Character Abilities

TL;DR

Abilities define what your character can actually do - what they’ve trained in, what their bodies and mind are capable of. Abilities can be trained up to 5 levels - from Novice, to Apprentice, to Journeyman, to Artisan, and then to Master. Each level of training improves the dice that the Player rolls when their Character attempts to use their Ability.

OVERVIEW

Abilities define the actions that Characters can take when interacting with the game world. Those abilities are clumped loosely into five separate categories:

  • SKILLS: Abilities which are trained and learned.
  • MARTIAL: Abilities which are used specifically for physical conflict resolution.
  • ANIMA: Abilities which engage the character to act heroically and plumb the depths of their resolve.
  • GIFTS: Abilities which are granted naturally, like wings or claws.
  • SOURCE: Abilities which allow a character to tap into magical abilities.

Training and Ability Mastery

Skilled and Martial abilities can be attempted without training, but the results are heavily dependent on the species attempting the action.

Characters can learn Abilities to one of ten levels, and with each level not only comes an increased success roll, but additional powers which help to boost the character’s use of them in practice. Those powers are:

  • SPECIAL: Option to activate the Ability’s unique cooldown at a cost in Aspect Pool points.
  • ADVANTAGE: Option to roll Proficiency twice and take the best result, at a cost in Aspect Pool points.
  • MAX: Option to set Challenge result to the maximum for the Training Roll, at a cost in Aspect Pool points.
Rank MASTERY ROLL SPECIAL ADVANTAGE MAX
- Unskilled 0 - - -
1 Novice 2d4 8 - -
2 Apprentice 2d6 4 8 -
3 Journeyman 2d8 4 4 8
4 Artisan 2d10 2 4 4
5 Master 2d12 1 2 4

Oldest Table

Rank MASTERY ROLL SPECIAL ADVANTAGE MAX TRIUMPH
- Unskilled 0 - - - -
1 Neophyte d4 8 - - -
2 Aspirant d4+1 8 - - -
3 Novice d6+1 8 - - -
4 Apprentice d6 + 2 4 8 - -
5 Associate d8 + 2 4 8 - -
6 Journeyman d8 + 3 4 8 - -
7 Expert d10+3 2 4 8 -
8 Artisan d10+4 2 4 8 -
9 Master d12+4 2 4 8 -
10 Grandmaster d12+5 1 2 4 8

L: Ability can be used once per day. S: Ability can be used once per rest. E: Ability can be used once per encounter.

Skilled Abilities

Name Aspect Effect
Artisan Mind Skills which produce finished goods from raw materialsArchitect, Brewer, Bowyer, Carpenter, Cook, Leatherworker, Jeweler, Smith, StonemasonSPECIAL: Quality of produced good is one greater than Mastery Level.
Artist Spirit Skills which present artistic expression based on performance or creationActor, Artist, Dancer, Disguise, Musician, Magician, Storyteller
Athlete Body Skills which develop the body to excel at certain tasksAcrobat, Climber, Dancer, Juggler, Jumper, Rider, Swimmer
Diplomat Spirit Skills which promote one’s ability to influence othersDebate, Etiquette, Persuasion, IntimidationSPECIAL: Reaction cannot be Hostile.
Officer Spirit Skills which increase one’s ability to command othersLogistician, Strategist, Tactician
Professional Mind Skills which require the practitioner’s experience to provide a serviceAnimal Trainer, Appraiser, Healer, Sailor, Trader
Scientist Mind Skills which provide answers to specialized questions or identify the unknownAlchemist, Astrologer, Herbalist, Historian, Linguist, Miner, Sage, Theologist, Vexillologist, Vivisectionist
Scoundrel Mind Skills which enhance one’s ability to mislead, distract, or trick a markBlather, Forger, Gambler, Lockpicker, Magician, Observer, SneakSPECIAL: Subterfuge cannot be detected.
Survivor Body Skills which provide for one outside of the support of civilizationDowser, Fisher, Fire-builder, Forager, Hunter, Mountaineer, Navigator, Tracker, Trapper

Martial abilities

Name Quality Effect
Armor Resilience Use this to soak incoming damage using your armorSPECIAL: Armor soaks all damage.
Block Power Use this to absorb incoming damage with your shield. Requires an Action or Reaction
Dodge Precision Use this to evade an incoming blow entirely. Requires an Action or Reaction.SPECIAL: Can move from 0-15’ into an open space.
Parry** Precision Use this to deflect an incoming blow entirely. Requires an Action or Reaction.**(Subsume this into Weapon!)
Weapon Precision Use this to attack with. Requires an Action.

Anima Abilities

Name Aspect Effect
Courage Spirit Provides a buffer of Spirit points when damaged by a Power that consumes them (soak)
Conviction Spirit Restores Spirit once per Encounter based on the results of the Proficiency roll.
Fortitude Body Provides a buffer of Body points when damaged by a Power that consumes them (soak)
Defiance Body Restores Body once per Encounter based on the results of the Proficiency roll.
Will Mind Provides a buffer of Mind points when damaged by a Power that consumes them (soak)
Resolve Mind Restores Mind once per Encounter based on the results of the Proficiency roll.

Natural Abilities

Name Aspect Effect
Chameleon Body Enhances body, providing camouflage via. pigment shifts. Complements Stealth.
Climbing Body Enhances two manipulative limbs (suction cups, hooks, etc). Complements Climbing.
Direction Sense Spirit
Enhanced Senses Body
Extra Limbs - Required for some Gifts. Can be Ambulatory or Manipulative.
Flight Body Requires two ambulatory limbs (wings).
Leaping Body Enhances two existing ambulatory limbs.
Nat. Armor Body
Nat. Weaponry Body Enhances one existing manipulator limb. Damage is Training level.
Non-Corporeality Spirit Allows a character to fade partially or fully into the Shadow realm.
Rage Body
Regeneration Body
Shapeshifting Mind
Sixth Sense Spirit
Special Attack Body Enhances Natural Weaponry with additional damage types.
Swimming Body Enhances two ambulatory limbs. Complements Skilled Swimming
Water Breathing Body

Source Abilities

Name Aspect Effect
Divinity Spirit Regenerate magical power by faithfully following the ethos of your chosen Immortal.
Psychometry Spirit Regenerate magical power by sacrificing your own inner strength.
Sorcery Spirit Regenerate magical power by draining souls straight from the source.
Wizardry Spirit Regenerate magical power from meditation and absorbing the ambient energy around you.

School Abilities

Name Aspect Effect
Elemental Air Manipulation of the element of Air
Elemental Earth Manipulation of the element of Earth
Elemental Fire Manipulation of the element of Fire
Elemental Water Manipulation of the element of Water
Energy Manipulation of pure energy
Shadow Manipulation of the Shadow world
Alteration Altering the nature of other things or beings
Kinetics Moving things from where they are to where they should be.
Body Physical healing and sense-altering effects.
Mind Mental healing and mind-altering effects, as well as charm, ESP, domination, etc.
Spirit Spiritual healing and other effects directly related to souls.
Patterning Metamagics, providing the ability to detect, identify, and modify existing magics.
Feral Wild magics, requiring specific artifacts and words of power to wield.

DETAIL

Skills

Artisan

Artisan skills at their core are intended to allow a Character to produce an item of a certain quality given tools and raw materials. Therefore, checks against Artisan skills tend to fall into one of three categories:

  • Crafting an item given raw goods,
  • Identifying the kinds of ingredients which make up an existing product, and
  • Identifying the quality (and attributes) of an existing product.

A Blacksmith might know what metals went into making a specific axe; a stonesmith might know how long ago something was carved (and by whom, culturally speaking), and so forth.

Checks to Make a Product

It’s easy to make rough things, and hard to make quality things. The Target Number for the Artisan’s roll to craft an object depends on the quality of the materials used to create it, and will generally be equal to the

Challenges to Identify a Product

Artist

Athlete

Diplomat

Officer

Professional

Scientist

Scoundrel

Survivor

APPENDIX

TABLE 5: Challenge Difficulty Target Values

Difficulty/DANGER Success Triumph Botch
Routine / Bucolic 4 - -
Easy / Relaxed - d2 6 - -
Moderate / Normal - d4 8 12 2
Tricky / Pressured - d6 10 14 2
Challenging / Emergency - d8 13 15 3
Difficult / Dangerous - d10 16 21 6
Foolhardy / Deadly - d12 19 22 4
Absurd / Suicidal - d14 23 27 4
  • Player rolls Character’s Proficiency: TALENT + TRAINING + QUALITY MOD
  • If PROFICIENCY > TARGET, Character succeeds.

Second Attempt

DIFFICULTY / QUALITY / DANGER BOTCH COST COST + SUCCESS SUCCESS TRIUMPH
Easy / Crude / Relaxed - 3 4 5+ -
Moderate / Cheap/ Everyday 3- 4-5 6-7 8+ 12+
Tricky / Common / Pressured 4- 5-7 8-10 11+ 17+
Challenging / Uncommon / Emergency 5- 6-9 10-13 14+ 22+
Difficult / Rare / Dangerous 6- 7-11 12-16 17+ 27+
Foolhardy / Epic / Deadly 7- 8-13 14-19 20+ 32+
Absurd / Legendary / Suicidal 8- 9-15 16-22 23+ 37+
Impossible / Artifact / Doomed 9- 10-17 18-25 26+ 42+

Simplified Chart: Exponential Growth

DIFFICULTY / QUALITY / DANGER BOTCH COST COST + SUCCESS SUCCESS TRIUMPH
Easy / Crude / Relaxed - 3 5 6+ -
Moderate / Cheap/ Everyday 3n 4 6 8+ 12n+
Tricky / Common / Pressured 4n- 5 7 9+ 14n+
Challenging / Uncommon / Emergency 5n- 6 9 12+ 19n+
Difficult / Rare / Dangerous 6n- 7 11 15+ 24n+
Foolhardy / Epic / Deadly 8n- 9 14 19+ 31n+
Absurd / Legendary / Suicidal 10n- 11 18 25+ 41n+
Supernatural/ Artifact / Catastrophic 14n- 15 24 33+ 55n+
Deific / Relic / Doomed 18n- 19 32 43+ 75n+
Immortal / Singular / Doomed 25n- 26 44 62+ 104n+

Simplified Attempt

DIFFICULTY / QUALITY / DANGER BOTCH COST COST + SUCCESS SUCCESS TRIUMPH
Easy / Crude / Relaxed - 3 4 5+ -
Moderate / Cheap/ Everyday 3n- 4 6 8+ 12n+
Tricky / Common / Pressured 4n- 5 8 11+ 17n+
Challenging / Uncommon / Emergency 5n- 6 10 14+ 22n+
Difficult / Rare / Dangerous 6n- 7 12 17+ 27n+
Foolhardy / Epic / Deadly 7n- 8 14 20+ 32n+
Absurd / Legendary / Suicidal 8n- 9 16 23+ 37n+
Impossible / Artifact / Doomed 9n- 10 18 26+ 42n+

DIFFICULTY LEVELS: usually relate to a relative difficulty or level of craftsmanship. A Lock of Legendary quality, for instance, would require an Absurd roll to pick

Relaxed - no time or performance pressure Everyday - the usual daily pressures apply Pressured - a nonlethal constraint applies (time, skill, uniqueness) Emergency - a nonlethal constraint where a successful result is critical Dangerous - Situation involves the threat of bodily harm or capture Deadly - Situation involves the likelihood of bodily harm or capture Suicidal - Situation involves the likelihood of individual death Hopeless - Situation involves the likelihood of death for the entire group. Doomed - Situation involves the likelihood of death for all involved

Neophyte ungeared character: 2d4 for Novice + 1d4 for Inept Talent, no Quality bonus. Range: 3-12 (Nat: 3-12)

CHAR SPEC TASK BOTCH COST COST + SUC SUC TRI
Neophyte(1d4 + 2d4 + 0) Impossible 84.5% 15.7% - - -
Absurd 68.9% 31.3% - - -
Foolhardy 50.1% 50.1% - - -
Difficult 31.3% 67.3% 1.6% - -
Challenging 15.7% 68.8% 15.7% - -
Tricky 6.3% 43.8 43.8 6.3% -
Moderate 1.6% 14.1% 34.4% 48.5% 1.6%
Easy - 1.6% 6.3% 92.1% -

Average ungeared character: 2d8 for Journeyman + 1d8 for Average Talent +3 for Quality alone. Range: 6-27 (Nat. 3-24)

CHAR SPEC TASK BOTCH COST COST + SUC SUC TRI
Average (1d8 + 2d8 +3) Impossible 16.5% 43.0% 39.9% 0.8% -
Absurd 11% 38.7% 52.6% 6.9% -
Foolhardy 6.9% 22.7% 53.2% 23.5% -
Difficult 4.0% 7% 46.1% 49.9% 0.2%
Challenging 2.0% 2% 19.5% 74.7% 2%
Tricky 0.8% - 6.1% 69.8% 23.5%
Moderate 0.2% - - 30.9 68.2%
Easy - - - 100% -

Powerful ungeared character: 2d12 for Master + 1d12 for Prodigal Talent +6 for Quality. Range: 9-42 (Nat. 3-36)

CHAR SPEC TASK BOT COST COST + SUC SUC TRI
Heroic(1d12 + 2d12 +6) Immortal 16.6% 33.5% 48.0% 2.1% -
Demigod 12.8% 24.9% 55.5% 7% -
Deific 9.6% 16.6% 57.4% 16.6% -
Superhuman 7.0% 9.6% 51.8% 31.8% -
Impossible 4.9% 4.7% 40.5% 50.1% -
Absurd 3.3% 1.6% 26.9% 68.4% -
Foolhardy 2.1% - 14.5% 81.5% 2.1%
Difficult 1.2% - 5.8% 80.4% 12.8%
Challenging 0.6% - 1.5% 60.4% 37.7%
Tricky 0.3% - - 31.5% 68.4%
Moderate 0.1% - - 9.5% 90.6%
Easy - - - 100% -

CALC TABLE - LINEAR DIE GROWTH

DIFFICULTY / QUALITY / DANGER DICE BOTCH COST COST + SUCCESS SUCCESS TRIUMPH
Easy / Crude / Relaxed 3d2 - 3 (12.5%) 4 (37.5%) 5-6 (50%) -
Moderate / Cheap/ Everyday 3d4 3 (1.6%) 4-5 (14.1%) 6-7 (34.4%) 8-11 (48.5%) 12 (1.6%)
Tricky / Common / Pressured 3d6 3-4 (1.9%) 5-7 (14.3%) 8-10 (33.8%) 11-16 (48.1%) 17-18 (1.9%)
Challenging / Uncommon / Emergency 3d8 3-5 (2.0%) 6-9 (14.5%) 10-13 (33.6%) 14-21 (48.1%) 22-24 (2.0%)
Difficult / Rare / Dangerous 3d10 3-6 (2.0%) 7-11 (14.5%) 12-16 (33.5%) 17-26 (48.0%) 27-30 (2.0%)
Foolhardy / Epic / Deadly 3d12 3-7 (2.1%) 8-13 (14.5%) 14-19 (33.5%) 20-31 (48.0%) 32-36 (2.1%)
Absurd / Legendary / Suicidal 3d14 3-8 (2.0%) 9-15 (14.4%) 16-22 (33.4%) 23-36 (47.8%) 37-42 (2.0%)
Supernatural/ Artifact / Doomed 3d16 3-9 (2.0%) 10-17 (14.5%) 18-25 (33.4%) 26-41 (47.9%) 42-48 (2.0%)
Deific / Relic / Nope 3d18 3-10 (2.2%) 11-19 (14.5%) 20-28 (33.4%) 29-46 (47.9%) 47-54 (2.2%)
Immortal / Singular / Doomed 3d20 3-11 (2.1%) 12-21 (14.5%) 22-31 (33.4%) 32-51 (47.9%) 52-60 (2.1%)
X2 3d22 3-12 13-23 24-34 35-56 57-66
X3 3d24 3-13 14-25 26-37 38-61 62-72

CALC TABLE - EXPONENTIAL DIE GROWTH

DIFFICULTY / QUALITY / DANGER DICE BOTCH COST COST + SUCCESS SUCCESS TRIUMPH
Easy / Crude / Relaxed 3d3 - 3-4 (14.8%) 5 (22.2%) 6-9 (62.9%) -
Moderate / Cheap/ Everyday 3d4 3 (1.6%) 4-5 (14.1%) 6-7 (34.4%) 8-11 (48.5%) 12 (1.6%)
Tricky / Common / Pressured 3d5 3-4 (3.2%) 5-6 (12.8%) 7-8 (26.4%) 9-13 (54.0%) 14-15 (3.2%)
Challenging / Uncommon / Emergency 3d7 3-5 (2.9%) 6-8 (13.4%) 9-11 (28.3%) 12-18 (52.5%) 19-21 (2.9%)
Difficult / Rare / Dangerous 3d9 3-6 (2.7%) 7-10 (13.7%) 11-14 (29.3%) 15-23 (51.4%) 24-27 (2.7%)
Foolhardy / Epic / Deadly 3d12 3-8 (3.3%) 9-13 (13.3%) 14-18 (27.2%) 19-30 (53.1%) 31-36 (3.3%)
Absurd / Legendary / Suicidal 3d16 3-10 (2.9%) 11-17 (13.6%) 18-24 (28.7%) 25-40 (51.7%) 41-48 (2.9%)
Supernatural/ Artifact / Catastrophic 3d22 3-14 (3.3%) 15-23 (13.3%) 24-32 (26.6%) 33-54 (53.5%) 55-66 (3.3%)
Deific / Relic / Doomed 3d30 3-18 (2.9%) 19-31 (13.6%) 32-44 (28.3%) 43-74 (51.9%) 75-90 (2.9%)
Immortal / Singular / Doomed 3d42 3-25 (3.0%) 26-43 (13.6%) 44-61 (28.0%) 62-103 (52.4%) 104-126 (3.0)

Neophyte ungeared character: 2d4 for Novice + 1d4 for Inept Talent, no Quality bonus. Range: 3-12 (Nat: 3-12)

          CHAR SPEC |     TASK     | BOTCH | COST  | COST + SUC |  SUC  | TRI  |

———————-: | :———-: | :—: | :—: | :——–: | :—: | :–: | | Neophyte(1d4 + 2d4 + 0) | Immortal | 100% | - | - | - | - | | | Deific | 100% | - | - | - | - | | | Supernatural | 100% | - | - | - | - | | | Absurd | 93.9% | 6.3% | - | - | - | | | Foolhardy | 68.9% | 31.3% | - | - | - | | | Difficult | 31.3% | 62.6% | 6.3% | - | - | | | Challenging | 15.7% | 53.2% | 29.7% | 1.6% | - | | | Tricky | 6.3% | 25.0% | 37.6% | 31.3% | - | | | Moderate | 1.6% | 14.1% | 34.4% | 48.5% | 1.6% | | | Easy | - | 6.3% | 9.4% | 94.5% | - |

Average ungeared character: 2d8 for Journeyman + 1d8 for Average Talent +3 for Quality alone. Range: 6-27 (Nat. 3-24)

CHAR SPEC TASK BOTCH COST COST + SUC SUC TRI
Average (1d8 + 2d8 +3) Immortal 100% - - - -
Deific 89.2% 11.0% - - -
Supernatural 59.5% 36.7% 4.0% - -
Absurd 23.5% 36.0% 38.7% 2.0% -
Foolhardy 11.0% 12.5% 45.0% 31.7% -
Difficult 4.0% 2.9% 24.8% 68.3% 0.2%
Challenging 2.0% - 9.0% 82.3% 6.9%
Tricky 0.8% - 1.2% 48.1% 50.1%
Moderate 0.2% - 0.6% 30.9% 68.5%
Easy - - - 100% -

Powerful ungeared character: 2d12 for Master + 1d12 for Prodigal Talent +6 for Quality. Range: 9-42 (Nat. 3-36)

CHAR SPEC TASK BOT COST COST + SUC SUC TRI
Heroic(1d12 + 2d12 +6) Immortal 83.6% 16.6% - - -
Deific 43.8% 39.8% 16.6% - -
Supernatural 21.1% 16.6% 49.7% 12.8% -
Absurd 7.0% 2.6% 34.2% 56.4% -
Foolhardy 3.3% - 9.5% 84.1% 3.3%
Difficult 1.2% - 2.1% 70.7% 26.2%
Challenging 0.6% - - 43.2% 56.4%
Tricky 0.3% - - 16.3% 83.6%
Moderate 0.1% - - 9.5% 90.6%
Easy - - - 100% -