Relics of the Moon
A science-fantasy roleplaying game of outlandish action-adventure
(pre-release playtest v0.1.0)

Ability Stunts

Every Ethertech ability will have the Power Up stunt starting at Rank 1 Rank 1 1 for powering it up with Moonshard resources. Solartech abilities may not use Power Up (unless an Order Progressive uses their Hack Ethertech trait).

Power Up (Ethertech)

Spend a MOONSHARDS resource. If the resource is of equal or lower Rank than the ability, step up the ability by one Rank. If the resource is of greater Rank than the ability, swap out the ability Rank for the resource Rank. Activating Power Up lasts for the remainder of the scene and may temporarily exceed technology power caps.

Additional stunts may be created during play. Each ability creates one stunt at Rank 3 Rank 3 3 , one at Rank 4 Rank 4 4 , and one at Rank 5 Rank 5 5 . As each ability stunt will be unique, these will be created in a dialog with the GM, and are guided by the technology/category/channel combination.

Creating New Ability stunt

As your character grows and enhances the abilities they have, you will create stunts for those abilities. While the flavor of these stunts is intentionally left wide open, creating mechanical benefits to match have some standard patterns.

Mode

If you would like to help flavor and focus the new stunt, choose one of three ways that it directs the ability: Creation, Enhancement, or Destruction.

  • Creation uses the ability to create something new that did not exist before, whether a function or phenomenon.
  • Enhancement strengthens something that already exists, making it stronger or more capable.
  • Destruction breaks down something that already exists.

Benefits and Costs

Generally, stunts give some benefit for a cost. Standard benefits and costs are listed below, though others might be created with the GM to fit the flavor of a particular ability stunt.

Benefit

  • Add a Destiny Point Destiny Point to the Destiny pool
  • Beneficial(+) Auto Result Auto Result A R for the cohort
  • Hindering(-) Auto Result Auto Result A R for the challenge
  • Beneficial(+) Add Dice Add Dice d6 for the cohort
  • Hindering(-) Add Dice Add Dice d6 for the challenge
  • Remove Stress
  • Remove a temporary Hindering(-) trait
  • Reroll the cohort or challenge dice pool

Cost

  • Spend a Destiny Point Destiny Point
  • Hindering(-) Auto Result Auto Result A R for the cohort
  • Beneficial(+) Auto Result Auto Result A R for the challenge
  • Hindering(-) Add Dice Add Dice d6 for the cohort
  • Beneficial(+) Add Dice Add Dice d6 for the challenge
  • Add Stress
  • Add a temporary Hindering(-) trait
  • Add Doom Points Doom Point to the Doom pool
  • Shut down a trait (make a trait unusable for an amount of time)

Triggers

Stunts make it unambiguous when an effect takes place, usually after a specific narrative or mechanical trigger.