Vector

First Tier Abilities

Second Tier Abilities

Choose one skill in which you are not already trained: balancing, climbing, jumping, running, or swimming. You are trained in that skill. Enabler.

Skill With Defense: Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. Unlike most moves, you can select this move up to three times. Each time you select it, you must choose a different type of defense task. Enabler

First Tier Moves

Bash (1 Might point): This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal, but dazes your target for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment. Action.

Control the Field (1 Might point): This melee attack inflicts 1 less point of damage than normal, but regardless of whether you hit the target, you maneuver it into a position you desire within immediate range. Action.

Endurance: Any duration dealing with physical actions is either doubled or halved, whichever is better for you. For example, if the typical person can hold their breath for thirty seconds, you can hold it for one minute. If the typical person can march for four hours without stopping, you can do so for eight hours. In terms of harmful effects, if a poison paralyzes its victims for one minute, you are paralyzed for thirty seconds. The minimum duration is always one round. Enabler.

Fleet of Foot: If you succeed at a difficulty 2 Speed roll to run, you can move a short distance and take an action in the same round. Enabler.

Move Like the Wind (3 Speed points): When you call on your reserves, you can move a long distance each round as your turn. If you also have the Fleet of Foot move and you use Move Like the Wind, if you succeed at a difficulty 2 Speed roll to run, you can move a long distance and take an action in the same round (in that order). Action.

No Need for Weapons: When you make an unarmed attack (such as a punch or kick), you can choose whether you make the attack as if using a medium weapon or as if using a light weapon. Enabler.

Opportunist: You have an asset on any attack roll you make against a creature within immediate range that has been attacked at some point during the round by someone else. Enabler.

Pierce (1 Speed point): This is a well-aimed, penetrating ranged attack. You make an attack and inflict 1 additional point of damage. Action.

Practiced in Armor: Vectors can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Might cost per hour for wearing armor and the Speed Pool reduction for wearing armor by 2. Enabler.

Second Tier Moves

Chop (2 Might points): This is a heavy, powerful slice with a bladed weapon, probably overhand. You must grip your weapon with two hands to chop. When making this attack, you take a –1 penalty to the attack roll, and you inflict 3 additional points of damage. Action.

Crush (2 Might points): This is a powerful pummeling attack with a bashing weapon, probably overhand. You must grip your weapon with two hands to crush. (If fighting unarmed, this attack is made with both fists or both feet together.) When making this attack, you take a –1 penalty to the attack roll, and you inflict 3 additional points of damage. Action.

Drop Out (2 Might points): You enter into a deathlike trance so deep that you appear to be dead for up to one day. During this time you do not need food or water, and you have +5 to Armor against the effects of cold, fire, vacuum, or other extreme effects of the environment. Against damage from attacks, this same benefit grants you +2 to Armor, though a direct attack also shocks you out of your trance. You are not aware of your surroundings while you’ve dropped out. Action to initiate.

Enable Others: You can use the helping rules to provide a benefit to another character attempting a physical task. This requires no action on your part. Enabler.

Mighty Blow (2 Might points): You strike two foes with a single blow. Make separate attack rolls for each foe, but both attacks count as a single action in a single round. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to both of these attacks. Action.

Quick Recovery: Your second recovery roll (usually requiring ten minutes) is only a single action, just like the first roll. Enabler.

Range Increase: Ranges for you increase by one step. Immediate becomes short, short becomes long, long becomes 200 feet (61 m). Enabler.

Reload (1 Speed point): When using a weapon that normally requires an action to reload, such as a heavy crossbow, you can reload and fire (or fire and reload) in the same action. Enabler.

Sidestep Detonation: You have an uncanny ability to avoid ground zero for explosive attacks, such as those created by grenade detonations or similar effects. Even if you fail a Speed defense roll to avoid such an attack, you gain +2 to Armor against the damage that particular attack inflicts. 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 submachine gun), you can spray multiple shots around your target to increase the chance of hitting. Spray 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.

Successive Attack (2 Speed points): If you take down a foe, you can immediately make another attack on that same turn against a new foe within your reach. The second attack is part of the same action. You can use this ability with melee attacks and ranged attacks. Enabler.

Wreck: Using two hands, you wield a weapon or a tool with a powerful swing. (If fighting unarmed, this attack is made with both fists or both feet together.) When using this as an attack, you take a –1 penalty to the attack roll, and you inflict 3 additional points of damage. When attempting to damage an object or barrier, you are trained in the task. Action

Third Tier Abilities

Expert Cypher Use: You can bear three cyphers at a time.

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.

Third Tier Moves

Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage. Action to initiate.

Experienced With Armor: The cost reduction from your Practiced in Armor ability improves. You now reduce the Might cost per hour and the Speed Pool reduction by 3. Enabler.

Expert Cypher Use: You can bear three cyphers at a time. Enabler.

From the Shadows: If you successfully attack a creature that was previously unaware of your presence, you deal 3 additional points of damage. Enabler.

Fury (3 Might points): For the next minute, all melee attacks you make inflict 2 additional points of damage. Action to initiate.

Ignore the Pain: You do not feel the detrimental effects of being impaired, and when you are debilitated, you ignore those effects and experience the effects normally associated with being impaired instead. (Dead is still dead.) Enabler.

Lunge (2 Might points): This move requires you to extend yourself for a powerful stab or smash. The awkward lunge increases the difficulty of the attack roll by one step. If your attack is successful, it inflicts 4 additional points of damage. Action.

Reaction: If a creature you attacked on your last turn with a melee attack uses its action to move out of immediate range, you gain an action to attack the creature as a parting blow, even if you have already taken a turn in the round. Enabler.

Resilience: You have 1 point of Armor against any kind of physical damage, even damage that normally ignores Armor. Enabler.

Seize the Moment (4+ Speed points): If you succeed on a Speed defense roll to resist an attack, you gain an action. You can use the action immediately even if you have already taken a turn in the round. You don’t take an action during the next round, unless you apply a level of Effort when you use Seize the Moment. Enabler.

Slice (2 Speed points): This is a quick attack with a bladed or pointed weapon that is hard to defend against. 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.

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 submachine gun), you can spray multiple shots around your target to increase the chance of hitting. This ability 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.

Successive Attack: If you take down a foe, you can immediately make another attack on that same turn against a new foe within your reach. The second attack is part of the same action. You can use this move with melee attacks and ranged attacks. Enabler.

Trick Shot (2 Speed points): As part of the same action, you make a ranged attack against two targets that are within immediate range of each other. Make a separate attack roll against each target. The difficulty of each attack roll is increased by one step. Action.

Fourth Tier Abilities

Fourth Tier Moves

Vector

The Strange Worlds CapeAndMask