Constructing Abilities
The first time you construct an ability, it will be very helpful to do so with the GM.
Contructing an ability is an organic process rather than a linear one. Feel free to begin at any of the aspects below, then move to another aspect to help refine the previous choices. Ultimately, the name of an ability should summarize all of the aspects that make it up.
Note that characters with the Wildcaller bioform have a special ability in the form of their Bonded Companion. This ability does not have a Category-Channel, Technology, or Type. It will, however, have a Description and a Name, and follows the usual rules for growing an ability, including creating stunts.
- Choose a Category-Channel combination. This represents one of the four broad types of abilities found in the setting, and a more specific subtype.
- Choose a Technology, either Ethertech or Solartech. This choice will determine the max trait rating of the ability. The choice of technology may be guided by other character traits, such as Faction.
- Choose whether the ability is accessed through an Item (they wear, carry, or use) or Infused (into the PC’s body). If the ability is Solartech, it will always be an Item.
- Create a Description for the ability, just a few words or single sentence describing what the ability does.
- Name the ability based on the combination of previous choices. Ultimately, the name of an ability will summarize all of the aspects that make it up.