recursal/Fanatic-Fandom huggingface dataset:
Incantations

The Power requires a verbal component when being activated. In order to activate the Power, the character must be capable of speaking a pre-determined phrase.

* When reciting the Incantation, the character must speak the phrase in a loud and clear voice, making no mistake as to who is activating the power. The user automatically breaks from Stealth, and their location is revealed if they are Invisible (if the game is taking place on the map, every character with line of sight to the user's hex or square knows where the voice came from, though they will still suffer Disadvantages for attacking an Invisible character).
* A character cannot use a Power with Incantations if they are incapable of speaking audibly. If a character is Invisible to sound, their Incantation is still audible to everyone around them.
* A power cannot be Imperceptible to sound and require Incantations to activate, as the Incantation becomes a sound component for the Power.
* Incantations reduce the Actual Point Cost by 1 per 5 Total Active Points; if the Incantation must be repeated throughout the duration of a Power with a duration longer than Instant, the reduction is doubled.
	+ If the character has to continuously speak the Incantation, and the Power has a Persistent Duration, the character only has to speak the Incantation for as long as they're actually using the Power.
Heavy Shield

Heavy Shield: Though awkward to swing, heavy shields can be used to attack as well as defend. Just like light shields, a heavy shield used to bash an opponent doesn't provide its wielder any defensive benefits until the start of their next turn. Kite Shields, Riot Shields, and Tower Shields all qualify as Heavy Shields.

* Type: Shield
* Weight: 10 lb
* Required STR: 12
* Damage: 2d6
* Special Effects: Defensive
* Recommended Price: Based on the price of the shield
Directional Sense

The character has an innate sense of direction and almost never gets lost.

* Benefit: The character always knows what direction is north, granting them an Advantage on all checks relating to geographical navigation and Tracking. This Trait works regardless of what environment the character is in, so long as it isn't weightless space.
Extra Limbs

Extra Limbs grants the character additional appendages that fulfill multiple functions

* Sources: Natural, Prana, Primal, or Psychic
* Target: Self
* Duration: Maintained
* Range: Self
* Cost: 5 Base Points per additional limb
* Available Additional Effects: Charges, Dispel Resistance, Imperceptible, Persistent
* Characteristics Bonus: None

The character creates or natural has additional limbs capable of various functions. The function and cost of each limb varies, and some must be bought in a pair to function properly.

The available Extra Limbs are:

* Feet: An individual foot doesn't do anything, but two will double a character's Running Sprint speed and their effective Body when defending against Trip attempts. Additional legs past the first two do nothing
* Fins: Characters with 2 fins gets a Sprint speed while swimming; an additional set of fins double the character's base swim rate.
* Hands: The character has an appendage that can hold and manipulate objects as if were a hand. This limb need not be an actual hand; it can also be a prehensile tail, trunk, or another suitable limb that can manipulate objects.
	+ If a character successfully Grabs an opponent, their extra arm can disable one additional limb.
* Wings: A character with two wings doubles how far they can Leap and can purchase Natural Flight.

Source-specific effects:

* Natural: Natural Extra Limbs cannot take Limitations, but they cannot be Dispelled, and they have a Persistent duration.

### Examples

Fish Fins: The character has webbed feet and fins to propel them more quickly through water.

* Base Power: Extra Limbs, +2 Fins. Base Points: 10
* Source: Natural Ability
* Target: Self
* Duration: Persistent (Natural Ability)
* Range: Self
* Additions: None. Total Cost Increase: +0
* Limitations: None (Natural Ability). Total Cost Reduction: -0
* Total Active Points/Actual Point Cost: 10/10

Force Tendrils: The character creates tentacles made of force to grab objects or limbs during a grapple.

* Base Power: Extra Limbs, +4 Hands. Base Points: 20
* Source: Prana
* Target: Self
* Duration: Maintained
* Range: Self
* Additions: None. Total Cost Increase:
* Limitations: Implement (Inaccessible), Incantations (Activation). Total Cost Reduction: -8
* Total Active Points/Actual Point Cost: 20/12
Type IV Ballistic Vest

Type IV Ballistic Vest: Type IV vests are large and bulky, but they'll stop just about anything short of a round from a .50 caliber sniper rifle.

* Armor Bonus: +8
* Dodge Penalty: -3
* Movement Penalty: -1/4
* Hardness: 12
* Damage Threshold: 16
* Required Strength: 12
* Weight: 9 lb
* Special Effects: Hardened, Impenetrable
* Recommended Price: $259 USD
Pole Axe

Pole Axe: A pole axe is just what it sounds like; a pole with an axe on the end. They are great for hitting enemies out the wielder's normal reach, though they are too bulky for most to use one-handed.

* Type: Polearm
* Weight: 9 lb
* Required STR: 18
* Damage: 5d6
* Special Effects: Reach
* Recommended Price: $133 USD
Short-Sighted

Your character willingly ignores long term consequences in favor of short-term gain.

* Effect: The character has a Disadvantage on checks to determine the long-term effects of a given scenario, whether its evaluating environmental destruction from setting off a trap or judging whether committing a crime will potentially leave any evidence that they are the culprit.
Forest Template

Forests breed the greatest variety of creatures of any environment; they're natural hot-spots for life because both food and water are plentiful. Forest can be either hot and wet or cold and dry, and so Forest creatures can have either dense fur coats or light-weight hides.

### Characteristics

Forests benefit the strong and dexterous, as there plenty of obstacles to move through and break down. Because they don't have to worry as much about food or water, forest creatures lack the Stamina necessary to survive in other environments, and there's less need to be quick since trees get in the way of running.

* Agility: -1. Maximum Cap: -2 to Agility cap
* Body: -2. Maximum Cap: -4 to Body cap
* Dexterity: +1. Maximum Cap: +2 to Dexterity cap
* Strength: +2. Maximum Cap: +4 to Strength cap

### Skills

With more wild-life comes a greater concern for know what's poisonous and what isn't, and therefore all Forest creatures get a bonus to Knowledge skills regarding Nature to identify toxic plants and animals. Climb is common for tree-dwellers so they don't lose their grip in the canopy, hunters have the greatest chance of using Stealth to grab prey since there is so much cover, and the multitude of creatures that reside in colonies opens up opportunities to exploit Tactics. What Forest creatures are not good at is getting along with others outside of their species, since the forest is rife with competition over territory.

* Skill Bonus: +1d6 Knowledge (Nature)
* Skill Penalty: -1d6 Charm

### Traits

All forest creatures have Terrain Mastery over forest environments, and they'll get the most use from this Trait due to the greater number of natural obstacles. Forest dwellers from extremely hot or cold habitats typically have a second for either the Arctic or Deserts so they can cope with heat or frost.

* Bonus Trait: Terrain Mastery (Forest)

### Flaws

Forests are full of danger, and therefore Forest creatures are more paranoid about danger than creatures from other environments.

* Bonus Flaw: Paranoid

### Recommended Abilities

Creatures from the treetops need a high Jump speed to insure they can travel between branches with no chance of falling short. Natural Drains versus Body will help wear down an enemy, and they're particularly effective against other forest dwellers that are already lacking in Health and Stamina.
Enraged

Enraged: A character with the Enraged complication becomes irrationally angry when subjected to a prescribed situation. How many points the complication is worth depends on both how frequently the conditions for being Enraged will be encounter (as ruled upon by the Game Master), additional effects the character is subjected to while the character is raging, and how easily the character can snap out of their Enraged state.

Frequency: Characters must define the condition that causes them to become Enraged. The more frequently the condition comes up, the more points the Complication is worth.

  Rarely
  Infrequently
  Frequently
  Often

Additional Effects: No matter what, an Enraged character suffers a -2 Penalty to Dodge, and they must attack the subject that made them Enraged either until the Enraged character calms down or they take out their target. By taking additional effects to their Enraged state, the character can increase the value of their Complication.

  Berserk
  Distracted
  Focused
  Mindless

Calming Down: Characters who are Enraged get a free action at the end or their turn to make an Ego roll and attempt to calm themselves down, ending the Enraged state until triggered again. The more difficult the Ego roll is to calm down, the most points the Complication is worth.

  8
  11-
  14-
  18-
Buckler

Buckler: The buckler is a small shield that doesn't provide much direct defense against attacks due to its small diameter and light construction, but its light enough to be used by anyone, and its design is ideal for parrying attacks.

* Armor Bonus: +1
* Dodge Bonus: +3
* Movement Penalty: None
* Hardness: 2
* Damage Threshold: 3
* Required Strength: 8
* Weight: 2 lb
* Special Effects: None
* Recommended Price: $35 USD
Knife

Knife: Any blade shorter than 12 inches qualifies as a knife. Knives don't deal as much damage as other bladed weapons, but they're versatile, maneuverable and easy to use weapons.

* Type: Light Blades
* Weight: 1 lb
* Required STR: 4
* Damage: 1d6

* Special Effects: Simple, Thrown
* Recommended Price: $21 USD
Out-Flank

The character works in tandem with their allies to increase their chances of successfully hitting with their attacks during a coordinated attack.

* Benefit: When the character succeeds on a Tactics check to make a coordinated melee attack with their allies, the Accuracy check on their attack gets a +2 bonus, and an additional +2 for every ally participating in the coordinated attack with this Trait.
Physical Handicap

The character suffers a physical disability that constantly hampers them. Physical handicaps differ from other complications in that they are constantly affecting the character instead of just showing up circumstantially, and how much the complication is worth depends on how debilitating the condition is.
Channeling

Channeling is the art of harnessing, manipulating, and controlling energy drawn from the environment, extraterrestrial patrons, or the character's own inner strength. At the Game Master's option for high-powered campaigns or high magic settings, all characters can start the game with this Trait for free, defining one source for all of their powers.

* Benefit: The character can develop Powers that are not based on Natural Abilities. When purchasing this Trait, the character chooses one of the following Sources: Prana, Primal, or Psychic. Depending on the Source selected, the character will be able to develop abilities from the list of Powers available to the Source.
Rail Gun

Rail Gun: Rail guns propel iron spikes using electromagnets. The spikes render armor useless, and modifying the weapon can increase the low ammo capacity.

* Type: Shotgun
* Range: 152 meters
* Ammo Capacity: 1 Shot
* Reload Time: 1 Action
* Weight: 16
* Required Strength: 18
* Damage: 6d6
* Special Effects: Armor Piercing, Modular, Penetrating
* Recommended Price: $672 USD
Cowardly

Cowardly: You character is adverse to taking on challenges they are not guaranteed to complete, and adversity makes them cower in fear.

* Effect: If faced with an opponent built on more character points than the character, or another situation in which the character isn't guaranteed to eventually succeed, the character takes a Disadvantage on all rolls facing that situation.
Longsword

Longsword: The term longsword can apply to any blade between 33 and 43 inches in length, including bastard swords, katanas, and shorter claymores. Longswords are meant to be used with both hands, but a strong person can plausibly use them with only one.

* Type: Heavy Blade
* Weight: 6 lb
* Required STR: 15
* Damage: 6d6

* Special Effects: Variable
	+ Variable: Longswords are deal either slashing or piercing damage

* Recommended Price: $252 USD
Knowledge

Knowledge is less a skill in and of itself and more a descriptor for a broad range of skills representing how well the character has studied a particular subject.

* Primary Characteristic: Intelligence
* Time to Perform: Instant for a basic fact, 1 or more Hours when investigating a subject intensively

The character attempts to recall a bit of knowledge or study a subject in order to learn more about it. How much a character recalls about the subject or what they learn is based upon the obscurity of the knowledge as well as their expertise in the topic. The difficulty for learning or recalling information is based on the following table:

Characters can increase or decrease the time spent on research by modifying the check's difficulty.

* If the character treats the subject they're researching as one step more obscure, the check's Difficulty is decreased by 5.
	+ For Example: Aran encounters a planar creature he's never see before and is forced to retreat from a battle with that enemy. To insure he's fully prepared to fight it the next time he meets it, he goes to a library in a large city to research the creature and its combat prowess. This information is Obscure with a difficulty of 25, which is a challenging but not unmanageable check for him. However, Aran wants to be confident with the information he's looking up, so he spends a full week studying up on the creature as if information on the subject was Cryptic. He now only has to make a 20 Knowledge roll, giving him a much greater chance of learning meaningful information on the subject.
* If the character treats the subject as if information on them is more common than it actually is, the Difficulty increases by 5.
	+ For Example: The reason Aran couldn't identify the extra-planar creature he was fighting was because he was trying to make a snap judgment about its identity and combat abilities. The creature's existence was already Obscure, and he didn't have a full hour to research its weaknesses. Aran had only a Round, or 6 seconds, to guess at what it was, increasing the Difficulty from 25 to 45, which was impossible for him.

Knowing about a subject is not the same as being able to use it; for instance, a character can know much about anatomy, but be completely incapable of performing surgery on a person or animal. Furthermore, Knowledge is less a skill in and of itself so much as it's a catch-all for topics that cannot be handled by other skills. Game Masters should work with players to determine what Knowledges the character should take to address an over-arching subject the player wants their character to have expertise in and the limitations what the character can do with their knowledge.
Power Battery

Power batteries for future, energy based weapons are mostly interchangeable between hand blasters and rifles; there doesn't need to be many ammunition types becase the gun itself shapes its own ammunition from the battery's power.

* Weapons used for: Hand Blaster, Plasma Rifle
* Real World Cost: $100 USD/Battery. Each battery comes with its own charger that will refill the battery to full capacity after 24 hours, making them reusable.
* Variations: None
Plated Mail

Plated Mail: Plated mail is consists of a haulberk with steel plates covering the chest. It provides better coverage than most armors, but reduces the wearer's speed.

* Armor Bonus: 8
* Dodge Penalty: -4
* Movement Penalty: -1/4
* Hardness: 12
* Damage Threshold: 16
* Required Strength: 16
* Weight: 30
* Special Effects: None
* Recommended Price: $210 USD
Range Advantages

Range Advantages increase how effectively the Power works at a distance.

* Cost: See possible Effects
* Details: The character modifies the range of their Power to make it more effective at a distance or change how the range is determined. The possible effects are as follows:
	+ Increased Range: For 1 Total Active Point per 5 Base Points, the character doubles their Power's range.
	+ Thrown: For 1 TAP per 5 Base Points, their Power's range is determined not by the Base Points of their Power, but on the character's Strength. This Addition can only be purchased for Powers requiring an Implement, and how far they can throw their Focus determines the range of their Power.
	+ Ranged: For 1 TAP per 5 Base Points, a Power that normally requires physical contact between the user and their target can now works at a distance of 5 meters per 2 Base Point.
		- If a character buys this Addition for their Power, they cannot then take the Range Limitation for half range, though they can take another addition to extend the range.
	+ No Range Modifiers: For 1 TAP per 3 Base Points, the Power doesn't suffer any range modifiers, no matter what distance it's being used at.
Jump

Jump increase the distance a character can leap

* Sources: Natural, Prana, or Primal
* Target: Self
* Duration: Maintained
* Range: Self
* Cost: 1 Base Point per +1 meters of Leap, +5 Base Points to gain a Sprint speed, +5 Base Points for double Sprint speed.
* Available Additional Effects: Charges, Dispel Resistance, Persistent, Trigger
* Characteristics Bonus: None

The character's Leap speed is increase by 1 meter per Base Point.

Source-specific effects:

* Natural: The character cannot apply Limitations to their Leap, they cannot raise their total Leap speed past their Run speed, and they cannot increase their Sprint speed to more than double their Full speed, but their Leap Power cannot be Dispelled, and it has a Persistent duration.

### Examples

Bunny Hop: The character can leap as far as they can run

* Base Power: Jump, +10 meters, Sprint Speed. Base Points: 15
* Source: Natural
* Target: Self
* Duration: Persistent (Natural Ability)
* Range: Self
* Additions: None. Total Cost Increase: +0
* Limitations: None (Natural Ability). Total Cost Reduction: -0
* Total Active Points/Actual Point Cost: 15

Rocket Jump: The character uses boosters around their back and feet to boost them through the air.

* Base Power: Jump, +20 meters, Sprint Speed. Base Points: 25
* Source: Primal
* Target: Self
* Duration: Persistent
* Range: Self
* Additions: Charges (6 1-min Batteries), Persistent. Total Cost Increase: +5
* Limitations: Implement (Accessible). Total Cost Reduction: -12
* Total Active Points/Actual Point Cost: 30/18

Super Leap: The character draws on their inner strength to leap over tall buildings

* Base Power: Jump, +20 meters, x2 Sprint Speed. Base Points: 30
* Source: Prana
* Target: Self
* Duration: Maintained
* Range: Self
* Additions: Charges (4 5-min Batteries). Total Cost Increase: +0
* Limitations: Focus (Activation), Implement (Inaccessible). Total Cost Reduction: -12
* Total Active Points/Actual Point Cost: 30/18
Type I Ballistic Vest

Type I Ballistic Vest: A type I ballistic vest will defend the wearer from most handguns without slowing them down, but it's ineffective against rifles or shotgun slugs.

* Armor Bonus: +4
* Dodge Penalty: 0
* Movement Penalty: None
* Hardness: 6
* Damage Threshold: 8
* Required Strength: 10
* Weight: 2 lb
* Special Effects: Hardened, Impenetrable
* Recommended Price: $84
20-G Shotgun

20-Gauge Shotgun: 20-gauge cartridges are the weakest form of ammunition for antique shotguns. Anyone can handle a 20-gauge with a little practice, though the lack of fire power makes them poorly suited for actual combat.

* Type: Shotgun
* Range: 28 meters
* Ammo Capacity: 2 Shots
* Reload Time: 1 Turn
* Weight: 6 lb
* Required Strength: 14
* Damage: 4d6

* Special Effects: Penetrating, Variable
	+ Variable: Shotguns can fire two types of shells: shot and slugs. Shot changes the shotgun's attack into an 8 meter cone Area of Effect attack. Slugs are single target ranged attacks, but they are Armor Piercing.

* Recommended Price: $742 USD
.50 Rifle

.50 Caliber Rifle: .50 caliber rounds are the strongest practical type of ammunition for use in a rifle. The bullets are too large to fit into a magazine, but they deal more damage than any other ammo type.

* Type: Rifle
* Range: 1800 meters
* Ammo Capacity: 1
* Reload Time: 1 Turn
* Weight: 12 lb
* Required Strength: 20
* Damage: 8d6
* Special Effects: Penetrating
* Recommended Price: $1981 USD
Atlatl

Atlatl: The atlatl is a device used for throwing Short Spears with greater force. The damage of the spear is included in the altatl's damage, though the users still gets to add their Strength dice to the damage.

* Type: Thrown
* Range: Based on the user's Strength
* Ammo Capacity: 1 Shot
* Reload Time: 1 Action
* Weight: 2 lb
* Required Strength: 10
* Damage: 4d6
* Special Effects: Thrown
* Recommended Price: $56 USD
Giant Template

The Giant Template describes anyone who unusually taller than a standard member of their species. A couple of inches or centimeters won't make different in muscle capacity or movement control, but an extra foot or two will severely impact a person's sense of balance and physical strength.

* Height: Giants usually stand between 1.25 and 1.5 times taller than a usual member of their race. For humans, anyone between 7 feet, 4 inches and 8 feet, 9 inches (2.24 and 2.67 meters) qualifies as a giant.
* Weight: Giants weight anywhere between double and 2.25 as much as a normal sized specimen of their species. Human giants on the lower end of the spectrum weigh between 203 and 275 pounds (92 and 125 kilograms), and the tallest weight between 290 and 392 lb (132 and 178 kg).

## Characteristics

Characters with the Giant Template receive the following changes to their Base Characteristics:

* Strength: +3. Maximum Cap: +6 Strength.
	+ Being taller means having a greater capacity for muscle, hence the higher Strength cap.
* Dexterity: -3. Maximum Cap: -6 Dexterity.
	+ The taller someone is, the less suited they are towards tasks requiring fine motor controls. This is particularly true for giants, who have a hard time even standing without tripping over themselves.
Tower Shield

Tower Shield: The primary defense of the Roman Empire's legions, the tower shield will blunt almost any attack, though the wielder will have no choice but to rely on the shield for defense because of how much its bulk interferes with movement.

* Armor Bonus: +7
* Dodge Bonus: +0
* Movement Penalty: -1/4
* Hardness: 10
* Damage Threshold: 14
* Required Strength: 18
* Weight: 22 lb
* Special Effects: None
* Recommended Price: $217 USD
Kestros

Kestros: The kestros is a device for throwing darts with greater force. The darts don't deal that much damage, but they are easily concealed, and assassins often coat them with poison.

* Type: Thrown
* Range: Based on the user's Strength
* Ammo Capacity: 1 Shot
* Reload Time: 1 Action
* Weight: 1 lb
* Required Strength: 8
* Damage: 4d6
* Special Effects: Thrown
* Recommended Price: $56 USD
Imperceptible

Imperceptible Powers have no visible or auditory effects

* Cost: 1 Total Active Point per Sense per 3 Base Points
* Details: The visible or auditory effects of the Power become imperceptible. Characters affected by the Power know they were affected and feel pain from damage, but they cannot tell what the effect looked like or sounded like unless they have an Enhanced Sense such as the ability to see energy to reveal where the Power is.
	+ For Example: Willow wants to Maintain an Area of Effect Entangle as a trap for approaching enemies, but she doesn't want them to see what area is Entangled. To make it an effective trap, she makes it impossible to see, expecting enemies to walk into the middle of her Entangle.
* Characters can purchase Imperceptible effects for their Power multiple times, but they must define at least one way in which the Power can be perceived each time they do so, though the condition is subject to the Game Master's approval. The point of Imperceptible effects is to make the user to be more difficult, but not impossible, to track.
Lamellar Armor

Lamellar Armor: Lamellar armor consists of multiple plates laced together. This armor is more flexible, allowing the force of blows to be spread across the entire plate instead of a single point. This decreases the damage the wearer takes from attacks, though the combined weight of the plates will slow down the wearer, making it more difficult to evade attacks.

* Armor Bonus: 7
* Dodge Penalty: -3
* Movement Penalty: -1/4
* Hardness: 10
* Damage Threshold: 14
* Required Strength: 15
* Weight: 25 lb
* Special Effects: None
* Recommended Price: $189 USD
Trigger

Triggers cause a Power to activate under pre-defined conditions.

* Cost: See Modifier Table
* Details: Instead of activating the Power as an action, the character sets conditions for the Power to activate on its own. The condition's cost is dependent on what triggers and resets the Power.

 When a character is targeted by a Power
 When a character completes a pre-determined action
 When a character is targeted by a pre-determined action
 When the character's target is subject to a pre-determined condition
 When a character is subjected to a pre-determined condition
 When a character fulfills a pre-determined condition

 1 action
 Free action on the character's turn
 Automatic

A Triggered Power can be set to activate in the following conditions:

* When a character enters combat: This causes the Power to activate as soon as the character using the Power feels they are in immediate danger. Attack Powers such as Blast cannot select this as an activating condition.
* When a character is attacked: This causes the Power to activate immediately after they are attacked by another character. The effects of the Power resolve after the attack is concluded, although the user can have the Power activate upon being targeted for double the cost.
* When a character completes a pre-determined action: This causes the Power to activate immediately following the completion of a pre-determined action.
* When a character is targeted by a pre-determined action: The causes the Power to activate immediately after being targeted by pre-determined action. This pre-determined action can be anything that isn't an attack, as there is already a Trigger condition Powers can take in response to a Power.
* When the character's target is subject to a pre-determined condition: This causes the Power to activate as soon as the Power's intended target is subject to a pre-determined condition.
* When a character is subject to a pre-determined condition: This causes to the Power to activate as soon as any character fulfills the pre-determined condition.
* When a character fulfills a pre-determined action: This causes the Power to activate immediately following any character making a pre-determined action.

Characters must spend some kind of action in order to set or reset the Triggered Power.

* 1 Action on the character's turn: The character must spend an action on one of their turns to set or reset the Power. This is the default reset condition for all triggered Powers and therefore has no character point cost.
* 1 Action: The character can spend one action at anytime during the Round to reset their Power.
* Free Action: The character's Power automatically resets at the end of their next Turn.
* No Action: The Power resets automatically as soon as it is resolved
* If the Power is Maintained, the character doesn't pay and with-hold the Stamina cost until the Power is triggered. Triggered Powers only affect their intended target if they are within range of the effect at the time of its activation.
Kama

Kama: A short scythe blade attached to a 12 inch wooden shaft. Kama are difficult weapons to wield effectively, but skilled users can use the gap between the blade and the shaft to disarm and trip enemies.

* Type: Scythe
* Weight: 2 lb
* Required STR: 4
* Damage: 1d6
* Special Effects: Disarming, Tripping
* Recommended Price: $21 USD
Traits

Traits are perks and talents that don't require characters to make Skill checks to activate. These are usually passive benefits that augment a character's existing abilities, providing bonuses in battle and tools for characters to implement in out-of-combat scenarios. Every Trait costs 5 Character Points. The available Traits are:

* Adept: Infuse martial arts techniques with channeling.
* Ambidextrous: Fight more effectively with two weapons.
* Blind-Fighting: No disadvantage to Accuracy rolls for attacking unseen targets.
* Calculator: Compute math problems 10 times faster than a normal human.
* Channeling: Channel energy from various sources to build Powers.
* Directional Sense: Always know what direction north is and accurately judge distances.
* Double Jointed: Gain advantages while grappling.
* Eidetic Memory: Accurately remember everything your character encounters to the smallest detail.
* Exploit Weakness: Gain a bonus on melee damage rolls with coordinated attacks.
* Lightsleep: No disadvantages to Perception checks made while sleeping.
* Master of Improv: Use improvised weapons with Martial Arts.
* Out-Flank: Gain bonuses to Accuracy when using coordinated attacks.
* Phalanx: Work in tandem with shield-bearing allies to increase your defense.
* Rapid Processing: Process information faster than a normal person and keep better track of enemies.
* Striking Appearance: Gain an Advantage on Interaction Skill checks relating to physical appearance.
* Terrain Mastery: Move through one type of terrain without penalty.
* Time Sense: Accurately keep track of time and coordinate with allies more effectively.
Drain

Drains temporarily lower an enemy's stats

* Sources: Natural, Prana, Primal, or Psychic
* Target: One creature within range
* Duration: 1 Round, +1 time increment for 5 Base Points
* Range: 5m per 1 Base Point
* Cost: 4 Base Point per 1d6 effect dice versus one Base

Characteristic

* Available Additional Effects: All except Persistent
* Characteristics Bonus: Duration is doubled for every 5 Body, Charisma, Ego, or Intelligence

A character attempts to lower one of their target's base characteristics. Following a successful Accuracy roll versus the target's Dodge, the character rolls their effect dice. That total, minus the target's Power defense, is subtracted from the Drain's targeted Base Characteristic. The only way to get rid of a Drain before its duration expires is to use Boost, in which case the Drain is nullified for as long as the character applying Boost Maintains the Power, or to Dispel the Drain, which gets rid of it immediately.

To simplify the process for adjusting Derived Characteristics, players can refer to the following to find out what is reduced by Drain:

* Agility: -1 Dodge per 2 Agility, -1 Speed per 4 Agility
* Body: -1 Resistance and Toughness per 2 Body, -2 Health per 1 Body, -1 Stamina per 2 Body
* If a character runs out of Health while affected by a Body Drain, they fall unconscious and only die if they receive damage equal to their original Health.
* Charisma: -1 Discipline per 2 Charisma
* Dexterity: -1 Dodge per 2 Dexterity, -1 Speed per 4 Dexterity
* Ego: -1 Resistance and Willpower per 2 Ego, -2 Stamina per 1 Ego
* Intelligence: -1 Willpower per 2 Intelligence
* Strength: -1 Toughness per 2 Strength

If a character runs out of Stamina while affected by a Body or Ego Drain, they fall unconscious. However, once the Drain wears off, they regain consciousness and the Stamina lost by the Drain.

For every 5 Body, Charisma, Ego, or Intelligence, Drain's duration is doubled.

* For Example: Tathafien develops a Drain for 2d6 Strength and has a base duration of 1 minute, chooses Prana as a source, and has 10 Charisma. His Charisma allows his Drain's duration to be multiplied by 4, leading to a total duration of 4 minutes.

Source-Specific Effects:

* Natural: Natural Drains cannot take Limitations and are limited to a range of Touch, but they cannot be Dispelled.
* Psychic: Psychic Drains target Discipline on Accuracy checks instead of Dodge

### Example

Mind Drain: The character weakens their opponent's mind to make more vulnerable to mental attacks.

* Base Power: Drain, -2d6 Ego and Intelligence for minutes. Base Points: 21
* Source: Psychic
* Target: One creature
* Duration: 1 Round, doubled for every 5 Ego
* Range: 50 ft
* Additions: Range (Doubled, no Range Modifiers). Total Cost Increase: +11
* Limitations: Charges (8), Implement (Acc). Total Cost Reduction: -24
* Total Active Points/Actual Point Cost: 32/8
Charges

Charges eliminate the penalties for Maintaining Powers by limiting the number of times per day they can be used.

* Cost: See Table
* Details: Instead of taking Stamina damage when activating a Power, characters can purchase Charges that limit the number of times the ability can be used. How much this Addition costs is dependent on how many times this Power can be used, and depending on the cost accepted, Charges can also be used as a Limitation.

Charges come in three varieties: Consumable Charges, Recoverable Charges, and Battery Charges.

* Consumable charges define how often a Power can be used in 24 hours or an appropriate period of time determined by the Game Master. If their Power requires an Implement, characters can increase their number of Consumable Charges by half their total by splitting their maximum number of charges into two caches, each containing half of the Power's available charges. Replacing a spent cache requires 1 action on the character's Turn.
	+ Example: Aran wants a Blast that's powered by Charges instead of paying Stamina to activate, but he wants to use more than 16 uses per day. He decides to use a wand as an Implement, allowing him to use up to 24 charges per day, split between 2 12-charge caches.
* Recoverable Charges are used in one of two ways. Without an Implement, Recoverable Charges represent how often a character can use an ability during a single encounter, uses of which are regained when the character takes a short rest (see Gameplay). If the Power has an Accessible Implement, the character can regain the charge by moving to the space where the Power took effect.
	+ Example: Aran wants his Charge-powered Blast to be reusable in case he's fighting enemies against whom this is his only effective attack, so he retools his Implement into 4 daggers that he can pick up after throwing.
* Battery Charges only apply to Maintained Powers such as Armor and Strike. These Charges take the place of the Stamina cost for Maintaining Powers and replace it with a time limit during which the Power is active. Once it reaches the end of the Battery's duration, the Power deactivates and the character must spend another Charge to reactivate it.
	+ Example: Willow has an Armor Power she wants to Maintain, but she doesn't want to spend Stamina Maintaining it, so she takes an Inaccessible Implement to act as a Battery and replace the Stamina for 5 minutes.
Illusion

Illusions create images or sounds of creatures and objects that aren't really there

* Sources: Primal of Psychic
* Target: One 2 meter radius sphere within range, +1 Base Point for 1 meter radius increase
* Duration: Maintained
* Range: 5 meters per 1 Base Point
* Cost: 10 CP for a visual image, +10 CP to mimic one one additional sense
* Available Additional Effects: Charges, Dispel Resistance, Range Advantages, Trigger
* Characteristics Bonus: +1 meter radius of effect per 5 Ego or Intelligence

The character creates an image or sound within a set area of effect, molding the terrain and inserting creatures and objects that aren't really there but can potential fool creatures into thinking there are. Images can morph the terrain however the user wants, but it can only simulate senses the character pays for. Creatures that examine the Illusion closely can make a Perception check equal to the Illusion's Base Points to perceive the terrain for what it actually is, and Enhanced Senses for categories the Illusion is unable to simulate will perceive through the Power immediately.

* Characters cannot use Illusions to mask the presence of objects, but they can change what they look or sound like.

For every 5 Ego or Intelligence, the Illusion's radius of effect increases by 1 meter.

Source specific effects:

* Psychic: Instead of morphing the terrain, Psychic Illusions can target a single creature and affect how they perceive their environment. The character makes an Accuracy roll versus their target's Discipline, and if their Ego is higher than their target's Mental defense, the character can change that that target sees in the allowed radius and range. Targets can break out by making a Perception check against double the Illusion's Base Points, increasing their Mental defense past the character's Ego, or using Enhanced Senses not being tricked by the Illusion to perceive through the mirage.
	+ The character can increase their effective Ego for the Illusion by 1 for 2 more Base Points.
	+ If the character is attacked while under the Illusion, they immediately break out of the mirage.

### Examples

Duplicates: The character makes a group of images identical to themselves, surrounding the enemy and fooling them into attacking a copy.

* Base Power: Illusions, vs Sight/Sound/Touch, 4m Radius. Base Points: 32
* Source: Primal
* Target: 4m Radius
* Duration: Maintained
* Range: None (Limitation)
* Additions: Charges (8 1-min Batteries). Total Cost Increase: +0
* Limitations: Focus (Activation), Implement (Component). Total Cost Reduction: -22
* Total Active Points/Actual Point Cost: 32/10

Hack Senses: The character hack their target's mind, to alter what they perceive.

* Base Power: Illusions, vs Sight/Smell/Sound/Touch. Base Points: 40
* Source: Psychic
* Target: One Creature
* Duration: Maintained
* Range: 200 meters
* Additions: Charges (6 1-minute Batteries). Total Cost Increase: +0
* Limitations: Focus (Activation), Implement (Inaccessible), Incantation, Half Range. Total Cost Reduction: -32
* Total Active Points/Actual Point Cost: 40/8
United States Marine Core

### Engagements

World War I, World War II, (Pacific Front) Korean War, Vietnam War, Operation Enduring Freedom (Freedom Afghanistan).

### Appearances

Medal Of Honor Pacific AssaultCall Of Duty World At War

Call Of Duty Black Ops

Battlefield

Etc

*The few, the proud the marines - Marines Motto.*

*Semper Fidelis (Always Faithful)*

The United States Marines or U.S.M.C or Jar Heads is a real life special forces group that engaged in the Pacific Front in World War II against the Japanese Army on the Islands and fought in Korea Vietnam and much more.
.44 Magnum

.44 Magnum: Like its precursor, the .45 revolver, the .44 magnum is a powerful handgun that few people can use effectively. It has a higher ammo capacity than the revolver, and it's faster to reload.

* Type: Pistol
* Range: 50 meters
* Ammo Capacity: 9 Shots
* Reload Time: 1 Turn
* Weight: 4 lb
* Required Strength: 18
* Damage: 6d6
* Special Effects: Modular, Penetrating
* Recommended Price: $742 USD
Disguise

Disguise allows character to keep people from recognizing them by altering the appearance or voice.

* Primary Characteristic: Intelligence
* Time to Perform: 1 minute for a basic disguise, 1 or more hours for a complex Disguise

Characters can use Disguise in order to hide their identity. A good disguise isn't just about changing one's appearance; it's about also about posture, language, and personality, and a character who cannot also change any of these will give themselves away very quickly. When disguising themselves, the character rolls their Skill dice and makes note of the total. If they interact with someone, or someone attempts to interact with them, the other character makes a Perception check. If their perception is higher than the opponent's Disguise check, they see through the disguise.

* If the character has an hour or more to prepare their disguise, they receive a 1d6 Advantage on their roll. Characters with the Morph Power gain an Advantage die when they attempt to mask their identity.
Time Sense

Time Sense: Some people are excellent judges of time, letting them count down seconds, minutes, hours or days perfectly without ever consciously doing so and without the need of aids such as clocks or timers. Characters wanting this ability should take Time Sense, which will aid them in time sensitive tasks and coordinating their efforts with others.

* Benefit: The character can accurately judge the passage of time down to the last second, always knowing the date relative to their setting's time scale. Additionally, the character receives an Advantage on checks made to coordinate with other characters using the Tactics skill.
Cestus

Cestus: Weighted gloves, sometimes with metal plates or spikes coating the knuckles meant to increase the mass of the user's fist for increased damage while punching. Included under the cestus description are
brass knuckles and gauntlets.

* Type: Fistload
* Weight: 2 lb
* Required STR: 8
* Damage: 2d6
* Special Effects: Simple, Worn
* Recommended Price: $21 USD
Hauberk

Hauberk: The hauberk, also known as a chain shirt, is a long shirt made of interlocking rings. Few light weapons can piece this armor, though heavier weapons will break thought the chains with little trouble.

* Armor Bonus: +6
* Dodge Penalty: -2
* Movement Penalty: -1/4
* Hardness: 9
* Damage Threshold: 12
* Required Strength: 14
* Weight: 25
* Special Effects: None
* Recommended Price: $147 USD
Performance

Performance lets characters play an instruments, sing, dance, and perform speeches.

* Primary Characteristic: Charisma
* Time to Perform: As part of an Interaction

When a character puts ranks into Performance, they must specify what kind of act they specialize in; examples include acting, stand-up comedy, and playing an instrument.

The goal of Performance is to capture the audience's attention; the higher the Performer rolls on their skill check, the more people they catch the attention of and the more influence they have over the crowd. When Performing, the character must exceed a Difficulty based on how many people they are attempting to enthrall, as listed in the following table:

For every 5 points the Performer exceeds the Difficulty by, they receive an Advantage on skill checks relating to the crowd, while the crowd suffers Disadvantages on Perception checks to notice other stimuli. Performers receive Advantages for:

* Charm or Persuasion checks to gain the crowd's favor, issue simple commands, and sway opinions
* Intimidation checks to fill their audience with dread

Not all crowds are open to all Performers. Characters receive Disadvantages to their check for:

* Preaching ideas that disagree with the crowd's views
* Playing poorly to the crowd's needs
Flail

Flail: Flails are mace heads attached by a chain to a wood or metal shaft. The chain isn't long enough for flails to make effective grappling weapons, but they are excellent for tripping foes or striking enemies hiding behind shields.

* Type: Flail
* Weight: 6 lb
* Required STR: 12
* Damage: 2d6
* Special Effects: Tripping, Wrapping
* Recommended Price: $140 USD
Gluttonous

Your character cannot stop thinking about food, and when they eat they stuff themselves to the point of sickness.

* Effect: When your character sits down for a meal, make an Ego roll. If they fail a check of 11, the character gorges themselves and suffers a Disadvantage on all rolls for the next 3 hours.
Hand Crossbow

Hand Crossbow: The hand crossbow is a crossbow the size of a pistol. The low draw strength allows the crossbow to loaded quickly.

* Type: Crossbow
* Range: 24 meters
* Ammo Capacity: 1 Shot
* Reload Time: 1 Action
* Weight: 2 lb
* Required Strength: 8 lb
* Damage: 4d6
* Special Effects: Simple
* Recommended Price: $56 USD
Penetrating

Penetrating attacks ignore the target's Resistance, Toughness, or Willpower when damaging them.

* Cost: 1 Total Active Point per 2 Base Points
* Details: When applied to a Power that deals damage, the attack completely ignores the target's Resistance, Toughness, or Willpower when calculating how much Stamina damage the target takes. which of the three the attack bypasses is entirely depending on the type of damage the attack deals and what defenses are applicable; Physical Attacks ignore Toughness, Energy Attacks ignore Resistance, and Mental Attacks ignore Willpower. The only defense against a Penetrating attack is Armor, and characters can protect themselves by applying the Impenetrable addition to their Armor Powers.
Hatchet

Handaxe: Short handled axes usable as thrown weapons. A skilled hatchet user can also use the weapon to disarm their opponents, using the gap between the blade and the shaft for leverage. Hatchets and Tomahawks also qualify as handaxes.

* Type: Axe
* Weight: 2 lb
* Required STR: 4 lb
* Damage: 1d6
* Special Effects: Disarming, Thrown
* Recommended Price: $28 USD
Dispel

Dispel suppresses an ongoing spell effect

* Sources: Prana or Primal
* Target: One creature or perceivable Power effect
* Duration: Instant
* Range: 5m per 1 Base Point
* Cost: 3 Base Points per 1d6 effect dice
* Available Additional Effects: Area of Effect, Charges, Delayed Effect, Rapid Fire, Range Advantages, Selective, Trigger
* Characteristics Bonus: Add Charisma or Intelligence dice to the effect roll.

The character attempts to disrupt one of their target's Powers with durations longer than one round, or they can be readied to dispel an immediate effect such as a Blast as soon as they are activated.

To find the target number the Dispel needs to surpass to function, the character whose Power is being Dispelled takes their Power's Base Points and multiplies them by 2. If the character is targeting a Power centered on a creature, they need to make an Accuracy roll versus the creature's Dodge. If successful, the character rolls their effect dice, and if their total is higher than the target number, the Power is dispelled and the character doesn't recover any Stamina used to activate or maintain the Power.

* If the target has multiple maintained powers, the one with the highest Total Active Points is deactivated. Subsequent Dispel attempts target the next strongest Power, and so on.
	+ If the Power has the Rapid Fire addition, each Dispel that hits has a chance of getting rid of a different Maintained Power.

Characters get to add their Charisma or Intelligence dice to the effect roll.

### Examples

Area Purge: The character emits a large wave that disrupts Powers in the area

* Base Power: Dispel, 10d6. Base Points: 27
* Source: Prana
* Target: 8m Radius (addition)
* Duration: Instant
* Range: 45 ft
* Additions: Area of Effect (8m Rad), Charges (16). Total Cost Increase: +10
* Limitations: Implement (Component), Incantations. Total Cost Reduction: -25
* Total Active Points/Actual Point Cost: 37/12

Remove Spell: The character singles out a character and attempts to get rid of its active powers.

* Base Power: Dispel, 10d6. Base Points: 30
* Source: Primal
* Target: One creature
* Duration: Instant
* Range: 150 ft
* Additions: Charges (16), Rapid Fire (2 attacks). Total Cost Increase: +10
* Limitations: Implement (Component), Incantations. Total Cost Reduction: -28
* Total Active Points/Actual Point Cost: 40/12
Riot Shield

Riot Shield: Modern shields are reinforced against gunfire, increasing their weight but making them bullet resistant.

* Armor Bonus: +7
* Dodge Bonus: +0
* Movement Penalty: -1/4
* Hardness: 14
* Damage Threshold: 21
* Required Strength: 14
* Weight: 16 lb
* Special Effects: Hardened, Impenetrable
* Recommended Price: $497 USD