Arc 1+
Type: Miraculous Action
Cost:
- 0 MP—starting mid-scene, take 1-2 enhanced actions
- 1 MP—see "Push Yourself," below.
- 2 MP—starting mid-scene, all actions are enhanced
- 4 MP—enhance arbitrarily many actions for a scene.
Starting mid-scene, you may invoke
the Ace to enhance the occasional mundane action with a +1 Tool bonus. As with
A Higher Standard this only improves actions taken with an ordinary or Superior Skill.
You probably think of this IC as determination or the fruits of long practice, but from a game standpoint this is "wish power"—the power of your heart molds you into someone more like the person you want to be.
You can invoke
The Ace and the mundane Intention it supports as a single action. Alternately, you can invoke
the Ace to support an Intention that you already have.
Arc 2. At Arc 2 the bonus from
the Ace becomes a +2 Tool.
Arc 3. At Arc 3 you perform the action "perfectly"—it flows from the power of your wishing heart, not from your fallible mortal flesh and brain. The HG may veto perfect execution of Obstacle 5 actions; otherwise, and for Obstacle 0-4 actions, this has the following effects:
- your Intention is executed with perfect timing.
- you may ignore level 1-2 Skill penalties.
- your Intention is faster, more powerful, more graceful, and more skillful than any opposing miracle that loses a conflict with the Ace. More generally, it is better at any fundamentally human quality, if you're human, or, if not, at any fundamental quality of whatever else you may be. If this can provide a halfway plausible (or better) justification, this allows your actions to contend with miracles: incredibly powerful jacks-playing technique, for example, won't stop you from being turned into a bird, but an incredibly fast dive behind cover or an incredibly powerful meditative stabilization technique might.
- if your Intention is in conflict with an Intention enhanced by a miracle, and that miracle loses a conflict with the Ace, your Intention may overcome the miracle's effects. It automatically overcomes any effect that says that it can't win or can't compete; for anything else, it must defeat the opposing Intention.
- you receive a +2 Tool bonus, as above.
Ignoring level 1-2 Skill penalties does mean, as you might surmise, that you may freely expand your Skills into new domains. However, note that this power does not create information out of nowhere save
through your Skills: spinning off painting talent from your Elegance Skill despite never painting before is possible, but you can't make an impressionist work without actually knowing what that is. An Ace mathematician without any actual mathematics Skill or experience can almost certainly crack any mathematical problem or puzzle
eventually but it'll take them a while to get there—they're starting from the default assumed cultural knowledge of a random Fortitude resident!
Arc 4. At Arc 4 you may augment
the Ace with:
- the strength of a bear and/or
- the mental speed and precision of a computer.
This always at least doubles your mundane strength and precision, so if you were already a bear with a cybernetic brain[1] you'll still be a little more effective than you were. Nominally the effect of this is to reduce Obstacles, make certain actions feasible, and provide up to 3 points of Edge in an otherwise fair contest (depending on how much raw strength and speed is involved.)
Arc 5. At Arc 5 you may augment
the Ace with the benefits of
Legendary Master (which we'll cover next time): a "light foot" technique, perfect body control, and the ability to flexibly exert your full strength through any part of your body (e.g. in a one-finger stand or a wall-breaking sneeze.)
[1] Don't judge me.
Examples
- (Arc 2) a mountain cat wanders into your café while you're having a fun conversation. You give it a look, grabbing a +2 Tool bonus on top of 4 Will (1 + 3 from A Higher Standard) to make this impressively intimidating despite no relevant Skill. It hesitates, then wanders away.
- (Arc 3) you're trying to remember to call your doctor—but the evil parasite in your brain is trying to make you forget! After some stressing and dialogue to get to mid-scene, you invoke the Ace. Your Intention 4 jumps to 6 and gains "perfect timing," meaning that if you do remember it'll be at a moment when you can actually make that call. You ignore any Edge the evil parasite might get from Superior Evil Parasite 1-2, but if it has Superior Evil Parasite 3 it can still overwhelm you with its brain-spike. If the parasite is using a power like Conversion to control you, and you somehow win the miraculous conflict against it, your will to remember is more powerful than its attack, and that control will fail; if it's physically erasing the data from your brain, though, and you're just "trying hard to remember," being "more powerful" won't help and you'll still forget. You'd need to be using mental discipline to move the memory around and constantly associate it with new things, or something like that, to win … even with a higher effective Arc + Strike!
- (Arc 4) You're wrestling Jane Bjornsdottir, who is roughly bear-strength herself. This gives her Edge 3 against most people, which the basic Ace package won't cancel out—but being as strong as a bear, of course, absolutely will!
- (Arc 5) You leave most scenes—specifically, the scenes where there's a roof nearby and you have uses left of the Ace—by jumping away along the roofs.