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Abilities & Skills

Abilities

Affinity for Darkness

intrinsic for biologicals

The actor has an affinity for darkness. Any allocated dice may be added to any test that involves darkness such as Call » Darkness, or when moving and taking action in darkness.

Affinity for Fire

intrinsic for biologicals

The actor has an affinity for elemental fire. Any allocated dice may be added to any test that involves fire such as Call » Flame, the Spellweave Fireball, or even lighting a campfire.

Allocated dice may also be added to Toughness when determining resistance to Reaction (r) damage caused by fire.

Affinity for Lightning

intrinsic for biologicals

The actor has an affinity for elemental lightning. Any allocated dice may be added to any test that involves lightning such as Call » Lightning.

Allocated dice may also be added to Toughness when determining resistance to Reaction (r) damage caused by lightning or electricity.

Affinity for Wells

intrinsic for biologicals

The actor has an affinity for the power that leaks into the Here-and-now from a Well. Allocated dice may be added to any Call » Awareness of the In-Between or Sense the In-between spell, or to any Call or Spell while within the radius of a Well.

While within the radius of a Well, the actor knows the precise location of the Well’s epicenter if it falls within 5 times the allocated dice (in meters) of their location.

While within the radius of a Well, the depth of the Well, up to the number of allocated dice, are added to the Chain Limit when chaining Spins and Weaves for spells.

Bestial Howl

intrinsic for biologicals

Gather courage with a howl of desperate animalistic rage. Spend 3AD and choose either TUF or PRW. The chosen attribute is increased by the number of allocated dice until the end of the actor’s next turn (or for 10 seconds, if not in Fast Action).

This temporary bonus affects derived attributes for the duration. At the end of the duration, core attributes are reduced to their original values, derived attributes recalculated, and (# allocated dice + 1)AD are EX-bound.

Channel Life

intrinsic for biologicals

Allows the actor to channel raw life-force from the In-Between into the material world for use in the practice of Lifecalling. This ability grants the following capabilities.

Heal Self: The actor may draw raw life-force into themself to heal injuries. Roll a dice pool assembled from allocated dice and 1 or more AD. The number of successes is the number of HP healed, and AD equal to 5 - allocated dice is EX-bound.

Calling: Allocated dice may be used to power Call » * skills which default to this ability. Each time this ability is used, 5 - allocated dice is EX-bound.

Awareness of Wells: As long as the actor is conscious, they are always aware when they pass into or out of the boundary formed by a Well’s Radius.

Channel Power

intrinsic for biologicals

Allows the actor to channel raw power from the In-Between into the material world to power magical abilities. On its own, this power is unformed and unwieldy, and requires refinement through the skills of Spellweaving or of Lifecalling.

Simple Spinning: Spin the raw power into an elemental thread and direct the thread to produce various simple spell effects as described by that skill. Add any allocated dice to those from a single Spin » * skill and 1 or more AD.

Spellweaving: Spin threads and Weave them into complex patterns to effect rich and powerful spells. 1 or more Spin » * skills and any number of Weave » * skills are chained together in a specific order to construct complex spells. All Spin » * and Weave » * skills are treated as the same action type for the purposes of Action Chaining. All dice allocated to this ability are counted as the Chain Limit when chaining spells.

When Spellweaving, a number of AD equal to the total number of Spin » * and Weave » * skills attempted in a chain, minus 1 are EX-bound.

Calling: Call the the raw power and shape it into energy that the Caller can manipulate. For a given Call » * skill that defaults to this ability, add 1 or more allocated dice to those from the skill and 1 or more AD. Each time this ability is used, 5 - allocated dice is EX-bound.

Awareness of Wells: As long as the actor is conscious, they are always aware when they pass into or out of the boundary formed by a Well’s Radius.

Weaving Adept

intrinsic for biologicals

Any allocated dice may be used in addition to or in place of Action Dice in any test involving a Weave » * skill. Once used in this way, allocated dice are treated as EX-bound until they are recovered through the Rest action.

All dice allocated to this ability are added to the Chain Limit when chaining spells.


Skills

All ’Verses Core Ancient (TEC 1) skills are also available.

Language » Alinari

3 Attribute SMR

The ability to speak, understand, read, and write the language of the Alinar people.

Language » Farungai

3 Attribute SMR

The ability to speak, understand, read, and write the language of the Farunga people.

Lifecalling Skills

Individual Lifecalling skills are explored in the Lifecalling section.

Spellweaving Skills

Skills related to Spellweaving are explored in the Spellweaving section.