Parameters

Range

Many Powers have a Range, as follows. If no Range is given in a Power's description, the Power affects only the user and does not have Range.

Level Range
0 Touch
1 1 meter
2 10 meters
3 100 meters
4 1000 meters
5 Line of sight
6 Unlimited

Some Powers begin with a Range greater than 0 by default. In such cases, the Range can be reduced as many levels as desired. Each level of Range given up provides 1 point to invest in that Power. Thus, giving up three levels of Range provides 3 points.

Unless otherwise noted, maximum Range is 3 (100 meters) for Novices, 4 (1000 meters) for Seasoned Contractors, and 6 (Unlimited) for Veterans.

Note that both Range and Duration are approximate; there are often small variations between usages. Thus, it is not possible to stand confidently just outside an area of effect, nor to anticipate the exact moment when an effect will end.

Duration

Active Powers begin with a Duration of 1 if combat-oriented or a Duration of 3 if not. (Any Power which can be used on other people without their consent is considered combat-oriented.) If no Duration is given in the Power's description, then the Power is instantaneous and does not have Duration.

Level Duration
0 1 turn
1 skill modifier in turns
2 skill modifier in minutes
3 skill modifier in hours
4 skill modifier in days
5 skill modifier in weeks
6 skill modifier in months

A Duration that begins at greater than 0 can be reduced as many levels as desired. Each level of Duration given up provides 1 point to invest in that Power.

Unless otherwise noted, the maximum Duration for Novices is 3 (skill modifier in hours), while Seasoned Contractors can raise the Duration to 6 (skill modifier in months) if desired.

Potency

Potency is your rating in the Power, such as the number of points of Armor or the bonus provided to a skill. Powers are received at a Potency of 2. Note that Potency does not apply to all Powers.

Potency can be raised to 6, plus 1 per Tier beyond Novice (7 for Seasoned, 8 for Veteran, 9 for Harbinger).

Damage

Some Active Powers grant bonuses to damage. The damage bonus provided by such Powers increases by 2 per Gift Point invested. The maximum is 12, plus 2 per Tier beyond Novice (14 for Seasoned, 16 for Veteran, 18 for Harbinger).

Piercing

Some Powers have Piercing as a parameter. Piercing always begins at 0 and improves by 1 per point invested.

An attack with Piercing ignores a number of levels of Armor (or Mind Block) equal to twice the rating in Piercing. Resistance can also be entirely or partially bypassed after all Armor/Mind Block has been bypassed.

Piercing can be raised to 6, plus 1 per Tier beyond Novice (7 for Seasoned, 8 for Veteran, 9 for Harbinger).

Piercing only applies to attacks that deal damage, because attacks which do not deal damage are not affected by Armor or Mind Block.

Other Parameters

Powers may occasionally have other parameters; if so, this will be specified in the Power.

Note that some parameters may not apply to some Powers.

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