Spending from the Growth Pool
Growth is not automatic, but based on a test, emphasizing the risk-reward nature of the setting. 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 a Growth test.
- The number of successes needed for each type of growth is listed in the table below. Some growth types may also require resources to be spent, as noted in the table.
- The dice from the Growth pool are spent regardless of success or failure.
- A character may attempt to grow in multiple areas during the same downtime scene as long as there are dice still in their Growth pool.
Agony
Every point of Agony is counted as a Beneficial(+) Ranked modifier for a Growth test.
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 a Psionic Ability
When attempting to increase an Ability (whether infused, integrated into an item, or a Bonded Companion), a resource 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 (including Bonded Companions), this is a Moonshards resource; 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 of Rank 3 or greater must be spent in addition to dice from the Growth pool. This resource 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, by default the Moon Relic is destroyed in the process. The GM may want to relax this requirement depending on the pacing of the overall story.
Creating a New Ability from an Existing Ethertech or Solartech Item
If an item has multiple Abilities attached to it, use the highest Rank Ability for the success requirement.
If the attempt to make a found Ethertech or Solartech item permanent fails, it may be attempted again if there are enough dice remaining in the Growth pool. The Cohort may store the item across multiple sessions using a Resource slot until an attempt succeeds.
Maximum-ranked 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 |
|---|---|
| Swap out a Motto for a new one | 2 successes |
| Swap out a Relationship for a new one | 2 successes |
| Infuse a Moon Relic into a bioform as a new Rank 1 Ability | 2 successes |
| Integrate a Moon Relic into an item as a new Rank 1 Ability | 2 successes |
| Create a Faction trait at Rank 1 | 2 successes |
| Rank up an Ability from Rank 1 to Rank 2 | 3 successes |
| Make a found Rank 2 Ethertech/Solartech item a permanent Ability | 3 successes |
| Unlock a Biform trait | 3 successes |
| Rank up a Faction trait from Rank 1 to Rank 2 | 3 successes Narrative requirement |
| Rank up an Ability from Rank 2 to Rank 3 | 4 successes |
| Make a found Rank 3 Ethertech/Solartech item a permanent Ability | 4 successes |
| Create a new Solartech item with a Rank 1 Ability | 4 successes |
| Rank up a Faction trait from Rank 2 to Rank 3 | 4 successes |
| Remove one Agony | 5 successes |
| Rank up an Ability from Rank 3 to Rank 4 | 5 successes |
| Make a found Rank 4 Ethertech/Solartech item a permanent Ability | 5 successes |
| Rank up a Faction trait from Rank 3 to Rank 4 | 5 successes Narrative requirement |
| Rank up an Ability from Rank 4 to Rank 5 | 6 successes |
| Make a found Rank 5 Ethertech/Solartech item a permanent Ability | 6 successes |
| Rank up a Faction trait from Rank 4 to Rank 5 | 6 successes Narrative requirement |
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 |
