Skills

Combat

Name CP Cost Requirements
Dual Weapons Training
Fight with a weapon in each hand. Two-handed weapons cannot be dual-wielded.
2
Large Melee Weapon Training
Use a great weapon or pole weapon of 42 to 84 inches, or a thrust-safe pike.
2
Medium Armour Training
Wear medium armour, which provides 2 locational hits.
2
Heavy Armour Training *
Wear heavy armour (3 locational hits) or assault armour (4 locational hits). Requires Medium Armour Training.
1 Skill: Medium Armour Training
Medium Energy Weapon Training
Use a medium energy weapon: a NERF dart gun with 10 or more darts, a clip, or a powered mechanism.
2
Heavy Energy Weapon Training *
Use a heavy energy weapon that fires MEGA-style darts. It may call STRIKE at no charge cost. Requires Medium Energy Weapon Training.
2 Skill: Medium Energy Weapon Training
Projectile Weapon Training
Use an LRP-safe bow or crossbow of at most 30 lb draw. A safety briefing is required.
4
Resilience +
Each rank extends the death count by 100 seconds.
1
Shield Training
Use a shield to block attacks and energy fire. A shield cannot be used to attack.
2
Steel Head +
Each rank reduces KNOCKOUT duration by 5 seconds. Call RESIST if the duration reaches 0.
2
Steel Nerves +
Each rank reduces FREEZE duration by 5 seconds. Call RESIST if the duration reaches 0.
2
Steel Viscera +
Each rank adds another multiple of a toxin or disease's progression time, and adds one green card when you are the surgery patient.
2
Thrown Weapons Training
Throw an LRP-safe throwing weapon of at least 8 inches for one point of damage.
1
Toughness +
Each rank grants +1 locational body hit.
2

Professional

Name CP Cost Requirements
Aptitude
Children aged 7 to 11 only. Pause a death count, help one or two people heal, repair an armour hit or broken item in 1 minute, and use a scanner to survey or assist.
0
Engineer +
Each rank grants 1 engineer work slot and knowledge of 2 mods. Repair one armour hit or a sundered item in 2 minutes, 20 seconds faster per extra rank, to a minimum of 20 seconds.
2
Extra Mods a*
Learn 2 additional mods. Requires Engineer.
1 Skill: Engineer
First Aid +
Reset a death count after 30 seconds of treatment, then 20, 10, and 5 seconds at ranks 2 to 4. You may then pause it at 0. Maximum 4 ranks. The cost increases by 1 each rank.
1
Physician +
Stop a death count, promote healing for up to 5 resting characters, diagnose and perform surgery, and administer medicaments.
2
Scientist
Bought once. Use a scanner to locate, examine, and sample phenomena, and gain 1 generic research point.
2
Corporeal Science +*
Each rank grants 1 corporeal research point and +1 green card when examining or sampling corporeal phenomena. Requires Scientist.
1 Skill: Scientist
Etheric Science +*
Each rank grants 1 etheric research point and +1 green card when examining or sampling etheric phenomena. Requires Scientist.
1 Skill: Scientist
Life Science +*
Each rank grants 1 life research point and +1 green card when examining or sampling life phenomena. Requires Scientist.
1 Skill: Scientist

Spaceflight

Name CP Cost Requirements
A Good Day To Die *
Captain only, once per mission. Directional shields become 500 and hull becomes 300%. The crew gains an extreme and a mild condition. Requires a different Advanced console skill for each captain skill. Includes Ready Room.
2 One of: Evasive Maneuvers One of: Emergency Evacuation One of: Concentrate Fire One of: Concussive Blast One of: Emergency Repairs One of: Technical Support One of: Sensor Ping One of: Wide Area Scan One of: Taunt One of: Coordinate Hacking Different: Helm Console [Advanced] Different: Weapons Console [Advanced] Different: Engineering Console [Advanced] Different: Science Console [Advanced] Different: Relay Console [Advanced]
Engineering Console [Basic]
Grants +40 hull on Engineering and +50 maximum energy on any console.
1
Engineering Console [Advanced] *
Replaces the basic primary bonus with +80 hull. The any-console bonus remains. Requires Engineering Console [Basic].
2 Skill: Engineering Console [Basic]
Emergency Repairs *
Once per mission, instantly repair all damaged ship systems by 20%. Requires Engineering Console [Advanced].
2 Skill: Engineering Console [Advanced]
Technical Support *
On a ground mission, count as having 2 extra Engineer ranks for armour and SUNDER repairs, and RESIST the first SUNDER against your equipment. Requires Engineering Console [Advanced].
2 Skill: Engineering Console [Advanced]
Fly Her Apart *
Captain only, once per mission. Manoeuvring systems are fully repaired and warp, impulse, and turn rate are pushed past their limits. The crew gains an extreme and a mild condition. Each captain skill needs a different Advanced console skill. Includes Ready Room.
2 One of: Evasive Maneuvers One of: Emergency Evacuation One of: Concentrate Fire One of: Concussive Blast One of: Emergency Repairs One of: Technical Support One of: Sensor Ping One of: Wide Area Scan One of: Taunt One of: Coordinate Hacking Different: Helm Console [Advanced] Different: Weapons Console [Advanced] Different: Engineering Console [Advanced] Different: Science Console [Advanced] Different: Relay Console [Advanced]
Give It All She's Got *
Captain only, once per mission. Ship energy becomes 2500. The crew gains an extreme and a mild condition. Each captain skill needs a different Advanced console skill. Includes Ready Room.
2 One of: Evasive Maneuvers One of: Emergency Evacuation One of: Concentrate Fire One of: Concussive Blast One of: Emergency Repairs One of: Technical Support One of: Sensor Ping One of: Wide Area Scan One of: Taunt One of: Coordinate Hacking Different: Helm Console [Advanced] Different: Weapons Console [Advanced] Different: Engineering Console [Advanced] Different: Science Console [Advanced] Different: Relay Console [Advanced]
Helm Console [Basic]
Grants +3 turning speed on Helm and +3 impulse speed on any console.
1
Helm Console [Advanced] *
Replaces the basic primary bonus with +6 turning speed. The any-console bonus remains. Requires Helm Console [Basic].
2 Skill: Helm Console [Basic]
Emergency Evacuation *
Once per ground mission, a beacon returns you and one character you are touching to the intact starship after 30 seconds. Requires Helm Console [Advanced].
2 Skill: Helm Console [Advanced]
Evasive Maneuvers *
Once per mission, the ship instantly jumps 2U backwards and inverts its direction. Requires Helm Console [Advanced].
2 Skill: Helm Console [Advanced]
Needs Of The Many *
Captain only. At the end of the mission, take any 2 assigned crew conditions onto yourself. Each captain skill needs a different Advanced console skill. Includes Ready Room.
2 One of: Evasive Maneuvers One of: Emergency Evacuation One of: Concentrate Fire One of: Concussive Blast One of: Emergency Repairs One of: Technical Support One of: Sensor Ping One of: Wide Area Scan One of: Taunt One of: Coordinate Hacking Different: Helm Console [Advanced] Different: Weapons Console [Advanced] Different: Engineering Console [Advanced] Different: Science Console [Advanced] Different: Relay Console [Advanced]
Relay Console [Basic]
Grants +1000 tactical sensor range on Relay and +2 probes on any console.
1
Relay Console [Advanced] *
Replaces the basic primary bonus with +2000 tactical sensor range. The any-console bonus remains. Requires Relay Console [Basic].
2 Skill: Relay Console [Basic]
Coordinate Hacking *
Once per ground mission, after 30 seconds of roleplay, call MASS DISRUPT in a directed arc. Requires Relay Console [Advanced].
2 Skill: Relay Console [Advanced]
Taunt *
Once per mission, ships within 5000 units attempt to travel directly to your location. Requires Relay Console [Advanced].
2 Skill: Relay Console [Advanced]
Science Console [Basic]
Grants +5000 science sensor range on Science and +10 shield strength on any console.
1
Science Console [Advanced] *
Replaces the basic primary bonus with +10000 science sensor range. The any-console bonus remains. Requires Science Console [Basic].
2 Skill: Science Console [Basic]
Sensor Ping *
Once per mission, instantly scan all ships within 5000 units. Requires Science Console [Advanced].
2 Skill: Science Console [Advanced]
Wide Area Scan *
On arrival at a ground mission, ask the encounter ref for a scan of the area. Requires Science Console [Advanced].
2 Skill: Science Console [Advanced]
Weapons Console [Basic]
Grants -1 beam cycle time on Weapons and +1 damage to one beam from any console.
1
Weapons Console [Advanced] *
Replaces the basic primary bonus with +2 beam cycle time. The any-console bonus remains. Requires Weapons Console [Basic].
2 Skill: Weapons Console [Basic]
Concentrate Fire *
Once per mission, discharge the backup beam capacitors to create a nuclear-scale blast. Be well clear of the target. Requires Weapons Console [Advanced].
2 Skill: Weapons Console [Advanced]
Concussive Blast *
Once per ground mission, after 30 seconds of roleplay, call MASS STRIKEDOWN in a directed arc. Requires Weapons Console [Advanced].
2 Skill: Weapons Console [Advanced]

Reputation

Name CP Cost Requirements
Armaments Standing a
Advanced Armaments charges less for weapons and may offer restricted gear. 2 points per rank. The cost does not increase.
2
Ascendancy Status a*
Baseline reputation with the Ascendancy, and access to information requests. 3 points per rank, or 2 for Ascendancy Terrans. The cost does not increase.
3 Faction: Terran Ascendancy
Clearance Certified a
Clearance Organisation takes a smaller cut from missions you sign up for. 2 points per rank. The cost does not increase.
2
Commonality Status a*
Baseline reputation with the Commonality, and access to information requests. 3 points per rank, or 2 for Elysians. The cost does not increase.
3 Faction: Elysian Commonality
CPS Rep a
The Corporeal Perfection Syndicate discounts advanced cybernetic implants. 2 points per rank. The cost does not increase.
2
Dominion Status a*
Baseline reputation with the Dominion, and access to information requests. 3 points per rank, or 2 for Tulaki. The cost does not increase.
3 Faction: Tulaki Dominion
Free Union Status a*
Baseline reputation with the Free Union, and access to information requests. 3 points per rank, or 2 for Free Union Terrans. The cost does not increase.
3 Faction: Free Union
Lazarus Esteem a
Lazarus Corporation discounts ReLife contracts and allows medicament shipments. 2 points per rank. The cost does not increase.
2
Pylon Membership a
Galactic Energy Supplies grants favourable rates on research facilities. 2 points per rank. The cost does not increase.
2
Spacer Renown a
The Spacer Collective charges less for ship hire and forfeiture. 2 points per rank. The cost does not increase.
2
Name CP Cost Requirements
Discipline *
Grants 2 Will Points. Spend 1 Will Point to RESIST an IMBUE call or one roleplay effect.
2 Species: Ascendancy Terran
Extra Will Point a*
Each rank grants +1 Will Point. Requires Discipline.
1 Skill: Discipline Species: Ascendancy Terran
Iron Mind *
Spend 1 Will Point to RESIST MESMERIZE, KNOCKOUT, or a psionic power. Requires Discipline.
1 Skill: Discipline Species: Ascendancy Terran
Relentless *
At 0 body or head hits, spend 1 Will Point to keep acting for 30 seconds. Requires Discipline.
1 Skill: Discipline Species: Ascendancy Terran
Resolve *
When unconscious or badly injured, spend Will Points to shorten the time until you are walking wounded. Requires Discipline.
1 Skill: Discipline Species: Ascendancy Terran
Stalwart *
While walking wounded, spend 1 Will Point to act normally for 1 minute. Requires Discipline.
1 Skill: Discipline Species: Ascendancy Terran
Name CP Cost Requirements
Psionic Aptitude *
Children aged 7 to 11 of a psionic species only. Contribute to a psionic ritual as if you knew the power being used.
0 Species: Elysian Species: Felani Species: Kelki Species: Kordai Species: Lithos Species: Vikaas Aquerna
Psionic Potential +*
Grants 2 extra Psi Points. Any character who can buy a psionic path may buy this.
1 Species: Elysian Species: Felani Species: Kelki Species: Kordai Species: Lithos Species: Vikaas Aquerna
Name CP Cost Requirements
Aura Development [1] *
Spend 1 Psi Point. Latent healing restores 2 hits every 10 minutes for 1 hour.
1 Species: Felani
Aura Development [2] *
Spend 1 Psi Point. For 1 hour, call IMBUE Calm for 10 minutes on people you are treating. Requires Aura Development [1].
1 Skill: Aura Development [1] Species: Felani
Aura Development [3] *
After a 10 minute ritual, healing time halves to 5 minutes while you remain in a 10 metre area. Requires Aura Development [2].
1 Skill: Aura Development [2] Species: Felani
Aura Development [4] *
A treated lead character gains +1 green card. Inside a bounded area you can treat 10 people. Requires Aura Development [3].
1 Skill: Aura Development [3] Species: Felani
Aura Development [5] *
Spend 1 Psi Point, or none inside a bounded area, to suppress condition pain for 1 hour. Emotion Aura then costs no Psi Points. Requires Aura Development [4].
1 Skill: Aura Development [4] Species: Felani
Aura Development [6] *
Grants +1 maximum Psi Point. Requires Aura Development [5].
1 Skill: Aura Development [5] Species: Felani
Aura Echoing [1] *
Inside a bounded Psionic Aura, regain 1 Psi Point every 30 minutes. Others cannot use that aura while you do. Requires Aura Development [3].
1 Skill: Aura Development [3] Species: Felani
Aura Echoing [2] *
Spend 2 Psi Points and 30 seconds for a rough impression of local forces and their mood. Needs a ref. Not in the main event area. Requires Aura Echoing [1].
1 Skill: Aura Echoing [1] Species: Felani
Aura Echoing [3] *
Healing restores twice as many hits. With Bolstered Aura, that is 4 hits every 10 minutes. Requires Aura Echoing [2].
1 Skill: Aura Echoing [2] Species: Felani
Aura Echoing [4] *
Spend 6 Psi Points and 10 minutes to restore 2 Psi Points to each treated character in the bounded area. Requires Aura Echoing [3].
1 Skill: Aura Echoing [3] Species: Felani
Aura Echoing [5] *
Spend 2 Psi Points and 10 minutes to give treated characters in the bounded area a shared vision. Requires Aura Echoing [4].
1 Skill: Aura Echoing [4] Species: Felani
Aura Echoing [6] *
Grants +1 maximum Psi Point. Requires Aura Echoing [5].
1 Skill: Aura Echoing [5] Species: Felani
Aura Dynamics [1] *
Emotion Aura can be Joy, Curiosity, or Acceptance instead of Calm. Requires Aura Development [2].
1 Skill: Aura Development [2] Species: Felani
Aura Dynamics [2] *
Spend 1 Psi Point to call IMBUE for 10 minutes on one target within 10 metres, using an Emotion Aura emotion. Requires Aura Dynamics [1].
1 Skill: Aura Dynamics [1] Species: Felani
Aura Dynamics [3] *
Emotion Aura can also be Annoyance, Worry, Trust, or Anticipation. Focusing Aura can redraw a yellow card for 1 Psi Point or a red card for 2. Requires Aura Dynamics [2].
1 Skill: Aura Dynamics [2] Species: Felani
Aura Dynamics [4] *
Spend 1 Psi Point and 10 minutes to duplicate one listed medicament treatment on someone else. Requires Aura Dynamics [3].
1 Skill: Aura Dynamics [3] Species: Felani
Aura Dynamics [5] *
Spend 1 Psi Point to IMBUE a treated character for 1 hour. They resist the opposing emotions for that hour. Requires Aura Dynamics [4].
1 Skill: Aura Dynamics [4] Species: Felani
Aura Dynamics [6] *
Grants +1 maximum Psi Point. Requires Aura Dynamics [5].
1 Skill: Aura Dynamics [5] Species: Felani
Name CP Cost Requirements
Coercion [1] *
Spend 1 Psi Point to call MESMERIZE.
1 Species: Elysian
Coercion [2] *
Spend 1 Psi Point to implant a minor suggestion until the event ends. Requires Coercion [1].
1 Skill: Coercion [1] Species: Elysian
Coercion [3] *
Spend 1 Psi Point to force a mesmerized target to follow you. Requires Coercion [2].
1 Skill: Coercion [2] Species: Elysian
Coercion [4] *
Spend 2 Psi Points in a Psionic Aura to implant an order with a trigger phrase. Requires Coercion [3].
1 Skill: Coercion [3] Species: Elysian
Coercion [5] *
Spend 1 Psi Point to give a mesmerized target one command, lasting until it is done or 10 minutes pass. Requires Coercion [4].
1 Skill: Coercion [4] Species: Elysian
Coercion [6] *
Grants +1 maximum Psi Point. Requires Coercion [5].
1 Skill: Coercion [5] Species: Elysian
Mnemomorphosis [1] *
Spend 1 Psi Point in a Psionic Aura. A willing target forgets one memory. Requires Coercion [4].
1 Skill: Coercion [4] Species: Elysian
Mnemomorphosis [2] *
Spend 2 Psi Points in a Psionic Aura to inflict a psionic condition. Requires Mnemomorphosis [1].
1 Skill: Mnemomorphosis [1] Species: Elysian
Mnemomorphosis [3] *
Spend 2 Psi Points. A mesmerized target forgets the past hour. Requires Mnemomorphosis [2].
1 Skill: Mnemomorphosis [2] Species: Elysian
Mnemomorphosis [4] *
Spend 4 Psi Points in a Psionic Aura to inflict a psionic condition. Cooperative. Requires Mnemomorphosis [3].
1 Skill: Mnemomorphosis [3] Species: Elysian
Mnemomorphosis [5] *
Spend at least 3 Psi Points in a Psionic Aura to add or remove skills, with the target's permission. Needs a ref. Other Mnemomorphosis or Coercion powers can be concealed for 2 extra Psi Points. Requires Mnemomorphosis [4].
1 Skill: Mnemomorphosis [4] Species: Elysian
Mnemomorphosis [6] *
Grants +1 maximum Psi Point. Requires Mnemomorphosis [5].
1 Skill: Mnemomorphosis [5] Species: Elysian
Endopathoi [1] *
Spend 1 Psi Point to IMBUE a weak disgust, sadness, surprise, or fear for 10 minutes on a mesmerized target. Requires Coercion [1].
1 Skill: Coercion [1] Species: Elysian
Endopathoi [2] *
Spend 1 Psi Point to IMBUE a normal one of those emotions on a mesmerized target, or a weak one within 10 metres. Requires Endopathoi [1].
1 Skill: Endopathoi [1] Species: Elysian
Endopathoi [3] *
Spend 1 Psi Point to IMBUE a strong emotion on a mesmerized target, or 2 to IMBUE a normal emotion within 10 metres or a mass weak emotion. Requires Endopathoi [2].
1 Skill: Endopathoi [2] Species: Elysian
Endopathoi [4] *
Spend 2 Psi Points to IMBUE a strong emotion within 10 metres, or 3 for a mass normal emotion. Requires Endopathoi [3].
1 Skill: Endopathoi [3] Species: Elysian
Endopathoi [5] *
Spend 3 Psi Points to call MASS IMBUE Loathing, Grief, Amazement, or Terror for 5 minutes. Requires Endopathoi [4].
1 Skill: Endopathoi [4] Species: Elysian
Endopathoi [6] *
Grants +1 maximum Psi Point. Requires Endopathoi [5].
1 Skill: Endopathoi [5] Species: Elysian
Exopathoi [1] *
Spend 1 Psi Point to IMBUE a weak anger, anticipation, joy, or trust for 10 minutes on a mesmerized target. Requires Coercion [1].
1 Skill: Coercion [1] Species: Elysian
Exopathoi [2] *
Spend 1 Psi Point to call EFFECT for a normal one of those emotions on a mesmerized target, or IMBUE a weak one within 10 metres. Requires Exopathoi [1].
1 Skill: Exopathoi [1] Species: Elysian
Exopathoi [3] *
Spend 1 Psi Point to IMBUE a strong emotion on a mesmerized target, or 2 to IMBUE a normal emotion within 10 metres or a mass weak emotion. Requires Exopathoi [2].
1 Skill: Exopathoi [2] Species: Elysian
Exopathoi [4] *
Spend 2 Psi Points to IMBUE a strong emotion within 10 metres, or 3 for a mass normal emotion. Requires Exopathoi [3].
1 Skill: Exopathoi [3] Species: Elysian
Exopathoi [5] *
Spend 3 Psi Points to call MASS IMBUE Rage, Vigilance, Ecstasy, or Admiration for 5 minutes. Requires Exopathoi [4].
1 Skill: Exopathoi [4] Species: Elysian
Exopathoi [6] *
Grants +1 maximum Psi Point. Requires Exopathoi [5].
1 Skill: Exopathoi [5] Species: Elysian
Name CP Cost Requirements
Gravitic Equilibrium [1] *
Spend 1 Psi Point to call ROOT 10.
1 Species: Kordai
Gravitic Equilibrium [2] *
Spend 1 Psi Point to RESIST REPEL or STRIKEDOWN. Requires Gravitic Equilibrium [1].
1 Skill: Gravitic Equilibrium [1] Species: Kordai
Gravitic Equilibrium [3] *
Spend 1 Psi Point to call REPEL at a target within 10 metres. Requires Gravitic Equilibrium [2].
1 Skill: Gravitic Equilibrium [2] Species: Kordai
Gravitic Equilibrium [4] *
Spend 1 Psi Point to call STRIKE with a melee weapon up to 3 times in the next 10 seconds. Requires Gravitic Equilibrium [3].
1 Skill: Gravitic Equilibrium [3] Species: Kordai
Gravitic Equilibrium [5] *
Spend 1 Psi Point per target so they can RESIST REPEL or STRIKEDOWN for the next hour. Requires Gravitic Equilibrium [4].
1 Skill: Gravitic Equilibrium [4] Species: Kordai
Gravitic Equilibrium [6] *
Grants +1 maximum Psi Point. Requires Gravitic Equilibrium [5].
1 Skill: Gravitic Equilibrium [5] Species: Kordai
Gravitic Focus [1] *
Spend 1 Psi Point to call DISARM with a melee weapon. Requires Gravitic Equilibrium [4].
1 Skill: Gravitic Equilibrium [4] Species: Kordai
Gravitic Focus [2] *
Spend 1 Psi Point to deflect blaster fire for 30 seconds while holding a melee weapon. Requires Gravitic Focus [1].
1 Skill: Gravitic Focus [1] Species: Kordai
Gravitic Focus [3] *
Spend 2 Psi Points to call THROUGH up to 5 times in 10 seconds. A Singular Point then costs 1 Psi Point. Requires Gravitic Focus [2].
1 Skill: Gravitic Focus [2] Species: Kordai
Gravitic Focus [4] *
Spend 2 Psi Points to redirect an IMBUE call to another target within 3 metres. Requires Gravitic Focus [3].
1 Skill: Gravitic Focus [3] Species: Kordai
Gravitic Focus [5] *
Spend 2 Psi Points to redirect blaster fire for 30 seconds while holding a melee weapon. Requires Gravitic Focus [4].
1 Skill: Gravitic Focus [4] Species: Kordai
Gravitic Focus [6] *
Grants +1 maximum Psi Point. Requires Gravitic Focus [5].
1 Skill: Gravitic Focus [5] Species: Kordai
Gravitic Force [1] *
Spend 2 Psi Points to call THROUGH at a character within 10 metres. Requires Gravitic Equilibrium [3].
1 Skill: Gravitic Equilibrium [3] Species: Kordai
Gravitic Force [2] *
Spend 2 Psi Points to improve turn rate on a starship mission. Requires Gravitic Force [1].
1 Skill: Gravitic Force [1] Species: Kordai
Gravitic Force [3] *
After 10 seconds, spend 2 Psi Points to call MASS ROOT 5. A Singular Point then costs 1 Psi Point. Requires Gravitic Force [2].
1 Skill: Gravitic Force [2] Species: Kordai
Gravitic Force [4] *
Spend 2 Psi Points to call FREEZE 10 or ROOT 30 at a character within 10 metres. Requires Gravitic Force [3].
1 Skill: Gravitic Force [3] Species: Kordai
Gravitic Force [5] *
After 10 seconds, spend 2 Psi Points to call MASS REPEL, MASS STRIKEDOWN, or MASS ROOT 10. Requires Gravitic Force [4].
1 Skill: Gravitic Force [4] Species: Kordai
Gravitic Force [6] *
Grants +1 maximum Psi Point. Requires Gravitic Force [5].
1 Skill: Gravitic Force [5] Species: Kordai
Name CP Cost Requirements
Hydrolysis [1] *
Spend 1 Psi Point to IMBUE Calm for 1 minute, or for 10 minutes if the target is you.
1 Species: Vikaas Aquerna
Hydrolysis [2] *
Spend 1 Psi Point for an impression of local life, or call MASS DETECT DYING and MASS DETECT DEADLY CONDITION. The impression needs a ref. Requires Hydrolysis [1].
1 Skill: Hydrolysis [1] Species: Vikaas Aquerna
Hydrolysis [3] *
Spend 2 Psi Points to call MASS IMBUE for 5 minutes with the emotion you currently feel. It cannot be directed. Requires Hydrolysis [2].
1 Skill: Hydrolysis [2] Species: Vikaas Aquerna
Hydrolysis [4] *
Spend 1 Psi Point and treat up to 5 organic targets for 5 minutes. Each regains 1 hit per location, or 3 global hits. Requires Hydrolysis [3].
1 Skill: Hydrolysis [3] Species: Vikaas Aquerna
Hydrolysis [5] *
In a Psionic Aura, regain 1 spent Psi Point every 10 minutes. Requires Hydrolysis [4].
1 Skill: Hydrolysis [4] Species: Vikaas Aquerna
Hydrolysis [6] *
Grants +1 maximum Psi Point. Requires Hydrolysis [5].
1 Skill: Hydrolysis [5] Species: Vikaas Aquerna
Diffusion [1] *
Spend 1 Psi Point to IMBUE your current emotion for 10 minutes on a target within 10 metres. Requires Hydrolysis [3].
1 Skill: Hydrolysis [3] Species: Vikaas Aquerna
Diffusion [2] *
Spend 1 Psi Point to IMBUE yourself with any emotion for 10 minutes. Requires Diffusion [1].
1 Skill: Diffusion [1] Species: Vikaas Aquerna
Diffusion [3] *
Spend 2 Psi Points and meditate for 1 minute. For 2 hours you need not act out roleplay effects, but they still count as your emotion. Requires Diffusion [2].
1 Skill: Diffusion [2] Species: Vikaas Aquerna
Diffusion [4] *
After 5 minutes of movement, spend 2 Psi Points to treat one toxic or radiation condition and lose 1 hit on each location. Heart of the Storm then costs 1 Psi Point. Requires Diffusion [3].
1 Skill: Diffusion [3] Species: Vikaas Aquerna
Diffusion [5] *
Spend 2 Psi Points to call a directed MASS IMBUE for 5 minutes with a chosen emotion. Requires Diffusion [4].
1 Skill: Diffusion [4] Species: Vikaas Aquerna
Diffusion [6] *
Grants +1 maximum Psi Point. Requires Diffusion [5].
1 Skill: Diffusion [5] Species: Vikaas Aquerna
Osmosis [1] *
Spend 1 Psi Point to diagnose a condition on a living organic target as Physician rank 2, or as an examine with 2 successes. Requires Hydrolysis [2].
1 Skill: Hydrolysis [2] Species: Vikaas Aquerna
Osmosis [2] *
Spend 1 Psi Point to survey for life phenomena with 3 successes, or examine one with 3 extra green cards. Requires Osmosis [1].
1 Skill: Osmosis [1] Species: Vikaas Aquerna
Osmosis [3] *
Spend 2 Psi Points while assisting a card draw. The target draws 2 cards and chooses one. Requires Osmosis [2].
1 Skill: Osmosis [2] Species: Vikaas Aquerna
Osmosis [4] *
Spend 2 Psi Points and meditate for 1 minute for a vague empathic impression of past events. Needs a ref. Requires Osmosis [3].
1 Skill: Osmosis [3] Species: Vikaas Aquerna
Osmosis [5] *
Spend 3 Psi Points and meditate for 5 minutes to read a target's psionic conditions. 2 more Psi Points and 5 minutes expires one that has an expiry. Requires Osmosis [4].
1 Skill: Osmosis [4] Species: Vikaas Aquerna
Osmosis [6] *
Grants +1 maximum Psi Point. Requires Osmosis [5].
1 Skill: Osmosis [5] Species: Vikaas Aquerna
Name CP Cost Requirements
Lithokinesis [1] *
Spend 1 Psi Point to call STRIKEDOWN within 10 metres. The target must be standing on earth or stone.
1 Species: Lithos
Lithokinesis [2] *
Spend 2 Psi Points and meditate for 1 minute to gain 1 armour hit on each location until it is lost or the day ends. Requires Lithokinesis [1].
1 Skill: Lithokinesis [1] Species: Lithos
Lithokinesis [3] *
After 5 seconds, call REND with a small weapon, DISARM with a medium weapon, or REPEL with a large weapon. Requires Lithokinesis [2].
1 Skill: Lithokinesis [2] Species: Lithos
Lithokinesis [4] *
Consume a Psi Crystal. After 5 seconds, while conscious, regain all body hits and stop your death count. Requires Lithokinesis [3].
1 Skill: Lithokinesis [3] Species: Lithos
Lithokinesis [5] *
After 5 seconds, spend 2 Psi Points to call MASS STRIKEDOWN on everyone within 5 metres. Requires Lithokinesis [4].
1 Skill: Lithokinesis [4] Species: Lithos
Lithokinesis [6] *
Grants +1 maximum Psi Point. Requires Lithokinesis [5].
1 Skill: Lithokinesis [5] Species: Lithos
Henosis [1] *
Spend 1 Psi Point to reduce an emotional effect to a mild influence, and call RESIST. Requires Lithokinesis [4].
1 Skill: Lithokinesis [4] Species: Lithos
Henosis [2] *
Spend 2 Psi Points and meditate for 1 minute in contact with stone for a vague impression of past events. Needs a ref. Requires Henosis [1].
1 Skill: Henosis [1] Species: Lithos
Henosis [3] *
Consume a Psi Crystal. For 2 hours, regain 1 lost body hit per minute on each damaged location. Requires Henosis [2].
1 Skill: Henosis [2] Species: Lithos
Henosis [4] *
After 1 minute, invest 2 maximum Psi Points to gain 1 locational body hit until you release them or the day ends. Requires Henosis [3].
1 Skill: Henosis [3] Species: Lithos
Henosis [5] *
Spend 5 Psi Points to emit a Psionic Aura for 10 minutes. You cannot use other powers while maintaining it. Requires Henosis [4].
1 Skill: Henosis [4] Species: Lithos
Henosis [6] *
Grants +1 maximum Psi Point. Requires Henosis [5].
1 Skill: Henosis [5] Species: Lithos
Lithomorphosis [1] *
In a Psionic Aura, spend 1 Psi Point and 10 seconds to repair a sundered item. Requires Lithokinesis [2].
1 Skill: Lithokinesis [2] Species: Lithos
Lithomorphosis [2] *
After 5 seconds, spend 2 Psi Points to strike SUNDER with a melee weapon. Requires Lithomorphosis [1].
1 Skill: Lithomorphosis [1] Species: Lithos
Lithomorphosis [3] *
Engineer work costs half as many energy chits. Requires Lithomorphosis [2].
1 Skill: Lithomorphosis [2] Species: Lithos
Lithomorphosis [4] *
Spend 1 Psi Point and 10 seconds to repair a sundered item. Requires Lithomorphosis [3].
1 Skill: Lithomorphosis [3] Species: Lithos
Lithomorphosis [5] *
After 10 seconds, spend 2 Psi Points to call SUNDER on a held object within 10 metres. Requires Lithomorphosis [4].
1 Skill: Lithomorphosis [4] Species: Lithos
Lithomorphosis [6] *
Grants +1 maximum Psi Point. Requires Lithomorphosis [5].
1 Skill: Lithomorphosis [5] Species: Lithos
Name CP Cost Requirements
Psionic Resonance [1] *
Spend 1 Psi Point. The target gains 1 Psi Point or 1 Will Point, up to their maximum.
1 Species: Elysian
Psionic Resonance [2] *
Spend 1 or 2 Psi Points to repair a ruined item with a Crystal Mod. Requires Psionic Resonance [1].
1 Skill: Psionic Resonance [1] Species: Elysian
Psionic Resonance [3] *
Spend 1 Psi Point in a Psionic Aura to send a 13-word message to a named person. Needs a ref. Requires Psionic Resonance [2].
1 Skill: Psionic Resonance [2] Species: Elysian
Psionic Resonance [4] *
Spend 2 Psi Points and 1 minute for a vague impression of past events here. Needs a ref. Requires Psionic Resonance [3].
1 Skill: Psionic Resonance [3] Species: Elysian
Psionic Resonance [5] *
Spend 5 Psi Points in a Psionic Aura to create a Psi Crystal. Cooperative. Needs a ref. Requires Psionic Resonance [4].
1 Skill: Psionic Resonance [4] Species: Elysian
Psionic Resonance [6] *
Grants +1 maximum Psi Point. Requires Psionic Resonance [5].
1 Skill: Psionic Resonance [5] Species: Elysian
Resonant Blade [1] *
Spend 1 Psi Point to strike THROUGH with a melee weapon that has the Psi Crystal Weave mod. Requires Psionic Resonance [2].
1 Skill: Psionic Resonance [2] Species: Elysian
Resonant Blade [2] *
Spend 1 Psi Point to strike STRIKE with a melee weapon that has the Psi Crystal Weave mod. Requires Resonant Blade [1].
1 Skill: Resonant Blade [1] Species: Elysian
Resonant Blade [3] *
Spend 2 Psi Points to strike SUNDER with a melee weapon that has the Psi Crystal Weave mod. Requires Resonant Blade [2].
1 Skill: Resonant Blade [2] Species: Elysian
Resonant Blade [4] *
Spend 2 Psi Points to strike REND with a melee weapon that has the Psi Crystal Weave mod. Requires Resonant Blade [3].
1 Skill: Resonant Blade [3] Species: Elysian
Resonant Blade [5] *
Spend 2 Psi Points to strike LETHAL with a melee weapon that has the Psi Crystal Weave mod. Requires Resonant Blade [4].
1 Skill: Resonant Blade [4] Species: Elysian
Resonant Blade [6] *
Grants +1 maximum Psi Point. Requires Resonant Blade [5].
1 Skill: Resonant Blade [5] Species: Elysian
Resonant Vitality [1] *
Spend 1 Psi Point to blend with a large tree and become impossible to detect. Requires Psionic Resonance [1].
1 Skill: Psionic Resonance [1] Species: Elysian
Resonant Vitality [2] *
At a Nexus Tree, open a wormhole to another tree later in the event. The Psi Point cost depends on distance. Cooperative. Needs a ref. Requires Resonant Vitality [1].
1 Skill: Resonant Vitality [1] Species: Elysian
Resonant Vitality [3] *
In a Psionic Aura, spend 1 Psi Point per participant to grant them a vision. Cooperative. Needs a ref. Requires Resonant Vitality [2].
1 Skill: Resonant Vitality [2] Species: Elysian
Resonant Vitality [4] *
Spend 3 Psi Points at an active Nexus Tree so a character can use wormholes and Psi Crystals. Requires Resonant Vitality [3].
1 Skill: Resonant Vitality [3] Species: Elysian
Resonant Vitality [5] *
At an active Nexus Tree, spend 1 Psi Point per participant to restore 3 spent Psi Points. Requires Resonant Vitality [4].
1 Skill: Resonant Vitality [4] Species: Elysian
Resonant Vitality [6] *
Grants +1 maximum Psi Point. Requires Resonant Vitality [5].
1 Skill: Resonant Vitality [5] Species: Elysian
Name CP Cost Requirements
Psychosomatics [1] *
Spend 1 Psi Point to reset a dying target's death count to 0.
1 Species: Elysian
Psychosomatics [2] *
Spend 1 Psi Point in a Psionic Aura. The target regains 1 hit on every location, or 3 global hits. Requires Psychosomatics [1].
1 Skill: Psychosomatics [1] Species: Elysian
Psychosomatics [3] *
After 10 seconds, lose 1 body hit to restore 1 hit on that same location of a target. Costs no Psi Points. Requires Psychosomatics [2].
1 Skill: Psychosomatics [2] Species: Elysian
Psychosomatics [4] *
Spend 1 Psi Point and 1 minute to restore all lost hits on one location. Requires Psychosomatics [3].
1 Skill: Psychosomatics [3] Species: Elysian
Psychosomatics [5] *
Spend 2 Psi Points and 5 seconds to end a target's death count. Requires Psychosomatics [4].
1 Skill: Psychosomatics [4] Species: Elysian
Psychosomatics [6] *
Grants +1 maximum Psi Point. Requires Psychosomatics [5].
1 Skill: Psychosomatics [5] Species: Elysian
Psychirosi [1] *
Spend 2 Psi Points in a Psionic Aura to gain 1 body hit for 2 hours. Requires Psychosomatics [3].
1 Skill: Psychosomatics [3] Species: Elysian
Psychirosi [2] *
Spend 2 Psi Points in a Psionic Aura to gain some resistance to toxins and radiation for 1 day. Requires Psychirosi [1].
1 Skill: Psychirosi [1] Species: Elysian
Psychirosi [3] *
Spend 1 Psi Point. When a card draw would inflict a condition on you, draw twice and choose. Requires Psychirosi [2].
1 Skill: Psychirosi [2] Species: Elysian
Psychirosi [4] *
Spend 1 Psi Point to shorten FREEZE or KNOCKOUT by 30 seconds. Requires Psychirosi [3].
1 Skill: Psychirosi [3] Species: Elysian
Psychirosi [5] *
Spend 2 Psi Points in a Psionic Aura to gain 1 armour hit on each location for a day. Requires Psychirosi [4].
1 Skill: Psychirosi [4] Species: Elysian
Psychirosi [6] *
Grants +1 maximum Psi Point. Requires Psychirosi [5].
1 Skill: Psychirosi [5] Species: Elysian
Empathosomatics [1] *
Spend 1 Psi Point and concentrate for 10 seconds. The target must reveal that a lingering psionic effect is present. Requires Psychosomatics [2].
1 Skill: Psychosomatics [2] Species: Elysian
Empathosomatics [2] *
Spend 1 Psi Point to suppress a target's roleplay effects for 10 minutes. Requires Empathosomatics [1].
1 Skill: Empathosomatics [1] Species: Elysian
Empathosomatics [3] *
Spend 1 Psi Point in a Psionic Aura. After 30 seconds the target shows psionic conditions and suggestions. Concealed effects stay hidden. Requires Empathosomatics [2].
1 Skill: Empathosomatics [2] Species: Elysian
Empathosomatics [4] *
Spend 1 Psi Point and 30 seconds to take one psionic condition from a willing target. Requires Empathosomatics [3].
1 Skill: Empathosomatics [3] Species: Elysian
Empathosomatics [5] *
Spend 5 Psi Points to inflict a condition that suppresses other roleplay effects for the rest of the day. Cooperative. Requires Empathosomatics [4].
1 Skill: Empathosomatics [4] Species: Elysian
Empathosomatics [6] *
Grants +1 maximum Psi Point. Requires Empathosomatics [5].
1 Skill: Empathosomatics [5] Species: Elysian
Name CP Cost Requirements
Telekinesis [1] *
Spend 1 Psi Point to call REPEL at a character within 10 metres.
1 Species: Kelki
Telekinesis [2] *
Spend 1 Psi Point to call STRIKEDOWN at a character within 10 metres. Requires Telekinesis [1].
1 Skill: Telekinesis [1] Species: Kelki
Telekinesis [3] *
Spend 1 Psi Point and 10 seconds to gain 1 field hit for up to 1 hour. It is lost when you take damage. Requires Telekinesis [2].
1 Skill: Telekinesis [2] Species: Kelki
Telekinesis [4] *
Spend 2 Psi Points to call MASS REPEL in an arc of up to 180 degrees. Requires Telekinesis [3].
1 Skill: Telekinesis [3] Species: Kelki
Telekinesis [5] *
Spend 2 Psi Points to call MASS STRIKEDOWN in an arc of up to 180 degrees. Requires Telekinesis [4].
1 Skill: Telekinesis [4] Species: Kelki
Telekinesis [6] *
Grants +1 maximum Psi Point. Requires Telekinesis [5].
1 Skill: Telekinesis [5] Species: Kelki
Telekinetic Fortification [1] *
Spend 1 Psi Point to RESIST REPEL or STRIKEDOWN. Requires Telekinesis [3].
1 Skill: Telekinesis [3] Species: Kelki
Telekinetic Fortification [2] *
Spend 1 Psi Point to RESIST DISARM or THROUGH. A verbal THROUGH still deals its damage. Requires Telekinetic Fortification [1].
1 Skill: Telekinetic Fortification [1] Species: Kelki
Telekinetic Fortification [3] *
Spend 1 Psi Point and 10 seconds to gain 1 field hit. This can be repeated. Remaining hits fade at dawn. Requires Telekinetic Fortification [2].
1 Skill: Telekinetic Fortification [2] Species: Kelki
Telekinetic Fortification [4] *
Spend 1 Psi Point to RESIST REND or SUNDER against worn armour or a held item. Requires Telekinetic Fortification [3].
1 Skill: Telekinetic Fortification [3] Species: Kelki
Telekinetic Fortification [5] *
After using shielding twice today, 1 minute of concentration at 0 field hits restores 2 field hits and costs no Psi Points. Requires Telekinetic Fortification [4].
1 Skill: Telekinetic Fortification [4] Species: Kelki
Telekinetic Fortification [6] *
Grants +1 maximum Psi Point. Requires Telekinetic Fortification [5].
1 Skill: Telekinetic Fortification [5] Species: Kelki
Telekinetic Finesse [1] *
Spend 1 Psi Point to call STRIKE at a character within 10 metres. Requires Telekinesis [2].
1 Skill: Telekinesis [2] Species: Kelki
Telekinetic Finesse [2] *
Spend 1 Psi Point to call DISARM on a held object within 10 metres. Requires Telekinetic Finesse [1].
1 Skill: Telekinetic Finesse [1] Species: Kelki
Telekinetic Finesse [3] *
Spend 3 Psi Points to call GLOBAL STRIKE at a character within 10 metres. Requires Telekinetic Finesse [2].
1 Skill: Telekinetic Finesse [2] Species: Kelki
Telekinetic Finesse [4] *
After 5 seconds, spend 1 Psi Point to call THROUGH at a character within 10 metres. Requires Telekinetic Finesse [3].
1 Skill: Telekinetic Finesse [3] Species: Kelki
Telekinetic Finesse [5] *
Spend 3 Psi Points to call MASS STRIKE in an arc of up to 180 degrees. Requires Telekinetic Finesse [4].
1 Skill: Telekinetic Finesse [4] Species: Kelki
Telekinetic Finesse [6] *
Grants +1 maximum Psi Point. Requires Telekinetic Finesse [5].
1 Skill: Telekinetic Finesse [5] Species: Kelki
Name CP Cost Requirements
Mutate Claws [1] *
Wear biological claw weapons. Growing or retracting them takes 30 seconds. A hit on a claw damages you as a body hit. DISARM disables it for 5 seconds. SUNDER regenerates as one body hit after 1 minute. Cannot be bought with starting character points.
2 Species: N-DAX
Mutate Claws [2] *
Call THROUGH with your claws once every 5 minutes. Cannot be bought with starting character points. Requires Mutate Claws [1].
2 Skill: Mutate Claws [1] Species: N-DAX
Mutate Claws [3] *
Call STRIKE with your claws once every 5 minutes. Cannot be bought with starting character points. Requires Mutate Claws [2].
2 Skill: Mutate Claws [2] Species: N-DAX
Mutate Claws [4] *
Call THROUGH with your claws once every minute instead of every 5 minutes. Cannot be bought with starting character points. Requires Mutate Claws [3].
2 Skill: Mutate Claws [3] Species: N-DAX
Mutate Claws [5] *
Call LETHAL with your claws once every 5 minutes. Cannot be bought with starting character points. Requires Mutate Claws [4].
2 Skill: Mutate Claws [4] Species: N-DAX
Name CP Cost Requirements
Mutate Musculature [1] *
While walking or faster and wearing no armour, reduce FREEZE and ROOT by 5 seconds and RESIST STRIKEDOWN. Cannot be bought with starting character points.
2 Species: N-DAX
Mutate Musculature [2] *
While walking or faster in light armour or none, reduce FREEZE and ROOT by 5 seconds and RESIST STRIKEDOWN. Cannot be bought with starting character points. Requires Mutate Musculature [1].
2 Skill: Mutate Musculature [1] Species: N-DAX
Mutate Musculature [3] *
Gain +1 global body hit and +1 global armour hit. Cannot be bought with starting character points. Requires Mutate Musculature [2].
2 Skill: Mutate Musculature [2] Species: N-DAX
Mutate Musculature [4] *
While walking or faster in light armour or none, reduce FREEZE and ROOT by 10 seconds and RESIST STRIKEDOWN. Cannot be bought with starting character points. Requires Mutate Musculature [3].
2 Skill: Mutate Musculature [3] Species: N-DAX
Mutate Musculature [5] *
While walking or faster in light armour or none, reduce FREEZE and ROOT by 20 seconds and RESIST STRIKEDOWN. Cannot be bought with starting character points. Requires Mutate Musculature [4].
2 Skill: Mutate Musculature [4] Species: N-DAX
Name CP Cost Requirements
Mutate Rapid Recovery [1] *
Treatment of an INJURY condition adds 1 green card to the surgery deck. You no longer need a breathable atmosphere. Cannot be bought with starting character points.
2 Species: N-DAX
Mutate Rapid Recovery [2] *
You may use one rank of Physician for surgery on yourself only. You cannot move, fight, or use other skills while doing so, and you cannot do this while unconscious or walking wounded. Cannot be bought with starting character points. Requires Mutate Rapid Recovery [1].
2 Skill: Mutate Rapid Recovery [1] Species: N-DAX
Mutate Rapid Recovery [3] *
Removing a RADIATION condition does not replace it with Chronic Radiation. Cannot be bought with starting character points. Requires Mutate Rapid Recovery [2].
2 Skill: Mutate Rapid Recovery [2] Species: N-DAX
Mutate Rapid Recovery [4] *
You automatically diagnose your own INJURY conditions. Regeneration restores 1 global body hit every 50 seconds. Cannot be bought with starting character points. Requires Mutate Rapid Recovery [3].
2 Skill: Mutate Rapid Recovery [3] Species: N-DAX
Mutate Rapid Recovery [5] *
After 30 minutes, your INJURY conditions end without surgery, except conditions that cannot be regenerated. Cannot be bought with starting character points. Requires Mutate Rapid Recovery [4].
2 Skill: Mutate Rapid Recovery [4] Species: N-DAX
Name CP Cost Requirements
Heroic Devotion a*
Gain the favour and powers of your chosen Immortal Spirit. 2 points per rank and the cost does not increase.
2 Faction: Tulaki Dominion
Priestly Devotion a*
Each rank grants one major ceremony and one minor ceremony. 2 points per rank and the cost does not increase. A priest cannot buy new ranks of Heroic Devotion.
2 Faction: Tulaki Dominion Species: Tulaki Megasaurian Species: Tulaki Saurian Species: Tulaki Serpentine
Name CP Cost Requirements
Anchor *
1 charge. Call RESIST to REPEL or STRIKEDOWN.
1 Species: Notumi Corpori
Barrier *
1 charge. If you have fewer than 3 field hits, gain 1 field hit. It fades after 1 hour or when lost.
1 Species: Notumi Corpori
Destroy *
3 charges. Call nano SUNDER against a target item.
1 Species: Notumi Corpori
Erase *
1 charge. When targeted by IMBUE, replace the roleplay effect so you cannot perceive its source. It ends if that source damages you.
1 Species: Notumi Corpori
Flechette *
2 charges. Call nano THROUGH against a target's location.
1 Species: Notumi Corpori
Force *
2 charges. Call nano REPEL against a target.
1 Species: Notumi Corpori
Impact *
1 charge. Call nano STRIKE against a target's location.
1 Species: Notumi Corpori
Repair *
1 charge. Repair one armour hit at up to 10 metres, or two armour hits within arm's reach.
1 Species: Notumi Corpori
Sample *
1 charge. Sample a phenomenon as a scanner at up to 10 metres, with +1 green card within arm's reach.
1 Species: Notumi Corpori
Seal Wound *
1 charge. Pause the death count of a target within arm's reach while you remain there and use no other program.
1 Species: Notumi Corpori
Shelter *
2 charges. In an area with no hazards, gain a breathable atmosphere and minor thermal, toxic, and radiation protection from environmental hazards for 30 minutes.
1 Species: Notumi Corpori
Study *
1 charge. Examine a phenomenon as a scanner at up to 10 metres, with +1 green card within arm's reach.
1 Species: Notumi Corpori
Sustain *
4 charges. If you have Physician and are in a surgery within arm's reach, ignore a card just drawn and draw another.
1 Species: Notumi Corpori
Name CP Cost Requirements
Crush *
1 notum. Call nano GLOBAL REND against a target.
1 Species: Notumi Corpori
Force Wave *
1 notum. Call nano MASS REPEL.
1 Species: Notumi Corpori
Lockdown *
1 notum. Call nano MASS ROOT (10).
1 Species: Notumi Corpori
Survive *
1 notum. The target may call RESIST to all attacks for 30 seconds. DISRUPT breaks the effect.
1 Species: Notumi Corpori

a - Can be bought multiple times. Cost does not increase each time.
+ - Can be bought multiple times. Cost increases by 1 point each time.
* - Prerequisite skill required.