Ability Points, Skill Trees, Knowledges, Proficiencies, & Strength

Ability Points

In Colony Alpha every character has 3 Ability traits. These start out at zero during character creation.

Endurance (END) – A measure of the character’s physical endurance and agility.

Presence (PRE) – A measure of the character’s mental force of will.

Focus (FOC) – A measure of the character’s mental ability to concentrate.

Each Ability Point forms a pool. Many skills draw from a specific Ability Point pool. Most skills that use Ability Points require either 3 Points or 1 Point to execute. There are only a few exceptions and they are described in the individual skill description.

During character creation each player may declare which Ability trait is their primary Ability. The cost for primary Ability Points is 1 Build/2 Points. All other Ability Points are 1 Build/1 Point.

Example:

Charlotte wishes to use the skill Hand Weapon Combat: Disarm. It costs her 3 END to use the skill. Charlotte currently has 6 END, so she may use the skill twice if she so wishes.

Refreshing Ability Points

The Mess Hall in Colony Alpha comes equipped with a military-grade auto-compounding dispensary, or auto-dispenser. As long as the Mess Hall is powered in-game, the auto-dispenser will dispense a special drug, in pill form, that refreshes all of a character’s Ability Points once per event. This refresh can only happen once per event and since this is a meta-effect, that mechanic cannot be altered or changed.

The drug, 2-Diphenylmethylsulfinylacetamide, is known officially as DMSA, but it has the slang names 2D, 2-A-Days (because it’s like getting a second full-night’s rest), or Dynamo. When a character interacts with the auto-dispenser, it will take a micro-scan of the character’s blood and formulate a dose of DMSA specifically tailored for the individual. It will then dispense a pill for the character to take.

The DMSA pill must be taken immediately to have any effect. The compound quickly breaks down. The pill cannot be saved or stored for later. Again, because this is a meta-effect, this mechanic also cannot be altered or changed. Additionally, the auto-dispenser cannot be used if there is active combat inside the Mess Hall.

When a character takes a pill they must have a staff member or game marshal sign off on their character card. Five minutes after taking the DSMA pill the character’s END, FOC, and PRE are refreshed to full.

Refreshing Ability Points using the Auto-dispenser in the Mess Hall

*Requires the Mess Hall to have in-game power.

*The auto-dispenser only works in the Mess Hall.

*The auto-dispenser cannot be used if there is active combat inside the Mess Hall.

*Characters must immediately take the pill. It cannot be saved or stored for later.

*Character must have their character cards signed off to denote the refresh.

*The pill takes 5 minutes to activate and refresh all END, FOC, and PRE.

*Can only be done once per event.

Skill Trees

Skill trees represent a character’s understanding in a particular field. Each skill tree has a family of skills attached to it which are arranged in tiers/ranks.

A character may purchase any rank 1 skill. In order to purchase higher rank skills, a character must purchase one skill in the previous rank. This unlocks the next rank for purchase. For example, purchasing a rank 1 skill unlocks access to all rank 2 skills. Purchasing a rank 2 skill unlocks all access to rank 3 skills. Etc… A character does not need an equal number of skills in each rank and can have one rank 1 skill but all rank 2 skills.

Most skills do not have specific skill prerequisites, but some do. These are listed in the skill description.

When a character uses a skill he/she must call the skill and give a short description of its effect. This is because the target may not know what the skill does.

Some skills require a character to expend Ability Points. Skills require 3 Ability Points to perform, unless otherwise noted.

Knowledges, Knowledge Checks, and Crafting

Some skill trees have a rank 1 skill called Knowledge. Purchasing a Knowledge skill allows a character to learn information about an item, monster, or situation based on the rank of their Knowledge. Purchasing a Knowledge also allows a character to craft items or perform specific tasks that require the Knowledge.

Purchasing Knowledge gives a character Knowledge 1 in that particular field. A character may add more ranks to his/her Knowledge by purchasing Proficiencies. Purchasing Proficiency 1 gives a character Knowledge 2 in a particular field. Purchasing Proficiency 2 gives a character Knowledge 3 in a particular field.

At any time a character may ask a question to a staff member and specify their Knowledge rank in a field he/she thinks is applicable. If the character’s Knowledge rank is high enough, he/she may learn some new information.

If a character has Proficiencies but does not have the first-tier Knowledge skill, they are unable to make Knowledge Checks. They are only proficient at skills, but do not have the underlying knowledge.

Example:

Marcus has Medicine: Knowledge and Medicine: Proficiency 1. His total Medicine knowledge rank is 2. Joshua has come down with some mystery illness. Marcus attempts to diagnose the illness. He finds a staff member and asks, “What can I learn about Joshua’s illness? I have Medicine 2.”

The staff member replies, “After watching Joshua’s symptoms you realize he is suffering from rat-bite fever.”

Crafting is also dictated by Knowledge levels. Characters can only craft items if they meet the Knowledge level requirements. Similar to Proficiencies, a character must have the first-tier Knowledge skill in order to use that Knowledge with crafting. See the Crafting section for further details.

Proficiencies and Ability Point Reduction

Proficiencies also have another bonus. When a character purchases a Proficiency, all skill tree skills in the previous rank are reduced to 1 Ability Point per use.

Any skill that costs a variable Ability Point amount is not reduced from a Proficiency.

Example:

Charlotte learns Hand Weapon Proficiency 1. All Ability Point costs under Hand Weapon rank 1 are reduced to 1 Ability Point.

Hand Weapon: Disarm is a skill under Hand Weapon rank 1. Normally it costs 3 END to use. Now it only costs Charlotte 1 END to use.

Purchasing Skills

Learn Skill/Purchase Skill Cost is 3 Build List in Skill Queue on character card
Add END, FOC, PRE Variable Cost List in Skill Queue on character card

As noted above a character may purchase any rank 1 skill. In order to purchase higher rank skills, a character must purchase one skill in the previous rank. This unlocks the next rank for purchase. For example, purchasing a rank 1 skill unlocks access to all rank 2 skills. Purchasing a rank 2 skill unlocks all access to rank 3 skills. Etc… A character does not need an equal number of skills in each rank and can have one rank 1 skill but all rank 2 skills.

Learning new skills costs 3 Build and takes place between events. In order to learn a new skill the character must meet any applicable prerequisites. The player must then list the skill on the character’s card in the Skill Queue section. Between events, when the character cards are updated the prerequisites will be checked and the skill will be added if there are no issues. The character will be able to use the skill next event.

Strength

A character’s Strength (STR) score represents how physically strong they are. All characters begin with a Strength score of 0. Knowledge: Physique, as well as some skills, powers, and drugs, grant STR to a character.

Characters may perform STR checks if they want to accomplish a feat of strength, such as moving something heavy.