Rule Thread 05 -Abilities

Post Reply
User avatar
Lazarus
Site Admin
Posts:140
Joined:Wed Jun 12, 2019 3:48 am
Rule Thread 05 -Abilities

Post by Lazarus » Thu Jun 13, 2019 7:55 am

The basic purpose of Abilities is to cover things that not everyone can do, that don't fit simply into skills. All the player-characters have a pseudo-science modification, whether it be biological, mechanical, or something more exotic, which open them to a variety of Abilities.

One of the Abilities gets 'growth', which allows that Ability to function one level higher, when the game enters 'book 2' I plan to increase growth to +2. Growth makes that Ability potentially more potent than the characters otherwise limitations, and therefore likely their signature Ability. Be aware though that for most Abilities in the level 3-5 range the activation cost is significant, and the character may need investment in other Abilities to have enough power pool.

Abilities can be simple 'got or not', or require a skill, and/or require power to use. Typically the more points invested and the more it takes to use the more powerful it is.

All level 0-1 Abilities cost 5 point, although Abilities with attached Skills, and/or modifier Abilities can cost substantially more.
Level 2 costs an additional 10 (total of 15), level 3 an additional 15 (total of 30), and so on.

The power pool for Abilities comes from the point cost of all powered Abilities combined, although a reservoir ability count triply. Usage is exponential 1 point, 3 points, 9 points, etc. Without a reservoir the pool replenishes over a day, so for instance a 5 point pool would regain a point roughly every 5 hours. Reservoirs work like usage in reverse, so a player can use their replenishment method each round to regain 1, 3, 9, etc points. Reservoir or not replenishment has a method, whether it be concentration, access to power, metabolism, or something more exotic.

There are Abilities I can say right now DO NOT fit the campaign. Anything effecting time, speeding it up, slowing it down, or travelling through it. Precognition of future events.

Because Abilities are heavily customised to suit characters, this thread is not an exhaustive one. What follows is a list of pre-detailed Abilities, and what post they're detailed in.

Natural Abilities (post 2)

Ambidexterity
Combat Dodge
Survivors Luck
Quick Draw
Quick Load
Takedown
Sharp Sense -sight/scent/taste/smell

Popular Pseudo-science Abilities (post 3)

<source> Reservoir 1
Weapon 1
Charged 1
Healing 1
Armoured Body 1
Energy Armour 1
Regeneration 1
Sharp Sense -sight 1/scent 1/taste 1/smell 1/touch 1
<Derives stat> mastery 1

More Pseudo-science Abilities (Post 4)

<Energy type> Resistance 1
Active Shield 1 (Kinetic or Energy)
Reactive Shield 1 (Kinetic or Energy)
Predator 1
Efficient Biology 1
Telekinetic Balance 1
Psychic Telekinesis 1 (Kinetic or Gravetic)
Psychic Telepathy 1
Electronic Disruption 1
Matter Creation 1
Beloved of luck 1
Detox 1
Recovery 1

Player made Abilities (post 5)

mental Bolt 1
Lay Jink 1
Code Injection 1
Lay Network 1
Console Commands 1
Lay Shunt 1
Passive Predator 1
Cyber Tap 1
Nanite Data Storage 1
Tech Creation 1
Exotic Tech 1
Scanner 1
Overcharge 1

Modifier Abilities (post 6)

Quick Charge 1
Fast Caster 1
Tie off <Ability name> 1
Burst <Ability name> 1
Group <Ability name> 1
Blast <Ability name> 1
Dome <Ability name> 1

Reservoir alternatives (post 7)

Energy Reservoir 1
Quick Charge 1
Energy Regeneration 1
Energy Refuel 1
Energy Independent 1

Size Altering (post 8)
Shrink/Grow Self 1
Shrink/Grow Person 1
Shrink/Grow Object 1

User avatar
Lazarus
Site Admin
Posts:140
Joined:Wed Jun 12, 2019 3:48 am

Re: Rule Thread 05 -Abilities

Post by Lazarus » Thu Jun 13, 2019 7:55 am

Natural Abilities These abilities cannot be raised to level 2+, but can be possessed by unenhanced Humans.

Ambidexterity Character can write, fight, and otherwise perform actions equally with either hand. Most likely to be relevant if a character is maimed.

Combat Dodge Adds a Nimbleness based skill that allows a character who ends their turn with left over action points to use a point out of turn to roll a check to override their Defence score.

Survivors Luck Adds a Luck based skill that can be rolled instead of a characters Death Save derived trait.

Quick Draw The character can bring a weapon into play, or use a Weapon Ability for three less action points.

Quick Load The character can load a weapon for two less action. Conditional on the weapon load not having special requirements.

Takedown If the character attacks from stealth with a hand free (2 extra action points on top of the your usual attack cost). Target can't make noise until after the attack resolves, and takes an extra Trauma check equal to the highest death save. Or for a straight 4 action points cause only the Trauma check. Uses the skill the character chose to attack with.

Sharp Sense -sight/scent/taste/smell

When an Observation check comes up that chiefly involves the characters sharpened sense, they can roll that sense skill instead with a free Edge die. Can be taken multiple times, each time with a different sense, and a matching Awareness based skill.

Guard
Allows multiple uses of Defensive Zone between turns. Melee attacking with reserve action against opponents moving through zone of reach, or moving to threaten adjacent allies.

User avatar
Lazarus
Site Admin
Posts:140
Joined:Wed Jun 12, 2019 3:48 am

Re: Rule Thread 05 -Abilities

Post by Lazarus » Thu Jun 13, 2019 7:56 am

Popular Pseudo-science Abilities

Reservoir 1 4 action, regain 1 power pool. Change <source> to magic, nanite, engine, metabolic or whatever fits the character theme.
Reservoir 2 4 action, regain 3 power pool.
Reservoir 3 4 action, regain 9 power pool.
Reservoir 4 4 action, regain 27 power pool.
Reservoir 5 4 action, regain 81 power pool.

Weapon 1 character has a special weapon they can summon and dismiss for 1 power point either way. Action cost is the same as the weapons usual draw cost.
Weapon 2 3pp summon, 1 pp dismiss. Weapon causes an additional save, either death, resilience, or trauma (fixed player choice)
Weapon 3 9pp summon, 1 pp dismiss. Weapon causes +1d6 damage, and additional save, either death, resilience, or trauma (fixed player choice)
Weapon 4 27pp summon, 1 pp dismiss. Weapon causes +1d6 damage, and 2 additional saves, either death, resilience, or trauma (fixed player choice)
Weapon 5 81pp summon, 1 pp dismiss. Weapon causes +2d6 damage, and 2 additional saves, either death, resilience, or trauma (fixed player choice)

Armour Piercing 1 Increases summon cost by 3. Reduces target armour by 1 level. Requires Weapon 2.
Armour Piercing 2 Increase summon cost by 9. Reduces target armour by 2 levels. Requires Weapon 3 & AP1.
Armour Piercing 3 Increases summon cost by 27. Reduces target armour by 3 levels. Requires Weapon 4 & AP2.

Charged 1 1pp. Characters unarmed attacks can have an energy effect, causing an extra death, resilience, or trauma check (fixed).
Charged 2 3pp. Characters unarmed attacks can have an energy effect, doing an extra 1d6 damage, and causing an extra death, resilience, or trauma check (fixed).
Charged 3 9pp. Characters unarmed attacks can have an energy effect, doing an extra 1d6 damage, and causing 2 extra death, resilience, or trauma check (fixed).
Charged 4 27pp. Characters unarmed attacks can have an energy effect, doing an extra 2d6 damage, and causing 2 extra death, resilience, or trauma check (fixed).
Charged 5 81pp. Characters unarmed attacks can have an energy effect, doing an extra 2d6 damage, and causing 3 extra death, resilience, or trauma check (fixed).

Healing 1 6 action points, 1pp for 1 point of healing. Touch ability, can be used on self. Treatment dc's are 3 lower.
Healing 2 6 action points, 3pp for 3 point of healing. Touch ability, can be used on self. Treatment dc's are 9 lower.
Healing 3 6 action points, 9pp for 9 point of healing. Touch ability, can be used on self. Treatment dc's are 27 lower.
Healing 4 6 action points, 27pp for 27 point of healing. Touch ability, can be used on self. Treatment dc's are 81 lower.
Healing 5 6 action points, 81pp for 81 point of healing. Touch ability, can be used on self. Treatment dc's are 243 lower.

Armoured Body 1 The character reduces 1 point from most kinetic damage sources, and ignores the remaining damage and saves if it's not then over 1 point. This can take many forms, some of them visible and deforming, and more so at higher levels.
Armoured Body 2 The character reduces 2 point from most kinetic damage sources, and ignores the remaining damage and saves if it's not then over 2 point. Kinetic save DC's are reduced by 1*.
Armoured Body 3 The character reduces 3 point from most kinetic damage sources, and ignores the remaining damage and saves if it's not then over 3 point. Kinetic save DC's are reduced by 3*.
Armoured Body 4 The character reduces 4 point from most kinetic damage sources, and ignores the remaining damage and saves if it's not then over 4 point. Kinetic save DC's are reduced by 6*.
Armoured Body 5 The character reduces 5 point from most kinetic damage sources, and ignores the remaining damage and saves if it's not then over 5 point. Kinetic save DC's are reduced by 9*.

* If a reduced DC save is an autopass, characters cannot gain Edge from harmless save rolls.

Energy Armour 1 The character reduces 1 point from most energy damage sources, ignores the remaining damage and saves if it's not then over 1 point.
Energy Armour 2 The character reduces 2 point from most energy damage sources, ignores the remaining damage and saves if it's not then over 2 point. Energy save DC's are reduced by 1*.
Energy Armour 3 The character reduces 3 point from most energy damage sources, ignores the remaining damage and saves if it's not then over 3 point. Energy save DC's are reduced by 3*.
Energy Armour 4 The character reduces 4 point from most energy damage sources, ignores the remaining damage and saves if it's not then over 4 point. Energy save DC's are reduced by 6*.
Energy Armour 5 The character reduces 5 point from most energy damage sources, ignores the remaining damage and saves if it's not then over 5 point. Energy save DC's are reduced by 9*.

* If a reduced DC save is an autopass, characters cannot gain Edge from harmless save rolls.

Regeneration 1 Regenerates 1 health per minute, can survive at double negative health score, and treatment dc's are 1 lower.
Regeneration 2 Regenerates 1 health per round, can survive at triple negative health score, and treatment dc's are 3 lower.
Regeneration 3 Regenerates 2 health per round, can survive at quadruple negative health score, and treatment dc's are 9 lower.
Regeneration 4 Regenerates 3 health per round, can survive at quintuple negative health score, and treatment dc's are 27 lower.
Regeneration 5 Regenerates 4 health per round, can survive at sextuple negative health score, and treatment dc's are 81 lower.

Sharp Sense -sight 1/scent 1/taste 1/smell 1/touch 1 (upper limit tier 3)
This starts no different from the Sharp Sense Ability listed as a Natural Ability, except that it can be raised. If raised to 2 you would unlock a special ability. For sight it could be seeing in the dark, seeing heat, Xray, or some other permutation. For scent it could perhaps be picking out the chemistry of the smells. The possibilities are broad, as long as they fit your power theme, and are roughly on par with other level 2 (or later 3) Abilities.

<Derives stat> mastery 1 One of the characters Derived Stats can use Edge, and rolls as d12 instead of d10.
<Derives stat> mastery 2 1 Edge die may be rerolled
<Derives stat> mastery 3 Up to 2 die may be rerolled, if the main die is rerolled reroll as a d10.[/size]

User avatar
Lazarus
Site Admin
Posts:140
Joined:Wed Jun 12, 2019 3:48 am

Re: Rule Thread 05 -Abilities

Post by Lazarus » Thu Jun 13, 2019 7:57 am

More Pseudo-science Abilities

Active Shield 1 (Kinetic or Energy)
Reactive Shield 1 (Kinetic or Energy)
Predator 1
Efficient Biology 1
Psychic Telepathy 1
Electronic Disruption 1
Matter Creation 1

Detox 1 Characters system naturally purges all poison, venom, toxins, and toxicants. Resilience/Trauma effects involving such wear off 1 points per round instead of 1/10 minutes.
Detox 2 Characters system cleanses at 3 point per round.
Detox 3 Characters system cleanses at 6 points per round, and character is immune to substances with 1d6 or less effect.
Detox 4 Characters system cleanses at 10 points per round, and character is immune to substances with 1d6 or less effect.
Detox 5 Characters system cleanses at 15 points per round, and character is immune to substances with 2d6 or less effect.

Recovery 1 Character recovers quickly from the Resiliance/trauma effects not covered by Detox. 1 point per round.
Recovery 2 Recovery rate is 3 points per round.
Recovery 3 Recovery rate is 6 points per round, and character is immune to influence with 1d6 or less effect.
Recovery 4 Recovery rate is 10 points per round, and character is immune to influence with 1d6 or less effect.
Recovery 5 Recovery rate is 15 points per round, and character is immune to influence with 2d6 or less effect.


Psychic Telekinesis 1-5 (Kinetic) 6 action
-As one of the broadest Abilities this relies quite heavily on skill checks. It also means I can't provide every possible circumstance concisely, so this will cover scenarios.
In brief here's a summary of each level before I get into some specific checks and dc modifiers:
Psychic Telekinesis 1 Influence small Inanimate objects. Upper example a trashcan.
Psychic Telekinesis 2 Influence small animate objects, and moderate inanimate objects. Upper example a car.
Psychic Telekinesis 3 Influence living things (to man size), moderate animate objects, and large inanimate objects. Upper example a truck.
Psychic Telekinesis 4 Influence multiple life, large animate objects, and huge inanimate objects. Upper example a train.
Psychic Telekinesis 5 Influence many life, huge animate objects, and enormous inanimate objects. Upper example a cruise liner.
Dc modifiers stack by 3,6, 9, etc. Trying to push beyond the basic limits raises check dc's, or penalises a vs check, and using a higher ability level than necessary does the reverse.
Modifier Abilities can void some of those Dc modifiers, but will also expand the power cost beyond the 1/3/9/27/81 tree.
Example uses TK1: Toss a tennis ball unaimed, dc6. Thread a needle, dc9 and medical/craft skill check. Hurl a trashcan, dc9. Flip a parked car, dc12. Attack with a knife, attack roll -6 vs defense, d6 damage with 1 save.
Example uses TK2: Stop a bullet, DC6, and delayed actions. Stopping multiple bullets, +3 dc to all checks per extra bullet. Hurl a trash can at someone, check vs React roll, 2d6 damage, 2 saves. Attack with a knife, attack roll vs defense. Flip a stationary car, dc6. Projectile bowling ball, attack roll -6 vs Defense, 2d6 damage, 2 saves. Tear open a simple door, dc9.
Example uses TK3: Stop several bullets, dc6 and delayed actions. Hurl a car, check vs React roll, 3d6 damage, 3 saves. Tear open an armoured door, dc9. Flip parked truck, dc6. Projectile bowling ball, attack roll vs Defense, 2d6 damage, 2 saves. Weaponised door, attack roll -6 vs defense, 3d6 damage, 3 saves.
Restrain a person:To act they must exceed your check, if they manage to move away they can act normally. Restraining 2 adjacent people, -3 on both checks. Movement and distance add to dc.
Push a person: Check vs physical skill check. Success pushes them back d6m, success by 6 knocks them prone and does d6 damage, success by 12 sends them an extra 2d6m away and increases the damage to 3d6. Multiple near targets increases the check dc by 3, or more if stretching effect to any distance.

Psychic Telekinesis 1-5 (gravetic) 6 action
The rules for a broad Ability for manipulating gravity will involve as much detail as the Kinetic Telekinesis detailed above. At the moment I'm leaving those details blank, and will expand them if a player shows interest. Gravetic manipulation will be more blunt than than the Kinetic option, changing the gravity of an item or area. As with Kinetic Telekinesis it will be easier to effect around inanimate objects than living ones, with the exception of using on oneself where the gravetic version will be stronger.

Beloved of luck 1 "It's a hundred to one chance but it just might work." If your character needs to make a percentage luck roll they use a d10 instead. Requires luck of 4+.
Beloved of luck 2 "It's a thousand to one chance but it just might work." If your character needs to make a d1000 luck roll they use a d10 instead. Requires Luck of 5+ and BoL1.
Beloved of luck 3 "It's a million to one chance but it just might work." If your character needs to make any dice of luck roll they use a d10 instead. Requires luck of 6+ and BoL2.
(Note= if anyone gets to the venerable point of having luck 10+ they still fail on a luck check roll of 10, lady luck always takes a percentage.)

<Energy> Resistance 1 (Replace <Energy> with Electric, Sonic, Heat, Acid, or Exotic. Each can be taken separately if desired.)
- The character takes half damage from the chosen energy type. Apply before Armour if relevant .

<Energy> Immunity 2 (Replace <Energy> with Electric, Heat, or Acid. Each can be taken separately if desired. Requires the relevant Resistance 1.)
-The character takes no damage from the chosen energy type.

<Energy> Absorption 3 (Replace <Energy> with Electric, or Heat. Each can be taken separately if desired. Requires the relevant Immunity 2.)
-The character takes no damage from the chosen energy type. Additionally if the character has Healing 1-2, or Reservoir 1-2 those Abilities trigger without action cost each round the character is exposed to what would be 5+ damage without the immunity.


.Note. Not all resistance types can advance tiers, please check Immunity, and Absorption options if intending to advance.

Efficient Biology 1, 2, and 3
-characters body is developing towards self sufficiency. They can hold their breath for longer than a normal Human, survive with less nutrients, a less balanced diet, and needs less sleep. By level 3 breathing, drinking, eating, and sleeping are all optional.

Psychic Telepathy 1-5
-the character can skim surface emotions from those around them, and project their own thoughts onto receptive subjects. At higher levels the power can potentially invade thoughts and memories, and allow for quick undetectable long range communication. Uses a pool of psychic energy. Influence or Awareness skill.

Notes: Tier 1 through 5 follow the basic chain of emotion, surface thoughts, deep thought, control, and finally domination. As a very broadly defined Ability it's limited so the user can only push (influence) or pull (read), not both at once. This can be circumvented by having enough Action to use the Ability twice, or using Tie Off to keep a passive read going. Also it's not a direct damage Ability. Using Telepathy to communicate with allies is a Tier easier if they're someone familiar enough to have rapport. Communication is also a tier easier with another telepath. If communication is with another telepath with established rapport it takes no effort or energy at all.

Electronic Disruption 1
-Cameras and other electronic devices tend to fritz out when the character is nearby, the character is learning to control this effect. This can be an independent always on ability, which may disrupt the players efforts nearly as much as it helps, or it can be coupled with other psychic powers and only active when tapping the power pool. Grit skill.

note: Electronic Disruption hasn't been clearly defined, and likely won't be unless someone decides to develop such beyond tier 1.

Matter Creation 1-5
-character has tapped into uncanny magical power. With concentration small inanimate object condense out of thin air. At higher levels the character could create walls with a gesture, and coupled with a high skill level the character can conjure complicated devices. Uses a pool of magical power.

Active Shield 1-5 (Kinetic and Energy)
-this moves staying in front of the user. It's visible in some way, as a glimmer, heat haze, static field, or some such.
tier 1) block 3, break 6, health 9, regen 1. 1 power, and 6 action per round.
tier 2) block 6, break 11, health 18, regen 4. 3 power, and 6 action per round.
tier 3) block 9, break 16, health 24, regen 9. 9 power, and 6 action per round.
tier 4) block 12, break 21, health 30, regen 16. 27 power, and 6 action per round.
tier 5) block 15, break 26, health 36, regen 25. 81 power, and 6 action per round.

Reactive Shield 1-5 (Kinetic and Energy)
-this springs up when needed. It's visible in some way, as a glimmer, heat haze, static field, or some such.
tier 1) block 3, break 6, health 9, regen 1. 1 power, and 6 action per activation.
tier 2) block 6, break 11, health 18, regen 4. 3 power, and 6 action per activation.
tier 3) block 9, break 16, health 24, regen 9. 9 power, and 6 action per activation.
tier 4) block 12, break 21, health 30, regen 16. 27 power, and 6 action per activation.
tier 5) block 15, break 26, health 36, regen 25. 81 power, and 6 action per activation.
-as a reactive ability it costs 1 reserved action point to trigger per use.

User avatar
Lazarus
Site Admin
Posts:140
Joined:Wed Jun 12, 2019 3:48 am

Re: Rule Thread 05 -Abilities

Post by Lazarus » Thu Jun 13, 2019 7:58 am

Player made Abilities

Mental Bolt 1 1 power, 6 action. Character can attack a targets mind (Telepathy+Infuence check vs Ego check) Success stuns* target for 1 round, success by 6 stuns target for 2 rounds.
Mental Bolt 2 3 power, 6 action. Functions as MB1, plus success by 6 paralyses** target for 1 round, and success by 9 paralyses for 2 rounds.
Mental Bolt 3 9 power, 6 action. Functions as MB2, plus success by 12 knocks out*** or kills (player choice).
*Stun in this context means the target can't take any action that requires check rolls, and automatically fails most involuntary checks.
**Paralysed in this context means the target can't make any voluntary movement even to defend themselves (Action points zero, defence zero).
***Unconsciousness lasts for d6 hours.


Lay Jink 1 1 power, 1 action + normal movement action cost. Character can teleport locally through unobstructed space, Wits+Jink* skill to control. Can be combined with Stealth for surprise attacks.
Lay Jink 2 3 power, 1 action + 1/3rd normal movement action cost.
Lay Jink 3 9 power, 1 action + 1/9th normal movement action cost.
Lay Jink 4 27 power, 1 action + 1/27th normal movement action cost.
Lay Jink 5 81 power, 1 action + 1/81th normal movement action cost.
*Jink skill can be used with Nimbleness to feint or tumble without using the Ability.

Walker1 Flawless Wallwalker (walk on walls in jink space, no skill check. +1 energy cost.) Prerequisite LayJink2
Walker2 Flawless Roofwalker (walk on any surface in jink space, no skill check. +3 energy cost.) Prerequisite LayJink3
Walker3 Flawless Airwalker (walk on air in jink space, no skill check. +9 energy cost.) Prerequisite LayJink4

Voidstep1 (1 action free movement point to point in jink space. +1 energy cost.) Prerequisite LayJink2
Voidstep2 (3 action free movement point to point in jink space. +3 energy cost.) Prerequisite LayJink3
Voidstep3 (9 action free movement point to point in jink space. +9 energy cost.) Prerequisite LayJink4

SwiftJink1 (negate action cost of 1st entry/round into jink space) Prerequisite LayJink2. No pool increase
SwiftJink2 (negate action cost of 2nd entry/round into jink space) Prerequisite LayJink3. No pool increase
SwiftJink3 (negate action cost of 3rd entry/round into jink space) Prerequisite LayJink4. No pool increase


Lay Shunt 1.
6 action points. Line of sight teleportation exiting through electronics. Line of sight can be extended slightly by tapping cameras.
Lay Shunt 2.
6 action points. Line of sight teleportation exiting through electronics. Line of sight can be extended moderately by tapping cameras, and microphones.
Lay Shunt 3.
6 action points. Line of sight teleportation exiting through electronics. Line of sight can be extended completely by tapping any electronic device.

Code Injection 1
Lay Network 1
Console Commands 1
Passive Predator 1
Cyber Tap 1
Nanite Data Storage 1
Tech Creation 1
Exotic Tech 1
Scanner 1

Overcharge 1 6 action, 1 pp. Ranged 1d6* electric damage, 1* save. Electromancer** Skill + Reason check for React check dc.
Overcharge 2 6 action, 3 pp. Ranged 2d6* electric damage, 2* saves.
Overcharge 3 6 action, 9 pp. Ranged 3d6* electric damage, 3* saves.
*creates a shock from an electrical source near the target. Bolstered by d6 damage, and 1 save around a large electric source or crossed laylines. Reduced by d6 damage, and 1 save when electrical or lay sources are absent.
**the Skill name isn't static, will use a pre-existing skill if the character has something appropriate.

User avatar
Lazarus
Site Admin
Posts:140
Joined:Wed Jun 12, 2019 3:48 am

Re: Rule Thread 05 -Abilities

Post by Lazarus » Thu Jun 13, 2019 8:08 am

Modifier Abilities

Quick Charge 1 power recharge with a Reservoir Ability usually takes four actions, this reduces action cost to 3 (does not increase pool)
Quick Charge 2 power recharge with a Reservoir Ability usually takes four actions, this reduces action cost to 2 (does not increase pool)
Quick Charge 3 power recharge with a Reservoir Ability usually takes four actions, this reduces action cost to 1 (does not increase pool)

Fast Caster 1 a themed set of active Abilities (up to 6 Abilities with 6 action to use) cost 5 action to cast (does not increase pool)
Fast Caster 2 a themed set of active Abilities (up to 6 Abilities with 6 action to use) cost 4 action to cast (does not increase pool)
Fast Caster 3 a themed set of active Abilities (up to 6 Abilities with 6 action to use) cost 3 action to cast (does not increase pool)

Tie off <themed set> 1 the linked Abilities can be kept active for 1 tier lower power cost. If maintenance requires a skill check, the Ability may fail. (does not increase pool)
Tie off <themed set> 2 the linked Abilities can be kept active for 2-3 tiers lower power cost. If maintenance requires a skill check, the Ability may fail. (does not increase pool)
Tie off <themed set> 3 the linked Abilities can be kept active for 4-5 tiers lower power cost. If maintenance requires a skill check, the Ability may fail. (does not increase pool)
>Abilities that are causing damage may not be tied off.

Burst <themed set> 1, 2, 3
-the Ability emanates an abrupt burst 6m out from the user. Positive Abilities such as healing effect the user.
-Abilities with a reaction roll, or other such check, will have that check for each target. Abilities with an attack roll, will have 1 roll by the user against all targets.
-tier 1 supports tier 1, tier 2 supports tier 2-3, and tier 3 supports tier 4-5. Energy costs double.

Group <themed set> 1, 2, 3
-the Ability can be directed against up to six targets within 9 metres of the user.
-Abilities with a, reaction roll, or other such check, will have that check for each target. Abilities with an attack roll, will have 1 roll by the user against all targets.
-tier 1 supports tier 1, tier 2 supports tier 2-3, and tier 3 supports tier 4-5. Energy costs double.


Blast <themed set> 1, 2, 3
-the Ability can be exploded in a blast that expands 6 metres in all directions.
-Abilities with a, reaction roll, or other such check, will have that check for each target. Abilities with an attack roll, will have 1 roll by the user opposed by React checks.
-tier 1 supports tier 1, tier 2 supports tier 2-3, and tier 3 supports tier 4-5. Energy costs double.

Dome <themed set> 1, 2, 3
-the Ability surrounds the user out as far as 3 metres, possibly including nearby people.
-tier 1 supports tier 1, tier 2 supports tier 2-3, and tier 3 supports tier 4-5. Energy costs double.

User avatar
Lazarus
Site Admin
Posts:140
Joined:Wed Jun 12, 2019 3:48 am

Re: Rule Thread 05 -Abilities

Post by Lazarus » Thu Jun 13, 2019 8:09 am

Reservoir alternatives

The default and for most characters most useful source of energy is the Ability called Energy Reservoir (or Psychic/Nanite/Magic/Lay/Etc Reservoir). I'll reiterate it here with various alternatives and when I think those alternatives would be more appropriate. Note that without a reservoir characters will replenish a power pool gradually over 24 hours if not blocked from doing so.

Energy Reservoir 1 4 action, regain 1 power pool. Change <source> to magic, nanite, engine, metabolic or whatever fits the character theme.
Energy Reservoir 2 4 action, regain 3 power pool.
Energy Reservoir 3 4 action, regain 9 power pool.
Energy Reservoir 4 4 action, regain 27 power pool.
Energy Reservoir 5 4 action, regain 81 power pool.

Quick Charge 1 power recharge with a Reservoir Ability usually takes four actions, this reduces action cost to 3 (does not increase pool)
Quick Charge 2 power recharge with a Reservoir Ability usually takes four actions, this reduces action cost to 2 (does not increase pool)
Quick Charge 3 power recharge with a Reservoir Ability usually takes four actions, this reduces action cost to 1 (does not increase pool)

Reservoir and Quick charge combo well, and can support powerful energy dependant Abilities.


Energy Regeneration 1 Regenerates 1 Energy per minute.
Energy Regeneration 2 Regenerates 1 Energy per round.
Energy Regeneration 3 Regenerates 2 Energy per round.
Energy Regeneration 4 Regenerates 3 Energy per round.
Energy Regeneration 5 Regenerates 4 Energy per round.

The regenerative option is only really useful for characters that have limited themselves to low energy cost Abilities.


Energy Refuel 1 6 action spent consuming nutrients, regain 3 power pool
Energy Refuel 2 6 action spent consuming nutrients, regain 9 power pool
Energy Refuel 3 6 action spent consuming nutrients, regain 27 power pool
Energy Refuel 4 6 action spent consuming nutrients, regain 81 power pool
Energy Refuel 5 6 action spent consuming nutrients, regain 243 power pool

This option is more restrictive than the base reservoir, with greater yield. It's been used for NPC's where the Reservoir didn't fit with their power theme. Not recommended for player characters under most circumstance.


Energy Independent 1 tied Ability has 1 tier lower power pool cost (no pool increase & removes tied Ability from pool)
Energy Independent 2 tied Ability has 2-3 tier lower power pool cost (no pool increase & removes tied Ability from pool)
Energy Independent 3 tied Ability has 4-5 tier lower power pool cost (no pool increase & removes tied Ability from pool)

An option if a character only has one or two Abilities requiring energy and those Abilities would make more sense 'self fuelling'. Not recommended for a character with multiple powered Abilities.

User avatar
Lazarus
Site Admin
Posts:140
Joined:Wed Jun 12, 2019 3:48 am

Re: Rule Thread 05 -Abilities

Post by Lazarus » Sat Jun 15, 2019 9:12 am

Size Modification. (as of writing 22/06/2019 the size altering Abilities haven't been play tested, so they may be altered later for balance.)

These Abilities regard temporarily altering the scale of objects, self, or other people. The destructive potential of such Abilities is massive so I'm splitting them up and limiting them. All of them are 6 action and follow the 1/3/9/27/81 energy cost progression. They don't natively change Traits, but can be paired with Trait modding Abilities. Trait mods can be applied in the negative if used on an enemy.

Shrink/Grow Self 1>5
.Shrink 1. Plus 1 precise attacks, and fine accuracy. Reduces one die from damage, or -1 on one die damage. +1 stealth&+1defence. 1/3 scale.
.Shrink 2. Plus 3 precise attacks, and fine accuracy. Reduces two die from damage, or -2* on one die damage. +3 stealth&+2defence. 1/6 scale.
.Shrink 3. Plus 5 precise attacks, and fine accuracy. Reduces three die from damage, or -3* on one die damage. +5 stealth&+3defence. 1/9 scale.
.Shrink 4. Plus 7 precise attacks, and fine accuracy. Reduces four die from damage, or -4* on one die damage. +7 stealth&+4defence. 1/12 scale.
.Shrink 5. Plus 9 precise attacks, and fine accuracy. Reduces five die from damage, or -5* on one die damage. +9 stealth&+5defence. 1/15 scale.
*the dice reduce first, then penalties apply. Damage doesn't reduce below zero. The number of base Death saves reduces to match the number of die.
. Grow 1. Plus 1 brute attack, -1 precision and accuracy. Gain one die damage**. -1 stealth&-1defence. 3x scale.
. Grow 2. Plus 3 brute attack, -3 precision and accuracy. Gain two die damage**. -3 stealth&-2defence. 6x scale.
. Grow 3. Plus 5 brute attack, -5 precision and accuracy. Gain three die damage**. -5 stealth&-3defence. 9x scale.
. Grow 4. Plus 7 brute attack, -7 precision and accuracy. Gain four die damage**. -7 stealth&-4defence. 12x scale.
. Grow 5. Plus 9 brute attack, -9 precision and accuracy. Gain five die damage**. -9 stealth&-5defence. 15x scale.
**Max 5 base dice, with +1 damage per die over 5. The number of base Death saves rises to match the number of die.

Shrink/Grow Person 1>5
.Shrink 1. Plus 1 precise attacks, and fine accuracy. Reduces 1 from damage. +1 stealth&+1defence. 1/2 scale.
.Shrink 2. Plus 2 precise attacks, and fine accuracy. Reduces 2 from damage. +2 stealth&+1defence. 1/4 scale.
.Shrink 3. Plus 3 precise attacks, and fine accuracy. Reduces 3 from damage. +3 stealth&+2defence. 1/6 scale.
.Shrink 4. Plus 4 precise attacks, and fine accuracy. Reduces 4 from damage. +4 stealth&+2defence. 1/8 scale.
.Shrink 5. Plus 5 precise attacks, and fine accuracy. Reduces 5 from damage. +5 stealth&+3defence. 1/10 scale.
. Grow 1. Plus 1 brute attack, -1 precision and accuracy. Gain 1 damage. -1 stealth&-1defence. 2x scale.
. Grow 2. Plus 2 brute attack, -2 precision and accuracy. Gain 2 damage. -2 stealth&-1defence. 4x scale.
. Grow 3. Plus 3 brute attack, -3 precision and accuracy. Gain 3 damage. -3 stealth&-2defence. 6x scale.
. Grow 4. Plus 4 brute attack, -4 precision and accuracy. Gain 4 damage. -4 stealth&-2defence. 8x scale.
. Grow 5. Plus 5 brute attack, -5 precision and accuracy. Gain 5 damage. -5 stealth&-3defence. 10x scale.
These can be resisted with 1 Trauma save per Ability level, or Trauma vs skill.

Shrink/Grow Objects 1>5
.Shrink 1. 1/9 scale
.Shrink 2. 1/27 scale
.Shrink 3. 1/81 scale
.Shrink 4. 1/243 scale
.Shrink 5. 1/729 scale
.Grow 1. 3x scale
.Grow 2. 9x scale
.Grow 3. 27x scale
.Grow 4. 81x scale
.Grow 5. 243x scale
Used as an attack Grow Object causes React saves per Ability level or React vs Skill. Damage is d6 and a Death Save*** per Ability level.
*** It can be Trauma instead of Death Saves if the object is soft.

User avatar
Lazarus
Site Admin
Posts:140
Joined:Wed Jun 12, 2019 3:48 am

Re: Rule Thread 05 -Abilities

Post by Lazarus » Thu Jul 04, 2019 2:32 am

Trait Enhancements.

Enhance <Trait> 1 6 action, 1 energy. Raises named Trait by 1.
Enhance <Trait> 2 6 action, 3 energy. Raises named Trait by 2.
Enhance <Trait> 3 6 action, 9 energy. Raises named Trait by 3.

Can be taken with each of the 9 traits.

Due to the action cost these Abilities have limited use on their own. These enhancements can be triggered under the action cost of other appropriate Abilities, such as a size alteration, or a speed Ability. They can be reversed to apply penalties if used with an appropriate attack Ability.

The Ability 'Tie Off' is recommended as a way to cover the Action and Energy costs to maintain after activation.

Post Reply