
A Signature Technique is a special move that a Character has created. This could be a combo string of unpredictable claw attacks, a power beam of energy, or a field of exploding orbs – anything you can think of, really!
Creating a Signature Technique
To create a Signature Technique, follow the step-by-step guide below:
- Choose a level of Signature Technique; Super, Ultimate or Dramatic Finisher.
- Choose a Foundation (Physical/Energy/Magic) and Profile from that Foundation (see — Foundations & Profiles). If your selected Profile is a Multi-Foundation Profile, you must select which Foundation is used for this Signature Technique.
- Select Advantages and Disadvantages.
- Calculate the total Ki Point Cost and total Technique Point Cost.
- Pay the Technique Points and done! You have gained your very own Signature Technique.
Calculating TP Cost. Each Signature Technique starts with a Technique Point (TP) Cost of 8. From this point onwards, each change to the TP Cost is done by adding an Advantage (which has a listed increase to TP Cost) or a Disadvantage (which has a listed decrease to TP cost). By adding the TP Cost increases from your Advantages and then deducting your Disadvantages, you come up with the total TP Cost for your Signature Technique. If your Signature Technique is an Ultimate Signature Technique, you would add an additional 4 TP to the total after completing the calculations.
The overall TP Cost of a Signature Technique cannot be less than 8.
Calculating KP Cost. Each Profile has a listed Ki Point (KP) Cost, which is the start of calculating the Ki Point Cost for each Signature Technique. Increase the KP Cost of a Signature Technique by x(T), where x is equal to 1/5 of that Signature Technique’s Technique Point Cost (rounded up).
The overall KP Cost of a Signature Technique (at the point of Signature Technique Creation) cannot be less than that of the Profile for that Signature Technique.
Technique Progression. After a Signature Technique 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 Signature Technique you have access to. Improving an existing Signature Technique can either be adding Advantages or removing Disadvantages (see below).
The amount of Technique Points you can spend on any one Signature Technique is limited by your base Tier of Power. Below is a list of the maximum amount of Technique Points you can spend on a Signature Technique:
- 1. 25 TP
- 2. 30 TP
- 3. 40 TP
- 4+. 50 TP
Levels
Signature Techniques fall into three levels: Super, Ultimate and Dramatic Finisher. Super Signature Techniques are the typical level of Signature Technique that are used throughout the story, such as the Kamehameha, while the Ultimate Signature Techniques tend to be more impressive attacks kept up one’s sleeve, such as the Spirit Bomb.
Charged Up. All levels of Signature Technique increase the Dice Category of Energy Charges by 1 (typically increasing it from d6s to d8s, if you have no other Dice Category increases).
Super Signature Techniques function almost identically to a typical attack of the selected Foundation and Profile, with the benefits of the chosen Advantages and the drawbacks of the chosen Disadvantages.
Ultimate Signature Techniques have a few differences:
- Ultimate Signature Techniques increase the TP Cost of a Signature Technique by 4. This is applied after all modifications to this Signature Techniques TP cost.
- For every Health Threshold you are below, add an Energy Charge onto an Ultimate Signature Technique.
- Ultimate Signature Techniques can possess an additional Energy Charge beyond the Character’s usual limit.
- Ultimate Signature Techniques can only be used once per each Combat Encounter (this refers to each Signature Technique individually), and you can only use up to 3 Ultimate Signature Techniques during the entire Combat Encounter.
- You can only possess 1 Ultimate Signature Technique. To possess more Ultimate Signature Techniques, you must possess an equal amount of Super Signature Techniques (for example, to possess 3 Ultimates, you must possess 3 Supers). This does not count any Signature Techniques gained from Transformation Traits.
- Some Advantages can only be taken by Ultimate Signature Techniques.
Dramatic Finishers are also classified as Ultimate Signature Techniques and follow their rules as usual, but Dramatic Finishers cannot be created at Character Creation and must be obtained with permission from your ARC. They allow you to apply a Super Profile onto a Signature Technique.
Advantages & Disadvantages
Advantages and Disadvantages have some requirements to be taken that are listed under each individual Advantage/Disadvantage alongside their TP Cost and Effect.
Ranks. Some Advantages and Disadvantages can be taken multiple times, increasing their ‘rank’ by one. The TP Cost for each rank is specified separately and to buy another rank of an Advantage, you must pay the TP Cost listed. For each rank of a Disadvantage, reduce the overall TP Cost by the amount listed for each rank you have gained.
If you would gain a rank in an Advantage/Disadvantage through an effect when you don’t have that Advantage/Disadvantage, that Attacking Maneuver gains that Advantage/Disadvantage for the duration specified.
Requirement. Some Advantages and Disadvantages have listed requirements. These are what is required of your Signature Technique to gain that Advantage/Disadvantage, not what is required to make use of them. Any specific requirements to use their effects are listed in the effect.
If, due to changes like a Transformation or the effects of a Trait, a Requirement for an Advantage is no longer met, the Signature Technique stops benefiting from the effects of that Advantage. If a Requirement for a Disadvantage is no longer met, there is no issue, unless the change would be permanently affecting your Character – such as a change to Racial Traits through an Optional Rule or Manifested Power, at which point you lose that Disadvantage on the Signature Technique and must pay the Technique Points equal to the original reduction from that Disadvantage or remove Advantages until the Signature Technique is equal to (or below) its original TP Cost.
Advantages
Area Advantages
Controlled Blast: You can create blast effects from almost anywhere on the battlefield.
–TP Cost: 5
–Requirement: Cone AoE
–Effect: Instead of yourself being the Target Square, this Attacking Maneuver’s Target Square is any Square you select on the Battlefield that is not at Long Range, pointing in any direction you wish.
Hurricane Assault: The range of your sweeping attack extends beyond your physical body.
–TP Cost: 4
–Requirement: Sweeping Profile
–Effect: This Attacking Maneuver’s Magnitude becomes Standard (before any other effects apply).
Intense Blast: Your area of effect blasts are deadly enough that they clip even those that avoid it.
–TP Cost: 15
–Requirement: This Attacking Maneuver possesses an AoE.
–Effect: This Signature Technique is an Absolute Attack (see — Attacking).
Pinpoint Precision: Your uncanny accuracy allows you to hit a single target precisely where you want, to terrifying results.
–TP Cost: 6
–Requirement: This Signature Technique possesses an AoE of Standard or Minor Magnitude, this Attacking Maneuver does not possess the Concentrated Strike Advantage
–Effect: If this Attacking Maneuver targets only a single Opponent, you can use the Called Shot Maneuver on this Attacking Maneuver. If you hit an Opponent with a Called Shot, apply a rank of the Broken Combat Condition until the start of your next turn.
Splitting: Your attack splits into several projectiles that let it strike more than one enemy.
–TP Cost: 4 (First Rank), 6 (Second Rank)
–Requirement: Energy or Magic Foundation that does not have an Area of Effect.
–Effect: At Attack Declaration, when using this Signature Technique, select 2 Opponents (First Rank) or up to 4 Opponents (Second Rank). They are the targets for this Attacking Maneuver. For each Opponent you chose after the first, reduce your Wound Roll by 1(T).
Terrain Destruction: Your area of effect blasts cover a larger area.
–TP Cost: 3 (First Rank), 5 (Second Rank), 7 (Third Rank)
–Requirement: The Signature Technique possesses an AoE.
–Effect: Increase the AoE’s Magnitude by 1 for each rank of this Advantage.
Widespread Assault: Your attack has such destructive force that it covers a large area.
–TP Cost: 8
–Requirement: Attacking Maneuver does not possess an AoE.
–Effect: Select an Area of Effect (see — Area of Effect). This Attacking Maneuver gains the selected AoE at the Standard Magnitude. If you choose the Sphere AoE, the Target Square for this AoE may be any Square, rather than just a Square that you occupy.
Charge Advantages
Aura Gathering: Turn a currently sustained aura into power for this attack.
–TP Cost: 8
–Requirement: Ultimate Signature Technique
–Effect: At Attack Declaration, when using this Signature Technique, end an Aura you have active currently and gain 2 Energy Charges on this Attacking Maneuver. You cannot use this effect if this is the same Combat Round in which you activated the Aura.
Concentrated Strike: You channel all of the destructive force of this attack into a single point.
–TP Cost: 8
–Requirement: This Attacking Maneuver possesses an AoE, this Attacking Maneuver does not possess the Pinpoint Precision Advantage
–Effect: If you only target a single Character with this Attacking Maneuver’s AoE, apply an Energy Charge to this Attacking Maneuver.
Maximum Charge: Your Energy Charges are even stronger when used on this technique.
–TP Cost: 6
–Requirement: Ultimate Signature Technique
–Effect: Increase the Dice Category of the Extra Dice gained from any Energy Charges by 1 Category.
Magic Advantages
Explosion Sorcery: You can create a lethal explosion of magic, instantly killing those who are weaker than you.
–TP Cost: 12
–Requirement: Simple Profile of the Magic Foundation, this Attacking Maneuver does not possess an AoE or the Splitting Advantage
–Effect: This Attacking Maneuver is Lethal. If you hit a Minion (except a Special Minion) with this Attacking Maneuver, they are instantly Defeated regardless of Damage.
Reinforced Plantlife: Your conjured plant matter is tougher and thicker.
–TP Cost: 3 (First Rank), 4 (Second Rank), 5 (Third Rank)
–Requirement: Elemental (Plantlife) Profile
–Effect: Increase the Hardness Rank of the Features created through this Attacking Maneuver’s use of the Elemental (Plantlife) Profile by the number of ranks in this Advantage.
Weather Calling: Change the Battle Weather through your magic.
–TP Cost: 10
–Requirement: Elemental (Any except Light/Dark/Metal/Water) Profile
–Effect: When you hit an Opponent with this Signature Technique, apply the Battle Weather in a Sphere AoE (centered on that Opponent) whose Connected Profile is your Elemental Profile for this Signature Technique. The Tier is Natural if this is a Super Signature and Unnatural if this Attacking Maneuver is an Ultimate Signature.
Movement Advantages
Back Flip: You can move while attacking at range with this technique.
–TP Cost: 2
–Requirement: Hit and Run Advantage, Energy Attack, Magic Attack, Soaring Profile, Physical Attack with the Charging Assault Advantage, the Attacking Maneuver does not possess an AoE (except the Line AoE)
–Effect: Apply the effects of Hit and Run before using the Signature Technique but after Attack Declaration, instead of the usual timing. If this Attacking Maneuver has the Charging Assault Advantage, this effect is applied before Charging Assault and the KP Cost of this Maneuver is reduced by 1(T).
Charging Assault: Your attack lets you rush forward and turn your momentum into power.
–TP Cost: 10
–Requirement: N/A
–Effect: At Attack Declaration, you may move up to your Boosted Speed in a straight line towards your Opponent before any rolls, as long as your Movement would end with them in your Melee Range. If you move more than 3 Squares through this effect, increase your Wound Roll by 1 for each Square you moved after the third. This bonus cannot exceed 2(T).
If you are in a High Environment, you may move up or down 1 rank of High Environment when using this effect. If you are in the Low Sky Environment, you may leave the High Environments entirely and return to a typical Battle Environment for the Square that you end your movement on.
Express Ticket: Don’t stop your charge, and instead take your victim along for a ride to squash.
–TP Cost: 6
–Requirement: Charging Assault Advantage
–Effect: When you hit an Opponent with this Signature Technique, make a Might Clash against them. If you win, move any number of Squares up to your Boosted Speed in one direction. The target also moves the same number of Squares in that direction. If you move your full Boosted Speed without the Opponent colliding with Battle Terrain or another Character, reduce their Life Points by 1/2 of your Might.
High-Speed Dash: You use your full speed to strike your enemy while avoiding being hit yourself.
–TP Cost: 2
–Requirement: Hit and Run Advantage
–Effect: The movement through the effects of the Hit and Run Advantage uses your Boosted Speed and does not trigger the Exploit Maneuver.
Hit and Run: This technique allows you to attack and then flee.
–TP Cost: 8
–Requirement: N/A
–Effect: After using this Signature Technique, the user may move any number of Squares up to their Normal Speed in a straight line (you can move through the Square of the Opponent targeted by this Attacking Maneuver for this movement without causing collision). This movement triggers the Exploit Maneuver if you leave the Melee Range of an Opponent.
Knockback: Your technique pushes the opponent away.
–TP Cost: 4
–Requirement: N/A
–Effect: If you successfully Damage an Opponent with this Signature Technique, after the Wound Roll, you may make a Might Clash. If you win, move the target a number of Squares in a straight line away from you in any direction up to your Might.
Staggering Attack: Your attack disrupts your opponent’s balance, making it difficult for them to move.
–TP Cost: 6
–Requirement: N/A
–Effect: If you inflict Damage to an Opponent with this Attacking Maneuver, make a Might Clash against your Opponent. If you win, they cannot use the Movement Maneuver, the Soar Maneuver, or move through their own effects until the end of their turn.
Two-Step Strike: You fling your opponent away from you before using that distance to land a decisive blow.
–TP Cost: 8
–Requirement: Energy Attack, Magic Attack, Soaring Profile, or a Physical Attack with the Charging Assault Advantage; does not possess the Concentration Disadvantage
–Effect: If you would use this Attacking Maneuver with an Opponent within your Melee Range, before Attack Declaration, you may target that Opponent with the Push Back option of the Thrust Maneuver as an Out-of-Sequence Maneuver.
Power Advantages
Accurate: A technique that hones one’s focus on the target when in use.
–TP Cost: 3 (First Rank), 5 (Second Rank), 7 (Third Rank)
–Requirement: This Signature Technique does not have the Inaccurate Disadvantage
–Effect: Increase your Strike Rolls for this Signature Technique by 1(T) for each rank of this Advantage.
Armor-Piercing: Your insight into your opponents’ defenses allow you to bypass them more effectively.
–TP Cost: 8
–Requirement: Pinpoint Profile
–Effect: Ignore the target’s Damage Reduction equal to 1/2 of your Insight Modifier.
Brutal Blitz: When you rush headlong into battle, your critical hits are even more powerful.
–TP Cost: 7
–Requirement: Blitz Profile
–Effect: If you score a Critical Result on the Wound Roll of this Attacking Maneuver, apply the Extra Dice from your Critical Result twice.
Final Chance: Pour all your pride and life into this attack.
–TP Cost: 4
–Requirement: Ultimate Signature Technique
–Effect: When you use this technique, if you are below the Injured Health Threshold, you may reduce your Life Points to 0 at Attack Declaration to increase the Ki Wager by an equal amount. You are not Defeated until after this Attacking Maneuver would be completed.
Full Wager: You are able to unleash all of your energy in this single attack!
–TP Cost: 10
–Requirement: N/A
–Effect: For this Attacking Maneuver, the amount of Ki Points you can Ki Wager is only limited by your remaining Capacity.
Last Legs: Ignore your Threshold penalties and gain power for each Threshold you’re below.
–TP Cost: 6
–Requirement: Ultimate Signature Technique
–Effect: Ignore all Health Threshold penalties during this Attacking Maneuver. Increase your Strike and Wounds Rolls by 1(T) for each Health Threshold you’re below.
Long Shot: This technique is stronger when used at a far distance.
–TP Cost: 3 (First Rank), 4 (Second Rank)
–Requirement: N/A
–Effect: Increase your Strike Roll and Wound Rolls for this Signature Technique by 1(T) for each rank of this Advantage when targeting Opponents who are 9+ Squares away from you.
Overwhelming Terror: When an enemy trembles in fear before you, they can’t defend against this technique.
–TP Cost: 12
–Requirement: Access to the Terrify Maneuver
–Effect: Apply an Energy Charge to this Attacking Maneuver if all of the targets for this Attacking Maneuver are suffering from the Shaken Combat Condition.
Peppering Blows: Your constant flurry of attacks makes it harder for your opponent to dodge your attacks.
–TP Cost: 6 (First Rank), 8 (Second Rank), 10 (Third Rank)
–Requirement: Combination Profile.
–Effect: For each rank of this Advantage, this Attacking Maneuver is considered another Attacking Maneuver for the sake of applying Diminishing Defense stacks.
Power Burst: Max out your muscles to push out every drop of power!
–TP Cost: 6 (First Rank), 5 (Second Rank), 4 (Third Rank)
–Requirement: Ultimate Signature Technique
–Effect: For each rank of this Advantage, gain 1 Super Stack for the duration of this Attacking Maneuver, ignoring the penalties to your Strike Roll from the Muscle Penalty.
Power Shot: Your signature technique has more power.
–TP Cost: 4 (First Rank), 6 (Second Rank), 8 (Third Rank)
–Requirement: This Signature Technique does not have the Low Penetration Disadvantage
–Effect: Increase your Wound Rolls for this Signature Technique by 2(T) for each rank of this Advantage.
Shattering Blow: Deal a portion of your opponents Soak as damage to them.
–TP Cost: 4 (First Rank), 6 (Second Rank), 6 (Third Rank), 8 (Fourth Rank)
–Requirement: Crushing Profile
–Effect: If you inflict Damage with this Attacking Maneuver, increase the amount of Damage inflicted by 1/4 of the target’s Soak Value for each rank of this Advantage.
Sky Assault: Your attack is exceptionally accurate when aimed upwards.
–TP Cost: 3
–Requirement: Energy or Magic Foundation
–Effect: Ignore any penalties from Long Range due to an Opponent being on a higher High Environment.
Super Advantage: Double the power of one Advantage.
–TP Cost: 11
–Requirement: Ultimate Signature Technique
–Effect: Double the bonus gained from one of the following Advantages (chosen upon gaining this Advantage): Long Shot, Power Shot, or Accurate.
Transformation Boost: The power of your transformation is multiplied with this attack.
–TP Cost: 6
–Requirement: Ultimate Signature Technique
–Effect: At Attack Declaration, if you are in a Transformation, double the Attribute Modifier Bonuses of that Transformation for the duration of that Attacking Maneuver.
Surprise Advantages
Counter: Your technique works best when used as a response to an opponent’s attack.
–TP Cost: 7
–Requirement: N/A
–Effect: When you use the Cross Counter option of the Defend Maneuver, you may use the Signature Technique Maneuver to use this Signature Technique instead of the Basic Attack Maneuver. If you do, your Defense Value is not halved for this use of the Cross Counter option of the Defend Maneuver.
Delayed: This Signature Technique’s damage comes later than one would expect, at the whim of the user.
–TP Cost: 8
–Requirement: This cannot be applied to any Attacking Maneuver except through those that were used through the Signature Technique Maneuver (even if they are treated as Signature Techniques otherwise).
–Effect: If you hit an Opponent with this Attacking Maneuver, roll Wound as normal but instead of your Opponent taking any Damage, keep a record of the Dice Score of your Wound Roll and apply a stack of Imminent to the target(s) for the remainder of the Combat Encounter. While they possess this stack of Imminent, you cannot use this Signature Technique.
As an Instant Maneuver, you may remove this stack of Imminent from all targets who possess it to apply the Dice Score of the Wound Roll against their Soak Value and calculate/apply Damage as usual.
Exploiting Technique: This Signature Technique can be used quickly if an opening presents itself.
–TP Cost: 7
–Requirement: Does not possess an AoE or the Mandatory Charge, Special Set Up, Grappling, Time-Skipped, Trick Technique, or the Lead Up Disadvantages
–Effect: When you use the Exploit Maneuver, instead of the Basic Attack Maneuver, you may use the Signature Technique Maneuver to use this Signature Technique.
Fake Out: This Signature Technique looks a lot more impressive than it is, forcing the Opponent’s hand in defending against it.
–TP Cost: 10
–Requirement: 2+ Skill Ranks in Bluff, Super Signature
–Effect: Upon Attack Declaration, make a Clash (Bluff vs Intuition) against the target(s) of this Attacking Maneuver. If you win, the losing target(s) must either use the Guard option of the Defend Maneuver or make a typical Dodge Roll against this Attacking Maneuver – they cannot use any other Counter Maneuver (except the Afterimage Technique). If a target chose to Dodge this Attacking Maneuver, then after completing this Attacking Maneuver, you may use the Basic Attack Maneuver or Signature Technique Maneuver against that target as an Out-of-Sequence Maneuver. You can only target a single Character that attempts to dodge this Attacking Maneuver with this effect and you cannot use a Signature Technique with the Fake Out Advantage if you’ve already used one during this Combat Round.
Low Stakes Attack: You never really intended this to be a big attack anyways.
–TP Cost: 5
–Requirement: Fake Out Advantage
–Effect: This Signature Technique does not count towards your uses of the Signature Technique Maneuver.
Personal Bomb: You can create a delayed explosion of raw power that catches your enemies unaware.
–TP Cost: 12
–Requirement: Delayed, Sphere AoE
–Effect: If this Attacking Maneuver would target multiple Characters, you can instead select a single target. When you remove this Signature Technique’s only stack of Imminent, apply this Signature Technique’s AoE (centered on the target the stack of Imminent was on). All Characters (other than the initial target) within that AoE act as if they were targeted by this Signature Technique – make a new Strike Roll against those Characters as if this Signature Technique was an Attacking Maneuver that did not possess the Delayed Advantage. All targets of this Signature Technique receive the initially rolled Wound Roll as usual.
Trick Attack: You confuse or distract your opponent, bypassing their defenses in the process.
–TP Cost: 4
–Requirement: 2+ Skill Ranks in Bluff or Acrobatics
–Effect: Select a Skill – Bluff or Acrobatics. When you target an Opponent with this Attacking Maneuver, make a Clash (Your selected Skill vs Intuition/Perception). If you win, this Attacking Maneuver has its Strike Roll increased by 2(bT).
Technical Advantages
Condition: This attack is meant to cripple an opponent temporarily.
–TP Cost: 14
–Requirement: Cannot be applied to the ‘Elemental (Fire/Ice/Water/Lightning/Poison)’ Profiles.
–Effect: If this Attacking Maneuver deals Damage to an Opponent, apply one of the Combat Conditions below for the duration listed (chosen when gaining this Advantage):
- Guard Down: Until the start of your next turn.
- Shaken: Until the end of the target’s next turn.
- Poisoned: Until the end of the target’s next turn.
If an Opponent is already suffering from your selected Combat Condition, instead increase the Wound Roll for this Attacking Maneuver against them by 3(T).
Deadly Drop: You use gravity to slam an Opponent into the ground for massive damage.
–TP Cost: 8
–Requirement: Physical Attack, Grappling Disadvantage, Restricted – High Environment
–Effect: If this Attacking Maneuver hits an Opponent while you are the Grappler in a Grapple in a High Environment (except Deep Space), you (and any characters you are Grappling) may leave all High Environments and return to the Battle Environment on the Square you are occupying. Then, make a Might Clash against the target of this Attacking Maneuver. If you win, they Collide with the Square underneath them (see — Ground Collision). Increase the Collision Damage they suffer by 1/2 of your Might multiplied by the rank of the High Environment you were in when you applied this effect.
Hefty Stagger: This technique is exceptionally good at disrupting an opponent’s balance.
–TP Cost: 4 (First Rank), 6 (Second Rank)
–Requirement: Staggering Attack Advantage
–Effect: Increase the Dice Score for the Might Clash initiated through the effects of Staggering Attack by 1(T) for each rank of this Advantage.
Homing: Your attack is able to be controlled in some way to allow it to try again.
–TP Cost: 6 (First Rank), 8 (Second Rank), 10 (Third Rank)
–Requirement: This Attacking Maneuver does not have an Area of Effect.
–Effect: When you miss an Opponent with this Signature Technique, you may roll your Strike Roll an additional time equal to the ranks of this Advantage. For each time you’ve missed, increase your Strike Roll by 1(T). Attacks from the Homing Advantage are still considered one Attacking Maneuver and therefore do not inflict further Diminishing Defense upon an Opponent.
If you have 2+ Ranks in Homing, if an Opponent that was targeted by this Attacking Maneuver moves outside of this Attacking Maneuver’s range, if they are still within the Battlefield, you may still target them with this Attacking Maneuver but if you miss, you cannot apply the effects of Homing on that Attacking Maneuver.
Penetration: Your technique weakens the target’s bodily defenses temporarily.
–TP Cost: 12 (First Rank), 6 (Second Rank), 6 (Third Rank)
–Requirement: This Attacking Maneuver does not have an Area of Effect (Sphere/Cone) or the Low Penetration Disadvantage
–Effect: When you hit an Opponent with this Attacking Maneuver, apply a number of stacks of the Broken Combat Condition equal to the ranks of this Advantage until the start of your next turn.
Perfect Strike: Your attack doesn’t waste a single drop of energy.
–TP Cost: 8
–Requirement: Simple Profile, Ultimate Signature Technique
–Effect: Halve the reduction to your Capacity Rate from any Ki Points spent on this Signature Technique’s Ki Point Cost (you must still pay the full Ki Point Cost).
Powerbomb: By releasing your grabbed opponent at the right time, you can add momentum to your attack to deal even greater damage.
–TP Cost: 11 (First Rank), 4 (Second Rank)
–Requirement: Physical Attack, Grappling Disadvantage
–Effect: When using this Attacking Maneuver while in a Grapple that you are the Grappler of against a target that is the Grappled in that same Grapple, you can choose to end the Grapple after completing this Attacking Maneuver. If you do, you cannot use the Grapple Maneuver until the start of your next turn, but this Attacking Maneuver has its Wound Roll increased by 1/2 of your Might for each Rank of this Advantage.
Rebound: You have precision control over how your energy moves around the battlefield.
–TP Cost: 2
–Requirement: Homing Advantage
–Effect: When you roll your Strike Roll again through the effects of the Homing Advantage, you can select a different target for this Attacking Maneuver to target instead of targeting the Opponent you missed. Only the Opponent who was initially targeted by this Attacking Maneuver receives Diminishing Defense after this Attacking Maneuver is completed.
Staggering Attack: Your attack disrupts your opponent’s balance, making it difficult for them to move.
–TP Cost: 6
–Requirement: N/A
–Effect: If you inflict Damage to an Opponent with this Attacking Maneuver, make a Might Clash against your Opponent. If you win, they gain the Staggered Combat Condition until the end of their turn.
Sudden Blast: This explosive technique is impossible to reflect.
–TP Cost: 4
–Requirement: Clearing Profile
–Effect: A Character cannot use the Reflect Maneuver as a Modifier Maneuver through the effects of the Parry option of the Defend Maneuver or the Deflect/Distant Deflect options of the Intervene Maneuver in response to this Attacking Maneuver.
Sustained: Your attack continues to deal Damage after it’s been used.
–TP Cost: 6 (First Rank), 6 (Second Rank), 6 (Third Rank), 6 (Fourth Rank), 6 (Fifth Rank)
–Requirement: N/A
–Effect: If you deal Damage with this Signature Technique, your Opponent gains a Stack of DOT for each Rank of this Advantage. This effect lasts for 3 Combat Rounds. If the Opponent is dealt Damage by an Attacking Maneuver with this Advantage while suffering from this effect, reset the amount of Combat Rounds until this effect ends.
Miscellaneous Advantages
Alotta Lotta Attacks: You throw out even more attacks when using the Combination Profile.
–TP Cost: 3 (First Rank), 5 (Second Rank), 7 (Third Rank)
–Requirement: Combination Profile.
–Effect: After you hit an Opponent, roll your Strike Roll an additional time for each rank of this Advantage.
Ascended Signature: Turn the power up to a new level! A Super becomes an Ultimate!
–TP Cost: 8
–Requirement: Super Signature Technique
–Effect: At Attack Declaration, this Signature Technique can become an Ultimate Signature Technique. If it does, you cannot use this Signature Technique for the remainder of the Combat Encounter. This Signature Technique still cannot gain Advantages that require an Ultimate Signature Technique.
Aura Surge: You unleash the full power of your Aura whenever you use this technique.
–TP Cost: 10
–Requirement: Ultimate Signature Technique
–Effect: When using this Signature Technique, if you are not using an Aura, you can enter an Aura you possess for the duration of the Attacking Maneuver. You do not trigger the effects of any Aura Disadvantages for leaving this Aura through this effect.
Efficiency: This Signature Technique is surprisingly efficient with ki expenditure for its effects.
–TP Cost: 8 (First Rank), 7 (Second Rank)
–Requirement: This Signature Technique does not have the Inefficiency Disadvantage
–Effect: Reduce the total KP Cost of this Attacking Maneuver by 4(T) for each rank.
Forceful Launch: You put even more power into your attacks to knock enemies further away from you.
–TP Cost: 4 (First Rank), 6 (Second Rank), 8 (Third Rank)
–Requirement: Launching Profile
–Effect: Increase the amount of Squares an Opponent is moved through the effects of Knockback and your Dice Score for Knockback’s Might Clash by 1(T) for each rank of this Advantage.
Precise Strike: The shock wave your attack makes is explosively stronger.
–TP Cost: 4
–Requirement: Launching Profile
–Effect: If you score a Critical Result on the Strike Roll for this Attacking Maneuver, increase the amount of Squares your Opponent moves from Knockback by 1/2.
Throwing Technique: This technique allows you to lob an object at your foes.
–TP Cost: 5
–Requirement: Simple Profile of the Physical Foundation,
–Effect: When you use the Throw Maneuver, you may use this Signature Technique instead (you still follow the typical range rules for the Throw Maneuver). This also treats the Throw Maneuver as the Signature Technique Maneuver for any effects. You may only use this Signature Technique through the effects of the Throw Maneuver while wielding a Weapon with the Throwing Weapon Quality.
Transformation Flare: You can transform in the midst of using this technique when your power is otherwise insufficient.
–TP Cost: 4
–Requirement: Restricted – Untransformed Disadvantage
–Effect: If this Signature Technique hits an Opponent or if an Opponent initiates a Duel Maneuver against this Attacking Maneuver, you may use the Transformation Maneuver as an Out-of-Sequence Maneuver before you roll the Wound Roll or any rolls involved in that Duel Maneuver. You leave any Transformation you entered through this effect after concluding the Attacking Maneuver or Duel Maneuver and Damage has been calculated. Entering a Transformation in this way ignores the effects of the Restricted – Untransformed Disadvantage.
Twin-Linked: The technique has a more consistent and stronger Strike or Wound value.
–TP Cost: 10
–Requirement: This Signature Technique does not have the Dead-Link Disadvantage for your chosen Combat Roll
–Effect: Choose Strike or Wound. When making the selected Combat Roll for this Attacking Maneuver, roll it a second time and use the highest Dice Score of the two rolls. If you select Strike, this effect is not applied to the additional Strike Rolls made with the Combination Profile.
Weapon Assisted: You are able to use a weapon to perform this attack.
–TP Cost: 2
–Requirement: N/A
–Effect: This attack can be used while wielding a Weapon and benefits from its Size, Category, and Qualities – making it an Armed Attack if it does. Physical Weapons apply only to Physical Profiles, Energy Weapons for Energy Profiles, and Magic Weapons for Magic Profiles.
Disadvantages
Movement Disadvantages
Drop Down: An air-to-ground assault, this technique uses the momentum of gravity to aid in dealing massive damage.
–TP Cost: -2
–Requirement: Charging Assault Advantage, Restricted – Environment (High)
–Effect: To use this Signature Technique, you must be in a High Environment and the target for this Attacking Maneuver must not be in the High Environment or a lower rank of High Environment.
Recoil: Using this technique sends you bouncing off of your target.
–TP Cost: -2
–Requirement: Hit and Run Advantage
–Effect: When you use the effects of Hit and Run through this Signature Technique, you must move your full Normal Speed in a straight line in the opposite direction of the Opponent targeted by this Attacking Maneuver (if there are multiple, your ARC decides which Opponent). This movement can cause Collision if you would enter an occupied Square.
Resource Disadvantages
All or Nothing: Give it your all! This Signature Technique draws out all of your power.
–TP Cost: -5
–Requirement: N/A
–Effect: You must make the highest Ki Wager possible for this Signature Technique. If, after using this Signature Technique, your Capacity is not 0 – set your Capacity to 0.
Backlash: Your technique drains away your very life essence to use.
–TP Cost: -2 (First Rank), -3 (Second Rank), -3 (Third Rank), -3 (Fourth Rank), -3 (Fifth Rank)
–Requirement: N/A
–Effect: Reduce your Life Points by 2(bT) for each rank of this Advantage after concluding this Attacking Maneuver.
Inefficiency: Your technique is more wasteful with Ki and costs more for less bang.
–TP Cost: -6 (First Rank), -7 (Second Rank)
–Requirement: This Signature Technique does not have the Efficiency Advantage.
–Effect: Increase the total KP Cost of this Attacking Maneuver by 4(T) for each rank.
Restriction Disadvantages
Concentration: You can’t use this technique while an enemy is close due to reasons relating to concentration or freedom of movement.
–TP Cost: -4
–Requirement: Energy Foundation, Magic Foundation, Soaring Profile, or Physical Foundation with the Widespread Assault or Charging Assault Advantage
–Effect: You cannot use this Signature Technique through the Signature Technique Maneuver if you are within an Opponent’s Melee Range. You may still use the Energy Charge Maneuver for this Signature Technique within an Opponent’s Melee Range.
Grappling: The technique requires you to be holding the target.
–TP Cost: -5
–Requirement: N/A
–Effect: You can only use this Attacking Maneuver if you are currently Grappling at least one of the target(s) of this Attacking Maneuver.
Restricted – Aura: This technique can only be used while engulfed by an Aura.
–TP Cost: -4
–Requirement: N/A
–Effect: Choose one of your Auras. You cannot use this Signature Technique unless you are using the chosen Aura.
Restricted – Environment: This technique can only be used while in a certain Environment.
–TP Cost: -6
–Requirement: N/A
–Effect: Choose a Battle Environment other than Standard, if you select High then you select every High Environment. You cannot use this Signature Technique unless you are in the chosen Battle Environment.
Restricted – State: This technique can only be used while in a certain State.
–TP Cost: -4
–Requirement: N/A
–Effect: Choose a State. You cannot use this Signature Technique unless you are in the chosen State.
Restricted – Transformation: This technique can only be used in certain transformations.
–TP Cost: -2 (First Rank), -4 (Second Rank)
–Requirement: N/A
–Effect: Choose a type of Transformation (Enhancement or Form). You can only use this Signature Technique while in that category of Transformation. If you have two ranks, instead choose a single Transformation (Enhancement or Form) or a Transformation Line. You can only use it while in that specific Transformation or Transformation Line.
Restricted – Untransformed: This technique can only be used while not in a Transformation.
–TP Cost: -6
–Requirement: You possess a Form
–Effect: You cannot use this Signature Technique unless you are in your Normal State (see — Transformation Rules).
Restricted – Weapon: This technique can only be used with certain weapons.
–TP Cost: -2 (First Rank), -4 (Second Rank)
–Requirement: Weapon Assisted Advantage
–Effect: Choose a Weapon Category from those that use the same Foundation as this Signature Technique. You can only use this Signature Technique with a Weapon of that Weapon Category. If you have two ranks, instead choose a single Weapon. You can only use it with that specific Weapon.
Restricted – Weather: This technique can only be used while in a certain Battle Weather.
–TP Cost: -4
–Requirement: N/A
–Effect: Choose a Battle Weather. You cannot use this Signature Technique unless you are in the chosen Battle Weather.
Required Counter: This technique is only usable when your opponent is in the midst of attacking.
–TP Cost: -5
–Requirement: Counter Advantage
–Effect: You cannot use this Signature Technique Maneuver except through the effects of the Counter Advantage.
Vehicle Attack: This technique requires the use of your vehicle to ram into your enemies.
–TP Cost: -4
–Requirement: Blitz Profile OR Restricted – Weapon Disadvantage
–Effect: You cannot use this Signature Technique unless you are Piloting a Vehicle.
Set-Up Disadvantages
Lead Up: This technique is part of a combination and must be used as part of a certain order of attacks.
–TP Cost: -6
–Requirement: This Signature Technique does not possess the Mandatory Charge Disadvantage.
–Effect: Select a Profile. To use this Signature Technique, you must hit an Opponent with an Attacking Maneuver of your selected Profile as your last Maneuver before you use this Signature Technique. The Opponent hit by that last Attacking Maneuver must also be a target for this Signature Technique.
Mandatory Charge: The technique requires a certain accumulation of energy before it can be used.
–TP Cost: -4 (First Rank), -8 (Second Rank), -10 (Third Rank)
–Requirement: N/A
–Effect: You must use the Energy Charge Maneuver on this Technique two times for each rank of this Disadvantage before it can be used.
Sneak Attack: This technique only works when you catch your enemy unawares.
–TP Cost: -4
–Requirement: N/A
–Effect: You can only use this Signature Technique when Hidden, and all of your target(s) for this Attacking Maneuver must be your Oblivious Characters.
Special Set Up: In order to use this technique, you must perform another action first.
–TP Cost: -4
–Requirement: This Signature Technique does not possess the Mandatory Charge Disadvantage or the Lead Up Disadvantage.
–Effect: Select a Special Maneuver you have access to that has an Action Cost of 1 Standard Action. You can’t use this Signature Technique if you didn’t use your selected Special Maneuver as your last Maneuver this Combat Round.
Targeting Disadvantages
Distant Explosion: This technique requires that you launch it at an enemy.
–TP Cost: -3
–Requirement: Sphere AoE, this Attacking Maneuver does not have the Self-Explosion Disadvantage
–Effect: You must select a Square occupied by an Opponent to be the Target Square for the AoE of this Attacking Maneuver (that Opponent is also a target for this Attacking Maneuver).
Hostile Chase: Your attacks that do not hit their marks run the risk of hitting you.
–TP Cost: -7
–Requirement: 2+ ranks of the Homing Advantage, Energy or Magic Foundation
–Effect: If you score a Botch Result on any Strike Roll made for this Attacking Maneuver, or your Opponent scored a Critical Result on their Dodge Roll against this Attacking Maneuver, you are hit by this Attacking Maneuver. Roll Wound as an Urgent Roll and apply Damage as you would normally.
Limited Line: This attack can only travel a certain distance.
–TP Cost: -4 (First Rank), -2 (Second Rank)
–Requirement: Line AoE
–Effect: Instead of covering all Squares in a straight line to the end of the Battlefield, your Line AoE ends 8 Squares from you. If you have 2 Ranks in this Disadvantage, the Line AoE only covers 4 Squares in a direct line.
Self-Explosion: Your explosion attack originates from you.
–TP Cost: -6
–Requirement: Sphere AoE, this Attacking Maneuver does not have the Distant Explosion Disadvantage
–Effect: You must select a Square you occupy to be the Target Square for the AoE of this Attacking Maneuver.
Skyward Strike: This technique requires you to attack your opponent from far below them.
–TP Cost: -8
–Requirement: This Signature Technique does not possess an AoE and is of the Energy Foundation, Magic Foundation, or Physical Foundation with the Charging Assault Advantage
–Effect: You cannot use this Signature Technique unless your target is in a High Environment of a higher rank than you or while you are not in a High Environment. You may ignore this effect if you are both in the Deep Space Environment.
Small Scale Blast: This attack has less destructive force than normal.
–TP Cost: -4
–Requirement: Sphere AoE, this Signature Technique has no ranks of Terrain Destruction
–Effect: The Magnitude from your Sphere AoE becomes Minor.
Volatile Explosion: Your technique knows no friend or foe – only destruction.
–TP Cost: -8
–Requirement: Sphere AoE (see — Area of Effect)
–Effect: If you are within the AoE of this Signature Technique, you are also considered a target for this Attacking Maneuver.
Weakness Disadvantages
Compressed Element: This technique is unable to affect the battlefield.
–TP Cost: -4
–Requirement: Elemental (Fire/Ice/Lightning/Poison/Water/Dark/Light/Plantlife)
–Effect: Ignore the second listed effect of the Elemental Profile(s) applied to this Signature Technique.
Exhaustive: Your technique leaves you exhausted.
–TP Cost: -6 (First Rank), -10 (Second Rank)
–Requirement: N/A
–Effect: After using this Signature Technique, gain a number of Stacks for the Fatigued Combat Condition equal to the number of ranks spent on this Disadvantage until the end of your next turn. If you use this Signature Technique during this effect, refresh the duration of this effect.
Inaccurate: The technique is clumsy, hard to aim, or gives the opponent more time to react.
–TP Cost: -4 (First Rank), -5 (Second Rank), -6 (Third Rank)
–Requirement: This Signature Technique does not have the Accurate Advantage
–Effect: Decrease your Strike Rolls for this Signature Technique by 1(T) for each rank of this Disadvantage.
Low Penetration: The technique has weak power for its effort.
–TP Cost: -2 (First Rank), -3 (Second Rank), -4 (Third Rank)
–Requirement: This Signature Technique does not have the Power Shot or Penetration Advantage
–Effect: Reduce your Wound Rolls for this Signature Technique by 1(T) for each rank of this Disadvantage.
Short Range: This technique is best used right in your opponent’s face.
–TP Cost: -2 (First Rank), -2 (Second Rank)
–Requirement: Energy or Magic Foundation, this Attacking Maneuver does not have an Area of Effect
–Effect: If this Attacking Maneuver possesses 1 Rank of this Disadvantage, reduce your Strike and Wound Rolls for this Signature Technique by 2(bT) against Opponents outside of your Melee Range. If this Attacking Maneuver possesses 2 Ranks of this Disadvantage, you can only target Characters in your Melee Range with this Attacking Maneuver.
Stat Drain: The technique weakens or drains your power after use.
–TP Cost: -7 (First Rank), -7 (Second Rank), -7 (Third Rank)
–Requirement: N/A
–Effect: For each rank of this Disadvantage, after using this Signature Technique, reduce your Combat Rolls and Soak Value by 1(bT) until the end of your next turn.
Miscellaneous Disadvantages
Climax Attack: Your technique is something used as a last resort or when your blood is pumping high enough.
–TP Cost: -2 (First Rank), -3 (Second Rank), -4 (Third Rank)
–Requirement: N/A
–Effect: You can only use this Signature Technique while below the Bruised Threshold (First Rank), the Injured Threshold (Second Rank), or the Critical Threshold (Third Rank).
Dead-Link: The technique has a less consistent and weaker Strike or Wound value.
–TP Cost: -6
–Requirement: This Signature Technique does not have the Twin-Link Advantage for your chosen Combat Roll
–Effect: Choose Strike or Wound. When making the selected Combat Roll, roll it a second time and use the lower Dice Score of the two rolls.
Shoot and Pray: You loose so many attacks with such imprecision that you quickly tire yourself out.
–TP Cost: -3 (First Rank), -4 (Second Rank)
–Requirement: Combination Profile
–Effect: This Attacking Maneuver counts as an additional number of Attacking Maneuvers equal to its number of ranks for the effects of Diminishing Offense.
Short Delay: This technique’s effects dissipate quickly if not used.
–TP Cost: -4
–Requirement: Delayed Advantage
–Effect: If you haven’t used an Instant Maneuver to remove this Signature Technique’s stack of Imminent after 2 Combat Rounds have passed, you must remove the stack of Imminent and apply the Wound Roll at the end of that Combat Round.
United Attack: This technique requires more than one person to execute.
–TP Cost: -10
–Requirement: N/A
–Effect: To use this Signature Technique, you must have an Ally in your Combat Encounter who also possesses this Signature Technique. When using the Signature Technique Maneuver to use this Signature Technique, you must first ask consent from one of your Allies who possesses this Signature Technique. If they consent, they must in turn use the United Attack Maneuver on this Signature Technique. Failure to gain consent or the inability of the requested Ally to use the United Attack Maneuver results in the Signature Technique Maneuver failing – regain your Action and Ki Points spent on this Signature Technique Maneuver.