Abilities

"And I heard as it were the noise of thunder one of four marshals saying, `There is no hope, only rules.`"
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While the Core Concept of Abilities can be found in our Core Rules section, this section drills into some of the specifics regarding how Abilities function on a more in-depth level, particularly Powers and Effects. For a list of all non-Level/Progress-Platform, non-Cyber, non-Trait Abilities in the game, please see List of Abilities. For specific rules regarding Level/Progress Platforms, please see each individual Classes. For specific rules regarding Cyber Abilities in the game, including a list of them, please see Cyber Abilities. For specific rules regarding Traits in the game, please see Traits. For a list of all Traits in the game, please see List of Traits.

Powers

Utilizing Powers in real time is a staple at most games. More often than not, a Power can be used in a combat or interactive situation and understanding how Powers work in combat and/or interactively is crucial to successful gameplay. When a character wishes to use a Power, they must clearly annunciate and enunciate the Power that he or she is using. Most Powers require that a target must be struck in some way, either with a melee weapon, ranged weapon, firearm, power packet, and/or even in a particular area of his or her body in order to have an effect. Some Powers do not require any action other than simply calling the Power to indicate its use. Still others simply require a character to be within a certain area of effect or distance.

Using Powers

Powers work differently on a case-by-case basis; however, many powers share universal commonalities. Delivery of a power is a major aspect of utilizing powers. Basically, in order to "deliver" or "use" a power, you would do one of a number of things:

  • Simply "calling" the use of the Power by saying the name of the power
  • Using a melee weapon to strike a target, either anywhere on their body or in a specific location outlined by the specific power itself, followed by “calling” the name of the Power
  • Using a ranged weapon to strike a target, either anywhere on their body or in a specific location outlined by the specific power itself, followed by “calling” the name of the Power
  • Using a firearm weapon to fire at a target, either anywhere on their body or in a specific location outlined by the specific power itself, followed by “calling” the name of the Power
  • Using a Power Packet to strike a target, either anywhere on their body or in a specific location outlined by the specific power itself, followed by “calling” the name of the Power (Power Packets are small squares of cloth, tied closed, and filled with bird seed. Power Packets can also be sewn closed)

In addition to the delivery methods/use of a power, there are other factors to also consider in order to determine when and how to use a power as well as whether or not a Power delivery is successful, is stopped, and more. Also, please remember, since powers vary on a case-by-case basis, any given Power could reference, circumvent, or be bound specifically by any exceptions to the general rules for them. Also, delivery of powers may vary on a power by power basis, outlined in the description for a specific power and / or based on the type of power.

Types

There are four types of Powers:

  • Physical Powers: These are Powers that, from an In-Game and Role Playing perspective, require some level of physicality to perform, be it Strength, Stamina, or Dexterity-based. Characters that are heavily combat-oriented will generally have many Physical Powers available to them as well as abilities that increase the number of Physical Power Uses they have. Physical Powers are typically delivered by physically striking a target with an appropriate melee weapon unless specified otherwise.
  • Cerebral Powers: Cerebral Powers are typically delivered by being within a certain distance of a target and role playing for a predetermined period of time specified on a power-by-power basis. There are two subtypes of Cerebral Powers:
    • Mental Powers: These are Powers that, from an In-Game and Role Playing perspective, require some level of mental focus to perform, be it Intelligence or Wisdom-based. Characters that are more utility and cerebral will generally have many Mental Powers available to them as well as abilities that increase the number of Cerebral Power Uses they have.
    • Social Powers: These are Powers that, from an In-Game and Role Playing perspective, require some level of influential persuasion to perform, often times being Influence-based abilities. Characters that are more non-combative and socially-active will generally have many Social Powers available to them as well as abilities that increase the number of Cerebral Powers Uses they have.
  • Extraordinary Powers: These are a unique, special category of Powers. Extraordinary Powers can be Physical, Mental, or Social and can be associated with any Attribute. Characters will gain Extraordinary Powers at Plot discretion based on a number of factors, including character history, specific in-game interactions with story lines and game mechanics, catalysts experienced in-game, and more. There may also be abilities that increase the number of Extraordinary Power Uses that a character can have. Extraordinary Powers are are delivered in a number of ways, varying from power to power, but can include physical melee, ranged, or firearm strikes and packet delivery. Extraordinary Power Uses cannot be recovered during recovery intervals.

Power Uses and Recovery

  • Power Uses: By default, all characters have 5 Physical Power Uses, 5 Cerebral Power Uses, and 1 Extraordinary Power Use to start with. Unless otherwise specified, all Powers cost 1 Power Use of the appropriate type to utilize in a given moment. These are considered a universal pool of uses that each power utilizes to be used. Once a Power Use has been expended, you lose that Power Use until it has been recovered in some way.
  • Recovery: By default, to Recover uses of Powers, a character must stop all actions and take a knee for 1 minute. After 1 minute, the character recovers one Power Use of a chosen type. If for some reason a person is physically incapable of taking a knee (only) due to out-of-game health issues, then sitting down or some other role-play appropriate action to denote the character recovering or resting is required (simply preferring to sit or relax is not acceptable if the person is capable of kneeing). Recovery is an active decision by a character and it cannot be combined with any other actions, such as crafting, using Powers, sleeping, fighting in combat, etc. Additionally, there may be Abilities in the game that affect the default Recover rules for a character.

Mediums

Pro Tip!
Stop.jpg
Don't Kill Yourself.
Most of this stuff in the immediate area around this Pro Tip regarding mediums, verbals, somatics, etc. are very rare and would only exist for hyper specific types of Extraordinary Abilities. Don't get too hung up on any of this, especially if you're not too rules savvy or planning to try to create some kind of a "spell casting character."

Mediums are physical boundaries between, specifically, a packet-delivered Extraordinary Power and a target. By default, packet-delivered Extraordinary Powers may travel through one medium to successfully strike a target. Air or any kind of “gas” is not considered a medium for the purposes of Extraordinary Power delivery. Protection and clothing are also not considered mediums for the purposes of packet-delivered Extraordinary Power delivery, and, as such, any packet-delivered Extraordinary Power that strikes Protection or Clothing worn by a character will affect the character, unless otherwise specified. Shields and weapons are considered mediums. Therefore, if a character uses a packet-delivered Extraordinary Power and throws a Power Packet at a target, the Power Packet may travel through one medium in order to affect the target. E.g., if a Power Packet strikes a target’s shield, weapon, or Protection, the target is still affected by the Extraordinary Power, unless otherwise specified. For Extraordinary Powers delivered via weapon strike, normal blocking and stopping combat rules apply based on the types of weapons used to deliver the power.

Components

Some Powers require verbal, somatic, and/or material components. Some Powers count as rituals. These specifics will be outlined in a specific Class or in a specific Power. Usually, only some (not all) Extraordinary Powers may have a Component requirement.

  • Verbals are specific phrases that must be spoken by a character before that character may throw a Power Packet at a target in order to affect a target with the effect of the Super Power they are trying to utilize.
  • Somatics are specific hand gestures, movements, or gestures that must be done before a character may throw a Power Packet at a target in order to affect a target with the effect of the Power they are trying to utilize.
  • Materials are specific, physical items that must be consumed or utilized before a character may throw a Power Packet at a target in order to affect a target with the effect of the Power they are trying to utilize.

It is important to note that not all Powers may require a component or any combination thereof. However, when Powers do require components, characters must always use the most appropriate components associated with any given Power. For example, this means that a character that has a Power granted to them with a prerequisite of a specific Class should use any verbals associated with that Class for Powers; however, other Powers that same character may possess which are granted as a result of a baptism, for example, would use separate components that are appropriate for that baptism. Players should look to each ability for rules governing that specific one.

If left unspecified, Super Powers will not require any components to use and can simply be used in the default manner of calling the Power and throwing a Power Packet at a target.

Interruption

When using a Power by default, the character must remain uninterrupted when executing the power. Therefore, any numerical damage or Offensive Power with a negative status effect which affects a character while he or she is in the process of role playing a Cerebral Power, Craft Power, or Super Power with a Component in order to use the Super Power will be considered to have been interrupted. If a Super Power is interrupted, the Super Power Components must be reused, essentially forcing the Super Power to be entirely redone. Interrupted Super Powers have no effect and do not count as being used for the purposes of Limited Use.

Concentration

Some Powers in a game may require the character to remain Concentrated. Concentration means that the character must stay within 20 feet of the target, maintain visual observation of his or her target, and must have his or her hand pointed at the target so long as the character wishes to remain concentrated. Characters may willingly end concentration at any time of their choosing. By default, a character that is struck for physical damage or an Offensive Power that grants a detrimental status effect will interrupt a concentrated effect, causing it to end immediately.

Interacting with Powers

There are various ways that a power can interact with a character. These interactions vary from power to power; however, there are certain universal rules to understand and follow regarding Power Interaction.

  • Being Affected. There is a very basic, but important rule that must be followed by everyone that is affected by any given Power at the time that said Power affects them. That character must clearly announce “AFFECTED” in order to let those around them know that they were indeed affected by a particular Power. This is especially important when in combat and a character is struck by an opponent, but the opponent does not know whether or not a skill affected their target on an out-of-game level. There are some instances that “AFFECTED” does not need to be announced, though, such as with some Mind-Affecting Supernatural Powers and any others which specifically state otherwise. Lastly, defenses for specific effects can be used to negate or nullify the appropriate part of an effect if the whole effect includes what the defense would work on and an additional or multiple additional other effects are also present (for example, if a firearm is used which causes numerical damage and a knockback effect, a player could call a defense against the knockback but still take the damage if he or she specifically had a knockback/movement only defense).
  • Stacking “Like” Effects. Characters may not benefit from being affected by multiple powers that grant "like" effects unless otherwise specified somehow. For example, if a character is benefitting from additional hit points from a power that buffed them, that character cannot continuously receive the bonus hit points over and over from the same effect or from another power that essentially grants a very similar effect at that same rank. When any power of equal rank would be reapplied to a target, the target does not receive the effect again, simply the duration of said effect would be refreshed. If a higher rank power is used, then the lower rank effect is stripped and the higher rank power takes effect. Lower rank powers will never overwrite higher rank powers unless specified otherwise in the ability.
  • Time Intervals. Many abilities and effects in the game require a specified amount of role play time or cool down time in order to perform or use. They will almost always follow a predetermined pattern in terms of length of time. If an ability ever references a Time Interval, they are as follows:
    • Instant
    • 5 Seconds
    • 15 Seconds
    • 1 Minute
    • 5 Minutes
    • 15 Minutes
    • 1 Hour
    • 4 Hours
    • Weekend
Please note, a character may never benefit from more than 2 beneficial increases or 2 beneficial decreases to Time Intervals for any RP timer on an ability he or she has.
  • Metabolizing Effects. Some effects can recur at fixed intervals, such as with Bleeding Wounds. As such, when a character is struck by any effect which recurs at an interval and then moments later is struck with a different effect that also recurs at the same fixed interval of time (e.g. every minute), rather than start a new, separate count for each individual effect, the character will metabolize all like-interval effects at the same time. All effects with like-intervals will be metabolized by the character at the first possible interval in which an effect that the character is already affected by would have already recurred. This effectively would make all effects of a given fixed interval affect a character simultaneously at each fixed interval of passing time rather than calculated separately.
  • Areas of Effect. Some Powers or Skills in a game may produce an Area of Effect, or AOE. AOE Powers and Skills usually have a radius of either 5 feet or weapon’s distance, unless otherwise specified. The center point of an AOE can vary. Please refer to specific Powers and Skills for full information regarding that particular ability's AOE rules.
    • Splash. Some Powers or Skills in a game may be single target effects, but must be defended against as though they were AOE. This is known as Splash.

Knowledges

Knowledges are a type of potential Power that grant characters a higher level of potential interactive role-play with Marshals at and between events. Characters can learn knowledges via Powers available from a character list.

If a character with any given knowledge asks a pertinent question while in-game with an appropriate Marshal present or a Marshal specifically asks if any character has the corresponding knowledge, any character with the corresponding knowledge is eligible for additional in-game information, so long as the character's total Intelligence Attribute Score meets or exceeds a Challenge Rating for the difficulty of knowing that information. The Challenge Rating difficulty is determined by the Marshal. Additionally, if the character wishes to research information surrounding any knowledge he or she has, especially between events, the amount and accuracy of pertinent information will greatly increase with the possession of a knowledge and a higher Intelligence score.

Because of the sheer vastness of the amount of potential knowledges any person could have, we have created various generic knowledges. Only these generic knowledges may be learned as knowledges.

  • Culture - Specific: This skill allows the character knowledge of a specified Culture, including cultural history, arts, customs, populations and statistical information, etc.
  • History: This skill allows the character knowledge of History, including ancient history, relative history, minor cultural or religious history, and general history.
  • Materiology: *NOTE - This is NOT a Real-Life Term* This skill allows the character knowledge of Materiology, including gems, jewels, metals, precious component materials, etc.
  • Occult: This skill allows the character knowledge of the Occult, including mythology, rituals, rites, practicality of dealing with unexplained phenomena and “monsters,” etc.
  • Physiology and Anatomy: This skill allows the character knowledge of Physiology and Anatomy of the most commonly found organic species in a world.
  • Politics and Civics: This skill allows the character knowledge of Politics, including heraldry, famous politicians, minor history, nations, alliances, etc. as well as Civics, including laws, general customs, names of officials, etc.
  • Science - Specific: This skill allows the character knowledge of a specific science, including the following: Biology, Chemistry, Ecology, Electrical Engineering, Forensics, Mechanics, Physics, Psyche, and Computer Technology
  • Theology - Specific: This skill allows the character to choose any one in-game theology. That character will have dynamic in-game role-play knowledge of the chosen theology, associated deities, dogma, church, allies, enemies, rites, symbols, etc.
  • War: This skill allows the character knowledge of War, including historical wars and battles, famous battle tactics, standing armies, etc.

Knowledge Foci

A Knowledge Focus is a way to granularly define a specific specialty within a particular knowledge base. Certain skills in the game can grant the ability to choose a Knowledge Focus. Because of how diverse any in-game world can be, a Knowledge Focus is something specific and to define every possible Knowledge Focus would be far too cumbersome. Because of this, any skill which grants a Knowledge Focus is accompanied with the caveat that the player purchasing the skill must speak with a Marshal about what specific Knowledge Focus they would like to choose for that Knowledge.

For example: A character with Knowledge Science: Biology chooses to purchase Knowledge Focus: Xenobiology so that the character can have a greater in-depth understanding of the biology of aliens. Similarly, Knowledge Science: Physics can include Knowledge Focus: Quantum Mechanics.

A Knowledge Focus will grant an additional +1 per rank to the effective Intelligence Score total for a character when pitting Intelligence against a Challenge Rating for use of the Knowledge Focus.

Skills

Unlike Powers, there are few in-depth specifics regarding Skills. Here are a few defining features, though:

  • The Effect of a Skill is usually Passive, indicating that it is always applicable and "active"
  • The Mode of a Skill is always Permanent, indicating that it lasts forever until something happens to abate it temporarily

Literacy

The people of the game world may not be innately literate, and in order to read texts, must know how to read the appropriate language. Unless otherwise specified, all texts, by default, are written in English.

In order to read or write in languages other than the default, the text must be accompanied by an OOG note of what language it is, to signify that only those who know that language may read it. If one wished to use the Real-Life equivalent of the language for immersion purposes, then it must be accompanied by a translation so that those who know the language IG but not OOG may read it.

Characters must have the appropriate skill in-game to use other literacies, even if the player knows how to speak, read, and / or write in other languages on an out-of-game level.

In addition all characters may begin game with a free, single Literacy appropriate for that character, representing the vast majority of people knowing how to read and write in his or her natural first language. Though English may be obvious and most widely chosen, there are still pockets of people or other Origins that may not speak this as their first language and, as such, any appropriate "common" Language may be chosen freely.

Traits

Traits are a type of ability that characters can gain which are directly related to the character's Origin.

  • Unless otherwise specified, a Trait may only be taken once
  • There are two types of traits: Boons and Flaws. Boons are generally positive while Flaws are detrimental. The benefit to taking flaws is that they typically allow the character to choose more Boons, gain additional attributes, or some other alternatively positive mechanic.
  • Traits do not cost AP or anything else. You gain traits simply by being an Origin and choosing what you want within the rules for any given Origin
  • Traits gained by being an Origin can be either specified (Origin states exactly what trait you get) and / or unspecified (depending upon the Origin, you might have access to just choose an extra free Trait or two; if and when this is the case, you may pick any trait in the Trait List to gain, so long as you fulfill all the prerequisites listed, unless otherwise specified)
  • The total number of additional traits you can take should be listed on a specific Origin that grants them
  • All written aspects of a trait, including the description, should be worded as best as possible by a game's rules team to prevent confusion and abuse. However, there may be certain combinations of abilities and traits or wording that could imply ambiguity in what the trait does or perhaps allows for a very powerful, "infinite combo" or the like. The spirit of the rules of the game, especially when it comes to specific abilities and traits, is not to have unstoppable, over-the-top abilities that allow for infinite combos or similar over-powered concepts. If you see such a way to use the rules, rather than do so, please ask an appropriate marshal first to make sure that is how the ability or abilities in question are meant to work. Failing to do this could result in rules violations.

For a list of all Traits in the game, please see the List of Traits.

Common Effects

In addition or Types, Powers are also classified into Effect Categories. As such, they may have pre-assigned Effects in addition to any other descriptions for the Power; conversely, a Power might only have a pre-assigned Effect as a result of being in a specific effect category and do nothing else but that. For more information regarding how individual Powers affect a character, please see the description of the Power in the Abilities List.

Certain Powers will solicit a specific kind of Effect. Some Powers may not have any specific type of Effect associated with them while others may have one or more associated Effects. Common types of Effects can be categorized into Effect Types and many Effect Types can only be defended against by abilities that specifically state that they do so. These Effect Types usually have the same mechanical effect. As such, to universalize what certain Effect Types do and to minimize descriptions for Powers, below is a chart of common Effect Types and their associated mechanical effects.

Because these common effects are meant to be universal or understood by name alone, please see Keywords for a list of all common effects.

Custom Abilities

In the game, there are various custom-submission styles of abilities. Ranging from Trait Boons to Trait Flaws to Level Platforms to Achievements to Crowdfunding, Player Referral Rewards, and the Favor Store, there are many ways to gain custom abilities in one form or another.

Extraordinary Traits, Abilities, and Qualities

These abilities are unique, custom "supernatural" ability submissions with varying degrees of potency and, sometimes, a limit to the number of times it can be taken. Extraordinary Traits, for example, are called "Tier C" or "0.5" abilities which are the lowest form of potency and may only be taken the number of times specified on the Trait Table. Extraordinary Abilities are a higher potency than Traits, commonly referred to as "Tier B" or "1.0" and may be earned at any time that the game awards them (such as through Crowdfunding, Player Referral Rewards, or Favor Store). Extraordinary Qualities are equal to the power level of Extraordinary Traits, but are typically given as plot rewards for role play, conventions, etc. and have no limit to the number of times they can be earned.

Before submitting for any custom abilities, please keep in mind the following:

  • No custom abilities will allow players to circumvent the inherent mechanical role play requirements for any class they have; however, custom abilities may enhance or slightly modify such mechanical requirements
  • Custom abilities may not have more than one relative effect per Tier of power of the submission
  • Custom abilities may be approved, denied, or altered at the Rules Team's sole discretion. After abilities have been approved, they may be modified in the future if it is seen to be causing any sort of mechanical inbalance or as a result of other rules changes in order to ensure continued viability and appropriateness

Pre-Approved Concepts

While the custom rules system is designed to give people the ultimate chance for balanced character customizability, it can sometimes be daunting or confusing. Sometimes, people may even draw blanks when it comes to thinking up these abilities as well.

Because of this, we’ve created a list of preapproved custom concepts. These concepts are not meant to limit the infinite possibilities of the custom system, but to provide players with a sense of what has been approved in the past and what will be approved if submitted. We always welcome players to submit ideas that do not exist on this list, keeping in mind the general power level of abilities and overall game balance.

The lists are broken down categorically for intuitiveness and ease of reference.

Custom Trait Submissions

Below, find tables outlining the pre-approved concepts for various custom traits.

Extraordinary / Heirloom (Boon)
  • Character gains +1 Actual Attribute
  • Character gains either two +1 Effective Attribute or +2 Effective Attribute
  • Character gains +1 Extraordinary Power Use
  • Character may expend 1 Extraordinary Power Use to <Temporary Unique Interaction> for 15 minutes
  • Specified Item gains “Dumb Luck” (Item, through fate or circumstance, tends to always find its way back to the character’s possession)
Geas (Flaw)
  • Honor Bound: Character will always do everything within his power to accept duels or challenges and will always respond to anything that threatens his honor, insults his honor, or prevents him from upholding his honor with a combat challenge, verbal taunting, and physical force.
  • Meet Your Maker: Will accept fate (death) when it comes, no Synth or Clone transfer
Phobia (Flaw)
  • Any PC Playable Origin
  • Any Common NPC "Creature" (Specific Drift Beast, N'jaa, etc.)
  • Any Common Item Type (Firearms, Knives, Enerweapons, Stims, etc.)
  • Agoraphobia (More than 3 People within 10 feet)
  • Cyberverse
  • Darkness / Night
  • Light / Day
Traditional (Flaw)
  • American
  • Irish/Scottish/Gaelic
  • Russian/Slovakian
  • Texas
Weakness (Flaw)
  • <Common Damage Modifier>: Take Bane from <Common Damage Modifier>
  • <Common Damage Type>: Take Bane from <Common Damage Type>
  • <Common Damage Type>: Take Recurring 4 from <Common Damage Type>
  • <Common Damage Type>: Take Direct from <Common Damage Type>

Custom Crowdsourcing / Favor Store Submissions

Below, find tables outlining the pre-approved concepts for various custom Crowdsourcing / Favor Store submissions.

Extraordinary / Heirloom
  • Character gains +2 Actual Attribute
  • Character gains two +2 Effective Attribute (Cannot be placed in same attribute)
  • Character gains +1 Actual Attribute and +2 Effective Attribute
  • Character gains +2 Extraordinary Power Uses
  • Character gains +5 Physical or Cerebral Power Uses or +3 in both
  • Character may expend 1 Extraordinary Power Use to <Temporary Unique Interaction> for 1 hour
  • Specified Item gains +2 damage and expend 1 Extraordinary Power Use to add +0 <Common Damage Type> and <Common Damage Modifier> for 1 hour [Note not every Type and Modifier is auto-approved; however Cold/Heat/Shock and Recurring 4/Direct are currently acceptable]

Community Bonuses

At the game, we utilize a special set of rules to give extra bonuses to our players when we exceed a certain number of PCs at the event. Community Bonuses are cumulative, so for every new platform of Community Bonus that the players reach, they also gain all previous platform bonuses. There are no mechanical effects that can ever specifically negate Community Bonuses as a whole. The bonuses are as follows:

  • Total PC Attendance 40+: Each player gains +2 Power Uses divided as he or she chooses between Physical and / or Cerebral for the event
  • Total PC Attendance 60+: Each player gains +4 Resilience or +4 Agility for the event
  • Total PC Attendance 80+: Each player gains +1 AP or +1 D&T Point for the event
  • Total PC Attendance 100+: Each player gains +1 Extraordinary Power Uses for the event

Achievements

Our goal at Oblivion is to make everyone feel as if they are making history. We want to congratulate stepping stones in world plot as time goes on (much like achievements in video games). Thus, for certain events such as major plot discoveries, the winning of large battles, or going where no man has gone before, the players will receive a special Achievement which comes with a bonus. To become eligible for an Achievement, a player must reach a special listed "Milestone" which can be (and usually is) as simple as attending a very specific event. Achievements are attached to both the player and character which earned the Achievement. If someone chooses to respend and / or retire his or her character or the character perms, the Achievement can possibly be moved over to a new character by use of logically explaining how this new character could have been at the event if which the original Achievement was unlocked (E.G. there were thousands of unspecified people at the Empire City Massacre); however, if it cannot be reasoned that a character was present for the event (E.G. there were only 6 people at a particular event and that character was not among them), then an Achievement may not be migrated over.

Achievements are not limited to the normal monthly events, but could also be awarded at convention modules, Adventures of Heroism, or any other special event created in the future. This means that new Achievements will constantly be created and if a player misses an event in which he or she could reach an Achievement Milestone, that player will be locked out of ever getting those Achievements with those specific Milestones.

Look for the specific unlockable Achievements available to a player for any given special event with Achievement Milestones (this information is usually announced on the Oblivion website or social media pages). Please reach out to a Marshal if you have any questions about Achievements.

Consolation Achievements

Sometimes, for reasons outside of a player's a control, you cannot make an event in which an Achievement was offered. In these instances, we allow players to obtain Consolation Achievements if a player preregistered for an event in which an Achievement was available, but did not actually attend the event or if a player Backbuys an event that an Achievement was available at (Beast Mode and Normal Mode only; all normal Backbuy rules otherwise apply). In these cases, rather than having access to the regular Achievements offered for those specific events, the player would have access to choose from the following Consolation Achievements list.

Achievement Description
Busy Body The character gains +1 D&T point.
Groundbreaking Territory The character chooses any Trait Boon he or she has all of the prerequisites for and gains that Boon without needing to take a Trait Flaw. All other normal Trait rules apply as normal.
Strengthened Reserves The character gains +2 Power Uses of choice to be allocated in any amount between Physical and / or Cerebral Power Pools.

Unlike standard Achievements, Consolation Achievements cannot be rolled over from an existing character to a new character as a result of a respend or retirement. Additionally, the Plot team reserves the ability to circumstantially suspend a specific Consolation Achievement or all Consolation Achievements from being obtained.

Dedication Gifts

At the game, a special type of achievement is awarded to players who are particularly dedicated to the game. For players who attend 12 consecutive events or 15 non-consecutive events, at least one character of theirs will be eligible for a Dedication Gift, which is a potent, custom, unique ability or item granted to them by the rules and plot teams. The specifics of what the Dedication Gift is and how it works is thought of and created solely by the rules and plot teams. If a character has more than one character or a character of theirs dies, but the player makes a new character and continues to come to the game, so long as the player meets the qualifications for a Dedication Gift in general, the rules and plot teams will take a shorter period of time (3 months minimum) in order to create a new, appropriate Dedication Gift for the alt or new character. This additional wait-time for the player is to allow the rules and plot teams an appropriate amount of time to gauge role play and play style of the alt or new character in order to ensure an appropriate Dedication Gift is given.

After the first dedication gift is earned for a character, the player will continue earning rewards for being dedicated to the game. Every 12 months following the original eligibility for a Dedication Gift, the player will be awarded a number of immersion points equal to the total number of events attended in that given year.