recursal/Fanatic-Fandom huggingface dataset:
Area of Effect

The Area of Effect extends the point of contact for a Power to affect additional spaces and targets.

* Cost: See Table
* Details: The character extends the reach of their Power to cover an area instead of attacking a single target, potentially affecting multiple targets. The cost and areas of effect are as described in the following table:

 Cone
 Line
 Surface

Any character caught in an Area of Effect automatically targeted and affected by the power; the only way for characters to avoid the effects is spend an action Reacting to move out the way.

Areas of Effect come in the following categories:

* Bursts originate from a singular point and radiate outward to their maximum radius in a sphere. Bursts cannot pass through obstacles such as walls or pillars, but they can wrap around them.
	+ Example: Willow fires a Blast with an 8 meter radius Burst. There are 3 targets in the burst: one out in the open, one behind a pillar 6 meters way, and one behind a wall 8 meters away. The target out in open and the one behind the pillar are hit because they either have no cover to protect them or the burst has enough distance to reach the target behind cover, while the target behind the wall isn't affected because there is no clear line of effect and not enough remaining distance in the burst to wrap around the wall.
* Cones radiate out from the character's space at a 60 degree angle. The sides and the middle of the cone reach out the number of meters purchased, and the thickest part of the cone should span the purchases number of meters.
	+ Alternatively, the cone can have its length increased at the cost of its width. By deceasing the cone's thickest portion by half, the maximum length increases by half. This is called a Thin Cone.
		- For Example: Aran wants a Drain that covers an 8 meter cone Area of Effect, but he wants to make it more narrow so it extends further and is easier to aim without hitting allies. The 8 meter cone has its maximum range extened to 12 meters, because half of 8 is 4 and add together to 12 meters, and the maximum width is 4 meters, because width of a Thin Cone is half that of a normal one.
* Lines originate from the character and affects every creature the line crosses. When used with a Maintained Power, a line AOE acts as a 2 meter high wall. Instead of doubling the length, Maintained Lines can have their heights doubled.
* Surfaces coat surfaces as a square patch. This area can lie flat on the ground, but a Maintained Surface can also coat creatures and objects that fit in the Area of Effect.

Characters using Maintained Area of Effects cannot move the Area. The only way to move an Area of Effect is to fix its location to the character activating the Power; this requires the player to take the No Range limitation.
Tracking

Tracking is a character's knowledge in following trails and deducing where hidden enemies are.

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

When using Tracking the character attempts to follow their target's trail through deductive reasoning and perception. If a character attempts a Stealth check to hide, a character can attempt a Tracking check to follow their trail. If their check exceeds the target's Stealth, they can follow the target's trail right up to their location. If the character rolls within 5 of the target's Stealth, they can approximate their location within a 4 meter radius. If the character rolls 5 under the target's Stealth, they cannot follow the trail at all.

* Tracking does not actually let the character see hidden targets; only Perception can do that. What Tracking can do is lead them to a target's space, letting them potentially attack blindly.
Range Limitations

A Power that works at range can have limitations put on how they work at a distance.

* A Power that works at a distance can have it's maximum range halved for a cost reduction of -1 per 5 Total Active Points. This limitation can only be applied once.
* A Power that normally works at a distance can have its range reduced to 0 for a cost reduction of -1 per 3 Total Active Points.
* A Power that works at range can have its Accuracy of distance decreased. In exchange for a -2 on Accuracy checks per range increment, the character reduces the Power's cost by 1 per 5 Total Active Points. This is in addition to normal Disadvantages for attacking at range.
* If the Power works over an Area of Effect, this sets the origin to the character's space. If the Power also has a Maintained duration, the Area of Effect moves with the character.
Adept

The character has learned how to infuse their martial art skills with supernatural energy, changing the attack from a physical attack into an energy attack. Game Masters may require the character to also take the Channeling before taking this Trait, as the character must reasonably know how to manipulate energy before using it to augment their physical techniques.

* Benefit: When developing a martial arts technique, the character can choose to convert all damage dealt by the attack into an energy attack, meaning the damage now targets Energy Defense instead of Physical Defense. This benefit also applies to damage dice added the attack from Strength Dice and weapon damage
	+ When a character with Adept decides to develop a new martial art, they must specify whether the new attack will target Physical or Energy defense; the character cannot switch between the two.
	+ If the Game Master requires the character to take Channeling first, and the player chooses Psychic energy as their Power Source, they cannot convert the damage into a Mental Attack.
Heavy Crossbow

Heavy Crossbow: The heavy crossbow has the strongest draw weight of any medieval crossbow, but requires a crank to pull back the bow string.

* Type: Crossbow
* Range: 152 meters
* Ammo Capacity: 1 Shot
* Reload Time: 1 Round
* Weight: 8 lb
* Required Strength: 16
* Damage: 10d6
* Special Effects: Simple
* Recommended Price: $154 USD
Laminar Armor

Laminar Armor: The term laminar refers to any armor consisting of overlapping plates, such as Lorica Segmentata used by the Romans or Japanese samurai armor. The plates are great for deflecting blows, but the armor's weight noticeably slows down the wearer.

* Armor Bonus: 12
* Dodge Penalty: -6
* Movement Penalty: -1/3
* Hardness: 18
* Damage Threshold: 12
* Required Strength: 19
* Weight: 50 lb
* Special Effects: None
* Recommended Price: $406 USD
Compound Bow

Compound Bow: Compound bows use a pulley system to increase the force applied to arrows while decreasing the strength needed to pull back the string.

* Type: Bow
* Range: 460 meters
* Ammo Capacity: 1 Shot
* Reload Time: 1 Action
* Weight: 8 lb
* Required Strength: 12
* Damage: 14d6

* 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: $399 USD
Force Field

Force Field: Force
fields provide limited protection against attacks themselves, but
they reinforce the user's body to counteract the armor piercing and
penetrating effects of firearms.

* Armor Bonus: +4
* Dodge Penalty: 0
* Movement Penalty: None
* Hardness: 8
* Damage Threshold: 12
* Required Strength: 0
* Weight: 2 lb
* Special Effects: Hardened, Impenetrable, Modular
* Recommended Price: $126 USD
Clairvoyance

Clairvoyance allows a character to view a remote area as if they were there.

* Sources: Psychic
* Target: One area, object, or creature to be observed
* Duration: Maintained
* Range: 5 meters per 1 Base Point
* Cost: 5 CP for 4 meter radius around a single area and relying 1 sense, creature, or object, +2 CP per +2m radius, +5 CP per additional sense relayed
* Available Additional Effects: Charges, Delayed Effect, Dispel Resistance, Imperceptible, Persistant, Range Advantages, Sticky, or Triggered
* Characteristics Bonus: None

Clairvoyance allows a character to view areas, objects, or creatures within its range remotely. When targeting an area or object, the character views the target through a sensor that relays information back to them with psychic readings; this sensor is visible unless the character takes the Imperceptible addition. When targeting a creature, the character can either view them with a censor or attempt to view the environment through their senses. This requires an Accuracy roll versus the target's Discipline, and if the character's Ego surpasses the target's Mental defense, then he can borrow the victim's senses.

Clairvoyance can only be a Psychic Power, as it requires drawing information from an external source.

### Examples

Alarm: The character sets up a sensor to go off if anyone approaches the area.

* Base Power: Clairvoyance, 16 meter radius, Relay Sight and Sound. Base Points: 24
* Source: Psychic
* Target: One area, object, or creature
* Duration: Maintained
* Range: 190 (Addition)
* Additions: Charges (4 5-min Battery), Range (Double), Trigger (When a character enters the area of effect, one action reset on the user's turn). Total Cost Increase: +8
* Limitations: Focus (Duration), Implement (Acc). Total Cost Reduction: -24
* Total Active Points/Actual Point Cost: 32/8

Farsight: The character sends out a psychic sensor to gain information from a far away source.

* Base Power: Clairvoyance, 16 meter radius, Relay Sight and Sound. Base Points: 24
* Source: Psychic
* Target: One area, object, or creature
* Duration: Maintained
* Range: 190 meters (Addition)
* Additions: Charges (4 5-min Battery), Imperceptible, Range (Double). Total Cost Increase: +12
* Limitations: Implement (Component), Incantation. Total Cost Reduction: -22
* Total Active Points/Actual Point Cost: 36/14
Side Effects

The Power's user suffers side effects when using the Power. Applicable Side Effects and their Actual Point Cost reduction are listed in the following table:

 User takes damage
 Character is unable to move for 1 round
 Character is unable to speak

The available Side Effects are described as follows

* Base Characteristics are Reduced: If the character willingly reduces one of their Base Characteristics for either 1 Turn or the duration of the Power, which ever is longer, they can reduce their Power's Actual Point Cost by 1 per 3 points the Characteristic is reduced per 5 Total Active Points.
* Character takes damage: Upon activating the Power, the user takes 1d6 damage that bypasses all defenses; the character cannot reduce this with Toughness, Armor, or Damage Reduction. For every 1d6 damage, the Actual Point Cost is reduced by 1 per 5 Total Active Points. If taken with a Maintained Power, the Side Effect's damage cannot be healed until the player stops Maintaining the Power. This damage is in addition to the Stamina cost for activating the Power.
* Character is unable to move: Upon activation, the user is unable to move until the end of their next Turn or Round. If prevented from moving for 1 Turn, the Actual Point Cost is reduced by 1 per 5 Total Active Points. If movement is prevented for 1 Round, the cost reduction is doubled. If this Side Effect is taken for a Maintained Power, the character is prevented from moving for as long as they Maintain the Power, but the cost reduction is tripled.
* Character is unable to speak: For as long as the Power is active, the character is unable to speak. If the Power has an Instant duration, the user is prevented from speaking until the end of their next turn. If the Power is Maintained, the user cannot speak for as long as they Maintain the Power. This Side Effect reduces the Power's Actual Point Cost by 1 per 5 Total Active Points.
* Character is unable to Maintain other Powers: A Power with this Limitation prevents its user from activating any other Powers that must be Maintained. In exchange, the Power's Actual Point Cost is reduced by 1 per 5 Total Active Points.

A Power can have multiple Side Effects.
Always On

An Always On Power is a Persistent Power that negatively impacts other characters and can never be turned off. In order to qualify for Always On, a Power must meet the following criteria:

* The Power must have a Persistent duration.
* The Power must have an adverse effect on other characters or the Side Effect limitation.

If these conditions are met, the Power can take this limitation and reduce the Power's Actual Point Cost by 1 per 5 Total Active Points.
Black Powder and Shot

It doesn't get much simpler for early firearms than black powder and shot; you pour powder down the barrel, shove in a lead ball with a piece of paper to act as a barrier between the shot and the powder, and you pack down the shot with a long metal rod until it's tight.

* Weapons used for: Arquebus, Flintlock Pistol
* Real World Cost: $1.40 USD/shot
* Variations: None
12-G Shotgun (Modern)

12-Gauge Shotgun: Modern 12-gauge shotguns deal the same damage as antique shotguns, and they require as much Strength to use, but they hold 6 shots instead of 2.

* Type: Shotgun
* Range: 28 meters
* Ammo Capacity: 6 Shots
* Reload Time: 1 Round
* Weight: 6 lb
* Required Strength: 16
* Damage: 6d6

* 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: $448 USD
Warhammer

Warhammer: Warhammers are mallets specially designed for combat. They can hit nails as well as any hammer, but their sleeker and heftier design makes it easier for them to punch through armor.

* Type: Hammer
* Weight: 6 lb
* Required STR: 12
* Damage: 4d6
* Special Effects: None
* Recommended Price: $56 USD
Arrows

Arrows are the near-universal tool of early hunters and middle age armies; they're cheap to make, reusable, and come with a variety of heads to perform different tasks.

* Weapons used for: All bows
* Real World Cost: $2 USD/arrow. Unless purposefully broken, arrows are reusable.
* Variations: Blunt, Bodkin, Broadhead, Safety
Social Handicap

The character has circumstances in their personal lives that can inconvenience them in during a session. What the handicap is is less important than how frequently it comes into play and what consequences the character will face if they don't address it.

## Frequency

How often a social handicap comes into play factors into the value of the complication. The more often a character has to address their personal life, the more the complication is worth.

  Rare
  Infrequent
  Frequent
  Constant

## Consequences

Some personal issues require more attention than others, and failure to address them can have dire consequences. The more harmful the effects of not dealing with their problems, the more points the character's social handicap is worth. If the character doesn't address their Social Handicap, the Game Master may force the player to replace it with another complication of the Game Master's design, if only temporarily.

  None
  Minor
  Major
  Severe
Hand Cannon

Hand Cannon: The hand cannon is exactly what its name suggests: a cannon that the wielder can hold in their hand. Unlike other two-handed ranged weapons, its construction makes it unsuited for use as a make-shift melee weapons.

* Type: Rifle
* Range: 16 meters
* Ammo Capacity: 1 Shot
* Reload Time: 1 Round
* Weight: 8 lb
* Required Strength: 18
* Damage: 16d6
* Special Effects: None
* Recommended Price: $196 USD
Repeating Crossbow

Repeating Crossbow: Though weaker than other crossbows, repeating crossbows have much faster reload times, allowing for the wielder to fire 10 shots in a row before having to reload the magazine.

* Type: Crossbow
* Range: 80 meters
* Ammo Capacity: 10 Shots
* Reload Time: 1 Round
* Weight: 10 lb
* Required Strength: 16
* Damage: 6d6
* Special Effects: None
* Recommended Price: $196 USD
.45 Revolver

.45 Caliber Revolver: .45 caliber revolvers are the most powerful type of antique handgun. Few people can use one, particularly one handed, but they can deal great damage.

* Type: Pistol
* Range: 50 meters
* Ammo Capacity: 6 Shots
* Reload Time: 1 Round
* Weight: 3 lb
* Required Strength: 18
* Damage: 6d6
* Special Effects: Penetrating
* Recommended Price: $392 USD
Linguistics

Linguistics is a character's aptitude for speaking various languages and deciphering scripts from languages they're unfamiliar with.

* Primary Characteristic: Intelligence
* Time to Perform: As part of an Interaction while speaking, or dependent on volume.

Linguistics is a branch of Knowledge that allows characters to speak in a variety of languages and decipher various texts. Unlike typical Knowledge skills, Linguistics represents both how much a character knows about a subject and their ability to apply their knowledge practically. Linguistics is split into two categories: the ability to speak a language and the general skill in deciphering texts the character cannot casually read. Each represents a different skill, and when a character puts a rank into Linguistics, they must decided which application they are putting their rank towards.

When communicating with other creatures, each rank in Linguistics represents how fluently the character can speak the language. The application of the skill in this instance is specific and automatic; the character either knows how the speak the language, or they don't. There are no skill rolls involved with translating in this case, as the character can think interchangeably in every language they know. Based on their ranks in an individual language, the player understands the following:

 Fluent
 Natural

The second application, the ability to translate texts in languages they don't understand, is much broader, requires more time to use, and dependent on how much text they are attempting to translate; the longer and more complex the content they are attempting to decipher is, the more time and effort it will take to do so. The Difficulty of the Linguistics check is based on the following Table:

Alternatively, Game Masters and players can use the second option to create coded messages. When making their own codes, the player makes a Linguistics check, opposed by whoever might decipher it.

Typically, characters start knowing at least one language; this might be the native language of whatever setting the campaign takes place in or a nebulous, Common language shared by everyone. Game Masters should decide which of the two is appropriate for their game and have characters spend ranks in Linguistic appropriately thereafter.
.22 Rifle

.22 Caliber Rifle: .22 caliber rounds are the smallest practical type of ammunition. They don't pack the punch of larger rounds, but they have less recoil, making them easier to use.

* Type: Rifle
* Range: 300 meters
* Ammo Capacity: 7 Shots
* Reload Time: 1 Round
* Weight: 6 lb
* Required Strength: 14
* Damage: 4d6
* Special Effects: Penetrating
* Recommended Price: $532 USD
Run

Run increases the character's Run speed

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

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

Source-specific effects:

* Natural: The character cannot apply Limitations to their Run, they don't gain a characteristic bonus to their speed, they cannot raise their total movement past more than double their base Run, and they cannot increase their Sprint speed to more than double their Full speed, but their Run Power cannot be Dispelled, and it has a Persistent duration.

### Examples

Expedite Travel: The character increases their Run speed for the purpose of traveling quickly over land.

* Base Power: Run, +10 meters, x16 Sprint Speed. Base Points: 30
* Source: Primal
* Target: Self
* Duration: Persistent (Advantage)
* Range: Self
* Additions: Persistent. Total Cost Increase: +6
* Limitations: Implement (Accessible). Total Cost Reduction: -14
* Total Active Points/Actual Point Cost: 36/22

Horse Sprint: The character has the running ability of a horse, able to move considerable distances.

* Base Power: Run, +20 Meters. 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: -1
* Total Active Points/Actual Point Cost: 20/20

Combat Speed: The character invest heavily in their Run speed to cover more ground without sprinting.

* Base Power: +30 meters. Base Points: 30
* Source: Prana
* Target: Self
* Duration: Persistent (Addition)
* Range: Self
* Additions: Persistent. Total Cost Increase: +6
* Limitations: Implement (Accessible). Total Cost Reduction: -12
* Total Active Points/Actual Point Cost: 36/24
Abilities

Abilities are special attacks, martial arts techniques, and supernatural talents characters can wield in combat. There are no Skill checks or Characteristic rolls involved with activating powers, though Abilities that negatively impact other characters usual require the user to make a successful Accuracy check versus their target; otherwise, they work perfectly every time they are activated.

Abilities are separated into 2 categories: Martial Arts and Powers.

* Martial Arts are combat techniques that augment the character's physical traits with training to move more efficiently. Martial Arts let characters strike targets harder, initiate and escape from grapples more effectively, trip enemies, and evade attacks more effectively.
	+ Characters have a number of Basic Maneuvers they always have access to. These techniques come at no cost to the character and are usable whenever appropriate.
* Powers are supernatural abilities and natural properties that allow them to perform tasks normal humans are incapable of. Powers aren't just offensive don't always require Actions to activate; defensive Powers like Armor and Damage Reduction protect the user from Damage, while movement abilities such as Run or Fly work whenever the character moves.
	+ Unlike Martial Arts and other actions, powers consume Stamina when they are activated, and powers with prolonged durations reduce their user's Stamina for as long as they are active.
Ward

The character has someone or something they need to take care of, and this subject comes up frequently enough as to interfere with the character's adventures. How much the complication is worth is based on the relative strength and usefulness of the Ward and how frequently they appear.

## Strength and Usefulness

The character's Ward has a number of character points relative to the character's own, and the larger this discrepancy, the more the complication is worth. If the Ward has any useful skills or can be called upon for help, the complication isn't worth as many points. Wards should be built by the Game Master and should not be available at the character's beck and call if they have useful skills, and Wards capable of holding their own in combat should be controlled by the Game Master.

## Appearance Frequency

How often the character's ward shows up and factors into the game contributes to the complication's cost. The more often the character needs to take care of their Ward, the more the complication is worth.

  Rarely
  Infrequently
  Frequently
  Constantly

How the character must take care of their Ward and the circumstances in which the Ward appears is up to the Game Master. Sometimes this will mean having to save them from a villain, and other occasions they will have to address a social problem the Ward encounters in their daily life.
Spear

Spear: Simple, yet effective, the spear is a versatile weapon that requires little skill to use effectively. They can be both as melee and ranged weapons, and anyone can pick up and use one.

* Type: Spear
* Weight: 3 lb
* Required STR: 10
* Damage: 3d6
* Special Effects: Simple, Thrown
* Recommended Price: $84 USD
Command

Command forces a target into completing an action the character demands of them.

* Sources: Prana or Psychic
* Target: One target
* Duration: Maintained
* Range: 5 meters per 1 Base Point
* Cost: 3 Base Points per 1d6 Effect Dice
* Available Additional Effects: Area of Effect, Charges, Contagious, Delayed Effect, Dispel Resistance, Penetration, Range Advantages, Selective, Trigger
* Characteristics Bonus: Add Charisma or Ego dice to effect rolls

The character forces a sentient target to perform an action for them, either through sheer force of personality or mental coercion. After issuing a command through a phrase or sentence and making a successful Accuracy roll versus the target's Discipline, the character rolls their effect dice and consults the command modifier table. The character gets to add their Charisma or Ego dice to the effect roll.

Command Modifier Table

  Mental Defense
  Mental Defense x 1.5
  Mental Defense x 2

If their roll exceeds what is required on the table for the command they are attempting to issue, then their Command is successful, and the target must fulfill the character's orders to the best of their abilities. Once the Command is fulfilled, they break out of the character's control.

Source Specific Effects:

* Prana: The character can add their Charm, Persuasion, or Intimidation skill dice to their effect roll, but they can only issue one sentence Commands.
* Psychic: The character can issue a Command to the effect of "you must do everything I say," though this will always be considered an order the target is violently opposed to doing. This effect lasts until the Commanding character stops Maintaining the Power.

### Example

Taunt: The character verbally goads the target into doing what they want.

* Base Power: Command, 6d6. Base Points: 18
* Source: Prana
* Target: One target
* Duration: Maintained
* Range: 90 meters
* Additions: Armor Piercing, Area of Effect (8m Radius), Charges (8 1-min Battery). Total Cost Increase: +12
* Limitations: Incantation, Range (Half) Required Roll (Persuasion). Total Cost Reduction: -22
* Total Active Points/Actual Point Cost: 30/8
12-G Shotgun (Antique)

12-Gauge Shotgun: 12-gauge shotguns are the most common form of shotgun. These weapons lack the punch of 10-gauges, but this also makes them easier to use because of the decreased recoil.

* Type: Shotgun
* Range: 28 meters
* Ammo Capacity: 2 Shots
* Reload Time: 1 Turn
* Weight: 8 lb
* Required Strength: 16
* Damage: 6d6

* 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: $1484 USD
9mm Pistol

9mm Pistol: The 9mm pistol is the standard by which other pistols are measured. It has a high ammo capacity, it does decent damage, and it's quick to reload.

* Type: Pistol
* Range: 46 meters
* Ammo Capacity: 15 shots
* Reload Time: 1 Turn
* Weight: 3 lb
* Required Strength: 12
* Damage: 4d6
* Special Effects: Modular, Penetrating
* Recommended Price: $504 USD
Negative Reputation

If a character has a dicey past that has put them at odds with society, a player can represent this by taking the Negative Reputation complication. This means the character is known publicly for having either broken a law or doing something unethical that has angered a significant portion of the setting's population. How much their Negative Reputation is worth is based on how infamous the character is, how far news of the character has spread, and how negative the public’s reaction to them is.

## Infamy

Infamy is a measure of the public's knowledge of the character and their actions. The easier it is for someone to recognize the character based on their actions, the more points their Negative Reputation is worth. When interacting with anyone in non-combat encounters, the Game Master makes a 3d6 roll against a target number specified by the character at the time they take the complication. If the roll passes the target number, the person they're talking to recognizes the character and has a potentially negative reaction.

  Small Fry
  Notorious Thug
  Big Fish
  Serial Criminal

## Notoriety

Notoriety refers to how far news of the characters actions have spread. The more people who have potentially heard of the character, the more the complication is worth.

  Underground
  Locally Known
  Nationally Recognized
  World Renown

## Reaction

How other people react to the character when they recognize them for their transgressions determines how much the complication is worth. The more extreme the reaction, the more the complication is worth.

  Indifference
  Disgust
  Apprehension
  Fight or Flight
Type III Ballistic Vest

Type III Ballistic Vest: Type III vests will keep the wearer safe against most rifles and shotguns, but the weight of the armor interferes with the wearer's ability to dodge attacks.

* Armor Bonus: +6
* Dodge Penalty: -2
* Movement Penalty: None
* Hardness: 9
* Damage Threshold: 12
* Required Strength: 11
* Weight: 6 lb
* Special Effects: Hardened, Impenetrable
* Recommended Price: $182 USD
Bolts

Crossbow Bolts are cheaper to produce than arrows because they consume less material to make and only made for their specific type of crossbow.

* Weapons used for: All crossbows. Unlike arrows, bolts are made specifically for the type of crossbow they're fitted for; therefore, character's cannot take bolts made for light crossbows and use them with heavy or hand crossbows.
* Real World Cost: $.54 USD/shot
* Variations: Blunt, Bodkin, Safety
Lightsleep

A character in constant fear for their life takes many precautions to protect themselves, and someone paranoid about being attacked during the night would do well to sleep lightly. The Lightsleep trait allows the character to be constantly alert for danger, even when they would ordinarily be at their most vulnerable.

* Benefit: The character doesn't suffer a Disadvantage to Perception checks made while they are asleep, allowing them to sense incoming attacks even when unconscious.
Boost

Boost either temporarily increases a stat or heals a drained characteristic

* Sources: Natural, Prana, Primal, or Psychic
* Target: One willing target
* Duration: 1 Round, +10 CP to increase to 1 minute
* Range: Touch
* Cost: 5 Base Points per 1d6 CP to one base Characteristic
* Available Additional Effects: Area of Effect, Charges, Delayed Effect, Dispel Resistance, Range Advantages, Selective, Trigger
* Characteristics Bonus: Duration is doubled for every 5 Body, Charisma, Ego, or Intelligence

Boost temporarily increases a player's Base Characteristics or healed damage caused by Drain. Boost can increase Base Characteristics past their limit, and they stack with stat-increasing equipment. When a character activates Boost, they roll the dice and increase the Base Characteristics by the dice roll.

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

* Agility: +1 Dodge per 2 Agility, + Speed per 4 Agility
* Body: +1 Resistance, Toughness, and Willpower per 2 Body, +2 Health per 1 Body, +2 Stamina per 2 Body
	+ Any Health or Stamina damage taken while affected by a Body Boost persists after the Boost wears off.
* Charisma: +1 Discipline and Willpower per 2 Charisma
* Dexterity: +1 Dodge per 2 Dexterity, +1 Speed per 4 Dexterity
* Ego: +1 Resistance per 2 Ego, +2 Stamina per 1 Ego
	+ Any Stamina damage taken while affected by an Ego Boost persists after the Boost wears off.
* Intelligence: No effect on Derived Characteristics
* Strength: +1 Toughness per 2 Strength

Source Specific Effects:

* Natural: Natural Boosts can only affect Agility, Body, Dexterity, or Strength, and they can only affect the user.
* Prana: Prana Boosts can affect any Base Characteristic
* Primal: Primal Boosts can affect any Base Characteristic
* Psychic: Psychic Boosts can only affect Charisma, Ego, or Intelligence

### Example

Drunken Rage: The character consumes alcohol to make themselves stronger and tougher.

* Base Power: +2d6 Body and Strength. Base Points: 20
* Source: Natural Ability
* Target: Self
* Duration: 1 Round, doubled per 5 Body.
* Range: Touch
* Additions: Charges (16). Total Cost Increase: +0
* Limitations: Extra Time (1 Round), Implement (Component). Total Cost Reduction: -17
* Total Active Points/Actual Point Cost: 25/8
Contagious

Contagious Powers affect whatever people touch the original victim.

* Cost: 1 Total Active Point per additional target per 3 Base Points
* Details: Powers with a duration longer than 1 round can affect another target who makes physical contact with the original target. The character only needs to Maintain the Power for the first creature the Power affects. If the Contagious Power's original target is the user, they must make the Power cover a Surface Area of Effect first.
	+ For Example: Willow wants a Drain versus Strength that activates whenever she's hit by an enemy's physical attacks, so she makes the Drain cover a Surface Area of Effect so that she isn't negatively effected by it, gives it a Maintained duration so she can continuously use it, and makes the Power Contagious so that anyone who touches her suffers the Drain.
Heal

Heal lets the character restore Health and Stamina either they or a willing target have lost.

* Sources: Prana, Primal, or Psychic
* Target: One creature
* Duration: Instant
* Range: Touch
* Cost: 8 CP per 1d6 Healing
* Available Additional Effects: Area of Effect, Charges, Delayed Effect, Range Advantages, Selective, Trigger
* Characteristics Bonus: +1d6 Healing per 10 Charisma, Ego, or Intelligence

The character restores Health or Stamina damage either they or a willing target have suffered. After touching a willing creature, the target recovers a number of Stamina Points equal to the Heal's total dice roll and a number of Health equal to total number of dice. Characters can recover as many Stamina Points as they want, but they can only recover up to their maximum Health in damage per day.

For every 10 Charisma, Ego, or Intelligence the character possesses, their Heal recovers an additional 1d6 Stamina and 1 Health.

### Examples

Healing Circle: The character creates a zone of energy to heal their allies, excluding their enemies.

* Base Power: Heal, 3d6. Base Points: 24
* Source: Primal
* Target: 8m Radius (Addition)
* Duration: Instant
* Range: One space they can touch
* Additions: Area of Effect (8m Radius) Selective (2 Targets). Total Cost Increase: +16
* Limitations: Focus (Activation), Implement (Accessible), Half Range. Total Cost Reduction: 32
* Total Active Points/Actual Point Cost: 40/8

Lay on Hands: The character transfers their own energy to the target's body to cure their fatigue.

* Base Power: Heal, 5d6. Base Points: 40
* Source: Prana
* Target: One creature
* Duration: Instant
* Range: Touch
* Additions: None. Total Cost Increase: +0
* Limitations: Focus (Activation), Implement (Accessible), Incantation. Total Cost Reduction: -32
* Total Active Points/Actual Point Cost: 40/8

Psychic Surgery: The character draws energy from the link to their patron and transfers that energy to the target, healing them.

* Base Power: Heal, 4d6. Base Points: 32
* Source: Psychic
* Target: One Creature
* Duration: Instant
* Range: 80 meters (Addition)
* Additions: Has Range. Total Cost Increase: +6
* Limitations: Focus (Activation), Implement (Accessible), Incantation. Total Cost Reduction: -28
* Total Active Points/Actual Point Cost: 38/10
.50 Sniper Rifle

.50 Caliber Sniper Rifle: The .50 caliber sniper rifle is one of the most powerful guns ever made. It deals far more damage per shot than any other firearm,
and it completely bypasses armor, allowing it to kill almost any normal humanoid target in one or two shots.

* Type: Rifle
* Range: 1500 meters
* Ammo Capacity: 10 Shots
* Reload Time: 1 Round
* Weight: 26 lb
* Required Strength: 20
* Damage: 10d6
* Special Effects: Armor Piercing, Modular, Penetrating
* Recommended Price: $8799
Striking Appearance

Some people know how to present themselves better than others, and it shows through the use of Striking Appearance. A character with Striking Appearance can modify how they look to other character given as little as 1 hour of preparation time, giving them an edge with Interaction checks made to influence other people.

* Benefit: The character can choose to alter their appearance to fit in a specified theme, such as Good Looking, Intimidating, or Majestic. When they take on this appearance, they gain an Advantage to Interaction Skill checks that make use of their appearance.
	+ For Example: Tathafien has Striking Appearance and is heading into a situation where he needs to Charm someone. He takes an hour to clean himself up and put on some appealing clothes, giving a Handsome appearance. When he meets the person he wants to Charm, he gets an Advantage on his check because he took time to make himself as sexy as possible. He would not get this bonus on Intimidation checks, since his looks aren't suited for it.
Meteor Hammer

Meteor Hammer: Little more than a heavy weight tied to long cord or chain, the meteor hammer is a difficult to use, but very effective weapon. The weight can smash enemies for good damage, while the chain can grapple, trip, and disarm enemies.

* Type: Whip
* Weight: 10 lb
* Required STR: 14
* Damage: 4d6
* Special Effects: Disarming, Grappling, Reach, Tripping
* Recommended Price: $70
Charm

Charm represents the character skill in projecting their Charisma to make people like them.

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

Characters can attempt to make other people more friendly towards them using Charm, granting them Advantages or reduced Disadvantages on further Interaction Skill checks. Unless the person they're interacting with has the Naive flaw or has been given reason to like to character already, all persons are assumed to be indifferent towards each other. Depending on the result of the character's Charm roll, targets will move either up or down the following Attitude Chart:

The target's Attitude towards the Charming character is entirely based on their current mood; even someone who normally worships the character can turn Hostile if mistreated, lied to, or attacked. Additionally if the character fails their Charm check by 5 or more, the target's mood worsens by 1 step.

Game Masters should take the circumstances in which the character is interacting with the person they are attempting to charm into account when determining the Difficulty of the check.

* Characters may receives Advantages for:
	+ Charming characters who already have a positive opinion of them.
	+ Giving their target a gift to the person they are attempting to Charm.
	+ Delivering a sufficiently witty line or soliloquy, as ruled by the Game Master.
	+ Playing appropriately to their target's Psychological Complications and Flaws
* Character may receive Disadvantages for:
	+ Charming targets currently assaulting them
	+ Charming characters who already have a negative opinion of them
	+ Not sharing a language with the person they are attempting to Charm
	+ Playing inappropriately to their target's Psychological Complications and Flaws
Handle Animal

Handle Animal represents how well a character interacts with animals and other feral creatures.

* Primary Characteristic: Charisma
* Time to Perform: Instant for a basic command, 1 minute to become friendly with an animal

Handle Animal functions like both Charm and Persuasion, except that it can only work against animals and creatures with animal-like intelligence. commands issued through Persuasion must be kept to a single line, as creatures susceptible to Handle Animal do not have the mental capacity to comprehend complex instructions. Characters with human-level intelligence don't respond well to others attempting to command them with Handle Animal.

Most animals start off Indifferent towards the target, though their state is dependent on the temperament of the animal and the conditions under which the character is attempting to Handle them; dogs that have been raised around humans all their lives might start out friendly, while a mother bear with cubs nearby will probably be Hostile. Creatures have their moods improved based on the following table:

Characters can also use Handle Animal to get animals to perform tasks for them, with Difficulty being determined by the task's complexity.

 Reasonable Task
 Moderate Task
 Unreasonable Task
 Difficult Task
 Impossible Task
Sloth

Your character is lazy, taking the easiest possible route to solving problems, even if they are incorrect.

* Effect: If the character is presented with two options, and one of the two looks like its easier than the others, they must make an Ego roll of 11 to not take the more challenging path. Willingly choosing the more difficult path causes the character to suffer Disadvantage on all rolls until they take a short rest.
Arrogant

Arrogant: Your character is confident to the point of madness, believing themselves to be innately superior to all others unless proven otherwise.

* Effect: If faced with a no-win scenario or another situation in which they must retreat, the character must make an Ego roll of 11 or refuse to give up on the problem. If defeated, the character takes a Disadvantage on all rolls for 24 hours.
Addicted

You character can't live without a particular substance, and if they go for too long without it, their physical or mental health begins to suffer.

* Effect: The character must consume the substance they are addicted to at least once per day. If they do not, either out of choice or lack of access, they take a Disadvantage to all rolls.
Arctic Template

Arctic Creatures are those that live near the poles or similarly cold and snowy environments. These species develop thick fur and dense layers of fat to withstand the biting frost and learn to go weeks or month without stable access to food.

### Characteristics

Arctic creatures trend towards 2 extremes: they're either larger members of their species, or they're much smaller than their relatives from warmer climates. Either way, Arctic creatures need to be hardy to survive in the cold and agile to move around in the snow. These advantages come at the cost of personality and fine motor control; Arctic creatures prefer solitude, and the lack of foliage leaves few resources to build into tools.

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

### Skills

There aren't many land marks in cold plains to navigate with, so Arctic creatures need Tracking to move around without getting lost. Predators and prey alike benefit from Stealth; Predators need to sneak up on prey by blending in with the snow, and prey need to hide from predators by using camouflage. Perception is also helpful for making out creatures at a distance. Because there aren't many rock formations or tricky ledges to trip them up, Arctic creatures are lacking in Acrobatics.

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

### Traits

All Arctic creatures some with Terrain Mastery over their environment; snow is a difficult sort of terrain to move over, and predator and prey alike need to move quickly to survive. Many also get a second Terrain Mastery for aquatic environments, since life at the poles often means swimming through cold sea water and diving for food.

* Bonus Trait: Terrain Mastery (Arctic)

### Flaws

Arctic creatures need to conserve energy to survive, since food is sparse in cold environments. This usually manifests as the character spending a much time as possible resting and looking for shortcuts.

* Bonus Flaw: Sloth

### Recommended Abilities

Because a planet's poles are often covered in sea ice, Arctic creature benefit from Natural Swim powers so they're able to move around when summer comes and melts the ice, creating large spans of water creatures need to swim between; Extra Limbs used for gaining fins also helps for getting around in water. Run helps predators and prey alike outrun each other, and Enhanced Senses for targeting and penetrative smell will allow characters to smell potential food sources under the ice and snow.
Obstinate

Your character has certain subjects they have strong opinions about and refuses to compromise on them, even in the face of overwhelming evidence that they are wrong or if their rigidness causes problems for their allies.

* Effect: If encountered with a situation or evidence that contradicts the character's understanding of the world, the character must succeed on an Ego roll of 11 or A) approach the situation with hostility and B) reject any evidence that their world view is wrong, no matter how convincing the evidence is otherwise or whether what they are presented with is objectively the truth.
Change Size

Change Size can either increase or decrease a character's size

* Sources: Prana
* Target: Self
* Duration: Maintained
* Range: Self
* Cost: 10 Base Points per stage (see description)
* Available Additional Effects: Charges, Delayed Effect, Dispel Resistance, Persistant, Trigger
* Characteristics Bonus: None

The character changes in size, either growing or shrinking and altering their Base Characteristics. Characters receive bonuses and penalties according to the Growth or Shrink table:

Growth Table

Shrink Table

A character's Base Characteristics cannot fall lower than 1 as a result of Change Size, and it allows them to surpass their maximum limits on Characteristics.

Aside from changing their Base Characteristics, Change Size also changes the character's height and weight. Each stage of growth doubles the character's height and quadruples their weight, and their width increases by 1 meter, allowing them to occupy more space. Shrinking halves a character's height and quarters their weight per stage, and Tiny creatures can occupy spaces with other creatures without penalty.

Characters with more than one stage of Change Size can change between stages at will using a single action while Maintaining the Power, but they must have room to change size when moving up stages. Furthermore, any equipment they are carrying won't change size with them unless their gear can also Change Size.

### Examples

Growth: The character increases their mass by 2 Stages, magnifying their Strength considerably

* Base Power: Change Size, 2 Growth Stages. Base Points: 20
* Source: Primal
* Target: Self
* Duration: Maintained
* Range: Self
* Additions: Charges (4 5-min Batteries), Dispel Resistance. Total Cost Increase: +6
* Limitations: Implement (Component). Total Cost Reduction: -13
* Total Active Points/Actual Point Cost: 26/13

Shrink: The character reduces their mass to fit into tight spaces

* Base Power: Change Size, 2 Shrink Stages. Base Points: 20
* Source: Primal
* Target: Self
* Duration: Maintained
* Range: Self
* Additions: Charges (4 5-min Batteries), Dispel Resistance. Total Cost Increase: +6
* Limitations: Implement (Component). Total Cost Reduction: -13
* Total Active Points/Actual Point Cost: 26
Sickle

Sickle: Though traditionally used as farm implements, sickles can also function as effecting disarming or tripping weapons. Just like a kama, a sickle wielder can use the gap between the blade and the shaft to maneuver their opponent's bodies, taking away weapons or forcing them to the ground.

* Type: Scythe
* Weight: 4 lb
* Required STR: 12
* Damage: 2d6
* Special Effects: Disarming, Tripping
* Recommended Price: $42 USD