Shopkeeper
Shopkeeper
You ran a small shop, market stall, or similar business, buying from suppliers and selling on to others. You navigate markets and interactions, working to bring people closer together with what they need, or at least what they want.
Why did you step out from behind the shop counter? Is the business still going? Who tends to it while you’re away?
Local Muscle
Local Muscle
Whether for an upstanding bank, a riotous tavern, or a criminal organization, you made a living by cracking skulls and looking menacing.
Why did you leave this life? Do you still owe anyone anything? Was there anyone who begrudges you for your past work?
Ability Score Increases: +1 to Strength and one other ability score.
Future Vision
Future Vision
You use future knowledge to avoid an attack or other effect. As a reaction, after the effects of an attack, power, trap, or other event have been resolved, you can choose to avoid the effects of that event. This avoidance must be possible by the use of actions you are capable of which take one round or less to complete (you cannot dodge an attack while restrained, or move a mile to escape an orbital bombardment, for example) but it does not require any saving throw or ability check.
Fortress of Iron Will
Fortress of Iron Will
You can exert your will to manifest a floating safehouse to guard you and those under your protection. The structure counts as a haven and can take any form you imagine (such as a building, garden, spaceship, or the like) that comfortably accommodates 4 Medium creatures and 1 Large creature. The structure occupies a physical space with up to 200 square feet of floor space. Creatures within the safehouse cannot be targeted by a psionic or other supernatural attack.
Fortification
Fortification
You fortify yourself with psychic energy. You gain resistance to all damage types, immunity to poison, and advantage on all saving throws. Additionally, when you would take half damage from an effect which deals half damage on a successful saving throw, you instead take no damage.
Foresight
Foresight
You consider the implications of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following resulting sensations:
- Reassuring Confidence (good results)
- Sense of Dread (bad results)
- Mixed Feelings (both good and bad results)
- Nothing (results that aren’t especially good or bad)
Using this power again to gain intuition about the same course of action grants no additional insight as to its outcome.
Force Field
Force Field
You create an invisible forcefield at a point you choose. The forcefield is 1/4 inch thick and can be free floating or resting or connected to a solid surface. You may form it into a hemispherical dome or sphere, either with a radius of up to 10 feet. Alternatively, you may create a horizontal, vertical, or diagonal surface made up of up to a contiguous group of ten 10-foot square sections.
Fold Space
Fold Space
The target, along with all creatures and objects contained therein, is instantly transported to an unoccupied space at a location you have been to before on the same planet.
At power rating VII you can target a space vehicle you are on board and fold space to any planetary system you have been to before. You arrive near that destination in an unoccupied location chosen by the Narrator, typically in orbit of a specific planet, moon, or other satellite.
Floating Thought
Floating Thought
Grasping upon the air itself, you imbue a gust of wind with psychic energy. You are able to see and hear the world within 30 feet of the floating thought, but you are blind and deaf to your body’s surroundings for the duration. The floating thought travels with the wind and you have no control over its movement.
Surge. You can spend +1 psionic point to gain control of the floating thought’s movement, moving it up to 10 feet each turn; +2 psionic points to not be blind and deaf to your own surroundings [requires power rating IV].
Flight
Flight
You gain a flying speed of 30 feet. On subsequent turns, you can use a bonus action to increase your flying speed by 30 feet up to a maximum of 90 feet. You can maintain flight for a number of turns equal to your Constitution modifier (minimum 1). Flight ends early if you become unconscious. When the power’s effect ends, you fall if you are off the ground. You can target one additional creature for each power rating you have gained above III.
This power can also be manifested as 1 reaction to falling from a height greater than or equal to 10 feet.