Utility Feature Skills & Abilities
Utility Feature Skills and Abilities
Utility
Utility abilities often do not belong properly in the combat wielding framework due to their constraints, but they are often useful in resolving conflict. Using a utility keyword in such a fashion is not possible if performing the base action would inhibit your ability to do so. For example, 'Play' requires the wielder to wield a musical instrument, which would get very messy if they tried to use it to strike their opponent. The rules do not prevent stupidity, but they do punish it. "El-Kabong!"
The Utility Feature Skill Group includes abilities that aid in moving through, and interacting with, the environment and its inhabitants. It also contains abilities for harvesting, preparing, creating and upgrading items. Often times these things take significant investments in time, which is one of the biggest inhibitors to using them in combat. Utility keywords may increase the Units rank for time cost by a given amount, which can be minutes, hours, or even months. A combat round is 6 seconds and the default AP is 6, signifying the amount of action a character can cram into six seconds. A LONG combat, of 10 rounds is only one minute long. Plan accordingly.
When they are created, their default rating is equivalent to that of the Loadout. Methodologies for crafting may require a specific tool in order to use them. This is one of the areas where spontaneous wielder really shine. While a prepared wielder will need to create a template to create new utility abilities, a spontaneous wielder can set the parameters of the thing they are wanting to do and try to do it. It's risky, but that's what makes it interesting.
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