Abilities and Powers

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Powers

Overview

This section details the special Abilities available to characters which allow them to uniquely manipulate their game environment outside of the scope of the basic rolling mechanics. The powers break down into Will and Fate powers. Will abilities function as a universal set of abilities available to anyone whereas Fate powers have both a universal component and a Theme-specific component. Generally Abilities can be used at any time as long as the player is willing to spend the points of Will or Fate. That said each individual power must be purchased with Story Points so not all characters have access to all powers.

Note: Only one Power (Fate) or Ability (Will) can affect any given test. The same Power or Ability can be used multiple times on the same test (if applicable), but they cannot be mixed and matched.


Will

Will represents how hardened a character is, how much effort they can direct towards a goal or objective before they break. All characters in Fatewalker possess Will and use it routinely. To "spend" a point of Will a player puts a '/' in an available box of will (this is called spending a point of will). Once all of the boxes are filled with '/'s, the player can continue to spend will by putting 'X's (this is called gaining a point of Fatigue). Once all available boxes of Will are filled with Fatigue, the character is now consider Exhausted and cannot willfully perform any task requiring the expenditure of Will and should they be forced to will instead take a point of Normal Wounds (bypassing Temporary Wounds).

Recovering Will

The primary way to recover Will is through rest or meditation. Typically a solid night’s rest can restore 1-3 points of Will, depending on conditions and how restful their night is. Fatigue is more difficult to recover and instead takes two points of recovered Will to turn an 'X' into a '/', and then one more point to erase the '/'. This means players should make judicious use to Fatigue.

Basic Will Expenditures

A point of Will is expended during the following mundane tasks.

  • Initiating Combat
  • Travelling all day
  • Force Marching (in addition to the 1 for travelling)
  • Sprinting (1 point for every 30 ticks of sprinting ... which usually will cover an individual sprint scene)
  • Distance running

Will Abilities

This chart outlines all Will Abilities. All characters start with the Basic abilities, however everything else must be purchased with SP.

Ability Level Effect
Fortitude Basic The character can spend a point of Will to ignore a point of damage.
Driven Basic The character can spend a point of will to add 2 dice to any roll directly related to survival or a goal/objective. This ability must be used before dice are rolled.
Resilient Basic The character can spend a point of Will to ignore wound penalties for any single action.
Focused Will Advanced The character can recover will through focused meditation or relaxation in addition to sleep. It takes 1 hour and recovers 1 Will and the time must be uninterrupted (can only be done once per day). In most cases this will simply allow characters to recover an extra point of Will a day.
Fortitude II Advanced The character can spend 2 points of Will to ignore 3 points of damage.
Driven II Advanced The character can spend 2 points of Will to add 5 dice to any roll directly related to survival or a goal/objective.
Hardened Advanced Combat no longer costs a point of Will. The character can spend a point of will to ignore wound penalties for 60 ticks.
Iron Will Master Something compelling.
Will To Live Master Whenever the character is dying they can spend a point of Will to stop the bleeding for an additional 120 ticks. They can also spend 3 points of Will to prevent 5 points of damage.
Driven III Master The character can spend 3 points of Will to add 10 dice to any roll directly related to survival or a goal/objective.


Fate

Fate represents how much control the character possesses over the will of the universe. Similar to Will, Players spend points of Fate to either mitigate unfortunate circumstances or to activate powerful abilities. Everyone has access to a universal set of Powers as well as a Theme-specific set of powers. Just like Will, Fate has a secondary state called Apathy which takes over when Fate points run out. Running completely out of Fate and then filling all available Fate boxes with Apathy ('X's) is extremely dangerous as the character has essentially lost touch with their personal reality. This puts them in a state called Ennui, a listless and utterly disengaged state where the character will find it hard to engage in anything at all. Entering Ennui costs the character a permanent point of Fate. Additionally they effectively operate as though they had a -4 wound (stacks with real wound penalties). This penalty cannot be mitigated by any means whatsoever besides completely removing all Apathy.


Recovering Fate

Fate is a meta-concept and as such is not directly tied to character action. The following situations allow a character to recover Fate. Unlike Fatigue, Apathy is slightly easier to get rid of (Two points of recovered Fate will remove a point of Apathy).

  • One point of Fate is recovered each session.
  • One point of Fate is recovered when a player successfully completes an Immediate goal.
  • All Fate is recovered whenever a player completes a Personal Objective or a Story is completed.


Basic Fate Powers

Characters begin play with ALL Basic Fate powers.

Power Level Effect
Save Your Sorry Ass Basic The character can burn a permanent point of Fate to rollback any action done by or to them that would result in their own death or tragic failure. The action simply fails instead, unless failure is what doomed them in which case they score the equivalent of “Base Success”.
Better Luck Next Time Basic The character can spend a point of fate to reroll any roll. The new roll replaces the previous roll, even if worse.
Divine Providence Advanced The character can spend a point of fate to force a reroll of any roll made against them. The second roll stands.
Not My Time Master The character spends a point of fate and immediately stops dying. They have a full hour before they begin to again suffer the effects of dying. They also halve any wound penalties during this time. Can only be used when dying.
Fate’s Chosen Advanced The character can recover 2 points of fate for completing a goal, 1 for failing a goal, half of their Fate (round up) when failing a Personal Objective.
My Sorry Ass is Saved! (SYSA II) Master Instead of paying a permanent point of Fate on a SYSA the character can instead pay 3 Apathy.
Much Better Luck Next Time Advanced The character spends a point of fate to reroll all failures on any roll, keeping their successes.
Fate's Vessel Master The character can store four additional points of fate. These take 2 points of fate to recover (and only 2 of them are filled whenever “all fate is restored” such as at the end of a story), but otherwise are fully functional fate points.

Adventurer Fate Powers

These fate powers are available to characters following the Adventurer Theme.

Power Level Effect
Intrepid Basic The adventurer is completely immune to the effects of fear and intimidation (but not suggestion/mind control). They still feel and are aware of these emotions, but they are not negatively affected by them. Additionally the Adventurer naturally recovers one point of Fatigue per night of sleep.
Fool’s Luck Advanced Whenever the Adventurer spends Fate to Re-roll (through either version of Better Luck Next Time), they add 2 dice to the second roll.
Destiny’s Chosen Master The adventurer’s luck knows no limits. They must be in desperate need for *something*, whether it is water or a sword or a bottle of Tequila. They name what they want, spend a point of fate and roll their Fate against a TN set by the GM based on how audacious the request is. If they score 2 successes the Adventurer has some hint of where it is. If they score 4 successes they will know where it is and be able to find it within twenty seconds. If they score 6 successes they either have it on their person or find it lying on the ground unnoticed.
FateRunner Final The adventurer gets back three points of Fate per day of rest.


Architect Fate Powers

These fate powers are available to characters following the Architect Theme.

Power Level Effect
Hyperfocus Basic The architect can spend Fate to add directly to their focus attribute at a rate of 1 fate per 2 focus. This bonus lasts for an entire scene or until the character is either seriously interrupted or takes any damage.
Discipline Advanced The architect recovers Apathy just like Fate (that is, 1 point of fate erases a point of apathy completely)
Insight Master The architect knows more than they can usually remember. By spending a point of Fate on any knowledge check the Architect can add their Fate rating to the roll. The player can also spend a point of fate and simply ask the GM for direction. This is resolved through a pure Fate roll (TN: 3). If the Architect scores 2 or more successes the GM is compelled to offer helpful advice (4+ should give clear, effective direction). The GM is of course always able to decline the ability and refund the Fate but that's boring.
Math Hack Final The Architect spends a point of Fate before making any roll and specifies a number of successes for the roll, up to a maximum of half their Fate rating. If they roll less than that value on the roll, double their successes. If they roll more than the number reduce their successes to the value specified and they gain back a point of Fate. If they roll exactly the number specified, double the successes and refund the point of fate.

Destroyer Fate Powers

These fate powers are available to characters following the Destroyer Theme.

Power Level Effect
Wrath Basic When taking an action in pursuit of the object of their malcontent, the destroyer can spend a point of fate to make a separate roll, in addition to their normal action roll. The roll is Fate(2). Each success is added to the roll as a success. If half (round up) of the dice come up successes the character can restore a point of Fate. If they all come up failure the player suffers a point of Apathy.
Rage Advanced Whenever the character takes a point of damage (Normal Wound), their next offensive action taken within 20 ticks is at a +3 bonus. Any defensive actions taken before then are at a -3 penalty.
Wrath II Master Functions as Wrath, just with a TN of 4 and gain a point of apathy for scoring 2 or less successes.
Fate's End Final The character must spend Fate equal to their Fate Rating (incurring Apathy as necessary) and choose a target that must be destroyed. Every time they roll an attack against that target they roll their Fate as well against a TN of 7. Each success adds to their roll’s successes. Each failure does a point of damage to themselves. The power does not recede until one of them dies or is incapacitated.

Master Fate Powers

These fate powers are available to characters following the Master Theme.

Power Level Effect
Conceit Basic The Master learns from every mistake. Whenever they fail a skill roll of any kind (1 or fewer successes) with at least 5 dice, they gain learning points for that skill equal to margin of failure.
Expertise Advanced Every time the Master gains a full point of Focus, Awareness, or Prowess they roll their Fate (TN 2), and add successes as character points to the new attribute (cannot yield more than half of the new cost, anything in excess simply restores Fate)
Mastery Master The Master is not used to failure. Before making any roll they can spend a point of Fate to add one to their effective skill (or TN) up to maximum of 7.
Perfection Final The Master picks a Skill tree root, then adds a 3rd full skill dot to the root (does not count for CP purposes if the Master doesn't already have both dots completely filled). This will allow the Master to potentially roll against TN 8.


Noble Fate Powers

These fate powers are available to characters following the Noble Theme.

Power Level Effect
Honor Basic The Noble can spend a point of fate to roll Awareness(Deception) whenever in the presence of an adversary (they must know this person to be an enemy/foe). 2 successes will reveal their immediate intent towards the Noble. 3 successes will reveal their immediate intent towards the Noble’s Party. 4 successes will reveal their long term intent. 5 successes+ will begin revealing secrets.
Truth Advanced The Noble is a champion of truth. By spending a point of Fate they can compel anyone to produce the truth. The noble must roll Awareness(Impress) + Fate/2, contested against Focus(Introspect). The noble must net 2 successes for the effect to work completely. If the noble fails but scored at least 2 successes on their individual roll they still can detect what statements are true and what ones are false. Regardless of the net outcome of the roll the subject is completely unaware of this effect unless they themselves scored 3 successes. The roll can only be made for a single subject declared before the roll.
Justice Master At the beginning of any combat with a known dishonorable foe, the Noble can suffer one point of Apathy. Until that combat is over or the enemy defeated they can spend Will as Fate and vice versa whenever making rolls against this enemy.
Balance Final By spending a point of Fate the Noble condemns his chosen enemy to his own fate. Whenever he takes damage, his chosen enemy suffers the exact same amount of damage (even if the damage is delivered via a third party). The chosen enemy cannot be an honest or honorable one and this effect lasts for a scene.


Protector Fate Powers

These fate powers are available to characters following the Protector Theme.

Power Level Effect
Righteous Shield Basic The Protector wields their purity of spirit to arrest any transgression. The character can spend a point of Fate to add their Fate rating to any defensive action they or one of their allies takes.
Boon Advanced By spending a point of Fate the Protector can have every member of their party (except themselves) add two dice to the next action they each take. This action has to be done within 40 ticks and must be in the interests of the Protector who used this power (they have final authority over whether to grant the dice or not).
Righteous Strike Master This power can only be used against an adversary the Protector believes has overstepped the boundaries of natural law, it is a strike that conjures the will of the universe to set the world right. For every point of Fate spent the protector can have the single strike take on one of the following effects (each can be chosen only once, therefore the Protector can spend up to 4 points on this attack): Attack cannot miss (add 2 successes to the attack), Attack cannot be defended (reduce defense roll successes to 0), Attack does +4 damage, Attack does 2 points of damage directly to Normal Wounds (ignores Armor and Temporary Wounds but the strike must still land).
Divine Intervention Final The protector’s will is supreme. By taking a point of Apathy AND spending a point of Fatigue the Protector can cancel all effects of a single attack against any Ally.