Magical Abilities

Magical Abilities. Magic is a special type of power and it is primarily used for utility techniques, such as possession. Magic is closely related to ki and sometimes the two are almost indistinguishable. Since magic isn’t completely distinct from ki, while you might possess lower martial combat skills, you could still easily possess immense magical skills.

Creating A Magical Ability

To create a Magical Ability, you must select whether the Magical Ability is a Targeted Ability or an Area Ability.

A Targeted Ability can be used on one character or object at a time, or affect a single point in space, equal to 1 Square.  Targeted Abilities use the listed Ki Point Cost for their Foundation.

An Area Ability can be used on several characters or objects at once, or affect a large area of space, equal to the Area selected.  Area Abilities cost an extra +5 Technique Points to create, and have a base Ki Point Cost modifier (listed in their description).

You may select one of the following Areas to apply to the Ability:

  • Burst. A square consisting of 4 Squares by 4 Squares.  2x Ki Point Cost.
  • Line. A straight line 1 Square wide and 8 Squares long.  1.5x Ki Point Cost.
  • Blast. A cone 1 Square wide at the base and 3 Squares long.  2x Ki Point Cost.

By default, all Magical Abilities are Melee Range, last for one Combat Round if there is a duration to the effect, and cost One Action to use. You can only use each Magical Ability once per Combat Round.

Foundations

After this, you select a Foundation for the ability.  The Technique Point Cost of each will be listed immediately after each Foundation in brackets, followed by the Ki Point Cost in square brackets.

  • Augment (6) [8].  Select an Aptitude. Increase the target character’s selected Aptitude by +1(T). You must pay half of this Ability’s Ki Point Cost each round to maintain this effect. This effect cannot stack with itself.
  • Enchant (8) [10].  Select a piece of equipment in this Ability’s range (you must be touching it if this Ability is restricted to Melee Range). Increase the Wound Roll of any weapon targeted by this effect by +1(T) and increase the Soak Value of the wearer of any apparel targeted by this effect by +1(T).  You must pay half of this Ability’s Ki Point Cost each round to maintain this effect.
  • Debilitate (8) [12].  Select an Aptitude and make an Opposed Save, your Cognitive against the target character’s Corporeal.  If you win, decrease the target character’s selected Aptitude by -2(T).
  • Sunder (10) [12].  Select an item in this Ability’s range (you must be touching it if this Ability is restricted to Melee Range).  That item’s effects cannot be used while this Ability remains in effect.  You must pay half of this Ability’s Ki Point Cost each round to maintain this effect.
  • Healing (8) [4].  Roll a d10 and add your Spirit Modifier (add your Extra Dice from Tier of Power to this roll).  Increase the target character’s Current Life Points by that amount.  This cannot cause their Current Life Points to exceed their Maximum Life Points.
  • Create (8) [12].  Select an item or category of item.  You can materialize the selected item(s).  If there is a Crafting TN associated with the item, you must pass a Use Magic Skill Check with an equal TN.  Otherwise, the TN is equal to the Hardness Value of the item.  Each use of this Ability can materialize 1 such item for each square the Ability can affect.  Items created this way disappear at the end of the Combat Encounter.
  • Destroy (6) [10].  Make a Use Magic Skill Check with a TN equal to Crafting TN of the target object (or the Hardness Value of the target object if there is no associated Crafting TN).  If you pass, the target object is destroyed.  If it is a weapon or apparel, reduce its Break Value by -5 instead.  If you fail, and the target is a weapon or apparel, instead reduce the Break Value by an amount equal to 5 minus the degree of failure.  E.g. if the TN was Hard and you failed, but managed to pass a TN Medum, you would reduce the Break Value by -4 instead of -5.
  • Movement (6) [6].  The target character or object moves to a Square of your choice within 4(T) of their current Square. This movement does not provoke Counter Actions.
  • Command (10) [10].  Make an opposed Cognitive Save against the target character.  If you win, you use the Command Maneuver on the target character as if they were your Minion.  This ability lasts until the end of the target’s next turn.
  • Alter (8) [12].  Make an opposed Cognitive Save against the target character (the target character can willingly fail this Saving Throw if they are your ally).  If you win, you can apply the effects of the Shapeshifter Racial Trait until the end of the target character’s next turn.
  • Binding (12) [12]. Select a target within this Ability’s range. Make an Energy or Magic (you decide upon creation) Strike Roll against their Dodge Roll. If you successfully hit (strike) them with this Ability, you may attempt to use the Energy Restraint option as if they were pinned. If multiple targets are selected, you only roll Strike once and they must individually beat it with their Dodge Roll to avoid the effects of Binding.
  • Dynamic (X) [X].  Work with your ARC to create your own Foundation if you can’t find the perfect one here.

Magical Advantages

After selecting your Foundation, you may select one or more Magical Advantages and/or Disadvantages from the lists below. You may only select Magical Advantages and/or Disadvantages that list your chosen Foundation.

Dynamic. A customized Advantage or Disadvantage created between you and your ARC.

  • -X
  • Any

Draining. Increase your selected Aptitude chosen for this Ability by +1(T).

  • -8
  • Debilitate

Instantaneous. This Ability costs a Counter Action.  If you have 2 ranks, it costs an Instant Action instead.

  • -8 | -12
  • Any

Range Boost. This Ability has a range of 4 squares.  If you have 2 ranks, this Ability has no maximum range, but follows Long Range rules.

  • -4 | -6
  • Targeted

Additional Target. For each rank of Additional Target, you may target one additional character, object, or point in space.

  • -6 | -8 | -10
  • Targeted

Wide Beam. For each rank of Wide Beam, increase the width of this Ability’s Area by 1.

  • -4 | -6
  • Line

Efficiency. Decrease this Ability’s Ki Point Cost by 1/4. This Advantage does not increase the cost of your ability.

  • -8 | -12
  • Any

Added Duration. Increase the number of Combat Rounds that this ability affects the target by 1 per rank.

  • -4 | -6 | -8
  • Debilitate, Command, Alter

Magical Disadvantages

Self-Targeting. You can only use this Ability on yourself.

  • +4
  • Targeted

Extended Casting. This Ability costs an additional action per rank.

  • +4 | +4
  • Any

Inefficiency. Increase this Ability’s Ki Point Cost by 1/2 of its Base Cost. This Disadvantage does not decrease the cost of your ability. Cannot be chosen with Efficiency.

  • +6 | +9
  • Any

Calculation

The final step of making your Magical Ability is to calculate the Technique Point and Ki Point cost. 

For the TP, add your Foundation cost, the cost of any Advantages, then subtract any Disadvantages. The result is how much your Signature Technique will cost. If you’re making an Area Ability, add another +5 onto the total after all other calculations.

Ki Point costs are calculated with the base Foundation cost (multiplied by the Area cost, if applicable), +2 for each Advantage, including multiple ranks of the same one. Disadvantages apply -1 to the total Ki Point Cost, including multiple ranks.

You can’t reduce the TP Cost of a Magical Ability below the Foundation’s TP Cost and you can’t reduce the Ki Point Cost of a Magical Ability below the Foundation’s Ki Point Cost.

%d bloggers like this: