Exploits


Sometimes a GM may even award premade temporary abilities or weaknesses based on the story called exploits. They don't count against your maximum number of abilities or weaknesses but they are always conditional and lost when those conditions aren't met. Typically a GM limits the total number of tiers worth of exploits you can have at a time to 5 + your level but this is a soft rule rather than a hard rule.

For example, if a character finds a magic sword, they get a "Magic Sword" exploit at the appropriate rank.

Exploits can be taken away, lost, or suppressed, depending on what they are. Magic items can be taken away and conditional powers may not work in certain environments or may not work on certain targets. Such dependency and volatility makes these abilities less reliable than normal abilities.

However if an exploit is ever permanently taken from you, you regain the invested points or losses, allowing you gain new ones or improved others the next time you get an in-game opportunity (as determined by the GM).