Pillarite powers derive from exposure to Pillarite artefacts. These powers are wildly unpredictable, and in every deliberate manifestation, there is always the risk of unintended and devastating consequences.
The number of successes in a Resolve test for a Pillarite complication determines which power table you roll on:
0 Successes: Calamity
1-3 Successes: Ruin
4-5 Successes: Advent
6-7 Successes: Miracle
8 Successes: Apotheosis
(0 Successes)
- Walk on Walls: You can walk on walls and ceilings for a number of minutes equal to your Resolve test successes. Complication: You become stuck to the surface.
- Pale Light: You emit pale light for a number of minutes equal to your Resolve test successes. Complication: The light blinds you for the duration.
- Influence Wildlife: Wildlife within a number of spaces equal to your Resolve test successes near you becomes affected by your power. An odd number of successes causes them to become frenzied; an even number causes them to idolise you. Complication: Your reputation with them is ruined.
- Consume Object: You can consume an item or object and gain that many days of sustenance from it. Complication: You compulsively consume 1d6 more items on your person.
- Move Earth: You can move a number of tons of earth equal to your Resolve test successes as a Tactical action. Complication: You sink into the ground and become Restrained for 1d6 rounds.
- Shape Water: You may shape a number of tons of water equal to your Resolve test successes. Complication: The water forms a raging torrent around you; you suffer the Suffocating status for 1d6 minutes.
- Control Fire: You can control a number of hexes of fire equal to your Resolve test successes. Complication: You suffer the Burning status.
- Social Influence: You gain a number of Social test bonus dice equal to your Resolve test successes against a target. Complication: They become hostile to you for 1d6 hours.
- Control Electronics: You can control a number of hackable personal items within Flashpoint range equal to your Resolve test successes. Complication: All electronics in 1d6 hexes around you combust.
- Deflect Attack: You can contest an incoming attack as a Reflex action with a Resolve skill test. Complication: You suffer the attack's full effect.
- Alter Memory: You can erase a number of hours of a target's memory, or view a number of minutes of their past, equal to your Resolve test successes. Complication: You lose an equivalent amount of your own memory.
- Minor Illusion: You maintain a small illusion (1 hex) that can be perceived by 1 target for a number of minutes equal to your Resolve test successes. Complication: The illusion horrifies the target.
- Mental Message: You can communicate mentally with a target, speaking a number of words equal to your Resolve test successes. Complication: They hear your every thought for 1d6 minutes.
(1-3 Successes)
- Telepathic Communication: You can communicate mentally with a target for a number of minutes equal to your Resolve test successes. Complication (Open Channel): Everyone in the Flashpoint hears what you are saying.
- Telekinetic Limb: You manifest a telekinetic limb. You may interact with and use any items at any distance for a number of minutes equal to your Resolve test successes. Complication: You lose 1d6 Vigour for 1d6 hours.
- Inflict Frenzy: You inflict the Frenzy status on a target for a number of rounds equal to your Resolve test successes. Complication: You are inflicted with Frenzy for a number of rounds equal to the successes rolled.
- Float: As a Free action, you can float a number of spaces equal to your Resolve test successes. Complication: You float uncontrollably for 1d6 rounds.
- Knowledge Boost: You gain a number of Knowledge bonus dice equal to your Resolve test successes for your next knowledge test. Complication: Your Reason is halved for 1d6 hours.
- Redirect Wounds: As a Reflex action, you may redirect wounds from yourself to someone else in the Flashpoint. Complication: The wounds are doubled, then split evenly between you and the target.
- Become Hidden: As a Free action, you may choose to gain the Hidden status at will for a number of minutes equal to your Resolve test successes. Complication: You gain the Exposed status effect for 1d6 hours.
- Drain Vigour: You drain a target's Vigour equal to the number of successes on your Resolve test. If the successes surpass the target's Vigour, they are counted as wounds. Complication: You gain a Severity 2 ear condition. All non-vehicle targets within 2 hexes of you also lose 1 Vigour.
- Mimic Skill: You mimic a skill you have seen performed by a target. You gain their skill value in bonus dice for that skill for a number of minutes equal to your Resolve test successes. Complication: You automatically fail skill tests in that skill for 1d6 hours.
- Deflect Kinetic Energy: As a Reflex action, you deflect Kinetic damage targeted against anyone in the Flashpoint. You reduce the wounds by the number of successes on your Resolve test. Complication: You gain 1 level of Exhaustion.
- Seal Object: You can seal a door or container for a number of hours equal to your Resolve test successes. Complication: The door or container is locked for 1d6 days and cannot be opened by your power.
- Flash Freeze: Everyone in the Flashpoint suffers the Freezing (T1) status for a number of rounds equal to your Resolve test successes. Complication: The Freezing status lasts for hours instead of rounds and becomes Frigid (T2).
(4-5 Successes)
- Reverse Wounds: You restore or inflict wounds on a non-vehicle target within Flashpoint range equal to the number of successes on your Resolve skill test. Complication: You do the opposite of what you intended.
- Inflict Paroxysm: You inflict the Paroxysm status on a target for a number of days equal to your Resolve test successes. Complication: One of your conditions increases to Severity 2.
- Inflict Impaired: You inflict the Impaired status on a target within Flashpoint range for the rest of the scene or encounter. The penalty is equal to your Resolve test successes. Complication: You suffer the Impaired status for the rest of the scene or encounter.
- Inflict Starvation: You inflict the Starvation status on a non-vehicle target. It lasts for a number of days equal to your Resolve test successes and persists even if the target consumes food. Complication: You acquire the Weakened Body condition.
- Inflict Terror: You inflict the Terrified status on a non-vehicle target within Flashpoint range. It persists for a number of rounds equal to your Resolve test successes. Complication: You acquire a random mental condition.
- Inflict Exhaustion: You inflict the Exhausted status on a non-vehicle target within Flashpoint range. It lasts for a number of rounds equal to your Resolve test successes. Complication: You accrue 1 level of Exhaustion.
- Inflict Affliction: You inflict a target with the Afflicted status. The Difficulty Score (DS) is equal to the number of successes on your Resolve test. Complication: You lose 1d3 wounds.
- Inflict Dazed: You inflict the Dazed status on a number of targets equal to your Resolve test successes. It lasts for 1 round. Complication: You are Stunned for the next round.
- Treat or Inflict Condition: You inflict or treat a condition by rolling a number of successes equal to its treatment difficulty on a Resolve skill test. Complication: You acquire a random condition.
- Energy Attack: You make a ranged (30) attack that deals 7 Energy damage. The target's Evade Difficulty (ED) is equal to your Resolve test successes. Complication: You suffer 1d3 wounds.
- Inflict Crushed: You inflict the Crushed status on a number of targets equal to your Resolve test successes for the next round. Complication: You suffer the Crushed status.
- Inflict Throat Condition: You inflict a Severity 2 throat condition on a number of targets equal to your Resolve test successes within Flashpoint range. Complication: You may not speak for the rest of the scene or encounter.
(6-7 Successes)
- Enter Dream: You enter the dream of a target for a number of minutes equal to your Resolve test successes. You can witness and interact with the dreamer. Complication: You remain Stuck in the Sleeping status for 1d6 hours.
- EMP Burst: You turn off all electronic personal and vehicle equipment within Flashpoint range for a number of rounds equal to your Resolve test successes. Complication: The equipment breaks permanently.
- Teleport: You may teleport a number of spaces equal to your Speed + Resolve test successes as a Maneuver action. Complication: You acquire a random physical condition.
- Refresh Actions: You refresh a number of actions equal to your Resolve test successes, targeting yourself and/or others within Flashpoint range. Complication: You and all targets are Stunned for 1 round.
- Control Mob: You assert control over a mob of up to a number of members equal to your Resolve test successes. Complication: You acquire a random mental condition.
- Earthquake: You create an earthquake in a Flashpoint, making the ground difficult terrain. You destroy a number of structures equal to your Resolve test successes. Complication: The earthquake's range increases to an entire Area of Operation (AO).
- Increase Gravity: You increase the gravity affecting a target by a value equal to your Resolve test successes for 1 round. Complication: Gravity increases for everything within Flashpoint range.
- Revive Corpse: You revive a corpse for a number of hours equal to your Resolve test successes. Its faculties depend on the integrity of its brain. Complication: It is Frenzied.
- Inflict Stunned: You inflict the Stunned status on a number of targets within Flashpoint range equal to your Resolve test successes. Complication: You acquire all mental conditions at Severity 2.
- Project Consciousness: You can project your consciousness up to Theatre distance for a number of minutes equal to your Resolve test successes. Your body is unconscious while doing so. Complication: You suffer the Unconscious status for the next 1d6 hours.
- Create Copies: You create a number of copies of yourself equal to your Resolve test successes. They are under your control and last for the rest of the scene or encounter. Complication: You acquire a Severity 2 mental condition.
- Create Portals: You open a number of portal pairs equal to your Resolve test successes. Each pair connects any two points within Theatre range. Portals can be dismissed as a Brief action. Complication: The GM decides where the portals are placed.
(8 Successes)
- Selective Invisibility: You can make a target non-perceivable to anyone else but you for a number of hours equal to your Resolve test successes. Complication: The target cannot be perceived by you either.
- Zone Mind Control: You control all minds within a zone of your choice for a number of minutes equal to your Resolve test successes. Complication: You acquire all Severity 2 mental conditions.
- Zone Immolation: You inflict the Burning status on an entire zone of your choice for a number of rounds equal to your Resolve test successes. Complication: The affected zone is chosen randomly.
- Micro Singularity: You create a micro singularity that lasts for a number of rounds equal to your Resolve test successes and affects an entire zone. Everything targeted rolls a d6; on a 1, it is destroyed. Complication: The singularity lasts for minutes instead of rounds.
- Omniscience: You automatically succeed on all Knowledge tests for a number of minutes equal to your Resolve test successes. Complication: You suffer Paralysis for the duration.
- Mass Mental Assault: You may target all minds within any or all zones and inflict a number of mental conditions on each equal to your Resolve test successes. Complication: You suffer 3 levels of Exhaustion.
- Zone Suffocation: You may target a zone of your choice. All non-vehicle targets within that zone suffer the Suffocating status for a number of rounds equal to your Resolve test successes. Complication: The affected zone is chosen randomly.
- Zone Deep Freeze: You may target a zone of your choice. All non-vehicle targets within that zone suffer the Freezing status for a number of rounds equal to your Resolve test successes. Complication: The affected zone is chosen randomly.
- Resurrection Pact: If you die in the next scene or encounter, you revive after a number of days equal to your Resolve test successes. Complication: You return with 2d6 conditions.
- Destroy Vehicles: You may destroy a number of vehicles within Theatre range equal to your Resolve test successes. Complication: The GM picks every second target (e.g., the 2nd, 4th, 6th...).
- Control Matter: You may control matter completely within Flashpoint range for a number of rounds equal to your Resolve test successes. Complication: The GM picks 1d3 targets (items, structures, or people) that you unintentionally destroy.
- Command the GM: You make the GM do a number of things equal to your Resolve test successes. Complication: You stop existing.