The Strange Worlds
First Tier Abilities
Second Tier Abilities
Skills: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you’re already trained in, you become specialized in that task. You can’t choose a task you’re already specialized in.
Reach Beyond (3 Intellect points): When you use Reach Beyond, you can access training in a skill provided by a focus you have in another recursion. You must have used the skill in its proper recursion at least once before. You can use the skill once. To use it again, you must use Reach Beyond again. Enabler.
First Tier Twists
Enthrall (1 Intellect point): While talking, you grab and keep another creature’s attention, even if the creature can’t understand you. For as long as you do nothing but speak (you can’t even move), the other creature takes no actions other than to defend itself, even over multiple rounds. If the creature is attacked, the effect ends. Action.
Fast Talk (1 Intellect point): When speaking with an intelligent creature who can understand you and isn’t hostile, you convince that creature to take one reasonable action on the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action.
Sleight of Hand (1 Speed point): You can perform small but seemingly impossible tricks. For example, you can make a small object in your hands disappear and move into a desired spot within reach (like your pocket). You can make someone believe that he has something in his possession that he does not have (or vice versa). You can switch similar objects right in front of someone’s eyes. Action.
Spin Encouragement (1 Intellect point): While you maintain this twist through ongoing inspiring oration, your allies within short range modify the difficulty of one of the following task types (your choice) by one step to their benefit: defense tasks, attack tasks, or tasks related to any skill that you are trained or specialized in. Action.
Spin Identity (2+ Intellect points): You convince all intelligent creatures who can see, hear, and understand you that you are someone or something other than who you actually are. You don’t impersonate a specific individual known to the victim.
Instead, you convince the victim that you are someone they do not know belonging to a certain category of people. “We’re from the government.” “I’m just a simple farmer from the next town over.” “Your commander sent me.” A disguise isn’t necessary, but a good disguise will almost certainly be an asset to the roll involved. If you attempt to convince more than one creature, the Intellect cost increases by 1 point per additional victim. Fooled creatures remain so for up to an hour, unless your actions or other circumstances reveal your true identity earlier. Action.
Understanding (2 Intellect points): You observe or study a creature or object. Then, the next time you interact with that creature or object, the difficulty of the related task is reduced by one step. Action.
Second Tier Twists
Babel: After hearing a language spoken for a few minutes, you can speak it and make yourself understood. If you continue to use the language to interact with native speakers, your skills improve rapidly, to the point where you might be mistaken for a native speaker after just a few hours of speaking the new language. Enabler.
Efficiency (2 Intellect points): You can make a weak rope last longer, coax more speed from a motorcycle, improve the clarity of a camera, jury-rig a light to be brighter, speed up an Internet connection, and so on. You increase an object’s level by 2 for one minute, or treat the object as an asset that reduces an associated task’s difficulty by two steps for one minute (your choice). Action to initiate.
Escape (2 Speed points): You slip your restraints, squeeze through the bars, break the grip of a creature holding you, pull free from sucking quicksand, or otherwise get loose from that which is holding you in place. Action.
Hand to Eye (2 Speed points): This twist provides an asset to any tasks involving manual dexterity, such as pickpocketing, lockpicking, games involving agility, and so on. Each use lasts up to a minute; multiple uses replace the previous use. Action to initiate.
Pierce (1 Speed point): This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional point of damage. Action.
Spin Ideal (3 Intellect points): After interacting with another creature who can hear and understand you for at least one minute, you can use a twist to attempt to temporarily impart an ideal to the target that you can’t otherwise convince it of.
An ideal is different than a specific suggestion or command; an ideal is an overarching value such as, “all life is sacred,” “my political party is the best,” “children should be seen, not heard,” and so on. An ideal influences a creature’s behavior but doesn’t control it.
The imparted ideal lasts for as long as befits the situation, but usually at least a few hours. The implanted ideal is jeopardized if someone friendly to the creature spends a minute or more bringing the target back to its senses. Action.
Third Tier Abilities
Expert Cypher Use: You can bear three cyphers at a time.
Skill: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you’re already trained in, you become specialized in that task. You can’t choose a task you’re already specialized in.
Third Tier Twists
Accelerate (4+ Intellect points): Your words imbue the spirit of a character within immediate range who is able to understand you, accelerating her so that she gains an asset on initiative tasks and Speed defense rolls for 10 minutes. Instead of applying Effort to decrease the difficulty, you can apply Effort to affect more targets, with each level of Effort affecting one additional target. You must speak to additional targets to accelerate them, one target per round. Action per target to initiate.
Blend In (4 Intellect points): When you Blend In, creatures still see you, but they attach no importance to your presence for about a minute. While blending in, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position—attacking, performing a twist, moving a large object, and so on. If this occurs, you can regain the remaining period of effect by taking an action to focus on seeming innocuous and as if you belong. Action to initiate or reinitiate.
Controlled Fall: When you fall while you are able to use actions and within reach of a vertical surface, you can attempt to slow your fall. Make a Speed roll with a difficulty of 1 for every 20 feet (6 m) you fall. On a success, you take half damage from the fall. If you reduce the difficulty to 0, you take no damage. Enabler.
Discerning Mind: You have +3 to Armor against damaging attacks and damaging effects that target your mind and Intellect. The difficulty of defense rolls you make against attacks that attempt to confuse, persuade, frighten, or otherwise influence you is decreased by one step. Enabler.
Experienced With Armor: The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost by 2. Enabler.
Expert Cypher Use: You can bear three cyphers at a time.
Grand Deception (3 Intellect points): You convince an intelligent creature that can understand you and isn’t hostile of something that is wildly and obviously untrue. Action.
Ignore the Pain: You do not feel the detrimental effects of being impaired on the damage track, and when you are debilitated, you ignore those effects and experience the effects normally associated with being impaired instead. (Dead is still dead.) Enabler.
Mind Reading (4 Intellect points): You can read the surface thoughts of a creature within short range, even if the subject doesn’t want you to. You must be able to see the target. Once you have established contact, you can read the target’s thoughts for up to one minute. If you or the target moves out of range, the connection is broken. Action to initiate.
Oratory (4 Intellect points): When speaking with a group of intelligent creatures that can understand you and aren’t hostile, you convince them to take one reasonable action on the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action.
Resilience: You have +1 to Armor against any kind of physical damage, even damage that normally ignores Armor. Enabler.
Run and Fight (4 Might points): You can move a short distance and make a melee attack that inflicts 2 additional points of damage. Action.
Seize Opportunity (4 Speed points): If you succeed on a Speed defense roll to resist an attack, you gain an action. You can use it immediately even if you have already taken a turn in the round. If you use this action to attack, the difficulty of your attack is reduced by one step. You don’t take an action during the next round. Enabler.
Skill With Attacks: Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. Enabler.
Spray (2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called a rapid-fire weapon, such as the automatic pistol), you can spray multiple shots around your target to increase the chance of hitting. This move uses 1d6 + 1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). The difficulty of the attack roll is decreased by one step. If the attack is successful, it deals 1 less point of damage than normal. Action.
Stone Breaker: Your attacks against objects inflict 4 additional points of damage when you use a melee weapon that you wield in two hands. Enabler.
Telling (2 Intellect points): This twist provides an asset to any tasks attempting to deceive, persuade, or intimidate. Each use lasts up to a minute; a new use (to switch tasks) replaces the previous use. Action to initiate.
Think Your Way Out: When you wish it, you can use points from your Intellect Pool rather than your Might Pool or Speed Pool on any noncombat action. Enabler.
Wrest From Chance: If you roll a natural 1 on a d20, you can reroll the die. If you reroll, you avoid a GM intrusion—unless you roll a second 1—and might succeed on your task. Once you use this ability, it is not available again until after you make a ten-hour recovery roll. Enabler.