Mental
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Skill Selection and Purchase
-When building your character, skills will be what sets them apart from everyone else and makes them unique. Make sure that you are picking skills which somehow fit into your character's persona, backstory or proficiencies.
-Levels in skills are purchased with Character Points. These points are dolled out by the GM in accordance with their wishes (ie, the characters avoiding brutal murder throughout an entire session)
-Adjacent to every skill is the modifier which applies directly to said skill. Whenever a " / " indicates that multiple attribute modifiers are applicable, it is important to consult the GM as to when certain modifiers apply instead of others.
-You can enhance your character's proficiency by purchasing "specialization skills." Specialized skills levels stack with bonuses received from Levels in the parent skill. In order to begin levelling up in any specialization, you must first have purchased Level 1 of the parent skill. When beginning to purchase specializations, treat the purchase of Level 1 of any specialized skill the same as you would when purchasing parent skills in the same manner.
-The cost of skills are as follows
Level |
Point Cost |
Total Cost |
Level 0 to Level 1 | 1 | 1 |
1 to 2 | 2 | 3 |
2 to 3* | 4 | 7 |
3 to 4 | 8 | 15 |
4 to 5* | 16 | 31 |
5 to 6 | 32 | 63 |
6 to 7* | 64 | 127 |
7 to 8 | 128 | 255 |
8 to 9* | 256 | 511 |
* - Acquire a perk as well |
Athletics | ||
Swim | St | |
Jump | St | |
Climb | St | |
Run | St | |
Power | St | |
Hand to Hand Combat | Dx/St | |
Blade (Big/Small) | Dx/St | |
Blunt (Big/Small) | Dx/St | |
Polearm (Big/Small) | Dx/St | |
Improvised Weaponry (Big/Small) | Dx/St | |
Thrown Weapon (Big/Small) | Dx/St | |
Gun (Big/Small) | Dx | |
Mechanical Projecticles (Big/Small) | Dx | |
Bows (Big/Small) | Dx | |
Sleight of Hand | Dx | |
Pickpocket | Dx | |
Public | Dx | |
Lockpick | Dx | |
Stealth | Dx | |
Sneak | Dx | |
Hide | Dx | |
Thickness | End | |
Armor | End | |
Clothed | End | |
Shield | End | |
Marathon | End | |
Swimming | End | |
Running | End | |
Climbing | End | |
Grapple | Physical | |
Daredevil | Physical | |
Thaumatergy (Magic) | Mental | |
Warp (Magic) - Self | Mental | |
Warp (Magic) - Other | Mental | |
Telekinesis (Magic) - Barrier | Mental | |
Telekinesis (Magic) - Move | Mental | |
Telekinesis (Magic) - Fly | Mental | |
Elemental (Magic) | Mental | |
Time (Magic) - Self | Mental | |
Time (Magic) - Other |
Mental | |
Augment (Magic) | Mental | |
Illusion (Magic) | Mental | |
Psych (Magic) - Telepathy | Mental | |
Psych (Magic) - Scramble | Mental | |
Psych (Magic) - Bless | Mental | |
Psych (Magic) - Doom | Mental | |
Nature (Magic) - Enviro-Aid | Mental | |
Nature (Magic) - Animal Aid | Mental | |
Nature (Magic) - Nature Link | Mental | |
Life (Magic) - Heal | Mental | |
Life (Magic) - Hurt | Mental | |
. | ||
Agency | Grit | |
Doctor | Int | |
Surgeon | Int | |
Medicine | Int | |
Engineering | Int | |
Structural | Int | |
Mechanical | Int | |
Demolitions | Int | |
Structural | Int | |
Personnel | Int | |
Applied Math | Int | |
Navigation | Int | |
Computing | Int | |
Physical Sciences | Int | |
Physics | Int | |
Chemistry | Int | |
Biology | Int | |
Zoology | Int | |
Botany | Int | |
Xenology | Int | |
Enviromental Science | Int | |
Ecosystem | Int | |
Enviromental Lore? | Int | |
Bureaucracy | Int | |
Politics | Int | |
Economics | Int | |
Humanities | Int | |
Linguistics | Int | |
History | Int | |
Mental Science | Int | |
Sociology | Int | |
Psychiatry | Int | |
Xenography | Int | |
Agency | Wits | |
Survival | Wits | |
Tracking | Wits | |
Subsisting | Wits | |
Traps | Wits | |
Specialized Enviroment | Wits | |
First Aid | Wits | |
Bandaging | Wits | |
Herbs | Wits | |
Mechanics | Wits | |
Tinker | Wits | |
Jury Rig | Wits | |
Explosives | Wits | |
Assemble | Wits | |
Disable | Wits | |
Placement | Wits | |
Investigate | Wits | |
Databases/Archives | Wits | |
Systems/Logistics | Wits | |
Security | Wits | |
Craft | Wits | |
Repair | Wits | |
Improvised | Wits | |
Perception | Wits | |
Traps | Wits | |
Spot | Wits | |
Listen | Wits | |
Touch | Wits | |
Smell | Wits | |
Taste | Wits | |
Sense Motive | Wits | |
Deception | Wits | |
Shadow | Wits | |
Disguise | Wits | |
Charisma | Grit | |
Diplomacy | Grit | |
Bluff | Grit | |
Presence | Grit | |
Intimidate | Grit | |
Charm | Grit | |
Leadership | Grit | |
Stubborn | Grit | |
Ride/Drive/Pilot | ||
Maneuvering | ||
Offense | ||
Defense | ||
Reflexes | ||
Dodge | ||
Initiative | ||
Fortitude | ||
Resilience | ||
Load | ||
Willpower | ||
Nerves | ||
Capacity | ||
Perks
-Perks are additional bonuses characters can choose when they purchase Levels 4, 6 and 8. At each of these Levels, character picks one Perk directly related to the skill in question.
-Perks are somewhat overarching. For example, if a character chooses "Weapon Finesse" as their Perk accompanying Level 4 in "Blade," that perk then applies to ALL melee weapons. It however does not apply to any form of Ranged weaponry or Unarmed combat. For clarification on limits of any given perk, please consult the GM.
-Prerequisite to purchasing some Perks is attaining another Perk first. Simply put, Perks in under Tier 1 are prerequisite to anything directly underneath them and in Tier 2.
-Perks are often negotiable or ill-defined. Before selecting a Perk, please talk with your GM to make sure you both have a full understanding of what Perk you are selecting and how it can be used. Furthermore, suggestions for new perks are welcome and considered on a case by case basis.
List of Perks sorted along the logical lines of a madman!
Perks |
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Re-roll = once per day, roll again in any situation. Must take second roll | |||
Derivatives |
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Reflex |
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Uncanny Dodge = no loss of reflexes when flat footed | |||
Quick Draw = Ready/Put away weapon as a free action | |||
Fortitude |
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Immunity to a specific adverse environment | |||
Immunity to a specific poison | |||
Willpower |
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Daredevil |
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Re-roll = once per day |
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Re-rolling = once per encounter | |||
Re-roller = once per turn | |||
Double Jump = Once per day, any jump role is doubled | |||
Physical |
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Athletics |
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Take 14 - once per day, take 14 on any given athletics roll | |||
Take 14 - 3 times per day, take 14 on any given athletics roll | |||
Unarmed Combat |
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Natural Weapon = Increases base damage to 2d12-2 (perk can be purchased multiple times) | |||
Juke = +3 Reflex Defense | |||
Quick Strike = Attacks only require a single action (max 2/turn) | |||
Multi-Strike = Allow for three strikes per turn | |||
Precision = +3 to hit on called shots (mitigates a single increment of penalty). This perk can be taken multiple time for stacked effects. | |||
Melee Weapons |
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Weapon Finesse – Dx Modifier for Damage | |||
Weapon Defense - +3 Reflex Defense | |||
Precision = +3 to hit on called shots (mitigates a single increment of penalty). This perk can be taken multiple time for stacked effect | |||
Signature Weapon = +3 to hit and to damage with more precise range of weapons (ie, Bastard Sword, Katana, Punch-dagger etc…) | |||
Quick Strike = Attacks only require a single action (max 2/turn) | |||
Multi-Strike = Allow for three strikes per turn | |||
Ranged Weapons |
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Signature Weapon = +3 to hit and to damage with more precise range of weapons (ie, Revolver, Glock, M16 etc… | |||
Precision = Dx modifier for damage | |||
Rapid Reload = reload as a single action | |||
Precision = +3 to hit on called shots (mitigates a single increment of penalty). This perk can be taken multiple time for stacked effect | |||
Quick Strike = Attacks only require a single action (max 2/turn) | |||
Multi-Strike = Allow for three strikes per turn | |||
Point Blank Shooting = reduces penalty for point blank shots to -3 | |||
Long Range Shooting = reduces penalty for long range shots to -3 | |||
Rogue Skills |
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Sharp = use Wits or Dx modifier | |||
Wise = use both Dx and Wits modifiers | |||
Take 14 = once per day (must specify Sleight of Hand, Lockpick or Stealth) | |||
Take 14 = thrice per day (must specify Sleight of Hand, Lockpick or Stealth) | |||
Armor |
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Longevity = 1.5x Armor Points | |||
Everlast! = 2x Armor Points | |||
Shrug-it-off = once per day, double your DR for a single round. Must be signified at the end of your turn, not during the enemy’s turn | |||
More Shrugging – double DR 3 times per day | |||
Marathon' |
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Take 14 - once per day, take 14 on any given marathon roll | |||
Take 14 - 3 times per day, take 14 on any given marathon roll | |||
Mental |
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Magic (Overall) |
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Fast spell = reduces spells to 2-action events | |||
Faster spell = reduces spells to 1-action events | |||
Discretion = reduces stealth penalty to -6 when casting (base -9) | |||
Discreter! = -3 penalty | |||
Multi Target = Can attack number of targets equal to skill level of spell being cast at 1/2 effect | |||
Multi-target = Attack number of targets equal to skill level at full effect | |||
Brass Knuckles/Glass Cannon = Spells dealing direct damage receive no penalty at range, and double effect when touching | |||
Thaumatergy |
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Enchant/De-enchant – Imbue one trained spells into material object at -3 per skill utilized (Thaum included). The power of the enchantment is determined by a Standard DC, maxing out at the level of skill in pertinent spell. Item is effective for the number of uses equal to the sum of Thaumatology and relevant skills. Activation will require verbal or physical component which can be used by anyone. One enchantment per day. Thaum skill level = #of dechantments per day | |||
Reduces penalty to -3, number of uses equals product of Thaumatology and (Sum of relevant spell skills). | |||
Number of uses = (Thaum X [sum of spell skills]) ^2 | |||
Magic Eyes - Always Detect Magic | |||
Omniscient Eyes - Always see magic, its source and its direction | |||
Warp |
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Warp Other - Distance = 1/2 standard distance | |||
Reactive dodge = once per day, presuming freedom of movement, negate a single attack, must succeed by the first degree, does require spell expenditure | |||
Defensive Dodge = once per encounter | |||
Jumper = Once per turn (or between turns) | |||
Blind warp (permits warping above the first degree w/o sight of destination) | |||
Double Carrying Capacity | |||
Triple Carrying Capacity | |||
Quadruple Carrying Capacity | |||
Telekinesis |
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Enhanced manipulation – complete, non-linear control within range | |||
Greater Manipulation - controlled move w/in 2x range | |||
Bubble - Skin tight, pressure maintaining barrier between character and space/vacuum/deep sea/murder tanks filled with jello…Duration determined by success of roll (specializing-Barrier) | |||
Elemental |
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Guided – Complete control of movement within within range | |||
Homing Missle – Complete control for up to 2x caster's range | |||
Time |
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Isolated Rewind - Once per day, rewind time for a single character the number of rounds = success of a std time roll | |||
Time Bubble - Once per day, rewind time for number of characters equal to skill level. Success still determined by standard Time roll. | |||
Illusion |
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Street magician = -3 penalty to illusion rolls, only 1 sense affected, can effect anyone with direct line of sight to character, GM will determine crowd DC of Willpower | |||
2 senses |
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3 senses | |||
Psych |
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Psycholocation – Detect and influence thoughts of persons not in sight | |||
Convincing = Exchange Psych for Charisma or Presence skill when making magical persuasion. | |||
Mind Bend = Add Charisma or Presence to Psych rolls for convincing | |||
Nature |
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Familiar/Companion – 1/4 Character points, 8d12 attributes, empathic link (note, regardless of level, if companion is killed, the character will suffer in direct correlation the numerical value of the companion) | |||
1/4 Character points, add 2d12 attributes, telepathic link | |||
1/2 Character points, add 2d12 | |||
Life |
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Mender = Raises effect of spell (1st degree = 1d12) | |||
Healer = raises effect by 1d12 | |||
Savior = raises effect by 1d12 (1st degree = 3d12) | |||
Portal = open doorway to/from another realm for single creature of questionable allegiance and quality | |||
Wayfarer = number of beings equal to skill level, or one of more determined qualities | |||
Intellectual (must specify all) | |||
Renown = +3 social interactions involving profession | |||
Knowledge Fount = +(skill level -3) to comrades | |||
Synergy = Combine two skills with -3 penalty (must pick which two skills) | |||
Super Synergy – add third skill at another -3 | |||
Improvised = 1/2 penalty for operating without standard tools | |||
Specialist = +3 to very specific operation or study | |||
Fast Worker = reduce intelligence based rolls to require 3 actions | |||
Lightning Fast = reduce intelligence based rolls to require 2 action | |||
Wits (must specify all) |
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Signature Operation = +3 | |||
Synergy = Combine two skills with -3 penalty (must pick which two skills) | |||
Super Synergy – add third skill at another -3 | |||
Take 14 - once per day, take 14 on any given roll | |||
Take 14 - 3 times per day, take 14 on any given roll | |||
Grit |
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Tag Team = combine skill with comrade with -3 penalty | |||
Possy = combine with whole party at -(number of people involved) | |||
Synergy = Combine two skills with -3 penalty (must pick which two skills) | |||
Super Synergy – add third skill at another -3 | |||
Charisma |
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Center of attention |
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Face in the crowd (Stealth+Charisma-3) | |||
Presence |
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Aura – permanent, passive +3 Intimidate, Charm or Leadership. You must choose which of these (yes, it will work against you if you choose Intimidate, and later try to make Charm rolls) |
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