Abilities
Abilities are discrete features that enable actors to perform actions or produce effects. Abilities may be intrinsic (innate) or extrinsic (an external or additional system added to the actor).
Intrinsic abilities are gained by allocating refinement dice.
Teyo has been training intensely, working to build up her physical conditioning. She is now able to use Physical Conditioning, an ability that allows her to recover from exhaustion more easily.
Extrinsic abilities must be added by acquiring objects which provide new or enhanced abilities. Any intrinsic ability may also be extrinsic. Depending on the game world, such objects might be anything from magic rings to night-vision goggles to nanotechnology implants.
Jakob has purchased an AdrenoSpark, a biomechanical implant that will allow him to manage exhaustion. He can activate it by spending Action Dice, but it needs time to recharge between uses.
List of Abilities
The following list of abilities is intended to be usable across any genre and game world. Individual expansions will provide additional abilities relevant to their setting.
Action Autopilot
Allocated dice may be added to any maintenance rolls for Continuous Tests.
Adrenaline Rush
Immediately after any successful test with a SM of 4 or higher, unbind a number of EX equal to the number of allocated dice plus 1.
Catlike Grace
Allocated dice may be added to the dice pool for any Dodge actions or any tests involving PRW to maintain balance or accomplish a full-body athletic task (does not include attacks or parries).
The AD cost of rising from the Prone state is reduced by the number of allocated dice, to a minimum of 1AD.
Charming Demeanor
Apply any allocated dice to any test involving SOC except attempts to intimidate or frighten a target.
Desperate Rally
When HP is reduced to equal to or less than the number of allocated dice, all EX is unbound.
While HP is equal to or less than the number of allocated dice, allocated dice may be added to any actions during Fast Action.
Eagle Eyed
Add any allocated dice to any Watch action, any attacks at a range of greater than 20 meters, and any non-attack tests involving vision or visual acuity.
Healthy Immunity
Add any allocated dice to any tests to resist the Sickened condition.
Allocated dice may be added to any Survival Roll.
Heightened Metabolism
Any allocated dice may be used in addition to or in place of action dice. Once used in this way, allocated dice are treated as EX-bound until they are recovered through the Rest action.
Allocated dice that are not EX-bound may be added to any Survival Roll.
Intense Concentration
Apply any allocated dice to any maintenance rolls for Continuous Tests involving SMR.
Outside of Fast Action, actors may apply two times the allocated dice to any Test or Contest involving SMR. Using this feature binds 1 EX.
Intimidating Demeanor
Apply any allocated dice to any influence actions attempting to intimidate a target.
Jack of All Trades
Whenever attempting to use an unallocated skill, any allocated dice may be added to the dice pool.
Lightning Fists
Add any allocated dice to unarmed attacks and parries.
Multitasking
During Fast Action, use any allocated dice in place of an equivalent number of unbound AD for the Maintain a Test action, or for any Test or Contest involving SMR.
Outside of Fast Action, actors are unaffected by distractions for any Test or Contest involving SMR.
Pain Tolerance
If you are hit by an attack while maintaining a Continuous Test and you take no HP damage, you do not have to make a maintenance roll.
When injured, 1AD is EX-bound only if the amount of damage taken is higher than TUF + allocated dice, instead of TUF alone.
Perfect Pitch
Allocated dice may be added to any test involving musical abilities or vocal imitation.
Physical Conditioning
Using all AD for the Move action in one turn does not EX-bind AD.
Allocated dice may be added to the dice pool for any Rest actions.
Allocated dice may be added to any Survival Roll.
Quick Reflexes
Allocated dice may be added to the dice pool for any Parry or Use actions or tests involving PRW for fine-motor tasks (including attacks).
Social Butterfly
Allocated dice may be added to tests involving Connectedness (CN).
Sturdy
Add allocated dice to TUF for purposes of HP calculation.
Tactical Awareness
After all actors in fast action have rolled for turn order, the actor can spend any number of allocated dice to increase or decrease their position in the turn order by one position per die.
Uncanny Luck
When any dice pool is rolled, the actor may re-roll a number of resulting 1s equal to the number of allocated dice one time, using whatever value results from the re-roll.