All Extraordinary Abilities are written using the following format.
Name
This is the name commonly ascribed to the Special Ability, but players are encouraged to come up with their own names to make their Special Abilities more unique!
Aptitude
To activate or use an Extraordinary Special Ability requires a test using a related Aptitude. Usually this will be named the same as the Special Ability itself.
Description
What does the Special Ability do and what does it look like? The Description is the glue that binds all the other elements together, including any special rules that may apply.
Target
The target defines who or what is affected by the Special Ability.
- Personal – Only the user of the Special Ability is affected and any worn or held items.
- Touch – The user must touch the intended target (themselves included if that is the intention).
- Ranged – A single target at range.
- Area of Effect – The Special Ability affects a radius centred on the user.
- Ranged Area of Effect – The Special Ability affects a radius centred on a point chosen by the user.
Difficulty
This defines the Target Number needed to activate a Special Ability.
Effects
The flesh and blood of a Special Ability. A Special Ability can have multiple Effects.
Downsides
These are the negative consequences of the Special Ability. Downsides can be either temporary and only apply when using the ability, or permanent and are applied as soon as the character gains the Special Ability.
Experience Cost
This is the total cost in XP to purchase the Extraordinary Special Ability at its lowest level. The total comes from the combined costs of the other elements of the Special Ability, a single point in the Aptitude, the Difficulty and any Effects the Special Ability has. Downsides reduce the XP cost.