Welcome to Gaia! ::

Newpark Games

Back to Guilds

Literate and semi-literate role-playing in original settings. NPG's unique dice system enables storytelling and eliminates power gaming! 

Tags: role-playing, storytelling, writing, gaming, hobby 

Reply Madness
Special Qualities

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Mercurius James
Captain

PostPosted: Thu Oct 30, 2008 10:12 pm


Advantages

Quote:
Key:
Advantage Name
Cost: The amount of Power Points the purchase of 1 rank of this ability costs.
Pre-Requisite: The requirements that must be met before this ability can be purchased
Level: Whether the ability can increase in rank or not and, if so, the highest level it can reach
Description: A brief description of the ability.
Effect: What the ability does in terms of game mechanics.


Accelerated Healer
Cost: 8
Pre-Requisite: None
Level: Yes; max 5
Description: The character's body repairs damage at a phenomenal rate. Even sever wounds close rapidly, healing before the eyes of astounded onlookers. Of course, it does not recover lost blood quite so quickly, leaving the healed weak and broken bones will also mend exceptionally fast...even if the bone has not been correctly set.
Effect: The character recovers 1 point of damage (per Advantage Rank) every post (made by himself or others). The Judge may impose penalties on feats of a physical nature (due to blood loss) if the character has sustained and recovered from significant injuries without resting. Broken bones that heal incorrectly can also impose permanent physical penalties (at least until the bones are broken and reset properly).
"The wound is nothing. It's the pain that gets to you."

Ambidextrous
Cost: 6
Pre-Requisite: Agility > 3
Level: No
Description: Instead of being predominantly right or left handed, the character is equally dextrous with both his arms.
Effect: This Advantage enables a character to perform two actions (one with each hand) simultaneously on his turn. This includes dual wielding two weapons at once.
"Look, ma! Two hands!"

Animal Language
Cost: 4
Pre-Requisite: None
Level: No
Description: The character may verbally speak to animals and be understood. Conversely, he may understand the barks, whines, and mewlings of an animal as audible speech.
Effect: Communicate with any natural animal normally as though you were conversing with a person.
"What's that girl? Timmy fell down the well...again?"

Artifact
Cost: 3
Pre-Requisite: None
Level: Yes; max 5
Description: An item of supernatural significance is in the character's possession. Whether this item is an heirloom, the finding of an archeological dig, or a gift from a mysterious benefactor, it provides the character with a measure of eldritch power...perhaps at a cost.
Effect: Players should provide a viable explanation of how their character acquired this valuable property. The power of the artifact is directly related to the rank of this Advantage:
Rank 1: An interesting, but not particularly powerful item.
Rank 2: The artifact provides a useful effect.
Rank 3: There is real power to the item.
Rank 4: A powerful effect that often comes with a heavy (and unseen) cost.
Rank 5: This artifact is ancient with power mortal minds can scarcely fathom.
"It's quite a remarkable find...my team found it buried in the Valley of Kings. But for some strange reason, our guide was terrified of it..."

Assassin
Cost: 4
Pre-Requisite: Guile > 3
Level: No
Description: Striking from the shadows is the character's specialty. How can an opponent defend against what he cannot see?
Effect: Damage against an opponent who is unaware of the character's presence is doubled.
"How can you fight what you can't see?"

Astral Form
Cost: 3
Pre-Requisite: None
Level: No
Description: In order to interact with the spirit world, the character is capable of stepping out of his body (leaving it helpless) to take on a form of pure spirit.
Effect: While in his Astral Form, the character maintains all his stats, skills, and abilities. However, he becomes capable of seeing and interacting with the invisible world of spirits...in exchange for becoming unable to affect the material world so long as he is outside of his comatose body.
"In my truest state, I am but shadow and wind..."

Aura Perception
Cost: 5
Pre-Requisite: Perception > 3
Level: No
Description: With a Perception+Awareness feat, the character is able to attune his eyes to see the otherwise invisible oscillations of energy that surround and characterize a living individual. Each person’s aura is unique and can show a great deal about a person’s mood, personality, and ultimate destiny.
Effect: Requires a Perception+Awareness feat to switch from normal vision to “aura vision” for a minute or so.
Note: Aura Colors & Their Meanings
Blue primary tone: Composure & maturity; a particularly wise person
Red primary tone: Aggression & anger; a particularly violent person
Yellow primary tone: Creativity & vision; a particularly artistic person
Green primary tone: Liveliness & energy; a particularly fun person
Brown primary tone: Kindness & compassion; a particularly altruistic person
Orange primary tone: Happiness & joy; a particularly cheerful person
Pink primary tone: Love & emotion; a particularly amorous person
Gray primary tone: Sadness & depression; a particularly gloomy person
Purple primary tone: Fear & anxiety; a particularly worrisome person
Sickly Green primary tone: Desire & envy; a particularly greedy person
White primary tone: Purity & Innocence; a particularly blameless person
Black primary tone: Darkness & Corruption; a particularly wicked person
Blue secondary tone: This person is feeling sad, depressed, or lonely at the moment.
Red secondary tone: This person is feeling angry, irritable, or frustrated at the moment.
Yellow secondary tone: This person is feeling happy, amused, or comfortable at the moment.
Green secondary tone: This person is feeling jealous, worried, or guilty at the moment.
Brown secondary tone: This person has no strong feelings at the moment.
Orange secondary tone: This person is feeling courageous, inspired, or confident at the moment.
Purple secondary tone: This person is feeling fearful, apprehensive, or vulnerable at the moment.
Gold Fringe: A great destiny
Silver Fringe: A strong magical connection
Pale Fringe: Impending death
Crimson Fringe: Recently killed something sentient (within the last week)
Lavender Fringe: Recently had sex (within the last week)
White flecks throughout: Good morality
Black flecks throughout: Evil morality
Gray flecks throughout: Neutral morality
Concentration in the Head: The sage; denotes wisdom
Concentration in the Heart: The martyr; denotes passion
Concentration in the Arms: The warrior; denotes personal strength
Concentration in the Legs: The wanderer; denotes restlessness
Concentration in the Eyes: The seer; denotes one who can see auras or prophecies
Concentration in the Loins: The lover; denotes sexual desire
Looks like a flame around the body: This person is driven by emotion and is probably very spontaneous
Looks like a glow around the body: This person is driven by logic and is probably a planner
Looks like smoke encircling the body: This person balances logic and emotion pretty evenly
Two distinct auras: Indicates two souls inside the body somehow
Weak or pale colors: Indicates illness
Exceptionally bright colors: Indicates madness
Wildly fluctuating colors: Indicates an inhuman spirit such as a demon or petty god
Simple, primary colors: Indicates a base soul belonging to an animal or lesser creature
"My eyes see you to the soul...to the core of who you truly are."

Backing
Cost: 2
Pre-Requisite: None
Level: No
Description: The character is a member of an organization of some note, such as a fortune 500 company, the DPID, the Hatter Initiative, or the Neumann Institute.
Effect: As a member of this organization, the character is entitled to access that company's resources (so long as doing so benefits the organization in some way) and, in a pinch, can get the organization (or at least friends within) to back him up.
"No one fights just one part of a dragon; a single talon or a scale. If you engage one member, you engage the entire organization."

Best Under Pressure
Cost: 3
Pre-Requisite: None
Level: No
Description: While some may prefer a stress-free environment, the character does his best work when pushed to the breaking point.
Effect: The character has two Limit Effects.
"I'm at my best when I'm at my worst."

Camera Shy
Cost: 2
Pre-Requisite: None
Level: No
Description: Whenever a camera takes the character's picture, his image is always occluded and cloudy if he even appears at all.
Effect: The character does not appear in cameras, nor can he be detected by radar, sonar, or other artificial tracking devices (he can still set off devices that do not rely on vision however, such as motion sensors).
"Strange...the security tape doesn't have any footage of the intruder, but look! That door can't just open by itself!"

Cat's Feet
Cost: 2
Pre-Requisite: Agiligy > 3
Level: Yes; max 3
Description: The character's natural grace and athleticism allows him to fall correctly in order to minimize damage from dropping long distances.
Effect: No fallin damage is taken for falls of:
w/o Cat's Feet: 10 feet or less
Rank 1: 20 feet or less
Rank 2: 30 feet or less
Rank 3: 40 feet or less
"The thing most people don't realize is that there's a right way to fall."

Charmed Life
Cost: 1
Pre-Requisite: Luck > 3
Level: Yes; max 5
Description: Luck abounds in the character's life as even situations that look like they're going to go horribly bad often turn in his favor or turn out to be not as bad as originally believed.
Effect: The character is protected against a number Dare failures each real-world month equal to the rank of this Advantage. When applied, this Advantage allows him completely ignore the fact that the target Dare roll failed. This Advantage may be used once per feat.
"What can I say? I'm just lucky."

Clairvoyant
Cost: 3
Pre-Requisite: None
Level: No
Description: The character experiences chaotic, scrambled visions of the future in dreams or in random moments. These visions are often cryptic and require some puzzling and pondering to make heads or tails of.
Effect: The Judge decides when visions occur and describes them to the Clairvoyant character (usually over PM). These visions show both the future that will be and the future that may yet be, depending on the Judge’s discretion.
"I saw you...standing on the edge of a great chasm. Through the darkness of a pit there arose a great beast upon whose brow was written the seven names of God..."

Clouded MindUser Image
Cost: 3
Pre-Requisite: None
Level: No
Description: Either through strict self-discipline, mental hyperactivity, or some form of madness, the character's thoughts are jumbled and chaotic, making them very difficult for psychics to read.
Effect: Attempts to read the character's mind will fail automatically if the psychic has an Intellect less than the character's Will. Otherwise, attempts are made at +5 Difficulty and even if successful, only random, disjointed thoughts can be discerned.
"I'm not picking up anything from his mind...all I'm getting are the names of former U.S. Presidents."

Combat Training
Cost: 2
Pre-Requisite: Combat-Melee, Combat-Ranged, or Combat-Unarmed > 3
Level: Yes; max 5
Description: Rigorous training in the art of combat has honed the character's reflexes and instincts, making him a deadly force in battle.
Effect: Add an extra 1d6 damage (per rank) to one attack made against a single target each round.
"Training is nothing but the will to act."

Connections
Cost: 2
Pre-Requisite: Charisma > 3
Level: Yes; max 5
Description: It seems like the character knows everyone in town; from the mob informant to the black market fence to the chief of police, everyone seems to know the character and owe him favors.
Effect: The character has varying levels of connections who are willing to grant him favors, share information, or work with him...usually for a price of some sort.
Rank 1: The character knows a few low-ranking mobsters, beat cops, or businessmen who will help him out.
Rank 2: Middle-management types know the character and wouldn't mind lending him a few favors every now and then.
Rank 3: The character can command favors from local celebrities like the mayor or local news editor.
Rank 4: On the federal level, governors and high-ranking politicians are even in the character's pocket.
Rank 5: Heads of state and international diplomats have helped the character in the past and would be willing to do so currently...for mutual favors, of course.
"I heard you're having certain...problems. Let's just say I know a guy who can fix them."

Daredevil
Cost: 3
Pre-Requisite: None
Level: No
Description: As an adrenaline junkie and risk taker, the character is skilled at thinking on his feet and using that heady rush that occompanies danger to his advantage.
Effect: Any time an added Difficulty is imposed on a feat of a physical nature, the character receives an additional d20 to make the feat roll with.
"Man! What a rush!"

Darkvision
Cost: 4
Pre-Requisite: None
Level: No
Description: The character's eyes are able to adjust to darkness better than most people's, providing him with vision even in near-complete darkness.
Effect: Penalties related to all but complete darkness cannot be applied to the character; he is perfectly capable of seeing in the dark.
"Yes, I can see in the dark...and there have been many times I wished I couldn't."

Digestive Adaptation
Cost: 5
Pre-Requisite: None
Level: No
Description: Inorganic, indigestible materials may be consumed by the character. Not only is his stomach capable of deriving nutrition from materials like wood, metal, bone, and plastic, but his teeth are also equipped to chew through these substances like tough meat.
Effect: The character may eat anything (though consuming obviously toxic substances will be detrimental to his health). Poison levels are reduced by 2, and there is literally no material the character cannot chew through if need be. Bite attacks from the character inflict normal damage but ignore armor.
"Is this food...? Doesn't smell like food...eh, doesn't matter. *chomp!*"

Eidetic Memory
Cost: 4
Pre-Requisite: Intellect > 3
Level: No
Description: Through the use of his photographic memory, the character may recall anything he has ever seen in perfect, vivid detail.
Effect: Whether it’s the words on the page of a book, the details of a crime scene, or the specifics of a person's appearance, the character’s memory is literally like a photograph. He may freely call up these memories with a little concentration.
"I recall the day I was born...it was the worst day of my life."

Expanded Pack
Cost: 1
Pre-Requisite: None
Level: Yes; max 10
Description: A certain skill for tightly packing items to maximize space allows the character to carry more gear than he normally would be able to.
Effect: +1 Carrying Capacity per Advantage rank
"Everything will fit. You see, packing is like doing a puzzle..."

Fearless
Cost: 3
Pre-Requisite: Will > 3
Level: No
Description: A will of iron and a pervasive bravery define the character. Even when faced with terrifying spectres that would send other's minds reeling, the character remains resolute.
Effect: Damage to the character's Threshold is reduced by half (round down in the character's favor).
"I ain't afraid of no ghost."

Genius
Cost: 5
Pre-Requisite: Intellect > 4
Level: No
Description: There is no denying it; the character is a certifiable genius in his particular area of study, his intelligence and aptitude far exceeding that of normal men.
Effect: The character may select 3 skills he favors the most. Each of these Skills then may have a number of specialties equal to the Skill's current rank (if the skill increases later on in the game, the character does not receive additional specialties).
" ...and from that we can determine that X equals the square root of the sum of its coordinates. What? Why are you all looking at me like that?"

Greenspeak
Cost: 3
Pre-Requisite: None
Level: No
Description: The character is able to telepathically speak with the primal elemental spirits which reside inside the trees, rocks, and rivers.
Effect: Allows the character to speak mentally with nearby natural structures. Each object has its own personality which mirrors its form; rocks are stubborn and old-fashioned, flowers are vain and flighty, and so on.
"Nature has a voice and she speaks to those with the ears to listen."

Gut Instinct
Cost: 1
Pre-Requisite: None
Level: No
Description: Something in the character's gut tells him when something's not right or when he's missed a vital piece of evidence.
Effect: Make a Perception+Intellect feat when a vital piece of information has been overlooked or to realize something seems out of place. The Judge will alert the successful player of his oversight via PM.
"I don't know, Jim. Call it cop instinct, but my gut tells me there's something here we're missing."

Healer
Cost: 3
Pre-Requisite: Medicine > 3
Level: No
Description: The character is an experienced healer with the ability to use salves, bandages, and medical methods to greater effect than other doctors.
Effect: Those treated by a Medicine feat made by the character with this Advantage will recover twice as much Life as they normally would per day of rest. Even broken bones, burns, and illnesses all heal faster than they otherwise would when treated by this skilled physician.
"Don't worry, Miss Allen. Dr. Bridges is one of the most gifted healers in the tri-state area."

Heightened Senses
Cost: 2
Pre-Requisite: None
Level: No
Description: Each of the character's 5 senses exceeds the rather dull limits of human capability, bordering more on the lines of a wild animal's sensitivity.
Effect: The character is capable of perceiving scents, sounds, tastes, and sights that would normally go unnoticed by others. Perception is permanently increased by 1 and all feats that involve the Perception stat or Observation skill decrease in Difficulty by 3.
"Do you hear that...?"

Immortal
Cost: 6
Pre-Requisite: None
Level: No
Description: This powerful supernatural quality is rarely found among humans. However, every once in a while, a person will be born who remains young even as those around him wither and die.
Effect: The character cannot die from any natural cause; he must be willfully killed by another or die in some sort of accident in order to perish. Those with this trait also have an additional 8 skill points to spend due to their age and experience.
"I was there when Rome fell. I watched as the plague swept Europe. I fought in the American Revolution. And now I stand before you on the precipice of history in the making."

Immune
Cost: 6
Pre-Requisite: Stamina > 3
Level: No
Description: Due either to an extremely tough immune system or some other influence, the character is impervious to nearly all diseases.
Effect: Grants immunity to all but the rarest and most powerful diseases. The character gets over any common illness quickly on the rare occassion he does get sick. The level of any poison in his system is automatically reduced by 2 upon infection.
"The virus has killed everyone its come into contact with...except in one peculiar case."

Iron Palm
Cost: 3
Pre-Requisite: Combat-Unarmed > 2
Level: No
Description: Through years of martial training, the character has built up not only thick skin, but the ability to channel his inner life-force through his hands and feet, protecting them from self-inflicted damage when attacking.
Effect: The character's hands and feet may be used to block weapons without recourse (though they may bleed and bruise, the character will take no actual damage). He may punch through blocks of wood, crack bricks, etc. without injuring himself.
"Wooden boards, concrete blocks, even rebar. Ain't nothing I can't punch through with enough time."

Jack of All Trades
Cost: 4
Pre-Requisite: None
Level: No
Description: Though he may not be particularly skilled in a single field, the character's expertise is spread across a wide range of abilities, allowing him the adaptability denied to specialists.
Effect: The character begins with 1 point in every skill.
"...master of none. Yeah, I know what they say. And they only say it because they're jealous."

Karma
Cost: 5
Pre-Requisite: None
Level: No
Description: Fate has a funny way of turning things around for the character...
Effect: Each time the character fails any feat, his Critical Threat is temporarily reduced by 1. Upon succeeding on a Dare Roll, his Critical Threat returns to its original score.
"Strange how things seem to turn around sometimes...like fate's keeping score or something."

Language Prodigy
Cost: 4
Pre-Requisite: Intellect > 4
Level: No
Description: A phenomenal trait which allows the character to instantly learn any spoken language simply by listening to casual conversation. Some argue its origins are psychic while others maintain that it is simply the product of an extremely rare and gifted mind.
Effect: The character may permanently learn any language simply by hearing it spoken in casual conversation. Roughly an hour of observation is required before the character may make an Intellect + Languages feat. Success means he learns the language. Failure means he may try again after another hour of listening. His knowledge of the language applies only to its spoken application however; he will be clueless as to how to read or write the language.
"Parlez-vous français? Sprechen Sie Deutsch? ¿Hablas español? Because I do."

Lethal Weapon
Cost: 4
Pre-Requisite: None
Level: No
Description: Whether through martial training, a talent for war, or even natural weapons integrated into the character's body, unarmed attacks from the character are much more deadly than those from other brawlers.
Effect: Default physical damage from unarmed attacks is equal to Strength x 3.
"Few men can say they've ever killed someone. Fewer can say they did it with their bare hands."

Licenced
Cost: 1
Pre-Requisite: None
Level: No
Description: Certain items require the character to possess a certain licence in order to purchase and use the item legally. This Advantage denotes the fact that the character has obtained such a licence.
Effect: The character possesses one of the following licences: (this Advantage may be purchased multiple times for multiple licences)
• A Firearms Licence
• A Driver's Licence
• A Boating Licence
• A Pilot's Licence
Now all I need is my license to kill...

User ImageLiving Receiver
Cost: 2
Pre-Requisite: None
Level: No
Description: Transmissions to cell phones, radios, televisions, and other devices using invisible frequencies are constantly being intercepted and played in the character's brain.
Effect: Allows the character to intercept cell phone, radio, television, and other broadcast signals with a Will + Luck feat. This gift can also be a curse, however...as there is no way to "turn off" this ability and transmissions are constantly being intercepted, making concentration difficult while receiving such noise.
"The messages...they won't stop!! The..the transmissions...! Coming in through my TEETH!!"

Lucky
Cost: 4
Pre-Requisite: Luck > 2
Level: No
Description: Relying on luck alone often sees the character through difficult circumstances no other could survive.
Effect: Grants the character a number of re-rolls equal to ½ his Luck score every in-game day.
"Tonight's winning Lotto numbers are..."

Multiple Skill Sets
Cost: 1
Pre-Requisite: Multiple Personalities Fault
Level: Yes; max 5
Description: Though the character may have multiple personalities, he is also able to switch between them with relative ease and each personality has it's own unique set of skills.
Effect: The character may purchase up to 5 unique skill sets (one set per Advantage rank), assigning each of his multiple personalities with one of these skill sets. He may switch between personalities with a Will+Charisma feat in order to access certain skills...however, the personality he's switched to will remain dominant until he can make another Will+Charisma feat to switch back (and he may only make one attempt each hour).
"So no one knows how to translate this text? I think I know someone who can help..."

Natural
Cost: 1
Pre-Requisite: None
Level: No
Description: The character has a knack for succeeding, often in a dramatic and significant way when he really needs to pull through.
Effect: A roll of 20 automatically counts as a critical success for the character.
"Hey, what can I say? Sometimes things just work out."

Never Say Die
Cost: 2
Pre-Requisite: Will > 3
Level: No
Description: Despite his broken, battered body, the character's will to live is unbreakable. It is his stout resolution that pushes him beyond the breaking point, beyond death to keep fighting through the pain.
Effect: At 0 Life, roll Will + Stamina. If successful, the character instantly regains 1/4 of his total Life. This Advantage may be used a number of times per day equal to the character's Will score.
"Would you just die already?!"

Pain Tolerance
Cost: 3 for rank 1, 1 for every rank afterwards
Pre-Requisite: Will > 3
Level: Yes; max 5
Description: Using meditative techniques such as those practiced by the Fakirs of India and firewalkers who trek hundreds of feet across burning coals, the character is able to resist not only pain, but the ill effects of bodily damage.
Effect: Negative effects on the character due to pain or fatigue may be completely ignored. Additionally, the character possesses a natural +1 (per Advantage rank) bonus to Physical Armor.
"Of course I feel pain. My nerves send distress signals to my brain like everyone else. But unlike you, I choose not to be affected by my pain."

Prescience
Cost: 2
Pre-Requisite: Perception > 3
Level: No
Description: Speed, sharp senses, and paranoia all combine to make the character constantly aware of his surroundings. Because of this, he has an almost preternatural sense for danger.
Effect: The character may react against danger he cannot perceive or would otherwise be completely unaware of with no extra penalty (outside of what would normally be imposed; he may react as though he was aware of the danger). Additionally, a sense of foreboding and menace comes over the character whenever danger is lurking nearby.
"Something's not right here. No, something is very wrong..."

Psychic
Cost: 5
Pre-Requisite: Intellect > 3
Level: No
Description: Human beings typically only use 11% of their brain for memory, logic, and cognitive thought. For whatever reason, the character has been able to tap into a vast realm of lost potential and exhibits a measure of psychic abilities through it.
Effect: This Advantage may only be purchased once. The character may possess one of the following psychic powers:
Mind Reading: Hear the surface thoughts of those nearby. The character hears all the thoughts of those nearby at once, so listening in on a single person can be difficult - like trying to hear a single conversation two tables away in a crowded restaurant. Focusing in like this requires an Intellect + Observation feat.
Telekinesis: Move small objects that weigh no more than 20 lbs and are no more than 40 feet away.
Hypnosis: Place others into a trance by undergoing a short ritual (that may or may not involve a golden watch swinging back and forth...). While in this trance, targets will comply with simple hypnotic suggestions until awoken. Suggestions may be permanently planted in a target's brain that will cause them to fall back into a hypnotic state or oblige previously issued commands when certain criteria are met ("you will think you're a duck every time you hear the word 'quack'"). Targets must be willing (though not necessarily cooperative) in order to be affected.
"Some call me a freak. Other's say I'm special. To me, I'm just...different."

Psychic Link
Cost: 2
Pre-Requisite: None
Level: No
Description: For whatever reason, two characters share an empathic link with one another through which they communicate and sense one another's current state.
Effect: The character shares a psychic bond with another (or even a group of characters) who has this Advantage (this link is established at character creation). The characters with this bond may speak freely to one another from anywhere on the planet, know one another's current emotional, physical, and spiritual state, and roughly discern each other's current location.
"Adam's in trouble. Don't ask me how I know! I just know he needs my help!"

Pure of Heart
Cost: 3
Pre-Requisite: Power > 3
Level: No
Description: A certain spiritual pureness pervades the character's essence. It's not that she is morally perfect, but rather a good soul who naturally repels the darkness.
Effect: Supernatural entities who are evil in nature face a +2 Difficulty to maneuvers made directly against the character with this attribute and suffer 1d4 Magical damage each time they directly harm him.
"She's a rare soul. You know, the kind that never let the dirt and the muck of this world stick to it."

Quick
Cost: 5
Pre-Requisite: Agility > 4
Level: Yes; max 3
Description: With great speed and reflexes, the character is able to move more quickly than others, giving him the advantage of speed.
Effect: Reduces the character's Wait by 1 per rank, to a minimum of 1.
"Damn, that guy's fast!"

Resilient
Cost: 4
Pre-Requisite: Stamina > 4
Level: No
Description: Poisons, drugs, and even beneficial medication has little effect on the character due to an ostensibly high stamina.
Effect: Reduces the level of all poisons, drugs, and medications by an amount equal to the character's Stamina as soon as they enter his system. Those reduced to 0 or lower are effectively rendered inert.
"You just drank enough tranquilizer to knock out a bull elephant and you're not even the slightest bit woozy?"

Resources
Cost: 2
Pre-Requisite: None
Level: Yes; max 10
Description: The character has a source of regular income, whether it be a steady job, investments, or lottery winnings that provide him with additional starting money and a regular cash flow throughout the game.
Effect: Grants the character an extra $1000 per rank to start the game with and a $100 per rank deposited into his bank account every real-world week.
"Whoever said money can't buy happiness obviously never drove one of these babies!"

Spirit Eyes
Cost: 3
Pre-Requisite: None
Level: No
Description: An ability which haunts and disturbs those who possess it, this supernatural power enables a character to see ghosts and other disembodied spirits with the naked eye.
Effect: The character may see any ghosts who are present with the naked eye. He may communicate with them freely, though others around may only hear his end of the exchange.
"I see dead people."

(Skill) Control
Cost: 4
Pre-Requisite: None
Level: No
Description: Due to much training, the character exercises a great deal of control over a particular skill. Even when he (rarely) fails at this skill, he does so gracefully. The player chooses the one skill which this Advantage affects upon purchasing it.
Effect: It is impossible for a character to botch a feat roll related to the target skill. Magic and other effects can negate this Advantage, but left to his own devices, the character will never use this skill clumsily.
"Mistakes? I don't make mistakes."

(Skill) Mastery
Cost: 3
Pre-Requisite: None
Level: No
Description: As one of few true experts in this field, even tasks others would find difficult come as routine to the one that has this Advantage. The player chooses the one skill which this Advantage affects upon purchasing it.
Effect: Once every real-world week, the character may automatically succeed on a single feat that utilizes this skill so long as the feat does not have a Difficulty placed on it.
"Nothing is impossible with enough training and effort. Put your mind to it and you can do anything."

(Skill) Specialization
Cost: 2
Pre-Requisite: None
Level: No
Description: The character is exceptionally adept at using a certain skill and is very likely to succeed when using it. The player chooses the one skill which this Advantage affects upon purchasing it.
Effect: Any time the character uses target skill in relation to an appropriate feat, the character receives an extra d20 in addition to the amount she’s currently allowed to roll.
"Yeah, I'm something of a whiz with computers. It just comes naturally to me."

Strong LungsUser Image
Cost: 1
Pre-Requisite: Stamina > 3
Level: No
Description: Normally, a character can hold his breath for (Stamina) minutes/rounds and make one Stamina feat for an extra minute. With this advantage, he can go twice as long.
Effect: The character with this advantage can hold his breath for twice as long as normal; (Stamina)x2 minutes and make one Stamina feat for an extra minute before losing consciousness and asphyxiating.
"He's been holding his lungs going on 6 minutes now. I know Navy Seals who can't match that."

Technopath
Cost: 5
Pre-Requisite: None
Level: No
Description: The character is able to mentally "speak" to machines, asking them to comply with his requests or share information with him. Those with this ability often make cryptic references to the Pattern Spinners; invisible white spiders that supposedly comprise the intelligence and "soul" of every complex machine.
Effect: Allows the character to mentally speak to nearby machines. The target device may or may not cooperate with his request based on how feasible it is and the Pattern Spinners' willingness to cooperate.
"Hack into a secure data network? Well, I suppose I could ask."

Tough
Cost: 4
Pre-Requisite: Stamina > 3
Level: No
Description: The character is exceptionally durable, able to take much more punishment than others and remain standing.
Effect: Life is calculated as Stamina x 7.5 (round down).
"Go ahead. Gimme yer best shot."
PostPosted: Thu Oct 30, 2008 10:17 pm


Limit Effects
People can do incredible things when pushed to the edge. Adrenaline begins pumping, desperation sets in, and like a cornered animal, the character drops all pretenses and civility in the name of survival. A character's Limit Effect is what happens when he's pushed to the breaking point; when he has lost half his Life or more. Limit Effects are different for each character, but all characters have only one which they choose from the list below during character creation.

Quote:
Key:
Limit Effect Name
Pre-Requisite: The requirements that must be met before this ability can be purchased.
Description: A brief description of this effect.
Effect: What the effect does in terms of game mechanics.


Adrenal Armor
Pre-Requisite: None
Description: Resolve seems to toughen the skin...or at least the character doesn't react to the excessive amounts of abuse his body is taking.
Effect: Physical Armor increases by an amount equal to the character's Will.

Adrenaline
Pre-Requisite: None
Description: Something snaps in the character's brain that causes a chemical to pump strength and desperate vitality through his body in an attempt to survive.
Effect: Strength or Agility increases by 1d4.

Bullet Time
Pre-Requisite: None
Description: Time seems to slow as the character's reflexes increase, allowing him to react rapidly but with a measure of careful foresight as he sees everything around him moving in slow motion.
Effect: Defense increases by an amount equal to the character's Intellect. He may also evade fast-moving objects (like bullets) with no penalty imposed. For the duration of this effect, Defense may not exceed double its unmodified base score (so a Defense of 2 could not exceed 4).

Counter Quick
Pre-Requisite: None
Description: The character abandons defense, going all out on his enemy and striking back with vicious ferocity every time he is attacked.
Effect: The character may, as a reflexive action, freely counter any attack that targets him which he is in range to counter.

Clarity
Pre-Requisite: None
Description: Things become clear and obvious when the adrenaline starts pumping. Feats that may have been difficult before now seem easy as the character enters "the zone".
Effect: +1 accuracy bonus to all feats.

Critical State
Pre-Requisite:
Description: It becomes easier for the character to critically succeed as he pushes his body and mind to act at levels beyond his normal state of living.
Effect: Decreases the character's Critical Threat by 4, to a minimum of 2.

Inspiring Presence
Pre-Requisite: Charisma > 3
Description: The character's boldness in the face of adversity is enough to inspire that same bravery in those around him.
Effect: Difficulty for all feats is decreased by 3 for all nearby allies.

Prime Defense
Pre-Requisite: None
Description: The character abandons offense, balling up into a defensive shell in a bid to stay alive until help arrives or something happens to turn the tide of his situation.
Effect: Defending against attacks does not count towards the character's defensive limit.

Psychic Backlash
Pre-Requisite: Character must possess the Psychic Advantage
Description: Chaotic waves of psychic energy begin pulsing from the character as his mind panics and races, losing all restraint and control over its phenomenal power.
Effect: Nearby enemies and NPCs with a Will less than the Character's Power automatically perish as their heads explode in a gruesome mess. Nearby allies may resist this effect with a Will+Power feat. Failure results in the same grizzly end for them.

Rage
Pre-Requisite: None
Description: Intense pain and anger drives the character into a berserker rage where he becomes an unstoppable dervish of fury.
Effect: The character is capable of acting or moving an extra number of times on his turn equal to his Defensive limit; however, these actions/movements count towards his Defensive Limit, leaving him vulnerable to attack. While under this effect, the character will attack all nearby targets, including allies until he is stopped or calms down (A Will feat ends this Limit Effect).

Regeneration
Pre-Requisite: None
Description: Though the body may be injured, the character's spirit is strong enough to keep him fighting. As his spirit is lifted with each minor victory, his body seems to respond in turn with additional strength and vitality.
Effect: Recover 1 point of lost Life for each successful feat rolled while under this effect. If rolling multiple d20, recover 1 point of Life for each d20 that displays a success.

Speed
Pre-Requisite: None
Description: As panic spreads at the thought of impending death, the character begins to move faster either to escape or overcome his oppressors.
Effect: Decreases Wait by 1

Vicious
Pre-Requisite: None
Description: Like a cornered animal, the character abandons any sense of mercy or meekness to lash out at his enemy with rabid intensity.
Effect: Add an additional 1d8 damage to all attacks made against a target choosen at the onset of this Limit Effect. Targets may be switched as a reflexive action.


Threshold Effects
The human psyche can only take so much. If pushed, stretched, and strained too far, it can snap, resulting in horrible consequences for the character and those around him. Threshold Effects represent the character's natural reaction when pushed past his breaking point mentally, physically, and spiritually. The following are the compulsions, dark desires, and effects which grip the character's soul irresistably once he has run out of Threshold points. During character creation, the player chooses which of these effects will happen to his character at 0 Threshold, though all are equally and severely detrimental.
After these detrimental effects have finished taking place, the character's Threshold will be restored back to full.

Quote:

Key:
Threshold Effect Name
Description: A brief description of this effect.
Effect: What the effect does in terms of game mechanics.

User ImageAttempted Suicide
Description: Life is impossible to bear. All the pressure, disappointment, and struggles have finally gotten to the character and he sincerely attempts to take his own life.
Effect: The character rolls 1d8 and adds his Luck to the roll. The Judge rolls 1d20. If the character has the higher number, his suicide attempt fails. If the Judge has the higher number, the character succeeds in killing himself.

Bender
Description: The character attempts to drown his sorrows in alcohol and forget his troubles in drugs and wild hedonism. He goes on a sin-spree where nothing is taboo and where horrible consequences can come from his wreckless behavior.
Effect: The long-term effects of the bender are up to the Judge and Player to decide; they can include new addictions, weight gain, memory loss, STDs, unwanted pregnancies, broken relationships, loss of one's job/resources, and a number of other unwanted side-effects.

Change of Heart
Description: All the bad experiences he's recently faced have forced the character to come to terms with the fact that he may not have made the best choices in the past. He rethinks his path in life, abandoning the past for the future.
Effect: Lose 500 points of Experience. This can reduce the character's total experience into negative numbers.

Emotional Scar
Description: The trauma that the character has suffered causes him to develop a permanent emotional scar. This can manifest itself as a fear, habit, or simple quirk...but this new psychosis stays with the character permanently.
Effect: The character must take a new Fault but gains no Experience bonus for it.

Forced Amnesia
Description: The memories of trauma are too painful for the character's mind to bear, causing him to intentionally forget all events surrounding his trauma...including important and vital information about himself.
Effect: The character forgets everything beyond a certain point (determined by the Judge) and may even lose his own identity in the process.

Murderous Rampage
Description: Something snaps within the character's brain and all the rage, bitterness, and torment welled up inside him are released as he callously murders his fellow man in cold blood.
Effect: The character will brutally murder a number of people equal to 10 - Will. These killings cannot be done in self-defense; they are either pre-mediated acts or crimes of passion.

Post-Traumatic Stress
Description: Permanently imprinted on the character's subconscious are the brutal, violent memories of his recent experiences. These hallucinations will visit him both by night and day, haunting him and causing him to act out against his unseen opressors.
Effect: The character experiences hallucinations and flashbacks that are set off by common things. His reaction to these visions is often violent and always inappropriate which leads others to view him as crazy and dangerous. He may end up killing loved ones in "self-defense" as his visions overwhelm him.


Psychic Backlash
Description: The psychic frequencies running through the character's brain go haywire and his powers surge out of control...much to the detriment of those around.
Effect: Everyone within 10 yards of the character with a Will less than 5 will die instantly as their head explodes. These rampant psychic frequencies run wild for about half an hour as the character undergoes an almost epileptic seizure, screaming and flailing about in unimagineable pain.
This Threshold effect obviously requires the character to possess the Psychic Advantage before it can be taken.

Seizure
Description: Both mind and body cannot stand the strain that has been forced upon them and the character convulses into an epileptic seizure, violently throwing himself about.
Effect: For roughly 10 minutes, the character spasms and flails, wildly thrashing around unconsciously. During this time, he will do himself or others a great deal of harm if no one is able to clear the area around him and prevent him from injuring himself against nearby objects; 1d4 points of damage each minute he goes unaided - if he is aided, the character suffers 1d4 damage for the entire episode.

Mercurius James
Captain


Mercurius James
Captain

PostPosted: Thu Oct 30, 2008 10:20 pm


Spiritual Powers

All Spiritual Powers are activated by way of a Power + Will feat.

Quote:
Key:
Power Name
Cost: The amount of Power Points the purchase of 1 rank of this ability costs. Unless otherwise specified, no Power may exceed rank 5.
Pre-Requisite: The requirements that must be met before this ability can be purchased.
Use: How often the Power may be used. There are three contingencies for this field:
At-Will: The Power may be used as often as the character wishes to use it.
Periodically: A short (often 10-15 minute) interval must pass before the character can use this ability again. A relative time frame will be listed for powers which can be used periodically.
Daily: At least 6 hours of sleep are required before the character is able to use this ability again.
Monthly: This ability may only be used once an in-game month.
Yearly: An exceptionally powerful skill, this ability may only be used once an in-game year.
Target: Who the Power affects
Self: The character that uses the Power
Other: Someone other than the character
Object: An inanimate object
Field: The landscape surrounding the character and everyone on it.
Area of Effect: Affects all targets within a defined area.
Range: How far the effect of this Stunt extends.
Touch: The range the character's arms can reach. Typically, 5 feet in any adjacent direction. Some abilities can extend this range.
____ Yards: A pre-set distance this ability can reach, measured in yards
Personal: The effect extends only so far as the character himself.
Duration: How long the effect of the Power lasts...from a single instant to weeks on end.
Description: A brief description of this ability.
Effect: What the Power does in terms of game mechanics.


Black Lotus Kiss
Cost: 5
Pre-Requisite: None
Use: Periodically (once every 10 minutes)
Target: Other
Range: Touch (kiss)
Duration: One instant
Description: Like a vampire, the character is able to suck the soul from a person's body. However, this is accomplished not through the blood, but through the breath. Via mouth-to-mouth contact, the character is able to suck the very life from her unwitting target's body.
Effect: Drains an amount of Life from the target equal to the character's Power x 1d4, recovering this amount of lost Life in the process. If the character is already at full life, she will gain 3 extra points of Life above her total (which disappear after 15 minutes).
Most cases of this ability have the unfortunate side-effect of not being able to kiss anyone without this power taking effect. If the player wishes for her character to possess this flaw, she should take the Angel of Death Fault.

Carrier
Cost: 3
Pre-Requisite: None
Use: Daily (per disease)
Target: Other
Range: 10 yards
Duration: Until target is cured or dead
Description: A multitude of diseases fester within the character's body. Though none of them affect him in the slightest, he is capable of infecting others with little more than a malicious thought.
Effect: The character collects diseases, adding them to his repertoire as he becomes infected. He is capable of passing each of these diseases on once per day to any target within 10 yards. Beginning characters start the game with their choice of two common and one uncommon disease.

Dark Side
Cost: 3
Pre-Requisite: None
Use: Daily
Target: Self
Range: Personal
Duration: 1d8 hours or until the character performs a successful Will feat to end the effect.
Description: There is a dark and twisted side to the character with phenomenal strength, endurance, and supernatural capabilities. Unfortunately, this side has its own personality and a cruel, perverse agenda...not to mention a seething hatred for its good side. The character's dark side will be unique in appearance, and may look nothing like him (such as with Dr. Jekyll and Mr. Hyde or the typical werewolf) or may be similar in appearance with malevolent features distinctly its own (such as with Bleach's Ichigo and No-Name)
Effect: Upon purchasing this power during character creation, the player is given an additional 5 Stat points, 10 Skill points, and 8 Power points with which to purchase additional prowess for the character, accessible only when he is taken over by his dark side. These added points can push the character beyond his normal human limitations.
Often, there is a trigger such as anger or desperation that activates this ability which the character has no control over. If the player wishes to add this aspect to this Power, he should take the Dark Side Trigger Fault.

Falling Star Dance
Cost: 3
Pre-Requisite: None
Use: At-Will
Target: Self
Range: Personal
Duration: Until landed
Description: The character is capable of extraordinary feats of acrobatics and flexibility, able to leap to absurd heights, control the direction of her fall, and perform amazing stunts while airborne.
Effect: Vertical jump = Agility x 10 feet. Horizontal jump = Agility x 20 feet. While airborne, the character is capable of controlling the horizontal direction of her fall and can perform flips, twists, and turns at perfect Olympian level without any degree of acrobatic training.

Faith Healing
Cost: 5
Pre-Requisite: Pure of Heart Advantage
Use: Varies
Target: Other
Range: Touch
Duration: Permanent (or at least until target is injured again)
Description: By laying hands on an injured or ailing target and saying a quick word of prayer, the character is able to perform miracles of healing, casting out disease, curing blindness, healing injuries, and even raising the dead.
Effect: A Power + Arcane roll is required to use this power. There are several effects to choose from when using this power on a target:
• Target recovers Power x 1d4 points of lost Life. (Use: At-Will)
• Reduce the level of a Poison by an amount equal to the character's Power score (Use: Periodically (twice every hour) )
• Cure common (power=1), uncommon (power=2), deadly (power=3), rare (power=4), or exotic (power=5) diseases completely (Use: Daily)
• Cause the lame to walk, the blind to see, and the deaf to hear; heal physical ailments completely (Use: Monthly)
• Bring the recently dead (no more than 7 days dead) back to life at 1/4 their total Life points, cured of all ailments (Use: Yearly)

Ghostwalk
Cost: 7
Pre-Requisite: None
Use: Periodically (twice every 30 minutes)
Target: Self
Range: Personal
Duration: One movement
Description: Taking on ghostly qualities, the character assumes the appearance of a pale shadow of himself for but a moment as his incorporeal form passes through solid matter.
Effect: Used as a reflexive action to become intangible. Either the entire body or a specific part of the body may be affected to evade attacks, move through walls, or even reach inside an enemy's body and rip out his still-beating heart.

Kinetic ShockUser Image
Cost: 3
Pre-Requisite: Psychic Advantage
Use: At-Will
Target: Other
Range: 50 yards
Duration: One attack
Description: Though the character possesses psychokinetic abilities, he has no control over his absurd level of power. His power is less like a fine instrument and more like a blunt weapon.
Effect: Deals the character's Intellect score as Physical damage to a target. The target, being unable to see the raw, invisible kinetic force of the attack cannot defend himself against it. Additionally, targets must make an Agility + Athletics feat to keep their footing when attacked or be thrown back several feet and knocked prone.

Living Shadow
Cost: 5
Pre-Requisite: None
Use: At-Will
Target: Self
Range: Personal
Duration: Permanent
Description: The character's shadow has been consumed and replaced by a demonic entity which takes the shape of the character's shadow. The character's shadow often acts contrary to its master's motions, teasing and taunting him when no one else is looking. Despite the mental trauma such a doppelganger can produce, its interest in self-preservation leads it to defend and aid its master from time to time...because like it or not, the two are attached and as the fate of one goes, so does the other.
Effect: A living shadow has several unique properties which may be used by its owner at will.
• It may stretch up to 100 yards away from the character and slink under doors, around corners, and up walls.
• The shadow may speak to the character in a whisper that only he can hear, sharing secrets its discovered and serving as an effective scout.
• Under normal circumstances, the shadow is immune to physical, elemental, and biological damage.
• At the cost of a drop of blood (1 Life point), the shadow may become corporeal and capable of interacting with the physical world for about a minute. In this form, it loses its invulnerability to physical and elemental damage but remains immune to biological damage. It uses the character's Stats and Skills for the purposes of attacking and defending against attack, inflicting the character's Power x 3 as Physical damage in melee combat.
• Any damage sustained by the shadow is taken from the character's Life points.
• When hiding within another shadow in the environment, the character's shadow is effectively invisible and cannot be detected by any known means.
• The entity feeds on the shadows cast by other objects and people. By depriving them of their shadows (which will slowly reappear over the course of a month), it can recover 2d6 points of lost Life for the character. This particular ability may be used once daily.

Mental Domination
Cost: 4
Pre-Requisite: Psychic Advantage
Use: Daily
Target: Other
Range: 10 yards
Duration: Will = hours
Description: The character's mind is powerful enough to consume and control the will of others, forcing them to act as his mindless servants for the duration of this power's effect.
Effect: Both the character and the target roll 1d6 (if the target is a supernatural, the character rolls 1d6 while the target rolls 1d12) and add their Will score to the total. If the target rolls higher, he resists the power's effects completely. If the character rolls higher, he takes over the target's mind and may command his new slave as he sees fit. When the effects of this power wear off, the target will have only vague recollections of his experience which will quickly fade; like waking from a dream he can barely recall.

Might
Cost: 5
Pre-Requisite: None
Use: Periodically (twice every 15 minutes)
Target: Self
Range: Personal
Duration: 15 minutes
Description: Unnatural strength courses through the character's veins, filling his muscles and fortifying his body with incredible physical prowess that is his to call on in times of need.
Effect: Increases the character's Strength or Stamina by 1d4. Life score is adjusted if Stamina increases, though any points of damage sustained thus far remain

Mind Reading
Cost: 2
Pre-Requisite: Psychic Advantage
Use: Periodically (once every hour)
Target: Other
Range: Touch (though no touching is involved)
Duration: One or two minutes
Description: After establishing eye contact with a target, the character may probe their thoughts, unveiling hidden, repressed, or long forgotten memories and secret thoughts they would much desire to hide from prying eyes.
Effect: Only humans with a Will greater than the character's Will + Intellect may attempt to resist this power with a Will + Charisma feat. Supernaturals may resist it freely with the same feat. If successful, the character may search the thoughts of the target as though their brain were a file cabinet. A d4 roll at this ability's onset determines the greatest depth to which he may probe:
1: Thoughts and memories just below the surface; those which are fresh, but the target is not thinking of at the moment.
2: Older but still prominent thoughts and memories; favorite childhood recollections, nurtured grudges, and pet sins.
3: Vague, distant, and hidden thoughts and memories; those memories which are obscured or deemed unimportant, secret thoughts, wishes, and desires.
4: Buried or completely forgotten thoughts and memories; repressed, erased, or deeply buried memories which the target either has no knowledge of or no desire to recall.

Nerve Burn
Cost: 1
Pre-Requisite: Psychic Advantage
Use: Periodically (three times every 30 minutes)
Target: Other
Range: 25 yards
Duration: 1d20 minutes
Description: By manipulation of his target's neural system, the character is able to wrack his target's body with either extreme pain or unimaginable pleasure.
Effect: The Judge determines the target's current state on the scale below. The character may then move his target either up or down the scale a number of degrees equal to his Intellect score. Targets may resist each degree of movement with a Will feat (rolling all feats at once).
Quote:

+5: Transcendent pleasure that touches the divine.
+4: The highest in earthly delights
+3: GREAT sex
+2: Good sex
+1: Buzzing on a good high
0 : Neutral; feeling neither good nor bad
-1: The pain of a bad stomach ache or brain freeze
-2: A kick in the nuts
-3: Breaking a bone or passing a kidney stone
-4: Childbirth
-5: Ghoulish torment that gives a taste of Hell


Pheremones
Cost: 3
Pre-Requisite: None
Use: At-Will
Target: Area of Effect
Range: 25 yards
Duration: For as long as the target remains near the character. Effects will fade within 10 minutes after leaving the character's presence.
Description: Chemicals in the character's skin produce scents which go undetected by the conscious mind yet have a profound effect on the target's subconscious, tangibly altering his emotional state.
Effect: The character specifies an emotion he wishes the target to feel and the Judge determines how strongly based in that state the target currently is on the scale below. The character may then move his target either up or down the scale a number of degrees equal to his Charisma score. Targets may resist each degree of movement with a Will feat (rolling all feats at once).
Quote:

+5: Unequivocally
+4: Very strongly
+3: Strongly
+2: Definitively
+1: Slightly
0 : Neutral
-1: Slightly opposite target emotion
-2: Definitively opposite target emotion
-3: Strongly opposing target emotion
-4: Very strongly opposed to target emotion
-5: Opposite of target emotion


Post Cognition
Cost: 5
Pre-Requisite: None
Use: Periodically (once every hour)
Target: Field
Range: Line of sight
Duration: A few minutes of important events replaying
Description: Every event leaves an imprint in the fabric of the reality that surrounds it. Using this principle, the character is able to see events that have already taken place at a particular location, the spectral images of what happened playing around him like a three dimensional video replay. These replays are both auditory and visual in nature, though only the character with this power is capable of seeing them.
Effect: The character may look back into a locations past a number of days equal his Power score. Spending his Last Resort will allow him to look back a number of days equal to twice his Power + Intellect.

Psychokinesis
Cost: 3
Pre-Requisite: Psychic Advantage
Use: At-Will
Target: Other/Object/Self
Range: 50 yards
Duration: Up to 10 posts
Description: Using nothing more than the formidable powers of his mind, the character is able to move objects as though lifting them up with invisible hands.
Effect: The character may move up to Intellect x 100 lbs at once; this may either be a singular heavy object or several objects whose combined weight remains under this power's limit. Living creatures lifted by this power may still act on their turns, but may not move (which makes defensive feats that require dodging impossible, though blocking is still an option). By spending his Last Resort, the character can increase the weight limit of this power to Intellect x 1000 lbs.

Pyrokinesis
Cost: 5
Pre-Requisite: Psychic Advantage
Use: Varies
Target: Other
Range: 25 yards
Duration: Until flame goes out
Description: By exerting precise telekinetic control over the vibrations of molecules in the air, the character can control fire, creating and dousing flames at will.
Effect: Control over fire offers the character several unique abilities:
• Start fires of low initial intensity (roll 1d4 and compare to the chart below to determine the blaze's starting intensity) that will grow in power as fuel and oxygen are consumed. (Use: Periodically once every 30 minutes) )
• Increase or decrease the intensity of an existing fire by one degree. (Use: At-will)
• Ignite a living target; roll 1d6 to determine the flame's intensity level. The target will take Intensity x 2 points of Elemental damage each round they remain engulfed. (Use: Periodically (once every 10-15 minutes) )
• Create and throw a fireball (range in yards = (Strength + Athletics) x 5) that will deal Intellect + 2d12 points of Elemental Damage and has a 50% chance of igniting the target with a flame which has an intensity level of 4. (Use: Periodically (once every 10-15 minutes) )
Quote:

Fire Intensity Levels
1: Match
2: Candle
3: Torch
4: Small campfire
5: Large campfire
6: Bonfire
7: Forest Fire
8: Wildfire
9: Blazing Inferno


Ritual - Exorcism
Cost: 3
Pre-Requisite: Arcane Skill > 1
Use: Daily
Target: Other (spirit)
Range: 100 feet
Duration: 490 days or more (depending on whether wards are kept up or not)
Description: A lengthy ritual which expels unwelcome spirits from a person, place, or object.
Effect: The one performing the exorcism must first make a Charisma + Arcane feat to draw the spirit out of its hiding place. Once the spirit has been challenged, the exorcist must confront it. The exorcist rolls 1d6 and adds the result to his Will. The spirit rolls 1d12 and adds the result to his Will. The one with the higher end result wins out. The exorcist may use his Last Resort to force another roll by both parties. Though spirits often maintain the advantage in an exorcism, several factors can tip the scales in the exorcist's favor:
• The exorcist possesses the Pure of Heart Advantage (+3 to d6 roll)
• The exorcist has spent at least an hour of preparation beforehand setting up the proper wards (+2 to d6 roll)
• The exorcist knows the spirit's True Name (+10 to d6 roll)
• The spirit is relatively new to its dwelling place, having spent no more than 6 nights there (+1 to d6 roll)
• The exorcist is himself a supernatural (+?? to d6 roll - depends on the nature of the character and the Judge's discretion)
If the spirit wins the contest of wills, it may remain in its place until another exorcist comes along to cast it out. If the exorcist wins, the spirit must leave its abode and wander the wilderness until it finds a new place to dwell. It may not return for 70 x 7 days (490 days) and may only re-enter if the wards to keep it out are not in place.
User Image
Ritual - Séance
Cost: 3
Pre-Requisite: Arcane Skill > 1
Use: Daily
Target: Field
Range: Area of Effect (typically the size of a room)
Duration: Rituals typically last an hour, though most of this time is spent meditating and coaxing the spirit into the material realm. Spirits appear very briefly - for 1d10 minutes.
Description: A ritual used to call spirits from the hereafter back to the material plane, the séance can be a dangerous thing to conduct for those without this special gift; one might end up summoning an unwelcome spirit or, if luck holds, no spirit at all. A séance is little more than a beacon to the other side; a flashing invitation for spirits to come over and commune with the living. Even those without the power to conduct a true séance can do this simply by going through the motions of the ritual...however, not all spirits are benevolent. In fact, those that the untrained version of this ritual tends to summon are the most cruel, malicious, violent spirits with enough savage capacity to edge out any other spirits trying to take advantage of the situation. In the hands of a skilled medium, however, the séance can be an invaluable tool for speaking directly with the departed.
Effect: The ritual requires at least 2 hours of set-up/preparation before beginning. A Charisma + Arcane roll at +5 Difficulty is required to summon a specific spirit to the earthly realm. Failure results in no ghost being summoned...a critical failure results in a malicious spirit showing up. The Difficulty of this ritual decreases if:
• The medium knows the target spirit's name (Difficulty -1)
• The medium has some material possession that belonged to the target (Difficulty -1)
• The medium has a piece of the spirit's old body present (typically hair or finger nails are used in less gruesome rituals) (Difficulty -2)
• At least one of the spirit's descendants is present (Difficulty -1)
• At least one of the spirit's loved ones is present (Difficulty -1)
• The medium uses a channeling device such as a crystal ball to help focus (Difficulty -1)
• The séance occurs no more than 100 feet from the spirit's grave (Difficulty -2)
• The target spirit wishes to return to the material world (Difficulty -1)
• All attending the séance are in a properly reverent state and maintain an open mind (Difficulty -2)

Ritual - Scrying
Cost: 4
Pre-Requisite: Arcane Skill > 1
Use: Daily
Target: Object
Range: Touch
Duration: Visions will fade when the scryer turns away from the water. However, the plumbline will be drawn to the target until he is found.
Description: By chanting, meditating and holding a plumbline over a reflective surface (usually water), the character is able to determine the exact location of anyone or anything he desires, able to see his intended target through the glassy surface this ritual takes place over.
Effect: This ritual requires at least 1 hour of set-up/preparation before beginning. A Perception + Arcane roll at +10 Difficulty is required to see into the reflection and spy on the target. If successful, an image will appear in the mirror-like surface and the plumbline will point and pull towards the target's location until they are found. A number of factors can reduce the Difficulty of the character's required Perception + Arcane roll:
• The scryer knows exactly what his target looks like (Difficulty -1)
• The scryer has had direct contact with his target at least once in his lifetime (Difficulty -1)
• The scryer has had direct contact with his target at least once in the past 3 months (Difficulty -1)
• The scryer has had direct contact with his target at least once in the past week (Difficulty -1)
• The scryer has strong feelings towards the target person (close friends, sworn enemies, etc.) or has owned the target object (Difficulty -2)
• The target has an item that belongs to the scryer nearby (Difficulty -1)

Ritual - Warding
Cost: 2
Pre-Requisite: Arcane Skill > 1
Use: Daily
Target: Object
Range: Touch
Duration: Until Ward is destroyed
Description: Wards are material constructs such as a line of salt or the sign of a crucifix which repel certain supernatural creatures. There are literally hundreds of wards, each with varying degrees of effectiveness against different types of supernatural beings. This ritual allows the character to construct such a ward in order to keep unwanted supernaturals from entering a location or passing a certain line.
Effect: The character decides what level of Ward he would like to construct - from level 1 to 10 (the level of the ward may not exceed his Arcane skill rank). Roughly 10 minutes of preparation per Ward level and an Intellect + Craft feat with a Difficulty equal to the Ward's level are required to successfully create a ward. Failure reduces the Ward's intended level by 1 and the character rolls again until the ward is successsfully constructed or reaches a level of 0.
A ward is always built with a specific type of supernatural creature in mind and as such, is useful only against that type of entity. Other supernaturals will be unaffected by the ward unless one is layed down specifically for them. For example, a line of salt might stop a ghost from crossing, but would have no effect against a Vampire. Wolfsbane might keep a Were at bay, but a Fairy would have no problem approaching.
But no Ward is 100% effective all the time...any creature can ignore a Ward if its level is less than their Will stat. Particularly powerful entities can even reduce the level of a Ward by an amount equal to their Will by spending their Last Resort.
The level of a ward automatically increases if:
• The Ward is built with a specific supernatural creature in mind (level +2 against specific creature)
• The Ward's creator has the Pure of Heart Advantage (level +1)
• The Ward is constructed on holy ground (a church, cemetary, temple, or other religious site) (level +1)
• The Ward is constructed on or near a major Ley Line (level +2)
• The Supernatural encounters the ward during the day (level +1)

Telepathy
Cost: 1
Pre-Requisite: Psychic Advantage
Use: At-Will
Target: Other
Range: Intellect x 20 miles.
Duration: One conversation
Description: Thoughts, emotions, and sensory information can be transmitted to and from other living targets on psychic wavelengths through the use of this ability.
Effect: The character may freely send thoughts, feelings, and any input her senses pick up directly into the brain of a target. Willing targets may send these same frequencies back to the character once mind-to-mind contact has been established. The character may speak with up to (Intellect + Will) minds at once, but must have some estimation of the target's current location before telepathic contact may be established. Spending a Last Resort multiplies the distance and number of targets that a telepathic broadcast can reach by 10.

Tongues
Cost: 4
Pre-Requisite: None
Use: At-Will
Target: Self
Range: Personal
Duration: One conversation
Description: A supernatural entity inhabiting the character's psyche or perhaps a special form of telepathy allows the character to speak fluently in any known language.
Effect: The character may speak in and understand any language. He may only speak and hear these languages - he cannot read or write them.
PostPosted: Thu Oct 30, 2008 10:28 pm


Faults

Quote:
Key:
Fault Name
Bonus: The amount of Experience Points the purchase 1 rank of this Fault grants.
Level: Whether the Fault can increase in rank or not and, if so, the highest level it can reach
Description: A brief description of the Fault.
Effect: What the Fault does in terms of story telling and game mechanics.


Addiction
Bonus: 200
Level: Yes; max 3
Description: There is some detrimental substance or experience that the character continually craves. It can be as harmless as a cup of coffee each morning, but the character physically needs this substance regularly in order to maintain a normal mental state.
Effect: Every hour the character goes without feeding his addiction in some way, his Threshold drops by 1. Points lost in this manner will be restored once the character fully indulges his addiction. The seriousness of an addiction varies by rank:
Rank 1: A relatively benign addiction or one that has no immediate consequences such as caffeine, cigarettes, or video games
Rank 2: A fairly serious addiction that can have detrimental effects on one's body and relationships; alcoholism, sex addiction, gambling, etc.
Rank 3: A powerful and destructive addiction that turns the character into a junkie, always craving his next fix. Most serious drug addictions fall into this category.

Amnesiac
Bonus: 300
Level: No
Description: A large portion of the character's memory is missing. Exactly what happened during the expanse of time is a mystery, though fragments of lost memories appear from time to time when sufficiently provoked by something familiar to them.
Effect: The Judge is allowed to fill in a large part of a character's missing backstory, using this blank canvas for his own ends. The character's player cannot protest anything placed in this missing space...this is a Fault after all.

Angel of Death
Bonus: 100
Level: No
Description: The Black Lotus Kiss is automatic; the character has no control over her ability. Any time she kisses someone, the power will take effect, draining the life from her target even against her will.
Effect: Any time the character kisses another, the Black Lotus Kiss takes effect. If she has already used up her charges for the power within the specified time frame, it's effect still takes place, only she gains nothing from it. Obviously, the character must first have purchased the Black Lotus Kiss Spiritual Power in order to take this Advantage.

Bad End
Bonus: 500
Level: No
Description: Things are going to end badly for the character. He is going to die a lonely, painful death full of mental anguish...wasting away at the bottom of a well...tortured, flayed, and eaten by a coven of demonic cultists...things are going to end very badly for the character, and knowing this can put him in a very bad mood.
Effect: The character is going to die. Not only that, but it's going to be an awful way to go. Though none but the fates (aka the Judge) knows the exact circumstances, the character has a sense of impending dread...a sort of foreknowledge as to his appointed fate.

Blind
Bonus: 800
Level: No
Description: For whatever reason, the character's sight has been removed. All he sees is darkness; the color and light of the world are lost to him.
Effect: All feats that require vision automatically fail. Additionally, the character cannot perceive shapes, colors, distance, or any of the world's finer details. This Fault may not be removed by way of Faith Healing from another player character.

Bottomless Hunger
Bonus: 250
Level: No
Description: A brain disorder or supernatural curse afflicts the character's sense of hunger, causing no food or drink to ever satisfy; he is always hungry no matter how much he consumes. This can obviously lead to weight problems and eating disorders.
Effect: It is likely that the character is overweight since he does not know when to stop eating. He will think of eating very often and food always tempts him since he constantly feels hunger on the verge of starving.

Cannibal
Bonus: 500 per Spiritual Power
Level: No
Description: Though he may love or loathe himself for the act, the character's spiritual powers are recharged only through the act of cannibalism.
Effect: The Spiritual Power that this Fault is attached to does not recharge as per its Use stat. Instead, it recharges only after the character has eaten at least 1/4 lb of human flesh. This Fault may be taken a maximum of 3 times.
User Image
Child
Bonus: 600
Level: No
Description: The character is immature and underage, ranging in age from 5-15 years old.
Effect: Strength, Stamina, and Agility may not permanently exceed 3 as the character's body has not yet fully developed. Other restrictions like lack of a complete education, the inability to enter certain establishments, and the social stigma of being a child also apply.

Compulsive Liar
Bonus: 200
Level: No
Description: For whatever reason, the character can't help but lie. Even in important matters, when he wants to tell the truth, he cannot help but speak falsehoods, leading those around him to doubt his every word - even the true ones.
Effect: The character randomly lies for the fun of it...but in situations where honesty is important, the character must fight his urge to make up his own version of the truth with a Will feat.

Corrupted
Bonus: 400
Level: No
Description: Something in the character's soul has become twisted and corrupt, making him more susceptible to the influence and attacks of malevolent spiritual entities.
Effect: Agents of evil and chaos receive a -3 Difficult on all feats made against the character and a +5 bonus to any Will struggles against said character. Additionally, any wards or attacks that specifically target evil will harm the character as well, inflicting half of their full effect on him.

Coward
Bonus: 300
Level: No
Description: The character is a chicken; a craven, yellow-bellied coward. His lack of self-confidence and bravery cause him to react fearfully to dangerous situations. In his personal life, his cowardice may manifest as apathy, hostility towards others, or being a doormat people walk all over.
Effect: All damage made to the character's Threshold is doubled.

Cursed
Bonus: 300
Level: No
Description: A supernatural curse has been placed on the character; one that amplifies his failures and makes success a difficult thing to come by. Not only that, but things seem to go wrong in his presence; light bulbs burn out, dishes fall to the floor, and all sorts of "accidents" make life exceptionally difficult.
Effect: Feat rolls that show a number below 10 on a d20 cannot be affected by a Dare feat.

Dark Secret
Bonus: 250
Level: No
Description: A hidden agenda, a horrible sin, or a secret shame plagues the character's conscience. If others were to find out about his dark secret, they would surely forsake him.
Effect: There is a significant secret known only to the player and Judge that the character needs to keep hidden in order to remain in good graces with his allies. If this secret ever got out, it would jeapordize not only his relationships, but possibly his life.

Dark Side Trigger
Bonus: 200
Level: No
Description: When the character experiences anger, fear, sexual arousal, or sees a certain thing, his dark side takes over.
Effect: A specific (and fairly common stimulus) determined by the player at character creation automatically activates the Dark Side spiritual power whether the character wants to or not. Obviously, the character must first have purchased the Dark Side Spiritual Power in order to take this Advantage.

Deaf
Bonus: 500
Level: No
Description: Sounds are removed from the character's world, forcing him to live in a prison of stony silence. He must communicate using sign language or writing as his vocal capacities become limited by his lack of hearing and others no longer have any way of speaking with him verbally.
Effect: The character cannot perceive sound, making any feat that requires hearing impossible. He cannot hear alarms, music, subtle whispers, verbal speech from other characters, or any other form of aural communication.

Death Wish
Bonus: 400
Level: No
Description: The character wants to die. He intentionally puts himself in harms way and takes unnecessary risks because either consciously or unconsciously, he wants his life to end.
Effect: At 0 Life, the character gets only one strike on his Stamina+Will save against death. If he fails before medically treated, he is permanently dead and cannot be resurrected.

Eccentric
Bonus: 200
Level: No
Description: Strange habits, mannerisms, diet, obsessive compulsive tendencies, and an unconventional way of interacting with the world make the character something of an odd duck.
Effect: Due to the character's obvious strangeness, feats of a social nature suffer a +5 Difficulty. His strange habits can also get in the way of normal tasks, especially if he is obsessive compulsive.

Hallucinations
Bonus: 300
Level: No
Description: A chemical imbalance in the character's brain causes him to see, hear, and experience vivid illusions which, to him, are as real and tangible as every day life. As this condition persists, it becomes impossible to distinguish between what is real and what is imaginary.
Effect: At random moments, the character will experience hallucinations which will cause him to react in such a way as to adversely affect those around him or even himself. Occassionally, those with great psychic powers or the ability to see the future suffer from this disorder, only instead of seeing visions of no real significance, their hallucinations are laden with hidden meaning, predictions of the future, or insight into the mysteries around them.

Haunted Past
Bonus: 200
Level: No
Description: There are demons in the character's history, both metaphorical and literal. The deeds of the past influence the future and there are events that have yet to resolve themselves which will play a part in the days to come.
Effect: There are tragic and unresolved events in the character's backstory which the Judge may exploit for his current campaign - player and Judge should collaborate to work out the details of the character's history and what role they will play in the upcoming storyline.

Hemophiliac
Bonus: 1000
Level: No
Description: A blood disorder which prevents wounds from healing affects the character. His injuries heal with great difficulty, often bleeding with even the slightest provocation.
Effect: Each time the character recovers life through non-supernatural means, he recovers half the amount he would normally be entitled to.

Kleptomaniac
Bonus: 300
Level: No
Description: The character has an irrestitible compulsion to steal. The value of what's being taken isn't even a question - something in the character's brain compels him to take what isn't his. At times, he may not even realize he is doing so until he arrives back at his apartment with a pocket full of stolen candy bars from the local supermarket.
Effect: In public settings, the Judge makes random Guile checks for the character and notifies him later as to whether he stole anything or not. Of course, if the character is ever caught stealing, the consequences (both legal and personal) can be grim.

Manic Depressive
Bonus: 350
Level: No
Description: Violent mood swings are the hallmark of the character's behavior. One minute, he will be happy, bright, and cheerful...the next, somber, sullen, and depressed. He is difficult to be around and his relationship are often fractured as a result.
Effect: The character experiences wild mood swings with little or no provocation which should be portrayed through role playing.

Masochist
Bonus: 700
Level: No
Description: The character enjoys receiving pain. Perhaps this is due to feelings of worthlessness, guilt, or invulnerability, but the character delights in having harm inflicted upon their body.
Effect: When you are able to defend against an attack, you must first make a Will feat. If successful, you may defend freely. If unsuccessful, you take a penalty to the defense Feat equal to your Will stat.

Multiple Personalities
Bonus: 500
Level: No
Description: The character's psyche has fractured into a number of other disassociative personalities, each with its own unique mannerisms, beliefs, history, and goals which may differ greatly from the character's core personality.
Effect: Any number of personalities (generally less than 10, however) may inhabit the character's mind, emerging under duress or when a certain stimulus provokes them forth. Each of these personalities has its own set of motivations and beliefs which can ruin the character's reputation, relationships, and even put his life in danger.

Mute
Bonus: 200
Level: Yes; max 2
Description: The character's vocal faculties have been damaged, preventing him from communicating vocally as others do.
Effect: Effects vary by rank:
Rank 1: The character cannot speak above a hoarse whisper, his voice cracking painfully if he attempts to do so.
Rank 2: The character cannot speak at all, his voice completely robbed from him.

Nemesis
Bonus: 300
Level: Yes; max 3
Description: An old and recurring enemy comes in and out of the character's life, impeding his progress and acting as the antagonistic bane of his existence.
Effect: The Judge and player work together to create an enemy that is of equal or greater power and influence than the character.
Rank 1: +0 Experience to spend creating a villain
Rank 2: +1000 Experience to spend creating a villain
Rank 3: +2500 Experience to spend creating a villain

Nightmares
Bonus: 200
Level: No
Description: Each night, the character is plagued by horrible nightmares. These nocturnal visions may or may not give him some psychic insight or vision of the future...in any case, they are disturbing and cause the character to lose great amounts of sleep each time he lays his head down to rest.
Effect: The character receives half as much rest as others do when sleeping. If operating with less than 6 hours of sleep each 24 hour period, the rules of sleep deprivation begin to affect the character (See the rules on sleep deprivation for more details)

Pacifist
Bonus: 500
Level: No
Description: A gentle and caring soul, the character refuses to take the lives of others, even when his own life is threatened. He never starts a fight and if forced into conflict, he seeks the most peaceful resolution possible and only ever shoots to wound, never to kill.
Effect: The character can never take the life of another, even accidentally - doing so will reduce his Threshold to 0.

Phobia
Bonus: 400
Level: No
Description: The character is plagued by a serious and crippling fear of something. His phobia goes beyond simply being uncomfortable or afraid of something - his fear paralyzes him, reducing him to a cowering, whimpering mess.
Effect: Make a Will feat at +5 Difficulty when the character encounters his fear. Failure will cause him to sieze up, paralyzed by fear and unable to take any action unless he makes a successful Will feat on his next turn. Failing this Will feat will induce a panic attack. In any case, he suffers a loss of 1d4 Threshold each time he encounters his fear. Some common phobias to choose from include:
• Acrophobia: Fear of heights
• Aerophobia: Fear of flying
• Amaxophobia: Fear of driving or riding in vehicles
• Apiphobia: Fear of bees
• Arachnophobia: Fear of spiders
• Brontophobia: Fear of thunderstorms
• Claustrophobia: Fear of enclosed spaces
• Hemaphobia: Fear of blood
• Hydrophobia: Fear of water
• Microphobia: Fear of bacteria and germs
• Necrophobia: Fear of the dead
• Nychtophobia: Fear of the dark
• Ophidiophobia: Fear of snakes

User ImagePhysical Handicap
Bonus: 500
Level: Yes; max 2
Description: There is some physical flaw or deformity which weakens the character's body, preventing them from moving as freely as they might like.
Effect: There are three levels of Physical Handicap:
Rank 1: A limp which severly limits the character's mobility and imposes a +5 Difficulty on feats of a physical nature
Rank 2: The character is confined to a wheelchair, making any feat or movement that requires use of the legs impossible.

Possessed
Bonus: 200 per power
Level: No
Description: The character's spiritual powers are the direct result of outside entities dwelling inside his body, lending him their powers. Switching between powers requires a switch of dominant spirits and personalities.
Effect: Each of the character's powers is the result of a different spirit living within his body. If he wishes to use a power, he must let this spirit become dominant, it's personality overwhelming his own. Switching between powers/spirits requires a successful Will feat (made as a reflexive action).

Rival
Bonus: 250
Level: No
Description: A fierce (but not necessarily violent) sense of competition and rivaly exists between two player characters, causing friction between them and a constant desire to usurp one another.
Effect: This Fault can only be taken if another player agrees to be rivals. The two characters will constantly compete with one another, sometimes in a friendly manner, other times in a more competitive way.

Sadist
Bonus: 200
Level: No
Description: The character enjoys causing others pain. Whether this comes from deep-seated insecurities or anti-social tendencies, the character's desire to inflict unnecessary suffering on others can be rather unnerving.
Effect: When an enemy reaches 0 Life or surrenders, the character must make a Will Feat or continue attacking them. The character may attempt a Will Feat after each successful attack to cease attacking the target. You may not target another enemy until you stop attacking the one you are focused on. Also, other characters who view this act are sure to think you are dangerous or mentally unstable.

Spiritual Magnetism
Bonus: 100
Level: No
Description: Something is strange and alluring about the character's spiritual essence. It draws supernatural entities and circumstances to it like a magnet...which always results in strange, madcap scenarios which have come to define the character's rather unorthodox life.
Effect: All manner of supernatural beings are drawn to the character which, more often than not, constantly puts his life and sanity in danger.

Suicidal
Bonus: 150
Level: Yes; max 10
Description: The character often contemplates taking his own life. His motivation for doing so may be a great burden of guilt he bears, clinical depression, or simply a lingering despair that nothing seems to wash away. He has tried unsuccessfully to kill himself before...but his next attempt may be his last.
Effect: Each time the character takes a rest by himself, there is a Fault rank x 10% chance that he will try to kill himself (rolled by the Judge). If this roll is successful, the character rolls 1d8 and adds his Luck to the roll. The Judge rolls 1d20. If the character has the higher number, his suicide attempt fails. If the Judge has the higher number, the character succeeds in killing himself.

Visually Impaired
Bonus: 100
Level: Yes; max 5
Description: A degree of blindness cripples the character's sight, necessitating the need for glasses or contact lenses.
Effect: The character's vision is bad and blurry, requiring him to wear glasses or contacts at all times. If he does not do so, all feats that require vision suffer a +2 Difficulty per Fault rank.

Wrong Body
Bonus: 500
Level: No
Description: Through strange magic or a diabolical curse, the character's spirit has switched bodies with someone else. The body he now resides in is not his original body. As such, it remains difficult to control and the relationships and obligations of this body are expected to transfer to the character who does not share his host body's memories or sense of responsibility.
Effect: Feats of a physical nature suffer a +2 Difficulty. Additionally, circumstances will arise where those who are familiar with the character's new body, but not its current inhabitant, expect certain things which can lead to conflict, both comedic and dramatic. Likewise, the one who inhabits the character's true body may not treat it with the same respect the character does...and if he's ever returned to his original flesh, he may find it a very different place than he left it...

Mercurius James
Captain

Reply
Madness

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum