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- Proposed Attribute System:
- Attributes are Ranked on a scale from Terrible to Amazing and apply the modifiers below to rolls governed by them.
- Terrible (-2), Poor (-1), Average (0), Fair (+1), Good (+2), Great (+3), Superb (+4), Fabulous (+5), Amazing (+6)
- 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.
- 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.
- 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.
- Raising Attributes:
- 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.
- Body Edges: 15
- Acrobat
- Art of Stealth
- Athletic Prowess
- Basic Martial Arts
- Beast Master
- Combat Training
- Intimidating Presence
- Nimble Movement
- Power Boost
- Practiced Movements
- Rider
- Sneak's Tricks
- Swimmer
- Survivalist
- Wallrunner
- Mind Edges: 11
- Apricorn Balls
- Basic Balls
- Clever Fighting
- Egg Index
- Green Thumb
- Iron Mind
- Latent Psionics
- Medic Training
- Nasty Plot
- Natural Theory
- Repel Mastery
- Spirit Edges: 8
- Basic Cooking
- Charmer
- Elemental Connection
- Grace
- Group Trainer
- Leader
- Mystic Senses
- Personal Connection
- New Skill Edges:
- (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)
- Adaptive Skill
- Prerequisite: A Skill at Novice Rank or higher
- 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)
- Skill Stunt
- Prerequisite: A Skill at Novice Rank or higher
- 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)
- [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.]
- New Spirit Edges:
- Forceful Personality
- Prerequisite: Novice Intimidate
- Effect: Add your Spirit Modifier to all Intimidate Skill Checks instead of your Body Modifier. Intimidate essentially becomes a Spirit-Attribute Skill for you.
- Action Boost
- Prerequisite: Adept Focus
- Effect: You get one additional Action Point per day.
- Instinctive Aptitude
- Prerequisite: Adept Intuition
- Effect: Whenever you spend AP to raise your roll on an Skill Check, you get +2 bonus instead of +1.
- New Mind Edges:
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