Imbue (Action Powers Technique)
Heroic Action Role-Play |
Maneuver Skill Description
Maneuver governs you motor control and ability to maneuver and perform difficult physical stunts. This is complex body control and advanced maneuvers; normal movement stunts are governed by Dodge and it can sometimes be hard to draw a line between the two skills. Maneuver defaults to Reflexes and an outcome matching this attribute on a stunt directed against Maneuver will often result in a Setback.
Use in Action
You can walk tightropes, parachute, rock climb, sneak, tumble, vault, swim, and perform all the other advanced stunts reserved for the circus and action movies. Don't bother to roll for normal actions, such as running or climbing a ladder, only for dramatic acts like jumping from car to car in a high-speed chase or tightrope-walking between tall buildings.
Knowledge
You know the world record and the names of the hundred best athletes in any field you ever practiced. This can be sporting fields, but also secret ones such as ninja clans and commandos. You know a lot about sports; rules, arenas, clubs, and other trivia. You know the rules and ceremonies of a thousand competitions.
Contacts
You know practitioners, journalists, judges, and aficionados. Depending on your background, you might know people better in a specific field, such as sports, ninja, circus, or commando training. But in the athletic world, ability is more valued than talk, merely showing up and showing off at a training facility can usually win you some local contacts.
Perception
You notice when others move with smooth grace, and when their clothes are cut to allow free movement. You are a good judge terrain and determine how difficult it is to move through.
Powers
Maneuver is linked to the forms of Chi, Psi, and Time.
Stunts
List of specific stunts the skill can be used for, and rules for each using the standard power format.
Evasion
Standard Action
You can throw off pursuers by selecting a route they cannot easily follow. You need some terrain you can conceivably shake pursuit in, (check out the Free Runing rules for examples). Make an opposed Maneuver roll against the Ride or Maneuver of the target. If several people are chasing you, you still have to concentrate on shaking one at a time or use the multi-target rules. If you succeed, the target loses three shots or must give up pursuit. It you score an Outcome matching the target's Reflexes, he loses shots equal to the Outcome and has to give up the chase or suffer some Setback.
Schticks or powers can modify this stunt by +5 or even +10, as appropriate for the situation. For example, it is very hard for someone to catch up with you if you fly off and they can't, but in this case it is usually quite easy for them to follow you at a distance unless you are also faster. You can usually avoid vehicles by going for rugged terrain.
Free Running
Inherent
You can move over hindering terrain, run and leap over hazards and difficult ground that would slow or hinder others. The difficulty depends on the situation.
Obstacle | Difficulty |
Rubble, gravel, light brush, moderate slope. | 8 |
Barbed wire, broken ground, fence, steep slope. | 10 |
Crawlspace, heavy brush, obstacle course, slick surface, tightrope. | 12 |
Moving obstacles, city traffic, slack ropes, swaying supports. | 14 |
Fast traffic, very slick surfaces. | 16 |
Semi-solid surfaces such as viscous liquids. | 18 |
Surfaces that cannot support your weight, thread. | 20 |
Water. | 22 |
Slow missiles like thrown weapons. | 24 |
Smoke, vapors, bursts of automatic fire. | 26 |
Sporadic firearm shots. | 28 |
Laser beams. | 30 |
Steep angle, 45-60 degrees. | +2 |
Free Running is not an action unless you fail the roll. If you fail by a margin less than your Reflexes, you need to focus on moving to the extent that the move itself counts as a Basic Action - if you planned to do something after the move you cannot, if you acted before moving the movement fails. If the margin matches your Reflexes you suffer a Setback.
Home Ground Advantage: When moving in a well-known area where you've been moving around many times or played as a child, you have home ground advantage. All Free Running rolls are Routine.
Climb
Inherent
This is similar to Free Running, only it involves moving up steeply angled surfaces. A creature without the ability to climb freely is Static when climbing. The difficulty is the same as Free Running, with modifiers for the angle of the wall. On a failed Maneuver roll, you can neither move nor act and your turn is wasted. On a successful roll, you can either move or act, as is normal for being Static. Climbing only applies when you begin your turn on such a surface; you can run or jump on a wall as long as you start on flat ground.
Condition | Difficulty |
Ladder or stairway | 2 |
Rough surface, rope ladder, rocks or sculptures | 4 |
Some handholds, tree, rope, chute | 6 |
Textures surface, inner corner | 8 |
Flat surface, outer corner | 10 |
Slick surface | 12 |
Immaterial surface, such as a force field | 14 |
Less than 60 degrees | Not a climb |
60-80 degrees | +0 |
80-110 degrees | +2 |
110-140 degrees | +4 |
140-170 degrees | +6 |
180 degrees | +8 |
Swim
Inherent
This is similar to Free Running, only it involves water (or other liquid). A creature without the ability to move freely in water moves is Static when in water and can't both move and act on a Basic Action on Limit Break. On a failed Maneuver roll, you can neither move nor act and your turn is wasted. The same applies to aquatic creatures on land. Abilities like Amphibian can overcome this limitation.
Obstacle | Difficulty |
Calm water. | 6 |
Swell or small waves, no turbulence. | 8 |
Wavy or choppy water, slight turbulence. Body surfing. | 10 |
Breaking waves, marked turbulence or strong current. | 12 |
Violently choppy water, strong turbulence, undertow. | 14 |
Extreme turbulence, rapids, passing a propeller or other water-churning event. | 16 |
Waterfall, fountain, ignoring a strong current. | 18 |
Fly
Inherent
This is similar to Free Running, only it involves air or space travel. Only creature capable of flight need bother with this.
Obstacle | Difficulty |
Breeze. | 6 |
Hard breeze. | 8 |
Strong wind or turbulence. Light flying debris. Narrow areal passage. | 10 |
Severe wind. Storm or narrow passage with a strong air current. Flying debris. | 12 |
Windstorm, lots of flying debris. Tight passage (forcing the flier to bank to pass). | 14 |
Hurricane. Flying through a slow propeller or other periodic hindrance. | 16 |
Tornado, fast propeller. | 18 |
Moving Through an Enemy
Moving through a space occupied by an enemy has a difficulty equal to his Maneuver. See Interference for details.
Interference
Trigger Action
You can use this to replace the difficulty of Free Running stunts when a creature moves out of a space in your reach. If people are moving into the space you actually occupy, using this stunt has no shot cost. The opponent must either stop moving or do a Free Running stunt against your Maneuver. You have to be standing on the ground to use Interference and the effect applies for the current shot. You cannot interfere with a creature whose Body is 5 higher than yours.
Jump
Basic Action
You can make a running jump equal to your Move in meters as a running jump; A quarter of that is the height of the jump. The difficulty of the stunt is twice the distance or eight times the height in meters, whichever is higher. This is for when you cannot "cheat" somehow. If you can use a pole, trampoline, rope or other aid, you have no upper limit and can make a Maneuver roll with the length (or four times the height) of the jump in meters as the difficulty.
To do a running jump, you need to move 2 meters in the direction of the jump before jumping; this can be something you did on your last previous action. If you don't have a running start, a standing jump is half as long and has a difficulty of 3 per meter.
Free Running is the more common stunt. Use the jump stunt only when there is a distinct hazard to be passed trough, not for difficult ground in general.
Lure
Basic Action
You try to lure an adjacent opponent away from his position by fancy footwork. You must begin this stunt next to an opponent. Make an opposed Maneuver roll, on a success opponent moves to a point adjacent to your new position or loses 3 shots (his choice). On an Outcome matching the target's Reflexes, he does both.
Maneuver Defense
Trigger Action (Defense)
When a Maneuver stunt is made against you, you can defend. This adds +3 to the Maneuver skill used as the difficulty for the current shot. In a situation where shots are not counted, defending means you are not fully participating - you play defensive rather than engaging in the situation - which means you can't initiate actions or make stunts of your own. Maneuver stunts are common and mostly involve outmaneuvering the opponent, either to trip them up, avoid them, or slip past them.
Outmaneuver
Basic Action
You use this is combat to get a momentary advantage. It represents such maneuvers as outflanking, getting a height advantage, and causing someone to stumble. The roll will be heavily modified depending on how well you describe your stunt and use available props.
Make an opposed Maneuver roll against your target. If you succeed you gain an Advantage or Buy Time causing the target to lose shots. It you score an Outcome matching the target's Reflexes, you inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might lose his weapon, fall over a cliff, show his unarmored flank to you, and so on.
Shift Position
Inherent
As a part of movement you move into the space of a willing creature and stop moving there. That creature moves into the space you came from. Make a Maneuver check against the Body of the creature to be displaced. On a failure, you stop in the last empty space you moved through.
Trip
Basic Action
You try to delay and hinder another character by unbalancing them. This is a buying time stunt. Make an opposed Maneuver check, on a success the target loses three shots from his current shot, or you can move the target three meters and the target loses a single shot (your choice). On an outcome matching the target's Reflexes the target suffers a Setback.
Schticks
Schticks are mundane specializations.
Maneuver Schticks
Block
Trigger Action (Defense)
When another creature succeeds at a roll against your Maneuver, you can make an active defense to increase your defensive Maneuver by +3 for the current shot. This bonus also applies when you do an Interference stunt.
Brachiation
Inherent
You can move trough the air as long as there are branches, vines, ropes, curtains, or other accessible handholds for you to use. This is usually the case in dense forests, but occurs in other places as well, such as in construction sites, slaughterhouses, and quaint urban neighborhoods.
Caped Crusader
Stance
Strike a pose while wearing a great billowing cloak. For the rest of the round you can glide using this cape, flying but only horizontally or downwards. The GM may allow you to do stunts to catch updrafts to rise as appropriate to the situation.
Cat Man
Inherent
When you succeed on a Climb check, you are not considered Static. If you fail the Climb you can neither move nor act.
Escape Artist
Basic Action
You have the marvelous ability to contort your limbs and dislocate your bones in order to make efficient Contortions stunts. You use Maneuver instead of Reflexes for such stunts.
Follow Through
Inherent
When you make a successful Maneuver stunt to affect an opponent, add +3 to your Outcome. This works as if you had Advantage which means it stacks with anything else. Outcome is commonly used to determine if you score a Setback.
Formation
Limit Break
Formation is a variant of Swarm and Troop and is a complex and invasive power. It is only available to Folk but not to named characters. Military Formations go out of favor at the Combustion tech level when area weapons become common, but are still used by police and rioters.
A Formation is a group of 10 identical Unnamed Folk acting with cohesion and discipline in a tight formation. Though the members of the Formation are unnamed, the Formation as a whole is usually a Henchman in rank. Assuming Formation is a Limit Break tat even unnamed characters can do and requires no focus. A creature that has both the Troop and Formation schticks can change from Formation to Troop as a Basic Action.
The Formation acts much as a single creature and most normal rules apply with the following exceptions. This represents members of the Formation using Assist to help each other and so stacks with other modifiers.
- The space the Formation occupies on the map is twice the space in each dimension occupied by an individual creature.
- The Formation's Impress, Melee, and Shoot skills are increased by +3.
- Effects that affects only a single creature in the Formation have to be particularly powerful to have effect on the Formation as a whole; Add +3 to the Formation's defense value against such attacks. This adds to the bonuses from § 2.
- The Formation cannot take Damage Setbacks from attacks that only affect a single individual; only area attacks can do Damage Setbacks.
- Creatures can move away from the Formation and act normally using their own abilities, but each person leaving inflicts a Hit on the Formation.
- A Formation is Stymied at Free Running. The GM may require rolls for sudden shifts in direction.
A Formation can be larger than the normal 10 individuals. Taking this Schtick several times multiplies the number of creatures in the Formation by 10 each time. Each use increases space by one two meters and increases the bonus to Impress, Melee, and Shoot as well as Dodge against non-area attacks by +2. If a Formation one size smaller (1/10 of the total of men in the Formation) leaves such a larger Formation, the parent Formation takes a Hit
Height Advantage
Focus
When you are within 10 meters on any opponent horizontally and between 2 and 20 meters above all opponents vertically, you can focus.
Parkour
Inherent
You can make Confident Rolls when Free Running.
Power Hitch
Trigger Action
When a creature within Move meters of you uses a power to move you can make an opposed Maneuver roll to hitch a ride; moving along with the target and arriving at a spot of your choice within Move meters of that target. Examples of powers you can hitch on include Abundant Leap, Fly, and Teleport powers. If you were Sneaking when you used this and end up in a place you can hide, you are still sneaking.
Skirmish
Trigger Action (Combo)
After you have performed an action that includes movement, you can use this shtick to move again. This allows you to act-move-move or move-act-move. You cannot use Skirmish if you are you are Static or the action you just did is one that in itself allows additional movement.
Sprinter
Inherent
When you perform a Run Push stunt, the Maneuver roll is Confident.
Swimmer
Inherent
You are equally fast and maneuverable on land and in water. This negates the penalties of the Swimming rules. Unlike an Amphibian you can still breathe only air - or water if you are an qauatic creature.
Tackle
Trigger Action
You can do a Interference stunt when flying or swimming and against an opponent with a Body up to 9 points higher than yours.
Troop
Inherent
Troop is a variant of Swarm and Formation and is a complex and invasive power. It is only available to Folk and not to named characters.
A Troop is a group of 10 identical Unnamed Folk acting with cohesion and discipline in an open or skirmish formation. Though the members of the Troop are unnamed, the Troop as a whole is usually at least a Henchman in rank. The Troop acts much as a single creature and most normal rules apply. Creatures that move away from the Troop can act normally using their normal abilities, but each person leaving inflicts a Hit on the Troop.
- The space the Troop as a whole occupies on the map is three three than the space occupied by an individual creature.
- Troops do not fill the space they take up on the map. Creatures be in the space of a Troop, and the Troop can mill around obstacles. This applies as long as the creature or obstacle is about the same size as members of the troop. The troop can pass narrow terrain as if it was a single group member.
- The Troop's Dodge (against ranged attacks only), Impress, and Shoot skills are increased by +3. This represents members of the Troop using Assist to help each other.
- Things that affects only a single creature in the Troop have to be particularly powerful to have any effect at all on the troop in its entirety; Add +3 to the Formation's defense value against such attacks. This adds to the bonuses from §3.
- The Troop cannot take Damage Setbacks from attacks that only affect a single individual; only area attacks can do Damage Setbacks.
- Creatures can move away from the Troop and act normally using their own abilities, but each person leaving inflicts a Hit on the Troop.
The normal Troop comprises about 10 individuals, but some Troops are larger. Taking this power several times multiplies the number of creatures in the Troop by 10. This increases space by three additional meters and increases the bonus to Dodge, Impress, and Shoot by +2. If a troop one size smaller (1/10 of the total of men in the troop) leaves such a larger Troop, the parent Troop takes a Hit
Tunnel Rat
Inherent
You are at home in caves, ventilation ducts, and other tight places. You can keep track of direction and distance and move without hesitation. Other people in such situations lose the movement that is part of a normal Basic Action and can only move their normal Move if they dedicate a whole basic action to it.
You automatically pass any Maneuver test to move around in a constricted space, as long as it is wider than your shoulders. Maneuver checks in tighter spaces are routine.
Shapeshift Powers
These are powers related to the Maneuver skill.
Body control powers used to change yourself or imbue yourself with additional abilities. It is possible to make a Shapeshift power that affect other's as well, but that is not their basic purpose.
Maneuver Air
Abundant Leap
Basic Action
Make a huge leap, moving ten times your normal Move in any direction. If you use this power for overland movement, you move at four times your usual speed. This increases your effective Move value by +3 when determining your maximum speed, but is as taxing as running.
Air Adaption
Basic Action
The target can breathe air freely for the rest of the session and can move on land at normal speed. The target's skin will not take damage from exposure to normal air. This power is mainly useful for creatures that are normally aquatic, or adapted to some other non-gaseous environment. You can easily maintain this power on a number of targets equal to your Mind, more than that and it requires effort, similar to doing one Limit Break for each time you double the number of creatures, see Vitality.
Air Elemental Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on an Air Elemental with this version of the power.
Feather Fall
Trigger Action
You can cause a creature or object to be affected by gravity much less than normal. You can use this whenever something is in free fall or following a trajectory (as opposed to flying under its own power). Used on a falling object or creature, it requires a Action check against the Body of the falling object, or the Dodge of an unwilling target. The target floats harmlessly to the ground at a Move of 5. It can also be used against thrown weapons and ranged weapons of Blacksmith technology or lower. Used this way, it renders a missile harmless with a Action check against their attack roll. As a Trigger Action (Combo) used with a Feat of Strength. Reduce the effective mass of the object by one for every three points of Outcome. Once you have done this, the effect lasts as long as you continue to do a Feat of Strength on the object.
Gone Like the Wind
Trigger Action (Combo)
When you perform Basic Action, you can use this shtick to move an additional time after the action. This allows you to move-act-move or act-move-move. You can use Gone Like the Wind if the action you just did is one that in itself allows additional movement or when you are Static.
Hover
Stance
You can move through the air instead of along the ground. For aquatic creatures, this means they can swim in air. If you are not accustomed to exposure to air, you can breathe air freely and can now move on land and thru the air at normal speed. Your skin will not take damage from normal exposure to air.
Mist Form
Stance
You assume mist form. In this form, you can fly at your normal Move. You become Amorph and Resist Physical damage but vulnerable to gusts of wind. You can Sneak as if you were in cover if there is any natural fog about.
Prodigious Leap
Inherent
You can move at your normal speed by jumping instead of by walking. This lets you get around obstacles and hindrances on the ground. No individual leap can be longer than your Move.
Turbulence
Basic Action
You create a buffeting wind shock that makes a flying target lose altitude. Make an opposed Maneuver check, on a success the target loses 3 shots and you can move them a number of meters equal to your Body, half of this must be straight down. On an outcome matching the target's Reflexes you can move the target twice as far and also cannot fly for the rest of the scene or until the he receives successful First Aid with a difficulty equal to your Maneuver. He can still fly down to land safely, but cannot perform any Basic Actions or Limit Breaks until safely on the ground. Unlike most Maneuver effects, Turbulence can be done at a distance, with normal range penalties. Turbulence also allows Outmaneuver and Trip to be made at range.
Maneuver Earth
Burrowing
Stance
You (and only you) can move through the earth by burrowing. When you try to move through earth or stone, make a Confident Maneuver check with a difficulty of 8 plus the armor value of the material. This is not an action unless you fail the roll. If you fail by a margin less than your Reflexes, you need to focus on moving to the extent that the move itself counts as a Basic Action - if you planned to do something after the move you cannot, if you acted before moving the movement fails. If the negative outcome matches your Reflexes you suffer a Setback.
Earth Elemental Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on an Earth Elemental with this power.
Earth Feet
Stance
Your movement is unhindered, as long as you are in contact with the earth. Sand, broken ground, caltrops, pebbles, slopes, walls, and steps no taller than you are, all can be easily moved through. Halve the Free Running difficulty as long as you are in contact with a solid surface.
Levitating Rock
Stance
You ride a large rock, moving through the air instead of along the ground. The rock is large and clumsy enough that it is hard for you to fly in constricted spaces.
Petrification
Basic Action or Finisher
You can turn yourself to stone as a basic action or turn an opponent to stone as a finishing move. This can either be a stone statue, a basic lump of rock, encasement in mineral substances, or a merger with existing stone or rock. It can be an useful item, such as a stairway, portal, or wall section. In either case size remains roughly the same, but mass is increased by a factor of four or so.
Someone who is petrified can take no actions and has only very basic sensory impressions of the surrounding. Biological functions and needs stop and this dulls the sense of time; if there are no stimuli to remember, eons seem to pass in moments. Add the targets Dodge value to the soak attribute against all types of damage.
This is a Curse, but you can use a basic action to break the effect at any time while touching the target.
Maneuver Fire
Fire Elemental Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on a Fire Elemental with this version of the power.
Fire Glide
Stance
You can walk on any combustible object as if it was flat ground, causing it to ignite. You can even walk on an inverted surface or one that would not carry your weight. You can fly at normal Move so long as you remain within Maneuver meters of an open fire. You leave a trail of fire and embers as you move, making you easy to track.
Maneuver Water
Amorph
Stance
You become an amorph being with no definite form and no sensitive interior organs. You can displace your form to shift out of bonds or through tiny holes only large enough to let water through. Add your Mind to your Body and Toughness to soak Blunt damage.
Hover Bubble
Stance
You create a bubble of water around yourself that you can move. This lets you fly at your normal speed and helps sustain a water creature in air. It can also be used to create a bubble of air in water, with similar effects. You can keep another creature with you in a hover bubble, but unless that creature's Body is 5 or more lower than yours, neither of you can move as a part of a Basic Action while doing this.
Slippery When Wet
Basic Action
You can make an item or a 1 meter diameter patch of ground extremely slippery. To affect an item someone else holds requires an opposed Maneuver check, on a success the item becomes slippery and the wearer drops it. A creature trying to use an item must make an opposed Maneuver check or drop it. Slippery ground has a Free Running difficulty equal to your Maneuver. The effect lasts for the rest of the scene.
Water Adaptation
Inherent
You can breathe water and can move underwater at normal speed. You will not take damage from normal exposure to water, and resists pressure at any depth.
Water Breathing
Basic Action
A target you touch (traditionally kiss) can breathe water. His skin will not take damage from normal exposure to water, and resists pressure down to 100 meters. You can affect yourself plus up to Mind others simultaneously with this power. It lasts for a session.
Water Elemental Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on a Water Elemental with this version of the power.
Water Walking
Basic Action
The target touched can walk on the surface of water or other liquid for the rest of the scene. You can ignore water-based difficult terrain. You are assumed to use this on yourself each scene.
Wave Action
Trigger Action (Combo)
When you do an action that includes movement, you can use this shtick to move again, either before or after the action. This allows you to act-move-move, move-act-move, or move-move-act. You cannot use Wave Action if you are you are Static or the action you just did is one that in itself allows additional movement.
Whirlpool
Basic Action
You form a whirlpool with a diameter equal to your Mind, you must be in this area. Make a Trip maneuver against everyone in this area, friend and foe alike. You can move tripped targets to any point in the whirlpool; targets who you fail you trip instead decide where they end up.
Maneuver Animal
Amphibian
Inherent
You can breathe both water and air, and are just as fast and maneuverable in either environment. This negates the penalties of the Swimming rules.
Animal Shape
Basic Action or Finisher
You or willing target assumes the form of a mundane animal of your choice. He keeps his own skills and gain attributes typical of the selected animal. He gain whatever natural attacks, armor, senses, and movement abilities the animal has. He also get the Tool Ignorant limitation and suffer from Power Loss while changed, but he can still use any Animal Form powers normally. The power lasts for a session, or until you or the target opts to end it - a Basic Action. Used as a Finisher, the target need not volunteer and it is a Curse.
Animal Wings
Basic Action or Inherent
You grow wings that let you fly through the air at your normal Move for the rest of the scene or until you spend a basic action to transform back. As Basic Action when you have wings, you can fly with a Move equal to your Maneuver, and you can use this speed for overland travel. When used to travel long distances, you do so with a Move equal to your Ride. The wings are impractically large in cramped spaces, you can stunt to move trough a narrow space but cannot stay airborne unless you have wing room at some point of your move. When you take this power, you can choose it to be Inherent instead of a Basic Action, in which case you always have wings and can fly, but must still spend Basic Actions to fly fast.
Balancing Tail
Inherent
You have a tail you can use for balance, like that of a squirrel, monkey, or cat. As long as this is free and unobstructed it allows you to make Maneuver tasks very confidently. Does not apply to opposed rolls or interaction stunts, but it makes unopposed acrobatic stunts into routine maneuvers. This includes most Free Running and Jump checks.
Beast Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on an Animal with this version of the power, but this includes all kinds of fantastic animals and beasts.
Cricket Legs
Stance
When you move, you can do so through the air in great leaps, instead of normal running. You can jump horizontally or vertically up to your normal speed as a part of a normal action, or twice that if you concentrate on leaping to the exclusion of other actions (a full move).
Fish Tail
Basic Action
A willing target you touch (traditionally with a kiss) grows a fish tail or finned feet and can breathe water and move underwater at normal speed. His skin will not take damage from normal exposure to water, and resists pressure down to 100 meters of depth. The target is now handicapped on land and cannot move as a part of a Basic Action. You can affect yourself plus up to Mind others simultaneously with this power. It otherwise lasts for a scene or until the target wills it to end.
Jet
Basic Action
You can move in great bursts of speed underwater, moving six times your normal Move in a reasonably straight line. You cannot sustain this speed for long enough for this to change your rate of travel.
Swarm
Inherent
Swarm is a very invasive power, that changes how your character works in complex ways. It is not generally recommended for player characters, except possibly as a part of a Shape Change.
You are not a single creature, but a communal entity composed of about 10 smaller creatures. You still act much as a single creature and most normal rules still apply. Incidental component creatures that move away from the swarm normally cannot act on their own - but you might explain other powers (Such as Tentacles as sub-swarms acting under your control.
The following happens to you, and attribute and skill changes apply after any normal limits or limitations. §1-§2 affects your intrinsic values and thus are cumulative with other modifications, §3 does not.
- Mind and Body are decreased by 3, which in turn reduces your Toughness. This is the attributes of an individual member of the swarm.
- Your mass and size does not change, but becomes the size of the swarm as a whole. A swarm is somewhat amorph, but assume there is a central hub that takes up about as much space as a regular creature. The creature uses it's original Body to qualify for Natural Reach, which then represents the swarms ability to spread out.
- If this would give you an attribute lower than zero (and the campaign does not use negative body scores) you cannot take this power. It is permissible to ignore mass limits on Body to get a body score of zero even for very small creatures, such as normal-sized insects.
- Your maneuver, Melee and Shoot skills are increased by +3. This represents members of the swarm assisting each other on such stunts.
- Damage resisted by Body or Toughness and that affects only a single creature in the swarm have to be particularly gruesome to have any effect at all; Add +3 to your Dodge against such attacks.
- As usual, skill bonuses are not cumulative, so this will not stack with other Dodge bonuses.
- You cannot take Damage Setbacks from attacks that only affect a single individual of the swarm; only area attacks can do Damage Setbacks.
The normal swarm comprises about 10 individuals, but some swarms actually comprise a larger number of even smaller creatures. Taking this power several times multiplies the number of creatures in the swarm by 10 and effects are cumulative.
When using a swarm in play, modify the base values according to §1 and §2. There is no need to recall the exact effects of these once they have had their effect on game values. Only apply §3 in play.
Wallcrawler
Inherent
You can crawl along vertical or inverted walls or surfaces at your normal movement speed and with no penalty to actions. You can ignore difficult ground based on uneven or sticky surfaces.
Maneuver Plant
Entangle
Basic Action
You cause vegetation in a diameter equal to your Mind to animate and entangle creatures in the area. Free Running in the area has a minimum difficulty equal to your Maneuver. This lasts until the end of the scene. If the vegetation in the area is so sparse that it cannot effectively a certain creature, this has no effect on that creature. You and any creature using Plant Path are immune to your entangle.
Plant Elemental Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on a Plant Elemental with this version of the power.
Plant Path
Inherent or Basic Action
Plants part to allow passage to you. Evasion, Free Running, Make Camp and Pathfinding tasks are Routine for you in areas with significant plant life. Pathfinding is a Ride stunt and and Make Camp is a Recon stunt. You are immune to Plant powers that impede movement as long as the power-user's Mind is less than your Ride. This part of the power is inherent. As a Basic Action you can touch a creature allowing them to share the benefit for the rest of the scene as long as they stay within your Ride meters of you. You can benefit up to a number of creatures equal to your Mind this way.
Tree Trap
Finisher
You trap your target inside a living tree (or other plant) within Mind meters. At your option, the target can be completely encased or partially exposed. Exposed parts of the target are awake and aware, while hidden parts are in suspended animation. You can shape the tree after it has imprisoned the target, and so can anyone who can manipulate living trees.
The targets life force is tied to that of the tree; as long as the tree is alive, the target survives. If the tree dies, so does the prisoner. A typical tree has a Body of 15-20 depending on size and kind. Freeing the targets requires breaking a Curse.
As an alternative, you can turn the target into a wooden statue or even a wooden object of approximately the same size such as a door, piece of furniture, or other item. In this form the victim can take no actions and has only very basic sensory impressions of the surrounding. Biological functions and needs stop and this dulls the sense of time; if there are no stimuli to remember, eons seem to pass in moments. Add the targets Dodge value to the soak attribute against all types of damage.
You can use this power on yourself, in which case you can break it as a basic action.
Maneuver Metal
Flesh to Iron
Basic Action or Finisher
You can turn yourself to metal as a basic action or turn an opponent to metal as a finishing move. This can either be a metal statue, a metal bar, encasement in metal, or a merger with existing metal. It can be an useful item, such as a a weapon or set of armor. The item has about the same mass as the original, which makes the end result either smaller or hollow because of the higher density of metal. Someone who is turned to metal can take no actions and has only very basic sensory impressions of the surrounding. Biological functions and needs stop and this dulls the sense of time; if there are no stimuli to remember, eons seem to pass in moments, subjectively. Add the targets Dodge value to the soak attribute against all types of damage.
This is a Curse, but you can use a basic action to break the effect at any time while touching the target.
Metal Elemental Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on a Metal Elemental with this version of the power.
Metal Hover
Stance
You can move trough the air instead of along the ground. You must we wielding or wearing a large metal object for this to work. Alternatively, it can create a metal platform or a pair of metal wings you use to hover, but this can be hard to use in constricted spaces.
Metalize
Basic Action or Finisher
You can turn yourself to metal as a basic action or turn an opponent into metal as a finishing move. This can either be a hollow metal statue, encasement in metal, or a useful item, such as a door, set of armor, or weapon. In either case volume is cut down to about 1/10 while mass is maintained.
Someone who is metalized can take no actions and has only very basic sensory impressions of the surrounding. Biological functions and needs stop and this dulls the sense of time; if there are no stimuli to remember, eons seem to pass in moments. Add the targets Dodge value to the soak attribute against all types of damage.
This is a Curse, but you can use a basic action to break the effect at any time while touching the target.
Maneuver Ice
Deep Freeze
Finisher
The target is frozen and in suspended animation, unconscious. At your option they can become ice statures or be encased in a block of ice or even frozen into an existing ice wall.
People in deep freeze are asleep and will not bleed, age or die while frozen, as long as the cold is maintained. Add the targets Dodge value to the soak attribute against all types of damage, and if in an ice block or wall of ice add your Mind to the soak attribute as well. They can be transported or stored and then thawed out.
Ice Elemental Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on a Ice Elemental with this version of the power.
Skiing
Stance or Inherent
You can move unhindered and at your full Move with no risk of slipping or losing your balance on snow, ice or sleet. This part of the power is inherent.
You can create ice to ski over normal ground on even in less-than ideal circumstances; in this case Skate is a stance. You leave a path of ice after you move, but this is only cosmetic; it crumbles and melts almost instantly after you pass.
Snowman
Stance
You can change your substance (but not your shape) into snow and ice. In this form, you are immune to cold and you can Sneak in ice and snow as if you had concealment. You can merge with snow, and pass through solid snow or ice at a rate of your Move as a Basic Action.
Maneuver Illusion
Assume Identity
Basic Action
You assume an identity of your invention. This is a facade, but you act, feel, and think according to this identity, at least as far as any but the deepest mind probes can determine. You have a fake personality, motivations, loyalties, and memories. This makes you the perfect deep cover agent. Your own personality remains in the background, dormant, but can suspend or reactivate Assume Identity as a Basic Action.
Someone under Assume Identity will register as the assumed identity would to all detection powers and other detection effects and his surface thoughts read as those of the assumed personality.
Assume Identity lasts until you end it, but grows in strength over time. If there is a major conflict of interests, a personality conflict can develop; this is a Curse.
Living Illusion
Stance
For you, illusions are real. You can walk on illusory bridges, gain nourishment from illusory feasts, and gain protection from illusory armor.
Turn to Illusion
Finisher
You turn your target into an insubstantial illusory image of itself. In this form it has the Incorporeal limitation and suffers from Power Loss. This is a Curse. As an alternative, you can capture the creature's image on reflective surface, but if you do, destroying the thing that bears this surface breaks the curse. Merely disrupting the image does not break the curse; imprisoning someone on the surface of a reflecting pool means they will only appear when the pool is calm, but the pool itself must be destroyed to break the curse.
Vertigo
Basic Action
You create the illusion of motion for all creatures in a diameter equal to your Mind with an opposed Maneuver check. Targets can no longer move as a part of a Basic Action for the rest of the scene. On an outcome matching the target's Reflexes that target is affected for the rest of the session.
Maneuver Dark
Dark Form
Stance
You assume the form of a cloud of darkness. In this form, you can fly at your normal Move. You become Amorph and Resist Physical and Enervation damage but vulnerable to strong light and Radiation damage. You can Sneak as if you were in cover in darkness or shadow.
Guise of the Devil
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on a Devil with this version of the power.
Life Drain
Trigger Action
Whenever you successfully inflict a Damage Setback in combat, you can use life drain to regain one hit of damage.
Siphon Life
Finisher
You can use the energy from a defeated creature to heal yourself and your allies. Allies in an area with a diameter equal to your Mind in meters, centered on you, regain one hit of damage. The total number of Hits healed cannot exceed the target's initial Hits.
Wings of Darkness
Stance
You grow ephemeral wings of darkness that let you fly through the air at your normal Move.
Maneuver Flux
Whimsy Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on a Whimsy with this version of the power.
Flux Shape
Limit Break
Build a variant character for for yourself using your normal points and limits. The next time you would be transformed into another shape by any kind of power, you can choose to assume this shape instead of whatever form you'd normally assume. This effect lasts until the end of the session, and you can be assumed to begin each session having used this power. You can change what form you change into by using this power again.
Lucky Break
Basic Action
You create a burst of luck and imbue it into a creature. That creature gains a Fortune point. The new point must be spent before the end of the round, or it is lost.
Twitch
Inherent
Your Initiative rolls are Standard Rolls instead of Closed Rolls.
Maneuver Order
Advantage of Order
Basic Action
You imbue a creature with perfection, giving it Advantage. The creature must use this advantage when its next shot comes up.
Unfailing Technique
Stance
You are calm and collected, able to do Maneuver tasks without distraction or imperfection. You treat all Maneuver tasks that are not opposed as Routine.
True Form
Trigger Action
You can return to your true form at any time when you are transformed. This includes even Curses. You do not heal any damage, but if the transformation is the result of a Setback you negate the setback and do not suffer any other consequence of that Setback.
Virtuous Shape
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on a Virtue with this version of the power.
Maneuver Light
Angelic Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on an Angel with this version of the power. Doing so, you are filled with angelic virtue and become unable to do dark deeds.
Prismatic Division
Limit Break
You split into two creatures with identical abilities, but each of a different primary color. All copies share the same Hits, shot counter, and fortune pool. In detailed time each duplicate moves separately, up to Maneuver meters apart, but does the same actions. If both target the same creature, only one gets to roll but gets a +1 bonus per extra duplicate (this is an application of Assist Action). Only one duplicate can perform a Limit Break each round, with the other duplicate(s) assisting.
When one of you is subject to an effect, you can decide to either suffer the effect normally on all duplicates, or have the duplicate that was the target disappear. All but one duplicate disappears at the end of the scene. The last duplicate left is considered "you", the original, there is no difference between the duplicates while they are active.
You can take this power multiple times, gaining a number of additional selves equal to the number of power picks, up to seven.
Radiance
Stance
You surround yourself with a blinding aura of power, making you appear powerful and exalted. It is hard to focus on you through this intense glare; anyone wishing to target you must first take a Basic Action to overcome the glare. Once this is done, they can freely target you for the rest of the scene. This does not apply against anyone against whom you have cover or concealment. Does not prevent interactions or area attacks.
Maneuver Chi
Bodily Harmony
Basic Action
You can overcome the limitations of your mind trough yoga, bodily harmony becoming universal harmony. Once, before the end of the round, when you use another power, you can base any roll or stunt using that power on your Maneuver instead of whatever skill the power would normally be based on. Effectively you are spending extra time in order to substitute what skill is used.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Combination Stance
Stance
A Chi practitioner has trained combinations of stances that he can swiftly switch between.
First, all currently active stances you are using end. Then select up to three stances that you know when you use this power. These three stances activate, just as if you had spent shots to activate each of them.
Power Imitation
Basic Action
Make an opposed Maneuver check against a creature adjacent to you and that you have seen using a power in this scene. If successful, you can use that same power for the rest of the scene. You can only imitate one power at a time in this way.
Self Focus
Inherent
You can use a Limit Break that affects only yourself, even when you are not focused. This only works in combat and action scenes; out of detailed time all limit break actions take their normal time.
Weight of the World
Stance
You become effectively weightless, trowing off the shackles of the material world. You can walk on any surface, no matter how thin. This includes walking on liquids. You can fly at your normal speed, but land at the end of each round.
Maneuver Gifts
Beast Cloak
Basic Action
You can assume the form of an animal similar to yourself in size, as decided when you use the power. This does not change any of your skills or ability scores, but you gain a natural Melee attack doing Body +2 damage of an appropriate type.
Bestial Self
Limit Beak
You free your inner monstrous nature. You must build a monstrous variant for for yourself on the same point total. This is usually a hulking monstrosity, but is some cases it can be small and stealthy. It is never Folk or Animal.
The bestial self and you share Hits and Fortune points. When the bestial self runs out of Hits, it runs away until it gets away or until it has taken Hits equal to your Body, which causes it to be defeated. After successfully running away, when defeated, or at the end of the scene, you transform back into your normal form. Any hits and other effect taken remain with you, possibly leaving you unconscious.
Your bestial self is different enough that observers will not recognize you without some stunt. The transformation is shocking and distracting, which protects your identity; your normal form is assumed to be hiding or to have run away by casual observers.
Duplication
Limit Break
You create a copy of yourself. This copy is a separate creature and has the same skills, attributes, and schticks you do, but is not Focused and lacks Hits and Fortune points. Whenever the duplicate spends one of these resources, you spend that resource instead. As an alternative, the Duplicate is defeated. When you use this power, make an Initiative check to see when it can act, but this can never be earlier than the current shot. At the end of the scene you absorb the duplicate, only in exceptional circumstances will it remain a separate creature as required in the plot.
Mutation
Inherent
Pick one Stance power. Your body mutates to accommodate this power, and it becomes inherent, always on, and a part of your body. This often changes your physical appearance and works well with the Mark of Power method.
You can take this power several times, each time it applies to a separate power that is a stance.
Ride the Blast
Trigger Action (Combo)
When you hit a target using a Shoot, you can use this power to Teleport to a spot adjacent to the target.
Maneuver Magic
Golem
Inherent
A golem is a magical construct with a vulnerability to a specific Form. Because of this connection, it is immune to all powers of all other forms. A golem can have Limitations that makes it vulnerable to other powers. A golem is a slave under the will of its creator. Certain golems have limitation that might break this control, making the golem lose all control and go wild. A golem is also Dumb.
Morphism
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
The forms you can assume are limited by the forms you know.
- Air Elementals, are linked to the Air Form.
- Earth Elementals are linked to the Earth Form.
- Fire Elementals are linked to the Fire Form.
- Water Elementals are linked to the Water Form.
- Plant Elementals are linked to the Plant Form.
- Metal Elementals are linked to the Metal Form.
- Ice Elementals are linked to the Ice Form.
- Demons are linked to the Flux Form.
- Devils are linked to the Darkness Form.
- Angels are linked to the Light Form.
- Virtues are linked to the Order Form.
- Animals are linked to the Animal Form.
- Aberrations are linked to the Space form.
- Undead are linked to the Death Form.
Polymorphism
Limit Break
This is an ancillary power to Morphism. Each time you use Polymorphism, you can change what creature you change into using Morphism. If you have Morphism several times, only one of your available forms can change each time you use Polymorphism.
Maneuver Psi
Adaptive Psionics
Limit Break
When you use this power pick one Power of a Form you know; you can use this power until the end of the scene.
Body Shift
Limit Break
Your mind changes bodies with another willing creature you touch. You each assume each others' physical location, Body, bodily shape, and any schticks or powers dependent on race or physical form, losing those attributes your partner gets. You both get Reflexes equal to the lower of your normal scores. Damage remains with the body, while Fortune points belong to the mind. The GM is the final arbiter on which powers belong in the body and which belong in the mind.
Body Shift normally lasts a scene but can last longer as the plot requires. At the end of a round you can choose to switch back and end the power.
Alter Reality
Limit Break
Rather than pit your will directly against the inertia of the universe, you subtly alter the perception of the universe, making your effect a natural thing.
Choose one power when you use Alter Reality. For the rest of the scene, you can use this power with Charm instead of whatever skill it is normally based on.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Maneuver Spiritual
Incarnate
Basic Action
You can assume a mundane form and back again. The mundane form is normally human, but you can choose any Folk or a normal Animal. In this form, you have normal attribute maxima of your assumed race. This power is negated as soon as you use any power. It is not possible to detect your lost powers or spiritual nature when you are in this form; they simply are not present to be detected. This is tied to the Mark of Power method.
Spirit Form
Basic Action
You can assume spirit form. You become Incorporeal. Add your Mind to all soak attributes. Damage and effects based on Psychic Damage affect you normally.
When you take this power, you must decide if your spirit form or your temporal form (the form you are in when not using this power) is your natural state. You begin play sessions in your natural state, and resume your natural state on Power Loss or if the power fails. It is possible to have your normal form be a Spirit Form without taking the power, but of you do, you can never manifest physically or change your medium and are always a spirit.
Spirit Incarnate
Inherent
Pick one Stance power. You do not need to spend shots to activate this stance at the beginning of a scene. You still count as activating the power, which matters to other powers like Prayer. This often changes your physical appearance and works well with the Mark of Power method. You can take this power several times, each time it applies to a separate power that is a Stance.
This is a meta-power that affects other powers. In some campaign worlds there is a strong Origin Divide among different origins. Check with your GM regarding your campaign. Origins that are opposed cannot cannot be modified by meta-powers; it is as if powers from the opposing origin was actually a schtick rather than a power.
Maneuver Tech
Balance Wires
Trigger Action
Cybernetic enhancements for the inner ear and enhanced neural receptors for spatial awareness give you the ability to dance on razor wires. Free Running and Fly stunts are Routine for you.
Cyborg Assimilation
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on a Robot with this version of the power.
Hardwiring
Inherent
Hardwiring is a neural override that takes over your body and allows you to use your Maneuver skill as if it was Melee. At the end of a combat scene when you used this, this inflicts a Hit on you due to strain.
Physical Skill Processor
Stance
You have a computer connected to your brain that can run PSPs, programs that give you access to skills and abilities you normally lack. You run a PSP by activating this stance and selecting a certain stunt; you can now use this stunt using Maneuver. The PSP only applies to physical skills: Dodge, Melee, Recon, Ride, and Shoot. You can run several skillsofts at once by activating this power several times; each time costs a shot and allows you to select another specific stunt.
Prosthetic Limb
Basic Action
You have an artificial limb of great strength. This can be either an arm, two legs, or some smaller body part such as a hand, jaws, or similar. When you concentrate in the use of this limb, you are very strong, with a Body equal to your Maneuver skill. This is great for specific tasks such as breaking down doors, bending iron bars, hanging on to the outside of moving vehicles and so on. For a limb that can do damage on this scale, select Cybernetic Pile-driver.
Maneuver Death
Blood Drain
Finisher
The target takes a Mortal Wound, quite likely killing him. Select one attribute of a living target. You temporarily increase your own attribute by two points, but not to a value higher than the target's. The attribute boost lasts the rest of the session, possibly more if the story merits it. You can only use Blood Drain once per session on any particular creature.
False Life
Stance
You can take three additional Hits before being defeated. If you drop this stance while having taken more hits than you can normally do, you are knocked out.
Flutter
Stance
You seem to not be affected by gravity, wind, and similar gross physical forces. You can move through the air instead of along the ground, and often does this in a strange manner, as if walking, drifting, or simply appearing in a new position.
Life Drain
Finisher
The target takes a Mortal Wound, quite likely killing him. You recover one Hit, one Fortune point, and become Focused. If the target's Mind is the same or higher than your own, you can instead opt to become a year younger. You can only use Life Drain once per day on any particular creature.
Steal Skill
Finisher
The target takes a Mortal Wound, quite likely killing it. You gain temporary access to one skill and two related schticks the victim had. For the duration of the current story, you can use his skill value instead of your own (if it is better) and learn two schticks related to that skill the target had. If you know the proper forms, you can learn powers instead of schticks. This power does not stack, when you use it any previously stolen skill is lost.
Undead Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form on an Undead with this version of the power.
Maneuver Force
Animate Objects
Basic Action
You can imbue existing unattended objects with mobility and a rudimentary mind. This lasts until the end of the next round, but you can spend another Basic Action to renew the effect. You can either animate one object as a Henchman or a number of objects equal to your Reflexes as a group of identical Minions.
- Body depends on the mass of the object.
- Reflexes is equal to your Maneuver minus the object's Body.
- Mind is 1.
- Move is 4. They cannot fly but can move as if they were wielded by a human, which can give the impression they can fly.
- They have the Impassive and Varmint powers.
- They have Melee and Dodge equal to your Maneuver and can make a melee attack for Body +2 damage of a type appropriate to their form.
- Maneuver equal to the object's Reflexes
Inertial Dampening
Trigger Action (Defense)
When a target in sight is about to take Concussion damage, you can add your your Maneuver to the targets Reflexes to soak that damage.
Levitate
Stance
You can move through the air instead of along the ground.
Telekinetic Hand
Stance
You can manipulate objects within Mind meters of you, just as if you were using your regular hands. This allows you to perform basic tasks, melee attacks, and such at a limited range - which often lets you position yourself out of harms way. This cannot be used with area attacks.
Maneuver Life
Attribute Focus
Stance
Select one attribute of Body, Mind, or Reflexes. Increase the chosen attribute by three. Reduce the other two attributes by 2 each.
Body Control
Limit Break
You can change your shape within the limits of your species, body mass, and Body. You can dislocate and elongate limbs, change your apparent gender, mimic the facial features, stance and other cosmetic traits of others, and do other changes as long as you respect the three limitations above. You can use your Maneuver instead of your Reflexes for Contortions, and such checks are Routine for you. You can also use this to adopt a Disguise, tough you still need social skills in order to make the act believable.
Gender Change
Finisher
You change the gender and/or sexual orientation of the target. You can also change how the target's species sexual dimorphism expresses itself (feminine, androgynous, masculine, hermaphroditic), the target's sex drive, and its fertility. The target remembers its previous gender and orientation and might have qualms about its new sexual orientation, but these are intellectual memories that have a hard time standing up to the target's new physical needs. This is a curse.
Growth
Stance
You grow to four times your ordinary weight (approximately 160% of your normal length), which gives you +3 Body, but reduces your Reflexes and Mind by one point each. You can take this power several times, multiplying the effect of the stance. Weight and size increase is exponential; three levels of growth makes you 256 times as heavy and four times as tall.
Improving Body places a strain on any weapons or other gear you use; it will break on a snakeyes result. Reducing Mind reduces the upper limit on daily expenditure of Fortune points while the stance is active. Reducing Reflexes costs you an equal number of shots.
Hamstring
Basic Action or Finisher
Make an opposed Maneuver roll, on a success the target's Move suffers a penalty of -1 until the end of the scene. This can be increased by various factors.
- If the attack scores an Outcome matching the target's Move, the penalty is increased by two.
- If performed as a Finisher, the penalty is increased by two and the effect is a Curse - including any previous Slow results.
The target also loses as many shots as the penalty, with a minimum of three shots lost.
Living Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can assume the form of any living creature using this power. This includes Folk, Animals, Plant Elementals, Fairies, Monsters, Mutants, and Supers.
Maneuver Mind
Folk Form
Limit Break
You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.
You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action). You can learn this power several times to learn to transform into several different creatures.
You can only assume the form of Folk this power.
Folk Guise
Basic Action
You assume the form of any Race of Folk selected when you use the power. You keep your own skills but suffer the attributes maximums of the selected Folk and one race schtick of your choice. You lose any powers based on Race or physical form. This is not a disguise, you can still be recognized, but if you further disguise yourself any issues based on your physical form are overcome.
Steal Voice
Finisher
You control your victim's ability to speak. You can change his voice, making it soft, croaking, roaring or whatever you like. You can make the target dumb, or prevent him from saying certain words or to talk about certain things. When applicable, this prevents the target from using the Charm and Impress skills at a value higher than his Mind. This is a mental effect, so telepathic communication if affected too.
You can mimic the target's voice and speech mannerisms. Any attempt you make to imitate the target is Routine, as long as your appearance makes it possible at all.
This is a Curse.
Maneuver Time
Instant Action
Basic Action
One ally gets a burst of extra time and can immediately take one Basic Action or add three to their shot counter. Remember that the shot counter can never be higher than the current shot. If the target has Reflexes higher than your Maneuver, you must succeed at a Maneuver check against their Reflexes in order to affect them.
Task Prediction
Basic Action
A specialized prediction effect where you look into the future to see the most opportune way to do specific action. This makes the task Routine. If conditions change before you use this bonus, it is lost, so task prediction is usually best used in the same round. In order for another character to get this bonus, you must somehow transmit the information—such as by giving them advice. This only works on tasks that require direct action—it cannot help on Knowledge or Contact checks. It can be used for defense values, but that must be specified when the power is first used.
Time for Action
Basic Action
Up to Mind allies of you within Maneuver meters makes their next Initiative roll as a Closed Confident roll.
Time Stop
Limit Break
You stop time for everyone except yourself. Make a Maneuver check against the highest Reflexes among the opposition. If you succeed, you have a number of shots equal to the outcome where only you can act. Treat this as a separate round that is played out right now and where only you have an initiative count. Once your extra shots are spent, play resumes where it was. During this time, there are some special rules.
- You cannot focus during a time stop, and you cannot use time stop continuously.
- The only creature that can act or be directly affected by actions or events is you. All other characters are frozen in time and immovable and invulnerable. There minds are not there to be interacted with, and they cannot perceive anything.
- You can move (but not damage) nonliving, unattended objects by conscious effort. Objects do not move except when you move them. Even a flying or falling object is frozen in mid-air. An object you move this way loses its kinetic energy and, if unsupported, falls to the ground when time resumes.
- By setting up an object to trip or hider a creature, you can do so a Trip stunt with a +3 bonus, whose effect is applied after the time stop ends.
- Because creatures cannot perceive you, you can do a Sneak stunt with Confidence.
Maneuver Space
{{:Shapeshift Space (Action P
Heroic Action Role-Play |
Melee Skill Description
Melee is the skill to kick butt - with or without weapons.
Unskilled Use
Melee skill defaults to Body. An outcome matching this attribute on a stunt directed against Melee will often result in a Setback.
Use in Action
This is a primary combat skill, it is used with Weapons, Schtiks, and Powers to make attack rolls. As such, the rules are fairly detailed and precise.
Knowledge
You know the history of your school or gang, and of its great masters of the past and present. You know the philosophy or code of your group, both as it pertains to fighting and to life in general. If it has an oral or written code of conduct, you have memorized all of it. You have a basic grasp of the histories and teachings of rival schools and gangs. You know by reputation the great fighting masters of your time. You know others in you neighborhood who can fight, either as colleagues or rivals. You can identify a good fighter, even if you cannot name his style. And you instinctively understand the many unwritten codes of fighting, when it is all right to use weapons, when single combat is appropriate and so on.
Contacts
You know other practitioners and teachers of your style. You know members of rival groups, who may be your enemies. You know people involved in martial competitions, from judges to fans to patrons. You know street people involved in fights: ring managers, bar owners, gang members and little-old-ladies-with-sharp-eyes-in-need-of-protection.
Perception
You recognize other fighters and weapons, including what weapons they use and where they hide them. You can tell that a fight happened in a location, and get a reasonable idea of who fought and how it went. You recognize the advantages offered by a potential battlefield, and can spot a suitable site for an ambush.
Powers
Melee is linked to the forms of Air, Light, and Metal.
Stunts
Bait
Basic Action
You present an attractive target for a split second, causing your opponent to take a wild swing or otherwise expose or make a fool of himself.
Make a Melee vs. Dodge roll against your target. If you succeed, you gain an Advantage. It you score an Outcome matching the target's Reflexes, you also inflict a Setback; the target suffers some direct penalty, as appropriate to the situation and how you described your outmaneuver. He might strike past you at a friendly target, run out of ammunition, lose his weapon, or otherwise temporarily make a fool of himself.
Body Shield
Trigger Action (Defense)
When you are hit at range by an opponent who has an ally adjacent to you, you can use your Melee in place of your Dodge for the shot.
Disarm
Basic Action
You can disarm opponents causing them to drop their weapons. Make an Melee vs Dodge roll. If you succeed, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, he loses the weapon and you can either kick it away or pick it up. If your Outcome matches his Reflexes, he loses both the weapon and the shots.
Feint
Basic Action
You baffle others with false maneuvers. Make a Melee vs. Dodge roll; on a success, your target loses 3 shots and you can move past a position they covered or otherwise get a small respite in a fight - he cannot take Trigger Actions to hinder your movement. If your Outcome matches the target's Reflexes, you cause him major consternation; he loses six shots any anyone can move by him until his next shot comes up.
If you are using a melee weapon with the Entangle ability, the target looses an additional shot on a successful stunt.
Find Weakness
Limit Break
Make a Melee attack against which the target cannot use Resist powers; targets do not get to add their Mind to their Action to soak damage from this attack.
Guard
Inherent
When attacked and have an opponent in your reach, you can opt to use your Melee in place of your Dodge for Dodge stunts, not for schticks or powers. You can use this with the Weapon Abilities of Melee Weapons.
This is intended for creatures that don't understand ranged attacks, like most Animals.
Grab
Basic Action
Make a Normal Melee Attack with a damage of Body +0 soaked by Body. If you cause any damage, you do not inflict a Hit but instead grab hold of your opponent and move close, body-to-body. If you score a damage outcome matching the target's Reflexes you also score an Advantage but still do no actual damage.
You are holding on to your Grab of that opponent until one of the following happens:
- He succeeds at an attack directed at you.
- He succeeds at a stunt specifically to get free.
- You are no longer adjacent.
- You suffer a Setback—this is in addition to the effect of the setback itself.
- You can voluntary end the grab at any time.
After grabbing an opponent, you get a +3 bonus to Dodge and Impress as a defense against attacks and stunts from that opponent. Both you and your target are restricted to only attacking each other. If your Body scores are within 1 point of each other, neither of you can move with a Basic Action, but you can move both of you your Move as a basic action. If either of you have 2 or more Body higher than your opponent, the stronger one can move normally, carrying the weaker one around.
Normal Melee Attack
Basic Action
You make an attack roll against your target's Dodge and inflicting damage equal to your Body plus relevant modifiers for the weapon used. A basic unarmed attack like a fist or kick does Body Blunt damage and has the Stun ability, while a dedicated natural attack like claws or jaws does Body +1 Cutting damage. Weapons, powers, and schticks can greatly enhance these values.
Strength Push
Trigger Action
The Body and Mass table shows what kinds of loads can be lifted depending on Body. Handling such loads does not require an action or roll. Handling greater loads is done with a Trigger Action triggered by whatever event required greater strength. Make a Melee roll against your Body; for every 3 points of Outcome, your effective Body is increased by one, with a minimum bonus of +1 for a successful roll. An Outcome of of 1-5 allows lifting at +1 Body, 6+ allows +2 Body, 9+ allows +3, 12+ allows +4 and so on.
Wingclip
Basic Action
You use this to prevent a creature from using special movement modes, such as flight, wall walking, burrowing and the like. It does not work against walking or swimming targets. Make a Melee check against Maneuver, on a success the special movement mode is negated for the rest of the scene. On an outcome matching the target's Body the special movement is negated for the rest of the session. Successful First Aid with a difficulty equal to your Melee skill negates this. A creature that would be stuck in a dangerous position due to this maneuver can still move to safety, but can perform no Basic Actions or Limit Breaks until they are safely on the ground.
Schticks
Schticks are mundane specializations.
Melee Schticks
All-Out Attack
Basic Action
Make a Melee attack with a +2 bonus. Until your next shot comes up or the end of the round, you cannot take a Trigger Action. You can use All-Out Attack and Rash together.
Blocker
Trigger Action
You can do a Interference stunt using your Melee skill.
Charge
Focus
When your shot comes up and you are not adjacent to any enemy, and you move adjacent to an enemy and make a Melee attack, you can focus.
Clinch
Basic action
When you do a Grab stunt, you gain several advantages.
- You gain a +3 defensive bonus against all Dodge and Impress stunts, not just from the person you grabbed.
- You can still employ a small or tiny weapon, both when grabbing someone or being grabbed.
- You can attack others not involved in your grapple.
- When an opponent has a grab on you, and you score an attack on them, you can either can free yourself or grab them.
- You can grab a number of creatures at once equal to your number of arms (or similar limbs). Each must be grabbed separately, but you can maintain several grabs at once.
Combat Banter
Trigger Action (Combo)
After you perform a successful Browbeat, Distraction, Scare, or Trick attempt, you can use this to perform a Normal Melee Attack against the same target.
Combat Binding
Basic Action
You are skilled in using ropes or cuffs to restrain an opponent in melee. Make a Melee check against the target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is more severely bound and suffers three of the conditions, or you can apply one restriction of your choice. Restraints are applied in this order: bound arms, immobilized, bound legs, blindfolding, hogtie. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.
- Gagging prevents mundane speech. Stymies all Charm and Impress checks.
- Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
- Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
- Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
- Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
- Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
- Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
- (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.
These restraints can be escaped with a Contortions stunt pitting Reflexes against your Melee or destroyed by another person; ropes have a Body of around 12 while metal cuffs have 15 or more. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking bonds.
You can aim for a specific condition. Threat any roll higher than that condition as that condition. If you are aiming for a specific condition and instead achieve another, you can choose to forgo that effect to get and Advantage that can add a +3 bonus on a later attempt.
Daredevil Stunt
Basic Action
Use your melee weapon (or unarmed attack) to make a Bait, Disarm, Feint, and Wingclip stunt with a +3 bonus. Typical stunts include trips, feints, called shots, disarm, and particularly outrageous and dashing maneuvers such as carving your initials or adjusting your opponent's coiffure in combat. It enables you to do all the fun but somewhat silly things done in pulpy Three Musketeers and pirate movies.
Dauntless Attack
Limit Break
You make a flashy Normal melee Attack that renews your confidence. Hit or miss, you regain 1 Hit. If you damage your opponent you instead regain 3 Hits.
Double Damage Dealing
Trigger Action (Combo)
You can use two one-handed melee weapons together. When using two melee weapons, one in each hand, you can follow up each Melee attack you use to attack with one of these melee weapons with a Normal Melee Attack from your second weapon on the same or a different target within reach.
When armed with a pole weapon without reach, you can make this additional attack with the butt of the weapon, which inflicts Body +3 damage. The simplest example of this is the quarterstaff.
Some prefer special double weapons, that combine two one-handed melee weapons into one, such as the lajatang (a double sword), double mace, mace-spear and so on. These weapons work as if you were wielding these two weapons separately.
Duel
Limit Break
You confront an opposing character in a way where others cannot easily intervene. This is usually because of the physical setting, somehow you and your opponent end up isolated from others and lasts until the end of the next round. Against opponents with a code of honor this can be a purely social barrier. If there is no such barrier you can use, the schtick will not work, but pretty strange coincidences are allowed.
Others can try to break the isolation with stunts against your Melee, but need to achieve an Outcome equal to your Reflexes to do so, collecting an Advantage for each success that does not have enough of an outcome. Those not involved in the duel cannot distract you with these stunts and are restricted to Gain Advantage attempts.
Flank Attack
Basic Action
You must not be in reach of any enemy to use this schtick. Make a Normal Melee Attack or Outmaneuver against an opponent that is not adjacent to any of his allies. You gain a +1 bonus on your check for each of your allies adjacent to him, to a maximum of +2. You do not count as your own ally.
Guarded Attack
Basic Action
Make a Normal Melee Attack attack. Until your next action you count as actively dodging, and get a +3 bonus to Dodge. It stops when you take any action, including a trigger action. Trigger actions you take the same shot you use Guarded Strike do not end the Dodge bonus. This is particularly useful against Riposte and attacks that do not allow an active defense.
Heart Attack
Limit Break
Make a Normal Melee Attack attack. If you hit the opponent, you cause a single Hit in addition to normal damage.
Iron Fist
Inherent
You have hardened yourself so that you can do Body +4 Blunt damage with unarmed attacks. This attack does not cause any direct injury on a Damage Setback, instead favoring stun, knockback, and other non-lethal effects.
Junk Fu
Basic Action
You are very good with improvised weapons, such as beer bottles or chairs. Use this maneuver to pick up and wield some object lying about. For the rest of the round, you get a +3 bonus to Melee when using this object as a weapon. By the end of the round, if you drop the object, or if you roll snakeyes on your action die, the improvised weapon is destroyed and the effect ends. Objects with script immunity are not destroyed, merely dropped, but this schtick is still canceled for the sequence.
Improvised weapons generally do Body +1 damage, but particularly inventive items can function like some regular Melee weapon, generally with a damage penalty.
Melee Technique
Inherent
Pick one of the following weapon abilities. Any melee weapon you use, not including natural weapons and unarmed attacks, get these weapon techniques. You can take this schtick several times, selecting different changes each time.
- Change the damage type to another damage type you can convince the GM to allow.
- Counter
- Disarm
- Dual Damage and a +2 damage bonus.
- Entangle
- Parry
- Penetrating
- Rash and a +2 damage bonus.
- Returning — Requires Throw.
- Slick
- Stun
- Throw — Cannot be used with unarmed/natural attacks.
Limitations As an option, you can instead remove one for the following weapon abilities. You can remove limiting weapon abilities gained from Melee Techniques.
Power Attack
Basic Action
Make a Melee attack that does +2 additional damage.
Rage
Stance
Gain a +2 bonus on Melee and suffer a -2 penalty on Dodge and to Melee used to Guard.
Seven-Sword Strike
Basic Action
Make a Normal Melee Attack against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions until your next shot comes up. See Combination Action for how you can combine this with movement.
Shield Feint
Trigger Action (Combo)
When you are wielding a melee weapon with shield in the name in one hand and another melee weapon that is of a smaller Size than the shield in the other hand, you can use this Combo to improve your attack. Opponents cannot use a Trigger Action (Defense) check against such an attack.
Shield Sacrifice
Trigger Action (Damage)
To use this, you must be using a shield. Add 10 to your Body, Mind, Reflexes, or Toughness to soak one specific attack, after the attack roll and defenses. You cannot benefit from a shield for the rest of the scene. A shield you are using breaks and is destroyed. If the shield has plot immunity, is of superior make, or of a higher tech level than the attacking weapon, you instead drop it.
Signature Melee Weapon
Inherent
Select one specific melee, like the family ancestral sword or the shiv that saved your life in prison. Your fate is linked to this melee weapon.
- Even a small signature melee weapon is dangerous in your hands. Increase the weapon's damage by one, to a minimum of Body +4.
- You can own and carry this melee weapon even if it would normally be beyond your means, illegal, or require some special license. People tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the melee weapon stays with you. It can also pop up in the unlikeliest places seemingly on its own.
- It is harder to steal or disarm you of this weapon. You are Confident on any stunt to hide or interaction check to keep it. When others try stunts to disable or make you lose your item, they are Stymied. Even if it is stolen, it always crops up later — it is never permanently lost.
- The melee weapon is tougher than normal, having a minimum Toughness score equal to your Melee. Even when seemingly destroyed, the melee weapon can always be repaired.
- Finally, the melee weapon becomes infused with your essence. It is considered a supernatural or magical melee weapon in situations where this matters.
Slayer
Inherent
You are an expert at attacking a particular type of enemy. This is generally a nemesis or ancestral enemy, but might also be focused skill and practice. When you make an attack against such an enemy, the attack roll is Confident. But if you roll snake eyes on such an attack, you suffer a Setback as your zeal backfires.
The kind of targets you can select as favored enemies depend on the campaign and must be approved by the GM. In general, a favored enemy should apply about 10% of all enemies you fight. Ethnicities and organizations work, even clans. Fantasy Races are usually appropriate, except against the dominant race of the setting (usually humans) where only specific ethnicities are applicable. Even more applicable in setting where they exist are different kinds of monsters, such as fairies, dragons, and so on.
Soft Strike
Basic Action
You make an attack when you use an enemy's strength against him. Make a Melee attack against the higher of your target's Dodge or Body, inflicting Concussion Stun damage equal to your Reflexes. Concussion damage is soaked using Reflexes. The target can use Body as Dodge if Body is higher.
Strongman
Inherent
When you make a Strength Push stunt, the Melee roll is Confident.
Takedown Counter
Trigger Action (Combo)
You use the power of an enemy's attack against him. Make a melee attack against a target that just missed you in melee, inflicting Concussion Stun damage equal to your Reflexes. Concussion damage is soaked using Reflexes. If you manage to do any damage, your target loses a shot. If the target moved before attacking you, you can throw him three meters in the direction he was moving before the attack, but then the damage is not stun. The target can use Body as Dodge if Body is higher.
Trample
Trigger Action (Combo)
One per Basic Action you take, you can trample a creature that is prone or that has a Body 5 or more lower than yours. Make a Normal Melee Attack that inflicts Body damage.
Melee Powers
These are powers related to the Melee skill.
Use the form in close combat and martial arts, enhancing your physical attacks and abilities. This often involves the spirit or associations of the form.
Melee Air
Buffeting Strike
Inherent
You can make unarmed melee attacks that do Body +2 Concussion damage, soaked by Reflexes. The target can use Body as Dodge if Body is higher.
Flying Strike
Basic Action
Make a jumping charge at an enemy up to your Move meters extra in a reasonably straight line. All your movement this action must be in the same direction. Then make a Normal Melee Attack. If you jumped at least three meters you get +3 additional damage.
Lord's Bastion
Basic Action
Make a Normal Melee Attack attack. Until you next spend shots you gain a +3 bonus on Dodge and Impress defense values.
Lord's Strike
Basic Action
Make a Normal Melee Attack attack. Targets are pushed one meter away from you for each point the damage result exceeds the soak value, and a flier is also moved the same distance downwards.
Laughing Zephyr
Basic Action
Make a Melee attack: if successful you get a hold on a weapon in the hands of an opponent, forcing him to spend 3 shots or give up the weapon to you. If you score an Outcome matching his Reflexes, you take the weapon and he cannot choose to spend shots to retrieve it. If you get hold of the weapon all attacks made by you with this weapon against the former owner gain a +3 Action Value bonus until end of the scene.
Shockwave
Limit Break
Make a strike that causes a shockwave that strikes nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, doing Body +0 Concussion damage, soaked by Reflexes. After the attack all enemies are pushed back on meter per Hit taken. The target can use Body as Dodge if Body is higher.
Wind Dance
Basic Action
Make a Normal Melee Attack attack. After the attack you can jump your Move meters in any direction.
Wind Soul
Inherent
You can use your body to do melee attacks that do Mind +2 Blunt damage, or more if you are using an Implement to improve damage.
Wind Sword
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create swords and daggers of any technological complexity you are familiar with.
Wind Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Wind Touch does Concussion damage soaked by Reflexes.
Windshock
Basic Action
Make a Melee attack with Body Concussion damage against all adjacent enemies. The target can use Body as Dodge if Body is higher. After the attack all enemies are pushed back on meter per Hit taken. You cannot move as part of this Basic Action. See Combination Action for how you can combine this with movement.
Melee Earth
Calcifying Touch
Inherent
You can make a Melee Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is your Mind +2. This is Neurotoxin damage soaked with Body.
You gradually turn the target and his gear to stone or encase them in stone. For each Hit you inflict, the target loses one point of Reflexes and one shot from his shot counter, but gains one point of Toughness. If the target's Reflexes are reduced to zero, he is petrified and helpless, this is a Curse. Lesser transformations and Reflex losses reverse themselves as the Hits are recovered.
Diamond Edge
Stance (Damage Boost)
You imbue a melee weapon with the power of stone, covering it with heavy rocks or sharp crystals. This increases the damage rating of the attack by +2. This is physical damage of the same type the weapon normally does. A weapon that does not do physical damage cannot benefit form this power.
You can only benefit from one damage-boost stance at a time.
Footstomp
Limit Break
Standing on solid ground, you strike the earth, making it lash out against nearby enemies touching the same solid surface. You attack all enemies standing on the ground in a globe with a diameter of five meters meters with you at the center. Damage is Body +4 Blunt. You cannot use this power while flying, swimming, or otherwise not firmly grounded.
Heaven Cannon
Basic Action
Make an unarmed attack against an opponent for Body +4 Blunt damage soaked by Body; if successful, the opponent is thrown a number of meters equal to the damage margin in a direction of your choice. If the target is thrown, he also loses a shot regaining his balance.
Humility of the Soil
Trigger Action (Defense)
Brace yourself while touching the ground or against some other solid surface such as a concrete wall. You use the strength of the earth as a shield against a single attack, letting it take most of the damage. Substitute your Melee for your Toughness to soak damage for the shot.
Stone Mace
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create maces, mauls, clubs, hammers, bucklers, and fist weapons.
Stone Skin
Trigger Action (Defense)
Your body is hard as stone, and anyone striking you is up for a jarring shock.
Use this power as you are hit in close combat. The attacker takes Blunt damage equal to your Body minus his attack outcome. If you use a Body-enhancing technique along with Stone Skin, the damage you inflict will increase. Does not work against a flexible weapon or grappling technique. This can be used at the same time as Humility of the Soil.
Stone Strike
Inherent
You can make melee attacks that do Body +4 Blunt damage, soaked by Toughness. The strike is so massive that it cannot be Blocked or Parried. A flying target descends your Shoot meters and if it hits the ground, it cannot take off again in this round.
Tremor
Trigger Action
Use this after you have take a Hit. Your opponent's attack starts a tremor in your body, building up for a future attack. Your next Melee attack is at +3 Action Value. Powers that give a bonus to attacks are not cumulative.
Sword in Stone
Trigger Action
When an opponent hits you with a Melee attack, you can make their weapon or limb get stuck in you. Make an opposed Melee check. On a success, the attacker must either lose three shots or is disarmed, their weapon stuck to you. On an outcome matching the attacker's Body, both effects happen. A creature that would be disarmed but does not use a weapon instead becomes unable to take Trigger Actions until their next shot comes up. An unarmed attacker that loses shots lose their next action, while an unnamed attacker that is disarmed is defeated.
Melee Fire
Breath of the Dragon
Basic Action
Make a Normal Melee Attack attack with a +3 bonus to damage.
Cinder Strike
Limit Break
Make a strike that causes cinders to leap out and strike nearby opponents. You attack all enemies in a globe with a diameter of five meters with you at the center, causing Mind +2 Fire damage, or more if you are using an Implement to improve damage.
Claw of the Dragon
Trigger Action (Combo)
Add +2 to the Outcome of an already successful Melee attack or stunt you have just made.
Flame Spear
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create spears and pole arms.
Fire Strike
Inherent
You can make melee attacks that do Body +4 Fire damage, soaked by Toughness. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
Fire Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Fire Touch does Fire damage. This attack can cause nasty, lasting burns to any target that takes damage. Unless the target takes a basic action to put out the burns, it will take one additional hit at the end of the round and the effect ends. A friend can help stop the burn before it inflicts damage, but this requires a First Aid stunt with a difficulty equal to the damage rating of the attack that caused Burn. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.
Fuel for the Fire
Trigger Action (Focus)
Whenever you cause a Hit to an opponent using Melee, you can focus.
Hell's Heart
Limit Break
Make a Normal Melee Attack; if it causes a Hit the target takes a Damage Setback, in addition to normal damage.
Soul of Fire
Inherent
You can use your body to do melee attacks that do Mind +2 Fire damage, or more if you are using an Implement to improve damage.
Melee Water
Acid Strike
Inherent
You can make melee attacks that does Body +4 Acid damage, soaked by Toughness. Your attack breaks armor. If you inflict a Hit on an opponent whose Toughness is greater than his Body, reduce his Toughness by one for the rest of the scene, but never to a value lower than his Body.
Acid Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Acid Touch does Acid damage.
Acrobatic Strike
Basic Action
Make a Normal Melee Attack attack or a Dodge or Maneuver stunt that involves an an acrobatic maneuver. Until your next action you get a +3 bonus to Dodge. This stops at the end of the round or when you take any action, including a trigger action. Trigger actions you take the same shot you use Acrobatic Strike do not end the Dodge bonus.
Center of the Maelstrom
Trigger Action (Focus)
You can focus whenever you have been attacked by three different opponents in one round.
Soul of Acid
Inherent
You can use your body to do melee attacks that do Mind +2 Acid damage, or more if you are using an Implement to improve damage.
Torrent of Fury
Limit Break
You make a whirling attack against multiple opponents, actually walking on them as you kick them. You may attack all opponents who are standing in an area with a diameter equal to your Move; you must stand inside the area you wish to attack. This uses your normal unarmed damage.
Water Strike
Basic Action
Make a motion in which your hands or weapon seems to become springy and flexible. Make a Normal Melee Attack against which your opponent can't use a trigger action.
Melee Animal
Alligator Bite
Trigger Action (Combo)
After you have made a successful unarmed Melee attack you can do a Grab stunt as a trigger action.
Bear Hug
Basic action
You do a Grab stunt that is inflicts a Hit if it is successful.
Cornered Frenzy
Basic Action
Make a Normal Melee Attack using natural weapons against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.
Extend Claws
Inherent, Trigger Action (Combo)
You have a pair of powerful natural attacks that can be used in melee and does Body +4 Cutting damage. If you have two free hands and make an successful claw attack, you can use this to make an additional claw attack on the same opponent as a trigger action. This is not a damage-boosting stance; it creates a weapon. Claws can be retractable or not at your option.
Horn
Basic Action
You have a horn or horns that give you a powerful natural attacks that can be used in melee and does Body +5 Cutting Blunt or Cutting Piercing, as decided when the power is bought. A creature takes damage from Horn is unbalanced and loses a Shot from their shot counter.
Jaws
Basic Action
Make a melee attack that does Body +6 Cutting damage
Razor Sharpness
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Razor Sharpness does Cutting damage.
Sucker
Trigger Action (Combo) and Basic Action
After you have made a successful unarmed Melee attack that inflicts a Hit, you can do a Grab stunt as a trigger action. As long as you maintain this grip, you can spend a Basic Action to suck the targets blood with an opposed Melee check. On a success, you inflict Body +2 Wounding damage soaked by Body.
Swallow
Limit Break
You swallow another creature whole with a Melee attack. This is blunt damage equal to your Body -5 (minus five) soaked by Body and you must inflict a hit in order to swallow. It takes a Setback against you for a swallowed target to escape; this is the actual result of the setback, not an additional result.
A swallowed target can use stunts against you or attack with a natural attack or a weapon of small size or smaller. Your innards don't benefit from armor and damage that you would normally soak with Toughness is instead soaked by Action.
Each time you take a Basic Action or Limit Break, you also make a Melee attack against any and all swallowed targets with damage as above.
Swoop
Basic Action
Make a jumping or diving charge at an enemy (part of your normal movement for the round), then make a Normal Melee Attack, if you moved at least three meters in a straight line just before you attack you get a +3 bonus on damage. A swoop is often made when Sneaking with cumulative bonuses.
Tiger Rake
Trigger Action (Combo)
If you hit twice with Extend Claws, you may immediately use this to make a third unarmed attack on the same target with Body +8 Cutting damage. This is an exception to the rule that trigger actions cannot activate other trigger actions.
Melee Plant
Falling Timber
Limit Break
Use your entire body as a weapon, battering your enemy down with your mass and power. A foe hit by this dreaded attack takes Blunt damage equal to twice your Body.
Log Lunge
Basic Action
You strike an opponent with a limb, branch, root or other massive appendage for Body +6 damage, soaked by Toughness or Reflexes, whichever is best.
Poison Strike
Inherent
You can make melee attacks that do Body +4 Neurotoxin damage, soaked by Toughness. Neurotoxin damage has special rules for bypassing soak.
Poison Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Poison Touch does neurotoxin damage soaked with Body. Not the special wounding rules for biological damage.
Serenity of the Soil
Focus
At any time when you have taken hits equal to half your Body, you can use this power to become Focused.
Sticky Sap
Trigger Action
When an opponent hits you with a Melee attack and inflicts damage, you can make their weapon or limb get stuck in you. Make an opposed Melee check. On a success, the attacker must either lose three shots or is disarmed, their weapon stuck to you. On an outcome matching the attacker's Body, both effects happen. An unarmed attacker sticks to you instead of being disarmed, and cannot chose to be disarmed and can only lose shots. The one of you with the lower Body score cannot move away from the other. If one of you has a greater Body, he can move away from the other as a Basic action, dragging the weaker one along.
An entangled weapon or limb can be dispelled, escaped with a Contortions stunt pitting Reflexes against your Body or destroyed; they have a Body equal to your Impress.
Thorn Explosion
Basic Action
Make a Melee attack with a natural attack or a wood-shafted weapon against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.
Thorn Strike
Basic Action, Trigger Action (Combo)
You grow thorns and use a Basic Action to make a Melee attack attack doing Body +4 Piercing damage. If you hit with this attack, you can attack another target you can reach as a Trigger Action (Combo). You can continue to do this as long as you don't attack any target more than once and continue to hit with each attack. This is an exception to the rule that Trigger Actions cannot trigger Trigger Actions.
Woodwield
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create wooden and shafted weapons; axes, spears, staffs, shields, and clubs
Melee Metal
Flying Steel
Stance
You can manipulate nearby tools and metal objects, and can use metal objects (such as a tool, some scrap metal, a metal gauntlet or a metal-studded glove) to manipulate any kind of object within Mind meters of you, just as if you were using your regular hands. You can also use this to attack with a metallic melee weapon against any target in range.
Iron Bonds
Basic Action
You bind your opponent in bands of metal. Make a Melee check against the target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is more severely bound and suffers three of the conditions, or you can choose the result of the die on one condition. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.
- Gagging prevents mundane speech. Stymies all Charm and Impress checks.
- Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
- Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
- Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
- Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
- Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
- Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
- (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.
These restraints can be escaped with a Contortions stunt pitting Reflexes against your Melee or destroyed by another person; they have a Body equal to your Melee. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking bonds.
Metal Strike
Inherent
You can make melee attacks that do Body +4 Blunt, Cutting, and Piercing damage, soaked by Toughness. If the target has different soak values against these damage types, use the worst one.
Needle Sharpness
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.
Needle Sharpness does Piercing damage.
Returning
Inherent
After you throw a metal weapon, you can use this to instantly retrieve it.
Spring Back
Trigger Action (Combo)
You imbue a metal weapon with increased flexibility. If you miss with a melee attack with a metal weapon (not a thrown attack), you can use this to make an additional melee attack with that weapon. Any Trigger Actions used against the first attack do not apply against this second attack.
Steel Edge
Inherent
You can extend a powerful natural weapon that can be used in melee and does Body +4 Piercing damage. This is not a damage-boosting stance; it is a natural weapon. It can be used with damage-boosting stances like Needle Sharpness.
Steelwield
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create metal weapons; almost all melee weapons can be made of metal, as can crossbows and guns.
You can also use this to transmute a weapon you are using into another weapon or into another material - in this way a dagger can be turned into a shield or a spear into a silver spear.
Warp Metal
Basic Action
You can warp metal by touch, turning metal tools and objects into a useless mass of weird metal for a scene. When the duration is up it returns to its original form. Make a Melee attack to touch an opponent's armor or weapon. Opponents gain no bonus when using the Block or Parry abilities of metal items against this attack. A hit on armor renders any metal armor ineffectual for the rest of the scene. If you strike a metal-armored opponent several times with this power, treat later attacks as if you were using Iron Grip. If you hit a metal weapon, the opponent loses the grip on his weapon. He can immediately spend three shots retrieving it. If he chooses not to, or if your Outcome matches his Reflexes, the weapons is warped and useless. Against objects and creatures made of metal that lack armor (or whose armor you have defeated), such as Metal Elementals and most Robots this power instead does Body +6 damage.
Whirlwind Sword
Basic Action
Make a Normal Melee Attack with a melee weapon against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.
Melee Ice
Cold Feint
Trigger Action (Combo)
When you are taking a Basic Action to attack and the opponent declares Trigger Action (Defense); the defense is negated and your target cannot make another. This is an exception to the rule that trigger actions cannot trigger each other.
Cold Strike
Inherent
You can make melee attacks that do Body +4 Cold damage, soaked by Toughness. This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Hailstorm Attack
Basic Action
Make two Normal Melee Attacks against the same or adjacent opponents.
Ice Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Ice Touch does disruption/cold damage.
Icewield
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create rapiers, spears, and picks.
Icicle Explosion
Basic Action
Make a Melee attack with Body +4 Piercing damage against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions during the shot you do this. See Combination Action for how you can combine this with movement.
Icicle Lunge
Limit Break
An extended Melee attack with a +3 bonus to the attack roll and to damage. You cannot take Trigger Actions until your next shot comes up.
Sharp Edges
Trigger Action (Result)
Make a Melee attack that is normally a Basic Action against an opponent who has just missed you with a melee attack.
Soul of Cold
Inherent
You can use your body to do melee attacks that do Mind +2 Cold damage, or more if you are using an Implement to improve damage.
Melee Illusion
King Monkey
Limit Break
Do a series of confusing and distracting moves, taunts, shrieks and poses. This gives you a +3 bonus on your Melee and Charm until you are next hit by an attack, until an opponent makes a successful Charm stunt against you, or the fight ends. This ability does not work outside of a fight. You cannot simultaneously benefit from several uses of King Monkey.
Monkey's Dance
Focus
Just after an action you attempted fails, you display anger, frustration, disappointment, pain or just generally making a fool of yourself. You become focused.
The very name of this maneuver is a taunt against the more formal styles, with their precise stances. It's pronunciation varies somewhere between the proper name and Monkey Stance.
Monkey Toss
Basic Action
Grab an opponent and roll along the ground with him, finally tossing him away.
This is a Melee attack that does damage equal to your Body +0. If you do any damage at all, you can make a normal Move, and take your opponent along for the ride. This is in addition to the normal movement for a basic action. You then let go and throw him three meters in a direction of your choice. The target loses a shot regaining his balance.
Spectral Strike
Inherent
You can make melee attacks that do Body +4 Illusory damage, soaked by Toughness. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.
The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply.
Spectral Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Spectral Touch Touch does Illusory damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.
The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply. Note that the illusory damage only applies if it is more effective than your normal damage.
Spectral Weapon
Stance
You create one or more illusory melee weapons or natural attacks of your choice in your hand(s). These weapons do Illusory damage. A variant of psychic damage, illusory damage is perceived as some other kind of damage. Each time you use illusory damage, you get to choose what the apparent type of damage is. You can choose any damage type except Psychic Damage. Objects and creatures immune to psychic damage are also immune to illusory damage.
The attack is treated as a combination of two damage types. The target can use the soak attribute of the apparent damage, or Mind, whichever is best. For example, an illusory broadsword causes illusory cutting damage. The target can use either Toughness or Mind to resist this damage, whichever is highest. If the target has a resistance or Vulnerability or otherwise reacts differently to the imitated type of damage, these special effects apply.
Vengeance of the Monkey
When you are attacked but missed by an opponent in hand-to-hand combat you may make a Melee attack with Body damage. If you inflict a Hit, the opponent is thrown 3 meters and loses a shot.
Melee Dark
Dark Strike
Inherent
You can make melee attacks that do Body +4 Enervation damage, soaked by Body.
Dark's Soft Whisper
Basic Action
An otherwise normal Melee attack you make enforces silence; no one can hear any sounds you or your target makes during the round that it occurs. If the attack misses, it is still silent, but your opponent is not silenced.
Darkwield
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.
This power can create flexible weapons like whips, lassos, flails, and nunchacks.
Enervating Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Enervating Touch does disruption/enervation damage.
Hands Without Shadow
Basic Action
Make a strike seemingly coming out of nothing. Make a Normal Melee Attack attack against which your opponent can't use an Active Defense.
Soul of Darkness
Inherent
You can use your body to do melee attacks that do Mind +2 Enervating damage, or more if you are using an Implement to improve damage. This is soaked with Body instead of Toughness.
Strike from Darkness
Basic Action
Make a Confident Martial Arts attack on an opponent who is unaware of your presence or intent to attack. If you hit, you inflict one extra Hit, in addition to any hits the damage of your attack may cause.
Melee Flux
Aberrant Spasm
Trigger Action (Defense)
Use this when attacked. Bump into an opponent within reach; that opponent risks being hit by the attack that triggered Aberrant Spasm. Make a Melee roll. If this roll is greater than the attacker's skill check, the attack misses you. If it is also greater than the Dodge of the creature you bumped into, that creature is hit instead, using your Melee roll but the damage and effects of the initial attack.
Chaos Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.
Chaos Touch does a random type of damage each time it is used, roll 1d6 and read on the following table:
This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Different Flux users may have different damage tables, but all should be soaked with Toughness
Chaos Strike
Inherent
You can make melee attacks that do Body +4 damage. Chaos Strike does a random type of damage each time it is used, roll 1d6 and read on the following table:
This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Drunken Fist
Basic Action
Strike an opponent, adding the number of hits you have taken to the attack roll, to a maximum of +3.
Soul of Chaos
Inherent
You can use your body to do melee attacks that do Mind +2 damage, or more if you are using an Implement to improve damage. The damage type is random, rolled for each attack.
This attack can cause shock in the target. If any damage is inflicted, the target loses one shot from its current shot for the round.
Melee Order
Hug of the Bear
Limit Break
Do a Clinch maneuver. If successful, the clinch prevents your target from taking any action except trying to break free. The only action your victim may take when his shot comes up is a Dodge check against your Melee; on a success the hold is broken.
Paw of the Bear
Basic Action
Do a Clinch maneuver. If successful, the clinch prevents your target from taking an action against anyone but you.
Sonic Strike
Inherent
You can make melee attacks that do Body +4 Sonic damage, soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.
The Bell Tolls
Basic Action
Make a Melee attack that is clearly telegraphed but of great power. Unless the target uses an Active Defense to defend against this attack, you get a +3 bonus to this attack.
Thunder Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Sonic Blast does energy/sonic damage soaked by Body. It does +3 additional damage against hard, inanimate objects, +5 against those of a crystalline structure such as rocks or glass. Most nearby windows will shatter gratifyingly.
Melee Light
Banish Darkness
Finisher
Any powers affecting the target can be negated at your option. For example, summoned targets are sent home, transformed targets returned to their basic shape, and dominated targets become free again. You can also negate stances and boosting powers on the target. A Curse is only temporarily negated for the current scene and then returns, but this might be enough for the cursed creature to make amends or seek help.
Center of the Universe
Stance
All enemies within Mind meters whose Mind is lower than yours and who are able to choose you as their target must do so, or refrain from attacking altogether. A target that is attacked by someone else can retaliate against that target instead of attacking you.
Glowing Hands
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Glowing Hands does Radiation damage.
Shining Strike
Inherent
You can make melee attacks that do Body +4 Radiation damage, soaked by Toughness.
Soul of Light
Inherent
You can use your body to do melee attacks that do Mind +2 Radiation damage damage, or more if you are using an Implement to improve damage.
Touch of Perfection
Basic Action
Make a normal Melee attack. The target can only use Toughness (or Body) to soak the damage, any exceptional types of damage reduction won't work.
Melee Chi
Combination Attack
Trigger Action (Combo)
Use this after you've hit with a Melee attack. You can immediately make any Melee attack that is a Basic Action against the same target.
Fists of Steel
Inherent
You have hardened yourself so that you can do Body +5 Blunt damage with unarmed attacks. You can choose to make this damage Stun.
Kinetic Punch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Razor Sharpness does Blunt damage. You can use this on a melee weapon or unarmed attack.
Melee Gifts
Attack Routine
Trigger Action (Combo)
You have a specific succession of attacks you regularly use, such as a claw/bite routine. Whenever you have done the first step in such a routine, you can follow up with the second step as a trigger action. Each step can be any specific Melee attack that is a Basic Action and made with a separate part of your body.
Longer attack routines are possible; if you take this power additional times, your attack routine gains one additional step, that triggers when the previous step is completed.
Beast Strike
Inherent
You can make melee attacks that does Body +4 Cutting and Piercing damage, soaked by Toughness. Apply the best damage type against each target.
Death Frenzy
Inherent
When defeated, you can launch a Basic Action melee attack on an adjacent creature. If you have any Trigger Action combos that can follow those attacks, you can use those too using normal rules but ignoring shot costs.
Embodiment of Power
Trigger Action (Combo)
Select one stunt, power, or stick that you can use and that is normally a Basic Action. Your body manifests this power very strongly; whenever you touch another creature - such as with a successful unarmed or natural Melee attack made by or against you - you can use this power and immediately use the chosen basic action against the creature that touched you.
Extra Arms
Stance or Inherent.
You have an extra pair of arms that work just like your normal arms. These "arms" may be a prehensile tail, short tentacles, legs, or other appendages capable of grasping weapons. One "pair" of arms can actually be a single limb, such as a tail.
The arms can be either inherent or a stance. Inherent arms are always there. With a stance, you only have the extra arms when you use the stance. This schtick gives you the arms and lets you use them in combat. They might be of use in other situations with different stunts, but it is in melee that their true utility comes out. You can take this schtick several times to gain even more arms and additional combat benefits.
You can make a Normal Melee Attack against two enemies in hand-to-hand combat. Each extra set of arms adds another enemy. Alternatively, you can use these extra arms to effectively assist yourself when attacking a single enemy. Each extra pair of arms gives a +1 modifier on Melee attacks, up to a maximum of +3 for 3 additional pairs of arms.
Quill Insertion
Basic Action
You insert quills into he victim's flesh, making it painful and hard for him to move. Make a roll of Melee vs. Dodge, on a success the target's Reflexes suffers a penalty of -1 until the end of the scene. If the attack scores an Outcome matching the target's Reflexes, the penalty is increased to three. The target also loses three shots. The penalty can be cured with a First Aid stunt using Know against your Melee, or the quills can be removed automatically outside of combat.
Sticky
Trigger Action (Combo)
Use this power when you hit with an unarmed Melee attack or when you are hit with a Melee attack. Make a Melee vs. Dodge check. On a success, you and the target are stuck together. The target can avoid the effect by spending 3 shots. On an Outcome matching the target's Body, you are stuck no matter what.
A weapon stuck this way cannot be used and the wielder must either let go of it or try to pull it free with an opposed Body check as a Basic Action.
If you and another creature are stuck together this way, neither of you can move away from the other (tough circling around each other is possible). As a Basic Action, you can try to either drag the other along, or pull free - in both cases it is an opposed Body roll. It is also possible to use Contortions to slip free using Reflexes.
Tentacles
Basic Action
You can extend long tentacles. You can use these to attack enemies in hand-to-hand combat while keeping your own vital parts out of harm's way. Your tentacles are elastic and can stretch to cover a diameter equal to your Body in meters with you at the center. You can take this schtick several times tog gain multiple tentacles. You can have more tentacles than you have schtick picks in tentacles, but any additional tentacles are purely cosmetic. Variants of Tentacles can be just about anything. A prehensile tail, animated hair, a swarm of insects, flying scarves, tree roots, animated water, ectoplasmic manifestations, or psychic shock waves; anything is possible. You can do a Interference stunt using your Melee skill anywhere in this area.
Each tentacle is effectively an unnamed creature with your Body, but it lacks its own shot counter. It can only be interacted with as described here. As a Basic Action, you can activate all your tentacles to make a Normal Melee Attack against any creature in reach for Body +0 Blunt damage. You can only attack a particular target once when activating Tentacles, but up to four tentacles can assist each other against a target, with the usual +1 bonus for each additional tentacle. You can use other schticks that are Basic Action attacks with your tentacles. Damage is always Body +0, but the Damage Type can vary with powers/weapons used.
You can use a tentacle to absorb a melee attack; sacrificing a tentacle instead of suffering the normal effect. Opponents can make Melee attacks against your tentacles in any space the tentacles can reach. Any successful Melee attack against a tentacle puts it out of the fight. A defeated tentacle becomes unavailable for the rest of the scene. At your option, powers that heal can instead restore one tentacle per Hit it would normally heal.
Melee Magic
Enchant Attack
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.
Enchant Attack does damage based on any Form you know. Regardless of what forms you know you can always choose to do additional damage of the same type the weapon already does.
Mage Strike
Inherent
You can make melee attacks that do Body +4 damage. The damage type is based on any Form you know; you can always choose to do Radiation damage.
Mage Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Your damage value is not increased. The damage type is based on any Form you know; you can always choose to do Radiation damage.
Soul of Magic
Inherent
You can use your body to do melee attacks that do Mind +2 damage, or more if you are using an Implement to improve damage.. The damage type is based on any Form you know; you can always choose to do Radiation damage.
Melee Psi
Psychic Coordination
Trigger Action
When an ally you touch or are adjacent to makes a Melee attack and misses, you can make a Melee attack on the same opponent if you could otherwise do so (you have to be in range and able to attack).
Psychic Sword
Basic Action
You create a blade of psychic energy that you can wield as a Melee weapon that does Mind +4 Psychic damage. This is soaked with Mind instead of Toughness.
Melee Spiritual
Blessed Strike
Inherent
You can make melee attacks that does Body +4 Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.
Blessed Smite
Inherent
You can make Normal Melee Attacks that do normal weapon damage, but of an unusual type. Used unarmed, this does Body +4.. Blessed Smite does Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.
Blessed Weapon
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2.
Smite does Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.
An attack like this that does both physical and mental damage can either add +2 to the physical damage, or use its normal damage, soaked by Mind.
Divine Weapon
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way. This power can create weapons favored by your patron god(s) or otherwise aligned with you spiritually.
Soul Smite
Inherent
You can use your body to do melee attacks that do Mind +2 damage, or more if you are using an Implement to improve damage. This is Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.
Soul Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. This is Spiritual damage soaked with Mind. This damage only affects supernatural creatures: Air Elementals, Earth Elementals, Electric Elementals, Fire Elementals, Water Elementals, Plant Elementals, Ice Elementals, Demons, Devils, Angels, Virtues, Aberrations, Spectres, and Undead.
Spirit Weapon
Trigger Action (Combo)
You can create an ephemeral fist or animate a melee weapon to fight independently of you, which allows you to make a Normal melee Attack against any opponent within Mind meters as a combo with any other Basic Action. Use your Melee skill and a damage of Mind +2, or more if using a melee weapon with higher damage.
Zeal
Stance
Select a creature that is somehow abhorrent to your ethos when you activate this stance. A creature can qualify because of its type, race (making you a racist), or ethos. When you make an attack against this creature, the attack roll is Confident. But if you roll snake eyes on such an attack, you suffer a Setback as your zeal backfires.
Melee Tech
Behavior Chip
Finisher
A popular device, with many applications in psychology and crime prevention, but also the perfect tool for an autocratic regime, the Behavior Chip is an AI personality that overrides the user's motivations.
You can install a Behavior Chip in Melee, and it takes a Melee vs. Create roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse.
The Behavior Chip contains a set of goals and objectives for the individual and his behavior, that he will normally obey with enthusiasm. Through a concerted effort of will the victim can fight the chip, but this is very difficult. They can make a Mind roll with a difficulty of 10. For each point of negative outcome, the chip is in total control for one round . For each point of positive outcome, the character has control of himself for one round. If the target manages an outcome matching your Mind, the Behavior Chip burns itself out.
Certain behavior chips trigger only under certain circumstances, such as a mole chip that makes you report on you activities each day or a traitor chip that makes you turn on your comrades in a particular situation. A Behavior Chip can be programmed prevent short-term memories from being recorded in long-term memory, creating periods of lost time, but it must delete a minute within five minutes of the event, or it will be in long-term memory.
Black Box
Finisher
Often fitted in operatives who are considered unreliable, untrustworthy or expendable, the Black Box is a recording device that records everything. Every movement, every emotion, every word, every pang of lust or jealousy is recorded and subject to later study and evaluation.
You can install a Black Box in Melee, and it takes a Melee vs. Create roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. The black box will upload its data by radio on demand or whenever the user connects to an open network. If the target is also fitted with Bug, the updates are constant. People with access to the victim's files know all his personal weaknesses, and can thus use social interaction directly against his Mind rather than against his Charm or Impress.
Bug
Basic Action
Technologiocal surveilance devices gain more and more complexity and stealth capabilities. The first ones were large and had to be mounted in rooms or cars, but sophisticated ones are not only small, but actively disguise themselves, deploy decoys, and move if their internal logic realizes they are spotted. You can install a Bug in Melee, and it takes a Melee vs. Dodge roll to do successfully. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. These are bugs which are installed in the target's body. They broadcast homing and listening signals up to 5 kilometers which can be picked up with a receiver with the proper encoding. In a networked environment, this means the target can be kept track of and listened to almost anywhere.
Cortex Bomb
Finisher
It takes very little to kill you if explosives are placed inside your body.
You can install a Cortex Bomb in Melee. If it is surgically installed, it is so well concealed and hard to remove that it is considered a Curse. If the right stimuli, such as an encoded radio signal or a set time limit expires, the bomb explodes. A Behavior Chip can be given control over the Cortex Bomb, a particularly nasty situation. An exploding cortex bomb inflicts a [Wound] with a damage value equal to the installer's Melee skill. A Cortex Bomb explosion can be set to be grossly obvious by exploding the head or neck, or to be barely noticeable, looking like a natural medical event to all but an autopsy.
Cyberknucks
Inherent
You have reinforced fist bones that can be used in melee and does Body +4 blunt damage. This is not a damage-boosting stance; it is a weapon that can be used with damage-boosting stances like Razor Fangs.
Cybernetic Pile-driver
Limit Break or Basic Action
You have a cybernetic limb of vast strength you can use to inflict damage equal to your Melee. This is an arm, leg, head, or other large limb such as a pile-driver tail or it can even be mounted along the spine to strike straight up or down. Used against an opponent, this is a Limit Break. Used against a stationary object such as a door or wall, it is a Basic Action.
Impact Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. This is Impact damage.
Override Plug
Finisher
Your sponsor might want you to be a psychopathic killer, but they still want some control. With an override, this control is easily achievable; they can remotely shut you down at the flip of a switch. So can anyone else with the proper access code.
You can install an Override Plug in Melee. If it is instead surgically installed, it is so well concealed and hard to remove that it is considered a Curse. Anyone with the proper access code can automatically paralyze a body with an Override Plug installed as a Basic Action; the target loses all Hits.
Rippers
Stance
You can extend a concealed cybernetic weapon that can be used in melee and does Body +6 slashing or piercing damage (your choice on getting the power). This is not a damage boost; it creates a weapon that can be used with damage-boosting stances like Razor Fangs.
Slicers
Inherent
You have sharp nails that can be used in melee and does Body +3 slashing damage. Slicers will pass even close examination. This is not a boost; it is a weapon that can be used with damage-boosting stances like Razor Fangs.
Melee Death
Death Grip
Basic Action
Make a Clinch attack. If successful, you lock your opponent in a death grip. A death grip can only be broken if you go unconscious, suffer a Setback, or attack another creature with the limb you did a death attack with.
Once you have the target in a death grip, you can use the power again to attack your held target, and automatically hit. Even if your attack misses, it still does damage - you still add the outcome, which is now negative, causing less than the base damage.
If your Body scores are within 1 point of each other, you cannot move along with a Basic Action, but can move as a Move as a Basic Action. If either of you have 2 or more Body higher than your opponent, the stronger one can move normally, carrying the weaker one around like a rag doll.
Death Strike
Inherent
You can make melee attacks that do Body +4 Infection damage, soaked by Toughness. Infection damage has special rules for inflicting hits and recovery.
Death Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Death Touch does Infection damage soaked by Body and has special recovery rules. Objects and creatures without a metabolism such as robots and undead are immune.
Draining Attack
Inherent
You can make melee attacks that do Body +0 Enervation damage, soaked by Body. Infection damage has special rules for inflicting hits and recovery. In addition, a living target that takes a Hit also loses one point in an attribute selected when the power is bought. This damage lasts until the end of the session and can be healed as if they were Hits.
Eyes of the Tiger
Basic action
Make a Normal Melee Attack. If the target takes any damage, he loses any focus he might have.
Ghost Strikes
Stance
You make all your Melee attacks immaterial. An immaterial attack does mind blast damage equal to your Mind +0, soaked by the target's Mind. You ignore the normal damage value of any attack you use, but you can still take advantage of other aspects of schticks and powers.
Point Blockage
Finisher
The foe does not suffer a Damage Setback and is instead paralyzed. The victim retains all of his senses while paralyzed but is otherwise completely helpless. This is a Curse.
Shadow Fist
Finisher, Focus
If you knock out a living opponent and use this finishing move, you become focused. The opponent is not dead, but becomes torn by an intense fever and will die in three days unless cured by you or the Curse is removed.
Soul of Death
Inherent
You can use your body to do melee attacks that do Mind +2 Infection damage, or more if you are using an Implement to improve damage.
Storm of the Tiger
Limit Break
Make an attack, adding your Mind attribute to the damage inflicted.
Vengeance of the Tiger
Trigger Action
When you are hit in hand-to-hand combat, you may immediately launch a Melee counterattack against the opponent who just hit you. If you took any damage, add +3 to your attack roll.
Wounding Strike
Inherent
You can use your body to do melee attacks that do Mind +2 - or more if you are using an Implement to improve damage. This is Wounding damage which has special rules. Non-living creatures and objects (such as robots and doors) are immune, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.
Melee Force
Extended Attack
Basic Action
Attack an opponent from a distance. The range of your strike in meters is equal to your Mind. Damage is normal for the type of attack. If your attack hits, you have managed to keep that opponent at bay for some time. Because your opponent now has a hard time reaching through your guard to strike back at you, your passive Dodge against his Melee attacks is increased by +3 until he hits you or until the end of the round, whichever comes first. This bonus does not stack with any other Dodge bonuses.
Force Strike
Inherent
You can make melee attacks that do Body +4 Impact damage, soaked by Body.
Force Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Force Touch does Impact damage.
Forcewield
You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way. This power can create any melee weapon of Clockwork or lower tech level.
Ram Touch
Basic Action
Push an opponent by making a Melee attack that does Body +4 Blunt damage. For each point your damage exceeds the target's Toughness he is pushed one meter away from you. If the target is pushed he loses a shot regaining his balance.
Against immobile objects, Ram Touch does +5 damage instead of pushing them back, breaking what it cannot push.
Soul of Force
Inherent
You can use your body to do melee attacks that do Mind +2 Impact damage, or more if you are using an Implement to improve damage.
Melee Life
Anti-Healing
Inherent
You can use your body to do melee attacks that do Mind +2 soaked by Body - or more if you are using an Implement to improve damage. This is Wounding damage which has special rules. Non-living creatures and objects (such as robots and doors) are immune, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.
Fountain of Life
Limit Break
You release a burst of life energy than enlivens allies and shocks enemies. You affect all creatures who are within 2 meters of you. Make a Melee attack against each enemy in the area doing Body +2 Wounding Stun damage soaked by Body. Wounding damage has special rules. Allies in the area (but not you) recover one Hit as long as their Body is not higher than your Melee. Depending on style, this can have side effects like flower petals all over the area.
Life Attack
Basic Action
Make a Normal Melee Attack attack. The difficulty of this attack is always the target's base Dodge score - no defensive modifiers apply.
Shed the Unliving
Basic Action
You make a living body shed any non-living attachments it might have, removing armor, clothes (as far as the genre allows), and other equipment of your choice. Make a Melee attack; on a hit you can make the target drop one significant item or set of armor. The target can choose to keep holding the item by immediately sacrificing three shots. If your Outcome matches the target's Reflexes the item is lost with no chance to retain it, and the target cannot pick it up again for the rest of the scene as his body actually repels it.
Wounding Strike
Inherent
You can make melee attacks that do Body +4 Wounding damage, soaked by Body. Wounding damage has special rules. Non-living creatures and objects (such as robots and doors) are immune, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.
Wounding Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. Wounding Touch does Wounding damage soaked by Body. Wounding damage has special rules. Non-living creatures and objects (such as robots and doors) are immune to this damage, but Undead always soak this damage using Body alone - no armor or resist powers will work for them.
Melee Mind
Focus of the Void
Trigger Action (Focus)
Spend a Fortune point and use this schtick to become focused.
Mind vs. Body
Inherent
You can use your body to do melee attacks that do Mind +2 psychic damage soaked by Mind, or more if you are using an Implement to improve damage.
No Presence
Limit Break
By suppressing your aura, you can escape attention. You can take a single basic action, and no-one can see or react to this action in any way. If you attack, targets can only use Reflexes for defense. You always become visible at the end of the action when using No Presence; there is no way to make yourself continuously invisible.
You can use No Presence out of action rounds, this allows short dashes from cover to cover. You can sneak across open spaces in rushes no longer than twice your Move in meters.
Soul of Psyche
Inherent
You can use your body to do melee attacks that do Mind +2 Psychic damage, or more if you are using an Implement to improve damage. This is soaked with Mind instead of Toughness. Objects and creatures without sentience, such as Animals and Robots are immune.
Strength of Will
Stance
You can substitute your Mind for your Body when calculating the damage of unarmed Melee attacks.
Melee Time
Coil of the Snake
Trigger Action (Focus)
You can use this to focus when you are attacked in melee and your opponent misses.
Lunge of the Snake
Limit Break
This is a Melee attack with a +3 bonus on the attack roll and against which an opponent cannot use an Trigger Action. A trigger action that can be used when surprised still works against Lunge of the Snake.
Strike of the Snake
Trigger Action (Defense)
Whenever you are attacked in melee, you may use this to do an unarmed Melee attack for Strength +0 damage.
Time Touch
Stance (Damage Boost)
You can imbue a Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. You increase the effective mass of your weapon to cause Blunt damage.
Timelesss Strike
Inherent
You can make melee attacks that does Body +4 Blunt damage. Targets cannot take trigger actions in response to a Timeless Strike.
Melee Space
Dim Mak
Basic Action
You can transfer the force of your blow through an inanimate object without harming the object. Make a Melee attack that ignores any Armor the opponent may have, attacking Body instead of Toughness. You can also do other special Stunts based on the ability to ignore intervening substance, such as strike at a wall to damage a man leaning against the other side or destroy a specific brick in a pile.
Core Strike
Limit Break
Strike at your opponent's core; your attack materializes inside his body. The target's soak attribute against this attack is zero. It is hard to damage very large things this way. The target can use Body as Dodge if Body is higher.
Extended Touch
Trigger Action (Defense, Combo)
You nearby warp space so that you can reach further. You can intercept opponents attacking you from within Mind meters, striking would-be attackers that you manage to keep at bay. Whenever an opponent within Mind meters of you misses you with an attack using Shoot or Melee, you can use this to make a Normal Melee Attack on them, even at range.
You can also use it as a combo to make your melee attacks reach further.
Teleport Strike
Basic Action
Instead of moving normally, you teleport a distance up to your Move and make a melee attack from an unexpected direction. This is a Normal Melee Attack against which your opponent can't use a trigger action. Trigger actions that can be used when surprised can still be used against Teleport Strike.owers)}}