TENSION
IRON SOUL (Passive)
When you would fill up your execution tag and gain an injury, roll 1d6. On a 4+, go to 1 stress under maximum instead and ignore any excess, then lose the use of this passive until you rest.
MALLEATE (Transmute, Until Rest, Adjacent)
You can invert and infuse a tension field to make an area of nonliving matter incredibly pliable and soft. The size of this block of matter you can affect is affected by CAT. Choose one of the following effects, then you may gain or grant +1D when you or any ally next acts to take advantage of this power:
- Rubber: The matter becomes bouncy and springy.
- Mud: The matter melts into a thick mud. It becomes pliable and sticky and difficult to move through.
- Liquid: The matter melts into liquid.
This power may easily effect the parameters of rolls, such as difficulty and risk. When the effect expires, the matter slowly reverts to its original state and form.
SEVERANCE (Instant, Short)
You can project a tension force of incredible strength over any edge, as obvious as a blade and as subtle as a fingernail, and use it as a cutting implement. Roll MENTAL to cut an object or opponent up to CAT size with a clean and decisive blow, only spending a burst on success.
- Gain +1D if you are striking to protect another person.
- Gain +1D against immobile objects or opponents.
BLAST (Universal)
Spend a mental burst and roll MENTAL to produce a weaponized form of concentrated psychic energy in melee or short range. The specific look and feel of this basic executioner skill varies between executioner. The strength of this blast scales with CAT.
When your executioner produces a blast, they might:
- Imbue a slash of a blade or a shot with a ranged weapon with psychic energy.
- Shoot an invisible ball of force from their fingers.
- Fire scathing lightning.
- Shoot a bead of frigid fire.
Unlike your mundane service weapons, blast is a superhuman weapon and therefore scales with CAT and doesn’t become hard by default when used against anomalies.