Creating Abilities

Revised Ability Creation System: Streamlined for Efficiency and Strategic Resource Management


 

Introduction

The Revised Ability Creation System introduces a structured, resource-based approach to ability design that integrates seamlessly with various genres, including science fiction, fantasy, and modern settings. This guide outlines a straightforward point-based method for defining ability attributes, integrating Action Point (AP) costs, and optimizing abilities within the constraints of a character’s Ability Point Budget.  
 

1. Ability Creation Framework

 

1.1 Ability Attribute Point Costs

Each attribute of an ability has a defined point cost, allowing players to allocate resources efficiently. Points reflect the intensity and impact of each attribute, helping maintain balance and ensuring that abilities remain consistent across different contexts.  
  • Damage: 1 point per unit of Damage Rating (DR).
  • Targets: 1 point per additional target beyond the first.
  • Status Effects: 1 point per effect (e.g., Burn, Paralysis, Sensor Jam).
  • Duration: 1 point per turn of effect (if not instantaneous).
  • Range:
    • Melee/Touch: 0 points.
    • Short (1-10 units): 1 point.
    • Medium (11-30 units): 2 points.
    • Long (31-60 units): 3 points.
    • Extreme (61+ units): 4 points.
  • Area of Effect (AoE):
    • Single Target: 0 points.
    • Small Area (up to 3 units radius): 2 points.
    • Medium Area (up to 5 units radius): 4 points.
    • Large Area (up to 7 units radius): 6 points.
  • Special Effects: 1 point per effect (e.g., Knockback, EMP Discharge, Force Push).
  • Casting/Activation Time:
    • Standard Action: 0 points.
    • Quick Action: +2 points (acts faster).
    • Slow Action: -1 point (takes longer).
 

1.2 Calculating AP Cost

The Base AP Cost of an ability is determined by the total points assigned to its attributes. Players can further modify the AP cost by using points from their Ability Point Budget.  
  • Base AP Cost: Total points allocated to ability attributes.
  • Reducing AP Cost: Spend additional points from the Ability Point Budget to reduce AP cost by 1 per point spent.
  • Minimum AP Cost: 1 AP (abilities cannot have a cost lower than 1 AP).
  1.3 Required Gear and Equipment   Each ability may necessitate specific items or gear to be utilized effectively, depending on its nature. This requirement ensures that characters rely on available resources or personal traits, creating a sense of realism and strategic planning within the game. Determining Necessary Gear or Traits   Explosive Abilities: A character cannot create explosive effects without having physical explosives or a unique capability (e.g., an innate pyromantic ability or a cybernetic launcher).   Energy Manipulation: Abilities such as firing energy beams or manipulating electromagnetic fields typically require a specialized gadget (e.g., an energy projector), an enhancement (cybernetic modifications), or mastery over certain esoteric arts.   Magical or Psionic Abilities: Characters who rely on magical or psionic abilities must have a clear justification for their source of power, such as a staff for a mage or a cyber-psi implant for a psion.   Environmental or Situational Modifiers: Some abilities, such as interacting with digital systems or accessing high-security areas, might require the right environmental conditions or auxiliary equipment (e.g., hacking tools, specialized sensors).   Incorporating Gear Requirements   When creating abilities, players must specify if any gear or traits are essential. If an ability concept doesn’t logically fit without gear, it cannot be executed unless the GM grants approval. The GM can establish additional prerequisites or limitations based on the character's access to these items.   Example Scenarios:   Explosive Barrage: This ability cannot be performed bare-handed without a form of explosive material or a character trait enabling explosive generation (e.g., energy construct generation).   Force Barrier: Generating a protective field might require a shield projector device unless the character is a telekinetic or possesses a psionic amplifier.   Gear as an Ability Modifier   Gear or items that enable abilities may reduce the AP cost or alter the point allocation:   Reduction in Point Costs: If gear is integral to an ability (e.g., a blaster rifle used for a high-energy shot), it can reduce the ability’s AP cost since the character isn’t solely relying on personal skill or traits. Improving Effects: Gear bonuses can enhance specific attributes, such as increasing damage rating or range, as long as they align with the character’s traits and abilities.   GM’s Role in Approving Gear Usage   The GM is the final arbiter of whether an ability is plausible given the character’s gear and traits. Characters must have logical access to the necessary gear, and any implausible or unsupported abilities should be adjusted accordingly or prohibited.
 

2. Calculating the Ability Point Budget

The Ability Point Budget represents the resources a character has to create and refine their abilities. This budget is derived from a combination of core attributes, talents, specific specializations, and relevant gear bonuses.   Ability Point Budget = Attribute + Talent + Specialization + Gear Bonuses  
  • Attribute: Core attribute score relevant to the ability.
  • Talent: Proficiency level in a broad skill category.
  • Specialization: Mastery in a specific area related to the skill.
  • Gear Bonuses: Equipment bonuses that enhance the relevant attribute, talent, or specialization.
  The total Ability Point Budget determines how many points a player can allocate to both ability attributes and AP reduction.  
 

3. Creating and Finalizing Abilities

 

Step 1: Determine the Ability Point Budget

Calculate the total Ability Point Budget using the formula:   Attribute + Talent + Specialization + Gear Bonuses = Ability Point Budget  

Step 2: Define the Ability Concept

Establish the purpose of the ability and the desired outcome (e.g., a targeted energy burst, an area suppression field, a defensive shield, or an infiltration skill).  

Step 3: Allocate Points to Ability Attributes

Use the defined point costs to distribute points among various attributes such as Damage, Range, Duration, and Special Effects.  

Step 4: Calculate Base AP Cost

The Base AP Cost is equal to the total points assigned to ability attributes.  

Step 5: Optional - Reduce AP Cost

Players may use additional points from their Ability Point Budget to decrease the AP cost.  
  • Spend 1 point from the Ability Point Budget to reduce AP cost by 1.
  • Ensure the total points used (attributes + AP reduction) do not exceed your Ability Point Budget.
 

Step 6: Finalize the Ability

Review the ability’s attributes, AP cost, and overall concept to ensure it is within budget and balanced for gameplay.  
 

4. Practical Examples

 

Example 1: Specialist’s "Pulse Wave"

Character Stats:
  • Attribute: Intelligence 5
  • Talent: Engineering 4
  • Specialization: Energy Systems 3
  • Gear Bonus: Quantum Modulator (+2 to Energy Manipulation Specializations)
  • Ability Point Budget: 5 + 4 + 3 + 2 = 14 Points
  Ability Concept: A concentrated wave of energy that disrupts electronic systems in a small area.   Step 1: Allocate Points to Attributes
  • Damage: DR 4 (energy damage) → 4 points
  • Range: Medium (11-30 units) → 2 points
  • Area of Effect: Small Area (up to 3 units radius) → 2 points
  • Special Effect: EMP Discharge (temporarily disables electronics) → 1 point
  • Casting Time: Standard Action → 0 points
  • Total Points for Ability Attributes: 4 + 2 + 2 + 1 = 9 Points
  Step 2: Calculate Base AP Cost
  • Base AP Cost: 9 AP
  Step 3: Reduce AP Cost
  • Available Points for AP Reduction: 14 (Budget) - 9 (Used) = 5 Points
  • Spend 5 Points to reduce AP cost by 5.
  • Reduced AP Cost: 9 AP - 5 = 4 AP
  Final Ability:
  • Name: Pulse Wave
  • Damage: DR 4 (energy)
  • Range: Medium
  • Area of Effect: Small Area
  • Special Effect: EMP Discharge
  • AP Cost: 4 AP
  • Total Points Used: 9 (Attributes) + 5 (AP Reduction) = 14 Points
 

Example 2: Vanguard’s "Overdrive Assault"

Character Stats:
  • Attribute: Strength 6
  • Talent: Close-Combat 4
  • Specialization: Heavy Weapons 3
  • Gear Bonus: Servo-Enhanced Gauntlets (+2 to Heavy Weapon Specializations)
  • Ability Point Budget: 6 + 4 + 3 + 2 = 15 Points
  Ability Concept: A powerful melee strike that crushes through defenses and knocks back enemies.   Step 1: Allocate Points to Attributes
  • Damage: DR 6 (melee impact) → 6 points
  • Special Effect: Knockback → 1 point
  • Special Effect: Armor Penetration (reduces target’s damage resistance) → 1 point
  • Total Points for Ability Attributes: 6 + 1 + 1 = 8 Points
  Step 2: Calculate Base AP Cost
  • Base AP Cost: 8 AP
  Step 3: Reduce AP Cost
  • Available Points for AP Reduction: 15 (Budget) - 8 (Used) = 7 Points
  • Decide on Desired AP Cost: 4 AP
  • Spend 4 Points to reduce AP cost by 4.
  • Reduced AP Cost: 8 AP - 4 = 4 AP
  Final Ability:
  • Name: Overdrive Assault
  • Damage: DR 6
  • Special Effects: Knockback, Armor Penetration
  • AP Cost: 4 AP
  • Total Points Used: 15 Points
 
 

5. Balancing Considerations

 

5.1 Feasibility of AP Costs

  • AP Availability: Typical characters have between 4-6 AP per turn.
  • Ideal AP Costs: Abilities should generally cost between 1-4 AP for routine use.
  • Strategic Allocation: Players must balance the power of an ability against its AP cost to ensure it remains viable in gameplay.
 

5.2 Avoiding Overpowered Abilities

  • AP Cost as a Control Mechanism: High-power abilities naturally incur higher AP costs, limiting their frequency of use.
  • Budget Constraints: Characters cannot exceed their Ability Point Budget, ensuring abilities are balanced according to their skill level.
 

5.3 Flexibility and Customization

  • Adaptable Abilities: Players can reconfigure abilities to suit specific needs by reallocating points within the budget.
  • Trade-Offs: High damage or multiple effects increase AP costs unless the player invests more points to mitigate it.
 
 

6. Advantages of This System

  • Resource Efficiency: Clear point costs for each attribute make ability creation logical and transparent.
  • Direct Correlation: AP cost directly reflects the point investment, simplifying strategic planning.
  • Scalability: As characters grow, their Ability Point Budget expands, allowing for more complex and powerful abilities.
 
 

7. Quick Reference Tables

 

Ability Attribute Point Costs

AttributeOptionsPoint Cost
Damage (DR)+1 Damage Rating1 point per DR
TargetsAdditional Target (per target beyond first)1 point
Status EffectsEach effect (e.g., burn, stun)1 point per effect
DurationPer turn of effect (if not instantaneous)1 point per turn
RangeMelee/Touch0 points
Short (1-10 units)1 point
Medium (11-30 units)2 points
Long (31-60 units)3 points
Extreme (61+ units)4 points
Area of EffectSingle Target0 points
Small Area (up to 3 units radius)2 points
Medium Area (up to 5 units radius)4 points
Large Area (up to 7 units radius)6 points
Special EffectsEach effect (e.g., knockback, immobilize)1 point per effect
Casting TimeStandard Action0 points
Quick Action+2 points
Slow Action-1 point
 

AP Cost Calculation

  • Base AP Cost: Total points allocated to ability attributes.
  • Reducing AP Cost: Spend 1 point from Ability Point Budget to reduce AP cost by 1.
  • Minimum AP Cost: 1 AP
 
 

8. Conclusion

The revised system offers a clear and efficient framework for creating abilities that balance power, resource allocation, and usability. Whether crafting a high-tech gadget, mastering arcane arts, or perfecting combat maneuvers, players can leverage this system to design unique and versatile abilities that reflect their character’s strengths and goals.   Create abilities that resonate with your character’s essence and enhance their effectiveness in any setting.
Rulebook

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