelage.prerequisites.skill":"Metapsionics-3","techniques.quintessential-reconstruction.name":"Quintessential Reconstruction","techniques.quintessential-reconstruction.prerequisites.discipline":"Biopsionics as a Partial Psychic's discipline","techniques.quintessential-reconstruction.prerequisites.skill":"Biopsionics-4","techniques.reactive-telekinesis.name":"Reactive Telekinesis","techniques.reactive-telekinesis.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.reactive-telekinesis.prerequisites.skill":"Telekinesis-3","techniques.reflex-response.name":"Reflex Response","techniques.reflex-response.prerequisites.discipline":"Telepathy as a Partial Psychic's discipline","techniques.reflex-response.prerequisites.skill":"Telepathy-3","techniques.remote-repair.name":"Remote Repair","techniques.remote-repair.prerequisites.discipline":"Biopsionics as a Partial Psychic's discipline","techniques.remote-repair.prerequisites.skill":"Biopsionics-1","techniques.rift-reduplication.name":"Rift Reduplication","techniques.rift-reduplication.prerequisites.discipline":"Teleportation as a Partial Psychic's discipline","techniques.rift-reduplication.prerequisites.skill":"Teleportation-3","techniques.sense-the-need.name":"Sense the Need","techniques.sense-the-need.prerequisites.discipline":"Precognition as a Partial Psychic's discipline","techniques.sense-the-need.prerequisites.skill":"Precognition-1","techniques.slip-field.name":"Slip Field","techniques.slip-field.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.slip-field.prerequisites.skill":"Telekinesis-2","techniques.spatial-awareness.name":"Spatial Awareness","techniques.spatial-awareness.prerequisites.discipline":"Teleportation as a Partial Psychic's discipline","techniques.spatial-awareness.prerequisites.skill":"Teleportation-1","techniques.spatial-synchrony-mandala.name":"Spatial Synchrony Mandala","techniques.spatial-synchrony-mandala.prerequisites.discipline":"Teleportation as a Partial Psychic's discipline","techniques.spatial-synchrony-mandala.prerequisites.skill":"Teleportation-2","techniques.stutterjump.name":"Stutterjump","techniques.stutterjump.prerequisites.discipline":"Teleportation as a Partial Psychic's discipline","techniques.stutterjump.prerequisites.skill":"Teleportation-3","techniques.suppress-cognition.name":"Suppress Cognition","techniques.suppress-cognition.prerequisites.discipline":"Telepathy as a Partial Psychic's discipline","techniques.suppress-cognition.prerequisites.skill":"Telepathy-2","techniques.surge-momentum.name":"Surge Momentum","techniques.surge-momentum.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.surge-momentum.prerequisites.skill":"Metapsionics-3","techniques.suspended-manifestation.name":"Suspended Manifestation","techniques.suspended-manifestation.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.suspended-manifestation.prerequisites.skill":"Metapsionics-2","techniques.synthetic-adaptation.name":"Synthetic Adaptation","techniques.synthetic-adaptation.prerequisites.discipline":"Metapsionics as a Partial Psychic's discipline","techniques.synthetic-adaptation.prerequisites.skill":"Metapsionics-1","techniques.tangible-force-construct.name":"Tangible Force Construct","techniques.tangible-force-construct.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.tangible-force-construct.prerequisites.skill":"Telekinesis-3","techniques.telekinetic-armory.name":"Telekinetic Armory","techniques.telekinetic-armory.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.telekinetic-armory.prerequisites.skill":"Telekinesis-1","techniques.telekinetic-expertise.name":"Telekinetic Expertise","techniques.telekinetic-expertise.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.telekinetic-expertise.prerequisites.skill":"Telekinesis-2","techniques.telekinetic-flight.name":"Telekinetic Flight","techniques.telekinetic-flight.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.telekinetic-flight.prerequisites.skill":"Telekinesis-4","techniques.telekinetic-manipulation.name":"Telekinetic Manipulation","techniques.telekinetic-ram.name":"Telekinetic Ram","techniques.telekinetic-ram.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.telekinetic-ram.prerequisites.skill":"Telekinesis-3","techniques.telepathic-assault.name":"Telepathic Assault","techniques.telepathic-assault.prerequisites.discipline":"Telepathy as a Partial Psychic's discipline","techniques.telepathic-assault.prerequisites.skill":"Telepathy-3","techniques.telepathic-contact.name":"Telepathic Contact","techniques.teratic-overload.name":"Teratic Overload","techniques.teratic-overload.prerequisites.discipline":"Biopsionics as a Partial Psychic's discipline","techniques.teratic-overload.prerequisites.skill":"Biopsionics-3","techniques.terminal-reflection.name":"Terminal Reflection","techniques.terminal-reflection.prerequisites.discipline":"Precognition as a Partial Psychic's discipline","techniques.terminal-reflection.prerequisites.skill":"Precognition-1","techniques.thermokinesis.name":"Thermokinesis","techniques.thermokinesis.prerequisites.discipline":"Telekinesis as a Partial Psychic's discipline","techniques.thermokinesis.prerequisites.skill":"Telekinesis-2","techniques.tissue-integrity-field.name":"Tissue Integrity Field","techniques.tissue-integrity-field.prerequisites.discipline":"Biopsionics as a Partial Psychic's discipline","techniques.tissue-integrity-field.prerequisites.skill":"Biopsionics-2","techniques.transmit-thought.name":"Transmit Thought","techniques.transmit-thought.prerequisites.discipline":"Telepathy as a Partial Psychic's discipline","techniques.transmit-thought.prerequisites.skill":"Telepathy-1","techniques.unity-of-thought.name":"Unity of Thought","techniques.unity-of-thought.prerequisites.discipline":"Telepathy as a Partial Psychic's discipline","techniques.unity-of-thought.prerequisites.skill":"Telepathy-4","weapons.advanced-bow.name":"Advanced Bow","weapons.anti-vehicle-laser.name":"Anti-Vehicle Laser","weapons.combat-rifle.name":"Combat Rifle","weapons.combat-shotgun.name":"Combat Shotgun","weapons.conversion-bow.name":"Conversion Bow","weapons.crude-pistol.name":"Crude Pistol","weapons.demo-charge.name":"Demo Charge","weapons.distortion-cannon.name":"Distortion Cannon","weapons.grenade.name":"Grenade","weapons.heavy-machine-gun.name":"Heavy Machine Gun","weapons.hydra-array.name":"Hydra Array","weapons.knife.name":"Knife","weapons.large-advanced-weapon.name":"Large Advanced Weapon","weapons.large-primitive-weapon.name":"Large Primitive Weapon","weapons.laser-pistol.name":"Laser Pistol","weapons.laser-rifle.name":"Laser Rifle","weapons.mag-pistol.name":"Mag Pistol","weapons.mag-rifle.name":"Mag Rifle","weapons.medium-advanced-weapon.name":"Medium Advanced Weapon","weapons.medium-primitive-weapon.name":"Medium Primitive Weapon","weapons.monoblade-knife.name":"Monoblade knife","weapons.monoblade-sword.name":"Monoblade sword","weapons.musket.name":"Musket","weapons.plasma-projector.name":"Plasma Projector","weapons.primitive-bow.name":"Primitive Bow","weapons.railgun.name":"Railgun","weapons.revolver.name":"Revolver","weapons.rifle.name":"Rifle","weapons.rocket-launcher.name":"Rocket Launcher","weapons.semi-auto-pistol.name":"Semi-Auto Pistol","weapons.shear-rifle.name":"Shear Rifle","weapons.shotgun.name":"Shotgun","weapons.small-advanced-weapon.name":"Small Advanced Weapon","weapons.small-primitive-weapon.name":"Small Primitive Weapon","weapons.sniper-rifle.name":"Sniper Rifle","weapons.spear.name":"Spear","weapons.spike-thrower.name":"Spike Thrower","weapons.stun-baton.name":"Stun Baton","weapons.submachine-gun.name":"Submachine Gun","weapons.suit-ripper.name":"Suit Ripper","weapons.thermal-knife.name":"Thermal knife","weapons.thermal-pistol.name":"Thermal Pistol","weapons.thunder-gun.name":"Thunder Gun","weapons.unarmed.name":"Unarmed attack","weapons.void-carbine.name":"Void Carbine","weapons.vortex-cannon.name":"Vortex Cannon","weapons.wheatcutter-belt.name":"Wheatcutter Belt","types.kit.name":"Starting package","types.class.fields.kit.name":"Starting package","kits.barbarian.name":"Barbarian package","kits.barbarian.actions.unpack.name":"Unpack","kits.blade.name":"Blade package","kits.blade.actions.unpack.name":"Unpack","kits.civilian.name":"Civilian package","kits.civilian.actions.unpack.name":"Unpack","kits.credits.name":"Roll for credits","kits.credits.actions.unpack.name":"Unpack","kits.gunslinger.name":"Gunslinger package","kits.gunslinger.actions.unpack.name":"Unpack","kits.hacker.name":"Hacker package","kits.hacker.actions.unpack.name":"Unpack","kits.medic.name":"Medic package","kits.medic.actions.unpack.name":"Unpack","kits.scout.name":"Scout package","kits.scout.actions.unpack.name":"Unpack","kits.soldier.name":"Soldier package","kits.soldier.actions.unpack.name":"Unpack","kits.technician.name":"Technician package","kits.technician.actions.unpack.name":"Unpack","kits.thief.name":"Thief package","kits.thief.actions.unpack.name":"Unpack","kits.credits.actions.unpack.steps.credits.name":"Starting credits (× 100)","types.style.name":"Class and style","types.style.fields.class.name":"Class","types.style.fields.table.name":"Quick foci table column","types.style.fields.str.name":"Strength","types.style.fields.dex.name":"Dexterity","types.style.fields.con.name":"Constitution","types.style.fields.int.name":"Intelligence","types.style.fields.wis.name":"Wisdom","types.style.fields.cha.name":"Charisma","styles.expert-nimble.name":"Expert (Nimble)","styles.expert-smart.name":"Expert (Smart)","styles.expert-smooth.name":"Expert (Smooth)","styles.psychic-adept.name":"Psychic (Adept)","styles.psychic-seer.name":"Psychic (Seer)","styles.warrior-leader.name":"Warrior (Leader)","styles.warrior-melee.name":"Warrior (Melee)","styles.warrior-ranged.name":"Warrior (Ranged)","foci.alert.description":"You are keenly aware of your surroundings and virtually impossible to take unaware. You have an instinctive alacrity of response that helps you act before less wary persons can think to move.\n\n***Level 1.*** Gain Notice as a bonus skill. You cannot be surprised, nor can others use the Execution Attack option on you. When you roll initiative, roll twice and take the best result.\n\n***Level 2.*** You always act first in a combat round unless someone else involved is also this Alert.","foci.alert.name":"Alert","foci.armsman.description":"You have an unusual competence with thrown weapons and melee attacks. This focus’ benefits do not apply to unarmed attacks or projectile weapons. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\n\n***Level 1.*** Gain Stab as a bonus skill. You can draw or sheath a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with.\n\n***Level 2.*** Your primitive melee and thrown weapons count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a melee weapon, you do an unmodified 1d4 damage to the target, plus any Shock damage. This bonus damage doesn’t apply to thrown weapons or attacks that use the Punch skill.","foci.armsman.name":"Armsman","foci.assassin.description":"You are practiced at sudden murder, and have certain advantages in carrying out an Execution Attack as described in the rules on page 52.\n\n***Level 1.*** Gain Sneak as a bonus skill. You can conceal an object no larger than a knife or pistol from anything less invasive than a strip search, including normal TL4 weapon detection devices. You can draw or produce this object as an On Turn action, and your point-blank ranged attacks made from surprise with it cannot miss the target.\n\n***Level 2.*** You can take a Move action on the same round as you make an Execution Attack, closing rapidly with a target before you attack. You may split this Move action when making an Execution Attack, taking part of it before you murder your target and part of it afterwards. This movement happens too quickly to alert a victim or to be hindered by bodyguards, barring an actual physical wall of meat between you and your prey.","foci.assassin.name":"Assassin","foci.authority.description":"You have an uncanny kind of charisma about you, one that makes others instinctively follow your instructions and further your causes. At level 1, this is a knack of charm and personal magnetism, while level 2 might suggest latent telepathic influence or transhuman memetic hacking augmentations. Where this focus refers to followers, it means NPCs who have voluntarily chosen to be in your service. PCs never count as followers.\n\n***Level 1.*** Gain Lead as a bonus skill. Once per day, you can make a request from an NPC who is not openly hostile to you, rolling a Cha/Lead skill check at a difficulty of the NPC’s Morale score. If you succeed, they will comply with the request, provided it is not harmful or extremely uncharacteristic.\n\n***Level 2.*** Those who follow you are fired with confidence. Any NPC being directly led by you gains a Morale and hit roll bonus equal to your Lead skill and a +1 bonus on all skill checks. Your followers will not act against your interests unless under extreme pressure.","foci.authority.name":"Authority","foci.close-combatant.description":"You’ve had all too much practice at close-in fighting and desperate struggles with pistol or blade. You’re extremely skilled at avoiding injury in melee combat, and at level 2 you can dodge through a melee scrum without fear of being knifed in passing.\n\n***Level 1.*** Gain any combat skill as a bonus skill. You can use pistol-sized ranged weapons in melee without suffering penalties for the proximity of melee attackers. You ignore Shock damage from melee assailants, even if you’re unarmored at the time.\n\n***Level 2.*** The Shock damage from your melee attacks treats all targets as if they were AC 10. The Fighting Withdrawal combat action is treated as an On Turn action for you and can be performed freely.","foci.close-combatant.name":"Close Combatant","foci.connected.description":"You’re remarkably gifted at making friends and forging ties with the people around you. Wherever you go, you always seem to know somebody useful to your ends.\n\n***Level 1.*** Gain Connect as a bonus skill. If you’ve spent at least a week in a not-entirely-hostile location, you’ll have built a web of contacts willing to do favors for you that are no more than mildly illegal. You can call on one favor per game day and the GM decides how far they’ll go for you.\n\n***Level 2.*** Once per game session, if it’s not entirely implausible, you meet someone you know who is willing to do modest favors for you. You can decide when and where you want to meet this person, but the GM decides who they are and what they can do for you.","foci.connected.name":"Connected","foci.die-hard.description":"You are surprisingly hard to kill. You can survive injuries or bear up under stresses that would incapacitate a less determined hero.\n\n***Level 1.*** You gain an extra 2 maximum hit points per level. This bonus applies retroactively if you take this focus after first level. You automatically stabilize if mortally wounded by anything smaller than a Heavy weapon.\n\n***Level 2.*** The first time each day that you are reduced to zero hit points by an injury, you instead survive with one hit point remaining. This ability can’t save you from Heavy weapons or similar trauma.","foci.die-hard.name":"Die Hard","foci.diplomat.description":"You know how to get your way in personal negotiations, and can manipulate the attitudes of those around you. Even so, while smooth words are versatile, they’ll only work if your interlocutor is actually willing to listen to you.\n\n***Level 1.*** Gain Talk as a bonus skill. You speak all the languages common to the sector and can learn new ones to a workable level in a week, becoming fluent in a month. Reroll 1s on any skill check dice related to negotiation or diplomacy.\n\n***Level 2.*** Once per game session, shift an intelligent NPC’s reaction roll one step closer to friendly if you can talk to them for at least thirty seconds.","foci.diplomat.name":"Diplomat","foci.gunslinger.description":"You have a gift with a gun. While this talent most commonly applies to slugthrowers or energy weapons, it is also applicable to thrown weapons, bows, or other ranged weapons that can be used with the Shoot skill. For thrown weapons, you can’t use the benefits of the Armsman focus at the same time as Gunslinger.\n\n***Level 1.*** Gain Shoot as a bonus skill. You can draw or holster a Stowed ranged weapon as an On Turn action. You may add your Shoot skill level to a ranged weapon’s damage roll.\n\n***Level 2.*** Once per round, you can reload a ranged weapon as an On Turn action if it takes no more than one round to reload. Even on a miss with a Shoot attack, you do an unmodified 1d4 damage.","foci.gunslinger.name":"Gunslinger","foci.hacker.description":"You have a considerable fluency with digital security measures and standard encryption methods. You know how to make computerized systems obey you until their automatic failsafes come down on your control.\n\n***Level 1.*** Gain Program as a bonus skill. When attempting to hack a database or computerized system, roll 3d6 on the skill check and drop the lowest die.\n\n***Level 2.*** Your hack duration increases to 1d4+Program skill x 10 minutes. You have an instinctive understanding of the tech; you never need to learn the data protocols for a strange system and are always treated as familiar with it.","foci.hacker.name":"Hacker","foci.healer.description":"Healing comes naturally to you, and you’re particularly gifted at preventing the quick bleed-out of wounded allies and comrades.\n\n***Level 1.*** Gain Heal as a bonus skill. You may attempt to stabilize one mortally-wounded adjacent person per round as an On Turn action. When rolling Heal skill checks, roll 3d6 and drop the lowest die.\n\n***Level 2.*** Stims or other technological healing devices applied by you heal twice as many hit points as normal. Using only basic medical supplies, you can heal 1d6+Heal skill hit points of damage to every injured or wounded person in your group with ten minutes of first aid spread among them. Such healing can be applied to a given target only once per day.","foci.healer.name":"Healer","foci.henchkeeper.description":"You have an distinct knack for picking up lost souls who willingly do your bidding. You might induce them with promises of money, power, excitement, sex, or some other prize that you may or may not eventually grant. A henchman obtained with this focus will serve in loyal fashion until clearly betrayed or placed in unacceptable danger. Henchmen are not “important” people in their society, and are usually marginal sorts, outcasts, the desperate, or other persons with few options. You can use more conventional pay or inducements to acquire additional henchmen, but these extra hirelings are no more loyal or competent than your pay and treatment can purchase.\n\n***Level 1.*** Gain Lead as a bonus skill. You can acquire henchmen within 24 hours of arriving in a community, assuming anyone is suitable hench material. These henchmen will not fight except to save their own lives, but will escort you on adventures and risk great danger to help you. Most henchmen will be treated as Peaceful Humans from the Xenobestiary section of the book. You can have one henchmen at a time for every three character levels you have, rounded up. You can release henchmen with no hard feelings at any plausible time and pick them back up later should you be without a current henchman.\n\n***Level 2.*** Your henchmen are remarkably loyal and determined, and will fight for you against anything but clearly overwhelming odds. Whether through natural competence or their devotion to you, they’re treated as Martial Humans from the Xenobestiary section. You can make faithful henchmen out of skilled and highly-capable NPCs, but this requires that you actually have done them some favor or help that would reasonably earn such fierce loyalty.","foci.henchkeeper.name":"Henchkeeper","foci.ironhide.description":"Whether through uncanny reflexes, remarkable luck, gengineered skin fibers, or subtle telekinetic shielding, you have natural defenses equivalent to high-quality combat armor. The benefits of this focus don’t stack with armor, though Dexterity or shield modifiers apply.\n\n***Level 1.*** You have an innate Armor Class of 15 plus half your character level, rounded up.\n\n***Level 2.*** Your abilities are so effective that they render you immune to unarmed attacks or primitive weaponry as if you wore powered armor.","foci.ironhide.name":"Ironhide","foci.psychic-training.choices.discipline.options.biopsionics.name":"Biopsionics","foci.psychic-training.choices.discipline.options.metapsionics.name":"Metapsionics","foci.psychic-training.choices.discipline.options.precognition.name":"Precognition","foci.psychic-training.choices.discipline.options.telekinesis.name":"Telekinesis","foci.psychic-training.choices.discipline.options.telepathy.name":"Telepathy","foci.psychic-training.choices.discipline.options.teleportation.name":"Teleportation","foci.psychic-training.choices.discipline.prompt":"Discipline trained","foci.psychic-training.description":"You’ve had special training in a particular psychic discipline. You must be a Psychic or have taken the Partial Psychic class option as an Adventurer to pick this focus. In the latter case, you can only take training in the discipline you initially chose as a Partial Psychic. As with most foci, this focus can be taken only once.\n\n***Level 1.*** Gain any psychic skill as a bonus. If this improves it to level-1 proficiency, choose a free level-1 technique from that discipline. Your maximum Effort increases by one.\n\n***Level 2.*** When you advance a level, the bonus psychic skill you chose for the first level of the focus automatically gets one skill point put toward increasing it or purchasing a technique from it. You may save these points for later, if more are required to raise the skill or buy a particular technique. These points are awarded retroactively if you take this focus level later in the game.","foci.psychic-training.name":"Psychic Training","foci.psychic-training.prerequisites.psychic":"Psychics and Partial Psychics only","foci.savage-fray.description":"You are a whirlwind of bloody havoc in melee combat, and can survive being surrounded far better than most combatants.\n\n***Level 1.*** Gain Stab as a bonus skill. All enemies adjacent to you at the end of your turn whom you have not attacked suffer the Shock damage of your weapon if their Armor Class is not too high to be affected.\n\n***Level 2.*** After suffering your first melee hit in a round, any further melee attacks from other assailants automatically miss you. If the attacker who hits you has multiple attacks, they may attempt all of them, but other foes around you simply miss.","foci.savage-fray.name":"Savage Fray","foci.shocking-assault.description":"You’re extremely dangerous to enemies around you. The ferocity of your melee attacks stresses and distracts enemies even when your blows don’t draw blood.\n\n***Level 1.*** Gain Punch or Stab as a bonus skill. The Shock damage of your weapon treats all targets as if they were AC 10, assuming your weapon is capable of harming the target in the first place.\n\n***Level 2.*** In addition, you gain a +2 bonus to the Shock damage rating of all melee weapons and unarmed attacks. Regular hits never do less damage than this Shock would do on a miss.","foci.shocking-assault.name":"Shocking Assault","foci.sniper.description":"You are an expert at placing a bullet or beam on an unsuspecting target. These special benefits only apply when making an Execution Attack with a firearm or bow, as described on page 52.\n\n***Level 1.*** Gain Shoot as a bonus skill. When making a skill check for an Execution Attack or target shooting, roll 3d6 and drop the lowest die.\n\n***Level 2.*** A target hit by your Execution Attack takes a -4 penalty on the Physical saving throw to avoid immediate mortal injury. Even if the save is successful, the target takes double the normal damage inflicted by the attack.","foci.sniper.name":"Sniper","foci.specialist.choices.skill.options.administer.name":"Administer","foci.specialist.choices.skill.options.connect.name":"Connect","foci.specialist.choices.skill.options.exert.name":"Exert","foci.specialist.choices.skill.options.fix.name":"Fix","foci.specialist.choices.skill.options.heal.name":"Heal","foci.specialist.choices.skill.options.know.name":"Know","foci.specialist.choices.skill.options.lead.name":"Lead","foci.specialist.choices.skill.options.notice.name":"Notice","foci.specialist.choices.skill.options.perform.name":"Perform","foci.specialist.choices.skill.options.pilot.name":"Pilot","foci.specialist.choices.skill.options.program.name":"Program","foci.specialist.choices.skill.options.sneak.name":"Sneak","foci.specialist.choices.skill.options.survive.name":"Survive","foci.specialist.choices.skill.options.talk.name":"Talk","foci.specialist.choices.skill.options.trade.name":"Trade","foci.specialist.choices.skill.options.work.name":"Work","foci.specialist.choices.skill.prompt":"Specialist skill","foci.specialist.description":"You are remarkably talented at a particular skill. Whether a marvelous cat burglar, a world-famous athlete, a brilliant engineer, or some other savant, your expertise is extremely reliable. You may take this focus more than once for different skills.\n\n***Level 1.*** Gain a non-combat, non-psychic skill as a bonus. Roll 3d6 and drop the lowest die for all skill checks in this skill.\n\n***Level 2.*** Roll 4d6 and drop the two lowest dice for all skill checks in this skill.","foci.specialist.name":"Specialist","foci.star-captain.description":"You have a tremendous natural talent for ship combat, and can make any starship you captain a significantly more fearsome opponent. You must take the captain’s role during a fight as described on page 117 of the Ship Combat rules in order to benefit from this focus.\n\n***Level 1.*** Gain Lead as a bonus skill. Your ship gains 2 extra Command Points at the start of each turn.\n\n***Level 2.*** A ship you captain gains bonus hit points equal to 20% of its maximum at the start of each combat. Damage is taken from these bonus points first, and they vanish at the end of the fight and do not require repairs to replenish before the next. In addition, once per engagement, you may resolve a Crisis as an Instant action by explaining how your leadership resolves the problem.","foci.star-captain.name":"Star Captain","foci.starfarer.description":"You are an expert in the plotting and execution of interstellar spike drills. While most experienced pilots can manage conventional drills along well-charted spike routes, you have the knack for forging new drill paths and cutting courses too dangerous for lesser navigators.\n\n***Level 1.*** Gain Pilot as a bonus skill. You automatically succeed at all spike drill-related skill checks of difficulty 10 or less.\n\n***Level 2.*** Double your Pilot skill for all spike drill-related skill checks. Spike drives of ships you navigate are treated as one level higher; thus, a drive-1 is treated as a drive-2, up to a maximum of drive-7. Spike drills you personally oversee take only half the time they would otherwise require.","foci.starfarer.name":"Starfarer","foci.tinker.description":"You have a natural knack for modifying and improving equipment, as given in the rules on page 100.\n\n***Level 1.*** Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Both ship and gear mods cost only half their usual price in credits, though pretech salvage requirements remain the same.\n\n***Level 2.*** Your Fix skill is treated as one level higher for purposes of building and maintaining mods and calculating your Maintenance score. Advanced mods require one fewer pretech salvage part to make, down to a minimum of zero.","foci.tinker.name":"Tinker","foci.unarmed-combatant.description":"Your empty hands are more dangerous than knives and guns in the grip of the less gifted. Your unarmed attacks are counted as melee weapons when it comes to binding up opponents wielding rifles and similar long arms, though you need at least one hand free to do so.\n\n***Level 1.*** Gain Punch as a bonus skill. Your unarmed attacks become more dangerous as your Punch skill increases. At level-0, they do 1d6 damage. At level-1, they do 1d8 damage. At level-2 they do 1d10, level-3 does 1d12, and level-4 does 1d12+1. At Punch-1 or better, they have the Shock quality equal to your Punch skill against AC 15 or less. While you normally add your Punch skill level to any unarmed damage, don’t add it twice to this Shock damage.\n\n***Level 2.*** You know locks and twists that use powered servos against their wearer. Your unarmed attacks count as TL4 weapons for the purpose of overcoming advanced armors. Even on a miss with a Punch attack, you do an unmodified 1d6 damage.","foci.unarmed-combatant.name":"Unarmed Combatant","foci.unique-gift.description":"Whether due to exotic technological augmentation, a unique transhuman background, or a remarkable human talent, you have the ability to do something that’s simply impossible for a normal human. This is a special focus which serves as a catch-all for some novel power or background perk that doesn’t have a convenient fit in the existing rules. A transhuman who can function normally in lethal environments, a nanotech-laden experimental subject with a head full of exotic sensors, or a brilliant gravitic scientist who can fly thanks to their personal tech might all take this focus to cover their special abilities. It’s up to the GM to decide what’s reasonable and fair to be covered under this gift. If an ability is particularly powerful, it might require the user to take System Strain to use it, as described on page 32. As a general rule this ability should be better than a piece of gear the PC could buy for credits. The player is spending a very limited resource when they make this focus pick, so what they get should be good enough that they can’t just duplicate it with a fat bank account.","foci.unique-gift.name":"Unique Gift","foci.wanderer.description":"Your hero gets around. As part of a life on the road, they’ve mastered a number of tricks for ensuring their mobility and surviving the inevitable difficulties of a vagabond existence.\n\n***Level 1.*** Gain Survive as a bonus skill. You can convey basic ideas in all the common languages of the sector. You can always find free transport to a desired destination for yourself and a small group of your friends provided any traffic goes to the place. Finding this transport takes no more than an hour, but it may not be a strictly legitimate means of travel and may require working passage.\n\n***Level 2.*** You can forge, scrounge, or snag travel papers and identification for the party with 1d6 hours of work. These papers and permits will stand up to ordinary scrutiny, but require an opposed Int/ Administer versus Wis/Notice check if examined by an official while the PC is actually wanted by the state for some crime. When finding transport for the party, the transportation always makes the trip at least as fast as a dedicated charter would.","foci.wanderer.name":"Wanderer","foci.wild-psychic-talent.choices.power.prompt":"Wild talent: a level-0 core power or a stand-alone level-1 technique","foci.wild-psychic-talent.choices.second.prompt":"Wild talent: a second ability","foci.wild-psychic-talent.description":"Some men and women are born with a very limited form of MES, the mental condition that allows for the use of psychic powers. While these people are not true psychics, these “wild talents” can create one limited psychic effect. Training is not always required to develop this ability, and their MES is so mild that they don’t suffer the risk of madness or brain damage that more developed psychics risk should they use their powers without proper training. Wild talents are not treated as psychics for general purposes and cannot “torch” their powers. When relevant, they are treated as having one point of Effort. Psychics and Partial Psychics cannot take this focus.\n\n***Level 1.*** Pick a psychic discipline. You gain an ability equivalent to the level-0 core power of that discipline. Optionally, you may instead pick a level-1 technique from that discipline, but that technique must stand alone; you can’t pick one that augments another technique or core ability. For example, you could pick the Telekinetic Armory technique from Telekinesis, because that ability does not require the use of any other Telekinesis power. You could not pick the Mastered Succor ability from Biopsionics, because that technique is meant to augment another power you don’t have.\n\n***Level 2.*** You now have a maximum Effort of two points. You may pick a second ability according to the guidelines above. This second does not need to be a stand-alone technique if it augments the power you chose for level 1 of this focus. Thus, if your first pick was gaining the level-0 power of Psychic Succor, your second could be Mastered Succor. You still could not get the level-1 core power of Psychic Succor, however, as you’re still restricted to level-0.","foci.wild-psychic-talent.name":"Wild Psychic Talent","foci.wild-psychic-talent.prerequisites.not-psychic":"Not for Psychics or Partial Psychics","templates.trained-unarmed.name":"{base} (Unarmed Combatant)","actions.attack.name":"Attack","actions.attack.options.accept.name":"Keep the miss","actions.attack.params.modifier.name":"Modifier","actions.attack.params.targetAc.name":"Target's Armor Class","actions.attack.results.hit.name":"Hit","actions.attack.results.miss.name":"Miss","actions.attack.results.rolled.name":"Rolled","actions.attack.steps.luck.prompt":"The attack missed","actions.boost-attribute.name":"Improve an attribute","actions.boost-attribute.params.attribute.name":"Attribute","actions.boost-attribute.params.attribute.values.cha.name":"Charisma","actions.boost-attribute.params.attribute.values.con.name":"Constitution","actions.boost-attribute.params.attribute.values.dex.name":"Dexterity","actions.boost-attribute.params.attribute.values.int.name":"Intelligence","actions.boost-attribute.params.attribute.values.str.name":"Strength","actions.boost-attribute.params.attribute.values.wis.name":"Wisdom","actions.boost-attribute.results.boosted.name":"Improved","actions.boost-attribute.results.refused.name":"Not enough skill points, or too low a level","actions.commit-effort.name":"Commit Effort","actions.commit-effort.params.until.name":"Committed until","actions.commit-effort.params.until.values.day.name":"The next rest","actions.commit-effort.params.until.values.scene.name":"The end of the scene","actions.commit-effort.results.committed.name":"Committed","actions.create-character.name":"Build a character","actions.create-character.options.administer.name":"Administer","actions.create-character.options.any-combat.name":"Any Combat","actions.create-character.options.array.name":"Assign 14, 12, 11, 10, 9, 7","actions.create-character.options.cha.name":"Charisma","actions.create-character.options.con.name":"Constitution","actions.create-character.options.connect.name":"Connect","actions.create-character.options.dex.name":"Dexterity","actions.create-character.options.exert.name":"Exert","actions.create-character.options.fix.name":"Fix","actions.create-character.options.growth.name":"Growth (d6)","actions.create-character.options.heal.name":"Heal","actions.create-character.options.int.name":"Intelligence","actions.create-character.options.know.name":"Know","actions.create-character.options.lead.name":"Lead","actions.create-character.options.learning.name":"Learning (d8)","actions.create-character.options.none.name":"Keep the rolls","actions.create-character.options.notice.name":"Notice","actions.create-character.options.perform.name":"Perform","actions.create-character.options.pick.name":"Pick two from the Learning table","actions.create-character.options.pilot.name":"Pilot","actions.create-character.options.program.name":"Program","actions.create-character.options.punch.name":"Punch","actions.create-character.options.quick.name":"Take the quick skills","actions.create-character.options.roll.name":"Roll 3d6 in order","actions.create-character.options.rolls.name":"Roll three times on the tables","actions.create-character.options.shoot.name":"Shoot","actions.create-character.options.sneak.name":"Sneak","actions.create-character.options.stab-or-shoot.name":"Stab or Shoot","actions.create-character.options.stab.name":"Stab","actions.create-character.options.str.name":"Strength","actions.create-character.options.survive.name":"Survive","actions.create-character.options.talk.name":"Talk","actions.create-character.options.trade.name":"Trade","actions.create-character.options.wis.name":"Wisdom","actions.create-character.options.work.name":"Work","actions.create-character.results.created.name":"Created","actions.create-character.steps.array.prompt":"Assign 14, 12, 11, 10, 9 and 7","actions.create-character.steps.background.prompt":"Background","actions.create-character.steps.cha.name":"Roll Charisma","actions.create-character.steps.class.prompt":"Class","actions.create-character.steps.con.name":"Roll Constitution","actions.create-character.steps.dex.name":"Roll Dexterity","actions.create-character.steps.fourteen.prompt":"Change one attribute to 14?","actions.create-character.steps.hp.name":"Hit points","actions.create-character.steps.int.name":"Roll Intelligence","actions.create-character.steps.learn1.prompt":"Learning skill","actions.create-character.steps.learn2.prompt":"Learning skill","actions.create-character.steps.method.prompt":"Roll your attributes, or assign the array?","actions.create-character.steps.roll1.name":"Background table","actions.create-character.steps.roll2.name":"Background table","actions.create-character.steps.roll3.name":"Background table","actions.create-character.steps.skills.prompt":"Background skills","actions.create-character.steps.str.name":"Roll Strength","actions.create-character.steps.table1.prompt":"Roll on which table?","actions.create-character.steps.table2.prompt":"Roll on which table?","actions.create-character.steps.table3.prompt":"Roll on which table?","actions.create-character.steps.wis.name":"Roll Wisdom","actions.end-scene.name":"End of scene","actions.end-scene.results.ended.name":"Scene ended","actions.focus-skill-points.name":"Focus bonus skill points","actions.focus-skill-points.options.administer.name":"Administer","actions.focus-skill-points.options.biopsionics.name":"Biopsionics","actions.focus-skill-points.options.connect.name":"Connect","actions.focus-skill-points.options.exert.name":"Exert","actions.focus-skill-points.options.fix.name":"Fix","actions.focus-skill-points.options.heal.name":"Heal","actions.focus-skill-points.options.know.name":"Know","actions.focus-skill-points.options.lead.name":"Lead","actions.focus-skill-points.options.metapsionics.name":"Metapsionics","actions.focus-skill-points.options.notice.name":"Notice","actions.focus-skill-points.options.perform.name":"Perform","actions.focus-skill-points.options.pilot.name":"Pilot","actions.focus-skill-points.options.precognition.name":"Precognition","actions.focus-skill-points.options.program.name":"Program","actions.focus-skill-points.options.punch.name":"Punch","actions.focus-skill-points.options.shoot.name":"Shoot","actions.focus-skill-points.options.sneak.name":"Sneak","actions.focus-skill-points.options.stab.name":"Stab","actions.focus-skill-points.options.survive.name":"Survive","actions.focus-skill-points.options.talk.name":"Talk","actions.focus-skill-points.options.telekinesis.name":"Telekinesis","actions.focus-skill-points.options.telepathy.name":"Telepathy","actions.focus-skill-points.options.teleportation.name":"Teleportation","actions.focus-skill-points.options.trade.name":"Trade","actions.focus-skill-points.options.work.name":"Work","actions.focus-skill-points.params.entry.name":"Skill","actions.focus-skill-points.params.entry.values.administer.name":"Administer","actions.focus-skill-points.params.entry.values.any-combat.name":"Any Combat","actions.focus-skill-points.params.entry.values.any-psychic.name":"Any psychic skill","actions.focus-skill-points.params.entry.values.any-skill.name":"Any Skill","actions.focus-skill-points.params.entry.values.biopsionics.name":"Biopsionics","actions.focus-skill-points.params.entry.values.connect.name":"Connect","actions.focus-skill-points.params.entry.values.exert.name":"Exert","actions.focus-skill-points.params.entry.values.fix.name":"Fix","actions.focus-skill-points.params.entry.values.heal.name":"Heal","actions.focus-skill-points.params.entry.values.know.name":"Know","actions.focus-skill-points.params.entry.values.lead.name":"Lead","actions.focus-skill-points.params.entry.values.metapsionics.name":"Metapsionics","actions.focus-skill-points.params.entry.values.notice.name":"Notice","actions.focus-skill-points.params.entry.values.perform.name":"Perform","actions.focus-skill-points.params.entry.values.pilot.name":"Pilot","actions.focus-skill-points.params.entry.values.precognition.name":"Precognition","actions.focus-skill-points.params.entry.values.program.name":"Program","actions.focus-skill-points.params.entry.values.punch-or-stab.name":"Punch or Stab","actions.focus-skill-points.params.entry.values.punch.name":"Punch","actions.focus-skill-points.params.entry.values.shoot.name":"Shoot","actions.focus-skill-points.params.entry.values.sneak.name":"Sneak","actions.focus-skill-points.params.entry.values.stab.name":"Stab","actions.focus-skill-points.params.entry.values.survive.name":"Survive","actions.focus-skill-points.params.entry.values.talk.name":"Talk","actions.focus-skill-points.params.entry.values.telekinesis.name":"Telekinesis","actions.focus-skill-points.params.entry.values.telepathy.name":"Telepathy","actions.focus-skill-points.params.entry.values.teleportation.name":"Teleportation","actions.focus-skill-points.params.entry.values.trade.name":"Trade","actions.focus-skill-points.params.entry.values.work.name":"Work","actions.focus-skill-points.params.random.name":"Roll for it","actions.focus-skill-points.results.none.name":"No psychic skill to 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Stat","actions.gain-skill.params.entry.values.biopsionics.name":"Biopsionics","actions.gain-skill.params.entry.values.connect.name":"Connect","actions.gain-skill.params.entry.values.exert.name":"Exert","actions.gain-skill.params.entry.values.fix.name":"Fix","actions.gain-skill.params.entry.values.heal.name":"Heal","actions.gain-skill.params.entry.values.know.name":"Know","actions.gain-skill.params.entry.values.lead.name":"Lead","actions.gain-skill.params.entry.values.mental.name":"+2 Mental","actions.gain-skill.params.entry.values.metapsionics.name":"Metapsionics","actions.gain-skill.params.entry.values.none.name":"None","actions.gain-skill.params.entry.values.notice.name":"Notice","actions.gain-skill.params.entry.values.perform.name":"Perform","actions.gain-skill.params.entry.values.physical.name":"+2 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skill","actions.raise-skill.params.skill.name":"Skill","actions.raise-skill.params.skill.values.administer.name":"Administer","actions.raise-skill.params.skill.values.biopsionics.name":"Biopsionics","actions.raise-skill.params.skill.values.connect.name":"Connect","actions.raise-skill.params.skill.values.exert.name":"Exert","actions.raise-skill.params.skill.values.fix.name":"Fix","actions.raise-skill.params.skill.values.heal.name":"Heal","actions.raise-skill.params.skill.values.know.name":"Know","actions.raise-skill.params.skill.values.lead.name":"Lead","actions.raise-skill.params.skill.values.metapsionics.name":"Metapsionics","actions.raise-skill.params.skill.values.notice.name":"Notice","actions.raise-skill.params.skill.values.perform.name":"Perform","actions.raise-skill.params.skill.values.pilot.name":"Pilot","actions.raise-skill.params.skill.values.precognition.name":"Precognition","actions.raise-skill.params.skill.values.program.name":"Program","actions.raise-skill.params.skill.values.punch.name":"Punch","actions.raise-skill.params.skill.values.shoot.name":"Shoot","actions.raise-skill.params.skill.values.sneak.name":"Sneak","actions.raise-skill.params.skill.values.stab.name":"Stab","actions.raise-skill.params.skill.values.survive.name":"Survive","actions.raise-skill.params.skill.values.talk.name":"Talk","actions.raise-skill.params.skill.values.telekinesis.name":"Telekinesis","actions.raise-skill.params.skill.values.telepathy.name":"Telepathy","actions.raise-skill.params.skill.values.teleportation.name":"Teleportation","actions.raise-skill.params.skill.values.trade.name":"Trade","actions.raise-skill.params.skill.values.work.name":"Work","actions.raise-skill.results.raised.name":"Improved","actions.raise-skill.results.refused.name":"Not 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skill point credit","fields.skills.connect.credit.name":"Connect skill point credit","fields.skills.exert.credit.name":"Exert skill point credit","fields.skills.fix.credit.name":"Fix skill point credit","fields.skills.heal.credit.name":"Heal skill point credit","fields.skills.know.credit.name":"Know skill point credit","fields.skills.lead.credit.name":"Lead skill point credit","fields.skills.notice.credit.name":"Notice skill point credit","fields.skills.perform.credit.name":"Perform skill point credit","fields.skills.pilot.credit.name":"Pilot skill point credit","fields.skills.program.credit.name":"Program skill point credit","fields.skills.punch.credit.name":"Punch skill point credit","fields.skills.shoot.credit.name":"Shoot skill point credit","fields.skills.sneak.credit.name":"Sneak skill point credit","fields.skills.stab.credit.name":"Stab skill point credit","fields.skills.survive.credit.name":"Survive skill point credit","fields.skills.talk.credit.name":"Talk skill point credit","fields.skills.trade.credit.name":"Trade skill point credit","fields.skills.work.credit.name":"Work skill point credit","fields.skills.biopsionics.credit.name":"Biopsionics skill point credit","fields.skills.metapsionics.credit.name":"Metapsionics skill point credit","fields.skills.precognition.credit.name":"Precognition skill point credit","fields.skills.telekinesis.credit.name":"Telekinesis skill point credit","fields.skills.telepathy.credit.name":"Telepathy skill point credit","fields.skills.teleportation.credit.name":"Teleportation skill point credit","fields.strain.current.name":"System Strain","fields.strain.max.name":"Maximum System Strain","fields.strain.permanent.name":"Permanent System Strain","fields.strain.total.name":"Total System Strain","fields.xp.current.name":"Experience","fields.xp.next.name":"Experience for next level","followUps.level-up.description":"Enough experience for the next level","followUps.level-up.name":"Level up","groups.advancement-actions.label":"Creation and advancement","groups.advancement.label":"Advancement","groups.armor.label":"Armor","groups.attacks.label":"Attacks","groups.attributes.label":"Attributes","groups.background.label":"Background","groups.carrying.label":"Credits and encumbrance","groups.checks.label":"Checks and saves","groups.class.label":"Class","groups.combat.label":"Combat","groups.condition.label":"Condition","groups.cyberware.label":"Cyberware","groups.foci.label":"Foci","groups.gear.label":"Gear","groups.gear.sections.ammo-power.name":"Ammo and power","groups.gear.sections.communications.name":"Communications","groups.gear.sections.computing.name":"Computing gear","groups.gear.sections.field.name":"Field equipment","groups.gear.sections.pharmaceutical.name":"Pharmaceuticals","groups.gear.sections.tools-medical.name":"Tools and medical","groups.health-actions.label":"Health and rest","groups.psionic-actions.label":"Psionic actions","groups.psionics.label":"Psionics","groups.psychic-skills.label":"Psychic skills","groups.saves.label":"Saving throws","groups.skills.label":"Skills","groups.techniques.label":"Psionic techniques","groups.techniques.sections.0.name":"Core techniques","groups.techniques.sections.1.name":"Level-1","groups.techniques.sections.2.name":"Level-2","groups.techniques.sections.3.name":"Level-3","groups.techniques.sections.4.name":"Level-4","groups.weapons.label":"Weapons","headline":"{has_type_class, select, true {{type_class}{has_type_background, select, true { · } other {}}} other {}}{type_background}","situational.burst.name":"Burst fire","situational.executionShot.name":"Execution Attack or target shooting","situational.hacking.name":"Hacking","situational.negotiation.name":"Negotiation or diplomacy","situational.telepathy.name":"Against telepathy","tags.ac.name":"Armor Class","tags.attack.name":"Attack","tags.attack.punch.name":"Unarmed attack","tags.attack.shoot.name":"Ranged attack","tags.attack.stab.name":"Melee attack","tags.attr-mod.name":"Attribute modifier","tags.attribute.name":"Attribute","tags.check.administer.name":"Administer check","tags.check.biopsionics.name":"Biopsionics check","tags.check.connect.name":"Connect check","tags.check.exert.name":"Exert check","tags.check.fix.name":"Fix check","tags.check.heal.name":"Heal check","tags.check.know.name":"Know check","tags.check.lead.name":"Lead check","tags.check.metapsionics.name":"Metapsionics check","tags.check.name":"Skill check","tags.check.notice.name":"Notice check","tags.check.perform.name":"Perform check","tags.check.pilot.name":"Pilot check","tags.check.precognition.name":"Precognition check","tags.check.program.name":"Program check","tags.check.punch.name":"Punch check","tags.check.shoot.name":"Shoot check","tags.check.sneak.name":"Sneak check","tags.check.social.name":"Social skill check","tags.check.stab.name":"Stab check","tags.check.survive.name":"Survive check","tags.check.talk.name":"Talk check","tags.check.telekinesis.name":"Telekinesis check","tags.check.telepathy.name":"Telepathy check","tags.check.teleportation.name":"Teleportation check","tags.check.trade.name":"Trade check","tags.check.work.name":"Work check","tags.combat.name":"Combat","tags.creation.name":"Character creation","tags.creation.focus.name":"Focus pick","tags.creation.kit.name":"Starting package pick","tags.creation.finish.name":"Creation finish","tags.damage.name":"Damage","tags.damage.nonlethal.name":"Non-lethal damage","tags.failed-check.name":"Failed check","tags.healing.name":"Healing","tags.health.name":"Health","tags.heavy.name":"Heavy","tags.initiative.name":"Initiative","tags.level-up.name":"Advancement","tags.level-up.focus.name":"Advancement focus pick","tags.level-up.level.name":"New level","tags.rest.name":"Rest","tags.rest.night.name":"Night's rest","tags.rest.scene.name":"Scene end","tags.melee.name":"Melee","tags.missed-attack.name":"Missed attack","tags.psionics.name":"Psionics","tags.needs-psionics.name":"Needs psionic access","tags.no-psionics.name":"Without psionic access only","tags.ranged.name":"Ranged","tags.save.evasion.name":"Evasion save","tags.save.mental.name":"Mental save","tags.save.name":"Saving throw","tags.save.physical.name":"Physical save","tags.skill.combat.name":"Combat skill","tags.skill.general.name":"Non-combat skill","tags.skill.name":"Skill","tags.skill.psychic.name":"Psychic skill","tags.strain.name":"System Strain","tags.torch.name":"Torching","tags.unarmed.name":"Unarmed","techniques.psychic-succor.actions.succor.name":"Psychic Succor","techniques.psychic-succor.actions.succor.params.mortallyWounded.name":"The target is mortally wounded","techniques.psychic-succor.actions.succor.results.failed.name":"No effect: too much System Strain","techniques.psychic-succor.actions.succor.results.healed.name":"Healed","types.armor.fields.ac.name":"AC","types.armor.fields.bundle.name":"Packed together","types.armor.fields.category.name":"Category","types.armor.fields.category.values.combat.name":"Combat","types.armor.fields.category.values.powered.name":"Powered","types.armor.fields.category.values.primitive.name":"Primitive","types.armor.fields.category.values.street.name":"Street","types.armor.fields.cost.name":"Cost","types.armor.fields.enc.name":"Encumbrance","types.armor.fields.shield.name":"Shield","types.armor.fields.strength.name":"Strength for encumbrance","types.armor.fields.techLevel.name":"Tech level","types.armor.name":"Armor","types.armor.state.stored.name":"Stored elsewhere","types.background.copies":"A character has one background","types.background.fields.freeSkill.name":"Free skill","types.background.fields.growth1.name":"Growth 1","types.background.fields.growth2.name":"Growth 2","types.background.fields.growth3.name":"Growth 3","types.background.fields.growth4.name":"Growth 4","types.background.fields.growth5.name":"Growth 5","types.background.fields.growth6.name":"Growth 6","types.background.fields.learning1.name":"Learning 1","types.background.fields.learning2.name":"Learning 2","types.background.fields.learning3.name":"Learning 3","types.background.fields.learning4.name":"Learning 4","types.background.fields.learning5.name":"Learning 5","types.background.fields.learning6.name":"Learning 6","types.background.fields.learning7.name":"Learning 7","types.background.fields.learning8.name":"Learning 8","types.background.fields.quick1.name":"Quick skill","types.background.fields.quick2.name":"Quick skill","types.background.name":"Background","types.class.copies":"A character has one class","types.class.name":"Class","types.cyberware.fields.activationStrain.name":"Strain to trigger","types.cyberware.fields.cost.name":"Cost","types.cyberware.fields.strain.name":"System Strain","types.cyberware.fields.techLevel.name":"Tech level","types.cyberware.name":"Cyberware","types.focus.fields.kind.name":"Kind","types.focus.fields.kind.values.combat.name":"Combat","types.focus.fields.kind.values.noncombat.name":"Non-combat","types.focus.fields.kind.values.psychic.name":"Psychic","types.focus.fields.kind.values.special.name":"Special","types.focus.fields.maxLevel.name":"Levels","types.focus.fields.repeatable.name":"Can be taken again","types.focus.fields.skill.name":"Bonus skill","types.focus.name":"Focus","types.focus.state.level.name":"Level","types.gear.fields.bundle.name":"Packed together","types.gear.fields.category.name":"Category","types.gear.fields.category.values.ammo-power.name":"Ammo and power","types.gear.fields.category.values.communications.name":"Communications","types.gear.fields.category.values.computing.name":"Computing gear","types.gear.fields.category.values.field.name":"Field equipment","types.gear.fields.category.values.pharmaceutical.name":"Pharmaceuticals","types.gear.fields.category.values.tools-medical.name":"Tools and medical","types.gear.fields.cost.name":"Cost","types.gear.fields.enc.name":"Encumbrance","types.gear.fields.heal.name":"Heals","types.gear.fields.healAddsSkill.name":"Adds Heal skill","types.gear.fields.healSkill.name":"Heal skill needed","types.gear.fields.kind.name":"Reloads","types.gear.fields.strain.name":"System Strain","types.gear.fields.techLevel.name":"Tech level","types.gear.name":"Gear","types.gear.state.stored.name":"Stored elsewhere","types.partialClass.name":"Partial class","types.technique.fields.core.name":"Core technique","types.technique.fields.discipline.name":"Discipline","types.technique.fields.level.name":"Level","types.technique.name":"Psionic technique","types.technique.state.committed.name":"Effort held","types.technique.state.torched.name":"Torched Effort held","types.weapon.fields.advanced.name":"Ignores primitive armor","types.weapon.fields.ammo.name":"Ammunition","types.weapon.fields.ammo.values.cell-a.name":"Type A cell","types.weapon.fields.ammo.values.cell-b.name":"Type B cell","types.weapon.fields.ammo.values.missile.name":"Missile","types.weapon.fields.ammo.values.rounds.name":"Rounds","types.weapon.fields.attribute.name":"Attribute","types.weapon.fields.attribute.values.dex.name":"Dex","types.weapon.fields.attribute.values.str-dex.name":"Str/Dex","types.weapon.fields.attribute.values.str.name":"Str","types.weapon.fields.bundle.name":"Packed together","types.weapon.fields.burst.name":"Burst","types.weapon.fields.cost.name":"Cost","types.weapon.fields.damage.name":"Damage","types.weapon.fields.enc.name":"Encumbrance","types.weapon.fields.energy.name":"Energy weapon","types.weapon.fields.fixedAc.name":"Attacks AC","types.weapon.fields.heavy.name":"Heavy","types.weapon.fields.magazine.name":"Magazine","types.weapon.fields.maxRange.name":"Maximum range","types.weapon.fields.nonlethal.name":"Non-lethal","types.weapon.fields.range.name":"Range","types.weapon.fields.reloadActions.name":"Main Actions to reload","types.weapon.fields.shock.name":"Shock","types.weapon.fields.shockAc.name":"Shock AC","types.weapon.fields.skill.name":"Skill","types.weapon.fields.suppress.name":"Suppress","types.weapon.fields.techLevel.name":"Tech level","types.weapon.fields.thrown.name":"Thrown","types.weapon.name":"Weapon","types.weapon.state.stored.name":"Stored elsewhere","types.weapon.state.loaded.name":"Rounds loaded","backgrounds.barbarian.description":"Standards of barbarism vary when many worlds are capable of interstellar spaceflight, but your hero comes from a savage world of low technology and high violence. Their planet may have survived an all-consuming war, or been deprived of critical materials or energy resources, or simply have been colonized by confirmed Luddites. Other barbarians might be drawn from the impoverished underclass of advanced worlds or the technologically-degenerate inheritors of some high-tech space station or planetary hab.","backgrounds.clergy.description":"Faith is nigh-universal among human civilizations, and your hero is dedicated to one such belief. Some clergy are conventional priests or priestesses, while others might be cloistered monastics or nuns, or more martial warrior-monks. Modern-day faiths such as Christianity, Islam, Judaism, Hinduism, Buddhism, and other creeds all exist in various sectors, often in altered form, while some worlds have developed entirely new deities or faiths. If you’d like to create your own religion, you can work with the GM to define its characteristic beliefs.","backgrounds.courtesan.description":"Your hero’s career was one of proffered pleasure. Simple prostitution is one form of this background, perhaps as an ordinary streetwalker, a part-time amateur with bills to pay, or an expensive companion to the wealthy, but other forms of satisfaction exist among the many worlds. Refined artists of conversation and grace command high fees in some societies, while others pay well for the simple company of certain men and women with the right bloodlines, special appearance, or auspicious personal qualities esteemed by their culture.","backgrounds.criminal.description":"Whether thief, murderer, forger, smuggler, spy, or some other variety of malefactor, your hero was a criminal. Some such rogues are guilty only of crossing some oppressive government or offending a planetary lord, while others have done things that no civilized society could tolerate. Still, their ability to deal with the most desperate and dangerous of contacts and navigate the perils of a less-than-legal adventure can make them attractive associates for a party of freebooters bent on profit and glory more than strict legality.","backgrounds.dilettante.description":"Your hero never had a profession, strictly speaking, but spent their formative years in travel, socializing, and a series of engaging hobbies. They might have been the scion of a wealthy industrialist, a planetary noble’s younger offspring, or a hanger-on to someone with the money and influence they lacked. By the time your hero’s adventures start, they’ve run through the money that once fueled their lifestyle. Extreme measures may be necessary to acquire further funding.","backgrounds.entertainer.description":"Singers, dancers, actors, poets, writers… the interstellar reaches teem with artists of unnumbered styles and mediums, some of which are only physically possible with advanced technological support. Your hero was a dedicated entertainer, one likely focused in a particular form of art. Patrons and talent scouts can be temperamental, however, and sometimes a budding artist needs to take steps to find their audience. Or at least, to find their audience’s money.","backgrounds.merchant.description":"Your hero was or is a trader. Some merchants are mere peddlers and shopkeepers on primitive, lowtech worlds, while others are daring far traders who venture to distant worlds to bring home their alien treasures. The nature of trade varies widely among worlds. On some of them, it’s a business of soberly-dressed men and women ticking off trades on virtual terminals, while on others it is a more… active pursuit, requiring the judicious application of monoblades and deniable gunfire against competitors. Sometimes a deal goes bad or capital needs to be raised, and a merchant’s natural talents are turned toward the perils of adventure.","backgrounds.noble.description":"Many planets are ruled by a class of nobles, and your hero was a member of one such exalted group. Such planets are often worlds of exquisite courtesy alloyed with utterly remorseless violence, and a misplaced word at the morning levee can result in an executioner’s monoblade at noon. Your hero has done something or been the victim of something to dislodge them from their comfortable place at court. Without their familiar allies, wealth, or influence, they must take a new place in the world, however distasteful that claiming might be.","backgrounds.official.description":"Most advanced worlds run on their bureaucracies, the legions of faceless men and women who fill unnumbered roles in keeping the government running as it should. Your hero was one such official. Some were law enforcement officers, others government office clerks or tax officials or trade inspectors. However necessary the work may be, it is often of unendurably tedious nature, and any man or woman with an adventurous spark to their blood will soon find themselves desperate for more exciting use of their talents.","backgrounds.peasant.description":"A technologically-advanced world can usually produce all its necessary foodstuffs and basic resources with a handful of workers, the bulk of the labor being performed by agricultural bots. On more primitive worlds, or those with a natural environment that requires close personal attention to crops, a class of peasants will emerge. These men and women often become chattel, part and parcel of the land they occupy and traded among their betters like the farm equipment of richer worlds. Your hero was not satisfied with that life, and has done something to break free from their muddy and toilsome past.","backgrounds.physician.description":"Bodies wear and break, even on worlds that possess the full resources of advanced postech medicine. Your hero was a physician, one trained to cure the maladies of the body or the afflictions of the mind. Some physicians are conventional health workers, while others are ship’s surgeons, military medics, missionary healers of an expanding faith, or dubious slum doctors who’ll graft over laser burns with no awkward questions asked. Wherever men and women go into danger, however, the skills of a physician are eagerly sought.","backgrounds.pilot.description":"7 Talk 8 Trade Entertainer Singers, dancers, actors, poets, writers… the interstellar reaches teem with artists of unnumbered styles and mediums, some of which are only physically possible with advanced technological support. Your hero was a dedicated entertainer, one likely focused in a particular form of art. Patrons and talent scouts can be temperamental, however, and sometimes a budding artist needs to take steps to find their audience. Or at least, to find their audience’s money.","backgrounds.politician.description":"The nature of a political career varies from world to world. On some, it’s much like one we’d recognize, with glad-handing voters, loud rallies, and quiet back room deals with supposed rivals in government. On others, it might involve a great deal more ceremonial combat, appeals to councils of elders, and success at ritual trials. Whatever the details, your hero was a politician in their home culture. Something went wrong, though, and the only way to fix it is to get clear of your constituents for a while and seek some alternative means of advancement.","backgrounds.scholar.description":"Scientists, sages, and professors all qualify under this career. Your hero was one such, a man or woman with a life dedicated to knowledge and understanding. It might have involved the technical expertise of a metadimensional structures engineer or the sacred memorization of the chronicles of some lostworlder sage-order, but your hero’s life was in learning. Sometimes that learning cannot be found in familiar surroundings, however, and for one reason or another, willing or not, your hero must venture out into the wider world.","backgrounds.soldier.description":"Whatever the technology or structure of their parent world, a soldier’s work is universal. Your hero was a professional fighter, whether that took the form of a barbarian noble’s thegn, a faceless conscript in a planetary army, or an elite soldier in the service of a megacorp’s private military. Whether it was because they were on the losing side, choosing to leave the service, or being forced to flee a cause they couldn’t fight for, they now find themselves navigating a world where their most salable skill is one that can cause them a great deal of trouble.","backgrounds.spacer.description":"Almost every advanced world is highly dependent upon the resources that space flight brings them. Some of this work can be automated, but every really important task needs a flexible human operator to oversee the work. Your hero is one such spacer, either a worker who toils in the sky or a native voidborn man or woman who has spent their entire life outside of natural gravity. It’s not uncommon for such workers to find better prospects in places where they can breathe without a vacc suit.","backgrounds.technician.description":"Old things break and new things need to be made. Whether a humble lostworlder blacksmith or an erudite astronautic engineer, your hero made a career out of building and mending the fruits of technology. While almost every society has a need for such services, not all of them treat their providers as generously as a technician might wish. Sometimes, these same talents can be turned toward less licit ends, and a skilled technician’s expertise is always useful to an adventuring group that plans to rely on anything more sophisticated than a sharpened stick.","backgrounds.thug.description":"Your hero was a bruiser. They might have had a notional allegiance to some so-called “army”, or have been part of some crime boss’ strong-arm crew, or simply been a private contractor of misfortune for those who failed to pay up. They might have even been a fist in a righteous cause, defending their neighborhood from hostile outsiders or serving as informal muscle for a local leader in need of protection. Whatever the details, they’ve had to move on from their old life, and their new one is likely to involve a similar application of directed force.","backgrounds.vagabond.description":"A dilettante has money and friends; your hero simply has the road. Whether they were knocked loose from polite society at a young age or have recently found themselves cast out of a familiar life, they now roam the ways of the world and the spaces between. Some heroes find this life satisfying, with its constant novelty and the regular excitement of bare survival. Others long for a more stable arrangement, and are willing to lend their pragmatic talents to a group that offers some prospect of profit.","backgrounds.worker.description":"Countless in number, every industrialized world has swarms of workers to operate the machines and perform the labor that keeps society functioning. Cooks, factory laborers, mine workers, personal servants, lawyers, clerks, and innumerable other roles are covered under this career. If your hero rolls or picks Work as a skill but has a career that would better fit another existing skill, they may substitute it accordingly. Thus, a wage-slave programmer might take Program instead of Work, while a lawyer would use Administer instead as a reflection of their litigious talent.","classes.adventurer.description":"The Adventurer class is the catch-all for heroes who don’t fit so neatly into the other three categories. Perhaps your mercenary spent her girlhood at a psychic academy, or maybe your combat medic knows more about using a laser rifle than most physicians do. You can use the Adventurer class to customize your hero’s abilities, trading focus for wider versatility. Adventurers split their focus between different spheres, gaining weaker versions of each class’ benefits. For example, an Adventurer who is a psionic warrior-adept might have considerable powers of telekinetic force and a brutal expertise at bare-handed combat, but they won’t have access to the wider psionic potential of an unrestricted Psychic or the death-defying combat luck of a hardened Warrior. To define your Adventurer’s abilities, pick two of the following three partial classes.\n\n**Partial Expert**\n\nYou gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.\n\n**Partial Psychic**\n\nYou are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.\n\n**Partial Warrior**\n\nYou gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.\n\n**Hit Points and Attack Bonus**\n\nTo get your starting maximum hit points, roll 1d6 and add your Constitution modifier, to a minimum of 1 hit point. Adventurers who’ve taken the Partial Warrior option add 2 hit points to their maximum. The base attack bonus for Adventurers is equal to half their character level, rounded down, so +0 at first level. If the PC has taken the Partial Warrior option their class bonus increases this to +1 at first level.","classes.expert.description":"Your hero is exceptionally good at a useful skill. Doctors, cat burglars, starship pilots, grifters, technicians, or any other concept that focuses on expertise in a non-combat skill should pick the Expert class. Experts are the best at such skills and gain more of them than other classes do. Just as a Warrior can be relied upon to make a shot when the chips are down, an Expert has a knack for succeeding at the moments of greatest importance. Once per scene, an Expert can reroll a failed skill check, taking the new result if it’s better. This benefit can be applied to any skill check, even those that the Expert isn’t specially focused in. Their natural talent bleeds over into everything they do. In their chosen field, however, the Expert is exceptionally gifted. Aside from the free focus level that all PCs get at the start of the game, an Expert can choose an additional level in a non-combat focus related to their background. They can spend both of these levels on the same focus if they wish, thus starting the game with level 2 in that particular knack.\n\n**Class Abilities**\n\nEvery Expert PC has certain special abilities.\n\n- You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist in their main skill, though Diplomat, Starfarer, Healer, or some other focus might suit better. You may not take a combat-oriented focus with this perk. In case of uncertainty, the GM decides whether or not a focus is permitted.\n\n- Once per scene, you can reroll a failed skill check, taking the new roll if it’s better.\n\n- When you advance an experience level, you gain a bonus skill point that can be spent on any non-combat, non-psychic skill. You can save this point to spend later if you wish.\n\n**Hit Points and Attack Bonus**\n\nTo get your starting maximum hit points, roll 1d6 and add your Constitution modifier, to a minimum of 1 hit point. Your attack bonus is equal to half your character level, rounded down, so it’s +0 at first level.","classes.psychic.description":"Your hero has received training in controlling their natural Metadimensional Extroversion Syndrome, and can wield the psychic powers that come from that strange affliction. Controlling and developing psychic abilities is an extremely demanding process but allows for feats wholly impossible to ordinary men and women. Psychics are extremely rare in the general population. Averages vary with worlds, but most range from one in ten thousand to one in a hundred thousand who have the MES condition that make them amenable to psychic training. Some of these go their entire lives without realizing their capabilities. Others end up exploiting their native abilities without training, almost inevitably ending up seriously brain-damaged or crazed by the effects of unmediated metadimensional energy. Your hero has been fortunate enough to find a psychic academy or other training institution capable of molding and directing these abilities. They may have come to this later in life, or been recruited young by a society that carefully watches for MES symptoms. Some societies deal with their psychics more generously than others. On some worlds, psychic powers are accepted and their possessors can look forward to lucrative and respected employment. On others, fear of these uncanny powers and memories of the horrors of the Scream lead to less welcoming treatment.\n\n**Class Abilities**\n\nEvery Psychic PC has certain special abilities.\n\n- Unlike Warriors or Experts, you are capable of learning psychic disciplines and their associated techniques, as described starting on page 28.\n\n- When you pick this class, choose any two psychic skills as bonus skills. You can pick the same one twice to obtain level-1 proficiency in it and a free level-1 technique from that discipline.\n\n- You have an Effort score, which can be used to fuel psychic abilities. Your maximum Effort is equal to 1 plus your highest psychic skill plus the better of your Wisdom or Constitution modifiers. Even with a penalty, your maximum Effort cannot be lower than 1.\n\n**Hit Points and Attack Bonus**\n\nTo get your starting maximum hit points, roll 1d6 and add your Constitution modifier, to a minimum of 1 hit point. Your attack bonus is equal to half your character level, rounded down, so it’s +0 at first level.","classes.warrior.description":"Whether a hiveworld thug, barbarian lostworlder, gengineered combat hominid, or a natural-born killer wasting their potential in a desk job, your hero has a real talent for inflicting mayhem. Combat in Stars Without Number is extremely dangerous, but your hero has the talents to survive situations that would kill a less martial adventurer. As a gifted purveyor of violence, you get to pick an extra combat-related focus associated with your special brand of havoc. While a character of any class can take these special combat talents, you get this additional pick and a better natural hit bonus than heroes of other classes. Most importantly, however, Warriors have an uncanny gift for making a shot when a hit is desperately needed, or dodging a bullet when their life is on the line. Once per scene, a Warrior can either automatically negate a successful combat hit they just received, taking no damage from it, or else they can turn one of their own missed attack rolls into an automatic hit. This versatility makes Warriors exceptionally dangerous enemies in a one-on-one fight, and significantly more likely to survive the gory chaos of a general melee.\n\n**Class Abilities**\n\nEvery Warrior PC has certain special abilities.\n\n- You gain a free level in a combat-related focus associated with your background. The GM decides if a focus qualifies if it’s an ambiguous case.\n\n- Warriors are lucky in combat. Once per scene, as an Instant ability, you can either choose to negate a successful attack roll against you or turn a missed attack roll you made into a successful hit. You can use this ability after the dice are rolled, but it cannot be used against environmental damage, effects without an attack roll, or hits on a vehicle you’re occupying.\n\n- You gain two extra maximum hit points at each character level.\n\n**Hit Points and Attack Bonus**\n\nTo get your starting maximum hit points, roll 1d6+2 and add your Constitution modifier, to a minimum of 1 hit point. Your attack bonus is equal to your character level so it is +1 at first level.","fields.skills.administer.level.description":"Manage an organization, handle paperwork, analyze records, and keep an institution functioning on a daily basis. Roll it for bureaucratic expertise, organizational management, legal knowledge, dealing with government agencies, and understanding how institutions really work.","fields.skills.biopsionics.level.description":"Master powers of physical repair, body augmentation, and shapeshifting.","fields.skills.connect.level.description":"Find people who can be helpful to your purposes and get them to cooperate with you. Roll it to make useful connections with others, find people you know, know where to get illicit goods and services, and be familiar with foreign cultures and languages. You can use it in place of Talk for persuading people you find via this skill.","fields.skills.exert.level.description":"Apply trained speed, strength, or stamina in some feat of physical exertion. Roll it to run, jump, lift, swim, climb, throw, and so forth. You can use it as a combat skill when throwing things, though it doesn’t qualify as a combat skill for other ends.","fields.skills.fix.level.description":"Create and repair devices both simple and complex. How complex will depend on your character’s background; a lostworlder blacksmith is going to need some study time before he’s ready to fix that broken fusion reactor, though he can do it eventually. Roll it to fix things, build things, and identify what something is supposed to do.","fields.skills.heal.level.description":"Employ medical and psychological treatment for the injured or disturbed. Roll it to cure diseases, stabilize the critically injured, treat psychological disorders, or diagnose illnesses.","fields.skills.know.level.description":"Know facts about academic or scientific fields. Roll it to understand planetary ecologies, remember relevant history, solve science mysteries, and know the basic facts about rare or esoteric topics.","fields.skills.lead.level.description":"Convince others to also do whatever it is you’re trying to do. Talk might persuade them that following you is smart, but Lead can make them do it even when they think it’s a bad idea. Roll it to lead troops in combat, convince others to follow you, or maintain morale and discipline.","fields.skills.metapsionics.level.description":"Master powers that nullify, boost, and shape the use of other psychic abilities.","fields.skills.notice.level.description":"Spot anomalies or interesting facts about your environment. Roll it for searching places, detecting ambushes, spotting things, and reading the emotional state of other people.","fields.skills.perform.level.description":"Exhibit some performative skill. Roll it to dance, sing, orate, act, or otherwise put on a convincing or emotionally moving performance.","fields.skills.pilot.level.description":"Use this skill to pilot vehicles or ride beasts. Roll it to fly spaceships, drive vehicles, ride animals, or tend to basic vehicle repair. This skill doesn’t help you with things entirely outside the scope of your background or experience, though with some practice a PC can expand their expertise.","fields.skills.precognition.level.description":"Master the ability to sense future events and control probability.","fields.skills.program.level.description":"Operating or hacking computing and communications hardware. Roll it to program or hack computers, control computer-operated hardware, operate communications tech, or decrypt things.","fields.skills.punch.level.description":"Use it as a combat skill when fighting unarmed. If your PC means to make a habit of this rather than as a recourse of desperation, you should take the Unarmed Fighter focus described later.","fields.skills.shoot.level.description":"Use it as a combat skill when using ranged weaponry, whether hurled rocks, bows, laser pistols, combat rifles, or ship’s gunnery.","fields.skills.sneak.level.description":"Move without drawing notice. Roll it for stealth, disguise, infiltration, manual legerdemain, pickpocketing, and the defeat of security measures.","fields.skills.stab.level.description":"Use it as a combat skill when wielding melee weapons, whether primitive or complex.","fields.skills.survive.level.description":"Obtain the basics of food, water, and shelter in hostile environments, along with avoiding their natural perils. Roll it to handle animals, navigate difficult terrain, scrounge urban resources, make basic tools, and avoid wild beasts or gangs.","fields.skills.talk.level.description":"Convince other people of the facts you want them to believe. What they do with that conviction may not be completely predictable. Roll it to persuade, charm, or deceive others in conversation.","fields.skills.telekinesis.level.description":"Master the remote control of kinetic energy to move objects and fabricate force constructs.","fields.skills.telepathy.level.description":"Master the reading and influencing of other sapient minds.","fields.skills.teleportation.level.description":"Master the arts of physical translocation of yourself and allies.","fields.skills.trade.level.description":"Find what you need on the market and sell what you have. Roll it to sell or buy things, figure out where to purchase hard-to-get or illicit goods, deal with customs agents, or run a business.","fields.skills.work.level.description":"This is a catch-all skill for professions not represented by other skills. Roll it to work at a particular profession, art, or trade.","partial-classes.expert.description":"You gain a free level in a non-combat focus related to your background. Most concepts will take Specialist, though Diplomat, Starfarer, Healer, or some other focus might suit better. Gain an extra skill point every time you gain a character level which can be spent on any non-psychic, non-combat skill.","partial-classes.psychic.description":"You are a restricted psychic. Pick one psychic discipline as a bonus skill at level-0. You can improve this skill with foci or skill points gained from advancing a level, but you cannot learn or improve any other psychic skill. Your maximum Effort equals 1 plus this psychic skill’s level plus the best of your Wisdom or Constitution modifiers, down to a minimum of 1.","partial-classes.warrior.description":"You gain a free level in a combat focus related to your background. Gain +1 to your attack bonus at first and fifth levels. Gain 2 extra maximum hit points each level. Thus, at first level, you’d roll 1d6+2 for your maximum hit points. At second, you’d roll 2d6+4, and so forth.","techniques.accelerated-succor.description":"The biopsion's Psychic Succor now can be used as an On Turn power, albeit only once per round. By Committing an additional Effort for the day with each use, it can even be used as an Instant power, though it still can only be used once per round. Any surcharges for augmenting the succor apply normally, such as with Tissue Integrity Field.","techniques.alternate-outcome.description":"The precog can sense impending failure and attempt to salvage the action. As an Instant action, the precog can target a visible ally or their own self and Commit Effort for the day to allow the target to reroll a failed hit roll, saving throw, or skill check, taking the better of the two rolls. This power disrupts delicate lines of probability, however, and cannot be used on any given target more than once a day.","techniques.anguished-vision.description":"The adept's precognition is sophisticated enough to clearly foresee several seconds into the future. As an Instant action, the psychic may Commit Effort for the day and declare that what they have just done or seen is a vision of the immediate future. Time rolls back to the start of the initiative count in a combat turn, or six seconds earlier if out of combat. Nothing that happened during that round has really come to pass yet. This ability is tremendously draining, and can be used only once per day.","techniques.burdened-apportation.description":"The psychic can carry willing companions with them when using Personal Apportation. Up to three human-sized companions and their man-portable gear may be carried per skill level in Teleportation. Allies must be within 3 meters of the teleporter to be carried along. Ordinary inert matter cannot be carried along unless the psychic is touching it or it's being carried by an ally affected by this power. If carrying inert mass, up to two hundred kilos of objects can be carried per skill level. Using this technique increases the Effort cost of Personal Apportation, requiring that an extra point of Effort be Committed for the day.","techniques.cloak-powers.description":"The metapsion can conceal their own psychic abilities from metapsionic senses. They must Commit Effort for as long as they wish to cloak their powers. While hidden, only a metapsion with equal or higher skill in Metapsionics can detect their abilities with their level-0 or level-2 Psychic Refinement abilities. In such cases, an opposed Wis/Metapsionics roll is made between the metapsion and the investigator. If the investigator wins, the cloak is pierced, while if the metapsion wins, the investigator's Psychic Refinement remains oblivious.","techniques.concert-of-minds.description":"As an On Turn action, the metapsion may Commit Effort and form a psychic gestalt with one or more willing psychics within three meters, including up to one other psychic per Metapsion skill level. This gestalt persists as long as the Effort remains committed, regardless of the subsequent distance between psychics. On their own turn, any member of the gestalt may use any power or technique known by any other member, using the other member's skill levels as necessary and paying any Effort cost from their own pool. This gestalt shares only psychic power, not thoughts or senses. At the end of each round in which one or more members have used some other member's powers or abilities on their turn of action, the metapsion must Commit Effort for the scene or the gestalt drops and cannot be re-established for the rest of the scene.","techniques.cursed-luck.description":"Negative probabilities are woven tightly around a visible animate target, including robots and animals but not including vehicles. Triggering this technique requires a Main Action and Committing Effort for the scene. The target must roll any attack rolls, damage rolls, skill checks, and saving throws twice and take the worst result each time. Any attempts to hit the target or damage dice rolled against it may be rolled twice and the better result taken. Intelligent targets can make a Mental saving throw at the end of each round to throw off the effect; this save is not penalized by the power.","techniques.deep-intrusion.description":"The adept can use Personal Apportation to blind-teleport into a building, structure, vehicle, or spaceship visible to them, including spaceships close enough to engage in conventional ship-to-ship combat. They intuitively seek out a space large enough to hold them and without immediate environmental hazards, but cannot control their precise destination. Using this technique in conjunction with Personal Apportation is very draining to the psychic, and requires that they Commit an additional Effort point for the day.","techniques.destinys-shield.description":"The precog observes an incoming injury and tries to find an alternate future in which the attack misses. As an Instant action, the precog can Commit Effort for the day to force an attacker to reroll a successful hit roll. This technique only works on attacks against the psychic's person, not against attacks aimed at a vehicle they're occupying or harm that doesn't involve an attack roll. If the rerolled attack still hits, however, the damage done is maximized. This technique can be used only once per incoming attack.","techniques.effortless-apportation.description":"The psychic does not need to Commit Effort to use Personal Apportation. If the technique is augmented by other techniques that come with their own extra or increased cost, however, this extra cost must still be paid.","techniques.facile-mind.description":"The telepath is practiced at opening a Telepathic Contact, and need only Commit Effort for the scene to do so, instead of Committing Effort for the day. If contacting an ally who has practiced the process with the psychic for at least a week, opening the contact normally requires no Effort at all. In both cases, if the telepath chooses to Commit Effort for the day, they can open a Telepathic Contact as an Instant action rather than a Main Action.","techniques.far-thought.description":"Once a telepath has made a Telepathic Contact with a target, they can thereafter activate the technique whenever that target is within 100 kilometers, whether or not the psychic knows where they are. At Telepathy-3 the range increases to 1,000 kilometers, and at Telepathy-4 it extends over an entire planet and up to orbital distances. This distant connection is tenuous, however, and the psychic cannot use any technique through it that would allow the target a saving throw to resist.","techniques.flawless-mastery.description":"When this technique is learned, the adept may choose one technique from any discipline they know. That technique no longer requires Effort to be Committed in any way, though other techniques that augment it may still exact a cost. Mastered Psychic Static, for example, can expend an effectively unlimited amount of effort. If the technique has a duration based on Committed Effort then it lasts until the metapsion chooses to end it or is killed. This technique may only be mastered once, though the perfected technique may be changed with a month of meditation and practice.","techniques.force-puppetry.description":"As a Main Action, the telekinetic can Commit Effort for the day to suborn a visible target's mobility, whether robotic, vehicular, or human, provided it's no larger than a ground car. A sapient victim can make a Mental saving throw to resist the psychic onslaught; on a failure, they lose control of their physical actions. If not piloted by the telekinetic, the target remains motionless or continues on its current direction of travel. If the telekinetic spends a Main Action to control them, they can be made to perform any physical action that is not directly suicidal, using the psychic's skill levels and hit bonus for any attacks or skill checks they might make. The puppetry lasts until the end of the scene, until the target leaves the psychic's sight, or until a sapient target believes that their action or inaction is about to get them killed. The psychic's control is fine enough to achieve even very delicate physical motions, but it is not good enough to control the target's speech, though it can keep them silent.","techniques.forced-outcome.description":"Through careful manipulation of probability, the adept can influence random physical events in their vicinity. Triggering this technique requires a Main Action and Committing Effort for the scene. Any simple, random mechanical outcome can be completely controlled for the scene, such as a roulette wheel or the order of a deck of shuffled cards. Any other physical event in the area that seems not-entirely-implausible may be made to occur by this technique, provided it doesn't involve more than a few objects and doesn't require human involvement. The GM decides what random events are and are not adequately possible. Anything more than one unusual coincidence or chance per scene is likely impossible to produce.","techniques.holistic-optimization-patterning.description":"The biopsion gains the ability to drastically augment their own or a touched ally's physical abilities as an On Turn action. This boost lasts for the rest of the scene, adds two points of System Strain to the target and gives them a +2 bonus to all Strength or Dexterity skill checks, hit rolls, and damage rolls along with 20 extra hit points. Any damage is taken off these temporary hit points first, and both the bonuses and any hit points in excess of the target's maximum are lost at the end of the scene. Each invocation of this technique requires the biopsion to Commit Effort for the day, and this power cannot be used on a given target more than once per scene.","techniques.impact-sump.description":"The adept may Commit Effort for the day as an Instant action to negate a single instance of physical damage. This ability is too taxing to be used more than once per day, but as an Instant action, it can be triggered even after damage is rolled.","techniques.impervious-pavis-of-will.description":"When this technique is learned, the metapsion must choose a discipline. They then become entirely immune to unwanted powers from that discipline; they and their abilities are simply not valid targets for purposes of that discipline's powers unless the adept chooses to be affected. By Committing Effort for the day as an Instant action, they can extend this immunity for a scene to all allies within 50 meters. This technique may be learned more than once, and any shared protection applies to all disciplines negated by the adept.","techniques.intuitive-response.description":"As an Instant action, the precog can Commit Effort for the scene just before they roll initiative. Their initiative score is treated as one better than anyone else's involved in the scene. If another participant has this power or some other ability that grants automatic initiative success, roll initiative normally to determine which of them goes first, and then the rest of the combatants act. This ability cannot be used if the precog has been surprised.","techniques.invincible-stand.description":"The biopsion has mastered techniques of emergency tissue reinforcement and system stabilization. As an Instant action, they can Commit Effort for the scene to keep themself or a target they can touch active even at zero hit points. This technique must be used once every round on the target or they collapse at the end of the round. If the target suffers hit point damage, the biopsion must Instantly Commit Effort for the scene or the target goes down immediately with a mortal wound. A Heavy weapon hit on a subject of this power or similar physical dismemberment will always kill a target, regardless of this technique.","techniques.kinetic-transversal.description":"The adept may Commit Effort as an On Turn action to move freely over vertical or overhanging surfaces as if they were flat ground, crossing any solid surface strong enough to bear five kilos of weight. They can also move over liquids at their full movement rate. This movement ability lasts as long as the Effort is committed.","techniques.major-organ-restoration.description":"The biopsion's Psychic Succor can now cure congenital birth defects and regrow missing limbs and organs. It can even be used to stabilize targets that have been dropped by Heavy weapons, decapitated, or otherwise dramatically dismembered, provided it's used within one round per level of Biopsionic skill. The best that can be done for such badly-mangled targets is stabilization, after which they must rest for 24 hours before any further hit points can be healed by Biopsionics, stims, or natural rest.","techniques.mastered-succor.description":"The biopsion has developed a sophisticated mastery of their core ability, and they no longer need to Commit Effort to activate it, and may use it whenever they wish. The use of additional techniques that augment Psychic Succor might still require Effort to be Committed.","techniques.memory-editing.description":"The telepath can make simple edits to the memory of a target currently linked by a Telepathic Contact. Events of no more than 24 hours in duration can be erased from memory, conversations can be created or changed, new events can be added to a day, or other similar alterations made. The psychic can make these changes as a Main Action by Committing Effort for the day. If the psychic doesn't have a good understanding of the memories they're changing, such as might be granted by the level-4 degree of Telepathic Contact, the edits they make may not fit well. The target gets a Mental saving throw to resist editing for the rest of the scene, but on a failure, they will not notice the changed memories until given a reason to recollect them.","techniques.metadimensional-friction.description":"As a Main Action, the metapsion Commits Effort for the scene to create localized MES turbulence around a visible target psychic within 200 meters. Each time the target Commits Effort or an NPC initiates a psychic power, they suffer 1d8 damage per Metapsionics skill level of the adept. Each time the target suffers the damage they can attempt a Mental saving throw to throw off the effect. It lasts no longer than the rest of the scene at most. Only one application of this friction can affect a target at once.","techniques.metamorph.description":"The biopsion can now shape their own or another willing target's physical form as a Main Action, transforming a touched target into any humanoid form within 50% of their own mass. Claws and other body armaments can be fashioned equivalent to Light or Medium melee weapons and innate armor equivalent to AC 13. Gills and other environmental-survival alterations are also viable at the GM's discretion, but flight is a bridge too far for this power. A person can be impersonated down to the DNA level, provided a blood or hair sample is available. The use of this adds one System Strain point to the target that does not recover so long as the change is in effect. Applying Metamorph requires that the biopsion Commit Effort for as long as the change is to be maintained. If applied to a target other than the psychic, the power automatically ends if the psychic gets more than one hundred kilometers away.","techniques.mindtracing.description":"The metapsion can trace back the use of psionic powers they've noticed in their presence. By Committing Effort for the scene as an Instant action, they can see and hear through the senses of a user of a psychic power, gaining an intuitive awareness of their location and treating them as a visible target for purposes of their own abilities. Thus, if they see someone being affected by a telepathy power with no visible source, they can use this ability to briefly share the hidden telepath's senses. If used on a target that is teleporting, they can perceive the teleporter's view of their destination. Use on a metamorphically-shaped impostor would reveal the biopsion responsible for the change, and so forth. These shared senses last for only one round and do not interfere with the adept's other actions.","techniques.neural-trap.description":"The metapsion allows a hostile psychic into their mental sanctum in order to gain a later advantage. When targeted by a hostile psionic power that allows a save, the metapsion may Commit Effort as an Instant action and voluntarily fail the saving throw, accepting the effect. The next psychic power the user targets at that assailant then allows the victim no saving throw. This technique lasts until the metapsion makes their psychic attack or reclaims their Committed Effort. A hostile psychic may be affected by only one Neural Trap from a given psychic at a time.","techniques.not-my-time.description":"The precog instinctively wrenches the lines of probability away from futures in which they are about to die. This technique triggers automatically when the precog is about to die, provided they can Commit Effort for the day. On triggering, random events somehow conspire to leave the precog alive, even if outrageous coincidences and ridiculous luck are required. Provided the precog doesn't intentionally thrust herself back into danger, their life is secured for the next few minutes at least, though there's no guarantee the psychic will survive intact in mind or body. This technique can trigger no more often than once per week.","techniques.offensive-apportation.description":"The psychic can use Personal Apportation as a Main Action to teleport an unwilling target, provided the user can make physical contact with them. Contact with an unsuspecting or incapacitated target is automatic, while touching a resisting enemy requires a Punch hit roll with a bonus equal to the psychic's Teleportation skill. If the psychic does not use the Burdened Apportation technique then only the target is teleported; otherwise the user may go along with them. The psychic cannot teleport a target to any location they could not teleport to, including locations of imminent environmental danger, such as high in the air, into a windowless tomb, or into the middle of a sea. A conscious, resisting target can make a Mental saving throw to forcibly abort the teleportation, rolling at a penalty equal to the psychic's Teleportation skill. Use of this technique adds to the cost of Personal Apportation, requiring the psychic Commit an additional point of Effort for the day whether the touch hits or not.","techniques.oracle.description":"The precog gains a progressively-greater intuitive understanding of their own future. Each invocation of the Oracle technique requires a Main Action and that the user Commit Effort for the day. Once triggered, the adept gets a single brief vision related to the question about the future that they're asking. This vision is always from their own personal vantage point and never reveals more than a minute of insight, though the psychic processes it almost instantly as part of the power's use. The GM should answer the question as if the PC were about to perform the act or engage in the investigation pertinent to the question. Thus, if the adept wanted to know what pressing a button would do and the GM knows that it's connected to a bomb, the psychic might get a vision of sudden death. If the bomb were on a time delay that extended past the time horizon of the oracle, however, the psychic might just see a vision of herself waiting patiently, with nothing happening. Visions should relate to actions and events, not abstract facts. Oracle couldn't tell a psychic who the crime boss of a slum neighborhood is, for example, but it could give a vision of the psychic caught in the next bloody riot and the gang boss who's directing the myriad thugs. It couldn't reveal the name of a security guard, but it could show the seer the impending moment that the next guard patrol will enter the area the psychic plans to infiltrate. Only the most important or significant information is conveyed by the technique, even if multiple events of interest might transpire during the time horizon. Oracle can only be used on a given question or topic once until the situation changes substantially or a week goes by. The maximum time horizon of the Oracle increases as the adept's Precognition skill improves.\n\n***Level-0.*** One minute into the future.\n\n***Level-1.*** One day into the future.\n\n***Level-2.*** One week into the future.\n\n***Level-3.*** Three months into the future.\n\n***Level-4.*** One year into the future.","techniques.organic-purification-protocols.description":"The biopsion's Psychic Succor now cures any poisons or diseases the subject may be suffering, albeit it requires Committing Effort for the day as an additional surcharge. Biowarfare organisms, exceptionally virulent diseases, or TL5 toxins may resist this curing, requiring a Wis/Biopsionics skill check at a difficulty of at least 10. Failure means that the adept cannot cure the target's disease. This technique cannot cure congenital illnesses.","techniques.perceptive-dislocation.description":"Commit Effort for the day to sense any location the psychic could teleport to. The psychic perceives the location as if there, lasting for fifteen minutes at most.","techniques.personal-apportation.description":"The teleporter can translocate to another location they have either occupied before or can see with their unaided vision. Locations are fixed in reference to the nearest major gravity well. For example, it is not possible to teleport to the cockpit of a distant moving vehicle they once occupied, but they can teleport to another point on a planet's surface even though the planet has since moved far through the stellar void. The core technique allows the teleporter to move himself and any mass he is able to carry with his own natural strength. Resisting targets cannot be carried along, and unresisting ones must be touched. A teleporter can leave any clothing, shackles, adhesions, or other matter behind when he teleports, but he cannot leave behind matter that has been inserted into his body, such as cybernetics or shrapnel. Matter cannot be partially left behind. A teleporter will instinctively abort any apportation that would leave him embedded in a solid object or in an environment of imminent physical harm. Any Committed Effort on such aborted jumps is wasted, as is any action spent triggering the power. The maximum range of Personal Apportation depends on the teleporter's skill level. Teleporting with Personal Apportation counts as a Main Action and requires that the psychic Commit Effort for the scene.\n\n***Level-0.*** The psychic can teleport up to 10 meters.\n\n***Level-1.*** The psychic can teleport up to 100 meters.\n\n***Level-2.*** The psychic can teleport up to 10 kilometers.\n\n***Level-3.*** The psychic can teleport up to 1,000 kilometers.\n\n***Level-4.*** The psychic can teleport anywhere on a planet's surface or near orbit.","techniques.pressure-field.description":"As an Instant action, the adept can manifest a protective force skin around their person equivalent to a vacc suit, maintaining pressure and temperature even in hard vacuum conditions. They can ignore temperatures at a range of plus or minus 100 degrees Celsius and automatically pressurize thin atmospheres for breathability, or filter particulates or airborne toxins. By Committing Effort for the scene, they can shield up to six comrades. This lasts until the user reclaims the Effort.","techniques.proficient-apportation.description":"Personal Apportation now counts as a Move action, though it still can be performed only once per round. Apportations of 10 meters or less no longer require Effort to be Committed, though any augments to the technique must still be paid for normally.","techniques.prophecy.description":"The power of the precog extends to dictating future events that directly involve them. As a Main Action, the precognitive PC may make one prediction involving their personal future or future condition within the next year. Provided they take reasonable measures to enable this prediction, that no direct resistance is mounted by an enemy, and that the prediction doesn't seem highly improbable to the GM, it will come to pass. The adept must Commit Effort when this power is used, and the Effort remains Committed until the prophecy comes to pass or is abandoned. This ability cannot be used more than once per month and only one prophecy may be active at a time.","techniques.psychic-refinement.description":"The metapsion gains improved mastery over their own powers and an innate sensitivity to the use of psionic abilities in their presence.\n\n***Level-0.*** The adept can visually and audibly detect the use of psychic powers. If both the source and target are visible to the metapsion, they can tell who's using the power, even if it's normally imperceptible. They gain a +2 bonus on any saving throw versus a psionic power.\n\n***Level-1.*** The metapsion's maximum Effort increases by an additional point.\n\n***Level-2.*** The adept can determine whether or not a person is a psychic or has latent psionic abilities through one round of visual inspection. Their saving throw bonus against psionic powers increases to +3.\n\n***Level-3.*** The metapsion's maximum Effort increases by an additional point.\n\n***Level-4.*** The metapsion can perform a slightly safer version of torching. Instead of rolling the torching damage die, they simply suffer 10 hit points of damage after torching is used. The damage occurs after the fueled power activates, allowing a psychic at low hit points to trigger a power before falling unconscious. This damage cannot be healed by anything but natural bed rest, though a psychic can be stabilized if this technique drops her to zero hit points.","techniques.psychic-static.description":"As an Instant action, the metapsion may Commit Effort for the day to negate a perceived psychic power. The psychic responsible for the effect must Commit Effort for the day as an Instant action to resist this negation, otherwise the power ends and any action used to trigger it is wasted. The PC may then Commit Effort for the day again, with each spending and counter-spending until one runs out of Effort or chooses to stop. Psychic Static can be applied only once per round to any particular power. The target of the Psychic Static automatically knows the position of the interfering metapsion, though other onlookers do not have any obvious way of identifying the metapsion.","techniques.psychic-succor.description":"The adept's touch stabilizes critically-wounded organisms. More sophisticated practitioners can heal tissue injuries, though curing diseases, detoxifying poisons, and fixing congenital deformities require additional techniques. Each use of Psychic Succor adds one point of System Strain to the target, or two points if they were mortally wounded at the time. Activating Psychic Succor requires the biopsion to Commit Effort for the day. Once used, they can continue to use it for the rest of that scene without Committing Effort again.\n\n***Level-0.*** The psychic's touch can automatically stabilize a mortally-wounded target as a Main Action. This power must be used on a target within six rounds of their collapse, and does not function on targets that have been decapitated or killed by Heavy weapons. It's the GM's decision as to whether a target is intact enough for this power to work.\n\n***Level-1.*** As level-0, and heal 1d6+1 hit points of damage. If used on a mortally-wounded target, they revive with the rolled hit points and can act normally on the next round.\n\n***Level-2.*** As level-1, but healing 2d6+2 hit points instead.\n\n***Level-3.*** As level-2, but healing 2d6+6 hit points instead.\n\n***Level-4.*** As level-3, but healing 3d6+8 hit points instead.","techniques.psychic-tutelage.description":"An expert metapsion can modulate and temper the metadimensional energy that surges through an untrained psychic's mind. This “safety buffer” allows the novice to experiment with their abilities and gradually develop the control they need to channel their powers without causing permanent brain damage. Without this technique, it is virtually impossible to turn a normal with untapped potential into a trained psychic. An adept with Metapsionics-3 skill can train up to ten pupils at once. One with Metapsionics-4 can train up to one hundred. It requires only a week to train a potential in ways to avoid accidentally triggering their powers and suffering the damage that follows, but actually teaching them to use their powers effectively takes anywhere from one to four years depending on their natural aptitude and the availability of other psychics willing to assist the metapsion in the training process.","techniques.quintessential-reconstruction.description":"The biopsion becomes extremely difficult to kill, encoding their mind in a coherent pattern of MES energy coterminous with their realspace coordinates. If killed, the psychic will regenerate from the largest remaining fragment of their body over 24 hours. This process maximizes their System Strain for one week. If brought to zero hit points during this week, they die instantly and permanently. The psychic retains a vague awareness of their surroundings while “dead” and can postpone their regeneration for up to a week in order to avoid notice, but burial or entombment may result in a very short second life. Each use of this power inflicts one point of permanent attribute loss in an attribute of the biopsion's choice.","techniques.reactive-telekinesis.description":"As an Instant action, the psychic can Commit Effort for the scene whenever an assailant misses them with a physical attack. The attack is then reflected back against the assailant, who must reroll the attack against their own person twice. If either roll hits, the assailant suffers damage from their own attack. If both rolls hit, the damage is the maximum possible.","techniques.reflex-response.description":"As a Main Action, the telepath can Commit Effort for the day to force a sudden, irrational impulse into the target of a Telepathic Contact. The target may make a Mental saving throw to resist; on a failure, they will use their next available action to carry out the impulse to the best of their ability. This impulse cannot be self-injurious or harmful to a loved one, but it can be foolish, reckless, or harmful to others. The target may not understand why they have done the action, but will usually attempt to rationalize it as their choice.","techniques.remote-repair.description":"Psychic Succor and other biopsionic techniques that normally require touch contact can now be applied at a distance up to 100 meters, provided the biopsion can see the target with their unaided vision. Hostile powers that normally require a hit roll will hit automatically. Each time this technique is used, Effort must be Committed for the scene.","techniques.rift-reduplication.description":"Expert teleporters can be infuriatingly difficult to pin down. By Committing an additional Effort for the day as an Instant action, the adept can use Personal Apportation as an On Turn action, even if they've already used it once this round. Apporting itself costs whatever Effort it normally would, in addition to any techniques that augment it. Rift Reduplication can only be triggered once per round. If the adept uses their powers to teleport into a location, perform an action, and then use Rift Reduplication to teleport back out, onlookers in the area will not have time to react to their action or attack the adept unless the onlookers have held their action explicitly to counter the psychic. Enemies who hold their action this way waste it entirely if the psychic does not give them a chance to attack or otherwise interfere. Such a lightning strike may be surprising to onlookers, but it doesn't allow enough preparation time to count as an Execution Attack as described on page 52.","techniques.sense-the-need.description":"At some point in the recent past, the psychic had a vague but intense premonition that a particular object would be needed. By triggering this power as an Instant action and Committing Effort for the day, the psychic can retroactively declare that they brought along any one object that they could have reasonably acquired and carried to this point. This object must be plausible given recent events; if the psychic has just been stripsearched, very few objects could reasonably have been kept, while a psychic who's just passed through a weapons check couldn't still have a loaded laser pistol.","techniques.slip-field.description":"As a Main Action, the psychic Commits Effort for the scene and decreases the friction at a point in sight. Up to ten meters in diameter is affected, making it difficult for enemies to move from their current position. All chosen targets must make an Evasion saving throw or fall prone, becoming unable to stand up or move more than a meter per Move action taken. If used against a ground vehicle, the driver must make a Dex/Pilot skill check at a difficulty of 8 plus the adept's Telekinesis skill or go out of control, driving directly forward for a round and crashing into any obstacles. Targets who save are immune to this technique for the scene.","techniques.spatial-awareness.description":"The psychic may Commit Effort as an On Turn action to gain an intuitive 360-degree awareness of their physical surroundings. The sense is roughly equivalent to sight out to 100 meters, though it cannot read text or distinguish colors. It is blocked by solid objects but is unimpeded by darkness, mist, blinding light, holograms, or optical illusions. The sense lasts as long as the Effort remains Committed to the technique.","techniques.spatial-synchrony-mandala.description":"The psychic imprints a particular object or person on their psionic awareness. Provided the object is relatively intact and in range of their Personal Apportation, the psychic always knows its exact location and can teleport to within three meters of it with Personal Apportation even if it has moved from its original location. Imprinting an object requires an hour's meditation with it, and only one object can be imprinted at a time. If imprinting on a person, the target must be willing and cooperative to make the imprint. Objects must be at least one kilogram in mass to be effectively tracked.","techniques.stutterjump.description":"The psychic can instinctively micro-teleport away from incoming danger. As an On Turn action they may Commit Effort to begin shifting their spatial position away from attacks, gaining a base Armor Class of 20 so long as the Effort remains Committed. This Armor Class is not modified by armor, shields, or Dexterity modifiers, and the micro-jumps do not significantly move the psychic from their current location. While Stutterjump is active, as an Instant action the adept may Commit Effort for the day to negate a successful hit by a weapon attack, even after damage has been rolled. This reflexive defensive jump may be used only once per day and leaves the psychic just outside the radius of explosions or other area-effect attacks.","techniques.suppress-cognition.description":"Through intense focus, the telepath can make the target of a Telepathic Contact simply not think about something, whether that's the presence of the telepath, the possibility of committing violence, the absence of important documentation, or any other single potential action or one specific person. This technique requires the psychic to Commit Effort for the scene as a Main Action. The target gets a Mental saving throw to resist this power and become immune to it for the scene. If failed, the thought remains unthinkable for the rest of the scene unless the target perceives physical danger or a traumatic threat to something they prize highly. In that case, the block instantly dissolves and cannot be re-established during the scene. Once the effect ends, the target will remain oblivious to their temporary fugue unless it is brought to their attention somehow.","techniques.surge-momentum.description":"The metapsion's abilities can be reinforced with a degree of metadimensional energy that would cause substantial damage to a less adept mind. Particularly weak or unprepared minds might be completely crushed by the force of the adept's augmented will. The adept must Commit Effort for the day when using a power that normally grants its target a saving throw. The target then suffers a penalty equal to the adept's Metapsionics skill on any saving throw normally granted by the power. If the target's hit die total or character level is less than half the adept's level, rounded up, they automatically fail their saving throw.","techniques.suspended-manifestation.description":"The metapsion is capable of “hanging” a psychic power in their brain, forming the energy patterns and then suspending them in a self-sustaining loop until it's time to trigger their release. The psychic must Commit Effort for the day to hang a power, along with the Effort normally necessary to trigger it. None of this Effort can be recovered until the power is expended, after which it recovers at its usual speed. Activating the power is an Instant action, or an On Turn action if it allows the target a saving throw of some kind. Only one ability can be held suspended at any one time.","techniques.synthetic-adaptation.description":"This is a particularly esoteric technique, one that requires the adept to have at least Program-0 or Fix-0 skill in order to master. With it, however, the metapsion has learned how to synergize with the quantum intelligence of a VI or True AI in order to apply Telepathy or Biopsion powers to their inanimate corpus. Only intelligent machines can be affected, as the technique requires a sentient mind to catalyze the effect. This synergy takes much of its force from the adept. Any System Strain the powers might inflict must be paid by the adept rather than the target.","techniques.tangible-force-construct.description":"Once per turn, as an On Turn action, the psychic can Commit Effort for the scene to create a telekinetic force construct at a visible point, provided it can fit within a three-meter cube. The force construct can be shaped in any way the psychic wishes, and can remain fixed in its location without external supports if desired. It is as sturdy as a TL4 construction and may be visible or invisible at the adept's choice. The construct lasts until the end of the scene, until the psychic dispels it, or until it is smashed with 20 points of damage against AC 15.","techniques.telekinetic-armory.description":"The adept may Commit Effort as an On Turn action to create both weapons and armor out of telekinetic force. These weapons are treated as tech level 4 and act as a rifle or any advanced melee weapon. Attack rolls can use either Dexterity, Wisdom, or Constitution modifiers, and may use the Telekinesis skill as the combat skill. Armor may be created as part of this power, granting the psychic a base Armor Class equal to 15 plus their Telekinesis skill level. This armor does not stack with conventional armor, but Dexterity or shields modify it as usual. The gear continues to exist as long as the psychic chooses to leave the Effort committed, and they may be invisible or visible at the psychic's discretion.","techniques.telekinetic-expertise.description":"The adept has become familiar enough with the manipulation of telekinetic force that they may now use Telekinetic Manipulation without Committing Effort.","techniques.telekinetic-flight.description":"As an Instant action, the telekinetic can Commit Effort to begin flying, and may extend this effect to up to a half-dozen unresisting, human-sized allies within 30 meters. While flying, the psychic can move at twice their normal movement rate in any direction They can plunge earthward at up to terminal velocity without harm, and even orbital insertions are survivable with this power if a vacc suit is available or the Pressure Field technique is used. Allies must end their turns within 30 meters of the psychic to maintain this flight but control their own motion. As an Instant, this power may be triggered in time to negate falling damage. The flight lasts for as long as the Effort remains Committed.","techniques.telekinetic-manipulation.description":"The adept may Commit Effort for the scene as a Main Action to direct telekinetic force toward an object or person within unaided visual range or with tactile contact with the psychic. This force isn't responsive enough to be effective as a weapon without further refinement of technique, and cannot cause damage to living or mobile targets. If used to crush or harm immobile unliving objects, it does 1d6 damage per skill level of the psychic per round of focus. Objects move at 20 meters per round when moved telekinetically. A telekinetic force can be maintained over multiple rounds without expending further actions, such as holding a metal platform in place under a group of allies, but the psychic cannot again activate this technique on a second object until they release the first.\n\n***Level-0.*** The psychic can exert force as if with one hand and their own strength.\n\n***Level-1.*** The psychic can manipulate objects as if with both hands and can lift up to two hundred kilograms with this ability.\n\n***Level-2.*** The psychic can lift or manipulate up to four hundred kilograms and smash a human-sized hole in structures of light wooden construction or lighter as a Main Action.\n\n***Level-3.*** The psychic can manipulate up to eight hundred kilograms and can affect as many individual objects at once as they have Telekinesis skill levels.\n\n***Level-4.*** The psychic can manipulate up to a metric ton and can smash human-sized holes in TL4-constructed exterior walls, light stone walls, or similar barriers as a Main Action.","techniques.telekinetic-ram.description":"As a Main Action, the psychic can Commit Effort for the scene to target a tremendous, uncontrolled burst of force at a single target within sight. This burst requires some time to detonate, however, and will only go off at the end of the next round. Targets of this technique are aware of an oppressive, electrical tingling in the air and are apt to instinctively move; this technique is thus generally useless against any target that is not entirely immobile, as any movement of a chosen target disrupts the ram. Once the ram detonates, however, it is sufficient to destroy any immobile civilian vehicle, create a five-meter hole in anything short of hardened military fortifications, or inflict 5d12 damage on anything else as if it were struck by a Heavy weapon.","techniques.telepathic-assault.description":"The telepath Commits Effort for the day as a Main Action to force a wave of metadimensional energy through the brain of a Telepathic Contact target. The assault does 6d6 damage, or 9d6 damage if the telepath has Telepathy-4 skill. The target may make a Mental saving throw to halve the damage. This assault cannot kill a target, but can knock them unconscious for an hour if they're reduced to zero hit points, after which they wake up with one hit point. A victim cannot be targeted by an assault more than once per scene.","techniques.telepathic-contact.description":"The telepath can obtain a progressively-deeper understanding of a sentient target's thoughts. The target must be visible or otherwise perceptible to the telepath's unaided senses. Opening a contact requires the telepath to Commit Effort for the day as a Main Action, and the contact lasts for a scene at most unless augmented by other techniques. The depth of contact that can be made depends on the psychic's Telepathy skill. A single contact can use any or all of the effects permitted to a telepath of the user's skill level. Basic forms of contact do not allow for a saving throw, though more advanced probes allow the target to make a Mental saving throw to resist. On a successful save, no form of this technique that allows a save can be used on them for the rest of the scene.\n\n***Level-0.*** Observe emotional states in a target. Intense emotions provide a single word or image related to the focus of the feelings.\n\n***Level-1.*** A shallow gestalt with the target's language centers allows the telepath to understand any form of communication made by the target. If the psychic has the requisite body parts to speak the target's language, they can communicate with it in turn.\n\n***Level-2.*** The psychic's awareness of the target's surface cognition is sophisticated enough to read their current thoughts, though it can't pick up memories or non-obvious connections. The target gets a Mental saving throw to resist this.\n\n***Level-3.*** The psychic can drill down into the target's memory to get a one or two-sentence answer to any single question they ask, or receive a single answering vision of the target's recollections. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended. It can be re-established, but only by activating this technique again.\n\n***Level-4.*** The psychic instantly gets a full and nuanced awareness of everything the target can remember about a particular topic. The target can attempt a Mental saving throw to resist this power, and whether or not it succeeds the contact is automatically ended afterwards. It can be re-established, but only by activating this technique again.","techniques.teratic-overload.description":"This use of biopsionics inflicts potentially-lethal damage on a touched target as a Main Action, and requires that the biopsion Commit Effort for the scene. The target suffers 1d6 damage per level of the psychic's Biopsionics skill and must make a Physical saving throw. On a failure, the damage is tripled and the target is now affected by an obvious, lethal cancer that will kill them in 1d6 months. The cancer can be treated by a TL4 hospital or ship's sick bay if managed within a month's time. If the biopsion Commits Effort for the day instead of the scene, they can control the power sufficiently to do no hit point damage and create very subtle tumors, leaving the cancer undetectable without a TL4 medical examination. Such victims probably won't even know they've been attacked by this power. Whether a success or failure, this power cannot be used on the same target more than once per scene.","techniques.terminal-reflection.description":"The psychic's Oracle power automatically triggers as an Instant action moments before some unexpected danger or ambush, giving the precog a brief vision of the impending hazard. This warning comes just in time to avoid springing a trap or to negate combat surprise for the precog and their companions. If the psychic does not immediately Commit Effort for the day, this sense goes numb and this technique cannot be used for the rest of the day.","techniques.thermokinesis.description":"Telekinetic power involves kinetic energy, but a sufficiently sophisticated grip on motion can be used to agitate the molecules of an inanimate object and cause it to melt or burst into flame. Similar focus can chill or freeze such substances. Applying Thermokinesis to a target requires that the adept Commit Effort for the scene as a Main Action. Thermokinesis cannot affect objects larger than the adept could lift with their Telekinetic Manipulation. As with other telekinetic powers, this ability does not work on objects being held or used by intelligent creatures. Non-sentient robots or other objects with hit points take 1d12 damage per level of Telekinesis skill each time this technique is applied to them.","techniques.tissue-integrity-field.description":"The biopsion's Psychic Succor may now also affect all allies within ten meters of the target. Allies can decline the healing if they don't require it or don't want to take the additional System Strain. Each use of this technique requires that the biopsion Commit Effort for the day in addition to the cost of the Psychic Succor.","techniques.transmit-thought.description":"The telepath can send thoughts and images over a Telepathic Contact, allowing two-way communication with a willing target as an Instant action when desired.","techniques.unity-of-thought.description":"The telepath becomes exceptionally skilled at weaving together multiple allied minds. When they establish a Telepathic Contact with a willing ally they may bind up to six willing participants into the same contact without further Effort. This multi-person link is relatively shallow, and allows only the Instant exchange of thoughts, images, and sensory impressions. While under its effect, every participant knows the exact location and condition of all others, and uses the best Initiative roll of any of them if combat commences. At the table, up to five minutes of discussion and coordination among the players can be arranged each round without incurring delays for the PCs. Every combat turn, one gestalt member of the psychic's choice gets an extra round of action to represent the benefits of the perfect coordination of the group. The psychic cannot gain this bonus round himself. The telepathic link lasts as long as the psychic initiates no new Telepathic Contact, and it has a range that extends to any point within a solar system.","pack.name":"Stars Without Number: Revised Edition"};