Persona Physical Powers

Physical Power Rules

Many Personae possess physical powers enabling them to do mighty, reality-defying feats of ability. Like Spells or Traits, they are divided into five tiers.
Physical Abilities are used in combat to deal damage or negative statuses to enemies. Using them is a Half Action and costs Exertion, which is drawn from your Exertion Pool.
Many Personae come with physical powers, some of which may be latent. These abilities can be inherited by offspring Personae as normal.
How Physical Powers Work
All Personae have at least one Inherent Melee or Inherent Ranged weapon. These weapons are, as the name implies, inherent to the Persona.
Whenever you activate a Physical Power, you make an attack with the Persona's Inherent Melee or Inherent Ranged weapon. Obviously melee powers can only be used with melee weapons and ranged powers can only be used with ranged weapons. Universal Powers can be used with either weapon.
What Physical Powers do is modify that attack in some way. For example, it might add a quality to the weapon or cause it to do more damage.
Note that some Effects act as certain actions, such as Aim, Heavy Attack or Charge. These attacks gain the benefit of all the talents associated with the attack, and if that talent requires a cost to activate (such as a reaction) that must be used as normal.
Physical Power Fields
All Powers have a Name, Effect, Damage Type, Stacking Trigger, Stacking Effect, TP Cost and two Aptitudes.
The Name is of course the name of the Power.
The Effect is what the Power does to the weapon's attack.
Damage Type demonstrates what damage type the attack becomes. For example, if Damage Type is recorded as Explosive then the attack changes to X, even if it's I, R or E. Elemental Type is also included here. If the Damage Type of the power and the weapon are the same, the attack takes a +10 bonus to hit and deals +2 damage. If this field is blank, just use the weapon's innate type.
Stacking Effect occurs in certain situations when the Power's effect is applied to a weapon that either somehow has the effect already or has a contrasting effect. The Stacking Trigger details the circumstances in which this happens (eg. "Weapon has Tearing" might appear for a Power that adds Tearing) and the Stacking Effect outlines how this modifies the Power further.

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Universal Powers

Name Effect Damage Type Stacking Trigger Stacking Effect TP Cost Aptitude 1 Aptitude 2
TIER ONE
Breaker Blow The attack gains the Felling (1) Quality. - Weapon has Felling Add the two Felling values together. 3 Offense Might
Force Spirit The attack gains the Proven (4) Quality. - - - 3 Offense Might
Friction Funnel The attack gains the Tearing quality. - Weapon has Tearing or Savage The weapon rerolls damage one more time. 3 Offense Might
Careful Offense If this attack misses, you may reroll it with a -10 penalty. - - - 3 Offense Technique
Cruel Attack The attack gains the Cruel (2) quality. - Weapon has Cruel Add the two Cruel values together. 3 Offense Technique
Mindful Spring The attack counts as being Full Aimed for all intents and purposes. - Weapon has Inaccurate Inaccurate is ignored, and the attack counts as Half Aimed instead. 3 Offense Technique
TIER TWO
Force Flow The attack gains the Proven (5) Quality. - - - 6 Offense Might
Distract Step After the attack is finished, hit or miss, you instantly make a Disengage action. - - - 6 Offense Technique
Vile Assault The attack gains the Cruel (4) quality. - Weapon has Cruel Add the two Cruel values together. 6 Offense Technique
TIER THREE
Force Guidance The attack gains the Proven (6) Quality. - - - 6 Offense Might
Coup de Grace The attack gains the Cruel (6) quality. - Weapon has Cruel Add the two Cruel values together. 6 Offense Technique

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Melee Powers

Name Effect Damage Type Stacking Trigger Stacking Effect TP Cost Aptitude 1 Aptitude 2
TIER ONE
Assault Dive The attack gains one range step and counts as a Charge for all intents and purposes except movement. - - - 3 Offense Might
Bash The attack deals +2 damage and gains the Cumbersome (10) quality. Impact Weapon has Balanced The weapon loses Balanced but doesn't gain Cumbersome. 3 Offense Might
- - - Weapon has Cumbersome Add the two Cumbersome qualities together. - - -
Plasma Edge The attack gains the Cleaving quality. Energy Weapon has Cleaving On a successful hit the attack gains +1 DoS. 3 Offense Might
Skewer The attack gains +2 Penetration. Rending Weapon has Razor Sharp The bonus Penetration is also doubled. 3 Offense Technique
Sonic Punch The attack gains the Super Hit Bonus (10) Quality and +10 to Fury confirmation. Energy Weapon has Cumbersome The weapon loses Cumbersome, but doesn't gain any Effect bonuses. 3 Offense Technique
- - - Weapon has Super Hit Bonus Take the highest value and increase it by 5. 3 Offense Technique
Spin Kick The attack gains Devastating (2). Impact Weapon has Devastating Add the two Devastating qualities together. 3 Offense Technique
Swipe On a hit, the target makes an Agility test; on a failure, you gain a single item from the target's Drop Item List, chosen at random; you may not swipe the same item from the same target twice. - - - 3 Offense Technique
Holy Seal The attack gains the Status Effect (Seal, 20) Quality. - Weapon has Status Effect (Seal) The target takes a -10 penalty to their test. 3 Offense Ailment
Hysterical Slap The attack gains the Status Effect (Frenzy, 20) Quality. - Weapon has Status Effect (Frenzy) The target takes a -10 penalty to their test. 3 Offense Ailment
Skull Cracker The attack gains the Status Effect (Confusion, 20) Quality. - Weapon has Status Effect (Confusion) The target takes a -10 penalty to their test. 3 Offense Ailment
Toxic Fangs The attack gains the Status Effect (Magic Poison, 20) Quality. - Weapon has Status Effect (Magic Poison) The target takes a -10 penalty to their test. 3 Offense Ailment
TIER TWO
Herculean Strike The attack gains +2 damage and the Concussive quality. - Weapon has Concussive The target takes a -10 penalty to their test and counts their TB as -2 lower for the purposes of resistance against Concussive. 6 Offense Might
Kill Rush The attack gains +2 damage, one range step and counts as a Heavy Attack for all intents and purposes except the Reaction penalty. - - - 6 Offense Might
Mighty Swing The attack gains +2 damage and targets all adjacent enemies (Swarms takes +2 hits instead); roll to hit once and use that result for all targets. The attack also gains the Pushing (4) Quality. - Weapon has Pushing Add the two Pushing qualities together. 6 Offense Might
Power Slash The attack deals +4 damage and gains the Cumbersome (10) quality. Energy Weapon has Balanced The weapon loses Balanced but doesn't gain Cumbersome. 6 Offense Might
- - - Weapon has Cumbersome Add the two Cumbersome qualities together. - - -
Rampage The attack deals +2 damage and ignores 1 AP per 2 SB. - - - 6 Offense Might
Bind Chain The attack gains +1 Damage. On a hit, until the start of your next turn, the target may not Disengage unless they win an Opposed Agility test against your Weapon Skill first. - - - 6 Offense Technique
Blade of Fury The attack gains +1 Damage. This attack counts as a Lightning Attack for all intents and purposes. Rending Weapon has Unwieldy The weapon loses Unwieldy, but you take an extra -10 to the hit roll. 6 Offense Technique
Delaying Hit The attack gains +1 Damage. On a hit, the target takes a -2 penalty to Initiative tests until the start of your next turn. - Made in the Surprise Round The target rerolls initiative with the new penalty and takes the result you prefer 6 Offense Technique
Scythe Chain The attack gains +1 Damage, one range step and gains the Spray and Flexible qualities. Rending Weapon has Spray The weapon ignores conventional cover. 6 Offense Technique
Swifting Strike The attack gains +1 Damage, and attempts to dodge or parry the attack take a -20 penalty. - - - 6 Offense Technique
Weary Thrust The attack deals +1 damage, plus extra damage equal to your total Fatigue ranks. - - - 6 Offense Technique
Arm Chopper The attack gains the Status Effect (Distress, 20) Quality. - Weapon has Status Effect (Distress) The target takes a -10 penalty to their test. 6 Offense Ailment
Cell Breaker The attack gains the Status Effect (Enervation, 20) Quality. Explosive Weapon has Status Effect (Enervation) The target takes a -10 penalty to their test. 6 Offense Ailment
Eye Gouge The attack gains the Status Effect (Blind, 20) Quality. - Weapon has Status Effect (Blind) The target takes a -10 penalty to their test. 6 Offense Ailment
Love Bite The attack gains the Status Effect (Charm, 20) Quality. Rending Weapon has Status Effect (Charm) The target takes a -10 penalty to their test. 6 Offense Ailment
Fire Slash The attack gains the Flame quality. Fire Weapon has Flame The target takes a -10 penalty to their test. 6 Offense Fire
Icicle Hammer The attack gains the Staggering quality. Ice Weapon has Staggering The attack gains +2 DoS for the purposes of Staggering. 6 Offense Ice
Storm Lance The attack strikes a number of enemies within 5m of the target equal to your DoS. Elec - - 6 Offense Elec
Zephyr Blast Attempts to evade the attack take a -10 penalty. On a successful hit, the target takes a -10 to all agility tests until the start of your next turn. Wind - - 6 Offense Wind
TIER THREE
Akasha Arts The attack gains +4 damage and the Brutal quality. Explosive Weapon has Brutal The weapon deals an extra +1 Critical Damage instead. 12 Offense Might
Black Spot The attack gains +1d10 damage and the Proven (4) Quality, but a -10 to hit. Energy Weapon has Proven Take the highest Proven quality and increase it by 1. 12 Offense Might
Deathbound The attack gains +4 damage, one step of range and targets all enemies in range (Swarms take +4 hits instead); roll to hit once and use that result for all targets. - - - 12 Offense Might
Gigantic Fist The attack deals +6 damage and gains the Cumbersome (10) quality. Impact Weapon has Balanced The weapon loses Balanced but doesn't gain Cumbersome. 12 Offense Might
- - - Weapon has Cumbersome Add the two Cumbersome qualities together. - - -
Warrior Heart Select any two Tier One or Two Melee or Universal Powers with the 'Might' Aptitude that the Persona knows, and apply both effects. - Powers have Dam/Pen Bonuses Take the highest Bonus between them. 12 Offense Might
- - - Powers have Range bonuses Add the two Bonuses together. - - -
Bleeding Crescent The attack gains +2 damage and a step of range, and hits all things in a 3m wide line in front of it. The attack gains the Crippling Quality. - Weapon has Crippling The target takes a -10 penalty to their test. 12 Offense Technique
Malicious Whip The attack gains +2 damage and the Flexible and the Pulling (4) Qualities. Impact Weapon has Flexible The attack also takes a -20 penalty to dodge. 12 Offense Technique
- - - Weapon has Pulling Add the two Pulling qualities together. - - -
Secret Style Select any two Tier One or Two Melee or Universal Powers with the 'Technique' Aptitude that the Persona knows, and apply both effects. - Powers have Dam/Pen Bonuses Take the highest Bonus between them. 12 Offense Technique
- - - Powers have Range bonuses Add the two Bonuses together. - - -
Vorpal Blade The attack gains +2 damage and the Unstoppable and Razor Sharp qualities. Rending Weapon has Razor Sharp The attack deals +2 damage. 12 Offense Technique
- - - Weapon has Unstoppable The attack gains +2 penetration. - - -
- - - Weapon has no Penetration The attack loses Razor Sharp and gains +4 Penetration instead. - - -
Wolf Fang The attack gains +2 damage and Devastating (4); until the start of your next turn, any Swarms struck by this attack take a -10 penalty to all tests. Rending Weapon has Devastating Add the two Devastating qualities together. 12 Offense Technique
Dark Void The attack gains the Status Effect (Debilitate, 20) Quality. Weapon has Status Effect (Charm) The target takes a -10 penalty to their test. 12 Offense Ailment
Leech Fangs On a hit, the target makes a Toughness test; on a failure they take a level of fatigue and your Persona heals 1d5 wounds. - - - 12 Offense Ailment
Sakura Slash The attack gains one step of range and gains the Spray and Status Effect (Charm, 20) qualities. - Weapon has Status Effect (Charm) The target takes a -10 penalty to their test. 12 Offense Ailment
- - - Weapon has Spray The weapon ignores conventional cover. - - -
Demon Star The attack becomes Dark Element type, and rerolls Fury damage and takes the preferred result. Dark - - 12 Offense Dark
Starlight Wing The attack becomes Light Element type; after the attack is finished, hit or miss, you instantly make a Disengage action. Light - - 12 Offense Light
TIER FOUR
Gaia's Fury On a hit, this attack gains an extra range step and strikes all enemies in range. The attack gains +1d10 damage, +6 damage and automatically confirms Righteous Furies. Until the start of your next turn, all squares adjacent to you count as DTV (4). Explosive - - 24 Offense Might
God's Hand The attack gains +2d10 damage and the Brutal, Felling (4) and Savage qualities. On killing an enemy with this attack, all other enemies in nearby must immediately make a Fear (10) test. - Weapon has Brutal The weapon deals an extra +1 Critical Damage instead. 24 Offense Might
- - - Weapon has Felling Add the two Felling qualities together. - - -
- - - Weapon has Tearing or Savage The weapon rerolls damage two more times. - - -
War God Select any two Tier One, Two or Three Melee or Universal Powers with the 'Might' Aptitude that the Persona knows, and apply both effects. - Powers have Dam/Pen Bonuses Take the highest Bonus between them. 24 Offense Might
- - - Powers have Range bonuses Add the two Bonuses together. - - -
Hassou Tobi The attack gains a step of range and gains the Spray Quality. Furthermore, this attack counts as an individual Lightning Attack for all intents and purposes against every enemy hit by the Spray. - Weapon has Spray The weapon ignores conventional cover. 24 Offense Technique
Heaven's Blade The attack gains +2d5 damage and the Super Hit Bonus (25) and Proven (3) Qualities. It deals +6 damage to targets who are out of Reactions, have succumbed to a feint from you, or are Stunned. Energy Weapon has Super Hit Bonus Take the highest value and increase it by 10. 24 Offense Technique
- - - Weapon has Proven Take the highest Proven quality and increase it by 1. - - -
Sacred Technique Select any two Tier One, Two or Three Melee or Universal Powers with the 'Technique' Aptitude that the Persona knows, and apply both effects. - - - 12 Offense Technique
- - - Powers have Range bonuses Add the two Bonuses together. - - -
Stigmata Strike The attack gains the Status Effect (Bleed, 10) and Status Effect (Seal, 10) Qualities. - Weapon has Status Effect (Bleeding) The target takes a -10 penalty to their test. 24 Offense Ailment
- - - Weapon has Status Effect (Seal) The target takes a -10 penalty to their test. - - -
Occult Flash The attack gains the Status Effect (Blind, 10) and Status Effect (Stun, 0) Qualities. - Weapon has Status Effect (Blind) The target takes a -10 penalty to their test. 24 Offense Ailment
Aurora The attack gains +3 damage, gains a step of range and, until the start of your next turn, all attacks against you take a -20 penalty. Light - - 24 Offense Light
Diamond Dust The attack gains +3 damage and a step of range and gains the Freezing and Spray Qualities. Ice Weapon has Freezing The target takes a -10 penalty to their test to resist Freezing. 24 Offense Ice
- - - Weapon has Spray The weapon ignores conventional cover. - - -
Fire Breath The attack gains +3 damage, a step of range and gains the Flame and Spray Qualities. Fire Weapon has Flame The target takes a -10 penalty to their test to resist Flame. 24 Offense Fire
- - - Weapon has Spray The weapon ignores conventional cover. - - -
Howling Gale The attack gains +3 damage, a step of range and gains the Concussive, Pushing (10) and Spray Qualities. Wind Weapon has Concussive The target takes a -10 penalty to their test and counts their TB as -2 lower for the purposes of resistance against Concussive. 24 Offense Wind
- - - Weapon has Pushing Add the two Pushing qualities together. - - -
- - - Weapon has Spray The weapon ignores conventional cover. - - -
God's Thunder The attack gains +3 damage, a step of range and targets all enemies in range (Swarms take +4 hits instead); roll to hit once and use that result for all targets. The attack gains the Shocking and Wearing qualities. Elec Weapon has Shocking The target takes a -10 penalty to their test to resist Shocking. 24 Offense Elec
- - - Weapon has Wearing The target loses an extra point of AP. - - -
Reaper's Harvest The attack gains +3 damage and strikes all adjacent enemies. It gains the Vengeful (-1) Quality and automatically confirms Furies. Dark Weapon has Vengeful Add the two Vengeful qualities together. 24 Offense Dark
TIER FIVE
Agneyastra The attack gains +1d10 damage, a step of range and generates your WS/2 attacks that hit anywhere in range. The attack gains the Blast (3), Felling (4) and the Concussive qualities. Almighty Weapon has Blast Take the highest Blast value and increase it by 1. 50 Offense Almighty
- - Weapon has Concussive The target takes a -10 penalty to their test and counts their TB as -2 lower for the purposes of resistance against Concussive. - - -
- - Weapon has Felling Add the two Felling qualities together. - - -

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Ranged Powers

Name Effect Damage Type Stacking Trigger Stacking Effect TP Cost Aptitude 1 Aptitude 2
TIER ONE
Exploding Shell The attack gains the Tearing quality. Explosive Weapon has Tearing or Savage The weapon rerolls damage one more time. 4 Offense Might
Photon Shot The attack gains Proven (4). Energy Weapon has Proven Take the highest Proven quality and increase it by 1. 4 Offense Might
Twin Shot The attack loses a step of range, to a minimum of Assault, but counts as a Semi Auto for all intents and purposes with a limit of 2 hits. - Weapon has Blast The Blast radius is increased by 1, but the weapon loses Semi Auto. 4 Offense Might
Laser Beam The attack gains the Keen quality. Energy Weapon has Keen On a successful hit the attack gains +2 DoS. 4 Offense Technique
Star Toss The attack gains the Razor Sharp quality. Rending Weapon has Razor Sharp The attack deals +2 damage. 4 Offense Technique
- - - Weapon has no Penetration The attack loses Razor Sharp and gains +4 Penetration instead. - - -
Wing Flap This attack may be used in melee. The attack gains the Pushing (4) Quality. After the attack is finished, hit or miss, you instantly make a Disengage action. - Weapon has Pushing Add the two Pushing qualities together. 4 Offense Technique
Cupid's Arrow The attack gains the Status Effect (Charm, 30) Quality. Rending Weapon has Status Effect (Charm) The target takes a -10 penalty to their test. 4 Offense Ailment
Dream Needle The attack gains the Status Effect (Daze, 30) Quality. - Weapon has Status Effect (Daze) The target takes a -10 penalty to their test. 4 Offense Ailment
Toxic Barb The attack gains the Status Effect (Magic Poison, 30) Quality. - Weapon has Status Effect (Confusion) The target takes a -10 penalty to their test. 4 Offense Ailment
TIER TWO
Airstrike The attack gains +2 damage and the Blast (4) Quality. Explosive Weapon has Blast Take the highest Blast value and increase it by 1. 8 Offense Might
Fragment Storm The attack gains +2 damage and the Tearing quality and strikes one extra target per 2 DoS; each extra target must be different. - Weapon has Tearing or Savage The weapon rerolls damage one more time. 8 Offense Might
Positron Shot The attack gains +2 damage and ignores Barriers. Energy - - 8 Offense Might
Ripper Gun Before the attack, you make a half move action. The attack gains +2 damage and the Scatter quality. Rending Weapon has Scatter The weapon inflicts an extra hit per every DoS instead of every 2. 8 Offense Might
Torrent Wave The attack gains +2 damage and the Spray quality. - Weapon has Spray The attack ignores conventional cover. 8 Offense Might
Acid Rain The attack gains +2 Penetration and the Blast (2) and Wearing qualities. Energy Weapon has Blast Take the highest Blast value and increase it by 1. 8 Offense Technique
Force Wave The attack gains +1 damage and the Pushing (10) Quality. Impact Weapon has Pushing Add the two Pushing qualities together. 8 Offense Technique
Gunslinger Snap Attempts to evade the attack take a -20 penalty. The attack gains +1 damage. - - - 8 Offense Technique
Sniper Shot The attack counts as being Full Aimed for all intents and purposes, and gains the Precise Quality. The attack gains +1 damage and Penetration. - Weapon has Precise The attack gains the Accurate Quality instead. 8 Offense Technique
- - - Weapon has Accurate The attack gains +2 Penetration. - - -
Trick Shot The attack gains the Super Hit Bonus (10) Quality and, should it Super Hit, may instantly repeat the attack against a different target. The attack gains +1 damage. - Weapon has Super Hit Bonus Take the highest value and increase it by 5. 8 Offense Technique
Infuriating Horn The attack gains the Status Effect (Frenzy, 30) Quality. - Weapon has Status Effect (Frenzy) The target takes a -10 penalty to their test. 8 Offense Ailment
Netsilik's Harpoon The attack gains the Status Effect (Seal, 30) Quality. - Weapon has Status Effect (Seal) The target takes a -10 penalty to their test. 8 Offense Ailment
Scary Flashlight The attack reduces its range by a step, gains the Status Effect (Distress, 30) Quality and hits one extra target per 2 DoS; each extra target must be different. - Weapon has Status Effect (Distress) The target takes a -10 penalty to their test. 8 Offense Ailment
Tranquiliser Dart The attack gains the Status Effect (Stun, 30) Quality. - Weapon has Status Effect (Stun) The target takes a -10 penalty to their test. 8 Offense Ailment
Aquilon's Gust The attack gains the Devastating (2) Quality. Wind Weapon has Devastating Add the two Devastating Qualities together. 8 Offense Wind
Fire Arrows The attack gains the Flame Quality and counts as a Semi-Auto Attack for all intents and purposes, with a limit of 4 hits. Fire Weapon has Flame The target takes a -10 penalty to their test. 8 Offense Fire
- - - Weapon has Blast The Blast radius is increased by 2, but the weapon loses Semi Auto. - - -
Snowball Rush The attack gains the Freezing Quality. Ice Weapon has Freezing The target takes a -10 penalty to their test. 8 Offense Ice
Thunder Javelin The attack gains the Blast (1) and Shocking Qualities. Elec Weapon has Blast Take the highest Blast value and increase it by 1. 8 Offense Elec
- - - Weapon has Shocking The target takes a -10 penalty to their test. - - -
TIER THREE
Dragon's Bow Select any two Tier One or Two Ranged or Universal Powers with the 'Might' Aptitude that the Persona knows, and apply both effects. - Powers have Dam/Pen Bonuses Take the highest Bonus between them. 16 Offense Might
- - - Powers have Range bonuses Add the two Bonuses together. - - -
Gatling Gun The attack gains +2 damage and counts as a Full Auto attack for all intents and purposes with a limit of 10 hits. It gains the Storm quality. - Weapon has Storm Increase the Full Auto limit by 2. 16 Offense Might
- - - Weapon has Blast The Blast radius is increased by 5, but the weapon loses Full Auto. 16 Offense -
Javelin Volley The attack counts as a Semi Auto attack for all intents and purposes with a limit of 4 hits. The attack gains the Crippling Quality and +4 damage. - Weapon has Blast The Blast radius is increased by 2, but the weapon loses Semi Auto. 16 Offense Might
- - - Weapon has Crippling The target takes a -10 penalty to their test. 16 Offense -
Skyblast The attack gains +4 damage and the Blast (3) Quality. Any targets hit by the attack must make a Pinning test. Explosive Weapon has Blast Take the highest Blast value and increase it by 1. 16 Offense Might
Terawatt Pulse The attack gains the Unstoppable Quality, +4 penetration and +4 damage. It may reroll the to-hit roll and take the preferred result. Energy Weapon has Unstoppable The attack gains +2 penetration. 16 Offense Might
Headshot 'The attack counts as being Full Aimed for all intents and purposes; so long as it hits for 2+ DoS, it counts as hitting the head as per a Called Shot. It gains +2 damage. - - - 16 Offense Technique
Razor Webs The attack gains +4 damage and the Blast (4) Quality. Until the start of your next turn, the area hit by the Blast becomes DTV 4. Rending Weapon has Blast Take the highest Blast value and increase it by 1. 16 Offense Technique
Seeker Sight Select any two Tier One or Two Ranged or Universal Powers with the 'Technique' Aptitude that the Persona knows, and apply both effects. - Powers have Dam/Pen Bonuses Take the highest Bonus between them. 16 Offense Technique
- - - Powers have Range bonuses Add the two Bonuses together. - - -
Shuriken Cannon The attack gains +2 penetration, the Razor Sharp and Unstoppable qualities, and counts as a Full Auto attack for all intents and purposes with a limit of 6 hits. Rending Weapon has Razor Sharp The attack deals +2 damage. 16 Offense Technique
Sonic Bullet The attack gains +2 damage and the Keen quality. Whenever it triggers the Weak Spot quality, deals +2 damage. Attempts to evade the attack take a -20 penalty. Impact Weapon has Keen The attack deals +2 Penetration. 16 Offense Technique
Berserker Roar The attack loses a step of range and affects all enemies in range. All enemies take a Willpower test; if they pass, they treat this attack as though it had the Status Effect (Frenzy, 30) Quality; if they fail they treat it as thought it had the Status Effect (Distress, 30) Quality instead. This attack never deals damage. - Weapon has Status Effect (Frenzy) The target takes a -10 penalty to their test. 16 Offense Ailment
- - - Weapon has Status Effect (Distress) The target takes a -10 penalty to their test. - - -
Mental Grenade The attack gains the Blast (3) and Status Effect (Confuse, 30) Qualities. - Weapon has Blast Take the highest Blast value and increase it by 1. 16 Offense Ailment
- - - Weapon has Status Effect (Confuse) The target takes a -10 penalty to their test. - - -
Rose Storm The attack gains the Blast (6) and Status Effect (Charm, 30) Qualities. However it never deals damage. - Weapon has Blast Take the highest Blast value and increase it by 1. 16 Offense Ailment
- - - Weapon has Status Effect (Charm) The target takes a -10 penalty to their test. - - -
Shabriri's Bell The attack loses a step of range and affects all enemies in range. The attack gains the Status Effect (Blind, 30) and (Deaf, 30) Qualities. - Weapon has Status Effect (Blind) The target takes a -10 penalty to their test. 16 Offense Ailment
- - - Weapon has Status Effect (Deaf) The target takes a -10 penalty to their test. - - -
Crusader Sign The attack gains the Super Hit Bonus (20) Quality. Light Weapon has Super Hit Bonus Take the highest value and increase it by 10. 16 Offense Light
Eclipse Shadow The attack gains the Vengeful (-2) Quality. Dark Weapon has Vengeful Add the two Vengeful qualities together. 16 Offense Dark
TIER FOUR
Soul Divider The attack gains +6 Damage and the Brutal, Slayer and Vengeful (-2) Qualities. - Weapon has Brutal The weapon deals an extra +1 Critical Damage instead. 30 Offense Might
- - - Weapon has Slayer The weapon gains Vengeful (-1) instead. - - -
- - - Weapon has Vengeful Add the two Vangeful qualities together. - - -
Photon Cannon The attack gains +1d10 damage and the Felling (4), Proven (4), Savage and Line (3) Qualities. Energy Weapon has Tearing or Savage The weapon rerolls damage two more times. 30 Offense Might
- - - Weapon has Line Take the highest Line value and increase it by one. - - -
- - - Weapon has Proven Take the highest Proven quality and increase it by 1. - - -
Supreme Firepower Select any two Tier One, Two or Three Ranged or Universal Powers with the 'Might' Aptitude that the Persona knows, and apply both effects. - Powers have Dam/Pen Bonuses Take the highest Bonus between them. 30 Offense Might
- - - Powers have Range bonuses Add the two Bonuses together. - - -
Divine Archery Select any two Tier One, Two or Three Ranged or Universal Powers with the 'Technique' Aptitude that the Persona knows, and apply both effects. - Powers have Dam/Pen Bonuses Take the highest Bonus between them. 30 Offense Technique
- - - Powers have Range bonuses Add the two Bonuses together. - - -
Crescent Halberd Shot The attack gains +3 damage and counts as being Full Aimed for all intents and purposes, and gains the Accurate Quality. - Weapon has Accurate The attack gains +2 Penetration. 30 Offense Technique
Grasping Tentacles The attack gains +3 damage and the Blast (3) and Snare (-20) Qualities. - Weapon has Blast Take the highest Blast value and increase it by 1. 30 Offense Technique
Denial Ray The attack gains the Status Effect (Distress, 20) and (Enervation, 20) Qualities. - Weapon has Status Effect (Distress) The target takes a -10 penalty to their test. 30 Offense Ailment
- - - Weapon has Status Effect (Enervation) The target takes a -10 penalty to their test. - - -
Ivy Forest The attack gains the Status Effect (Immobilised, 20) and (Magic Poison, 20) Qualities. Any targets hit by this power's Immobilise effect take +6 damage from Fire. - Weapon has Status Effect (Immobilise) The target takes a -10 penalty to their test. 30 Offense Ailment
- - - Weapon has Status Effect (Magic Poison) The target takes a -10 penalty to their test. - - -
Blessed Tarantella The attack loses a step of range, gains +3 damage and and strikes all enemies within range. The attack gains the Status Effect (Confusion, 30) Quality. Light Weapon has Status Effect (Confusion) The target takes a -10 penalty to their test. 30 Offense Light
Brocken Ripper The attack gains +3 damage and the Spray and Keen Qualities (although it auto-hits with Spray, roll to hit anyway for Keen). Dark Weapon has Spray The attack ignores conventional cover. 30 Offense Dark
- - - Weapon has Keen The attack gains +2 Penetration. - - -
Hephaestus Hammer The attack gains +3 damage and the Concussive, Blast (3) and Flame Qualities. Fire Weapon has Concussive The target takes a -10 penalty to their test and counts their TB as -2 lower for the purposes of resistance against Concussive. 30 Offense Fire
- - - Weapon has Blast Take the highest Blast value and increase it by 1. - - -
- - - Weapon has Flame The target takes a -10 penalty to their test. - - -
Polar Vortex The attack gains +3 damage and the Staggering and Blast (2) Qualities. Furthermore, all enemies within 10m of the target act as though they'd suffered a hit from a Pulling (10) Weapon. Ice Weapon has Staggering The attack gains +2 DoS for the purposes of Staggering. 30 Offense Ice
- - - Weapon has Blast Take the highest Blast value and increase it by 1. - - -
- - - Weapon has Pulling Add the two Pulling values together. - - -
Quantum Railgun The attack gains +3 damage and the Line (5), Shocking and Vengeful (-1) Qualities. Elec Weapon has Line Take the highest Line value and increase it by one. 30 Offense Elec
- - - Weapon has Shocking The target takes a -10 penalty to their test to resist Shocking. - - -
- - - Weapon has Vengeful Add the two Vengeful qualities together. - - -
Telekinetic Explosion The attack gains +3 damage and the Blast (5) Quality. Everything struck by the attack must test Toughness or be thrown 1d10+DoF away from the epicentre, taking falling damage as normal. Wind Weapon has Blast Take the highest Blast value and increase it by 1. 30 Offense Wind
- - - Weapon has Pulling or Pushing Increase the distance thrown by the explosion by the value of Pushing or Pulling. - - -
TIER FIVE
Graviton Bomb The attack gains +1d10 damage and the Blast (6) and Shieldbreaker Qualities. Almighty Weapon has Blast Take the highest Blast value and increase it by 1. 60 Offense Almighty
- - - Weapon has Shieldbreaker The attack gains +4 Penetration. - - -

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