The Ability System is common to both characters and creatures and provides access to powerful actions in the game that can be used during combat phases or Roleplay phases (non-combat).
It is possible that certain abilities designed for combat are also relevant in roleplay, even if this is not always explicitly stated. As a player, you are encouraged to explore these possibilities and justify their use to the Game Master, who will determine their validity.
For example, a character with the "Incendiary Nova" ability could use their mastery of fire to light a path for their companions.
The available abilities depend on the character's Outfit, each offering up to 8 unlockable abilities for 3 Ability Points (AP) each. Each ability can be enhanced through several evolutions, also requiring an investment of 3 AP for each advancement.
We will return to this point in the section dedicated to character progression.
Meta-Information
Meta-information, or simply Meta, provides details on the use of abilities. They are indicated near the name of the ability to facilitate understanding and application.
Here are the different types of Meta-information possible, illustrated by progressively detailed examples.
Type of Ability
Abilities are grouped into three distinct categories:
- Passive Ability (P): An ability whose effect is always active.
- Combat Ability (C): An ability intended to be used during combat phases.
- Mixed Ability (MC): An ability usable in combat but also provides either a passive bonus or utility in Roleplay phase.
Precise Shot | C: The character makes a precise shot with a ranged weapon, targeting the enemy's vital points to maximize damage. They benefit from a +2 bonus to the ranged attack test and inflict an additional 1d4 damage.
This ability is usable only in combat phase.
Type of Action
Type of action required to use this ability:
- M - Movement Action
- A - Attack Action
- MA - Double Action (Movement + Attack)
- G - Free Action
Precise Shot | C - MA: The character makes a precise shot with a ranged weapon, targeting the enemy's vital points to maximize damage. They benefit from a +2 bonus to the ranged attack test and inflict an additional 1d4 damage.
This ability consumes a Double Action (MA) during its use.
Type of Attack and Test Characteristic
Type of attack associated with this ability. From this type of attack, the type of defense to compare the test result against an opponent can be deduced:
- PHY: Physical Attack (Atq PHY) vs Physical Defense (Def PHY)
- MAG: Magical Attack (Atq MAG) vs Magical Defense (Def MAG)
- SUPPORT: Automatically successful, no test (e.g., Healing, Strengthening, etc.)
Offensive abilities usually have a specific test characteristic, determining the characteristic bonus to use during the attack test of this ability (STR, DEX, CON, INT, WIS, CHA). Remember that you must also add the character's level during your attack test.
Precise Shot | C - MA - PHY(DEX): The character makes a precise shot with a ranged weapon, targeting the enemy's vital points to maximize damage. They benefit from a +2 bonus to the ranged attack test and inflict an additional 1d4 damage.
This ability requires a physical attack test using DEX as the test bonus (as well as the character's level).
If this information is not specified, then no test is necessary for the use of this ability. This is generally the case for passive abilities (P).
Distance
Indicates the range of the ability in meters, when relevant. Note that 1 meter generally corresponds to 1 square on the game board.
Precise Shot | C - MA - PHY(DEX) - 15m: The character makes a precise shot with a ranged weapon, targeting the enemy's vital points to maximize damage. They benefit from a +2 bonus to the ranged attack test and inflict an additional 1d4 damage.
This ability has a maximum range of 15 meters.
Ability Description
The ability description provides all the information necessary for the player to use it effectively and apply its effects. It may also include details on different aspects:
- Effect Duration: For abilities generating a lasting effect, the duration is indicated in the number of complete turns around the table.
- Cost in Magic Points (MP): For magical-type abilities, the MP cost is generally specified and varies from 1 to 5.
These parameters may change with the different evolutions of the ability.
Arcane Shield | C - MA - Support: The character can create an Arcane Shield for a cost of 1 MP, reducing all damage received by 1d12 for 3 turns. Only the character casting the ability can benefit from the Arcane Shield.
Note that creatures are not affected by the MP cost. To compensate, it is necessary to limit the number of uses of the abilities per combat or indicate recharge times.
Cooldown
Abilities may require a cooldown before they can be reused.
The cooldown is a waiting period that must elapse after using the ability before it can be activated again. The cooldown is expressed in game turns and the countdown begins on the character's next turn.
Lightning Attack | C - A - PHY(DEX): The character can perform a rapid and precise attack, targeting the enemy's weak points to inflict an additional 1d4 damage.
Cooldown: 3 Turns
The character must wait 3 Turns before being able to reuse this ability.
Shortening the Cooldown
It is possible to shorten the cooldown of an ability by using Ability Points (AP). Each AP spent reduces the cooldown time by 1 turn.
Only abilities that consume Magic Points (MP) can shorten their cooldown for MP.
In this case, the MP cost of the ability is increased by 1 MP per missing turn needed to recharge the ability (combinable with AP use).
Limitation
Some abilities have limitations on their use. These limitations determine how frequently an ability can be used. The usage limitation of an ability is generally incompatible with cooldown. For example:
- 1 / Day: The ability can be used once during a game day, typically reset after a long rest period.
- 1 / Encounter: The ability can be used once during a combat.
Pain Resistance | C - G: The character can reduce damage received from all attacks by 1d4 for 2 turns. After the duration of this ability, the character suffers 1d6 damage.
Limitation: 1 / Encounter
This ability is only usable once per combat.
Ability Evolutions
Abilities offer specific improvements at certain level milestones such as test bonuses, additional effects, or even damage.
Characters can unlock the evolutions by spending Ability Points (AP), provided they have reached the required level. Each evolution costs 3 AP and can be acquired during a long rest phase.
Pain Resistance | C - G: The character can reduce damage received from all attacks by 1d4 for 2 turns. After the duration of this ability, the character suffers 1d6 damage.
Limitation: 1 / Encounter
- Level 3: Reduces damage received by 1d6 and suffers 1d8 damage after the end of pain resistance.
- Level 5: Reduces damage received by 1d8 and suffers 1d10 damage after the end of pain resistance.
- Level 7: Reduces damage received by 1d10 and suffers 1d12 damage after the end of pain resistance.
A character at level 5 can unlock the evolutions for levels 3 and 5 for 6 AP (3 + 3), but cannot unlock level 7.
It is important to note that in the case of creature abilities, these evolutions are entirely optional.