Elevations and Descensions
What are they? Simple answer...character advantages and disadvantages.

Elevations and Descensions overlap greatly in some instances, therefore; we have provided both for reference in this write up

The first two elevation points are free. You are required to take these. Decide upon 5 points in elevations (point costs are listed beside the elevation) And then decide upon 3 points in Descensions. If you have any questions, email us and we'll clarify this for you further.

Remember: Not all Elevations and Descensions cost the same.

If you think of something not on the list, go ahead and create the character and submit it, but give us an alternative explanation for what you have in mind and we'll consider it the primary idea, and use the secondary idea as the backup in approving your character.



Elevations:


Ambidexterity: 1 point

You do not favor your left or your right hand/arm.You use each hand and arm with equal precision and skill.


Attribute Increase: 1 point    (may be purchased up to 5 times)

39 points is the set starting attribute total. However, with this elevation you may increase your attribute points by 2 points for every 1 point of this elevation. (I.e., If you take this elevation twice, you get 4 extra point to spend in starting character attributes, Instead of the base of 39, you would start with 43 points)


Combative Retribution: 1 point

If you survive an offending physical blow, your training provides you with the ability of reprisal of that attack. Even if you have suffered grievous wounding, a killing blow, where another would fall, you have the opportunity for a "last strike". (Last gunshots fired, A Last physical attack, a last "fast spell") Your characters profession and background must allow for this kind of training, if not, the selection for this advantage will be denied.


Danger Sense: 2 points

You can sense imminent danger to yourself.


Hard to Kill: 2 points

For whatever reason, you are more resilient than others in the face of death. If death is indicated for your character, you will receive an additional (one) determination beyond the first indicated result. If that determination is successful, you are not dead, however you will be unconscious and when you will wake up bruised and confused.


High Pain Threshold: 1 point

You take damage like anyone else. but you do not feel it like everyone else does. If you are hurt in combat, you are not stunned for as long, if at all, depending upon circumstances. If you are being interrogated "physically", you have a better chance to resist. Normal verbal interrogations do not give you any bonuses.


Infrared Vision: 1 point

Unlike others, you can see heat patterns in the infrared spectrum. Against the unliving however, this is usually useless!


Linguistically Inclined 1 point

Languages comes easy for you.


Lucky: 1 point

Things seems to break your way, not all the time, but in impossible moments you have the knack of fortune on your side. This is not an active use ability, it is passive, and as all know, Lady Luck is fickle…You may not "choose" to use your luck "now".


Magically Inclined: 1 point

Which ever Corridor of fate that you pursue, you will cast spells at a reduced rate of mana. Things that drain the mana of others will be of little consequence to you as magic is in your blood and you can draw from the energy around you.


Musically Inclined: 1 point

You have a natural talent with music and musical instruments. You receive a bonus when exercising these skills.


Night Vision: 1 point

The eyes of a cat...you see well at night and can discern more with far less light than others without this elevation


Outside Contact: 2 points

You have access to someone on the outside of Hellington / Heleneton. Your contact with this person is limited, but you have a potential resource for aiding you within Hellington.


Photographic Memory: 2 points

As a player, you are responsible for maintaining "the facts" as you collect them. If at any time, you need to remember something, or, you are planning something where memory of an event is critical, the game moderators will correct you with the knowledge "they know you should know" in order to keep you from making an obvious character error, but only with a successful moderator determination against your IQ.

A note on "as you know it / should know it":
Two people seeing the same events may see vastly different things about that same event. Your perception and your "truth" of what you see may differ from another's perception of the same event. When the game moderators provides you with knowledge "you know", it will be as you understood it. This ability does not grant the capability to discern "all truths" about a given situation, though remembering things you have read or heard are relatively fixed, everyone does have differed perceptions. Remember that!


Quick Learner: 2 points

You pick up things quickly. Knowledge and study are intuitive and you make leaps that others can only wonder at. With this ability, you halve the time to learn whatever it is that you study. This advantage is knowledge based. You could not combine this elevation with Linguistically Inclined and "quarter" the time it takes to learn something.


Toughness: 2 points

You are tougher than normal. Damage applied to you is lessened by a factor of 1 when determining how much damage you take from attack.


Voice Resonance: 2 points

You have a naturally clear and attractive voice that others take notice of. In addition to perfection with singing, your style is improved by a factor of 1 as well as your control since tone and the nuance of inflection is natural to you.


Wealth: 3 points

For most characters the following is true: Outside of Hellington you lived well. You were not rich, but you could afford many things.

However, if you were 'above" the norm on the outside, the wealth advantage will provide the following:
You will have access to significant funds in Hellington without the need to work. You are idle rich and can afford to live without working. you can afford to live off of the interest of your account holdings on the "outside". You are not filthy rich, but you have more than enough to fulfill your needs and many wants as well (within reason).


Wild Booster: 3 points

Crossing the Veil changed you more than others normally are. While anyone can attempt to gain additional talents, you start with a third "wild talent". If this is chosen, list your third wild talent in the elevation section of the signup form along with this advantage.




Descensions:

We have avoided listing too many "physical" descensions. In a game such as this, most descensions will be of the mental variety and these are primarily called "Obsessions". The list of obsessions is a starting point for you. If you have particular descensions not listed in mind, include them in your write up and we will consider how to best implement them and assign a cost for your description if your descension is approved. The severity of an "obsession" descension should remain at 1 point, unless it is a major problem for your character and you are willing to accept the severity (and the problems that go along with it) that a 2 or 3 point obsession descension would create for your character.


Attribute Decrease: -1 point    (may be purchased up to 3 times)

39 points is the set starting attribute total. However, with this descension you may decrease your attribute points by 2 points for every -1 point of this elevation. (I.e., If you take this elevation twice, you get -4 extra point to spend in starting character attributes. Instead of the base of 39, you would start with 35 points)


Sickly: -1 points

You suffer from a constant or recurrent ailment that will affect your health and well being. (Examples: Bronchitis (Chronic), Allergies, You are on medication for a particular illness or disease, etc.)
This should only be purchased once - unless you want severe problems for your character.

Low Pain Threshold: -1 points

You take damage like anyone else. but you feel it more. If you are hurt in combat, you are usually stunned due to your injuries. If you are being interrogated "physically", you have a difficult time resisting the desire to open your mouth and spill your guts. Normal verbal interrogations do not give you any negative modifiers unless bodily threat is implied.


Magically Declined: -2 points

Whatever Corridor of fate that you pursue, you will cast spells at an Increased rate of mana. Magic is possible for you, however it "costs" you more to perform spells and use wild talents than others.


Obligation:-1 point

Situational - being that these may depend on circumstances. If you want an obligation, outline it for us in your character write up and we will consider it for acceptance.


Obsession: (types of "obsessions" are listed below) Multiple obsessions may be purchased.

The word obsession is used broadly here in describing different attitudes and compulsions, but the effect is the same. Not all obsessions are necessarily "bad" things, however even virtuous obsessions can be manipulated by others. An obsession is something that one does or wants to do consistently, or does subconsciously out of habit or choice. A Self Obsession / Compulsion to act a certain way or experience a certain thing.

  • for money or other goods (greed)
    When offered money in exchange for fair work, spoils of crime, or just bait, the Game moderator will determine your leanings in a decision regarding what must be done for that wealth.
  • for sex (lecherousness)
  • for a person or group/organization (fanaticism)
  • for a person romantically (love)
  • for holding on to what you have (miserliness)
  • with conspiracy and your safety (paranoia)
  • with taking and acquiring things (kleptomania)
  • with racial and social differences (intolerance)
  • with doing as little as possible (laziness)
  • with drugs (this is an addiction -see below)
  • for yourself (narcissism)
  • in your abilities over others (arrogance)
  • Obsessions with: Drugs, Alcohol - Not recommended for player purchase) If desiring to purchase this, limited to only a -1 (per Game Controller Approval only!). Understand that this disadvantage can grow quickly affecting status, wealth, and other major factors of your characters life!
    At some point, stress or other factors may drive you to kick this addiction, or push you into a deeper addiction to the substance.
    -1 You must do this everyday or you can not function normally. You are still in control of yourself, but at times may be prone to indulging when you know you will have the time and freedom to do so. When the stress gets to be too much, this is what you turn to.
    -2 You need the substance you are addicted to all the time. You are prone to acting out, laziness, and are totally unreliable. Others can see what is wrong. The only way to kick an addiction of this level is with the help of an abuse clinic. At this stage, you may lose your job (if you have one), be in very serious debt, and other major negative factors will pile up as well.

  • with food, drink and excess (gluttony)
  • This person loves revelry in all its forms. You may not be inclined to walk on the wild side, but you enjoy good food and drink with or without friends and often.

  • with truth and law (honesty)
  • One who is honest and truthful is not poorly obsessed, however their honest nature may make it easier for others to take advantage of them. Honesty and truthfulness are not "negative" things, but someone who acts in this manner does not lie well if they attempt to do so at all. This person always obeys the law and always tries to tell the truth.


UnLucky: -1 point

Things seems to come up that cause problems for you, not all the time, but when things seem to smooth for you, wait...they probably are. Not only that but at the worst of times, something will happen and a bad situation, may somehow get worse. If you do have any luck, it might seem to be at times when things are bad, and they don't get worse. This is not an active use ability, it is passive, and as all know, Lady Luck is fickle…You may not "choose" to use your unluckiness "now" in order to avoid it later.