Effect Types


Special abilities with subtypes have them listed in parenthesis after their types. Subtypes adjust how special abilities work and interact.
    Acidic: Effect creates strong acids with corrosive effects.
    Air: Effect creates or manipulates gases or wind forces.
    Auditory: Target must hear you or the effect to be affected by it.
    Basic: Effect creates strong bases with corrosive effects.
    Bludgeoning: Effect deals blunt force trauma.
    Cold: Effect creates low temperatures.
    Contact: You or the effect must touch the target's skin or physical body. Touching clothing and armor doesn't do the trick.
    Darkness: Effect manipulates or creates darkness.
    Disease: Effect creates or manipulates disease.
    Earshot: You must hear the target to affect them.
    Earth: Effect manipulates or creates earthen material such as dirt, minerals, mud, rock, sand, or stone.
    Electricity: Effect manipulates or creates electrical currents.
    Force: Effect manipulates or creates raw force.
    Heat: Effect manipulates or creates dangerously high temperatures and fire.
    Hi-tech: The ability is granted to you by a hi-tech item you're proficient with. If disarmed of the item, you cannot use the ability until you regain hold of the item. Hi-tech items are dampened or disabled by EM fields, EMPs, and are weak to ion effects.
    Inhaled: Target must breathe the effect in to be affected by it.
    Ion: Electromagnetic disturbances that can disrupt creatures and devices with the synthetic, magical, spirit, hi-tech, or robotic types or subtypes.
    Light: Effect manipulates or creates light, possibly manipulating color.
    Linguistic: You and the target must communicate or be able to communicate such as through a shared language in order for the effect to work.
    Line of Effect: You or the origin of effect must have line of effect to the target to affect them.
    Line of Sight: You must perceive your target with an acute sense in order to affect them. You can use a non-acute sense but are subject to the blinded 3 condition if you do so.
    Low-tech: The ability is granted to you by a low-tech item you're proficient with. If disarmed of the item, you cannot use the ability until you regain hold of the item. Low-tech items are limited in scope and can't do a lot of superhuman things that hi-tech items can do.
    Mark: The effect marks a target for a duration. You can have only 1 mark effect at a time. Declaring new ones ends the old ones.
    Mental: Only a sentient creature can be affected. Mindless creatures and objects are immune.
    Metal: Conjure or manipulate metal or magnetism.
    Olfactory: The target must smell or taste you or the effect in order to be affected.
    Origin: If one or more origins are listed, you must be one of those origins in order to select the ability.
    Piercing: Piercing damage is caused by deep puncturing wounds.
    Plasma: Plasma effects are treated as both electricity and heat effects, whichever is worse for the affected creature.
    Poison: Poison effects include both venom and actual poisoning.
    Radiation: Radiation effects are treated as both heat and poisoning effects, whichever is worse for the affected creature.
    Restoration: Heals or repairs a target.
    Slashing: Slashing effects create cuts and lacerations to harm and destroy targets.
    Sonic: Sonic effects create loud noises and strong vibrations to harm and destroy targets.
    Stance: The effect grants you benefits while in effect. You can have only 1 stance effect at a time. Declaring new ones ends the old ones.
    Tactile: The target must be able to feel the effect in order to be affected.
    Target (Sensed): You must use the specifically listed sense for it to work. For example, a "target seen" requires you to use Visual senses while a "target heard" would use Auditory and "target touched" would be Tactile.
    Tremor: You or the effect must be on the same surface to affect the target.
    Visual: The target must see you or the effect in order to be affected.