Abilities: Forging the Extraordinary
Abilities are unique powers or specialized maneuvers that don't fit into a standard roll. Because Six Sided Adventures is a modular system, we don't provide a massive, rigid book of spells or tech. Instead, we provide a framework for you to build your own in collaboration with your DM.
The Anatomy of an Ability
When designing an ability at Session Zero, you and your DM should define three things:
The Trigger: When can you use it? (e.g., Once per scene, when you take damage, after a successful Wits roll).
The Narrative: What does it look like in the world?
The Mechanical Weight: What does it actually do to the dice or the environment?
Ability Tiers & Costs
Minor Abilities (): These are situational utility powers or small tactical shifts.
Major Abilities (+): These provide significant narrative control, affect multiple targets, or provide large mechanical swings.
Sample Character Abilities
To help you get started, here is a deep dive into the abilities for the three heroes we introduced in Character Creation.
⚔️ The Bastion (High Fantasy)
Ability: Hold the Line
Cost: (Minor)
Narrative: You plant your feet and let out a defiant roar, making yourself the most dangerous (or annoying) target on the field.
Effect: Once per encounter, you can force an enemy to target you with their next attack instead of an ally. If the enemy is successful, you may reduce the damage taken by (to a minimum of ) by marking your equipment instead of a hit.
🛰️ The Ghost (Cyberpunk Space Odyssey)
Ability: Silent Ping
Cost: (Major)
Narrative: You tap into the local mesh-net or use a sub-dermal sonar pulse to "see" what's behind the next door.
Effect: Spend a moment in concentration. You automatically detect the number of electronic signatures and biological heartbeats within feet, even through walls. This does not require a roll unless the area is specifically shielded against scanners.
☢️ The Scavenger (Post-Apocalyptic)
Ability: Makeshift Patch
Cost: (Minor)
Narrative: Using a bit of wire, some industrial adhesive, and a lot of prayer, you keep a piece of tech running just a little longer.
Effect: You can spend minute repairing a "Broken" or "Malfunctioning" item. The item functions perfectly for the duration of the next scene. At the end of that scene, the item is permanently destroyed unless a proper repair is made at a workshop.
Working with the DM
If you have an idea for an ability—like a "Fireball" that hits everyone in a zone, or a "Force Field" that increases DTN—bring it to Session Zero.
Common Ability Effects to Consider:
Re-roll: Spend a resource to re-roll a single die.
Area of Effect: Apply your Might/Wits result to all enemies in a small area.
Support: Give your "kept" dice to an ally for their next turn.
Resource Generation: Gain a temporary "Floating Die" to use on a future roll.
Note: Always remember that Six Sided Adventures is built for party synergy. The best abilities are often those that set up your teammates for success!