[FOCI]


You aspire to become something greater than you are now. You want to transcend humanity and become posthuman either through biological alteration, nanomachine enhancement, or both. After you achieve that goal, you'll set your evolved mind to new challenges. Maybe you'll solve war, death, or some other intractable issue humans can't even conceive of ever solving.
When you call on special abilities from your type that would normally use force or other energy, they instead use the power of your evolved mind. This alteration changes nothing except the ability's origin.
A foe is held in place for the next round by the power of your evolved mind.
Your mental ability breaks a weapon, shield, or piece of armor the target was using.
You gain 6 new points to divide among your stat Pools however you wish.
You can read the surface thoughts of a creature within short range, even if the target 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 move out of range, the connection is broken.
Action to initiate.
You temporarily bend the fundamental law of gravity around a creature or object up to twice your mass within short range. The target is caught in your telekinetic grip, and you can move it up to a short distance in any direction each round that you retain your hold. A creature in your grip can take actions, but can't move under its own power. Each round after the initial attack, you can attempt to keep your grip on the target by spending 2 additional Intellect points and succeeding at a difficulty 2 Intellect task. If your concentration lapses, the target drops to the ground. Instead of applying Effort to decrease the difficulty, you can apply Effort to increase the amount of mass you can affect. Each level allows you to affect a creature or object twice as massive as before. For example, applying one level of Effort would affect a creature four times as massive as you, two levels would affect a creature eight times as massive, three levels would affect a creature sixteen times as massive, and so on.
Action to initiate.
You cause a creature or flammable object you can see within short range to catch fire. It is an Intellect attack. The target takes 6 points of ambient damage per round until the flames are extinguished, which a creature can do by dousing itself in water, rolling on the ground, or smothering the flames. Putting out the flames takes an action.
Action to initiate.
You can reshape objects on a molecular level. You can create something from nothing, or affect and transform a single object (no larger than you).
If creating a new object, you can create any item you choose that would ordinarily have a difficulty of 5 or lower (using the crafting rules). Once created, the item lasts for a number of hours equal to 6 minus the difficulty to create it. Thus, if you create a set of sturdy manacles (difficulty 5), those manacles would last for one hour.
If you are using this ability to reshape an object already in existence, the difficulty is the level of the finished object +1, and it requires concentrating on the object for one minute per level of the finished object. You can also attempt to damage an existing object in the same way; inflicting 10 points of damage if you are successful. Action to create or deal damage.
One or more minutes to reshape.
You have begun the process of transcending normal matter through manipulation of the quantum field. You can change your phase state for up to one minute at a time. When you do, you can't affect or be affected by normal matter or energy. Only mental attacks and special quantum field disrupting energies, devices, or abilities can affect you, but likewise, you can't attack, touch, or otherwise affect anything physically.
On the other hand, you can use your mental abilities while out of phase. Each time you do, there's a chance that the strain causes you to drop out of your phased state (if you roll an odd number on an attack roll). If this occurs, you can spend another action to become phased again if the duration of your original phase isn't complete.
Action to initiate.
GM Intrusions: Regular people can become suspicious or afraid of posthumans. Supporting a mind capable of quantum manipulation is draining, leading to episodes of extreme hunger, trembling, and fainting.