
An Aura is a technique that uses ki to give the user an advantage outside of directly attacking the opponent. It could empower them, change the environment, create a dangerous area around them, protect them with a shield or grant them an energy made entirely of ki.
In order to make an Aura, you must first choose the Aura Type. The Aura Type works similarly to a Profile for Attacking Maneuvers, in that it is the core ability of the Aura and how it is identified.
Creating an Aura
To create an Aura, follow the step-by-step guide below:
- Choose an Aura Type
- Select Aura Advantages
- Select Aura Disadvantages
- Calculate the total Ki Point Cost and total Technique Point Cost.
- Pay the Technique Points and done! You have gained your very own Aura to use.
Calculating TP Cost. Each Aura starts with a Technique Point (TP) Cost of 15. From this point onwards, each change to the TP Cost is done by adding an Aura Advantage (which has a listed increase to TP Cost) or an Aura Disadvantage (which has a listed decrease to TP cost). By adding the TP Cost increases from your Aura Advantages and then deducting your Aura Disadvantages, you come up with the total TP Cost for your Aura.
The overall TP Cost of an Aura cannot be less than 10.
Calculating KP Cost. Each Aura has its own Ki Point Cost (KP Cost). This is the basis of calculating the KP Cost for an Aura. Increase the KP Cost of an Aura by x(T), where x is equal to 1/5 of that Aura’s Technique Point Cost (rounded up).
The minimum KP Cost of an Aura is 1/2 of their listed KP Cost for their Aura Type. This applies to all possible reductions, both in calculating the KP Cost and in general use through any Maneuver or effect.
Aura Progression. Much like a Signature Technique, after an Aura has been made, at any interval of time allowed by your ARC (usually when gaining a Power Level or engaging in Downtime), you may spend any number of Technique Points to improve an existing Aura you have access to. Improving an existing Aura can either be adding Aura Advantages or removing Aura Disadvantages.
The amount of Technique Points you can spend on any one Aura is limited by your base Tier of Power. Below is a list of the maximum amount of Technique Points you can spend on an Aura:
- 1. 25 TP
- 2. 30 TP
- 3. 40 TP
- 4+. 50 TP
Using an Aura
Aura Activation. To activate an Aura, you use the Aura Maneuver (see — Actions & Maneuvers). While an Aura is active, at the start of each of your turns, you must pay 1/2 of the Ki Point Cost of your Aura, otherwise it deactivates.
Aura Deactivation. Typically, Auras last until you willingly end their effects or choose not to pay Ki Points at the start of your turn. The Time Limit Disadvantage, however, limits the amount of Combat Rounds an Aura can remain active.
After you have paid the Ki Point Cost for maintaining your Aura, you can end your Aura at any point during your turn as an Instant Maneuver.
Aura Limit. You can only have one Aura active at any one time. If you use the Aura Maneuver while already in an Aura, you can switch to a different Aura.
If you leave an Aura, except to change to a different Aura through the Aura Maneuver, you cannot enter another Aura until the start of your next turn.
Transformation Lite. While in an Aura, reduce your Stress Bonus by 2.
Aura Tax. While a Character has an Aura active, halve the amount of Ki Points they would gain through any means.
Aura Types
Each Aura Type has its own Ki Point Cost and effects. The Ki Point Cost serves as the basis for Ki Point Cost calculation and you benefit from the effects while you are still in the Aura.
Sparking: Your power surges, boosting all of your combat capabilities.
–KP Cost: 8(T)
–Effect: Increase all of your Combat Rolls and both your Force and Magic Modifiers by 1(T).
Burning: Your aura violently assaults everything around you.
–KP Cost: 6(T)
–Effect: At the end of each of your turns, reduce the Life Points of all other characters within the Minor Sphere AoE (centered on you) by 3(T).
Hazardous: The area around you becomes engulfed by weather.
–KP Cost: 6(T)
–Effect: When you create this Aura, select a Battle Weather. Within a Minor Sphere AoE centered on you (this AoE moves as you move), apply your Battle Weather of choice at its first Weather Tier.
Avatar: Your Ki surrounds you, engulfing your body in a giant figure.
–KP Cost: 8(T)
–Effect: Increase your Size Category to Gigantic and this Aura possesses 2 ranks of the Absorption Aura Advantage for free (this does not increase this Aura’s TP Cost). Ignore the Size with Apparel rule for the increase to your Size Category due to this Aura’s effects.
Energy Focus: You sharpen your aura into a weapon made of energy.
–KP Cost: 6(T)
–Effect: When you create this Aura, choose one Melee Weapon Category, a Weapon Size and up to 2 Weapon Qualities from the Generic or Melee categories. While you are in this Aura, your Unarmed Physical Attacks benefit from those effects.
Draining Focus: You cover yourself in poisonous energy that weakens and harms your foes.
–KP Cost: 8(T)
–Effect: Each time you deal Damage to an Opponent with an Attacking Maneuver, reduce their Life and Ki Points by 2(bT).
Shield: You create a barrier to protect yourself from harm.
–KP Cost: 10(T)
–Effect: Whenever you take Damage from an Attacking Maneuver, instead of reducing your Life Points, reduce the Shield Durability of your Shield (this does not count as the Attacking Maneuver dealing Damage for the sake of you or the attacker’s effects). If the Shield Durability reaches 0, this Aura automatically ends and you receive any excess damage. You cannot use any Attacking Maneuvers while this Aura is active.
To calculate this Aura’s Shield Durability, it is equal to 5x your Might at the time of creating this Shield. Your Shield Durability cannot exceed 5x your Might.
Aura Advantages & Aura Disadvantages
Aura Advantages and Aura Disadvantages have some requirements to be taken that are listed under each individual Aura Advantage/Aura Disadvantage alongside their TP Cost and Effect.
Aura Advantages and Aura Disadvantages function similarly to the Advantages and Disadvantages used by Signature Technique and as such the rules of Ranks and Requirements (see – Signature Techniques) is identical for Aura Advantages & Disadvantages.
Aura Advantages
Augmentation Aura Advantages
Big Aura: Your Aura isn’t just bright, it’s beautifully big.
–TP Cost: 10 (First Rank), 6 (Second Rank), 6 (Third Rank)
–Requirement: Burning Aura or Hazardous Aura
–Effect: Increase the Magnitude of the AoE to Standard for the First Rank and increase the Magnitude by 1 additional Magnitude for each additional Rank.
Boosting: This Aura focuses your abilities and allows you to reinforce your capabilities.
–TP Cost: 7 (First Rank), 7 (Second Rank), 7 (Third Rank)
–Requirement: N/A
–Effect: Each time you gain a Rank of this Aura Advantage, select an Attribute (AG/TE/IN or FO+MA): while in this Aura, increase the Attribute Modifier of your chosen Attribute by 1(T). You cannot select the same Attribute more than once for the effects of Boosting.
Element Bound: The power of an element infuses this Aura, imbuing your attacks with the fury of that element.
–TP Cost: 10 (First Rank), 10 (Second Rank), 10 (Third Rank)
–Requirement: N/A
–Effect: Upon applying this Aura Advantage to an Aura, select a Profile with ‘Elemental’ in the name. When making an Attacking Maneuver, you may apply the Multi-Profile Super Profile to that Attacking Maneuver (but you must use your selected ‘Elemental’ Profile for its effects). You can do this a number of times per Combat Round equal to the number of ranks your Aura has in this Aura Advantage.
Flashy Aura: Your bright Aura blinds would-be attackers.
–TP Cost: 4 (First Rank), 5 (Second Rank)
–Requirement: N/A
–Effect: In a Sphere AoE (centered on you), increase the Light Level by 1 Level for each Rank of this Aura Advantage. Depending on your number of Ranks for this Aura Advantage, you do not suffer the penalties from Bright (1+ Ranks of this Aura Advantage) or the Blinding (2 Ranks of this Aura Advantage) Light Levels while in this Aura.
Range Extension: Your Aura allows you to strike at a further range.
–TP Cost: 2 (First Rank), 2 (Second Rank), 2 (Third Rank)
–Requirement: N/A
–Effect: For each Rank of this Aura Advantage, increase your Melee Range by 1 while you’re in this Aura.
Scaling: This Aura’s strength grows as the user powers up.
–TP Cost: 10
–Requirement: This Aura does not possess the Boosting Aura Advantage or the Tiring Aura Disadvantage (except through its own effects)
–Effect: Upon applying this Aura Advantage to an Aura, select three Attributes as if they were being selected through the effects of the Boosting Aura Advantage. Upon entering this Aura, or upon the start of each of your turns while in this Aura, you may apply up to 3 ranks of the Boosting Advantage (using one of your selected Attributes for each rank) to this Aura until the start of your next turn. If you do, for each rank of Boosting applied – apply a rank of the Tiring Aura Disadvantage to this Aura.
Skill Shield: You skillfully maximize the effect of your shield by focusing your guard on the most vital points.
–TP Cost: 4
–Requirement: Shield Aura
–Effect: When calculating your Shield Durability, use 5x your Insight Modifier instead of 5x your Might. You may also use your Insight Modifier instead of your Might for any effects of Aura Advantages or Traits that refer to your Shield Durability.
Technical Aura: This Aura enables you to easily use a specific technique.
–TP Cost: 15
–Requirement: N/A
–Effect: Upon applying this Aura Advantage to an Aura, select a General Advantage (see — Signature Techniques) with a TP Cost of 10 or less (except Ascended Signature). Apply your selected Advantage to all of your qualifying Attacking Maneuvers while in this Aura.
Variable Energy Weapon: You have completely mastered this Aura and can transform it to your whim.
–TP Cost: 3 (First Rank), 5 (Second Rank), 7 (Third Rank)
–Requirement: Energy Focus Aura
–Effect: When you activate this Aura or at the start of your turn after you’ve paid the Ki Point Costs to maintain this Aura, you may choose to change the Weapon Size applied to your Unarmed Attacks through this Aura. If you have a second rank in this Advantage, during either of those listed periods, you may also change the Melee Weapon Category of your Aura to another Melee Weapon Category. Finally, if you have a third rank in this Advantage, during either of those listed periods, you may also exchange any Weapon Qualities on your Aura for any other Weapon Qualities that fit the criteria.
Defensive Aura Advantages
Absorption: This Aura reduces the damage you take.
–TP Cost: 6 (First Rank), 8 (Second Rank)
–Requirement: N/A
–Effect: Increase your Damage Reduction by 1(T) for each Rank of this Aura Advantage.
Environmental Shielding: Nothing gets to you. Literally. That’s a damn good barrier.
–TP Cost: 6
–Requirement: Shield Aura
–Effect: Ignore the effects of Battle Weather and Battle Environments while you are in this Aura.
Expanded Shield: Your shield is huge, able to protect allies.
–TP Cost: 10
–Requirement: Shield Aura
–Effect: All Allies within a Standard Sphere AoE (centered on you) also benefit from your Shield Aura as if they were using it. If multiple Characters who are benefiting from your Shield Aura are targeted by an Attacking Maneuver with an AoE, you can limit the Shield Durability each Character would benefit from to any amount up to its current amount.
Your Shield Durability is lost as usual if anyone benefiting from this effect would take Damage. Each person does not gain their own individual Shield Durability.
Protective: Your Aura affords you some protection against unwanted effects.
–TP Cost: 6 (First Rank), 8 (Second Rank)
–Requirement: N/A
–Effect: If you are targeted by an Opponent’s effect that initiates a Clash using Saving Throws, increase your Saving Throws by 1(T) for each rank of this Advantage.
Solid Shield: Your shield encompasses part of the battlefield, creating a physical barrier against entry.
–TP Cost: 6
–Requirement: Expanded Shield Aura Advantage
–Effect: All Squares within a Standard Sphere AoE (centered on you) are considered occupied for your Opponents. An Opponent can attempt to move onto a Square occupied by your Shield by making a Might Clash against you. If you win, their movement ends at the Square adjacent to the edge of your Sphere AoE. If you lose, the Opponent may enter that space as if it was unoccupied and stop treating your Shield as if it was occupied until they leave the Sphere AoE or this Aura ends.
If an Opponent is moved into a Square occupied by your Shield, follow the typical rules for Feature Collision as if that Square had a Feature with a Hardness Rank equal to 1/2 of your Tier of Power (rounded up).
Once per movement per Character, if you use the Movement Maneuver while this Aura is active, you may make a Might Clash against any Opponent(s) who would enter the Squares you move into due to your movement. If you win, they are moved in the same direction as you are moving a number of Squares equal to your remaining movement. If you lose, that Opponent may enter that space as if it was unoccupied and stop treating your Shield as if it was occupied until they leave the Sphere AoE or this Aura ends.
Exceptional Aura Advantages
Dynamic Shield: You control the density of this Aura, allowing your shield to only take partial blows.
–TP Cost: 6
–Requirement: Shield Aura
–Effect: When hit by an Attacking Maneuver, you can choose the amount of Shield Durability lost (up to the amount of Damage you would have received). Any excess Damage is removed from your Life Points as usual.
Offensive Shield: You can warp and shift your barrier to allow you to keep fighting.
–TP Cost: 8
–Requirement: Shield Aura
–Effect: You may use Attacking Maneuvers while this Aura is active.
Selective: Your Aura does not harm your Allies.
–TP Cost: 7
–Requirement: Burning Aura
–Effect: Your Allies do not suffer from the effects of your Burning Aura.
Strainless Aura: This Aura is less strenuous than others.
–TP Cost: 7
–Requirement: This Aura does not possess the Stressful Aura Disadvantage.
–Effect: Ignore the Transformation Lite rules while this Aura is active.
Tax Exempt: This Aura doesn’t strain your ki reserves as much as most.
–TP Cost: 5
–Requirement: At least 1 Rank of the Efficiency Aura Advantage
–Effect: Ignore the Aura Tax rule while this Aura is active.
Offensive Aura Advantages
Burst Aura: You can fuel your attacks with the power of your Aura.
–TP Cost: 2
–Requirement: N/A
–Effect: If you hit an Opponent with an Attacking Maneuver, you may apply an Energy Charge to that Attacking Maneuver. If you do, you immediately leave this Aura after concluding that Attacking Maneuver.
Charging Aura: This Aura allows you to gather energy much faster than normal.
–TP Cost: 8
–Requirement: N/A
–Effect: The first time you use the Energy Charge Maneuver in a Combat Round, you may gain an additional Energy Charge for your declared Attacking Maneuver.
Deadly Drain: Your poisonous aura saps away your enemies’ strength even faster.
–TP Cost: 8 (First Rank), 8 (Second Rank), 10 (Third Rank)
–Requirement: Draining Focus
–Effect: For each Rank in this Aura Advantage, increase the reduction to Life and Ki points through the effects of Draining Focus by 1(bT).
Defiant Aura: Your Aura grants you increased strength when you’re hurt.
–TP Cost: 2 (First Rank), 3 (Second Rank), 3 (Third Rank)
–Requirement: N/A
–Effect: Increase your Combat Rolls by 1(T) while you are below the Critical Health Threshold (First Rank), Injured Health Threshold (Second Rank) or Bruised Health Threshold (Third Rank).
Explosive Aura: Each time your Aura flares, people get hurt.
–TP Cost: 12
–Requirement: Burning Aura
–Effect: If you use the Power Up Maneuver or Transformation Maneuver, apply the effects of the Burning Aura Profile as if it was the end of your turn.
Flaring Aura: This flame is burning hotter than ever before!
–TP Cost: 6 (First Rank), 6 (Second Rank), 8 (Third Rank)
–Requirement: Burning Aura
–Effect: For each rank of this Advantage, increase the Life Point Reduction of the Burning Aura’s effect by 1(T).
Powerful Aura: Your Aura’s power grows as your does.
–TP Cost: 4 (First Rank), 5 (Second Rank), 6 (Third Rank)
–Requirement: N/A
–Effect: Increase your Wound Rolls by x(T), where x is equal to the total between your ranks of this Advantage and your current number of Power stacks.
Push Through It: Despite your rapidly depleting stamina, you are able to ignore the strain and squeeze even more power out of this Aura.
–TP Cost: 8
–Requirement: Scaling Aura Advantage
–Effect: For every rank of the Tiring Aura Disadvantage on this Aura, increase your Wound Rolls by 1(T).
Reactive Shield: When this Aura is struck, your enemies take backlash from your shield.
–TP Cost: 7
–Requirement: Shield Aura
–Effect: Upon being hit by a Physical Attack, you may spend a Counter Action to use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, you must select the Simple Profile for that Attacking Maneuver and you may spend any amount of your remaining Shield Durability to increase the Wound Roll by an equal amount. Reduce your Capacity by an equal amount.
Utility Aura Advantages
Efficiency: This Aura is surprisingly efficient with ki expenditure for its effects.
–TP Cost: 8 (First Rank), 7 (Second Rank)
–Requirement: This Aura does not have the Inefficiency Aura Disadvantage.
–Effect: Reduce the total KP Cost of this Aura by 4(T) for each rank of this Aura Advantage.
Hefty Aura: Your Aura grants you a bulkier physique.
–TP Cost: 6 (First Rank), 6 (Second Rank), 8 (Third Rank)
–Requirement: N/A
–Effect: While in this Aura, gain a number of Super Stacks equal to the number of ranks of this Aura Advantage.
High Speed Aura: When in this Aura, you move at an accelerated pace.
–TP Cost: 2 (First Rank), 2 (Second Rank), 1 (Third Rank)
–Requirement: Sparking Aura
–Effect: Increase your Speed by 1(T) for each Rank of this Aura Advantage.
Infusion: Send the energy of your Aura to others.
–TP Cost: 6
–Requirement: N/A
–Effect: Upon using the Aura Maneuver for this Aura, select a willing Ally. That Ally enters this Aura instead of you, but you pay the Ki Point Cost for this Aura and to maintain the Aura. Additionally, you cannot benefit from an Aura yourself while using any Aura(s) with the Infusion Aura Advantage.
Restorative Shield: You can repair your shield.
–TP Cost: 6
–Requirement: Shield Aura
–Effect: At the start of your turn, after you’ve paid the Ki Points to maintain this Aura, you may spend any number of Ki Points up to your Might to regain an equal amount of Shield Durability.
Sensory Refinement: Your Aura clears your mind and heightens your sixth sense.
–TP Cost: 1 (First Rank), 2 (Second Rank), 2 (Third Rank)
–Requirement: N/A
–Effect: Increase the Dice Score of your Skill Checks that use your Insight Attribute by 1 for each rank of this Aura Advantage.
Shockwave: When you enter this Aura, the weak are blown away.
–TP Cost: 4
–Requirement: N/A
–Effect: Upon entering this Aura, make a Might Clash against all Characters in your Melee Range. If you win, they move a number of Squares up to your Might away from you in a straight line.
State of Mind: When in this Aura, you fall into a deep trance.
–TP Cost: 12
–Requirement: Sparking Aura
–Effect: When you create this Aura, select either the Raging or Mindful State. While in this Aura, you are in the selected State.
Aura Disadvantages
Harmful Aura Disadvantages
Burnout: This Aura leaves you tired.
–TP Cost: -6
–Requirement: N/A
–Effect: When you leave this Aura, you gain the Fatigued Combat Condition until the end of your next turn.
Dangerous Aura: This Aura leaves you extra vulnerable to unwanted effects.
–TP Cost: -4 (First Rank), -4 (Second Rank), -6 (Third Rank)
–Requirement: N/A
–Effect: Reduce your Saving Throws by 1(T) for each rank of this Aura Disadvantage.
Degrading Shield: Your Shield Aura breaks down over time.
–TP Cost: -4 (First Rank), -6 (Second Rank), -8 (Third Rank)
–Requirement: Shield Aura
–Effect: Reduce your Shield Aura’s Shield Durability by 2(bT) at the start of each of your turns for each Rank of this Aura Disadvantage.
Distracting Aura: You can’t focus on anything while you’re in this Aura.
–TP Cost: -1 (First Rank), -1 (Second Rank), -2 (Third Rank)
–Requirement: N/A
–Effect: Reduce the Dice Score of your Skill Checks by 1 for each rank of this Aura Disadvantage.
Heavy Aura: This Aura slows you down.
–TP Cost: -4 (First Rank), -4 (Second Rank), -6 (Third Rank)
–Requirement: This Aura does not possess the High Speed Aura Advantage
–Effect: For each rank of this Aura Disadvantage, reduce your Defense Value and Speed by 1(T). This effect can reduce your Speed to 0.
Immolate Self: Your fiery aura is so potent it burns even your own flesh.
–TP Cost: -10
–Requirement: Burning Aura
–Effect: Your Life Points are also reduced by the effects of your Burning Aura.
Life Drain: This Aura is sustained by your lifeforce.
–TP Cost: -2 (First Rank), -3 (Second Rank), -4 (Third Rank), -4 (Fourth Rank), -4 (Fifth Rank)
–Requirement: N/A
–Effect: At the end of each of your turns, reduce your Life Points by 2(bT) for each Rank of this Disadvantage.
Stat Loss: While in this Aura, you weaken your power.
–TP Cost: -6 (First Rank), -6 (Second Rank)
–Requirement: N/A
–Effect: For each rank of this Disadvantage, while in this Aura, reduce a Combat Roll of your choice by 1(bT). If you select Dodge Rolls, reduce your Soak Value by an equal amount.
Tiring: This Aura wears you out faster.
–TP Cost: -4 (First Rank), -5 (Second Rank), -6 (Third Rank)
–Requirement: N/A
–Effect: Increase the Ki Point Cost of all Attacking Maneuvers and Unique Abilities you use while in this Aura by 1(T) for each rank of this Aura Disadvantage.
Vulnerable Aura: This Aura taxes the body and leaves you vulnerable.
–TP Cost: -6 (First Rank), -8 (Second Rank), -8 (Third Rank)
–Requirement: N/A
–Effect: While in this Aura, you suffer from a number of Stacks of the Broken Combat Condition equal to the Ranks of this Aura Disadvantage.
Prohibitive Aura Disadvantages
Base Aura: This Aura is only accessible if you aren’t transformed.
–TP Cost: -8
–Requirement: Access to a Core Transformation
–Effect: This Aura can only be used while in your Normal State.
Climactic: This Aura can only be used while you’re hurt.
–TP Cost: -2 (First Rank), -3 (Second Rank), -4 (Third Rank)
–Requirement: N/A
–Effect: You can only enter this Aura while below the Bruised Threshold (First Rank), the Injured Threshold (Second Rank), or the Critical Threshold (Third Rank).
Focused: This Aura is focused into a single body part.
–TP Cost: -8 (First Rank), -10 (Second Rank), -12 (Third Rank)
–Requirement: N/A
–Effect: You can only benefit from the effects of this Aura’s effects and Aura Advantages for the duration of a single Maneuver (decide upon the declaration of that Maneuver), up to 3 times per Combat Round. For each rank of this Aura Disadvantage after the first, reduce the number of times you can use this Aura’s effects and Advantages by 1.
Fragile State: You are incapable of maintaining your state of mind when you’re too badly hurt.
–TP Cost: -2 (First Rank), -3 (Second Rank), -4 (Third Rank)
–Requirement: Required State Disadvantage
–Effect: If, at the start of your turn, you are below the Critical (First Rank), Injured (Second Rank), or Bruised (Third Rank) Health Threshold, you immediately leave the State chosen via the Required State Disadvantage.
Harsh Focus: Your attention is consumed by this aura, preventing you from using any other techniques.
–TP Cost: -5
–Requirement: N/A
–Effect: You cannot use the Signature Technique Maneuver while using this Aura.
Numb: This Aura leaves you unable to feel the damage you’ve taken.
–TP Cost: -3 (First Rank), -4 (Second Rank), -4 (Third Rank)
–Requirement: Vigor Talent
–Effect: Ignore your effects that would trigger for being knocked through the Bruised (First Rank), Injured (Second Rank), or Critical (Third Rank) Health Thresholds or passive effects that would give bonuses for being under those Health Thresholds (for effects like Vigor, you’d ignore the Health Thresholds that correspond to the number of ranks).
Required State: This Aura requires a specific state of mind.
–TP Cost: -4
–Requirement: This Aura does not have the State of Mind Advantage
–Effect: When you create this Aura, select either the Raging or Mindful State. You must be in the selected State to enter this Aura. If you are not in the selected State at any point, you leave this Aura immediately.
Restricted Aura: This Aura cannot be used outside of a specific Transformation.
–TP Cost: -6
–Requirement: Access to a Transformation
–Effect: Select a Transformation (Alternate Form, Legendary Form or Enhancement Power) or Transformation Line you have access to. You can only use this Aura within that selected Transformation or Transformation Line. If this Aura is used with a Transformation that possesses the Natural Aspect, it loses that Aspect while in this Aura.
Miscellaneous Aura Disadvantages
Inefficiency: Your Aura is more wasteful with Ki and costs more for less bang.
-TP Cost: -6 (First Rank), -7 (Second Rank)
-Requirement: This Aura does not have the Efficiency Aura Advantage.
-Effect: Increase the total KP Cost of this Aura by 4(T) for each rank of this Aura Disadvantage.
Small Avatar: Your avatar is smaller than usual, but still larger than you normally are.
–TP Cost: -3 (First Rank), -3 (Second Rank)
–Requirement: Avatar Aura
–Effect: For each Rank of this Aura Disadvantage, reduce the Size Category gained from the effects of the Avatar Profile by 1. The effects of the Avatar Aura cannot reduce your Size Category.
Stressful Aura: This Aura drains your stamina, making it harder to maintain your Transformations.
–TP Cost: -5 (First Rank), -5 (Second Rank), -5 (Third Rank)
–Requirement: Restricted Aura, this Aura does not possess the Strainless Aura Advantage.
–Effect: For each rank of this Aura Disadvantage, reduce your Stress Test rolls by 1.
Tax Evasion: When you leave this Aura, your energy plummets.
–TP Cost: -5
–Requirement: Tax Exempt
–Effect: Once you leave this Aura, halve your current Ki Points. If your current Ki Points were lower than 1/4 of your maximum Ki Points when you left this Aura, instead set your amount of current Ki Points to 0.
Time Limit: This Aura cannot be used for long.
–TP Cost: -8
–Requirement: N/A
–Effect: After 3 Combat Rounds, leave this Aura.