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.