F
Deflect Attacks (1 Intellect points)
Using your mind, you protect yourself from incoming attacks. For the next ten minutes, you are trained in Speed defense tasks. Action to initiate. (Corebook p63)
F
Telekinesis (2 Intellect points)
You can exert force on objects within short range. Once activated, your power has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit, capable, adult human), and you can use it to move objects, push against objects, and so on. For example, you could lift and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet (3 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it's not a means of attack. You can't use this ability on your own body. The power lasts for one hour or until its Might Pool is depleted whichever comes first. Action. (Corebook p63)
F
Enhance Strength (3 Intellect points)
For the next ten minutes, tasks that depend on brute force— such as moving a heavy object, smashing down a door, or hitting someone with a melee weapon—are easier for you. The difficulty of all such tasks is decreased by one step. Action to initiate. (Corebook p63)
F
Apportation (4 Intellect points)
You call a physical object to you. You can choose any piece of normal equipment on the standard equipment list, or (no more than once per day) you can allow the GM to determine the object randomly. If you call a random object, it has a 10 percent chance of being a cypher or artifact, a 10 percent chance of being an oddity, a 40 percent chance of being a piece of standard equipment, and a 40 percent chance of being a bit of worthless junk. You can’t use this ability to take an item held by another creature. Action. (Corebook p63)
T
Esotery: Onslaught (1 Intellect point)
You attack a foe using energies that assail either his physical form or his mind. In either case, you must be able to see your target. If the attack is physical, you emit a short-range ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy to blast the thought processes of another creature within short range. This mindslice inflicts 2 points of Intellect damage (and thus ignores Armor). Some creatures without minds (such as automatons) might be immune to mindslice. Action. (Corebook p35)
T
Esotery: Aggression (2 Intellect points)
You reach into the mind of a character and unlock his more primitive instincts. Choose one character within short range. That character has an asset on Might-based attack rolls. The effect lasts for one minute. Action to initiate. (Corebook p36)
T
Esotery: Far Step (2 Intellect point)
You leap through the air and land some distance away. You can jump up, down, or across to anywhere you choose within long range if you have a clear and unobstructed path to that location. You land safely. Action. (Character options)
T
Esotery: Statis (3 Intellect points)
You surround a foe of your size or smaller with scintillating energy, keeping it from moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action. (Character options)
T
Esotery: Adaptation (2+ Intellect points)
You adapt to a hostile environment for 28 hours. As a result, you can breathe safely, the temperature doesn't kill you (though it might be extremely uncomfortable or debilitating), crushing gravity doesn't incapacitate or harm you (though, again, you might be seriously hindered), and so on. In extreme environments, the GM might increase the cost of activating this esotery to a maximum cost of 10 Intellect points. Roughly speaking, the cost should equal the amount of damage you would sustain in a given round. For example, if you enter a hostile environment that would normally deal 6 points of damage per round, using Adaptation to avoid that damage costs 6 points. You can protect other creatures in addition to yourself, but each additional creature costs you the same number of Intellect points as it costs to protect you. Thus, if it costs 6 points to protect yourself, it costs 12 more to protect two other people. This esotery never protects against quick, instantaneous threats, like an attack with a weapon or a sudden explosion of fire. Action to initiate. (Corebook p37)
T
Esotery: Wormhole (6 Intellect points)
You create a doorway through time and space. The shortcut manifests as a hole in reality large enough to accommodate you and creatures of your size or smaller. One side of the doorway appears anywhere within immediate range, and the other side opens at a spot you choose anywhere within long range. Any character or object moving into one side exits from the other. The door remains open for one minute or until you use an action to close it. Action to initiate. (Character Options p13)
T
Esotery: Targeting Eye
You are trained in any physical ranged attack that is an esotery or comes from a numenera device. For example, you are trained when using an Onslaught force blast because it's a physical attack, but not when using an Onslaught mindslice because it's a mental attack. Enabler. (Corebook p38)
T
Practiced With Light Weapons
You can use light weapons without penalty. If you wield a medium weapon, increase the difficulty of the attack by one step. If you wield a heavy weapon, increase it by two steps. (Corebook p35)
Esotery: Fling (4 Intellect points)
Choose a creature or object that is about your size or smaller and within short range. You violently launch it a short distance in any direction you choose. This is an Intellect attack that deals 4 points of damage. Action. ()
Doesn't need to drink
You never need to drink. You are still able to drink though. (Special effect in Nartex)
F
Minor Effect Suggestions
An object moves faster or more efficiently. (Corebook p63)
F
Major Effects Suggestions
You can move or affect twice as much as normal. (Corebook p63)