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Ability
Ability is a categorical term. Abilities are a rang of passive and active bonuses, effects, or direct interaction a Target may benefit from in Meat Space. The 3 primary types of Abilities are Actions, Rituals and Traits.
See below for their descriptions.
Actions
To do anything with your Character in Meat Space consists of taking some kind of Action, these Actions can be broken down into 4 primary types:
Each of these Action types is representative of how quickly any given task or manoeuvre can be accomplished by a Character. Anything that may take many consecutive Actions or a longer time than that is where Rituals come in.
A Character may only perform Actions if they have the required amount of Action or Quick Action Points. For further detail on each Action and their costs see below. For general Actions available to all Characters see Basic Abilities.
Action
An Action costs 1 Action Point to perform.
Unless otherwise stated, an Action may only be performed during the performing Character's Turn.
Double Action
A Double Action costs 2 Action Points to perform.
Unless otherwise stated, a Double Action may only be performed during the performing Character's Turn.
Quick Action
A Quick Action costs 1 Quick Action Point to perform.
A Quick Action may be performed during your own Turn, during other Characters Turns or while resolving rolls or effects, as Appropriate.
Free Action
A Free Action costs no Action Points or Quick Action Points to perform.
A Free Action may be performed during your own Turn, during other Characters Turns or while resolving rolls, as Appropriate. In addition, unless otherwise stated, a Free Action can never provoke a Multitasking Save or trigger Exhaustion.
Ritual
This page is under construction. Do not use the information within. Ask your GM or contact us at meatspacerpg+wiki@gmail.com for more info.
A Ritual is a type of Ability. It is an Action that is performed over time. Ritual is the general term, regardless of what type of Ritual it may be, such as an Invocation, it will always be a Ritual.
A Ritual uses an Appropriate series of Skill Checks until the Severity has been met. These Skill Checks can only be performed at a rate equal to or greater than the Ritual's Interval.
A Ritual can be paused to perform other tasks by performing a Multitasking Save. A paused Ritual can be contributed to by others with a Successful Multitasking Save. Failing either of these Multitasking Saves can cause the following, as Appropriate:
- If the Multitasking Save Fails, the Ritual Critically Fails, causing a catastrophic side effect, as Appropriate.
- If the Multitasking Save Fails, the current progress is reduced by half of the total Severity, rounded up. If this should cause the progress to fall below 0, the Ritual Fails or Critically Fails, as Appropriate.
Should a Skill Check to progress a Ritual be a Critical Success, add the various bonuses to the D20 twice when calculating the progress gained for that Check.
Rituals are shown in the format of - Skill Ritual; Severity/Interval
Example: To use the Setup 80 Ritual of a Heavy Sniper Rifle appears as: Tech Ritual; 50/Action.
Traits
Traits are passive Abilities commonly gained through Races, Jobs, Masteries, or conveyed through Equipped Items.
Traits are always active or active for a specified [Time Period] and affect the [Entity] they appear on such as Characters, [Vehicles] and Items.
See below a list of general Traits.
