Contents:

Creating a character in 10acity is fairly simple. There are no classes to choose, so you can build the type of character that you would like without restrictions, though templates are available if you would like to start with one and then just customize it from there.

First, let’s take a glance at the character sheet. Here we have a sample of the blank character sheet, a sample character, and an explanation of the parts of the character sheet. Following this, you can download your own PDF copy of the character sheet or make a copy of a google sheet character builder with built in calculations.

Character Sheets:

Download a PDF of the character sheet here.

Access a Google Sheet Tracker with automatic calculations here.
(save a copy to your own drive in order to edit.)

Access a Google Sheet Easy Character Builder with Level Progression here.
(save a copy to your own drive in order to edit.)

Still with me? Great! Now I’ll walk you through a step by step process of building your character.

Step 1: Name, Level, Properties, and Theme

NAME: This is the name in which your character will be known.


LEVEL: This is the level of your character. In a standard campaign, your character will start at level one, but the narrator may choose to start characters at higher levels if they would like more seasoned characters. For higher level characters, build a level one character then visit the LEVEL UP section to increase their attributes, skills, and special abilities to the appropriate level of experience.


PROPERTIES: These are truths about your character that you create as part of their description. What you place here will come into play when a character’s size and appearance would affect the situation or story.

PROPERTY OPTIONS

Size: Choose a size that fits within 1 space
(1-3 meters / 3-10 feet tall) and an appropriate weight.

Body Configuration:

  • Biped (2 arms, 2 legs)
  • Quadruped (4 legs)
  • Insectoid (Multiple legs)
  • Serpentine (no legs)
  • Other (discuss with Narrator)

Cosmetic Details:

  • Body build (thin, lithe, wiry, muscular, hefty, stocky, rotund, etc.)
  • Hair or fur and location and coloring
  • Skin coloring
  • Number of eyes and appearance
  • Appearance of ears, mouth, extremities, etc.
  • Types of appendages (hands, paws, tentacles, none, etc.)

And of course anything else that you and the Narrator agree on for the description and truths of your character. Any special abilities that your character would have from their appearance (wings, claws, tail, etc.) will be handled by purchasing Talents, Stances, and Enhancements in the Special Ability section of character creation.


Theme: choose three (3) words that you would use for your character’s overarching concept. For example, a samurai might be: Honorable Swordsman Guardian. A gunfighter might be: Infamous Quickdraw Sharpshooter. A hacker might be: Stealthy Ingenious Codebreaker.

This theme represents what your character is known to be good at. Anytime you are attempting an action that is related to your theme and you do not succeed, you can spend a 10acity Point in order to roll again. So if the Samurai was being mind controlled to break his word, he could spend a 10acity Point to use their Honorable theme to reroll his Concentration check. Or if the Hacker was trying to break into an electronic key pad, they could spend a 10acity Point to use their codebreaker theme to reroll their Science check to break in.

Stress, Wounds, Speed, and Tenacity are all values that are determined from the Attributes and Skills that you choose, so we will revisit those once we assign all of our Dice and Skills.

Step 2: Attributes, Skills, and Impact

Attributes (Attribute Dice): You start with 1 die in each attribute. Then choose one attribute to be your specialty, increase that attribute to 2 dice. (You will be able to rank up additional attributes in future levels.)

Skills: Choose two (2) skills that you want to be best at performing, assign those skills as rank 3. Choose four (4) other skills that you would like to be good at, assign those skills as rank 2. Choose six (6) other skills that you would like to be familiar with, assign those skills rank 1. (You will be able to choose more skills and rank up existing skills in future levels.)

Impact: All impact die start at rank 1, however this will increase in later levels as your skill rank increases.

Attribute and Skill Definitions:

Attributes are your natural ability at performing a set of skills. This represents the amount of 10-sided dice (d10) that you roll when you are attempting to use one of those skills. If you have more than 1 die, then you roll the number of die that are represented on your Attribute and then take the highest number rolled. So if I had two Attribute dice for the skill I wanted to use, and I rolled a 3 and a 7, my final rolled value would be 7 and then I would add any additional bonuses from skills, equipment, or special abilities to determine my final result.

Skills are your trained abilities to perform actions. When you take an action, choose which skill best fits the action and roll the attribute dice associated with that skill. Then once you have established your highest rolled number, add the ranks of your skill to that number for your final result.

Attributes are divided into six different categories and each category has four skills associated with it:

  • Vigor: This is your character’s power in movement.
    *Note carrying weight is 100 lbs +20 lbs per rank of Strength OR 100 lbs + 10 lbs per rank of Athletics, whichever is greater. Lift weight is double that, and drag weight is doubled again.
    • Raw Strength: This is your characters’ ability to move other objects. Feats of strength such as lifting and carrying large burdens, bending steel, breaking bricks, etc.
    • Athletic Movement: This is your character’s ability to move themself such as climbing, swimming, jumping, acrobatics, etc.
    • Melee Combat: This is your character’s ability to attack and defend with melee weapons. You cannot defend against ranged weapons with a melee weapon without a special ability or special equipment such as a shield.
    • Unarmed Combat: This is your character’s ability to attack and defend without using a weapon, they use their own body as a weapon. You cannot defend against ranged weapons with unarmed combat without a special ability or special equipment.
  • Precision: This is your character’s control and accuracy in their physical motion.
    • Evasion: This is your character’s ability to avoid any attack.
    • Stealth: This is your character’s ability to hide and move without being noticed.
    • Sleight of Hand: This is your character’s ability to move objects deftly with their hands such as juggling, picking pockets, and street magic.
    • Piloting: This is your character’s ability to handle forms of transportation from horses and carriages to ships and aircraft.
  • Focus: This is your character’s Hand eye coordination, perception, and concentration.
    • Concentration: This is your ability to focus through distractions or external effects. It is the primary defense against mental attacks and used to activate certain special abilities.
    • Perception: This is your character’s ability to see the world around them and be aware of their environment.
    • Investigation: This is your character’s ability to explore details to find specific results such as looking for a trap on a door or that something has been tampered with.
    • Ranged Attack: This is your character’s ability to attack using ranged weapons.
  • Knowledge: This is your character’s academic learning and understanding of how the world works through practice and study.
    • Crafting: This is your character’s ability to create, manipulate, or disassemble objects. Formulas are required to create an item. Simple formulas can be memorized.
    • Society: This is your character’s ability to know about the inner workings of societies such as cultures, history, economics, guilds, crime, etc.
    • Occult: This is your character’s ability to understand the unknown and unexplainable things in the world such as magic and mysticism.
    • Science: This is your character’s ability to understand sciences such as physics, geology, chemistry, computers, etc.
  • Charisma: This is your character’s force of personality and ability to affect others.
    • Performance: This is your ability to entertain and sway large audiences.
    • Deception: This is your character’s ability to lie and quick talk your way through conversations.
    • Persuasion: This is your character’s ability to convince others to do what you would like them to do.
    • Intimidation: This is your character’s ability to invoke feelings of fear and uncertainty in others.
  • Wisdom: This is your character’s sense of intuition and connection to the essence of beings, nature, and art around you.
    • Insight: This is your character’s ability to understand and read people and creatures to determine their true intents and emotions.
    • Medicine: This is your character’s ability to assess injury and ailment in a person or creature and treat them accordingly.
    • Nature: This is your character’s ability to be in touch and understand living nature.
    • Art: This is your character’s ability to create works of art that others find appealing and beautiful or stirs some other type of emotion.

Impact is how much effect your action has such as causing damage, completing a craft, how much you sway someone’s opinion, etc. Once you succeed at an action, you roll a number of 4 sided dice (d4) equal to your impact and add all of the numbers together to establish the base number of your effect, then you add any equipment, circumstance, or special ability bonuses in order to determine your final impact.

Your impact die rank is directly tied to your rank in your skill.
Rank 0-3 = 1 impact die
Rank 4-6 = 2 impact dice
Rank 7-9 = 3 impact dice
Rank 10+ = 4 impact dice

Step 3: Tracking Section

Armor: This is equipment that you acquire and wear. It gives additional MAX Stress points.

Stress: This value is a combination of your Level + Strength Skill + Concentration Skill + Armor. Stress is the representation of how much damage your character can take before they take a point of wound. If at any point you acquire more stress than your Maximum Stress capacity, you must either choose to take a point of Wound damage or fall unconscious. Once you take a point of wound or fall unconscious, your current stress level resets back to 0.

Wounds: This value is a combination of your Vigor Dice rank and your Focus Dice rank. Wound is the representation of accruing enough stress damage that it causes a more permanent issue that is more difficult to heal.

Speed: This value is a combination of your Athletic Movement Skill + 5. Speed represents the amount of spaces you can move during your action.

Spin: Spin starts at 0, but will accrue during encounters. Spin represents your ability to spin a situation to your advantage either through tactics or luck. As you gain Spin, you can spend it as if they were temporary 10acity points in order to add bonuses to your actions, your impact, or to activate your special abilities. At the end of an encounter, your spin resets to 0, so don’t be shy about using them.

10acity Points: Your maximum 10acity Points starts at 3, but can be purchased higher using Special Abilities. You regain one (1) 10acity point for every hour of rest you take, but you cannot accrue more than your maximum. 10acity is your character’s inner strength that can be used to fuel special abilities or give bonuses. Call it luck, karma, inner strength, chi, perseverance, maximum effort… whatever you call it. 10acity is a character’s energy that they can tap into to activate their special abilities or to give bonuses to action rolls or to impact.

Step 4: Special Abilities

You get to choose 6 ranks of Special Abilities, none of which can be greater than rank 3 at first level. These abilities are separated out into three different categories:

Talents: Talents cost one (1) 10acity Point or Spin to activate and grants special actions and a one time bonus during an action. Talents can have multiple ranks, the higher your rank in a talent, the higher bonus it will grant.

Stances: A stance costs one (1) 10acity Point or Spin to activate a mode that grants the character the special abilities of the Stance. Higher ranked stances give greater abilities while in the stance such as increased range. A Stance ends at the end of an encounter, or if the character takes a point of wound, or if a character falls unconscious.

Enhancements: Enhancements do not cost any 10acity or Spin to activate, they are increased capabilities to already existing abilities or skills and are always active.

SEARCH FOR SPECIAL ABILITIES

Search:

TALENT: Charging Strike
(Cost: 1 Spin/10acity to Activate)
When starting your action out of range with your melee weapon and have at least one space between you and the opponent, then add the rank of this talent to your movement and to your melee or unarmed attack when moving in a straight line to attack that opponent with your melee weapon. If the attack is successful, it generates one additional damage per rank in this talent.
TALENT: Elemental Burst
(Cost: 1 Spin/10acity to Activate)
PREREQUISITE: Elementalist. When using your elementalist ability, you may activate this talent to create a larger elemental effect. The size is one additional space per rank in this talent.
TALENT: Elemental Surge
(Cost: 1 Spin/10acity to Activate)
PREREQUISITE: Elementalist. You may add your [CONCENTRATION] or [OCCULT] rank to the damage of this attack up to a limit of 2 damage per rank of this talent.
TALENT: Enhanced Mobility
(Cost: 1 Spin/10acity to Activate)
Add a number of spaces equal to the rank of this talent to your movement speed. When you would generate an attack of opportunity, you avoid opportunity attacks from a number of opponents equal to the rank of this talent.
TALENT: Enhanced Reflexes
(Cost: 1 Spin/10acity to Activate)
Add the rank of this talent to your [PRECISION] rolls in response to an action such as dodging or catching an object. If this is in response to something coming towards you, you may catch it instead of dodging if it can be caught. (A rock or thrown knife could be caught, while a bullet or bolt of fire could not).
TALENT: Frightening Presence
(Cost: 1 Spin/10acity to Activate)
Add the rank of this talent to your intimidation roll. You can intimidate one additional character per rank in this talent, roll each intimidation check separately. When intimidating, you can do it with your appearance alone and do not need direct interaction (it does still take an action), but the characters that are being intimidated must be see or hear you.
TALENT: Grapple Expert
(Cost: 1 Spin/10acity to Activate)
If you succeed at applying a grapple condition to an opponent, you may immediately roll to attempt to put the opponent in a lock. Add the rank of this skill to the roll to apply the lock condition.
TALENT: Object Reading
(Cost: 1 Spin/10acity to Activate)
You can read the history of an object or room that you can touch.
TALENT: Pierce Through
(Cost: 1 Spin/10acity to Activate)
When you attack with a ranged weapon, add the rank of this talent to only your first attack roll. Your attack continues on in a straight line through to the next target within the range of the weapon. Roll an additional attack on each target. This piercing attack can continue on this way for a number of targets up to the rank of this talent or the range of the weapon.
TALENT: Point Blank Shot
(Cost: 1 Spin/10acity to Activate)
When attacking with a ranged weapon in melee range, the action still counts as a ranged attack action (normally ranged attacks in melee range count as a melee attack action). Add the rank of this talent to your ranged attack roll when using a ranged weapon in melee range.
TALENT: Power Attack
(Cost: 1 Spin/10acity to Activate)
When attacking with a melee or thrown weapon, add the rank of this skill to the attack result and add your [STRENGTH] rank to the damage of this attack up to a limit of 2 damage per rank of this talent.
TALENT: Psychic Empathy
(Cost: 1 Spin/10acity to Activate)
You can psychically read the emotions of anyone within range (10 spaces per rank) without needing line of sight. Add the rank of this talent when rolling insight.
TALENT: Reality Bender
(Cost: 1 Spin/10acity to Activate)
TBD
TALENT: Repose
(Cost: 1 Spin/10acity to Activate)
When attacked by a melee or unarmed attack that misses you (your final defense result is higher than their final attack result), you can immediately roll a melee or unarmed attack against the attacker in which they defend against normally. Both the original attack and repose are happen simultaneously and does not take an action.
TALENT: Ricochet
(Cost: 1 Spin/10acity to Activate)
Add the rank of this talent to your ranged attack roll. When attacking with a ranged weapon, the weapon can bounce off of objects in order to find their target up to the limit of the range of the weapon. The weapon can bounce from one object for every rank in this talent, though it can only cause damage to one target.
TALENT: Sacrifice Strike
(Cost: 1 Spin/10acity to Activate)
When attacked by a melee or unarmed attack that hits you and causes damage (your final defense result is less than the final attack result against you), you can immediately roll a melee or unarmed attack against the attacker in which they defend against as normally. Both attacks and results are applied simultaneously.
TALENT: Shield Expert
(Cost: 1 Spin/10acity to Activate)
You can give anyone within one space of you (including yourself) a bonus to their defense roll equal to the rank of this skill.
TALENT: Skill Focus: Choose Skill
(Cost: 1 Spin/10acity to Activate)
Roll one extra advantage die and add the rank of this talent to your non-combat skill check.
TALENT: Sneak Attack
(Cost: 1 Spin/10acity to Activate)
When attacking an opponent by surprise (not knowing the attack is coming) or when distracted (melee flanking with another ally), then add the rank of this talent to the attack. If the attack is successful, it generates one additional damage per rank in this talent.
TALENT: Sniper
(Cost: 1 Spin/10acity to Activate)
Add the rank of this talent to your ranged attack roll. The range of your weapon is increased by an amount of spaces equal to ten (10) times the rank of this talent.
TALENT: Spellweaver Rune Caster
(Cost: 1 Spin/10acity to Activate)
You can cast spells from written runes. You require the formula for the spell as well as elemental activation stones. Each spell has a set up time of 1 action or more before you can cast the spell. Elemental activation stones come in forms of Fire, Water, Earth, Air, Metal, and Spirit. Each activation stone has a quality that adds additional bonus and impact capability to the spell, the higher the quality of the stone, then the higher the bonus to your spell. Some spells cost multiple stones—for example fireball would require both an elemental activation stone of fire and air–if the stones are different quality, then you receive a bonus equal to the average quality of the stones rounded down.
TALENT: Stealth Evader
(Cost: 1 Spin/10acity to Activate)
When defending against an attack that would be hindered by the attackers inability to see you clearly, you can use stealth to defend instead of melee or ranged defense. Add the rank of this talent to your roll when defending in this way.
TALENT: Teleportation
(Cost: 1 Spin/10acity to Activate)
Teleport up to 10 spaces per rank of this talent.
TALENT: Two Handed Sweep
(Cost: 1 Spin/10acity to Activate)
When you attack with a two handed melee weapon, your attack continues circularly to also attack the next target within your melee range. Add the rank of this talent to the attack roll of the first attack only. Roll separate attack rolls for each target. This sweeping attack can continue in this way for a number of targets up to the rank of this talent.
TALENT: Two Weapon Defense
(Cost: 1 Spin/10acity to Activate)
When wielding two one handed weapons, you can block missile projectiles and add the rank of this skill to your defense roll.
TALENT: Two Weapon Second Strike
(Cost: 1 Spin/10acity to Activate)
When attacking with a one handed weapon in which you miss (your final attack scores less than the final defense of your opponent), you can then make another attack with a second one handed weapon in another hand. Add the rank of this talent to the second attack roll.
TALENT: Two Weapon Twin Strike
(Cost: 1 Spin/10acity to Activate)
You may attack using two one handed weapons, one wielded in each hand. Add the rank of this talent to your attack roll and choose to apply the damage, a condition, or generate Spin from the secondary weapon in this attack.
TALENT: Weapon Mastery
(Cost: 1 Spin/10acity to Activate)
Choose a weapon type, when you fail at an attack or defense with that weapon, you can use this talent to roll again and this time add a bonus equal to the rank of this talent to the result.
STANCE: Battle Crafting
(Cost: 1 Spin/10acity to Enter Stance)
If you can dodge a wrench… When using a tool as a melee weapon, attacks and defense can be performed using the [CRAFT] skill instead of [MELEE COMBAT].
STANCE: Battle Form
(Cost: 1 Spin/10acity to Enter Stance)
You have another form that you can assume. This form can be as different or similar to your original form as you like. This form is always the same each time you change into it, if you would like different battle forms, you can take this stance again to create another build. When you choose your Battle Form, you build the appearance of the form using the standard lineage rules. The Narrator may choose to give an advantage step to certain actions such as intimidate and alter social encounters as appropriate for the form. Choose one Battle Form Enhancement that is innate to this form. To enhance the form further, you may take additional Battle Form Enhancements. Each time you take a Battle Form Enhancement, choose which form it applies to.
STANCE: Chameleon Stealth
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can hide in plain sight by blending in with your environment.
STANCE: Clairvoyant
(Cost: 1 Spin/10acity to Enter Stance)
When you enter this stance, choose a location within range. While in this stance, you can see or hear as if you were in that location. The range is 10 spaces per rank of this stance.
STANCE: Dance Fighting
(Cost: 1 Spin/10acity to Enter Stance)
When fighting unarmed, you can use [PERFORM] to attack and defend as long as you are not being restrained from moving in dancing maneuvers.
STANCE: Deception Striker
(Cost: 1 Spin/10acity to Enter Stance)
When wielding flexible or distracting melee weapons like whips and fans, you can use [DECEPTION] for attacks and defense as long as your target can visually see you.
STANCE: Dex Fighter
(Cost: 1 Spin/10acity to Enter Stance)
When using small one handed melee or throwable weapons, attacks and defense can be performed using the [SLEIGHT OF HAND] skill instead of [MELEE] or [RANGED] skills.
STANCE: Eidolon Summoning
(Cost: 1 Spin/10acity to Enter Stance)
Summon a creature within range with whom you share your actions each round. This creature is designed as a regular character which is three (3) levels lower than your current level (minimum 1). The creature can move up to 10 spaces away from you per rank in this stance and will persist for as long as you remain in your stance.
STANCE: Elementalist: Air
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can sense air within your range. Spend an action to use [CONCENTRATION] or [OCCULT] to summon or manipulate air, smoke, and mist into a desired shape up to the size of 1 space cubed at a range of up to 5 spaces per rank. Once a shape is formed, you can maintain that shape for as long as you remain in the stance. If the form is in the shape of a weapon or a tool, you can hold or wield it as such. For an action you can move that shape up to your rank of spaces or until it hits an object, change the shape of the element, or release that shape and form another shape within your range. ELEMENTAL AIR PROPERTIES: Damage: Force + 0, Damaging Condition: Suffocate, Ability to Shove, Can Appear as Clear, Misty, or Smoky.
STANCE: Elementalist: Electricity
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can sense electricity within your range. Spend an action to use [CONCENTRATION] or [OCCULT] to summon or manipulate electricity into a desired shape up to the size of 1 space cubed at a range of up to 5 spaces per rank. Once a shape is formed, you can maintain that shape for as long as you remain in the stance. If the form is in the shape of a weapon or a tool, you can hold or wield it as such. For an action you can move that shape up to your rank of spaces or until it hits an object, change the shape of the element, or release that shape and form another shape within your range. ELEMENTAL ELECTRICITY PROPERTIES: Damage Elecricity +2, Damaging Condition: Electrocute, Can overload electronics.
STANCE: Elementalist: Fire
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can sense fire within your range. Spend an action to use [CONCENTRATION] or [OCCULT] to summon or manipulate fire into a desired shape up to the size of 1 space cubed at a range of up to 5 spaces per rank. Once a shape is formed, you can maintain that shape for as long as you remain in the stance. If the form is in the shape of a weapon or a tool, you can hold or wield it as such. For an action you can move that shape up to your rank of spaces or until it hits an object, change the shape of the element, or release that shape and form another shape within your range. ELEMENTAL FIRE PROPERTIES: Damage: Fire +2, Damaging Condition: Burn, Produces Light and Heat
STANCE: Elementalist: Life
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can sense life within your range. Spend an action to use [CONCENTRATION] or [OCCULT] to manipulate life at a range of up to 5 spaces per rank. ELEMENTAL LIFE PROPERTIES: Damage: Necrotic, Damage Condition: Necrosis +1, Physical Hinder Condition: Weaken, Movement Hinder Condition: Entangling Plants, Roll against Trained Difficult to Heal Stress, Can be used as a skill to treat and accelerate the recovery of wounds and diseases.
STANCE: Elementalist: Light
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can sense light within your range. Spend an action to use [CONCENTRATION] or [OCCULT] to summon or manipulate light into a desired shape up to the size of 1 space cubed at a range of up to 5 spaces per rank. Once a shape is formed, you can maintain that shape for as long as you remain in the stance. If the form is in the shape of a weapon or a tool, you can hold or wield it as such. For an action you can move that shape up to your rank of spaces or until it hits an object, change the shape of the element, or release that shape and form another shape within your range. ELEMENTAL LIGHT PROPERTIES: Damage: Fire +0, Hinder Condition: Blind, Produces Light, Can form shapes that look like real people and objects.
STANCE: Elementalist: Spirit
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can sense spirits within your range. Spend an action to use [CONCENTRATION] or [OCCULT] to communicate with or manipulate spirits at a range of up to 5 spaces per rank. ELEMENTAL SPIRIT PROPERTIES: Damage: Psychic +1, Mental Hinder Condition: Psychic Static, Can use charisma skills to communicate with spirits.
STANCE: Elementalist: Stone
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can sense types of stones within your range. Spend an action to use [CONCENTRATION] or [OCCULT] to summon or manipulate stone into a desired shape up to the size of 1 space cubed at a range of up to 5 spaces per rank. Once a shape is formed, you can maintain that shape for as long as you remain in the stance. If the form is in the shape of a weapon or a tool, you can hold or wield it as such. For an action you can move that shape up to your rank of spaces or until it hits an object, change the shape of the element, or release that shape and form another shape within your range. ELEMENTAL STONE PROPERTIES: Damage: Slashing +2, Damage: Piercing +2, Damage: Blunt +2, Movement Hindering Condition: Rough Terrain
STANCE: Elementalist: Thought
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can sense thoughts within your range. Spend an action to use [CONCENTRATION] or [OCCULT] to interact with those thoughts or manipulate thought at a range of up to 5 spaces per rank. ELEMENTAL THOUGHT PROPERTIES: Damage: Psychic +2, Mental Hinder Condition: Psychic Scream, Can attempt hypnotizing type thought manipulations.
STANCE: Elementalist: Water
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can sense water within your range. Spend an action to use [CONCENTRATION] or [OCCULT] to summon or manipulate water or ice into a desired shape up to the size of 1 space cubed at a range of up to 5 spaces per rank. Once a shape is formed, you can maintain that shape for as long as you remain in the stance. If the form is in the shape of a weapon or a tool, you can hold or wield it as such. For an action you can move that shape up to your rank of spaces or until it hits an object, change the shape of the element, or release that shape and form another shape within your range. ELEMENTAL WATER PROPERTIES: Damage: Slashing +1, Damage: Piercing +1, Damage: Blunt +1, Movement Hindering Condition: Frostbite, Damaging Condition: Freeze, Damaging Condition: Suffocate.
STANCE: Flight
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can use [ATHLETICS] to fly with physical wings or [CONCENTRATION] to fly with a power. You can move an amount of spaces equal to the rank in this stance + your impact generated from your athletics roll. If you ever roll a 5 or below, you are unable to sustain your flight and you fall for that round unless you have wings and can glide.
STANCE: Ghost Form
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can make a [CONCENTRATION] OR [OCCULT] skill check against a trained difficulty to attempt to move through solid objects. While in this stance, you can also use [CONCENTRATION] or [OCCULT] instead of [EVASION] to avoid attacks.
STANCE: Insight Defender
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can use [INSIGHT] to defend instead of [EVASION] as long as you can see the character that is attacking.
STANCE: Mystic Combat
(Cost: 1 Spin/10acity to Enter Stance)
When fighting unarmed, you can use [OCCULT] to attack and defend by using mystic forces that you control. At least one of your hands must be free and empty to form the appropriate symbols.
STANCE: Pied Piper
(Cost: 1 Spin/10acity to Enter Stance)
Choose a type of creature or people to affect (rats, bats, rodents, felines, thieves, foes, etc.). You can use [PERFORMANCE] against their [INSIGHT] or [CONCENTRATION] in order to draw them towards or away from the source of music for as long as you spend your action playing and they are able to hear the music.
STANCE: SciFi-ghter
(Cost: 1 Spin/10acity to Enter Stance)
When wielding a TechnoWeapon, you can use [SCIENCE] to attack and defend with the weapon as appropriate.
STANCE: Song of Inspiration
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can spend an action to use [PERFORMANCE] to create Spin for yourself and your allies. The amount of Spin is directly related to how challenging you choose your performance to be. The challenge rating will be 1d6 for every point of Spin you attempt to create.
STANCE: Stealth Striker
(Cost: 1 Spin/10acity to Enter Stance)
When using a small concealable melee weapon, the attacks and defense can be performed using the stealth skill instead of melee attack.
STANCE: Tactics Commander
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can spend an action to use [INSIGHT], [SOCIETY], or [INVESTIGATION] to create Spin for yourself and your allies. The amount of Spin is directly related to how challenging you choose your strategy to be. The challenge rating will be 1d6 for every point of Spin you attempt to create.
STANCE: Telekinetic
(Cost: 1 Spin/10acity to Enter Stance)
For the duration of this stance, you can use [CONCENTRATION] instead of [STRENGTH] to move objects with your mind within a range of 10 spaces per rank in this stance.
STANCE: Travel Form
(Cost: 1 Spin/10acity to Enter Stance)
You have another form that you can assume for mobility purposes. You can stay in this form for up to one hour per rank of this talent. The form has no real combat abilities, but you do gain the form’s mode of transportation and special properties. For example, if your form is a fish, you can breathe water and have a swim speed. If it is a hawk you can fly, if it is a mole, you can tunnel, etc. You may take this stance multiple times to have other forms.
ENHANCEMENT: Additional Arms
Prerequisite: No Prerequisite
Another pair of arms. This does not give additional actions, but they can hold additional equipment.
ENHANCEMENT: Alchemy
Prerequisite: No Prerequisite
You have discovered how to may Alchemical formulas using the [OCCULT] skill. You require the formula for the elixer as well as the appropriate components and ingredients. Each elixer takes a different amount of time and required ranks to create.
ENHANCEMENT: Battle Form > Agility
Prerequisite: Battle Form (applies when in battle form)
TBD
ENHANCEMENT: Battle Form > Aquatic
Prerequisite: Battle Form (applies when in battle form)
You can breathe in water that would be suitable for a standard fresh or saltwater fish and swim at your movement speed without requiring an athletic roll.
ENHANCEMENT: Battle Form > Armor
Prerequisite: Battle Form (applies when in battle form)
You have natural armor equal to double your VIGOR score that regenerates upon a short rest.
ENHANCEMENT: Battle Form > Climbing
Prerequisite: Battle Form (applies when in battle form)
You gain a climb speed equal to your movement speed.
ENHANCEMENT: Battle Form > Projectile
Prerequisite: Battle Form (applies when in battle form)
Fire breath, laser eyes, hurled spines… choose a type of projectile element that you can hurl at your targets with [RANGED ATTACK]. The attack has the same attack and condition capabilities as the weapon from the elementalism options,
ENHANCEMENT: Battle Form > Roar
Prerequisite: Battle Form (applies when in battle form)
Your vocals increase beyond standard levels and are able to be heard over great distances.
ENHANCEMENT: Battle Form > Speed
Prerequisite: Battle Form (applies when in battle form)
Either from athletic build or additional legs, You move 2 spaces further.
ENHANCEMENT: Battle Form > Strength
Prerequisite: Battle Form (applies when in battle form)
You can lift and move 3 times your standard weight.
ENHANCEMENT: Battle Form > Tunneling
Prerequisite: Battle Form (applies when in battle form)
You have a digging speed equal to your movement speed.
ENHANCEMENT: Battle Form > Weapon
Prerequisite: Battle Form (applies when in battle form)
Your battle form posesses a weapon which uses the [UNARMED], [MELEE COMBAT], or [NATURE] skill for attack and defense rolls. Choose the weapon shape (claws, bite, tail, etc.) and whether deals slashing, piercing, blunt, or crushing damage. The weapon also has the properties of +2 damage and the ability to deliver a grapple, hindering, or damaging condition of choice based on the narrative discription of the weapon which is selected when you purchase the enhancemet. You may select this enhancement multiple times for multiple weapons.
ENHANCEMENT: Battle Form > Wings
Prerequisite: Battle Form (applies when in battle form)
You can glide short distances equal to your movement per round. (Using them for full flight will require the flight stance.)
ENHANCEMENT: Edict Memory
Prerequisite: No Prerequisite
You do not forget details. You do not need written formulas to craft an item as long as you have had enough time to thoroughly review a formula.
ENHANCEMENT: Eidolon > Agility
Prerequisite: Eidolon Summoning (applies to your eidolon)
See Battle Form
ENHANCEMENT: Eidolon > Aquatic
Prerequisite: Eidolon Summoning (applies to your eidolon)
See Battle Form
ENHANCEMENT: Eidolon > Armor
Prerequisite: Eidolon Summoning (applies to your eidolon)
See Battle Form
ENHANCEMENT: Eidolon > Climbing
Prerequisite: Eidolon Summoning (applies to your eidolon)
See Battle Form
ENHANCEMENT: Eidolon > Projectile
Prerequisite: Eidolon Summoning (applies to your eidolon)
See Battle Form
ENHANCEMENT: Eidolon > Remote Spellweaving
Prerequisite: Eidolon Summoning (applies to your eidolon)
If you have the ability to cast spells, then you can do so through your Eidolon
ENHANCEMENT: Eidolon > Roar
Prerequisite: Eidolon Summoning (applies to your eidolon)
See Battle Form
ENHANCEMENT: Eidolon > Share Senses
Prerequisite: Eidolon Summoning (applies to your eidolon)
You may view the world through your eidolon’s senses
ENHANCEMENT: Eidolon > Speach
Prerequisite: Eidolon Summoning (applies to your eidolon)
Your eidolon may speak any languages that you do.
ENHANCEMENT: Eidolon > Speed
Prerequisite: Eidolon Summoning (applies to your eidolon)
See Battle Form
ENHANCEMENT: Eidolon > Strength
Prerequisite: Eidolon Summoning (applies to your eidolon)
See Battle Form
ENHANCEMENT: Eidolon > Telepathy
Prerequisite: Eidolon Summoning (applies to your eidolon)
You may communicate telepathically with your eidolon
ENHANCEMENT: Eidolon > Tunneling
Prerequisite: Eidolon Summoning (applies to your eidolon)
See Battle Form
ENHANCEMENT: Eidolon > Weapon
Prerequisite: Eidolon Summoning (applies to your eidolon)
See Battle Form
ENHANCEMENT: Eidolon > Wings
Prerequisite: Eidolon Summoning (applies to your eidolon)
See Battle Form
ENHANCEMENT: Familiar
Prerequisite: Spellweaver Ritual Caster
You have an intelligent animal companion.
ENHANCEMENT: Familiar > Aquatic
Prerequisite: Familiar (applies to your familiar)
See Battle Form
ENHANCEMENT: Familiar > Cast Spell
Prerequisite: Familiar (applies to your familiar)
If you have the ability to cast spells, then you can do so through your familiar.
ENHANCEMENT: Familiar > Climbing
Prerequisite: Familiar (applies to your familiar)
See Battle Form
ENHANCEMENT: Familiar > Flight
Prerequisite: Familiar (applies to your familiar)
Your familiar has a fly speed equal to its movement speed.
ENHANCEMENT: Familiar > Share Senses
Prerequisite: Familiar (applies to your familiar)
See eidolon
ENHANCEMENT: Familiar > Speach
Prerequisite: Familiar (applies to your familiar)
See eidolon
ENHANCEMENT: Familiar > Telepathy
Prerequisite: Familiar (applies to your familiar)
See eidolon
ENHANCEMENT: Fins
Prerequisite: No Prerequisite
You can swim at your movement speed without requiring an athletic roll.
ENHANCEMENT: Focused Strike
Prerequisite: No Prerequisite
Choose an attack type (ranged, melee, elemental, etc) By spending your action to focus on your next action by aiming or charging up your attack, you then generate an additional die of impact if your action is successful on your next action.
ENHANCEMENT: Gills
Prerequisite: No Prerequisite
You can breathe in water that would be suitable for a standard fresh or saltwater fish.
ENHANCEMENT: Natural Armor
Prerequisite: No Prerequisite
You have natural armor equal to your VIGOR score that regenerates upon a short rest.
ENHANCEMENT: Naturally Fast
Prerequisite: No Prerequisite
Either from natural athletic build or additional legs, You move 2 spaces further.
ENHANCEMENT: Night Vision
Prerequisite: No Prerequisite
You do not have issues seeing in low light situations.
ENHANCEMENT: Precise Striker
Prerequisite: No Prerequisite
When Attacking with a weapon, you strike more precisely. When rolling multiple dice for attacks, you can change the value of any single die (except the highest rolled die) up or down a number value up to the rank of this skill, limited to the value of the highest rolled die. The objective of this skill is to match dice values to generate spin.
ENHANCEMENT: Resilient
Prerequisite: No Prerequisite
Your starting maximum amount stress is increased by 1. Can be taken multiple times up to the ranking limits of your level.
ENHANCEMENT: Retractable Claws
Prerequisite: No Prerequisite
You can climb at your movement speed without requiring an athletic roll and you can also use the claws as a weapon utilizing the [UNARMED] or [MELEE] skills which deals slashing damage +1 and the ability apply the grapple condition.
ENHANCEMENT: Sleepless
Prerequisite: No Prerequisite
You need only half the amount of rest as a normal character and your rest is in a semi awake meditative state rather than slumber.
ENHANCEMENT: Sonar/Blind Sight
Prerequisite: No Prerequisite
You can see without any light at all, but limited to a range of spaces equal to your rank in the [perception] skill.
ENHANCEMENT: Tail
Prerequisite: No Prerequisite
You have a prehensile tail that can be used as another limb.
ENHANCEMENT: Telekinetic > TK Combat
Prerequisite: Telekinesis
You can use your Telekinetic power for combat, performing any actions that you could do with [UNARMED COMBAT] through your Telekinesis with the additional ability of being able to defend against ranged attacks. You can use either [UNARMED COMBAT] or [CONCENTRATION] for these actions.
ENHANCEMENT: Telepathic Communication
Prerequisite: No Prerequisite
You can send a message directly into the mind of anyone within range (10 spaces per rank). The communication sounds like your voice in their mind and you must speak a language that they know for them to understand you. If you continue to focus your attention on the target, then they may also send a message back. The target can attempt to block the message with an opposed concentration check.
ENHANCEMENT: Tenacious
Prerequisite: No Prerequisite
Your starting maximum amount of tenacity points is increased by 1. This talent can be taken multiple times up to the rank limit of your level.
ENHANCEMENT: Wings
Prerequisite: No Prerequisite
You can glide short distances equal to half of your movement per round. (Using them for full flight will require the flight stance.)

Creating Your Own Special Abilities

If you can’t find a special ability that fits your character, you can always modify and existing one or create one (with the approval of the Narrator). In this section, we’ll share the formulas for creating your own Talents, Stances, and Enhancements.

Talents

Talents are the most powerful of the Special Abilities, this is why they cost 1 Spin/Tenacity for a single action. The basic formula for Talents are:

BONUS + MECHANIC + CONDITION

The BONUS can be additional value added to the result rolls. The MECHANIC is the ability to do something that characters can not otherwise do. Since it takes a point every time you want to use it, this can be a rather powerful ability such as granting additional actions or targets. The CONDITION is for balance, if the BONUS and/or MECHANIC is very powerful, then there should be a stronger condition of when it can be used. If the BONUS and MECHANIC is fairly balanced for the cost of a Spin/10acity point, then the CONDITION can be small like when using a particular skill or weapon.

To put this in perspective, a Spin/10acity point alone can add a +1 to a skill roll, a +1 to an impact roll, or reroll an action that is related to the character’s theme. A Talent has to be stronger than that because you are spending character creation points on your ability to perform the talent.

Let’s take a look at a few talents and break them down to see the formula in action:

Point Blank Shot: When attacking with a ranged weapon in melee range, the action still counts as a ranged attack action (normally ranged attacks in melee range count as a melee attack action). Add the rank of this talent to your ranged attack roll when using a ranged weapon in melee range.

  • BONUS: Add rank of this talent to the attack roll.
  • MECHANIC: Can use Ranged Weapon Skill instead of Melee combat.
  • CONDITION: When using a ranged weapon.

Rage Strike: When attacking with a melee or thrown weapon, add the rank of this skill to the attack result and add your Strength rank to the damage of this attack up to a limit of 2 damage per rank of this talent.

  • BONUS: Add rank of this talent to the attack roll.
  • MECHANIC: Can add strength to the damage.
  • CONDITION: When using a melee or thrown weapon and only up to 2 damage per rank of this talent.

Frightening Presence: Add the rank of this talent to your intimidation roll. You can intimidate one additional character per rank in this talent, roll each intimidation check separately. When intimidating, you can do it with your appearance alone and do not need direct interaction (it does still take an action), but the characters that are being intimidated must be see or hear you.

  • BONUS: Add rank of this talent to the intimidation roll.
  • MECHANIC: Can intimidate more than one character
  • CONDITION: Intimidators must know you are there via sight or sound.

Pierce Through: When you attack with a ranged weapon, add the rank of this talent to only your first attack roll. Your attack continues on in a straight line through to the next target within the range of the weapon. Roll an additional attack on each target. This piercing attack can continue on this way for a number of targets up to the rank of this talent or the range of the weapon.

  • BONUS: Add rank of this talent to the attack roll.
  • MECHANIC: Can attack an additional target per rank.
  • CONDITION: With a ranged weapon, in a straight line, and the BONUS to attack only applies to the first target.

Stances

Stances are at a power level somewhere between a Talent and an Enhancement. They still cost a Spin/10acity Point to activate, but the stance lasts the entire scene until they either switch to another stance, take a point of wound, or fall unconscious.

Stances do not give BONUS like a talent, it is only a change to the MECHANIC of the game. The formula is only:

MECHANIC + CONDITION

The MECHANIC is the ability to do something that characters can not otherwise do and for an extended duration (for as long as they are in the Stance). That means that you should avoid overpowerful abilities such as granting additional attacks or targets which could unbalance the game. These mechanics should be more of a moderate level. The CONDITION is for balance, if the MECHANIC is very powerful, then there should be a stronger condition. If MECHANIC is fairly balanced for the cost of a Spin/10acity point, then the CONDITION can be small or absent completely.

Let’s take a look at a few stances and break them down to see the formula in action:

Battle Crafting: When using a tool as a melee weapon, attacks and defense can be performed using the [CRAFT] skill instead of [MELEE COMBAT].

  • MECHANIC: Can use [CRAFT] instead of [MELEE COMBAT]
  • CONDITION: Only when using a tool as a melee weapon

Clairvoyant: When you enter this stance, choose a location within range. While in this stance, you can choose to see or hear as if you were in that location. The range is 10 spaces per rank in this stance and cannot be moved once established without entering the stance again.

  • MECHANIC: Can use your senses as if you were in a different location.
  • CONDITION: Only see or hear, not both. The location cannot be moved without entering another stance.

Elementalist: Fire: For the duration of this stance, you can sense fire within your range. Spend an action to use [CONCENTRATION] or [OCCULT] to summon or manipulate fire into a desired shape up to the size of 1 space cubed at a range of up to 5 spaces per rank. Once a shape is formed, you can maintain that shape for as long as you remain in the stance. If the form is in the shape of a weapon or a tool, you can hold or wield it as such. For an action you can move that shape up to your rank of spaces or until it hits an object, you can change the shape of the element, or you can release that shape and form another shape within your range. ELEMENTAL FIRE PROPERTIES: Damage: Fire +2, Damaging Condition: Burn, Produces Light and Heat

  • MECHANIC: Can summon or manipulate fire.
  • CONDITION: Requires an action to use any aspect of the stance. Can only summon or manipulate one shape at a time.

Enhancements

Enhancements are the lowest power. They do not cost Spin/10acity to activate and are always active on the skill or ability that it applies to. They are designed to give small boosts and customizations to characters. The formula is:

SMALL BONUS or MECHANIC + CONDITION

The small Bonus applies to a non-skill or special ability that is otherwise not able to be manipulated like armor, stress, speed, max 10acity points, etc. The MECHANIC is the ability to do something that characters can not otherwise do and that they can always do without expending any points. That means that you should avoid powerful abilities that could be granted by a Talent or a Stance. These mechanics should be more of a minor advantage over another character. The CONDITION is for balance, if the MECHANIC/BONUS is very powerful, then there should be a stronger condition. If MECHANIC/BONUS is fairly balanced, then the CONDITION can be small or absent completely.

Let’s take a look at a few enhancements and break them down to see the formula in action:

Additional Arms: Another pair of arms. This does not give additional actions, but they can hold additional equipment.

  • MECHANIC: You have another pair of arms.
  • CONDITION: They cannot be used for additional attacks and are really just mechanically utilized for holding additional items for use.

Edict Memory: You do not forget details. You do not need written formulas to craft an item as long as you have had enough time to thoroughly review a formula.

  • MECHANIC: Basically a really good memory that allows you to also memorize formulas so that you do not need a way of storing and reviewing formulas.
  • CONDITION: Neat, but not game altering, no condition needed.

Fins: You can swim at your movement speed without requiring an athletic roll.

  • MECHANIC: You can swim at your regular speed without an athletics check.
  • CONDITION: Neat, but not game altering, no condition needed.

Summary

That’s pretty much all there is to it. The list of Special Abilities here is just a baseline of options, but only scratches the surface of what is possible in the 10acity System. So don’t feel restricted, if there is something you’re looking for but can’t quite find, it’s time to alter or create a new one. Take a look at some of the existing Stunts, Stances, and Enhancements for guidelines, then try your hand at altering or building your own. Show it to the Narrator and they may want to alter it a little more on their own based on their own knowledge of the system or their campaign, but once you agree you have a shiny new Special Ability that is all your own.