Art of Arbiters: Gaining Edges and Changing Conditions
Posted: Thu Nov 19, 2020 11:05 am
Arbiters
Arbiters are the other driving force behind your characters, the heart of much of the action you’ll carry out against your fellow characters. They’’re the complementing forces to your Traits that can augment the ebb and flow of combat and challenges, crafted by your character’s background and experiences. Arbiters can be either physical or supernatural and cost one action in an individual post and can be of one of four classes, with specific properties associated with each. Their individual anatomy looks like this:
Name: Your arbiter’s given name
Class: Ava, Bea, Cea, or Dea
Type :Offense or Defense, Seen or Unseen. (Seen means it acts on the physical world i.e. fire, punches, kicks, rocks. Unseen means it acts on subtle energies i.e. psychic, spirits, emotional effects.)
Edge/s (Read more below): The Arbiter’s additional effects. Each effect that can be applied increases the total Cost or Prep of the Arbiter
Cost: Total cost of Pool to use the Arbiter.
Prep: Some Arbiters may require the preparation of Naten in the way of certain Ava or activation of certain Dea skills to use as an additional Cost. Prep reduces the Cost of an Arbiter -1
Arbiters all cost one action per post and roll an Edge Die. You can read more about Actions here.
Ava Class
These techniques represent foundational knowledge of being able to utilize Naten. Ava class Arbiters allow your character draw upon a deeper well of Naten to perform a task. Any form of hand seals, magic circles, runes, or special triggers necessary to do another technique in your arsenal falls into this category.
Ava must be used as preparation for Bea, Cea, and Dea techniques, costing only an action on your post and they add +1 to your Pool each time they are used.
Bea Class
These techniques are used with intent from the user. Arbiters in this class can be used freely in combat and only need the corresponding amount of Pool to activate.
Bea Class Arbiters have a minimum Cost of 2 Pool.
Cea Class
These are techniques that are a step beyond Bea Class, typically a beefy, souped up, specialized version of Bea Class Arbiters.
Cea Class Arbiters have a minimum Cost of 3 Pool.
Dea Class
These techniques, once activated, are in use continuously. Techniques like areas of effect, summons, and transformations fall into this class. Dea skills are also special in that they can be used as conditions for more complex skills, similar to the way that Ava class Arbiters work.
Dea Class Arbiters have a minimum Cost of 3 Pool, and consume 1 Pool per user turn they are active
Edges
Arbiters with an Edge carry have a number of added effects to change the narrative. Typically, these Edges are cast in Buffs or Debuffs, but For each Edge that is added to the Arbiter, either the Cost of that Arbiter increases by +1 or there is a certain Prep that is added to the Arbiter:
- Buffs - Increases one of the character’s Passive Stats after use
- Debuffs - Changes to the scene or the opponent’s Condition
V Specials
These are a special kind of Arbiter that are unique to your character, a signature move that is considered the peak of their abilities. In addition to regular Edges, V Specials can also have a special Edge reserved just for these types of Arbiters:
- V Specials Designate the Edge Dice that can be used against them.
- V Specials also can also be used as Offense or Defense AND Seen and Unseen.
A V Special that can be used for Offense or Defense on Seen and Unseen realms that can only be responded to with a Defend Dice automatically carries +4 extra Cost.
A character can gain their first V Special at level 10 and gets one V special for every 10 levels after that. And because they’re so powerful, V specials also need to have certain Ava used in the post they’re activated, no matter how much Pool the character has charged. For examples of how to build your skills, check out these characters:
Zero Venkage
Ovan Hellgate
Kilik