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Post by Frederic Bourgault-Christie on Nov 15, 2005 21:22:37 GMT -5
To make sure you have a complete character, use the following checklist for abilities you have.
Architect/Building: Abilities that create some kind of permanent or durable structure (say, a wall of fire or stone with a set duration) and skills that allow someone to sensibly build structures both fall into this category. In non-combat terms, one wants to be able to construct buildings for hometowns and party members. Area Effect/Multi-Target: Computer/Cyberspace/High Technology: Create/Enchant/Design: Damage: Defense: Disable: Drain/Absorption/Reflection: Energy: Elemental: Harm Invulnerable/Intangible: Interactive/Charismatic/Compulsion/Domination: Invisibility/Illusion/Deception: Long-Range: Lore/Technical: Modular Power: Money-Handling/Haggling/Bargaining/Gambling: These out of combat skills are simple: Get yoself some bling, boy. Precise/Abilities vs. Single Powerful Opponent: Rogue: This class includes abilities like picking locks and pockets, infiltration, and escape. Having someone capable of doing these sort of things can save a lot of aggravation: Rather than blowing a hole through the enemy army, you have Badcat sneak behind the enemy lines and capture what you wanted. Perception/Detection: Physical: Piloting: Reliable v. Risky: Stat-Down/Negative Status Effects: Stat-Up/Positive Status Effects: Subdual/Distraction/Diversion/Capture: Summoning/Force Bolstering: Being able to summon even garbage allies can be incredibly useful. Even weak humanoids can use your powerful healing items and energy weapons, and enough summons can disorient, aggravate and exhaust prospective targets. Terrain – Air: Terrain – Space: Terrain – Underground: Terrain – Water: Transformation/Power-Raising: Transportation/Conveyance: Traps/Preparation Abilities: Unarmed: Weapon:
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