Attribute Enhancements

Area

Area defines the radius of influence of the Attribute, which is usually centred on the character. If the Area Enhancement is not assigned to an Attribute, it usually means the Attribute can affect only a single individual person or object.

**AREA AND WEAPONS**
If Area is assigned to the Weapon Attribute, the attacking character only makes one attack roll, but everyone in the Area of effect makes their own defence roll. Consequently, some targets in the Area may be affected by the Weapon while others may defend successfully. Furthermore, the GM may decide that a successful defence roll is not enough to escape the attack completely if there is no nearby cover to move behind that would completely block the effects of the Attribute. In these situations, instead of negating the Area Weapon effect completely, a successful defence roll reduces damage by half.

Effects

AssignmentsEffect
0Single individual person/object
1Affects a small Area within quick reach (3 metres radius)
2Affects a moderate Area within a short sprinting distance (10 metres radius)
3Affects a building-sized Area (100 metres radius)
4Affects a neighbourhood-sized Area (1 km radius)
5Affects a city-sized Area (10 km radius)
6Affects a county-sized Area (100 km radius)

Duration

Duration determines the maximum period of time that the Attribute’s effect will influence a target (requires no concentration to maintain after it is activated). Most Attributes indicate in their descriptions how long it operates normally; adding the Duration Enhancement will increase this time. Duration does not usually apply when using the Attribute when affecting themselves (with the exception of the Mimic Attribute), since the character can simply reactivate the Attribute at will. At the end of an Attribute’s Duration, its effects will cease. In circumstances where an Attribute’s effects should be permanent, 10 assignments of Duration can be applied with GM permission (10 assignments = 1,000 years, which can be considered permanent).

**DURATION AND WEAPONS**
If Duration is applied to the Weapon Attribute, it is usually assigned in conjunction with the Area Enhancement. This means the Weapon attack remains active within the affected area for a prolonged period.

**Examples**
of this type of attack include chemical clouds, sheets of fire, electrical charges, or freezing vapours. If someone enters the Area while the Duration is still ongoing, they suffer damage or other effects as if they have been struck by the attack and will continue to suffer the effects each round until they leave the vicinity. The starting time for Duration when assigned to Weapons is different than for other Attributes as noted.

Effects

AssignmentsEffect
0Remains in effect as long as the Attribute description indicates
1Remains in effect for 10 minutes (or 2 rounds for Weapons)
2Remains in effect for 1 hour (or 5 rounds for Weapons)
3Remains in effect for 1 day (or 10 rounds for Weapons)
4Remains in effect for 1 week (or 1 minute for Weapons)
5Remains in effect for 1 month (or 1 hour for Weapons)
6Remains in effect for 1 season (or 1 day for Weapons)
10Permanent (with GM permission)

Potent

Potent is usually only assigned to Level 1 Attributes. To design an Attribute’s functionality to match a specific vision for your character, it’s sometimes necessary to assign more Limiters than Enhancements. Doing so increases the effective Level of an Attribute beyond the assigned Level.

For example, a player might want their character to have a version of Flight that requires slight concentration while flying (one assignment of the Concentration Limiter) and burns 10 Energy Points for every minute of use (one assignment of the Deplete Limiter). An Attribute with two Limiters assigned functions at two Levels higher than the actual Attribute Level so the player would only need to purchase Flight at Level 1 (10 kph speed) to gain the benefits of the effective Flight Level 3 (100 kph speed). But what if the player only wants their character to fly at a top speed of 10 kph (Level 1 Flight) or 30 kph (Level 2 Flight)? With the two Limiters assigned, the slowest speed from a Level 1 Attribute assignment is 100 kph (Level 1 + 2 Limiters = effective Level 3 ability). That’s where the Potent Enhancement comes in, which provides a more robust application of the Attribute but reigns in the effective Level to match the player’s intention with their character. The intended function

**ALLOWABLE**
ENHANCEMENTS Attribute Name Enhancements Control Environment Area, Duration, Range Dimension Walk Area Dynamic Powers Area, Duration, Range, Targets Exorcism Area, Range, Targets Force Field Area, Duration, Range Healing Area, Range, Targets Illusion Area, Duration, Range, Targets Merge Duration Metamorphosis Area, Duration, Range, Targets Mimic Duration, Range Mind Control Area, Duration, Range, Targets Nullify Area, Duration, Range, Targets Plant Control Duration Portal Area, Duration, Range, Targets Power Flux Area, Duration, Range, Targets Power Variation Area, Duration, Range, Targets Projection Area, Duration, Range Sensory Block Area, Duration, Range Sixth Sense Area Size Change Duration Summon Creatures Duration Telekinesis Area, Range Telepathy Area, Range, Targets Teleport Area, Range, Targets Transfer Duration, Range Transmute Duration, Range, Targets Unique Attribute Area, Duration, Range, Targets Unknown Power Area, Duration, Range, Targets Weapon Area, Duration, Range11

**CUSTOMISATION**
CUSTOMISATION of this Limiter is why you usually only assign Potent to Level 1 Attributes (unless the GM decides otherwise to reflect a specific function, as is the case with some shields, page 212). For details about minor and major edges, as well as Stat and Skill rolls, see Chapter 9: Action (page 172).

Effects

AssignmentsEffect
0Functions as indicated in the Attribute description
1The character receives a minor edge on Stat and Skill rolls in circumstances involving the Attribute’s use
2The character receives a major edge on Stat and Skill rolls in circumstances involving the Attribute’s use
3Similar to 1 Assignment, plus the character can also re-roll their dice once for each circumstance involving the Attribute’s use (retaining the minor edge on the re-roll and keeping the best of the two rolls)
4Similar to 2 Assignment, plus the character can also re-roll their dice once for each circumstance involving the Attribute’s use (retaining the major edge on the re-roll and keeping the best of the two rolls)
5Similar to 4 Assignments, but with the character gaining two re-rolls for each circumstance
6Similar to 4 Assignments, but with the character gaining three re-rolls for each circumstance

Range

Range is a measure of how far away from the character the centre of an Attribute can be manifested (or fired, in the case of Weapons) and should not be confused with the Area Enhancement. If the Attribute also has Area assigned, characters may centre the Area effect on any location within the Range. Without assigning the Range Enhancement, an Attribute can only be used on the character directly or when touching a target.

Effects

AssignmentsEffect
0Activated through touch
1Short Range (3 metres)
2Moderate Range (10 metres)
3Building-sized Range (100 metres)
4Neighbourhood-sized Range (1 km)
5City-sized Range (10 km)
6County-sized Range (100 km)

Targets

Targets refers to the maximum number of people (or mass of objects, as relevant) that the Attribute can affect. If Targets is not assigned, the Attribute usually only affects the character directly or one other person as indicated in the Attribute description.

**TARGETS AND WEAPONS**
Characters do not normally assign Targets to Weapons. Instead, assign the Area or Spreading Enhancements.

Effects

AssignmentsEffect
0Affects the character directly or one target (as appropriate)
1Affect up to 2 Targets at once
2Affect up to 5 Targets at once
3Affect up to 10 Targets at once
4Affect up to 25 Targets at once
5Affect up to 50 Targets at once
6Affect up to 100 Targets at once