|Inherent Effects at a Glance|
|Absorption||Change damage/stun into attribute bonuses||5|
|Enhanced Attributes||A bonus to an attribute||3|
|Extra Limbs||Have additional limbs beyond what is normal||2|
|Immunity||Complete invulnerability to one type of damage or status||2|
|Movement||Enhance existing Movement or gain new forms||2|
|Protection||Reduce the effects of Damage and other abilities||2|
|Regeneration||Speed up the natural healing process||3|
|Sense||Enhance existing Sense or gain a new sense||2|
|Speed||Reduce the penalties for taking more actions in a Turn||5|
Inherent effects are the basis for abilities that are either always working or triggered reactively by outside forces. Inherent effects only target the user, and are Passive rolls (if they even get rolled). The Effect Value for an inherent ability is equal to its ranks.
The Absorption ability allows a character to turn damage into a bonus to an attribute or skill. The maximum bonus from Absorption is twice the starting value of the attribute. For example, a character with a Strength of 4 can only increase up to an 8 with Absorption. Absorption only applies to Injury, Focus, or Morale, chosen at creation, and can only increase one attribute or skill (also chosen at creation) without an aspect.
Absorption is a reaction that is triggered by attacks with a positive, non-zero NDV. When the player suffers this attack, apply the ranks of Absorption as a second Resistance Value and increase the related skill or attribute by 1 rank. Any NDV left after this is applied as normal. These bonus ranks remain until the end of the Scene.
Absorption costs 5 CP per rank, and cannot be tied to an attribute.
The Enhanced Attribute ability lets a character purchase ranks of an attribute with aspects. However, the Suppress ability can affect these additional attribute ranks, while traditional attribute ranks cannot. Enhanced Attributes also may have other drawbacks based on the manifestation and properties chosen for the ability.
Enhanced Attribute costs 3 CP per rank, and cannot be tied to an attribute.
The Extra Limbs ability allows a character to have more limbs than normal, based on the chart. A character doesn’t have to use all the limb slots available to them from their ranks.
Extra Limbs cost 2 points per rank, and cannot be tied to an attribute.
The Immunity ability makes a character impervious to effects of a certain type or afflictions of a certain severity. Unlike other types of defenses (Protection and Shield) a character with Immunity is completely unaffected by the specific effect, regardless of the EV. However, an Immunity is also extremely narrow, like fire, bladed weapons, or UV light, unlike Protection and Shield which protect from all damage sources equally.
Immunity costs 2 CP per rank, and cannot be tied to an attribute.
The Movement ability enhances inherent movement types (running for land creatures, flying for birds and bats, and swimming for sea creatures) or creates new, more exotic types of Movement like teleportation, wall-climbing, or web-swinging. In combat, Movement ranks are simply added to the character’s base Movement rate (if it is a standard movement type. Outside of combat or during chase scenes, these ranks are added to the character’s Athletics roll. In the case of new or exotic movement types there is no default Movement rate so the total Movement rank is equal to the total ranks in that ability. While it does not change the cost, think of standard movements as what a normal human can do, exotic as something other natural creatures do, and supernatural as something completely new.
The cost of Movement depends on the type of movement. Standard movement types (to humans) cost 1 CP per rank, Exotic movement types (non-human, but exists in nature) cost 2 CP per rank, and purely supernatural movement types (do not exist at all, to our knowledge) cost 3 CP per rank. Movement cannot be tied to an attribute, however it factors into the movement determination formula.
The Protection ability prevents damage and other effects from harming the character. It can only protect one attribute, skill, ability, etc at a time, chosen at character creation. Ranks in Protection are added to the associated resistance trait (if there is one) to form the Resistance Value (RV) against an attack or ability use.
Protection costs 2 CP per rank, and cannot be tied to an attribute, but is already factored into the Resistance Value of a character with the ability.
The Regeneration ability allows a character to increase the rate at which he heals wounds naturally. This does not include regrowing limbs and the like by default, although with the GMs permission Regeneration can do so for +1 aspect.
Regeneration costs 3 CP per rank, and cannot be tied to an attribute.
The Sense ability allows characters to have super keen standard senses or to create senses that otherwise don’t exist (like the ability to Sense auras or see ghosts). Both types of Sense abilities rely on the Perception skill to function and add their ranks to it when making a Perception roll with the corresponding sense.
An existing Sense serves as the basis for most new Senses, especially when determining function, range, and accuracy. Note that just because a new Sense is similar to an existing Sense, the bonuses are not interchangeable. X-Ray vision does not get the bonuses from Sense (Vision) and vice versa. New Senses are either Targeting or Indirect. Targeting Senses work like vision and hearing, and can accurately find and track stimuli. However, Indirect Senses like smell pick up stimuli in the surrounding area, but cannot quickly and accurately find and track them. Thus, indirect senses cannot be used to make attacks, while direct senses can.
The cost of Sense depends on the type of sense purchased. Standard senses (to humans) cost 1 CP per rank, Exotic senses (non-human, but exist in nature) cost 2 CP per rank, and purely supernatural senses (do not exist to our knowledge) cost 3 CP per rank. Sense cannot be tied to an attribute, however it factors into the Perception skill roll.
The Speed ability allows a character to perform more actions than normal in a turn by giving the character a buffer against the penalties for taking additional actions. For each rank of Speed, the character can ignore 2 points of penalties for taking extra actions in a turn. In other words, with 1 rank, taking an added action gives a -1 penalty instead of a -3. At 2 ranks the first extra action is without penalty, but the second is at a -1 instead of the -6 that would be normal.
Speed costs 5 CP per rank, and cannot be tied to an attribute.