Access Phase: Chosen Creation
Determine your Chosen's Skills, Feats, and Abilities as you Level Up through
Time for the fun part! When exploring the CORE Realms as a Chosen, you will Access your power through Skills, Feats, and Abilities (SFA). Each of them will be unique consisting of the following:
How to use SFA:
All SFA come with a description of what they can do. While out of combat, a Chosen can use all their acquired SFA at their disposal provided they have the necessary stats. While in combat, due to the severity of the situation, Chosen can use Skills & Abilities that have been placed in their Primary Slots at normal costs. Whereas any Skill/Ability utilized outside of the Primary Slots will cost double the amount when engaged in combat. Note: See the Primaries below.
While in combat SFA work just like Functions on weapons and armor: they use up 1 Maneuver on each Action Stage (Turn) of combat.
Primaries:
Primaries function as the main focus of your Chosen when in tight situations. Only Skills and/or Abilities are placed into a Primary Slot. Feats can be used anytime outside of Primaries. Furthermore, when a Skill or Ability is not placed into a Primary Slot they can still be used in combat under extreme circumstances costing double their usual cost. Note: Primaries stay locked until you take a Rest and can only be changed during a Rest.
Primary Slots:
When Leveling up, the amount of slots available for SFA will increase. Every odd level Primary slots will increase by 1.
Access (SFA) Slots:
Access Slots are the slots you place any Skills, Feats, and/or Abilities you obtain. If you do not have an open slot for a new SFA you CANNOT obtain the SFA until a slot is vacant.
Optional Rule: Loremaster’s can rule to allow SFA that correspond with the Chosen’s Vocation not take up a Slot. To balance this make the SFA corresponding with the Vocation rank up at the same rate as the Racial Rank.
At each Tier upgrade, the amount of slots increased per level corresponds with the Tier. For example, going from Level 4 to 5 will grant 6 slots instead of 4. Each level in Tier 2 will give 2 extra slots unlike Tier 1 that gives 1 slot per level increase.
Obtaining SFA:
When obtaining a new SFA the most common way is to spend CP to fill a slot. When you spend the CP it costs to buy, you obtain it at Rank 1 to start. You must then spend additional CP to rank it up (Max of 5). You can only buy SFA if they are equal to or lower than your Level. The second way to obtain SFA is a bit different. By training, you are able to acquire specific Skills and Abilities, NOT FEATS.
How the training works is you must first ask your Loremaster if you can try performing the Skill or Ability. Note: You must have met the level requirements to do so. Once you gain acceptance from your Loremaster you can train by rolling a specific Attribute that corresponds with the Skill or Ability you are looking to obtain (Attribute Score + 1D12). Note: The Attribute is at the LM’s discretion.
Once you have rolled for the training, your Loremaster will then roll a D100 and if they roll within the number range that you rolled, then you succeed in your training. Note: In order to successfully obtain the Skill or Ability you must succeed in your training a number of times equal to the Skill or Ability's tier.
Vocations:
Most SFA will be tagged with 2-3 Vocations. This means your Vocation Benefit that you choose from your Origin will be used on any Access that's tagged with your Vocation. Note: If there are no Vocations tagged to a SFA, the Vocation Benefit does not work.
Be aware you are not limited to your Vocation, however the Vocation Benefit aids you in obtaining any corresponding SFA. Therefore, make sure to keep close eye on the ones that correspond with your Vocation.
See the Vocation Codex Entry for more info or check out the Origin Phase for the 3 Vocation Benefits.
Access Skills:
When you receive CP, you as a Chosen can spend them on obtaining new Skills from the Access Skills you have available to you.
Each Skill will have a Stamina Cost to use them equal to 6 + (Skill Level x Skill Tier). Note: You may obtain any Skill as long as you meet the Level requirement, have the proper amount of CP to spend, and have an open SFA Slot.
All Skills use Rank Dice:
Rank 1: D4
Rank 2: D6
Rank 3: D8
Rank 4: D10
Rank 5: D12
Once you obtain your Skill it will automatically be Rank 1. More Skills will become available as new Codex Entries are released.






Access Feats:
When you receive CP, you as a Chosen can spend them on obtaining new Feats from the Access Feats you have available to you.
Each Feat will have an amount of times to use them equal to the Feats Rank per 24 hours in game. Note: You may obtain any Feat as long as you meet the Level requirement, have the proper amount of CP to spend, and have an open SFA Slot.
Most Feats use the Rank Bonus:
Rank 1: +1 Bonus
Rank 2: +2 Bonus
Rank 3: +3 Bonus
Rank 4: +4 Bonus
Rank 5: +5 Bonus
Once you obtain your Feat it will automatically be Rank 1. More Feats will become available as new Codex Entries are released.



Access Abilities:
When you receive CP, you as a Chosen can spend them on obtaining new Abilities from the Access Abilities available to you.
Each Ability has a larger power supply than the Skills as they take from the Chosen’s Energy reserves. Because of this, Abilities run off a Rank Dice Pool system.
Each Rank the cost of Energy will increase, starting at Factors of 3 at Rank 1, up to Factors of 7 at Rank 5. At max Energy, you will be able to roll a number of dice in a pool equal to 1 + your Ability's Rank. For example; if you have an Ability at Rank 3, you can spend 20 Energy to use 4D8 instead of the normal 1D8 for its rank. See the list below for the system.
Rank Dice Pool Ability System:
Rank 1: Energy Cost is 3 or 6 Energy depending on whether or not you want to roll 1d4 or 2d4.
Rank 2: Energy Cost is 4, 8, or 12 Energy depending on whether or not you want to roll 1d6, 2d6, or 3d6.
Rank 3: Energy Cost is 5, 10, 15, or 20 Energy depending on whether or not you want to roll 1d8, 2d8, 3d8, or 4d8.
Rank 4: Energy Cost is 6, 12, 18, 24, or 30 Energy depending on whether or not you want to roll 1d10, 2d10, 3d10, 4d10, or 5d10.
Rank 5: Energy Cost is 7, 14, 21, 28, 35, or 42 Energy depending on whether or not you want to roll 1d12, 2d12, 3d12, 4d12, 5d12, or 6d12.
Once you obtain your Ability it will automatically be Rank 1. More Abilities will become available as new Codex Entries are released.
Using Abilities:
Due to the complexity of energy manipulation, those that utilize the Access Abilities must follow down the path of discipline. The following rules apply to Ability users:
In order to utilize unique Abilities, such as the Kinetic, Magen, & Runic disciplines, users must acquire a corresponding Power Form. See Exploration Phase for more information.
Abilities that do not require a Power Form do not receive any bonuses unless otherwise specified.
Utilizing a Power Form Ability uses 1 Form & Maneuver on your Action Stage (Turn). See the Combat Phase for more information.







