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Post by BaToR on Sun Mar 26, 2017 6:04 pm

Animal Friendship
Cost: 1 Point / Level
Relevant Stat: Social
A character with this Attribute has an unusual, instinctive empathy towards animals. On a successful Social check, the character can befriend an otherwise hostile or even ferocious animal. For example this would allow a character to get past a police dog or guard dog. Utilizing this ability requires behaving in a calm and friendly manner; a friendship cannot be made if the character or their friends have already attacked the animal. An 'animal' is defined as a natural creature with a Mental Stat of 0 to 2 that lacks the ability to communicate via a structured language (that is, it cannot speak).

The GM can apply difficulty penalities or bonuses to the Social Stat check based on the character's actions and the situation. For example, the dice roll modifier could be +2 if the animal is especially fierce or very loyal to its current owner, or -2 if the characters just saved the animal from some nasty fate.

When befriending a pack of animals, a penalty is assigned. Check the chart below.

Number of animals in pack
Three to four
Five to eight
Nine to sixteen
Larger then groups of sixteen

If the attempt fails, the animal(s) may attack, threaten the character, or slink away, depending on its nature. A second attempt is usually not possible within a short period of time.

If the animal is befriended, it will let the character and companions approach it, and will not attack or act aggressively unless it or the members of its pack or family are threatened. A the GM's option, it may be affectionate enough to want to follow behind the character or somehow assist him or her.

An animal that has befriended simply likes the character. Actual training of the animal takes time and requires the application of the Animal Training skill. Half the character's level in this attribute (round up) is added to his or her Animal Training skill.
Cost: 1 Point / Level
Relevant Stat: None (Uses energy points)
Generally speaking, a character's special abilities and powers affect their own body. Characters with this advantage have learned the trick of charging objects with their own energy, thereby permitting the objects to survive the rigors of the character's powers so long as they remain in contact with the character body. Attunement is most commonly used to prevent a character's clothing and small personal effects from being damaged or destroyed by their transformations.
For example, a character attunement level one could 'charge' their clothing, allowing it to remain undamaged even if they activate powers like Immolate, Growth, Density Decrease, Body-morph, or Shape-shifting. Attunement costs 1 energy point per scene and confers absolutely no protection against other character's powers.

Charged objects may be organic or inorganic. Levels in attunment govern the maximum amount of weight affected by attunment. Characters may have more then six levels in this attribute.

Weight Affected
2 kg (a set of clothing)
5 kg (a briefcase)
10 kg (a household appliance)
25 kg (a piece of furniture)
100 kg (another person)
400 kg (multiple people)

Cost: 1 Point / Level
Relevant Stat: None
The world is a realm of secrets, covert conflicts and double-agents. Such being the case, many characters wish to maintain private lives away from the bustle of fame. The Cipher advantage can represent a number of things – an aptitude for hiding secrets, lack of registration with government or credit bureaus, possibly even one or more alternate identities. Cipher is particularly prized by black ops and the mask wearing elite cast of superheroes, as both of these groups prefer to hide their true faces and names from public scrutiny.

For each level you possess in Cipher, the GM adds an additional level of difficulty to any investigations into your character. This advantage may fluctuate if you don't maintain a certain level of secrecy. The GM should determine if there's a risk that new information develops in the wake of your character's activities.

A couple of your secrets are well hidden.
Your data trails are hard to follow.
You project the identity you wish to project.
Even you have trouble remembering.
Your secrets are completely safe.
Secrets? What secrets?

Damn Healthy
Cost: 1 Point / Level
Relevant Stat: Physical or Combat
Possessing this attribute increases the health points of the character, allowing him or her to withstand more damage in combat. The damn healthy attribute along with the physical stat also reflects a character's resistance to sickness, disease, and other physical ailments. Each level taken grants a
bonus to health points, determined by the GM.
Divine Blessing
Cost: 8 Points / Level
A character with this advantage not only is watched by the heavens, they directly intervene to keep the character alive to fulfill their plans. When a character is targeted by a lethal attack, trap, hostile environment, or even a sudden accident, the ties of fate shift and whether by miracle or chance, the character will remarkably survive. Just bear in mind, surviving is not always in one piece, nor is it remaining unharmed.
Divine Destiny
Cost: 1 Point / Level
Relevant Stat: Spiritual
A character possessing a Divine Destiny has powerful forces acting as his or her Guardian, which can beneficially influence the outcome of important events (or maybe the character is just really lucky). When the character tries to accomplish something they are destined to do, or perhaps when the result of such would save others from harm/death, the character's may add a bonus (or roll a dice) to add to the final result. You must discuss what your character's destiny is with the GM. Keep in mind that most characters typically aren't good at what they're destined to do.

Number of Dice
Number of Dice
Enhancing Ability
Cost: 4 Points / Level
A character with this advantage is a master smith, even if they are unaware of it. In technical terms the character with this ability can speak with the spirits within equipment, and change, modify, or even improve them with very little effort. If the character is a crafter they not only improve such items, but create possible legendary items or artifacts.

Lv.1 – Small modifications (5 to 10 points)
Lv.2 – Medium modifications (15 to 20 points)
Lv.3 – Large scale modifications (25 to 30 points)
Lv.4 – Impressive modifications (35 to 40 points)
Lv.5 – Legendary modifications (45 to 50 points)
Lv.6 – Artifact level modifications (55 to 60 points)

Evolutionary Form
Cost: 10 Points / Level
A character with this advantage has a second or more ascended form. This form is often a magnified version with better physical abilities, such as a combat form, or a form that shows their true abilities.

There are two ways of using this advantage.
The first of which is the character transforms into a more powerful version of themselves, multiplying their stats by the level of this advantage. Generally speaking a character may select up to 2 different stats to improve, a third is usually only available by taking severe penalties to the fourth.

The second of which is the character’s true form is sealed, hidden, or powered down normally. This hides the true capabilities and renders the character undetectable, to most technology and magic. A character may have the ability to control the transformation, having been sealed by someone else. Only when the seal is weakened, broken, or released does the character have access to their true abilities. In this case, level taken determines how weak the character can appear, or how well they can hide their power from detection.
Cost: 1 Point / Level
Relevant Stat: Any
Flunkies can give a character the ultimate ego trip. They hang around the character doing whatever he or she wants and never ask for anything in return. They can provide a character with more free time “Got a project for you my faithful friend” can keep the character safe from danger “Quickly! Interpose yourself between me and that rabid wolf” or can simply make the character's life easier “My shoe is untied. Fix it!”. Flunkies aim to please, even at their own expense. They are also known as groupies, stooges, or toadies. They are not warriors (See allies or servant for that attribute). A Flunky may get in the way of an enemy, or fight in self-defense, but will not attack.

Individual flunkies are NPCs. A character's Flunkies normally have identical Stats and Attributes, though skills may vary. A character may have Flunkies with varied stats or Attributes, but each one with a different set of stats or attributes counts as two flunkies.

Flunkies should not normally possess Focused Damage, or Massive Damage, nor should they have Combat Skills. Flunkies should not normally possess special abilities either, although the GM may consider allowing 1 to 3 points in special attributes to represent racial characteristics of Flunkies of non-human origin such as a wizard's goblin servants, or a butler robot. Players should use the Allies or Servant attribute if they wish to create a combat-capable or exotic companions for their PCs.
Focused Damage
Cost: 1 Point / Level
Relevant Stat: Combat
A character with the Focused Damage attribute knows percisely how and where to hit any opponent in order to inflict incredible amounts of damage while using one specific weapon type, or method of attack (this is defined at character creation). For example it might represent a special talent with a weapon (such as a katana), knowledge of a particular martial arts technique, or ability with a natural weapon of some sort.

Damage is increased by 5 for type of attack or weapon
Damage is increased by 10 for type of attack or weapon
Damage is increased by 15 for type of attack or weapon
Damage is increased by 20 for type of attack or weapon
Damage is increased by 25 for type of attack or weapon
Damage is increased by 30 for type of attack or weapon

Gun Bunny
Cost: 1 Point / Level
Relevant Stat: Combat
This attribute allows a character to perform over-the-top feats involving firearms, bows, throwing weapons, cannons, or other ranged weapons. Each level gives the character one Gun Bunny ability. Players can rename this ability to reflect their own particular specialization or preference ('Bow Bunny', 'Gun Master', etc.)

Dead Eye – Penalities that the character suffers are greatly reduced when firing at pinpoint targets such as partial armor, weak points, or vital spots, or when shooting at longer-than-usual ranges. This ability is useful for snipers and assassins.

Lightning Draw – The character can draw a gun from a holster, pocket, or jacket and fire in the same round without penalty. Otherwise, it requires one combat round to ready his or her weapon.

One Bullet Left – The character will always have a single bullet in his or her gun, even after an extended fire fight. In games using 'dramatic ammunition' rules, a character with this attribute has a single bullet left in the gun when the GM declares that it is out of ammunition, which may be used as he or she chooses.

Portable Armory - The character will always have easy access to any weapon required for a particular task, including illegal weapons and accessories not available to the general public. The actual weapons and accessories must still be acquired via the Personal Gear, but remarkably, the character can access whenever he or she needs them instead of being forced to return to where they are normally stored. Characters with Personal armory can also make field modifications on their weapons, switching gun modifications such as laser sights, or scopes as needed at any time, instead of having to bring them a workshop.

Steady Hand – This is the ability to use gun combat, heavy weapons, or other ranged attack combat skills with ease while the character is on a moving vehicle or otherwise engaged in complex stunts. This greatly reduces the penalities a character normally suffers for firing from a moving vehicle, performing acrobatics, or otherwise attack while in motion.A character may also aim while they are moving.

Two Gun – The character can effectively shoot two weapons at once against the same or different targets. The penalty for doing so is reduced greatly.

Weapons Encylopedia – A character has the ability to recall the vital statistics and important quirks of one classification of weapons. This includes, but is not limited to, its general level of reliability, as well as all vital statistics like ammunition capacity, caliber, model year, possible outfitted accessories, etc. Characters without this ability will only have such information on weapons they actually own or use regularly and will need to successfully make a mental based military science (Hardware Recognition) skill check to recall important details. In addition, Weapons Encylopedia also includes knowledge on acquiring weapons, so characters get a bonus on any Urban Tracking or Business Management skill checks needed to locate or buy legal or illegal weapons.
Healing Ability
Cost: 2 Points / Level
Relevant Stat: Spiritual
A character with this advantage can heal others of damage, conditions, and possibly even bring the recently dead back to life. Generally it is assumed the character can heal damage up to their (spirit stat x their level) in healing ability. If this brings a character from a negative health to positive they are revived. Generally it is assumed that a character can heal a single condition per level of healing ability they take, or can affect +1 target per level.

Conditions that can be cured are; Blind, Burned, Charmed, Chilled, Confused, Cursed, Dazed, Deaf, Disease, Dizzy, Doom, Drained, Drugged, Immobile, Incapacitated, Passive, Paralyzed, Poison, Rot, Slowed, Stone, Stunned, Tangled, Weakened
Heightened Awareness
Cost: 1 Point / Level
Relevant Stat: Mental
The character possesses a high degree of situational awareness. He or she is usually very alert and receives a bonus on stat checks relevant to noticing otherwise hidden things, as well as concealed objects or ambushes. The bonuses of Heightened Awareness are cumulative with those of Heightened Senses.
Heightened Senses
Cost: 1 Point / Level
Relevant Stat: Mental
A character with Heightened Senses has one or more senses that have been sharpened to a superhuman level of acuity. It can represent either the preternatural sharpening of a specific sense honed by special training (such as the trained sense of a touch of a person who is blind) or the enhanced senses of a non-human character such as a dog's amazing sense of smell. Human-animal hybrids, like cat or fox people, as well as normal or talking animals, are especially likely to possess Heightened Senses. Androids and Cyborgs might possess technology augmented senses like bionic eyes or ears.
Each level of Heightened Senses gives the character one Heightened Sense, which should be noted in parentheses. Senses available include Hearing, Smell, Vision, Taste, and Touch. A character can take a single sense more then once, indicating an ultra-sensitive perception with that sense, beyond human capabilities. These might include tracking by scent using heightened smell, hearing subsonic or ultrasonic sounds using heightened hearing, recognizing a face by touch using heightened touch, etc. The GM determines what bonuses apply and when.
Highly skilled
Cost: 1 Point / Level
Relevant Stat: Mental
A character with this attribute is more experienced or better trained than an ordinary person, and as a result has more skill points than an average adult. Skill points are used to acquire individual knowledge such as Gun Combat or Driving. Each level taken adds points to purchase additional skills. For example taking 11 levels might grant 110 skill points. The GM decides what bonuses this attribute provides.
Item of Power
Cost: 4 Points / Level
The character with this attribute possesses an item of advanced technology, or magic that allows the character to use powers, they normally do not possess. In most cases however, having such an item makes the character a target by others who also wish to possess said item. If the item is no longer in the character’s grasp, or under their control, they lose the powers it grants until it is returned.

An item of power is created using power points. It is generally assumed that an item grants 8 points of powers per level of Item of Power taken. The player should work with the GM to determine what abilities, powers the item gives, and any methods of using or activating them.
Cost: 1 Point / Level
Relevant Stat: Combat

The Kensei Attribute allows a character to perform over-the-top feats involving melee weapons. Each Level gives the character one Kensei ability. 'Kensei' is Japanese for 'sword saint', but the ability can be used to cover any type of melee weapon master.

Blind Fighting
The character suffers no penalities when attacking or defending with melee weapons in poor light, absolute darkness, or against an invisible opponent.

Chanbara Master
The character can make leaping attacks with his or her weapon, delivering additional damage due to momentum. Any time the character has a higher Active Rating than his or her opponent, they may attempt a leaping attack. If the strike is successful (it hits and the target fails his or her defense) the character gets an extra +5 bonus to damage and may additionally add his or her Acrobatics skill level (if any) to the damage. However, if the character fails to hit, or the opponent succeeds with their defense, the character is off-balance and recieves a penality to any further checks until his or her next turn.

Judge Opponent
The character can judge his or her opponent's approximate statistics and weapon skill level from the foe's attitude, posture, and even without actually seeing him or her fight.

Katana Space
The character has an unearthly ability to conceal swords (or other melee weapons) about his or her person. As long as the character has something to hide the weapons (even if only long hair, or a light robe) the character weapons will not be noticed by anything short of an actual physical search, and such search is at penality.

Lightning Draw
The character can draw a sheathed weapon and attack in the same round with no penalty,

Precise Stroke
The character suffers reduced penalities when attempting a precise attack, such as striking at partial armor, weak points, vital spots, or when attempting a swashbuckling feat such as carving an initial on someone's body.

Two Weapons
The character can effectively fight with two melee weapons at once against the same or different targets, provided both weapons are designed for one-handed use. When using two weapons, the character can attack twice using the normal Two Weapon rules, but the penalty for doing so is reduced. Alternatively, the character can attack with one weapon and defend with the other receiving a penalty to attack rolls but adding a bonus to defense against melee or unarmed attacks. This bonus lasts until the character's turn in the following round.
Legendary Fighter
Cost: 2 Points / Level
A character with this attribute not only has access to learning techniques, and special energy moves to damage opponents, but they also gain a resistance when fighting those with special powers. Levels in this attribute allow a character to shrug off spells, ignore breath weapons, and even fight against instant death effects. Rather then using their spirit or mental to defend against such effects they can use their physical or combat stat. For each level in Legendary Fighter, the character also gets a bonus to defend against said effects, as long as they are attacking.
Massive Damage
Cost: 2 Point / Level
Relevant Stat: Combat
A character with the Massive Damage Attribute knows precisely how and where to hit any opponent in order to inflict incredible amounts of damage. This knowledge can be applied to any form of physical combat including armed, unarmed, martial arts, ranged weapons, as well as special attacks such as energy blasts, magical spells that inflict damage, or mecha weapons. Naturally, the character's attack must be successful to inflict any damage. Physical strength is not the key to delivering massive damage in an attack; the ability to sense a weakness is far more important. The capacity of Massive Damage to augment any kind of attack makes it a very useful Attribute for a character.

Damage is increased by 5 for all attacks.
Damage is increased by 10 for all attacks.
Damage is increased by 15 for all attacks.
Damage is increased by 20 for all attacks.
Damage is increased by 25 for all attacks.
Damage is increased by 30 for all attacks.

Mechanical Genius
Cost: 2 Point / Level
Relevant Stat: Mental

The character has an innate knack for creating, modifying, and working with complex machines. Unlike someone who is merely well trained in a particular technical skill, the character with Mechanical Genius is a natural, and is able to flip through a tech manual for an advanced- technology mecha in 30 seconds and figure out a way to repair the machine in an hour or so. Every two levels of Mechanical Genius (round up) also adds +1 level to the electronics and mechanics skills. A character with this Attribute can also build new gadgets at an astonishing rate, provided he or she has appropriate parts and facilities. In game terms, this means he or she can modify existing technology (or personal gear, or technology-based Items of Power) as long as the overall point total is unchanged.

Level 1 – The character can repair damage to machines or build things at x2 normal speed.
Level 2 – The character can repair damage to machines or build things at x5 normal speed.
Level 3 – The character can repair damage to machines or build things at x10 normal speed.
Level 4 – The character can repair damage to machines or build things at x20 normal speed.
Level 5 – The character can repair damage to machines or build things at x40 normal speed.
Level 6 – The character can repair damage to machines or build things at x80 normal speed.
Cost: 2 Point / Level
Type: Supernatural Training
Relevant Stat: Spiritual
Energy Cost: Various
Range: Various

Nempo is a mental discipline that taps into the spiritual energy (or Ki) of all living things. A Nempo Adept can use it to perform certain paranormal feats. However, the use of Nempo can quickly drain the personal reserves from a character, since it requires Energy Points. The maximum number of Energy Points the user can burn for any single use of a Nempo power is five times his or her Attribute level. Some suggested guidelines for Nempo use are given below.

Mystic Sense
The character can sense the presence of strong supernatural forces in a person, place or object he or she is presently touching or observing (even through a television). The character may also have some idea of whether the forces are good or evil. The use can also percieve and speak with an astral body. This furthermore allows the character to detect mystic forces in the vicinity, even if they are not actually in sight.

Nempo Strike
The user charges a sword or other weapon (including fist, feet, etc.) with Ki energy before attacking. The weapon will emit a smokey glow (or red if the character is using Nempo for evil) when charged. This nempo strike burns 1 EP for every 2 points of damage added into the strike. The effect requires no extra time, but lasts for only one attack. Such energy is generally only added to melee weapons or thrown weapons, but not other kinds of attacks (such as gunfire, grenades, or demonic attacks). When energizing thrown weapons for a ranged attack, the damage is halved (1 EP only increases damage by 1 point).

Nempo Shield
The user can erect a force field around him or herself that provides protection from attacks. It costs Energy Points to activate, and once intiated it lasts for the duration of a single battle (or about five minutes if not in battle.) Once an attack has been blocked by the shield the user can then use energy points to reduce or soak the damage. (1 EP absorbs 1 damage). A Nempo shield disappears automatically if the character is knocked unconcious. The shield can be dropped at will (usually to avoid attracting attention), but EP mut be spent if the character wishes to reactivate it.

Astral Projection
The user can create an astral body – a ghostly image of him or herself. It can fly at the character's normal ground speed or teleport to any location he or she has previously visited. An astral body is usually invisible to humans, with the exception of mystics or individuals with Heightened Senses. The astral body can walk through walls but cannot pick up objects, nor can it physically attack an opponent or be attacked itself. He or she can use the Hurl Object, Levitate Object, and Mystic Sense. The character is only vulnerable to mental/spiritual attacks but the user's body takes damage when the astral body is damaged. It requires energy to create an astral body, maintain an astral body per minute, and costs extra energy to teleport.

Levitate Object
The user can concentrate on an object and move it with the force of his or her Nempo power. The GM determines how much energy is required to lift and object as well as hold it suspended in the air.

Hurl Object
The user can levitate an object into the air and have it strike another person as if it were a short-ranged , thrown weapon. This costs more EP than are required to levitate an object. The assault is treated as a normal attack, and the target may choose to defend against it.

Nempo Leap
The character can use Nempo to effectively reduce the pull of gravity, and can hurl him or herself through the air for great distances without suffering damage upon landing. The GM determines how much EP increases the range by.

Nempo Boost
The character can use Nempo to effectively boost their body, mind, spirit, or combat strength for a short period of time. The GM determines how much EP increases the boost and how long it lasts.

Transfer Soul
Before a character dies, he or she can transfer his or her soul energy into an object or to a person. This allows the character to create (or enhance) an Item of Power before expiring. This Item of Power lasts for a maximum of one adventure, after which the soul energy dissipates and it can only be used against one specific goal or task. (i.e. defeating a particular foe).
Ninja Training
Cost: 2 Points / Level
A character with this attribute has been trained to be a ninja. This involves misdirection, disguise, stealth, and attacking techniques. The character not only gains the ability to get ninja tricks, but also to create elemental attacks which uses energy to activate. At higher levels, the character may be able to use multiple elements at once. When this attribute is selected, the character chooses Taijutsu, Ninjutsu, or Genjutsu training (Body, Spirit, or Mind) and gains a bonus to such. They also have a possibility of using such technique to shrug off powers and other dangers.
Personal Gear
Cost: 1 point/level
Relevant Stat: None

The Personal Gear attribute represents a character's access to useful equipment. Characters do not need to spend Character Points for items that are utterly mundane in the campaign setting (such as clothing, a backpack, a knife, or consumer goods.) However, Gms may require players to allot points to this Attribute if the PCs begin the game with numerous pieces of equipment to which the a verage person might not have easy access such as weapons, body armor, or specialized professional equipment.

Personal Gear cannot include technology more advanced than what is standard in the setting, magical items, or secret prototypes (Instead see Item of Power). It can include common civilian vehicles appropriate to the setting (for example, a car, truck, light airplane, or motobike in the present day). For less common or more expensive items take (Item of Power) The GM always has the final say on whether or not an item is available to the characters.

Each level in this attribute permits the character to take one major and four minor items. Alternatively, the character can replace one major item with an extra four minor items. Use the guidelines below to to differentiate between major and minor items.

Items that are easily to acquire, legal, and inexpensivee count as 'mundane items' and do not count as personal gear unless taken in quantity (GM's option). For example a 'complete toolbox' would be a single minor item, a single wrench is mundane.

Generally a minor item will use 2 character points while a major one will be created with 4 to 6 character points.

Minor Items
The item is somewhat hard to get, or rather expensive. It is something available in a shop or store or from a skilled craftsman, but it costs as much as an average person's monthly wage, or it is cheaper but needs a license or black market contact to acquire. Modern examples of a minor items include handguns, premium medical kits, night vision goggles, full camping gear, burglary tools, expensive tool kits, and personal computers. Ancient or medieval examples include swords, longbows, crossbows, shields, light-weight armor (such as leather or a light mail shirt), lock picks, poisons, or a mule. Note that this assumes they are appropriate to the world setting – a pistol is a Minor item in a modern-day or future setting, but an Item of Power in a medieval fantasy game!

Major Items
This gear is usually illegal for civilians but that with which an elite law enforcement agency, an average solider, or government spy may be issued. Modern-day examples of major items include machine guns, tactical armor, and grenade launchers. Major gear items can also include quite expensive but commerically available equipment such as a science lab, workshop, car, or motorbike. The GM can rule that an occasional very expensive item (for example, an airplane or semi truck) counts as two items. Ancient or medieval examples of major items include a full suit of chain or plate armor, a cavalry horse, a smith's forge, an alchemist's lab, or a wagon and a team of draft animals.
Spellcasting Ability
Cost: 4 Points / Level
Relevant Stat: Spiritual
A character with this advantage has learned how to access spells to damage, protect, or change the environment around themselves. A character with this ability may select a group of spells they know, or special attacks, or even other attributes/powers for their powers. These spells generally have to be learned, but once learned the caster can cast them using their personal or environment energy pools. Furthermore a character can limit themselves to a single school or two, and make those spells they have access to much more powerful.
Summoning Ability
Cost: 8 Points / Level
A character with this advantage is not usually powerful themselves. They however use friends to fight and protect them. Whether it’s summoned creatures, avatars from cards, pocket monsters, or even captured monsters the character can summon them to fight on their behalf. Each level generally allows a single summon, but multiple levels can go towards particularly powerful creatures. The player should work out a template with the GM about what abilities and powers are available for their summons.
Unique Character Attribute
Cost: 1 to 4 Points/level
Relevant Stat: Varies

This attribute covers any and all Character Attributes not detailed in the rules. Often one single point in a Unique Character Attribute is sufficient to give the character 'flavor', but more points can be allocated to enhance the effects on game play and must be added if the the Attribute would be of considerable benefits. Discuss the Attribute with the GM to determine what specific game effects the Unique Character Attribute possess.

The GM should assign a point cost per level based on how the Attribute compares to other attributes and how useful it is. In general, an Attribute that is somewhat useful in the game should cost 1 point/level, one that is very useful should cost 2-3 points/level, and one that is extremely useful should cost 4 points or more per level. Also, decide whether the Attribute works best with two or several levels.

Level 1 – The Attribute has little character or game effect.
Level 2 – The Attribute has a moderate character or game effect.
Level 3 – The Attribute has a large character or game effect.
Level 4 – The Attribute has a major character or game effect.
Level 5 – The Attribute has a extreme effect on the character or game.
Level 6 – The Attribute has a primal effect on the character or game.
Words of Power
Cost: 10 Points / Level
Words, particularly names have power. A character with this attribute has learned the name of numerous minor magical forces, and a single major magical force. By calling a creature by it’s name you gain mastery over it, and possibly even the environment. Not only does the character have access to using words of power they do know, but have the potential to learn new words of power. This can allow them to control the environment, protect others from attacks, or control their enemies very movements.

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