Disciplines are groups of similar effects that character can master. These can represent natural talent, extensive training, or boons from powerful beings. No matter how you explain your skill, they effects are the same. Unless specified, each Discipline costs a Standard Milestone to gain or advance.
Milestone Expansion: This will list the type of Milestone to spend to add additional traits to the skill.
If a Discipline asks you to make a choice, your skill only applies to traits which you choose. If you have other skills that modify the abilities of the Discipline or may be combined, you may use Energy normally with the Discipline to generate effects, but you will only have the automatic abilities for the chosen form. As an example, you may have the DISCIPLINE OF DETECTION [PHYSICAL] but you also possess the DISCIPLINE OF WIND and an Arcane Style. This allows you to automatically notice physical effects and properties such as an ambush without a roll, but to find Arcane WIND effects, you will need to spend an Energy or use a specific action.
All Disciplines
Free Effect(s)
Gain +1 to rolls when using the NAMED DISCIPLINE or anything related to it that is not covered in another Discipline.
Mana Use in Skills
Mana can be used in several ways. It is designed to allow a character to substitute Mana for Energy, essentially granting them more Energy in a specific Scene. Mana is also designed to allow a character to ‘overcast’ or perform feats of heroism greater than their normal skill would allow.
When you possess a Skilled level, you can use a Mana to perform any Free or Energy Effect granted by the Skilled, Expert or Master level, except Skill Mastery. You cannot use the Mana Effect listed.
When you possess an Expert level, you can use a Mana perform any Effect granted by the Skilled, Expert or Master level or the Mana Effect listed, except Skill Mastery.
When you possess a Master level, you can use a Mana perform any Effect granted by the Skilled, Expert or Master level, including Skill Mastery or the Mana Effect listed.
If a Mana is used to generate a Mana Effect and that Mana Effect is countered using a Defense or, if the Effect is Dispelled before it impacts the actions of the target, then the character using the Mana Effect regains the Mana used for the Mana Effect during their next Refresh.
Skill Mastery
Once a character acquires the Master Effect within a Discipline, the character may generate 2 Skilled Effects of the Discipline (or a Group Effect if allowed) and maintain them both if they require FOCUS. Until both Effects are used, the Mastery is considered the active Energy Effect. If the character uses a different skill that is not a Reaction, then the remaining uses of this skill are lost. Each Skilled Effect takes a separate Action and roll by the character.
Flourish
A FLOURISH is a temporary effect that a character can invoke when an attack succeeds with Style instead of a BOOST or if the attacker has an advantage in Tier on an attack instead of another Tier benefit. Flourishes only last for a single Exchange\Moment and do not create free Invokes but can still be Invoked with Fate Points or other abilities.
Tiered Effects
All Effects only function on the same TIER of the Effect or a lower TIER. For example, a Heroic Dispel cannot remove an Epic or Legendary Effect.