Effect Format
Name: The name of the Effect.
Cost: The XP multiplier for a new level.
Max: The maximum number of levels of the Effect. If there is no maximum, ∞ will be shown.
Description: Details about the Effect and what it does.
Acute Sense
Cost: 50
Max: ∞
The Ability grants a +10 bonus per Effect level to the TN to tests using one of the senses. For example sight, hearing, taste or touch.
Aptitude Boost
Cost: 1
Max: ∞
The Ability grants Shaping + Effect Level points in any one Aptitude to the Target.
Arrested Development
Cost: 100
Max: 4
When added to an Ability, this Effect halts the ageing process for a certain length of time. At level 1 the ageing process halts for a full calendar month. At level 2 this extends to 3 months. At level 3 the ageing process is stopped for 6 months. At level 4 the ageing process is stopped for a full year.
Attribute Boost
Cost: 4
Max: ∞
The Ability grants Shaping + Effect Level points in any one Attribute to the Target.
Blast
Cost: 10
Max: ∞
The Ability has a Blast rating in metres equal to Shaping + Effect Level. Follow the rules for Blast in the Weapons and Armour chapter.
Breathing Support
Cost: 100
Max: 2
The first level of this Effect allows the Target to breathe like an amphibian. If they normally breathe air, they can now also breathe in water. If they are normally able to breathe in water, they can now also breathe in the open air.
The second level of this Effect breathes for the Target for the duration of the Ability, allowing them to breathe underwater or in a vacuum and making them immune to suffocation and airborne or waterborne toxins.
Cone
Cost: 100
Max: 1
This Effect extends Ranged and Ranged Area of Effect Abilities. Everything between the character and the Target is hit by a Cone shaped attack. If the Ability is Ranged (and therefore has no radius), it affects everything in a straight line. Use the rules for Cone in the Weapons and Armour chapter.
Create Illusion
Cost: 50
Max: 4
The Ability alters the visual, audio or tactile qualities of the Target to observers. Each Effect Level allows the Ability to deceive one of the senses (Sight, Sound, Touch and Smell). Observers may attempt to pierce the illusion by making an Average (TN 50) opposed roll vs the character’s Attribute + Aptitude.
Damage
Cost: 10
Max: ∞
The Ability damages one of the Target’s Health Attributes. Choose one of the damage types listed in Chapter 4: Rules and use any special rules that apply for that damage type. The Ability causes 1 point of damage per level, plus the attacker’s appropriate Attribute. For example, a fireball might cause Effect Level + Physical Agility Thermal damage and affect Physical Health.
Damage Reduction
Cost: 10
Max: ∞
The Target is resistant to either Physical, Social or Mental damage. When the affected Health Attribute receives damage, the damage is reduced by the level of the Effect.
Damage Resistance
Cost: 5
Max: ∞
The Target is resistant to a specific damage type (Chemical, Cold, Kinetic, etc). Any damage taken from that source is reduced by the level of the Effect.
Dark Sight
Cost: 20
Max: ∞
The Ability allows the Target to see in complete darkness to a range of 10m per Effect Level. If using a light source, the Ability extends the visibility range of the character beyond the normal range of the light source.
Duration (Rounds)
Cost: 10
Max: 1
The Ability lasts a number of rounds equal to the character’s appropriate Fortitude + Shaping Attributes, but may be ended before that if the character chooses.
Duration (Minutes)
Cost: 100
Max: 1
The Ability lasts a number of minutes equal to the character’s appropriate Fortitude + Shaping Attributes, but may be ended before that if the character chooses.
Duration (Hours)
Cost: 200
Max: 1
The Ability lasts a number of hours equal to the character’s appropriate Fortitude + Shaping Attributes, but may be ended before that if the character chooses.
Duration (Maintained)
Cost: 50
Max: 1
The character is able to keep the Ability active as long as they do nothing else but maintain focus on it. The GM may require the character to make a Shaping + Willpower check to maintain focus over extended periods of time, or a Shaping + Concentration check to ignore distractions like loud noises or being hit in combat.
Duration (Permanent)
Cost: 500
Max: 1
You do not need to roll to activate the Ability, as it is on constantly and cannot be switched off. Mark the difficulty as N/A as it is assumed to be automatically activated. Also you need not take the Aptitude for the Ability if it is not appropriate.
Ethereal
Cost: 500
Max: 1
The Target becomes ethereal and cannot touch or be touched. The Target is therefore immune to physical attacks and may pass through solid objects as if they weren’t there. Ethereal creatures and objects are no longer affected by gravity and so will not automatically fall through the floor. Sentient creatures are able to move in any direction at their normal movement rate, effectively allowing them to fly or descend through solid objects.
Fly
Cost: 5
Max: ∞
The Target is able to defy the pull of gravity and eventually move through the air. True flight is possible from Level 4 onwards.
Level 1 | The Target does not sink while moving across snow, water and other fluid surfaces. |
Level 2 | The Target does not sink while at rest on snow, water and other fluid surfaces. |
Level 3 | The Target falls slowly (no damage) and can glide short distances. |
Level 4+ | The Target is able to fly Effect Level x 2 metres per round. |
Heal
Cost: 10
Max: ∞
The Ability heals either the Target’s Physical, Social or Mental Health (chosen at creation) and affects either living, undead or inorganic objects (chosen at creation). Make an appropriate Attribute + Aptitude healing roll. A success heals 1 Health Point, plus an additional Health Point per level of the Heal Effect. Every 10 points of success heals an additional Health Point as well.
Mental Immunity
Cost: 500
Max: 1
The Target of the Ability is immune to all Psychology and mind altering effects.
Move Object
Cost: 20
Max: ∞
The Ability is able to lift and move the Target as if it had a Strength and Agility rating equal to the character’s Shaping + Effect Level. By itself only basic moves are possible, such as hitting, lifting and moving or throwing. Sentient or animate Target’s may oppose this.
Mundane Ability
Cost: 100
Max: Special (See below)
The Ability mimics a Mundane Ability from the following list: Disarm, Grapple, Knockdown. You may substitute Attributes where appropriate. The max level of the Effect is determined by the max level of the Mundane Ability.
Night Sight
Cost: 10
Max: ∞
The Ability allows the Target to see in low light conditions to a range of 10m per Level. If using a light source, the Ability extends the visibility range of the character beyond the normal range of the light source.
Range
Cost: 10
Max: ∞
The Ability has a range in metres of 1 or Shaping (whichever is higher) x Level from the character.
Read
Cost: 50
Max: 1
The character is able to read information from the Target in the form of words, pictures and sound. If the Target is unwilling, the GM may require the character to succeed at an Opposed roll with an Average TN of 50.
Read does not overcome language barriers.
Remote Sense
Cost: 10
Max: 3
The Target is able to sense things from afar when combined with the Range Effect. Each Effect Level grants the Ability one sense from Sight, Sound, or Touch.
Send
Cost: 50
Max: 1
The character is able to send information to the Target in the form of words, pictures and sound. If the Target is unwilling, the GM may require the character to succeed at an Opposed roll with an Average TN of 50.
Send does not overcome language barriers.
Size Decrease
Cost: 10
Max: ∞
The Ability decreases the Size rating of the Target by the Effect Level.
Size Increase
Cost: 20
Max: ∞
The Ability increases the Size rating of the Target by the Effect Level.
Sleep
Cost: 100
Max: 1
If successful the Target becomes unconscious for the duration of the Ability.
Summon Creature
Cost: 100
Max: ∞
This Effect grants the character the ability to summon creatures of a certain type to do their bidding. For example, a necromancer might summon spirits of the dead or shambling hordes of zombies; a demonologist will summon demons; a nature worshipping shaman might summon spirit guides or animals; and a technomancer will probably summon all sorts of automatons. Look in the Bestiary for inspiration.
Summoning a creature is a multiple stage process. After an Ability has been activated, the summoner must make an Average (TN 50) roll to summon the creature successfully. If the summoner wishes to summon a specific individual and does not know their true name, the roll is Hard (TN 30) or lower (GM discretion).
Summoning a creature is all well and good, but controlling a summoned entity may require an opposed roll against an Average TN of 50 if the creature is ill disposed towards the character, or the character is asking it to act against its will.
Each level of this Effect allows the character to summon an additional creature of the same type.
Teleport
Cost: 100
Max: 1
This effect is used with the Personal, Touch or Area of Effect Target types. When combined with the Range Effect, the ability transports the Target up to the distance allowed by the Range Effect.
Temperature Decrease
Cost: 4
Max: ∞
The temperature of the Target is decreased by up to 1℃ per level of the Effect.
Temperature Increase
Cost: 4
Max: ∞
The temperature of the Target is increased by up to 1℃ per level of the Effect.
Transfer Ability
Cost: 500
Max: ∞
Each level of this Effect added to an Ability allows for the transfer of one Ability to another character or creature. Usually the Target is allowed an Opposed roll to resist. Any Abilities gained in this way bypass the need for XP expenditure. They may manifest immediately or over a period of time (use whatever works best for the story!).
Undeath
Cost: 500
Max: 1
The Ability grants a state of undeath upon the Target. The Target’s respiratory system stops and they no longer need to breathe, eat or sleep and they do not tire. They stop aging too.