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Morrus

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Step 6: Assign Attributes
The six core Ability Scores represent your character’s basic abilities, but his or her more specific acquired or innate talents and abilities are known as Character Attributes. Any Character Points remaining after you have purchased your character’s Abilities, Race, and Class are available to acquire Attributes.
Character Points may be used to acquire Attributes, but since some represent exotic abilities (such as magical or superhuman powers or abilities innate to non-human races), the GM may choose to place certain restrictions on their availability in his or her particular game setting.
There are many different Character Attributes, each representing a particular talent or special ability. Each Attribute is rated with a Rank from 1-6 (or in a few cases, 1-10), but you can extend it beyond Rank 6 with GM permission. Acquiring an Attribute or increasing it in Rank requires the expenditure of one or more Character Points depending on the Attribute’s Character Point cost per Rank. The Attribute descriptions indicate the Character Point cost, its game effects and limitations, and the Ability most relevant to the Attribute’s use should a Ability check dice roll be needed.
The selection of Attributes is one of the most important steps during character creation. Through Attributes, you define your character’s unique capabilities compared to other individuals. Think carefully about the balance between a few high-rank Attributes and a large number of low-rank Attributes.
If you find yourself needing more Character Points than you have been assigned, consider burdening your character with one or more Character Defects. Each Defect can provide you with an additional Character Point or two, which can be used to acquire more Character Attributes or further increase your character’s Ability Scores.
Modifying Attributes and Adjusting Point Costs
Players may occasionally find that an Attribute does not exactly match their concept of how a particular power or capability should function. The GM (and, with GM permission, the players) may redefine the effects of existing Attributes to better suit particular character concepts. If the GM feels a changed effect makes the Attribute significantly more or less powerful, he or she may alter its Point cost to reflect this.
Additionally, the value of Attributes assumes the setting of the game gives them a good chance of actually being useful in play. If a character is given an Attribute that the GM decides is unlikely to have much, if any, utility in the campaign, he or she can reduce its Character Point Cost or even give the Attribute away for free. If circumstances change and the Attribute becomes useful on a regular basis, the character should pay for the Attribute with Character Points granted through Level progression.
Trading Experience Points for Character Points
In most other d20 System games, Character Points and Attributes do not exist. If you would like to add Anime d20 Attributes to your character from a different d20 System game, your Game Master may allow you to trade Experience Points (XP) for Character Points. Since the number of XP required to obtain the next Level is equal to your character’s current character Level multiplied by 1,000 XP, adding 1 Character Point to your character reduces his or her XP total by 100 x current character Level.
For example, if you want to add one Rank of the Regeneration Attribute (4 Points) to your 4th Level crafty spy character from another d20 System game, your character’s current Experience Point total would be reduced by 1,600 XP (4 Points x 100 x 4th Level = 1,600 XP). Similarly, adding one Rank of the Own A Big Mecha Attribute (8 Points) to your 10th Level ever-questing knight d20 character reduces his or her XP total by 8,000 XP (8 Points x 100 x 10th Level = 8,000 XP).
Of course, this Point exchange also applies for Defects. Each Defect Bonus Point added to your other d20 System character increases his or her XP total by 100 x current character Level.
Using this conversion guideline, any Anime d20 Attribute or Defect can be added to the d20 System game of your choice!

[bar]Table 6-1: Character Attributes[/bar]

Attributes
Point Cost
Ability Score
Adaptation
1 / Rank
Constitution
Alternate Form
2, 3 or 9 / Rank
Constitution
Animal Friendship
1 / Rank
Charisma
Armour
2 or 4 / Rank
Constitution
Art of Distraction
1 / Rank
Charisma
Attack Combat Mastery
3 / Rank
None
Aura of Command
1 / Rank
Charisma
Combination Attack
3 / Rank
None
Computer Scanning
2 / Rank
Intelligence
Contamination
2 or 4 / Rank
None
Damn Healthy!
2 / Rank
None
Defence Combat Mastery
2 / Rank
None
Divine Relationship
1 / Rank
None
Duplicate
6 or 8 / Rank
Constitution
Dynamic Sorcery
8 / Rank
Variable
Elasticity
2 / Rank
Constitution
Energy Bonus
3 / Rank
None
Enhanced [Ability]
1 / Rank
None
Environmental Control
1-2 / Rank
Wisdom
Exorcism
1 / Rank
Wisdom
Extra Arms
1 / Rank
None
Extra Attacks
8 / Rank
None
Extra Defences
3 / Rank
None
Features
1 / Rank
None
Flight
2-4 / Rank
Dexterity
Flunkies
1-2 / Rank
Charisma
Force Field
2-4 / Rank
Wisdom
Healing
4 / Rank
Wisdom
Heightened Awareness
1 / Rank
Wisdom
Heightened Senses
1 / Rank
Wisdom
Highly Skilled
1 / Rank
Variable
Hyperflight
1 / Rank
Constitution
Immunity
10 / Rank
Constitution
Insubstantial
3 / Rank
None
Invisibility
3 / Rank
None
Item of Power
3-4 / Rank
None
Jumping
1 / Rank
Strength
Magic
4 / Rank
None
Massive Damage
2 or 5 / Rank
None
Mechanical Genius
2 / Rank
Intelligence
Metamorphosis
5 / Rank
None
Mimic
7 or 10 / Rank
Intelligence
Mind Control
3-6 / Rank
Wisdom
Mind Shield
1 / Rank
Wisdom
Natural Weapons
1 / Rank
None
Organisational Ties
1-3 / Rank
Charisma
Own a Big Mecha
8 / Rank
None
Personal Gear
2 / Rank
None
Pet Monster
6 / Rank
None
Place of Power
1 / Rank
None
Pocket Dimension
2-4 / Rank
Wisdom
Power Defence
1 / Rank
Variable
Projection
1-4 / Rank
Intelligence
Regeneration
4 / Rank
None
Reincarnation
2 or 4 / Rank
None
Rejuvenation
1 / Rank
Wisdom
Sensory Block
1 / Rank
Intelligence
Servant
2 or 5 / Rank
None
Sixth Sense
1 / Rank
Wisdom
Size Change
1, 5, or 6 / Rank
Constitution
Special Attack
1 or 4 / Rank
None
Special Defence
1 / Rank
None
Special Movement
1 / Rank
Dexterity
Speed
2 / Rank
Dexterity
Spirit Ward
1 / Rank
Wisdom
Superstrength
4 / Rank
Strength
Swarm
2 / Rank
Constitution
Telekinesis
1-2 / Rank
None
Telepathy
1-3 / Rank
Intelligence
Teleport
5 / Rank
Intelligence
Train a Cute Monster
1 / Rank
Wisdom
Transmutation
3-5 / Rank
Intelligence
Tunnelling
2 / Rank
None
Unique Attribute
1-5 / Rank
Variable
Unknown Superhuman Power
Variable
Variable
Water Speed
2 / Rank
None
Wealth
3 / Rank
None
<tbody> </tbody>

Adaptation
Cost: 1 Point/Rank
Relevant Ability: Constitution
Progression: The character is adapted to 1 environment/Rank
The character can adapt to survive in a number of environments hostile to ordinary humans equal to his or her Adaptation Rank. Examples of hostile environments include: acidic/basic liquids, extra dimensional, extreme pressure, intense cold, intense heat, noxious gases, radiation, underwater (the ability to “breathe” water), and vacuum (low pressure, not the absence of air). Adaptation does not apply to non-human characters whose natural environment is not the Earth’s atmosphere (such as a mermaid living in the ocean). In these cases, the character must assign Adaptation (Earth Atmosphere) to survive in normal human environments. Surviving in low- or no-oxygen environments is a Special Defence Attribute, not Adaptation.

The Attribute also provides 2 Points of Armour against environmental conditions and attacks similar to the adapted environment. For example, Adaptation (Heat) provides Armour while in the desert heat and against fiery blasts, while Adaptation (Pressure) provides Armour while deep-sea diving and against a crushing gravity attack. In most natural Earth environments, this Armour provides complete protection against the elements. Adaptation can thus be viewed as a very limited form of the Armour Attribute in many situations. A character with even Rank 1 Armour gains the benefits of Adaptation against normal environmental conditions. Armour does not protect against specific hostile environments that have less tangible damaging effects, such as extra dimensional, noxious gases, and underwater.
Alternate Form
Costs: 2, 3 or 9 Points/Rank
Relevant Ability: Constitution
Progression: The character’s alternate form is built from 10 Character Points/Rank
A character with Alternate Form can instantaneously transform into one other specific form that is determined during character creation and approved by the Game Master. Once selected, the form cannot be altered. Alternate Form allows the character to possess a radica
 

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