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Edit Features
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The character possesses various secondary abilities that grant useful, but minor, advantages. The GM may decide that some specific features are too trivial (in the context of the campaign) to require characters to purchase this Attribute to represent it. In particular, a character or Item need not acquire accessories that are purely descriptive, implied by other Attributes (such ATTRIBUTES as fins if you have Water Speed), or are ubiquitous given its size and other functions (like headlights or safety belts in a modern vehicle, or fur/feathers on an animal). GMs should take care not to make individual Features too important. If a Feature is so useful that every character needs it to thrive and survive, than it shouldn’t be just a Feature. See Table-08: Example Features for a partial list of Features that the GM may make available in your game. You are encouraged to create custom Features as well. **PERSONAL FEATURES** Features can also be used to grant various minor talents, such as eidetic memory, perfect pitch, the knowledge of foreign languages, or weather sense. Personal features of this sort may grant a minor edge (page 182) on Stat or Skill rolls in certain circumstances. **RACIAL FEATURES** Features possessed by non-humans can reflect various small biological advantages provided they are not covered by other Attributes. **Examples** of racial features include low-light vision (like a cat possesses, not the ability to see in total darkness), a pouch, light armour (with Armour Rating 1-4), etc. A wide range of other Attributes covers other more useful racial abilities and features such as wings (see Flight, page 94), fangs (see Weapon, page 132), and super hearing (see Heightened Senses, page 97). Highly useful abilities are best represented by Attributes and not Features. **TECHNOLOGICAL FEATURES** These are usually assigned to robots, androids, or cyborgs, or embodied in Items such as vehicles or hand-held gadgets. **Examples** include modern phone, personal computer, radar detector, tool kit, etc. Most technological Gear (page 95) can be represented as a single Feature with no other Attributes, though trivial or common Features need not be assigned. FEATURES (APPEARANCE) Characters may be reasonably attractive (or average, or mildly unattractive) at no Character Point cost. Features (Appearance) represents outstanding looks that will turn heads and influence reactions. This Feature may be further defined as beauty (engendering romantic attraction if so inclined) or cuteness (encouraging feelings of protectiveness). Appearance may be assigned multiple times indicates to represent heightened levels of extreme beauty or cuteness, with Appearance x3 usually representing world-class appeal. **EXAMPLE FEATURES** Personal Features Racial Features Technological Features Ambidexterity 360˚ Vision Alarm System Animal Empathy Camouflage Basic AI (0 Stats) Appearance Fluid Squirting Camera Auditory Discrimination Gills Communication Suite (Comms) Breath/Heartbeat Control Heat Regulation Data Backup Auto System Depth Awareness Homing Instinct Ejection Seat Direction Sense Light Armour (Armour Rating 1-4) Emergency Lights/Siren Eidetic Memory Light Weaponry (5 Damage) Fast Acceleration (for mecha) Famous (Beneficial) Long Tongue Global Positioning System (GPS) Foreign Language Longevity Gyrocompass Hypermobility (Double-Jointed) Low-Light Vision Highly Manoeuvrable (for mecha) Light Sleeper Multiple Hearts Identity Verifier Lightning Calculator Nictitating Membrane Life Monitory Systems Mimic Sound Pouch Luxurious Decor Perfect Pitch Retractable Claws Modern Vehicle Tech Suite Range Sense Scent Glands Naked Enhancement (see page 197) Spacial Sense Scentless Radar Detector Speed Reading Sexual Duality Revolving License Plate Time Sense Ultrasonic Communication Smartphone Weather Sense Webbed Feet/Hands/Paws Tool or Medical Kit08 **05: ATTRIBUTES05: ATTRIBUTES** FEATURES (SMALLER ITEM) Two extra Levels of this Feature should be assigned to small mecha and Items that are used in combat situations – small vehicles, tiny robots, spy hover-cams, small drone assistants, etc. For every Size Rank (page 157) the Item is below the default (Medium; Size 0), the Item must have +2 Levels of Features assigned (costing 2 Character Point), regardless how many other Features are assigned. Smaller Items have the advantage of being light and hard to notice and also make smaller targets in ranged combat. For every Size Rank the target is smaller than the attacker, the attacker receives a -2 penalty to hit with a ranged weapon. Conversely, for every Size Rank the target is larger than the attacker, the attacker receives a +2 bonus with a ranged weapon. For example, if a Small Item (Size -1) and a Diminutive Item (Size -3) are in ranged combat, the Small Item gains a -4 penalty to hit while the Diminutive Item gains a +4 bonus to hit.
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