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
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Vision effects do not use one of the six standard slots.
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### Corruptions / Sanctifications
Afflictions interfere with information gathering or action execution.
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### Alterations / Wardings
Transformations change a fundamental property of a Persona or District.
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### Empowerments / Inhibitors
Augmentations modify how many times something may occur.
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### 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:
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### Detours / Anchors
Rerouting effects manipulate the path actions take through the city graph.
## Detours
## Anchors
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### 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.
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### 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.
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Ability Types describe when and how an ability functions.
Ability Classes describe what the ability does.
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## Action Types
### Passive
Always active.
Examples:
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### 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.
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### Night Choice
Requires a private decision during the night.
The Storyteller will prompt the player for the necessary choice.
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### Public Action
Must be declared openly during a public phase.
All players may observe its use.
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### Claim
Requires a Persona to make a public statement or claim.
Examples:
The claim itself may trigger abilities.
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## 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:
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### 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.
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### Public Action
Must be declared openly during a public phase.
All players may observe its use.
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### Claim
Requires a Persona to make a public statement or claim.
Examples:
The claim itself may trigger abilities.
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- 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.
| Slot | Categories | Purpose |
|---|---|---|
| **Afflictions** | Corruptions, Sanctifications | Information distortion and ability malfunction |
| **Transformations** | Alterations, Wardings | Change the state of a player or district |
| **Augmentations** | Empowerments, Inhibitors | Increase or reduce capabilities |
| **Protections** | Barriers, Ripostes | Prevent, redirect, or answer hostile actions |
| **Rerouting** | Detours, Anchors | Modify how actions travel through the city |
| **Detection** | Auras, Veils | Affect faction and role detection |
| Slot | Categories | Rule |
|---|---|---|
| **Vision** | Sights, Blinds | Unlimited. Multiple Vision effects may coexist. |
| Type | Effects | Result |
|---|---|---|
| **Misinformation** | Drunk, Poisoned | Information returned is false |
| **Malfunction** | Troubled, Hexxed | Abilities fizzle and fail to resolve |
| Transformation | Changes |
|---|---|
| **Mortality** | Alive / Dead state |
| **Conversion** | Faction |
| **Transmogrification** | Role |
| **Relocation** | District occupancy |
| Empowerment | Inhibitor | Affects |
|---|---|---|
| Exalted | Weakened | Ability uses per day |
| Catalyzed | Muted | Votes per day |
| Recognized | Censured | Nominations per day |
| Class | Type | Timing | Result |
|---|---|---|---|
| Barrier | Deflection | Before Resolution | Original action fizzles |
| Barrier | Misdirection | Before Resolution | Original action resolves on a new target |
| Barrier | Reflect | Before Resolution | Original action resolves against the caster |
| Riposte | Counter | After Resolution | Creates a new hostile action |
| Riposte | Retribution | After Resolution | Creates an unavoidable hostile action |
| Type | Effect |
|---|---|
| Redirection | Sends an action down a specified Low, Mid, or High route |
| Spread | Duplicates an action and sends copies down multiple routes |
| Complement | Creates the opposite version of an action and routes it |
| Type | Effect |
|---|---|
| Batch | Collects multiple actions onto a single District |
| Gather | Pulls actions toward a District from multiple routes |
| Negate | Destroys two or more complementary actions occupying the same District |
| Type | Affects |
|---|---|
| Aura | Faction reads performed on a Persona |
| Veil | Faction reads performed on an Ability |
| D4 Occupant | Detection Effect | Result |
|---|---|---|
| Ruin | Aura: Concord | Concord |
| Ruin | Veil: Concord | Ruin |
| Level | Name | Visible To |
|---|---|---|
| Storyteller | Hidden | Storyteller only |
| Caster | Private | Storyteller and original caster |
| Special Sighted | Partial | Storyteller and anyone with the appropriate Sight |
| Everyone | Public | All players |
- 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
