Character Sheet Reference

Displaying all 3 Skills
Skill Description Created / Updated
Charm

An individual's ability to positively influence others by power of the spoken word. Starting from convincing a single individual to do something they might have done anyway, an individual progresses in this skill to become adept at leveraging the power of the spoken word to diffuse heated arguments in high-stakes political situations. Progression in this skill also comes with the ability to understand others’ motivations, needs and wants. This skill acts as a counterpart to Intimidation, which deals with influencing others through aggression and coercion rather than understanding and diplomacy. The success of this skill depends on a target’s Resolve.

Charm +0: You can maintain polite and friendly conversations with others but struggle to persuade anyone to do anything they wouldn’t already do.

Charm +1: You have a better understanding of people's emotions and can identify common ground in conversations, though persuading others may require more effort. You can haggle prices to a small degree.

Charm +2: You can come into a volatile situation and diffuse it with some effort, able to sway both sides of a debate. You can regularly convince people to change their opinion on something.

Charm +3: You can negotiate, empathize, and charm your way to mutually satisfying conclusions with ease. You can convince people to do things that they were once strongly against. Conflict de-escalation and mediation have become your forte.

Charm +4: A shrewd negotiator, an expert diplomat and a charismatic salesman: you hold the floor in high-power meetings. Able to navigate complex situations with multiple sides wanting different things, you find common ground and mutually beneficial solutions. Your debating skills can lead people to doubt their core beliefs

Charm +5: You sell sand on Tatooine. Anakin Skywalker is your best customer.

Related Feats: Bad Cop, Built Bridges, Crooked Smile, Cry No More, Fear Will Keep Them In Line, Fosh: Mockingbird, Golden Envoy Presence, Good Cop, I Know That Feel, Bro, Nagai: Soothing Siren, Silver Tongue I, Silver Tongue II, Silver Tongue III, Sociopath, The Pen is Mightier, True Colors, Your Reputation Precedes You, and Zeltron: Sun's Getting Real Low

Prerequisites: None

2023/11/08 / 2023/11/08
Might

Measure an individual's capacity for raw feats of physical strength. Might represents the force that can be applied towards moving, throwing, or otherwise displacing matter when uninjured, well rested, or otherwise in peak condition. It is indicative of the force behind attacks as well as labor oriented tasks.

Might +0: You can go about the daily activity of interacting with objects like boxes, bags, or weapons. Anything that you can get a grip on can be moved, lifted, or thrown, but heavy objects relative to your body weight will cause strain. Untrained attacks won't do much beyond annoy others when full force is applied.

Might +1: You are able to lift large boxes, carry heavy bags and know the basics of leveraging your physicality for optimal output. Untrained attacks will hurt but not disorient an opponent.

Might +2: Heavy boxes, bags, and large objects such as metal chairs offer little difficulty and you know exactly how to leverage your physicality with enough preparation. Untrained attacks will leave an unprotected opponent shaken when full force is applied.

Might +3: You can handle heavy objects like tables and weights with ease and you can leverage your physicality in the heat of the moment. Untrained attacks will leave an unprotected opponent disoriented when full force is applied.

Might +4: You can, with enough effort and time, perform superhuman feats of strength and leverage your physicality at all times. Untrained attacks will leave an unprotected opponent knocked out when full force is applied.

Might +5: Superhuman feats of strength are commonplace, leaving an impression of raw power and full control over your physicality. Untrained attacks will leave an unprotected opponent with broken bones when full force is applied.

Related Feats: Aleena: Bite Size, Flex This Hard, Freight Train, Iron Pillar I, Iron Pillar II, Iron Pillar III, Muscle Armor, Restoration Trooper: Immovable Object, Technocrat, and Wookiee: Let the Wookiee Win

Prerequisites: None

2013/07/20 / 2018/01/16
Stamina

Measures how long an individual can maintain their peak Athletic ability and full Might. It weighs how well your character maintains their stamina through obstacles like fatigue and non-inhibiting wounds (doesn’t prevent proper functioning), maintaining their level of physical stamina over a period of time despite feeling pain or tiredness.

Stamina +0: Daily activity is a breeze, but you often find yourself winded after trying to chase down an escaped nerf or otherwise physically exerting yourself. You find most non-inhibiting wounds difficult to push past.

Stamina +1: You’ve gotten yourself into basic shape and can easily run up and down stairs all day or go for a run through an obstacle course. Your physical skills will deteriorate if you don’t get enough rest between skirmishes, but you can still maintain your stamina despite superficial, non-inhibiting wounds.

Stamina +2: On par with a seasoned military soldier. You go on long-distance runs daily and rarely get winded unless under heavy duress or wounded. You can come out of a bar-room brawl panting but are able to keep going about your daily activities. Lack of sleep and non-inhibiting wounds will catch up with you after a short time.

Stamina +3: You can function at the peak of your abilities when battered and on as little as an hour or so of sleep each night. You can maintain your physical abilities even with moderate, non-inhibiting wounds, and can finish a marathon panting but able to function after some down time.

Stamina +4: After finishing running a marathon, you are ready to run another. Even with non-inhibiting wounds, you can keep pushing your body with little sleep, and it will take a while for it to catch up with you.

Stamina +5: Even with severe, non-inhibiting wounds, you can push your body without need for rest. You can maintain your full athleticism and strength even in the 11th hour of the 7th day.

Related Feats: Aleena: Bite Size, Crystal Ascendant: Unstoppable Force, Iron Pillar I, Iron Pillar II, Iron Pillar III, Muscle Armor, Restoration Trooper: Immovable Object, Second Skin I, Second Skin II, Surge I, Surge II, Surge III, Technocrat, The Thrill, and Ugnaught: It's Off To Work We Go

Prerequisites: None

2013/07/20 / 2018/10/08