Character Abilities and Stats
Abilities are the ways in which a player can translate narrative intent into mechanical effect. Abilities can come as Actions, Surges, and Traits. Actions are how players interact with the world and other creatures around them. Surges are minute effects that only affect the user, but can be activated at any time. Traits are constant effects that may affect a character's Stats, or provide specific triggers for reactions to be taken during gameplay.
Stats are a group of numbers made to define the base values of a creature. Stats are often referenced by Abilities, and can influence the power of Abilities activated by a certain creature. Examples of Stats include but are not limited to: Potential Scores, Spell Limits, Marks, Archetype Levels, and Proficiencies.
Laying Your Cards On The Table
With Abilities come Ability Cards, which give a player their options during gameplay and combat. Both Action Cards and Surge Cards are held upright or vertically, whereas Trait Cards are displayed horizontally. This allows players to organize their Hand in any way they wish, and have all of their options displayed in front of them.
Action Cards
In Sunder, Actions come in two parts: an Attack and a Movement1. Attack and Movement may also be referred to as your Direct and Indirect Actions, respectively. When creating new Actions, one side of the Action card is the Focus. A Focus will be defined and purchased using the Experience Market, and its cost defines the budget for its Flipside. A Flipside is whichever part of an Action is not its Focus, so if an Action is built primarily around its Attack, then that Action's Flipside is its Movement.
The budget for purchasing the Flipside of an Action Card is calculated by half of the cost of its Focus (rounded down). Once a player has purchased a Focus, they need not spend any more Experience on its Flipside, as the budget is a complementary amount of Experience to spend on that Ability. The Flipside may also be assigned up to the same amount of Enhancements used in the Focus, however purchasing Enhancements still reduces the amount of Strings used in the budget, and Flipside Enhancements do not count against the player's max Enhancement limit.
Surge Cards
Surges come as simple descriptions on one side of a card, and can be flipped over facedown to show when a player has taken a Surge between turns or not. Surge Cards are activated at any time during combat, but are limited to once per turn, which is defined as the time between two Actions of a player character. Once a Surge Card has been activated on a turn, a player cannot activate another Surge Card until they have played another turn, as defined by playing two Action Cards at once (Attack and Movement).
Trait Cards
Trait Cards are displayed as horizontal cards that stay faceup throughout gameplay. These Traits are the constant affects and capabilities of a creature, and can either improve the Stats of a creature, or give them an opportunity for reactions.
Reactions defined in a Trait are given a defined Trigger, which determines when a player may activate that reaction. There is no limit to the number of times a reaction can be activated, but oftentimes they are bound be certain Caveats (see below) to reduce the cost of such an Ability.
Option Cards
Option Cards are plain informational vertical cards that define different ways an Ability can be used. These cards show the details of a specific use of an Ability (called the Parent Ability) (called the Parent Ability), and can only be created by Abilities that establish a format for Options. Options do not have an innate Activation Type, and instead inherit the Action of whichever Ability calls for them to be activated. Ignore the Action Economy step of the Experience Market when creating Options.
Option Cards are considered having their Parent Ability as a prerequisite, but do not benefit from a reduction in String cost.
Taking Your Turn
There are a few status tracking activities that need to be kept in mind when in a scene or combat that requires tracking the reset conditions of turn-based Abilities.
- Before taking your turn, remove any of your own Cards from play that had a duration of 1 turn.
- After taking a turn, be sure to return any flipped Surge Cards form the previous round back to faceup.
- Sequence Abilities' dice should be incremented after every use.
The Experience Market
Creating new Abilities in Sunder should be a simple task, so a pricing system has been provided for all aspects of an Ability. Each dimension of the "anatomy" of Abilities has been given varying levels of cost depending on the desired effect.
When creating an Ability, always assume a mechanical effect needs to be purchased before it can be used. Some parts of the Ability anatomy are purposefully vague to allow for more creative, narrative-based effects. If you are unsure how to create an intended Ability, always ask your Game Master for assistance.
Rule of Too Cool For School
If you want a quick rule for using this system, decide on an Experience budget, then describe to your GM what you want your Ability to do or present as during gameplay. Your GM will be able to give you options for a finished Ability so you don't have to deal with the math. Just don't ask them to do so mid-session.
Common Abilities
Redirect (P/P) - Trait
Cost: 5 Strings (1 Enhancement)
The Redirect Ability allows characters to move incoming Stress from one Potential to another. To do so, the character must make a reaction when receiving incoming Stress against the first designated Potential.
Dexterity - Trait
Cost: 3 Strings (1 Enhancement)
The Dexterity Ability allows a character to use their Finesse Potential instead of their Might Potential when making Tests with melee weapons. This does not apply to any weapon with the Heavy or Unwieldy properties. This ability can be assigned a prerequisite of any of the following archetypes, reducing its cost by 2 Strings: Saboteur, Frontliner, or Summoner.
Discipline Pool - Stat
Cost: 6 Strings
When taking this Ability, choose one of your current Archetypes: this is your prerequisite. Create a name for your Discipline (e.g. Chi, Psionics, Vis, etc.). You have a number of Discipline Points (a special kind of Resistance) equal to your level in the chosen prerequisite Archetype. You may now create Abilities that expend Discipline Points instead of Resistances, but still have the discount to cost of spending a Resistance (-1 String) and having a prerequisite (-2 Strings). Your number of Discipline Points is considered a permanent Stat.
Upgrade - Stat
Cost: 4 Strings
Taking an Upgrade allows a character to increase different Stat values. Different types of Stats have varying costs. Choose any of, but not limited to, the following stats to increase and pay the additional cost dictated by the following table:
| Stat | Cost (Strings) |
|---|---|
| Ability Uses/Charges | 1 |
| Discipline Pool | 1 |
| Potential Score | 2 |
| Spell Limits | 2 |
| Enhancement Limit, Total | 2 |
| Enhancement Limit, Per Ability | 3 |
| Marks | 3 |
Driven - Stat
Base Cost: 1 String (1 Enhancement)
Purchasing new Goals allows a character to have new sources of Experience Points, but these Goals must have a narrative connection to your character's story. Purchasing this ability allows you make further purchases to unlock new goals:
| Goal | Cost (Strings) |
|---|---|
| Minor Goal | 1 |
| Flaw | 2 |
| Major Goal | 3 |
| Heroic Goal | 10 |
| Flavor Token Trigger | 0.5 |
Companion (P) - Trait
Cost: 5 Strings (1 Enhancements)
Purchasing a Companion allows characters to give mechanical purpose to an existing pet, summon, or animal companion. When purchasing this Ability, choose a Potential to represent your bond with this Companion. Companions granted by this Trait are able to contribute in the following ways:
- Aid: Grant you Advantage on a Test while within Here.
- Buffer: Once per scene, as a reaction to you being subject to an external effect that applies Stress, you may reduce it by a roll of your chosen Potential's Volatility Die.
- Connect: The bond between you and your Companion allows you to understand each other even if you do not share a language. You may also use a Surge to perceive through your Companion's senses. While perceiving in this way, you are insensate to your own body's senses.
You may give this Ability a prerequisite of the Summoner archetype (-2 Strings).
Extra Attack - Trait
Cost: 6 Strings (1 Enhancement)
Prerequisite: Tier 2
General Trait
Once per turn, when you take a weapon or unarmed attack, you may take a reaction and make one additional weapon or unarmed attack.
Anatomy of Custom Abilities
When building a custom Ability, consider what primary effect you want to allow your character to do through this Ability: is it an attack, buff, heal, condition, or narrative effect? Then, you can address what effects the Experience Cost of the Ability:
- Activation Profile: reset condition + action economy.
- Effect Package: damage, range, movement, targets, area, conditions, and durations.
- Narrative Weight: how much interpretive authority the Ability gives you.
- Enhancements: quantifying how much you can increase the capability of your custom ability
- Caveats: constraints that reduce cost.
Enhancements
Some Abilities become much stronger when multiple parts combine (extra targets + range + conditions). To prevent multiplicative stacking from breaking the game, Abilities use a second limiter: Enhancements.
An Enhancement is a modifier you purchase for a specific Ability. Assigning certain powerful modifiers to an Ability consumes Enhancements. Your gameplay Tier2 limits how many Enhancements an Ability may have.
Enhancement Limits
| Tier | Levels | Max Enhancements on one Ability | Total Enhancements per character |
|---|---|---|---|
| I | 1–4 | 1 | 3 |
| II | 5-8 | 2 | 7 |
| III | 9-12 | 3 | 13 |
| IV | 13-16 | 4 | 22 |
| V | 17-20 | 5 | 36 |
| Only Zenith-level Abilities can increase a character's Enhancement limits as a Stat increase. |
Buying Enhancements
Enhancements become more expensive the more you buy for a single Ability. Each Enhancement is priced individually, so if you need to buy 3 Enhancements for one Ability, you need to purchase the 1st for 2 Strings, the 2nd for 3 Strings, and the 3rd for 5 Strings (total of 10 Strings).
| Enhancement # | Cost (Strings) |
|---|---|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
| 4th | 8 |
| 5th | 13 |
Conditional Enhancements
You can build an Ability with a real-time cost that expands the effect of the Ability after paying the cost.
- The Ability has a Base Mode (always usable) and an Amplified Mode (requires a cost upon activation).
- To activate the Amplified Mode, you may spend 1 Resistance in the relevant Potential.
- Adding to an Ability in this way still requires a player to spend the Experience for the modifiers used in the Amplified Mode, but does not require a new Enhancement to be purchased, nor does it count towards the maximum number of Enhancements. It does, however, count as an Enhancement in terms of prerequisites of a major modifier.
Base Profile
Reset Condition
An Ability's reset condition defines how often the Ability can be used. Once an Ability has been activated, it cannot be used (a.k.a be considered Active) until the reset condition is satisfied. General Abilities cannot be Activated again until your next turn. Spell Abilities are similar to General Abilities as they also cannot be Activated again until your next turn, but also require a successful Test before each Activation. Short Rest Abilities cannot be Activated again until you finish a Short Rest, and Long Rest Abilities cannot be Activated again until you finish a Long Rest.
An Action's reset condition by default is the same for each side of the Action Card, otherwise the player must pay the difference in their Flipside. If there is a difference in an Action Card's reset condition on either side, whichever reset period is longer takes precedence. Meaning, if you have a Short Rest Attack and a General Movement you can use the Movement side of the Action Card as much as you like, until you use the Attack side, in which case you need to wait until a Short Rest until you can use either side of the Action Card.
When altering the Reset Condition of the Flipside of a custom Ability, pay the difference in cost between the new Reset Condition and the already-purchased base Reset Condition.
| Reset Condition | Base Cost (Strings) |
|---|---|
| Long Rest | 1 |
| Short Rest | 2 |
| Spell* | 3 |
| General | 4 |
| Conditional | Ask your GM, based on Goal or Trigger |
| * Spells always come with a Consequence Caveat. |
Action Economy
| Activation | Strings | Enhancements |
|---|---|---|
| Trait | +1 | +1 |
| Surge* | 0 | +1 |
| Action | 0 | 0 |
| 2 Actions | -1 | 0 |
| 1 Minute | -2 | 0 |
| Ritual | -3 | 0 |
| * Surges can only target and affect Self. |
Effect Package Costs
Damage
| Damage | Strings | Enhancements |
|---|---|---|
| Weapon | +1 | 0 |
| Initial* | +1 | 0 |
| * The initial amount of damage will always be the Volatility Die that corresponds to the Spellcasting or Skill Test's Potential. If it is an AOE effect, it associates with either the Spellcasting Potential if it is a spell, or the primary Potential chosen when acquiring the Archetype this Ability is for. |
Initial damage and base weapon damage can only ever be equal to 1DX. You may allow for an increase to the number of dice rolled for the total effect using the Primed effect, but this increase will be limited to a number of dice equal to your Tier. To actually increase the damage of an Ability, you must purchase additional damage dice. To increase the additional damage beyond your Tier, you must purchase an additional Primed effect.
| Increasing Damage | Strings | Enhancements |
|---|---|---|
| Primed for increase | 0 | +1 |
| +1DX to Single Target* | +1 | 0 |
| +1DX to AOE* | +2 | 0 |
| * X is the Die type decided by the Initial damage or the weapon damage Die. |
Distances
In Sunder, distances are defined in intervals, which are well-translated to theatre-of-the-mind gameplay, but still preserve a specific measurement. If something is defined to have a distance, then it can affect anywhere up to the value correlated to the named interval. To select a target within range, you must be able to see or otherwise sense the target.
Distance Interval Name
- Here: 5 feet (adjacent)
- Near: 10 feet
- Close: 30 feet
- There: 60 feet
- Far: 120 feet
- Yonder: >120 feet (Line of Sight)
Range
| Range | Strings |
|---|---|
| Here | 0 |
| Near | +0.5 |
| Close | +1 |
| There | +1.5 |
| Far | +2 |
| Yonder | +3 |
Movement
| Distance | String |
|---|---|
| Here | -1 |
| Near | 0 |
| Close | +1 |
| There | +2 |
| Far | +3 |
| Yonder | +5 |
| If Movement is being added to a damaging Action, it requires an extra Enhancement. |
Targets and Area
| Targeting | Strings | Enhancements |
|---|---|---|
| Single Target | 0 | 0 |
| +1 Additional Target | +1 | +1 |
| Near AOE | +1.5 | +1 |
| Close AOE | +2 | +1 |
| Far AOE | +3 | +2 |
Conditions
| Minor Conditions | String | Enhancements |
|---|---|---|
| Single Target | +1 | 0 |
| AOE or multiple | +3 | 0 |
| Major Conditions | String | Enhancements |
|---|---|---|
| Single target | +3 | +1 |
| AOE or multiple | +5 | +1 |
| Exhaustion | String | Enhancements |
|---|---|---|
| Single target | +1 | +3 |
| AOE or multiple | +3 | +3 |
Temporary Increases
Increase your stat by 1 for the Ability's duration.
| Stat | Cost |
|---|---|
| Mark | +2 Strings |
| Potential | +2 Strings |
| Skill Proficiency | +1 String |
| Advantage | +1 String |
| Knack | +2 Strings |
| Domain | +4 Strings |
| 1 Test's Success Level | +5 Beats |
| Recover | Strings |
|---|---|
| Stress | +1 |
| Resistance | +2 |
| Minor Condition | +2 |
| Major Condition | +3 |
| Mark | +4 |
| Clear | Strings | Enhancements |
|---|---|---|
| Potential's Stress | +4 | 0 |
| Potential's Resistances | +6 | +1 |
Narrative Effect
Applying a Narrative Effect to an Ability is required when you are looking for a specific effect that is not represented within the Sunder rule system. The magnitude of this effect will be determined by its Narrative Weight:
- Aesthetic \(\rightarrow\) Visual/sensational effects, utility effect up to a Here-sized sphere in Here range. Can be used to provide a Flavor Token Goal.
- Utility \(\rightarrow\) Minor magickal effects, can be physical, up to a Near-sized sphere in Close range. Can be used to apply your Tier to one aspect of an Effect Package Modifier.
- Interpretable \(\rightarrow\) Represents an affinity or attunement to a specific topic, no range constraints.
When deciding on a Narrative Ability's cost, always choose the cost of the most expensive relative Narrative Weight (you do not need to purchase multiple for each effect).
| Narrative Weight | Cost | Enhancements |
|---|---|---|
| Aesthetic | +1 Beat | 0 |
| Utility | +1 String | 0 |
| Interpretable | +3-7 Strings | +1 |
Ability Durations
Durations are priced by how long they remain active. If the effect of an Ability refers to how long a modification to a creature's Stats is active, it is measured in time. If the effect of the Ability is being activated several times to alter the effect of another Ability, then it is measured in Sequence Dice.
When an Ability Card with a Duration has been played, and the Duration has not yet expired, the Ability Card is considered Active. Active Cards cannot be played again until the Duration expires, or until the owner of the Ability Card takes a reaction to an event they can perceive to drop the effect.
Sequence Experience
Sequence Tracks allow for opportunities to increase a player's Experience pool through gaining Beats. The length of a Sequence Track is determined by the maximum value on the Sequence Die. This Track can be decreased in length in exchange for marking one of the Sequence Nodes on the Track as an Experience Node. When a player expends a use of a Sequence Ability whose current slot was an Experience Slot before expenditure, the player gains a Beat (e.g. if a D4 Sequence Ability which has been decreased to 3 Nodes, and the Experience Node was assigned to the 2nd slot, once the player activates the Ability for the second time, they gain a Beat).
Assigning Experience Slots by default starts as the midway point on the track, rounded down (e.g. length 3 -> 2nd slot, length 4 -> 2nd slot). Increasing the number of Experience Slots changes the position of the original Slots, to spread out the slots as evenly as possible, keeping the 1st slot empty of Experience (e.g. length 5 & 2 Experience -> 2nd and 4th slots, length 4 & 2 Experience -> 2nd and 4th slots). The maximum amount of Experience Slots is equal to half of the Sequence length, rounded down, unless the Reset Condition is a Long Rest.
Durations
| Duration | Strings | Enhancements | Notes |
|---|---|---|---|
| 1 round | 0 | 0 | Until the start of your next turn |
| 1 minute/Scene | +2 | 0 | Scene-level impact |
| 1 hour | +2 | +1 | Travel / downtime impact |
| Until Long Rest | +4 | +1 | Lasts until you begin a Long Rest |
| Until Dispelled | 0 | +2 | Until Successful action is taken by another creature to end the condition. |
| Sequence Die (Volatility) | +2 | +1 | Use the user's Volatility Die in the relevant Potential for the Sequence. |
| Sequence Die (1d4) | +2 | 0 | Default Sequence die |
| Add Sequence Experience | +1 | 0 | Only able to be added to Sequence abilities. This does not count as a Duration. |
| Concentration* | -X | -Y | Discount; can only be bought in combination with another duration. If the overall action has no Enhancements, you may subtract 2 Strings spent on its Duration, otherwise you may subtract 1 Enhancement. |
| * Concentration means the effect ends if you take Fallout that causes a Stress refresh, or if you willingly drop it. You may spend a Resistance point in the relevant Potential to maintain concentration after Fallout. If you have the option to Concentrate on multiple different Abilities, you can only Concentrate on 1 at a time. Ending Concentration means cutting the Ability's duration short, unless the Ability is a Trait or the duration is Until Dispelled. Switching Concentrations counts as a Surge. |
Companion Abilities
Upgrading the capability of your bond with your Companion gives them more ways to support you during your adventuring. This can be done through modifiers to your custom Abilities, or through standalone Abilities that enhance your bond. All modifiers require that you first have the Companion Ability.
| Modification | Description | Strings | Enhancements |
|---|---|---|---|
| Agency | When you activate this ability, you may choose to have your Companion activate this ability instead of yourself. | +1 | 0 |
| Synchronization | When you activate this ability, your companion may also take this action as a reaction. You may also choose not to activate this ability through yourself narratively, but instead just through your Companion. | 0 | +1 |
General Companion Abilities
Presence - Stat
Cost: 5 Strings
Prerequisite: Companion
Assign Potential Scores to your Companion (1d6 each). This allows your Companion to interact with the world independently, and have its own defenses. Your Familiar has separate Volatility Dice from you, and must be assigned Perks of its own. It starts with a number of Marks equal to the starting Marks in the archetype that grants you the Companion Ability. When you level up, you may apply chosen Stat bonuses to your Companion instead.
Mount - Stat
Cost: 3 Strings
Prerequisite: Presence
You may mount your companion if it is a size larger than you. While mounted, you may increase nonmagical movement by one Range category.
Specialization - Stat
Cost: 2 Strings
Prerequisite: Presence
Assign 2 Skills and a Knack to your Companion (requires Presence).
Coordination - Stat
Cost: 3 Strings
Prerequisite: Presence/Discipline Pool
Give your Companion access to a shared Discipline Pool.
Caveats
Caveats reduce cost by making an Ability narrower, riskier, or more mechanically-bound.
String-Level Caveats
| Constraint | Strings |
|---|---|
| Narrow trigger | -1 |
| Components required | -1 |
| Primarily narrative ability | -1 |
| Spend Resistance | -1 |
| Mechanical consequence | -1 |
| Severe narrative consequence | -2 |
| Prerequisite | -2 |
| * Prerequisites can be Abilities, Archetype Levels, or Origin choices. Each prerequisite can only be used 2 times (ex. you need to choose a new prerequisite after using an Archetype twice, such as choosing one of the previous Abilities as a prerequisite that used the Archetype as a prerequisite). Combining prerequisites counts as 1 distinct prerequisite. A prerequisite is only considered used when it decreases the String cost of an Ability. |
Beat-Level Caveats
| Constraint | Beats |
|---|---|
| Test required* | -5 |
| Increase Riskiness | -5 |
| One use per scene | -5 |
| Spend Stress | -5 |
| Narrative consequence | -5 |
| * Requiring a test is baked into some Ability types like Attacks and Spells, so making a Test Required can only reduce cost when it's not necessary. Likewise, increasing Riskiness on a Test to activate the Ability can only be applied when there is a Test required of either by default or through the purchased Caveat. |
Spell Consequences
Spells must always have a Consequence. If the Consequence is more severe, it reduces the purchase cost more.
| Consequence | Cost Reduction |
|---|---|
| Narrative Fallout | -1 Beat |
| Minor Fallout | -5 Beats |
| Major Fallout | -2 Strings |
| Severe Fallout | -4 Strings |
| Test required of target | No reduction |
Enhancement-Costing Modifiers
If you're not sure whether something should cost an Enhancement, ask: does this multiply my impact per turn?
Enhancement-costing modifiers usually include:
- +1 additional target
- any AOE
- a second attack in one Action
- major conditions
- damage beyond the first damage die
- interpretable narrative weight
- free movement baked into an attack
- changing an Action into a Surge or Trait
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See Combat Actions. ↩
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See Archetype Leveling. ↩