Descriptors

DESCRIPTORS

A power’s descriptors are primarily for color. It’s more interesting and clear to say a hero has a “Flame Blast” or “Lightning Bolt” power than a generic “Damage effect.” “Fire” and “Electricity” are descriptors for the Damage effect. Descriptors do have some impact on the game since some effects work only on or with effects of a particular descriptor. A character may be immune to fire and heat, for example, so any effect with the “fire” or “heat” descriptor doesn’t affect that character. The different sense types are also descriptors pertaining to sensory effects.

Generally speaking, a descriptor is part of what a power is called beyond its game system name. For example, a weather-controlling heroine has the following effects: Damage, Concealment, and Environment. Her Damage effect is the power to throw lightning bolts, so it has the descriptor “lightning.” If a villain can absorb electricity, then his power works against the heroine’s Damage (since lightning is electrical in nature). Concealment creates thick banks of fog, giving it the “fog” or “mist” descriptor. So if an opponent transforms into mist, with the ability to regenerate in clouds or fog, he can regenerate inside the heroine’s Concealment area. Her Environment is the power to control the weather, giving it the descriptor “weather.” If the heroine’s power comes as a gift from the gods, it may also have the descriptor “divine”. On the other hand, if it comes from her elemental ability, then it has the descriptor “elemental.” A villain able to nullify elemental powers could potentially nullify all of the heroine’s powers!

The number of power descriptors is virtually limitless. The players and Gamemaster should cooperate to apply the appropriate descriptors to characters’ powers and use common sense when dealing with how the different descriptors interact. Just because one hero throws “lightning” and an opponent can absorb “electricity” doesn’t mean the villain’s absorption doesn’t work because it’s not the exact same descriptor. Lightning is a form of electricity. A certain amount of flexibility is built into descriptors, allowing them to cover the full range of possible powers. As in all things, the GM is the final arbitrator and should be consistent when ruling on whether or not a particular descriptor is appropriate and how all effects and descriptors interact in the series.

SOURCES

TRIBAL SOURCES

Select a Descriptor based on your Tribes origin under Clan Source (see below) for any Powers you receive from your Clan. Use the name of your Clan for the Clan Descriptor and choose the appropriate Clan Origin, Racial for innate Clan Powers, Cultural for learned Clan Powers.

  • Immortal: Undying Creatures native to the Immortal Realms
  • Supernal: Undying Creatures native to the Supernal Opposition
  • Celestial: Undying Creatures native to the Celestial Harmony
  • Elemental: Undying Creatures native to the Elemental Tempest
  • Mortal: Creatures native to the Mortal Realms
  • Fate: Creatures native to the Mirror World and the Inevitable Tribe
  • Psionic: Creatures native to the Astral Plane and the Edem Tribe
  • Dream: Creatures native to the Dream World and the Somnium Tribe
  • Inspiration: Creatures native to the Other World and the Sidereal Tribe
  • Primal: Creatures native to the Ethereal Plane and the Lunael Tribe
  • Shadow: Creatures native to the Under World and the Umbral Tribe
  • Order: Creatures native to the Nether World and the Gargant Tribe
  • Alchemy: Creatures native to the Primordial Plane and the Draconic Tribe
  • Chaos: Creatures native to the Else World and the Efreet Tribe
  • Beast: Creatures that are natural such as animals, bugs, or similiar
  • Abomination: Creatures that are unnatural, disturbing, or similiar
  • Plant: Creatures that are plants or similiar
  • Construct: Creatures that are created or similiar
  • Spirit: Creatures that are spirits, souls, or similiar
  • Horror: Creatures that are corrupted, soulless, or similiar

POWER SOURCES

Select a Descriptor based on the Power Source (see below) of any Powers gained from your chosen Path or Paths or other means. Effect Type is listed as [Ex] extraordinary, non magical powers, or [Su] supernatural, magical powers, after Component Name.

  • Alchemy [Su]: Powers that draw upon the energy of the Fundamental Plane
  • Chance [Ex or Su]: Powers that draw upon the Luck of the user
  • Chaos [Su]: Powers that draw upon the energy of the Else World
  • Cosmic [Su]: Powers that draw upon the energy of the Celestial Harmony
  • Divine [Su]: Powers that draw upon the energy of the Supernal Opposition
  • Dream [Su]: Powers that draw upon the energy of the Dream World
  • Elemental [Su]: Powers that draw upon the energy of the Elemental Tempest
  • Fate [Su]: Powers that draw upon the energy of the Mirror World
  • Honor [Ex or Su]: Powers that draw upon the Honor of the user
  • Inspiration [Su]: Powers that draw upon the energy of the Other World
  • Invention [Ex]: Powers that draw upon the Inventiveness of the user
  • Martial [Ex]: Powers that draw upon the Skill of the user
  • Order [Su]: Powers that draw upon the energy of the Nether World
  • Primal [Su]: Powers that draw upon the energy of the Ethereal Plane
  • Psionic [Su]: Powers that draw upon the energy of the Astral Plane
  • Shadow [Su]: Powers that draw upon the energy of the Under World

POWER ORIGIN

Select a Descriptor based on the origin of your Power (see below).

  • Mutation: Powers gained through genetics or a biological change
  • Trained: Powers gained through study or training
  • Granted: Powers gained from an outside force
  • Gear: Powers gained from an object

DESCRIPTORS

INTERACTION DESCRIPTORS

Select a Descriptor based on how this Effect interacts with other creatures, objects, or the world in general. There are different Interaction Descriptors for Supernatural Effects and Extraordinary Effects.

  • Supernatural Effects
    • Alteration: An effect that transforms an object, creature, or energy type into another.
    • Conjuration: An effect that Creates or transports matter or energy which can be shaped or manipulated.
    • Divination: An effect that allows you to learn things or witness events you could not otherwise know.
    • Enchantment: An effect that allows you to alter the attitudes or decisions of others.
    • Enervating: An effect that harms or inflicts penalties by draining energy from the target.
    • Illusion: An effect that confuses the senses of others.
    • Invigorating: An effect that heals or grants benefits by infusing the target with energy.
    • Manipulation: An effect that can shape or manipulate existing matter or energy.
    • Summoning: An effect that transports a creature or creates a contruct to do your bidding.
    • Teleportation: An effect that transports a creature or object to a destination of your choosing.
  • Extraordinary Effects
    • Demoralizing: An effect that inflicts penalties to others by demoralizing them.
    • Inspiration: An effect that grants benefits to others by inspiring them.

ACCESSORY DESCRIPTORS

Select a Descriptor based on if this Effect can be enhanced by an Accessory (see below). Select Personal for innate Effects than cannot be enhanced. Select Gear for Effects that are pieces of Gear and cannot be further enhanced.

  • Weapon: This effect can be enhanced with a weapon, such as a sword.
  • Argument: This effect can be enhanced with an argument, such as a cause.
  • Implement: This effect can be enhanced with a magical implement, such as a wand.
  • Tool: This effect can be enhanced with a tool, such as an instrument.
  • Gear: This effect comes from a piece of gear and cannot be further enhanced.
  • Personal: This effect cannot be further enhanced.

DAMAGE TYPE

Select a Descriptor based the type of Damage this Effect does (see below). This for non Energy and Elemental Damage types.

  • Bludgeoning: An effect that deals damage by crushing an opponent.
  • Piercing: An effect that deals damage by stabbing an opponent.
  • Slashing: An effect that deals damage by cutting an opponent.
  • Insulting: An effect that deals damage by slandering an opponent.
  • Taunting: An effect that deals damage by mocking an opponent.
  • Scathing: An effect that deals damage by criticizing an opponent.

ELEMENTS AND ENERGIES

Select Descriptors based on the type of Element or Energy this Effect uses or creates (see below). Elements are typically Mediums and Energies are typically Damage types.

Elements Quasi Elements Pseudo Elements Energies Quasi Energies Pseudo Energies
Earth Gravity Force Magnetic Seismic Kinetic
Fire Light Cosmos Heat Radiant Cosmic
Water Darkness Time Cold Necrotic Temporal
Wind Sound Thought Electric Sonic Psychic
ELEMENTS
  • Earth: An effect that uses, creates, or summons earth, or anything made of earth.
  • Fire: An effect that uses, creates, or summons fire, or anything made of fire.
  • Water: An effect that uses, creates, or summons water, or anything made of water.
  • Wind: An effect that uses, creates, or summons wind, or anything made of wind.
QUASI ELEMENTS
  • Gravity: An effect that uses, creates, or summons gravity, or anything made of gravity.
  • Light: An effect that uses, creates, or summons light, or anything made of light.
  • Darkness: An effect that uses, creates, or summons darkness, or anything made of darkness.
  • Sound: An effect that uses, creates, or summons sound, or anything made of sound.
PSEUDO ELEMENTS
  • Force: An effect that uses, creates, or summons force, or anything made of force.
  • Space: An effect that uses, creates, or summons space, or anything made of space.
  • Time: An effect that uses, creates, or summons time, or anything made of time.
  • Thought: An effect that uses, creates, or summons thought, or anything made of thought.
ENERGIES
  • Magnetic: An effect that uses, creates, summons, or deals damage with magnetic energy.
  • Heat: An effect that uses, creates, summons, or deals damage with heat energy.
  • Cold: An effect that uses, creates, summons, or deals damage with cold energy.
  • Electricity: An effect that uses, creates, summons, or deals damage with electricity energy.
QUASI ENERGIES
  • Seismic: An effect that uses, creates, summons, or deals damage with seismic energy.
  • Radiant: An effect that uses, creates, summons, or deals damage with radiant energy.
  • Necrotic: An effect that uses, creates, summons, or deals damage with necrotic energy.
  • Sonic: An effect that uses, creates, summons, or deals damage with sonic energy.
PSEUDO ENERGIES
  • Kinetic: An effect that uses, creates, summons, or deals damage with kinetic energy.
  • Cosmic: An effect that uses, creates, summons, or deals damage with cosmic energy.
  • Temporal: An effect that uses, creates, summons, or deals damage with temporal energy.
  • Psychic: An effect that uses, creates, summons, or deals damage with psychic energy.

AGENTS

Select Descriptors based on the type of Agent this Effect uses or creates (see below). Agents are typically both Mediums and Damage types that can cause sickness or injuries.

  • Acid: An effect that uses, creates, summons, or deals damage with acid.
  • Radiation: An effect that uses, creates, summons, or deals damage with radiation.
  • Poison: An effect that uses, creates, summons, or deals damage with poison.
  • Disease: An effect that uses, creates, summons, or deals damage with disease.

SENSES

Select a Descriptor based on the Sense an Effect uses or affects (see below). Senses can often be Mediums, and Effects are often Sense Dependent.

  • Auditory: Effects that affect a targets or your own sense of hearing.
  • Olfactory: Effects that affect a targets or your own sense of smell or taste.
  • Tactile: Effects that affect a targets or your own sense of touch.
  • Visual: Effects that affect a targets or your own sense of sight.
  • Mental: Effects that affect a targets or your own sense of mental awareness.

AFFECTS

Select a Descriptor based on an Alignment or Emotion an Effect uses or affects (see below). These descriptors can often be Mediums, or a limitation.

  • Alignment: An Effect that affects or deals with Good or Evil, or Order or Chaos.
  • Emotions: An Effect that affects or deals with emotions. See some examples below.
    • Fear
    • Anger
    • Joy
    • Love
    • Sadness
    • Courage

MODIFIER DESCRIPTORS

Select a Descriptor based on certain Modifiers if the Effect has one of the listed Modifiers.

  • Penetrating: An effect with the Penetrating flat modifier.
  • Impervious: An effect with the Impervious modifier.
  • Incorporeal: An effect with the Affects Insubstantial flat modifier.
  • Corporeal: An effect with the Affects Corporeal flat modifier.

SUMMON DESCRIPTORS

Select a Descriptor based on what and how something is summoned.

  • Call: An effect that compels a realatively nearby creature or object to seek you out and aid you.
  • Create: An effect that creates a creature or object out of nothing to aid you.
  • Shape: An effect that creates or shapes a creature or object out of nearby materials to aid you.
  • Summon: An effect that transports a creature or object from some distant location or realm to aid you.

MISCELLANEOUS DESCRIPTORS

Select a Descriptor based on what you need for an Effect if it is not covered elsewhere.

  • Misc Medium: A Misc Medium Descriptor is where you can enter in any miscellaneous Medium Descriptors not covered. A Medium can be any substance used, created, or summoned, or anything made of the substance, or if the substance is the means by which a Power is used.
  • Misc Effect: A Misc Effect Descriptor is where you can enter in any miscellaneous Effect Descriptors not covered. This can be used for certain results or Damage Types not covered or for including another Descriptor from any of the above categories.

ADDITIONAL EXAMPLE DESCRIPTORS

  • Weather
  • Nature
  • Justice
  • Freedom
  • Balance
  • Tyranny
  • Anarchy
  • Fortune
  • Banish
  • Sleep
  • Pain
  • Blood
  • Chemical
  • Colors
  • Dimensions
  • Ideas
  • Madness
  • Corruption
  • Alien
  • Biological
  • Chi
  • Technology
  • Preternatural
  • Mutant

REQUIRED DESCRIPTORS

The Gamemaster may require certain types of descriptors for powers. Usually, a required type of descriptor reflects some common elements of the series. The GM sets the rules as far as what descriptor types are required (or restricted) in the series. A character who breaks this guideline might have a Benefit (unusual origin) or face certain complications, possibly both.

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