Creating Traits

Ability Creation System with Trait Flags


 

Introduction

To create a logical, balanced, and streamlined ability creation system, we introduce Traits as simple flags that enable abilities. Traits do not confer bonuses or special treatment; they merely indicate that a character is capable of performing certain types of abilities. This system ensures that abilities are logically consistent with the character's capabilities and the game's setting, enhancing the gameplay experience.  
 

Core Concepts

  1. Traits as Flags: Traits are simple indicators that a character can perform certain abilities. They are prerequisites for abilities but do not provide bonuses or additional effects.
  2. Ability Creation Framework: Abilities are designed using an Ability Point System, with costs assigned to various attributes of the ability. Traits determine whether an ability is possible, but do not affect its point cost.
  3. Trait Categories:
    • Natural Traits: Innate abilities or skills that characters possess due to their background, training, or inherent qualities.
    • Acquired Traits: Abilities or features gained through equipment, cybernetics, magic items, or other external sources.
 
 

1. Defining Traits as Flags

 

1.1 What are Traits?

Traits are simple markers that indicate a character has the capability to perform certain types of abilities. They represent specific competencies, access to technologies, or inherent qualities necessary to execute abilities that would otherwise be impossible.   Example: A character cannot perform a "Sniper Shot" ability unless they have the Sniper Training Trait and a weapon with the Long-Range Trait.  

1.2 How Traits Function

  • Prerequisites: Traits serve as prerequisites for abilities. If an ability requires a certain Trait, the character must possess that Trait to use the ability.
  • No Bonuses: Traits do not provide numerical bonuses or enhancements. They solely allow access to certain abilities.
 
 

2. Trait Categories

 

2.1 Natural Traits

Natural Traits are innate abilities or skills that characters have due to their background, training, or inherent qualities. They are acquired during character creation or through character development (e.g., career paths, training).   Examples:
  • Martial Artist: Allows unarmed combat abilities and special fighting techniques.
  • Stealth Training: Enables abilities related to moving unseen or undetected.
  • Magic User: Grants the ability to cast spells and use magical abilities.
  • Mechanic: Allows the character to perform repair and maintenance abilities.
  • Pilot: Enables piloting vehicles and performing aerial maneuvers.
 

2.2 Acquired Traits

Acquired Traits are capabilities gained through external means such as equipment, cybernetics, magic items, or technological enhancements.   Examples:
  • Night Vision: Gained from goggles or cybernetic eyes, allows abilities that require seeing in the dark.
  • Powered Armor: Wearing powered armor enables abilities that require enhanced strength or protection.
  • Hacking Interface: Possessing a hacking device allows abilities to infiltrate or manipulate electronic systems.
  • Elemental Weapon: A weapon imbued with elemental properties (e.g., fire, lightning) enables abilities that utilize those elements.
  • Jetpack: Allows abilities involving flight or aerial maneuvers.
 
 

3. Ability Creation Framework

 

3.1 Ability Point Budget

An ability's effectiveness is determined by allocating points to its attributes. The Ability Point Budget is calculated based on the character's relevant Attribute, Talent, and Specialization.  
Ability Point Budget = Attribute + Talent + Specialization
 
  • Attribute: The core attribute relevant to the ability (e.g., Body for physical abilities, Mind for intellectual abilities, Spirit for magical abilities).
  • Talent: The broad skill area related to the ability (e.g., Close Combat, Firearms, Magic).
  • Specialization: A focused expertise within the Talent (e.g., Swords, Sniper Rifles, Fire Magic).
Note: Gear no longer adds bonuses to the Ability Point Budget. Gear provides Acquired Traits instead.  

3.2 Ability Attributes and Point Costs

Abilities are constructed by allocating points to various attributes. Each attribute has an associated point cost.   [thead] [/thead] [tbody] [/tbody]
Attribute Point Cost
Damage (DR) 1 point per Damage Rating
Range
Standard Range 0 points
Extended Range (per increment) 1 point (requires appropriate Trait)
Area of Effect (AoE)
Single Target 0 points
Small AoE 2 points (requires appropriate Trait)
Medium AoE 4 points (requires appropriate Trait)
Large AoE 6 points (requires appropriate Trait)
Status Effects 1 point per effect (may require appropriate Trait)
Duration 1 point per turn
Special Effects 1 point per effect (may require appropriate Trait)
Casting Time
Standard Action 0 points
Quick Action +2 points
Slow Action -1 point
 

3.3 Calculating Action Point (AP) Cost

  • Base AP Cost: Equal to the total points allocated to the ability's attributes.
  • Minimum AP Cost: 1 AP (abilities cannot cost less than 1 AP).
 

3.4 Ability Creation Steps

  1. Conceptualize the Ability: Define what the ability does.
  2. Identify Required Traits: Determine which Traits are necessary to perform the ability.
  3. Ensure Traits are Possessed: Verify the character has the necessary Traits.
  4. Calculate Ability Point Budget: Add up the relevant Attribute, Talent, and Specialization.
  5. Allocate Points to Ability Attributes: Distribute points to build the ability within the budget.
  6. Calculate AP Cost: Sum the points allocated to determine the AP cost.
  7. Finalize the Ability: Ensure the ability is logical, within the budget, and the character meets all prerequisites.
 
 

4. Examples

 

Example 1: "Sniper Shot" Ability

Character Stats:
  • Attribute: Mind 4
  • Talent: Firearms 3
  • Specialization: Sniper Rifles 2
  • Traits Required:
    • Natural Trait: Sniper Training
    • Acquired Trait: Long-Range Weapon (weapon with the Long-Range Trait)
  Ability Point Budget: 4 (Mind) + 3 (Firearms) + 2 (Sniper Rifles) = 9 Points   Ability Concept: A precise long-range shot at a distant target.   Ability Creation:
  1. Verify Traits:
    • Sniper Training: Allows use of sniper abilities.
    • Long-Range Weapon: The character's sniper rifle has the Long-Range Trait.
  2. Allocate Points:
    • Damage: DR 4 → 4 points
    • Extended Range: +2 Range Increments → 2 points (1 point per increment)
  3. Total Points Used: 4 (Damage) + 2 (Range) = 6 Points
  4. AP Cost: 6 AP
  5. Finalize Ability:
    • Name: Sniper Shot
    • Damage: DR 4
    • Range: Extended Range (2 increments beyond standard)
    • AP Cost: 6 AP
    • Traits Required: Sniper Training, Long-Range Weapon
 
 

Conclusion

By treating Traits as simple flags that enable abilities, we create a streamlined and logical ability creation system. This approach ensures that abilities are grounded in the character's capabilities and the game's setting, enhancing the gameplay experience in Infinite Frontiers. Players can focus on developing their characters through acquiring Traits that open up new possibilities, while abilities remain balanced and consistent.  
Embark on your adventure, unlock your Traits, and unleash your potential in Infinite Frontiers!
Rulebook

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