Ability Creation:
All
abilities of every profession, species and class affect the gameplay
of FARAD, often in combat or prior to it, sometimes in trade, and
often in general on quests. Abilities are separated into Universal
Abilities, Species Abilities, and Specialized Abilities. First, how
abilities are listed, as previously briefly covered in the Core
System Mechanics Vol. 1:
Ability:
Ability Name Level Numeral
(Cost for First Uses / Uses per First Cost / Cost after First
Use per Use)(Targeting / Shape
/ Concentration)(Time per use / Turns per
use) (Ability
Source / Ability Range Bonus/Penalty / Ability Modifiers): Ability
Description. Prerequisites
for usage.
First,
each ability has a name that helps a player or GM keep track of it,
followed by the numeral of its level. Even if an ability has no
initial cost to it, repeated use throughout a day will typically tire
an individual's focus, causing a cost later. As each ability takes
time to use, it will take turns to use in combat and out of combat
things are less heated and therefore it is easier to see how much
time it takes to use instead of relying on turns. Additionally, each
ability requires a particular statistic or attribute to succeed
without burning luck points, and at a certain point it will always
succeed with greatest effect if one's aim or other reliant skill is
true. Likewise, each ability has a source, range and may have one or
more domain modifiers. Following that is the description and finally
the prerequisite abilities or knowledge needed for usage. {This
all should also apply to home-brew creations, as it will help both
the player and GM be able to keep better track of what precisely an
ability does and needs to perform correctly.}
Ability
Modifiers:
All
abilities have a destination, and shape with most also having a
concentration. Additionally, all abilities are capable of being
modified by the various domains listed out in the Core
System Mechanics vol. 1 (CSMv1). All abilities have
a potential initial cost, number of attempts for that cost, and an
additional cost per attempt afterward. At bare minimum, each ability
learned may be tried at least once, but may be highly ineffective if
the initial cost is very high, and the additional cost will never be
lower than the initial cost.
The
destinations are direction, self, target, and touch.
Direction:
Aims in a general direction along a three-dimensional (or sometimes
even more dimensions) axis. Using this as a base destination costs
3 FP for most abilities.
Self:
Aims for the individual using the ability. Using this as a base
destination costs 0 FP for most abilities.
Target:
Narrows to affect a designated target initially with its effects.
Using this as a base destination costs 2 FP for most abilities.
Touch:
Only affects that which is directly touched by the one using the
ability within its duration. Using this as a base destination
costs 1 FP for most abilities.
The
shapes are aura, ray, sphere, and wall.
Aura:
Surrounds the individual targeted as a persistent effect when
successful. Using this as a base shape costs allows two attempts
on initial cost.
Ray: A very
tight focus circle extending out from the source that aids in
targeting, decreasing the number of targets if they are not in a
straight line, but allowing for greater accuracy and therefor
chance of success. Using this as a base shape allows three
attempts on initial cost.
Sphere:
Targets all within range of the area chosen with its effects
regardless of height level. Any area with an obstruction will
have that as a shield from its effects,
as well as having that
segment of the sphere continuing outward have no effect.
Using this as a base shape
allows one attempt on initial cost.
Wall: A
solid force of effects, usually used as a shield of sorts. Using
this as a base shape allows two attempts on initial cost.
The
concentrations
are beam, blast, chain and wave.
Beam: Fires directly out in a sharp even focus of generally circular shape. This may be dodged to the side, by ducking or jumping, though the size of the beam may either be increased by leveling up to include more movement squares, or have more damage fueled into it so that even a grazing hit may be dangerous. Using this concentration as a base increases costs by 1 FP.
Blast: Fires directly out in a burst that splatters its effects on impact, though with diminished effect compared to whatever the target was. This may be dodged to the side, by ducking or jumping, but if one is still within 1/2 movement square per level of the ability, they may still take the secondary effects. Using this concentration as a base increases costs by 3 FP.
Chain: Links the targeted individual and two nearby secondary targeted individuals even if they are not in a straight line or tight radius. Missing the initial target still gives a potential to hit the secondary targets and have it affect one or both of them. A chain may be dodged to the side, by ducking or jumping, but secondary targets might still be hit. Using this concentration as a base increases costs by 2 FP.
Wave: Spreads outward in wave pattern, shoving its effects forcefully without the focus of a beam or blast. Individuals may attempt to duck under or jump over a wave, but cannot dodge to the side unless there is an obstruction in the path of the wave as a result of their movement. Using this concentration as a base increases costs by 2 FP.
Every
ability has a maximum of ten domains (or
their sub-domains)
that can be applied to its creation. The domains
and sub-domains are listed below, as well as how they modify an
ability:
The
Base Domains
are Communication, Creation,
Decreasing,
Destruction,
Dream, Increasing,
Merging, Physical,
Pulling,
Pushing, Releasing,
Separating,
Transfer,
Transformation,
Trapping and Will.
Usage of any of these domains constitutes the nature of almost
every ability, adding no additional cost or usage and likewise not
reducing either. Any character wanting to utilize any of these
domains with any ability may, however, if it is not already part of
an ability they must roll 1d10 and achieve 5 or higher to succeed
in adding it as an option if using in combat and not already
learned with that modifier added. It is to every character's
advantage to practice adding each base domain to an ability outside
of combat in this manner, as not only does it gain them the ability
modifier with less issue if it fails, but it also gains them CXP,
RXP or GXP as appropriate, and allows players to test their
creativity prior to an instance where failure has dire
consequences. One may add a maximum of 4 base domains per ability.
Opposing base domains may not be used together in the same ability
without doubling all costs.
The
Classical Elemental Domains
are Fire (and Heat),
Water, Soil
(and Plants), and Air
(Sky and Wind) for the Primary
Elements. The Secondary
Elements are Ice (and Cold), Metal, Lightning (and Electricity),
and Stone (and Minerals). The Tertiary Elements are Blood (and
Organs), Bone (and Shell), Sand (and Dust), and Slime (and Ink).
The Quaternary Elements are Fabric,
Ghost, Toxin (and
Poison), and Rot (and
Fungus). Each classical
elemental domain used adds +1 Damage in its type per level,
another +1 to foes weak to it, and if one is attuned to resist the
ability either does no elemental damage to themselves if hit by it,
or if they are more attuned to it than the one using the ability,
they will heal from it as well. Each classical elemental domain
used also adds +1 FP cost, regardless of the level used, as long
as the user has obtained that ability. One may use one classical
elemental domain per set at no additional cost beyond the default
+1 FP cost per classical elemental domain, however each additional
use from the same set doubles all costs the ability has.
The
Physics Force Domains
are Density/Gravity/Size,
Gamma Rays/High
Energy Gamma Rays,
Infrared/Visible
Light,
Magnetism,
Radio/Microwaves/High
Microwaves,
Spatial
Coordinates,
and Temporal
Flow,
and Ultraviolet/X-Rays.
Each physics force domain used adds +1 Damage in its type per
level, and if one is attuned to the ability either it does no physics
damage or if they are more attuned to it than the one using the
ability, they will heal from it as well. There is no weakness
attunement to physics domains, so it would not do additional
damage from that, unlike the elemental domains. Additionally, each
physics force domain used removes 1 attempt per initial cost,
regardless of the level used, as long as the user has obtained
that ability, and the cost tends to be linked to a power source to
recharge or ammunition to reload from as well as FP. Usage of two
Physics Force Domains increases the cost by +1 FP, and no more than
two may be used per ability.
The
Bridge Force Domains
are Vibrations
(Slowing and Increasing),
Luminosity
(Light and Shadow).
Each bridge force domain used adds -1 Damage in its type
initially with higher levels increasing by +1 damage each level.
Attunement to one side of a bridge force gives resistance to that
side as well as healing from it if used against them, but the
opposite side will be a weakness and take +2 damage initially.
Additionally, each bridge force domain used adds +1 FP to the
initial cost, and one may use either one side and its opposite, or
one side and a side of the other bridge force, but not a full
bridge force and a side of the other. Using more than one side of
a bridge force doubles all costs of an ability.
The
Outside Force Domains
are Life (and
Renewal),
and Death (and
Decay).
Each outside force domain used adds +2 damage in its type initially
with higher levels increasing +1 damage each level. Attunement to
one gives resistance to it, including healing if more attuned to
it than the one using it against them. Usage against one who is
weak to a particular outside force will deal an additional +1
damage to them. Additionally, each outside force domain used
removes 1 attempt per initial cost, regardless of the level used,
as long as the user has obtained that ability, and the cost tends
to be linked to HP as well as FP. Usage of both outside force
domains doubles all costs of an ability.
The
Reaction Force Domains
are Attitude
(Chaos/Entropy
and Order/Void),
Concern
(Celestial/Selfless
and
Infernal/Selfish),
Perceiving
(Senses and Intuition),
and Judgment
(Logic and Emotions).
Each reaction force domain used adds +1 attempt for the initial,
regardless of the level used, but adds a 1d10 chance of 1 SP being
an additional cost, but doing a special effect if spent. Usage of a
domain within the reaction force domains allows one side or the
other of particular reaction force domain, and triples all costs if
using both sides. Usage of more than one sub- domain of a reaction
force domain within the same subset will also require a check of
WIL against the FP cost of the ability. Failure will constitute a
backfire with a 1d10 chance of 3 damage.
The
Concern
Sub-Domains
are Caution,
Charity,
Chastity,
Diligence,
Envy,
Gluttony,
Greed,
Humility,
Ignorance,
Kindness,
Lust,
Lying,
Patience,
Pride,
Sloth,
Temperance,
Truth,
Vanity,
Wisdom,
and Wrath.
Each creature, terror or character has one or more habits as part
of their personality, and one can affect their own or another's
habits via abilities, items or actions to accentuate or decrease
them, potentially gaining individual renown, rewards, or
punishments.
The
Perceiving
Sub-Domains
are Balance,
Coordination,
Taste,
Touch,
Pain,
Sight,
Smell
and Sound.
Each species has three or more of these senses available to it,
most having all, and some having extra powerful use of one or
more of their senses. Additionally, some abilities or items may
accentuate one or more of the senses, or decrease them in the
individual or another, potentially gaining individual renown,
rewards, or punishments.
The
Judgment Sub-Domains
are Admiration,
Aggressiveness, Awe,
Contempt,
Disapproval,
Dominance, Ecstasy,
Fear, Grief,
Loathing,
Optimism,
Passion, Pessimism,
Remorse, Rage,
Serenity, Submission,
Surprise,
Suspicion, and Trust.
Each of these are possible emotional states for a creature,
terror or character to be in, and seeing one in said state may
give another information as to how to deal with them in a myriad
of ways. Additionally, some abilities or items may accentuate one
or more of the emotional domains, or decrease them in the
individual or another, potentially gaining individual renown,
rewards, or punishments.
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