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 – anything you can think of, really!

In order to make a Signature Technique, you must first select either: it’s a Super Signature or an Ultimate Signature:

  • Super Signature. Your standard Signature Technique.
  • Ultimate Signature. Increases the base Technique Point Cost of each Foundation by +5 and the base Ki Point cost of each Profile by +6. Ultimate Signatures gain 3 free Energy Charges. These Energy Charges do not count towards your maximum number of Energy Charges. Each Ultimate Signature can only be used once per Combat Encounter.

    Some Advantages and Disadvantages can only be chosen by Ultimate Signatures.

Signatures can only be used once per Combat Round, and have their Extra Dice gained from Energy Charges increased to d8s.

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

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 character.

    Costs 2 Ki Points.
  • Rapid Fire. An energy attack that fires many projectiles with one maneuver. Roll Strike as normal; however, instead of the typical 1d10 and Tier of Power Extra Dice you would roll for a Wound Roll, you will roll a 1d8 and add 1d4(T) to it to determine the number of hits. The struck character 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 Profile has its Critical Target for Strike and Wound Rolls decreased by -1 (min. 7). If you successfully strike (hit) a character with the Guard Down Combat Condition, increase the Wound Roll by +2(T) and move the character any number of Squares away from you up to 1/2 of your Force Modifier.

    Costs 6 Ki Points.
  • Blast. A cone-shaped attack that affects multiple characters. A cone (see – Area Attacks, Battle Maps) is made in front of you that is 5 Squares wide at its furthest point and 3 Squares long. Make a single Strike and Wound Roll against all characters in that area, who all make their own defense.

    If this Attacking Maneuver hits only one character, increase your Wound Roll against that character by +1d4(T).

    Costs 6 Ki Points.
  • Explosion. A detonation of energy that affects all characters in its range. Select a Square, which if you choose a Square that you occupy counts as if you selected all Squares that you occupy. All characters, except you, within 3 Squares of that Square must make a defense against your Strike Roll. You will only make a single Wound Roll against all those affected.

    Decrease the Defense Value of any character targeted by this Attacking Maneuver by -1(T) for the duration of this Attacking Maneuver.

    Costs 8 Ki Points.
  • Beam. A focused line of energy, usually seen as a sphere with a tail. Make a Strike Roll against the character 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 3 or lower. Reduce your Critical Target by -2 (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 8 Ki Points.

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

  • Simple. A basic strike that costs 2 Ki Points. 
  • Combination. A combo of several attacks. Roll Strike as normal; however, instead of the typical 1d10 and Tier of Power Extra Dice you would roll for a Wound Roll, you will roll a 1d8 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 6 Ki Points.
  • Powered. A melee attack that’s infused with a lot of energy. This Profile applies your Force Modifier an additional time to the Wound Roll and gains +1 free Energy Charge.

    Costs 8 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 nearby enemies. For the duration of an Attacking Maneuver that uses the Sweeping Profile, increase your Melee Range by +1. Make a Physical Attack against all Opponents within your Melee Range, a single Strike and Wound Roll that are individually opposed by each Opponent. This effect supersedes any other effect that could cause you to target all characters – you only, specifically, target all Opponents within your Melee Range with this effect.

    Once per Combat Round, if you successfully deal damage with this Attacking Maneuver against an Opponent, reduce their Defense Value by -1(T) until the start of your next turn.

    Costs 6 Ki Points.
  • Soaring. A concussive shockwave fired from your attack. Your Melee Range for this Attacking Maneuver is increased by +11 Squares and this Attacking Maneuver deals Direct Damage. For every 4 squares away an Opponent is, increase your Wound Rolls against them by +1(T).

    Costs 8 Ki Points.

Aura (8). Cover yourself in a potent aura, improving your power for a limited number of Combat Rounds. At the start of each Combat Round, you must pay 1/2 of your Aura’s Ki Point Cost. 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. Auras last for 3 Combat Rounds. All Auras have a base Ki Point Cost of 8 Ki Points.

Due to their nature, Aura Signatures have an additional effect from being an Ultimate Signature: while an Ultimate Aura Signature is active, increase your Capacity Rate by +1/4 and increase all of your Wound Rolls by +1d4(T).

  • Dynamic Aura. While active, this Aura has a benefit that’s been decided between you and your ARC.
  • Strengthened Aura. While active, increase your Soak Value by +3(T).
  • Burning Aura. While active, deal 3(T) Lethal Damage to all characters in your Melee Range at the start of each Combat Round.
  • Sparking Aura. While active, you increase all of your Combat Rolls by +1(T).
  • 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 Melee 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 attack 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 (Fire): If you successfully strike (hit) an Opponent with this Signature Technique, increase all Damage inflicted to that Opponent by +2(T) until the start of your next turn. If you score a Critical on your Wound Roll, this Attacking Maneuver gains +1 rank of the Damage Over Time Advantage or +1 rank of the Penetration Advantage (you decide).
    Elemental (Lightning): If you successfully strike (hit) an Opponent with this Signature Technique, reduce the Critical Target for your Wound Roll by -2. If you score a Critical on your Wound Roll, this Attacking Maneuver gains +1 rank of the Condition Advantage or you may increase the Wound Roll by an additional +1d6(T).
    Elemental (Ice): If you successfully strike (hit) an Opponent with this Signature Technique, your Opponent cannot use the Movement Maneuver or any effects to move themselves to another Square until the start of your next turn. If you score a Critical on your Wound Roll, your Opponent also suffers from the Slowed Combat Condition until the start of your next turn.
    Elemental (Wind): If you successfully strike (hit) an Opponent with this Signature Technique, you can immediately move your Opponent(s) a number of Squares equal to your Spirit Modifier. If you score a Critical on your Wound Roll, you may also knock your Opponent(s) Prone.

    Costs 12 Ki Points.
  • Spiritual Assault. Reduce the struck character’s Ki Points by 1/4 of the Damage they received from this attack.

    Costs 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 Lethal Damage. Additionally, when you select this type, choose one of the options below.

    Karmic (Weakening): If you successfully deal Damage with this Signature Technique, reduce all Combat Rolls of the struck character 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 Signature Technique, reduce the struck character’s maximum Capacity Rate by -1/2 (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 character by -1/2, until the end of their next turn. This effect does not stack with itself.

    Costs 10 Ki Points.

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

Advantages

The structure of each Advantage or Disadvantage is a series of three bullet points. The topmost bullet point is the change to TP Cost for the Signature Technique through gaining this Advantage/Disadvantage. For example, the +4 from Alotta Lotta Attacks would increase the Technique Point cost of this Signature Technique by +4, while the Restriction Disadvantage’s -2 reduction would lower it by -2. Each rank’s individual change to the Technique Point cost is noted in sequence: add all of them up to the desired rank to determine the total change from that Advantage/Disadvantage. For example, a Technique’s cost is increased by +10 to include the Alotta Lotta Attacks Advantage at rank 2, +4 from the first rank and +6 from the second one.

The middle bullet point simply allows you to quickly recognise if it’s an Advantage or Disadvantage and the bottommost bullet point showcases which Foundations, Profiles and/or Super/Ultimate Signature Techniques can gain access to this Advantage or Disadvantage.

You can take any number of Advantages and Disadvantages, as long as you can still afford your total Technique Point cost (see – Calculation at the bottom of this page).

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

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

Accurate. Increase your Strike Roll when attacking with a Signature Technique with this Advantage 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) per rank. 

  • +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 may choose to gain +1 Energy Charge for every Combat Round that Aura has remaining. Then, if you do, deactivate the Aura. You may not activate an Aura Signature Technique for 2 Combat Rounds after using this effect.

You cannot use the effects of Aura Gathering during the same Combat Round you activated an Aura.

  • +8
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Condition. When you successfully deal damage with a Signature Technique that has this Advantage, you can apply one of the below effects (select which one when you create your technique).

  • Superiority. You have Superiority on your next Attacking Maneuver against this character (this effect only applies until the end of your next turn).
  • Guard Down. This character suffers from the Guard Down Combat Condition against the next Attacking Maneuver made against them (this effect only applies until the end of your next turn).
  • Impediment. This character has Impediment on a Combat Roll of your choice (chosen when you gain this Advantage) until the start of your next turn.
  • Shaken. This character suffers from the Shaken Combat Condition until the start of your next turn.
  • Blinded. This character suffers from the Blinded Combat Condition until the end of this turn.

If you successfully deal damage to an Opponent with this Signature Technique while they are suffering from the Combat Condition that this Signature Technique would inflict, increase the Wound Roll of this Attacking Maneuver by an additional +3(T). If you chose Superiority, this effect activates instead if you already have the Superiority Combat Condition for any period of time longer than just this Attacking Manevuer.

  • +10
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Damage Over Time. When you successfully deal damage with a technique that has this Advantage, the damaged character will be afflicted with the DOT Combat Condition. At the start of their turn, for the next three Combat Rounds, they will suffer 1(T) Lethal Damage for each Rank of this Advantage. This effect stacks up to 5(T) Lethal Damage.

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

Efficiency. Decreases the total Ki Point cost by one-fourth its total per rank. This Advantage does not increase the cost of your technique by +2 like other Advantages.

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

Environmental Burst. After using this Attacking Maneuver, all Squares within 2 Squares of the Target(s) become Dangerous for a number of Combat Rounds equal to the ranks of this Advantage. Dangerous Squares reduce the Life Points of any character who starts their turn upon one by -2(bT). For each rank of this Advantage, increase the reduction to Life Points by an additional -1(bT).

If an Opponent attempts to use any kind of Movement to leave a Dangerous Square, they must make an Opposed Force or Spirit (whichever is higher) Check against you. If they lose, their Movement ends at the furthest Dangerous Square. If they win, they are freely able to leave the Dangerous Squares and continue their Movement properly.

  • +7 | +9 | +11
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Homing. If the targeted character’s Dodge Roll exceeds your Strike Roll, you may attempt an additional Strike Roll. You may use this effect a number of times equal to the current rank of Homing you possess. Each successive Strike Roll increases your Dice Score by +1(T). Attacks with Homing are still considered one Attacking Maneuver and therefore only inflict one instance of Diminishing Defense which applies after all rolls are concluded.

This Advantage cannot be taken with any Signature Technique that possesses an Area of Effect due to its Profile or any Advantages it may possess.

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

Knockback. After Striking and Wounding a character, make an Opposed Force Ability Check. If you lose, nothing happens. If you win, move the struck character a number of Squares away from you equal to your Tier of Power plus 1/2 of your Force Modifier. If the struck character is moved into or through an environmental terrain through this effect, double any damage they would suffer due to the Hardness Value.

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

Long Range. Increase your Strike Rolls against characters at Long Range by +1(bT) for each rank of this Advantage.

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

Penetration. When you successfully strike a character with a Technique that has this Advantage, reduce the character’s Soak Value by -1(T) per rank until the start of your 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 Combat Roll for this Attacking Maneuver, make the Combat Roll a second time and use the highest Dice Score of the two rolls.

  • +10
  • Advantage
  • Ki Manipulation, Martial Arts, Magic, Dynamics

Charging Assault. When you use this Signature Technique, you can move up to your Boosted Speed in a straight line 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. Increase your Melee Range for this Attacking Maneuver by +8. If this Signature Technique has the Sweeping Profile, instead increase your Melee Range by only +2.

  • +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 character within 8 Squares of your position when you used the Signature Technique. The character 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

Express Ticket. When you successfully strike (hit) an Opponent with an Attacking Maneuver after having moved 2+ squares with the Charging Assault Advantage, you may make an Opposed Force or Spirit (whichever is higher) Ability Check against a target of that Attacking Maneuver. If they win, nothing happens. If you win, you move any number of squares up to the maximum number of squares you could have moved using your Boosted Speed for the effects of Charging Assault for this Signature Technique in one direction. The target also moves the same number of Squares in the same direction and suffers irreducible Lethal Damage equal to the amount of Squares moved.

You can only take this Advantage if you have the Charging Assault Advantage.

  • +4
  • Advantage
  • Martial Arts

Widespread Magic. An arc is made in front of you that is 5 Squares wide at its furthest point and 3 Squares long. Make a single Strike and Wound Roll against all characters in that area, who all make their own defense.

  • +4
  • Advantage
  • Magic

Explosive Magic. Select a Square, which if you choose a Square that you occupy counts as if you selected all Squares that you occupy. All characters, except you, within 3 Squares of that Square must make a defense against your Strike Roll. You will only make a single Wound Roll against all those affected.

  • +6
  • Advantage
  • Magic

Alotta Lotta Attacks. Increase the Dice Category of the 1d4(T) rolled to calculate the number of hits by +1 for each rank of Alotta Lotta Attacks. These are Solid Dice.

  • +4 | +6 | +6
  • Advantage
  • Rapid Fire, Combination

Chain Attack. Apply the effects of an additional Profile from the same Foundation as this Signature Technique – you must select which Profile when you gain this Advantage. You cannot select the Beam or Crushing Profiles through this effect.

  • +10
  • Advantage
  • Ultimate Signature Technique of either the Rapid Fire or Combination Profile

Giant Sphere. Each Energy Charge Maneuver used for this Attacking Maneuver grants +2 Energy Charges instead of +1.

  • +10
  • Advantage
  • Sphere

Precise Strike. If you score a Critical Result on your Strike Roll, treat the targeted character as if they have Guard Down for the effects of the Kiai Profile.

  • +2
  • Advantage
  • Kiai

Intense Blast. If a character successfully dodges (avoids) this Attacking Maneuver, you still roll your Wound Roll. For every rank of this Advantage, they take 1/5 (rounded up) of your Wound Roll’s Dice Score.

  • +4 | +12
  • Advantage
  • Blast & Explosion

Terrain Destruction. Increase the AoE effect by +1 squares per rank. For a Blast Profile, this increases both the length and the width of the Signature Technique by +1 square per rank.

  • +2 | +3 | +5
  • 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

Weather Calling. When you use this Signature Technique, apply the following Battle Weather depending on the option chosen for the Elemental Profile:

  • Fire. Apply the effects of the Hot Weather and the High Temperatures effect. If you have two ranks of this Advantage, additionally apply the Volcanic effects.
  • Lightning. Apply the effects of the Rain Weather and the Downpour effect. If you have two ranks of this Advantage, instead apply the Storm effects.
  • Ice. Apply the effects of the Cold Weather and the Freezing Temperatures effect. If you have two ranks of this Advantage, additionally apply the Snow Fall effects.
  • Wind. Apply the effects of the Winds Weather and the Forceful Gale effect. If you have two ranks of this Advantage, instead apply the Hurricane Winds effects.

These effects last until the end of your next turn.

  • +8 | +6
  • Advantage
  • Elemental

Shattering Blow. For each stage of this Advantage, increase the Damage taken by a target by +1/4 of their Soak Value.

  • +5 | +11
  • Advantage
  • Crushing

Splitting. When you use this attack, you may select a number of characters 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 character, reduce your Wound Roll by -1(T).

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

Big Bang. All characters within 1 Square of the closest Square to you occupied by the target of this Signature Technique must make a defense against your Strike Roll. You will only make a single Wound Roll against all those affected. For each rank of this Advantage, increase the AoE effect by +1 squares.

  • +2 | +4 | +6 
  • Advantage
  • Sphere, Beam

Large Energy Weapon. This Energy Focus technique takes up two of your hands, as if it was a Two-Handed Weapon. Increase your Wound Rolls by +3(T) while benefiting from this Aura, but reduce your Strike Rolls by -1(bT). If you gain this Advantage a second time, you do not suffer a penalty to your Strike Rolls.

  • +2 | +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 and use the Melee Weapon’s Weapon Size.

You cannot gain this Advantage if you have the Large Energy Weapon Advantage or vice versa.

  • +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 Aura

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. Increase the Lethal Damage inflicted by your Burning Aura by +1(T) for each rank of this Advantage.

  • +3 | +3 | +4
  • Advantage
  • Burning Aura

Protective Aura. While this Aura is active, reduce all damage you take by -1(T) for each rank of this Advantage.

  • +4 | +5 | +6
  • Advantage
  • Aura

Magical Infusion. You may apply the effects of this Aura to an Ally as if it was their own. You suffer the negative consequences of using this Signature Technique (such as paying the Ki Point Costs and suffering the effects from Disadvantages) but do not gain benefits from this Aura yourself. Additionally, you cannot benefit from an Aura yourself while using any Aura(s) with the Magical Infusion Advantage.

Additionally, any targeted character may refuse this effect for any reason (such as if they are already benefiting from an Aura and do not wish to lose those effects). If they do, do not pay the Ki Point Cost for this Signature Technique and regain the spent Action.

  • +6
  • Advantage
  • Aura

Quick Reaction. As an Instant Action, you may activate this Aura during another character’s turn by spending 1 Counter Action.

  • +8
  • Advantage
  • Aura

Resilience. Select one Attack Type (Physical/Energy/Magic). While using this Aura, reduce all damage you take from this Attack Type by -2(T). Each time you select this Advantage, you can select a different Attack Type.

  • +3 | +3 | +4
  • Advantage
  • Strengthened Aura

Restorative Shield. At the start of your turn, you may spend up to 8(T) Ki Points to restore an equal amount of Shield Durability.

  • +6
  • Advantage
  • Shield Aura

Searing Flame. Each time you use the Power Up Maneuver while using this Aura, inflict the Lethal Damage from your Burning Aura an additional time to all characters within your Melee Range.

  • +6
  • Advantage
  • Burning Aura

Shockwave. When activating this technique, all characters 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

Ascended Signature. You may use this Signature Technique as an Ultimate Signature. This Signature Technique does not increase its Ki Point Cost and cannot gain any Advantages that require an Ultimate Signatures but still cannot be used again during this Combat Encounter.

  • +6
  • Advantage
  • Super 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. You are not Defeated until after this Attacking Maneuver would be completed.

  • +4
  • Advantage
  • Ultimate Signature (Attacking Maneuver)

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 Ki Wager.

  • +8
  • Advantage
  • Ultimate Signature (Attacking Maneuver)

Maximum Charge. Increase the Dice Category of the Extra Dice gained from any Energy Charges for this Signature Technique by +1. The Extra Dice from any Energy Charges on this Signature Technique become Solid.

  • +5
  • Advantage
  • Ultimate Signature (Attacking Maneuver)

Transformation Boost. If you are in a Transformation when you use this Signature Technique, this Signature Technique gains an additional +2 Energy Charges.

  • +12
  • Advantage
  • Ultimate Signature (Attacking Maneuver)

Last Legs. Ignore all Health Threshold penalties during this Attacking Maneuver. For the duration of this Attacking Maneuver, increase your Strike and Wound Rolls by +1(T) for every Health Threshold you are below.

  • +8
  • Advantage
  • Ultimate Signature (Attacking Maneuver)

Super Advantage. When your Signature Technique gains this Advantage, select another Advantage you have access to from the following list: Long Range, Penetration, Power Shot or Charging Assault.

Double the bonus gained from that Advantage. 

  • +12
  • Advantage
  • Ultimate Signature (Attacking Maneuver)

Power Burst. For each rank of this Advantage, gain +1 Super Stack for the duration of this Attacking Maneuver.

  • +4 | +4 | +4
  • Advantage
  • Ultimate Signature (Attacking Maneuver)

Redirected Strength. When activating this Aura, you may choose to apply the bonus to Wound Rolls from being an Ultimate Signature to your Soak Value instead. If you do, roll the Extra Dice by themselves and add the Dice Score onto your Soak Value for the duration of the Aura. If you gain a second rank of this Advantage, you can ignore the bonus to your Capacity Rate from being an Ultimate Signature and instead increase your Shield Durability by an amount equal to the amount of Capacity Rate you would have gained.

  • +2 | +4
  • Advantage
  • Ultimate Signature (Shield Aura)

Super Sparking. While using this Aura, gain an Extra Dice to all Combat Rolls equal to your ToP Extra Dice.

  • +6
  • Advantage
  • Ultimate Signature (Sparking Aura)

Disadvantages

All or Nothing. If you use this Signature Technique, you must Ki Wager an amount equal to your remaining Capacity Rate after applying the Ki Point Cost of this Signature Technique.

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

Backlash. Reduce your Life Points by -2(T) for each rank of this Disadvantage when using this Signature Technique. If this technique is an Aura, you additionally apply this effect at the start of each Combat Round that it is active.

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

Dead-Link. Choose Strike or Wound. When making the selected Combat Roll for this Attacking Maneuver, make the Combat Roll a second time and use the lowest Dice Score of the two rolls.

  • -6
  • 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 per rank. This Disadvantage does not decrease the cost of your technique by -1 like other Disadvantages. Cannot be chosen with Efficiency.

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

Knockdown. If you successfully Strike a character, 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 choose to activate this Signature Technique if you are within an Opponent’s Melee Range. If you use the Energy Charge Maneuver before using this Signature Technique, you count as choosing to activate this Signature Technique when you declare this Signature Technique as the Attacking Maneuver you are using the Energy Charge Maneuver for.

If you apply this Disadvantage to a Martial Arts Signature Technique without the Soaring Profile, you are required to gain the Charging Assault or Ki Extension Advantage.

  • -4
  • Disadvantage
  • Ki Manipulation, Martial Arts, Auras, Magic, Dynamic

Short Range. Decrease your Strike Rolls against characters at Long Range by -1(bT) for each rank of this Disadvantage. A Signature Technique cannot possess this Disadvantage if it has the Widespread Magic Advantage or Self-Explosion Disadvantage.

  • -1 | -2 | -3
  • Disadvantage
  • Ki Manipulation (except Blast), Magic, Dynamics

Stat Drain. Each time you gain a rank of this Disadvantage, select one Attribute. After using this Signature Technique, the chosen Attribute(s) has a -2 to its current Attribute Modifier for each time it has been chosen until the end of your next turn – this reduction cannot exceed the value of the base Attribute Modifier for that Attribute. 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 use a Signature Technique with this Disadvantage if it would lower any of your Attribute Modifiers below 1.

You cannot select Personality or Scholarship. If you would select either the Force or Spirit Modifier for this effect, you must select the higher of the two.

When used in conjunction with an Aura, the reduction to your chosen Attribute Modifier(s) instead lasts for the duration of that Aura.

  • -4 | -4 | -4
  • Disadvantage
  • Ki Manipulation, Martial Arts, Magic, Auras, 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

Restriction. This Technique can only be used in certain transformations. When you gain this Disadvantage, choose a type of Transformation (Alternate Form/Enhancement Power/Legendary Form). This Signature Technique can only be used while in the selected type of Transformation.

You may gain a second rank of this Disadvantage. If you do so, you can only use this Signature Technique with a single transformation which you have access to and must be from your chosen category.

  • -2 | -4
  • 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 a character whom you are Grappling.

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

Self-Explosion. When using this Signature Technique, your selected square must be a square that you are currently occupying.

  • -6
  • Disadvantage
  • Explosion

Volatile Explosive. If you are in the Area of Effect for this Signature Technique, you are also considered a target and must roll Dodge against your own attack, suffering your Wound Roll if you fail to beat your own Strike Roll. If this Signature Technique has the Final Chance Advantage and you are considered a target for this attack, your Life Points are not set to 0 but rather you automatically fail your Dodge Roll and reduce your Life Points to a negative value equal to your Wound Roll. To remove the Defeated condition, you must be healed above a positive Life Point value starting from your current negative Life Point value. This ignores all Traits, Talents or effects that would allow you to avoid being Defeated.

  • -6
  • Disadvantage
  • Explosion

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 another character 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 Aura

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.

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 its Profile.

%d bloggers like this: