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Lord
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Posts : 109
Join date : 2012-10-31

Merits Empty
PostSubject: Merits   Merits EmptyTue Nov 06, 2012 6:06 am

Brilliant (5-point merit)
You are among Some of the brightest minds in the multiverse.
At various Intelligence levels you gain different bonuses.
5: Your intelligence cap is increased by 1
6: You get a -1 to all intelligence rolls (to a minimum of 3)
7: You can no longer botch intelligence rolls
8: Special

Excellence (5-pt Merit)
Your character has a superhuman Ability, something in which he has the potential to be greater than human. Although this Ability is not necessarily automatically better, the character could potentially exceed the bounds of human ability. Such a gift is rare and precious, and many people with this capacity never even manage to fulfill their true potential. In your character's legendary Abilitiy, your character has the potential for a rating of one higher than his maximum. Thus, your character might have the Forgeing of hephestis or the occult knowledge of Merlin. This Merit does not confer such a rating automatically; it must still be purchased with Ability points, freebie points or experience. In addition to the potential for inhuman power, your character has some miraculous capability tied to that Ability. A Character with legendary Athletics might be able to jump 4 times the distance or height of a normal person.This power is generally automatic, and it is subject to the Storyteller's approval. Its potency varies with the character's actual Ability rating, so a character with a legendary Theology of 1 has a weak legendary power that might grow with time and experience. This Merit obviously has the potential for abuse, and it is not appropriate for all chronicles or characters.
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Lord
Admin



Posts : 109
Join date : 2012-10-31

Merits Empty
PostSubject: Re: Merits   Merits EmptyMon Dec 09, 2013 10:09 pm

Unique power (Allomancy) 2pts
This merit can be taken by Mistings, Mistlings or by normal mortals
If taken as a misting You gain access to a second metal you can burn of the 8 Traditional metals
If taken as a mistling You may choose and gain special powers associated with one particular metal (this can be taken by mistings for their single metal)
If taken by a mortal you gain access to any of the 8 basic metals

The metals are a short list of their effects are as follows
Steel - Allows the user to push metal away from them
Iron - Allows the user to pull metal to them
Tin - Allows one to heighten all senses at once
Pewter - Allows one to heighten all physcial attributes
Bronze - Allows one to sense allomantic pulses
Copper - Allows one to hide allmantic pulses
Zinc - Allows one to push on anthers emotions making them stronger
Brass - Allows one to pull on anthers emotions making them less prevalent
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