Abilities & Slots

Six district slots, Vision, and effect categories.

Each District has six persistent effect slots. Effects are grouped by function, and each group occupies its own slot. ## Slot Rules ---
  • A District may have **only one active effect from each slot group** at a time.
  • Effects within the same slot group overwrite one another using **FIFO replacement**:
  • The newest effect replaces the older effect.
  • Effects in different slot groups may coexist normally.
  • Visibility is tracked separately and does not affect slot usage.
---
SlotCategoriesPurpose
**Afflictions**Corruptions, SanctificationsInformation distortion and ability malfunction
**Transformations**Alterations, WardingsChange the state of a player or district
**Augmentations**Empowerments, InhibitorsIncrease or reduce capabilities
**Protections**Barriers, RipostesPrevent, redirect, or answer hostile actions
**Rerouting**Detours, AnchorsModify how actions travel through the city
**Detection**Auras, VeilsAffect faction and role detection
Vision effects do not use one of the six standard slots. ---
SlotCategoriesRule
**Vision**Sights, BlindsUnlimited. Multiple Vision effects may coexist.
### Corruptions / Sanctifications Afflictions interfere with information gathering or action execution. ---
TypeEffectsResult
**Misinformation**Drunk, PoisonedInformation returned is false
**Malfunction**Troubled, HexxedAbilities fizzle and fail to resolve
### Alterations / Wardings Transformations change a fundamental property of a Persona or District. ---
TransformationChanges
**Mortality**Alive / Dead state
**Conversion**Faction
**Transmogrification**Role
**Relocation**District occupancy
### Empowerments / Inhibitors Augmentations modify how many times something may occur. ---
EmpowermentInhibitorAffects
ExaltedWeakenedAbility uses per day
CatalyzedMutedVotes per day
RecognizedCensuredNominations per day
### Barriers / Ripostes The distinction is simple: A Reflect is still a Barrier, because it redirects the original attack rather than creating a new one. ## Protection Types ### Example A killing action behaves differently against these effects: ---
ClassTypeTimingResult
BarrierDeflectionBefore ResolutionOriginal action fizzles
BarrierMisdirectionBefore ResolutionOriginal action resolves on a new target
BarrierReflectBefore ResolutionOriginal action resolves against the caster
RiposteCounterAfter ResolutionCreates a new hostile action
RiposteRetributionAfter ResolutionCreates an unavoidable hostile action
### Detours / Anchors Rerouting effects manipulate the path actions take through the city graph. ## Detours ## Anchors ---
TypeEffect
RedirectionSends an action down a specified Low, Mid, or High route
SpreadDuplicates an action and sends copies down multiple routes
ComplementCreates the opposite version of an action and routes it
TypeEffect
BatchCollects multiple actions onto a single District
GatherPulls actions toward a District from multiple routes
NegateDestroys two or more complementary actions occupying the same District
### Auras / Veils Detection effects alter what information is returned by investigative abilities. ### Example An ability checks the faction of the occupant in District 4. The Aura changes what the Persona appears to be. The Veil changes what the Ability appears to be. ---
TypeAffects
AuraFaction reads performed on a Persona
VeilFaction reads performed on an Ability
D4 OccupantDetection EffectResult
RuinAura: ConcordConcord
RuinVeil: ConcordRuin
### Sight / Blind Visibility determines who can see an effect. ## Examples Sight — Malfunction Sight — Veils Sight — Detection Most effects in the game should default to Hidden or Partial visibility. ---
LevelNameVisible To
StorytellerHiddenStoryteller only
CasterPrivateStoryteller and original caster
Special SightedPartialStoryteller and anyone with the appropriate Sight
EveryonePublicAll players
Ability Types describe when and how an ability functions. Ability Classes describe what the ability does. --- ## Action Types ### Passive Always active. Examples: --- ### Reactive Always listening for a trigger. Examples: The trigger itself is what makes the ability Reactive. A consequence generated by a Reactive ability is simply another ability resolving. --- ### Night Choice Requires a private decision during the night. The Storyteller will prompt the player for the necessary choice. --- ### Public Action Must be declared openly during a public phase. All players may observe its use. --- ### Claim Requires a Persona to make a public statement or claim. Examples: The claim itself may trigger abilities. --- ## Observation Types ### Information Returns information directly to the source. --- ### Follow-Up Presents a secondary choice. The follow-up often generates additional information or another action. ---### Passive Always active. Examples: --- ### Reactive Always listening for a trigger. Examples: The trigger itself is what makes the ability Reactive. A consequence generated by a Reactive ability is simply another ability resolving. --- ### Night Choice Requires a private decision during the night. The Storyteller will prompt the player for the necessary choice. --- ### Public Action Must be declared openly during a public phase. All players may observe its use. --- ### Claim Requires a Persona to make a public statement or claim. Examples: The claim itself may trigger abilities. ---
  • Does not require a trigger.
  • Does not require a choice.
  • Functions continuously unless malfunctioning.
  • Buffs
  • Debuffs
  • Persistent modifiers
  • "When you die..."
  • "When nominated..."
  • "When a player enters your District..."
  • Claim a Role
  • Claim a Faction
  • Claim a Target
  • Claim a Condition
### Information Returns information directly to the source. --- ### Follow-Up Presents a secondary choice. The follow-up often generates additional information or another action. ---A Channeled ability remains active only while its source continues to maintain it. Think of it as holding a light switch in the ON position. Unlike normal augmentations, a Channeled effect does not remain on the target after concentration ends.