Types of Powers
13.1 Types of Powers
Powers are listed in several categories: passive powers, charge powers, Soulbound Weapon powers, and Summoning powers. Passive powers and charge powers together are called core powers.
Passive powers are always active and do not require the expenditure of charge dice.
Charge powers have a type listed, which tells you whether the power is an action in itself or supplements a strike, maneuver, or other power (Boost). You can combine as many non-action powers as you can pay for to supplement a single action, with listed exceptions.
Soulbound Weapon and Summoning powers have passive and charge powers among them, but they have their own chapters because they have some special rules associated with them. In addition, some characters (such as eidolons) can only have core powers, but not Soulbound Weapon or Summoning powers.
Selecting Powers
Unless otherwise stated, you can only take each power once. This applies to all powers in all categories.
Some of the powers and weapon effects inflict conditions on characters. These conditions are listed in their own chapter. You might want to look those up before picking a related power.
Not all of these powers are available in every game. Some settings restrict the use of some core powers or add additional powers. Please see the setting chapter for details, and make sure that everyone in your play group knows which powers are available when creating characters.
When you select your powers for your character, make sure to include some charge powers so that you can make use of charge dice you are inevitably going to earn during a conflict.
Some coordination with your fellow PC players is also a good idea. Several powers work better in conjunction with the choices of other players, such as Leadership and Squad Tactics.
Finally, adversity is not bound by the listed powers. The GM can freely create powers for them or modify the ones listed (such as reducing charge dice costs, etc.).
