Effects
Effects define what abilities do. The level of an ability is determined first by its effect, then adjusted by any modifiers. Combat abilities are further adjusted by their triggers.
| Name | Level | Effect Type | Description |
|---|---|---|---|
| Adapt Climate | 2 | Narrative | You become immune to extreme climates, including arctic, desert, or tropical conditions. This does not grant any inherent advantage in combat. |
| Adapt Darkness | 4 | Narrative | You are able to see in poor illumination.This does not grant any inherent advantage in combat. |
| Adapt Gas | 3 | Narrative | You are able to see and breathe normally in smoky or gas-filled environments.This does not grant any inherent advantage in combat. |
| Adapt Water | 4 | Narrative | You are able to breathe and move normally in aquatic environments.This does not grant any inherent advantage in combat. |
| Boat | 2 | Narrative, Travel | You can operate an aquatic vehicle, such as a boat or ship. |
| Breach | 3 | Narrative | You force open a locked object, clear an obstruction, or create an opening in an object where one did not already exist. |
| Commune Corpse | 3 | Narrative | You are able to speak to dead bodies and severed body parts. They are typically able to convey their physical experiences and sensations, but lack nuanced information like motivations and emotions. |
| Commune Dream | 3 | Narrative | You are able to speak to sleeping or unconscious creatures. |
| Commune Earth | 3 | Narrative | You are able to speak to stone or metal objects. |
| Commune Nature | 3 | Narrative | You are able to speak to animals and plants. |
| Commune Spirit | 3 | Narrative | You are able to speak to spirits of nature and the dead. |
| Conjure | 1 | Narrative | You conjure a small item with no monetary value or special properties, such as rope, food, clothes, water, or basic equipment. An appropriate prop must be provided for any item intended to be used in combat. Items without props automatically disappear at the end of the adventure. Creating anything too large to hold in one hand or multiple items in succession typically causes the conjuration to fail. |
| Consult | 6 | Narrative | You contact an immortal or similarly powerful being and receive guidance about a specific question. Unless the matter is of immediate and direct interest to the entity in question, the response will be a simple, one-word answer (e.g., yes, no, maybe, unclear, a name). For longer conversations, especially those involving immortals, a Revelation is the appropriate action. |
| Dispel | 4 | Narrative | You end a story-related magical effect. |
| Drive | 2 | Narrative, Travel | You can operate a land vehicle, such as a wagon or wasteskimmer. |
| Explore | 2 | Narrative | You gain information about a nearby location, such as the next room in a dungeon. |
| Fly | 8 | Narrative | You float or glide through the air. This does not grant any inherent advantage in combat. |
| Forecast | 1 | Narrative | You predict the likely outcome of a proposed course of action. You only discover if the outcome is likely to be favorable (Weal), unfavorable (Woe), neutral (Nothing), or mixed (Weal and Woe). |
| Insight | 7 | Narrative | You are able to gauge the disposition, motivations, and/or sincerity of a non-player character. For insights about conditions, creatures, objects, and places use Inspect actions (Inspect Arms, Inspect Aura, Inspect Evil, Inspect Magic, Inspect Nature, Inspect Secret, and Inspect Wound). |
| Inspect Arms | 1 | Narrative | You learn the nature and special properties of armor, weapons, or military fortifications; or identify the heraldry of known kingdoms, factions, or individuals. |