DS4i Talent
DS4i Talent
BASICS
manipulate absolute cold to freeze the water and air of
the environment around you
Metamorphosis: Abilities that allow you to strengthen
Starting Characteristics: You start with a Reason of 2 and and manipulate your body and the bodies of others,
a Presence of 2, and can choose one of the following arrays allowing for the performance of preternatural exploits
for your other characteristics scores: Pyrokinesis: Abilities that allow you to create and
manipulate fire by interacting with the potential energy
found in all things
1, 0, 0 Resopathy: Abilities that allow you to manipulate matter
and space to create, alter, or displace your environment
Weak Potency: Reason - 2 and the creatures and objects in it
Telekinesis: Abilities that allow you to physically
Average Potency: Reason - 1 manipulate creatures and objects
Strong Potency: Reason Telepathy: Abilities that allow you to communicate with,
read, and influence the minds of other creatures
Starting Stamina at 1st Level: 18
As a talent gains mastery over their mind, they are drawn
Stamina Gained at 2nd and Higher Levels: 9 to a tradition that can be manifested as easily as breathing.
Choose one of the following talent traditions: chronopathy,
Recoveries: 8
telekinesis, or telepathy. (Quick Build: telekinesis) Your
Skills: Psionics and Read Person, plus choose any two choice of tradition determines many of the features you’ll
skills from the interpersonal or lore skill groups. (Quick gain from this class. (Other talent traditions will be
Build: Psionics, Read Person, Empathize, Timescape) featured in future products.)
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Strained effects can still impact you even after you are no ACCELERATE
longer strained.
You gain the following ability.
You lose any remaining clarity or reset any negative clarity
at the end of the encounter. ACCELERATE
To your ally, it seems as though the world has slowed down.
CLARITY OUTSIDE OF COMBAT Keywords: Psionic Type: Maneuver
Though you can’t gain clarity outside of combat, you can Distance: Ranged 10 Target: Self or one creature
use your heroic abilities and effects that cost clarity Effect: The target immediately shifts up to a number of
without spending it. Whenever you use an ability or effect squares equal to your Reason score.
outside of combat that costs clarity, you can’t use that
same ability or effect outside of combat again until you Spend 2 Clarity: The target can also use a maneuver.
gain at least 1 Victory or finish a Respite.
AGAIN
Additionally, if you use two or more abilities or effects that You gain the following ability.
cost clarity within 1 minute of each other, you take 1d6
damage and incur any strain effects from using those AGAIN
abilities or effects. You step back a split second to see if things play out a little
If you use an ability outside of combat that lets you spend differently.
unlimited clarity on its effect, such as Minor Telekinesis, Keywords: Psionic, Ranged Type: Triggered
you can use it as if you had spent an amount of clarity on it Distance: Ranged 10 Target: Self or one creature
equal to your Victories. Trigger: The target makes an ability power roll.
Effect: You can use this ability after seeing the power roll
MIND SPIKE for the triggering roll. You force the target to reroll the
power roll and use the new result.
You gain the following ability, which can be used as a
ranged free strike. FEEDBACK LOOP
MIND SPIKE You gain the following ability.
A telepathic bolt instantly zaps a creature’s brain. FEEDBACK LOOP
Keywords: Psionic, Ranged, Strike, Telepathy Creating a brief psychic link between a foe and their target
Type: Action gives that foe a taste of their own medicine.
Distance: Ranged 10 Target: One creature
Keywords: Psionic, Ranged Type: Triggered
Power Roll + Reason: Distance: Ranged 10 Target: One creature
11 or lower: 2 + R psychic damage Trigger: The target deals damage to an ally.
12–16: 4 + R psychic damage Effect: The target takes psychic damage equal to half the
17+: 6 + R psychic damage triggering damage.
Strained: The strike deals an extra 2 psychic damage to
the target and to you. The damage you take can’t be
MINOR TELEKINESIS
reduced in any way. You gain the following ability.
TELEPATHIC SPEECH
You know the Mindspeech language (see Languages).
Additionally, you can telepathically communicate with any
creatures within the distance of your Mind Spike ability if
they share a language with you and you know of each
other. The receiver of your telepathic communications can
choose to respond telepathically.
TRADITION FEATURES
Your talent tradition grants you features as shown on the
1st-Level Tradition Features table.
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MINOR TELEKINESIS DISTANCE AUGMENTATION
Wisps of psychic energy ripple visibly from your brain as you You gain a +2 bonus to the distance of your ranged psionic
force the target to move using only your mind. abilities.
Keywords: Psionic, Ranged Type: Maneuver
Distance: Ranged 10 DENSITY AUGMENTATION
Target: Self, or a size 1 creature or object You gain a +6 bonus to Stamina, and this bonus increases
Effect: You slide the target up to a number of squares by 6 at 4th, 7th, and 10th levels. Additionally, you gain a
equal to your Reason score. +1 bonus to stability.
Spend 2+ Clarity: The size of the creature or object you
can target increases by 1 for every 2 clarity you spend.
FORCE AUGMENTATION
Your damage-dealing psionic abilities gain a +1 rolled
Spend 3 Clarity: You can vertical slide the target.
damage bonus.
REMOTE ASSISTANCE SPEED AUGMENTATION
You gain the following ability.
You gain a +1 bonus to speed and to the distance you shift
REMOTE ASSISTANCE when you take the Disengage move action.
An ally gains the benefit of your intellect.
Keywords: Psionic, Ranged Type: Maneuver TALENT WARD
Distance: Ranged 10 Target: One creature or object
Through psionic meditation, you create a ward that
Effect: The next ability power roll an ally makes against protects you. Choose one of the following wards. You can
the target before the start of your next turn gains an edge. change your ward along with your psionic augmentation
Spend 1 Clarity: You target one additional creature or (see Psionic Augmentation) by undergoing a psionic
object. meditation as a respite activity. (Quick Build: Repulsive
Ward)
REPEL
You gain the following ability.
ENTROPY WARD
You ward slows time for your enemies. Whenever a
REPEL creature deals damage to you, their speed is reduced by an
They aren’t going anywhere, but you might! amount equal to your Reason score and they can’t use
Keywords: Psionic, Ranged Type: Triggered triggered actions, all until the end of their next turn.
Distance: Ranged 10 Target: Self or one ally
Trigger: The target takes damage or is force moved. REPULSIVE WARD
Effect: The triggering damage is halved or distance of the You surround yourself with an invisible ward of
triggering forced movement is reduced by a number of telekinetic energy. Whenever an adjacent creature deals
squares equal to your Reason score. If the target was damage to you, you can use a free triggered action to push
damaged and force moved, you choose the effect. If the them up to a number of squares equal to your Reason
triggering forced movement is reduced to 0 squares, the score.
target pushes the source of the forced movement a
number of squares equal to your Reason score. STEEL WARD
Your ward reacts to danger, protecting your body from
PSIONIC AUGMENTATION future harm. Whenever you take damage, the damage
resolves and you then gain damage immunity equal to
Through psionic meditation, you create pathways in your your Reason score until the end of your next turn.
mind that enhance your statistics. Choose one of the
following augmentations. You can change your VANISHING WARD
augmentation along with your ward (see Talent Ward) by
Your ward allows you to slip away from danger. Whenever
undergoing a psionic meditation as a respite activity.
you take damage, you become invisible until the end of
(Quick Build: Force Focus)
your next turn.
BATTLE AUGMENTATION
You can wear light armor and wield light weapons
TALENT ABILITIES
effectively, even though you don’t have a kit. While you You manifest a variety of psionic powers to impact the
wear light armor, you gain a +3 bonus to Stamina and that environment, bolster your allies, and empower yourself.
bonus increases by 3 at 4th, 7th, and 10th levels. While You can choose abilities across different talent traditions,
you wield a light weapon, you gain a +1 damage bonus or can focus on abilities tied to your chosen tradition to
with weapon abilities, including free strikes. You can use establish your dedication to its power.
light armor treasures and light weapon treasures. If you
have a kit, you can’t take this augmentation. SIGNATURE ABILITIES
If you have a kit, you can’t take this augmentation. Select two signature abilities from the following options.
Signature abilities can be used at will. (Quick Build:
Incinerate, Kinetic Grip)
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ENTROPIC BOLT
KINETIC GRIP
You advance an enemy’s age for a moment.
You lift and hurl your foe away from you.
Keywords: Chronopathy, Psionic, Ranged, Strike
Keywords: Melee, Psionic, Telekinesis Type: Action
Type: Action
Distance: Melee 3 Target: One size 1 creature or object
Distance: Ranged 10 Target: One creature or object
Power Roll + Reason:
Power Roll + Presence:
11 or lower: Push 3
11 or lower: 2 + P corruption damage; P < weak,
slowed (save ends) 12–16: Push 5
12–16: 3 + P corruption damage; P < average, slowed 17+: Push 7; prone
(save ends) Effect: You can slide the target up to 2 squares before
17+: 5 + P corruption damage; P < strong, slowed making the power roll.
(save ends) Strained: You can’t use this ability’s effect, but you can
Effect: The target takes 1 extra corruption damage for vertical push the target.
each additional time they are targeted by this ability in the
encounter. KINETIC PULSE
The force of your mind hurls enemies backward.
Strained: You gain 1 clarity on a tier 2 or tier 3 result.
Keywords: Area, Psionic, Telepathy Type: Action
INCINERATE Distance: 1 burst Target: Each enemy in the area
The air erupts into a column of smokeless flame. Power Roll + Reason:
Keywords: Area, Fire, Ranged, Psionic, Pyrokinesis 11 or lower: 2 psychic damage
Type: Action 12–16: 5 psychic damage; push 1
Distance: 3 cube within 10 17+: 7 psychic damage; push 2
Target: Each enemy in the area
Strained: The size of the burst increases by 2, and you are
Power Roll + Reason: bleeding until the start of your next turn.
11 or lower: 2 fire damage
12–16: 4 fire damage MATERIALIZE
17+: 6 fire damage You picture an object in your mind and give it form in the
world, directly above your opponent’s head.
Effect: A column of fire lingers in the area until the start of
your next turn. Each enemy who enters the area for the Keywords: Psionic, Ranged, Resopathy, Strike
first time in a round or starts their turn there takes 2 fire Type: Action
damage. Distance: Ranged 10 Target: One creature or object
Strained: The size of the cube increases by 2, but the fire Power Roll + Reason:
disappears at the end of your turn. 11 or lower: 3 + R damage
12–16: 5 + R damage
HOARFROST 17+: 8 + R damage
A row of the terrain freezes over ahead of you, turning hard
Effect: A size 1M object drops onto the target and then
and slick.
rolls into an adjacent, unoccupied space of your choice.
Keywords: Cryokinesis, Psionic, Ranged, Strike The object is made of wood, stone, or metal (your choice).
Type: Action
Distance: Ranged 10 Target: One creature Strained: The object is explodes on impact, dealing
damage equal to your Reason score to each creature
Power Roll + Reason: adjacent to the target. You also take damage equal to your
11 or lower: 2 + R cold damage; M < weak, slowed Reason score, which can’t be reduced in any way.
(EoT)
12–16: 4 + R cold damage; M < average, slowed (EoT)
17+: 6 + R cold damage; M < strong, slowed (EoT)
Strained: A target slowed by this ability is restrained
instead, and you are slowed until the end of your next turn.
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NOTHING EXCEEDS MY GRASP (3 CLARITY)
OPTIC BLAST
Be careful not to choke on your aspirations.
Your eyes emit rays of powerful enervating force.
Keywords: Psionic, Ranged, Strike, Telekinesis
Keywords: Metamorphosis, Psionic, Ranged, Strike
Type: Action
Type: Action
Distance: Ranged 10 Target: One creature
Distance: Ranged 10 Target: One creature or object
Power Roll + Reason:
Power Roll + Reason:
11 or lower: 3 + R damage; M < weak, slowed (save
11 or lower: 2 + R damage; M < weak, prone ends)
12–16: 4 + R damage; M < average, prone
12–16: 5 + R damage; M < average, slowed (save
17+: 6 + R damage; M < strong, prone ends)
Effect: When targeting an object with a solid reflective 17+: 8 + R damage; M < strong, restrained (save
surface or a creature carrying or wearing such an object (a ends)
mirror, an unpainted metal shield, shiny metal plate armor,
Effect: You can vertical pull the target up to 2 squares. You
and so forth), you can choose an additional target within 3
can pull a target restrained by this ability, ignoring their
squares of the first target.
stability.
Strained: You gain a surge, which you can use
immediately, and take damage equal to your Reason score, PRECOGNITION (3 CLARITY)
which can’t be reduced in any way. You give a target a glimpse into the future so that they’re
ready for what comes next.
SPIRIT SWORD Keywords: Chronopathy, Melee, Psionic Type: Action
You form a blade of mind energy and stab your target, Distance: Melee 2 Target: Self or one ally
invigorating yourself.
Effect: Ability power rolls against the target have a bane
Keywords: Animapathy, Melee, Psionic, Strike
until the start of your next turn. Whenever the target takes
Type: Action
damage while under this effect, they can use a triggered
Distance: Melee 2 Target: One creature or object
action to make a free strike against the source of the
Power Roll + Presence: damage.
11 or lower: 3 + P damage
SMOLDER (3 CLARITY)
12–16: 6 + P damage
Smoke flows from your enemy like tears as their skin begins
17+: 9 + P damage
to blacken and flake.
Effect: You gain a surge. Keywords: Psionic, Pyrokinesis, Ranged, Strike
Strained: The attack deals an extra 3 damage to the target Type: Action
and to you. The damage you take can’t be reduced in any Distance: Ranged 10 Target: One creature
way. Effect: The target takes damage before this ability imposes
any weakness effect. The damage type and the weakness
HEROIC ABILITIES for this ability must be chosen from one of the following:
You know a range of heroic abilities all fueled by your acid, corruption, or fire.
clarity.
Power Roll + Reason:
3-CLARITY ABILITY 11 or lower: 3 + R damage; R < weak, the target has
Choose one heroic ability from the following options, each weakness 5 (save ends)
of which costs 3 clarity to use. (Quick Build: Nothing 12–16: 6 + R damage; R < average, the target has
Exceeds My Grasp) weakness 5 (save ends)
17+: 9 + R damage; R < strong, the target has
AWE (3 CLARITY) weakness equal to 5 + your Reason score (save
You project psionic energy out to a creature and take on a ends)
new visage in their mind.
Keywords: Psionic, Ranged, Strike, Telepathy -CLARITY ABILITY
Type: Action Choose one heroic ability from the following options, each
Distance: Ranged 10 Target: One ally or enemy (Quick Build: Inertia Soak)
Effect: Any ally targeted by this ability gains temporary FLASHBACK CLARITY)
Stamina equal to twice your Presence score, and can end The target is thrown several seconds back through time, and
one effect on them that is ended by a saving throw or that gets to do it all again.
ends at the end of their turn. If you target an enemy, you
Keywords: Chronopathy, Psionic, Ranged
make a power roll.
Type: Maneuver
Power Roll + Presence: Distance: Ranged 10 Target: Self or one ally
11 or lower: 3 + P psychic damage; I < weak, Effect: The target immediately uses an ability they’ve
frightened (save ends) previously used this round without spending any heroic
12–16: 6 + P psychic damage; I < average, frightened resources.
(save ends)
Strained: You take 1d6 damage and are slowed (save
17+: 9 + P psychic damage; I < strong, frightened
ends).
(save ends)
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INERTIA SOAK CLARITY) EASE THE MIND
Your psionic energy surrounds the target and pushes You gain an edge on tests to stop combat and start a
everything else away from them. negotiation. Any NPC who has a hostile or suspicious
Keywords: Psionic, Ranged, Telekinesis Type: Maneuver starting attitude in a negotiation has an additional 1
Distance: Ranged 10 Target: Self or one ally patience.
Effect: The target ignores difficult terrain and takes no
damage from forced movement until the start of your next EASE THEIR FALL
turn. Whenever the target moves into a square while Whenever you land after a fall, or if any falling creature
under this effect, they can push one adjacent creature up lands within 2 squares of you, you can use a free triggered
to 2 squares. If pushing an ally, the target can ignore that action to reduce the falling damage by an amount equal to
ally’s stability. 2 + your Reason score.
Strained: You are weakened and your stability decreases
If your stability becomes a negative value, 2ND-LEVEL TRADITION ABILITY
it adds to the distance you are force moved.
Your talent tradition grants your choice of one of two
IRON CLARITY) abilities.
The target’s skin turns to hard, dark metal, impenetrable
and dense. 2ND-LEVEL CHRONOPATHY ABILITY
Keywords: Metamorphosis, Psionic, Ranged Choose one of the following abilities.
Type: Maneuver
APPLIED CHRONOMETRICS CLARITY)
Distance: Ranged 10 Target: Self or one ally
Time slows down around you. Your heartbeat is the only
Effect: and they gain gauge of the extra moments you’ve gained.
10 temporary stamina and two surges.
Keywords: Chronopathy, Psionic, Ranged
Strained: You can’t use maneuvers (save ends). Type: Maneuver
Distance: Ranged 10 Target: Special
PERFECT CLARITY CLARITY)
You clear the mind of nothing but the goal. Power Roll + Presence:
Keywords: Psionic, Ranged, Telepathy Type: Maneuver 11 or lower: Target two creatures, one of which can
Distance: Ranged 10 Target: Self or one ally be you
12–16: Target three creatures, one of which can be
Effect: Until the start of your next turn, the target gains a you
+3 bonus to speed, and they have a double edge on the
17+: Target four creatures, one of which can be you
next power roll they make. If the target gets a tier 3 result
on that roll, you gain 1 clarity. Effect: Until the start of your next turn, each target gains a
can’t be dazed, and they can use an
Strained: You take 1d6 damage, and you can’t use
additional maneuver on their turn. If a target is dazed, the
triggered actions (save ends).
condition ends for them.
2ND-LEVEL FEATURES Strained: Your speed is halved until the end of the
encounter.
As a 2nd-level talent, you gain the following features. SLOW CLARITY)
PERK Perhaps they wonder why everyone else is moving so
quickly?
You gain an interpersonal, lore, or supernatural perk of Keywords: Chronopathy, Psionic, Ranged
your choice. See Perks for more information. Type: Maneuver
Distance: Ranged 10 Target: Three creatures or objects
2ND-LEVEL TRADITION FEATURE Power Roll + Presence:
11 or lower: The target’s speed is halved (save ends),
Your talent tradition grants you a feature as shown on the or if P < weak, the target is slowed (save ends).
2nd-Level Tradition Features table.
12–16: The target is slowed (save ends), or if P <
2ND-LEVEL TRADITION FEATURES average, the target’s speed is 0 (save ends).
Tradition Feature 17+: The target is slowed (save ends), or if P < strong,
the target’s speed is 0 (save ends).
Chronopathy Ease the Hours
Effect: A target can’t use triggered actions while their
Telekinesis Ease their Fall speed is reduced by this ability.
Telepathy Ease the Mind Strained: The potency of this ability increases by 1 and
you take 1d6 damage. At the start of each round while any
EASE THE HOURS target is affected by this ability, you take 1d6 damage. You
You can increase the number of rounds in a montage test can immediately end the effects on all affected targets (no
by 1 if the test would end before the heroes hit the success action required).
limit.
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2ND-LEVEL TELEKINESIS ABILITY SYNAPTIC OVERRIDE CLARITY)
Choose one of the following abilities. You gain control over an enemy’s nervous system. How
pleasant for them.
GRAVITIC BURST CLARITY)
Keywords: Psionic, Ranged, Telepathy Type: Action
Everyone get away from me!
Distance: Ranged 10 Target: One enemy
Keywords: Area, Psionic, Telekinesis Type: Action
Distance: 1 burst Target: Each enemy in the area Power Roll + Reason:
11 or lower: The target makes a free strike against
Power Roll + Reason:
one enemy of your choice.
11 or lower: 3 damage; vertical push 2
12–16: The target shifts up to their speed and uses
12–16: 6 damage; vertical push 4 their signature ability against any enemies of your
17+: 9 damage; vertical push 6 choice.
Strained: The size of the burst increases by 1 and you are 17+: The target moves up to their speed and uses
weakened until the end of your turn. their signature ability against any enemies of your
choice.
LEVITY AND GRAVITY CLARITY)
Effect: You control the target’s movement. The target can’t
You raise the target into the air, then smother them against
be moved in a way that would harm them (such as over a
the ground.
cliff), leave them dying, or result in them suffering a
Keywords: Psionic, Ranged, Strike, Telekinesis condition or other negative effect. However, you can move
Type: Action them to provoke opportunity attacks if applicable.
Distance: Ranged 10 Target: One creature or object
Strained: You take 1d6 damage and are weakened until
Power Roll + Reason: the end of your turn.
11 or lower: 6 + R damage; M < weak, prone
12–16: 10 + R damage; M < average, prone
17+: 14 + R damage; M < strong, prone and can’t
3RD-LEVEL FEATURES
stand (save ends) As a 3rd-level talent, you gain the following features.
Effect: A target made prone by this ability is lifted 2
squares into the air before falling immediately to the SCAN
ground, taking damage as usual.
You can extend your psionic senses out beyond their
Strained: You take half the damage the target takes, normal range. You can search for hidden creatures as a
including any damage from falling. free maneuver once on each of your turns (see Hide and
Sneak). Additionally, once you establish line of effect to a
2ND-LEVEL TELEPATHY ABILITY thinking creature within the distance of your Mind Spike
Choose one of the following abilities. ability, you always have line of effect to that creature until
they leave move outside that distance.
OVERWHELM CLARITY)
You overload their senses, turning all their subconscious 7-CLARITY ABILITY
thoughts into conscious ones.
Keywords: Psionic, Ranged, Strike, Telepathy Choose one heroic ability from the following options, each
Type: Action of which costs 7 clarity to use.
Distance: Ranged 10 Target: One creature
FLING THROUGH TIME (7 CLARITY)
Power Roll + Reason: You hurl the target through the annals of time, forcing them
11 or lower: 6 + R psychic damage; I < weak, slowed to witness every moment of their existence all at once.
(save ends)
Keywords: Chronopathy, Psionic, Ranged, Strike
12–16: 10 + R psychic damage; I < average, weakened Type: Action
(save ends) Distance: Ranged 10 Target: One creature or object
17+: 14 + R psychic damage; I < strong, dazed (save
Power Roll + Presence:
ends)
11 or lower: 3 + P corruption damage; P < weak,
Strained: You start crying. You can’t take triggered actions weakened (save ends)
or take free strikes until the end of the target’s next turn.
12–16: 5 + P corruption damage; the target is flung
through time; P < average, weakened (save ends)
17+: 8 + P corruption damage; the target is flung
through time; P < strong, weakened (save ends)
Effect: A target who is flung through time is removed from
the encounter until the end of their next turn, reappearing
in their original space or the nearest available space.
Strained: You take 2d6 damage and grow visibly older
(the equivalent of 10 years for a human). On a tier 3 result,
you gain 2 clarity.
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FORCE ORBS (7 CLARITY)
Three spheres of solid psionic energy float around you.
Keywords: Psionic, Ranged, Strike, Telekinesis
Type: Action
Distance: Self; see below Target: Self
Effect: You create three size 1T orbs that orbit your body.
Each orb you provides you with cumulative damage
immunity 1. Whenever you take damage, you lose 1 orb.
Once on each of your turns, you can use a free maneuver
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