Homebrew Attributes
Slightly different than standard Feats, Attributes are based on BESM d20 rules and have multiple ranks involved, making them stronger the more you invest in them. Unless otherwise stated, all Homebrew Attributes have only a single rank.
Charge
Damnably Healthy
Big Ol' Healthy
Energy Rush
Supreme Energy
Cornucopia of Health
Cornucopia of Energy
Big Dumb Heroes
St00pid Precision
Stupidstrength
Synaesthesia
Post-Synaesthesia
Situs Inversus with Dextrocardia
Mom Voice
Dad Voice
Charge - 5 points per rank/20 points per rank, proficiency with attack (including Special Attacks)
Allows the user to place the "Charge" ability on a certain attack. This can be a Special Attack, weapon, or unarmed so long as the user has proficiency with it. This grants such an attack the "X actions charged" feature to the attack, increasing the attack's power by sacrificing a standard action.
At 5 points per rank, the Charged Attack gains "+actions charged" to damage before crit.
At 20 points per rank, the Charged Attack gains "x actions charged" to damage before crit.
Rank determines maximum number of rounds the specific attack can charge.
You canNOT combine the two types of Charged Attacks on a single attack.
Damnably Healthy - 10 points per rank, BaB 10
Increases Health Points by 1d20+Con Modifier per rank.
Big Ol Healthy - 25 points per rank, BaB 15
Increases Health Points by 2d20+Preferred Modifier per rank.
Energy Rush - 10 points per rank, BaB 10
Increases Energy Point total by 50 per rank.
Supreme Energy - 25 points per rank, BaB 15
Increases Energy Point total by 100 per rank.
Cornucopia of Health - 100 points, BaB 11
Instantly doubles HP total.
Cornucopia of Energy - 100 points, BaB 13
Instantly doubles EP total.
Big Dumb Heroes - Points/ECL (variable)
This ability represents the users' ability to make a truly dramatic entrance into a battle. Can only work when the situation calls upon it, and is at GM's discretion.
Rank 1 (costs 10 points) - During first round, all users gain +5 to To Hit (favored weapon), Damage (favored weapon), and (favored weapon) Crit bonus is doubled.
Rank 2 (costs 50 points, ECL15) - Doubles all surprise attack damage after crit.
Rank 3 (costs 100 points, ECL 20) - Can only be activated if at least three current party members has Big Dumb Heroes. Ignores Gnosis, halves AC of target, all users MUST target a single target, and increases Crit Threat Range by 2 (so 20 becomes 18-20, and 18-20 becomes 16-20)
St00pid Precision - BaB 10, Improved Critical, Improved Called Shot, Coup de Grace, 250 points
Instead of a combat roll (to hit), roll a single d20 while performing Called Shots. On a 8-19, the attack hits and ignores AC. Crit x4 on 20. Does NOT stack with To Hit roll bonuses and advantages of any sort. Does stack with Crit Bonuses. Does not stack with Crit Threat Range Bonuses.
Stupidstrength - BaB 30, 1-5 Int, 1 Wis (or the ability to temporarily be at such stats)
During adrenaline-rushed situations (at GM's discretion): +40 Str Mod, Fort x2, HP totalx2, x2 all forms of damage before crit. Allows the user to grow incredibly strong during situations that require adrenaline or stress. Roll a Con check (ECL of user+DC of situation), and if it passes they gain the ability to throw buildings, tear boulders apart, chew horses and other feats of incredibly stupid strength.
Can only be accessed if Int is anywhere from 1-5 (not the modifier, the actual ability score) and Wis is 1.
Can never be accessed unless the character currently has these scores.
While Stupidstrength is active, any action taken by the character will permanently damage their Will, Int, HP and EP at the rate of 1/5th their total each per action taken. If user hits negatives from this, there may be unstoppable changes granted to the character at the GM's discretion.
You are, more than likely, never going to get the character back at that point.
Synesthesia - 25 points
A strange ability that allows the user to perceive life differently, smelling sounds, tasting colors and seeing in music. There are quite a few ways to process, and it’s up to the player to determine how their character processes life during creation.
Grants user a +5 to all perception based skills and abilities, and a +5 to their favored To Hit combat skill. User gains a +50% resistance to “standard” perception suppressing effects. Should a standard perception-suppressing effect successfully hit the user, the duration is lessened to “the next combat round.”
EXAMPLE: if the user has been hit with a Blind spell, it has a 50% shot of doing nothing to them at all.
User suffers double the effects should their form of process be successfully suppressed or messed with. Successfully suppressed effects take 1d6 days to recover fully.
EXAMPLE: the user has been hit with a tear gas canister, which affects how they physically see and smell (they see in smells). User immediately suffers double the effects of tear gas damage and can only recover in 1d6 days.
NOTE: other NPC’s and players who do not know of this condition must make a Wisdom save in order to discover it mid-battle.
This attribute can only be acquired “at birth” during character creation.
Post-Synesthesia - 35 points
Similar to Synesthesia, save that it can only be acquired after a mortal wound, comatose state, or other debilitating injury.
User gains similar effects of Synaesthesia (albeit at +2 only), but suffers no extended negatives to being suppressed.
>Situs Inversus with Dextrocardia - 40 points
Can only be acquired during character creation. Mirrors internal organs so that they’re on the other side. Grants a -5 to being hit (NOT an AC bonus), grants 50% resistance to deathblows and targets of the torso, and nullifies damage dealt through targeted attack effects (martial arts, spells, etcetera).
Attackers may realize what's going on in at least 3 combat rounds or a Wisdom saving throw.
Mom Voice - 10 points
Requires the character to have helped raise at least one child, or have studied the Mom Voice phenomenon. User can now emit a battle cry that causes hesitation in all those who hear them.
Targets in earshot loses a round of combat (can be used on any round), but gains +75% resistance against the Voice if used again in the same combat encounter.
Dad Voice - 10 points
Requires the character to have helped raise at least one child, or have studied the Dad Voice phenomenon. User can now emit a battle cry that causes hesitation in all those who hear them.
Target loses a round of combat (can be used on any round), but gains +75% resistance against the Voice if used again in the same combat encounter.