CP Allotment: 20 points for Stats and Normal Attributes. - Stats cannot rise above 8, and are a minimum of 4 - You may only apply Normal Defect points to stats and normal attributes - No attribute may go above 5 except Divine Relationship. - Any character with Appearance 4+ must take AT LEAST (opposite sex) Magnet +1. - Defense Combat Mastery *may* be taken. A maximum of 3 levels can be bought for 1 CP/level. - Personal Gear is bought at a modern level of technology, as it is "real world" technology. - Any of the Kensei abilities I made are allowed. You may not have more than 5 levels of Kensei, however. (http://www.chaoticblue.com/play/kensei.txt) 20 points for Special Attributes. - No ability above 5. - Special Defects may *only* apply to Special Attributes. - OBM is allowable, but mecha should be "steampunk" in some fashion. For example, if you have a mecha sidekick, it should be more like Gadget Suikoden than something from Gundam. It's a matter of style, not ability restriction - Special/Weapon Attack uses the Revised editions of Autofire, Accurate, Drain Body/Mind/Soul, Tangle, and Inaccurate. http://www.silveragesentinels.com/pdfs/BESMerrata.pdf - "Magical Restriction" or "Power Restriction" do not exist. If you wish to buy a restriction for your powers, detail the restriction in a note; I will then assign a discount for either the total cost or cost per level of the attribute. - By the same token, a power can be "expanded" to act beyond the listed definition, but will engender an increased total cost or cost per level. - Do not, repeat, DO NOT BUILD YOUR CHARACTER CONCEPT AROUND YOUR POWERS. At the beginning of the game, your character WILL NOT begin with powers. (Mind) x 5 points for Skills. - Skill set is "Occult Horror". - No more than 3 levels may be assigned to any combat skill, and you may not have more than 5 total levels of attack skills or 5 total levels of defense skills. This game WILL involve combat, but combat is not the game's focus. - Every character has one level of the Linguistics skill for free. - Magic users may buy "Magic" as a skill. It costs 5/level. Espers can buy a similar skill called "Mental Focus" for the same cost. Ask me about specialties. Character concepts should be modern-day characters below the age of 30. They live in a Connecticut town called Leafbury Center, about an hour outside of Hartford. The town is home to a large fictional Ivy League school named Gastonbury College, and the town is relatively affluent. Some things to consider, when writing a background, is that it can be more than just a "history". Your characters hopes, dreams, personality, likes and dislikes... the more "real" a character seems to me, the more detailed I consider the background. Remember that Otherworld is a *character-driven series*. The numbers are less important than someone interesting and unique to play with and experience. This is the key element of chargen, and I'll be watching for it closely. ^_^ Anti-social characters, loners, or the especially quiet are highly discouraged. Interaction is key to a successful RPG. While some behavior along those lines is fine and gives a character depth, quiet characters who hang around in the background are not really welcome. Background points will be provided for especially detailed backgrounds. One or two paragraphs minimum is required regardless. New Special Attributes: [ Comprehend Languages (1 pt/level) ] The character has a supernatural ability to speak with people who they would normally be unable to communicate. This includes aliens, animals, and ancient creatures/constructs. Like Sixth Sense, each level of Comprehend Languages allows the character to "speak" one language from the list. Animals: The character can speak with animals. Non-supernatural animals do not have the same kind of speech as humans, BUT, the character can glean general concepts and images from knowledge of how to communicate with them. This does not include "alien animals", but rather animals from the speaker's planet of origin (or animals like them). Speak With Animals also provides a -1 bonus to Animal Handling checks. Aliens: The character can puzzle out and then speak, to the best of his/her ability, languages from people outside of his/her planet of origin. The aliens must have a written/vocal language; this ability is useless if the aliens communicate, for example, by exchanging pheromones, though the character will be able to detect if there is a non-verbal form of communication. Ancient Languages: The character can understand ancient or dead languages of his/her planet of origin. Also, if the character has an available language slot from the Linguistics skill, s/he may add, after a day of study, the ancient language involved to his/her repertoire (meaning that s/he can also teach it to others, conceivably). Universal Translator: Only applicable for equipment. A piece of equipment with this ability can "learn" alien languages and then translate them to others in the vicinity (the ability to speak is not included in this ability) in their own native tongue. Think Star Trek. This counts as two abilities. [ Duplicate (4 pt/level) ] The character can create a self-aware duplicate of him/herself capable of acting independently. The character can create one duplicate per level, and the duplicate possesses all of the character's normal attributes, and his/her special attributes at half their original score (rounded up). The duplicate has half the HP and EP the original has at the time of duplication. The duplicates are under no supernatural compulsion to follow the original's orders. The duplicates disappear when reduced to 0 or less HP, 0 or less EP, or within 10 minutes, whichever comes first. Level 1 - 1 Duplicate Level 2 - 2 Duplicates Level 3 - 3 Duplicates Level 4 - 4 Duplicates Level 5 - 5 Duplicates [ Immovable (1 pt/level) ] The character, through manipulation of gravity, density, or some other force, is able to resist being pushed, knocked away, or otherwise moved by outside forces. This translates into a "phantom" Super-strength or Body bonus used in resisting such attempts (including resisting grappling). Level 1 - Character has 1 effective level of Super-stregnth to resist being moved. Level 2 - Character has 2 effective levels of Super-strength to resist being moved. Level 3 - Character has 3 effective levels of Super-strength to resist being moved. Level 4 - Character has 4 effective levels of Super-strength to resist being moved. Level 5 - Character has 5 effective levels of Super-strength to resist being moved. [ Nullify (3 or 5pt/level) ] A character with Nullify can actively block the powers of another character. The person being affected makes a Soul check, with a bonus equal to the power's level, and a penalty equal to the user's Nullify level. The user must concentrate at least minimally to keep the Nullify up; otherwise it dissipates in 3 rounds. For 3pt/level, the character can nullify one type of power (magical, psionic, physical). For 5 pt/level, the character can nullify any type of power. Level 1 - Character gets a -1 bonus to the Nullify check. Level 2 - Character gets a -2 bonus to the Nullify check. Level 3 - Character gets a -3 bonus to the Nullify check. Level 4 - Character gets a -4 bonus to the Nullify check. Level 5 - Character gets a -5 bonus to the Nullify check. [ Environmental Control: Plant Control (1 - 3pt/level) ] As per the normal Environmental Control attribute in terms of area of effect and usage. Plant Control allows a character to grow, control, or shape plants within the area of effect. For 1pt/level, the character can only control a specific type of plant (trees, flowers, weeds, vegetables, etc.). For 2pt/level, the character can control any type of plant. Plant control also allows the character to temporarily give a plant animation for 3pt/level. Animated plants follow the character's orders, within reason (they will not sacrifice themselves or put themselves in danger). If a plant is animated as a servant (for example, a dryad controlling trees as treants), the character has as many "phantom levels" of the Servant attribute per level of Plant Control to create the plant protects. For example, a charatcer with level 4 Plant Control can create 4 level 1 servants, one level 4 servants, two level 2 servants, or any other combination. [ Imbue Power (3 - 5pt/level) ] The character can temporarily give another person the ability to use one of his/her supernatural powers. The user of Imbue Power makes a Soul check, then expends a set number of EP. If successful, the recipient gains that amount of EP in a separate pool, which can only be used to fuel the supernatural power they have been given, and the user loses that much EP from his/her current total. Imbued powers cost EP as if they were Magic powers (per the Magic attribute). When the gifted character's granted EP runs out, the imbued power is lost. Imbued powers *must* be Special Attributes, and cannot be any power based on a physical object (such as an Item of Power, Own a Big Mecha, or Special Attack defined as a physical weapon). Any restrictions or enhancements the imbued power possesses carry over. For 3pt/level, the character loses the imbued power while it is in use by another character. For 5pt/level, the character retains the power. Regardless of level, the character may only imbue one power at a time. Level 1 - Level 1 powers can be imbued. Up to 10 EP can be granted. Level 2 - Level 2 powers can be imbued. Up to 20 EP can be granted. Level 3 - Level 3 powers can be imbued. Up to 30 EP can be granted. Level 4 - Level 4 powers can be imbued. Up to 40 EP can be granted. Level 5 - Level 5 powers can be imbued. Up to 50 EP can be granted. [ Luck Control (2 - 4pt/level) ] By controlling probability, the character can cause "good luck" or "bad luck" to affect a single target. "Bad luck" can be resisted with a successful Soul check. The change in fortune occurs on the affected character's next action in terms of a modifier to whatever the affected character does. The use of Divine Relationship is unaffected by Luck Control. For 2pt/level, the character can influence probability in one direction only (good or bad). For 4pt/level, the character can do both. Level 1 - Character can impose a +1/-1 modifier on next roll. Level 2 - Character can impose a +2/-2 modifier on next roll. Level 3 - Character can impose a +3/-3 modifier on next roll. Level 4 - Character can impose a +4/-4 modifier on next roll. Level 5 - Character can impose a +5/-5 modifier on next roll. [ Chaos Field (2pt/level) ] The character can create a personal field where the laws of reality are temporarily thrown into a random state, either by enhancing entropic reactions, tweaking probability, or creating a point where multiple reality potentialities converge. Regardless of the source, the character may "gamble" some or all of a roll's bonus in an attempt to produce a favorable result. Chaos Field only has three levels of effect. Divine Relationship *cannot* be used to redo a bad Chaos Field roll. Level 1 - Character can "gamble" up to 1 point of bonus. Roll 1d6. On an odd result, things go the character's way and the bonus for his/her next action becomes -2. On an even result, forces are working against him/her and the next action s/he takes is at a +2 penalty. Level 2 - As above, but the character can gamble 2 points. An odd result produces -4 in bonus, but an even result produces a +4 penalty. Level 3 - As above, but the character can gamble 3 points. Positive results are a -6 bonus, but negative results are a +6 penalty. New Defect: [ Indebted ] The character owes favors to an NPC. This does NOT include money, although a monetary debt can be turned into a favor debt in the course of RP, depending on who the character is indebted to. The NPC can "call in the mark" on a PC at any point; refusing it may mean trouble. 1 Bonus Point - The character owes a couple favors to a friendly person, or one small favor to a dangerous person. 2 Bonus Points - The character owes a favor to a number of non-threatening people, or a number of favors to a dangerous one.