Many characters and foes wield powerful attacks, such as Kamehameha or final flash. On this page, you will be able to build special and unique signature attack. From powerful ki blasts to devastating physical blows, to blazing auras or eccentric spells. You can build and create as many signature attacks as you want, although your ARC might limit your amount or combination of advantages.
There are different types of signature attacks you can create. You can create energy, physical, an aura, or even a completely dynamic attack. When you create energy, physical or aura techniques you will follow the steps below, however, if you want to create a magical ability you will follow a different set of steps. (See – Magical Ability)
Making a Signature
Making a Signature attack is an easy process that starts with you selecting a Foundation or signature type. Then you will add modifiers called advantages and disadvantages to manipulate how the attack functions.
To create a Signature, you will need Technique Points (TP). Points can be gained as your Power Level increases (See – Character Creation).
|Rohan: I want to create a signature attack. |
Architect: Okay, I can help you with that. First, you will need to pick a technique type.
Step One. Foundation
There are four classifications of Signatures called Foundations: Ki Manipulation, Martial Arts, Auras and Dynamic. Each Foundation has a bracketed numeric value, and this value is the Technique Point cost you must pay in order to create your Signature. These classifications are the base for customizing a new and unique signature.
Each Foundation has subcategories or attack types which will define your Signature and its basic functions. Each attack type has a numeric value in parentheses, and this value is the base ki cost or (BC) required to use perform that specific attack type.
Ki Manipulation . Signatures that utilize the energy attack type are listed below. These types of attacks can range from beam attacks to blast.
Martial Arts . Physical and martial-arts signatures that follow the attack type rules for physical attacks; the following are the various types of martial techniques:
Aura . A special technique that creates a field of energy around you. This energy can be used for attack and defense against an opponent. To activate any type of aura you will need to spend one (1) action. Activating an aura within melee attack range provokes a counter maneuver against you. Each round your Aura is active you have to pay one-half (1/2) is ki point cost to sustain it, this is called sustain cost.
Dynamic [x]. A catchall for any type of signature attack that doesn’t qualify as those above. A dynamic signature gives you and your ARC the ability to design, from the ground up, your own type of signature.
|Rohan: Okay, I think I want to create a kiai technique. |
Architect: Alright, that is a good technique. First, we will need to know how many techniques points you have and then you can buy advantages to add cool benefits to your kiai attack.
Rohan: I have 14 technique points to spend.
Step Two. Advantages
Signature can be modified or improved by giving them advantages. Advantages are special rules that make the attack stronger, more accurate or cause a different damage type. Adding an advantage to your signature will cost Technique Points. Adding advantages to a signature increases its ki point cost.
Advantage and Disadvantage Entries. Both advantages and disadvantages entries have a Technique Point value associated with them. Each is accompanied by a plus symbol or a negative symbol. Advantages have (-) negative symbols, this is the amount TP it cost to add the advantage to your signature. Disadvantages have (+) plus symbols, this is the amount TP gained towards that specific Signature.
Some advantages and disadvantages can be taken multiple times, this is shown as (x/x) Advantages and disadvantages that can be taken multiple will have multiple numeric values listed. For example, an advantage with (-2/-2) can be taken twice on a single signature for a total of four (4) TP. Taking an entry twice typically increases or decreases its effects – see each entry for details on taking it more than once.
|Rohan: What do I need to do first? |
Architect: Okay, that’s easy. You will need to purchase the kiai signature. It costs four technique points to purchase. So, you will subtract that from your fourteen points. Then we will add advantages.
Rohan: Okay, I subtracted four from my TP, I have ten points left to spend. I want to add some advantages to the signature, probably some extra damage and accuracy.
Architect: Alright, advantages cost TP too. Check them out and pick which ones you want for your signature.
Accurate (Advantage). Increases your technique’s ability to strike a target. Increase your strike roll by three (+3T) when attempting to use the technique against a target. You can take this advantage up to three times, each time increases your strike roll by three (3T).
Absorption (Advantage). Reduce damage inflicted against you. Reduce the amount of damage inflicted on you by two (-2T). You can take this advantage up to three times. Each level of this advantage reduces incoming damage by two (2T).
Condensed (Advantage). Your attack is extremely focused, it strikes very precisely and quickly. When you use this attack you must declare you are using the Call Shot Maneuver. (See – Actions & Combat). A condensed attack can NOT enter or cause and Energy Duel, it cannot be absorbed by other traits or abilities, and its damage type can NOT be changed. A Condensed attack is still affected by Soak and other damage reduction effects.
Condition (Advantage). You can add a combat condition to your technique. This condition will be applied to your target after the specific criteria has been met. Each time you purchase this advantage you can select one of the following conditions, but you cannot have the same condition more than once. (Attacking & Conditions)
DOT (Advantage). Damage over time is a debuff that inflicts damage to a target over a period of rounds. If you successfully hit a target and after the normal attack sequence is complete. The target will suffer two (-2T) lethal damage at the start of their turn for the next three (3) rounds. You can take this advantage up to three (3) times. Targets can choose to end the effects by spending an action on their turn by making a corporeal saving throw, TN easy.
Dynamic (Advantage). You can do anything you want with this advantage. There are a few rules though. First, you must work closely with your ARC on the concept of the advantage. Second, you cannot create an advantage that is already listed in this section. Third, ARC have the final say. Other than that, use your imagination. Notably, dynamic advantage has no set technique point cost. The cost is created between you and your ARC. Moreover, if your advantage is to have multiple levels you will need to discuss that technique cost too.
Efficiency (Advantage). Decreases the TOTAL ki point cost of your technique. Reduce the total ki point cost of your technique by one-fourth (1/4) its total. You can take this advantage twice. This advantage reduces the FINAL ki point cost of your signature. Unlike other advantages, this one does NOT increase the cost of your technique.
Homing (Advantage). An attack that can be guided towards a target and grants you a second attempt to hit a target if you miss the first. Roll to attack, if you fail to strike the target you can attempt to guide your attack back at them. Roll to strike the target again with the same attack, however, reduce your results by half (1/2). If this second attempt fails, the attack ends normally. Your target’s dodge can be reduced (Attacking & Conditions) for both strike rolls. After the attack is completed continue the turn sequence normally.
Knock-back (Advantage). Force an adjacent target back and away from you. A knock-back is an active opposition. If you successfully strike and wound your target. You and the target will make opposing potency checks. If you score higher than the target you thrust them backwards away from you. Move the target six (6) squares away in any direction you wish. The target can make agility (acrobatics) check, TN easy. If they pass reduce the distance they are thrust back by half (1/2).
Long Range (Advantage). This advantage allows you to easily strike targets at longer ranges than normal. Reduce the bonus targets gain to their dodge rolls for being at long range by two (-2T). You can take this advantage up to three times, each time reduces the bonus a target gains to dodge rolls by two (-2T).
Penetration (Advantage). Reduces the effectiveness of a target’s defense. Your signature reduces your target’s soak value by two (-2T). You can purchase this advantage up to three times, each rank reduces your target’s soak value by two (2T). If your target is wearing armor, the armor’s Break Value is dealt one (1) point of damage for each rank or penetration your attack has.
Power Shot (Advantage). Increases a signature’s ability to damage a target. Increase your wound roll by two (+2T) when damaging a target. You can take this advantage up to three times, each time increases your wound roll by two (+2T).
Stat Boosting (Advantage). You can purchase this advantage to temporarily increase one of your attributes’ modifiers. Each time you purchase stat-boosting you select a single attribute. You can attempt to increase the selected attribute modifier by any amount. To start, you will state your target number then make a corporeal saving throw with an very easy TN, increase this TN by your stated number. If you are successful, the select attribute modifier will be temporarily increased by the stated number.
At the start of each round, you must make another corporeal save, the same as the first, to sustain the boost. If at any time you fail the saving throw you will suffer three (-3T) lethal damage – increase this damage by your stated number plus your power level. You can NOT reduce, block or otherwise alter this damage. You can’t boost the attribute modifier for personality or scholarship.
Twin-Linked (Advantage). When you purchase this advantage, you must choose either strike or wound roll. While making the selected roll you will roll 2d10 selecting the highest natural result and discarding the lower. Botch and critical rolls still count as solid dice.
Quickened (Advantage). Increases the speed of an attack. Prevents a counter maneuver against a specific attack-type. When you purchase this advantage select either ki, physical, ballistic or magical. The selected attack-type cannot be used against you as a counter maneuver while using your technique.
|Garrett: I purchased power shot (1) and accurate (1) for seven points. I have only three left, but I want to get another rank of accurate. Is there a way I can do that? |
Architect: There is a way to earn additional technique points outside of the power level and rewards. You can give your technique a disadvantage. This will give you some technique points for a negative effect. Just remember the additional points can only be spent on the technique that the disadvantage is applied to.
Step Three. Disadvantages
Disadvantages give a signature attack a negative effect. Such as damage to the user, less accuracy, or less damage. When you add a disadvantage to your signature you will receive back TP. Any TP gained due to a disadvantage can only be spent on the specific Signature that the disadvantage was attached to. Adding disadvantages to a technique decreases its ki point cost and you get technique points back.
Backlash (Disadvantage). This technique produces some sort of backlash or blast that affects anyone, including the wielder, within melee range. Inflict three (-3T) lethal damage to targets affected when attempting to use the technique against a target. The user can NOT reduce, block or otherwise alter this damage. You can take this disadvantage up to three times, each time increases the damage by three (+3T).
Dead-Link (Disadvantage). When you purchase this disadvantage, you must choose either strike or wound roll. While making the selected roll you will roll 2d10 selecting the lowest natural result and discarding the higher. Botch and critical rolls still count as solid dice.
Dynamic (Disadvantage). You can do anything you want with this disadvantage. There are a few rules though. First, you must work closely with your ARC on the concept of the disadvantage. Second, you cannot create a disadvantage that is already listed in this section. Third, ARC have the final say. Other than that, use your imagination. Notably, dynamic disadvantage has no set technique point cost. The cost is created between you and your ARC. Moreover, if your disadvantage is to have multiple levels you will need to discuss that technique cost too.
Inaccurate (Disadvantage). Decreases your signature’s ability to strike a target. Decrease your strike roll by three (+3T) when attempting to use the signature against a target. You can take this disadvantage up to three times, each time decreases your strike roll by three (-3T).
Inefficiency (Disadvantage). Increases the ki point cost of your signature. Increase the ki point cost of your signature by one-half (1/2) its total. You can take this disadvantage twice.
Knockdown (Disadvantage). Forces you back and away from your target. A knockdown is an active opposition. If you successfully strike your target. You will make a corporeal saving throw, TN easy. If you fail you move back, directly away from your target a number of squares equal to one-half (1/2) your potency modifier. You can make an agility (acrobatics) check, TN easy. If you pass reduce the distance you are thrust back by halve.
Low Penetration (Disadvantage). Reduces the effectiveness of your signature. Your attack is weak and your target’s soak value is increased by two (+2T) against it. You can purchase this disadvantage up to three times, each level increases your target’s soak value by two (+2T).
Obligatory Charging (Disadvantage). You must declare an Energy Charge Maneuver to strike with this attack. You are required to spend at least two (2) actions charging (Two Energy Charge Maneuver) this attack before you can attempt to use it against a target.
Short Range (Disadvantage). This disadvantage makes it more difficult for you to strike targets at longer ranges. Increase the bonus targets gain to their dodge rolls for being at a long-range by two (+2T). You can take this disadvantage up to three times, each time increases the bonus a target gains to dodge rolls by two (+2T).
Stat Drain (Disadvantage). You can purchase this disadvantage to temporarily decrease one of your attributes’ modifiers. Each time you purchase stat drain you select a single attribute. You can purchase this disadvantage for an attribute modifier multiple times. When you use your signature, until the end of your next turn, you will decrease the selected attribute modifier by two (-2) multiplied by the number of purchases made for that specific modifier. If you use your signature more than once during a single turn the effects of stat drain will stack. You can’t drain the attribute modifiers for personality or scholarship.
Weak (Disadvantage). Decreases a signature’s ability to damage a target. Decrease your wound roll by three (-3T) when attempting to use your attack against a target. You can take this disadvantage up to three times, each time decreases your wound roll by three (-3T).
Vitality Drain (Disadvantage). Your technique requires you to spend your own life points when used. When you use your technique, you suffer three (-3T) lethal damage. You cannot reduce, block or otherwise alter this damage. You can take this disadvantage up to three times, each time increases the amount of lethal damage you suffer by three (-3T).
|Garrett: Oh, there are a lot of options to choose from. I am thinking I will take stat drain on my technique for some extra points, but can you help explain it to me? I am a bit lost on how it works. |
Architect: Sure, no problem. Okay, you will pick an attribute modifier, say strength. Each time you use your signature, your strength will be temporarily lowered by two until the end of your next turn. This will give you five technique points back to use. Now, you can take stat drain, again, for strength, and the decrease to strength will be four. That will give you back another five technique points.
Garrett: I get it, that is fairly simple. Alright, I will take one purchase of stat drain for my agility modifier. Then I will have five additional techniques points to work with.
Architect: Awesome, make note of it on your sheet. Are you going to get another level of accurate?
Garrett: Actually, I am going to just pick up another level of power shot for six points and call it a day for now.
Architect: Sure. Now you will need to figure out the ki point cost of the technique and of course name your technique.
Step Four. Calculation
The final step in making your Signature is calculating the TP and total Ki Point cost for your attack. For Technique Point cost you will add your Foundation cost, plus the cost of any Advantages you added to your Signature. If you added any Disadvantages to your Signature you will want to subtract any TP gained from your total cost. The resulting value is the total Technique Point cost for you Signature.
For the Ki Point cost, you will add your Attack Type Ki Point cost, or BC, plus two (+2) for each Advantage you added to your Signature, this includes adding a single Advantage multiple times.
If you added any Disadvantages to your Signature you will want to subtract two (-2) points from your total Ki Point cost. The resulting value is the total Ki Point cost required to preform your Signature during combat.
|Garrett: Okay. My technique is a kiai type, which has a cost of four. I have two advantages, which is a cost of four. However, I have two levels in one of them, so that is another two points. So, that is a total base ki point cost is ten ki points to use my signature. |
Architect: That’s right. I think you’re done with your attack. Do you have a name for it?
Garrett: Fut Gar Kuen!