Shopkeeper
Shopkeeper
You ran a small shop, market stall, or similar business, buying from suppliers and selling on to others. You navigate markets and interactions, working to bring people closer together with what they need, or at least what they want.
Why did you step out from behind the shop counter? Is the business still going? Who tends to it while you’re away?
Local Muscle
Local Muscle
Whether for an upstanding bank, a riotous tavern, or a criminal organization, you made a living by cracking skulls and looking menacing.
Why did you leave this life? Do you still owe anyone anything? Was there anyone who begrudges you for your past work?
Ability Score Increases: +1 to Strength and one other ability score.
Day Laborer
Day Laborer
You kept a city running through the sweat of your brow, loading and unloading ships, serving as an extra pair of hands on a construction site, and performing other tasks. It isn’t always honest work, but it’s always hard work.
Why did you leave this life behind? How did you get your adventuring skills and equipment?
Ability Score Increases: +1 to Constitution and one other ability score.
Beggar
Beggar
Those that lack homes, ask for alms, and other impoverished folk have been, broadly, left behind by whatever society they are a part of. You were part of those huddled masses, doing everything you could to survive, but going to bed hungry more often than not.
How did you escape that life? What was the turning point for you? Who did you leave behind? What scars do you bear from that time?
Future Vision
Future Vision
You use future knowledge to avoid an attack or other effect. As a reaction, after the effects of an attack, power, trap, or other event have been resolved, you can choose to avoid the effects of that event. This avoidance must be possible by the use of actions you are capable of which take one round or less to complete (you cannot dodge an attack while restrained, or move a mile to escape an orbital bombardment, for example) but it does not require any saving throw or ability check.
Fortress of Iron Will
Fortress of Iron Will
You can exert your will to manifest a floating safehouse to guard you and those under your protection. The structure counts as a haven and can take any form you imagine (such as a building, garden, spaceship, or the like) that comfortably accommodates 4 Medium creatures and 1 Large creature. The structure occupies a physical space with up to 200 square feet of floor space. Creatures within the safehouse cannot be targeted by a psionic or other supernatural attack.
Fortification
Fortification
You fortify yourself with psychic energy. You gain resistance to all damage types, immunity to poison, and advantage on all saving throws. Additionally, when you would take half damage from an effect which deals half damage on a successful saving throw, you instead take no damage.
Foresight
Foresight
You consider the implications of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following resulting sensations:
- Reassuring Confidence (good results)
- Sense of Dread (bad results)
- Mixed Feelings (both good and bad results)
- Nothing (results that aren’t especially good or bad)
Using this power again to gain intuition about the same course of action grants no additional insight as to its outcome.
Force Field
Force Field
Saving Throw Special
You create an invisible forcefield at a point you choose. The forcefield is 1/4 inch thick and can be free floating or resting or connected to a solid surface. You may form it into a hemispherical dome or sphere, either with a radius of up to 10 feet. Alternatively, you may create a horizontal, vertical, or diagonal surface made up of up to a contiguous group of ten 10-foot square sections.
Fold Space
Fold Space
The target, along with all creatures and objects contained therein, is instantly transported to an unoccupied space at a location you have been to before on the same planet.
At power rating VII you can target a space vehicle you are on board and fold space to any planetary system you have been to before. You arrive near that destination in an unoccupied location chosen by the Narrator, typically in orbit of a specific planet, moon, or other satellite.