Relics of the Moon
A science-fantasy roleplaying game of outlandish action-adventure
(pre-release playtest v0.1.4)

Abilities

Every living being in Anasta has psionic potential. 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 working Etheric fire 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. Then there are those of the Order of the Sun who have crafted advanced Solartech that can mimic many of the abilities of Moon Relic Ethertech. In the case of energy generation, Solartech has surpassed Ethertech.

Mechanically, an ability is a trait with a Simple 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 D:2D Destiny Point Doom 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.

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 (Solaric Energy Generation), stirring up a cooling breeze on a hot day (Sky Mastery), relieving the itch from a rash (Biofunction Manipulation).±1 / 1
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 (Etheric Energy Generation), teleporting oneself to another location within eyesight (Space Alteration), 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. While the magnitude of the ability is similar to the previous level, a stunt is 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
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 (Bioform Manipulation), or turning back time a few minutes (Time Alteration) are possibilities. Items on Anasta that have this level of power are rare, and fewer still are bioforms that have integrated such power.
±2 / 3
+ Stunt
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

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.