Each Ability can have a drastic impact on the battlefield through active or passive means. Abilities have a myriad number of different requirements, ranging from requiring a specific System Achievement, meeting the required Integration level, and meeting a required stat threshold. As Abilities level up, the System tailors each Ability depending on how and when an Integrated individual has been using the ability. This process is known as Alteration. This allows for individual specialization of Abilities dependent on an Integrated personnel's role and use-case.
As Active Abilities level, an Integrated individual can choose to alter their Active Abilities at set levels. These Alterations come in 3 variations: Lesser, Major and Capstone. The first Lesser Alteration is at at 5th level, the first major Alteration is at at 10th level, the second minor Alteration is at the 15th level, and a Capstone Alteration can be selected when an ability reaches maximum level at 20.
As Passive Abilities level, they receive Major Alterations at level 10 and the Capstone at level 20, but do not get any Minor Alterations.
All Alterations provide three alternatives to choose from. One of each Minor Alteration's alternatives is always a cost reduction. (Volume 2, chapter 26.)
While Abilities have a max Level of 20, they can also evolve. Once an Ability is 'maxed' at level 20, if certain requirements are met they can be upgraded to the next Tier. They will subsequently restart from Level 0 of that new Tier.
T0 recruits in the UHF are generally integrated with one active ability.
T0 marines have access to 5 Active and 8 Passive abilities. (Chapter 1.13)
Classes can also grant additional Abilities specific to the class, providing exactly enough slots to hold the granted abilities. The most Abilities known to be granted by a single class is 5, 4 passive and 1 active, by a Palladium-ranked class.
The Allbright System classifies abilities into different ranks. There are a total of 10 ranks of Abilities within the system: 5 “base” ranks, 4 “true” ranks, and the Unique rank.
The top ranking ability is as follows:
The ranks for these “true” abilities are as follows with the highest rarity first descending:
The ranks for these “base” abilities are as follows with the highest rarity first descending:
Base rarities indicate how often a certain thing generally occurs inside the System, akin to a random distribution with certain percentage values. The true rarities, however, represent the total number of users within the System that can slot the ability at any given time.
To contextualize base rarities: Gold-rarity Abilities typically show up in roughly one out of every 10,000 Integrated, but it is neither a guarantee nor a limit. Two Participants that are Integrated right next to each other might both receive a Gold-rarity Ability, just as a group of 100,000 newly Integrated Participants might not have a single one.
This is distinctly different from the true rarities. True rarity Abilities have a hard limit on the number of total copies available across every single Integrated individual. Once that limit is reached, nobody else can obtain the ability until it is removed from a current user's skill slot or a user dies.
Only 5 active and 8 passive abilities can be slotted at a single time.
Whenever someone is integrated within The Allbright System they gain 1 active Ability and a Faction trait if they have spent enough time in a Faction “headquarters”. The Faction trait does not count towards the limit of 5 Active and 8 Passive abilities.
There are a total of five different ways to gain new Abilities.
If an individual manages to break an ability in a way that the System did not intend, the System will “patch” the break for everyone else but provide the user a unique ability which lets them continue to use the ability in the “exploited” fashion.
The current list of known abilities and augmentations
No Unique abilities are yet known within The Allbright System
No Galactium abilities are yet known within The Allbright System
No Exium abilities are yet known within The Allbright System
No Crysium abilities are yet known within The Allbright System
Ash's ability (chapter 2.83)
Evelyne Midra Sen's ability (chapter 2.59.5)
Rachel Master's abilities (chapter 2.70):
(chapter 1.58):
Given the nature of the System, it is likely that these are also available to the UHF.