Using Special Abilities
Unless noted otherwise, special abilities cost 1 focus/tier. Consuming focus represents you using ammunition, concentrating, thinking hard about something, or otherwise using energy and resources.
DURATION
Traits and powers that last 10 minutes or longer require you to invest focus. Invested focus reduces your maximum focus pool by the amount invested. When you deactivate a power with invested focus, the focus does not immediately return but must be recovered normally. However, your maximum focus does immediately return. Unless noted otherwise...
- Attacks and powers that directly deal, heal, or reduce damage are instantaneous.
- All other powers that create a buff or area effect last until the end of your next turn.
Focus (1 Action)
So long as your total number of focus points is lower than or equal to your level, you can use the Focus action to gain an amount of focus equal to 1d6 + level. This represents you reloading, unjamming a weapon, taking a deep breath, concentrating, hyping yourself up, looking around for a clip, or otherwise gathering immediately physical or mental resources you need.
SPECIAL ABILITY AREA & RANGE
All abilities use generally 5 target sizes/ranges. 1 space = ~5 feet or 1.5 meters unless Travel (x10) or Communications (x100). If its a stellar effect, each "space" is 1 AU.
- *At tier 5+ alter 1,000 feet/tier to 1 mile/5 tiers
- Cylinders/Lines are 1/100th as wide as they are long rounded UP to the nearest 5-foot increment.
- Flying targets have disadvantage on defenses against cylinders and cylinder attacks have advantage against flying targets.
- Noncombat travel abilities have x10 the area/range of those listed here
- noncombat communication/observation abilities have x100 the area/range
- You can use ranged effects at roughly twice the normal range or area but suffer disadvantage on any attack rolls, saving throws, and skill checks made as part of the effect.
- If the casting time is longer than 1 round, increase duration by 1 step per additional casting step: 1 round (3 actions) --> 1 minute --> 10 minutes --> 2 hours --> 24 hours --> 1 week --> 1 month --> 1 year --> 10 years --> Permanent
]
FUNCTION TYPES
All special abilities are feats, powers, or traits.
Feats are special actions you can take as often as you like. You reduce your maximum focus pool by the cumulative tiers of all feats you possess.
Powers are special actions you can take, but must spend focus points to active them.
Traits are special qualities you always have and are persistent and permanent. You don't turn them off or on, as they are always in effect. You reduce your maximum focus pool by the cumulative tiers of all traits you possess.
If your focus pool has already been reduced to 1, you cannot take any new feats or traits nor can you upgrade any of your feats or traits until you gain enough focus to acquire such abilities.
Source Types
All special abilities have a source: biotics, hi-tech, low-tech, magic, or talent.
Biotic abilities result from your unique set of genetics. Only Aliens and Mutants can take biotic abilities.
Hi-tech abilities result from advanced technology. Anyone can acquire Hi-Tech Item abilities, but only Androids and Cyborgs can acquire Innate Hi-tech abilities.
Low-tech abilities result from simple technology such as crossbows, basic firearms, pulleys, levers, and other simple analog and clockwork tech. Anyone can acquire Low-Tech Item abilities, but only Androids and Cyborgs can acquire Innate Low-tech abilities.
Magic abilities result from the mystical forces of magic. Anyone can acquire Magic Item abilities but only Aliens and Mutants can acquire Innate Magic abilities.
Talent abilities result from the skill, talent, training, and even luck. Anyone can acquire Talent abilities but only Humans can acquire superhuman abilities as talents. As they cannot perform supernatural feats, they rely on careful planning, skill, technique, and luck.
Utility Types
All special abilities are either innate or item-based. Innate abilities are intrinsic to you and always a part of you. Item abilities result from items you carry and use regularly. There are different pros and cons to this. Innate abilities cannot be broken, disarmed, or stolen from you. However, item abilities can be swapped out for new items given access to an area where you can acquire the new items you want and don't require long periods of retraining.