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System:Qualities

From BluWiki

Every character is required to have qualities. Every Character Type has quality points that the character is permitted. Participants may have up to 15 Quality Points while Shakers may have up to 20 Quality Points and Powers may have up to 25. In addition, you can gain quality points through drawbacks.

Contents

Advanced Combat Martial Arts

Through rigorous training and experience, your character is especially skilled when it comes to unarmed combat and is adept at performing various martial arts maneuvers. You may pick 5 unarmed maneuvers to give yourself a +1 bonus for. This is subject to review.

Cost: 5

Accuracy

When using a firearm, bow, or other range precision weapon to aim, you get a +2 bonus to your aim roll.

Cost: 1

Alternate Form

A character with Alternate Form can instantaneously transform into one other specific form that is determined during character creation and approved by the Game Master. Once selected, the form cannot be altered. Alternate Form allows the character to possess a radically different body shape than his or her normal human form, and exhibit exotic physical features as well. The form is built from twelve quality points per rank.

Cost 11/per rank - 3 for Cosmetic Changes

Contacts

This is a variable contact and should be taken if your character has some particular source of information that will reliably provide for them. This is variable depending on the quality of the aid will be provided and at what cost to the character. Please note this does not in any way give you some kind of army of NPCs or unlimited resources that an NPC will give you. Contacts is primarily a research based quality--you can use contacts to try to find a rare item, try to find information out on something, try to pull strings in the background for your PC, or point you in the right direction to buy something/figure something out. They are primarily there to help YOU solve the problem, not to solve the problem for you. In very extremely rare circumstances, an NPC Contact might show up to back you up. But you should not count on that when taking this quality.

Cost:
1 (contact will probably provide information only and only if that involves no risk to them)
2 (contact will do small tasks OFF SCREEN or usually provides reliable information)
3 (contact will do whatever they can to help out but has limited resources. Ex: local hunter)
4 (contact will do whatever they can to help out and has moderate resources. Ex:local hunting group)
5 (contact will do whatever they can to help out and has good resources. Ex: large scale hunting group)

Animal Friendship

Your character can communicate with animals. And a little more than that, he can control them, if he's strong willed enough. Utilizing this ability though, requires one to behave in a calm and friendly manner.

Level 1
The mind controller and animal make opposing Willpower (doubled) rolls. If the controller wins the target cannot act for one turn and loses all defensive actions. Or it may just be momentarily quiet and/or stunned.

Cost: 2

Level 2
This allows you to trick animals into seeing things that aren't there. The victim might see you as a loved one or might have trouble noticing you're there at all. You also may choose to influence the animal to do something it might do anyway - nudging it further in that direction. To use the power, you make opposed Willpower (doubled) rolls with the animal. In addition, you get a +1 bonus to use the level 1 power.

Cost: 4

Level 3
This is total domination and the subject must do whatever you say. Each time you give a command you and the target make opposed Willpower (doubled) checks. The target gets a bonus if the command goes against basic self-preservation instincts. You also get a +2 bonus to use the level 1 power and a +1 bonus on the level 2 power.

Cost: 6

Armour

Your character has some sort of armour on them. It could represent actual armoured plates, a forcefield, skin, or clothing that is especially resistant to damage. Armour reduces the amount of damage taken by 10. Armour is worn down for the duration of every combat session per person. Cost: 1/Level

Attack Combat Mastery

This denotes either an innate "killer instinct" or the character's intimate knowledge of a wide range of offensive combat techniques covering all aspects of armed and unarmed encounters. Each level of this Quality taken adds a bonus of 1 to your to hit roll. You may take up to three ranks of Attack Combat Mastery. Cost: 2/level

Aura of Command

This character possesses a natural knack for leadership. This also only works on allies or subordinates. Upon a successful influence roll, a character with this quality can inspire people enough to give them a +2 to all their rolls for a number of rounds equal to the successes of their influence roll. It takes one combat action to sufficiently inspire someone. Each rank allows for more individuals affected:

Rank 1: The character can inspire one person.
Rank 2: The character can inspire two people.
Rank 3: The character can inspire three people.
Rank 4: The character can inspire up to a large group, such as a platoon.
Rank 5: The character can inspire up to a whole company.

Note that this only works on PCs if the characters truly respect your own character.

Cost: 1/level

Blind Fight

The character does not suffer penalties associated with attacking or defending with melee weapons or while unarmed in poor light, absolute darkness, or against an invisible opponent. Cost: 4

Blind Shooter

Same principle, but with guns and archery. The character suffers half the penalties associated with attacking with firearms or bows in poor light, absolute darkness, and receives a +2 to his perception to detect an invisible opponent who he's attacked by. Cost: 4


Combat Martial Arts

Through rigorous training and experience, your character is especially skilled when it comes to unarmed combat and maximizes the damage of every blow he deals. This adds 2 to all damage from unarmed attacks, before the appropriate modifiers are taken into account. You may take up to six levels in this.

Cost: 1/Level

Combination Attack

With proper training, individual characters can coordinate their special attacks with other characters to form a devastating combination attack. A character can combine with one other person for each rank. The attack action takes place on the turn of the character with the lowest initiative. Damage dealt with this attack doubles on the first rank. Triples in the second and so on. In order to receive the full damage bonus though, both characters must have the same rank. Cost: 3/level

Computer Scanning

Characters with this ability can access, read, and understand data from computers of 'Silicon Age' technology in the surrounding area. This does not extend to another computer that is networked with the one you are reading, but only what is present in the local hard drive. The character rolls an intelligence/computers and the success levels required for each computer differs depending on security and complexity.

Rank 1: Scanning can happen at the range of 1 foot.
Rank 2: Scanning can happen at the range of 10 feet.
Rank 3: Scanning can happen at the range of 50 feet.
Rank 4: Scanning can happen at the range of 100 feet.
Rank 5: Scanning can happen at the range of 1 mile.
Rank 6: Scanning can happen at the range of 10 miles.
Rank 7: Scanning can happen at the range of 50 miles.

Cost: 2/Level

Concealed Weapon

The character has an unearthly ability to conceal weapons about his or her person. As long as the character has something to hide the weapons (even if it only long hair or a light robe) the character's weapons will not be noticed by anything short of an actual physical search, and such a search is conducted at a -3 penalty. A Special Attack weapon with the Concealable Ability is even harder to find: searches suffer a -6 penalty. Cost: 2

Contamination

This quality represents the character's ability to transform other people (or plants and animals) into entities like himself. The method should be specified when the characters is created, as should the effects. It could be a plague, parasitism, meme, or whatever mechanism the player may choose. The character may even need to perform a special ritual. For 3 points per rank, the contamination is 'difficult' - the victim must be willing or perform an unusual activity for contamination to occur. For 6 points per rank, the contamination is 'easy' or only entails a scratch or bite. The higher the rank, the faster the contamination occurs. In addition, the Contaminator usually has some measure of control over the victim, and any attempts to influence the victim following the transformation is given a bonus of 2 per rank.

Rank 1: The transformation occurs over several months.
Rank 2: The transformation occurs over several weeks.
Rank 3: The transformation occurs over several days.
Rank 4: The transformation occurs over several hours.
Rank 5: The transformation occurs over several minutes.
Rank 6: The transformation occurs over several rounds.

Cost: 3 or 6/Level

Damn Healthy

This reflects sheer toughness and fortitude in a character and each level purchased increases the character's life points by 10. Cost: 1/level

Defence Combat Mastery

This denotes either an innate "danger instinct" or the character's intimate knowledge of a wide range of defensive combat techniques covering all aspects of armed and unarmed encounters. Each level of this Quality taken adds a bonus of 1 to your to dodge roll. You may take up to three ranks of Defence Combat Mastery. Cost: 2/level

Divine Relationship

A character possessing a divine relationship may have that relationship or a cosmic entity that favours them for some reason or other. This is represented in the character's ability to re-roll undesirable rolls. The ranks represent how many times this can be done per session on a 1:1 ratio. Cost: 1/level

Duplicate

A character with this quality can make one or more self-aware duplicates of himself, each of which have a maximum number of ability scores determined by the rank. The duplicate is not under the character's control, but will act in a manner consistent to that character. Only one duplicate can be created per round, and a duplicate is only created out of combat at the GM's discretion.

Rank 1: Attribute pool of 10. Skill pool of 10. Quality pool of 10. Lasts one round.
Rank 2: Attribute pool of 12. Skill pool of 10. Quality pool of 10. Lasts two rounds.
Rank 3: Attribute pool of 14. Skill pool of 14. Quality pool of 15. Lasts three rounds.
Rank 4: Attribute pool of 16. Skill pool of 16. Quality pool of 15. Lasts four rounds.
Rank 5: Attribute pool of 18. Skill pool of 18. Quality pool of 18. Lasts five rounds.
Rank 6: Attribute pool of 20. Skill pool of 20. Quality pool of 20. Lasts six rounds.

Cost: 1/level

Dynamic Sorcery

This is the quality that all Dynamic Sorcerors have. In addition, it allows the sorceror to quick cast. It also adds its ranks to the Willpower + Occultism roll that is needed to cast a spell. Cost: 7/level

Elasticity

Luffy eat your heart out. This quality allows characters to stretch themselves more than one would think posssible. Not only do these count for greater flexibility, but they also provide for fine manipulation.

Rank 1: The character can stretch one body part up to 5x its regular dimensions and receives a +1 bonus to unarmed combat.
Rank 2: The character can stretch up to two body parts up to 5x its regular dimensions and receives a +2 bonus to unarmed combat.
Rank 3: The character can stretch up to three body parts up to 5x its regular dimensions and receives a +3 bonus to unarmed combat.
Rank 4: The character can stretch his whole body up to 5x its regular dimensions and receives a +6 bonus to unarmed combat.
Rank 5: The character can stretch his whole body up to 10x its regular dimensions and receives a +7 bonus to unarmed combat.
Rank 6: The character can stretch his whole body up to 15x its regular dimensions and receives a +8 bonus to unarmed combat.

Cost: 2/level

Empower Spell

All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many Life Points, affects half again as many targets, etc., as appropriate. Opposed rolls are not affected. Spells without random variables are not affected. Cost: 4

Enhanced Attribute

This represents increases in an attribute following supernatural, scientific, or other such events. Each level adds one to a chosen attribute. You may purchase up to three levels of this in each attribute. Cost: 1/level

Enlarge Spell

An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range has the dimensions of its area or effect increased proportionally. Cost: 3

Environmental Control

The character can affect environmental conditions such as light, heat, darkness, or weather. This is most appropriate for characters with magical control over a particular element or facet of nature such as sorcerers, demons, and spirits, but it could also represent various technological devices. If a character wishes to perform multiple effects (for example, control light and darkness) he or she should acquire the quality multiple times.

  • Light: The character can illuminate an area with light as bright as a sunny day. 1/Level
  • Darkness: The character can summon smoke, fog, or the like the enshroud an area. 2/Level
  • Silence: The character can block out sounds in the area he affects. 2/Level
  • Temperature: If you wish to change temperatures enough to damage someone, purchase this with Special Attack. 2/Level
  • Weather: The character can manipulate the weather. This may require willpower rolls and often requires concentration. If you wish to damage people with this, pair it with Special Attack. 2/Level

Rank 1: Character affects his personal space.
Rank 2: Character affects a small area, like a room.
Rank 3: Character affects an area as large as a house.
Rank 4: Character affects his local area, like his neighborhood.
Rank 5: Character affects a whole city.
Rank 6: Character affects a whole county.

Cost: 1-2/Rank

Extend Spell

An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this Feat. Cost: 2

Extra Arm

You have one more prehensile limb than normal. This could be your hair, a tail, a tentacle, or what have you. It does not indicate an extra attack. Each level indicates one extra arm. After the third level, this increases in multiples of four. Cost: 1/level

Extra Attack

This reflects the character's ability to use every combat situation to his or her benefit. Each round, the character may may take one extra offensive action per level, according to the normal extra action rule. This caps at three. Cost: 2/level

Extra Defence

This reflects the character's ability to use every combat situation to his or her benefit. Each round, the character may may take one extra defensive action per level, according to the normal extra action rule. Cost: 1/level

Far Shot

When the character uses a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When the character uses a thrown weapon, its range increment is doubled. Cost: 1

Features

Each level purchased reflects a non-combat advantage that your character might have, such as secondary eyelids or a self-cleaning mechanism. Cost: 1/level

Flight

You may be superman. Or a powerpuff girl or any other character that for some reason, can fly on your own.

Rank 1: The character can fly at speeds up to 5mph.
Rank 2: The character can fly at speeds up to 10mph.
Rank 3: The character can fly at speeds up to 50mph.
Rank 4: The character can fly at speeds up to 100mph.
Rank 5: The character can fly at speeds up to 500mph.
Rank 6: The character can fly at speeds up to 1000mph.

Cost: 2/Rank

Flunkies

These hang around the character and sort of do whatever the character wants without asking for anything in return. They may be your high school posse that you use to do your homework or your biker gang. It's up to you to distribute the stats and number them.

Rank 1: Attribute pool of 12. Skill pool of 10. Quality pool of 10.
Rank 2: Attribute pool of 18. Skill pool of 15. Quality pool of 10.
Rank 3: Attribute pool of 24. Skill pool of 20. Quality pool of 15.
Rank 4: Attribute pool of 30. Skill pool of 25. Quality pool of 15.
Rank 5: Attribute pool of 36. Skill pool of 30. Quality pool of 20.
Rank 6: Attribute pool of 42. Skill pool of 35. Quality pool of 25.

Cost: 3/level

Force Stop

When the character attempts to sideswipe a surface vehicle with his or her own, the character can force the other vehicle to a stop by nudging it into a controlled sideways skid. Cost: 1

Frightful Presence

Your character can effectively intimidate people surrounding him, who are within easy conversational distance. Whether this is his awful aura, threatening words, or terrible appearance is up to you. When doing this, he makes a willpower roll and those who are exposed to his presence must make a fear check with a penalty equal to his success levels. Cost: 3

Great Fortitude

You character is tough as nails. He's a regular Alucard, and will probably survive no matter what hits him. You get a +4 on all survival checks and a +2 on all rolls that involve constitution. Cost: 3/Level

Knockout Punch

That's right. Your character has a knack for hitting temples, backs of necks, etc. He always seems to be able to knock people out more easily than should be possible. +2 to knockout maneuver to hit roll. Cost: 1/Level

Healing

This represents a character's ability to heal others or themselves. The character can heal someone equal to the number of success levels on a doubled willpower roll. They can only heal someone once a day per level. Cost: 2/level

Heightened Awareness

You're totally, completely aware of the world around you at all times. Some folks call you paranoid. You consider yourself hyper-alert. You get a +2 to Perception tests to sense danger or trouble. You also get a +2 to resist rolls made to sneak up on you. Cost: 2

Heightened Sense

Congratulations, Nature has blessed you! Some part of your senses is particularly strong, much more so than the average human. This quality gets +3 to Perception rolls pertaining to its use. You buy each sense separately and can buy the following: sight, hearing, touch, taste/smell. Alternatively, you can buy special senses such as darkvision, electric current detection; infravision; magnetic field detection; microscopic vision; radar sense; radio reception; sonar detection; ultrasonic hearing; ultravision; vibration detection; X -ray vision.

When using acute taste/smell, time and strength are factors. Penalties to the roll apply as follows:

  • A strong substance, such as harsh chemicals, that has not been cleaned away: -1/day passed.
  • A weak substance, such as personal body odors, that has not been cleaned away: -2/day passed.
  • A strong substance, such as harsh chemicals, that has been cleaned away: -3/day passed.
  • A weak substance, such as personal body odors, that has been cleaned away: -4/day passed.

Please also note that this is not Supernatural Senses: Standard. You want to smell/taste/hear someone is a vampire, you'll need to purchase that quality.

Also, you can go around trying to smell crap on people.

You may purchase up to 3 ranks in each sense. Cost: 2/sense

Highly Skilled

A character with this attribute is more experienced or better trained than an ordinary person and as a result has more skill points. Each level gives the character as many skill points as his intelligence attribute.

Cost: 2/Level

Immunity

Many supernatural creatures can resist the sort of damage that would hurt us normal folk. The cost of reduced damage depends on what sort of damage is reduced and how much it is reduced by. Please note that if you are taking Reduced Damage it should be important to your character concept and explained in the background. Reduced Damage (Kinetic/Physical attacks) will be looked at very carefully and need great justification as it covers the majority of the damage anyone is likely to take while in any combat scenes on this game.

Specific
Damage from a specific but common type of attack (fire, kinetic attacks, cold, magic.)

Cost:
6 (reduce damage by half)
11 (divide damage by five)
21 (divide damage by 10)

Limited
Damage from a single, specific kind of attack (bullets, metal weapons, holy water, etc.)

Cost:
3 (reduce damage by half)
7 (divide damage by five)
12 (divide damage by 10)

Improved Initiative

You've got the reflexes of greased lightning, and can absorb information and process it faster than most people. You get a +5 to your initiative rolls. Cost: 2

Improved Trip

If the character trips an opponent in melee combat, the character immediately gets to make a melee attack against that opponent as if the character had not used his or her action for the trip attempt.

Cost: 1

Insubstantial

Each Rank of this Attribute reduces a character's density so much that he or she can pass through certain types of objects (including weapons) as though insubstantial. If a specific substance is not listed in Rank progression below, the GM should use the entry that it most closely resembles. The density of the human body, for example, falls approximately at Rank 2 (water); consequently, a punch from an enemy would harmlessly pass through a character with Rank 3 Insubstantial. Characters with Rank 6 Insubstantial are effectively incorporeal and can pass through virtually anything, including most forms of energy. Note that limited use can often be purchased with this.

Rank 1: The character can pass through paper and cloth.
Rank 2: The character can pass through wood and water.
Rank 3: The character can pass through concrete and earth.
Rank 4: The character can pass through iron and steel.
Rank 5: The character can pass through lead and gold.
Rank 6: The character can pass through energy and magic.

Cost: 4/Rank

Invisibility

You either can turn invisible or are always invisible. This means you cannot be seen. You can still be heard, smelled, etc. You may choose to purchase additional ranks for additional senses.

Cost:
7 (for invisibility that turns off whenever you take an action)
17 (for invisibility that you can turn on and off and that won't drop unless you want it to)

Item of Power

Your character has possession of a special item of some sort. These could be anything from a clock that acts as a self-repairing bomb to a shiny glove that burns upon contact. You can either choose to use 4 quality points per level to create your item or select it from pre-made stats under genius-tech. It's at the bottom of the page. Cost: 3/level

Jumping

With this quality, your character is able to make high, vertical jumps unaided. This is very appropriate for anime martial-artists, agile or jump-jet equipped robots and things like that. Each rank increases 20 feet to the character's jump height and adds +1 to acrobatic rolls that involve jumping. Cost: 1/level

Massive Damage

A character with Massive Damage knows precisely how and where to hit an opponent in order to inflict higher amounts of damage. It adds 2 damage to an attack before modifiers are applied. At the lower rank, it only applies to a specific weapon. At its higher rank, it applies to all damage dealt. Cost: 1 or 3/level

Mechanical Genius

Your character isn't just a mechanic. He's a mechanical genius! Like any good comic book supervillain, he can create objects which defy the principles of normal science and engineering. This could be a heat ray of some kind or a force field generator or even a pen that writes upside down. See Genius Tech for more details. Cost: 5/level

Metamorphosis

Physical transformations are a major part of Japanese folklore, and a common ability for supernatural anime creatures or individuals labouring under a curse. Technological transformations are also possible, such as the robot who can shed its human guise and sprout weapons pods and rocket engines. Sorcerers, witches, or demons may also know how to transform others, usually through powerful magic.

Rank 1: The character may change up to 1 Quality or 3 Drawbacks. The Metamorphosis lasts for 1 minute.
Rank 2: The character may change up to 2 Quality or 6 Drawbacks. The Metamorphosis lasts for 2 minutes.
Rank 3: The character may change up to 3 Quality or 9 Drawbacks. The Metamorphosis lasts for 5 minutes.
Rank 4: The character may change up to 4 Quality or 12 Drawbacks. The Metamorphosis lasts for 10 minutes.
Rank 5: The character may change up to 5 Quality or 15 Drawbacks. The Metamorphosis lasts for 30 minutes.
Rank 6: The character may change up to 6 Quality or 18 Drawbacks. The Metamorphosis lasts for 1 hour.

Cost: 3/level

Mimic

Upon a successful Power Usage: Mimicry check against a DC of 10 + the ranks the target has in a skill or quality, the character can temporarily mimic any Quality Attribute, or Skill Rank of any target within range. The rank of Mimic determines the highest number of Quality points that can be mimicked, while the Mimic rank doubled determines the highest skill. For 3 points per rank, the Mimic can mimic only one skill per level. For 6, he can mimic as many as he wants.

Rank 1: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 3 rounds and range of 15 feet.
Rank 2: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 6 rounds and a range of 30 feet.
Rank 3: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 1 minute and range of 45 feet.
Rank 4: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 2 minutes and a range of 60 feet.
Rank 5: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 8 minutes and a range of 75 feet.
Rank 6: The character can mimic up to 1 Quality Point, Ability higher than his, or skill higher than his with a duration of 16 minutes and a range of 90 feet.

Cost: 3-6/level

Mind Control

This is all about the total domination of your will above someone elses. Sorcerors, psionic adepts, and creatures with hypnotic powers could all have this quality.

Level 1
The mind controller and mind controllee make opposing Willpower (doubled) rolls. If the controller wins, he can control the target for three rounds.

Cost: 5

Level 2
With a successful doubled willpower roll opposed to potential targets, the mind controller can control as many victims as his success levels, with a penalty equal to the number of people he attempts to control for several minutes.

Cost: 10

Level 3
With a successful doubled willpower roll opposed to several targets with a penalty equal to the number of targets, the character can control a number of people equal to his success levels for several hours. Weak willed diceless NPCs automatically fail.

Cost: 18

Mind Shield

And just in case someone tries to Mind Control you, there's this. A character with Mind Shield can detect it when someone tries to intrude into his or her mind and can try to defend himself with a doubled willpower roll plus 2.
Cost: 1/level

Natural Weapon

Whatever you are, you have natural weapons. These could be claws, horns, fangs, bone knives that come out of your forearm, or almost anything else. The cost is dependent on how much and what type of damage is done. The costs below assume the weapons do bashing damage. If they do slashing damage, double the cost. If they can be thrown triple the cost. The damage listed is base damage and does not take into account the damage type modifier. Claws, for example, would have a x2 multiplier just like a knife.

Cost:
1 (2xSTR damage)
2 (3xSTR damage)
3 (4xSTR damage)
4 (5xSTR damage)

Occult Library

Without a good library, you won't be able to identify what demon has spiny ridges along the back that drips blue ichor and you won't be able to find the ritual that will banish the Hac'ryth back to the seventh hell of hanging upside down. Levels of Occult Library:

Minimal
You have one book about the arcane, though it might be a thick one. It contains between 1 and 11 spells (determined by staff when you're approved). Because it is only one book you suffer a -3 penalty to identifying demons and monsters (though this is better than not being able to identify them at all).

Cost: 1

Good
You have a nice little shelf full of books on various occult subjects. There are between 31 and 40 spells (determined by staff at chargen) and you get neither a bonus nor a penalty to monster research rolls. You get a +1 to spell research checks.

Cost: 2

Impressive
A whole bookshelf with a few rare tomes included. You get between 51 and 60 spells (determined by staff during chargen) and a +1 bonus to monster research checks. You get a +1 to spell research checks.

Cost: 3

One Shot Left

When using projectile weapons, this character always seems to have one last shot left, even when they're technically out of ammo. This only applies to a critical moment, though. Cost: 1

Own a Big Mecha (OBM)

A mecha is a vehicle or construct of some sort such as a giant robot, spaceship, tank, submarine, sports car, motorcycle, helicopter, powered armour suit. Piloting is usually done from a cockpit inside the mecha, though lower-technology or retro mecha may be operated from the outside or via remote control. The mecha's aptitude for combat is determined by the pilot character's ability. Consult Mecha Building for more information.

Rank 1: Mecha Attribute pool of 15. Vehicular capability pool of 10. Quality pool of 12.
Rank 2: Mecha Attribute pool of 20. Vehicular capability pool of 12. Quality pool of 12.
Rank 3: Mecha Attribute pool of 25. Vehicular capability pool of 14. Quality pool of 16.
Rank 4: Mecha Attribute pool of 30. Vehicular capability pool of 14. Quality pool of 16.
Rank 5: Mecha Attribute pool of 35. Vehicular capability pool of 16. Quality pool of 20.
Rank 6: Mecha Attribute pool of 40. Vehicular capability pool of 18. Quality pool of 25.

Cost: 10/level

Personal Gear

The Personal Gear Quality represents a character's access to useful equipment. Characters do not need to spend Quality Points for items that are legal, inexpensive, and mundane in the campaign setting (such as clothing, a backpack, a knife, or consumer goods). GMs may require players to allot Points to this Quality, however, if their characters will begin the game with numerous pieces of equipment to which the average person might not have easy access such as weapons, body armour, or specialised professional equipment. The GM may give starting players a weapon of choice and a few other inexpensive items for free. Personal Gear cannot include magic items, secret prototypes, or technology more advanced than what is standard in the setting (instead, see Item of Power). It can include common civilian vehicles appropriate to the setting (for example, a car, truck, light airplane, or motorbike in the present day; perhaps a horse for fantasy campaigns). For less common or more expensive mecha, see Own a Big Mecha Attribute. The GM always has the final say on whether or not an item is available to the characters. The GM can create the statistics of other items. Each Rank in this Quality allows characters to take one major and four minor items. Cost: 1/Rank

Pet Monster

A Pet Monster is the ultimate friend and servant, ready to perform nearly any task for its master. Unlike a Flunky, Pet Monsters have few desires beyond pleasing their master and rarely disobey orders. Frequently, Pet Monsters fight in gladiatorial combats for their owners glory since they eager to please (and are usually more powerful than their owners as well). Making sure a Pet Monster does exactly as it is told, though, takes true skill on the part of its trainer. This takes a Perception/WC: Monster Training or Intelligence/Monster Training roll. A Pet Monster is built just like any character, with a few exceptions that you will be notified of as you create it.

Rank 1: Attribute pool of 14. Skill pool of 10. Quality pool of 10.
Rank 2: Attribute pool of 20. Skill pool of 13. Quality pool of 12.
Rank 3: Attribute pool of 26. Skill pool of 16. Quality pool of 14.
Rank 4: Attribute pool of 32. Skill pool of 19. Quality pool of 16.
Rank 5: Attribute pool of 38. Skill pool of 21. Quality pool of 20.
Rank 6: Attribute pool of 44. Skill pool of 24. Quality pool of 25.
Rank 7: Attribute pool of 48. Skill pool of 27. Quality pool of 29.
Rank 8: Attribute pool of 52. Skill pool of 30. Quality pool of 33.

Cost: 4/level

Point Blank Shot

The to hit roll for targets of projectile weapons within 30ft gets a bonus of 2. Cost: 1

Portable Armoury

A character with this quality always seems to have easy access to specialized weapons and equipment, even in the middle of combat. You still need to purchase Personal Gear for the actual items, but you don't need to go back and get that grenade that should be sitting in your armoury at home. Cost: 1

Regeneration

You heal. Rapidly. To the astonishment of the medical world you recover from injuries at an astounding pace. You might be dying today but tomorrow you're ready to party and looking in the pink of health. Regeneration can regrow limbs.

Cost:
1 (heal 1xConstituion points per hour)
3 (heal 1xConstitution points per minute)
6 (heal 1xConstitution points per turn)
9 (heal 2xConstitution points per turn)
12 (heal 3xConstitution points per turn)
15 (heal 4xConstitution points per turn)

Resistance

Your character can resist something that would affect them negatively. This could be poison, demonic powers, magic, pain, or something else entirely. Two per level of your resistance is either added to your roll (in the case of poison or mind altering demonic powers, for example) or subtracted from the aggressor's roll (in the case of magic, for example).

Cost: 1/level

Sensory Block

A character with sensory block can cover an area with a field that partially blocks off specific senses or detection techniques. Each rank may represent one of the senses or special senses outlined in heightened senses. This reduces perception checks by -4.

Rank 1: The sensory block covers a 100ft radius.
Rank 2: The sensory block covers a 500ft radius.
Rank 3: The sensory block covers a 1 mile radius.
Rank 4: The sensory block covers a 5 mile radius.
Rank 5: The sensory block covers a 50 mile radius.
Rank 6: The sensory block covers a 500 mile radius.

Cost: 1/level

Servant

Yes. You have a servant. Just use the flunky thing above. Cost: ?

Silent Spell

A silent spell can be cast with no verbal components. Spells without verbal components are not affected. Cost: 2

Sixth Sense

Perhaps your character can sense specific things beyond what normal people can. This may cover infrared or the ability to specifically sense whenever a Shinigami is around. With that, it costs 1 per type of sense. If you want to be able to see everything ethereal (magical and extradimensional) it costs 5 quality points. Cost: 1/level or 5

Special Attack

Your character possesses some sort of special attack, independent of both natural and artificial weaponry. This could be spitting acid, freaky hand glow, or fire breath. It might also cover built in cybernetic weapons such as a machine gun hand. The cost depends on how much damage the attack does and if it is ranged or close up. Damage multipliers never apply to supernatural attacks.

The roll to hit with a Special Attack depends on if it is a ranged or if it is a touch attack. Someone attacking using a ranged Supernatural Attack will roll her Dexterity + Perception + SA level. Someone attacking using a touch Supernatural Attack will roll Dexterity + Unarmed Combat + 2 + SA level.

Other variable effects can be purchased upon discussion with the GM, such as a vampiric attack, an incapacitating attack, or a homing attack.

Cost:
4 (level 1 touch, 20 points damage)
7 (level 2 touch, 30 points damage)
15 (level 3 touch, 50 points damage)

8 (level 1 ranged, 20 points damage)
14 (level 2 ranged, 30 points damage)
30 (level 3 ranged, 50 points damage)

Special Defence

Many supernatural creatures can resist the sort of damage that would hurt us normal folk. The cost of Special Defence depends on what sort of damage is reduced and how much it is reduced by. Special Defence (Kinetic/Physical attacks) will be looked at very carefully and need great justification as it covers the majority of the damage anyone is likely to take while in any combat scenes in this campaign.

Specific
Damage from a specific but common type of attack (fire, kinetic attacks, sleep, cold, aging.)

Cost:
4 (reduce damage by half)
8 (divide damage by five)
16 (divide damage by 10)

Limited
Damage from a single, specific kind of attack (silver weapons, wooden weapons, obsidian blades, etc.)

Cost:
2 (reduce damage by half)
5 (divide damage by five)
10 (divide damage by 10)

Special Movement

This Attribute is appropriate for characters such as non-humans, super martial artists or super ninja who may possess exotic ki-based abilities that let them perform unusual stunts like running over water, etc. The character may select one special movement ability (from the list below) for every Rank of this Quality. GMs may also develop a selection of other special movement abilities.

  • Cat-Like The character will take half damage (round down) from most falls and always lands on his or her feet.
  • Dimension Hop Upon a successful single Willpower check, the character can instantly travel between his or her home dimension to one other dimension, such as Asgard, Heaven, Hell, alternate Earth, the astral plane (the body is left behind), etc. Each time this method is assigned, the character can travel to another single dimension. The GM will determine if Dimension Hop is appropriate for his or her campaign.
  • Light-Footed The character can skim over sand, snow, or ice at full speed.
  • Slithering The character can slither along the ground at normal walking/running speeds. This allows a character to move quickly while maintaining a very low profile.
  • Swinging/Brachiating The character can swing through forests and cities (areas with natural or artificial structures above swinging height) using vines/ropes/webbing or simply his or her arms.
  • Untrackable The character never leaves footprints, tracks, or a scent when he or she walks or runs.
  • Wall Bouncing The character can move at regular walking speed without touching the ground by bounding back and forth between nearby vertical surfaces (walls). For example, he or she can proceed down hallways or climb an alleyway between two buildings (bouncing from wall to wall).
  • Wall Crawling The character can cling to walls or ceilings as though they were on the ground or floor. This counts as two Special Movement abilities.
  • Water Walking The character can run over water as if he or she were on land. This counts as two Special Movement abilities.
  • Zen Direction When the character opens his or her mind to the natural world, he or she will always move in the 'right' direction. The 'right' direction is not always the desired direction, however.

Cost: 1/rank

Speed

Dash. Shadow step. This is called many things, but basically, you're the flash. This covers a character's ability to move at superhuman speeds, but it does not increase dexterity or give extra actions. It is suggested that you purchase those separately when obtaining this quality. It does improve your initiative.

Rank 1: The character can move at speeds up to 50mph and receives a +2 to Initiative.
Rank 2: The character can move at speeds up to 100mph and receives a +4 to Initiative.
Rank 3: The character can move at speeds up to 200mph and receives a +6 to Initiative.
Rank 4: The character can move at speeds up to 400mph and receives a +8 to Initiative.
Rank 5: The character can move at speeds up to 800mph and receives a +10 to Initiative.
Rank 6: The character can move at speeds up to 1,600mph and receives a +12 to Initiative.

Cost: 2/Level

Spirit Ward

Characters who have this quality can inflict damage on demons or spirits equal to the amount of willpower they have per rank. Spirit wards are usually physical objects or constructs that are placed in an area that affect a 20yd radius. Creatures may overpower the spirit ward with a willower (doubled) roll against that of its maker. Cost: 1/level

Still Spell

A still spell can be cast with no movement components. Spells without movement components are not affected. Cost: 2

Streetfighting

There may be martial artists out there who practice whatever honourable codes they learned in their dojos, but you're not one of them. Instead, you fight dirty. Every 'dirty' maneuver such as groin shot gets a +2 to its roll. Cost: 1

Super Strength

While increasing attributes is usually covered by the Enhanced Attribute quality, this is specifically for things like giant robots and mechas. Anime heroes are also sometimes noted for possessing super strong attributes. For that, there's this ability. Each level increases a character's or mecha's strength by 6. Cost: 4/level

Swarm

Some characters may be able to transform into a myriad of critters that can do nothing but move, observe, or attack. The creatures do 1 damage point for every 10 creatures. The character can turn into an amount of critters following this formula: LP x Swarm Rank. So if Tokihito had 50LP and 4 levels of Swarm, he could turn into 200 little creatures. Like rats. Cost: 1/level

Telekinesis

This is the psychic ability to move objects with one's mind. The psychic Willpower + Telekinesis. This serves as the effective strength of her telekinetic 'hand'. Lifting and throwing things requires no additional rolls. Fine manipulation such as button pushing, staking a vampire, and opening a door requires a Perception + appropriate trait (Dexterity for button pushing, melee for stabbing), roll with a -1 penalty. Tossing an object at someone requires a Willpower + Telekinesis roll. The damage from such an attack is the telekinesis roll successes x 4, no matter what the object is. All attempts to hit someone follow normal Combat Rules. Limited Use can often be applied to this, such as choosing a specialty...like if you were Magneto. Amount lifted follows the same ruling as Strength, except applied to Willpower. Cost: 3/level

Telepathy

This covers the ability to read minds. The success of the attempt is measured with success levels. At 3, characters can read very loud thoughts like something the subject is thinking hard about. At 4, this covers ordinary surface thoughts. At 5, this covers both surface thoughts and sensory perceptions. At 6, the telepath can enter a mind combat and if he wins, probe the subject's thoughts for specific memories &c. The character can also transmit thoughts at conversational speed. This is rolled like this: willpower + telepathy levels. Cost: 3/level

Teleport

This enables the character to transport himself at will to another spot without crossing the intervening space. Teleporting is only possible if the character has already visited the location or can see or sense the area. At unsafe distances, willpower (doubled) rolls are required to make sure you end up where you want to.

Rank 1: The maximum teleportation distance is 1 mile, and the safe distance is 30ft.
Rank 2: The maximum teleportation distance is 10 miles, and the safe distance is 300ft.
Rank 3: The maximum teleportation distance is 1000 miles, and the safe distance is 1 mile.
Rank 4: The maximum teleportation distance is 10k miles, and the safe distance is 10 miles.
Rank 5: The maximum teleportation distance is 100k miles, and the safe distance is 100 miles.
Rank 6: The maximum teleportation distance is 1 million miles, and the safe distance is 100k miles.

Cost: 4/level

Train a Cute Monster

Through painstaking experience and careful training, a Pet Monster Trainer may effectively care for their daily needs and effectively use them in combat. Each rank gives the Trainer one technique. These techniques are analyse, battle motto, breed monster, feed monster, inspire monster, instil discipline, instil ferocity, monster tactics, nurse monster, stat master, and unlocked potential. Ask the GM for specifics. Cost: 1/level

Transmutation

Edward Elric used this often, as did every other member of Full Metal Alchemist. This allows you to change the nature of things at a molecular level.

Rank 1: Can transmute objects into related ones, as long as the mass remains about the same. It is limited to transmuting normal items into mundane items of personal gear.
Rank 2: As rank 1, but it extends to minor items.
Rank 3: As rank 2, but it extends to major items.
Rank 4: As rank 3, but the alchemist can transmute items that are merely loosely related.
Rank 5: As rank 3, but the alchemist can transmute unrelated items of similiar mass.
Rank 6: As rank 3, but the alchemist can transmute things of dissimiliar mass that are unrelated. Like a pumpkin to a stagecoach. Still no items of power.

Cost: 1/level

Two-Weapon Fighting

Your character is ambidexterous, and can effectively use two weapons simultaneously while in combat. This awards you with one extra action for each attack action your character has, at a -1. This means that your first action with your other hand would have a -1, your second would have a -3, and so forth. Cost: 5

Water Speed

Some characters are fish at heart, and can swim ridiculously fast underwater. This is for them.

Rank 1: Character is as fast as a slow fish or rowboat.
Rank 2: The character is as fast as fast fish or yacht (20mph).
Rank 3: 40mph.
Rank 4: 80mph.
Rank 5: 160mph.
Rank 6: 360mph.

Cost: 1/level

Wealth

Money. You either have it or you don't. Resources gives a rough calculation on how much you earn and owe. It comes in the following varieties. Income is entirely up to you. Keep check of how much money you have, because I will if you don't.

Wealth Description Value
Okay$15,000 in property; 2,500 in cash0
Middle Class$50,000 in property; 5,000 in cash2
Well-off$300,000 in property; 10,000 in cash4
Wealthy$700,000 in property; 40,000 in cash6
Rich$2,000,000 in property; 50,000 in cash8
Filthy Rich$5,000,000 in property; 350,000 in cash10


Vehicle Dodge

Crazily, you can use your vehicle like any skilled martial artist or swordsman uses his body. This means you can use your driving skill to dodge attacks made on your vehicle, and get a +2 to it, too. Cost: 1


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