Manipulation Traits
There are a variety of Ability traits that allow a character to exert some
level of control over a concept or property of the game world. This kind of ability
ranges widely, from mental manipulations to magic, control over matter or energy,
the ability to create something from nothing, to produce illusions, and so on.
Manipulation abilities are usually used on actions to create or remove Assets and
Complications, but can have other effects.
In addition to the normal benefits of having higher die steps in a trait, the die steps of Manipulation
traits also grant increased justification for more elaborate and powerful effects as shown by the Magnitude
and Area
columns of the Manipulation Effect Justifications chart.
For example, a character with Force Manipulation: d10 is able to justify doing things at a scope and scale that
a character with Force Manipulation: d6 cannot even attempt to do under ordinary circumstances.
Manipulation Effect Justifications
d12
Supreme
Potentially Global
It is possible for a character to take a custom Manipulation trait and name it something like Probability
or Gravity or Mass as long as the players and GM involved reach a consensus on what that means in actual play.
However, the following traits are standardized and assumed to be available to characters with sufficient justification within the setting.