Character Abilities

Techs
Techs are augmentations to both your body and armor that allow you to do various things. The Tech system features two types of techs: Passive Techs that boost your character stats, and Active techs that add usable abilities. You can select up to four techs to start, and at certain level milestones you will be allowed to select more. If your character uses Cyonics, the Tech system becomes completely unusable as your body will not be able to handle both Tech augmentations as well as the Dark Energy within your body.

Multi-Tool
The Star Engineers multitool allows you to freely recharge the kinetic barrier of an ally. Onboard the ship this tech allows you to do technical work.

Medigel Injector
The Medigel Injector allows you to heal your allies by a single health state. You are able to use this on yourself only if you are not Critical or Out.

Thruster Pack
This Tech allows you to leap over an impassable obstacle that is 3 squares wide or less.

Dash Module
Activate this to move an extra two squares when you move.

Deployable Cover
Deploy a three tile horizontal cover in front of you that lasts for two turns.

Active Cloaking
Turn Invisible and only be able to be seen by enemies within 2 tiles of you. Active Cloaking is broken the moment you fire a weapon, but other techs can be used freely while cloaked.

Smoke Grenade
Throw a Smoke Grenade at a tile within 7 tiles of you, which then creates a 3x3 smokescreen around that tile.

Frag Grenade
Throw an explosive device at a tile within 6 feet of you, then roll 1d20 to determine if it lands on the proper tile(10+ means it lands on the target tile, under 10 and it lands on a random tile surrounding it, under 5 and it misses completely). Any enemy on the tile it lands on takes double damage, surrounding tiles take splash damage.

Arc Grenade
Electric Grenade which disables any "Deployed Tech" such as external barriers and stuns the target and anyone on a neighboring tile. Roll 1d20 to determine hit.

Interception Device
Deploys a device which intercepts any thrown grenades within a 3 tile radius and nullifies them.

Strength Augmentation
Your Melee attacks do double damage. Outside of combat, lift heavier objects with near superhuman levels of Strength.

Agility Augmentation
Become harder to hit, adding +1 to defensive rolls while not prone or in cover. Outside of combat you can display greater agility.

Speed Augmentation
Gain +1 to movement. Outside of combat you’re faster in general.

Heavy Barrier
Gain a permanent +1 to your Kinetic Barrier. If you don’t have one, you now have one.

Tactical Vision
Grants you +1 to offensive rolls and allows you to see through Smoke.

Regeneration
Regenerate one health state for every 2 turns you don’t take damage.

Reactionary Chip
Allows you to counter an attack that misses you completely with a single attack of your own, assuming you’re within the range of your weapons. Remember to make your GM aware you have this Tech when it comes into effect.

Cyonics
Cyonic Abilities are gained from accidental exposure to Dark Energy, whether by unprotected exposure to DEM Technology or other Cyonics. Cyonics are caused by the introduction of Dark Energy directly to the body of a being. However, over time, Cyonic use is known to cause Health Problems for the User. In the short term, this is “Cyonic Fever”, in which a person experiences flu-like Symptoms after 10-12 uses of Cyonics in a short period of time. Cyonic Fever tends to last about a day. In addition, it should be noted that there is a galaxy-wide cultural stigma involving Cyonics, many people see Cyonic users as freaks and dangers to society due to them being afraid of being hit with Dark Energy and given that up until recent advancements that made it safe, Dark Energy Exposure had claimed the lives of millions of people.

Cyonic characters may pick 5 Cyonic abilities to start. Players may receive additional sets of another 5 Cyonic abilities up to 15 total at certain level milestones. There are several archetypes of Cyonics. To set up your Cyonic ability, you first pick one of those, then describe how it actually works ICly, in detail, on your character app. The Archetype is essentially the effect of your ability, you get to establish how it accomplishes the effect.

Impulse
Allows you to push every enemy within 3 tiles of you 3 tiles back. If any enemy hits something this does two states worth of damage to them. If they hit another enemy it also does two states worth of damage to the hit enemy.

Stun
Stuns a single enemy within 6 tiles for two turns. This does not negate cover. Requires a 1d10 Roll plus offensive bonuses.

Technomancy
Allows you to more easily perform electronic warfare tasks, or completely drop the Kinetic barrier of one enemy within 8 tiles.

Reality Shift
Allows you to literally leave this realm of existence for two turns. During that time you cannot attack but you also cannot be attacked. You can still move freely during this time. This ability consumes all actions for the turn that you enter and leave the reality shift.

Healing
allows you to heal one teammate up one health state within five tiles, or revive one critically wounded comrade within the same range.

Focus
Gives you a +3 to your attack roll for this turn.

External Barrier
This creates a moving, 3-tile wide cover in front of your character. While deployed this barrier slows you down, resulting in -3 to movement. It remains deployed, even past the end of your turns until you un-deploy it, which requires another action. It consumes an action per turn to maintain while deployed.

Fire
Throw a Fire based projectile at a tile within 7 tiles that creates a 3x3 environmental Hazard.

Ice
Freezes an enemy in place for two turns. Roll 1d10 to determine hit. Offensive bonuses apply.

Aura I
Passive Cyonic. Gain a permanent +1 to your Kinetic Barrier. If you don’t have one, you now have one.

Aura II
Passive Cyonic. You are immune to environmental hazards.

Enhance Melee
Doubles Melee damage on your Melee attacks for this turn and the Next, but at the sacrifice of disrupting your kinetic barrier, nullifying it while the effect is active.

Control Time
Slow time around your character, adding a +3 to defensive rolls this turn.

Frenzy
Gives you two more actions this turn, but adds a -3 to all offensive rolls. Can only be used once per turn.

Barrier Recharge
Immediately forces an allies barrier to Recharge. Cannot be used on yourself.

Seal Door
Makes any door tile into an impassable obstacle.

Blind
All Allies gain a +2 to Defensive rolls when attacked by the Enemy this is applied to for 2 turns. This ability requires a 1d10 roll, applying offensive bonuses, to determine if it hits, and the ability has a 5 tile range. In PvP the person this is applied to gets -2 to offensive rolls.

Cleanse
Remove negative effects from one ally.

Reveal Enemies
Allows you to see and target enemies through Smoke for the next 2 turns.

Blink
Teleport to a random tile on the map, pick the tile by rolling 1d36 twice to determine your new position. If you teleport inside a wall, reroll.

Ultimates
Ultimates are abilities that have a charge time. Every turn you gain 1 point. Doing damage gains you one point for every point of damage done. When you reach 8 points, you can execute your ultimate ability. Ultimates are very powerful and game changing, and should be used wisely. Keep in mind your chosen ability pathway (Tech or Cyonic) when writing your Ultimate, as it should be based around your ability set.

There are several archetypes of ultimates. To set up your ultimate ability, you first pick one of those, then describe how it actually works ICly, in detail, on your character app. The Archetype is essentially the effect of your ultimate, you get to establish how it accomplishes the effect. Ultimates do NOT take up one of your two actions for this turn.

Environmental hazard
Ultimate creates a 7x7 environmental hazard somewhere on the board within 5 tiles of your character.

Autohit
All attacks are auto hits for this turn.

Action Boost
Adds an additional two actions for this turn.

Damage boost
doubles the damage of all attacks this turn.

Invincibility
makes you invincible until the next turn.

Smokescreen
deploys a 7x3 smokescreen 2 tiles in front of your character.

Ultimate Heal
Immediately resurrects all “Out” allies within 8 tiles to wounded status, while healing all other teammates by two health states, including downed teammates.

Mass Recharge
Recharges the barrier of every ally within 18 tiles to maximum.

Mass Stun
All enemies within 7 tiles are stunned for one turn.

EMP
Disables the barrier of every enemy within 14 tiles.

Damage Impact
Does triple damage to all enemies within a chosen 5x5 area within 8 Tiles of your character.

Mind Control
Take control of one other unit for three turns. You cannot command the controlled unit to harm themselves. (Idea by venmus 🇺🇦#1883)

Drone
Deploys a drone which acts as its own unit controlled by the player character. The drone has no barrier and follows NPC damage rules. The Drone is armed with whatever primary weapon the PC who deployed it is carrying. (Idea by Quack#7275)