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 The Attribute Guide

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PostSubject: The Attribute Guide   The Attribute Guide I_icon_minitimeTue Feb 16, 2021 9:08 pm

_//The Attribute Guide


  • ​Power - Melee Damage & Rolls. Non-Combat Strength Related Rolls (Lifting Stuff).
  • Control - Range Damage & Rolls. Non-Combat Reflex Related Rolls (Reaction Time).
  • Arcane - Magic Damage & Rolls.  Also counts towards Arcane Wisdom.
  • Athletic - Dodge, Hand2Hand Combat & Athletic Rolls. Non-Combat (Running Away).
  • Knowhow - Bonus Skills.
  • Willpower - Defensive Bonuses.
  • Fate - Offensive Bonuses.



The Attribute Guide 3q4t3310

_//Power
Your Power determines how strong you are, as well as how good you are at focusing that power to do what you want. Power isn't so much about brute force, as it is about applying the strength you do have effectively. Moving rubble? Smashing doors? You need Power to get through.

_//Affects: Melee Attacks & Rolls.

Stat Total
+DMG Mod
Roll Mod
Bonuses
91-100 Power+50 DMG+6 Pow RollsPower Skills Coming Soon...
81- 90 Power+45 DMG+5 Pow RollsNone
71- 80 Power+40 DMG+5 Pow RollsNone
61 - 70 Power+35 DMG+4 Pow RollsPower Skills Coming Soon...
51 - 60 Power+30 DMG+4 Pow RollsNone
41 - 50 Power+25 DMG+3 Pow RollsPower Skills Coming Soon...
31 - 40 Power+20 DMG+2 Pow RollsNone
21 - 30 Power+15 DMG+1 Pow RollsNone
11 - 20 Power+10 DMG+0 Pow RollsNone
6 - 10 Power+5 DMG-1 Pow RollsNone
1 - 5 Power+0 DMG-2 Pow Rolls...ahahahah

_//Control
Your Control determines how steady your hands are, how able you are to sit still and quiet and how precise your movements can be. Being a good shot with ranged weapons has more to do with your control than your perception. Surgeons, snipers, and other specialties requiring finesse and dexterity should have good Control.

_//Affects: Ranged Attacks & Rolls.


Stat Total+DMG ModRoll ModBonuses
91-100 Control+50 DMG+6 Con RollsControl Skills Coming Soon...
81- 90 Control+45 DMG+5 Con RollsNone
71- 80 Control+40 DMG+5 Con RollsNone
61 - 70 Control+35 DMG+4 Con RollsControl Skills Coming Soon...
51 - 60 Control+30 DMG+4 Con RollsNone
41 - 50 Control+25 DMG+3 Con RollsControl Skills Coming Soon...
31 - 40 Control+20 DMG+2 Con RollsNone
21 - 30 Control+15 DMG+1 Con RollsNone
11 - 20 Control+10 DMG+0 Con RollsNone
6 - 10 Control+5 DMG-1 Con RollsNone
1 - 5 Control+0 DMG-2 Con Rolls...ahahahah


_//Arcane
Arcane describes your ability to learn and perform the Arcane Arts. If it needs magic, you need Arcane.  From a simple flame to light a cigarette to summoning an ancient thousand foot golem to do your bidding.

_//Affects: Bonuses to Magic Attacks & Rolls.

Stat Total+DMG ModRoll ModBonuses
91-100 Arcane+50 DMG+6 Arc RollsArcane Skills Coming Soon...
81- 90 Arcane+45 DMG+5 Arc RollsNone
71- 80 Arcane+40 DMG+5 Arc RollsNone
61 - 70 Arcane+35 DMG+4 Arc RollsArcane Skills Coming Soon...
51 - 60 Arcane+30 DMG+4 Arc RollsNone
41 - 50 Arcane+25 DMG+3 Arc RollsArcaneSkills Coming Soon...
31 - 40 Arcane+20 DMG+2 Arc RollsNone
21 - 30 Arcane+15 DMG+1 Arc RollsNone
11 - 20 Arcane+10 DMG+0 Arc RollsNone
6 - 10 Arcane+5 DMG-1 Arc RollsNone
1 - 5 Arcane+0 DMG-2 Arc Rolls...ahahahah

_//Athletic
Your athletic ability. The ability to lift stuff, run longer, jump higher, and climb faster. The more athletic you are, the better you can dodge attacks, absorb strikes, and take advantage of your opponent's mistakes when aiming your own punches and kicks. Athleticism works together with Power and Control to define your particular abilities. Running from place to place? Scaling walls? Taking death-defying leaps? You'll need your Athletic abilities to carry the day.​

If you have higher Power, then Athletics favors deflecting attacks, throwing punches, and grappling your opponents. If you have higher Control, then Athletics favors dodging attacks, striking rapidly, and avoiding injury.  Power Users cannot deflect everything though.  If 1/2 of the ranged attacks are at the Power User, they can roll to deflect.  However, they can't deflect lasers or magic.  Most would see this as a nerf, but the buff there is that they can use their DMG Bonus for Hand2Hand Attacks.  Whereas if a Control User is fighting H2H they do 1/2 DMG (rounded up to nearest 5), so if a Controller User gives you a karate kick to the head for 35 DMG it only does 20 DMG.  And the Power User does the same, it'll do 35 DMG.

_//Affects: Dodge/Deflect & Athletic Rolls (lifting, jumping, running.)
_ The DMG Charter here is mostly for h2h Classes like Shadowrunners and soon to be Monks.


Stat Total+DMG ModRoll ModBonuses
91-100 Athletics+50 DMG+6 Ath RollsAthletic Skills Coming Soon...
81- 90 Athletics+45 DMG+5 Ath  RollsNone
71- 80 Athletics+40 DMG+5 Ath  RollsNone
61 - 70 Athletics+35 DMG+4 Ath  RollsAthleticsSkills Coming Soon...
51 - 60 Athletics+30 DMG+4 Ath  RollsNone
41 - 50 Athletics+25 DMG+3 Ath  RollsAthletics Skills Coming Soon...
31 - Athletics+20 DMG+2 Ath  RollsNone
21 - 30 Athletics+15 DMG+1 Ath  RollsNone
11 - 20 Athletics+10 DMG+0 Ath  RollsNone
6 - 10 Athletics+5 DMG-1 Ath  RollsNone
1 - 5 Athletics+0 DMG-2 Ath  Rolls...ahahahah
//_General Roleplay Athletic Rules

If your character has more Power than Control, your ability to lift objects is the Athletic Attribute x 10. So if your Power is 30, you can lift around 300 lbs. Anything near that number causes you to sweat. If the object is 1/2 that. So around 150 lbs., your character will have no problem and can even throw it. However, you do still have to roll to lift that object.  If you're a smaller person and have great Power, RP it off as using leverage to move or lift stuff.  Don't need no 5 foot tall 100 lbs people throwing cars or anything.

When it comes to running, the top speed your character can reach is

Athletic Attribute + Control / 4.  So if your Control is 20, and your Athletic is 20.  You can run about 10 MPH.  Just about fast enough to dodge incoming flying cars from 5 foot tall 100 lbs people.  The fastest human alive now can run about 30 MPH.  So by the time you get to 60 Control and 41 Athletic, you're basically an Olympic Runner.

When it comes to jumping, it will combines Power and Control.

Ath+Pow+Con / 4 = How many feet you can jump.

So if your ATH is 20, Pow is 45 and Con is 15.. you can jump 12 feet.  Still have to roll though.

And standing jump is 1/2 that.

If your character has more Control than Power, your ability to lift objects is Power x10 /2. So if your power is 30. You can lift about 150 lbs. However, generally, you can at least lift your own body weight after 20 Power.


_//Knowhow
Knowhow provides a general sense of how much your character knows. All specialized knowledge, anything from driving cars, to hacking computers, or even understanding ancient languages - it all falls under Knowhow.  For every 5 points of Knowhow, you can learn two subjects and get 2 Points to spend, but can't add both to same subject. If you choose a subject you already know (which may be done up to 5 times), you will receive an additional +1. You will also gain greater renown in that field. The roll modifier can affect anything in the field. As an example. A Doctor may apply to healing wounds, identifying illnesses, pointing out weak points, or any other roll that relates to the medical sciences, anatomy, pharmacology, etc.  However, attempting something in a field for which you have no knowledge will be attempted with a -5 penalty.  Some Knowhow offer abilities or bonuses.

It is your job to remind the GM about them and any bonus you may receive.

_//Affects: The ability to learn and understand things.

- See the Knowhow Pools in the Reply Below this - 


_//Willpower

Willpower affects mental fortitude and overall conviction.

_//Affects: Defensive Bonuses.


Stat Total+Extra HP ModLife ModBonuses
91-100 Will+50 HP Per Level+5 Extra Lives Per LevelWillpower Bonuses Coming Soon...
81- 90 Will+40 HP Per Level+4 Extra Lives Per LevelNone
71- 80 Will+35 HP Per Level+3 Extra Lives Per LevelNone
61 - 70 Will+30 HP Per Level+3 Extra Lives Per LevelWillpower Bonuses Coming Soon...
51 - 60 Will+25 HP Per Level+2 Extra Lives Per LevelNone
41 - 50 Will+20 HP Per Level+2 Extra Lives Per LevelChoose a 40 Will Bonus Below
31 - 40 Will+15 HP Per Level+1 Extra Life Per LevelNone
21 - 30 Will+10 HP Per Level+1 Extra Life Per LevelChoose a 20 Will Bonus Below
11 - 20 Will+0 HP Per Level+0None
6 - 10 Will+0 HP Per Level-0None
1 - 5 Will+0 HP Per Level-0
_//Willpower=21 Bonuses


_//He Has Risen! - When you reach 0 hp, you rise again with an extra HP.  Base Willpower x2.
_//Once Per Quest

or

_//I am Immune! - You may choose one buff from the following: Fire, Earth, Water, Wind, Curses, Infections, Radiation, Broken Hearts <3 Sad, poisons etc..  You will now only be affected by half of this power's dmg or effects.
_//Passive & Permanent 


_//Willpower=41 Bonuses

_//Not This Time! - For the first round of attacks against you, you take half damage.
_//Once Per Quest

or 

_//Not Today! - When your armor is destroyed and you're facing certain death.  The round of attacks that may end your life in a quest, everyone has a chance to roll to dodge them, you have a chance to do it twice.  
_//Once Per Quest


_//Fate

Fortune sides with he who dares.

_//Affects: Offensive Bonuses.


Stat Total+Extra MP ModRoll ModBonuses
91-100 Fate+50 MP Per Level+5 All RollsFate Bonuses Coming Soon...
81- 90 Fate+40 MP Per Level+4  All RollsNone
71- 80 Fate+35 MP Per Level+3  All RollsNone
61 - 70 Fate+30 MP Per Level+3  All RollsFate Bonuses Coming Soon...
51 - 60 Fate+25 MP Per Level+2  All RollsNone
41 - 50 Fate+20 MP Per Level+2  All RollsChoose a 40 Fate Bonus Below
31 - 40 Fate+15 MP Per Level+1  All RollsNone
21 - 30 Fate+10 MP Per Level+1 All RollsChoose a 20 Fate Bonus Below
11 - 20 Fate+0 MP Per Level+0None
6 - 10 Fate+0 MP Per Level-0None
1 - 5 Fate+0 MP Per Level-0

_//Fate=21 Bonuses


_//Threat Level Midnight - Ignore a threat from a GM.
_//Once Per Quest
or

_//That Didn't Happen - Ever want a second chance? Now you have it. Reroll a roll.
_//Once Per Quest

_//Fate=41 Bonuses





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PostSubject: Re: The Attribute Guide   The Attribute Guide I_icon_minitimeThu Mar 11, 2021 5:17 pm

_//Knowhow
Knowhow provides a general sense of how much your character knows. All specialized knowledge, anything from driving cars, to hacking computers, or even understanding ancient languages - it all falls under Knowhow.  For every 5 points of Knowhow, you can learn two subjects and get 2 Points to spend, but can't add both to same subject. If you choose a subject you already know (which may be done up to 5 times), you will receive an additional +1. You will also gain greater renown in that field. The roll modifier can affect anything in the field. As an example. A Doctor may apply to healing wounds, identifying illnesses, pointing out weak points, or any other roll that relates to the medical sciences, anatomy, pharmacology, etc.  However, attempting something in a field for which you have no knowledge will be attempted with a -5 penalty.  Some Knowhow offer abilities or bonuses.

It is your job to remind the GM about them and any bonus you may receive.

_//Affects: The ability to learn and understand things.


_//Knowhow_Healer
During a long battle, quest or campaign, it is a highly intelligent decision to bring along a healer with you. Whether a medic by trade or just someone who happens to know their way around a First Aid Kit. The Healer Field obviously best suits those who choose the Medic Class, but there are advantages to being a Healer even if you aren't a Medic by trade. This skill set benefits the Medic for obvious reasons. As they don't need magic or items to heal people. Just using what's around them, the more they know will effect how well they do their job.

Purpose: Bonuses to rolls involving healing people whether by magic or technological means.

Rank TitleModRoll ModBonuses
+1 - School Nurse+50 HP Per Heal+1 to Healing Rolls
+2 - Medical Intern+100 HP Per Heal+2 to Healing Rolls
+3 - Resident+150 HP Per Heal+3 to Healing Rolls+25 EXP when 2+ Allies Healed Per Quest
+4 - Physician+200 HP Per Heal+4 to Healing Rolls+50 EXP when 2+ Allies Healed Per Quest
+5 - Surgeon+300 HP Per Heal+5 to Healing Rolls+100 EXP when 4+ Allies Healed Per Quest
_//Healer: Special Skills

_//Revive From Dead - If a Player has died during battle, the Medic acquires the ability to bring them back from the dead. They will have HP based on the Mod of the Healer's bonus.  50 HP for Rank 1, 100 HP for Rank 2, 150 HP for Rank 3, 200 HP for Rank 4 etc..
//_Once Per Quest.


_//Knowhow_Subterfuge
In a game where the people who aren't supposed to know you're there.. know you are there, the ability to prove how stealthy you are comes in handy. Whether you are sneaking up on an enemy, hiding in plain site with a disguise on or not being recognized as an enemy during a firefight. This skill set benefits the Stalker the most. The lightly armored DPS machines.  Being able to avoid the chance at taking damage is what they're about, but anyone if given the chance, would avoid being shot as well.  The Stalker will earn Bonuses to rolls and attacks before a fight actually begins. While the Non-Stalker can pretend he's Batman for a few minutes.

Purpose: Bonuses to being elusive, hiding, disguises and not being noticed.







Rank Title
Mod
Roll Mod
Bonuses
+1 - Glue On Mustache
+50 DMG 1st Attack from Stealth
+1 to Stealth Rolls
None
+2 - Incognito
+100 DMG 1st Attack from Stealth
+2 to Stealth Rolls
None
+3 - NAVY Seals!
+100 DMG 1st two Attacks from Stealth
+3 to Stealth Rolls
+25 EXP when enemy killed in Stealth
+4 - Wolverines!
+100 DMG All First Round Attacks
+4 to Stealth Rolls
+50 EXP when 2+ enemies killed in Stealth.
+5 - I am The Night
+100 DMG First Round
+Roll to stay in Stealth for Enemy Attack
+5 to Stealth Rolls
+100 EXP when 4+ Allies killed in Stealth

_//Subterfuge: Special Skills​

_//Undetected - Unless he makes himself known or the enemy has thermal cameras, a  player who has mastered Subterfuge can pass right in front of an enemy without being spotted. Whereas, all the other bonuses aid in being stealthy. Generally, if you are in the field of vision of an enemy. He will see you. Not anymore. You don't have to roll to avoid being seen.  Requires +5 Rank.
//_Once Per Quest.


_//Knowhow_Driver
Whether you're rolling down the street on a moped or pulling back the throttle of a fighter jet. The ability to manipulate vehicles all comes down to one basic understanding.  The Need.. for.. Speed.  Whether or not you've ever played a video game similar to what you're about to attempt.  The ability to operate vehicles in this world is a luxury many either do not have the money or the time to learn.  If you're one of the few who possess the prowess to operate a vehicle in any capacity, then you have probably found some way to make use of your skill.  Whether you're running operations flying a helicopter for the military or delivering a bag of greasy Chinese food down the street - both understand one thing - that this Knowhow Ability is probably going to be tweaked in the near future once people find a way to abuse it. The basic understanding of driving is.  For every Knowhow Point, you can operate a vehicle at 50 mph. Any faster than that, you lose control.

Also, No Air-Vehicles until you reach +3.

Purpose:    Bonuses to being driving or operating any vehicle.
Driving Job:  Websters defines a driving job in this game as either a Event Heist or a Quest where transport is required and a driver's services aren't required, but adds to the roleplay if an actual player can take on the roll.


Rank TitleModRoll ModBonuses
+1 - Lightning McQueen+50 to 80 MPH+1 to Drive Rolls
+2 - Steve McQueen+80 to 100 MPH+2 to Drive Rolls
+$50Per Driving Job
+3 - Jason Statham+100 to 120 MPH+3 to Drive Rolls+$50/50 EXP Per Driving Job
+4 - Vin Diesel+100 to 150 MPH+4 to Drive Rolls+$100/100 EXP Per Driving Job
+5 - Mad Max+150 to 200 MPH+5 to Drive Rolls+$100/100 EXP Per Driving Job

_//Driver: Special Skills

_//Wreckless - There are Sunday Drivers and then there's you. The difference being that when a car has amassed a great deal of damage it either stops working or becomes impossible to control. The Driver who has mastered their Driving Knowhow has the ability to drive a vehicle well past the point of no return. Even if the vehicle has 0HP left, he can still control it. Either until it reaches -200 HP or a GM says no mas. Requires +5 Rank.
_//Once Per Quest.

_//Drive-By - Driving and shooting out of a vehicle at the same time is only possible for two classes. The Road Warrior and The Gunslinger. Now even a four-eyed nerdy Cyberpunk has the ability to shoot out of a moving vehicle whilst operating it. They of course still have to roll for it. For everyone else, it's hands at 10 and 2.
_//Passive. Always works.


_//Knowhow_Gearhead
In a world where 70% of the old world hasn't been touched for the last two hundred years. You're bound to come across a piece of old-world tech that is no longer functioning the way it should. Whether it is a old security door in a long since abandoned military complex in the middle of the desert or an engine. Some of the time this Knowhow Skill will cross streams with Wired and it is up the GM to decide whether or not he cares. Usually, the Gearhead Skills apply to old-world tech (things that exist in today's world): trains, engines, old computers. Where as Wired Skills apply to things that don't exist yet, new world tech (things that don't exist yet): security laser grids, retinal scanning security doors and of course - computers.  

Purpose: Bonuses to manipulating or building mechanical objects. Such as cars, engines, trains and vacuum cleaners.
- What does 'Manipulate' mean you may ask.  It means to get something to work in it's intended purpose or even unintended purposes.  Want to activate an old crane to pick up an object and clear a path?  Roll for it.  Want to use that same crane to pick up and object and drop it on an enemy?  Roll for it.  Have you run out of weapons but found a shop vac, an air compressor and a bunch of nails?  Want to turn that into a weapon that vacuums junk off the floor and turns whatever it sucks up into a ballistic shot gun?  Roll for it.

A Simple Object:  Locks, Pullies, Door Jams, Levers.
A Simple Machine:  A tractor engine, an old car, a lawn mower, farm equipment, heavy machinery.
A Complex Machine:  A rocket, a jet engine.
All of this is at GM discretion.  What you were able to do in one quest you may not be able to do in another.. The GM sets the rules and could simply say 'well this one is more destroyed than the last one you worked with'.  Don't argue with the GM.


Rank TitleModRoll ModBonuses
+1 - Shop StudentManipulate Simple Objects+1 to Gearhead Rolls
+2 - Grease MonkeyManipulate Simple Machinery+2 to Gearhead Rolls+50 EXP per Item Manipulated in Quest
+3 - Engineering MajorCreate Simple Objects+3 to Gearhead Rolls+50 EXP per Item Created in Quest
+4 - NASA InternManipulate Complex Machines+4 to Gearhead Rolls+100 EXP per Item Manipulated
+5 - Rocket ScientistCreate Complex Machines+5 to Gearhead Rolls+100 EXP per Item that Benefits Party

_//Knowhow_Attraction

Some of us have just got it going on.  Whether it's a charm, your looks or the general way you carry yourself.  You possess swagger that others will pick up, notice or even be taken off guard by.  This can be used for various means but mostly to persuade many NPC's at GM's Discretion and mostly of the opposite sex.  It's not all about looks.. it's charisma, leadership and general inspiration.


Purpose: Bonuses to slick, suave, informing and gathering info or access from opposite sex or interested parties The Attribute Guide Icon_wink


Rank TitleModRoll Mod                  Bonuses
+1 - Charming AFRoll to gain extra info may 
lead to Double Common Bonus.
+1 to Attraction Rolls+25 EXP when NPC is Charmed
+2 - Rico SuaveRoll to gain extra info may
lead to Special Loot Bonus
.
+2 to Attraction Rolls+50 EXP when NPC is Charmed
+3 - Ryan GoslingRoll to gain extra info may
lead to Rare Loot Bonus
+3 to Attraction Rolls+75 EXP when NPC Group is Charmed
+4 - Hugh JackmanRoll to gain extra info may
lead to Epic Loot Bonus
+4 to Attraction Rolls+100 EXP when NPC Group is Charmed
+5 - Cool Hand LukeRoll to gain extra info may
lead to Legendary Loot Bonus
+5 to Attraction Rolls+100 EXP if info shared with group leads 
to acquiring Rare, Epic or Legend Loot.

_//Attraction Skills

_//Puppy Dog Eyes - For reasons unknown.  Whether the enemy looks at you.. determines you're not as much of a threat or simply doesn't want to hurt you.. or maybe he wants to save you for last.  The bad guy will lock eyes with you and decide not to attack you this round. - Requires +5 Rank.
_//Once Per Quest.


_//Knowhow_Politician
Some of us have got a way with words.  Even if you're speaking to a crowd you have zero connection with or influence over.  The Politician is able to gain influence over some masses without having to resort to fear or pandering.  They may also be able to settle disputes or gain favor in certain situations by offering other alternatives.  

Purpose: Gain info, sway the masses, settle deals, bargain for trades or new deals.

Rank TitleModRoll Mod                  Bonuses
+1 - BushRoll to sway public opinion etc..
5 or fewer people.
+1 to Politician Rolls+25 EXP when NPC is Charmed
+2 - ClintonRoll to sway public opinion etc..
10 or fewer people.
+2 to Politician Rolls+50 EXP when NPC is Charmed
+3 - TeddyRoll to sway public opinion etc..
50 or fewer people.
+3 to Politician Rolls+75 EXP when NPC Group is Charmed
+4 - KennedyRoll to sway public opinion etc..
100's of  people.
+4 to Politician Rolls+100 EXP when NPC Group is Charmed
+5 - ReaganRoll to sway public opinion etc..
1000's of people.
+5 to Politician Rolls+100 EXP if info shared with group leads 
to acquiring Rare, Epic or Legend Loot.

_//Subterfuge: Attraction

_//Puppy Dog Eyes - For reasons unknown.  Whether the enemy looks at you.. determines you're not as much of a threat or simply doesn't want to hurt you.. or maybe he wants to save you for last.  The bad guy will lock eyes with you and decide not to attack you this round. - Requires +5 Rank.
_//Once Per Quest.

Perception - Bonuses to noticing things that other people might miss.
+1 - Pink Panther
+2 - Haratio
+3 - FBI
+4 - CSI
+5 - Sherlock

Scavenger - Look for loot, treasure or sniff out something special.
+1
+2
+3
+4
+5

Terrorist - Bonuses to basically creating bombs and such.
+1
+2
+3
+4
+5

Wired - Bonuses to manipulating electric devices and hacking.
+1 - "The internet is a series of tubes.."
+2 - Cable Guy
+3 - Geek Squad
+4 - Enter The Matrix
+5 - Matthew Broderick in War Games

Thief - Bonuses to picking locks, disarming traps and setting traps.
+1 - "just kick it down"
+2 - "I think i got it, nope lost it"
+3 - "just give me one more second"
+4 - "give me a hairpin and a stick of gum"
+5 - "that one wasn't even locked"

Tracker - Bonuses to knowing where you are, where you're going and where others are and were.
+1 - "It's just a whiff of clouds."
+2 - "Great, where are we going?"
+3 - "At dawn, look to the East."
+4 - "A red sun rises, blood has been spilled this night."
+5 - "Legolas, what do your elf eyes see?"

Scholar - Bonuses to knowing other languages, histories and other things you shouldn't.
+1 - High School Dropout
+2 - College Dropout
+3 - Mr. Know-It-All
+4 - Renaissance Man
+5 - Human Encyclopedia


Trapper - Bonuses to creating traps out of random junk.
+1
+2
+3
+4
+5


Street Chemist - Create drugs with one use effects for quests.
+1
+2
+3
+4
+5

Potion Maker - Create potions with one use effects for quests.
+1
+2
+3
+4
+5
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