Powers
Magic, mental gifts, or divine favour — built from effects, not a fixed spell list. Talk with the GM first; creative freedom needs shared ground rules.
You do not need this before your first game. Start light: two or three clear effects. You can build the cathedral once the chapel works.
Start here
How powers work
- Claim a pool — Magic, Mental, Priestly (Fantasy), or Shamanic (Western) — one pool per character.
- Activate and buy a power skill + reserve.
- Build effects — Blast, Heal, Compel, and so on — with level, advantages, and disadvantages.
- Cast in play — same 3d6 ≤ target as other rolls; spending reserve whether you succeed or fail.
Balance is everyone's job. If a power breaks the table, fix it — the app lets you edit.
Look this up
When you want the exact rule
- Pool types and cost shape
- Building a power — effects, levels, modifiers, enchantments
- Powers in play — reserve, recovery, Stays-On, enchantments at the table
- Powers guide for GMs
Look this up: pool types and cost shape
Each pool is one type; the genre decides which types you may claim:
- Magic — learned, ritual, or innate arcane effects. Intelligence. Fantasy.
- Mental — psychic and mind-based talents. Willpower. Fantasy.
- Priestly — gifts granted by a faith or higher power. Willpower. Fantasy.
- Shamanic — spirit-granted medicine and ceremony. Willpower. Dust & Destiny genre. For characters taught by Native nations — not a costume spell list. Player brief: Western.
- Claim cost: 1 point — reserves a pool of your chosen type.
- Activation: 4 points — switches the pool on.
- Power skill — bought like any skill.
- Power reserve — energy budget; base and invested points.
- Individual powers — each effect costs points to build and reserve to use.
Pool type, reserve, and skill can only be set while the character is still being created. Individual powers can be edited later.