Professional Documents
Culture Documents
Enhancements (+30%)
Reduced Time 1; +20%: +20%/level. Possessor may only add this enhancement to abilities
that require time to activate. He can take it any number of times. Each level halves the time
required to use the ability (round up). Once time is reduced to one second, a further level of
Reduced Time makes the ability instantaneous – using it is a free action. Note that the
possessor cannot add Reduced Time to attack powers, to traits that list any kind of special
modifier that affects activation time, or to Magery (to reduce casting times).
Switchable: This enhancement only exists for physiological features (e.g., Claws), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add Switchable to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes Switchable as a special enhancement with a different value,
use that value instead. Switchable isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an Alternate Form. +10%.
Limitations (-110%)
Accessibility (only on the first 44 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 298 or 151 points for the first
time since the last time it reached 151 points or more [only applies to activation, not
maintenance] {works 73.333333333333333% of the time}): -10%.
Accessibility (Only upon inflicting a critical hit, a knockback, a knockdown, or the reduction of a
target to 0 HP or below. The decision to activate must be made the first instance one of the
above conditions is met, and subsequent meeting of the above conditions do not allow further
activations until the duration of the first activation has expired. All attacks made using extra
maneuvers gained via this ability must target whoever or whatever that enabled activation of this
ability in the first place.); -40%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}): -10%.
Costs Fatigue 3; -30%: -10%/FP/use. For instantaneous effects (e.g. Innate Attack), this FP cost
must be paid every time ability is triggered. For continuing effects (e.g. Flight), this FP cost (3)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP (round up) [2] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to -10%/FP.
Enhancements (360%)
Affects Insubstantial: +20%.
Underwater: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. +20%.
Limitations (-440%)
Accessibility (only on the first 44 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 298 or 151 points for the first
time since the last time it reached 151 points or more [only applies to activation, not
maintenance] {works 73.333333333333333% of the time}): -10%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -10%.
Accessibility (requires gestures) : The hands – and to a lesser degree, the rest of own body –
must be free to move about. If own arms are restrained in any way, or own lower body is fully
pinned or clamped in place, ability cannot be used. -10%.
Accessibility (requires magic words): Must chant at normal conversation levels. Cannot be
gagged, and stealth is impossible. -10%.
All-Out: User’s ability requires an All-Out Attack maneuver; he can’t use it with any other
maneuver (e.g., Move or Change Posture). He has no active defense while using it. If it would
let him move more than a step, he’s limited to half his Move in a forward direction. The user
may attack if the advantage is one that lets him do so, but All-Out isn’t just for attack abilities
– the user can add it to any advantage that requires a maneuver to use (typically Concentrate
or Ready), replacing the standard maneuver with All-Out Attack. Explain what the user is
doing that limits him: deep concentration, spinning in place, etc. -25%.
Costs Fatigue 59; -295%: -5%/FP/use. For instantaneous effects (e.g. Innate Attack), this FP
cost (59) must be paid every time ability is triggered. For continuing effects (e.g. Flight), this FP
cost must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as
many FP (round up) [20] need to be paid/minute to keep the ability active. If continuing effect
only lasts one second, and cost must be paid to maintain it every second, double the value of
the limitation to -10%/FP.
Melee Attack (Reach C [cannot parry]); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks Malf., ½D, Max, Acc,
RoF, Shots, and Recoil statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a Reach statistic. R each C, -30%; Reach 1 or 2, -25%; Reach C, 1,
or 1, 2, or 2, 3, -20%; Reach 1-4 (like a whip), -15%. If the attack cannot parry, it is worth an
extra -5%.
Enhancements (360%)
Affects Insubstantial: +20%.
Damage Modifier (Double Knockback [dkb] ) : This lets a crushing or cutting attack inflict
twice as much knockback as usual. +20%.
Underwater: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. +20%.
Limitations (-440%)
Accessibility (only if the attacker hits with all three attacks of Innate Attack [crushing]
{Empowered Non-Repulsive Impactor} as part of a series of attacks [on the same or consecutive
turns interrupted only by Move maneuvers] including this attack targeting the same target
[works 94.4076141% of the time]): -0%.
Accessibility (only on the first 44 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 298 or 151 points for the first
time since the last time it reached 151 points or more [only applies to activation, not
maintenance] {works 73.333333333333333% of the time}): -10%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -10%.
Accessibility (requires gestures) : The hands – and to a lesser degree, the rest of own body –
must be free to move about. If own arms are restrained in any way, or own lower body is fully
pinned or clamped in place, ability cannot be used. -10%.
Accessibility (requires magic words): Must chant at normal conversation levels. Cannot be
gagged, and stealth is impossible. -10%.
All-Out: User’s ability requires an All-Out Attack maneuver; he can’t use it with any other
maneuver (e.g., Move or Change Posture). He has no active defense while using it. If it would
let him move more than a step, he’s limited to half his Move in a forward direction. The user
may attack if the advantage is one that lets him do so, but All-Out isn’t just for attack abilities
– the user can add it to any advantage that requires a maneuver to use (typically Concentrate
or Ready), replacing the standard maneuver with All-Out Attack. Explain what the user is
doing that limits him: deep concentration, spinning in place, etc. -25%.
Costs Fatigue 59; -295%: -5%/FP/use. For instantaneous effects (e.g. Innate Attack), this FP
cost (59) must be paid every time ability is triggered. For continuing effects (e.g. Flight), this FP
cost must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as
many FP (round up) [30] need to be paid/minute to keep the ability active. If continuing effect
only lasts one second, and cost must be paid to maintain it every second, double the value of
the limitation to -10%/FP.
Enhancements (360%)
Affects Insubstantial: +20%.
Damage Modifier (Double Knockback [dkb]) : This lets a crushing or cutting attack inflict
twice as much knockback as usual. +20%.
Underwater: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. +20%.
Limitations (-440%)
Accessibility (only if the attacker hits with six attacks using Innate Attack [crushing]
{Empowered Non-Repulsive Impactor} as part of a series of attacks [on the same or consecutive
turns interrupted only by Move maneuvers] including this attack targeting the same target
[works 89.1279760005451881% of the time]): -5%.
Accessibility (only on the first 44 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 298 or 151 points for the first
time since the last time it reached 151 points or more [only applies to activation, not
maintenance] {works 73.333333333333333% of the time}): -10%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -10%.
Accessibility (requires magic words): Must chant at normal conversation levels. Cannot be
gagged, and stealth is impossible. -10%.
All-Out: User’s ability requires an All-Out Attack maneuver; he can’t use it with any other
maneuver (e.g., Move or Change Posture). He has no active defense while using it. If it would
let him move more than a step, he’s limited to half his Move in a forward direction. The user
may attack if the advantage is one that lets him do so, but All-Out isn’t just for attack abilities
– the user can add it to any advantage that requires a maneuver to use (typically Concentrate
or Ready), replacing the standard maneuver with All-Out Attack. Explain what the user is
doing that limits him: deep concentration, spinning in place, etc. -25%.
Costs Fatigue 58; -290%: -5%/FP/use. For instantaneous effects (e.g. Innate Attack), this FP
cost (58) must be paid every time ability is triggered. For continuing effects (e.g. Flight), this FP
cost must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as
many FP (round up) [29] need to be paid/minute to keep the ability active. If continuing effect
only lasts one second, and cost must be paid to maintain it every second, double the value of
the limitation to -10%/FP.
Melee Attack (Reach C [cannot parry]); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks Malf., ½D, Max, Acc,
RoF, Shots, and Recoil statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a Reach statistic. R each C, -30%; Reach 1 or 2, -25%; Reach C, 1,
or 1, 2, or 2, 3, -20%; Reach 1-4 (like a whip), -15%. If the attack cannot parry, it is worth an
extra -5%.
Damage Modifier (Double Knockback [dkb]) : This lets a crushing or cutting attack inflict
twice as much knockback as usual. +20%.
Underwater: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. +20%.
Limitations (-440%)
Accessibility (only if the attacker hits with Innate Attack [crushing] {Empowered Hyper-Repulsive
Impactor} as part of a series of attacks [on the same or consecutive turns interrupted only by
Move maneuvers] including this attack targeting the same target [works 98.1% of the time]):
-0%.
Accessibility (only on the first 44 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 298 or 151 points for the first
time since the last time it reached 151 points or more [only applies to activation, not
maintenance] {works 73.333333333333333% of the time}): -10%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -10%.
Accessibility (requires gestures) : The hands – and to a lesser degree, the rest of own body –
must be free to move about. If own arms are restrained in any way, or own lower body is fully
pinned or clamped in place, ability cannot be used. -10%.
Accessibility (requires magic words): Must chant at normal conversation levels. Cannot be
gagged, and stealth is impossible. -10%.
All-Out: User’s ability requires an All-Out Attack maneuver; he can’t use it with any other
maneuver (e.g., Move or Change Posture). He has no active defense while using it. If it would
let him move more than a step, he’s limited to half his Move in a forward direction. The user
may attack if the advantage is one that lets him do so, but All-Out isn’t just for attack abilities
– the user can add it to any advantage that requires a maneuver to use (typically Concentrate
or Ready), replacing the standard maneuver with All-Out Attack. Explain what the user is
doing that limits him: deep concentration, spinning in place, etc. -25%.
Costs Fatigue 51; -255%: -5%/ FP/use. For instantaneous effects (e.g. Innate Attack), this FP
cost (51) must be paid every time ability is triggered. For continuing effects (e.g. Flight), this FP
cost must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as
many FP (round up) [26] need to be paid/minute to keep the ability active. If continuing effect
only lasts one second, and cost must be paid to maintain it every second, double the value of
the limitation to -10%/FP.
Environmental (Occasional [subject must be airborne]); -20%: Only advantages that affect
others can have this limitation. The user’s ability manipulates an existing item or condition,
which must touch or surround the target. Unlike Accessibility, this doesn’t affect activation –
the user can trigger his ability anywhere, barring a failed roll or another limitation. However,
his ability is only effective if the subject is in a particular environment… and the GM can alter
its effects if the environment he’s attempting to manipulate is at all unusual. The GM should
base the value on the environment’s rarity: Very Common: Environment is present all the
time, outside of one or two unusual situations that would be difficult for an enemy to arrange;
e.g., in a gravity field, in the presence of air, or on a planet. -5%. Common: Environment is
present most of the time, but a resourceful foe could arrange for it to be absent; e.g., in
contact with dust or in the presence of microbes. -10%. Occasional: Environment is often
absent, or easily avoided by enemies (although a crafty user might be able to “rig” an
important encounter to work around this); e.g., in a city, in the wilderness, outdoors, or
touching the ground. -20%. Rare: Environment is usually absent and difficult for the user to
arrange; e.g., in a storm, in dense vegetation, in the desert, or underground. -40%. Very Rare:
Environment is so unlikely that the ability is useless most of the time; e.g., in lava, in
quicksand, or in vacuum. -80%. The GM should forbid proposed Environmental limitations
that duplicate one of the ability’s built-in restrictions; e.g., “in the water” isn’t valid for Control
(Water) . In games with powers, an ability that gets -10% for a mundane countermeasure or
insulator as part of its power modifier already has this limitation – don’t apply it a second time.
Melee Attack (Reach C [cannot parry]); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks Malf., ½D, Max, Acc,
RoF, Shots, and Recoil statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a Reach statistic. R
each C, -30%; Reach 1 or 2, -25%; Reach C, 1,
or 1, 2, or 2, 3, -20%; Reach 1-4 (like a whip), -15%. If the attack cannot parry, it is worth an
extra -5%.
Enhancements (+390%)
Affects Insubstantial: +20%.
Underwater: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. +20%.
Limitations (-70%)
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -10%.
Damage Limitation (No Knockback [n kb]): An attack that inflicts crushing or cutting damage
normally inflicts knockback. Add this limitation if it does not. -10%.
Melee Attack (Reach C [cannot parry]); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks Malf., ½D, Max, Acc,
RoF, Shots, and Recoil statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a Reach statistic. R each C, -30%; Reach 1 or 2, -25%; Reach C, 1,
or 1, 2, or 2, 3, -20%; Reach 1-4 (like a whip), -15%. If the attack cannot parry, it is worth an
extra -5%.
Enhancements (+390%)
Affects Insubstantial: +20%.
Underwater: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. +20%.
Limitations (-70%)
Accessibility (only if the the attacker hits with the first or second attack of an uninterrupted
series of two or three attacks with this ability including this attack targeting the same target
[works 98.1% of the time]): -0%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -10%.
Damage Limitation (No Knockback [n kb]): An attack that inflicts crushing or cutting damage
normally inflicts knockback. Add this limitation if it does not. -10%.
Melee Attack (Reach C [cannot parry]); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks Malf., ½D, Max, Acc,
RoF, Shots, and Recoil statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a Reach statistic. R
each C, -30%; Reach 1 or 2, -25%; Reach C, 1,
or 1, 2, or 2, 3, -20%; Reach 1-4 (like a whip), -15%. If the attack cannot parry, it is worth an
extra -5%.
Enhancements (+390%)
Affects Insubstantial: +20%.
Underwater: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. +20%.
Limitations (-100%)
Accessibility (only if the attacker hits with the first and second attacks [on the same or
consecutive turns] of an uninterrupted series of three attacks with this ability including this
attack targeting the same target [works 96.2361% of the time]): -0%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -10%.
All-Out: User’s ability requires an All-Out Attack maneuver; he can’t use it with any other
maneuver (e.g., Move or Change Posture). He has no active defense while using it. If it would
let him move more than a step, he’s limited to half his Move in a forward direction. The user
may attack if the advantage is one that lets him do so, but All-Out isn’t just for attack abilities
– the user can add it to any advantage that requires a maneuver to use (typically Concentrate
or Ready), replacing the standard maneuver with All-Out Attack. Explain what the user is
doing that limits him: deep concentration, spinning in place, etc. -25%.
Damage Limitation (No Knockback [n kb]): An attack that inflicts crushing or cutting damage
normally inflicts knockback. Add this limitation if it does not. -10%.
Melee Attack (Reach C [cannot parry]); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks Malf., ½D, Max, Acc,
RoF, Shots, and Recoil statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a Reach statistic. R each C, -30%; Reach 1 or 2, -25%; Reach C, 1,
or 1, 2, or 2, 3, -20%; Reach 1-4 (like a whip), -15%. If the attack cannot parry, it is worth an
extra -5%.
Enhancements (+390%)
Affects Insubstantial: +20%.
Underwater: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. +20%.
Limitations (-70%)
Accessibility (only if the attacker hits with all three attacks of Innate Attack [crushing]
{Empowered Non-Repulsive Impactor} as part of a series of attacks [on the same or consecutive
turns interrupted only by Move maneuvers] including this attack targeting the same target
[works 94.4076141% of the time]): -0%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -10%.
Damage Limitation (No Knockback [n kb]): An attack that inflicts crushing or cutting damage
normally inflicts knockback. Add this limitation if it does not. -10%.
Melee Attack (Reach C [cannot parry]); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks Malf., ½D, Max, Acc,
RoF, Shots, and Recoil statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a Reach statistic. R each C, -30%; Reach 1 or 2, -25%; Reach C, 1,
or 1, 2, or 2, 3, -20%; Reach 1-4 (like a whip), -15%. If the attack cannot parry, it is worth an
extra -5%.
Enhancements (+390%)
Affects Insubstantial: +20%.
Underwater: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. +20%.
Limitations (-120%)
Accessibility (only if the attacker hits with Innate Attack [crushing] {Empowered Hyper-Repulsive
Impactor} as part of a series of attacks [on the same or consecutive turns interrupted only by
Move maneuvers] including this attack targeting the same target [works 98.1% of the time]):
-0%.
Accessibility (only on the first 44 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 298 or 151 points for the first
time since the last time it reached 151 points or more [only applies to activation, not
maintenance] {works 73.333333333333333% of the time}): -10%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -10%.
Damage Limitation (No Knockback [n kb]) : An attack that inflicts crushing or cutting damage
normally inflicts knockback. Add this limitation if it does not. -10%.
Environmental (Occasional [subject must be airborne]); -20%: Only advantages that affect
others can have this limitation. The user’s ability manipulates an existing item or condition,
which must touch or surround the target. Unlike Accessibility, this doesn’t affect activation –
the user can trigger his ability anywhere, barring a failed roll or another limitation. However,
his ability is only effective if the subject is in a particular environment… and the GM can alter
its effects if the environment he’s attempting to manipulate is at all unusual. The GM should
base the value on the environment’s rarity: Very Common: Environment is present all the
time, outside of one or two unusual situations that would be difficult for an enemy to arrange;
e.g., in a gravity field, in the presence of air, or on a planet. -5%. Common: Environment is
present most of the time, but a resourceful foe could arrange for it to be absent; e.g., in
contact with dust or in the presence of microbes. -10%. Occasional: Environment is often
absent, or easily avoided by enemies (although a crafty user might be able to “rig” an
important encounter to work around this); e.g., in a city, in the wilderness, outdoors, or
touching the ground. -20%. Rare: Environment is usually absent and difficult for the user to
arrange; e.g., in a storm, in dense vegetation, in the desert, or underground. -40%. Very Rare:
Environment is so unlikely that the ability is useless most of the time; e.g., in lava, in
quicksand, or in vacuum. -80%. The GM should forbid proposed Environmental limitations
that duplicate one of the ability’s built-in restrictions; e.g., “in the water” isn’t valid for Control
(Water) . In games with powers, an ability that gets -10% for a mundane countermeasure or
insulator as part of its power modifier already has this limitation – don’t apply it a second time.
Melee Attack (Reach C [cannot parry]) ; -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks Malf., ½D, Max, Acc,
RoF, Shots, and Recoil statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a Reach statistic. R each C, -30%; Reach 1 or 2, -25%; Reach C, 1,
or 1, 2, or 2, 3, -20%; Reach 1-4 (like a whip), -15%. If the attack cannot parry, it is worth an
extra -5%.
Enhancements (+70%)
Maneuverable: User can make midair course corrections. Calculate distance and “hang time”
as usual, but while airborne, treat the user’s jumping Move as air Move, exactly as if he had Flight.
For instance, if he can jump 100 yards at 20 yards/second, he can “fly” at Move 20 for five
seconds before landing. Maneuverable is mutually exclusive with all of the special limitations
below except Planetary. +50%.
Limitations (-150%)
Accessibility (only if the user hits someone or something with Innate Attack [crushing]
{Empowered Hyper-Repulsive Impactor} up to one second before jumping [works 98.1% of the time]):
-0%.
Accessibility (only on the first 44 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 298 or 151 points for the first
time since the last time it reached 151 points or more [only applies to activation, not
maintenance] {works 73.333333333333333% of the time}): -10%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -10%.
Costs Fatigue 21; -105%: -5%/FP/use. For instantaneous effects (e.g. Innate Attack), this FP cost
(21) must be paid every time ability is triggered. For continuing effects (e.g. Flight), this FP cost
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP (round up) [11] need to be paid/minute to keep the ability active. If continuing effect only lasts
one second, and cost must be paid to maintain it every second, double the value of the
limitation to -10%/FP.