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Options
Area of Effect+/-3 per levelDuration+/-3 per level
Contagious {2!}+3/+5Abort {1}+1 per time level
Limited Area {1}-3/-5/-10/-15Continuous {2-3!T}Table
Minimum Area {1}-2 per levelMinimum Duration {1}-2 per level
Range+/-3 per levelTime+/-3 per level
Minimum Range {1}-2 per levelDelay {1-2}+1/+2 per time level
MiscellaneousOption ValueMiscellaneousOption Value
Acceleration
  /Deceleration
{2T}
-3/-5/-10Modular {2-3T}Table
Added Requirements {1T}VariablePhased {2!}+1/+3/+5 per level
All or Nothing {1}-3Prop {2-3T}Table
Cooperative {2T}TableRemote {1!}+15/+20
Costly {2T}TableResistant {2}+1/+3/+5 per level
Immolate {1}-5/-10/-15/-20Trigger {1-2}-3/-5/-5
Karma Fueled {1}-kUnconscious {1}-5
Limited Uses {2-3T}TableUnreliable {2}See Description
Linked {1-3T}TableVariable Options {3!}See Description

Abort
TYPE: DurationDIF: Nil
TIME: 1 ActionDTN: Instant
RANGE: As AbilityAREA: As Ability
OPTION: +1 per time level

DESCRIPTION: The abort ability allows a character to abort any timed, instant or permanent ability with one action, while within the normal range of the ability. The abort must be performed within the given time for the abort option, which applies a +1 option to the ability per level of this time. If the ability also has a delay, such as a large bomb, etc., the abort time may elapse, leaving the delay time still in progress, although the ability may no longer be aborted.

Acceleration/Deceleration
TYPE: N/ADIF: Nil
TIME: RoundsDTN: N/A
RANGE: N/AAREA: N/A
OPTION: -3/-5/-10

DESCRIPTION: Some abilities may not reach their maximum potential the moment they are initiated. This is most common for movement abilities, although it may be applied to others as well. This is a -3 option if the ability reaches half potential in the first round and full potential in the second round, or -5 if the ability only increases potential by its passive resistance value each round. If the ability only increases in potential by one skill level per round, this is a -10 option. Deceleration is handled in the same fashion, although it is a separate option.

Acceleration and deceleration are per round, so the maximum speed in any given round is equal to the speed in the previous round, plus the acceleration speed (or minus the deceleration speed). This need not be limited to speeds, however, some other abilities may require a certain amount of time to reach their full potential, such as weapons, etc. The same rules apply, allowing the character to use the given maximum skill level per round. If the duration of the ability is instant or greater, and must begin accelerating from zero after each use, double the acceleration option value.

EXAMPLE: Captain Acme is building a jet-pack so that he can fly. Joe Gamer selects twenty levels of flight and adds acceleration at passive resistance per round (6 levels per round), and deceleration at half per round (10 levels per round). The total option value for both acceleration and deceleration is negative eight (-3 -5 =-8). Acme's jet pack may reach a maximum speed of six flight skill levels in the first round of flight, twelve levels in the second round, eighteen in the third, and reaching the maximum of twenty levels in the fourth round. Once at top speed, one round is required to reduce speed to ten levels, and two rounds to stop and land.

Added Requirements
TYPE: N/ADIF: Nil
TIME: N/ADTN: N/A
RANGE: N/AAREA: N/A
OPTION: Narrator Fiat

DESCRIPTION: Added requirements are either working or conditional. Working requirements are additional acts the hero must perform in order to activate the ability. Conditional requirements are environmental conditions which the hero has no control over.

Working Requirements usually fall into the category of physical gestures, or a verbal commands. Each of these requirements is a -1 option. If working requirements are particularly obtrusive, such as somersaults, shouting, or if the hero requires a prop (specific musical instrument, broom, etc), the Narrator should allow an appropriately increased option value. Verbal commands are a -1 option if the target need not comprehend them, or -2 if the target must comprehend them in any language the hero speaks. If the target must comprehend verbal commands in an uncommon or rare language, treat this as an added conditional requirement or reduced area of effect. If the ability is less than instant duration, and the gestures and or speech requirements must be sustained throughout the duration, double the option value for these added requirements.

Conditional Requirements: An ability which will only work under a given condition which occurs approximately fifty percent of the time (such as only at night/day, etc.), is a -5 option. An ability which will only function under a given condition which occurs approximately seventy-five percent of the time is a -3 option. An ability which will only function under a given condition which occurs approximately twenty-five percent of the time is a -10 option. These conditions must be circumstances outside of the hero's control.

A special ability which waxes and wanes with the moon is a -5 option (in most worlds). This ability will be at full strength on the night of a full moon, and may not be used at all on a night with no moon. This ability will be between one and two-thirds strength most of the time.


All or Nothing
TYPE: N/ADIF: N/A
TIME: N/ADTN: N/A
RANGE: N/AAREA: N/A
OPTION: -3

DESCRIPTION: An all or nothing ability may only be used at its maximum skill level of effect. No levels may be removed if the player wishes to "pull a punch". This provides a -3 option, reducing the karma value of the ability because, quite frankly, sometimes, too much is just too much.

Area of Effect
TYPE: AreaDIF: N/A
TIME: N/ADTN: N/A
RANGE: TouchAREA: Globe
OPTION: +/-3 per level
DESCRIPTION: Each level by which the area of effect of an ability is increased or decreased on the relative definitions table is a +/-3 option.

Some abilities may not function against a particular element, or may require the presence of a particular element to function. An ability which will not function against an uncommon element (uranium, etc), is a -3 option. An ability which will not function against a common element (metal or a particular color, etc.), is a -5 option. An ability which will only function against a common element (metal, etc) is a -10 option, or -15 if it will only function against an uncommon element (gold, etc). This option may not be applied to an ability which would not normally affect the given element (or would normally affect only the element described).

This option assumes touch range, i.e., it won't affect the element or anyone or anything shielded by the element. This range may be increased with an additional -3 option per added range level if the ability won't function in the presence of the element. If the ability requires the element's presence to function, this is an additional +3 option per added level of range.


Contagious
TYPE: AreaDIF: N/A
TIME: N/ADTN: See Below
RANGE: TouchAREA: Globe
OPTION: +3/+5

DESCRIPTION: Any ability may have a contagious area of effect with a +3 option. This ability will then automatically affect any applicable object or individual who comes into physical contact (touch range) with an already affected object or individual during the effect's duration. While this requires no time, the hero also has no control over the effect. The duration will wear off for all affected individuals at the same time. An additional +2 option (a total of +5), will cause each object or individual affected to be affected for the full duration of the ability from the time they are affected. With this kind of chain reaction, an ability’s affect could (in theory) continue on forever, passing from one object or individual to the next.

Each additional level of the contagious range is a +3 option, and will cause any applicable target of the ability which enters the contagious area to be affected. A contagious ability may also have carrier elements. A carrier element is a type of element (animal, object, etc) which will "carry" the ability without suffering any of its effects, however, anyone who comes in contact with the carrier during the ability's duration may be subject to its effects. Add the skill group option value for the number of carrier elements.


Continuous
TYPE: DurationDIF: N/A
TIME: See BelowDTN: See Below
RANGE: N/AAREA: N/A
OPTION: See Below

Continuous
TimeDurationOption
YearsTotal Commitment / Actions+2
MonthsCommitted / Rounds+3
DaysConstant / Minutes+4
HoursSecond Nature / Hours+5
MinutesInstant / Days+6
RoundsSemipermanent / Months+7
DESCRIPTION: A gift with a continuous duration will automatically cause its normal affects cumulatively for each increment of it's time throughout its duration, without requiring any additional effort from the hero. Each additional time that the effects are caused is not a separate use of the ability and doesn't require its own maintenance. The ability's affects are automatically net cumulative.

The option value for continuous duration is equal to ten minus the difficulty for the ability's time, plus the difficulty for the ability's duration. The continuous table simplifies this formula. Check once for the duration and again for the time of the ability, then add the two results together.

If the time and duration of the ability are measured in actions, the actions of the target are used to measure both. The player may decide at the time the hero is created that the actions of the hero are used to time the ability instead with no additional option value, however, the duration of the ability will still be measured by the target's actions. With an additional +3 option, the hero may suppress the continuing "uses" of the ability while still maintaining its effects.


Cooperative
TYPE: N/ADIF: N/A
TIME: N/ADTN: N/A
RANGE: MetersAREA: Individual
OPTION: See Accompanying Table

Cooperative
# IndividualsOption
2+3
3+5
4-5+6
Unlimited+7
DESCRIPTION: Not all skills are cooperative, and all gifts default to being noncooperative. Any skill may be cooperative with a positive option value equal as shown on the cooperative option table. This table includes the hero in the number of individuals who may act cooperatively. A normally cooperative skill which may not be used cooperatively carries a -5 option.

A group of any number of individuals who all have the same ability which is cooperative (+3) may use the ability cooperatively. If the hero may not use the ability cooperatively with an individual who does not have the ability with the cooperative option, decrease this option value to +1. This assumes that all of the individuals involved have the same ability, with the same specifications for time, range, duration and area of effect, and are all defined as the same "type" of ability, i.e., magic, psychic, etc. Each additional "type" adds an additional +1 option.


Costly
TYPE: Misc.DIF: N/A
TIME: N/ADTN: Instant
RANGE: TouchAREA: N/A
OPTION: See Accompanying Table

Costly
Cost$1$3$10$30$100$300$1000
Option-1-2-3-5-10-15-20
DESCRIPTION: A costly ability requires the character to spend money to use it. This may be to purchase actual materials such as bullets, petrol, or raw material, or it may be to bribe officials, etc. The costly table shows the option value of a costly option. Read down the cost column on the left side until you find a value equal to or greater than the cost for a single use of the ability.

Delay
TYPE: TimeDIF: N/A
TIME: See BelowDTN: N/A
RANGE: N/AAREA: N/A
OPTION: +3 per time level

DESCRIPTION: An ability with a delay requires the character to first select the target and then spend the time to use the ability. The effects then take place after the delay time has passed. This option doesn't affect the karma value of the ability, provided the delay is a predetermined amount of time which must be satisfied every time the ability is used.

A random delay time is a -1 option per die (as a normal skill roll) of the delay time, although it may be any length of increment from actions to months.

If the character may use a set delay or no delay, yet may not set a time between immediate and the predetermined delay duration, apply a +1 option per predetermined delay duration.

If the character may decide on any delay time up to the maximum time limit each time the ability is used, the option value is +3 per maximum time level of the delay duration.

If the hero may abort the delay (causing the effects to occur at the time the delay is aborted), apply an additional +3 option, +1 per added level of range within which the effect may be aborted. If the delay has a minimum duration, apply an additional -1 option per time level of the minimum delay.


Duration
TYPE: DurationDIF: N/A
TIME: N/ADTN: See Below
RANGE: N/AAREA: N/A
OPTION: +/-3 per level
DESCRIPTION: Each level by which the duration of an ability is increased or decreased on the relative definitions table is a +/-3 option.

Immolate
TYPE: N/ADIF: N/A
TIME: N/ADTN: N/A
RANGE: N/AAREA: N/A
OPTION: -5/-10/-15/-20

DESCRIPTION: An immolative ability requires the hero to suffer some form of injury when the ability is used. If the hero suffers one level of fatigue if the ability succeeds, this is a -5 option. The option value is increased to -10 if the hero suffers one level of fatigue each time the ability is used, successful or not, or if the hero suffers one level of injury if successful. If the hero suffers one level of fatigue if unsuccessful or one level of injury if successful, the option value is -15. If the hero suffers one level of injury each time the ability is used, successful or not, the option value is -20.

Karma Fueled
TYPE: N/ADIF: N/A
TIME: N/ADTN: N/A
RANGE: N/AAREA: N/A
OPTION: -k

DESCRIPTION: Some abilities may be karma fueled, allowing the character to use them only if they spend karma to do so. This is a -1 option per point of karma required to use the ability. Karma used to fuel the ability doesn’t add to the skill roll, and any bonuses that the player may wish to add to the skill roll must be paid for separately.

Limited Uses
TYPE: N/ADIF: N/A
TIME: VariableDTN: Variable
RANGE: N/AAREA: N/A
OPTION: See Accompanying Table

Limited Uses
(Time Constraint)
Uses WithinTime LimitOption
1+6 Levels-10
2-3+5 Levels-8
4-6+4 Levels-5
7-10+3 Levels-3
11-15+2 Levels0
16-30+1 Level+3
31+Time+5
(Ammunition)
Time to ReloadOption
-2 Levels+5
-1 Level+3
Time to Use0
+1 Level-3
+2 Levels-5
+3 Levels-10
DurationOption
Second Nature+3
Constant0
Committed-3
Total Commitment-5
DESCRIPTION: There are two basic types of limited use abilities. These abilities are limited either by time constraints or some form of fuel or ammunition. An ability may have as many of these options as the Narrator and the player feel are appropriate, and may be kept track of without significantly slowing the game.

Both types of limited use options assume that the hero may not conserve use of the ability. {3} If the hero may conserve the ability, the player should multiply the level of the skill by the number of uses, and keep track of the levels used each time until they reach the maximum within the constraint. Each single use may not exceed the skill level of the ability. Conservable is an additional +3 option.

A limited use ability with actions time requires one use per +1 success bonus applied by initiative during a round of a fight scene.

Time Limit: To determine the total negative option value of an ability which is limited to a certain number of uses in a given period of time, locate the number of uses on the left side of the limited uses (time constraint) table. Then find the amount of time (relative to the time required to use the ability) within which the ability may be used this number of times in the middle column. The sum of these two option values is the total option value for the ability. Remember that the time limit must exceed the number of uses by at least fifty percent.

Ammunition: To determine the option value for an ability limited by its ammunition, begin by finding the number of times the ability may be used before reloading on the left side of the limited uses (time constraint) table, then add to this the option value for the time to reload the ability (relative to the time to use the ability) on the limited uses (ammunition) table, and the duration for the act of reloading the ability. If ability replenishes itself regardless of the hero's actions or state of mind, use a time constraint instead. If the ammunition or fuel is expensive, include the costly option in addition to limited uses.

EXAMPLE: A revolver may fire six bullets within actions time before being reloaded (-4). Reloading requires rounds time (-6, +1 Level) and total commitment (-5), resulting in a total -15 limited uses option.

Linked
TYPE: N/ADIF: N/A
TIME: N/ADTN: N/A
RANGE: N/AAREA: N/A
OPTION: See Below

Linked
# AbilitiesOption
2-3
3-5
4-5-8
More than 5-10
DESCRIPTION: It is possible for a character to have one or more abilities which function only in unison with another, and cannot be used independently. To determine the option value, compare the number of skills involved with the linked option table. Ability links need not be reciprocal, i.e., two abilities need not both carry the linked option. If only one ability is limited by the link, the option is applied only to the limited ability. An ability which is linked to an ability of less than second-nature duration does not suffer the normal penalties for being attempted while the ability it is linked to is maintained.
EXAMPLE: Wraith, who can phase through anything, with constant duration, has found that she has the ability to "possess" some individuals. This is designed as an "animate person" gift with touch range, and is linked to her phasing ability. The normal +1 difficulty penalty for performing a task while maintaining the effects of the phasing ability do not apply to the possession ability. Since only two abilities are involved in the link group (phasing & possession), possession has a -3 linked option. The phasing ability has no linked option, since it may be performed freely without using the possession ability.

A linked ability may also have certain options of the ability it is linked to, including all or nothing, limited uses, modular, prop, unconscious or unreliable. Linking an ability changes none of its definitions of time, duration, range, or area of effect, leaving each ability with its own definitions. Two or more linked abilities with the same level, time and area of effect may be used simultaneously with a single skill roll.

As a final note, skills in a skill group may be linked to each other. This increases the value of weapon and armor abilities reverse of the normal negative linked option. If all abilities in the group are linked to all other abilities in the group, abilities of less than instant duration must all have the same duration, or be timed duration. If they all have the same duration, each use of all abilities is considered a single ability use for the purpose of their duration. For other abilities, apply the skill group option to any skills in the group as if there were one less skill in the group per skill it is linked to, instead of applying the normal linked option. For instance, in a skill group with three skills, if only one skill is linked to one other skill in the group, the third skill's group option value becomes +3 instead of +5.


Minimum Area
TYPE: AreaDIF: N/A
TIME: N/ADTN: N/A
RANGE: N/AAREA: See Below
OPTION: -2 per level

DESCRIPTION: Some abilities may have definitions for area which cause very widespread effects. These abilities may have a minimum area of effect, which makes the ability less versatile. Each level of the minimum area, above self, is a -2 option. This is not true with weapons (or other abilities with negative effects), for which a minimum area of object/individual is a +1 option, and each additional level of area thereafter is a -2 option.

Minimum Duration
TYPE: DurationDIF: N/A
TIME: See BelowDTN: See Below
RANGE: N/AAREA: N/A
OPTION: -2 per level

DESCRIPTION: Minimum duration may only be applied to abilities of less than instant duration. Minimum duration is a -2 option per level of the duration minimum greater than total commitment.

Minimum Range
TYPE: RangeDIF: N/A
TIME: N/ADTN: N/A
RANGE: See BelowAREA: N/A
OPTION: -2 per level

DESCRIPTION: An ability with a minimum range simply cannot be used on any target closer than the given range. Minimum range is a -2 option per level of the range minimum greater than touch.

Modular
TYPE: N/ADIF: N/A
TIME: RoundsDTN: N/A
RANGE: N/AAREA: N/A
OPTION: See Below

Modular
ReserveOption
2 (20k)-3
3 (30k)-5
4 (40k)-6
5-6 (50-60k)-7
7-8 (70-80k)-8
9-10 (90-100k)-9
11+ (110k+)-10
ActiveOption
1 (10k)+0
2 (20k)+3
3 (30k)+5
4 (40k)+6
5-6 (50-60k)+7
7-8 (70-80k)+8
9-10 (90-100k)+9
DESCRIPTION: Modular abilities are abilities which are all possessed by the same hero (or device), however, only a certain number of these abilities may be used at the same time. Modular abilities may be modulated by their karma values, skill levels, or number of abilities (or number of groups of abilities) within the modular framework.

The table in the sidebar is used to determine the value of the modular option. Find the total number of abilities in the modular framework under 'reserve', then find the number of abilities which may be active at one time under 'active'. The sum of the indicated option values is the total option applied to each ability within the modular framework. This assumes switching between abilities requires rounds time and second nature duration. Each additional level of time, or reduced level of duration required to switch between abilities applies an additional -2 option. One increment of time is necessary for each twenty points of karma, two levels of skill, or one ability slot to be switched. A modular framework may require only actions to switch between abilities in the framework with an additional +3 option, or no time at all with a +5 option.

A set of abilities may have more than one set of modular options, applying the sum of all modular options to all of the affected abilities. These options may also overlap, so that a hero has one set of slotted abilities and another set of karma modulated abilities and some but not all of these abilities are within both categories. Each ability receives only the modular options which apply to it specifically.

Remember when abilities are modular by karma value, the modular option is not included in determining each ability's value within the active pool. Thus, if an ability has no other options, it will represent ten points of active karma per skill level within the total amount which can be used.

Modular Options {3}: In addition to grouping abilities into modular frameworks, it is possible to have a single ability with options within a modular framework. For instance, a character with a gun might have several different types of ammunition, each with different options. In this case, disregard the modular table. Add up the total option values for the ability, and divide the sum result by the total number of sepparate options (or groups of options which must be used simultaneously). Add to this the difficulty value for the amount of time required to switch between options on the relative definitions table, which is applied as a negative option.


Phased
TYPE: N/ADIF: N/A
TIME: N/ADTN: Variable
RANGE: VariableAREA: Variable
OPTION: +1/+3/+5 per level

DESCRIPTION: Some gifts may be phased in relation to various other phenomenon. This is a +1 option per level of phasing through a specific element (rock, steel, etc), +3 option per level of phasing through a narrow category of effects (transparent objects, etc), or +5 per level of phasing through any element of a given type (physical, magical, psychic, etc). The phased ability is assumed to be phased throughout its entire range, duration and area of effect, although these statistics may also be modified. Reduce the phased option value by one for each level by which the ability's range, duration or area of effect exceeds the phased range, duration or area.

Prop
TYPE: VariableDIF: N/A
TIME: See BelowDTN: See Below
RANGE: TouchAREA: See Below
OPTION: See Below

Prop
# AbilitiesOption
1-3
2-6
3-8
4-5-10
More than 5-12
DESCRIPTION: The prop option is used to represent any ability or set of abilities which are provided to a hero through a device of some kind. The area of effect of any abilities the prop has are relative to the prop itself, rather than to the hero using it. Thus, self area abilities affect only the prop and must be increased to individual area to affect the hero. A globe area ability, or an individual area ability with touch range could be used on a distant target if the prop is thrown with an additional +1 option. If one of the prop's abilities adds to the user's existing skill (and is not a normally cooperative skill), it must be designed with the cooperative option.

Every prop must have a build skill, which must be paid for out of the hero's karma. The bulk of a prop may be determined by the designer with no affect on the karma value of any of its abilities. While the prop's scale and mass must be determined based upon the device's bulk, the range and effect of abilities it provides to its owner may be based either upon the scale of the prop (such as artillery weapons) or the scale of the user (such as personal weapons). This must be decided at the time the prop is designed. {1} The Narrator may allow some small props to be designed without any build skill, such as a powdered potion, a special wristwatch, etc. A prop with no build skill may be destroyed (or scattered) without significant effort, crushing it under-foot or merely pooring it out of its container.

Each skill or gift provided by the prop (including build) has a negative option value based on the number of abilities the prop has. To determine the total option value, compare the number of skills and gifts the prop has (including its build skill) to the prop option table. In this manner, a single prop which provides many abilities is less expensive than a multitude of less versatile props. This is because losing one of many props isn't as detrimental as losing one very versatile prop. Each skill group provided by a prop is counted as one ability, regardless of the number of abilities in the group. Thus, a prop with two skill groups receives a -8 option which is applied to it's build skill and both skill groups.

The abilities provided by a prop are assumed to be usable by anyone. Any abilities provided by the prop may be defined as usable only by the hero, or only by a certain minority of individuals (such as magicians) without affecting the karma value of the ability. This decision must be made when the prop is designed.

User Selection {3}: With a +10 option, the hero may select the individuals who may use the ability at any time during play. This option value is reduced by one for each level of time required to prime the prop for a new user. This time is assumed to be second nature, with an additional -1 option per level by which this duration is reduced. Ability to use a prop may be revoked while the owner holds it with no time requirement. Each additional level of range at which use of the prop may be revoked applies an additional +1 option, and -1 for each additional level of time required to revoke use. Time to revoke use is assumed to be second nature duration, with an additional -1 option per reduced level of this duration.


Range
TYPE: RangeDIF: N/A
TIME: See BelowDTN: N/A
RANGE: See BelowAREA: N/A
OPTION: +/-3 per level

DESCRIPTION: An ability's range may be increased or decreased with a +/-3 option per level of difference on the relative definitions table. The option value remains the same for abilities with temporal range.

Remote
TYPE: RangeDIF: N/A
TIME: N/ADTN: N/A
RANGE: N/AAREA: N/A
OPTION: +15/+20

DESCRIPTION: The physical affects of a remote ability begin at the target, so barriers between the character and their target do not affect the ability, as long as the target can be sensed. This includes ignoring most cover, glass, armor and energy-barriers, even when these are the abilities of other characters, paid for with karma. Remote is a +15 option if the hero must still sense the target with a targeting or active sense, or +20 if the target need be designated, but sensing it isn't necessary.

Resistant
TYPE: N/ADIF: N/A
TIME: N/ADTN: Variable
RANGE: VariableAREA: Variable
OPTION: +1/+3/+5 per level

DESCRIPTION: Some abilities may be resistant to various phenomenon, such as an armor piercing bullet which is a piercing weapon resistant to physical armor. This is +1 option per -1 success penalty to a single element, such as a skill (surveillance). For an ability which is resistant to a narrow category of effects (physical armor, psychic senses, etc) this is a +3 option per -1 success penalty, or +5 per -1 success penalty for an ability which is resistant to any phenomena of a given type (biological, magic, psychic, etc). The gift is assumed to be resistant throughout its range, duration and area of effect, although these statistics may also be modified. Reduce the resistant option value by one for each level by which the ability's range, duration or area of effect exceeds the resistant range, duration or area.

Time
TYPE: TimeDIF: N/A
TIME: See BelowDTN: N/A
RANGE: See BelowAREA: N/A
OPTION: +/-3 per level

DESCRIPTION: An ability's time may be increased or decreased with a -/+3 option per level of difference on the relative definitions table. Unlike the other definitions, a decrease in time indicates an increase in karma value and vice versa.

Some abilities may require more time to use than others. A standard ability requires one unit of time per point of the difficulty to use. An ability which requires twice the normal amount of time to use has a -1 option, or -2 for three times the normal amount of time. Thus an ability which requires four rounds, minutes, etc. to use against a difficulty of two has a -1 option, or -2 if it required six rounds, minutes, etc. to use against the same difficulty. For an actions time ability, this indicates that the normal initiative bonus is reduced to half or one-third respectively, and a minimum of two or three actions are required to perform the feat during a given round.

Some abilities may require less time to perform. An ability which requires half the normal amount of time to perform has a +1 option, or +2 for one third the normal amount of time. For actions time abilities, this indicates that the normal initiative bonuses are doubled or tripled respectively.

Most abilities (greater than actions time) may be rushed, decreasing both the time to use, and the potential for success. An ability which may not be rushed has an additional -1 option. Actions time abilities can not be rushed, so this option may not be applied. Most abilities may also be performed slowly and carefully, increasing both the time to use and the potential for success. Any ability which is not improved by slow application also has an additional -1 option. Use the limited uses option instead for actions time abilities.


Trigger
TYPE: N/ADIF: N/A
TIME: See BelowDTN: See Below
RANGE: N/AAREA: N/A
OPTION: See Below

DESCRIPTION: Some abilities may be triggered by external sources, such as a werewolf’s transformation being triggered by a full moon. The standard trigger imposes the normal time requirement for the ability, with the normal duration for the ability. This is a -3 option if the trigger is a fairly uncommon event, or -5 if the event is common. If the character cannot use the ability unless it is triggered, apply an additional -5 option.

While the trigger option will not affect the duration of an ability, an ability of less than instant duration will remain in effect until the terms of the trigger are no longer being met. For instance, a wherewolf who transforms during the full moon will remain transformed (regardless of their location) until the moon drops below the horizon. If the transformation is constant, they suffer a +1 difficulty penalty to all actions until that time.

The trigger must be a hindrance to the character in some way, for example, a character could not have armor triggered by a villain attacking him. On the other hand, the Narrator might allow armor triggered by the hero being injured. Alternately, the Narrator may allow a player to assign a trigger to an ability such as the above armor, with a positive option value, allowing the ability to function, even if the hero is unconscious. The Narrator may choose to decrease the option value for certain abilities, such as weapons, which would counterattack while the hero is unconscious, even if there are heroes or innocents in the way.


Unconscious
TYPE: N/ADIF: N/A
TIME: N/ADTN: See Below
RANGE: N/AAREA: N/A
OPTION: -10

DESCRIPTION: An unconscious ability is an ability which the hero would normally have control over, although in this case does not. An unconscious ability may take affect at any time, decided by the Narrator, although the hero may not attempt to activate it. A player may choose an unconscious ability to give the Narrator an additional plot device.

Like a triggered ability, an unconscious ability may also have a duration less than instant. In this case, the character can not abort the ability, and suffers any normal difficulty penalties for maintaining an ability of constant or less duration throughout.


Unreliable
TYPE: DifficultyDIF: See Below
TIME: N/ADTN: N/A
RANGE: N/AAREA: N/A
OPTION: Variable

DESCRIPTION: This represents an ability which doesn’t always work, and with no apparent reason. The ability receives a -3 option if it produces no effects when any fumble dice are rolled. Apply an additional -2 option for each level of time the ability will remain unusable, greater than the time to use the ability. The ability will remain useless for one increment of time per fumble die rolled.

Wild {2}: For a random amount of time, roll 2d10 and compare the result to the relative definitions table any time the ability is used to determine how long the ability will remain unusable. A result less than two indicates that the ability is still usable. This is a total -5 option. Reduce this option to -3 to roll 3d10 as a one-level skill roll or increase this option to -10 if three dice are rolled as a three-level skill roll.

Burnout {1}: Apply an additional +3 option if the ability always works properly the first time, and the unreliable roll is required to determine only if it will work on consecutive attempts. The more the character uses the ability in a short time, the better the chance that it will stop working. This assumes the first use within an amount of time equal to the time to use the ability, plus three levels, i.e., the first use per hour for an ability of actions time, or per day for an ability of rounds time. {2} For a different amount of time, merely make the positive option equal to the number of added time levels.


Variable Options
TYPE: N/ADIF: N/A
TIME: N/ADTN: N/A
RANGE: N/AAREA: N/A
OPTION: See Below

DESCRIPTION: This option is similar in nature to modular options, although it is much more versatile. An ability with variable options may have variable limitations, variable enhancements or a combination.

Variable Enhancements: An ability with variable enhancements may have up to +1 options per +5 of the variable enhancements option value each time the ability is used. For each of the ability's definitions of time, range, duration, and area of effect which can not be enhanced, the variable enhancements option value is reduced by ten percent (-10%). Thus, an ability with a +3 available variable enhancement which could not improve its duration, range or area of effect would have a +11 variable enhancements option (3x5=15, 70% of 15=11).

Variable Limitations: An ability with variable limitations must have three times the variable limitations option value in negative options applied each time the ability is used. Each of the ability's time, duration, range and area of effect which can not be used to account for these limitations increases the variable limitations option value by fifty percent (+50%). Thus, an ability with a -6 variable limitation requirement which can not affect the ability's range, or area has a -4 option (6/3=2, 200% of 2=4).

Balanced Options: An ability which must have equal limitations applied for any enhancements it is given each time it is used (i.e., total options must equal zero) has a +1 option per maximum -1/+1 that may be applied when the ability is used. Thus, an ability with a +10 balanced variable option could have up to +10 options at the time it is used, but must have the same amount (-10) of negative options as well. This option value is reduced by ten percent (10%) for each of the ability's definitions of time, duration, range and area of effect which can not be altered by the variable option. Thus, an ability which could have up to -10 and +10 options at the time it is used, but can not alter the ability's time, duration, range or area has a +6 balanced variable option (60% of 10=6).



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