Spending from the Growth Pool
Growth is not automatic, but based on a test, emphasizing the risk-reward nature of the setting. The number of successes needed for each type of growth is listed in the table below. To make a Growth test, spend a minimum of two dice from a PC’s Growth pool, up to all of the dice in the pool. Each of these dice become Beneficial(+) Add Dice for the test. A character may attempt to grow in multiple areas during the same downtime scene as long as there are dice still in the Growth pool. The dice from the Growth pool are spent regardless of success or failure.
Agony
Every point of Agony is counted as one Beneficial(+) Add Dice for a Growth test = +(Agony)d6.
Other Modifiers
Very few other modifiers may be used for Growth tests. One is the Growing Together trait of the Childhood Friend Relationship.
Success and Failure
If the test succeeds, the indicated growth happens. If the test fails, a die is added to the Growth pool. The character may attempt again as long as the number of successes needed is less than or equal to the dice remaining in the Growth pool.
Resource Cost for Ranking Up an Ability
When attempting to increase an ability (whether infused or an integrated into an item), a resource die equal to or greater in size than the increased rating is required and spent in addition to dice from the Growth pool. For Ethertech abilities, this is a MOONSHARDS die; for Solartech abilities, it may be whatever resource is most appropriate to the ability (other than MOONSHARDS).
For example, to attempt to increase a Rank 2 Ethertech ability to Rank 3 , a MOONSHARDS resource die of Rank 3 or greater must be spent in addition to dice from the Growth pool. This resource die is spent regardless of success or failure.
Creating a New Ethertech Ability from a Moon Relic
If attempting to create a new ability from a Moon Relic fails, the Moon Relic is destroyed in the process.
Creating a New Ability from an Existing Ethertech or Solartech Item
If the attempt to make a found Ethertech or Solartech item permanent fails, it may be attempted again if there are at least two dice remaining in the Growth pool. The Cohort may store the item across multiple sessions using a Resource slot until an attempt succeeds.
Maximum-rated Abilities
Solartech
While theoretically possible, no one has yet created or modified a Solartech item to reach the Rank 5 level of ability on Anasta. Or, at least, such tech is not publically known to exist. Any such attempts by a PC will require the Solartech laboratories of Helis and will not go unnoticed.
Ethertech
From time to time, a Moon Relic will be found with the fully-intact knowledge of the Archons. Those that wield abilities unlocked by such power do so at the risk of disrupting reality. Repeated use of Rank 5 Ethertech abilities will create Stress to their users and will temporarily or permanently alter their surroundings in unusual ways. This includes when Rank 5 active MOONSHARDS are destroyed.
Type of Growth | Requirement |
---|---|
Infuse a Moon Relic into a bioform as a Rank 1 ability | 2 successes |
Integrate a Moon Relic into an item as a Rank 1 ability | 2 successes |
Swap out a Motto for a new one | 2 successes |
Swap out a Relationship for a new one | 2 successes |
Step up an ability from Rank 1 to Rank 2 | 2 successes |
Make a found Rank 2 Ethertech/Solartech item a permanent ability | 2 successes |
Unlock a Biform trait | 3 successes |
Unlock a Faction trait | 3 successes |
Step up an ability from Rank 2 to Rank 3 | 3 successes |
Make a found Rank 3 Ethertech/Solartech item a permanent ability | 3 successes |
Create a new Solartech item with a Rank 1 ability | 4 successes |
Step up an ability from Rank 3 to Rank 4 | 4 successes |
Make a found Rank 4 Ethertech/Solartech item a permanent ability | 4 successes |
Step up an ability from Rank 4 to Rank 5 | 5 successes |
Make a found Rank 5 Ethertech/Solartech item a permanent ability | 5 successes |
Cohort Growth
A minimum of three (3) Cohort members must contribute dice to the Growth test. Each Cohort member must contribute a minimum of two (2) Growth dice, up to a maximum of three (3) dice. If a Cohort has more than five (5) members, add one needed success for each member beyond five.
Type of Growth (Cohort) | Requirement |
---|---|
Swap out a Cohort Motto for a new one | 3 successes |
Unlock a Cohort Tactic | 5 successes |