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.
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:
Martial Arts (6). Signatures that utilize Physical Attack types are listed below:
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.
Magic (8). Signatures that use the Magic Attack type are listed below.
Dynamic. A catchall for any type of Signature Technique that doesn’t qualify as anything above.
Signature Techniques can only gain Advantages and Disadvantages that list their Foundation.
Dynamic. A customized Advantage or Disadvantage created between you and your ARC.
Accurate. Increases your Strike Roll when attacking a target by +1(T) per rank.
Absorption. The next attack made against you has its Wound Roll reduced by -1(T).
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.
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).
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.
Efficiency. Decreases the total Ki Point cost by one-fourth its total. This Advantage does not increase the cost of your technique.
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.
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.
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.
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.
Power Shot. Increase the Wound Roll by +2(T) for each Advantage rank.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Terrain Destruction. Increase the AoE effect by 1×1 squares for each rank.
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.
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.
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).
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.
Weapon Infusion. You may apply the effects of this Energy Focus onto a Melee Weapon. Do not add an additional Weapon Category.
Focused Weapon. You may apply an additional Weapon Quality onto this Energy Focus Technique.
Offensive Shield. You may use attacking maneuvers while this Aura is active.
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.
Flaring Aura. At the start of your turn, other combatants within your Melee Range receive 1(T) Lethal Damage for each rank.
Protective Aura. Reduce all damage you take by -1(T) for each rank.
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.
Quick Reaction. You may use a Counter Action to activate this Aura during another character’s turn.
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.
Super Signature. You may use this Signature Technique as an Ultimate 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.
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.
Maximum Charge. The Extra Dice gained from the Energy Charge Maneuver are changed to solid d10s.
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.
Backlash. Inflicts 2(T) Lethal Damage to yourself for each rank. This damage cannot be reduced by any means.
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.
Inaccurate. Decrease your total Strike Roll by -1(T). Cannot be chosen with Accurate.
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.
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.
Low Penetration. Reduce the Wound Roll of the technique by -1(T) per rank of this Disadvantage.
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.
Concentration. You cannot use this Signature Technique if you are within an opponents’ Melee Range.
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.
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.
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.
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.
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.
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.
Grappling Technique. This Signature Technique can only be used against an opponent who you are grappling.
Burnout. When this Aura ends, you suffer from the Fatigued Combat Condition.
Short Effect. Reduce the number of Combat Rounds the Aura remains active by -1 for each rank.
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.
Diminishing Shield. At the start of each of your turns while this Aura is active, reduce your Shield Durability by -4(T).
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.