As there were a great many details missing from the old ability creation mechanic needed for clarification, as well as too many categories of domains, the mechanic has been vastly modified since its last update. Below, you will find all you need to create an ability in FARAD, using the following listing format:
Ability Name Rank:
*(Destination, Shape, Concentration)
*(Duration, Resistance, Conditional)
*(Source, Stability, Blowback Cost)
*(Flavor Domains [Base Domains applicable per Flavor Domain])
*(FP Cost, Attempts for First Cost, Checked Attribute)
Description text.
Prerequisites.
First, let's bring up the destinations, shapes, and concentrations again, with their modifications, as they affect every ability and set the lowest possible cost for an ability. As before, after the initial cost and attempts are spent, any additional attempt of that ability uses the full cost for however many attempts its initial cost gave, per new attempt. Additionally, even 0 FP abilities cost at least 1 FP to attempt after the initial attempts are spent.
Destinations:
The destination of an ability affects its cost, increasing with complexity.
Self:
The user is initially affected by the ability.
0 FP Starting Cost
Touch:
The user touches what is to be initially affected.
1 FP Starting Cost
Target:
The user designates something within range to be affected.
2 FP Starting Cost
Drift:
The user releases the ability to wander aimlessly, activating on the first entity other than the user which it encounters. On using the ability, a 1d10 roll is made, rerolling if 9 or 10. Starting with 1 as North, the Cardinal and Primary InterCardinal directions are marked by the roll, and then it fires off up to range until it hits something or that turn ends. If it has not used its full range and bounces, it may travel the remaining range in another direction during the same turn. This occurs once per turn until it ends.
3 FP Starting Cost
Direction:
The user fires off the ability in a direction and the first being or obstacle within range encountered is affected.
4 FP Starting Cost
Ring:
The user designates all targets within their defensive range outside their adjacency to be affected with the ability.
5 FP Starting Cost
Shapes:
The shape of an ability affects how many times it may be used per time its cost is spent, decreasing the number of uses with complexity.
Aura:
An aura surrounds and stays at a point.
5 Initial Attempts
Ray:
Expanding out from a point toward another point.
4 Initial Attempts
Cone:
Expanding out from a point toward another point, in a 45 degree arc spread, with -10% damage every 10% beyond the defensive range.
3 Initial Attempts
Wall:
Expanding out from a point vertically and horizontally, but not forward or back.
3 Initial Attempts
Cuboid:
Expanding out from a point in either the Cardinal directions or InterCardinal directions (but not both) as well as up and down, this shape has the corners as the maximum range and the intersecting lines as edges making its boundaries. Smaller than a sphere, it still permits a sizeable area of effect.
3 Initial Attempts
Sphere:
Expanding out from a point in all directions.
2 Initial Attempts
Zone:
Expanding out from a point within the range of the user from the destination out to full range in two dimensions and double range in another.
1 Initial Attempt
Concentrations:
The more concentrated an ability is, the more focus it costs.
Arc:
A curved release that moves to the destination via line of sight around obstacles, allies or foes at the time of release, or moves from the destination to another point via line of sight if the destination is self or touch. While on mostly even elevation: For a loose curve upward to the the full range, and curving around one obstacle, ally or foe. For a medium curve, upward to two thirds the full range, and curving around two obstacles, allies or foes. For a tight curve, upward to one third the full range, and curving around three obstacles, allies or foes. When aiming upward: Further reduce range by 5 meters per 5 meters higher the destination is compared to the user. When aiming lower: Increase range by 10 meters per 5 meters lower the destination is compared to the user. If the drop in elevation is a between half and the full range of the ability, the arc will continue until it hits an obstacle, ally or foe. Lower and it will stop at full range, and higher it will impact at twice the range.
+1 FP Starting Cost
Beam:
A cylindrical release that continues upward to the remaining range beyond the initial point of impact.
+1 FP Starting Cost
Blast:
A release at the point of impact that hits a radius up to 1/2 remaining range available.
+2 FP Starting Cost
Chain:
A release at the point of impact that branches out to a radius equal to the remaining range.
+3 FP Starting Cost
Wave:
A release that continues out in an arc segment from the initial point of impact out to a renewed range that is not perpendicular to the initial point of impact's initial path and termination point.
+4 FP Starting Cost
Spiral:
A release which expands out from the destination in a spiraling pattern, out to a diameter equal to half the range as maximum. For a loose spiral, it will curve around once and hit those in its path only once, and keep its maximum diameter. For a medium spiral, it will curve around twice and hit those in its path twice, and halve its diameter. For a tight spiral, it will curve around three times and hit those in its path three times and quarter its diameter.
+5 FP Starting Cost
Duration, Resistance:
Next, we have the duration and resistance of the ability in question, which previously was decided by sole discretion of the GM, rather than something more concrete, as it is now. Every duration has a specific resistance tied to it, and as such, they are listed together. The longer the duration of effect, the higher the cost of the ability. The less resistance benefit there is allowed, the fewer uses it has per cost. For reference, two quick actions are equal to a full action, and up to a maximum of three quick actions may be used in an active turn (a reactive turn being used for dodging, parrying, blocking or attacking a being passing within range at a speed lower than the reaction of the player).
Lasting, Detrimental
The ability's creation is a full action, but its effects may last one turn further if concentrated, and one additional turn per level of the ability, whether concentrated or not. This ability is intended to be harmful to the one it is used upon, and they may reduce it by half with the use of an EP.
Costs: +1 FP Cost, -3 Initial Uses
Instant, Shrugged
The ability's creation is a quick action, but its effects may last one turn further if concentrated, and one additional turn per level of the ability, whether concentrated or not. This ability if resisted lets the individual resisting ignore all effects at the cost of one endurance if their willpower is less than that of the user of the ability.
Costs: +2 FP Cost, -1Initial Use.
Swift, None
The ability's creation and effect are equal in time, and fades immediately after use, taking a quick action. Resistance is disallowed for the ability as a whole, but individual effects may still be resisted if an individual has resistance toward them, reducing them by their resistance score.
Costs: +1 FP Cost, -2 Initial Uses
Standard, Halved
The ability's creation and effect are equal in time, and fades immediately after use, taking a full action. This ability if resisted reduces the effects to half, rounded down, prior to to any resistance score reduction. This has no additional cost to the user or individual resisting.
Costs: No additional FP costs or initial use reductions.
Lasting, Beneficial
The ability's creation is a full action, but its effects may last one turn further if concentrated, and one additional turn per level of the ability, whether concentrated or not. This ability is not intended to be harmful, but an individual may resist it if so desired for no cost.
Costs: +1 FP Cost, -2 Initial Uses
Willful, Severance
The ability's creation is a full action, but its effects may last as long as the user is able to exceed the willpower and sanity requirements to maintain the ability, whether against the environment, a member of their party or otherwise friendly being, or against a foe or hostile being. If the ability is forcibly ceased, the user suffers an additional focus point loss. This ability if resisted reduces the effects to zero, and creates a feedback focus point loss to the user, at the cost of a sanity point to the individual resisting, if their willpower is less than that of the user of the ability. Severance also disallows an individual from dying to the ability unless their sanity has reached or gone below zero.
Costs: +2 FP Cost, -1 Initial Use
Free, Splendorous
The ability's creation is a free action, typically not intended to be harmful in and of itself, but an individual may use it to boost other abilities, basic checks or abilities that are tied to an existing item.
Costs: -1 FP Cost from total, 1 FP cost for ability minimum, -3 Initial Uses
Rebuff, Spiteful
The ability's creation is a free action, typically intended to be harmful, but an individual may use it to boost other abilities, basic checks or abilities that are tied to an existing item, however, they may only use this when they, one of their allies, companions or mercenaries is harmed, or an object or other goal is threatened by the action of another within their defensive range.
Costs: -1 FP Cost from total, 1 FP cost for ability minimum, -3 Initial Uses
Conditional:
A conditional affects the way an ability functions, sometimes limiting one aspect for the sake of flavor of design, sometimes offering additional benefits or just a delay from the time the ability is activated to when its effect occurs. One may add one at the costs listed below, or list none if deciding not to add any conditional. One may designate a 'Chosen Nemesis', 'Chosen Enemy', 'Chosen Enemy Type', 'Hostile Entities', 'Passive Entities', and 'Allied Entities' on a daily basis once per day as a potential conditional (among other ones allowed by a GM) if an ability describes its conditional as such, but it must be designated either after waking or prior to any combat initiating in an audible manner, or the conditional shall not be activated. If an ability has multiple effects, the entirety or one or more effects may be activated when the conditions occurs. However, every effect must be assigned to either happen when the ability is first used or when a condition occurs.
Limiting:
This conditional limits the effect of the ability in a manner that either prevents it from working unless certain conditions are met, or reduces its effect if circumstances are met. One example of the former is limiting an ability from functioning if a particular terrain is not beneath the user, and an example of the latter is limiting an ability from affecting those who seem to in dire straits physically (having rolled a Desperation Die their previous turn), and so forth. A maximum of 6 limits may be place by this conditional.
+0 FP Starting Cost
Situational:
This conditional allows an ability to have its effect(s) activate when a particular situation occurs, such as a particular status effect being active, a bonus die of a particular type is rolled, a strategic positioning or another sort of situation happens. A maximum of 5 limits may be place by this conditional.
+1 FP Starting Cost
Delay:
This conditional allows an ability to have its effect(s) delayed from the point the ability is used to a later point when one or more certain conditions are met. A maximum of 4 limits may be place by this conditional.
+2 FP Starting Cost
Toggle:
This conditional allows an ability to toggle between its effect(s) while it is active when certain conditions are met. Each effect may be equal to the potential of the domains as a whole, but only one effect may be active at a time. This condition is extremely useful for abilities such as stances, though it does not extend the duration of the ability. A maximum of 3 limits may be place by this conditional.
+3 FP Starting Cost
Trigger:
This conditional allows the ability's effect(s) to activate every time a designated condition occurs, regardless of the phase of combat, if in combat. A maximum of 2 limits may be place by this conditional.
+4 FP Starting Cost
Reserve:
This conditional allows an ability to switch between one normal effect using one attempt as per normal, and two attempts afterward if a particular condition occurs, allowing for a doubling of that or an equally designed effect. One the condition ends, the ability switches back to the original effect, unless the duration of the ability has ended. If an ability has 1 or 2 attempts, this conditional cannot be used. If an ability has 3, it may be used as described. If it has 4, it may be used as described and its normal effect may be used again without spending additional cost. If it has 5, it may be used as per the normal effect and two instances of the same condition occurring, which do not combined together if the secondary effect has not yet ceased. A maximum of 1 limits may be place by this conditional.
+4 FP Starting Cost
Depleting:
This conditional causes the ability's effect(s) to activate when it is used, not only for the first use of the ability, but for every use simultaneously, as if used separately, without needing to wait for an additional action or turn to utilize it. A maximum of 1 limit may be place by this conditional.
+5 FP Starting Cost
Next, we'll cover the ability source, stability, checked attribute blowback cost. Now, blowback was previously mentioned, but not really detailed on this dev blog. When an ability fails by a significant margin (stability dropping to 25% or less of the original stability due to reductions and resistances) not only will the user have spent focus on a tactic that did not work to their expectations, but it has caused a drain on them as a result. The lower the initial stability, the higher the chance of blowback. As such, preparation and innate skill will aid in keeping the chance of blowback reduced. On the other hand, the lower the stability of the ability, the higher a chance of gaining a luck point or fluctuation adding bonuses to the ability use for taking the risk. By utilizing 100 degrees of stability, there is room to expand to newer types of abilities at some later point, as well as how different ability builds can affect increasing the stability of the ability. Every level of the ability achieved, the stability increases by 1 point of stability, in addition to any other stability alterations. As well, no ability can go over 100% stability, and even while stable an ability might still be used incorrectly or fail, but not have a blowback potential. Finally, while almost every ability source has its own specific attribute check (with the Natural and Mundane having GM-Discretion), a GM always should consider what other attributes or statistics may apply to a given situation if it is somewhat risky or complex. Blowback cost is equal to the amount of total effect points on the ability subtracted from the stability score, then increased by the sum of 1d10 + the rank amount percentage. For example, a spore magic ability with 9 points of effect failing at rank III would have 13% stability initially, reduced to 4% from even failing by one point. Failing by 11 points, would then put it at -6% stability. However, being rank III, it would increase back to -3% before the 1d10 were rolled. A roll of 8, for example, would put it back up to 5%, which is more than the 25% needed to prevent backblow.
Source:
Primal Magic:
Failure constitutes 1 HP loss per FP usage with this ability. Utilizing primal magic requires a reaction check to balance how widely unstable the material and ability type may be.
0% Starting Stability
HP Blowback
Reaction Check
Spore Magic:
Failure constitutes 1 SP loss per FP usage with this ability. Utilizing spore magic requires a willpower check to counter the Pragur influence and spiraling madness the material and ability type may cause.
10% Starting Stability
SP Blowback
Willpower Check
Wild Magic:
Failure constitutes 1 EP loss per FP usage with this ability. Utilizing wild magic requires a wisdom check to guide the instability of the wild magic.
20% Starting Stability
EP Blowback
Wisdom Check
Leech Magic:
Failure constitutes 1 HP loss per FP usage with this ability. Utilizing leech magic requires a willpower check against the being it is being used upon.
30% Starting Stability
HP Blowback
Willpower Check
Psionic:
Failure constitutes 1 SP loss per FP usage with this ability. Utilizing psionic abilities requires an intelligence check to balance how subtly the user of the psionic ability can manipulate other beings or the environment to reduce how difficult their attempt may be.
40% Starting Stability
SP Blowback
Intelligence Check
Soul:
Failure constitutes 1 MP loss per FP usage with this ability. Utilizing soul magic requires time and concentration which prevents the user from moving until after the ability has been completed, or maintaining a steady pace and even pulse to accomplish, and wisdom to recognize the mood of their higher power, or otherwise be able to utilize wit or cunning to convince them to offer assistance.
50% Starting Stability
MP Blowback
Wisdom Check
Foci:
Failure constitutes 1 MP loss per FP usage with this ability. Utilizing foci magic requires time and concentration which prevents the user from moving until after the ability has been completed, or maintaining a steady pace and even pulse to accomplish, and intelligence to remember how much energy capacitance their particular foci crystals have, how much is currently available from that capacitance, and how close to over-saturation they may be when attempting to refill them.
60% Starting Stability
MP Blowback
Intelligence Check
Alchemical:
Failure constitutes 1 MP loss per FP usage with this ability. Utilizing alchemy requires time and concentration which prevents the user from moving until after the ability has been completed, or maintaining a steady pace and even pulse to accomplish, and finesse to finally manipulate the alchemical mixtures and stealthily adjust them with accuracy, or to charm others into not realizing what they are doing. Alchemical abilities may have 1 status effect caused at no additional cost, all other abilities adding a status effect must add +1 FP cost. Any ability may have a maximum of 2 status effects on it.
70% Starting Stability
MP Blowback
Finesse Check
Natural:
Failure constitutes 1 EP loss per FP usage with this ability. Utilizing natural abilities requires any attribute check that a GM feels is applicable and appropriate.
80% Starting Stability
EP Blowback
GM-Discretion Check
Mundane:
Failure constitutes 1 EP loss per FP usage with this ability. Utilizing mundane abilities and items requires any attribute check that a GM feels is applicable and appropriate.
90% Starting Stability
EP Blowback
GM-Discretion Check
Previously, ranking up an ability increased the amount of damage or other effects that it produced by one point per domain per rank. After consideration and playtesting, this was deemed insufficient for narrative purposes and the feeling of reward that came from investing experience into ranking existing abilities, instead of simply always opting for new ones. Certainly, increasing how quickly experience was gained and the benefit of domain-specific knowledge accrual were options that were explored, but neither alone or together felt quite right. Instead, the ranking has been changed considerably for abilities.
Ability Ranking
By practicing an ability, a being gains experience with its source and domains, accruing applicable knowledge pertaining to them.
Rank I
The ability has been learned and has its standard effects at 1 point per effect, and 1% increase to stability (compared to attempting to use it before it is learned).
Rank II
The ability has increased each effect by 1 point, as well as having a 1d10 / 2 pool to utilize across any of the used domains in any given situation, letting the being further shape how they utilize the ability in any given situation. If they've encountered a creature who is resistant to fire, but weak against stone, then a magma-styled ability would be of more use with a lower temperature and more stone in the mixture. Additionally, they would have a 2% increase to stability.
Rank III
The ability has increased each effect by 2 points, as well as having a 1d10 pool, and a 3% increase to stability.
Rank IV
The ability has increased each effect by 3 points, as well as having a 2d10 / 2 pool, and a 4% increase to stability.
Rank V
The ability has increased each effect by 4 points, as well as having a 2d10 pool, and a 5% increase to stability.
Rank VI
The ability has increased each effect by 5 points, as well as having a 3d10 / 2 pool, and a 6% increase to stability.
Rank VII
The ability has increased each effect by 6 points, as well as having a 3d10 pool, and a 7% increase to stability.
Rank VIII
The ability has increased each effect by 7 points, as well as having a 4d10 / 2 pool, and a 8% increase to stability.
Rank IX
The ability has increased each effect by 8 points, as well as having a 4d10 pool, and a 9% increase to stability.
Rank X
The ability has increased each effect by 9 points, as well as having a 5d10 / 2 pool, and a 10% increase to stability.
And so on... While the cost does increase considerably as one ranks up an ability, after passing Rank V with any ability domain infection may begin to set in, even if a being has not yet reached Level III for their overall statistics, attributes, etc. Now, on to the base domains!
Base Domains:
The base domains are the structure of the ability, affecting which axes of design it may influence, with variation to both ends of each individual axis utilized. One base domain must be used per ability, per category of domains, listed immediately after the individual domain itself in brackets. For example, Ember [Legacy] would be used as part of an ability listing to specify that it allows for the ability to use fire and ash, either for creation or destruction. As such, the ability could be used in a large variety of ways creatively, with the player deciding how to use it in any given situation, and the GM deciding if it seems reasonable or needs another domain instead or in addition to that. A maximum of two base domains may be used per flavor domain category, a maximum of three flavor domains within a category in the same ability, and a maximum of four categories used per ability and a maximum of ten flavor and base domain combinations being possible per ability.
Alteration:
Transfer and transformation are the key concepts for this base domain.
Certainty:
Those wanting to affect sanity and willpower would be wise to use this base domain.
Fluctuation:
If seeking to decrease or increasing a pre-existing flavor domain's effect already in an area, then fluctuation is key.
Gestalt:
Merging and separating are the core concepts of this base domain.
Legacy:
Creation and destruction go hand in hand, and the legacy base domain emphasizes this point.
Perception:
Communication and sensory input manipulation are useful for those using this base domain.
Phased:
If wanting to make something intangible or invisible, the phased base domain is vital.
Vim:
Physical condition and stamina are greatly modified by the vim base domain.
Redirection:
Pulling and pushing are much easier with the redirection base domain.
Stratagem:
Releasing and trapping uses the stratagem base domain for many purposes...
Finally, we come to the flavor domains and their categories. Previously, elemental, physics, order and chaos, life and death, celestial and infernal, vibrations and luminosity were all grouped into their own categories which made it difficult to easily piece together abilities given how one would have to switch back and forth between the categories to work out how to do what they wanted with an ability they were creating. Now, with the reduction of the number of domains and the new categorizations, the process should be much easier. Flavor domains, as they are now called, offer insight into how the abilities might be used narratively, as well as mechanically. Those that seem to clash as opposites in the same category (the ordered Illuminate versus Ember in the Energy category, for example), add +1 FP additional cost per clash, but otherwise the costs and alteration to stability are set per domain. Those which are celestial or ordered add more stability, and those which are infernal or chaotic remove stability. More advanced domains of the highly useful former physics category add +2 FP additional cost per use, versus +1 FP additional cost for any others.
Energy:
The Energy category of flavor domains is primarily centered around enthusiastic interaction with other beings, gaining new knowledge, and affecting the environment and those within it with a variety of physical means. Typically those who utilize these domains are not satisfied easily, if at all, and are quick to jump in and do what they can to work toward their goals.
Illuminate:
The Illuminate domain is the spark of inspiration, the light in the darkness, and the font of knowledge. Usage of the Illuminate domain adds +1 FP Cost and +2 Stability to abilities. Think: Light, inspiration inception and subliminal hypnotics.
Temperance:
The Temperance domain is primarily used by passionate individuals who temper attraction with decency per the interaction of cultures involved, and is often used by charming rogues and bards who are of a more noble romanticism, and diplomats using specific phrasing, tone and intonation to dissuade disagreements swelling into larger problems. Usage of the Temperance domain adds +1 FP Cost and +1 Stability to abilities. Think: Passion and moderation.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaaq_IoPDSVHrkzOcaa2iXXUkpM_TNa_7JGSM5av5BlWyR4LUkGIEEYJdbFhiJ2qEUbi3QEe45m0KvUXbWBX7sfcXCe7kGUhqlR4YXUX5AzdzX7Sr1VpDIP16FSl-DtoP4MBTdeU7POb4/s200/AbilityCategoryEnergyMagnetismDomain.png)
Magnetism:
The Magnetism domain is oft used literally for use affecting the physics of an object or being, but paired with other flavor domains it may also be used figuratively for a variety of means... Usage of the Magnetism domain adds +2 FP Cost to abilities. Think: Magnetism, attraction and repulsion.
Electricity:
The Electricity domain is great for powering various devices, as well as striking down foes, among a myriad of other potential purposes. Usage of the Electricity domain adds +1 FP Cost to abilities. Think: Electricity, lightning, power.
Lechery:
The Lechery domain is for those who are seeking to satiate their own desires or to try to manipulate others into being distracted by their own, or putting them into exploitable situations. Usage of the Lechery domain adds +1 FP Cost and -1 Stability to abilities. Think: Carnal lust, lewdness, profanity and indulgence.
Ember:
The Ember domain is especially useful for those who just want to watch the world burn. Or, you know, help prevent forest fires. Among other purposes. Usage of the Ember domain adds +1 FP Cost and -2 Stability to abilities. Think: Fire and ash.
Presence:
The Presence domain is especially useful for those who just want to communicate with the dead. Also used for those of a more spiritual nature or those who wish to stop a haunting. Among other purposes. Usage of the Presence domain adds +2 FP Cost and -3 Stability to abilities. Think: Specters, ectoplasm, soul, and cor.
Depth:
The Depth category of flavor domains is frequently utilized by those who seek to understand psychology, sociology, architecture, metallurgy and geology. While many who use it seek to help their neighbors, species, their world or the universe as a whole, the majority tend to be highly motivated toward accruing power and wealth.
Stone:
The Stone domain is perfect for those who love manipulating rocks and minerals. Usage of the Stone domain adds +1 FP Cost and +2 Stability to abilities. Think: Rock, stone, minerals, pebbles, boulders.
Charity:
The Charity domain is perfect for those who like to help others with their actions, donations and advice. Usage of the Charity domain adds +2 FP Cost and +1 Stability to abilities. Think: Generosity and honesty.
Density:
The Density domain is perfect for those who like to condense and stretch objects, slowing their opponents, and those who wish to try defying gravity. Usage of the Density domain adds +2 FP Cost. Think: Gravity and size.
Metal
The Metal domain is perfect for those who like to shape and remold metal. Usage of the Metal domain adds +1 FP Cost. Think: Metal and alloys.
Avarice:
The Avarice domain is close to heart for those who are slumlords, con artists and thieves especially, as well as many government officials. Usage of the Avarice domain adds +2 FP Cost and -1 Stability to abilities. Think: Greed and falsehood.
Morphean:
The Morphean domain is perfect for those who like to peek into the dreams of others, manipulating them, causing or removing nightmares and those who seek to manipulate grains or even entire beaches and deserts of sand. Usage of the Morphean domain adds +1 FP Cost and -2 Stability to abilities. Think: Sand, dreams, nightmares and imagination.
Preservation:
The Preservation domain is perfect for those who seek to protect the quality of food and water, disperse heat and other dangers across a surface area, and construct a durable structure out of ordinarily soft materials. Usage of the Preservation domain adds +1 FP Cost and -3 Stability to abilities. Think: Ceramic, clay, china, salt, clay and adobe brick.
Rooted:
The Rooted category of flavor domains is primarily centered around the notion of knowing the core of one's being and one's surroundings. This is not to necessarily mean one reaches a sort of inner peace, though many do, but merely either acceptance of who one is and the way of the world and realms presently, in order to either become contented or to work toward altering circumstances more toward a more favorable outcome...
Harvest:
The Harvest domain is highly favored for those of farming, tea-ceremony or other botanical backgrounds, mostly concerning plants and soil, the ordered structure of both, and how to manipulate them. An example of usage might be to stimulate the grown of crops, or to speak with ancient pines to investigate a disappearance decades earlier... Usage of the Harvest domain adds +1 FP Cost, and +2 Stability to abilities Think: Plants and soil.
Humility:
The Humility domain is well-known to many acolytes who serve a numina or other being far greater than them. Usage of the Humility domain adds +1 FP Cost and +1 Stability to abilities. Think: Humbleness, profound thought, and modesty.
Position:
The Position domain is perfect for navigators, mapmakers and explorers. Usage of the Position domain adds +2 FP Cost to abilities. Think: Spatial coordinates, the realms, space, maps, teleporting, and movement.
Umbral:
The Umbral domain is appreciated by rogues, ninjas, assassins, thieves, hunters and a great many others. Usage of the Umbral domain adds +1 FP Cost to abilities. Think: Smoke and shadow.
Vanity:
The Vanity domain is well-known to those who seek beauty and fame over anything else. Usage of the Vanity domain adds +1 FP Cost and -1 Stability to abilities. Think: Pride and shallowness.
Rot:
The Rot domain is frequently used by individuals trying to combat it, or to further accelerate its effects. Morticians seek to slow it until a body is in the ground, and sometimes even beyond that. Mushroom farmers seek for it to a bolster their crops, and most healers try to study its effects in order to counter it. Usage of the Rot domain adds +1 FP Cost and -2 Stability to abilities. Think: Fungus, mushrooms, and decay.
Extract:
The Extract domain is typically used by physicians, the syrup industry and some inventors. Primarily it is focused around the inner power of floral life and not the external form or extensions such as apples and the like, which falls under Harvest. Usage of the Extract domain adds +1 FP Cost and -3 Stability to abilities. Think: Amber, sap, syrup, resin and rubber.
Bodily:
The Bodily category of flavor domains is most often used by those seeking physical prowess, the healing arts, employment in the forensics field, biological experiments and other assorted interests. Though a great many are drawn to it for the sake of helping others, there are some who seek it out for much more nefarious purposes...
Mortis:
The Mortis domain is very favored by morticians, taxidermists, and especially liches, alongside the Presence domain. Usage of the Mortis domain adds +1 FP Cost and +2 Stability to abilities. Think: Skeletal, bones, and death.
Diligence:
The Diligence domain is well-known to martial artists, monastic orders and individuals seeking to better themselves through training. Usage of the Diligence domain adds +2 FP Cost and -1 Stability to abilities. Think: Discipline, training, and compassion.
Irradiate:
The Irradiate domain is dangerous if used improperly, but typically used by doctors and scientists for examination abilities and equipment, and by those seeking to enhance mutations. Usage of the Irradiate domain adds +2 FP Cost to abilities. Think: Ultraviolet rays, X-Rays, Gamma Rays and mutation.
Flesh:
The Flesh domain is well-known to physicians and other healers, as well as those who seek to further alter their own body-weight distribution either for vanity or for disguising themselves. Usage of the Flesh domain adds +1 FP Cost to abilities. Think: Organs, tissue, fat and muscle.
Torpor:
The Torpor domain is mostly known to those who are too lazy to try learning other domains, but if utilized properly it can become a major distraction and some suggest its use behind the scenes in major government machinations. Usage of the Torpor domain adds +2 FP Cost and -1 Stability to abilities. Think: Sloth and apathy.
Vitality:
Those who use the Vitality domain a lot typically use it for rituals or physical therapy, but some species which consume blood may use it to make their feeding habits less difficult either for themselves or for their donors if the being is willing. Usage of the Vitality domain adds +1 FP Cost and -2 Stability to abilities. Think: Blood, life and stamina.
Instinct:
The Instinct domain is typically used by animals and more primal species, giving them a higher natural wariness, as well as almost a guiding hand toward defending themselves or avoiding a fight through camouflage or bluffing. Usage of the Instinct domain adds +1 FP Cost and -3 Stability to abilities. Think: Skin, hair, claws, camouflage, animals, and defensive mechanisms.
Storm:
The Storm category of flavor domains is primarily utilized by those who seek to either understand, or manipulate nature's more extreme events, as well as to peer past the veil of the seeming chaos of it all into its more ordered processes, including natural events and interactions with individuals which can affect empires and galaxies.
Blizzard:
Those who use the blizzard domain may use it for simple amusement and refrigeration, but others may use it for devastating effects in the right areas. Usage of the Blizzard domain adds +1 FP Cost and +2 Stability to abilities. Think: Ice and snow.
Respect:
The Respect domain calls to many soldiers and officers of the law, family heads and sometimes to governmental or military officials even. More often than not, it helps manipulate those who aren't aggressive to the user, but it can also be used to simply give a boost to an ally in need. Usage of the Respect domain adds +2 FP Cost and +1 Stability to abilities. Think: Honor and loyalty.
Chronal:
Those obsessed with the Chronal domain are typically trying to either see the future and visit it, or to somehow alter the past. Others use it for recalling information, and some even use it simply to further bolster their movement capabilities. Usage of the Chronal domain adds +2 FP Cost to abilities. Think: Speed, temporal flow, time stop, time travel, visions and memories.
Breath:
The Breath domain is favored by singers, musicians, sailors, those utilizing natural or assisted methods of flight, and those simply seeking to amplify their own voice. Usage of the Breath domain adds +1 FP Cost to abilities. Think: Wind and sound.
Derision:
Those who use the Derision domain tend to be manipulators who seek to do great political and psychological harm to another being. Usage of the Derision domain adds +2 FP Cost and -1 Stability to abilities. Think: Scorn, betrayal and perfidy.
Flow:
The Flow domain is much utilized by sailors and fishermen, as well as a great many inventors and environmentalists. Usage of the Flow domain adds +1 FP Cost and -2 Stability to abilities. Think: Water and steam.
Swarm:
The Swarm domain is much utilized by those who gather resources from insects, other arthropods and migrating animals, as well as those who would wield them for strategic purpose. Usage of the Swarm domain adds +1 FP Cost and -3 Stability to abilities. Think: Honey, empty husks, exoskeletons, arthropods, and migration groups.
Murk:
The Murk category of flavor domains is centered around substances and interactions with individuals which leave lasting impressions upon other individuals and the world around them. While much of it is most desirable for those seeking to inspire fear in others, there is also a great deal which might be utilized by artists of various mediums, alchemists and chemists, physicists and paranormal investigators...
Stain:
Usually used by dancers and artists, the Stain domain has a great many subtle uses which make it perfect for espionage. Usage of the Stain domain adds +1 FP Cost and +2 Stability to abilities. Think: Ink, dyes, fabric, silk, paper and canvas.
Grit
The Grit domain is a strong aid to those who have gone through stressful situations, trauma and harrowing battles, as well as those seeking inner peace or simply to wait for the right moment for a necessary action. Usage of the Grit domain adds +2 FP Cost and +1 Stability to abilities. Think: Patience and courage.
Frequency:
The Frequency domain is used by a lot of advanced cultures in their technology, and with the Stone domain it can be extraordinarily catastrophic. Usage of the Frequency domain adds +2 FP Cost to abilities. Think: Radio, microwaves, and vibrations.
Goo:
The Goo domain is used often by Liches in creation of their phylactery and some of their minions, as well as its use by sanitation workers, paranormal investigators and a multitude of individuals fighting simple creatures and terrors that thrive near leylines and haunted areas. Usage of the Goo domain adds +1 FP Cost to abilities. Think: Slime, ooze and other sticky substances.
Tension:
The Tension domain is often used by those who go berserk, those who seek to stir riots or to manipulate others through fear, and also by those who seek to counteract those efforts and face their own fears. Usage of the Tension domain adds +2 FP Cost and -1 Stability to abilities. Think: Rage and fear.
Toxin:
The Toxin domain is often used by environmentalists to clean up an area, but it is also highly used by animal handlers, alchemists and assassins. Usage of the Toxin domain adds +1 FP Cost and -2 Stability to abilities. Think: Acid, poison and venom.
Slick:
The Slick domain is often used by individuals trying to clean up environmental areas, cooks, candle-makers, industrialists and assorted other beings. Usage of the Slick domain adds +1 FP Cost and -3 Stability to abilities. Think: Oils, wax and plastic.
Stagecraft:
The Stagecraft category of flavor domains is centered around performances as well as viewing reality itself as a large stage upon which to tell a narrative, often against the wishes of others drawn onto the stage with one using these domains... It is favored by many bards, puppeteers, actors, and other individuals with a flair for the dramatic, but also shrewd politicians and others vying for power...
Script:
Usually used by writers, directors and con men, the Script domain has a great many subtle uses which make it perfect for manipulating others. Usage of the Script domain adds +1 FP Cost and +2 Stability to abilities. Think: Narration, putting words in people's mouths, and affecting memory.
Comedy:
The Comedy domain is often used by those who seek to amuse others, through a variety of different means, seeking to bring a little joy into their audience. Usage of the Comedy domain adds +1 FP Cost and +1 Stability to abilities. Think: Humor and joy.
Curtain Call:
The Curtain Call domain is used by a lot of escape artists, grifters and those seeking to trick a crowd into giving them cover as they flee or need a distraction. Usage of the Curtain Call domain adds +2 FP Cost to abilities. Think: Audience, interruption, or exit stage right in a way.
Casting Call:
The Casting Call domain is used often by those seeking to show off their talents with a flair for misdirection, even to the point of putting blame on someone else for their actions depending on their skill with it. Usage of the Casting Call domain adds +1 FP Cost to abilities. Think: Longer Summons, showmanship, and disguises.
Tragedy
The Tragedy domain is a looming danger to certain individuals, but even the mightiest warrior may be driven to wail in anguish given the proper motivation for their scene... Usage of the Tragedy domain adds + 1 FP Cost and -1 Stability to abilities. Think: Depression and sadness.
Madcap:
The Madcap domain is often used by mimes, illusionists, summoners, comedians and the mentally insane. Usage of the Madcap domain adds +1 FP Cost and -2 Stability to abilities. Think: Theater of the Absurd, Temporary Summons, bending and breaking reality.
Setting:
The Setting domain is often used by individuals trying to alter environmental areas to create a bleed through or passage to another realm. Usage of the Setting domain adds +2 FP Cost and -3 Stability to abilities. Think: 'The world's a stage', namely Realm Travel.
(Final Note: Yes, there will be more graphics for this page, but no, they will not be on this page fully until this bottom text is removed)
No comments:
Post a Comment