ALTERANCES
AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). are physical and supernatural changes caused by significant exposure to the ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places.. Some sharpen what the body or mind can already do. Others weaken it, twist it, or grant capabilities beyond what is naturally possible.
AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). are grouped into three types:
- GiftsGiftAn Alterance with a beneficial or beautiful effect. – beneficial or beautiful changes.
- AberrationsAberrationAn Alterance with a detrimental or horrible effect. – detrimental or horrible changes.
- ParitiesParityAn Alterance that provides both a benefit and a drawback. – changes that provide both a benefit and a drawback.
EXPOSURE
Exposure to the ThaeThe ThaeThe magic-like power that came with Aevryn. It empowers workings and miracles and can transform people, objects, and places. that produces an AlteranceAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). may result from moderate exposure accumulated over a long period, or from an intense concentration experienced all at once.
Some AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). develop gradually, beginning with minor signs before becoming pronounced. Others may occur suddenly, depending upon the exposure, circumstances, and nature of the change.
ALTERED APPEARANCE
Every AlteranceAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). should produce some physically observable change related to what has been altered. The exact chance is up to the player.
Changes affecting the eyes, ears, hands, skin, limbs, and similar features often suggest an obvious manifestation. AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). affecting something less visible should instead develop a tell – a physical behavior, reaction, coloration, movement, sound, or other sign that an observant person might notice even if they do not understand its cause.
The suggested changes in the following tables are examples, not requirements.
AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). that noticeably complicate a character’s life, draw unwanted attention, create difficult choices, or otherwise provide useful hooks for the unfolding tale are particularly suitable opportunities for the GMGame MasterThe person who prepares the setting, environment, and non-player characters. They also moderate outcomes using the game's guidelines and the group's agreed-upon modifications. to award Story PointsStory PointAn award for engaging play, memorable contributions, or entertaining outcomes. Story Points can be converted into Development Points or Portents..
ALTERANCE EFFECTS
AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). generally affect characters in one or more of three ways.
TIER SHIFT
A Tier ShiftTier ShiftAn adjustment to Effective Training for a narrowly relevant Check. It affects success, not perks unlocked by actual Discipline training, and leaves casting lots unchanged. changes the Effective TrainingEffective TrainingThe training value used to resolve a relevant Check after applicable Tier Shifts. It does not change your actual Discipline training or its unlocked perks. used to resolve a narrowly relevant checkCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes..
- +1 TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. – treat your training as 1 higher.
- −1 TierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. – treat your training as 1 lower.
A Tier ShiftTier ShiftAn adjustment to Effective Training for a narrowly relevant Check. It affects success, not perks unlocked by actual Discipline training, and leaves casting lots unchanged. affects only whether the relevant checkCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. succeeds. It does not grant, remove, or otherwise alter any perks unlocked by the character’s actual DisciplineDisciplineA broad skillset representing training and experience. The six Disciplines are Willpower, Prowess, Survival, Subterfuge, Intuition, and Ingenuity. training.
Casting LotsCast LotsRoll two four-sided dice with different appearances: one WEAL die and one WOE die. The value of the roll is not factored into anything, but special combinations determine your *Lot* – how fate affects the outcome. is unaffected. A checkCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. made with an altered Effective TrainingEffective TrainingThe training value used to resolve a relevant Check after applicable Tier Shifts. It does not change your actual Discipline training or its unlocked perks. tierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10. may still produce a CRITCRITA double-4 cast-lots result, normally giving spectacular success and heightened WEAL benefits. The Rule of Fours can prevent automatic success; attacks are an exception., WEALWEALA beneficial fate result when the WEAL die lands on 4, whether the underlying Check succeeds or fails., WASTEWASTEA WEAL die result of 4 together with a WOE die result of 1. The action stalls: it neither succeeds nor fails, but its time and effort are lost., WOEWOEA detrimental fate result when the WOE die lands on 1, whether the underlying Check succeeds or fails., or FUMBLEFUMBLEA double-1 cast-lots result, normally giving horrendous failure and heightened WOE consequences. The Rule of Fours limits automatic failure on sufficiently easy tasks. normally.
ALTERED CAPABILITY
Some AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). grant or remove a capability instead of changing the Effective TrainingEffective TrainingThe training value used to resolve a relevant Check after applicable Tier Shifts. It does not change your actual Discipline training or its unlocked perks. tierTierA numeric measure used to compare proficiency, difficulty, or quality. These values normally range from 0 to 10..
These may allow a character to:
- perceive something others cannot
- perform an otherwise impossible action
- ignore an ordinary limitation
- use part of their body in a new way
- operate under conditions that normally prevent an action
- or suffer a new restriction that applies regardless of Training
When an AlteranceAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). clearly establishes that something is possible or impossible, no Tier ShiftTier ShiftAn adjustment to Effective Training for a narrowly relevant Check. It affects success, not perks unlocked by actual Discipline training, and leaves casting lots unchanged. is necessary unless its description also provides one.
ALTERED THRESHOLD
Some AlterancesAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). change the point at which a normal rule, danger, or checkCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes. applies.
An AlteranceAlteranceA mutation caused by exposure to the Thae. It may be beneficial (a Gift), harmful (an Aberration), or a mixture of both (a Parity). might change:
- jumping distance
- recovery time
- breath duration
- food requirements
- environmental tolerance
- the severity of a fall
- whether a routine action requires a checkCheckResolution of an uncertain task: compare the relevant Attribute with its Difficulty, then Cast Lots to see whether fate interferes.
- or similar physical limits
These effects apply directly rather than modifying training.