ABILITIES
Abilities are special things Entities can do, which require to be Unlocked.
Abilities canonically have an Essence Cost, we don't keep track of it as a Resource, assume you always have enough Essence.
When listing the Stats (like Damage) of Abilities you will see ESS, this is the Essence Cost, which scales with your Total XP.
Maximum ESS Of Abilities:
Casting Stat will be used to calculate the Stats of a lot of Spell Type Abilities, shortened to CS.
CS is equal to:
Basic Assumptions:
- Spell Ability To-Hit Modifier:
CS / 2 - Skill Ability To-Hit Modifier:
Same as Attack with the used Weapon (Includes Natural Weapons) - Touch Abilities have the same Reach as your Natural Melee Weapons.
- Touch Abilities have the same To-Hit as a Natural Melee Weapon, but can be the same a Spell's when it's a Spell.
Unlocking an Ability canonically makes you able to do more than the simple combat description of the Ability.
Like with a fire ability you also gain some control over fire itself, moving, reshaping, coloring, bending, ect...
These uses are called "tricks", these are less combat realated uses.
Example: With Fire Bolt you can conjure a small flame above your palm.
Ability Categories
Active Abilities:
- These Abilities are your usual ones, often coming out instantly when used.
- You can count Free-Action Active Abilities with a Duration as basically a Passive.
On-Attack Abilities:
- These Abilities can only be used on an Attack or Save, to enhance it in some way.
- On-Attack Abilities must be commited to before the Attack.
- By default if the Attack or Save is an AOE, the On-Attack will Target ONLY ONE chosen Hit Target!
- When an On-Attack and the Parent Attack both do the same Damage Type, count it as a singular Damage Instance.
- If there are Offspring Attacks, they do carry on all On-Attack Abilities.
- The Offspring Attack does NOT carry on the On-Attack which caused itself.
Reactive Abilities:
- These Abilities can only be used when an Activation Condition is met.
- These can be used outside of the caster's Turn.
- When more Entities want to use Reactions at the same time, they do in Descending INIT Order.
- Reacting before an Attack, with a Reaction without Specific Trigger can only be if your
4 × INIT is higher than Attack's To-Hit. - Unaware Targets cannot make Reactions, unless their
2 × INIT is at least Attack's To-Hit or2 × Save's Difficulty
Stance Abilities:
- These Abilities, when used put you in a Stance, there are things which can Break or Trigger a Stance.
- Attack-Action, Defense-Action, Shoving, and Grappling Count as Abilities when Breaking Stances!
- Triggering a Stance also Breaks it.
- You can only be in one Stance at a time.
- You can Break your own Stance as a Free-Action.
- Using On-Attack Abilities do not Break the Stance.
- Stacking Stances are stackable by casting the Stance multiple times before Triggering.
Meta Abilities:
- These Abilities are used when using a different Ability.
- These Modify the Ability in some ways.
Passive Abilities:
- These Abilities are always active, unless the requirements are lost.
- Passives tagged with Auto will apply automatically if the Requirements are met.
Proxy
Entites have a Special Stat called Proxy, this is Equal to their
For some Abilities Proxy determines the Maximum Amount of Entites the Caster can Control.
If the Caster reaches
Spell Memorization
For
You gain Memory Slots equal to
When a Spell is Memorized it can be regularly Cast, but cannot be modified with Meta-Abilities, and CS will always be INT.
If an Ability has Unlocks, those can be Memorized for Extra Memory Slots equal to the
Meta-Abilities Abilities cannot be Memorized, but Passive Abilities can.
Memorization takes
Memorization is done with studying a written down Spell for said time.
If the Memorization process is interrupted it can be resumed later.
As for finding Written down Spells it is mostly up to the GM, but there are a few suggestions here.
Written Spells can be found in many forms, from books to scrolls, to even identified magical things such as wands, staffs, rods, magic circles, ect...
When found in Scrolls or other magical items, to Memorize them, there is an Arcana Check with a high Difficulty, due to the need to decompile it's content.
A written Spell's Market Price is
When a Spell has Unlocks, those have their own Market Price, it's Cost scaling with Unlock XP the same as Spells.
If a Spell by default comes with Free Unlock(s), the Written down form will also contain them without additional Costs, or Memory Slots required.
A Player Character may also write down or copy a Spell they have, this takes
Ability Wishing
At 50 EGO you can Unlock the Ability Wishing Feature for
If your EGO is at least the Ability's Unlock XP Cost, you can Wish that Ability.
A Wished Ability's CS will be equal to EGO, and treated as an Innate Type Ability even if it's originally a Skill or Spell.
Wishing an Ability has the same Cast Time as using the Ability, and Meta-Abilities effect the Casting Time as normal.
Wishing can use any Meta-Abilities, even ones not known by the Caster.
The GM may allow Wishes that are not normally replicable by an Ability.
Ability Wishing:
- You have a Pool of Wishes, each Wish takes 1 from this Pool.
- The Pool's Size is
log(Total XP) and Replenishes after a Long-Rest. - If you have more than 10000 Total XP, you can make Wishes at Half ESS without Spending from the Pool.
- You can Spend 1 Fate to make a Wish, and not Spend from the Pool.
SEARCH
Searching works by typing in text in each of the 4 different textareas.
The search engine will look and try to match with all the 4 different categories. (Name, Type, Reqs, Tags)
You can write multiple lines to each category to narrow the search results.
Disclamer: Many Abilities are old and deprecated, and may contain errors or be unintelligible!
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