Alpha 1.1
Powers
Your character's special abilities, known as Powers, are a reflection of their journey, experiences, and the stories that have shaped them. Powers enable you to perform incredible feats, ranging from dominating the battlefield and hacking technology to using magic to alter the world and demonstrating exceptional martial skills. There are specific rules that govern these powers, making them the most direct way to make your character feel unique. This section will explain how to obtain and use powers both in and out of combat, as well as the different types of powers you can acquire.
Acquiring New Powers
Powers are one of the key ways to define what your character can do in and out of combat. In this section, you will learn about how you learn new powers through the collection of what is known as Aptitude.
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To enhance your character's abilities, you can earn and utilize Aptitude Points. These points serve as a reward for contributing to the storyline and overcoming challenges and are typically awarded at the conclusion of each session. You can earn a maximum of 1 Aptitude point per session by addressing the following questions at its conclusion. It's essential to be present during the session to earn the point.
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During a session, you can participate in various activities to earn Aptitude points, which may vary from table to table. Coordinate with your Gamemaster to determine the activities that result in Aptitude point rewards. Occasionally, the Gamemaster may deviate from the standard rule of awarding only 1 aptitude point, especially if they value your play.
Following each session, you can use aptitude points to acquire new powers. Powers have varying costs, ranging from 1 to 5 points, based on their strength and usefulness. To obtain higher-level powers, you need to first master the preceding powers in a specific tree. There is no limit to the number of points you can collect.
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Every table will have different aptitude questions (covered in the GM: Determine Aptitude Questions). Here are a few sample aptitude questions that I use at my table. If you can answer yes to one of these questions, you can earn an aptitude point:
Did you defeat an enemy with the Solo Trait?
Did you lead your group to overcome a challenging situation without combat?
Did you facilitate a significant roleplay moment?
Did you complete a significant task?
Did you explore a new and interesting location?
Did you earn a new Lore Statement?
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As the session wraps up, the Game Master gathers the players for a brief discussion and reflection on the day's adventure.
Game Master: "Alright, team, great job navigating the challenges of the Enchanted Forest today. Before we call it a night, let's talk about aptitude points."
Game Master: “Bildo, Your clever solution to the Sphinx's riddle not only saved the party from potential harm but also opened a path forward. You earn an aptitude point. Pam, your diplomacy with the forest spirits not only secured safe passage but also gained you an ally in the Enchanted Forest; you're awarded an aptitude point. Barathorn, your heroism in defending your fellow adventurer, ensuring their safety at great personal risk, was a highlight today. You receive an aptitude point."
Game Master: "Remember, you can use these points to unlock new powers or save them for something bigger down the line. Think about how you want your characters to grow and what abilities might help you on your journey."
Game Master: "I also want to award the entire party an extra aptitude point for excellent teamwork and overcoming today's obstacles with grace and ingenuity. It's been an exciting session, and I'm looking forward to seeing how your characters evolve with your new abilities. Let's take a moment to discuss any immediate plans for your aptitude points or save the conversation for the start of our next session."
The session ends on a high note, with players excitedly discussing potential powers to acquire and planning strategies for their next adventure, motivated by their newly earned aptitude points.
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When deciding which achievements to reward with Aptitude Points, remember the saying, "What gets rewarded gets repeated." Work with your players to identify achievements that align with the gameplay you want to promote. For example, if you want to encourage players to overcome challenges without using violence, you can make this an achievement that earns them a skill point. Encourage your players to diversify their abilities, considering strategic needs and narrative potential. Help them plan how they spend their skill points, particularly for higher-level abilities with prerequisites. Incorporate the gaining of new abilities into the story, making character development a natural part of the campaign's advancement.
Using Powers
The management of powers is essential both in and out of combat. This section outlines the complexities of power use during combat and the strategic application of powers outside of combat through the Strain System.
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When using a power outside of combat, you may strain the relevant capacity. After using a power, roll the related capacity die. If the power requires a roll as part of its mechanics, you must use that roll. If you roll less than the power level while not in combat, the capacity die diminishes by one size. If you strain a capacity that is at a d4, you take damage equal to the level of the power used.
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In combat, using powers does not necessarily strain your capacities. Instead, more potent abilities can only be used later in combat. Each power is assigned a Power Level from 1 to 5 and can only be used when the Escalation modifier is equal to or greater than the power's level. For instance, 1st Level Powers can be used at Escalation 1, 2nd Level Powers become available at Escalation 2, and so on. Your capacities can diminish if you roll a 1 on any relevant capacity check. This system simulates combatants warming up at the start of a fight and saving their strongest moves for the end.
Types of Powers
Powers in this game allow you to demonstrate your character's abilities in various ways, offering plenty of options to tailor skills to your play style and your party's needs, whether it's for combat, support, or elemental manipulation. Enigma powers are special abilities based on the ENIGMA capacities: Endure, Navigate, Influence, Glean, Manifest, and Attack. They highlight a character's skill, knowledge of magic, technology, or martial prowess.
Click this button to learn more about Archetypes and their powers: