CP Allotment: 15 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. - 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) 25 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 from Suikoden than something from Gundam. It's a matter of style, not ability restriction - "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 have them. (Mind) x 5 points for Skills. - Skill set is "Modern 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. Background points will be provided for especially detailed backgrounds. One or two paragraphs minimum is required regardless. New Special Attributes: [ Duplicate (4 CP/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, but if good or bad luck is granted to a roll and the recipient chooses to reroll with DR, the luck modifier is lost. 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.