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Ranking




When you attempt to do anything in the game that has a significant chance of failure or variable degree of effect, you must first determine which Domain which Practice best apply to the creation of the desired effect. You then construct the effect based on four primary aspects: proximity, portents, potency, and permanence.

Note:
You need at least 1 rank in a domain to even attempt to it in any fashion an average untrained human adult couldn't typically do.

You need at least 2 ranks in a domain to have any supernatural powers affiliated with it.


When constructing an effect you have an amount of points called Effort to spend on your effect's aspects equal to your rank in the Domain being used for the effect.

Example:
If you wanted to create a fireball and throw it at a foe using the Fire domain and Destruction practice, and you had 3 ranks in Fire, you would have 3 Effort to invest in this effect.


By default, all aspects (proximity, potency, portents, permanence) are each 1 before you spend Effort to improve them.



PROXIMITY

Proximity determines how many targets, how big of an area, and how far an effect can reach.

You must first select whether the effect targets a limited number of targets or whether it targets all applicable targets within an area.

NUMBER OF TARGETS
So long as you can perceive your targets directly (and not through remote viewing such as a video device or scrying spell), you can affect up to a number of them equal to (Control + Effort invested in this aspect)2.

Example:
If you had a Control rank of 3 and spend 2 Effort on increasing your Proximity with an effect that targets a limited number of targets, you could affect up to 25 targets. Your base Proximity is 3 because your Control rank is 3 and adding 2 Effort to it increases it to 5. 5 multiplied by 5 is 25.


TARGETED AREA
If you target an area, you must choose a shape: burst, cone, cylinder, emanation, or line.

If you target a Conical area emanation from you (like a dragon's breath or flamethrower) you can affect an area up to (Control + Effort)3 yards/meters in length and width at the largest part of the cone.

If you target a Burst or Emanation (roughly spherical in shape) the radius is half this large.

If you target a Cylinder or Line, the length is 20 times this large while the depth and width is 1/20th as large.

RANGE
The maximum range at which you can cast your effect is determined by your Mobility rank + Effort invested in proximity.

RANGE
EffortEstimate
1Touch: As Melee reach but provokes reactions
2Melee reach
3Very Close: 3-10 yards/meters
4Close: 10-30 yards/meters
5Medium: 30-100 yards/meters
6Long: 100-300 yards/meters
7Very Long: 300-1,000 yards/meters
8Very Close Travel: ~1-3 miles
9Close Travel: ~3-10 miles
10Medium Travel: ~10-30 miles
11Long Travel: ~30-100 miles
12Very Long Travel: ~100-300 miles
13Very Close Communication: ~300-1,000 miles
14Close Communication: ~1,000-3,000 miles
15Medium Communication: ~3,000-10,000 miles
16Long Communication: ~10,000-30,000 miles
17Very Long Communication: ~30,000-100,000 miles
18Planetary: Anywhere on same planet or within orbit
19Interplanetary: As Planetary + can move to next nearest planet in same solar system
20Stellar: Anywhere in same solar system
21Interstellar: As Stellar + can move to next nearest solar system in same galaxy
22Galactic: Anywhere in same galaxy
23Intergalactic: As Galactic + can move to next nearest galaxy
24Unlimited: Anywhere within a single plane of existence (but not time travel, interdimensional travel, etc.)
*If targeting a limited number of creatures rather than an area, you can spend +1 effort to target them remotely and sympathetically including via seeing them through a video camera, scrying spell, or even through dimensions and parallel universes if there is an open iris or portal. This applies the Sympathetic type to the effect and increases its effective range as if you'd spend +10 effort to enhance its range.

TYPES OF TARGETS
Normally effects you create affect all creatures and objects that could possibly be affected by whatever it does. For 1 Effort, you can put stipulations and conditions that make the effect only affect certain types of targets or only targets within certain conditions.



POTENCY

Potency determines how much damage, healing, hardness, armor, conditions, etc. you can create with your effect.

If the effect is a physical buff or healing, Creation is your base potency.

If the effect is a physical debuff or damage, Destruction is your base potency.

If the effect is purely mental or spiritual, you use Knowledge as your base potency.

If the effect only affects yourself and creates no movement, you can use Resilience as you base potency.

If the effect primarily only creates movement, you can use Mobility as you base potency.

If the effect primarily only creates or manipulates concealment, cover, skies, or terrain, you can use Control as you base potency.

Your total Potency is the amount of condition you create. Whether you're injuring foes, blinding them, confusing them, charming them, healing allies, creating difficult terrain or walls, moving objects, etc. your potency determines the amount of defeat you can impose or victory you can gain if the effect is successful.

Targeting foes is imposing defeat on those specific targets. Creating area effects can create defeat on the enemy team or accumulate victory for your own team.



PORTENTS

Portents is how accurate, lucky, reliable, or steady the effect is. The greater the portents, the greater the chance of success, especially when resisting countereffects or interference. Your total dice pool when you roll for success is always your portents with the effect.

If the effect is a physical effect, Mobility is your base portents.

If it is a mental or spiritual effect, Knowledge is your base portents.

When you attempt to create the effect, you roll a number of dice equal to your total portents for the effect. If you get at least 1 success, you succeed in creating the effect.

Note that if you target foes, they reduce your effective number of successes by half their defending stat (Domain + Practice) rounded down. If multiple foes are targeted, this reduction is on a case by case basis.

Example:
If you rolled and got 3 successes with an effect that targeted two different foes and one foe had a defending stat of 6 and the other had 4, the first foe would reduce your effective successes against them by 3, thus reducing it to 0 and being unaffected. The second foe would only reduce it by 2, effectively giving you 1 success against them and imposing 1 point of defeat upon them.


If your action is interrupted, the interrupting effect also rolls and reduces your number of success by their number of successes.



PERMANENCE

Permanence determines how long the effect lasts. By default, your permanence is equal to your Knowledge (or less if you choose). If the effect targets only yourself, you can use Resilience instead.

Practice + EffortPermanenceInterval
1Instant-
2Until end of current turn-
3Until end of next turn-
41d4+1 rounds1 round
51 minute1 round
63 minutes1 round
710 minutes1 minute
830 minutes1 minute
92 hours10 minutes
106 hours10 minutes
111 day1 hour
121 week1 day
131 month1 week
143 months1 week
151 year1 month
163 years1 month
171 decade1 year
183 decades1 year
191 century1 decade
203 centuries1 decade
211 millennia1 century
223 millennia1 century
2310 millennia1 millennia
24permanent10 millennia
*For 1 effort, you can put stipulations and conditions that will end the effect early and even state how long or how much of those conditions will end it. For example, you could say that condition A, B, and C must be combined to end the effect entirely but getting only one of them will still reduce another aspect of it by a certain amount as you see fit.
*Normally, a saving throw against an effect ends it early made every interval. You can add effort increasing the number of saves needed to end the effect by the amount of effort invested in this adjustment.

Max duration: If target level is equal to or greater than (rank * 2), then 1 round per rank is the max (save ends). If it is lower, the duration is 1 minute (1 save/round) for 1 level lower, 10 minutes (1 save/minute) for 2 levels lower, 2 hours (1 save/10 minutes) for 3 levels lower, and 24 hours (1 save per 2 hours) for 4 or more levels lower. Save always ends made 1 per interval.



RITUAL CASTING

You can perform rituals and spend resources to increase your effort points up to a maximum of triple. If others aid in the ritual, the maximum increases by the number of people aiding after doubling your cap.

Spending Resource Points to gain Effort Points functions on a 1:1 basis.

Using supernatural powers is normally a major action but ritual casting increases the time to cast to 1d4+1 rounds and grants +3 effort. You can increase this to even longer granting more effort using the same track as listed in the Permanence table above. Remember, targets must be within range the entirely of the time during casting and all those helping with the ritual and all materials must be within close range of your for the entirety of casting as well.


RAKING
Your total dice pool determines what types of things you can do.

EffortCapabilities
0Inept, powerless, talentless, useless
1Average untrained human adult capacities
2-3Trained skills or trivial powers such as cantrips
4-5Professional skills or minor powers that can emulate what a handful of people could do working together with low-tech (or a single person carrying hi-tech)
6-8Expert skills or moderate powers that can emulate what a dozen or so people could do working together with low-tech (or a handful of people with hi-tech)
9-11Master skills or major powers that can emulate what a hundred or so people could do working together with low-tech (or a dozen or so people with hi-tech)
12-15Legendary skills or overwhelming powers that can emulate what an entire army could do  with low-tech (or a hundred or so people with hi-tech)
16-19Mythic skills or godlike powers that can emulate what an entire nation working together could do with low-tech (or an army of people with hi-tech)
20-25Stellar powers that can emulate what an entire planet of people unified could do with low-tech (or an entire nation with hi-tech)
26+Cosmic powers that can emulate what an entire planet of people unified could do with hi-tech



TARGET
You must select a target


EFFECT
Damage (pick 1: alacrity, focus, or health): (Potency) fatigue damage (-1 for nonlethal, -2 for lethal, -3 for mutilation), -2 if affecting two pools, -4 if affecting all 3
Duration: 1 Potency = 1 round, 2 = 3 rounds, 3 = 1 minute, 4, = 3 minutes, 5 = 10 minutes, 6 = 30 minutes, 7 = 2 hours, 8 = 6 hours, 9 = 24 hours, 10 = 1 week, 11 = 1 month, 12 = 1 year, 13 = 1 decade, 14 = 1 century, 15 = 1 millennia, 16+ = permanent.
Healing (Health only): (Potency) fatigue damage (-1 for nonlethal, -2 for lethal, -3 for mutilation)
Range: Area x 10 x dice
Virility: 1 + dice is the number of successes needed to resist to end the effect. Only one resistance roll can be attempted every interval. An interval is 1 round if the duration is 3 minutes or less or 1 minute if its 10 minutes or 30 minutes. If the duration is longer, the interval is always 1 time size smaller: permanent-->millennia-->century-->decade-->year-->month-->week-->day-->hour-->minute.
Weight Created: Rank2 x 2 lbs./1 kg for rare/precious substance, x10 for uncommon, x100 for common
Weight Moved: Rank2 x 20 lbs./10 kg for anything, x10 for uncommon, x100 for rare