Ability Stunts
Ability Stunts are unique applications of Psionic Abilities that may arise after a character has enhanced their Psionic Ability. Other than the special Power Up Stunt for Ethertech Abilities, they are entirely optional. Narratively, the description of a Stunt often appears naturally during play as a character finds particular ways in which they often apply an Ability.
Prior to having a Stunt, such applications remain just an interesting way to describe a power being used. With a Stunt, there is an additional mechanical benefit (along with a cost) for doing so. For example, a character with LIGHTNING GUANTLETS may find that they shape their Ability into a net made of lightning to contain a rival Cohort member. They think this is a cool idea, and repeat it on different occasions. In a future Growth test, they decide to formally create the Ability Stunt LIGHTNING NET with an additional mechanical benefit.
Creating New Ability Stunt
As your character grows and enhances the Abilities they have, you may create stunts for those Abilities. Each Ability unlocks the potential (a slot) for one Stunt at Rank 3 , one at Rank 4 , and one at Rank 5 . Each new Stunt requires Growth. As each Ability stunt will be unique, these will be created in a dialog with the GM, and are guided by the category/technology/gateway combination. While the flavor of these stunts is intentionally left wide open, creating mechanical benefits to match have some standard patterns. Below are some guides to help you craft a new Stunt for your ability.
Creation, Enhancement, or Destruction
Choose one of three ways that the Stunt directs the Ability:
- 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 stunt. Stunts rarely create Simple Modifiers since the Ability Rank already gives a Simple Modifier.
Benefit
- Add a Destiny Point
- Beneficial(+) Add Dice or Auto Result for the Cohort
- Hindering(-) Auto Result for a Challenge
- Remove Stress
- Remove a temporary Hindering(-) trait
- Reroll the Cohort or Challenge dice pool
Cost
- Spend a Destiny Point
- Hindering(-) Add Dice or Auto Result for the Cohort
- Beneficial(+) Auto Result for a Challenge
- Add Stress
- Add a temporary Hindering(-) trait
- Add Doom Points to the Doom pool
- Spend a Cohort Resource
- 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 and/or mechanical trigger.
Combining Abilities
If a character has multiple Abilities, this is a great opportunity to flavor a Stunt to reflect a unique combination of two or more blended together.
Power Up (Ethertech Ability Stunt)
Every Ethertech Ability (including those accessed through Bonded Companions) will have the Power Up stunt starting at Rank 1 for powering it up with Moonshard resources. Solartech Abilities may not use Power Up.
Power Up
Spend a Moonshards resource. If the resource is of equal or lower Rank than the Ability, rank 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 Ethertech technology power caps. Abilities ranked up in this way only affect Simple modifiers and do not unlock the potential for other Stunts.
