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How Abilities Work
Abilities are the features creatures obtain that set them apart. The abilities you have your Character learn are a reflection of their personality and should be taken into account while role playing. Augments, Spells, and Tricks and Responses that have an effect type are magical abilities. Aspects, Responses, Stances, Talents, and Tricks are non-magical abilities. Each ability can have several of the 36 Affinities.
Each ability has a Class that indicates how to gain its benefit. Other than Aspects, you cause the effect of abilities by using them. Using an ability requires an action based on the Class of ability.
If an ability refers to prior successes, it counts the number of times you succeeded using the ability since your last rolled to heal Luck.
Each time you use an ability, you can choose not to apply its Boost and can apply less than your total Trained Tier. If reduced training causes you to lose a gained Lock option, you may choose any of the options you have Locked to lose.
Aspect and Form
These are always in effect.
Spell and Talent
These Classes must be Manifested to gain their effect. See Utility Actions for details.
Stance (Minor)
While in a Stance, you are in Conflict and gain its effect. You can enter and maintain a Stance while standing on the ground or jumping and you are not Held or Crowded. A Stance ends if you cannot maintain it or enter another Stance.
Trick (Minor)
Each Trick may be used up to once during your turn.
Response (Minor)
Each Response may be used as a Reaction to its listed condition.
Augment
This Class modifies other actions. Each can be applied once to an applicable action as you declare the action to gain any listed bonus by paying the cost of the Augment. The conditions required by the Augment must be met at the time it is applied, so effects that have already been Augmented may allow other Augments to apply that otherwise would not be applicable. Abilities gain all Affinities added Augments have.
When you apply an Augment, if the action already has a DL to use, increase the DL by 2 + double Intensity. Otherwise, it requires a Magic roll, DL 5 + double Intensity. Either way, if applying the boost of the Augment, increase the DL by 2 more. If using an action that would cause you to take an action that could be Augmented, you must apply the Augment to the initial action and also modify the DL of the resulting action. Each Augment has a cost of 1 word.
Augments are a massive part of how to cause more powerful and unique effects. You can add multiple Augments to a single action, though the DL will increase quickly when doing so.
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