Paradox: Paradoxes are the scientists and breakers of the rules of reality. They typically rely much on their intellect and have very overt abilities called "Revisions" that allow them to alter reality around them and perform acts that border on magic and/or sorcery. While they are the less proficient in physical pursuits their intellect and abilities to manipulate the Strange are unmatched. Paradoxes are very good at initiating a translation and more likely to allow Recursors to get to where they need to without a mishap.
FIRST-TIER PARADOX
First-tier paradoxes have the following abilities:
Effort: Your Effort is 1.
You can bear three cyphers at a time.
Knowledgeable: You are trained in one area of knowledge or technical expertise of your choice: MEDICINE
Strange Training: You are trained in general topics regarding the Strange, which allows you to attempt to understand and identify related phenomena, including the effect of a particular cypher. Strange training is also sometimes called Strange knowledge or Strange lore.
Practiced With Light Weapons: You can use light weapons without penalty. If you wield a medium weapon, increase the difficulty of the attack by one step. If you wield a heavy weapon, increase it by two steps.
Translation: You can participate in the process of traveling to another recursion. Each time you do, you can choose to initiate, hasten, or ease a translation. If you choose to hasten or ease the process, someone else in the group must initiate the translation. As a paradox, you are most effective at initiating a translation. This initiation advantage provides you with additional opportunities during the process of translating. In order to translate, you must know that the recursion you are translating to exists. The GM will decide if you have enough information to confirm its existence and determine what level of difficulty is needed to reach the destination. Action to initiate.
Abilities:
Onslaught (1 Intellect point):You attack a foe within short range using energies that assail either his physical form or his mind.
In either case, you must be able to see your target. If the attack is physical, you emit a force blast: a ray of force that inflicts 4 points
of damage. If the attack is mental, you focus your mental energy into a mindslice that disrupts the creature’s thought processes, inflicting 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots or zombies) might be immune to a mindslice. Action.
Resonance Field (1 Intellect point):Faint lines in a color you choose form a tracery over your entire body and emit faint light.
The effect lasts for one minute. Whenever a creature within immediate range makes an attack against you, the pattern energizes to block the attack. You can make an Intellect defense roll in place of the defense roll you would normally make. If you do so and you get a minor effect, the creature attacking you takes 1 point of damage. If you get a major effect, the creature attacking you takes 4 points of damage. Action to initiate.