# Abilities A way to build the **powers** of your characters. Think of this module as a way to represent the magic system of your world. ## Fields Let's go over the fields that are unique to the abilities' module. ### Charges The **charges** field can be used to keep track of how many times an ability was used when it's attached to an entry. This field can contain a value, or references to named properties of an entry. When an ability with a charge is attached to an entry, it will display a number of squares equal to the total charges. Clicking a charge will automatically flag a charge as used, up to the max charges. ![img.png](img/ability-charge.png) ## Entry Abilities Every other category has an **Abilities** subpage, which is used for example to keep track of a character's magic, an organisation's special abilities, a locations' _lair actions_, a family's curse, etc. Each ability added to an entry is grouped by their **parent ability**, and abilities with no parent ability are displayed in an **Uncategorized** section at the end. Consider the following nested ability structure: * **Fire magic** * Fireball * Firewall * **Dances** * Salsa * Flamingo * Dark vision Adding Fireball, Firewall, Salsa, Flamingo and Dark Vision will render the following entry abilities. ![Entry Abilities](img/entity-abilities.png) Note that parent abilities are ordered alphabetically and can't be reordered. ### Actions #### Add race abilities The **Add race abilities** will import abilities attached to the entry's [races](/entries/races). #### Reset charges Clicking this button resets the charges used of each entry ability back to zero. #### Reorder abilities This interface allows you to reorder the abilities inside their parent abilities. ### Fields Each entry ability can be edited, and this interface allows a user to write a note, that is displayed in the UI. ![Form to define a note on the entry ability](img/entity-ability-note-1.png) ![Displaying an entry ability note](img/entity-ability-note-2.png) ### Mentioning properties from the current entry You can have the ability's description be something like > Does {dice}d6 damage When rendering on the properties subpage, Kanka will replace {dice} with the value of a property on the entry named `{dice}`.