EFFECTS
A creature creates an effect whenever they take an action. Special abilities are made up of one or more effects as well as upgrades. You can create your special abilities using these effects.
- Assets
- Communication
- Creation
- Damage
- Debuff
- Evironmental Control
- Extras
- Feature
- Healing
- Knowledge
- Linguistics
- Luck Control
- Mind Control
- Minions
- Movement
- Protection
- Quickness
- Recovery
- Resilience
- Senses
- Skill
- Transform
CREATION (Effect 1)
The ability allows you to create or repair certain types of things during downtime.
- Conjuration (Upgrade 1, 3, or 6): For 1 point, you don't need materials or tools to be available to create stuff but can conjure it from thin air. For 3 points you can also create physical things instantly but they last only until the end of your next turn or as long as you sustain them. For 6 points, your conjurations last up to 24 hours on their own but you can burn 1 ability point to make it permanent and spend downtime to unmake it and reclaim the point later (assuming its not destroyed before then).
- Transmutation (Upgrade 2 or 3): You can create many types of things, either by creating pure force or by manipulating nearly any type of matter. For 3 points you can do both.
DEBUFF (Effect 1): Choose one stat or specific circumstances. A hit target takes a penalty to those stats equal to the points invested in this effect until the end of your next turn when you use this as an attack. On a critical hit it lasts for 1 minute. You can split this up to debuff multiple stats if you want.
- Spread (Upgrade 2): On a failure (but not crit fail) the target is still affected but half the penalty and half the duration (minimum duration = until start of your next turn). Apply this twice and this effect ignores cover unless the cover is total and wraps around the target to protect them from spread.
- Type (Downgrade 2): This only affects targets of a certain type.
DESTRUCTION (Effect 1): Choose one type of damage. You can use this ability to deal this damage type as per a basic attack. You can add this feature multiple times to an ability, adding a new damage type each time. Damage Types: acidic, basic, bludgeoning, cold, disease, electricity, heat, mental, piercing, poison, slashing, sonic, stamina.
DOMINION (Upgrade 1+): Instant abilities only affect up to a small area at a time, likely no bigger than a 5-foot cube if its a buff, creation, debuff, or movement or half this if its command or destruction. For every 2 points you invest in this upgrade, the effect's maximum area accumulatively doubles (round up 20s to 25s): 10 feet for 2, 25 for 4, 50 for 6, 100 for 8, 250 for 10, 500 for 12, 1,000 for 14, etc.
FINESSE (Upgrade 2+): Every 2 points invested in this feature adds +1 die to your pool but only for determining accuracy and efficiency, not damage or healing.
POWER (Upgrade 2+): Every 2 points invested in this feature adds +1 die to your pool but only for determining damage and healing, not accuracy or efficiency.
KNOWLEDGE (Effect 1+): The ability can reveal knowledge to you by researching the subject. For 2 points you can instantly learn things, but can try only once per subject per encounter.
MOVEMENT (Effect 1+): The ability grants you a special mode of movement such as climbing, jumping, or swimming better than a human normally could. When using it for this mode of movement, you get +1d6 to your pool per point in this feature but only if you need to make checks for it such as MIGHT checks to climb or swim or AGILITY checks to balance.
- Athleticism (Upgrade 2): You can use your movement in any environment, climb, jump, swim, balance, etc.
- Burrow (Upgrade 1, 2, or 4): You can burrow in soft dirt. For 2 points you can leave tunnels. For 4 points you can also move through stone but at half speed.
- Fly (Upgrade 1): You can featherfall any distance. For 2 points you don't need to be within reach of a surface. For 3 points you can glide. For 4 points you can fly.
- Teleport (Upgrade 4): You can ignore all obstacles when you move.
- Transport (Upgrade 1+): Your special movement can take others with you based on how much DOMINION you have.
SENSORY (Effect 1): The effect allows one special sense allowing you to see things in circumstances you normally couldn't.
- Nightivions: Unspoken
- Darkvision: Anyone can understand your speech.
- See in Darkness: Through tech
Blind Senses
Blind Sight
Echolocation etc.
SPECIALITY (Upgrade 2): If your ability is not conditional or specialized, you can add a specialty to it for +2 points. You treat your rank in POWER and FINESSE as both 1 higher but only when utilizing your specialty. For example, if your ability was Swordplay, you could have a specialty in Katanas.
VERSATILITY (Downgrade -2 to Upgrade +4): In any given situation, it's assumed there's only a 50/50 chance any ability will be useful for those circumstances. Typically the GM decides this but a coinflip can also determine it instead if there's no particular story reason. If the effect is particularly versatile it costs +4 more and it useful roughly 83% of the time instead (2-6/d6). If it's highly specialized or conditional, it costs -2 less and is useful roughly only 17% of the time instead (6/d6).
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and upgrades with ability points and labeling it as a field of expertise such as Acrobatics, Chemistry, Computers, Pyromancy, Swordplay, etc.