Intelligence β For control effects and mental domination.
Charisma β For persuasion or mind-affecting RP abilities.
Wisdom β For defense against mental backlash and cooldown insight.
Summon a base clone that Obeys only your first order. Clones last for 2 turns by default and operate with x2 INT and damage.
Deploy a remote fabrication station that constructs 1 custom ally device per turn. Choose from Shield Totem, Ammo Dispenser, or Trap Beacon. Items remain for 3 turns and benefit from Overseerβs INT.
Each construct scales with INT Γ 1
Shield Gain x int
Ammo Dispenser, Skips reload by 1 x 10 int
Trap is Int x 1 5m radius
DEX β For movement and precision
WIS β Improves detection avoidance and cooldown-based passives
CHA β Helps with social stealth or misdirection tactics when interacting
Summon volatile clone-zombies that swarm the field and detonate on melee contact. You spawn 1 zombie per 10 INT per visible enemy. Each clone rushes toward the nearest target.
Cooldown: Once per full rest
Spawn Amount: INT Γ· 10 Γ visible enemies
Explosion Damage: 2d12 per detonation
Effect Radius: 2m
π₯ Mechanics:
Each zombie clone moves 5m per turn.
Upon melee contact, they explode and disappear.
Explosion may knock enemies prone (d20: 16+).
Clone damage scales with INT only.
Clones vanish after 3 turns if unused.
Intelligence β For scaling effects and gadget control.
Dexterity β For hitboxes, evasion, and targeting during shifts.
Constitution β For surviving extreme scaling effects (shrinking/growth penalties).
Shrink to 1% your size for 1 turn. Become nearly untargetable, gain infiltration perks, and access small routes.Β
Your next action will cause you to go to normal size.Β
Physical actions. jumping, punching, pushing,ect roll d20 x10, but so is damage.
if in danger roll a D100 95-100 is hit
Expanding inside something will cause extreme damage.Β
Β
Instantly shift between sizes mid-lunge, building velocity and kinetic power. Teleport to a target within 10m,Β grow to full size for an explosive melee blow that ignores armor and knocks the enemy down. Expanding pass this size will cause 20d damage x (1m Pass 10m)
Cooldown: 5 turns
Range: 10 meters
Damage: INT Γ 2 + 1d12
Special: Ignores armor and shields; 1-in-5 chance to stun for 1 turn after returning (d20 roll of 1-4)
You manipulate enemies, allies, and even battlefield objects through rapid size-alteration.
Shrinking disables and humiliates.
Enlarging confuses, empowers, or even sickens.
Objects become mobile tools β small to sneak, big to crush.
Throw a tech pin into a target. At the start of the next turn, it triggers:
Shrinks enemiesΒ -movement, -damage, vulnerable to crits.
Enlarges allies: +damage, +jump height, but -accuracy. no weapon
Cooldown: 5 turns.
Pin can be removed by anyone
Intelligence β To scale the effectiveness and number of clones.
Charisma β For commanding clone behavior and personality traits.
Constitution β Optional if clone durability scales with your own.
Send a psionic pulse to one enemy (10m). If they fail a mental defense roll (d20 +int vs theirs +int), you control their next move.
Additionally, you may choose to:
β’ Swap their target
β’ Cancel their action
β’ Command task
Dm discretion adviced
Β Clone explodes on death for AoE damage
βIf the mind accepts the fixβ¦ the body follows.β
A powerful suggestion technique that makes the target believe theyβve been healed β and the body complies. Nearby allies receive healing based on the casterβs INT. Works even if wounds are critical, as long as the target believes theyβre safe.
Heals all allies within 5m for
2d6 + INT modifier
If target is below 50% HP, heal is doubled
Doesnβt work on unconscious targets
Effect: Gain permanent control over 1 humanoid NPC. Can influence RP choices, mission help, and basic combat orders. Only 1 unlocked NPC can be active at a time. Same roll as protocol but best of 3. New ally must be within eye sight