Direnaut
Direnaut
Villager Cultural Gear
Villager Cultural Gear
Villagers tend to live an isolated existence, but
they have a community to rely upon rather
than just themselves. However, because the
community is small, hard work is an important
facet of daily life, with community members
each having their own critical role to play in the
survival and flourishing of the whole.
Settler Cultural Gear
Settler Cultural Gear
Tasked (perhaps by themselves) with taming a frontier of some kind, settlers are gritty, pragmatic…and often a bit paranoid. These folk must rely upon themselves and perhaps their neighbors even in dire circumstances, and the frontiers where they make their homes have a variety of dangers—potentially including other settlers. They are therefore often concerned with security and emergency measures..
Collegiate Cultural Gear
Collegiate Cultural Gear
Many collegiate societies revolve around a university campus and even the exceptions have developed specialized equipment for speeding the acquisition, distribution and protection of knowledge as well as the comfort of the scholars who produce it.
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Imperial Cultural Gear
Imperial Cultural Gear
The great advantage of an Imperial society is the ability to do things like infrastructure at scale, freeing up citizens of the empire to specialize. But that scale also typically comes with bureaucratic hierarchy, need for communication, and the drafting of residents to help during times of trouble.
Weaken
Weaken
Until the power’s effects end, the target doesn’t benefit from any positive Strength, Constitution, or Dexterity modifiers.
Surge. You can spend +1 psionic point to target 2 additional creatures; +1 psionic point to increase the power’s range to Medium (60 feet) [requires power rating III]; +2 psionic points to also cause the target to make attack rolls and Strength, Dexterity, and Constitution saving throws with disadvantage [requires power rating IV].
Voltaic Conduit
Voltaic Conduit
Jagged lightning arcs from your fingertips in a direction you choose in a 60 foot line that is 5 feet wide. Each creature in the area takes 4d6 lightning damage and becomes rattled. If the lightning is blocked by an object at least as large as the line’s width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area. On a successful Dexterity saving throw, a creature takes half damage and isn’t rattled.
The damage increases by 1d6 each time your power rating increases beyond III.
Translocate
Translocate
You teleport to any unoccupied place you can see within range. As a reaction to any bonus action or free action you take when you arrive, you can teleport again, as long as the combined distance traveled does not exceed 500 feet.
You can bring along objects if their weight doesn’t exceed what you can carry.
Third Eye
Third Eye
You can see a specific place in your mind’s eye as if you were there in person. You can see what is going on but cannot hear sounds. As a bonus action, you can turn around up to 360°. As an action you can move your point of view up to your Speed.
Telepathic Messaging
Telepathic Messaging
You can use a bonus action to send a telepathic message of 25 words or less to a creature you are focused on. It can reply with a bonus action while you are focused on it.
Surge. You can spend +3 psionic points to increase range to Unlimited [requires power rating IV].