To use an Ebb Discipline, the user must wear a Death Suit and have the Discipline or possess a highly illegal Glyph card. Whenever an Ebb Discipline is used, it requires two things: The expenditure of FLUX and a Calculation Test.

Calculation Test1

The character's mind runs hyperbolic equations to summon the raw energies needed for evoking the Discipline. Add the Skill Bonus (Stat + Rank) to each die rolled. The test succeeds if the total of the Success Die is equal to or greater than the Formula Rating (FR).

  • The ability is evoked by passing a Calculation Test, but another roll is needed to hit if a target is involved.
  • You cannot utilize Success Through Experience as you can with Active Skill Tests.

Triggers & Fumbles

Number of Dice Equal or Exceed Target Number
+1 Trigger and/or Success Success
+2 Triggers +1 DMG
+3 Triggers May use same Ebb Discipline ability again within 5 minutes, at -3 FR Penalty
+4 Triggers Regain 1 FLUX

Fumble: The Ebonite immediately takes 3 DMG, loses 1 FLUX, and must take a Recover action in the next round.

Regenerating Flux

Ebonites recover 1 FLUX every 2 hours.

Ebb Disciplines

Each Discipline grants the user a range of potential abilities that can be used during a game. An Ebb user can access the abilities granted by each Rank they have attained in a given Ebb Discipline. Example: Rank 2 in Blast will access Rank 1–2 abilities.

Note: Abilities with a duration can be ended earlier if the Ebonite wishes. Some Ebb disciplines have passive abilities that are always active or available without requiring a Calculation Test. These abilities are indicated in a dashed-out Formulae Rating.


  1. The book has a typo that confuses the Calculation Test with a Concentration Test; they're the same thing. ↩︎