I'm not sure about the first noble phantasm it basically turns one, or all of our magus into low class casters. I'd feel more comfortable if it just gave a statistical boost to the servants. If I'm wrong feel free to correct me. I'd like to know [Reflection]'s feelings on the matter since he knows his stuff.
Honestly, I think it's fine. It's a slow power crawl, and I think it's limited to like one or two people. It's unlikely that anybody who gets picked will be strong enough to 1v1 before the war ends. At best, it's a support power that reinforces a master to be better at beating other masters.
Yeah I didn't want it to be a flat parameter boost to Servants and spiritual entities, so went with a more scenic route with that Noble Phantasm. Its up to you though for whichever one you prefer
Made a Zhuge Liang-esque character to set up a base in Poland when we get there, hopefully he's fine. With him combined with our Archer and potential Caster, they'll can definitely get something cooking. If not I'll take on of your earlier suggestions
Servant
Class Name: Berserker
Nicknames: The Oh Victorious King He Who Laments That Beautiful Star The Monstrous King of Ingratitude
Alignment: True Neutral
Servant of: Placeholder
Weapons: His Mind with Wits and Guile primarily His Sword
Wish: To go back in time and save Saint Joann, to ignore the advice of his Councillors, his position and saved her... "I wish to save the Saint, Joan of Arc. Is that honestly a terrible wish to ask for of the Grail after all I have done?"
Class Skills: Mad Enhancement (EX): At this rank of Mad Enhancement, Berserker's abysmal parameters are Ranked-Up across the board but his mental state is lacking in cooperative reason when compared to a normal individual. Here, he is focused on "Always making the right choice" which makes him headstrong about himself, making it near impossible to hold a conversation with an opposing viewpoint, being simply unwilling to process or understand it once he has decided on a course of action. It was something he inherented from his father Charles VI known as The Mad King who experience episodes of psychosis and madness, obtaining a condition to a lesser degree that still heavily skewed his point of view. It was a noticeable condition to his very close confidantes about his apathetic and calculative nature. Making it difficult to connect to Berserker emotionally despite the rare occasions where something within him rumbled and stirred for a brief moment.
Manifesting itself in notables way such as having no taste for dangerous adventures, prestigious operations, or sumptuous exhibitions. With his innate indolence and his shyness along with his good sense and wisdom induced him to prudence of his rule. Seen also in his foreign policies (as when he refused to participate in a crusade urged on him by the Pope). He was adept at minimizing the influence of various factions over the internal affairs of his kingdom, showing a demon of intrigue and guile that is masked behind his aloof and bubbly nature.
Personal Skills: Keeper of the Kingdom (A+): A composite skill that is a mix of 'Charisma', 'Military Tactics' and several more mundane skills that allows Berserker to operate a Kingdom at its best operational capabilities given the circumstances. Giving several bonuses when establishing a base of operations, maintaining its condition, and all operations that occur both within and outside of it. At this rank, suitable for Berserker who restored economic and commercial prosperity back to the French after inheriting the throne amidst of the Hundred Years' War under very dire and desperate circumstances. When his Noble Phantasm is used, this skill receives it bonus modifier that allows even the most impossible of situations to be at least partially solved until a more permanent solution could be found.
The Game of Royalty (B): This is a skill that does not conceal one’s presence, but rather makes one's presence fail to register as hostile. Causing others to misunderstand Berserker's relationship to them, including mistaking them for a kind neighbor, a harmless pebble, or as the most beloved person. In this case, he reserves an air of naivety and innocence around him that makes him more incompetent looking than he is, surrounding himself with 'counselors' that would advise him on what to do. Truthfully, he is the mastermind behind many of the decision that he has often attributed to them to draw away attention from himself and maintain his facade.
These Eyes that Gaze over the Hearts of People (B): The foundation that makes up Berserker, a pair of Pure Eyes that are capable of gazing into the depths of an individuals soul to determine their true nature. It is a more absolute version of 'Human Observation' that divulges the information of people that he looks over, possessing such an ability from his birth that has jaded him. Allowing him to place judgement on a individual for the shape that they will acquire usefulness in the future with extremely outstanding accuracy after studying them for a time.
Coming to the French Court at a young age with his mother, he was permanently marked by his childhood at the courts where intrigue, luxury, a taste for the arts, extravagance, and profligacy all prevailed at the same time that repulsed him. Fragmenting his mentality from what he saw in the royal courts that scheme self-gain, the churches that spewed deceit, and the ugliness in the world.
He decided to try and do better, righting some of the wrongs in the world and give his people the peace that they deserved while they were under his rule. It was an uphill battle for him to achieve peace, for 12 years of his rule, he had known only war and the worst of political intrigues from those who sought to oppose him. He could neither reconquer his kingdom nor conclude peace with the invader and in his discouragement, he thought of retiring to Spain or of ceding to English pressure, to simply end his fruitless struggle.
Meeting eventually that special person that changed his whole world. Joan of Arc, the visionary peasant girl from Lorraine, traveled across the country to fortify the King’s intentions to fight for France. What he saw in there was different from those of the Church, with even the Pope not coming close to her piety and devotion. If anything after seeing her, he was sadden for her involvement that would no doubt lead her life astray but her decision was placed in stone and thus he gave her his influence to back her words and actions. Charmed by the girl, they became close acquaintances that even he thinks that it was a grand mistake on his part to never had save her.
Base Parameters: Strength: (筋力, Kinryoku?): C Endurance: (耐久, Taikyū?): C Agility: (敏捷, Binshō?): B Magical Power: (魔力, Maryoku?): C Good luck: (幸運, Kōun?): B Noble Phantasm: (宝具, Hōgu?): B
Noble Phantasms:
Name: Danse mon chéri - Car c'est notre histoire
Rank: B
Type: Anti-Unit / Support
Range: 1-5
Description: Berserker's Noble Phantasm is the act of designated a person under his blessing and rule, just as he did to Joan of Arc to place her story among the ones in the Grail. It is the rare ability of 'Hero Creation' which are the techniques which are necessary to birth a hero and raise them to become an individual of impressive influence. With everyone potential different from each other, the most exemplar of any individuals that he has met and chosen was Joan of Arc who blossomed and became the Saint of Orleans, becoming a Heroic Spirit.
Enacting upon that same authority that he possesses as the King of France, this Noble Phantasm grants the individual the strength to forge their story, granting the skill 'Journey of Blossoming Flowers' at the same rank as this skill. Granting a bonus modifier to any actions that constitutes having the targeted individual move closer towards their goal. So long as Berserker has their permission, tells them its effects, and knows their end goal, this Noble Phantasm can be used on them. This unfortunately cannot be used at full efficiency on a individual of already impressive caliber such as a Servant, for they have already reached the apex of themselves, as to push them further would perhaps only rank up a parameter or their skill and maybe improve their equipment but for so little to be gained.
As their journey progresses, this Noble Phantasm grows along with its boons becoming more potent with them until the height of their journey where it blossoms, a journey from humble beginnings to the fulfillment of their journey and finally their eventual ruin. At the height of this Noble Phantasm's power, it is capable of pushing even a mundane magus to being on the caliber of possessing 'E-Rank' physical parameters and causing them to develop notable skills. With a shorter term goal, immediate improvements may be seen but for those that are further in the future will see a slower incline in power but more overall improvement.
As with the tale of most Heroic Spirits, for all the greater they shine in excellence means the greater they must fall. Once their mission has been accomplished and some time has passed, they will receive a negative modifier to all actions afterwards that grows in potency until their eventual ruin.
Name: Ils murmurent - Pourtant j'ignore
Rank: D
Type: Anti-Unit
Range: 1
Description: Berserker's final Noble Phantasm is the ability to summon the closest of his advisers that he possessed at court. The near entirety of the people that he 'listened' to at court were mostly there as decoys for him to place attention on or manipulate them to fulfill the tasks that he needed to do. Those who were his confidants are the ones that he is able to summoning, being useful to him in the capabilities that they possessed, they were all delegated with work that he trusted them with.
They take on the form of wraiths, with their combative capacities being quite abysmal that they are at the level that the weakest of servants would be able to take them down without a fuss. Only in their full group would they pose a threat to a weaker servant and even then it would be unlikely they would win or even stall for much time. However, that is not unexpected for a group of advisers that remained in court for most of their lives, being more suitable to be attendants and organizers who uphold the conditions of base of operation to optimal levels. To use this Noble Phantasm is surprisingly mana efficient so long they stay within Berserker's area of operation, increasing its drain on him the further they get for him.
Would Shuten-Douji be fine as a Berserker in this setting? I would simply give her Monstrous Strength that would improve her combative quality in two ways, increasing her strength a flat amount or when under the influence of alcohol a bonus to Agility as well. Rehash the fluff on her noble phantasm and would probably be nearly the same Servant in essence
Will the enemy team have any inhuman servants (like Medusa, Shuten-Douji-esque servants who arent human) for the niche of a Abraham (Lincoln) Van Helsing Berserker as a monster hunter?
@vancexentan If you were willing to have me, I'd like to take up the spot of Berserker with this sheet if you approve of it
Servant
Class Name: Berserker
Nicknames: The Princess of Sun-kissed Flowers
Alignment: True Neutral
Servant of: Placeholder
Weapons: Her fist... and Hair...
Wish: For everyone to have their own 'Happily Ever After'
Class Skills: Mad Enhancement (EX): At this rank of Mad Enhancement, her parameters are Ranked-Up across the board but her mental state is lacking in reason when compared to a normal individual. Here, she has become focused on the idea of "Freedom" and while she can hold a conversation with other people, she cannot fully understand or communicate with others due to this mindset placed on her. When the concept of "Oppression" is actively placed upon her, her reason will deteriorate immensely as her physical parameters will receive another increase in rank.
Personal Skills: Princess of Fairy Tales (A+): A skill like 'Princess of Loveliness' but at a rank where humans are normally unable to obtain, reaching this level only through the thoughts and dreams place into Berserker to achieve such standing. It is simply her nature that pulls individuals towards Berserker, attracting both the attention of good and bad fortune that influences her life. Manifesting itself as a charismatic presence that charms the people around her by simply just existing in that space, both villainous and heroic figures are pulled towards her.
Each princess born from the tales of men, read and dreamed of by the mind of children, are given all a blessing that come from the ordeals they endured, solidifying them as beautiful creations of mankind's dreams. To certain individuals, a 'True Love's Kiss' was capable of dispelling curses placed on individuals, their songs enchanting animals, and receiving the blessing of fey that lingers on them still. For Berserker, her blessing is that her body possesses magical qualities, capable of something akin to healing magecraft that operates above the standards of what normal magus are capable of, reversing even the onslaughts of time to undo aging.
Alluring Nightingale (B-): A skill possessed by those with a beautiful and alluring voice that charms people, a mesmerizing-kind of skill that is possessed by those who contain the air of royalty and grace. It is a rank suitable for princess of storybooks but due to the nature of its original use, its effectiveness for combat use is reduced immensely and receives a negative modifier to inflict magical damage.
Base Parameters: Strength: (筋力, Kinryoku?): C+ Endurance: (耐久, Taikyū?): B+ Agility: (敏捷, Binshō?): C+ Magical Power: (魔力, Maryoku?): C Good luck: (幸運, Kōun?): B Noble Phantasm: (宝具, Hōgu?): B
Noble Phantasms:
Name: Ausfahrt Haft - These Golden Threads of Mine
Rank: B
Type: Support
Range: 1-20
Description: Berserker's Noble Phantasm is the famous possession that she is connected to her legend which is her hail. Her enchanting golden locks are like strands of silk which are controllable by her will, able to grow and shrink to great lengths while possessing great strength and speed that is quite surprising while still having the natural qualities of hair. Able to become a bludgeoning weapon to strike down individual and beat them when unsuspecting or grasp objects as another form of handling things. With flexibility between force and precision, it can also be used as a cutting tool with thin strands for whenever the need calls for it.
However, this is not her Noble Phantasm's original use as controlling her hair in this way is greatly tiring for her even with her empowerment through Mad Enhancement, causing a continuous drain of energy if used in the mentioned ways above. It instead serves as a medium of unparalleled quality to conduct her magecraft when her hair is wrapped around the individual, a mystery brought from the dreams of others that crystallized and manifested. It is of the potency to undo affliction such as blindness and old age that has befallen on them, surpassing ordinary limits of Magus by reversing things to before such events had happen, being closer to time manipulation magecraft rather than healing.
Sorry thought the message that posted had everyone's names, not sure what happened with that. It might be on one of the other tabs I have opened, I'll try to double check next time. Sorry
As a offhand question, do any of you guys know how to play Dungeon and Dragons 5e? Just seeing if I need to make something simple to sum the game mechanics of creating our characters and the dice rolls involved~
Thanks for all the replies, I'm glad you guys are interested to try such a new take on an idea.
Though a question of how servant characteristics would be handled (especially in the case of skills like imperial privilege)
In terms of Servant parameters, I plan to do them in the same style as our protagonists, where if they are truly are top quality individuals will mean that they will be near unlikely for our characters to oppose them (as servants do).
As for characteristics, I am perfectly fine with anything such as imperial privilege being on a servant so long as it makes sense. I would rule that the skills gained would no doubt be inferior by at least a single rank or two. With these class skills and personal skills, they will be translated over into Dungeon and Dragon format where we can get a solid understanding of their capabilities.
E = 14 (+2) D = 18 (+4) C = 22 (+6) B = 26 (+8) A = 30 (+10)
While I am uncertain of how to interpret all of these stats, I'm sure I'll figure that out in time. So in case it wasn't clear yet, I'm interested. ^-^
In the grand scheme of things, we'll just be playing Dungeon and Dragons placed within the Fate Universe so I'll walk everyone through the system when we build the characters. If you still have question, feel free to ask!
Hella numbers. Anyway, memes aside, seem pretty interesting, so I'll toss my hat (Helmet?) in
Hahaha, no worries, even the format I that I had set everything up in was a bit confusing and tedious for me to look through. Hopefully I can mesh everything together that is digestible for you guys
I'll try mentioning this interest check to a few people who are in the scene with this type of roleplay to see if I can grabbed another person or two. Either way I will be hitting you guys up soon!
Nice to meet you all, was debating on whether or not to post this but here I am!
First time doing one of these since I just like jumping straight into the action in these forums but its a nice change that hopefully solidifies a good experience here. Not my first time here but its been a while since my last account, so its nice to be back here. Look forward to interacting with you folks, and see you around soon!
P.S: Anything you guys recommend me joining right now?
You were all seeking something, for one reason or another, you had all come together...
Magus, Executor, Enforcers, Freelancers... Whatever you want to call yourself. You all had answered the call of an individual who had contacted you, calling on your services to accomplish a task in trade of what you sought out. It was neatly placed into a letter that had all that was needed to reassured you that what they were saying was true, having found its way to you where ever you were at the time.
Signed by the name of 'Naomi Kurokami'
Not knowing what to expect, you guys finished your tasks that had you preoccupied before getting yourselves ready to head over to East Asia where your contact wished to meet you in Okinawa Island, Japan.
--- This will not be your typical Fate/stay night roleplay, as we will be focusing on the group of character that you guys make will be making for this. With the branches of this story will be woven around around those individuals, their backstories and goals will be necessary for painting the opportunities to be explored as a collaborative project between everyone here. The goal of this is to build a prologue with weight behind its story and give our characters depth for the eventually of the Holy Grail War that our story will collide with, there is no doubt about that.
In this iteration of the Type/Moon universe, it has been separated from most of the existing canon allowing for freedom of artistic liberties. With knowledge of the Holy Grail was something not even the most studious of the esoteric in the magus world knew about, shifting the course of this universe's history. With the opening as ambiguous as this, we have a variety of options for our story to start off with.
If you guys are interested, I encourage you to join!
As a side note we'll be using the Dungeon and Dragons 5e system to determine to keep everything in check for combat and story purposes, please be aware of this.
I assume you guys already know the rules that you should follow with etiquette with each other so I'll get on with the specifics that I wish to say before anything else.
Due to the nature of this roleplay that I envision, the activity of you as the player and the quality of your characters will the prime variables that I'll be judging applications on. Reasonably, I can only handle up to 7 characters maximum but small exceptions can be made.
Expectation for activity aren't strenuous but just something to ensure that the project does not die out. With at least one or two posts a week minimum for the group that we will be having.
After that, its honestly just have fun and hopefully we can create something epic together. I'll be more than willing to help and work anyone if you give effort into what you are providing.
Just curious to see if there is any interesting in this before I take it to the next level, if anyone is interested just pop in to say hi!
CHARACTER NAME
Character Summary
Name: Aliases: Age: Gender:
Psychological Attributes
Trait * Trait * Trait * Trait
Personality:
History
Family Lineage: Backstory:
Game Stats
Human Parameters
Race: Class:
Strength: How much force can be applied
Endurance: How much force can be withstood
Agility: How fast or graceful once can be
Intelligence: How smart one can be
Mana Capacity: How much magical energy could they have
Magecraft Potency: How much magical energy can they use and how powerful
Novice (E): You are among normal humans are considered sub-par, whether it be due to health issues or a lack of effort placed into improving this aspect of yourself that you are below average. In statistical value, this represents an 8.
Apprentice (D): You are the universal norm for most people, it means you are able to carry yourself in daily life without too much problems with this part of yourself. In statistical value, this represents an 10.
Journeyman (C): You have placed some effort into improving this aspect in yourself, and while isn't too impressive, its good to know you are taking care of yourself and are able to take care of most things in life without issue. In statistical value, this represents an 12.
Expert (B): You have significantly placed enough time in effort in honing this part of yourself that most would be jealous or in awe of. Among normal folks you are no doubt more capable than them, with only those who have honed themselves to your level can only compare with you. In statistical value, this represents an 14.
Master (A): You are at at a level that most would not be able to achieve ordinarily, but you are not like most are you? At this rank you are considered to be at the peak limit of what the human body is capable of achieving and few are able to compete with you. In statistical value, this represents an 16.
Grandmaster (A+): Simply impossible to achieve by mankind due to their physical limitations that their bodies have, this can only be achieved through non-mundane means whether magical or any other way that may be feasible. In statistical value, this represents an 20.
Skills
A listing of skills, such as horseback riding or cooking. Levels include novice (1 pt), apprentice (2 pt), journeyman (4 pt), expert (8 pt), master (16 pt), grand master (24 pt). Each character can spend up to a maximum of 15 points & only two skills can be expert level as the max rank. If your character knows magic, it counts as a skill. Skills that are needed for basic function in society are considered to be around novice to apprentice. Any skill that is not under a normal person's skill set is considered to be at poor level.
These are considered 'freebies' granted by backstory and history as years of practice which are also combined with your stats on top of everything when using them. Noncombat skills cost 1/2 points to minimum of Novice.
Poor (-): You possess no experience or training at whatever it is that you might be attempting to do. Treat this statistically as a +0 or in some cases -2.
Novice (E): You have done it before twice or maybe even three times and while you aren't good or talented at it, you are able to do it (or have the idea of how to at least). Treat this statistically as a +1 or in some cases +0.
Apprentice (D): You reached to the point where you have a solid idea or concept behind what you are doing that only needs to be tempered with experience now to become a fine part of yourself. Treat this statistically as a +1 with understanding.
Journeyman (C): You now are considered as a peer of equal standing among the others who possess this skill, with time invested to thoroughly learn what they have learned that bonds you all together as one. Treat this statistically as a +3 reliably.
Expert (B): You are now a talented individual with your skill that sets you apart from your peers and shows the dedication that is need to carry through what others may not preserve through or talent that has you simply as a natural. Treat this statistically as a +5 expertise.
Master (A): Among the most dedicated of members who have hone their experience along with their craft, you are one who has decisively stood among them that have spent either an immense amount of time dedicated to your craft or some natural talent that has been honed to a deadly use. Treat this statistically as a +7 mastery.
Grandmaster (A+): You could be considered as one among the legends with stories told about your skill and experience that surpassed nearly everyone who practices your skill, as a master among master, only a few of the living stand as your peers. Treat this statistically as a +9 legendary.
Magic
A listing of favorite or unique spells, if any. Maximum of four.
Magic Spells:
Mystic Code
Leftover points from previous sections may be used here to give your character a mystic code. A maximum of 10 points may be carried over, the higher ranking the mystic code will involve more restrictions on them.
A listing of acquired mystic codes. Maximum of two.
Mystic Code:
Extras (Optional)
Character Quote: Theme Song: Aura Color: Scent: Anything Else:
Point Buy: With 27 Points
[ 8 = 0 ] [ 9 = 1 ]
[ 10 = 2 ] [ 11 = 3 ]
[ 12 = 4 ] [ 13 = 5 ]
[ 14 = 7 ] [ 15 = 9 ]
Strength
1 (–5): May not be able to pull themselves over ledges without assistance
2-3 (–4): Unable lift objects near their own weight without either getting assistance or risking hurting themselves
4-5 (–3): Noticeably weak. Unable to carry particularly heavy things for long distances without hurting themselves
6-7 (–2): Can visibly pass as an average joe. Unable to carry even smaller characters without heavily encumbering themselves
8-9 (–1): May have difficulty carrying a character of their own size without heavily encumbering themselves
10-11 (0): Average Joe. Is at minimal risk of hurting themselves lifting heavy things. Can perform athletics while carrying things and people if the object is wieldy enough
12-13 (+1): Can visibly pass as an average joe. Can easily carry most wieldy heavy objects with one arm. Tosses small objects for long distances
14-15 (+2): Visibly toned. Can reliably catch falling characters of their own weight and perform acrobatics such as jumping while carrying other characters of their own weight
16-17 (+3): Able to use their body as a physical weapon without any fear of hurting themselves in the process
18-19 (+4): Able to reliably shatter reinforced metal with their blows
20 (5): Able to out-lift several people. Borderline or actual supernatural levels of strength. Very few limits, physically
Dexterity
1 (–5): Movements may be heavily telegraphed and easy to predict and/or their reaction speed may be entirely unsuitable for dodging
2-3 (–4): Juking attacks may be very difficult due to a difficulty in quickly switching directions while moving
4-5 (–3): Movements may be moderately telegraphed and only moderately difficult to predict. Alternatively, they may have a sluggish reaction speed
6-7 (–2): May have difficulty catching things thrown to them and/or be very clumsy. When shooting a gun, they rarely hit dead center of their target
8-9 (–1): Movements may be mildly telegraphed. Alternatively, they may be a little bit clumsy
10-11 (0): Average Joe. Capable of semi-reliably tracking and catching objects that are thrown to them. A semi-reliable shot with a gun
12-13 (+1): Quick on their feet. Difficult to read and predict their movements most of the time
14-15 (+2): A good marksman. Almost never misses still targets, even small ones
16-17 (+3): Capable of attempting to juke most attacks semi-reliably. May be a great dancer
18-19 (+4): A deadly marksman. Capable of tracking and hitting moving targets semi-reliably, regardless of size
20-21 (+5): Moves like water with grace. Predicting their movements is dangerously unreliable. When using a gun, they can usually semi-reliably pick out and hit weak points on an enemy
Wisdom
1 (–5): Comically oblivious. May require reminders of why they're here at times
2-3 (–4): Often absorbed in their own world. Tunnel visions in on specific things a lot. Spells are prone to whiffing before they're fired
4-5 (–3): Tends to tunnel vision in on threats or specific goals. May be somewhat aloof towards their mission. Their magic spells are often telegraphed and clumsy
6-7 (–2): Might space out or tunnel vision in on things occasionally or be just be somewhat unobservant of their surroundings.
8-9 (–1): Mildly aloof or clumsy with magic
10-11 (0): Makes reasoned decisions most of the time. Their magical potency is semi-reliable
12-13 (+1): Able to get hints as to a person's feelings or thoughts based on their body language
14-15 (+2): Reliable at casting magic spells. Normally never tunnel visions, or if they do it's very situational
16-17 (+3): Reads people very well. Their intuition is rarely inaccurate, though they may only be able to read so much at any given time
18-19 (+4): Often revered as a source of wisdom and decider of actions. A very experienced wizard whose spells can dazzle audiences and fell giant enemies semi-reliably
20-21 (+5): Has an almost supernatural intuition, able to find logic where most see none. May be the creator of brand new spells
Intelligence
1 (–5): Very animalistic in nature. Their actions are often just reactions to stimuli, rather than complicated thoughts
2-3 (–4): Often has difficulty finding the words to describe things or has difficulty being understood due to a very poor understanding of the language
4-5 (–3): Easily frustrated by any puzzle that isn't immediately obvious to your average joe. Prone to occasionally misunderstanding others, regardless of their clarity
6-7 (–2): Has difficulty grasping puzzles without hints or clues. Easily swayed by the words or opinions of others
8-9 (–1): Sometimes has trouble following people's train of thought. Might have struggled a bit in school
10-11 (0): Average joe. Likely has a high school education
12-13 (+1): May be a hobbyist in certain areas on top of their education, giving them an edge
14-15 (+2): Has well-developed critical thinking skills. Able to adapt to situations more quickly than most
16-17 (+3): May be a professional in certain areas, having extensive knowledge of that area. Might also be a jack of all trades, being proficient but not amazing in every area
18-19 (+4): One of the best in their field. May be an inventor of some sort, creating entirely new things or processes
20-21 (+5): Able to make Holmesian leaps in logic, giving the impression of an almost supernatural intellect. Might be some variety of super genius
Charisma
1 (–5): Probably acts in a very 'alien' fashion or openly and overtly sociopathic. Alternatively, may be so repulsive to look at or be around that others sometimes become ill in their presence
2-3 (–4): Often comes across as being somewhat untrustworthy or threatening to others. People tend to be uncomfortable in their presence
4-5 (–3): Has trouble thinking of others as people. Others often pick up on this. Might be rather uncomfortable to look at
6-7 (–2): Has difficulty telling people what they want to hear or telling people things in a way they want to hear it
8-9 (–1): Sometimes rather rude towards others. It might not even be malicious
10-11 (0): Can usually be relied upon to be polite, so long as they are not provoked
12-13 (+1): Mildly interesting, knows what to say to the right people. Might be somewhat good looking
14-15 (+2): Reasonably good at telling people what they want to hear or telling people things in a way they want to hear it
16-17 (+3): Popular. May have built up a decent reputation for their wit, personality or looks
18-19 (+4): Immediately likable by almost everyone
20-21 (+5): Famous. A natural born leader. Renowned for wit, personality or beauty
Constitution
1 (–5): Frequently gets sick. May have some rather inconvenient allergies. Alternatively, may not have a bone structure or any form of armoring to resist blows
2-3 (–4): Frequently suffers severe injuries when hit by powerful attacks such as broken bones
4-5 (–3): Bruises very easily. May get sick more often than most people
6-7 (–2): Winded easily. Has a low pain threshold. May be prone to crying
8-9 (–1): Cannot complete a full day's hard labour without several breaks
10-11 (0): Average joe. Can go a full day's hard labour with minimal breaks, but won't do it gracefully
12-13 (+1): An efficient worker. Rarely tires out when allowed to take things at their own pace
14-15 (+2): Doesn't get sick very often. Has a strong immune system
16-17 (+3): Has a very high pain threshold. Doesn't flinch or let wounds keep them down
18-19 (+4): May be able to go sleepless for days without a noticeable impact on their energy
20-21 (+5): Fatigue is a foreign feeling to them. They rarely get sick, even to the most virulent diseases