Relics of the Moon
A science-fantasy roleplaying game of outlandish action-adventure
(pre-release playtest v0.4.5)

Psionic Abilities

Create: One Ability

Every living being in Anasta has psionic potential that may be activated and channeled through technology. When this potential manifests, it appears with reality-warping properties. For the vast majority, such power never goes beyond minor and convenient day-to-day use. For a select few with access to powerful Moon Relics, however, they can become true superpowers. For example, most that have a psionic potential for Energy Generation will never go beyond creating small fires to cook food or provide light and heat. Some that have unlocked their potential, however, may be able to create creatures made of flame under the control of their creator, or transform into such beings themselves.

Mechanically, a Psionic Ability is a trait with a Ranked modifier. At higher Ranks, it may also be used to perform Stunts. A character has access to the trait at all times through the choice Destiny or Doom Destiny Point Doom Point , but is limited by its desciptor as to when it might used. Every Ability will be tagged as either Ethertech or Solartech, with different caps on Ability Rank Rank for each.

A Note on Term “Ability”

You may see the term “Ability” (with a capital “A”) used throughout the rules. This is shorthand for “Psionic Ability” and may be used interchangeably. You may also see the terms “Ethertech Ability” or “Solartech Ability” used to further clarify which technology is being referenced.

Important Note on Ability Use

Only one Ability may be used per turn, and only one Stunt may be used per turn. If a character has multiple Abilities (or multiple Stunts), they must choose which one to use during the “Set the Action” step.

RatingExpressionEffect
Rank 1 Rank 1 1 Abilities at this starting level have only minor influence within their immediate area. Think of using an Ability that makes day-to-day life easier: Lighting a small fire (Energy Generation), stirring up a cooling breeze on a hot day (Sky Mastery), relieving the itch from a rash (Bio Alteration).
±1 / 1
+ Power Up (Ethertech only)
Rank 2 Rank 2 2 Abilities at this level can cause dramatic effects for a single individual or a small area. Casting energy bolts to strike a target (Energy Generation), teleporting oneself to another location within eyesight (Spacetime Manipulation), opening a doorway through a solid rock wall (Land Mastery) are possible examples.
±1 / 2
Rank 3 Rank 3 3 This level of Ability begins to demonstrate finesse beyond raw power. It begins to manifest in very personal ways tied to one of the character’s Ethos. While the magnitude of the Ability is similar to the previous level, a stunt may be created that reflects this more refined use. These stunts are often unique to the individual and reflect an aspect of their personality.
±2 / 2
+ Stunt slot
+ Ethos manifest
Rank 4 Rank 4 4 Abilities at this level expand to affect larger areas, or have intense and focused results. Calling a thunderstorm (Sky Mastery), tranforming into another bioform (Bio Alteration), or turning back time a few minutes (Spacetime Manipulation) are possibilities. Items on Anasta that have this level of power are very rare, and fewer still are bioforms that have infused such power.
±2 / 3
+ Stunt slot
Rank 5 Rank 5 5 Abilities at this level are only seen once every few generations. Items and bioforms with this amount of power are the stuff of legends. Nearly anything may be possible, and the consequences of using such an Ability ripple across Anasta.
±3 / 3
+ Stunt slot
+ Overpower possible

Starting Ability

Abilities for new PCs start at Rank 2 Rank 2 2 and can be Ranked Up Rank Up using the Growth pool during play.