Category:Ability rules: Difference between revisions
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{{Core:Abilities}} | |||
[[Category:Core rules]] | [[Category:Core rules]] | ||
Latest revision as of 10:45, 24 February 2025
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
Target
Range
Delivery
Other Delivery Modifiers
Some Abilities are always AV0 or UB. When this is the case, it's mentioned within the Delivery.
Delivery Packages
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
Power Sources
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
Costs
Components
Expansions
Standard Abilities
Subcategories
This category has the following 7 subcategories, out of 7 total.
C
- Components (3 P)
- Costs (3 P)
D
E
- Expansions (2 P)
I
- Interactions (4 P)
M
- Maneuvers (5 P)
T
- Targets (8 P)
Pages in category "Ability rules"
The following 8 pages are in this category, out of 8 total.