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{{Core|name=Abilities|}}In {{Online}}, everything a creature can do is determined by its {{L|Category|Abilities}}. These may be granted by the creature's species type, their {{L|Classes}}, magic items they use, or other {{L|Category|Stats}} of theirs. By default, every creature is able to use any {{L|Category|Basic abilities|Basic Abilities}} so long as they meet whatever conditions are specified for the given {{L|Category|Basic abilities|Basic Ability}}. | {{Core|name=Abilities|}}In {{Online}}, everything a creature can do is determined by its {{L|Category|Abilities}}. These may be granted by the creature's species type, their {{L|Category|Classes}}, magic items they use, or other {{L|Category|Stats}} of theirs. By default, every creature is able to use any {{L|Category|Basic abilities|Basic Abilities}} so long as they meet whatever conditions are specified for the given {{L|Category|Basic abilities|Basic Ability}}. | ||
Regardless of where it comes from, each ability has the same underlying structure. | Regardless of where it comes from, each ability has the same underlying structure. | ||
Revision as of 08:24, 21 July 2026
In Teriock Tabletop, everything a creature can do is determined by its abilities. These may be granted by the creature's species type, their classes, magic items they use, or other stats of theirs. By default, every creature is able to use any basic abilities so long as they meet whatever conditions are specified for the given basic ability.
Regardless of where it comes from, each ability has the same underlying structure.
Executor
The executor (or user) of an ability is the creature that executes it.
Target
An ability's target type determines what kinds of things can be affected by the ability. Some of the most common ones are listed here.
Creature
Limb
Vitals
Item
Area
Self
Ability
Other
Range
Each ability has some range over which it can be used. If it is a missile, sight, or area of effect ability, then the range is specified by the ability itself. For item delivery abilities, the range is determined by the item that is being used. If the item is melee, then it's the item's range plus your reach. This includes hand and bite delivery abilities. If it's ranged, then it's just the range of the item.
Delivery
Every ability has one and only one delivery. This always has at least two parts, a source and interaction.
Source
The source of an ability's delivery is the means by which it is transmitted from the executor to the target. There are many possible sources, but the most common ones are as follows.
Item
Missile
Sight
Aura
Cone
Hand
Bite
Self
Interaction
In addition to a source, every ability is mediated by one of four interactions. This determines what types of dice rolls, if any, need to be done for an ability to affect its target. See the interactions page for complete detail.
Other Delivery Modifiers
Some abilities are always AV0 or UB. When this is the case, it's mentioned within the delivery.
Delivery Packages
Other Delivery Modifiers
Some Abilities are always AV0 or UB. When this is the case, it's mentioned within the Delivery.
Delivery Packages
Abilities may be listed as strikes, rituals, touches, balls, or rays. These represent certain common deliveries composed out of the source and interaction primitives as well as other modifiers. What exactly these mean is listed in parentheses in the "delivery" section of relevant abilities.
Execution or Casting Time
Each ability has a specified amount of "time" it takes to use. For spells this is called the "casting" time. For other abilities this is the "execution" time. This is always paired with the type of maneuver the ability operates under.
Make sure to read the maneuvers page for complete information.
Duration
The duration of an ability is the maximum amount of time that ability's effect applies for. Many abilities have an "end condition" that can apply before the full duration is reached. Other abilities have an "instant" duration which means the effect is simply applied at once. The duration of passive abilities describes the conditions under which they're in effect.
Power Sources
All abilities and many other effects are powered through some means. For many abilities, the power source is simply "martial", which means they stem from the physical capabilities of the user. Other abilities could be "magical", "spiritual", or powered through other means. For an ability to work, all power sources must be accessible.
Effect Types
Some abilities are considered "effects" of various types. Effect types don't generally influence the way abilities mechanically operate. However, many abilities interact with different effect types in various ways.
Heightening
Some abilities allow you to heighten them. In these cases, you can choose to spend additional MP as you execute the ability and the effect will be altered in some way described in its "Heightened" text. Abilities that don't have this text cannot be heightened. You can only heighten abilities you are proficient or fluent in and, even then, can only heighten up to the corresponding bonus. If an attack ability is heightened, it gets +1 to hit per level of heightening. If a feat ability is heightened, it gets +1 to the DC per level of heightening.
Costs
Some abilities have costs that must be spent in order to use them. These could be HP, MP, or something else. If the cost is not paid, then the ability does not execute.
Components
Many abilities require one or more components in order to be executed.
Verbal Components
If an ability has a verbal component, the creature executing it must be able to speak to do so. The must not be deaf.
Somatic Components
If an ability has a somatic component, the creature executing it must have at least one free hand to do so. If the creature has an arm hack then it must have both hands free. If the creature has two arm hacks then it cannot execute the ability.
Material Components
If an ability has a material component, the creature executing it must have the material component on hand to do so. The specific material component is listed in the ability's description. Material components are consumed by the ability unless otherwise noted.
Expansions
An ability that expands is one that has special rules that may give it additional targets. These are specific to the type of expansion (such as cascades and detonations). If an ability has an expansion cap than that is the maximum number of times that the expansion executes.
Cascade Expansion
An ability that cascades is one that executes again if it hits the target and does not fizzle. This can happen a maximum number of times equal to the value specified in the expansion range and occur sequentially, each new target being within the expansion range of the previous. You choose the additional targets. These extra executions do not count as new attacks for the purposes of attack penalties, although they must still be rolled.
Detonate Expansion
An ability that detonates is one that executes again as an aura if it hits its initial target and does not fizzle.
Note: The detonating ability now has the aura delivery instead of whatever it had before.
Standard Abilities
Noted under the "delivery sources" section of an ability, is whether it is considered standard. This is largely a legacy term inherited from live action FanWar and has no mechanical effect in Teriock Tabletop. In live action FanWar, these abilities are typically those given by classes or those that are particularly common, well known, or easy to interact with. Standard spells are referred to as conjured and standard skills as semblant. In Teriock Tabletop, the only one of these terms that continues to have a mechanical effect is conjured.