An Ability is a discrete, executable “verb” that grants an Incarnation a unique way to interact with the world, separate from the learned competence of a Skill. Abilities represent an Incarnation’s innate potential and unique nature made manifest. They are not about being better at a common task, but about being capable of an uncommon one.
Abilities form a core part of an Incarnation’s identity. They are the most direct and expressive manifestation of the choices a player makes during creation, turning anatomical and narrative decisions into tangible, moment-to-moment gameplay.
This document defines Abilities, which are primarily derived from an Incarnation’s core being. For special actions learned through mastery of a skill, see Techniques in the Skill document.
Core Philosophy: The Anatomy of Action
The Ability system is the ultimate expression of the “Verb” layer of our design philosophy. The core principle is that Abilities are primarily granted by an Incarnation’s Anatomy and the Artifacts it attunes to. They are a direct consequence of what an Incarnation is and what it carries.
The Sources of Abilities
Abilities are acquired from origins that define a character’s fundamental nature or story.
-
Anatomical Abilities (Innate Verbs):
- Source: Granted by specific Genetic or Psychic Components as part of an Incarnation’s Anatomy. This is the most common and important source.
- Example (Vessel): The
[Gecko Grip Pad]
component in the[Integument]
slot grants the[Climb Sheer Surface]
Ability. - Example (Psyche): A Psychic Component with a strong, positive attunement to the
[empathy]
Archetype grants the[Sense Emotions]
Ability for use in conversations. - Nature: These abilities are innate, a fundamental part of the Incarnation’s being.
-
Artifact Abilities (Borrowed Verbs):
- Source: Granted by equipping or attuning to a powerful Artifact.
- Example: Wielding the Kintsugi Katana grants the
[Focus Will]
Ability, providing a combat buff when acting in alignment with a clear goal. - Nature: These abilities are conditional. Their use is dependent on possessing the artifact and may be governed by the artifact’s own narrative will.
-
Ritualistic Abilities (Bestowed Verbs):
- Source: Granted by the successful completion of a profound, often costly, Ritual.
- Example: A ritual of initiation into a fire cult might bestow the
[Summon Flame]
Ability. - Nature: These abilities are earned through a significant narrative act, representing a fundamental change in the Incarnation’s being.
The Mechanics of an Ability
Abilities are active and are governed by a clear set of mechanics.
- Cost: Many Abilities require an expenditure of a resource, such as Stamina, Willpower, or a specific biological resource (e.g.,
Venom
). - Cooldown: Powerful Abilities may have a cooldown period after use.
- Context: Most Abilities are contextual and can only be used on valid targets or in specific situations.
- Presentation: An Incarnation’s available Abilities are a core part of the Subjective Interface, appearing as contextual prompts or in a dedicated action bar. The sensory feedback of using an Ability is a key expression of the character’s flavor.
Design Intent
The Ability system is designed to provide players with a rich and varied toolkit, turning limitations into catalysts for creative solutions.
- To Create Asymmetrical Solutions: Abilities ensure there are multiple, narratively appropriate paths to success, preventing any single Attribute or Skill from being the only solution to a problem.
- To Make Anatomy Matter: Abilities are the most direct and exciting payoff for the choices a player makes during creation. The components they choose define the unique verbs they can use to write their story.
- To Deepen Narrative Expression: An Incarnation’s set of Abilities is a powerful statement about who they are, allowing two characters with identical Attributes and Skills to play in fundamentally different ways.