Updated 2024 September 9

Mastery of Abilities

During a long rest in a relaxed setting (such as in an inn), you have the opportunity to acquire new abilities or unlock ability evolutions by spending Ability Points (AP).

You will also have the opportunity to make strategic use of your AP during battles.

Acquiring a New Ability

You must spend 3 AP to acquire a new ability.

For example, you wish to acquire the following ability:

Surprise Action | P: If the character is stealthy or behind the opponent, they can perform a surprise action. The character receives a +2 bonus to their action test.

During your long rest in a relaxed setting, you spend 3 AP and can now mark this ability as acquired on your Outfit sheet.

Unlocking an Ability Evolution

To unlock an evolution of an ability, your character must meet the required level for the evolution and spend 3 AP.

For example, you wish to unlock the first evolution of the following ability:

Surprise Action | P: If the character is stealthy or behind the opponent, they can perform a surprise action. The character receives a +2 bonus to their action test.

Level 3: The bonus increases to +3.
Level 5: The bonus increases to +4.
Level 7: The bonus increases to +5.

To unlock this evolution, your character must have already reached level 3 (or higher) and spend 3 AP during a long rest in a relaxed setting.

Strategic Use of Ability Points (AP)

AP can also be used to influence the cooldown time of certain abilities:

  • 1 AP: Reduces the cooldown time of an ability by 1. Each additional AP spent will reduce the cooldown time further.
  • 2 AP: Allows the reuse of an ability whose limit per encounter has been reached.
  • 3 AP: Allows the reuse of an ability whose limit per day has been reached.

However, be aware that this rule does not apply to Innate Abilities (racial).

Spending AP during a battle does not consume any action.

You have just used the following ability:

Lightning Strike | 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 Time: 2 Turn(s)

On the next turn, you will need to spend 2 AP if you wish to use this ability again without waiting for it to recharge.

Note that magical abilities (consuming MP) can also reduce their cooldown time by increasing their MP cost. Refer to the Abilities section in Character Creation for more details.