Types: Unreliable


An unreliable effect has a chance to fail each time it is activated, altered, or sustained. The user rolls a d% (1d100) and if the result is equal to or lower than the Failure Chance, they fail to achieve whatever they were doing with the effect. Failing to activate an effect still consumes ammunition, energy, focus, materials, and other costs even though the effect does not occur. Most unreliable abilities can reduce the Failure Chance by 25% per tier invested solely in doing so, to a minimum of 0%.

Unreliable items function the same way whenever a user tries to use them.