
You may spend Technique Points at Character Creation, or when you gain a Power Level, to acquire any Unique Ability you meet the Prerequisites for. Always check with your ARC if you can obtain a Unique Ability first, as some they may deny you access to for narrative or balancing reasons in their game.
Unique Ability Types. Unique Abilities are separated into two types: Technical and Magical. Technical Unique Abilities are Unique Abilities that can be accomplished by pure skill, while Magical Unique Abilities require magic to function.
Fundamentally, these exist primarily for classification regarding some effects. If a Unique Ability lists both of them (Technical/Magical), then the category can be chosen when gaining the Unique Ability.
Using a Unique Ability. Each Unique Ability is, itself, a Maneuver that can only be used once per Combat Round. The Ki Point (KP) Cost and Action Cost of the Unique Ability is listed, meaning that when you use the Unique Ability, you pay the KP Cost and Action Cost as you would a typical Maneuver.
Passive Bonus. Some Unique Abilities have a Passive Bonus. A Passive Bonus is an effect you benefit from just by having access to a Unique Ability.
Advancements. Most Unique Abilities can gain Advancements. Advancements grant additional effects to a Unique Ability, allowing you to improve its usages or even potentially grant new ways to use the Unique Ability. Each Advancement has a listed Technique Point Cost and a Prerequisite. You must meet any Prerequisites, possess that Unique Ability, and spend the listed Technique Point Cost to gain that Advancement.
Restrictions. Some Unique Abilities can have Restrictions. Restrictions are ways to reduce the TP Cost of a Unique Ability by applying a limit to its effects, usually either weakening the Unique Ability or otherwise limiting your options in its use. Upon attempting to gain a Unique Ability by spending Technique Points, you may apply any relevant Restriction to that Unique Ability (valid Restrictions will be listed below each applicable Unique Ability). When you gain a Power Level, you may spend Technique Points equal to the TP Cost Reduction of a Restriction to remove that Restriction from a Unique Ability.
Restrictions also have a list of ‘Locked Advancements’, meaning Advancements you cannot gain for this Unique Ability while this Restriction is applied to it.
Unique Ability TP Cost Limit. The TP Cost for a Unique Ability cannot be reduced below 1/2 of its listed TP Cost.
Unique Abilities
Afterimage Technique
You possess the ability to move faster than the naked eye can see, allowing you to create visual illusions of your presence in locations that you are no longer in or to seemingly vanish when attacked.
–Ability Type: Technical
–Prerequisites: Agility Score 4+
–TP Cost: 8
–KP Cost: 2(T)
–Maneuver Type: Counter
–Action Cost: 1 Counter Action
–Passive Bonus: Increase the bonus to your Strike Roll from Rapid Movement by 1(T).
–Effect: When targeted by an Attacking Maneuver, you can increase your Defense Value by 2(T) for the duration of the Attacking Maneuver. If you avoid the Attacking Maneuver, you can use the Movement Maneuver as an Out-of-Sequence Action. This Movement Maneuver does not trigger the Exploit Maneuver.
Afterimage Technique Advancements
Wild Sense
Your battle instincts are sharp, allowing you to move at such high speed and attack in the same breath.
–Prerequisites: Insight Score 6+
–TP Cost: 6
–Effect: If you would use the Movement Maneuver through the effects of the Afterimage Technique, you may instead use the Basic Attack Maneuver.
Afterimage Strike
You are able to use your insane speed to hide from the enemy, allowing you to surprise them with your next attack.
–Prerequisites: Agility Score 8+
–TP Cost: 10
–Effect: If you use the Movement Maneuver through the effects of the Afterimage Technique, make a Clash (Impulsive vs Cognitive) against the Opponent who targeted you with an Attacking Maneuver. If you win, the targeted Opponent gains the Oblivious Combat Condition.
Atmospheric Bubble
You create a shield around you that provides fresh air for you, regardless of the conditions outside.
–Ability Type: Magical
–Prerequisites: 2+ Skill Ranks in Use Magic
–TP Cost: 10
–KP Cost: 4(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: Ignore the rules for Unbreathable Environments while this Unique Ability’s effects are applied.
At the start of each of your turns, pay the Ki Point Cost for this Unique Ability or stop applying its effects.
Atmospheric Bubble Advancements
Big Bubble
You are able to create a larger bubble to protect others besides yourself.
–Prerequisites: 3+ Skill Ranks in Use Magic
–TP Cost: 5
–Effect: When using this Unique Ability, you may apply the effects of this Unique Ability within a Sphere AoE. For every Skill Rank in Use Magic you possess past the second, you can increase the Ki Point Cost of this Unique Ability by 2(T) to increase the Magnitude of this Sphere AoE by 1 Magnitude.
Binding
You possess the ability to entrap a target, preventing them from moving so long as you maintain your concentration.
–Ability Type: Technical/Magical
–Prerequisites: Force or Magic Score of 8+
–TP Cost: 20
–KP Cost: 10(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: Target a Character who is not at Long Range. Make a Clash (Energy Strike/Magic Strike vs Dodge). If you win, reduce their Defense Value by 1(T) until the end of your next turn and make a Might Clash against that same Character. If you win, that target is Pinned. Upon the Target becoming Pinned, you may spend 2(T) Ki Points to reduce that target’s Life Points by 1/2 of your Might.
At the start of each of your turns, while a Character is Pinned by the effects of your Binding, you must pay the KP Cost of Binding or they stop being Pinned. If you do, you may spend 2(T) Ki Points to reduce that target’s Life Points by 1/2 of your Might. You can also remove the effects of Binding as an Instant Maneuver.
For every Turn that an Opponent ends with the Pinned Combat Condition through the effects of your Binding, increase the Dice Score of their Might Clash through the effects of the Pinned Combat Condition by 1(T) – using their Tier of Power to calculate this bonus.
You cannot use this Unique Ability again if an Opponent is currently Pinned due to the effects of your use of Binding.
Binding Advancements
Psychic Grip
You are able to move the target you’ve trapped with the power of your mind.
–Prerequisites: Telekinesis, Force or Magic Score 8+
–TP Cost: 5
–Effect: While an Opponent is Pinned due to the effects of Binding, reduce their Dice Score for the Clash against the effects of Telekinesis by 2(T).
Binding Volley
You can trap your target in a stronger form of binding, causing more damage!
–Prerequisites: Force or Magic Score 10+
–TP Cost: 10
–Effect: You may double the amount of Ki Points you spend to reduce the target’s Life Points by your full Might value through the effects of Binding.
Binding Volleyball
You can use your energy to turn your opponent into a ball temporarily, allowing you to knock them around the battlefield.
–Prerequisites: Binding Volley
–TP Cost: 10
–Effect: If you use the effects of Binding Volley, you may move the targeted Opponent to a Square adjacent to you. If you do, they become known as the ‘Volleyball’ and the Combat Encounter pauses as you begin Volleyball Time!
Once Volleyball Time! begins, make a Basic Attack Maneuver of the Launching Profile against the Volleyball as an Out-of-Sequence Maneuver. If the movement from this Attacking Maneuver would make them Collide with any of your Allies (except Minions), instead of undergoing the rules for Collision, that Ally can use the Basic Attack Maneuver of the Launching Profile against the Volleyball as an Out-of-Sequence Maneuver. If the movement from that Attacking Maneuver would cause Collision with any of their Allies (except Minions), continue to apply this effect until it can no longer be applied. Each Character can only use the Basic Attack Maneuver through the effects of Binding Volleyball once during each Combat Encounter.
If an Ally’s Attacking Maneuver would cause the Volleyball to Collide with you, you may use the Signature Technique Maneuver to use the Spike! Signature Technique as an Out-of-Sequence Maneuver, even if you do not possess the Spike! Signature Technique. The Spike! Signature is a Super Signature Technique of the Mega Flare Profile with no Advantages or Disadvantages, but it gains 1 Energy Charge for each time the Opponent has been hit by an Attacking Maneuver from your Allies during Volleyball Time! If you hit the Volleyball with the Spike! Signature Technique, after concluding that Attacking Maneuver, Volleyball Time! ends and that Opponent is no longer Pinned through your use of the Binding Maneuver.
Energy Web
You can bind your opponent in such a way as to leave them wide open.
–Prerequisites: Insight Score 6+
–TP Cost: 10
–Effect: If you inflict the Pinned Combat Condition through the Binding Unique Ability, while that Opponent remains Pinned through those effects, they suffer from the Guard Down Combat Condition.
Psycho Thread
You can use your energy ensnaring an opponent to slowly sap them of their strength.
–Prerequisites: Insight Score 10+
–TP Cost: 10
–Effect: When your Opponent loses Life Points through the effects of your use of the Binding Unique Ability, they lose Ki Points equal to 1/2 of the amount of Life Points lost.
Binding Restrictions
Gentle Hold
Your binding energy is not strong enough to cause harm.
–Locked Advancements: Binding Volley, Psycho Thread
–TP Cost: -5
–Effect: You cannot spend Ki Points through the effects of Binding to reduce the Life Points of a Target.
Weak Hold
Even while you bind your enemies, they are still able to fight.
–Locked Advancements: Energy Web, Binding Volleyball
–TP Cost: -5
–Effect: Rather than inflict the Pinned Combat Condition, inflict the Guard Down Combat Condition through the effects of the Binding Unique Ability. Replace all mentions of ‘Pinned’ with ‘Guard Down’ in the effects of the Binding Unique Ability.
Body Change
With the cry of “Change Now!” you can swap bodies with your enemy, making their strengths your own.
–Ability Type: Magical
–Prerequisites: N/A
–TP Cost: 50
–KP Cost: Your entire Capacity
–Maneuver Type: Standard
–Action Cost: 3 Actions
–Passive Bonus: N/A
–Effect: Target a Character who is not at Long Range and make a Clash (Cognitive vs Impulsive) against them. If you win, you swap bodies.
For both Characters who have swapped bodies, follow the below rules:
- Swap Attribute Scores (AG/TE/FO/MA).
- Swap Races for the sake of any Racial Requirements, Racial Saving Throw Bonus, and Racial Life Modifiers.
- Recalculate your Maximum Life Points and then swap current Life Point values.
- Swap Body Racial Traits. You cannot gain more than 5 Racial Traits (both Body and Mind) in total. If you would gain more than 5 Racial Traits, decide which 5 Racial Traits (2 Primary and up to 3 Secondary) you can use from the list of Body and Mind Racial Traits you possess. Any Option effects for Body Racial Traits must be the same as the original owner of the body and any Option effects for your Mind Racial Traits remain the same as what you decided in Character Creation.
- Swap Awakenings of the Body Awakening Origin to those of the body. This cannot allow you to exceed the Awakening Limit. When entering a Body, record the number of Awakenings of the Body Awakening Origin present. Rather than swap with your Character, anyone who enters this body due to Body Change refers to the Awakenings recorded to that body.
- After swapping bodies, both Characters gain 3 stacks of Unfamiliar. Each stack of Unfamiliar reduces your Combat Rolls by 1(bT) and your Stress Bonus by 1. While you have 2+ stacks of Unfamiliar, reduce your current Tier of Power by 1.
- At the end of each Combat Encounter you participate in, you may remove a stack of Unfamiliar. You lose all previous stacks of Unfamiliar when you swap to a new body, but you still gain the 3 stacks for entering a new body. If you are swapped back into your original body, you do not gain Unfamiliar stacks.
Cage of Light
You create a trap for your enemies of pure energy, keeping some inside, and some outside.
–Ability Type: Technical
–Prerequisites: Force or Magic Score 10+, Insight Score 8+
–TP Cost: 16
–KP Cost: 10(T)
–Maneuver Type: Standard
–Action Cost: All of your remaining Actions (Min. 2)
–Passive Bonus: N/A
–Effect: Target a Square within 8 Squares of you. Create a Large Sphere AoE centered on your chosen Square, this is known as the Cage. Characters within the Cage have their Life Points reduced by 1/4 (rounded up) of your Might whenever they would successfully dodge an Attacking Maneuver.
Characters within the Cage cannot move outside of the Cage, and Characters outside of the Cage cannot move into the Cage, and will cease movement on a Square adjacent to the perimeter of the Cage. Any Character that moves onto an adjacent Square to the perimeter of the Cage has their Life Points reduced by double your Might.
Characters can attempt to enter or exit the Cage when using the Movement Maneuver (they still suffer the reduction to Life Points listed above) by making a Might Clash against you. If they win, they enter/exit the Cage.
At the start of each of your turns, you may spend all of your Actions and pay the KP Cost of Cage of Light to maintain the Cage. If you choose not to, the Cage will disappear.
You cannot use this Unique Ability while a Cage is active but you can remove the Cage as an Instant Action.
Copy Being
You are able to perfectly mimic another person.
–Ability Type: Magical
–Prerequisites: 4+ Skill Ranks in Use Magic
–TP Cost: 50
–KP Cost: N/A
–Maneuver Type: Standard
–Action Cost: 3
–Passive Bonus: N/A
–Effect: Target a Character on the Battlefield. You become an exact Copy of that Character in every way (Race, Subraces, Factors, Apparel, Accessories, Weapons, Attribute Scores, Talents, Skills, Signature Techniques, Unique Abilities, Transformations, Unifications, One-Sided Fusions, etc) except that you do not change your Tier of Power, and your Maximum Life Points, Maximum Ki Points or Capacity do not change. Use a copy of their character sheet instead of your own, but you still use your Maximum Life Points and Maximum Ki Points.
If the Character you are a Copy of was in a Form and/or Enhancement when you used this Unique Ability, you automatically enter those Transformation(s).
You can only use Copy Being once per Combat Encounter, and you stop being a Copy if you are Defeated, the Combat Encounter ends, or if you fail a Steadfast Check. You can also stop being a Copy as an Instant Maneuver.
Any Apparel, Accessories, Weapons, or other Items created by being a Copy are destroyed when you stop being a Copy.
Any theoretical Characters created due to being part of the Character you copied through Unification or One-Sided Fusion do not exist, and thus cannot be freed from you or otherwise leave you by any means while you are a Copy.
Copy Clone
You are able to create a perfect copy of another being, commanding that copy at-will.
–Ability Type: Magical
–Prerequisites: Copy Being
–TP Cost: 20
–KP Cost: 8(bT)
–Maneuver Type: Standard
–Action Cost: 1
–Passive Bonus: N/A
–Effect: Target a Character on the Battlefield who is not at Long Range. You create a Duplicate Minion, but instead of a Duplicate Minion of yourself, it is a Duplicate Minion of that Character (you are still their Master). You cannot target a Character whose Tier of Power is higher than yours.
Copy Clone Advancements
Mirrored Attack
Your copied clones can be used as a shield against harm.
–Prerequisites: N/A
–TP Cost: 10
–Effect: If you are targeted by an Attacking Maneuver, you may use the effects of Copy Clone as a Counter Maneuver with an Action Cost of 1 Counter Action, but you must target the attacking Character. The created Minion becomes the target for that Attacking Maneuver and must respond with the Duel Maneuver (if possible). After that Attacking Maneuver is concluded, that Duplicate Minion ceases to exist.
Cyclone Energy
You are able to regather the energy that you have used to attack, so long as it isn’t expended.
–Ability Type: Technical
–Prerequisites: Insight Score of 8+
–TP Cost: 20
–KP Cost: 2(T)
–Maneuver Type: Out-of-Sequence
–Action Cost: N/A
–Passive Bonus: N/A
–Effect: If you use an Energy Attack and fail to hit any of your target(s), you may use this Unique Ability to immediately use the Energy Charge Maneuver. If you do, your declared Attacking Maneuver gains any Energy Charges that were applied to your missed Attacking Maneuver.
Devilmite Beam
With your grand power of justice, you cause the evil in your target’s heart to expand until it explodes, killing the target.
–Ability Type: Technical
–Prerequisites: Insight Score 6+, Personality Score 4+
–TP Cost: 50
–KP Cost: 12(T)
–Maneuver Type: Standard
–Action Cost: 3 Actions
–Passive Bonus: N/A
–Effect: Target an Opponent and make a Clash (Cognitive vs Impulsive) against them. If you win, apply the following effects depending on the alignment of their Z-Soul:
- Pure Evil: The target is Defeated.
- Evil: Reduce the target’s Life Points by 1/5 of their maximum Life Points.
- Neutral: Reduce the target’s Life Points by 1/10 of their maximum Life Points.
- Good: Reduce the target’s Life Points by 1/20 of their maximum Life Points.
- Pure Good: Nothing happens.
Dragon Dash
You zoom straight towards your destination, making up lost ground instantaneously.
–Ability Type: Technical
–Prerequisites: Access to the Soar Maneuver
–TP Cost: 5
–KP Cost: 2(T)
–Maneuver Type: Out-of-Sequence
–Action Cost: N/A
–Passive Bonus: Increase your Boosted Speed by 1(T).
–Effect: If one of your Attacking Maneuvers or effects moves an Opponent out of your Melee Range, you may use the Movement Maneuver to move in a straight line towards that Opponent or away from that Opponent as an Out-of-Sequence Maneuver.
Dragon Dash Advancements
Deadly Chaser
You chase down your opponent to keep pummeling them into the ground.
–Prerequisites: N/A
–TP Cost: 10
–Effect: If you move to a Square that places the triggering Opponent in your Melee Range through the effects of the Dragon Dash Unique Ability, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, you may apply the Knockback Advantage to that Attacking Maneuver if it does not already possess it.
Z-Burst Dash
You teleport directly to your Opponent to keep the pressure up.
–Prerequisites: N/A
–TP Cost: 5
–Effect: Instead of moving in a straight line towards an Opponent through the effects of the Dragon Dash Unique Ability, you can instead choose to move your Character to any Square within that Opponent’s Melee Range. You cannot move to a Square that is further away than twice the number of Squares you would be able to move with your Boosted Speed.
Spread Shot Retreat
You cover your retreat with a ranged attack to avoid pursuit by your foes.
–Prerequisites: N/A
–TP Cost: 10
–Effect: If you move away from the triggering Opponent through the effects of the Dragon Dash Advancement, you may use the Basic Attack Maneuver as an Out-of-Sequence Maneuver. If you do, you cannot Ki Wager on this Attacking Maneuver, but that Attacking Maneuver gains 2 ranks of the Long Shot Advantage.
Down Burst
You fire a Ki Blast directly downwards, allowing you to trick your Opponents.
–Ability Type: Technical
–Prerequisites: Force or Magic Score of 4+, 2+ Skill Ranks in Concealment
–TP Cost: 10
–KP Cost: 4(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: Increase your Skill Bonus for your Bluff and Concealment Skills by 1.
–Effect: Make a Clash (Impulsive) against all Opponents within a Minor Sphere AoE (centered on you). If you win against an Opponent, you become Hidden from that Opponent until the end of their next turn or until you hit them with an Attacking Maneuver (whichever occurs first). If you win against all Opponents in the AoE, you may use the Soar Maneuver or Movement Maneuver as an Out-of-Sequence Maneuver. The use of a Maneuver through the effects of Down Burst does not trigger the Exploit Maneuver.
Down Burst Advancements
Ki Deception
Taking advantage of the confusion, you launch a powerful attack!
–Prerequisites: 2+ Skill Ranks in Bluff
–TP Cost: 10
–Effect: Instead of the Soar Maneuver or Movement Maneuver, you may use the Basic Attack Maneuver through the effects of Down Burst. If you do, and the Attacking Maneuver targets only one Opponent, make a Clash (Bluff vs Perception/Intuition) against that Opponent. If you win, apply an Energy Charge to that Attacking Maneuver.
Energy Gathering
By reaching out to the world around you, you draw in the natural energy of your environment.
–Ability Type: Technical/Magical
–Prerequisites: 2+ Skill Ranks in Clairvoyance
–TP Cost: 20
–KP Cost: N/A
–Maneuver Type: Standard
–Action Cost: 1~3 Actions
–Passive Bonus: N/A
–Effect: For each Action spent, gain a stack of Lifeforce. If you possess a Dramatic Finisher with the Genki Super Profile, you may use the Energy Charge Maneuver as an Out-of-Sequence Maneuver. If you do, instead of gaining 1 Energy Charge through its effects, gain a number of Energy Charges equal to 1 less than the amount of Lifeforce stacks you gained through the effects of the Energy Gathering Unique Ability.
If you use a Maneuver other than the Signature Technique Maneuver, Energy Charge Maneuver, or Energy Gathering Unique Ability, you must spend a Karma Point or lose all stacks of Lifeforce.
Energy Gathering Advancements
Combat Gatherer
You’ve learned to hold onto the energy you gather without such intense focus.
–Prerequisites: 4+ Skill Ranks in Clairvoyance
–TP Cost: 10
–Effect: You may use other Maneuvers without losing your stacks of Lifeforce through the effects of Energy Gathering.
Extra Arms
Be it the magical ability to sprout extra limbs, or the speed to create the illusion and effect of extra limbs, by some measure, you are able to fight as though you have more than two arms.
–Ability Type: Technical/Magical
–Prerequisites: Agility Score 6+, Insight Score 5+
–TP Cost: 12
–KP Cost: 6(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: Enter the Multiple Arms Special State or leave it if you are already in it. While you are in the Multiple Arms Special State through the effects of this Unique Ability, you must pay half the KP Cost of this Unique Ability at the start of each of your turns or leave the Multiple Arms State.
Extra Arms Advancements
100 Arm Technique
You are able to attack as though you have one hundred arms!
–Prerequisites: Agility Score of 8+
–TP Cost: 4
–Effect: While in the Multiple Arms Special State, increase your Strike Rolls by 1(T).
Four Witches Grip
Thanks to your extra arms, you are able to grapple more effectively.
–Prerequisites: Insight Score of 6+
–TP Cost: 4
–Effect: While in the Multiple Arms Special State, increase all of your Grapple Checks by 1(T).
Extra Arms Restrictions
Faked Extra Arms
You move your arms faster than the eye can see, appearing to have multiple arms because of the afterimage left behind.
–Locked Advancements: Four Witches Grip
–TP Cost: -2
–Effect: If you enter the Multiple Arms State through the effects of Extra Arms, while you are in that State, ignore the first effect of the Multiple Arms State.
Fake Death
Based on the Homebrew by Dunkaccino (_dunkaccino_ in Discord)
With a dramatic cry of defeat or a sudden stillness on the battlefield, you topple over pretending to have died. Those around you must carefully consider whether or not you have actually fallen in battle or are waiting for a specific moment in battle to take advantage of.
–Ability Type: Technical
–Prerequisites: Personality Score 4+, 2+ Bluff Skill Ranks
–TP Cost: 8
–KP Cost: 4(T)
–Maneuver Type: Out-of-Sequence
–Action Cost: N/A
–Passive Bonus: N/A
–Effect: After receiving Damage from an Opponent’s Attacking Maneuver, you may choose to be knocked Prone. If you do, make a Clash (Bluff vs Intuition) against all Opponents. If you win, you become Hidden to those Opponents.
If you use the Movement Maneuver while Hidden through the effect of Fake Death, you stop being Hidden.
You may only use this Unique Ability once per Combat Encounter.
Fake Death Advancements
Surprise Strike
Your body lay so still that those fooled by your facade are perfectly open targets.
–Prerequisites: Insight Score 4+, Personality Score 6+
–TP Cost: 7
–Effect: If an Oblivious Character ends their turn within your Melee Range while you are Hidden due to the effects of Fake Death, you may use the Basic Attack Maneuver against that Opponent as an Out-of-Sequence Maneuver. After concluding that Attacking Maneuver, you stop being Hidden.
Stealth Crawl
While everyone thinks you’re dead, you can take the opportunity to secure the perfect position to capitalize on your ruse.
–Prerequisites: 3+ Bluff Skill Ranks.
–TP Cost: 2
–Effect: At the start of your turn while Hidden through the effects of the Fake Death Unique Ability, you may move a number of Squares up to your number of Skill Ranks in the Bluff Skill.
Like the Dead
Your act is so good that even those not initially fooled start to believe otherwise.
–Prerequisites: Tenacity Score 7+
–TP Cost: 4
–Effect: When struck by an attack while in the Fake Death Special State by an Opponent who succeeded the Clash from the second effect of this State, you may spend 4(T) Ki Points to make a Clash (Bluff vs Intuition) against the attacking Character. Increase your Dice Score for this Clash by 1d4. If you win, you become Hidden to that Character.
Fake Moon
You have the ability to create a false full moon in the sky, allowing anything that relies on the full moon to access its hidden power.
–Ability Type: Technical/Magical
–Prerequisites: Force or Magic Score 4+
–TP Cost: 10
–KP Cost: 6(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: Create a False Moon. A False Moon acts as a full moon and increases the Light Level of the Battlefield by 1 Light Level (to a maximum of Normal). All Characters with access to a Transformation with the Blutz Wave Aspect may use the Transformation Maneuver as an Out-of-Sequence Maneuver to enter a Transformation with that Aspect.
A False Moon lasts for 5 Combat Rounds, after which it will disappear and any Saiyan in the Oozaru or Golden Oozaru Transformations will suffer from Stress Exhaustion until the end of their next turn.
A False Moon is a Feature that can only be made in a High Environment of Rank 2 or higher (you can only select Deep Space for this option if you are in Deep Space). The Feature is created on any Square within a Destructive Sphere AoE (centered on you). The Feature is 4×4, has a Hardness Rank of 2, and possesses the Burning Feature Quality (see — Battlefields).
Rather than the typical way to destroy a False Moon, a False Moon takes Damage like a Character would and has a pool of Life Points equal to 5x the Might of its creator at the time of creation and Damage Reduction equal to their creator’s Might at the time of creation. If a False Moon’s Life Points reach 0, it is destroyed and you apply the effects as if it disappeared (seen above).
Only one False Moon can exist on a Battlefield at a time.
Fake Moon Advancements
Lasting Moon
Your false full moon lasts much longer, extending your access to the hidden powers unlocked by it.
–Prerequisites: Force or Magic Score of 8+
–TP Cost: 5
–Effect: Your False Moon lasts for the remainder of the Combat Encounter and double both its Life Points and Damage Reduction.
Moon Guardian
You use your body to shield the full moon you’ve created.
–Prerequisites: N/A
–TP Cost: 5
–Effect: If your False Moon is targeted by an Attacking Maneuver that does not possess an AoE, you may spend a Counter Action to move to an adjacent Square to that False Moon. If you do, shift the target of that Attacking Maneuver to you.
Flooding Technique
You can magically produce enough water to change the tides of battle, creating an ocean on the battlefield.
–Ability Type: Magical
–Prerequisites: N/A
–TP Cost: 15
–KP Cost: 6(T)
–Maneuver Type: Standard
–Action Cost: 2 Actions
–Passive Bonus: While in the Underwater Battle Environment, increase your Combat Rolls by 1(T).
–Effect: Within a Large Sphere AoE (centered on you), the Battle Environment becomes Underwater. If you move to another Square due to any effect, the AoE containing this Battle Environment moves the exact same distance and in the same direction.
You cannot use this Unique Ability while it is active, and must pay the Ki Point Cost of this Unique Ability at the start of each of your turns or return the Battle Environment to what it would normally be. You may return the Battle Environment to normal as an Instant Action.
God Meteor
You are capable of dropping a giant meteor from the heavens onto your enemies, dealing massive damage.
–Ability Type: Technical/Magical
–Prerequisites: Force or Magic Score 10+, access to the God Ki Special State, Tier of Power 4+
–TP Cost: 40
–KP Cost: 15(T)
–Maneuver Type: Standard
–Action Cost: 3 Actions
–Passive Bonus: Increase your Wound Rolls by 1(T) while in the God Ki State, or against Pinned Characters if you are not in the God Ki State.
–Effect: Target a Square on the Battlefield. Every Character (except the user of this Unique Ability) within a Destructive Sphere AoE centered on your targeted Square enters the Meteor Phase, wherein a gigantic meteor falls from the heavens onto those Characters.
Once the Meteor Phase starts, all combat stops and every Character within the Meteor Phase must choose to Defend or Attack:
- Those who Defend will reduce the Damage they take by 1/2.
- Those who Attack can use the Basic Attack Maneuver or Signature Attack Maneuver as an Out-of-Sequence Action, but they must target the Meteor in order of their place in the Initiative Order. No Character can miss the Meteor with this Attacking Maneuver.
The God Meteor’s Life Points are equal to the user’s Maximum Life Points and it possesses Damage Reduction equal to the user’s Might. If the Life Points of the God Meteor reaches 0, it is destroyed and no Character in the Meteor Phase will receive any damage.
After all decisions and Attacking Maneuvers are made, the Meteor Phase ends. If the God Meteor is not destroyed by the end of the Meteor Phase, all Combatants that were within the Meteor Phase have their Life Points reduced by the remaining Life Points of the God Meteor. You can only use this Unique Ability while you are in the God Ki Special State.
This Unique Ability can only be used once per Combat Encounter.
Healing Hands
You can lay your hands upon your allies, restoring their vitality in the process.
–Ability Type: Magical
–Prerequisites: 2+ Skill Ranks in Use Magic
–TP Cost: 10
–KP Cost: 5(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: Increase your Medicine Skill Checks by 1.
–Effect: Target a Character within your Melee Range. That Character regains 1d10(bT) Life Points. Increase the amount of Life Points they regain by your Magic Modifier.
Healing Hands Advancements
Healing Expertise
You can restore even more vitality thanks to your expertise.
–Prerequisites: Magic Score of 8+
–TP Cost: 6
–Effect: Increase the amount of Life Points restored by the Healing Hands Unique Ability by 1d10(bT).
Overexertion
Healing someone stronger than you requires greater effort, but the reward is greater as well.
–Prerequisites: Personality Score of 4+
–TP Cost: 5
–Effect: When you target a Character with Healing Hands, you may spend an additional 4(T) Ki Points to increase the amount of Life Points restored by your use of Healing Hands by the target’s Might.
Desperate Heal
You can pour even more energy into healing, allowing you to restore immense amounts of vitality to your target.
–Prerequisites: Overexertion
–TP Cost: 10
–Effect: When you target a Character with Healing Hands, you may spend a number of Ki Points equal to your current Capacity, if you do, increase the amount of Life Points the target regains by an equal amount. If you possess the Energy Zone Advancement, this effect can only apply to ONE of the targets.
Energy Zone
You can heal all allies near you at once.
–Prerequisites: Magic Score of 10+
–TP Cost: 10
–Effect: Instead of targeting a Character within your Melee Range, you may target all Allies within a Large Sphere Aoe (centered on you) for the effects of Healing Hands.
Patch-Up
You can repair clothing as well as people.
–Prerequisites: Magical Materialization
–TP Cost: 4
–Effect: If you would target a Character with the Healing Hands Magical Ability, you may also repair their Apparel. Restore a damaged or broken piece of Apparel to have their maximum Break Value.
Healing Hands Restrictions
Natural Healing Hands
Your ability to heal others does not apply to arcane or artificial beings.
–Locked Advancements: Patch-Up
–TP Cost: -2
–Effect: You cannot target Unnatural characters with Healing Hands.
Minimal Healing
You aren’t able to heal as much damage as most.
–Locked Advancements: Healing Expertise, Overexertion
–TP Cost: -5
–Effect: You do not increase the amount of Life Points regained by your Magic Modifier.
Illusion
You are capable of creating a combat illusion, deceiving your enemies.
–Ability Type: Magical
–Prerequisites: Magic Score of 4+, 2+ Use Magic Skill Ranks, 2+ Bluff Skill Ranks
–TP Cost: 14
–KP Cost: 4(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: Increase your Bluff Skill Checks by 1.
–Effect: Target a Square within 8 Squares of you. Create a Sphere AoE centered on that Square. Make a Clash (Use Magic/Bluff vs Use Magic/Intuition/Clairvoyance) against all Opponents within that AoE. If you win, roll a 1d4. Depending on the result, apply one of the following Combat Conditions to all losing Opponents until the end of your next turn:
- 1) Blinded,
- 2) Shaken,
- 3) Impediment,
- 4) Compelled (the target must be another Character within the initial AoE created by this Unique Ability).
Rather than roll, your ARC may choose an effect that seems fitting depending on your description for the Illusion you created through this Unique Ability. They may allow you to spend a Karma Point to choose.
Illusion Advancements
Expanded Illusion
Your illusion grows in size.
–Prerequisites: 4+ Use Magic Skill Ranks
–TP Cost: 10
–Effect: Increase the Magnitude of the AoE for the effects of Illusion to Destructive.
Combat Illusion
Your illusions are incredibly realistic and your opponent is easily duped by them making any kind of aggressive motion!
–Prerequisites: 4+ Bluff Skill Ranks
–TP Cost: 6
–Effect: Any Opponent who loses the Clash for the effects of Illusion also gains the Guard Down Combat Condition for the duration of its effects.
Illusion Restrictions
Close Range Illusions
You can only create convincing illusions if they remain close to you.
–Locked Advancements: N/A
–TP Cost: -4
–Effect: You must select yourself for the Target Square of this Unique Ability’s AoE.
Illusion Smash
You can attack from a distance as though you were in close range, utilizing portals or other magical means.
–Ability Type: Magical
–Prerequisites: Portal Creation
–TP Cost: 10
–KP Cost: 3(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: Target an Opponent, you can make a Basic Attack Maneuver against that Opponent as an Out-of-Sequence Maneuver. If you do, treat them as if they were on a Square adjacent to you for this Attacking Maneuver. Ignore the second effect of Giant Strike for this Attacking Maneuver and this Attacking Maneuver cannot possess an AoE.
Illusion Smash Advancements
Combo Portal
When you attack someone and send them flying, you can continue your assault without further movement.
–Prerequisites: Insight Score of 10+
–TP Cost: 6
–Effect: If you move an Opponent with an effect, you may use Illusion Smash as an Instant Maneuver. If you do, you can only target the Opponent you moved with the Basic Attack Maneuver used through Illusion Smash. Additionally, this Attacking Maneuver may gain the Knockback Advantage.
Portal Control
Your ability to utilize portals grows, allowing you to do more than just attack.
–Prerequisites: N/A
–TP Cost: 8
–Effect: Instead of targeting an Opponent, you may target any Character with the effects of Illusion Smash and, instead of using an Attacking Maneuver, may use any Maneuver with an Action Cost of 1 that targets another Character as if that Character was in your Melee Range.
If you would use the Grapple Maneuver through this effect and successfully enter a Grapple as a result, move the Grappled Character into your Melee Range on an unoccupied Square of your choice.
Smash Barrage
You can fight multiple enemies at once with your unique method.
–Prerequisites: Insight Score of 14+
–TP Cost: 10
–Effect: When using a Profile that does not possess an AoE through the Basic Attack Maneuver used through the effects of Illusion Smash, you may target up to 3 Opponents with that Attacking Maneuver simultaneously.
Ki Flames
Igniting your ki, you burn all opponents around you to ashes.
–Ability Type: Technical
–Prerequisites: Force Score 15+
–TP Cost: 15
–KP Cost: 8(T)
–Maneuver Type: Standard
–Action Cost: 2 Actions
–Passive Bonus: You are unaffected by Squares with the Aflame Environmental Quality.
–Effect: Use the Power Up Maneuver as an Out-of-Sequence Maneuver. Then, every Square within a Destructive AoE (centered on you) becomes Aflame for 3 Combat Rounds. Increase the amount of Life Points lost from the effects of Aflame on these Squares by 1/2 of your Might.
You can only use Ki Flames once per Combat Encounter.
Lullaby Fist
You are able to put your opponents to sleep with your hypnotic prowess.
–Ability Type: Technical/Magical
–Prerequisites: 2+ Skill Ranks in Bluff and Use Magic
–TP Cost: 12
–KP Cost: 8(T)
–Maneuver Type: Standard
–Action Cost: 2 Actions
–Passive Bonus: N/A
–Effect: Target a Character within a Large Sphere AoE (centered on you). Make a Clash (Cognitive vs Corporeal/Impulsive/Cognitive/Morale) against that Opponent. If you win, they gain the Sleeping Combat Condition.
You can only target a Character once per Combat Encounter with the effects of Lullaby Fist.
Lullaby Fist Advancements
Multi-Sleep
Your hypnotic prowess allows you to put many people to sleep.
–Prerequisites: N/A
–TP Cost: 5 TP
–Effect: You may target an additional Character.
Magical Enhancement
You are able to share your power with others, increasing their strength in place of your own.
–Ability Type: Magical
–Prerequisites: Magic Score of 6+, 2+ Skill Ranks in Use Magic
–TP Cost: 10
–KP Cost: 2(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: Target an Ally within 8 Squares of you. That Character becomes Magically Enhanced until the end of their turn. A Magically Enhanced Character increases their Combat Rolls and Soak Value by 1(T).
Magical Enhancement Advancements
Deeper Enhancement
You enhance your comrades even further by investing more energy.
–Prerequisites: Magic Score of 10+, 3+ Skill Ranks in Use Magic
–TP Cost: 5 TP
–Effect: When you use Magical Enhancement, you may increase the Action Cost by up to 2 Actions and increase the Ki Point Cost by 1(T) for each additional Action. For each additional Action spent, increase that Ally’s Wound and Soak Value by an additional 1(T) through the effects of Magical Enhancement.
Unleash Dormant Power
You can reach into others and draw out the power from deep within them.
–Prerequisites: 5 Skill Ranks in Use Magic
–TP Cost: 20 TP
–Effect: When you target a Character with the Magical Enhancement Unique Ability, you may choose to spend 2 additional Actions and Ki Points equal to 1/2 of your Maximum Ki Points (this does not affect your Capacity) to apply one of the following effects to your targeted Ally:
- Your targeted Ally gains a stack of the Unlocked Potential Awakening as a Level 2 Temporary Awakening.
- Your targeted Ally may use the Transformation Maneuver as an Out-of-Sequence Maneuver. If they do, increase their Stress Bonus by ½ (rounded up) of your Tier of Power for the duration of this Transformation Maneuver and then until they leave that Transformation if they succeed.
- With your ARC’s approval, your targeted Ally gains access to an Enhancement they meet the Racial Requirements, Prerequisites, and Tier of Power Requirement of until the end of the Combat Encounter.
- With your ARC’s approval, your targeted Ally gains access to a Form they meet the Racial Requirements, Prerequisites, and Tier of Power Requirement of until the end of the Combat Encounter.
You can only use the effect of Unleash Dormant Power twice per Combat Encounter and you cannot apply this effect twice to the same Ally during a Combat Encounter.
Magical Materialization
You are capable of conjuring objects out of thin air, allowing you to manifest anything you desire, within a limit.
–Ability Type: Magical
–Prerequisites: 2+ Skill Ranks in Use Magic
–TP Cost: 10
–KP Cost: 6(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: Select either a Basic Item that does not have the [Tech] tag, a piece of Apparel, or a Weapon. Roll the Craft Skill Check for your choice, using the Use Magic Skill instead of the relevant Craft Specialization, but increase the Difficulty Category by 1 (or reduce your Dice Score by 4 if the Difficulty Category was Grandmaster). If you fail, you do not create the item, but you still lose the Ki Points. If you succeed, you create the selected Item.
The created item is either made in your hand, or in a Square within your Melee Range.
Magical Materialization Advancements
Weapon Summoner
You can conjure weapons with ease.
–Prerequisites: Insight Score 8+
–TP Cost: 5 TP
–Effect: You automatically succeed each Use Magic Skill Check to make a Weapon with a Craftsmanship Grade equal to or lower than your number of Use Magic Skill Ranks. You can dismiss any Weapon you’ve created with Magical Materialization as an Instant Maneuver OR as part of Magical Materialization in addition to its other effects.
Power Builder
You may conjure objects using your prowess in manipulating your life energy rather than your magic energy.
–Prerequisites: Force Score 4+
–TP Cost: 2 TP
–Effect: When making a Use Magic Skill Check for the effects of Magical Materialization, you may use your Force Score instead of your Magic Score for the Use Magic Skill’s Skill Bonus.
Projectile Materialization
You can materialize items at a short distance, directly in the hands or on the person of an ally.
–Prerequisites: Insight Score 4+
–TP Cost: 2
–Effect: Target a willing Ally within a Sphere AoE (centered on you). If you succeed on the Skill Check for Magical Materialization to create an Accessory, Apparel, or Weapon, the targeted Ally gains that item. If it was a piece of Apparel or an Accessory, they may replace one layer of Apparel or Accessory they are currently wearing, or equip it as an additional item (they decide).
Restrictive Weights
You are able to create an item that burdens your opponents, slowing them in combat.
–Prerequisites: Projectile Materialization
–TP Cost: 6
–Effect: You may target an Opponent with the effects of Projectile Materialization, but you may only create Weights. Make a Clash (Cognitive vs Impulsive) against the targeted Opponent. If they win, your selected Weights are created on a Square adjacent to that Opponent. If you win, that opponent automatically equips the Weights you created as their top layer of Apparel (this can allow them to wear 4 layers of Apparel).
These Weights do not give a Doff Bonus once removed.
Dematerialize
Just as you can create, so too can you destroy.
–Prerequisites: Scholarship or Magic Score 7+
–TP Cost: 6
–Effect: You may forgo Magical Materialization’s effect to target an item created through Magical Materialization within your Melee Range and destroy it.
Magic Crafter
You are skilled at conjuring items with magic.
–Prerequisites: Scholarship or Insight Score of 8+
–TP Cost: 5 TP
–Effect: Do not increase the Difficulty Category for the Use Magic Skill Check of Magical Materialization.
Magical Materialization Restrictions
Limited Creation
You are only able to make one kind of item.
–Locked Advancements: Weapon Summoner (unless you choose Weapon for the effects of Limited Creation), Projectile Materialization
–TP Cost: -5
–Effect: Select either Basic Item, Apparel, or Weapon. You can only create your selected Item through the effects of Magical Materialization.
Metamoran Fusion Dance
You can perform a special dance which, when performed perfectly with a compatible partner, allows you to fuse with them.
–Ability Type: Technical
–Prerequisites: 2+ Skill Ranks in Performance
–TP Cost: 15
–KP Cost: N/A
–Maneuver Type: Standard
–Action Cost: 3 Actions
–Passive Bonus: Increase your Performance Skill Checks by 1.
–Effect: Target an Ally within your Melee Range who is of the same Power Level as you and within 1 Size Category of you until the start of your next turn. For each stack of Holding Back a Character possesses, treat their Power Level as if it was 1 lower for this effect. If that Ally also targets you with the Metamoran Fusion Dance, both Characters make a Performance Skill Check with a Difficulty Category of Master. If you are not the same Size Category as your target, increase the Performance Skill Check’s Difficulty Category by 1 for both Characters.
Gain the following benefits depending on the results of both Characters:
- Both Succeed: Both Characters combine using the Metamorese Fusion Method.
- Both Fail: Nothing happens.
- One Succeeds, One Fails: Both Characters combine using the Metamorese Fusion Method but roll a 1d4, if the result is 2~4 the Fusion becomes Plump, and if your result is a 1, the Fusion becomes Frail. Both Plump and Frail Fusions are in their Normal State, cannot possess Fusion Modifiers, and cannot use the Transformation Maneuver, Signature Technique Maneuver or any Unique Abilities. Additionally, Plump Fusions have their Agility Modifier halved, and Frail Fusions have their Agility, Tenacity, Force and Magic Modifiers halved.
Metamoran Fusion Dance Advancements
Five-Way Fusion
Combining the full power of 5 different warriors, you fuse into the ultimate powerhouse.
–Prerequisites: N/A
–TP Cost: 30
–Effect: Instead of targeting a single Ally through the effects of the Metamoran Fusion Dance, you may target 4 Allies instead. Those Allies may be within a Large Sphere AoE (centered on you) instead of being within your Melee Range.
If you target 4 Allies with the Metamoran Fusion Dance, the other Characters do not need to also target you with the Metamoran Fusion Dance, can have a different Power Level than you, and all Characters combine using the Maxi Fusion Fusion Method immediately without making a Performance Skill Check.
Skill in Fusion
You’re so skilled at the art of Fusion that you are able to fuse with almost anyone.
–Prerequisites: 4+ Skill Ranks in Performance
–TP Cost: 5
–Effect: You may target any Character with the Metamoran Fusion Dance, regardless of their Size Category and Power Level.
Mind Control
You take over and suppress an enemy’s mind, allowing you to control their body.
–Ability Type: Magical
–Prerequisites: 2+ Skill Ranks in Use Magic
–TP Cost: 20
–KP Cost: 12(T)
–Maneuver Type: Standard
–Action Cost: 2 Actions
–Passive Bonus: N/A
–Effect: Target an Opponent and make a Clash (Cognitive vs Cognitive/Morale) against them. If you win, they gain the Compelled Combat Condition against a target of your choice. If you lose, you can’t target this Character again with the Mind Control Unique Ability for the rest of the Combat Encounter.
Mind Reading
You are able to touch a target and read their mind, giving you a glimpse at their thoughts, and potentially aiding you in defending against them.
–Ability Type: Magical
–Prerequisites: Insight Score of 6+, 2+ Skill Ranks in Clairvoyance
–TP Cost: 10
–KP Cost: N/A
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: Increase the Dice Score of your Skill Checks in any Clashes against an Opponent within your Melee Range by 1.
–Effect: Target a Character who is not at Long Range and make a Clash (Cognitive) against them. If you win, increase your Dodge Rolls and the Dice Score of any Strike Roll made through the Parry effect of the Defend Maneuver against that Opponent by 1(T) until the end of your next turn. Additionally, you may learn any piece of information they know that you are searching for. The amount of information you gain is limited by your ARC, some information may be repressed or Characters may have some unnatural resistance against this ability.
Mind Reading Advancements
Combat Telepath
You can enhance your combat abilities by reading the minds of your enemies.
–Prerequisites: Force or Magic Score of 6+
–TP Cost: 5
–Effect: If you win the Clash against an Opponent with Mind Reading, increase your Combat Rolls by 1(bT) against them until the end of your next turn.
Mind Reading Restrictions
Limited Range Reading
Your ability to read minds has a limited effective range.
–Locked Advancements: N/A
–TP Cost: -2
–Effect: You can only target Characters within your Melee Range for the effects of Mind Reading.
Multi-Form Technique
You possess the ability to split yourself into multiple separate entities for a time, allowing you to single-handedly outnumber an opponent.
–Ability Type: Magical
–Prerequisites: N/A
–TP Cost: 10
–KP Cost: 8(T)
–Maneuver Type: Standard
–Action Cost: 2 Actions
–Passive Bonus: N/A
–Effect: Create a Duplicate Minion. While you have a Duplicate Minion created through the Multi-Form Technique, reduce your Tier of Power by 1 (if you are already Tier of Power 1, reduce your Combat Rolls by 2 instead).
If you fail a Steadfast Check while you have Duplicate Minion(s) created by the Multi-Form Technique, those Minions are Defeated.
As an Instant Maneuver during your turn, you can erase all of your Duplicate Minions created by this Unique Ability.
You can only possess 1 Duplicate Minion through the effects of Multi-Form Technique.
Multi-Form Technique Advancements
Mass Multi-Form
You become adept in splitting yourself, allowing you to split yourself into more pieces at once.
–Prerequisites: N/A
–TP Cost: 15
–Effect: Instead of a single Duplicate Minion, you can create up to 3 Duplicate Minions. For each Duplicate Minion added after the first, pay the Ki Point Cost for Multi-Form Technique an additional time.
Instead of 1, you can possess up to 3 Duplicate Minions created through the effects of the Multi-Form Technique. These Minions do not count towards your maximum number of Minions.
Para Para Dance
Your infectious dance moves act as a form of control, allowing you to force your opponents to jam out with you while you handily defeat them.
–Ability Type: Technical/Magical
–Prerequisites: 2+ Skill Ranks in Performance
–TP Cost: 10
–KP Cost: 4(T) per Action spent
–Maneuver Type: Standard
–Action Cost: Variable (1~3 Actions)
–Passive Bonus: Reduce the Critical Target of your Performance Skill Checks by 1.
–Effect: Spend up to 3 Actions. Target a number of Opponents up to the number of Actions spent within a Large Sphere AoE (centered on you). Make a Skill Clash (Performance vs Performance/Intuition). If you win, on their next turn, that Opponent loses an equal number of Actions to the Actions spent on this Unique Ability at the start of their next turn, and they cannot convert any Actions into Counter Actions if it would reduce their Actions to less than the amount they need to reduce through this effect.
For each Action an Opponent loses through this effect, reduce their Dodge Rolls by 1(bT) until the start of their next turn.
Using Para Para Dance triggers the Exploit Maneuver form all Opponents who are not at Long Range. If you are hit by an Attacking Maneuver made through the Exploit Maneuver when trying to use the Para Para Dance, the Para Para Dance fails (you do not regain any spent Actions, but you regain the Ki Points spent on the Para Para Dance).
Petrification
You possess the capability of turning your opponents into inanimate objects, preventing them from fighting.
–Ability Type: Magical
–Prerequisites: Magic Score of 8+
–TP Cost: 20
–KP Cost: 12(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: Target an Opponent who is not at Long Range. Make a Clash (Cognitive vs Impulsive/Corporeal/Cognitive) against that Opponent. If you win, they gain a stack of the Slowed Combat Condition until the end of the Combat Encounter. They can remove a stack of this Combat Condition by dropping a carried Weapon or removing a layer of Apparel. Whatever is dropped crumbles to dust and is destroyed.
If the user of this Unique Ability is Defeated, all Characters suffering from the Slowed Combat Condition due to any uses of Petrification done by this Character stop suffering from that Combat Condition.
Petrification Advancements
Petrification Barrage
You are capable of petrifying others more quickly.
–Prerequisites: Tier of Power 4+
–TP Cost: 10
–Effect: You may use this Unique Ability an additional time per each Combat Round. You can gain this Advancement twice.
Physical Retreat
By manipulating your physical body in unnatural ways, you’re able to pull your limbs, your head, or even your vital organs out of harm’s way.
–Ability Type: Technical/Magical
–Prerequisites: Agility and Insight Score of 8+
–TP Cost: 10
–KP Cost: 2(T)
–Maneuver Type: Counter
–Action Cost: 1 Counter Action
–Passive Bonus: N/A
–Effect: Bonus: N/A
–Effect: If you are targeted by an Attacking Maneuver or the Grapple Maneuver, increase your Defense Value by 2(T) for the duration of this Maneuver. Increase this bonus by an additional 1(T) if the Attacking Maneuver was a Called Shot.
Portal Creation
You can link two points in space through the use of a portal, allowing instant travel between the two locations.
–Ability Type: Magical
–Prerequisites: 3+ Skill Ranks in Use Magic and Clairvoyance
–TP Cost: 20
–KP Cost: 5(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: You gain access to the Long Distance Portal Adventuring Maneuver.
–Effect: Create a Portal on an adjacent Square. When you do, select another Square on the Battlefield. Another Portal is created at that point in space, connecting the two Squares. Any Movement or Attacking Maneuvers may treat the Squares occupied by Portals as if they were the same Square. For example, if you are standing on the Square occupied by a Portal and have a Melee Range of 1 Square, you can make a Physical Attacking Maneuver against an Opponent who is adjacent to another Portal.
You can only possess 2 Portals at one time and can dismiss any number of Portals as an Instant Maneuver.
Portal Creation Advancements
Warp Zone
You are able to warp space in confusing and unpredictable ways.
–Prerequisites: 4+ Skill Ranks in Use Magic and Clairvoyance
–TP Cost: 6
–Effect: You can possess up to 4 Portals at one time. When you use the Portal Creation Unique Ability while you already possess Portals, you may choose which Portals the new Portals are connected to.
For example, you could connect them to one another and have two sets of Portals active, or you could connect them to all of the other Portals and allow for any Portal to lead to any other Portal, or you could connect all of the new Portals to the Portal adjacent to you to effectively allow that Portal to lead to three different places while the other Portals only lead back to it.
Dimensional Hole
Using a portal to protect yourself from an attack, you redirect that attack against an enemy.
–Prerequisites: 4+ Skill Ranks in Use Magic
–TP Cost: 10
–Effect: If you are targeted by the Basic Attack Maneuver using an Energy or Magic Foundation, you may spend 1 Counter Action. If you do, target an Opponent, they become the target of the Attacking Maneuver instead of you. The Combat Rolls for that Attacking Maneuver become Urgent.
You can only use this effect once per Combat Encounter.
Position Change
By linking your position to your opponent’s, you are able to swap places with them on the battlefield.
–Ability Type: Magical
–Prerequisites: 2+ Skill Ranks of Use Magic, Insight Score of 4+
–TP Cost: 12
–KP Cost: 5(T)
–Maneuver Type: Instant
–Action Cost: N/A
–Passive Bonus: N/A
–Effect: Target a Character within a Destructive Sphere AoE (centered on you). Make a Clash (Cognitive) against that Character. If you win, swap your places in the Battlefield.
If your target was in a Grapple as the Grappler, also move the Grappled so they are in the Melee Range of the Grappler (the exact Square is decided by the Grappler). If your target was the Grappled in a Grapple, they stop being the Grappled and you become the Grappled in their place.
You cannot use this Unique Ability while in a Grapple or in the Pinned Combat Condition.
Position Change Advancements
Item Swap
You may grab an item from the linked space rather than a person.
–Prerequisites: 2+ Skill Ranks of Thievery
–TP Cost: 6
–Effect: Instead of swapping places with an Opponent, steal a Basic Item they possess that you’re aware of. This cannot be an Accessory they have equipped.
People Swap
You are able to swap around two combatants on the battlefield.
–Prerequisites: 3+ Skill Ranks in Use Magic
–TP Cost: 5
–Effect: Instead of a single target, you may choose two targets within the AoE for the effects of Position Change. If you win the Clash against both Characters, you may swap their positions on the Battlefield instead of changing yours.
Sacrifice Play
You may take the place of an ally who is under attack, taking the hit for them instead.
–Prerequisites: N/A
–TP Cost: 4
–Effect: You may use the Position Change Unique Ability as a Counter Maneuver at the cost of 1 Counter Action. If you do, you must target a Character targeted by an Attacking Maneuver while you are not targeted by that same Attacking Maneuver. If you win the Clash, swap places with them. You become the target of that Attacking Maneuver and the targeted Character stops being a target for that Attacking Maneuver. You cannot use a Counter Maneuver in response to that Attacking Maneuver, but you may still roll your Dodge as usual.
Precognition
You can witness the future, allowing you to respond accordingly.
–Ability Type: Magical
–Prerequisites: Insight Score of 7+, 2+ Skill Ranks in Use Magic
–TP Cost: 30
–KP Cost: N/A
–Maneuver Type: Instant
–Action Cost: N/A
–Passive Bonus: Increase your Initiative by 1(T) and gain access to the Foresight Adventuring Maneuver.
–Effect: Target an Opponent who hasn’t done their turn yet. For this Combat Round, move their place in the Initiative Order to the next turn after the current one. If you do, you gain 1 Counter Action to use during their turn and increase your Strike and Dodge Rolls against that Opponent by 1(T) for the duration of that turn.
Sealing
You can trap your enemies inside of specialized sealing containers.
–Ability Type: Technical
–Prerequisites: Force or Magic Score of 4+ and an Insight Score of 6+
–TP Cost: 25
–KP Cost: 12(T)
–Maneuver Type: Standard
–Action Cost: 2 Actions
–Passive Bonus: N/A
–Effect: Target an Opponent who is not at Long Range. Make a Clash (Cognitive vs Impulsive/Corporeal) against them. If you win, they gain the Shaken Combat Condition until the start of your next turn, and you may make an additional Might Clash against them. If you win this Clash, target a Basic Item that can be used for Sealing. They are sealed in the container until the end of your next turn, unless you apply a Sealing Talisman (or use the effects of a Sealing Bottle), in which case they are sealed indefinitely.
A sealed Character is removed from the Combat Encounter and cannot take any Actions, as they are sealed away within a container. If the container is opened or destroyed, they return to the Battlefield on a Square adjacent to the container they were sealed into. If they would return to the Combat Encounter, reroll their Initiative and, if they haven’t taken a turn this Combat Round, they may immediately take their turn after the current turn (regardless of their position in the Initiative Order).
Only a single being can be sealed into any single container.
Sealing Advancements
Weapon Seal
By trapping your target inside a weapon, you make it much harder for them to break free.
–Prerequisites: 3+ Skill Ranks in Use Magic
–TP Cost: 5 TP
–Effect: You may use a Weapon as a container for the Sealing Unique Ability. If you do, you do not need a Sealing Talisman. The Weapon gains the Phantom Edge Special Quality if it possesses any number of empty Quality Slots, depicted below:
Phantom Edge
Phantom Edge: This Weapon contains another being inside it, enhancing its effectiveness.
–Weapon Type: All
–Prerequisites: A being sealed inside this Weapon through the Sealing Unique Ability.
–Quality Slots: 1
–Effects: Increase your Wound Rolls by the Tier of Power Extra Dice (min. 1d4) of the sealed Character.
Living Seal
You are able to seal a particularly powerful entity inside of a living person so that they may exert their will over the sealed prisoner.
–Prerequisites: 4+ Skill Ranks in Use Magic
–TP Cost: 5 TP
–Effect: You may use yourself or a Willing Ally within Melee Range as a container for the Sealing Unique Ability. If you do, you do not need a Sealing Talisman. The Character used as a container gains the Living Vessel Awakening as a Level 2 Temporary Awakening with the target of the Sealing Unique Ability as the Phantasm.
Sealing Restrictions
Mafuba
Your sealing technique drains on your own life force to use.
–Locked Advancements: Weapon Seal, Living Seal
–TP Cost: -5
–Effect: When you use the Sealing Maneuver, if you succeed or not, reduce your Life Points by 5x the Might of the target. If you score a Natural Result of 1 on the Might Clash, destroy the container.
Second Sight
You possess the mystical ability to see at extreme distances, watching events unfold in far away locations.
–Ability Type: Magical
–Prerequisites: 2+ Skill Ranks of the Clairvoyance Skill, 2+ Skill Ranks of the Use Magic Skill
–TP Cost: 20
–KP Cost: N/A
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: You gain access to the Magical Sight Adventuring Maneuver.
–Effect: Target a Character on the Battlefield until the start of your next turn, increase your Strike Rolls against that Character by 2(T) while they are targeted. If you are targeting a Character at Long Range, they are not considered to be at Long Range for your Attacking Maneuvers and effects.
Shapeshift
You possess the ability to change your body in many ways, allowing you to become someone or something else.
–Ability Type: Magical
–Prerequisites: Personality or Scholarship Score of 6+
–TP Cost: 20
–KP Cost: 8(T)
–Maneuver Type: Standard
–Action Cost: Variable (1~3 Actions)
–Passive Bonus: You gain access to the Morph Adventuring Maneuver.
–Effect: When you use this Unique Ability, gain a number of the following effects for 5 turns based on the number of Actions spent on this Maneuver (you may select the first effect multiple times):
- Exchange one of your Body-Category Secondary Racial Traits for a Bestial Trait of your choice.
- Change your Size Category to any other Size Category except Colossal (this does not destroy any Apparel you have equipped).
If you use the Shapeshift Unique Ability while benefiting from its effects, you remove those effects and regain 6(T) Ki Points instead of applying the effects again. You may spend 6(T) Ki Points to apply the effects of Shapeshift immediately after removing the effects.
If you are benefiting from the effects of Shapeshift, you must pay 1/2 of the KP Cost for Shapeshift at the start of each of your turns. If you do not, remove the effects of Shapeshift.
If you are Defeated or fail a Steadfast Check, immediately stop applying the effects of the Shapeshift Unique Ability.
Shapeshift Advancements
Shapeshift Diploma
You have become exceptionally skilled in Shapeshifting; enjoy your graduation ceremony!
–Prerequisites: N/A
–TP Cost: 5
–Effect: The effects of Shapeshift lose the 5 Combat Round limit. Additionally, reduce the Ki Point Cost of the Shapeshift Unique Ability by 2(T).
Quick Shift
You are able to change your form with a mere thought.
–Prerequisites: Personality or Scholarship Score of 14+
–TP Cost: 15
–Effect: When using the Shapeshift Maneuver, the Action Cost is always 1 Standard Action and you treat the effects of the Shapeshift Maneuver as if you spent up to 3 Actions (you decide how many).
Vehicle Shift
You are able to turn into a vehicle to ferry others around.
–Prerequisites: N/A
–TP Cost: 5
–Effect: If you spend 2+ Actions through Shapeshifting, instead of selecting effects, you may transform into a Vehicle. Upon doing so, create a Vehicle with a Craftsmanship Grade equal to 1/2 (rounded up) of your Tier of Power. You become that Vehicle, following the below rules:
- You are considered to be Piloting yourself for any and all effects if you do not have a Pilot. While you have a Pilot, you may still act as if you are the Pilot during your turn.
- You may be Piloted as a Vehicle with your consent.
- Do not calculate Life Points, Ki Points, or Capacity when turning into a Vehicle. You use your own values. A Pilot will use your Ki Points and Capacity while Piloting, as they would a normal Vehicle.
- If an effect would destroy the Vehicle except by inflicting Damage, you have your Life Points reduced to 1 Life Point below your next Health Threshold and you forcefully stop benefiting from the effects of Shapeshift.
Weapon Shift
You possess the unique capability to transform yourself into a weapon.
–Prerequisites: N/A
–TP Cost: 5
–Effect: If you spend 2+ Actions through Shapeshifting, instead of selecting effects, you may transform into a Weapon. Upon doing so, create a Weapon with a Craftsmanship Grade equal to 1/2 (rounded up) of your Tier of Power. You become that Weapon, following the below rules:
- You cannot use any Maneuver except the Movement Maneuver or Basic Attack Maneuver, but you can only use the Basic Attack Maneuver if you use yourself as the Weapon for that Attacking Maneuver.
- You may be wielded as a Weapon with your consent, but if you are, then you cannot use the Movement Maneuver.
- Any Damage inflicted to yourself as a Weapon is instead inflicted directly to your Life Points.
- If an effect would destroy the Weapon except by inflicting Damage, you have your Life Points reduced to 1 Life Point below your next Health Threshold and you forcefully stop benefiting from the effects of Shapeshift.
Solar Flare
You create a blinding flash of light, rendering anyone who sees it temporarily disabled.
–Ability Type: Technical
–Prerequisites: Force Score of 4+
–TP Cost: 10
–KP Cost: 5(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: Make a Clash (Impulsive) against all Opponents within a Huge Cone AoE (the direction is decided by you). If you win, they suffer from the Blinded Combat Condition until the end of their next turn.
Solar Flare Advancements
Solar Flare x100
Your blinding flash is larger and brighter.
–Prerequisites: Force Score of 10+
–TP Cost: 8
–Effect: Increase the Magnitude of Solar Flare’s AoE by 1 category. While an Opponent suffers from the Blinded Combat Condition through the effects of Solar Flare, reduce their Clairvoyance Skill Checks by 4.
Super Ghost Kamikaze Attack
You create a horde of exploding ghostly replicas of yourself to assault your enemies.
–Ability Type: Magical/Technical
–Prerequisites: Force or Magic Score 10+
–TP Cost: 20
–KP Cost: Variable (3(T) for each Kamikaze Ghost)
–Maneuver Type: Standard
–Action Cost: Variable (1~3 Actions)
–Passive Bonus: N/A
–Effect: For each Action spent, create a Kamikaze Ghost! The Kamikaze Ghosts are Duplicate Minions with their Life Points reduced by 1/2. If a Character hits a Kamikaze Ghost with an Attacking Maneuver while in their Melee Range, is hit by the Physical Attack of a Kamikaze Ghost, or otherwise touches the Kamikaze Ghost in any way (such as either attempting to use the Grapple or Thrust Maneuver on the other, and it not failing due to a successful Dodge roll), the Kamikaze Ghost uses the Basic Attack Maneuver to use the Clearing Profile (targeting a Square they occupy) with the Small Scale Blast Disadvantage as an Out-of-Sequence Maneuver. Increase the Wound Roll of this Attacking Maneuver by the amount of Life Points the Kamikaze Ghost possesses at that moment. After using this effect, the Kamikaze Ghost is Defeated.
Super Ghost Kamikaze Attack Advancements
Balloon Flash Bomber
You create even more of your ghostly duplicates!
–Prerequisites: Force or Magic Score 16+
–TP Cost: 10
–Effect: When you use the Super Ghost Kamikaze Attack Unique Ability, you may double the amount of Kamikaze Ghosts you create.
Technique Block
Petty and vindictive, you have specialized in preventing a specific technique from working against you.
–Ability Type: Technical/Magical
–Prerequisites: Insight Score of 8+
–TP Cost: 4
–KP Cost: Varies
–Maneuver Type: Counter
–Action Cost: 1 Counter Action
–Passive Bonus: N/A
–Effect: Upon gaining this Unique Ability, select a Signature Technique you are aware of. When you are targeted by that Signature Technique, you may use this Unique Ability to reduce that Signature Technique’s Strike Roll is to 0.
The Ki Point Cost of this Unique Ability is equal to 1/2 of the Ki Point Cost of your selected Signature Technique.
Telekinesis
You possess the ability to lift and throw objects or people with nothing but your mind.
–Ability Type: Technical/Magical
–Prerequisites: Force or Magic Score of 4+
–TP Cost: 15
–KP Cost: 6(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: If you use the Terrain Lift Maneuver, you may use Magic instead of Force and you may lift any Feature regardless of the number of Squares it occupies. Additionally, when using the Terrain Lift Maneuver, you may instead target any Feature that is not at Long Range. Additionally, Elemental (Earth) becomes a Favored Element.
–Effect: Target an Feature, Opponent, or an unequipped Item within 8 Squares of you.
- If you targeted an Item, you may use the Throw Maneuver or Toss Maneuver as if you were holding that Item. You may also just gain that Item and immediately equip it if it’s a Weapon.
- If you targeted a Feature, you may use the Throw Maneuver as if you were holding that Feature.
- If you targeted a Character, you may use the Launch Maneuver as if you were Grappling with that Character as the Grappler.
Telekinesis Advancements
Psychic Counter
You can contest your opponent’s telekinesis with your own.
–Prerequisites: N/A
–TP Cost: 4
–Effect: If you are targeted by another Character using the Telekinesis Unique Ability, you may initiate a Might Clash. If you win, they fail to target you with Telekinesis and you may spend 1 Counter Action to use the Telekinesis Unique Ability to target that Opponent as an Out-of-Sequence Maneuver.
Weapon Fixer
You are able to telekinetically put Weapons back together.
–Prerequisites: Magical Materialization
–TP Cost: 5
–Effect: If you equip a Weapon through the effects of the Telekinesis Unique Ability, that Weapon may regain Life Points equal to twice your Might.
Advanced Telekinesis
You can throw multiple targets telekinetically.
–Prerequisites: Force or Magic Score of 10+
–TP Cost: 8
–Effect: You can select an additional target to use the Throw Maneuver against through the effects of Telekinesis.
Telepathy
You possess the ability to project your thoughts and read the forethoughts of others, allowing you to communicate without a single sound.
–Ability Type: Magical
–Prerequisites: 2+ Skill Ranks in Clairvoyance
–TP Cost: 8
–KP Cost: N/A
–Maneuver Type: Instant
–Action Cost: N/A
–Passive Bonus: If you are in the Melee Range of a Character you are telepathically communicating with, increase both of your Defense Values by 1(bT). This effect does not stack if multiple Characters with the Telepathy Unique Ability are in each other’s Melee Ranges. While outside of a Combat Encounter, you can communicate with anyone you can see (this includes if you see them through the Magical Sight Adventuring Maneuver).
–Effect: Target a number of Characters within your Battlefield up to your number of Clairvoyance Skill Ranks. Until the end of the Combat Round, you may communicate with those Characters telepathically.
Telepathy Advancements
Wide-Range Telepathy
Your telepathic abilities have limitless range.
–Prerequisites: 4+ Skill Ranks in Clairvoyance
–TP Cost: 4
–Effect: You can select any number of targets with Telepathy. Additionally, you can target Characters outside of your Battlefield that you cannot see.
Threaded Energy
You can create a minefield of energy, attacking anyone within the range of energy you created.
–Ability Type: Technical
–Prerequisites: Energy Web Advancement
–TP Cost: 12
–KP Cost: 6(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: The Squares within a Large Sphere AoE (centered on you) become your Explosive Web. If an Opponent moves into or through these Squares, you may use the Basic Attack Maneuver against them as an Out-of-Sequence Maneuver, but the Attacking Maneuver must be of the Simple Profile (Energy Foundation).
You can only target each Opponent with this effect once per Combat Round.
You cannot use this Unique Ability while you possess an Explosive Web, and must pay the Ki Point Cost of this Unique Ability at the start of each of your turns or remove your Explosive Web. You may remove your Explosive Web as an Instant Maneuver.
Threaded Energy Advancements
Web Save
You may move your allies freely along your energy web.
–Prerequisites: N/A
–TP Cost: 6
Effect: As an Instant Maneuver, if a willing Ally is in the AoE of your Explosive Web, you may move them to any other Square on your Explosive Web.
Casting a Wide Net
Your energy web is even larger than usual.
–Prerequisites: Force or Magic Score of 12+
–TP Cost: 7
Effect: Increase the Magnitude of your Explosive Web to Destructive.
Time Freeze
You can momentarily stop time for everyone else, allowing you to do as you please.
–Ability Type: Magical
–Prerequisites: Magic Score 8+
–TP Cost: 20
–KP Cost: 14(T)
–Maneuver Type: Instant
–Action Cost: N/A
–Passive Bonus: You do not suffer a penalty to your Strike or Dodge Rolls from an Opponent who has used the Time Freeze Unique Ability. Maneuvers performed by an Opponent who has used the Time Freeze ability also provoke the Exploit Maneuver as normal.
–Effect: Gain 2 Actions to use immediately – the Maneuvers made using these Actions can occur during another Character’s turn, as they are used immediately after activating the Unique Ability (you cannot use any other type of Maneuver until these two Actions are spent on Standard Maneuvers). These Maneuvers don’t provoke the Exploit Maneuver. You can only spend 1 of these Actions on an Attacking Maneuver, and if you do, any Opponents targeted by that Attacking Maneuver reduce their Strike and Dodge Rolls by 2(T) for the duration of that Attacking Maneuver.
You cannot use the Combat Recovery Maneuver, Power Up Maneuver, Energy Charge Maneuver, or a Unique Ability that targets an Opponent with these additional Actions.
Trap Attack
Upon using a technique, you can halt it, allowing it to strike only when you wish it to.
–Ability Type: Technical
–Prerequisites: Insight Score 4+, Force or Magic Score 4+
–TP Cost: 15
–KP Cost: 5(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: Select a Signature Technique of the Energy or Magic Foundation you possess and a Square within a Large Sphere AoE (centered on you), and record both the Square and the Signature Technique. That Square becomes a Trap Square with that Signature Technique stored in it – you cannot use the Signature Technique Maneuver to select that Signature Technique while that Trap Square exists. If an Opponent moves into or through that Square, you may use the Signature Technique Maneuver to use your selected Signature Technique as an Out-of-Sequence Maneuver.
If you possess a Trap Square, you may use the Signature Technique Maneuver to use the stored Signature Technique as an Instant Maneuver. If you do, your Attacking Maneuver must target someone within a Sphere AoE (centered on the Trap Square). If your Signature Technique has an AoE, instead simply apply that AoE (starting from the Trap Square) and target all Characters in it.
After you use the stored Signature Technique in the Trap Square, remove the Trap Square. You can only possess 1 Trap Square at a time.
When you use the Signature Technique Maneuver through the effects of Trap Attack, make a Clash (Cognitive vs Impulsive) against your Opponent. If you win, that Opponent suffers from the Guard Down Combat Condition for the duration of that Attacking Maneuver.
Weather Summoning
You summon dangerous and destructive weather to do your bidding.
–Ability Type: Technical/Magical
–Prerequisites: Tier of Power 2+
–TP Cost: 10
–KP Cost: 5(T)
–Maneuver Type: Out-of-Sequence
–Action Cost: N/A
–Passive Bonus: N/A
–Effect: When you use the Power Up Maneuver, you may change the Battle Weather affecting the entire Battlefield to the Storm or Tornado Battle Weather of the Natural Weather Tier until the end of your next turn.
You are not affected by the effects of any Battle Weather that you create through this effect.
Weather Summoning Advancements
Magical Weather
You are able to materialize environmental effects that aren’t already present.
–Prerequisites: 2+ Skill Ranks in Use Magic
–TP Cost: 5
–Effect: You may create any type of Battle Weather through the effects of Weather Summoning.
Lasting Weather
The supernatural storms you create remain until dismissed.
–Prerequisites: 2+ Skill Ranks in Survival
–TP Cost: 10
–Effect: Instead of until the end of your next turn, the Battle Weather remains in effect indefinitely.
At the start of each of your turns, you may pay the Ki Point Cost of this Unique Ability to maintain the Battle Weather. If you do not, the Battle Weather is removed.
Empowered Weather
The impact of your summoned storms is greater than normal.
–Prerequisites: Tier of Power 3+
–TP Cost: 10
–Effect: You may increase the Ki Point Cost of this Unique Ability by 2(T) upon using it so your Battle Weather’s Weather Tier is Unnatural.
Destructive Weather
When you create foul weather, the effects are apocalyptic.
–Prerequisites: Tier of Power 4+
–TP Cost: 10
–Effect: You may increase the Ki Point Cost of this Unique Ability by 3(T) upon using it so your Battle Weather’s Weather Tier is Cataclysmic.
Weather Summoning Restrictions
Specific Weather Summoning
Your magic can only produce a specific kind of weather.
–Locked Advancements: Magical Weather
–TP Cost: -2
–Effect: Select the Storm or Tornado Battle Weather. You can only apply your chosen Battle Weather through the effects of Weather Summoning.
World Forging
You are able to conjure objects into the world around you, shaping the world as you see fit.
–Ability Type: Magical
–Prerequisites: Magical Materialization
–TP Cost: 12
–KP Cost: 2(T)
–Maneuver Type: Standard
–Action Cost: 1 Action
–Passive Bonus: N/A
–Effect: You may create a Feature that occupies a single Square. Make a Qualified Use Magic Skill Check. On a success, you create the Feature within a Sphere AoE, centered on yourself. Features created through World Forging have a default Hardness Rank of 0, and cover a number of Squares up to twice your ranks in Use Magic, in whatever shape you designate. For every Difficulty Category you pass after Qualified, increase the maximum Hardness Rank of that piece of terrain by 1, up to a maximum Hardness Rank of 3 (you may still decide to create it at a lower Hardness Rank).
World Forging Advancements
Mass Construction
You can create multiple pieces of terrain at once.
–Prerequisites: Force or Magic Score 8+
–TP Cost: 3
–Effect: You can make Features that cover Squares up to 1/2 of your Might. For each Feature you make after the first, increase the Ki Point Cost of World Forging by 1(T).