Follow these steps to create your own Extraordinary Abilities.
Choose a Name
The name of the ability should reflect the style or theme of the ability. It can be anything you want, but should be an expression and extension of the character using it. For example, Fireball is a perfectly adequate and functional name, but a bit generic. Malius’ Flaming Ball of Ruin is much more evocative and makes that boring old Fireball memorable and interesting.
Write a Description – Part 1
At this point you need to tell people what the Ability actually does. Give it some flavour and context. Saying, “The caster shoots a fireball at the target” is not going to make the grade. Instead you could say, “The caster summons forth a burning mass of flame and sends it towards their enemies, leaving death and destruction in its wake.” Be imaginative and evocative.
Choose a Target
When creating an Extraordinary Ability, you must choose the who or what it affects, in other words the Target. This says a lot about an Ability and how it will be used. Once chosen the Target cannot be changed directly, but may be modified by certain Effects.
Below are the different Targets you can choose from. Note that some of them have mandatory Effects that you must take.
|Personal||Affects the user only.|
|Touch||Affects a single target touched by or touching the user and the user themselves if so wished.|
|Ranged||Affects a single target at range. Must take the Range Effect.|
|Area of Effect||Affects an area around the user. Must take the Blast Effect.|
|Ranged Area of Effect||Affects an area at range. Must take both the Range and Blast Effects.|
Choose a Difficulty
The Difficulty affects the ease with which you can activate an Ability. The chart below lists the different options, plus an associated XP cost for each. The XP cost goes towards the total when creating the Ability.
|Very Hard (TN 10)||0|
|Hard (TN 30)||25|
|Average (TN 50)||50|
|Easy (TN 70)||75|
|Very Easy (TN 90)||100|
Add the Aptitude
Every Extraordinary Special Ability has an associated Aptitude by the same name. This starts at 0 and counts as an Innate Ability.
Choose the Effects
Based on the Target and the Description, select all of the Effects that apply. Where appropriate choose the Effect level as well. Calculate the total XP cost of the Effects. If an Effect is higher than level 1, remember to account for that in the XP cost as if it had been improved.
Choose the Downsides
Downsides are the antithesis of Effects and give you a boost by reducing the total XP cost of an Ability. They come in two flavours, Temporary Downsides which are only in effect while an Ability is active and Permanent Downsides which are in effect constantly as soon as you gain the Ability. Deduct the XP bonus from the total cost of the Ability.
You can buy the same Downside more than once, but unlike Effect costs the bonus does not scale up each time. You just get the same flat number of points instead. So for example if the bonus was 100 and you bought the Downside three times, you would only gain 300 and not 600!
Description – Part 2
Once you have worked out what of the other components are, it’s time to finish writing up the description. In general if there is a roll required, it will follow the Attribute + Aptitude format. Remember to include specifics for the target of the Ability if it is an opposed roll. You can use the examples later in this chapter as a springboard for your own creations.