QuickSearch - Aspect Core Rules

Terminology
  • A Core is a psionic representation of an aspect of one's elemental powers under their control. This is used as a basis for the creation of skills for situations in and out of battle, and players dialogue with the Storyteller in the development of Thread Abilities. To that end, the following rules and terminologies apply.
  Core Usage and interconnection terminology   Below are the terms used to distinguish how Cores work together in the system.
  • Duality Cores represent the ability to perform two or more actions fluidly. They are the Default Core Type, and can be used singularly to craft Thread abilities.
  • Empty Cores represent Cores that must be filled with a specific elemental energy to be used properly. Once filled, they are permanently aligned with this elemental energy (providing passive benefits) and can be treated as a Duality Core for the purposes of creating Thread abilities.
  • Hollow Cores are similar to Empty Cores, but lack the permanency element and benefit effects of an Empty Core, allowing the player to manipulate different elements at different times. It needs to be filled with one or more energies in order to be treated as a Duality Core, and wielding more than one energy at once increases difficulty and complexity by each additional element
  • Phenom Cores represent the absorption, replication and manipulation of a phenomenon. These can either function as Empty or Hollow Cores for the purposes of how permanent the effect is once absorbed. They have no issue wielding the multiple elements that may make up the phenomenon, but parsing those elements may increase the initial difficulty of wielding Thread skills made in such a way.
  • Linked Cores represent Cores that are, by default, used simulataneously. This means that, with no additional burden in terms of time taken once trained, the wielder of these cores can use all simultaneously without incurring any additional cost. Unlinking the Cores and using them seperately is possible, but increases the initial difficulty of wielding Thread skills developed that way. A Linked Core can also be Linked to a Duality, preventing the use of a specific core without the activation of the other, but not vice versa
  • Harmonium Cores are cores that cannot be wielded by themselves, but must be wielded with at least one other core for activation of their abilities. This slightly increases the resource cost in developing the Thread Skill, but incurs no additional penalties in the usage of said skill.
  Raw Sphere Manipulation   When players get to 5 or more points in a sphere, they are able to wield the raw power of an element they have access to, with a great deal of difficulty. This increases the resources needed to create the Thread Skill by an additional 50% rounded up, the initial, unmastered ability difficulty by 3, and the initial complexity by +2. These additional penalties are nullified upon mastery, and the penalties are reduced by 1 for every 2 sphere points beyond 5.   Psionic Intonation Counter/Tone Rules   Under Normal circumstances, attempted internal interference using Aspectral power will retaliate on the wielder with a counter-intonation of Psionic static that dazes and sickens the one who attempted to do so. If the attempt is massive, the counterintonation can even affect all people in close proximity to both parties as well (not affecting the party in question). The effects of this last half as many rounds as successes on the action taken. If the intonation is enhanced by other means (Harmonia/Psynchronicity) or has another elemental enhancement (Such as the Aspect of Intonation) the feedback has physically damaging effects on the person(s) involved in the intonation, at least half of which is treated as precision damage.   Core use Component/Composition Rules   When wielding the powers of one's Aspect, natural power does make use of energy or material components, either from the environment or that they produce themselves. Unless the production of these materials requires a specified action (such as speaking, dancing, or a specified focus), such action tends to be a free action. Otherwise, this action can either be done as part of a move or main action. Drawing from the environment also requires the same action economy as producing with a specified action.   When drawing components from the immediate environment, the player must roll the element(s) in question with a combination of the player's environment, their Capacitance, and their Intonation level (unrolled) in order to determine the amount of material available that they gather to them for use in their abilities.   When generating the components needed for the use of their power, the player must roll the element(s) in question, bearing in mind the method or generation and the player's current Intonation to determine the amount of material available for usage in abilities.   Buff/Debuff Rules   When wielding the powers of various Core abilities, players may desire to assist their allies through the usage of buffs and/or debuffs against the opponent. Each heavily relies on the player's usage of their components.   Players can invest their components to spread out short lived buffs that they enhance the duration of with Retain, or use more components to further extend the duration of the buff on a single or smaller set of individuals.   By extension, the same can be applied to opponents, but the opponents have a chance to resist the effects, a chance reduced by the amount of components invested in the process.

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