TA Chapter 5: Abilities

by DecisionParalysis

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Abilities

Abilities are special actions you can perform during combat that usually cost some mana points to use. They cover a huge range of possible actions, from hurling blasts of magical energy to employing fancy footwork for a defencive boost.

This chapter covers the process of creating your own abilities from scratch, but if you'd rather just pick up some pre-built, ready to use abilities then check out Appendix G: Ready-Made Resources.

Acquiring Abilities

As stated in chapter 2, you can have a number of abilities up to LVL+1. You do not need to meet this maximum, and don't need to only gain new abilities when you level up. Ultimately, it is down to the Narrator when you can choose to gain new abilities, though generally it is best to stick to gaining them during downtime in the adventure.

With the Narrator's permission, you can also choose to remove or modify your existing abilities at an appropriate time.

Creating an Ability

Creating an ability is as simple as following these rules step-by-step. At each stage, you will make decisions about how the ability functions in-game. Some options will influence the MP cost of the ability. In these cases, an MP cost modifier will be provided. These modifiers are used to calculate the final MP cost of the ability, so keep track of them. At the offset, all abilities get an MP cost modifier of -5.

Example Abilities: Fire Breath and Inspiring Word

At each step of ability creation, an example of that step is given in relation to the creation of two abilities. The first is Fire Breath, an ability used by Tulkoth the Draconian, the example character from chapter 2. The second is Inspiring Word, ability used by Tulkoth's traveling companion Janus the Minstrel.

Step 1: Describe the Ability

To start with, describe briefly what the ability is. Get a sense of how it functions in-game, what it looks like and what it's effects on the target or targets are. This description will ideally help to inform the choices you make later on in this process.

Example Abilities: Fire Breath and Inspiring Word

Fire Breath is exactly what it sounds like, Tulkoth expels a burst of flame from their mouth. In this case, the fire doesn't travel very far and isn't particularly persistent, so it's not really enough to ignite anything large.

When using Inspiring Word, Janus speaks briefly and weaves subtle magic to bolster and protect his allies.

Step 2: Choose Attributes

Choose one or two attributes that are relevant to the ability. If you choose two attributes, add the attribute bonuses together to get the ability's total attribute bonus. If instead you only choose one attribute, double the attribute bonus to get the a ability's total attribute bonus.

Agility: Used by abilities that require speed and precision. Examples include striking a creature's pressure point or inflicting a barrage of quick strikes.

Endurance: Used by abilities that rely on the inner workings of your body. Examples include spitting acid or a poisonous bite.

Size: Used by abilities that are enhanced by physical size or weight. Examples include knocking a creature to the ground or a full-tilt tackle.

Strength: Used by abilities that require brute strength. Examples include a full-force weapon strike or wresting a weapon from someone's hand.

Charisma: Used by abilities that exploit or manipulate a creature's emotions. Examples include taunting a foe or inspiring your allies.

Intelligence: Used by abilities that rely on unique knowledge or quick thinking. Examples include forming a plan of attack or predicting a creature's actions.

Perception: Used by abilities that rely on sharp senses or gather information. Examples include finding a creature's weaknesses or reading a target's body language.

Willpower: Used by abilities channeling supernatural power or that utilise your determination. Examples include hurling a magical ball of fire or shaking off a charm.

The attributes you choose will be added to any attack rolls, damage rolls, and healing rolls that the ability involves. If the ability applies a Persistent Effect, the attributes will also contribute to the duration of the effect.

Rather than choosing specific attributes, you can instead choose for an ability to use whatever attributes the weapon you are wielding uses. This option is useful for abilities that enhance normal weapon attacks, especially if your character switches weapons often.

Example Abilities: Fire Breath and Inspiring Word

The obvious attribute of choice for Fire Breath is Endurance. Tulkoth's player decides that none of the other attributes seem to fit, so they just double Tulkoth's END bonus to get the ability's total attribute bonus.

For Inspiring Word, Willpower and Charisma both fit pretty nicely. The total attribute bonus is WIL+CHA.

Step 3: Choose a Skill

Decide if any of your character's skills are relevant to the ability being used. Skills relevant to abilities will usually be combat or supernatural skills. If more than one skill works, use whichever has the highest bonus.

You add the relevant skill bonus to any attack rolls that the ability involves, and if the ability applies a Persistent Effect, the attributes will also contribute to the duration of the effect.

Example Abilities: Fire Breath and Inspiring Word

Tulkoth has skill bonuses to Blunt Weapons, Unarmed, Brawn, Profession (fisher), and Culture (tribal). None of these fit Fire Breath, so the ability's skill bonus is 0

As for Inspiring Word, Janus' Leadership skill fits this ability well.

Step 4: Choose a Defence

Whenever you attempt to use an ability on an unwilling target, you must make an attack roll against one of the target's defence scores. In this step, choose the defence score that the attack roll targets, from Guard, Toughness or Resolve.

If you are solely going to use the ability on your allies, this step may be skipped.

Example Abilities: Fire Breath and Inspiring Word

Based on the description, the obvious choice for the defence to be targeted by Fire Breath is Guard.

Inspiring Word is primarily a supportive ability, so it doesn't really need to have a defence selected. On the off chance that Janus' allies are being obstinate and dodge his help, the natural defence score to target is Resolve.

Step 5: Ability Properties

In this step, you choose from a selection of properties of the ability. These usually cover characteristics like range, the action type, and other miscellaneous traits. You must choose an action type and a range, any other properties are optional.

  Ability Properties MP Cost Modifier
  Action Type
    Full Action -4
    Major Action +0
    Minor Action +4
  Action Range
    Self -2
    Close +0
    Long +2
    Weapon Range +1
  Action Properties
    Magic +0
    Equipment (type) Varies
    Unreliable (X) Varies
    Recharge (X) Varies
    Target Stacking +2
    Partial Damage +3
    Vocal -1
Action Types

A more detailed explanation of how turns work is given in chapter 6, but here is a quick reference of action types to aid in creating abilities.

Full Action: A full action is slow, typically taking your entire turn to perform Performing a full action uses 3 Acts.

Major Action: A major action is of average speed, requiring most of your concentration. Performing a major action uses 2 Acts.

Minor Action: A minor action is quick, and can be done alongside a more intense action. Performing a minor action uses 1 Act.

Action Properties

Here's full explanations for each of the unique action properties in the table. Note that some descriptions use combat-specific terms. For more information on combat, see chapter 6.

Self: This action can only target its own user. Actions with a range of Self don't include an attack roll and cannot have more than one target.

Close: While you are in the back row, this action can only target other creatures in the allied back row. While you are in the front row, this action can only target creatures in either the allied or opposing front row.

Long: This action can target anyone in the combat arena.

Weapon Range: This action uses whatever range the weapon you are wielding uses. For example, if the action is being made using a dagger, it would be close range. If the same action was instead using a bow, it would be long range.

Magic: This property simply means that an action is magical in nature. It has no effect on the action by itself, but this property may be referenced elsewhere in the rules.

Equipment (type): Performing this action requires you to be wielding a particular item. This property is also used to denote whether an ability requires a free hand to use. The Narrator may choose to waive this property if they determine that you are wielding something close enough to the required equipment. The MP cost modifier of this property is -2 if the equipment can be used in one hand, and -3 if the equipment requires two hands to use.

Unreliable (X): X can range from 1 to 3. When this ability is used, roll a d4. If the result is higher than X the ability takes effect normally. Otherwise, the ability fails and has no effect. The MP cost modifier of this property is -5 times X.

Recharge (X): X can range from 3 to 5. This ability can be used once, and then has a random chance of recharging on each subsequent turn. At the start of each of your turns, roll a d6. If the roll is higher than X, you regain the use of the ability. The ability also recharges at the end of combat if it has not already. The MP cost modifier of this property is 2-X.

Target Stacking: If this ability can target multiple creatures, you can stack multiple uses onto the same target.

Partial Damage: If this ability misses a target, that creature takes half the normal damage of the ability.

Vocal: This ability cannot be used if you are unable to speak.

Example Abilities: Fire Breath and Inspiring Word

Tulkoth's player decides Fire Breath will have the Reach, Recharge (5), and Partial Damage properties. It will be a Major Action ability.

Janus' player decides that Inspiring Word will be a Minor Action ability, and will have the Ranged, Magic and Vocal properties.

Step 6: Determine Damage or Healing

In this step, you choose whether the ability damages or heals it's targets, and by how much. This step can be entirely skipped if you don't want the ability to deal any damage or provide any healing.

Weapon Damage

If an ability involves attacking with a weapon, the ability will usually deal the damage of a normal attack using the weapon. This includes the attack's TAB. If this is the case, the MP cost modifier is +4. You can only add weapon damage to an ability once.

  Ability Damage MP Cost Modifier
  Damage Die:
    - d4 +2
    - d6 +3
    - d8 +4
    - d10 +5
    - d12 +6
  Damage Type:
    - Physical - Bludgeoning,
      Piercing, or Slashing
+0
    - Mundane - Acid, Cold, Fire,
      Lightning, Sonic, or Toxic
+1
    - Supernatural - Force, Holy,
      Psychic, or Unholy
+2
Other Damage

Abilities often deal other damage in addition to or instead of the damage of a weapon. To add this damage, you need to choose a damage die, a damage type, and the number of dice. Add the MP cost modifier for the damage die to the modifier for the damage type, and multiply the result by the number of damage dice. Refer to the Ability Damage table to find the relevant MP cost modifiers.

For example, to add 2d8 acid damage to an ability, you find the MP cost modifier for a d8, which is 4. You would then add 1 to this for acid damage, and multiply 2 for two damage dice. This gives a final MP cost modifier of +10.

There is no hard limit on the damage you can have an ability deal, but generally it is best to include only one type of damage die (not including abilities that deal weapon damage of course) and no more than two different damage types.

Regardless of what damage an ability deals, you always add the ability's total attribute bonus to it's damage.

Healing

To add healing, you need to choose a healing die and the number of dice. Multiply the MP cost modifier for the chosen healing dice by the number of dice. Refer to the Ability Healing table to find the relevant MP cost modifiers.

As with damage, you always add the ability's total attribute bonus to any healing it performs.

  Ability Healing MP Cost Modifier
  Healing Die:
    - d4 +4
    - d6 +6
    - d8 +8
    - d10 +10
    - d12 +12
Example Abilities: Fire Breath and Inspiring Word

Tulkoth's player wants Fire Breath to be fairly damaging, as it will be Tulkoth's main offensive ability. They settle on 2d8 for the damage, and it will obviously be fire damage. This gives an MP cost modifier of +10 ([4 + 1] x 2).

Janus' player decides Inspiring Word won't heal it's target, opting instead to focus on granting a positive effect with the ability.

Step 7: Choose an Effect

This step is optional, and involves choosing an effect that the ability applies to targets on success. Additional effects come in two varieties: Persistent Effects and Instantaneous Effects. Persistent Effects will last for multiple turns, and include things like damage over time, blindness, and protective barriers. Instantaneous Effects do something immediately, but don't continue to have an effect past that. Examples include knocking a target prone, draining the target's MP, or dispelling other effects on the target. A full list of effects is given in Appendix B: Ability Effects. Each effect has its own unique MP cost modifier, given in the effect's description.

An ability cannot normally apply more than one extra effect at once, but as with everything this comes down to the discretion of the Narrator - if you have a particularly unique idea for an ability, this restriction can be waived.

Example Abilities: Fire Breath and Inspiring Word

Tulkoth's player decides they don't want to add a Bane to Fire Breath, instead opting to keep the MP cost lower and focus on damage.

Janus' player decides to add the "Safeguard (II)" Persistent Effect to Inspiring Word. The MP cost modifier of adding this Boon is +8.

Step 8: Determine Duration

In this step, you choose how long the effect applied by the ability lasts. This step can be skipped if the ability does not apply a Persistent Effect.

A Persistent Effect always lasts a minimum number of turns equal to the sum of the ability's total attribute bonus and the relevant skill bonus. Up to 3 additional turns can be added to the duration with an MP cost modifier of +2 per turn.

Example Abilities: Fire Breath and Inspiring Word

Fire Breath doesn't apply a Persistent Effect, so Tulkoth's player skips this step.

Janus' player decides not to add any additional turns to the duration of Inspiring Word to keep the MP cost as low as possible.

Step 9: Number of Targets

Finally, you choose the number of targets of the ability. This can technically be any number, but should usually be no more than 10 for most abilities.

With this, it is now possible to calculate the final MP cost. If the MP cost so far is negative, treat it as though it were 0 from this point onwards.

Add half the total MP cost so far to the total MP cost for each target past the first. Finally, add 2 for each target past the first. The result is the final MP cost.

Example Abilities: Fire Breath and Inspiring Word

Tulkoth's player decides that Fire Breath will only target one opponent, so the MP cost is unaffected.

Janus' player decides that Inspiring Word will be able to target 2 creatures at once. The total MP cost so far is 6, so the MP cost increases by 5 - half the total MP cost so far is +3, then add an extra +2 for having one target past the first.

Having followed all of the steps for creating the abilities, they are both complete. All of the MP cost modifiers for each ability are given in the following tables:

Fire Breath
Ability Property MP Cost Modifiers
Base Modifier -5
Major Action +0
Melee +0
Recharge (5) -3
Partial Damage +3
2d8 Fire Damage +10
Total +5
Inspiring Word
Ability Property MP Cost Modifiers
Base Modifier -5
Minor Action +2
Ranged +2
Magic +0
Vocal -1
Safeguard (II) +8
2 Targets +3, +2
Total +11

Now all that's left to do is to write up the abilities in an easy-to-read format. The following blocks are the standard used in this book, but feel free to use whatever format you find most comfortable.

Fire Breath

Major Action


  • MP Cost: 5
  • Range: Melee
  • Properties: Recharge (5), Partial Damage
  • Targets: 1
  • Attack Roll: 2xEND vs Guard
  • Damage/Healing: 2d8 + 2xEND Fire
  • Effect: -
  • Duration: -

Inspiring Word

Minor Action


  • MP Cost: 11
  • Range: Ranged
  • Properties: Magic, Vocal
  • Targets: 2
  • Attack Roll: CHA + WIL + Leadership vs Resolve
  • Damage/Healing: -
  • Effect: Safeguard (II)
  • Duration: CHA + WIL + Leadership

Notes

  • Might add some option for auto-hit, like Magic Missile: "Alternatively, you can choose for the ability to not require an attack roll. In this case, the ability will always take effect on the target when it is used. However, this is an expensive option with an MP cost modifier of +10."
  • Might be worth using a fixed "cost of entry" for adding damage? This way the scaling could be reduced to allow for meatier options at higher levels while preserving balance at lower levels.
  • Possibly do a similar thing as above with adding extra targets? "Add half the total MP cost modifier so far to the total for every additional target after the first."
  • Considering adding an abbreviation for the "total attribute bonus" (or "TAB") that is added to attack and damage rolls and for the "relevant skill bonus" or (RSB) that is added to rolls, but I'm worried this might sound to technical and scare people off, even if it's not actually adding any complexity. I've used this notation for the 5e cantrip conversions in a bit.
  • I'm getting rid of Armour as a defense score, any bonus is being put straight onto Guard. The distinction between Guard and Armour just seemed too confusing when I was testing the rules out. It will live on in the Bypass (type) property though, that will bypass the defense bonus of either held items, worn items, or arena bonuses.
  • The "standard" duration of boons will be different based on the length of an average combat encounter, so may need to change in the future.
  • I'd really like some way to incorporate skill bonuses into support abilities, though having support abilities use some kind of attribute check feels kinda messy. A couple options: attribute check to determine boon tier (messy), an attribute check to determine duration (kinda a boring roll), use attribute + skill bonus to determine the base duration (still kinda boring but at least its outta the way, may cause problems on leveling up), use an attribute check in each boon to determine effect (also messy and a lot of work), some sort of ability success check like an attack roll (what would you roll against?).

Appropriate 5e Cantrips for Comparison

  • Acid Splash: ranged, 2 targets, 1d6 acid
  • Chill Touch: ranged, 1d8 necrotic, healing block, attack disadvantage vs caster
  • Eldritch Blast: ranged, 1d10 force
  • Fire Bolt: ranged, 1d10 fire
  • Infestation: ranged, 1d6 poison, forced move
  • Poison Spray: melee, 1d12 poison
  • Primal Savagery: melee, 1d10 acid

Acid Splash

Major Action


  • MP Cost: 2
  • Properties: Ranged, Magic, Equipment (free hand), Vocal
  • Targets: 2
  • Attack Roll: TAB + RSB vs Guard
  • Damage: 1d6 + TAB Acid
  • Bane: -

Chill Touch

Major Action


  • MP Cost: 2
  • Properties: Ranged, Magic, Equipment (free hand), Vocal
  • Targets: 1
  • Attack Roll: TAB + RSB vs Guard
  • Damage: 1d8 + TAB Unholy
  • Bane: Heal Block

Eldritch Blast

Major Action


  • MP Cost: 1
  • Properties: Ranged, Magic, Equipment (free hand), Vocal
  • Targets: 1
  • Attack Roll: TAB + RSB vs Guard
  • Damage: 1d10 + TAB Force
  • Bane: -

Fire Bolt

Major Action


  • MP Cost: 0
  • Properties: Ranged, Magic, Equipment (free hand), Vocal
  • Targets: 1
  • Attack Roll: TAB + RSB vs Guard
  • Damage: 1d10 + TAB Fire
  • Bane: -

Infestation

Major Action


  • MP Cost: 2
  • Properties: Ranged, Magic, Equipment (free hand), Vocal
  • Targets: 1
  • Attack Roll: TAB + RSB vs Toughness
  • Damage: 1d6 + TAB Poison
  • Bane: Forced Move

Poison Spray

Major Action


  • MP Cost: 0
  • Properties: Reach, Magic, Equipment (free hand), Vocal
  • Targets: 1
  • Attack Roll: TAB + RSB vs Toughness
  • Damage: 1d12 + TAB Poison
  • Bane: -

Primal Savagery

Major Action


  • MP Cost: 0
  • Properties: Melee, Magic, Equipment (free hand)
  • Targets: 1
  • Attack Roll: TAB + RSB vs Guard
  • Damage: 1d10 + TAB Acid
  • Bane: -

Changelog

  • Removed the "Reach" range. It didn't add a whole lot, had a complicated explanation, and I didn't like that support abilities could be used from the back row on characters in the front row without being ranged.
  • Added the "Weapon Range" range, to let you actually make abilities that are just an enhanced normal attack properly.
  • Added the option for abilities that use weapon attributes.
  • Increased the cost of adding weapon damage from +3 to +4.

maybe add an "of weapon" attribute?

Abilities that Enhance Normal Attacks

flaming strike - equipment (any weapon)

weapon vs guard +0 major action +0 weapon range +1 magic +0 equipment (any weapon) -2 weapon damage +4 d12 fire +7

MP cost: 5

Action type: major action +0 Action range: weapon range +1

any weapon any melee/ranged weapon any "specific weapon type"

frizz

Damage: add weapon damage +3 (may add extra damage as well)

Multiattack 1:

Double Strike
Ability Property MP Cost Modifiers
Base Modifier -5
Major Action +0
Weapon Range +1
Target Stacking +2
Weapon Damage +4
2 Targets +1, +2
Total +5
Triple Strike
Ability Property MP Cost Modifiers
Base Modifier -5
Major Action +0
Weapon Range +1
Target Stacking +2
Weapon Damage +4
3 Targets +2, +4
Total +8
Quad Strike
Ability Property MP Cost Modifiers
Base Modifier -5
Major Action +0
Weapon Range +1
Target Stacking +2
Weapon Damage +4
3 Targets +3, +6
Total +11
 

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