Magical Ability

Magical Abilities. Magic is a special type of power and it is primarily used for techniques, such as possession. Magic is closely related to ki and sometimes the two are almost indistinguishable. Since magic isn’t completely distinct from ki, while you might possess lower martial combat skills, you could still easily possess immense magical skills.

Rohan: Okay, I want to create a signature technique. I want a magical ability.

Architect: Sure thing. That is just as easy. First, you will need to pay three technique points to create a magical ability. There you will need to answer some questions to add effects to your technique

Creating A Magical Ability

Making a Magical Ability follows similar rules to creating a Signature with you selecting or in this case creating a Foundation. Then you will add modifiers called Effects to manipulate how your ability functions. Unlike Signatures Magical Abilities all have the same creation cost. The cost of creating a Magical Ability is a flat three (3) technique points.

To create a Signature, you will need Technique Points (TP). Points can be gained as your Power Level increases (See – Character Creation).

Step One. Foundation

Creating a Foundation for your ability is simple, you will be asked three questions. The questions have two cost associated with them. These questions ask you about your ability and depending on the answers, you will add or subtract TP and Ki Points cost. We do encourage you to work with your ARC when creating abilities since creating a magical ability can become subjective.

Each question will be labeled with a term unique to it, such as debuff, damage, effect, resistance, and others. The questions will also be labeled with (TP) and (KP) preceded by a numeral value. These values refer to either an increase (+) or decrease (-) cost of Technique Points or Ki Points. When you see an plus (+) this means the value is a cost and will increase either the TP or the Ki Point cost of your ability. If you see a negative (-) this means the value is gained and you will gain either TP to spend on that specific ability or reduce that specific ability’s Ki Point cost to preform.

When answering these questions, remember they only pertain to the ability you are currently making, so don’t count any other rules, bonuses, or restrictions in your calculations.

Offensive/Defensive/Supportive (Effect). Will the ability you are creating be offensive, defensive, or supportive? If an ability is:

  • Offensive. (+2TP/+2KP)
  • Defensive. (+1TP/+1KP)
  • Supportive. (+0TP/+1KP)

Action Cost (Effect). How many actions will you ability cost? Your ability will cost:

  • One Action. (+2TP/+2KP)
  • Two Actions. (+1TP/+1KP)
  • Instant. (+4TP/+4KP)

Range (Effect). What is the range of your ability cost? Your ability’s range is:

  • Melee Attack Range. (+1TP/+1KP)
  • Four Squares. (+2TP/+2KP)
  • Eight Squares. (+3TP/+3KP)

Additional Effects

Once you have created your Foundation you can add additional effects to your ability through more questions. Answering these question will apply different powers to your ability such as increased damage or accuracy. You might also answer some questions more than once, depending on how powerful your ability is. For example, if you want to increase your ability’s damage by +2d8, that would cost eight (-12) TP and the ki point cost by six (+6).

Assault (Effect). Does the ability increase your chances of striking a target? If your ability increases your chances, is the value a static number or it is a number of additional dice? You can take this effect once for each tier of power reached.

  • Static number (+2TP/+1KP). Increase your strike roll by three (+3) when attempting to use the magical ability against a target.
  • Additional dice (+3TP/+2KP). Increase your strike roll by +1d8 when attempting to use the magical ability against a target.

Damage (Effect). Does your ability inflict damage to a target? If your ability inflicts damage, is the value a static number or it is a number of additional dice? You can take this effect once for each tier of power reached.

  • Static number (+3TP/+2KP). Increase your wound roll by three (+3) when attempting to use the magical ability against a target.
  • Additional dice (+6TP/+3KP). Increase your wound roll by +1d8 when attempting to use the magical ability against a target.

DOT (Effect). Does your ability inflict damage over the course of combat? If your ability inflicts damage over time, is the value a static number or it is a number of additional dice?

  • Static number (+2TP/+2KP). The target will suffer two (-2) lethal damage at the start of their turn for the next three (3) rounds
  • Additional dice (+3TP/+3KP). The target will suffer +1d6 lethal damage at the start of their turn for the next three (3) rounds

Resistance (Effect). Will your ability give the target the option to resist its effects? If so, is it against a passive or active opposition?

  • Active Opposition. (-3TP/-3KP). Select one attribute, you and your target(s) make active opposition roll using the selected attribute if they win they resist your ability’s effects.
  • Passive Opposition. (-1TP/-1KP). Your ability has a Easy TN – select one attribute that your target(s) must roll against your ability’s TN.

Buff/Debuff (Effect). Does your ability apply some sort of fortifying or debilitating effect to the target?

  • Bluff/Debuff (+3TP/+4KP). Your ability applies one (1) combat condition to a single target. You can take this effect more than once to add a new combat condition or apply the same combat condition to a second target.

Increase/Decrease (Effect). Does the ability increase or decrease one of your aptitude modifiers?

  • Increases (+3TP/+3KP). When you use your ability, until the end of your next turn, you will increase the selected aptitude by two (-2)
  • Decrease (-2TP/-2KP). When you use your ability, until the end of your next turn, you will decrease the selected aptitude by two (+2)

Points (Effect). Does your ability require additional ki points or life points to use?

  • Ki Cost (-2TP). Increase the ki point cost of your ability by one-half (1/2) it’s total.
  • Life points (-4TP). When you use your ability you must pay ten (10) life points, increase this cost by five (+5) for each tier of power reached.

Control (Effect). Will your ability allow you to control a target, an object, or another element? How many rounds will your control last?

  • Target (+5TP/+5KP). When you use your ability you can control a single target for the course of your ability.
  • Object (+3TP/+3KP). When you use your ability you can control a single object for the course of your ability.
  • Other (+1TP/+1KP). When you use your ability you can control one item that doesn’t fit the options above for the course of your ability.

Prerequisite (Effect). Does your ability have any type of prerequisite?

  • Prerequisite (-2TP/-2KP). For each prerequisite you add your ability.

Construct/Deconstruct (Effect). Does your ability have the power to create or break down an object?

  • Construct. (+2TP/+3KP). You can create or construct one object when using your ability.
  • Deconstruct. (+3TP/+4KP). You can destroy or deconstruct one object when using your ability.

Range (Effect). Does your ability have a limited or distance range?

  • Spell Range. (+4TP/+4KP). Each purchase of spell range increase add six (6) squares to your ability’s range.

Round Limit (Effect). Does your ability last a specific amount of time longer than one turn?

  • Round (+2TP/+4KP). Your ability last one full round, the ability will last until the end of your next turn. Increases by one (1) round for each time this effect is add to your ability.

Dynamic (Effect). Will your magical ability have a dynamic power uniquely its own? Work with your group and ARC to determine the technique point and base ki point costs.

  • Dynamic (+xTP/+xKP).
Rohan: Those were simple to answer. I added damage twice to my ability for eight technique points and a prerequisite effect to to cover some of the TP cost.

Architect: Sounds good. The prerequisite effect will give you back two technique points and lower the ki point cost of your ability.

Rohan: My ability cost three technique points and damage effect take two times is eight technique points. That is a total of eleven technique points, but I with the prerequisite I took I get two technique points back. So, I think i’ll use that to take the effect DOT to complete my magical ability.

Calculation

To calculate your Magical Ability’s Ki Point cost you will need to add together the Ki Point cost for your Foundation then add the Ki Point cost of each effect your applied. If you applied an effect multiped times you will need to add its Ki Point cost for each time you applied it.

As an example, if your foundation is Offensive, One Action, and Four Squares you Ki Point cost is five. You add the effects assault, option 1, and damage, option 2, which will increase your ability’s Ki Point cost to a total of nine (9)

Technique Point Calculation. For Technique Point cost you will add your Foundation TP cost, plus the TP cost of any Effects you added to your ability. If you added any effects to your ability that give you TP you will subtract the TP gained from your total cost. The resulting value is the total Technique Point cost for you ability.

Rohan: So. I have a magical ability that inflicts damage and has a prerequisite. I paid a total of seven technique points for it. To use it I have to pay seven ki points. I think I did that all right.

Architect:  It would seem so. That is great. There are also some example magical abilities you can take a look at.

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