recursal/Fanatic-Fandom huggingface dataset:
Impenetrable

Impenetrable Armor increases the Power's defense against Penetrating attacks.

* Cost: 1 Total Active Point per 3 Base Points
* Details: Impenetrable reinforces the character's body and helps them withstand Penetrating attacks. When hit by a Penetrating attack, the character doubles the defenses granted by the Power and applies them to the Stamina damage they would take.
Cuirass

Cuirass: The cuirass is basically a breastplate that fits over the torso and protects against small weapons. This plate is usually a small part of a larger set of armor such as plate mail, and this single plate doesn't provide much protection against attacks.

* Armor Bonus: 4
* Dodge Penalty: -1
* Movement Penalty: None
* Hardness: 6
* Damage Threshold: 8
* Required Strength: 12
* Weight: 15 lb
* Special Effects: None
* Recommended Price: $105 USD
Plasma Rifle

Plasma Rifle: The plasma rifle unleashes a stream of electricity at a single target, shocking the target with what amounts to a weak lightning bolt.

* Type: Rifle
* Range: 228 meters
* Ammo Capacity: 10 Shots
* Reload Time: 1 Turn
* Weight: 4 lb
* Required Strength: 15
* Damage: 4d6
* Special Effects: Armor Piercing, Energy, Modular, Penetrating
* Recommended Price: $1113 USD
Extraordinary Powers

Extraordinary Powers are abilities far stronger than those normally available to players. These Powers have the ability to unbalance a campaign, and therefore players should not have access to them on the outset of a game without their Game Master's permission.

Included with the list of Extraordinary Powers are Extraordinary Additions, which can take normally balanced abilities and turn them into exceptionally strong powers. As with Extraordinary Powers, players should only take Extraordinary Additions with their Game Master's permission.

## Extraordinary Powers

The following abilities are considered Extraordinary Powers:

* Alter Terrain: The character changes a physical aspect of their environment.
* Conversion: The character absorbs kinetic energy from attacks to empower their Characteristics or Powers.
* Damage Reduction: The character takes less damage than they ordinarily would from attacks.
* Dig: The character shifts through the earth, moving underground and through unattended objects.
* Enhance: The character expends energy to improve their Characteristics for an extended time period.
* Extend: The character's body stretches like rubber to increase their reach.
* Grip: The character sticks to objects, increasing their grab Strength and running across large objects as if they were normal ground.
* Power Core: The character has a regenerating source of energy to provide Stamina for their Powers.
* Reflect: The character can block and redirect ranged attacks.
* Regen: The character continually regenerates Health.
* Scan: The character uses their psychic link to sort through populations in search of particular creatures.
* Summon: The character calls forth another creature to help them.

## Extraordinary Additions

The following are considered Extraordinary Additions:

* Alternate Characteristic: The character replaces one of the Characteristics used for their Power's Accuracy checks and Characteristic bonuses.
* Alternate Defense: The Power can target another defense than it's usually able to.
* Alternate Target: The Power can affect a different target than it's usually able to.
* Combined Power: 2 Powers are combined into one and activate at the same time.
* Indirect: The attack comes from an unexpected angle and can bypass obstacles.
* Leech: Some of the damage the attack deals heals the user.
* Maintained: A power that normally has a set duration can now be Maintained.
* Repeating: The Power lasts for multiple rounds without consuming additional actions or Stamina.
* Swift: Activating the Power doesn't end the character's turn.

## Extraordinary Limitations

* Linked: The character can only use the Power after another, pre-specified Ability is used.
Hunted

The character has someone pursuing them, seeking to capture them, mentally or socially compromise them, or even kill them. Unlike enemies the character encounters during a session and makes a long-term foe out of, Hunters are specifically designed to go after particular characters, preying on their weaknesses. If the player kills their Hunter or other renders them incapable to coming after them again, a new Hunter takes their place with the same relative power level to the previous Hunter. How many points Hunted is worth depends on the frequency in which the Hunter comes after the character, how powerful they are relative to the character, and what the Hunter's intentions are.

## Frequency

The more often the Hunter comes after the character, the higher the value of the Hunted Complication.

  Infrequent
  Frequent
  Constantly

## Power

Hunters are either as powerful, less powerful, or more powerful than the character with the Hunted complication. The more powerful the Hunter, the more the Complication is worth.

  Less Powerful
  As Powerful
  More Powerful

## Intent

Hunters typically seek to either kill, capture, or humiliate the Hunted character. The more dangerous their intent is, the more the Complication is worth.

  Humiliate
  Capture
  Kill
10-G Shotgun (Modern)

10-Gauge Shotgun: Modern 10-gauge shotguns deal the same damage and have the same Strength requirements as older models, but their higher ammo capacity makes them strictly superior weapons.

* Type: Shotgun
* Range: 82 meters
* Ammo Capacity: 6 Shots
* Reload Time: 1 Round
* Weight: 11 lb
* Required Strength: 20
* Damage: 8d6

* Special Effects: Modular, 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: $693 USD
Limited Defense

A Power that provides the user with defense or create objects with their own defenses have their defenses decreased or ignored when hit with certain categories of attacks.

* This Limitation specifically applies to the following Powers: Armor, Boost, and Structure.

Physical and Energy attacks have their own subcategories, and Mental attacks are appear infrequently enough that they don't have any subtypes. The Power's Actual Point Cost is reduced depending on whether the defense is decreased or ignored, and how many attacks the defense is weak against.

* If the Power's defensive value is halved, the limitation reduces the Power's cost by 1 per 5 Total Active Points.
* If the Power's defensive value is ignored, the limitation reduces the Power's cost by 1 per 3 Total Active Points.
* For every subcategory of attack the Power's defenses are ineffective against, the Actual Point Cost reduction for the defensive value's reduction is doubled.
* Physical Attacks are classified as either Bludgeoning, Piercing, or Slashing attacks
* Energy Attacks fall into the Acid, Cold, Electricity, Fire, or Force subtypes.
Swim

Swim allows the character to move through water more quickly

* Sources: Natural, Prana, or Primal
* Target: Self
* Duration: Maintained
* Range: Self
* Cost: +1 Base Point per meter of Swim, +5 BP to double Sprint speed
* Available Additional Effects: Charges, Dispel Resistance, Persistent, Trigger
* Characteristics Bonus: +2 meter per 5 Charisma or Intelligence

The character's Swim speed is increased by 1 meter per base point, and their Sprint speed for Swimming is doubled for 5 base points.

Source-specific effects:

* Natural: The character cannot apply Limitations to their Swim, doesn't gain a Characteristic Bonus to their speed, they cannot raise their total movement past more than double their base Swim, and they cannot increase their Sprint speed more than once, but their Swim Power cannot be Dispelled, and it has a Persistent duration.
	+ If a character uses Extra Limbs to give themselves 2 or more fins, they raise their Swim speed as high as they want and can double their Sprint speed a second time.

* Prana or Primal: The character's swim speed is increased by 2 per 5 Charisma or Intelligence

### Examples

Like a Fish: The character uses webbed feet to swim swiftly through liquids

* Base Power: Swim, +10 meters, x4 Sprint Speed. Base Points: 20
* Source: Natural Ability (assumes character took 4 fins through Extra Limbs)
* 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: 20/20

Aqua Jet: The character draws oxygen from the water and uses that to propel them forwards.

* Base Power: Swim, +20 meters, x4 Sprint Speed. Base Points: 30
* Source: Primal
* Target: Self
* Duration: Persistent (Addition)
* Range: Self
* Additions: Persistent. Total Cost Increase: +6
* Limitations: Focus (Maintained), Implement (Accessible). Total Cost Reduction: -28
* Total Active Points/Actual Point Cost: 36/8
Perception

Perception represents how well a character can observe their environment and find hidden objects.

* Primary Characteristic: Intelligence
* Time to Perform: Instant

Perception comes up whenever the player wants to oppose a Stealth or Sleight of Hand check, and it requires no action to use. If a character has attempted to hide an item using Sleight of Hand, someone else can use Perception to find the hidden item. If a character is hiding using Stealth, someone else can use can use Perception to find their exact location.

Perception checks are subject to range modifiers, as described under Gameplay. Basically, for every range increment outside of a character's normal viewing range the object or creature they're trying to spot is, the roll suffers 1 Disadvantage. Range increments are as follows:

 Distance in Spaces

Unless modified otherwise by Powers or equipment, characters can see within the first increment without issue.
Whip

Whip: A long, stiff cord perfect for disarming, grappling, and tripping foes. Whips are among the most difficult weapons to master, but those who can utilize their versatility are difficult to defeat.

* Type: Whip
* Weight: 2 lb
* Required STR: 8
* Damage: 1d6
* Special Effects: Disarming, Grappling, Reach, Tripping
* Recommended Price: $35 USD
Profession

Profession is character's aptitude in performing specific jobs

* Primary Characteristic: Intelligence
* Time to Perform: Instant, as part of an Interaction, or 1 or more Hours (See Description)

Profession is similar to Knowledge skills in that it isn't one in and of itself and instead a category of skills addressing a similar purpose. Whereas Knowledge skills address theoretical applications, Professions are more about practical trades such as engineering, crafting, or practicing a sport. The more complex the task that the character wants to tackle using their Profession, the higher the Difficulty and the more time it will take to perform.
Battleaxe

Battleaxe: Battleaxes have more heft than a normal axe, though they are light enough for a trained fighter to use one-handed. Historical examples include the tabar, the Frankish francisca, and the Greek sagaris.

* Type: Axe
* Weight: 6 lb
* Required STR: 12
* Damage: 4d6
* Special Effects: None
* Recommended Price: $42 USD
Shortsword

Shortsword: Any blade between 12 and 24 inches qualifies as a short sword. Historical examples include the cutlass, falcata, and gladius.

* Type: Light Blade
* Weight: 3 lb
* Required STR: 8
* Damage: 2d6

* Special Effects: Variable
	+ Variable: Shortswords can be used as either slashing or stabbing weapons.

* Recommended Price: $35 USD
9mm Submachine Gun

9mm sub-machine guns aren't as powerful as other automatic weapons, but they are more easily concealed than full-fledged rifles and require less strength to use.

* Type: Rifle
* Range: 200 meters
* Ammo Capacity: 20 shots
* Reload Time: 1 Turn
* Weight: 6 lb
* Required Strength: 14
* Damage: 4d6
* Special Effects: Autofire 3, Modular, Penetrating
* Recommended Price: $595 USD
Climb

Climb represents the character's talent for traversing various vertical surfaces and their ability to hang on to unstable surfaces.

* Primary Characteristic: Agility
* Time to Perform: As part of a Movement

When a character attempts to move up a wall, they must complete a Climb check with a Difficulty set depending on the circumstances of the climb.

 Climbing a knotted rope
 Climbing a 60 degree slope
 Climbing a vertical surface with plenty of hand and foot holds
 Climbing a vertical surface with few hand or foot holds
 Climbing a surface with no hand or foot holds

If the target completes the Climb check, they may move up the surface at a quarter of their Run movement speed. They climb at half their Run movement if they exceed the check by 5, and they climb at their full Run by passing the check by 10. If a character fails their Climb check, they waste their movement and make no progress going up; if they fail the check by 5 or more, the character loses their grip and falls, taking damage according to their height. Circumstances can also grant Advantages or Disadvantages to the climbing conditions.

Characters may receive Advantages for:

* Climbing with adequate gear
* Having multiple limbs to help them climb

Characters may receive Disadvantages for:

* Climbing a smooth surface
* Climbing a wet surface
* Climbing with a disabled limb
Master of Improv

The best martial
artists are those who can make use of everything in their surrounds as a weapon, whether it's swords, spears, or folding chairs. A Master of Improv can enhance their martial arts by using anything and everything around them as a club. Chairs, game controllers, decorations, toilets; it truly doesn't matter to them.

* Benefit: The character can use any blunt object weighting more than half-a-pound as a club with their Martial Arts, regardless of whether their techniques have the Weapon Element addition or not. Game Masters and characters should use common sense when considering the durability of such objects; a hardened stick is going to last longer in combat than a glass bottle.
	+ So long as they wield the improvised weapons, the character's Strike techniques deal an additional 2d6 damage.
	+ The character is treated as having Basic Proficiency with any improvised weapon used with this Trait. However, the character can purchase this trait again to increase their proficiency with improvised weapons, up to a maximum of 4 ranks.
Implement

The Power requires a physical object to be cast through. Implements come in 3 varieties: Accessible Implements, Inaccessible Implements, and Material Components.

* Accessible Implements are those that are either held or easily taken away from the character. Characters can use the Disarm maneuver and possibly the Sleight of Hand skill to take away the Implement as an Action, the Implement can be destroyed, and if the Implement is a held item, it drops to ground if the character is ever knocked unconscious.
	+ Examples include necklaces, weapons, or backpacks.
	+ Accessible Implements reduce the Power's Actual Point Cost by 2 per 5 Total Active Points
* Inaccessible Implements are worn objects that require more than one Action to remove from the character. Characters cannot remove an Inaccessible Implement from their target if the target is capable of fighting back, but the Implement can be destroyed.
	+ Examples include clothes, earrings, and rings.
	+ Inaccessible Implements reduce the cost by 1 per 5 Total Active Points.
* Material Components are consumed as part of activating the power. The character must hold the component in their hands at the time of activating the power, meaning an enemy can use Disarm maneuvers or Sleight of Hand to take the component away like an Accessible Implement. Unlike an Accessible Implement, the Material Component cannot be reused, requiring the character to find more of the Implement before activating the Power again if they run out.
	+ Examples include dust, food, liquids, and pills.
	+ Material Components don't have to be applied to Powers fueled by Charges, but Charges will let the character refresh their supply of Components every day that they have 1 hour to spend preparing them, presuming the character is carry the instruments they need to create the Components. This does not let the character stockpile charges over more days to activate the power whenever they want.
		- Material Implements cannot have caches to increase the number of Charges.
	+ Material Implements reduce the Actual Point Cost by 1 per 2 Total Active Points.
Heavy Flail

Heavy Flail: The heavy flail consists of a spiked club attached to a quarterstaff by a chain. Heavy flails are more unwieldy than smaller flail, but they can deal devastating blows in addition to tripping enemies and wrapping around their shields.

* Type: Flail
* Weight: 14 lb
* Required STR: 18
* Damage: 5d6
* Special Effects: Tripping, Wrapping
* Recommended Price: $175 USD
Shotel

Shotel: Resembling sickles, a shotel is a curved sword designed for pulling horsemen off their mounts and attacking targets defending themselves with shields. They lack the cutting power of broadswords, but they make up for it by being more difficult to defend against.

* Type: Light Blade
* Weight: 3 lb
* Required STR: 10
* Damage: 2d6
* Special Effects: Tripping, Wrapping
* Recommended Price: $168 USD
Darts

Darts aren't the most effect combat weapons because of they lack the force to deal significant damage, but they're perfect for hiding and coating in poison for missions requiring subterfuge.

* Weapons used for: Kestros
* Real World Cost: $2.25 USD/dart. Unless they are purposefully destroyed, darts are reusable.
* Variations: None
Staff Sling

Staff Sling: The sling staff is effectively a sling shot fixed atop a quarterstaff. The weapon can fire steel bullets and other projectiles, and the shaft is usable as a club.

* Type: Thrown
* Range: Based on the user's Strength
* Ammo Capacity: 1 Shot
* Reload Time: 1 Action
* Weight: 4 lb
* Required Strength: 12
* Damage: 4d6

* Special Effects: Thrown, Variable
	+ Variable: Staff slings can throw more than just rocks and bullets; any small object able to fit in the sling will do. One trick is to fill small jars with acid and other substances, and then use the staff sling to hurl them greater distances. Additionally, the shaft can be used as a club.

* Recommended Price: $35
Eidetic Memory

Eidetic Memory: The human memory is strong compared to other species, but they still forget things whether they want to or not. Those with Eidetic Memory, however, have perfect recollection of everything they have encountered, down to the most minute detail. This can cause some psychological issues, but it also means they can store vast amounts of information in their mind and recall it perfectly, though it may take a while for the character to sort through their memories.

* Benefit: The character perfectly recalls everything they encounter, and they have Advantage on Skill checks related to processing information. Additionally, the character can substitute their Intelligence for their Agility when calculating their Dodge, but only against a single enemy's attacks at any one time; a character can choose to change what target this Trait applies to at the start of their turn, and they may not spend an action to change targets during a round.
	+ For Example: Aran has Eidetic Memory and is fighting 2 enemies, one right next to him and one about 16 meters. He can read the movements of one his enemies at any given time, and he uses this advantage against one standing right next to him so he can dodge the melee attacker's blows more easily. However, the ranged attacker goes against Aran's normal Dodge, since he can only apply this Trait against one opponent at any given time.
Strike

Strike increases a character's physical attack damage by conjuring weapons or toughening their limbs.

* Sources: Natural, Prana, Primal, or Psychic
* Target: Self
* Duration: Maintained
* Range: Self
* Cost: 4 CP per 1d6 Physical or Energy Damage
* Available Additional Effects: Armor Piercing, Charges, Dispel Resistance, Penetrating, Rapid Fire, Range Advantages, Trigger
* Characteristics Bonus: None

The character increase their damage with Physical attacks, either by conjuring weapons made of energy, coating their limbs in energy, or toughening a body part. Strikes stack with Strength and Martial Arts to increase damage, but they cannot be used with Weapons, as they take the place of weapons during a physical attack.

If the character adds any Additions to their Strike that modify their damage, they cannot use them in conjunction with Martial Arts, as they interfere with the character's techniques.

* For Example: Willow creates a Strike that does Armor Piercing damage, and she has a Martial Arts technique that increases her damage. She can use the Martial Art with the Strike, but only if she chooses not to use the Armor Piercing effect on her strike.
* Also, only Strike Powers that target Physical Defense can benefit from Martial Arts. The exception to this rule is if the character has the Adept trait, which lets the character build Martial Arts that target alternate defenses.

When a character creates a Strike, they must specify what kind of damage they deal, other than Physical, Energy, or Psychic; think of this as a sub-type, meant to bypass defenses with the Limited Protect Disadvantage. The options are as follows:

* Physical damage can be classified as Bludgeoning, Piercing, or Slashing.
* Energy damage can be classified as Acid, Cold, Electricity, Fire, and Force
* Psychic damage has no other subtypes, since it's typically the rarest form of damage in most settings.

Source-specific Effects

* Natural: Natural Strikes can only target Physical defense and cannot take any limitations to lower their cost, but they cannot be Dispelled, and they have a Persistent duration.

* Prana or Primal: Prana and Primal Strikes can target Energy Defense instead of Physical Defense.
* Psychic: Psychic Strikes cannot target Physical defense, but they can target Energy or Mental Defense.

### Examples

Claws: The character has claws instead of finger nails, letting them slash at the target for more damage.

* Base Power: Strike, +5d6 Physical Damage (Slashing). Base Points: 20
* 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: 20/20
Streetwise

Streetwise represents a character's ability to navigate the criminal underworld and find illegal services.

* Primary Characteristic: Charisma
* Time to Perform: As part of an Interaction, or 1 or more Hours for investigations

When performing Streetwise, the character hits the street and starts asking around about local issues or resources, such as unadvertised gatherings, recent crimes, and dealers of illegal products. Streetwise isn't just about knowing where to search for information; it's about knowing how to interact with people on the street and deal peacefully with criminals. Such gathering of information need not be limited to talking to people in person; settings with equivalents to the Dark Net can scour the deepest recesses of the Internet in search of criminal activity as well.

How long it takes to use Streetwise is dependent on the obscurity of the information the character is looking for, as listed on the following table.

 Common
 Uncommon
 Obscure
 Covert

Characters can modify the Difficulty of a Streetwise check by spending more or less time researching their topic.

* If the character treats the information they want to gather as one stage more obscure, they can decrease the check's Difficulty by 5.
	+ For Example: Tathafien has some stolen goods he needs to liquidate, and the only thing that can help him do that is a fence with connections to buyers interested in his goods. He knows a trustworthy fence purposefully makes their presence Obscure to keep attention away from authorities, but he treats their operation as Covert when he searches for 2 days instead of 1 to insure he's getting a good broker and not someone working for the city guard. This lowers the Difficulty he has to meet from 27 to 22.
* If the character wants to find information more quickly, they can do so by increasing their Streetwise check's difficulty by 5.
	+ For Example: Tathafien thinks the people he stole from are hot on his tail, so he needs to get rid of his goods and get out of town faster than he anticipated. He lowers the time he has to search from 1 day to 1 hour, increasing the Streetwise check's difficulty for finding a fence from 27 to 32.

Knowing how to search for information with Streetwise isn't the same as guaranteeing access, particularly in the case of criminal enterprises that don't want to be found. Players might only get the name of a person who knows where to find the information they want, and such characters might require compensation for their help.
Armor

Armor raises a character's Physical, Energy, Mental or Power Defense

* Sources: Natural, Prana, Primal, or Psychic
* Target: Self
* Duration: Maintained
* Range: Self
* Cost: +1 Armor per 2 Base Points
* Available Additional Effects: Charges, Delayed Effect, Dispel Resistance, Impenetrable, Impervious, Imperceptible, Persistant Trigger
* Characteristics Bonus: +1 Armor per 5 Charisma, Ego, or Intelligence

Armor reduces both the Health and Stamina damage characters take when they're attacked. Every 2 Base Points gives the character 1 point of Armor to split between their Physical, Energy, Mental, and Power Defense, and it stacks with other forms of defense such as Toughness, Resistance, and equip-able armor. Characters can have multiple Armors active at one time, but bonuses to Physical, Energy, Mental, and Power Defense don't stack with other Armors.

* For Example: Aran has three Armor Powers: one for Physical Defense, another for Physical Defense that's Impervious, and one for Energy Defense. All three can be active at the same time, but he can only benefit from one of the Physical Defense Armor's at any one time; the Impervious Armor will take effect if Aran is struck by an Armor Piercing attack, but the other with higher defense overlaps it for every other type of attack.

Source Specific Effects:

* Natural: The character cannot take Limitations, but the Power cannot be Dispelled and the duration becomes Persistent.

### Examples

Mage Armor: The character creates a force field that protects them from all attacks.

* Base Power: Armor, +5 Physical and Energy Armor. Base Points: 20
* Source: Primal
* Target: Self
* Duration: Maintained.
* Range: Self
* Additions: Charges (4 5-min Batteries), Impenetrable, Impervious. Total Cost Increase: +12
* Limitations: Implement (Component), Incantation. Total Cost Reduction: -22
* Total Active Points/Actual Point Cost: 32/10

Tough Hide: The character has unusually tough skin, protecting them from attacks.

* Base Power: Armor, +5 Physical and Energy Armor. Base Points: 20
* Source: Natural Ability
* Target: Self
* Duration: Persistant
* Range: Self
* Additions: None. Total Cost Increase: +0
* Limitations: None (Natural Ability). Total Cost Reduction: -0
* Total Active Points/Actual Point Cost: 20/20
Leather Armor

Leather Armor: Leather armor is little better than heavy clothing made for cushioning attacks. It provides minimal protection versus attacks, but its light and requires little strength to wear.

* Armor Bonus: +3
* Dodge Penalty: 0
* Movement Penalty: None
* Hardness: 4
* Damage Threshold: 6
* Required Strength: 10
* Weight: 5 lb
* Special Effects: None
* Recommended Price: $56 USD
Urban Template

Urban living is a paradox; food is plentiful without being accessible, being constantly surrounded by others breeds both community and conflict, and landmarks are both conveniently placed and difficult to find do to the sheer density of objects in the environment. Getting around in the city requires an entirely different skill set to surviving in the wilderness, and in some respects it's just as challenging.

### Characteristics

A person can only thrive in an Urban setting with a strong sense of self, a willingness to interact with other creatures, and the smarts necessary to find what they need. It doesn't require much physical fitness or endurance, though.

* Body: -2. Maximum Cap: -4 to Body cap
* Charisma: +2. Maximum Cap: +2 to Charisma cap
* Ego: +2. Maximum Cap: +4 to Ego cap
* Intelligence: +1. Maximum Cap: +2 to Intelligence cap
* Strength: -2. Maximum Cap: -4 to Strength cap

### Skills

Everyone needs a little bit of street-smarts to get around a city; knowing where to go, where not to go, and what places to lock a car door is the difference between living comfortably and ending up homeless in an alley. Interaction skills like Charm, Intimidate, and Persuasion all have a place in Urban environments, as does Deduction for telling what other people are thinking. What Urban life isn't is physically demanding, and city people can turn out clumsy as a result.

* Skill Bonus: +1d6 Streetwise
* Skill Penalty: -1d6 Acrobatics

### Traits

All Urban creatures start with Terrain Mastery for cities; one wouldn't think there would be much difficult terrain, but there's always garbage in the open, traffic blocking street crossings, and stairs to climb that can slow someone down. Striking Appearance gets more use in cities than other environments, as there's always a way someone can use their looks to influence how they're perceived.

* Bonus Trait: Terrain Mastery (Urban)

### Flaws

Everyone comes to a city wanting something; fame, a job, or a more comfortable way of living are all desirable. Those most suited to Urban environments are especially vulnerable to the whims of their desires, as there's no satisfying someone who can get everything they want if it's all within reach.

* Bonus Flaw: Greedy

### Recommended Abilities

Clairvoyance and Command get a lot of mileage in cities, where buildings obscure much from view and there are so many people to influence. Telepathy also gets more use in Urban environments than anywhere else, since knowing what someone is thinking is an advantage when negotiating.
Recurve Bow

Recurve Bow: The recurve bow is a shortbow with a curved design that puts more stress on the bow when the string is drawn back, while increasing the force behind the arrow.

* Type: Bow
* Range: 320 meters
* Ammo Capacity: 1 Shot
* Reload Time: 1 Action
* Weight: 1 lb
* Required Strength: 13
* Damage: 10d6

* Special Effects: Variable
	+ Variable: Bows can fire arrows with different heads that can deal kinds of damage, such as bludgeoning and slashing, and inventive characters can create trick arrows that can inflict other status effects on enemies.

* Recommended Price: $175 USD
Partisan

Partisan: The partisan is a long, 3-headed spear perfect for keeping other melee fighters at bay. They can be braced against charge attacks, they have good reach, and their three heads deal more grievous wounds than an ordinary spear.

* Type: Spear
* Weight: 8 lb
* Required STR: 18
* Damage: 6d6
* Special Effects: Reach
* Recommended Price: $119 USD
Environmental Templates

Environmental Templates expand on the traits creatures need to specialize in particular environments. While multiple creatures can adapt to a particular environment in different ways, they will have a few common traits that must be considered essential to living in that space; creatures from cold environments all have to be more agile than city-dwelling creatures so they can traverse over snow more quickly, while urban creatures are going to be more charismatic so they can convince others to work with them.

Each Environmental Template features the following:

* Adjustments to Base Characteristics needed for creatures to survive in their habitat. Like Species Templates, these adjustments also affect a character's maximum cap for Base Characteristics, albeit not as drastically.
* A short list of recommended skills for surviving in the chosen environment, one skill with a 1d6 bonus, and one they get a -1d6 penalty on.
* A Terrain Mastery Trait that corresponds to the habitat, as well as a Flaw to offset the benefit. In a campaign running under the Fixed-Point System, these Traits and Flaws do not count against the character's maximum total Traits and Flaws.
* A short list of recommended Abilities, typically those with survival rather than combat purposes, to help adapt to the ecosystem.

The available Environmental Templates are:

* Aquatic: The character lives mostly in the water, swimming through lakes, oceans, and rivers.
* Arctic: The character lives towards the north or south poles, or similarly cold and snowy habitats.
* Desert: The character lives in hot, dry climates like deserts and sand dunes.
* Forest: The character is at home among the trees in jungles and evergreen groves.
* Plains: The character is adapted for sprinting across prairies and steppes.
* Mountain: The character manages a living in cliffs, crags, and hills.
* Urban: The character specializes in city life, learning to live symbiotically with other creatures.
Driving

Driving represents the character's skill in operating various vehicles.

* Primary Characteristic: Agility
* Time to Perform: As part of a Movement

When operating a vehicle with which they proficiency, the character must make Driving checks during combat to not lose control of their vehicle. The Drive check's Difficulty is dependent on the complexity of what the character wants to do.

 Non-verbal communications with another creature
 Perform a second task while driving
 Drive safely over poor road conditions
 Keep control while the vehicle is being attacked
 Driving safely while impaired by mind-altering substances (alcohol, drugs, ect)

The Game Master can prompt characters driving vehicles to make additional checks as they see necessary, setting the Difficulty at an appropriate check. If a character loses control of their vehicle, what happens is entirely up to Game Master. Recommended options include swerving the left or right suddenly, crashing into an object and potentially destroying the vehicle, or causing the care to flip over and throw everyone inside around.
Entitled

Entitled: Your character believes they are owed the world due to their position and upbringing, and they will be sorely disappointed by reality.

* Effect: If your character doesn't get their way, whether it's a combat scenario gone wrong or a failed negotiation, the character suffers a Disadvantage on all rolls for 24 hours.
Power Suit Plating

Power Suit Armor: One of the greatest innovations in the future will be development of the powered exoskeleton. This powered suit augments the user's natural strength, allowing them to life heavier objects and wear heavier armor without being encumbered. This plating is so heavy that most can only wear it with the powered exoskeleton, but it will protect the user against just about any attack.

* Armor Bonus: +12
* Dodge Penalty: -6
* Movement Penalty: -1/4
* Hardness: 24
* Damage Threshold: 36
* Required Strength: 20
* Weight: 1000 lb
* Special Effects: Hardened, Impenetrable, Modular, Self-Supporting
* Recommended Price: $1036 USD
Mountain Template

The mountains are a difficult place to survive for any creature; the soil is too rocky for plants to grow, the weather is volatile, the air is thin, and there is the ever present danger of falling off a ledge. The creatures that can thrive here do so in spite of their environment, and they are all the tougher for it.

### Characteristics

Surviving in the mountains requires both Strength and Dexterity; characters need to move carefully to not upset any loose rocks on the side of a cliff they're climbing, and they need to carry lots of gear to make ends meet at high elevations. Creatures that take to the hills are typically loners, and they prefer much less complicated ways of life that come from so-called "civilized" and "learned" folk.

* Charisma: -2. Maximum Cap: -4 to Charisma cap
* Dexterity: +2. Maximum Cap: +4 to Dexterity cap
* Intelligence: -1. Maximum Cap: -2 to Intelligence cap
* Strength: +1. Maximum Cap: +2 to Strength cap

### Skills

Getting around in mountainous regions is a strain on one's intuition, and the naturally skeptical come with higher Deduction skills. Perception and Track help find workable paths through difficult terrain, and with plenty of large rock formations comes opportunities to develop Stealth techniques. What life on the edge does not engender is a sophisticated sense of strategy; being in constant danger of tumbling to one's death means having to think and react quickly, which leaves little time for planning.

* Skill Bonus: +1d6 Deduction
* Skill Penalty: -1d6 Tactics

### Traits

Mountain creatures always come with Terrain Mastery for their habitat, and they need the protection from falling to avoid tumbling off cliffs dozens of meters high. Crags and hills get chilly, so a second Terrain Mastery for Arctic conditions lets the character move across ice and snow unhindered while protecting them from cold weather.

* Bonus Trait: Terrain Mastery (Mountains)

### Flaws

Life in the hills gets lonely, and most Mountain creatures prefer it that way. They're naturally aloof and avoid contact with other beings whenever possible.

* Bonus Flaw: Aloof

### Recommended Abilities

Cliff-faces don't always have convenient hand-holds within reach, so a Jump Power can help the character get around more easily. Having elevation over an opponent means they cannot reach the character as quickly, so a Blast power for attacking at a distance is huge tactical advantage.
Required Roll

A Power requires use of a Skill or Characteristic roll to be performed properly.

* If the Required Roll is based on a Characteristics roll, the Required Roll's difficulty is set at the Power's Total Active Points. This reduces the Power's Actual Point Cost by 1 per 3 Total Active Points.
	+ If the Required Roll is half the Power's Total Active Points, the Actual Point Cost is reduced by 1 per 5 Total Active Points.
* If the Required Roll is based on a Skill roll, the Required Roll's difficulty is set at 11 plus the Power's Total Active Points. This reduces the Power's Actual Point Cost by 1 per 3 Total Active Points.
	+ If the Required Roll equals 11 plus half the Power's Total Active Points, the Power's Actual Point Cost is reduced by 1 per 5 Total Active Points.
Light Shield

Light Shield: Shields are typically used for blocking attacks, and bashing enemies with a shield negates their use as defensive tools, but they can be used as striking weapons as well. When a light shield is used as a weapon, it ceases to give it's wearer any defensive benefits until the start of their next turn. Both Bucklers and Heater Shields qualify as Light Shields when used as weapons.

* Type: Shield
* Weight: 2 lb
* Required STR: 10
* Damage: 1d6
* Special Effects: Defensive
* Recommended Price: Based on the price of the shield
Unlucky

The character has a streak of misfortune that can hurt them when it is least convenient to the character. If a character is Unlucky, the Game Master can make a 3d6 roll a number of times per session specified in the character's complication; if the Game Master rolls over a predetermined target number, the character suffers a Disadvantage on their roll. The Unlucky complication’s value is based how many times per session the Game Master can roll against the character and the target number the Game Master must roll against.

## Unluck Rolls

Part of the Unluck complication's value is based on how frequently the character's misfortune comes into play during a session. The more frequently the Game Master can roll for Unluck, the more the complication is worth.

  2
  4
  6
  8
  10

## Target Number

The target number for Unluck represents the likelihood in which the character's bad luck will come into play. The lower to target number the Game Master needs to roll over to give the character a Disadvantage, the more the complication is worth.

  14-
  11-
  9-
.22 Revolver

.22 Caliber Revolver: .22 revolvers are weak handguns, but their size makes them easy to conceal. Most people can use one with a little target practice.

* Type: Pistol
* Range: 46 meters
* Ammo Capacity: 6 shots
* Reload Time: 1 Round
* Weight: 2 lb
* Required Strength: 12 lb
* Damage: 2d6
* Special Effects: Penetrating
* Recommended Price: $301 USD
Coat of Plates

Coat of Plates: The coat of plates is an armored jacket worn over the torso. This jacket works well against light weapons and weak attacks, but heavy weapons and most fire arms will break it.

* Armor Bonus: 5
* Dodge Penalty: -2
* Movement Penalty: None
* Hardness: 7
* Damage Threshold: 10
* Required Strength: 13
* Weight: 20 lb
* Special Effects: None
* Recommended Price: $112 USD
Invisibility

Invisibility renders a character undetectable to one sense

* Sources: Primal
* Target: Self
* Duration: Maintained
* Range: Self
* Cost: 10 CP per sense, double to Maintain while attacking
* Available Additional Effects: Charges, Delayed Effect, Dispel Resistance, Persistent, Trigger
* Characteristics Bonus: None

The character makes them undetectable to a predefined sense. Other characters can attempt to perceive Invisible characters with a DC 11 Perception check, though characters Invisible to sight can use Stealth without cover since they already cannot be seen. Unless they have an Enhanced Sense that lets them target objects by a means other than sight, attacks against an Invisible creature suffer a Disadvantage.

Characters cannot Maintain Invisibility while attacking unless they pay the cost to do so. If an Invisible character attacks a target who cannot perceive them, the target's Dodge is halved.

* If the character has any Implements used for Powers, they become visible when the character uses the Power attached to them. The exception to this is one used for the Invisibility Power itself.

### Examples

Cloaking: The character bends light around themselves to hide from others.

* Base Power: Invisibility, vs Sight. Base Points: 10
* Source: Primal
* Target: Self
* Duration: Maintained
* Range: Self
* Additions: None. Total Cost Increase: +0
* Limitations: Focus (Maintained), Implement (Accessible). Total Cost Reduction: -3/5
* Total Active Points/Actual Point Cost: 10/4

Combat Stealth: The character makes themselves imperceptible to sight and sound while fighting.

* Base Power: Invisibility, vs Sight and Sound, Combat usable. Base Points: 40

* Source: Primal
* Target: Self
* Duration: Maintained
* Range: Self
* Additions: Charges (6 1-minute Batteries). Total Cost Increase: +0
* Limitations: Focus (Activation), Implement (Accessible). Total Cost Reduction: -24
* Total Active Points/Actual Point Cost: 40/16

Non-Detection: The characters makes themselves completely undetectable to all obvious senses.

* Base Power: Invisibility, vs Sight/Smell/Sound/Touch. Base Points: 40
* Source: Primal
* Target: Self
* Duration: Maintained
* Range: Self
* Additions: Charges (4-5 min Batteries). Total Cost Increase: +0
* Limitations: Focus (Activation), Implement (Component). Total Cost Reduction: -28
* Total Active Points/Actual Point Cost: 40/12
Plate Armor

Plate Armor: Chainmail covered with thick plates of steel, plate armor is the strongest available type of armor. It's heavy and significantly reduces the wearer's ability to dodge attack, but its protection from oncoming attacks is second to none.

* Armor Bonus: 14
* Dodge Penalty: -8
* Movement Penalty: -1/3
* Hardness: 21
* Damage Threshold: 28
* Required Strength: 20
* Weight: 60 lb
* Special Effects: None
* Recommended Price: $1155 USD
Lance

Lance: Lances are highly unbalanced because of their weight distribution, but they can deal devastating wounds when used properly. Spears this large are typically used by mounted warriors, though a lance can be used on the ground with enough training.

* Type: Spear
* Weight: 15
* Required STR: 20
* Damage: 6d6
* Special Effects: None
* Recommended Price: $238 USD
Skinny Template

Being skinny in UTTAS doesn't just mean being on the lower end of a healthy weight spectrum; it's being under a normally healthy weight range. Society conditions people to think that being slim is better for them than being overweight; and while that's true to the extent that obesity increases a person's chances of cancer and heart disease, staying underweight can take a toll on someone's mental stat, developing into an obsession while bringing about an entirely different set of physical health problems.

* Weight: Anything under a person's healthy weight range for their height qualifies a character for the Skinny Template. It isn't so much weight loss that is the problem with being underweight, but rather a lack of nutrients and needing calories to maintain bodily functions. A healthy character with the Skinny Template in UTTAS probably shouldn't be more than 1.15 times lighter than the lowest possible score for their healthy weight range; for a 5 feet, 10 inch tall male (1.78 meters) for example, that would be around 112 pounds (51 kilograms).

## Characteristics

The Skinny Template modifies the following Base Characteristics:

* Agility: +2
	+ Being lighter means having less weight to slow someone down, and therefore the person can run faster.
* Dexterity: +2
	+ With a less body fat to get in the way, a skinny person typically has greater control over their movements. Hence, the Skinny Template increases Dexterity.
* Ego: -2
	+ Because of societal pressures on being thin, underweight people can be more insecure about their body image than overweight people, resulting in less Ego.
* Strength: -2
	+ Part of being underweight means having less muscle to protect the body and carry objects, justifying a lower Strength score.
Trident

Trident: Tridents are 3-pronged spears designed for disarming opponents. They cannot be thrown as well as a regular spear, but their design makes it easy for the wielder to take away their opponent's weapons.

* Type: Spear
* Weight: 5 lb
* Required STR: 12
* Damage: 3d6
* Special Effects: Disarming
* Recommended Price: $84 USD
10-G Shotgun (Antique)

10-Gauge Shotgun: 10-gauge cartridges are the most powerful available shotgun shells. Few people can use them because of their high strength requirements, but they will easily tear apart enemies, and their slugs will cut through armor as if it weren't there at all.

* Type: Shotgun
* Range: 82 meters
* Ammo Capacity: 2 Shots
* Reload Time: 1 Turn
* Weight: 12 lb
* Required Strength: 20
* Damage: 8d6

* 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: $1785 USD