Claiming New Effects

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Having the potential to wield magic (by initiating the Magic skill) is only the first step. Specific supernatural abilities – whether manifesting as a dart of flame, a prayer that stitches torn flesh, a surge of inner strength, or a whispered word that muffles sound – are known as Effects. Unlike systems where characters automatically gain abilities as they advance, Effects in Alacrity must be actively acquired through a two-step process integrated with the ongoing narrative: Discovery and Learning.

1. Discovery Within the Story

First, the character must encounter the Effect within the game world. This discovery phase is driven by player action and facilitated by the Game Master, ensuring that new powers make sense within the context of the character’s journey and the setting’s lore. Discovery can happen in many ways:

  • Finding and deciphering an ancient scroll or tome.
  • Receiving divine insight, a vision, or a blessing from a patron entity.
  • Being taught by a mentor, master, or another knowledgeable character.
  • Successfully completing a quest where the Effect is part of the reward or a necessary tool.
  • Witnessing the Effect and dedicating time to research or replicate it (GM discretion).
  • Reverse-engineering a captured magical item or phenomenon.

The GM plays a crucial role here, providing opportunities for discovery relevant to the character’s Narrative Anchor (their established source of power) and the campaign’s events. A cleric is more likely to discover Effects related to their faith through prayer or temple texts, while a wizard might find arcane Effects through research or interacting with magical sites.

2. Learning the Effect (XP Cost)

Once an Effect has been credibly discovered within the narrative (and approved by the GM as suitable), the character must internalize it. This represents the practice, meditation, study, or divine acceptance needed to make the power truly their own and readily usable.

  • Cost: This requires spending five Experience Points (5 XP) per Effect.
  • Mechanical Meaning: Paying this XP cost signifies that the Effect is “inscribed into memory” (or soul, or repertoire) and becomes available for the character to attempt casting using their Magic skill and Mana Points.
  • Optional Requirements: Depending on the setting and the nature of the Effect, the GM might also require a period of downtime for practice, special materials (like rare inks for a wizard’s spellbook or blessed components for a divine rite), or a specific ritual action to fully learn the Effect after spending the XP.

Prerequisites and Summary

Remember, a character must have first initiated the Magic skill (costing 20 XP) before they can begin learning any specific Effects. Both narrative discovery and the 5 XP expenditure are required before an Effect can be attempted. Until both steps are met, the character simply lacks the knowledge or attunement to channel that specific power, no matter how much mana they possess. This ensures that gaining new magical abilities is a meaningful part of character development and the unfolding story.

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File Created: 05/07/2025
Last Modified: 05/07/2025

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