The Various Types of Abilities

Ability is a catch-all term for the statistics found on your character sheet. Every ability gets a name. If for no reason other than ease of saying where to look for the information, this must be the case. Our system allows for multi-word names, but please try to be brief. The +sheet may truncate unusually long ability names and longer names are much harder to pull up since the entire name must be typed in full. Staff has every right to veto a long name and ask for something shorter.

One paragraph about the nature of a given Ability should be used to sum up what it is and its usage. If it takes more than that, consider breaking it into multiple powers with each representing an aspect of what it does. We don't need details of every single potential usage, just a basic idea of what is there to back up the Power Level/Resource Level/Proficiency you have selected.

There are five basic types of ability on the game. Each represents an aspect of the character and what they are capable of doing.

These types are as follows

  • Pro: A beneficial or positive aspect or characteristic that affects RP and influences events, but which is not easily quantifiable otherwise as a skill, resource, asset or power. They can't be measured in a traditional sense. Most often it is the psychological and social positives that are found here. Every Pro must quantify it's limits in the details, but no form of level is used. In the section of the CG where you set a level for a stat, simply leave that section blank.
  • Con: A negative aspect of the character that is not measurable in a traditional sense. Generally social stigmas and psychological difficulties are placed in this type. Every Con must quantify it's severity in the details, but no form of level is used. In the section of the CG where you set a level for a stat, simply leave that section blank.
  • Resource: A measurably beneficial aspect of the character that originates from something outside of themselves. Gear, spy networks and other such benefits fit best here. If money or funds of some sort aren't noted here, it is assumed your character is poor.
  • Skill: A measurably beneficial aspect of the character that originates from an active development on their part. It must be trainable and capable of being passed on to others through teaching and practice. Martial arts, architectural knowledge and lock picking are all good examples of this ability. Some statistics skirt the line due to a need for natural ability prior to learning, but still come from intensive training and talent combined. Contortion might be an example of a Skill that requires natural ability first.
  • Power: A measurably beneficial aspect of the character that draws from within themselves and is not able to be passed to others through training and practice. Powers can improve over time and with use. Obvious examples would be laser eyes or high IQ. If you have a power that you wish to note a particular proficiency in using a certain way, note the power at it's level, then add a separate skill relating to its usage.
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