|Animal Friendship||1||A character with this attribute has an unusual instinctive empathy towards animals. On a succesful Soul stat check, the character can befriend an otherwise hostile animal. -1 modifier to Soul stat check and Animal Training skill per level.|
|Aura of Command||6||A character with the Aura of Command Attribute is especially inspiring and may organize their team efficiently and successfully. Each level of this Attribute allows anyone of the character's choice- except themselves- to reroll +1 failed roll each session.|
|Appearance||1||This attribute represents how appealing the character is (this can be physically appealing or charisma). This can represent sexual allure or innocent charm. Either way, the character inspires favorable impressions from others. -1 bonus per level to any charm type check.|
|Art of Distraction||2||
Art of Distraction may represent oratorical ability, innate charisma, or even a beautiful or resonant voice. This Attribute allows a character to distract a number of people at a critical moment, provided he or she has some method of communicating with them (for example, talking, dancing, radio broadcast, illusionary image, written word, etc.) If the character is trying to directly distract a potentially hostile group, such as an angry mob or a group of security guards, his or her Rank dictates how many people are distracted. If the character has an audience that is already prepared to listen, the Rank determines the percentage of that audience that is distracted or moved enough to take action, whether that involves buying the character’s next book, donating money to a charity, or voting for the character in an election.
Level 1: The character can distract one individuals, or 5% of an audience will be motivated.
Level 2: The character can distract up to two individuals, or 10% of an audience will be motivated.
Level 3: The character can distract a small crowd (1-10 individuals), or 20% of an audience will be motivated.
Level 4: The character can distract a medium crowd (11-50 individuals), or 50% of an audience will be motivated.
Level 5: The character can distract a large crowd (50-200 individuals), or 75% of an audience will be motivated.
Level 6: The character can distract a very large crowd (200-1000 individuals), or 95-100% of an audience will be motivated.
|Damn Healthy!||3||This attribute increases the health of the character, as well as resistance to sickness, disease, and physical ailments. +10 health points per level, and -1 to Body check per level when dealing with overcoming ailments.|
|Energy Boost||3||The character has more energy than most people. +5 energy points per level.|
|Expert Pilot||4||The character has increased skill at piloting aircraft. -1 bonus to piloting checks per level.|
|Heightened Awareness||2||This Attribute represents a character who is extremely perceptive. They receive a bonus on any perception style roll, as well as tracking skill rolls, investigation rolls to look for clues, awareness rolls for detection purposes and others. -1 bonus per level.|
|Highly Skilled||3||A character with this attribute has spent more time honing their skills. +10 skill points per level.|
Medical Expert is the healer's touch, the knack for diagnosing, treating, and caring for patients beyond that of simple skill.
Level 1: Up to 5 HP extra can be restored per patient per day
Level 2: Up to 10 HP extra can be restored per patient per day
Level 3: Up to 20 HP extra can be restored per patient per day
Level 4: Up to 30 HP extra can be restored per patient per day
Level 5: Up to 40 HP extra can be restored per patient per day
Level 6: Up to 50 HP extra can be restored per patient per day
|Mechanical Genius||4||Mechanical Genius represents a character’s aptitude at building, modifying, operating and repairing technological devices, beyond that of simple skill. Short-term technological tasks take the form of extra rolls. IE a character is trapped in a garbage smasher and must stop the machines before they all become a lot thinner. They are normally allowed to make one Mind + Appropiate Skill roll per turn to stop the smasher, but a character with 3 levels of Mechanical Genius may make 4 rolls per turn!|
|Mob Ties||2||A character with this attribute has ties to one of the criminal organizations in the city. A starting character can take up to level 2, with more levels to be earned through RP and awarded by staff. Note that this Attribute is also used for all the other factions in the game, that might not be criminal in nature. Simply imagine different descriptors for each 'level'.
Level 2: Low Level Made Man.
Level 3: Senior Made Man.
Level 4: Captain.
Level 5: Underboss.
Level 6: Don.
|Unique Attribute||1-6||Any made up attribute. To be discussed with staff upon character creation or when gained through RP, to settle on the specific details.|
|Attack Combat Mastery||4||Innate 'killer instinct', covering the offensive aspects of battle. +1 to Attack Combat Value per level.|
|Defense Combat Mastery||4||The innate instinct of self-preservation, or maybe you're just really lucky at avoiding harm. +1 to Defense Combat Value per level.|
|Divine Relationship||6||Someone or something is watching over the character, or maybe they're just really lucky. +1 to re-rolls per TP session for every level.|
This attribute reflects special skills with firearms, and each level allows one ability to be chosen.
Dead Eye: Penalties for Called Shots are halved.
Lightning Draw: A firearm can be drawn in the same round as an attack without penalty.
Steady Hand: Penalties for shooting while moving are halved.
Two Gun: Penalties for firing two weapons at once are halved.
Blind Shooting: Penalties for not seeing an opponent are halved, as long as the character can use one of his other senses to judge the opponent to be there.
Judge Opponent: Able to see an opponent's Combat Value and their gun skills in a fight.
|Massive Damage||5||A character with this attribute has natural combat skill in any situation, and knows precisely where to hit in order to inflict increased damage. +5 points of damage per level.|
|Martial Arts Master||3||
This attribute reflects special knowledge of unarmed and melee techniques, and each level allows one ability to be chosen. This attribute can be raised to 7 instead of 6.
Precise Strike: Penalties for Called Shots are halved.
Escape Artist: You gain a -3 point bonus to escape grapples and pins.
Improved Grappling: Upon grappling an opponent, you may immediately attempt a disarm as a free action, if you so choose.
Two Weapon Fighting: Penalties for using two melee weapons are halved.
Lightning Draw: A melee weapon can be drawn in the same round as an attack without penalty.
Blind Fighting: No penalties to unarmed/melee for not seeing the opponent, as long as the character can use one of his other senses to judge the opponent to be there.
Judge Opponent: Able to see an opponent's Combat Value and their melee or unarmed skills in a fight.
|Own A Fancy Vehicle||1-10||
Relevant for pilot characters and the like, the Own A Fancy Vehicle allows a character to own a plane, boat, submersible, or any other vehicle type beyond a basic car/motorcycle/etc. The type of vehicle one wants, or the amount, will dictate the point cost, and this will have to be negotiated with staff beforehand.
|Reputation||1||This attribute reflects how well known the character is. This can reflect someone who everyone knows and likes or someone who everyone fears and respects. Regardless, the character is widely known and as such, people are willing to do favors for them. Levels of the Reputation attribute may be spent as if they were Character Points in order to purchase attributes that one could reasonably acquire via a favor. In addition, the character's Reputation precedes them and may help in social situations. The higher the character's Reputation, the greater the help it may provide (or the more likely it is to provide help). However, this attribute can't be taken upon character creation unless discussed with staff, and is only earned otherwise through RP.|
The Wealth attribute determines what sort of a lifestyle the character can afford. Every character is allowed to start with level 1 for free (0 means your character might be a drifter or the like), with more levels to be discussed with staff.
Level 1: You have your own apartment and a small pool of liquid funds (~ $100 per month).
Level 2: You have a large apartment (2-3 bedrooms) and slightly more spending money (~ $350 per month).
Level 3: You have a luxury apartment, a condo or a small house and more spending money (~ $1,000 per month).
Level 4: You have a luxury condo or a medium sized house (3-5 bedrooms) and more spending money (~ $2,500 per month).
Level 5: You own several condos or a large house/mansion (4+ bedrooms) and have access to a lot of spending money (~ $7,000 per month)
Level 6: You own several condos/small houses and a mansion. You have access to incredible spending power (~ $20,000 per month)
|Speed||3||This Attribute represents a character who is extremely fast, and provides +1 bonus to initiative per level.|
- Max for each attribute is 6, unless noted otherwise in the description.
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