Mojo Manipulation

Character Level Bonus Mojo Special
1st-2nd 0 Mojo Manipulation
3rd-4th 1 Improved Mojo
5th-6th 2 Center Self
7th-8th 3 Improved Mojo
9th-10th 4 Sculpt Mojo
11th-12th 5 Improved Mojo
13th-14th 6 Infuse Mojo
15th-16th 7 Improved Mojo
17th-18th 8 Gift Mojo
19th-20th 9 Improved Mojo

Mojo Manipulation – There’s something weird about your ability to use magic – you lack the ability to project it offensively, you can only affect yourself or people you are in physical contact with.  At level 1 you begin play with a number of Mojo Points equal to your Wisdom modifier.  You may spend these points on the Mojo Abilities listed below, however once you spend the points you cannot regain them.  As you level up, you gain additional Mojo Points according to the Bonus Mojo column – this is not a cumulative bonus this is your current total bonus mojo.  Some Mojo Abilities are a flat cost, others come in a range of levels with a cost per level.  Abilities which have a range of levels can be improved by adding additional Mojo as you level.  You cannot have more levels in an ability than you have character levels.

  • Adrenal Manipulation (1 Mojo) – Through careful application of magic to augment your adrenal system, you gain an additional move or standard action on your turn.  However, using this action causes an immediate amount of nonlethal damage to yourself equal to twice your character level.
  • Energy Aura (1 Mojo) – When you select this ability, choose an energy type – Electricity, Fire, Cold.  As a standard action, you can project an aura of this energy type around you.  Anyone attacking you in melee without a reach weapon suffers 1d6+Your Wisdom Modifier of this kind of energy damage.  Additionally, you can use this offensively as a melee attack, in which case you also add half your level to the damage.  The aura lasts for a number of rounds equal to your Wisdom modifier, and can be deactivated as a free action.  You can select this ability multiple times, choosing a different energy type each time.
  • Energy Strike (0.5 Mojo) – When you select this ability, choose an energy type – Electricity, Fire, or Cold.  As a standard action, you can enhance your unarmed and melee weapon attacks with this energy.  Doing so adds 1d6+Your Wisdom Modifier of this energy to the attack’s damage.  This benefit lasts for a number of rounds equal to your Wisdom modifier, and can be deactivated as a free action.  You can select this ability multiple times, choosing a different energy type each time.
  • Enhanced Lung Capacity (0.25 Mojo/Level) – For each level you have of this ability, you double the amount of time that you can hold your breath.
  • Environmental Temperature Resistance [Cold] (0.25 Mojo) – You suffer no penalties due to cold environment or cold weather.
  • Environmental Temperature Resistance [Hot] (0.25 Mojo) – You suffer no penalties due to hot environment or hot weather.
  • Forceful Strike (0.5 Mojo) – Instead of dealing damage with an unarmed attack, you can attempt to knock the target prone.  Compare your attack roll to the target’s Fortitude defense rather than Reflex defense – if you succeed, then they are knocked prone in their square.  For every 2 points that you exceed their Fortitude defense, you can knock them back 1 square.  If this would knock them into a solid object, they take 1d6 damage per square of movement they had left to move.  If this would knock them into another target, compare your attack roll against that target to see if you knock that target prone too.  You must declare that you are using this ability before you attack.
  • Improved Action (0.5 Mojo/Level) – When you select this ability, choose a roll that you make which uses a d20.  This must be a physical action, such as ranged attack, melee attack, Endurance, Initiative, Climb, Swim, and so on.  If this is an attack roll, you gain +1 per level of this ability.  If this is a skill check, you gain +3 per level of this ability.
  • Improved Coordination (1 Mojo/Level) – For each level of this ability, you gain a +4 bonus to Initiative and Acrobatics, and a +2 dodge bonus to Reflex defense.  This stacks with the Move-By-Wire System nanoaugmentation.
  • Jumping Augmentation (0.25 Mojo/Level) – For each level of this ability, double your maximum movement per round only for the purpose of how far you can jump.  Halve any damage you take from falling.  Additionally, you gain a +4 bonus to Jump per level of this ability.
  • Magic-Reinforced Body (1 Mojo/Level) – For each level of this ability, add your Wisdom score to your hit points.
  • Nerve Strike (1 Mojo) – You can use your mastery of magic’s effect on biological targets to interfere with an opponent’s coordination and muscle control.  Before you make an unarmed melee attack, you can declare it to be a nerve strike.  If you hit with the attack, instead of dealing damage you can instead reduce the target’s Dexterity or Strength by an amount equal to your half your Wisdom modifier.  If this would reduce the target’s Dexterity or Strength to 0, then the target is paralyzed and considered to be at the bottom of the condition track (though still conscious).  The target recovers from this reduction in ability scores at a rate of 1 point per hour normally, or 2 points per hour if they are resting.  This ability has no effect on non-biological targets, spirits, or any target without a distinct central nervous system.
  • Permanent Ability Boost (1 Mojo/Level) – When you acquire this ability, choose a physical ability score (Strength, Dexterity, or Constitution).  You gain a +2 magic bonus to this ability score per level of this ability.  This does not stack with boosts from abilities like Pact-Based Theurgy.  You cannot receive more than a +6 bonus to any given ability score from this.  You can acquire this ability three separate times, once for each ability score.
  • Protective Field (0.5 Mojo/Level) – You gain a magic bonus to Reflex defense and any defense being affected by a magic-based effect.  This bonus is equal to the level of this power.
  • Regenerative Augmentation (0.5 Mojo/Level) – For each level of this ability, double the amount of hit points you recover from natural healing and Second Wind.  The bonus to natural healing stacks with the Regenerative Implant nanoagumentation.
  • Slow Fall (0.25 Mojo/Level) – When you would suffer falling damage, ignore a number of squares that you fell equal to your Wisdom score multiplied by your level in this ability.  If this number is equal to or greater than the distance in squares that you have fallen, you ignore all falling damage from the fall and land on your feet if you so desire.
  • Static Stance (0.25 Mojo/Level) – As a move action you can root yourself in place.  While rooted, you gain a +3 bonus per level to all of your defenses – but only to resist being moved against your will.  If you move or are moved, this ability immediately deactivates.  While you are rooted, you lose all dodge bonuses to Reflex defense and cannot make any action that could be considered a block or a parry.  You may disable this ability as a free action on your turn.
  • Strong Swimmer (1 Mojo) – You double your swimming rate, even if it only comes from the Swim skill.
  • Temporary Ability Boost (0.25 Mojo/Level) – When you acquire this ability, choose a physical ability score (Strength, Dexterity, or Constitution).  As a move or standard action you can boost this ability score by 2 per level of this ability.  This bonus lasts for a number of full rounds equal to your Wisdom modifier.  At the end of this duration, you suffer nonlethal damage equal to five times the level of this ability.  You can acquire this ability three separate times, once for each ability score.
  • Thrown Weapon Mastery (1 Mojo) – You can use mundane objects such as bottles, tools, empty firearm magazines, and so on, as deadly thrown weapons.  These improvised weapons suffer none of the standard penalties for improvised weapons and do 1d6+Strength Modifier damage, either lethal or nonlethal at your discretion.  Additionally, you gain a +1 bonus to attack with all thrown weapons and a +3 bonus to damage with all non-explosive thrown weapons – these bonuses do apply to mundane objects described above.
  • Thrown Weapon Parry (0.25 Mojo/Level) – As a reaction you can attempt to catch a slow-moving projectile (such as an arrow, thrown knife, grenade, and so on) that is approaching you.  To do so, you must make a ranged attack roll – if your result exceeds the attack roll of the incoming attack, you successfully catch the projectile.  You must have a free hand to attempt this, and attempting to do so counts as an attack of opportunity.
  • Unarmed Augmentation (0.5 Mojo) – Reinforcing your unarmed attacks with magic, you gain a bonus to unarmed damage equal to your Wisdom modifier.  However, this cannot be used in conjunction with any form of unarmed weapon – even combat gloves.  Your unarmed attacks now count as a magic-based form of damage.  Additionally, you can now choose to deal lethal damage with your unarmed attacks even if you were not previously able to do so.  If you already had the ability to do lethal damage with your unarmed attacks, you now count as one size larger for the purposes of determining your damage.
  • Unarmed Armor Penetration (0.25 Mojo/Level) – This ability gives your unarmed attacks the ability to ignore 2 points of armor bonus to Reflex defense per level of this ability and 2 points of equipment-based damage reduction per level of this ability.  This can be used with Unarmed Augmentation, but not Energy Strike.  When the target of an attack augmented by this is examined, the armor is undamaged – the attack just completely bypasses the armor.
  • Untraceable (1 Mojo) – You can move over surfaces without leaving visible traces.  You make no noise from walking or running, and any Perception test to detect you via hearing takes a -8 penalty.  You don’t trip vibration or pressure sensors if they are designed to detect walking or running targets.  You can walk across deep snow without sinking, but cannot walk across liquid surfaces.  While being tracked by non-visual cues, including the Track spell and power, attempts to track you suffer a -4 penalty.
  • Wall Run (0.5 Mojo) – You can run up vertical surfaces for a limited distance.  As a full-round action, make an Endurance check and divide the result by two – this is the amount of meters that you can run up the surface, provided this does not exceed the maximum distance you can run this turn.  At the end of your movement, you fall off the wall if you have not reached a horizontal surface.

Improved Mojo – Each time at level 3 and every 2 levels thereafter, you gain one Improved Mojo ability from the list below.  To select an Improved Mojo ability, you must have the Mojo Ability that it enhances.

  • Air Step (Improves: Jumping Augmentation) – You can essentially make a jump off of the air now – Jumping Augmentation now triples your maximum movement for the purposes of jumping.  Additionally, you can now spend a full-round action to jump twice in a round – you do not need to land on a solid surface between the first and second jump.
  • Chakra Master (Improves: Nerve Strike) – Your ability to interfere with another’s coordination now expands to interfering with the flow of their magic as well.  You can now use Nerve Strike to impose a penalty to all Magery checks the target makes equal to your Wisdom modifier.  You cannot use both functions at once, you must choose if you are going to decrease an ability score or impair their magic with each use.
  • Extra Mojo – You gain another point of Mojo.  This Improved Mojo can be taken multiple times.
  • Improved Forceful Strike (Improves: Forceful Strike) – You may now deal damage when using Forceful Strike, in addition to knocking them back.
  • Improved Wall Run (Improves: Wall Run) – You no longer divide the result of the Endurance check you make as part of wall run by two – use the full result instead.  You still cannot exceeed your normal run distance for the turn.
  • Thrown Barrage (Improves: Thrown Weapon Mastery) – When using Thrown Weapon Mastery to attack with improvised throwing weapons, you can now throw a handful of the improvised weapons instead of only one.  This functions as a normal autofire attack and requires 10 pieces of ammunition of a similar size to each other.
  • Water Run (Improves: Untraceable) – You can now walk across liquid surfaces, but only when taking the run action.  You must end your turn on a solid surface, otherwise you fall into the liquid as normal.

Center Self – As a swift action, you can temporarily move yourself up on the condition track a number of steps equal to your Wisdom modifier.  This lasts for a number of turns equal to your Wisdom modifier.  This cannot be used to negate any persistent conditions.

Sculpt Mojo – As a full-round action, you can remove mojo from one ability and temporarily add it to another.  You can move up to your Wisdom modifier of mojo points in this way.  This shift in mojo lasts for a number of minutes equal to your Wisdom modifier.  When it ends, you suffer nonlethal damage equal to your Wisdom score.

Infuse Mojo – As a full-round action, you can call upon the magic around you to reinforce your mojo.  You can add a number of mojo points to one ability equal to double your Wisdom modifier, however this cannot increase the level of an ability to higher than your Wisdom score.  This boost lasts for a number of full rounds equal to your Wisdom modifier.  Once this boost ends, you suffer nonlethal damage equal to double your Wisdom score, and you lose a number of mojo points equal to double your Wisdom modifier from randomly-selected abilities for a number of minutes equal to your wisdom points.

Gift Mojo – You can temporarily awaken another’s ability to use mojo.  As a full-round action that requires contact with the target, you can give the target the ability to use Mojo as if they normally had the ability to do so.  The target uses their own Wisdom modifier and makes all decisions involved with the distribution of mojo normally.  However, the target does not gain the Center Self, Sculpt Mojo, Infuse Mojo, or Gift Mojo abilities.  The target retains the ability to use mojo for a number of minutes equal to your Wisdom modifier.

Epic Space Adventures Abound!