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 either: it’s a Super Signature or an Ultimate Signature:
Signatures can only be used once per Combat Round, and have their Extra Dice gained from Energy Charges increased to d8s.
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). 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).
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.
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. 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.
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.
Accurate. Increase your Strike Roll when attacking with a Signature Technique with this Advantage by +1(T) per rank.
Absorption. The next attack made against you has its Wound Roll reduced by -1(T) per rank.
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 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.
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).
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.
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.
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.
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.
Long Range. Increase your Strike Rolls against characters at Long Range by +1(bT) for each rank of this Advantage.
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.
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 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.
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. If this Signature Technique has the Sweeping Profile, instead increase your Melee Range by +2.
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 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.
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.
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.
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.
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.
Giant Sphere. Each Energy Charge Maneuver used for this Attacking Maneuver grants +2 Energy Charges instead of +1.
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.
Intense Blast. When a character 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 squares per rank. For a Blast Profile, this increases both the length and the width of the Signature Technique by +1 square per 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 targeted character. If you lose, nothing happens. If you win, that character’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 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).
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.
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.
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.
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. Increase the Lethal Damage inflicted by your Burning Aura by +1(T) for each rank of this Advantage.
Protective Aura. While this Aura is active, reduce all damage you take by -1(T) for each rank of this Advantage.
Magical Infusion. You may apply the effects of this Aura to another character as if it was their own. You still pay any costs (such as Ki Point Costs or effects from Disadvantages) but do not gain benefits from this aura yourself, and cannot use another Aura Signature Technique while this Aura is active.
Quick Reaction. As an Instant Action, you may activate this Aura during another character’s turn by spending 1 Counter Action.
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.
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.
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.
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.
Ascended Signature. You may use this Signature Technique as an Ultimate Technique. If you do so, you cannot use this Signature Technique again during this Combat Encounter.
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.
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.
Maximum Charge. The Extra Dice gained from the Energy Charge Maneuver are changed to solid d10s.
Transformation Boost. If you are in a transformed state, gain an additional number of Energy Charge Maneuvers equal to 1/2 (rounded up) of that transformation’s Tier of Power requirement (min. 1).
Redirected Strength. The bonus to Wound Rolls from being an Ultimate Signature can be instead given to your Soak Value. 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.
Super Sparking. While using this Aura, gain an Extra Dice to all Combat Rolls equal to your ToP Extra Dice.
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.
Dead-Link. Choose Strike or Wound. When making the selected roll, roll the base 1d10 again and select the lowest result. Cannot be chosen for the same roll as 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 per rank. This Disadvantage does not decrease the cost of your technique by -1 like other Disadvantages. Cannot be chosen with Efficiency.
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.
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 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.
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.
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.
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.
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.
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 a character whom you are Grappling.
Self-Explosion. When using this Signature Technique, your selected square must be a square that you are currently occupying.
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.
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 another character 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.
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.