Powers
Arcane Backgrounds
Here is a rewrite pass with a tighter voice, cleaner consistency, and stronger alignment to Astrabound’s established tone, while preserving your intent and mechanics.
Stellarion Conclave
In the vast expanse of the Astrabound galaxy, where the Commonwealth’s reach grows thin and the Outer Rim tests the will of every traveler, the Stellarion Conclave endures as a quiet but resolute guardian of ancient truths. This monastic order is devoted to the protection, study, and proper stewardship of the Astra, the star-born energy bound to the enigmatic Star Stones left behind by the long-vanished Celestar. To outsiders, the Stellarions are often mistaken for mystics, relic hunters, or warrior-monks. In truth, they are all of these and more: disciplined seekers sworn to stand between revelation and ruin.
The Conclave is based within a fortified sanctuary at Freedom’s Gate, a sprawling orbital starport in the Outer Rim that serves as both pilgrimage site and redoubt. From this hidden heart, the order operates as an independent religious brotherhood open to any species who hear the Astra’s call. Yet membership comes at a cost. Stellarions bind themselves to vows of discipline, service, restraint, and guardianship. They are taught from the beginning that knowledge without wisdom leads to catastrophe, and that power without humility is the first step toward repeating the mistakes of the past.
The Conclave teaches that the Astra is not merely an energy source or unusual phenomenon, but one of the great connective forces of the galaxy. It hums through Star Stones, whispers through visions, bends probability, and answers those rare souls capable of true attunement. Where the Commonwealth sees strategic value and corporations see profit, the Stellarions see responsibility. Star Stones are not commodities to be mined, traded, or weaponized. They are sacred conduits tied to lost Celestar mysteries and dangers not yet fully understood. This belief places the Conclave at odds with smugglers, corporations, raiders, and even well-meaning explorers who reach too eagerly into places that should first be understood.
For campaigns, the Stellarion Conclave offers more than a source of powers. It provides moral tension, hidden history, ancient obligations, and a living bridge between Astrabound’s frontier present and its buried Celestar past. A Stellarion may travel beside Starstriders as an ally, guide, or conscience. Just as often, one may stand in opposition when relics are mishandled, sacred sites are violated, or old evils threaten to wake.
History
The Stellarion Conclave traces its origins to the era following the discovery of the first known Star Stones in 2210, during the Commonwealth’s early expansion beyond its safer inner worlds. That was an age of aggressive survey fleets, colonial ambition, corporate opportunism, and constant conflict over what the newly reached frontier might become. In the confusion of that era, a small and unlikely band of survivors, among them a Dendi exile, a Resarian mystic, and a Voidborn engineer, uncovered a sealed Celestar vault on the derelict world of Elysara Prime.
There they encountered a Star Stone and survived contact with its raw Astra resonance. What they experienced changed them forever. Through visions, impressions, and fragmentary revelations, they glimpsed traces of an older order of stewardship, one tied to the Celestar and to vast responsibilities long since forgotten. They saw stars balanced against collapse, ancient forces warded against incursion, and a civilization that had once touched wonders beyond modern understanding but had not escaped the consequences of pride and overreach.
Those survivors emerged convinced that the Star Stones could not be left to scavengers, states, or private interests. In 2218, they founded the Stellarion Conclave at Freedom’s Gate, establishing it first as a hidden sanctuary, then gradually as a disciplined order devoted to the Astra and to the preservation of dangerous knowledge.
Its earliest decades were difficult. Corporations branded them relic-hoarders. Colonial authorities viewed them as fringe mystics. Commonwealth officials dismissed them as inconvenient zealots when they interfered with sanctioned recoveries or classified expeditions. Yet the Conclave endured. They earned a reputation not through conquest or politics, but through quiet action: recovering unstable relics before they could be misused, guiding ships through dangerous anomalies, mediating crises around Celestar ruins, and sometimes arriving just early enough to prevent catastrophe.
Over the centuries, the Conclave spread through hidden enclaves, isolated shrines, listening posts, and waystations scattered across the Outer Rim and deeper frontier. By the present era, they number in the thousands, though few outsiders know their full strength or reach. They remain vigilant against those who would exploit the Astra for power, wealth, or war.
Among the most revered names in Conclave history are Founder Astrid, remembered as one of the first true interpreters of the Astra’s call, and High Warden Flynn Rockford, whose campaigns against relic smugglers and void-touched threats helped define the modern order.
Organization
The Stellarion Conclave is structured as a decentralized monastic order, united by shared doctrine rather than rigid central command. At its highest level, it is guided by the Celestial Council, a rotating body of nine elders, three drawn from each of the order’s sects, who convene at Freedom’s Gate. Council decisions are made by deliberation, meditation, and consensus, guided as much by wisdom and experience as by Astra insight. No single voice rules the Conclave for long, and authority is deliberately dispersed to prevent ambition from taking root.
Though the order maintains cordial ties with the Commonwealth and may cooperate with local authorities when interests align, it refuses formal integration into any state, corporation, or military body. That independence is one of its defining principles. The Conclave survives through donations, sanctioned recovery work, mediation services, creature hunting contracts, protective escort work, and discreet patronage from those who value its guidance.
The Conclave is divided into three interdependent sects, each embodying one aspect of its greater purpose:
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Wardens: The defensive arm of the order. Wardens protect Star Stones, relic sites, sacred enclaves, and threatened communities from raiders, smugglers, predators, and those who would misuse Celestar remnants. They train in martial disciplines that blend physical mastery with Astra attunement. Wardens are the most visible face of the Conclave, often seen in reinforced robes or practical armor, carrying Starswords into battle when sacred duty demands it.
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Keepers: The scholarly and spiritual heart of the order. Keepers preserve Celestar histories, maintain Astra archives, interpret visions, instruct aspirants, and oversee the rites of attunement. They tend the hidden libraries, meditation vaults, and living repositories of Freedom’s Gate. Though many are contemplative by nature, Keepers are not passive. Knowledge is their charge, and they guard it with fierce resolve.
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Wanderers: The seekers of the order. Wanderers move through the frontier, charting forgotten routes, locating lost sites, retrieving relics, and listening for distant Astra disturbances. They are scouts, envoys, explorers, and pilgrims. Many travel beside merchants, mercenaries, or Starstrider crews under assumed roles, gathering intelligence and watching for signs that something ancient has stirred.
The three sects function best in concert. A Keeper may decode what a relic is. A Wanderer may be the one who finds it. A Warden may be the one who ensures it survives the journey home. Together, they form the living balance that keeps the Conclave resilient in a dangerous and changing galaxy.
Membership and Trials
The Stellarion Conclave is open to any species capable of hearing and answering the Astra’s call. Earthborn, Voidborn, Athexans, Kitsune, Resarians, and countless others have found a place within its ranks. Birth, citizenship, wealth, and status matter little. A smuggler, refugee, scholar, corporate defector, or frontier scavenger may stand beside a noble heir if their calling is true and their will is strong enough to bear it.
Most aspirants do not seek the Conclave so much as find themselves drawn toward it. Recruitment often begins with what Stellarions call an Astra summons: a dream of impossible stars, a vision during crisis, an unexplained pull toward a relic, or a moment of perfect clarity that leaves the seeker unable to return to their old life unchanged. Those who answer that summons and reach Freedom’s Gate are not accepted lightly.
Aspirants undergo the Trials of Attunement, a year-long regimen of discipline, hardship, study, and spiritual testing.
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Trial of Endurance: Survival under simulated frontier hazards, designed to test resilience, adaptability, and physical will.
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Trial of Insight: Meditations, puzzles, and interpretive exercises that train aspirants to perceive Astra patterns without surrendering to delusion or wishful thinking.
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Trial of Harmony: Group challenges that demand trust, discipline, empathy, and service to others above the self.
The culmination of this path is the Rite of Stellarization, a secret ceremony in which the initiate touches a consecrated Star Stone and risks true Astra attunement. Mechanically, this is represented by a Focus test at -2. Success grants attunement and the ability to summon a Starsword, a personal energy blade manifesting as a constellation-like arc of plasma. Failure can trigger backlash, leaving the aspirant with Fatigue or a lasting Hindrance such as Phobia (Void). Those who endure the rite emerge marked by the Astra and bound by oath to serve its calling above faction, greed, or fear.
Many Stellarions also bear a visible sign of their attunement. When channeling Astra, their eyes may glow with a solid ethereal blue, green, white, or purple, either chosen by the Stellarion or determined randomly.
Abilities and Gear (Savage Worlds Mechanics)
Stellarions access unique Edges and gear flavored as Astra attunement. These options integrate with Savage Worlds Adventure Edition and are intended to feel potent, mysterious, and thematic without undermining the gritty, high-stakes tone of Astrabound.
New Hindrance: Astra Vow (Major/Minor) You are bound by the oaths of the Conclave. Major: You must protect Star Stones at all costs, gaining a -2 to resist Astra-related compulsions. Minor: You cannot knowingly exploit relics for personal gain.
New Edges
Stellar Attunement (Novice, Spirit d6+)
Requirements: Granted Automatically
Gain Arcane Background (Stellarion) with Focus as the skill.
Starting powers: Arcane protection, beast friend, boost Trait (self only), confusion, deflection, detect arcana, empathy, havoc, mind link, prediction, protection, puppet, relief (self only), smite (self only), telekinesis, warrior’s gift (self only)
Starsword Mastery (Novice, Stellar Attunement, Fighting d8+)
Requirements: Granted Automatically
You may summon your Starsword as a free action once per scene. It counts as a melee weapon with Reach 1. On a raise, it adds +1d6 damage from stellar flare.
Astra Vision (Novice, Stellar Attunement)
Requirements: Granted Automatically
Once per session, you receive a brief Astra vision that grants +2 to a Knowledge or Notice roll related to relics, hidden dangers, or imminent threats.
Cosmic Parry
Requirements: Novice, Arcane Background (Stellarion)
Stellarions are renowned for turning aside incoming fire with their Starswords.
As long as the Stellarion is aware of the attack and armed with a Starsword, attackers subtract 2 from Shooting rolls made against them. If the Stellarion takes the Defend action, attackers subtract 4 instead.
This is not cumulative with Cover. Use only the highest penalty.
This Edge stacks with Dodge.
Cosmic Reflection
Requirements: Seasoned, Cosmic Parry
The Stellarion’s technique has improved to the point where they can direct the attacks they deflect.
When the Stellarion takes the Defend action, they may attempt to redirect one ranged attack that misses them each round. They choose a new target, often but not necessarily the original attacker, and make a Fighting roll. Range is always 6/12/24, counted from the Stellarion. On a failure, the shot is harmlessly deflected. On a success, the new target suffers the weapon’s normal damage, including bonus damage on a raise.
Improved Cosmic Reflection
Requirements: Veteran, Cosmic Reflection
The Stellarion may attempt to redirect up to three ranged attacks that miss them each round.
Gear: Robes with concealed armor (+2 Toughness), Astra amulet (reroll one failed Spirit check per day), utility belt (as standard explorer kit). Advanced Stellarions may also carry a holo-cloak that grants +2 to Stealth in shadows.
Role in Campaigns
Stellarions expand the kinds of stories Astrabound can tell. They can serve as mentors, protectors, investigators, rivals, patrons, or ominous warnings. A Wanderer might join a crew to guide them through Celestar ruins, only for the group to discover that a Warden is already on their trail because the site is considered sacred. A Keeper’s vision may draw the heroes into a dying colony, a relic race, or a spreading outbreak tied to something ancient and not entirely dead. On the frontier, Stellarions may offer sanctuary, healing, mediation, or hard-won lore, but almost always in exchange for a burden, a task, or a difficult choice.
They are especially useful when a campaign needs a force that is neither fully aligned with the Commonwealth nor openly hostile to it. The Conclave can support the heroes one session and oppose them the next without feeling arbitrary, because their loyalty is not to governments or profit, but to the Astra and the responsibility that comes with it.
For darker campaigns, rogue Stellarions, fallen Wanderers, forbidden Keepers, or exiled Wardens who bend the Astra toward domination and obsession make excellent antagonists. They know the same histories, rites, and powers as the faithful, but have decided that guardianship is too weak a calling for a galaxy this dangerous.
Power Descriptions
Across the Astrabound setting, powers are not generic “spells” in the fantasy sense. They are most often expressions of psionic talent, precognitive sensitivity, neural discipline, relic attunement, void-touched intuition, or other rare gifts that let certain individuals push beyond the limits of flesh, training, and ordinary physics.
The following powers represent abilities travelers, operatives, adepts, sensitives, and other gifted beings might encounter or wield in their journeys across colony worlds, derelict stations, war zones, and ancient ruins.
Powers in Astrabound are still formatted to Savage Worlds standards so they remain compatible with supplements, companion texts, and other material, even though the setting itself does not use Power Points in play.
Beast Friend
- Rank: Novice
- Power Points: Special
- Range: Smarts
- Duration: 10 minutes
- Trappings: The caster concentrates and gestures with their hands.
This power allows an individual to speak with and guide the actions of nature’s beasts. In Astrabound, this most often manifests as empathic resonance, low-level telepathic influence, pheromonal projection, psionic imprinting, or an uncanny instinctive bond with native fauna.
The cost to cast is equal to the sum of their Size (minimum 1 per creature; see the creatures in your campaign for examples). Controlling five wolves (Size -1) costs 5 points (remember the minimum cost of 1), for example. Controlling a rhino (Size 5) costs 5 points.
Success means the creatures obey simple commands, like a well-trained dog. They attack foes and endanger their lives for their master. A raise on the focus skill roll means the beasts are more obedient. They will not kill themselves but overcome their natural fears to follow their orders.
Swarms can also be controlled. Small Swarms cost 1 point, Medium Swarms cost 2, and Large Swarms cost 3.
Beast friend works only on natural creatures with animal intelligence, not humanoids, and has no effect on conjured, magical, or otherwise “unnatural” animals.
Modifiers
- MIND RIDER (+1): The caster can communicate and sense through any of the beasts they have befriended.
Example: Flynn kneels in the red dust outside a half-buried ruin and reaches out with his gift to calm a pack of native ash-hounds circling the camp. On a success, they stop snarling and begin following his simple directions.
Boost Trait
- Rank: Novice
- Power Points: 3
- Range: Self Only
- Duration: 5 (boost); Instant (lower)
- Trappings: Slight glow
This power allows a character to increase their own Trait (attribute or skill). In Astrabound, this allows the Astra to increase a given trait.
Additional castings do not stack on a single Trait (take the highest), but may affect different Traits.
Example: Astrid centers herself before a boarding action and enhances her own Agility, her body moving with eerie precision as incoming fire and collapsing debris seem to slow around her.
Confusion
- Rank: Novice
- Power Points: 1
- Range: Smarts
- Duration: Until the end of the victim’s next turn
- Trappings: Hypnotic lights, brief illusions, loud noises
Confusion confounds all targets in a Medium Blast Template, making them either Distracted or Vulnerable, or both with a raise. The same effect applies to all those affected. These states are removed at the end of the victims’ next turn as usual.
In Astrabound, this may take the form of disorienting flashing sensory echoes, projected false movement, causing a sudden collapse in the target’s ability to process what is real.
Modifiers
- AREA EFFECT (+0/+1): The caster can focus the confusion to a Small Blast Template for no extra cost, or a Large Blast Template for +1.
Example: Michaels lashes out with a burst of mental distortion in a station corridor. Security troopers stagger as phantom alarms, false silhouettes, and invasive sensory feedback leave them Distracted.
Darksight
- Rank: Novice
- Power Points: 1
- Range: Self Only
- Duration: One hour
- Trappings: Glowing eyes
Darksight allows a hero to see in the dark. With success, they ignore up to 4 points of illumination penalties. With a raise, they ignore up to 6 points and can see in pitch darkness.
In Astrabound, this is Astra enhanced low-light perception.
Modifiers
- ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Example: Zayko’s eyes pick up a strange inner glimmer as he slips into the unpowered maintenance decks of a dead station, moving through total darkness as if the corridor lights had never failed.
Empathy
- Rank: Novice
- Power Points: 1
- Range: Smarts
- Duration: 5
- Trappings: Concentration
A successful focus skill vs. Spirit roll gives the caster insight into a target’s basic emotions. This grants them a +1 bonus (+2 with a raise) to all Intimidation, Persuasion, Performance, or Taunt rolls against the target for the Duration of the power. The bonus does not apply to skill rolls made to activate powers.
Empathy works on animals, adding +1 (+2 with a raise) to Riding or other rolls to interact with the creature.
In Astrabound, empathy is often subtle and unnerving. A gifted character may sense fear behind a calm face, hear strain in a lie before it is spoken, or feel the agitation of a dangerous creature before it lashes out.
Modifiers
- ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
Example: Astrid studies the colonial governor across the negotiation table and opens her senses just enough to feel the panic beneath his polished smile, giving her an edge when she presses for the truth.
Havoc
- Rank: Novice
- Power Points: 2
- Range: Smarts
- Duration: Instant
- Trappings: Hand gestures, a rush of air
This ability creates chaos and mischief for all those within its area of effect, hurling debris in all directions.
With success, the caster places a Medium Blast Template anywhere within Range, or a Cone Template emanating from the caster. Anyone touched by the template is Distracted and must then make a Strength roll (at -2 if the caster got a raise). Those who fail are hurled 2d6" directly away from the caster if using the Cone Template or directly away from the center if using a Blast Template (the caster chooses for those in the dead center).
Victims who strike a hard object (such as a wall) take 2d4 damage (nonlethal unless it is a spiked wall or other more dangerous hazard).
Airborne Targets: Flying or airborne targets suffer an additional -2 to their Strength rolls as they have no ground to brace themselves on.
Modifiers
- AREA EFFECT (+1): Havoc affects a Large Blast Template.
- STRONG (+1): Strength rolls are made at -2.
Example: Flynn throws out one hand and a wave of invisible force tears through the docking bay, sending loose crates spinning and hurling boarders backward into the bulkhead.
Mind Link
- Rank: Novice
- Power Points: 1
- Range: Smarts
- Duration: 30 minutes
- Trappings: Touching the temple to activate, concentration
Mind link creates a telepathic connection between two individuals (which does not necessarily have to include the caster). The link accommodates only willing subjects and communication. Thoughts that are not consciously transmitted are not relayed.
Once activated, the Range between all linked minds is one mile, or five with a raise.
If any of the linked characters suffers a Wound, all others must make a Smarts roll or be Shaken (this cannot cause a Wound).
The speed of communication is that of normal speech, but with a raise members may communicate up to 30 seconds or so of speech on a single combat turn.
In Astrabound, mind link is one of the most useful battlefield and infiltration gifts in the setting, allowing silent coordination without comm traffic, jamming risk, or intercepted signals.
Modifiers
- ADDITIONAL RECIPIENTS (+1): The power may affect additional individuals for 1 additional Power Point each.
Example: Before the breach, Michaels links Astrid, Zayko, and Flynn in a silent tactical network. No one speaks aloud as they spread through the corridor, but every warning and target call passes instantly from mind to mind.
PREDICTION
- Rank: Seasoned
- Power Points: 5
- Range: Self
- Duration: 5
- Trappings: A swirl of images in the mind
Prediction causes visions of past and future to fill the caster’s mind, allowing them to sort out all the possible permutations of the actions of those around them, and potentially change the future.
Once cast, the caster gains three Prediction Tokens. As long as they are conscious, they may spend these tokens to allow anyone within a Range of Smarts (including themselves) to reroll any Trait or damage roll.
Once the power expires, any unused tokens are lost.
In Astrabound, prediction is rarely clean prophecy. It is usually a flash of possible futures, instinct sharpened to the edge of certainty, or a rapid cascade of branching outcomes the mind struggles to contain.
Example: Astrid’s vision fractures into a dozen possible firefights at once. She spends a Prediction Token just as Flynn’s shot goes wide, turning a miss into the one outcome where the raider drops before reaching the alarm.
Protection
- Rank: Novice
- Power Points: 1
- Range: Smarts
- Duration: 5
- Trappings: A rippling energy field
Protection creates a field of energy or armor around a character, giving them 2 points of Armor. With a raise, the bonus is applied to Toughness instead.
Whether the protection is visible or not is up to the caster.
Protection stacks with all other armor, natural or worn, and is negated by AP as usual.
Modifiers
- ADDITIONAL RECIPIENTS (+1): The power may affect additional targets at a cost of 1 Power Point each.
Example: Michaels throws up a protective field around Zayko as the corridor erupts with gunfire, the air around him shimmering just long enough to blunt the worst of the incoming rounds.
Puppet
- Rank: Veteran
- Power Points: 3
- Range: Smarts
- Duration: 5
- Trappings: Hand gestures, glowing eyes
Puppet is an opposed roll of the character’s focus skill versus the target’s Spirit. With success, the victim obeys commands that do not directly harm themselves or those they care about. With a raise, the target will harm themselves or others (including by inaction).
In either event, any time they are ordered to harm themselves or those they care about, including by inaction, they get a Spirit roll as a free action. If successful, they do not carry out that particular command but remain a puppet. With a raise, they break the controller’s hold and the power ends.
Commands are general, such as “attack that person” or “open that door.” The controller does not get to dictate how many actions the victim uses in a turn, whether or not they use Sweep, and so on.
In Astrabound, puppet is generally used by Stellarions to influence people to give information, cooperate, or to bypass obstacles. It could almost be called a way to trick the mind.
Modifiers
- ADDITIONAL RECIPIENTS (+2): The caster may affect others at the cost of 2 Power Points each.
Example: Astrid fixes a hostile guard with an unblinking stare and quietly tells him to open the blast door. On a success, he obeys, not fully understanding why the choice suddenly feels like his own.
Relief
- Rank: Novice
- Power Points: 1
- Range: Self Only
- Duration: Instant
- Trappings: Concentration
Relief allows the caster to recover from a negative condition or the effects of Fatigue.
Recover: The caster removes one of the following conditions afflicting the Stellerian: Shaken, Distracted, or Vulnerable. A raise on the focus skill roll removes two conditions.
Relief cannot remove conditions caused by ongoing effects (Bound or Entangled, Stunned, and so on) unless the source of the effect is removed.
Numb: Reduces the recipient’s total penalties from Wounds and Fatigue by one with success, or two with a raise. An Exhausted (-2) hero with three Wounds (-3), for example, reduces their total -5 penalty to -4 with success, and -3 with a raise.
This effect lasts one hour. It does not actually remove the Wounds or the Fatigue, it just allows the recipient to ignore the penalties. If the target would be Incapacitated by Wounds or Fatigue, they are still Incapacitated as usual.
Modifiers
- STUNNED (+1): If using the Recover option, the caster may also affect the Stunned condition. This completely removes the effects of being Stunned.
Example: Flynn’s vision is swimming and his hands are shaking after the blast, but he drags himself back into focus with a hard breath and a pulse of disciplined will, stripping away the Shaken condition before the enemy can press the advantage.
Smite
- Rank: Novice
- Power Points: 2
- Range: Self Only
- Duration: 5
- Trappings: Weapon begins to glow
This power is cast on a weapon of some sort. If it is a ranged weapon, it affects one entire magazine, 20 bolts, shells, or arrows, or one full “load” of ammunition (the GM determines the exact quantity for unusual weapons). While the power is in effect, the weapon’s damage is increased by +2, or +4 with a raise.
Example: Zayko runs his thumb along the edge of his blade and the metal answers with a hungry, pale glow. For the next few rounds, every strike lands with far more force than steel alone should carry.
Telekinesis
- Rank: Seasoned
- Power Points: 5
- Range: Smarts ×2
- Duration: 5
- Trappings: A wave of the hand, steely gaze
Telekinesis is the ability to move objects or creatures (including oneself) with Astra will. It has a Strength of d10, or d12 with a raise.
On activation, the caster may immediately perform one of the uses below. Subsequent uses are actions and use the focus skill (but are not activation rolls and therefore not subject to Backlash from Critical Failures).
Unwilling beings targeted by telekinesis resist the caster’s focus skill with an opposed Spirit roll when first targeted, and at the start of each of their turns thereafter until they are released. Successful resistance does not mean the power fails, the caster may try again on their next turn.
Uses:
- Bash: The target may be bashed into the floor, ceiling, or walls for Str+d6 damage.
- Change Targets: The caster may release a victim or tool as a free action. Picking up a new weapon is a free action. Selecting a new unwilling target is an action and is resisted as above.
- Manipulate: The caster may use tools to perform simple tasks or wield a weapon, using the caster’s focus skill. (This does not alter the caster’s Parry if wielding a weapon if their focus skill is different from their Fighting skill.)
- Move: The target or tool may be moved up to the caster’s Smarts as a limited free action.
Example: Michaels reaches out without touching the sealed data core. The case rises from its pedestal, drifts across the chamber, and slips neatly into his waiting hand while the sentry drone never sees him cross the room.
Warrior’s Gift
- Rank: Seasoned
- Power Points: 4
- Range: Self Only
- Duration: 5
- Trappings: Gestures, prayer, whispered words, concentration
With a successful focus skill roll, the Stellarion gains the benefits of a single Combat Edge chosen by the Stellarion. The Stellarion must have the same Rank or higher as the Edge’s Requirements. With a raise, the recipient gains the Improved version of the Edge (if there is one, and even if they do not meet the Rank Requirement).
Example: Astrid steadies her breath, reaches into the pattern of the fight, and floods herself with a sudden mastery of close-quarters combat she did not possess a heartbeat earlier. For a few precious moments, she fights like someone far more dangerous.