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1C- Power Sheet Explained

 

Power: This is the gist of the character’s power. It is usually intentionally vague, especially in the beginning. As the character learns of their nature the power can become more defined, though often more diverse at the same time. Only 'true' powers remain fully undefined.

 

Power Stats: The 3 F's. They make up the potency of the power.

 

Fervor: This represents the raw energy of the power. How dramatic and powerful the effect is. However flashy doesn't mean successful.

Unlike the most everything else, the chance of a critical success chance is 9 or higher on a d10 and 7 or higher on a d8, and also a 6 on a d6. Since Fervor works in tandem with Focus this sometimes means that the effects are wildly out of control, especially in the beginning of the Empowered One's tale.

For most damaging attacks the multiplier is 1/10th of the Fervor score.

Generally this also affects the amount of damage the character is able to do with their power. Depending on the rolls and stat it can be anywhere from a paper-cut to city-wide devastation.

With some powers if that is the power's main component is something savage like a destruction or strength sort of thing they may get all of the bonus from Fervor, but if the power has multiple components they will get less of a bonus. Stats that are sometimes raised are Strength, Boldness, and sometimes Charisma or Willpower. Brute combat skills may fit too. Stats that are sometimes raised are Strength and Boldness.

When the fervor roll is over 100 the effects of the power are either world altering and/ or permanent. Often time this is well over the Focus roll so the effect may be far different than what the empowered character intends. Many supernatural beings and places exist simply because of such extreme effects.

 

Focus: This represents the character's ability to control their power and have it do what they actually intend.

Generally the higher the roll for this the greater chance the power works as the character intended. It is also affected by the Fervor roll and generally needs to be higher than the other roll for the desired effect to occur, if not some unexpected of the misfire will likely occur. For example Aiden the Fire Elementalist tries to shoot a gout of flame at an enemy may instead do a radius blast that h everyone nearby.

Most power based attacks are usually determined by the total of Adroitness and Focus. Some powers are an exception for the maximum of two things being combined, when the power effects something that already has two combined scores it can also be combined. Whether this is the full focus or partial depends on the power. Some examples would be any form of weapon mastery (like Robin Hood or a Paradigm Gunslinger) or skill (like a Paradigm Pilot or Hitori Honzo the sword smith). With some powers if that is the power's main component is something focused like a skill or finesse sort of thing they may get all of the bonus from Focus, but if the power has multiple components they will get less of a bonus. Stats that are sometimes raised are Agility, Adroitness, Intuition, and sometimes Charisma. Skilled combat like sniping or fencing may fit too. Their may be exceptions, as made by the Narrator.

 

Fortress: This represents the character's ability to use the power in a defensive fashion, whether intentionally or reflexively. It is also important to help mitigate the effect of backlash when their Fervor is much greater than their focus. Generally the two ways it works is giving a general resistance to the power elf and similar effects or uses the power to protect the character. For example Aiden's Fortress would grant a natural resistance to all fire and heat, not just his own and additionally the fire can be used to protect him by doing things like heating the air around him to throw off bullets or even melting them when the score is high enough. With some powers if that is the power's main component is something protective like a defensive or toughness sort of thing they may get all of the bonus from Fortress, but if the power has multiple components they will get less of a bonus. Stats that are sometimes raised are Endurance, Fortitude and/or Willpower. Defensive combat like a shield or certain martial arts may fit too. Their may be exceptions, as made by the Narrator.

 

Source: This is the true origin of the character's power and determines many of the thematic and rule elements of the power's function. It is usually past of a character's story to learn the source of their power.

 

Essentia: The energy that the character uses primarily to manifest their power. Generally it takes 1 or more essentia point to use a power other than very weak tricks. Additional essentia can be used to add some oomph to a power usage. To get the full normal power of a power use ten essentia is required. The maximum essentia the character can use is

equal to ten times the tier. Essentia is based on adding up all mental stats. Essentia can also be used to activate some magically imbued items and such.

 

Tricks: These are specific uses for the power that the character can do with ease. Basically this is something the character has already accomplished at least a few times and this allows that specific use without a roll. Sometimes the Narrator may allow very simple to roll tasks to cost less essentia or AP, even costing nothing for very minor and mundane uses of the power. For example the Narrator may allow Aiden the Fire Elementalist to buy a power trick to create the flame equivalent to a lighter that costs no essentia and only 1 AP.

 

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