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castfromhp

Attributes

Mar 25th, 2013
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  1. Proposed Attribute System:
  2. Attributes are Ranked on a scale from Terrible to Amazing and apply the modifiers below to rolls governed by them.
  3. Terrible (-2), Poor (-1), Average (0), Fair (+1), Good (+2), Great (+3), Superb (+4), Fabulous (+5), Amazing (+6)
  4. All Trainers start with Average in all Attributes but may Rank Up an Attribute by lowering another Attribute a Rank. This obviously may not bring an Attribute below Terrible or above Good at character creation.
  5.  
  6. The Body Attribute modifies a Trainer's Power Capability. If your Body Attribute is Terrible (-2) or Poor (-1), lower Power by 1. If your Body Attribute is at least Good (+2), increase Power by +1. If your Body Attribute is at least Fabulous (+5), increase Power by +1 more.
  7.  
  8. The Spirit and Mind Attributes modify a Trainer's Action Point total. If your Spirit or Mind Attribute is at least Great (+3), increase total AP by 1 for each.
  9.  
  10. Raising Attributes:
  11. Every Edge is categorized into one of the three Attributes - Body, Mind, and Spirit. Every time you gain 4 Edges in one of the Attributes, you may Rank Up that Attribute to a maximum of Amazing (+6). Edges chosen at character creation and Ranked Up Skills from Background count toward these totals. Skills lowered to Pathetic Rank give a -1 penalty to their respective Attribute's total.
  12.  
  13. Body Edges: 15
  14. Acrobat
  15. Art of Stealth
  16. Athletic Prowess
  17. Basic Martial Arts
  18. Beast Master
  19. Combat Training
  20. Intimidating Presence
  21. Nimble Movement
  22. Power Boost
  23. Practiced Movements
  24. Rider
  25. Sneak's Tricks
  26. Swimmer
  27. Survivalist
  28. Wallrunner
  29.  
  30. Mind Edges: 11
  31. Apricorn Balls
  32. Basic Balls
  33. Clever Fighting
  34. Egg Index
  35. Green Thumb
  36. Iron Mind
  37. Latent Psionics
  38. Medic Training
  39. Nasty Plot
  40. Natural Theory
  41. Repel Mastery
  42.  
  43. Spirit Edges: 8
  44. Basic Cooking
  45. Charmer
  46. Elemental Connection
  47. Grace
  48. Group Trainer
  49. Leader
  50. Mystic Senses
  51. Personal Connection
  52.  
  53. New Skill Edges:
  54. (note: skill edges are categorized into body, mind, and spirit according to skill categorization of course - and this changes when you change what attribute governs a skill, as in natural theory)
  55.  
  56. Adaptive Skill
  57. Prerequisite: A Skill at Novice Rank or higher
  58. Effect: Choose a Skill you have at Novice Rank or higher. You may substitute this skill for another in a specific circumstance of your choice. (ex: Perception instead of Intuition to detect lies through body language)
  59.  
  60. Skill Stunt
  61. Prerequisite: A Skill at Novice Rank or higher
  62. Effect: Choose a Skill you have at Novice Rank or higher. You gain a +2 bonus when rolling this skill in a specific circumstance. (ex: +2 to Stealth rolls when pickpocketing, +2 to Occult rolls about the Unown, +2 to Focus to resist psionic influences)
  63.  
  64. [Cast's Notes: Obviously, these two different Skill Edges are subject to GM approval. GMs should feel free to bar players from making too many different situations run off of one skill or from making bonuses that come up too frequently or are too easily taken advantage of.]
  65.  
  66. New Spirit Edges:
  67. Forceful Personality
  68. Prerequisite: Novice Intimidate
  69. Effect: Add your Spirit Modifier to all Intimidate Skill Checks instead of your Body Modifier. Intimidate essentially becomes a Spirit-Attribute Skill for you.
  70.  
  71. Action Boost
  72. Prerequisite: Adept Focus
  73. Effect: You get one additional Action Point per day.
  74.  
  75. Instinctive Aptitude
  76. Prerequisite: Adept Intuition
  77. Effect: Whenever you spend AP to raise your roll on an Skill Check, you get +2 bonus instead of +1.
  78.  
  79.  
  80. New Mind Edges:
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