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Abilities
The next step is to make up a your character's special abilities, skills, powers, etc.
That's right, just make them up! Give each ability a name and write a short description of how it works and how your character uses it.
Your character is an average adult human being except for the specific strengths and weaknesses you create for them. Make sure to list them in order of most significant/powerful/skilled to least.
Once you create a list of abilities for your character, the GM scales these abilities based on how vague or generic each one is (which determines their cost per rank):
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Tier 0 (Cost 1/3 ranks): Balancing on tippytoes, Throwing rocks, Loading Bows, Flu Resistance, Spellbook writing
- Tier 1 (Cost 1/rank): Balance, Weightlifting, Crossbows, Disease Resistance, Fireball spell, Werewolf form
- Tier 2 (Cost 3/rank): Acrobatics, Athletics, Marksmanship, Health, Fire magic/Pyrokinesis, Wild Shape
- Tier 3 (Cost 10/rank): Agility, Strength, Dexterity, Constitution, Evocation magic/Energy manipulation, Shapeshifting
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Tier 4 (Cost 30/rank): Super-speed (I'm the Flash), I'm a giant, I Never Miss, Invincibility, All Magic (I'm a wizard)
A GM can reject an ability if it is too powerful or convoluted, or if it simply doesn't fit the setting. You should try to stick to 10 or less abilities and no more than a paragraph description for each.
The GM sets the starting amount for XP. We recommend starting with 100, but it can vary based on setting and power levels. Once the abilities are all created and labeled by tier, the player can then spend XP ranking up their abilities (which all start at 0 before being ranked up).
MAXIMUM RANK
The maximum rank a character can have in any one ability is 2 + double the next highest ranking ability (so there is always a step ladder for abilities). All abilities start at rank 0 before you buy them. You must have at least 1 rank in a supernatural/superhuman ability in order to use it at all.