Using Kae Skills
Choose which Kae skill you are going to use based on the effect you want to achieve.
1. Consult the below table based on the scope you want to achieve. The scope represents the amount of kae you need to complete the task.
2. If the scope is less than or equal to your Kae Focus skill then you can control that much kae without a check.
3. If the scope is above your kae focus skill rating you must overcast. Doing so requires you to expend 2 Kae from your reserves.* Roll your Kae Focus Skill* against the Difficulty Rating of the scope you chose. If you fail you take mental stress equal to the scope you chose minus your willpower (minimum 1 stress). If you are out of sufficient Kae or do not possess a high enough Focus, you may still overcast, but you take mental stress equal to the scope, minus your willpower (minimum 1 stress) on success. Furthermore, if you fail the check, you instead suffer the mental stress equal to the scope, which is not offset by your Will.
Make Kae Skill Check
To find the final difficulty rating add any complexity modifiers to the rating associated with the scope. This is the difficulty you must achieve in order to achieve the desired effect. If you do not meet this rating the effect fails to happen. If you beat the difficulty the result on your skill roll is used for any opposed checks.
The range of kae powers in one zone. You can target in your current zone and 1 zone further away.
Fire – Fire excels at damaging unarmored foes. Fire deals its damage again the following round, unless it is overcome by athletics.
Lightning – Lightning is particularly effective against metal armor. It has the armor piercing quality without the penalty to attack.
Water – When you attack with water you can choose to use liquid or solid. Liquid is +1 to hit but -2 dmg. Solid has the vicious quality, +1 dmg vs unarmored foes.
Air – Air powers have a range of 2 zones
Force – When checking scope for force powers use your focus skill +1
Entropy – Entropy has APx2 (-4 armor, -2 to use) can only effect targets in the same zone.
Energy – Defending against (or overcoming) an energy attack with physique or blocking with a shield incurs a -1. It’s difficult to stop a powerful force.
Sound – Sound dissipates quickly. Sound deals -1 damage if the target is not in the same zone. Sound damage is also distracting and requires a fair skill check (based on the weapon) to avoid dropping the weapon to cover your ears.
Light – Light evocation is hard to see coming and thus hard to avoid in areas with ample light. Using athletics to defend against a light attack in areas with normal or bright light incurs a -1 penalty. Light evocation also deals based on the amount of available light; -1 poor or no lighting/+1 for areas of bright light.
For opposed checks, opponents use your check result as their target.
DAMAGE: When dealing damage the base damage equals the scope (maximum 4) plus any modifications for elemental properties and complexity. The final damage is worked out like any other ranged attack.
Kae Powers represent using multiple kae skills together. Because of their complex nature Kae powers must be practiced and learned. For more information see Kae Power list
The amount of Kae you can control is based on your Kae Focus skill.
|Kae Focus Skill||Scope||Difficulty Rating|
1: split into two effects size up to scope
1: shape area effected
1: Reduce size by up to 2 steps
2: Reduce size by up to 3 steps
1: Summon multiples of size up to scope.
Through the use of Mastery or Summoning Kae users can create barriers. Mastery requires the requisite amount of the element available, while summoning does not. For mastery the scope you achieve is considered two higher and for summoning one higher. For instance when using mastery to create body sized wall of water the barrier rating is 2 and the check to succeed is Fair but you would need that much water available. The barrier becomes a scene aspect ( with any free invocations for degrees of success)
Once you’ve created a barrier it can be interacted with in 3 ways:
This can include moving through or over the barrier. You must succeed on a relevant skill check equal to the barrier rating. Failing causes you to take damage equal to the barrier rating.
Your intent is to take the whole barrier down, or at least enough of it to for you to bypass it without requiring a check.
Attacking through a barrier increases the defense of targets on the opposite side by the barrier rating. This stacks with armor and/or defensive stats. You’re not trying to destroy the barrier just to punch through with one attack.
With a mastery check equal to the barrier rating you can move the barrier. The mastery check equals the barrier rating.