Attribute Limiters

Activation

The Attribute requires a high degree of concentration, such as chanting an incantation, focussing personal energies, loading individual shots, preparing ingredients, or programming a computer. The character cannot move or make defence rolls on the same round that they use or activate the Attribute.

**Activation**
is appropriate for Attributes that produce instantaneous effects, such as Healing or Weapon, and is also appropriate for ongoing Attributes like Armour or Flight – but only if they were assigned the Deplete, Detectable, Irreversible, or Recovery Limiters as well.

**Activation**
is not usually assigned to Attributes that can be kept on indefinitely without inconveniencing the user. Wearable Items are normally assumed to take an appropriate time to put on or remove, so do not assign Activation to Attributes embodied in such Items unless the individual Attributes requires further Activation once the Item is ready to use.

Effects

AssignmentsEffect
1Spend one round preparing the Attribute before it is used
2Spend one minute preparing the Attribute before it is used
3Spend one hour preparing the Attribute before it is used

Assisted

The Attribute requires supporting individuals who must be present for its ongoing function or activation. These assistants cannot be just anyone nearby since they must fulfil some sort of special requirement appropriate to the Attribute. This could be assigned to represent a major magical ritual that requires an entire congregation of chanting acolytes or true believers or an Attribute built into an Item that requires human or animal power (such as Water Speed requiring rowers or a carriage requiring a horse).

Effects

AssignmentsEffect
1A single assistant is required for the Attribute to function
2A small group of assistants (2-10) is required for the Attribute to function
3A large group of assistants (11-100) is required for the Attribute to function

Backlash

The character suffers an unfortunate side effect whenever the Attribute fails to work. If the character fails their appropriate Stat roll when using the Attribute or badly misses their target when attacking with a Weapon, the character is hit with the energy or essence that would have powered the Attribute’s use. The Backlash could be physical damage, memory loss, Stat drain, disorientation, or many other effects that make the character’s life more difficult. The player and GM should determine the game effect of the Backlash.

Effects

AssignmentsEffect
1The Backlash occurs if the character fails their roll by an significant margin (6 or more)
2The Backlash occurs if the character fails their roll by a moderate margin (3 or more)
3The Backlash occurs if the character fails their roll

Charges

The character can only use the specific Attribute occasionally. This may result from a need to recharge the Attribute (or a device), an incredible drain on the character’s internal reserves, a depletion of fuel for a mecha, or a different form of limitation. Charges are normally applied to Attributes with instantaneous effects, such as Jumping or Teleport, or those that have a finite duration per use. The Recovery Limiter (page 152) is usually assigned to Attributes with an ongoing effect, such as Armour or Flight. LIMITERS Activation Deplete Maximum Assisted Detectable Object Backlash Emotional Permanent Charges Environmental Recovery Concentration Equipment Semi-Permanent Consumable Imbue Unique Delay Irreversible Unpredictable Dependent Localised12

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Effects

AssignmentsEffect
1Only use the Attribute four to six times a day (or session)
2Only use the Attribute two or three times a day (or session)
3Only use the Attribute once a day (or session)

Concentration

The character must concentrate while using the ongoing Attribute (it does not apply to Attributes with an instantaneous effect). If the character’s concentration is interrupted voluntarily or by an outside event, the Attribute ceases to function.

Effects

AssignmentsEffect
1Requires slight Concentration. The character can still perform other general actions but cannot perform any combat- related actions or use other Attributes that also require Concentration.
2Requires intense Concentration. The character can move at slow speeds and talk with others while using the Attribute but cannot perform any complex actions (including combat) or use any other Attribute.
3Requires full Concentration. The character cannot do anything else while using the Attribute and must remain still to devote their full attention to the Attribute.

Consumable

The Attribute requires some form of focus to use properly, which is destroyed when the Attribute is activated. This focus could be anything from candles and incense to a rocket launch gantry.

Effects

AssignmentsEffect
1Focus is easy to replace
2Focus is hard to replace
3Focus is very difficult to replace

Delay

The Attribute does not take effect immediately after its use but rather activates some time later. This latency period may provide the targets or other characters time to nullify or otherwise avoid the Attribute’s effect (GM’s discretion).

For example, if a young boy is bitten by a vampire and will soon join the ranks of the undead (ie. the vampire used the Metamorphosis Attribute, page 106, with the Delay Limiter), his parents may still have time to take him to a local shrine to exorcise the evil (and thus countering the Metamorphosis before activation).1 Assignment Delay of a few minutes before it takes full effect

Effects

AssignmentsEffect
2Delay of a few hours before it takes full effect
3Delay of a few days before it takes full effect

Dependent

The character cannot use this Attribute unless one or more other Attributes are used at the same time. Dependent is only a Limiter if this use is a significant disadvantage.

For example, a character might have Armour that is Dependent upon Flight (the Armour ceases to function when the character is on the ground) but not Flight that is Dependent on Armour (since there is rarely a compelling reason to turn off the Armour Attribute). Dependent is also a valid if one Attribute requires the other to succeed, provided that a roll is required.

For example, Mind Control might be Dependent on Metamorphosis – the character can only take control of people after they have transformed the targets. The player must justify the Dependent Limiter to the GM to avoid inappropriate combinations.

Effects

AssignmentsEffect
1Dependent Attribute does not take effect until one other Attribute is activated
2Dependent Attribute does not take effect until two other Attributes are activated
3Dependent Attribute does not take effect until three other Attributes are activated

Deplete

The character’s Energy Points are used to power a particular Attribute. The Energy Points will either be reduced after the Attributes use (for Attributes for immediate effects, such as Teleport and Weapon), or while the Attribute is being used (for Attributes that are ongoing, such as Flight and Undetectable). For more information on Energy Points and their use, see page 195.

Effects

AssignmentsEffect
1Attributes with immediate effects burn 10 Energy Points for each use (or attempted use); ongoing Attributes burn 10 Energy Point each minute of use
2Attributes with immediate effects burn 20 Energy Points for each use (or attempted use); ongoing Attributes burn 5 Energy Point each round of use
3Attributes with immediate effects burn 30 Energy Points for each use (or attempted use); ongoing Attributes burn 20 Energy Point each round of use 06: CUSTOMISATION PAGEPAGE 149149Greg Doachi(e Odr2er 495087857) ---PAGE 151--- CUSTOMISATION CUSTOMISATION

Detectable

While using the Attribute, the character can be pinpointed and possibly identified by others who have specific detection techniques.

For example, the Attribute’s use may create a loud noise or a bright flash, send vibrations through the ground, or emanate mental shock waves. Detection techniques that can pinpoint the Attribute’s use include: astral, ethereal, human sight/hearing/smell, infrared, mental, radar, radiation, sonar, spiritual, ultraviolet, vibration, and others. The Weapon Attribute, which is Detectable by default, is an exception to this Limiter – characters must acquire the Inconspicuous Enhancement (page 138) to make the attack undetectable. Detectable only applies if the Attribute calls attention to itself in an especially noticeable fashion and thus is usually not appropriate for Items (which can normally be seen and identified).

Effects

AssignmentsEffect
1Detectable using 1-2 methods
2Detectable using 3-5 methods
3Detectable using 6-10 methods

Emotional

The Attribute only manifests in situations where the character is experiencing a very strong emotional trigger that calls for the use of the Attribute.

For example, a cleric with this Limiter might only be able to use the Healing Attribute on someone with whom the character had a strong emotional tie (such as a friend or family member).

Similarly, a Weapon may only function if the character was striking to avenge a loved one, reverse a humiliation, or save the world.

Effects

AssignmentsEffect
1Use requires significant Emotional investment
2Use requires strong Emotional investment
3Use requires extreme Emotional investment

Environmental

The Attribute only functions in a particular limited setting or condition.

For example Weapon (Environmental: Water) can represent a torpedo, while Alternate Form (Environmental: Virtual Reality) could represent an avatar of the character whose existence is limited to a lifelike cyberspace realm. The environment can be common (one assignment), but should not be one characters will always encounter during the campaign.

For example, “only in atmosphere” is not a valid setting unless much of the game action takes place in airless environments.

This Limiter is also inappropriate if a limited environment is implicit in the Attribute, such as Water Speed being limited to travel through liquids. Environmental is useful for creating an internal Attribute such as a Weapon or Sixth Sense that are only usable within a specific structure or inside a large Item such as a starship.

Effects

AssignmentsEffect
1Adventures often take place in or near the specific environment
2Adventures occasionally take place in or near the specific environment
3Adventures rarely take place in or near the specific environment 06: CUSTOMISATION PAGEPAGE 150150 Greg Doachi(e Odr2er 495087857) ---PAGE 152--- CUSTOMISATION CUSTOMISATION

Equipment

The Attribute requires specific materials, machinery, furnishings, or accessories to properly use. Unlike an Item, the required Equipment does not embody the Attribute but rather helps the character activate effects.

Effects

AssignmentsEffect
1Equipment is easily portable, such as a smartphone, wagon, or spell book
2Equipment is awkward to move, such as a statue, portable altar, or large furniture
3Equipment is static, such as workshop, laboratory, or shrine

Imbue

Imbue is usually assigned with the Charges Limiter. The character does not use the Attribute themselves but instead grants its use (excluding Imbue effect) to others for the duration of one dramatic scene. Imbue can represent blessings performed by the character for protection, inspirational speeches that encourage others, a special wish-granting ability, technical upgrades performed by the character, etc.

This Limiter is often assigned to one of the following Attributes, though the GM may expand this list as desired: Armour, Augmented, Heightened Awareness, Immutable, Massive Damage, Melee Attack, Melee Defence, Mulligan, Ranged Attack, Ranged Defence, Resilient, and Special Movement.

Effects

AssignmentsEffect
1Imbue 4-5 people
2Imbue 2-3 people
3Imbue 1 person

Irreversible

This Limiter can only be taken in conjunction with Attributes that change the physical appearance or structure of the character, such as Alternate Form, Alternate Identity, Change State, Elasticity, or Undetectable. Once the character has transformed from their normal state, they cannot transform back to a prior form without meeting certain conditions. This might include a magical ritual, work by mechanics or lab technicians, consuming a specific substance, or simply the passage of time.

Effects

AssignmentsEffect
1It takes several hours of work or special circumstances to enable the character to transform back to an earlier form
2As above, but the process also requires expensive or rare replacement components, ingredients, or prerequisites
3As above, but the process takes several days

Localised

Only part of the character’s body is affected by a specific Attribute. Localised is most commonly used for the following Attributes: Absorption, Alternate Form, Armour, Change State, Conversion, Resilient, Superstrength, and Undetectable.

For example, a character might only receive Armour benefits against abdominal attacks, or possess the ability to turn their left arm invisible only, or have bionic legs with Superstrength, etc.

**LOCALISED ITEM ARMOUR**
Creating a vehicle Item that has Armour with one assignment of the Localised Limiter usually indicates that the character rides on top of the vehicle rather than inside it (which is contrary to the normal use of most vehicles), and consequently it does not provide full Armour protection.

For example, motorcycles, small motorboats, ultralight aircraft, etc. all have one assignment of the Localised Limiter on their Armour.

Effects

AssignmentsEffect
1Affects a large part of the body (torso, both legs or arms, etc.)
2Affects a small part of the body (one leg or arm, abdomen, chest, head, etc.)
3Affects a tiny part of the body (one hand or foot, face, groin, knee, etc.)

Maximum

The character cannot use the specific Attribute at the lower end of its power range and always functions at its Maximum strength (consider effective Level, not actual Level). This could represent a character who is too talented for their own good, an Item that only functions within certain maximum parameters, a powerful character who pushes the Attribute’s limits so often that they have forgotten how to use it at a lower Levels, etc.

This Limiter is usually only appropriate for the following Attributes: Change State, Dynamic Powers, Elasticity, Flight, Ground Speed, Illusion, Jumping, Plant Control, Projection, Spaceflight, Superspeed, Teleport, Transmute, and Water Speed. The GM must approve its exact application to ensure the Attribute is sufficiently limited.

Effects

AssignmentsEffect
1The character’s Attribute is at Level 2 and always functions at its Maximum effectiveness
2The character’s Attribute is at Level 3 or 4 and always functions at its Maximum effectiveness
3The character’s Attribute is at Level 5+ and always functions at its Maximum effectiveness 06: CUSTOMISATION PAGEPAGE 151151Greg Doachi(e Odr2er 495087857) ---PAGE 153--- CUSTOMISATION CUSTOMISATION

Object

Object is usually assigned to Attributes contained within Items that are contrary to the Item’s “normal use” and are only useful for the benefit of the Item itself and not the character who uses it.

For example, a magic ring with Armour and the Object Limiter would be harder to destroy because it has Armour but would not give the wearing character any Armour (which would be the normal use of an Item with Armour).

Similarly, a cloak with Flight and the Object Limiter might be able to fly to the wearer upon command but the character could not actually fly while wearing it (which would be the normal use of an Item with Flight). When in doubt what “normal use” for an Item is, consult the Game Master.

Effects

AssignmentsEffect
1The Item’s Attribute still provides moderate benefit to the character
2The Item’s Attribute still provides slight benefit to the character
3The Item’s Attribute hardly provides any benefit to the character

Permanent

The Attribute is always functioning and the character cannot turn it off.

This Limiter only applies to Attributes that would inconvenience the character if the Attribute is always active, such as Change State, Force Field, Nullify, Undetectable, etc. The player and GM should discuss the problems and limitations associated with an eternally active Attribute.

Effects

AssignmentsEffect
1Permanent Attribute is a slight inconvenience
2Permanent Attribute is a minor inconvenience
3Permanent Attribute is a moderate inconvenience

Recovery

After the character uses the ongoing Attribute, they cannot use it again for a specific period of time. The longer the Attribute is used, the longer the rest period must be.

For example, the muscles of a character with Superstrength may need time to recuperate after use, or an Item that grants Flight may need to be recharged between uses. Only under exceptional circumstances (and at a great sacrifice, as determined by the GM) can the character use the Attribute again before the waiting period has elapsed.

This Limiter is usually incompatible with the Deplete and Charges Limiter.1 Assignment For every 1 minute the character uses the Attribute, the Recovery time is 1 minute before the Attribute functions again. The Attribute can be used for a maximum of 12 hours.

Effects

AssignmentsEffect
2For every 1 minute the character uses the Attribute, the Recovery time is 10 minutes before the Attribute functions again. The Attribute can be used for a maximum of 4 hours.
3For every 1 minute the character uses the Attribute, the Recovery time is 1 hour before the Attribute functions again. The Attribute can be used for a maximum of 1 hour. SEMI-PERMANENTSEMI-PERMANENT The Attribute is always functioning, though the character can turn it off for short periods by expending Energy Points (and thus enjoy a normal life for brief periods). This Limiter only applies to Attributes that would inconvenience the character if the Attribute is always active, such as Change State, Force Field, Nullify, Undetectable, etc. The player and GM should discuss the problems and limitations associated with an eternally active Attribute.
1Semi-Permanent Attribute is a minor inconvenience to the character; can be turned off at a cost of 1 Energy Points/minute
2Semi-Permanent Attribute is a moderate inconvenience to the character; can be turned off at a cost of 10 Energy Points/minute
3Semi-Permanent Attribute is a major inconvenience to the character; can be turned off at a cost of 10 Energy Points/round

Unique Limiter

This covers any and all possible Limiters that an Attribute might possess but are not detailed in the rules. This offers a near-endless number of restrictions and consequently the player and GM should discuss the ramifications of the Unique Limiter.

Effects

AssignmentsEffect
1Unique Limiter imposes minor restrictions on the Attribute
2Unique Limiter imposes moderate restrictions on the Attribute
3Unique Limiter imposes major restrictions on the Attribute 06: CUSTOMISATION PAGEPAGE 152152Greg Doachi(e Odr2er 495087857) ---PAGE 154--- CUSTOMISATION CUSTOMISATION

Unpredictable

The character’s Attribute frequently does not function when desired and requires a successful Stat roll to use. If the Attribute does not have a “Relevant Stat” entry, use the character’s Soul Stat. At the GM’s and player’s discretion, Unpredictable can also represent an Attribute that does not always function in the manner desired.

For example, a character with Plant Control might control the wrong plants, or a Force Field might not always appear in the correct place. For this alternative, the Stat roll determines if the Attribute operates properly with a failed roll indicating that it activates in an unexpected manner.

Effects

AssignmentsEffect
1The character must make a successful average Stat roll (TN 12) to use the Attribute
2The character must make a successful difficult Stat roll (TN 15) to use the Attribute
3The character must make a successful challenging Stat roll (TN 18) to use the Attribute SAMPLE UNIQUE LIMITERS Roll to maintain control Naked form only Easy to counteract Restricts movement Flawed results Time limit Initiative penalty to use Under conditions Limited functioning Usage inflicts pain Must remain still Use weakens character13 06: CUSTOMISATION PAGEPAGE 153153 Greg Doachi(e Odr2er 495087857)