- You can allocate a second group of effort to an additional action with the skill. Your sword action might be capped at 3 Hope, but you can take a second swing for another 3 Hope (at a different target, of course).
- Your attributes aren't tied to Hope, and so they can add to an effort group even if you've maxed out the skill limit. Your sword skill might be 3, but if your Sword attribute is also 3, you can pump that effort total as high as 6.
- Destiny is not affected by skills. You can use it to generate effort toward any effect regardless of your skill rating.
As to potencies, they are special abilities that you can activate by spending effort on them. I have a small list of them, but it clearly could use some beefing up. To give you an idea of what they are and how they work, however, I'll provide a few examples. Note that the one common theme they all share mechanically is that they all require effort; there are no passive potencies.
- Flashing Blade - effort placed into this potency generates an attack. You can use this attack to hit a target you've already attacked this exchange.
- Unflinching - effort placed into this potency sets the number of Pool points that go straight to bruised when injured, instead of going to bloodied and recovering.
- Riposte - effort placed into this pool generates an attack, but you can only launch the attack after you successfully defend yourself. When that happens, you may declare this action immediately. Not only can you attack an opponent you've already engaged this exchange, but you can add the margin of success of your defensive action to this attack.