Reference Guide To Code Red

 

Lost Ages II System

Page history last edited by Jerome Star 1 mo ago

 Just for those curious to know what the changes to the roleplay system (and the character creation system) will be when we transition to season II of Lost Ages, myself and Star have worked on this (Star worked out the organization of character strengths and weaknesses, and the way to balance these. I worked on the level system, and the additional character attributes) for some time now and are looking forward to unveiling it at the start of season two! It can really be exciting to create a character with these game-like stats system, while not being so complex as other roleplaying systems (and not relying on dice and random outcomes, still keeping to Code Red's roleplaying policy of freeform)

 

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Character Creation in the Lost Ages II system:

 

 

 

1) Powers & Skills

  Example: * Martial Arts  - Will only utilize these methods.

  Manuever (each will equal + 1)

 

  Offensive stance (a trained offensive stance that increases chance of

  attacks hitting, but does not always guarantee damage)

  Defensive stance (a trained defensive stance that increases chance of

  blocking strikes, but does protect against restraints, throws, disarm, or

  retention)

  Focus stance (a trained stance that increases chance of successful

  manuevers, but does not always guarantee success or damage. note:

  this stance disregards balance when using martial attacks, but balance

  is still calculated normally against oncoming attacks)

  Martial strike (basic trained punches and kicks, elbow strikes, eye

  gouge, hammer fists, knee strikes, stomps, and knife-hands)

  Martial block (basic trained block of punches and kicks)

  Martial throw (basic hooks and throws of enemies)

  Upper-body Restrain (restrains target by the arms)

  Lower-body Restrain (restrains target by the legs)

  Chokehold (trained chokehold, puts target in position for quick kill)

  Disarm (trained disarming techniques)

  Retention (trained retaining of target's weapon)

  Strike counter (use a manuever immediately after or during block of a martial strike)

  Restrain counter (use a manuever immediately after or during block of a chokehold

  or any other types of restraints)

  Strike reverse (reverse a strike in order to use the opponent's weight

  against him through use of a judo move)

  Restrain break (reverse a restraint by using the opponent's weight

  against him through use of a judo move, cannot use if lower body is

  restrained also)

  Rapid strike (use two martial strikes in conjunction, if martial strike is

  already set for the character)

  Rapid block (use two martial blocks in conjunction, if martial block is

  already set for the character)

  Feint (fake an attack on one side to divert attention of the target; may

  not always work. Feint appears as a martial move during battle)

  Multi-strike (use either both hands or feet to strike two targets at once)

  Roundhouse kick (guarantees knockback or stun to the target if

  successful, but increases chance of character losing balance)

  Kick sweep (guarantees the target will lose balance if successful but

  makes the character completely defenseless during execution)

  Forward Knife Grip (Basic offensive grips of knives)

  Reverse Knife Grip (Basic defensive grips of knives)

 

 

 * Weapon Elements (each will equal + 4) - Main weapons used and carried. Characters will have natural aptitude with these weapons. (see Weapon Aptitude under Skills)

     Any weapons in the Equipment list can be used, or any real-life weapon can be wielded, so long as that weapon does not guarantee one-hit kills. If State-of-the-Art Equipment or Model is activated for the character in Perks, they may wield a weapon they created, so long as it has been reviewed and accepted by Star or Isharu (email one of us to ask if your own created equipment may be used; our emails are: kirby28645@yahoo.com and ishtrem@hotmail.com)

 

 * Equipment Elements (each will equal +2)

 

These may allow for much quicker movement in their respective terrains, turning the action into one FAST action:

 * Expert Swimming  + 2

 * Expert Running  + 2

 

This next trait does not mean increasing advantage levels to the max, but rather making one's innate senses more 'wary'. This can cost one stamina level for every two posts in which it is used:

 * Wary (using all five senses to the max)  + 2

 

 

NOTE: Sword techniques and other forms of fighting with a weapon will count in Weapons Elements, +4 each, depending on the sword used. For example, one can use a Japanese form of swordsmanship when wielding a Katana, but not a Eurpoean style (at least not logically). A character can only have one form of fighting per sword used, though other schools of swordsmanship can be gained from the Knowledge Skill (note whichever school of swordsmanship you will be using), and from the Weapons Aptitude (so that you will be apt in other swords, and will use only a certain style of fighting for that sword, though others may be added onto the Knowledge Skill). Remember, this is not an anime roleplay, so physics are quite real, no magic involved. Do not let your character depend on unrealistic stunts in his/her styles of fighting, in both swordsmanship and martial arts.

 

NOTE: Weapon/equipment carried will affect a character's reflexes and balance. If your character's strength is average, divide the total number of weapon elements and equipment elements by 3 to find out how many levels you should lower of your character's reflexes AND balance. If your character's strength is level 1, divide the total number of weapon elements and equipment elements by 4. If your character's strength is level 2, divide the total by 5. Finally, if your character's strength is level 3, divide the total by 6. Do not count very small pieces of equipment weighing less than 10 ounces.

 

 

 

2) Perks

  Examples:

    Fringe Benefit   + 2

    Reputation   + 4

    Anonymity/Deep Cover    + 2

    Money    + 4

    Partially Registered Equipment

   Value: +4 (per equipment)

A character with Registered Equipment has all the permits needed to legally posses and carry restricted security gear (small unconcealed pistols and such) and light non-medical cybernetic implants, but no military or extensive non-medical cybernetic implants.

     Registered Equipment

Value: +6 (per equipment)

A character with Registered Equipment has all the permits needed to legally possess and carry military-grade guns (like assault rifles and neurolaser rifles) and more extensive non-medical cybernetic implants (like the helmet implants used on police or limb-sized non-medical cybernetic implants). All non-medical implants that are larger than limb-sized implants are illegal.

      State-of-the-Art Equipment

     Value: +2, +4, or +6 (per equipment)

This strength must go through Star or Isharu, as they must review and judge the technology as fair and okay. This is to keep the balance of the game. Either Star or Isharu will choose the value it's worth. This edge allows the character to have and use state of the art weapons, vehicles, and equipment. (of player's creation)

      State-of-the-Art Model

     Value: +2, +4, or +6 (per implant)

This strength must go through Star or Isharu, as they must review and judge the technology as fair and okay. This is to keep the balance of the game. Either Star or Isharu will choose the value it's worth. This edge allows the character to have and use state of the art cybernetic implants. All non-medical implants that are larger than limb-sized implants are illegal, and your character will have a greater chance at becoming a Criminal Reprobate.

 

 

 

3) Natural Skills (furres must have at minimum 1 of their respective natural skills; their respective natural skills do not add to the total value)

  Examples:

 

    Natural Sixth Sense

   Value: +2

Used by several sub-species of furre, the natural sixth sense makes these species more aware of their environment. Furres with this ability are able to sense approaching danger quicker than others, or they are able to sense unnatural movement (such as someone walking through an empty forest, or a hawk or jet flying through an otherwise clear sky)

    Natural Defense

   Value: +3

Allows character to withstand actual damage, though it does nothing to increase or decrease the sensitivity to the pain. They will only be able to withstand damage as far as cuts (not thrusts, where the blade is actually jammed into the skin) and bruises. Equine furres come with this ability naturally, and do not add +3 to their characters' natural skill pool as a result.

     Night Vision

    Value: +2

Provides the character with improved natural night vision, better than the average human (so they may have low-light vision). Furres with the ability to be born with this include: felines, foxes, and raccoons. They come with this automatically and do not add +2 to their characters' natural skill pool as a result.

    Better Hearing

   Value: +4

Increase your character's level of hearing by 1.

    Greater Strength

   Value: +4

Increase your character's level of strength by 1.

    Greater Stamina

   Value: +4

Increase your character's level of stamina by 1.

    Better Smelling

   Value: +4

Increase your character's level of smelling by 1.

    Greater Speed

   Value: +4

Increase your character's level of speed by 1.

    Greater Intelligence

   Value: +4

Increase your character's level of intelligence by 1.

    Greater Defense

   Value: +4

Increase your character's level of defense by 1.

 

   (Other calculations of furre advantages such as 'greater strength' or 'greater intelligence' means to increase a level in one of the attributes of your character. See bottom of this page for more information)

 

    Adrenaline Surge

   Value: +2

Enables a character to react more quickly than normal during combat situations, or they may become stronger. A play character may use this strength any time in combat in order to increase reflexes as one FAST action, and then subsequently reflexes are doubled. (your character moves up one level in either strength or reflexes during combat) (this level-up is temporary until combat is over. It MUST be activated during combat for effects to be used).

    Catlike Balance

   Value: +2

The character has an innately perfect sense of balance. They are able to land on their feet from a fall almost every time.

    Double Jointed

   Value: +1

The character has unusually flexible joints and can bend and contort his/her body into extreme positions. This allows certain 'crazy' moves like stretching a leg up in a kick that would hit the enemy behind you in the face.

     High Pain Tolerance

    Value: +2 per 'box' of damage

High Pain Tolerance will allow a character to resist the effects of damage to a limited degree. Each level of damage can be considered to be from least to greatest: MEDIUM, MEDIUM-HEAVY, HEAVY in the ranges of the amount of damage that can be done. (see attributes calculator)

     Large (Tall)

    Value: +4

The character is quite large and robust and tends to stand out in a croud. This isn't exactly a strength, as it can be a weakness and make you easier to hit with bullets and such. Plus you will not be able to fall to the ground in order to dodge a bullet fast enough without doing so as soon as the person takes aim. Still, your character can reach hard-to-get places, is intimidating, and usually has a capacity for more muscular structure than average-sized people.

      Lightning Reflexes

     Value: +2, +4, or +6

For every 2 points, a character's reflexes are increased from ALWAYS CAUTIOUS (+2), TOO CAUTIOUS (+4), and IMMEDIATE (+6). A character who is always cautious will usually notice small things like the shining off the metal of a scope on a nearby building or a gun in the crowd, but have no time increased on their reflexes. Too cautious, and they can notice and react as two FAST actions in the same post no matter what. Immediate means just that, they will react as soon as they see something. They notice and react to something in one FAST action. At +2, your character's stamina level is always minus one. At +4, the stamina level is minus 2. At +6, the stamina level is minus 3.

      Natural Immunity

     Value: +1 or +3

With +1, the character can have an innate or developed immunity to a single natural disease or toxin. With +3, the character can take one type of drug or poison, including man-made ones, without ill effects. You can have more than one natural immunity, though the values add up (two +3 natural immunities will be +6 for example). The disease/toxin/poison/drug that the character is naturally immune to MUST be stated in the Strengths field.

      Quick Healer

     Value: +2

Recover from damage more quickly than other characters. By your next post, your character may be able to focus and regain his/her senses entirely, although this does not mean the damage is actually healed (at least not completely).

      Resistance to Pathogens

     Value: +1 per disease/infection

The character has a vigorous immune system that fights off diseases and infections more easily (Remember to state which ones)

      Resistance to Toxins

     Value: +1 per toxin/drug

The character can fight off toxins and drugs more easily than other characters.

      Toughness

     Value: +3

Characters with the Toughness Edge shrug off damage more easily than others.

      Will to Live

     Value: +2

This ability does not raise the threshold at which the character become unconscious or incapacitated, but it does allow him/her to take more damage and if not killed on the spot, may survive through his/her injuries. The You Only Live Twice rule still counts for characters with this strength.

       Bravery

      Value: +1

Characters with the Bravery Edge are not as easily frightened as most people.

        Venus' Blessing

       Value: +1

People are often attracted to you; at times, this can be put to good use, at other times it's an annoyance.

        Innocence

       Value: +1

For some reason, everyone considers you pure and innocent, though not necessarily naïve. You have a saintly quality that is hard to put a finger on, but others tend to see it in you; you are trusted, even if you are not trustworthy. You tend to receive lesser punishments for wrongdoing and are liked by most; you get a great deal less hassling on the street than most.

        Nine Lives

       Value: +6

You must have earned some very good karma in your last life, because something is taking care of you in this one. You get nine chances at life. Any time that an event occurs that would kill you, fate intervenes. (This replaces the You Only Live Twice rule to any character with this ability)

         Piercing Gaze

        Value: +2

By gazing intently at someone, you make them feel uneasy, as if their inner secrets were on display. Those with ulterior motives, uneasy consciences, nervous dispositions, and those who are lying have trouble resisting your character's gaze, and if your character is observative enough, the other character may give away a hint to their motive or the truth.

      Fitness

     Value: -2, +2, +4, +6

The character is either: a) not necessarily fat, but not quite in shape, and sluggish in two of these four: reflexes, speed, stamina, and endurance (-2), b) average fitness with no strengths or weaknesses (+0), c) somewhat fit with an advantage in one of these four: reflexes, speed, stamina, and balance (+2), d) very fit with an advantage in three of these five: reflexes, speed, strength, stamina, and balance (+4), or e) extremely fit and sometimes muscular as a result [this level is unreachable by furre felines, rodents, and foxes] and have an advantage in four of these five: reflexes, speed, strength, stamina, and balance.

Advantages include a +1 level over the norm (example: without 'lightning reflexes' always cautious level, you can gain it with this; in contrast, WITH lightning reflexes always cautious [+2] level, this can count as one level above always cautious, giving you 'too cautious'. See lightning reflexes under natural skills for more information on reflex levels)

 

 

 

4) Skills

  Examples:

    Home Ground

   Value: +2 per place

The character's home turf or a place he knows like the back of his hand is a strength the character has. With this knowledge, the player can describe the setting of his character's 'romping grounds' and the character would know everything about it, including escape routes and the people there.

     Unthinking Reflexes

    Value: +3

Your reflexes are so fast, you react without thinking, especially when you are surprised or startled. This can however lead to blowing a joking friend's head off if your reflexes are ready for an assassin's strike. This does not make you more cautious, however, but more impulsive instead.

     Light Sleeper

    Value: +1

Seem to sleep with one eye open (not literally), and become wide awake immediately when woken.

      Versatile Sleeper

     Value: +1

Mastered the art of catching a quick catnap, perhaps the character was in the military. He/she can fall asleep at will, any place at any time. They can get a full equivalent of a full night's sleep without having to occupy a large block of time with continuous unconsciousness.

      Keen Sense

     Value: +2

Can catch details that others would usually miss. (when focusing, the character character can up one level in either hearing, smelling, or sight temporarily). During focus, the character's stamina goes down one level and they are more likely to become tired, as it is very draining on the mind.

      Lightning Calculator

     Value: +2

You have an exceptional talent for mental arithmetic, and are dangerous at the poker and blackjack tables due to your ability to estimate odds on the fly. (when focusing, the character can up one level in intelligence temporarily)

      Literate

     Value: +1

Characters with the Literate edge have spent more time reading than most people

      Clear Thinker

     Value: +1

Your character can think clearly even when attempts are made to confuse, befuddle, lie to, or fast talk him/her. They also think clearly in the middle of action.

      Electronic Aptitude

     Value: +6

You have an Aptitude with all matters related to computers and electronics, including Computer, Computer B/R, Computer Theory, Electronics, Electronics B/R, Electronics Theory, and Cybertechnology B/R.

      Crack Pilot

     Value: +6

You have an Aptitude with all vehicle piloting skills, including Bike, Car, Motorboat, Sailboat, Winged Craft, Hovercopter, Hoverjet, Starship, and Starfighter.

      Mechanical Aptitude

     Value: +6

You have an Aptitude with working with mechanical devices, including Lockpicking, Aircraft B/R, Ground Vehicle B/R, Boat B/R, and any other such skills (you can have up to 3 extra skills defined by yourself here with the default listing)

      Jack of All Trades

     Value: +6

You are widely experienced, and can generally fake any skills needed to do something. Still, you can have experience with two things of each aptitude above (ie. Mechanical Aptitude: Aircraft B/R and Boat B/R, Crack Pilot: Motorboat and Hovercopter, Electronic Aptitude: Computers (programming and software) and Cybertechnology B/R)

{    Knowledge Skill

     Value: +2

This includes the highest knowledge of various subjects, such as Mathematics, Law, Survival Craft, Military Procedure, etc. Knowledge skills can also help to increase one's skill in Powers & Skills (example: knowledge of pressure points can aid one's Martial Arts prowess)

{    Technical Aptitude

     Value: +4

This includes the ability to use any type of technology or vehicle except for weapons to the best of it's ability, such as non-military ground vehicles, military aircraft, gadgets issued by Perry, computer hacking, etc. This also includes heavy knowledge of the technology in question. This also includes the operation of starship weapons, space station weapons, sea vessel weapons, aircraft weapons, ground vehicle weapons (such as tanks, armored personell carriers, etc.), and all mounted weapons.

{    Weapon Aptitude

     Value: +2

This includes the ability to use any type of weapon to the best of it's ability, such as various types of handguns, sniper rifles, assault rifles, blades, etc. This includes knowledge of the various forms of personal weaponry the character is apt in. This does not include mounted weapons or vehicle-based weaponry.

 

{ = The final three skills are individually divided by types of aptitude. For example, for every subject your character has the highest knowledge of, it would be +2 for each under Knowledge Skill. Same with Technical Aptitude and Weapon Aptitude.

 

 

 

5) Disadvantages

 

Enemies

Values: -1 to -6

You can have up to 6 named enemies, and they can be both people and organizations, or one or the other.

 

Background Trouble

Value: -1 (per problem)

Somewhere in your past, you've left problems that could lead to difficulties if ever you go back where you left the trouble. You might have a relatively large organization gunning for you, but insufficiently motivated to chase you to your current location.

 

Corporate Sell-out

Value: -6

The character sold out to a corporation (or government, the Mafia, the Yakuza, a secret organization, etc.) and now works for that organization. The character will be given an assignment by his/her employer who will expect them to carry it out, regardless of personal consequences or danger. The character most likely has a neural bomb ('brain bomb') implanted to encourage loyalty, other measures such as tracking signals, ritual tissue samples, etc. might also have been taken by the "employer" to make sure their "employee" stays on the job. However, if the character completes a number of assignments successfully, performing well on each, the corporation may begin to value the character as a special operative. Future assignments may pay better, provide better backup, etc. although certain special assignments may be even more dangerous. The character has no way out of this arrangement, except to run, at which point the corporation sends other assets after him/her!

 

Hidden Past

Value: -1 (per hidden history)

Either you're trying to keep your own past secret, or there's something about it you yourself are not aware of. Either way, respectable amounts of trouble may ensue when it's uncovered that you're not just any orphan, you're the illegitimate grandchild of a megacorporate CEO, or you were once a charter member of the Nod when they were still just scientists.

 

Favors

Value: -1 (per favor)

Someone did something major for you in the past and you owe them, big time. They can call on you for favors which may be fairly dangerous.

 

Hidden Police Record

Value: -3

A character with the Hidden Police Record Flaw has fought the law and lost somewhere in the past and thus generated a criminal record on file with various law-enforcement agencies, but managed to ditch their past life. Most law enforcement agencies now will have an old record of the character's face, prints and cyberware, plus a description of his or her modus operandi somewhere on file. While the file may not be in their current database of suspects, a simple search will turn it up when the character is suspected of something.

 

Criminal Reprobate

Value: -6

A character with the Police Record Flaw has fought the law and lost. The character's resulting police record has a number of effects.

First the character may only have street level contacts (corp types don't hang with ex-jailbirds). Second, most corporate security departments will have a record of the character's face, prints and cyberware, plus a description of his or her modus operandi. Third, most law enforcement agencies will have a record of the character's face, prints and cyberware, plus a description of his or her modus operandi somewhere on file. Law enforcement is tracking this character down.

 

Poverty

Value: -1 to -2

Not everyone is born rich, your character was born dirt poor! You have less starting cash than normal.

 

Trouble Magnet

Value: -2

Perhaps you were a very evil person in a previous life; you cannot seem to escape the vicissitudes of the world. Gang wars seem to break out around you, and trouble happens in your general vicinity and neighborhood, if it doesn't seek you out directly. If you're in a bad neighborhood, it's gangs and muggers; if you're in a good one, it's intrigue and happenstance occurrences that piss off powerful people. Thugs will cross the street to get in your way. Surviving this kind of trouble may get you a reputation as a badass.

 

Scapegoat

Value: -1

For some reason, you just seem to be the guilty party; even when you're asleep, you look like you're up to something. People seldom trust you, even if you've done nothing wrong, and you are often singled out for special attention.

 

Eerie Presence

Value: -1

You may be physically unexceptional, but there's just a creepy aura about you; choose how it manifests, whether people are simply uneasy around you, if they get the feeling you exude waves of invisible slime, if menace and evil hang over your head like smog, et cetera.

 

Curse of Venus

Value: -1

You are very attractive to people whom you do not wish to attract. People whom you detest are constantly getting crushes on you, and tend to overlook your rejection of them. On the other hand, people you wish to attract or endear tend to think you are vain and shallow

 

Dependency

Value: -1 to -5 (based on the level of dependency)

A character with the Dependent flaw has a loved one who depends on him or her for support and aid from time to time. Dependents may include children, parents, a spouse, a sibling or an old friend. Meeting the needs of a dependent should take up a fair amount of the character's time, as well as some of the character's money.

 

Confused

Value: -1

The world seems to be a very distorted and twisted place, and you are often left confused. Sometimes, things just don't make sense. The character gets confused often in a crowd or loud nightclub, or other places where the sensory input to his/her brain is overwhelming. This can work equally well on brainless thugs who just don't bother making sense of the world and reclusive geniuses who fail to find a pattern in the wealth of information they can perceive.

 

Shy

Value: -1

You a naturally shy person, and prefer to avoid most social situations if you can.

 

Soft-Hearted

Value: -1

You cannot bear to witness suffering, and causing it can bring you nights of nausea and days of sleepless grief. It may be that you empathize too strongly, or merely that being in the presence of such intense emotions drives you to distraction.

 

Overconfident

Value: -1

You have an exaggerated sense of your own abilities, and do not hesitate to meet challenges that would leave more sensible people quailing in their boots or heading for a fortified position. You can always find fault in others to blame for your failure. If you are a charismatic individual, you may be able to infect others with your overconfidence.

 

Short Attention Span

Value: -3

Keeping watch, listening to complex orders, following the plot of a story, or performing other such tasks that require continued attention are usually not within your ability.

 

Absent-Minded

Value: -3

You don't actually forget your knowledge (things you learned in school), but details like names, addresses, and the last time you ate continue to escape your mind.

 

Curiosity

Value: -3

Your natural curiosity is strong enough to override your common sense, even if you possess that Edge.

 

Speech Impediment

Value: -1

You have a stammer or some other speech impediment that hampers verbal communication.

 

Lifesaver

Value: -1

While you are not a complete Pacifist, you consider killing to be the last resort, and will only do so when it is obvious that a person cannot be brought to justice or in self-defense; even then, you do so in as humane a means as possible. You have a firm conviction in your beliefs, and will attempt to exhort your teammates to avoid wetwork contracts against all but the most heinous of criminals.

 

Greed

Value: -1

Perhaps it is because the character was born poor, or maybe too rich, or maybe just because; whatever the reason, the character is greedy. The character wants money, wants wealth in any form, wants to be filthy, dirty, rotten, stinking rich! Anytime someone offers the character money for any reason: bribe, payment for an assassination, whatever, the character will usually take it. Some (misers) will often try to negotiate a deal with the one offering them the money in order to get more.

 

Kleptomania

Value: -1

Your character likes to steal. This is done for thrills rather than greed (unless your character is also greedy). You will steal anything that interest you, from virtually anyone. You might have all sorts of rationales to explain your behavior (you weren't stealing, just borrowing!)

 

Illiterate

Value: -1

An Illiterate character cannot read (any character who grew up on the streets or in an isolated rural area may never have learned). Such characters cannot take most Technical or Knowledge skills and must rely on other characters to translate written information for them. Illiterate characters can use computer programs that rely on icons rather than written commands and instructions however

 

Lecherousness (Seductiveness)

Value: -2

Self explanatory. The character will try to seduce anybody they like, though often the other character (unless otherwise stated in their personality) can resist with ease based on the decision of the player.

 

Don Juan

Value: -1

Your character will indulge in every oppurtunity to flirt with someone they like, though often the other character (unless otherwise stated in their personality) can resist with ease based on the decision of the player.

 

Phobia, Delusion, Compulsion, Obsession, Hatred, Intolerance

Value: Depends...

A character with one of these afflicions suffer from deep-seated feelings activated by the triggering conditions.

Rare (the triggering condition is extremely rare and specific) (0)

Uncommon (the triggering condition is relatively rare, like specific sounds, smells, animals, etc.) (-1)

Common (the triggering condition is commonly encountered, like sunlight, technology, crowds, etc.) (-2)

 

The severity of the phobia is also a key factor in determining the value:

Mild (the character is distracted from the task at hand) (-1)

Moderate (the character's reaction is seriously distracting to others) (-2)

Severe (the character collapses, runs away, or goes berserk) (-3)

 

Compulsive Liar

Value: -2

A Compulsive Liar can almost never tell the truth. They suffer from an overwhelming urge to distort the truth, though this is not always the case. (it depends if they know who they are talking to well enough to trust them with the truth, but that person has to be a close friend)

 

Homicidal

Value: -4

A homicidal character is the last one you want working with you. At every point where the character has a weapon or other means to inflict death they can and usually will engage in their homicidal compulsions.

 

Suicidal

Value: -4

A suicidal individual has given up any desire to live. Any time they have posession of a weapon, or are confronted by a potential deadly situation, they can and usually will act to end their life immediately with whatever comes to hand.

 

Sociopath

Value: -2

The Sociopath characters have no use for others and seek to avoid contact whenever possible.

 

Megalomania

Value: -2

The extreme version of overconfidence, the megalomanic personality cannot except the possibility that anyone is better than they are. Whenever confronted with a situation in which they seem to be beaten, they must undertake some action to subjugate the other -- from threats, bullying and posturing to outright violence.

 

Pyromania

Value: -1, -2, or -3

Pyromaniacs are driven by a compulsion to set things on fire. At the -1 level of this flaw, they show an unhealthy fascination with fire, using explosives, flamable liquids, and flame weapons at every opportunity, especially when inappropriate or unwise. At the -3 level of this flaw, every time they are confronted with something even remotely flamable and anything that might be used to create a fire either on their person, another person, or anywhere in their immediate surroundings (depending on the character), they will use it.

 

Martyrdom

Value: -1

A character afflicted with Martyrdom must seek every opportunity to cast away their life for the furtherance of a personal cause.

 

Sadism

Value: -1

A Sadist likes to inflict pain on others. Whenever confronted by a situation where they might hurt another, they usually will, making many of them criminals wanted by police or other figures of law enforcement. People stay away from these.

 

Masochism

Value: -1

A Masochist enjoys the infliction of pain upon themselves. Whenever possible, they seek to have themselves in a painful situation. They end up irreparably injuring themselves in most situations and can more easily be permanently injured or killed than others. If they cut themselves, they are more open to diseases and the like.

 

Amnesia

Value: -2 to -5

A character with Amnesia has lost some or all of his memory. (Such memory loss can be caused by neurological damage, drugs, or brainwashing). The severity of the character's Amnesia is determined by the selected point value of the Flaw (between -2 and -5). A character with -2 Amnesia cannot recall who he is or anything about his past, but retains the use of his skills and abilities he has learned. A character with -5 Amensia does not know his own abilities, attributes, and so on until he acts.

 

Weak Immune System

Value: -1

The character is susceptible to infection by disease. Characters with large or extensive cyberntic modifications undergo this naturally.

 

Poor Sense

Value: -1

Self explanatory. Opposite of Keen Sense

 

Distinctive Features

Value: -1

These must be something you cannot hide without great difficulty. The character can be identified easily by these features. All characters can be identified by their DNA, but only if the searchers have the DNA of the person they are searching for...

 

Short of Breath

Value: -2

You have difficulty performing strenuous tasks because you cannot breathe properly; medical science has yet to find a cure for your asthma-like ailment. Because your lungs only pull in a fraction of the air you need for serious exertion, any time you attempt such, you will be unable to perform any action on the next post while you catch your breath. (So it is best combined with an Aptitude for speed, or Catlike Reflexes so you can do more at once)

 

Deep Sleeper

Value: -1

Sleeps heavily, though the character doesn't necessarily snore. Their reactions are sluggish for about ten minutes (or on average, about 10 posts with 2 SLOW paced actions) though that can be fixed up with a sip of coffee, a hot shower, or a jolt of adrenaline.

 

Sensitive System

Value: -3

A character with the Sensitive System Flaw has immuno-suppressive problems with implants. However, these effects are less severe than those of the Bio-Rejection Flaw.

 

Paraplegic

Value: -3

Paralyzed from the waist down. Such characters can perform physical tasks that do not require the use of their legs and can move around via wheelchair, but their speed and reflexes are obviously worse off.

 

Quadriplegic

Value: -6

Paralyzed from the neck down and cannot perform physical tasks of any kind. Require permanent hospitalization and the attention of hired medical attendants to perform physical tasks with cybernetic technology or otherwise.

 

Night Blindness

Value: -2

Night blindness makes a character effectively blind at night or in the darkness.

 

Low Pain Tolerance

Value: -4

The character is particularly sensitive to pain.

 

Short

Value -3

Your character is much smaller, and has trouble seeing over many objects. But it is best for speed:bullet ratio (falling to the ground just as the bullet is shot, depending on where it was aimed) Can't run as fast as average-sized people, due to the size of their legs.

 

Childlike Physiology

Value: -4

The character has the appearance and proportions of a young 13- or 14- year old teenager or a pre-teen child. They have trouble seeing over many objects, can't run fast as average-sized people due to the size of their legs. Other characters who are not children treat you socially as a child, no matter what abilities you may have. In general, they will not respect your opinions or follow your suggestions. But parents, teachers, and anyone that cares about children will be sympathetic to your character.

 

Obese

Value: -2

Your character is extremely fat, which slows him down in speed and reflex time.

 

Partially Blind

Value: -3

The character can only see partially what's straight ahead of them through cybernetic eyes, and only in black and white.

 

Missing Ear

Value -1

The character cannot locate the direction of sounds and often misses things said to his deaf side.

 

Missing Eye

Value: -2

You have no depth perception, and have a blind side on which people can approach unseen.

 

Missing Hand

Value: -2

You can only use one hand for climbing, combat, and other such activities.

 

Missing Foot

Value: -2

You have an artificial or peg foot and easily lose your balance in speedy situations.

 

Missing Arm

Value: -3

You have only one arm. In addition to the penalties of Missing Hand, your balance is thrown off.

 

Missing Leg

Value: -3

You can get around on crutches, but cannot run.

 

Infirm

Value: from -1 to -5

The character is deteriorating in physical fitness. They may not only be old characters but lazy ones. Their reflexes and speed are of course affected by this. Plus it attributes to wrinkles. Based on the 'box' scale, one can decide how many points to take off (-1 point for LIGHT infirmity, but -5 for HEAVY infirmity)

 

Color Blind

Value: -1

A character that is color blind (canine furres and furrens immediately come color blind) sees the world in black, white, and shades of gray. Cybernetic technology cannot correct this.

 

Deaf

Value: -3

The character cannot hear. It cannot be cured by cybernetic technology. Definitely not what you want during the heat of battle, when you'll really need your ears.

 

Allergy

Value: -1

A character with this flaw is allergic to a substance or condition.

 

Bio-Rejection

Value: -5

The immune system of the character is especially sensitive to foreign tissue and material, and the bodies of these characters reject all cybernetic implants. Any organ or limb replacements must be cloned from the character's own cells (which can only be done once in a character's lifetime)

 

Blind

Value: -6

Self explanatory. But not even cybernetic enhancements can be used to correct blindness. However, when the trait Partially Blind is used, the character can see parts of the world in front of him/her every once in a while in black and white based on cybernetic implants.

 

Borrowed Time

Value: -6

Like Wilkare, this character cold die at any time due to a fatal illness, an infection with a slow-acting poison, or a deadly implant. Whatever the case, the character's lifespan is measured in months.

 

Computer Illiterate

Value: -3

Characters with this attribute have extreme difficulty working with computers and other electronic devices. Such characters have trouble performing such simple tasks as using an unfamiliar comm system, sending e-mail, or programming a car's identification system (in which the thumbprint of the owner has to be programmed to be recognized)

 

 

 

All must individually balance out with Disadvantages. For example, say Skills has +9, then disadvantages must have at LEAST -9. More Disadvantages than the other 4 categories CAN be used, but it's not suggested. If Natural Skills had +12, then disadvantages HAVE to be -12 no matter what, so one might want to add to their perks until they reach +12... Any more than +12 in perks, and the disadvantages HAVE to balance up. This does not mean TOTAL Advantages to Disadvantages... This means the highest value of /any/ Advantage you have must be balanced out with the Disadvantages value.

 

3) Natural Skills have to have the same total point value (or below) of the total 1) Powers & Skills point value. Furres are exempt to this rule, as they may have natural skills that do not add to the point value of their Natural Skills pool.

 

2) Perks have to have the same total point value (or below) of the total 1) Powers & Skills point value.

 

 

 

ATTRIBUTES LEVEL CALCULATOR: (Advantage calculating)

 

Reflexes

Basic Level - Average Reflexes

Level 1 - 'Always Cautious' - Will usually notice something, and have time to react in two average-speed actions no matter what

Level 2 - 'Too Cautious' - Will be able to notice and react in two swift FAST actions no matter what

Level 3 - 'Immediate' - Will be able to notice and react in one swift FAST action no matter what

* Level - 'Unthinking Reflexes' - Will react before even giving any thought to noticing something in one swift FAST action no matter what

 

Hearing

Basic Level - Average Hearing

Level 1 - 'Above Average' - More attuned hearing. Can focus on one or two noises and discern them over a lot of noise

Level 2 - 'Excellent' - Can catch quiet noises (based on species natural hearing frequencies; for humans, it's 40000 Hz) in a short range around them. They can also attune their hearing

Level 3 - 'Superior' - Can hear quiet noises in a wider range around them (long range distances) and can attune their hearing

* Level - 'Natural Sixth Sense' - Utilizes the ears to catch sounds of  vibrations in the air or on the ground.

 

Strength

Basic Level - Average Strength

Level 1 - 'Above Average' - Able to lift up to 225 lb and a martial strike of any kind has a chance of dazing an enemy (to allow for one extra fast strike)

Level 2 - 'Strong' - Able to lift up to 290 lb. A martial strike has a chance of dazing an enemy. Every successful martial strike has a chance to knock the target off his/her feet. Minus 1 level in reflexes and balance due to muscle size (minus 1 from speed for any furre characters instead)

Level 3 - 'Powerful' - Able to lift up to 370 lb. A martial strike has a chance of dazing an enemy. Every matial strike will knock the target off his/her feet and have a chance of knocking them unconscious if not dodged. Minus 1 level in reflexes, 1 level in stamina, and 1 level in balance due to muscle size (minus 2 from speed and 1 level in balance for furre characters instead)

* Level - N/A

 

Stamina

Basic Level - Average Stamina

Level 1 - 'Above Average' - Able to endure 6 hours of constant strenuous activities including combat and exercise. Characters at this level only have to sleep for 6 hours in total in order to regain all their energy

Level 2 - 'Excellent' - Able to endure 10 hours of constant strenuous activities including combat and exercise. Characters at this level only have to sleep for 5 hours in total in order to regain all their energy

Level 3 - 'Superior' - Able to endure 14 hours of constant strenuous activities including combat and exercise). Characters at this level only have to sleep for 4 hours in total in order to regain all their energy

* Level - N/A

 

Smelling

NOTE: All furres can smell pheromones of others in their sub-species often, just like many mammals can.

Basic Level - Average Smelling

Level 1 - 'Above Average' - Are able to smell long distance smells, so long as they are strong smells and are outside the range of average Human smelling range (which is up to a 5 mile radius depending on strength of the smell)

Level 2 - 'Excellent' - Are able to smell long distance smells. They can also distinguish between smells of their own species and another, and identify the other species oftentimes except for Humans (unless it is a Human with this level of smell).

Level 3 - 'Superior' - Are able to smell long distance smells, distinguish between smells of their own species and others, and identify the other species by smell, except Humans (unless it is a Human with this level of smell). They can also sense which direction the smell is coming from.

* Level - 'Natural Sixth Sense' - Utilizes the nose to catch variations in odor in the air. It also allows furres with this ability to more strongly sense the pheremones in the air around others of their own sub-species.

 

Speed

NOTE: Different from reflexes. Speed is running from point A to point B. Reflex is the speed of movement in place.

Basic Level - Average Speed

Level 1 - 'Above Average' - 19 mph in 10-15 seconds (for furres, 24 mph in 10-15 seconds)

Level 2 - 'Very Quick' - 24 mph in 10-15 seconds (for furres, 30 mph in 10-15 seconds)

Level 3 - 'Extremely Fast' - 28 mph in 10-15 seconds (fur furres, 35 mph in 10-15 seconds) Minus 1 level from reflexes

* Level - N/A

 

Intelligence (Adaptability to new information)

NOTE: Felines naturally have the ability to assimilate a lot of information at once and remember it for later. However, their adaptability is normal and calculated with others (adaptability is how quickly they can learn something)

Basic Level - Average Intelligence

Level 1 - 'Above Average' - Able to adapt to new information quicky except for advanced Calculus and/or advanced Sciences. Can only assimilate as much as average intelligence characters

Level 2 - 'Quick Learner' - Able to adapt to new information quickly, except for extremely advanced Sciences not covered in basic education. Perfect photographic memory comes at this level. Can assimilate a lot of information.

Level 3 - 'Scientist' - Able to adapt to new information quickly, and go so far as to read and understand long essays, advanced calculus, and other advanced sciences. Perfect photographic memory. Can assimilate a lot of new information and can easily see flaws in equations and theories.

* Level - 'Knowledge Skill' - Can gain maximum knowledge in various categories. There is also 'Technology Aptitude' and 'Weapon Aptitude' for max knowledge in both of those categories

 

Balance

Basic Level - Average Balance

Level 1 - 'Above Average' - Without having been drugged or impaired, the balance of this character is such that they can stand on one foot and not even tilt. During strenuous activities, they can retain their balance (such as during melee combat) so long as they are not hit

Level 2 - 'Very Balanced' - Without having been drugged or impaired, the balance of this character is such that they can stand on one foot, carry any object suited to their strength, and not even tilt. During strenuous activities, they can retain their balance (such as during melee combat) even when struck. However, they can still lose their balance if thrown or lifted off the ground in some way. They can regain their balance quickly after having fallen (in one FAST action)

Level 3 - 'Perfectly Balanced' - Without having been drugged or impaired, the balance of this character is such that they can stand on one foot, carry any object suited to their strength, and not even tilt. If drugged, their character can still stand on one leg and not tilt, but they cannot lift objects suited to their strength while doing so without losing their balance. During strenuous activities, they can retain their balance (such as during melee combat) even when struck. They can regain their balance quick before even hitting the ground, spinning themselves in air and catching themselves with their hands and toes in one FAST action. To stand back up however, will still require a second FAST action

* Level - 'Catlike Balance' - Added to the character's natural balance level, the character can regain their balance quick before even hitting the ground when thrown or falling long distances no matter what

 

Defense

NOTE: Defense is calculated by 'toughness' natural skills and 'pain sensitivity' as dictated by the natural skills chosen in 3 "Natural Skills". High Pain Sensitivity is the only thing that can highten this level.

Basic Level: Low - Medium-Low (Average damage)

Level 1 - 'Medium' - Can withstand pain better than the average, but actual defense is not increased. Focus can be attained easier during a violent battle or interrogation, though this can only last up to one month under constant pain and physical torture at maximum.

Level 2 - 'Medium-High' - Built to withstand pain better than the average, and can not even feel bruises, recovering from them more quickly. This includes fights in which the character is not injured beyond a twisted or sprained bone. Broken bones can still cause the character to flinch. Focus can be attained easier during a violent battle or interrogation, though this can only last up to six months under constant pain and physical torture maximum.

Level 3 - 'High' - Built to withstand pain best, and can not even feel bruises or cuts, recovering from them more quickly. This includes fights in which the character is injured, even with a broken bone, however the character's ability to do certain moves is still affected by the injury. Focus can be attained easily during a violent battle or interrogation, and this character can last up to a year under constant pain and physical torture maximum.

* Level - 'Natural Defense' - Equines naturally have this without adding to their point value. See 3 "Natural Skills" to see the effects of the Natural Defense skill

 

 

Actions Calculation:

 

This is especially important when counting how many actions one character can do based on the number of actions another does. There are LONG actions like typing a code into a computer, talking, walking/running any distance, or performing something else that typically takes 2+ seconds to complete. FAST actions can be noticing something, unholstering a gun, doing two or three extremely fast martial arts moves, making one quick martial strike (or similar action), or just glancing at something. They normally take below 2 (or, in some cases, 3) seconds to complete.

 

Reflexes can really enhance your character's speed in moments of need. Like during a chase or battle scene, the time has sped up, thus more FAST actions can be done and your character's reflexes will be quickened. In order to get an idea of how normal speed is calculated, think of 1 FAST action, like standing up or something else. Now, whoever starts the roleplay will do a set of actions, either SLOW or FAST, and you can calculate that as to how many your character can make. Read more about Actions Calculation in the Rules article, rule number 9.

 

1 SLOW action usually equals 2 or 3 FAST actions. So if someone is running, you CAN do two quick actions like taking aim and then firing. Note that you cannot attack twice when the other character is talking. If you attack during the other character's sentence, they would be cut off and put into the thick of it, but unless the player of the character agrees to a planned attack, your character won't be able to break a sentence with their fists. Note that /any/ initiation of combat is counted as one SLOW action, no matter /what/ it is. Thus, the initiator of the action has to start the minimum-action limit for posts with 1 SLOW action that the other may respond to with another SLOW action, or two to three FAST actions.

 

1 SLOW = 2-3 FAST

1 FAST = 1 FAST

 

Slow--------------Making a daring stunt like rolling, leaping, leaving the combat area, or stopping a car skid

-------------------Martial throws (or similar actions), full strike or restrain reverses, some counters

-------------------Restraining, choking, retention, and similar actions

-------------------Most full-length kicks (kick sweep & roundhouse included) or full arc swings of a sword

-------------------Most any other non-ACTION mode oriented actions

-------------------Any offensive moves that are initiating ACTION mode

Fast------------Withdrawing a gun during ACTION

-----------------Noticing something

-----------------Pressing a button

-----------------Aiming a gun

-----------------Sighing/Taking a breath

-----------------Firing a gun

-----------------Chuckling

-----------------Being startled/surprised, Most other non ACTION mode oriented actions that are

-----------------Noticing something

-----------------Most martial strikes

 

In ACTION-mode, time goes by faster. A lot of characters actions are FAST then. Any action that activates ACTION-mode has to be a FAST sudden attack, a surprise attack, or a more planned-out aggressive move, such as destroying a nearby computer and setting off a chain reaction that would destroy the power in the building, which would be a single SLOW action. SLOW actions can still be performed in action mode like throwing something or running. Many stunts are SLOW actions as well, as they take more than 3 seconds to fully execute and finish.

 

If you attack someone while their eyes are locked on to you, they will not be surprised/startled unless the player decides the character will be. If a character who is in cautious mode and doesn't see your character yet is attacked in a surprising move, any other characters, NPC or not, will be surprised/startled. If a character is attacked from behind without being on the cautious mode, they will be surprised/startled along with any other temporary 'ailment' like being knocked back by the attacking character or surprised/startled by the attack of another character nearby.

 

Characters will only go into caution mode when they think there's a threat around them. Only characters with Lightning Reflexes can /always/ be cautious. Keep in mind that caution still constitutes the drawbacks of the above paragraph, though with Lightning Reflexes, a character can act more immediately (with +4 value or above in that trait). The more often a character is cautious, the more likely his stamina level will go down or he will become more tired and unable to put as much energy into an action that he could otherwise.

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