Using Powers

Using Powers

Magic is a major force in the world of Crossover. However, characters in Ariath have access to other sources of power than just magic. Psionics, alchemy, grenades, high technology, and simple charisma can be just as effective as arcane spells or divine blessings. The game system handles all of these abilities in the same way, and as a group we refer to them as Powers.

In order to use a power, you have to have at least one each of three skills:

    1. A Power List, which determines the specific powers you have access to.

    2. At least one Power Use of the appropriate level of the power you wish to use.

    3. A Method to cast the power with.

Power Lists can be found in the Adept and Healer training lists, and in Themes. Each list you learn gives your character a number of powers, divided in order of difficulty into First, Second, and Third Circles. You do not need to “memorize” or pre-prepare specific powers for use; you know all of the powers in any list you know, and can choose between them any time you use a power.

Power Uses are found primarily in Adept and Healer training. They are similarly divided into First, Second, and Third Circles. Some can be used in every battle you are in, while others (“Heroic” Power Use skills) can only be used once per event. Even if you know a power from learning it in a power list, you need to have a Power Use skill of the appropriate level to cast it.

Methods are different manners of using powers, and are learned from your character’s Themes. You must know at least one method in order to use powers, though you may learn more than one to take advantage of the benefits of both. (You may only learn a given Method once, even if you have access to it from more than one theme.)

The skill description of each Method will specify certain requirements for casting, as well as the roleplaying flavor of the method. For instance, using Incantation Method means that your powers are magic spells, and requires you to say certain words to activate your power, while using Equipment Method: Alchemy means that your powers from from poisons, powders, and chemicals, and you have to have props on your person that represent those tools in order to use them.

Using Powers

Powers take time and concentration to use. You can’t use any power while you are being hit, and if you are struck while you are trying to use one, the power fails and you must abort your attempt to use it. In addition, it takes you one full second to recover your concentration, and you can’t try to use a power again until you’ve done so. (If your power is interrupted in this way, your Power Use and any endurance it costs are not expended.)

By default, you need both hands to be free of anything but spell packets in order to use a power, including touch-delivered powers. Methods and other skills may allow you to have items in your off hand while using a power, or may otherwise change this requirement.

To use a power, first satisfy the conditions of your Method, ie have the required tools on you, perform your incantation, roleplay pulling the pin on a grenade, whatever requirement your Method specifies. Then, say the full effect call of the power. Finally, as you finish the effect call, you may throw the packet, or (in the case of Firearms Method) fire your weapon prop. If you do not finish the effect call before throwing or firing, your power fails and the target should not take the effect.

If you are under a Silence effect, you are prevented from using any powers, unless you have a skill that allows you to cast while silenced. For roleplaying purposes, assume that even if your Method doesn’t require speech, the Silence is so distracting that you can’t concentrate well enough to use powers. If you are under a “Drain Powers” effect, you cannot use powers at all, even if you have skills that allow silent power use. Abilities that you have Imbued on yourself through the use of a power also cannot be cast while under these effects.

If your Method requires you to have certain tools or props available, such as a divine symbol, wand, or firearm, you cannot use powers if they have been Destroyed. All appropriate tools on your person count as one item for the purposes of a Destroy; for instance, a “Destroy Medical Kit” would destroy all medical supplies you are carrying. A group of tools also counts as one item for purposes of Repair effects, and one Repair effect will fix them all.