Tri-Stat dX: New Attributes

New Attributes

Unique Attribute: Contacts
Cost: 2 or 3 Points/Level
Relevant Stat: Soul
Required PMVs: None
Optional PMVs: None
Progression: Linear; +1 Contact each Level
Reduction: Contacts extraordinarily ignorant or unreliable
Restrictions: Contacts demand payment or favors for services; Contacts require a successful roll to reach

This Attribute represents one or more individuals that the character can rely upon to provide information and occasional minor material assistance. Unlike Agents, Henchmen or Servents, the character has no authority to issue orders to his or her Contacts. They are not hirelings, boon companions or thralls. Rather, they are fully-indepenent individuals that help the character for reasons of their own. A contact will virtually never fight on a character's behalf.

Each time a Level of this Attribute is purchased, the player should define (subject to GM approval) exactly what sort of information the Contact is able to provide the character. For example, a player in a 1920s gangbusters campaign might have one Contact in the federal government, another at the local police station, a third monitoring the "street level" crime in the city and another embedded in the inner circle of Al Capone himself.

For 2 Points/Level, the Contact purchased will be in a position to provide the character with important information from time to time. Typically, this information will be obtained secondhand and will usually be useful but not completely reliable.

For 3 Points/Level, the Contact purchased is assumed to have much more intimate knowledge of his area of expertise. Such a Contact is "on the inside", so to speak. Information funneled to the character will genereally be much more complete and reliable.

Unique Attribute: Energy Reserve
Cost: 1 Point/Level
Relevant Stat: Variable
Required PMVs: Duration, Area
Optional PMVs: None
Progression: Linear; +10 Energy Points each Level
Reduction: None
Restrictions: Energy Points useful only for specific purposes; Reserve only recovers under special circumstances

An Energy Reserve represents a source of Energy Points that exists wholly outside the character's regular Energy stock. Typical Energy Reserves include magical crystals that store mystic energy, a starship's fuel core and the battery that powers a superhero's powered armor suit.

The Area PMV determines the number of Energy Points that the Reserve recovers at a time. The amount of time between these recoveries is determined by the Duration PMV reversed (starting at six months and counting up to one round). For example, a Reserve with Area 5 and Duration 6 would recover 5 of its spent Energy Points every hour.

Except as noted above, Energy Points in an Energy Reserve are used by characters just like normal Energy Points, although most characters prefer to use up Energy Points in a Reserve prior to dipping into their own personal stocks.

Unique Attribute: Mind Switch
Cost: 6 Points/Level
Relevant Stat: Mind or Soul
Required PMVs: Range
Optional PMVs: None
Progression: Time Progression Chart, starting at 1 minute
Reduction: User can swap his or her own mind only; only versus a specific target
Restrictions: Switch cannot be reversed prematurely; only versus particular types of targets

This attribute allows the character to move two different minds between their owners' bodies. A successful Soul roll by an unwilling target will stop this effect from taking place for both parties. Both parties must be within the Attribute's Range PMV.

Once a Mind Switch takes effect, each target usually retains its normal Mind and Soul but acquires the Body (as well as all Defects on such) and current Health Points of its new host body. All Skills and Attributes that are primarily mental, magical or psionic in nature and typically retained, while purely physically-based ones are not. Physically-based Attributes of the new host body are generally usable as normal by the visiting mind.

Once the Attribute's duration expires (or sooner, depending on the whim of the character that activated it, who can deactivate it at any time), the two minds automatically return to their original bodies. The only exception to this is if one of those bodies has since died, in which case the switch is, for the remaining living participant, effectively permanent.

Unique Attribute: Owns A Base
Cost: 5 Points/Level
Relevant Stat: None
Required PMVs: Area
Optional PMVs: None
Progression: Linear; +10 Points for Base Attributes/Level
Reduction: None
Restrictions: Conditional ownership; shared ownership; no Armour

A character with this Attribute owns a Base of some kind. This could be a fortified castle, a space station, a wizard's tower, a high-tech mansion, a druid's sacred grove or something else entirely. As long as it's a place that could generally be described as a building or other mostly-immobile long-term area of habitation, it's a Base.

The overall area of a Base is determined by the Area PMV. By default, a Base begins with 20 Health Points and 5 points of Armour. The other details of the Base are determined by the specific Attributes purchased for it with the points gained from Levels of this Attribute (10/Level). As with Mecha, Bases can also take Defects which provide Bonus Points that may then be spent on more Base Attributes.

Typical Base Attributes include Armour (to increase the toughness of its walls), Tough (to increase its Health Points), and Gadgets/Item of Power (to represent miscellaneous important gear built into it). Agents, Henchmen and Servents are usually not appropriate to Bases, but exceptions may be made at GM discretion if the characters represented by these Attributes are assumed to be loyal to the Base itself rather than its owner.

Unique Attribute: Possession
Cost: 8 Points/Level
Relevant Stat: Mind or Soul
Required PMVs: Range
Optional PMVs: None
Progression: Time Progression Chart, starting at 1 minute
Reduction: Only versus a specific target
Restrictions: Possession cannot be ceased prematurely; only versus particular types of targets; body left behind

This Attribute allows the character to completely override the mind of a target, effectively using the target's body as his or her own. A successful Soul roll by the target prevents this effect.

Normally, the character is assumed to disencorporate into invisible, intangible "psychic energy" that physically enters the host body and travels along with it, but if an appropriate Restriction is taken, his or her "true" body may simply be left behind where it is when the Possession is initiated, alive but completely catatonic until its mind returns.

While Posssession is in effect, the character usually retains his or her normal Mind and Soul but acquires the Body (as well as all Defects on such) and current Health Points of the new host body. All Skills and Attributes that are primarily mental, magical or psionic in nature and typically retained, while purely physically-based ones are not. Physically-based Attributes of the new host body are generally usable as normal by the invading mind.

Once the Attribute's duration expires (or sooner, depending on the whim of the character that activated it, who can deactivate it at any time), the character's mind is expelled and he or she automatically returns to his or her original composition alongside the target or to his or her own body if it was left behind somewhere. The only exception to this is if the character's "true" body has died, in which case the character's soul is expelled from its host and consigned to oblivion (effectively killing him or her).

Unique Attribute: Resurrection
Cost: 6 Points/Level
Relevant Stat: Soul
Required PMVs: Range, Targets
Optional PMVs: None
Progression: Time Progression Chart, starting at 10 minutes
Reduction: Target returns to life with permanently-reduced capabilities; Target returned to life for for a limited time only
Restrictions: Limited to a specific target group; target temporarily debilitated following Resurrection

Use of this Attribute allows the character to return deceased beings to life, surpassing at its lowest Level the ability of the Healing Attribute to do so at its highest. The amount of time that a target can remain dead before the character's Resurrection ceases to be able to affect it is a function of the Time Progression Chart.

Unless the GM rules otherwise, targets subjected to Resurrection typically return to life with one Health Point and continue to suffer from any lingering effects (diseases, poisons, etc) that affected them prior to death.

At lower levels of effect, the target's major organs must be present and relatively intact in order for the Resurrection to function. At Level 6, it becomes possible to Resurrect even grossly dismembered and otherwise mangled targets, provided that the majority of the corpse is available. At Level 10, full Resurrection is possible as long as even the smallest amount of the target's body remains (a pinch of dust or a single bone will do).

New Special Attack Abilities

Non-Standard Defense

This Ability represents an attack that ignores most conventional forms of physical protection entirely. When this Ability is taken, the player must specify a particular defense (subject to GM approval) that can nullify the attack utterly. If the target possesses this defense in any form or quantity, he or she is wholly unaffected by any use of the attack. If the target does not possess this defense at all, he or she suffers full rolled damage automatically (any Armour or Force Fields are ignored). Some examples of appropriate Non-Standard Defenses include self-contained breathing or a lack of need to breathe (for a poison gas attack) and being sheathed in non-conductive material (for an electrical attack). Non-Standard Defense counts as three Abilities.


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