As part of character creation, choose a starting Approach Skill. Some Ancestries favor certain Approaches, but you are free to choose any Approach. Additional Approaches or levels of Approaches cost a Standard Milestone each.
How does my character normally solve a problem?
AGILE- You use physical, mental, or spiritual finesse, agility, flexibility, balance, dexterity, or speed to navigate the problem.
FLAIR- You dazzle, impress, or distract through physical, emotional, mental, or spiritual aspects to solve the problem.
GUILE- You deceive, hide, or conceal physical, emotional, metal, or spiritual aspect to avoid and work around the problem.
MIGHT- You use raw power and direct action through physical, mental and/or spiritual discipline to overpower the problem.
TOUGH- You use determination, persistence, and patience through physical, mental and/or spiritual discipline to outlast and wear down the problem.
WIT- You use learning, knowledge and insight to reason and understand the problem.
Associated Effects
AGILE- MAIM
FLAIR- FEAR
GUILE- CONTROL
MIGHT- ROOT, BIND
TOUGH- SLEEP, STUN
WIT- RESTRICT
Free Effect(s)
+1 to rolls when using the [APPROACH].
Energy Effect(s)
OVERCOME Simple Aspects, Conditions or Obstacles by [APPROACH] of your level or lower. In complex checks, the character can deliver additional successes with a successful roll (2 Successes for Skilled, 3 Successes for Expert and 4 Successes for Master).
Gain a BONUS +1 (+2 Total) for the Scene when using the Approach while FOCUS is marked.
Mana Effect(s)
Ignore [TIER] [APPROACH] Obstacles for the Scene.
Once per Session at Skilled Level
DELAY [TIER] [ASSOCIATED EFFECT] TO SELF for 1 Exchange as a Reaction.
Once per Session at Expert Level
OVERCOME against the Difficulty of the Effect to DISPEL [ASSOCIATED EFFECT] on [TARGET] in the same Zone.
Energy Effect at Master Level
PASSIVE [TIER] DISPEL [ASSOCIATED EFFECT] TO SELF.
Difficulties
These are base Difficulties. If the opponent is renowned for the Approach, then increase the difficulty by 1.