Signature Techniques

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. 

In order to make a Signature Technique, you must first select whether it’s a Super Signature or an Ultimate Signature. Signatures can only be done once per round, and have their Energy Charge dice increased by one Dice Category to d8s.

Ultimate Signatures can only be used once per Combat Session, and cost an extra +5 Technique Points to create. In return, they gain the Energy Charge Maneuver a number of times equal to half your Tier of Power (rounded up). This does not count towards your maximum number of Energy Charges.

Foundations

After this, you select the Foundation of the attack, and the Profile within that Foundation. The number in the brackets is how much the Foundation will cost in Technique Points. 

Ki Manipulation (8). Signatures that utilize Energy Attack types are listed below: 

  • Sphere. A sphere is a small or large ball of Ki that can be thrown, launched, or kicked at a target. Costs 2 Ki Points.
  • Rapid Fire. An energy attack that fires many projectiles with one maneuver. Roll Strike as normal; however, instead of a Wound Roll, you will roll 1d10 and add 1d4(T) to it to determine the number of hits. The target will suffer 2 damage per hit. Any additional modifiers, including your Force Modifier, are added and/or subtracted to that total. Costs 8 Ki Points.
  • Kiai. A ranged attack that can’t be seen with the naked eye. This foundation makes two Strike Rolls and selects the highest of the two. However, the Wound Roll is rolled twice and takes the lowest result. Costs 6 Ki Points.
  • Blast. A cone-shaped attack that affects multiple targets. An arc is made in front of you that is 3 squares wide and 3 squares long. Make a single Strike and Wound Roll against all targets in that area, who all make their own defense. Costs 6 Ki Points.
  • Explosion. A detonation of energy that affects all targets in its range. Select a square, which can include the square you are on. All characters, except you, within a 4 by 4 square of that location must make a defense against your Strike Roll. You will only make a single Wound Roll against all those affected. Costs 8 Ki Points.
  • Beam. A focused line of energy, usually seen as a sphere with a tail. Make a Strike Roll against the target as normal, and deal Direct damage. A Beam attack has one free stack of Energy Charge attached to it. Costs 10 Ki Points.
  • Cutting. A focused disk or blade of energy that is launched towards the opponent. On the d10s for your Strike Roll, you score a Botch Result on a Natural Result of 4 or lower. Increase your Critical Rate by -1 (maximum. 7) for your Strike Roll with this attack and if you score a Critical Result on the Strike Roll, increase its Damage Category to Lethal. Costs 10 Ki Points.

Martial Arts (6). Signatures that utilize Physical Attack types are listed below:

  • Basic. A basic strike that costs 2 Ki Points. 
  • Combination. A combo of several attacks. Roll Strike as normal; however, instead of a Wound Roll, you will roll 1d10 and add 1d4(T) to it to determine the number of hits. The target will suffer 2 damage per hit. Any additional modifiers, including your Force Modifier, are added and/or subtracted to that total. Costs 8 Ki Points.
  • Powered. A melee attack that’s infused with a lot of energy. This foundation applies double your Force Modifier to the Wound Roll. Costs 6 Ki Points.
  • Crushing. A heavy strike that is made with a focus on doing internal damage and shattering the area. The attack could be a spinning kick, a double-handed fist strike, or a massively enhanced Ki-laced blow. This attack deals Lethal Damage.  Make a normal Strike roll, but do not roll Wound, instead, roll 1d6(T) and add any bonuses. Costs 8 Ki Points.
  • Sweeping. An attack that lets the fighter hit multiple targets. A spinning crane kick, capoeira moves, or some kind of physical shock wave, the user can attack all enemies inside their Melee Attack Range with one attack. Roll one Strike and Wound roll while all enemies within range defend separately. Costs 6 Ki Points.

Aura (8). Bring out a specialized aura around your body that has an effect on the world. Activating this type of Technique costs One Action and provokes a Counter Action from enemies in melee range after you’ve used it. Each round your Aura is active, you must pay 1/2 its Ki Point Cost, at the start of your turn. You cannot stack the effects of an Aura or use multiple Auras at once. If you would attempt to use an Aura Signature while already benefiting from an Aura, you can refresh the Combat Round limit if it’s the same Aura Signature or, if using a different Aura Signature, end the effects of your current Aura Signature and begin gaining the effects of another Aura. Below, you’ll find the basic Aura Profiles. The only Aura that can be an Ultimate Technique is the Ultimate Aura and it must be an Ultimate Technique in order to take this Profile. Auras, no matter what, cannot last longer than 2 + your Tier of Power in rounds. All Auras cost 8 Ki Points.

  • Dynamic Aura. While active, this Aura has a benefit that’s been decided between you and your ARC.
  • Strengthened Aura. While active, you increase your Soak Value by +1(T).
  • Burning Aura. While active, deal 2(T) Lethal Damage to all combatants in your Melee Range at the start of your turn.
  • Sparking Aura. While active, you increase your Capacity Rate by 1/4th, and have +1(T) to Wound Rolls.
  • Ultimate Aura. This technique has the benefits of the Strengthened, Burning and Sparking Aura types, but it lasts only 3 Combat Rounds.
  • Energy Focus. While active, this Aura adds +2 Weapon Qualities from the Generic Qualities or Melee Qualities list onto your Physical Attacks. Additionally, you may choose one Weapon Category to apply to those attacks. Decide these benefits at the time of technique creation. You cannot benefit from the effects of Energy Focus and a Weapon simultaneously. The effects of Energy Focus take up one of your hands, as if it was a One-Handed Weapon.
  • Shield. When you activate this Aura, use the Power Flare Maneuver as if you were attacked. While this Aura is active, that result is the Shield Durability. Whenever you would take damage after calculating Soak, the Aura may take the damage by reducing its Shield Durability instead. If the Shield Durability reaches 0, this Aura automatically ends. You cannot use any attacking maneuvers while this Aura is active.

Magic (8). Signatures that use the Magic Attack type are listed below.

  • Spell. A simple blast of magic that costs 2 Ki Points.
  • Elemental. Conjuring the power of the elements, you unleash a magical ability imbued with their natural power. All damage inflicted by an Elemental Signature Technique is Direct Damage. When you select this type, choose one of the options below. Elemental Signatures cost 12 Ki Points.

    Elemental (Fire): If you successfully deal damage with this technique, increase the amount of damage your opponent takes from all sources by +2(T) until the start of your next turn.
    Elemental (Lightning): If you successfully deal damage with this technique, reduce your opponent’s Corporeal and Impulsive Saving Throws by -1(T) until the start of your next turn.
    Elemental (Ice): If you successfully deal damage with this technique, increase the number of actions your opponent requires to use the Movement Maneuver by +1 until the start of your next turn.
    Elemental (Wind): If you successfully deal damage with this technique, you can move the target a number of squares up to your Spirit Modifier once as an Instant Action, until the start of your next turn.
  • Spiritual Assault. Reduce your opponents Ki Points by 1/4 of the damage they received from this attack. Spiritual Assault Signatures cost 10 Ki Points.
  • Karmic. Good or evil has a sway on this world, through your magical abilities you can use it for your own benefit. When you make this Signature Technique, choose either Good, Neutral or Evil. Against a character possessing a Z-Soul of that alignment, your Karmic Signature deals Direct Damage. Additionally, when you select this type, choose one of the options below. Karmic Signatures cost 10 Ki Points.

    Karmic (Weakening): If you successfully deal damage with this technique, reduce all Combat Rolls of your target by -1(T) until the end of their next turn. This effect does not stack with itself.
    Karmic (Draining): If you successfully deal damage with this technique, reduce your target’s maximum Capacity Rate by 1/4 (rounded up) until the end of their next turn. This effect does not stack with itself.
    Karmic (Lasting): If you successfully deal damage with this technique, reduce any Life Points regained by that target to 1/2 (rounded down), until the end of their next turn. This effect does not stack with itself.

Dynamic. A catchall for any type of Signature Technique that doesn’t qualify as anything above. 

Advantages

Signature Techniques can only gain Advantages and Disadvantages that list their Foundation.

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

  • -X
  • Ki Manipulation, Martial Arts, Aura, Magic, Dynamics

Accurate. Increases your Strike Roll when attacking a target by +1(T) per rank.

  • -3 | -5 | -7
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Absorption. The next attack made against you has its Wound Roll reduced by -1(T). 

  • -2 | -4 | -6
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Aura Gathering. If you have an Aura Signature Technique active when you use this Signature Technique, you can choose to gain +1 Energy Charge for every two rounds it has left (minimum +1). Then, if you do, deactivate the Aura. You may not activate an Aura Signature Technique for 2 Combat Rounds after using this effect.

  • -4
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Condition. When you successfully deal damage with a technique that has this Advantage, you can give the target one of these Combat Conditions (select which one when you create your technique). 

  • Superiority. Successfully striking a target will give you Superiority to your next wound roll.
  • Impediment. Successfully striking a target will give them Impediment to their next roll.
  • Guard Down. Both you and the target roll Opposed Impulse Saving Throws. Winning gives them Guard Down to their next dodge roll. 
  • -7
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Damage Over Time. When you successfully deal damage with a technique that has this advantage, the target will be afflicted with the DoT Condition. At the start of their turn, for the next three rounds, they will suffer -1(T) Lethal damage. Multiple ranks of this advantage increase the amount of damage dealt.

  • -4 | -5 | -6
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Efficiency. Decreases the total Ki Point cost by one-fourth its total. This Advantage does not increase the cost of your technique.

  • -8 | -12
  • Advantage
  • Ki Manipulation, Martial Arts, Auras, Magic, Dynamics

Homing. If you miss your Strike Roll, you can make another roll with -1(T) to its result, up to the number of times you’ve purchased this Advantage. Each attempt applies Diminishing Defense as normal.

  • -5 | -6 | -7
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Knockback. After Striking and Wounding your target, make an Opposed Force Ability Check. If you lose, nothing happens. If you win, move the target a number of squares away from you equal to your Tier of Power plus your Force Modifier. If a target strikes a surface or another character, apply the rules for if they were thrown into it. The target can make a Medium TN Athletics or Acrobatics check to reduce the distance they’re moved back by 1/2.

  • -5
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Long Range. Reduce the bonus targets gain to their Dodge Rolls for being at Long Range by -1(T) for each rank of this Advantage.

  • -4 | -4
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Penetration. When you successfully strike an opponent with a technique that has this Advantage, reduce your target’s Soak Value by -1(T) per rank until the start of their next turn. This effect applies before you roll your Wound Roll.

  • -5 | -7 | -9
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Power Shot. Increase the Wound Roll by +2(T) for each Advantage rank. 

  • -4 | -6 | -8
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Twin-Linked. Choose Strike or Wound. When making the selected roll, roll the base 1d10 again and select the highest result. This can allow you to avoid a Botch or gain a Critical.

  • -4
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Charging Assault. When you use this Signature Technique, you can move up to your Flight Speed towards an opponent before engaging in the attack as long as they would be within your Melee Range after calculating movement. For each Square moved, increase the Wound Roll of the attack by +1.

  • -10
  • Advantage
  • Ki Manipulation, Martial Arts, Dynamics

Ki Extension. Your strike creates an image from your Ki that carries your attack. Treat your Melee Range as 8 squares for the sake of this Signature Technique.

  • -4
  • Advantage
  • Martial Arts

Weapon Assisted. This technique can be used while wielding a weapon and benefits from the Weapon Size, Category and Qualities. This only applies to Melee Weapons for the Martial Arts Foundation and for Ranged Weapons for the Ki Manipulation and Magic Foundations.

  • -4
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Delayed. You can hide your attack within the ground, suspend it in the air or otherwise redirect it so that it comes at a later time. When you use this Signature Technique, you do not roll Strike or Wound immediately. Instead, spend the Ki Point cost (including any Ki Wagers) and make a note of this technique being ready and your position on the battlefield when you used it. During a later Combat Round, you may, as an Instant Action, unleash this Signature Technique against a target within 8 squares of your position when you used the Signature Technique. The target must make an Opposed Impulsive Saving Throw against you. If they succeed, continue to roll your Strike against them as normal. If they fail, they suffer from the Guard Down Combat Condition against this attack and if they lost by 6+, increase the Damage Category for this attack by +1 (Standard becomes Direct, Direct becomes Lethal), after which you proceed to roll your Strike against them as usual.

  • -8
  • Advantage
  • Ki Manipulation

Widespread Magic. An arc is made in front of you that is 3 squares wide and 3 squares long. Make a single Strike and Wound Roll against all targets in that area, who all make their own defense.

  • -8
  • Advantage
  • Magic

Explosive Magic. Select a square, which can include the square you are on. All characters, except you, within a 4 by 4 square of that location must make a defense against your Strike Roll. You will only make a single Wound Roll against all those affected.

  • -10
  • Advantage
  • Magic

Alotta Lotta Attacks. Instead of rolling 1d10 for the number of times you hit, roll a 2d6. If you roll 6 on either d6, you may add an additional d4 to your roll.

  • -8
  • Advantage
  • Rapid Fire & Combination

Precise Strike. Roll Kiai’s Wound Roll once. Second purchase has you roll both the Strike and Wound twice, picking the highest of the two for each.

  • -6 | -6
  • Advantage
  • Kiai

Intense Blast. When an opponent rolls Dodge to avoid damage from this technique, they still take 1/4 of the total Wound result (rounded up) on a success.

  • -10
  • Advantage
  • Blast & Explosion

Terrain Destruction. Increase the AoE effect by 1×1 squares for each rank.

  • -4 / -6 / -8
  • Advantage
  • Blast & Explosion

Potent Beam. This technique has a Line AoE. Choose a direction when you fire it. All characters in a straight line along that direction are targets for the attack. By taking a second rank, increase the line’s width from One Square to Three Squares.

  • -4 | -6 
  • Advantage
  • Beam, Elemental

Shattering Blow. Instead of rolling 1d6(T) for Wound, roll 1d8(T). Make an Opposed Corporeal Save against the target. If you lose, nothing happens. If you win, the target’s Soak Value is reduced by -2(T) until the start of your next turn.

  • -12
  • Advantage
  • Crushing

Splitting. When you use this attack, you may select a number of targets within range equal to 1/2 of your Insight Modifier (rounded up). They must all roll a Dodge Roll against your Strike Roll for this attack, taking damage from the Wound Roll if they fail. For each additional target, reduce your Wound Roll by -1(T).

  • -8
  • Advantage
  • Sphere, Rapid Fire, Kiai, Beam, Cutting, Spell, Elemental

Large Energy Weapon. This Energy Focus technique takes up two of your hands, as if it was a Two-Handed Weapon. Apply your Tier of Power Extra Dice an additional time when making your Wound Roll. If you do not have Extra Dice from Tier of Power, increase your Wound Roll by +2 instead.

  • -2
  • Advantage
  • Energy Focus

Weapon Infusion. You may apply the effects of this Energy Focus onto a Melee Weapon. Do not add an additional Weapon Category.

  • -5
  • Advantage
  • Energy Focus

Focused Weapon. You may apply an additional Weapon Quality onto this Energy Focus Technique.

  • -4
  • Advantage
  • Energy Focus

Offensive Shield. You may use attacking maneuvers while this Aura is active.

  • -8
  • Advantage
  • Shield

Stat Boosting. When you make this technique, select one Attribute. While influenced by this Aura, that Attribute’s Modifier is increased by +1(T). You can take the Stat Boosting Advantage multiple times, but only once for each Attribute.

  • -8
  • Advantage
  • Aura

Flaring Aura. At the start of your turn, other combatants within your Melee Range receive 1(T) Lethal Damage for each rank.

  • -6 | -8 | -10
  • Advantage
  • Aura

Protective Aura. Reduce all damage you take by -1(T) for each rank.

  • -8 | -10 | -12
  • Advantage
  • Aura

Magical Infusion. You may apply the effects of this Aura to another character as if it was their own. You still pay the Ki Point cost but do not gain benefits from this aura yourself, and cannot use another Aura Signature Technique while this Aura is active.

  • -6
  • Advantage
  • Aura

Quick Reaction. You may use a Counter Action to activate this Aura during another character’s turn.

  • -8
  • Advantage
  • Aura

Shockwave. When activating this technique, all targets in your Melee Range must pass a Corporeal save, TN Medium. If they pass, nothing happens. If they fail, they suffer from the Guard Down Condition until the end of your next turn.

Each Rank increases the Difficulty TN by +1 category.

  • -4 | -3 | -3
  • Advantage
  • Auras

Super Signature. You may use this Signature Technique as an Ultimate Technique. 

  • -8
  • Advantage
  • Super Signature Technique

Genki. This technique can allow you to draw in energy from the world and the people present. When you select this Technique for your Energy Charge Maneuver, you may make a Clairvoyance Skill Check, TN Medium. If you fail, nothing happens. If you pass, increase the Wound Roll for this technique by +1(T) to a maximum of +10(T). Each time a character uses the Empower Maneuver after you have declared you are using this technique through Energy Charge, increase the effect of the Empower Maneuver by 1/2 of their Power Level and instead of regaining Ki Points, add it directly onto this technique’s Wound Roll.

  • -12
  • Advantage
  • Ultimate Signature Technique

Transformation Boost. If you are in a transformed state, gain an additional number of Energy Charge Maneuvers equal to 1/2 of that transformation’s Tier of Power requirement. If the Tier of Power requirement is zero, gain one additional Energy Charge Maneuver instead.

  • -12
  • Advantage
  • Ultimate Signature Technique

Maximum Charge. The Extra Dice gained from the Energy Charge Maneuver are changed to solid d10s.

  • -8
  • Advantage
  • Ultimate Signature Technique

Final Chance. When you use this Signature Technique while below the Injured Health Threshold, you can choose to reduce your Life Points to 0 when you would Ki Wager. Increase your Ki Wager by an equal amount. Your Life Points don’t count as 0 until the technique is completed.

  • -10
  • Advantage
  • Ultimate Signature Technique

Disadvantages

Backlash. Inflicts 2(T) Lethal Damage to yourself for each rank. This damage cannot be reduced by any means. 

  • +2 | +3 | +4
  • Disadvantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Dead-Link. Choose Strike or Wound. When making the selected roll, roll the base 1d10 again and select the lowest result. Cannot be chosen with Twin-Linked.

  • +3
  • Disadvantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Inaccurate. Decrease your total Strike Roll by -1(T). Cannot be chosen with Accurate.

  • +4 | +5 | +6
  • Disadvantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Inefficiency. Increase the Ki Point cost of your Signature by 1/2 its total. This Disadvantage does not decrease the cost of your technique. Cannot be chosen with Efficiency.

  • +6 | +9
  • Disadvantage
  • Ki Manipulation, Martial Arts, Auras, Magic, Dynamics

Knockdown. If you successfully Strike your target, you must make a Corporeal Saving Throw, TN Medium. Failing moves you back a number of Squares equal to 1/2 your Force modifier. If you strike a surface or another character, apply the rules for if you were thrown into it. You can make a Medium TN Athletics or Acrobatics check to halve this distance.

  • +3
  • Disadvantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Low Penetration. Reduce the Wound Roll of the technique by -1(T) per rank of this Disadvantage.

  • +2 | +3 | +4
  • Disadvantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Mandatory Charge. You must declare the Energy Charge maneuver to use this attack. You must spend at least Two Actions per rank charging before this attack can be used.

  • +4 | +6 | +8
  • Disadvantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Concentration. You cannot use this Signature Technique if you are within an opponents’ Melee Range.

  • +4
  • Disadvantage
  • Ki Manipulation, Auras, Magic, Dynamic

Short Range. Increase the Dodge Bonus targets get when this technique is used against them at Long Range by +1(T) per rank of this Disadvantage.

  • +1 | +2 | +3
  • Disadvantage
  • Ki Manipulation, Magic, Dynamics

Stat Drain. When you make this technique, select one Attribute. After using this Signature Technique, the chosen Attribute has a -2 to its Modifier for each time it has been chosen until the end of your next turn. This will stack each time the Signature Technique is used before the effects have worn off. If you use this Signature Technique again before the effects have worn off, prolong the stacked penalty until the end of your next turn. You cannot select Personality or Scholarship.

  • +4 | +4 | +4
  • Disadvantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Weapon Requirement. You can only take this Disadvantage if you have taken the Weapon Assisted Advantage. You can only use this Signature Technique while wielding a certain kind of weapon (melee or ranged) – decide what type of weapon when you gain this Disadvantage.

  • +3
  • Disdvantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Requirement. This technique can only be used by characters who meet a certain requirement such as having a pure heart or being of a specific race. Discuss with your ARC before selecting this Disadvantage.

  • +2
  • Disadvantage
  • Ki Manipulation, Martial Arts, Auras, Magic, Dynamics

Climax Attack. This technique can only be used if your Life Points are below the Bloodied Health Threshold at the first rank, Injured Health Threshold at the second rank or Wounded Health Threshold at the third rank.

  • +2 | +3 | +4
  • Disadvantage
  • Ki Manipulation, Martial Arts, Auras, Magic, Dynamics

Feedback. After using this Technique, roll a Corporeal Saving Throw, TN Hard. If you pass, nothing happens. If you fail, suffer from the Impediment Combat Condition until the end of your next turn. If you use the Signature Technique again and fail the Saving Throw for a second time during your next turn, prolong the effects until the end of your next turn.

  • +6
  • Disadvantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Grappling Technique. This Signature Technique can only be used against an opponent who you are grappling.

  • +5
  • Disadvantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Burnout. When this Aura ends, you suffer from the Fatigued Combat Condition.

  • +8
  • Disadvantage
  • Auras

Short Effect. Reduce the number of Combat Rounds the Aura remains active by -1 for each rank.

  • +4 | +6
  • Disadvantage
  • Auras

Fragile Weapon. The enhancement from your Energy Focus technique has a Break Value of 2. Follow the typical rules for Break Value for weapons. If your opponent manages to break the Energy Focus, end the technique’s effects immediately.

  • +5
  • Disadvantage
  • Energy Focus

Diminishing Shield. At the start of each of your turns while this Aura is active, reduce your Shield Durability by -4(T).

  • -6
  • Disadvantage
  • Shield

Calculation

The final step of making your Signature Technique 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 Ultimate Technique, add another +5 onto the total after all other calculations.

Ki Point costs are calculated with the base Profile cost, +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 Signature Technique below the Foundation’s TP Cost and you can’t reduce the Ki Point Cost of a Signature Technique below the Ki Point Cost of it’s type.

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