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| Traits System | |
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Guest Guest
| Subject: Traits System Mon Jun 01, 2009 12:26 am | |
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Traits System
All superheroes or super villains have specific traits or characteristics that define them and differentiate themselves from the others. In our Marvel Universe, we also see the essential need for the characters to follow a basic set of traits so that things will be fair throughout the game. The traits will be listed below and more detailed explanation of each of these traits can also be found later.
The Traits System essentially works on the use of Traits Points. When a member first create a character, new characters will start off with 15 Traits Points each. There will be three categories under the Traits system, namely, Physical Enhancement, Mental Enhancement and Miscellaneous. New characters must choose between Physical and Mental Enhancement, while both Physical Enhanced and Mental Enhanced characters can choose more traits from the Miscellaneous section. _____________________________________________________________________________________
List of Traits
Physical Enhancement
- Superhuman Strength
- Superhuman Speed
- Superhuman Durability
- Eagle Eye
- Regeneration
Mental Enhancement
- Healing
- Telekinesis
Mystical Arts
Miscellaneous
- Heightened Senses
- Shapeshifting/Morphing
- Flight
- Weapon Mastery
- Genetic Mutation
- Elemental Mastery
- Pure Genius
- Technological Knowledges
- Other Traits
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Credit: Marvel Comics Database
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Last edited by Matthew Stark/Reign on Wed Jun 03, 2009 11:02 am; edited 16 times in total |
| | | Guest Guest
| Subject: Physical Enhancement Tue Jun 02, 2009 1:51 pm | |
| Physical Enhancement
_____________________________________________________________________________________ Name: Superhuman Strength Description: It is the ability for any creature to be stronger than normally possible given their proportions. Abilities:
- Class 1: +10 Strength (Require 3 TP)
- Class 2: +25 Strength (Require 6 TP and Superhuman Strength Class 1)
- Class 3: +50 Strength (Require 12 TP and Superhuman Strength Class 2)
Additional Note: The effects of each abilities do stack. Therefore, if your base stats for strength is 10, after having Superhuman Strength Class 1, your strength will be 10+10 =20. If you later learn Superhuman Strength Class 2, your strength shall be 10(base stat) + 10(class 1) + 25(class 2) = 45. _____________________________________________________________________________________
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_____________________________________________________________________________________ Name: Superhuman Speed Description: It is the ability to move at speeds faster than a normal human. Abilities:
- Class 1: +10 Speed (Require 3 TP)
- Class 2: +25 Speed (Require 6 TP and Superhuman Speed Class 1)
- Class 3: +50 Speed (Require 12 TP and Superhuman Speed Class 2)
Additional Note: The effects of each abilities do stack. Therefore, if your base stats for speed is 10, after having Superhuman Speed Class 1, your speed will be 10+10 =20. If you later learn Superhuman Speed Class 2, your speed shall be 10(base stat) + 10(class 1) + 25(class 2) = 45. _____________________________________________________________________________________
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_____________________________________________________________________________________ Name: Superhuman Durability Description: The ability refers to a character's body being more resistant to physical injury, to variable degrees, than that of an ordinary human. Abilities:
- Class 1 +10 Defense (3 TP)
- Class 2: +25 Defense (Require 6 TP and Superhuman Durability Class 1)
- Class 3: +50 Defense (Require 12 TP and Superhuman Durability Class 2)
Additional Note: The effects of each abilities do stack. Therefore, if your base stats for defense is 10, after having Superhuman Durability Class 1, your defense will be 10+10 =20. If you later learn Superhuman Durability Class 2, your defense shall be 10(base stat) + 10(class 1) + 25(class 2) = 45. _____________________________________________________________________________________
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_____________________________________________________________________________________ Name: Eagle Eyes Description: The character is gifted with the talent of accuracy. Abilities:
- Class 1: +10 Accuracy (Require 3 TP)
- Class 2: +25 Accuracy (Require 6 TP and Eagle Eye Class 1)
- Class 3: +50 Accuracy (Require 12 TP and Eagle Eye Class 2)
Additional Note: The effects of each abilities do stack. Therefore, if your base stats for accuracy is 10, after having Eagle Eyes Class 1, your accuracy will be 10+10 =20. If you later learn Eagle Eyes Class 2, your accuracy shall be 10(base stat) + 10(class 1) + 25(class 2) = 45. _____________________________________________________________________________________
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_____________________________________________________________________________________ Name: Regeneration Description: Regeneration, also known as the healing factor is a term used to describe the ability to recover from bodily injuries or disease at a superhuman rate. Abilities:
- Healing Factor: Acquire healing factor to all external and internal injuries but it takes up to 1 whole post for regeneration to be completed. (3 TP)
- Immortality(?): The healing factor works so well that the character has practically stop aging. Some say that he/she has attained immortality but I say that cutting off the head still kills him/her. (1 TP)
- Blood of the Saint: Invulnerable to incurable diseases such as cancer or viruses (10 TP)
Additional Note: The user can still be killed with a clean cut to the head or by cutting his/her heart. _____________________________________________________________________________________
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Last edited by Matthew Stark/Reign on Wed Jun 03, 2009 1:22 pm; edited 8 times in total |
| | | Guest Guest
| Subject: Mental Enhancement Tue Jun 02, 2009 2:06 pm | |
| Mental Enhancement
_____________________________________________________________________________________ Name: Healing Description: Healing, also called Restoration or Restore is the ability to mend the damaged anatomy in subjects. Abilities
- Healer 1: Healing others of of all external injuries (3 TP)
- Healer 2: Healing others of internal injuries to the organs
(Requires 3 TP and Healer 1)
- Saint: Healing others of incurable diseases such as cancer or viruses
(Requires 10 TP and Healer 1 and 2)
- Shrink 1: Healing others of psychological damages (2 TP)
- Shrink 2: Returning others of their lost memories
(Requires 2 TP and Shrink 1)
Additional Note: - ____________________________________________________________________________________
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_____________________________________________________________________________________ Name: Telekinesis
Description: The ability to manipulate and control objects with the mind without physically touching them, especially over long distances. Depending on the user's skill, they may be able to levitate themselves and other objects (including heavy objects), and form protective shields.
Psychokenetic powers often take more exotic and specific forms, allowing their wielders to specialize in fantastic feats. Rearranging the quantum structure of matter, controlling fire, and bending light are examples of these abilities. Many psychokenetics are unable to manifest their powers beyond their specialty.
Passive Abilities:
- Telekinesis: Attain telekinetic powers. This ability is a must before you can learn other telekinetic abilities (Requires 1 TP)
Offensive Abilities
- Energy Orbs: The ability to fire powerful energy orbs which are generated from the body's psychic potential. (Requires 6 TP)
- Energy Beams: The ability to project telekinetic energies as powerful blast beams directed from the brain. (Requires 6 TP)
- Psionic Spikes: The ability to create destructive psionic spikes that will cut any physical objects that the spikes come into contact with. (Requires 6 TP)
- Telekinetic Katana - Low intensity: The ability to manifest a telekinetic katana blade composed of raw psi-energy, which at its lowest intensity, functions to disrupt neural pathways and sever the bonds between molecules. The attack can also be used for cutting and slashing. (Requires 3 TP)
- Telekinetic Katana - High intensity: The ability to manifest a telekinetic katana blade composed of raw psi-energy and at its highest level, it can slice an armored opponent and cut through the armor, but leave the attacker physically unharmed. This can also be used to shatter telepathic power-inhibitors imposed on others. (Requires 6 TP)
Supportive Abilities
- Biophysical Control: The ability to control living organic tissue, causing muscles to cramp, skin to break, or blood vessels to burst or contract. (Requires 3 TP)
- Enhance Physical Traits: The ability to use telekinesis to enhance speed, strength and fighting skills to super-human levels. This will result in the +15 changes in all stats. However it is only temporary effect, can only be used twice per battle and can last for only 3 posts. (Requires 5 TP)
- Ensnare Opponent: The ability to constrict a foe using their own clothing and hair, or even control their gross movements, providing their clothes are durable enough. (Requires 3 TP)
- Intangibility: The ability to phase through solid matter by mentally shifting the molecules of the body around another object's as the user moves forward. (Requires 25 TP)
- Invisibility: The ability to mentally bend light-waves around oneself and others, rendering them invisible. (Requires 10 TP)
- Student of Telekinetic Animation: The ability to cause inanimate objects to move according to will by projecting part of their mental into them. This will only work on anything smaller than the user (Requires 1 TP)
- Master of Telekinetic Animation: The ability to cause inanimate objects to move according to will by projecting part of their mental into them. This works on almost anything. (Requires 5 TP and Student of Telekinetic Animation)
- Telekinetic Holograms: If the user's fine motor skills are incredibly acute, then it is possible to mentally manipulate dust particles and water vapor to refract lightwaves and create holograms. (Requires 3 TP)
Defensive Abilities
- Force Fields: The ability to create protective force shields that could detect even the most powerful of attacks (even filter bacteria from the air). There does not appear to be any correlation between field strength and the thickness of the telekinetic fields. (Require 10 TP)
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| | | Guest Guest
| Subject: Miscellaneous Tue Jun 02, 2009 5:09 pm | |
| Miscellaneous
_____________________________________________________________________________________ Name: Heightened Senses Description: This is the trait which alerts the character of possible attacks or incident before it happens. In other words, the character will be able to take such opportunity to dodge these attacks or prevent somethings from happening. However whether the character is successful in doing those things, depends on their Speed. Spider-man's spider sense is one example of this trait. Abilities:
- Heightened Sense: Acquire the ability. (3 TP)
Additional Note: This trait may not work against some enemy. For example, Spider-man's ability did not work against the Venom. _____________________________________________________________________________________
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_____________________________________________________________________________________ Name: Shapeshifting/Morphing Description: The ability to change appearance and/or body structure. You can choose only 1 type of the morphing traits. Abilities:
- Metamorph: Changes are limited to human forms and are unable to change in mass (4 TP)
- Animorph: Character takes on animal forms and may be able to take on the abilities of the altered form (4 TP)
- Polymorph: Character assumes any form, size, mass and appearance at will but the original stats does not change. (4 TP)
- Therianthrope or "were-": Human are transformed into an part-animal (as in a "werewolf"). (4 TP)
- Greater being: Character morphs into another kind of creature that cannot be classified under any of the above Examples are the Hulk and Colossus when he changes into his metal form. (4 TP)
Additional Note: Abilities which involves changes into desired elements can be found under Elemental Mastery. Characters who cannot change back to their original human appearance does not need to learn this ability, for instance, the Thing of Fantasic Four and Nightcrawler of the X-men. _____________________________________________________________________________________
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_____________________________________________________________________________________ Name: Weapon Mastery Description: There are those heroes who rely on their super powers and there are those who do not. Such heroes had trained for a long period of time and thus attained mastery in their weapons.Abilities:
- Apprentice: Skilled in a form of weaponry which can be swords, guns, poles, fist etc. The user can easily take down any character without weapon mastery trait in a melee battle. (Require 1 TP)
- Martial Artist: After much training, the hero has finally connected with his inner being. As such when the user fights with his weapon, the weapon is enveloped with a form of energy that can repel and may even cut through power attacks. (Require 10 TP and Weapon Mastery Apprentice)
- Master: Worthy of his fighting ability, even mystical weapons bow to the hero's power. The hero can now use weapons with special abilities. (Requires 3 TP and Weapon Mastery Martial Artist)
Additional Note: All characters who uses weapon must have this trait. _____________________________________________________________________________________
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_____________________________________________________________________________________ Name: Elemental Mastery (Please put desired element here) Description: The ability which refers to the control and ultimately the mastery of an element. Abilities:
- Gift of the Elements: The character is gifted with the ability to control one of the elements. However the character is still new to the elements and will only one element-related technique. (Requires 2 TP)
- Elemental Control: The character is now more skilled with their element and will be able to have four element-related skills. (Requires 5 TP and Gift of the Elements)
- Avatar of the Elements: The character has trained so hard that he can change his molecules to that of the respective element. Known characters who have this ability: Human Torch, Sandman, Hydroman etc. (Requires 3 TP and Elemental Control)
- Elemental Mastery: The total control of the elements is now in your hands. you can have up to 10 element-related ability. Some people say that you have become a true element. (Requires 15 TP and Avatar of Elements)
Additional Note: Darkness and Light are not allowed. More elements may be forbidden in the future. _____________________________________________________________________________________
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_____________________________________________________________________________________ Name: Pure Genius Description: A gift of knowledge is something not every heroes have received. Only the likes of Reed Richards Doctor Doom and even Tony Stark can be known as geniuses. Abilities:
- Pure Genius: +10 Intelligence. The true use of this trait is not in its stats boost. This ability is one of the OOC ability. During events, there will be really powerful villains that none of the heroes can destroy by their power alone. This is when a pure genius steps in and PM the Admins for spoilers as to how to destroy the villain. The Admins will give hints to the Pure Genius. This will be somehow similar to how Reed Richards almost always save the world with his brilliant mind. (Requires 30 TP and 25 Intelligence)
Additional Note: - _____________________________________________________________________________________
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_____________________________________________________________________________________ Name:Technological Knowledge Description: Some heroes are born while others are made. One famous example of this will be Anthony 'Tony' Stark, Iron Man. Technological Knowledge allows you to build equipments for use in the battle. This trait is for Iron Man enthusiast like me. Cyborgs belongs must have this trait too. Abilities:
- Technological Knowledge: +5 Strength, Defense, Speed and Accuracy. Your endless fiddling with machines has served you well. You can now use technological advanced armor you have just created. However your armor is in its infant stages and therefore it is just more powerful than an average human being.(Requires 6 TP and the character must be a human)
- Mechanical Strength Class 1: The upgrades in your armor is comparable to Superhuman Strength Class 1. +10 Strength (3 TP)
- Mechanical Strength Class 2: The upgrades in your armor is comparable to Superhuman Strength Class 2. +25 Strength (6 TP and Mechanical Strength Class 1)
- Mechanical Strength Class 3: The upgrades in your armor is comparable to Superhuman Strength Class 3. +50 Strength (12 TP and Mechanical Strength Class 2)
- Mechanical Speed Class 1: The upgrades in your armor is comparable to Superhuman Speed Class 1. +10 Speed (3 TP)
- Mechanical Speed Class 2: The upgrades in your armor is comparable to Superhuman Speed Class 2. +25 Speed (6 TP and Mechanical Speed Class 1)
- Mechanical Speed Class 3: The upgrades in your armor is comparable to Superhuman Speed Class 3. +50 Strength (12 TP and Mechanical Speed Class 2)
- Mechanical Defense Class 1: The upgrades in your armor is comparable to Superhuman Defense Class 1. +10 Defense (3 TP)
- Mechanical Defense Class 2: The upgrades in your armor is comparable to Superhuman Defense Class 2. +25 Defense (6 TP and Mechanical Defense Class 1)
- Mechanical Defense Class 3: The upgrades in your armor is comparable to Superhuman Defense Class 3. +50 Defense (12 TP and Mechanical Speed Class 2)
- Mechanical Accuracy Class 1: The upgrade in your armor is comparable to Eagle Eyes Class 1. +10 Accuracy (3 TP)
- Mechanical Accuracy Class 1: The upgrade in your armor is comparable to Eagle Eyes Class 1. +25 Accuracy (6 TP and Mechanical Accuracy Class 1)
- Mechanical Accuracy Class 1: The upgrade in your armor is comparable to Eagle Eyes Class 1. +50 Accuracy (9 TP and Mechanical Accuracy Class 2)
- Weaponry Upgrade 1: The user have equipped the armor with one weapon. One new technique associated with this weaponry upgrade can be learnt. (Requires 3 TP)
- Weaponry Upgrade 2: The user can now equipped the armor with another 2 weapons. Two new technique associated with this weaponry upgrades can be learnt. (Requires 6 TP and Weaponry Upgrade 1)
- Weaponry Upgrade 3: The user can equipped the armor with three more weapons. Three new technique associated with this weaponry upgrade can be learnt. (Requires 9 TP and weaponry upgrade 2)
- Radar: The system in your armor allows you to know where your opponent is attacking from. However whether you can evade or counter-attack, depends on your stats. This is similar to the Heightened Senses trait. (Requires 3 TP)
- Wireless Communication: This allows the user to to remotely connect to external communications systems such as satellites, cellular phones, and computers throughout the world. (Requires 3 TP)
- Electromagnetism: By running current through your armor, you have converted a part of your armor into a electromagnet. As such you can now do wonders why attracting and repelling metal objects. (3 TP)
Additional Note: New techniques require the approval of Admins or Moderators. Those with this skill cannot have Superhuman Traits until they have bought the related Mechanical Traits. _____________________________________________________________________________________
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_____________________________________________________________________________________ Name:Symbiotic Host Description: The alien organism, Symbiote has somehow found the hero and latched on upon it. The symbiote now acts as a parasite which feeds on his body but at the same time, the alien life-form gives him power. However, there is little time before the blood lust of the symbiote takes over the hero and made him a puppet forever. Abilities:
- Symbiotic Host: +5 to all Stats. You are the host to a symbiote alien form. You have little or no control over the symbiote and have blood lust even if it goes against your moral. (5 TP)
- Self-Conscience: You have won over the control of the body from the symbiote, although the voice of the symbiote still lingers in your head. Sound is no longer a threat to the symbiote. (Requires 5 TP and Symbiotic Host)
- Symbiotic Master: +15 to all Stats. You have total control of your body as well as the symbiote. (Requires 5 TP and Self-Conscience.)
- Webbing Generation: With the symbiote, the character can shoot strands of the alien’s substance in the form of "webbing" at high pressure. The alien’s substance seems to be composed of tough, flexible fibers of organic polymers, which regenerate swiftly after "shedding". The strands have extraordinary adhesive properties, which diminish rapidly once they abandon their living source. After about three hours, with no source to nourish them, the strands dry up like dead skin and dissolve into a powder. The webbing is often shot through the wrist. This webbing can be used for web slinging and web swinging. (Requires 5 TP)
Additional Note: - _____________________________________________________________________________________
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_____________________________________________________________________________________ [quote]Name: Teleportation Description: A ability to transfer oneself from one place to another. Abilities:
- Gift of teleportation: Attained the ability to teleport through Mutant genes or other equipments. Allow user to use teleportation for 3 times in a row before they are needed to rest for 1 turn. Close distance teleportation.(6 TP)
- Student of teleportation: The user has practiced for quite some time and is able to teleport for 4 turns straight before needing to rest for 1 turn. Long distance teleportation(4 TP and Gift of teleportation)
- Master of teleportation: Teleportation is simple to the user now. He can teleportation at his free will. However there is still a limit to his power: 4 teleportations in a row before resting for 1 turn.(2 TP and student of teleportation)
- Advanced teleportation: Able to teleport out of psychic fields/barriers and also able to teleport into other realms. Requires 5 post of buffer time after each advanced teleportation. (3TP and master of teleportation)
Additional Note: Please note that this ability requires the integrity of player. If player is found to GM with this ability, the ability will be removed from the user and the Teleportation ability may be banned from new players. _____________________________________________________________________________________
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_____________________________________________________________________________________ Name:Other Traits Description: The system is not perfect and therefore, not exhaustive. As such, there will always be other traits which the Administrators have not thought of. The following will be some traits that are acceptable but too small to form their own group. Abilities:
- Wall crawling: The ability to climb upon vertical surface without the need of external tools. (Requires 2 TP)
- Flight: The character has gained the ability to fly. (Requires 2 TP)
Additional Note: If you have a trait and is not stated here, pleas go to the Trait Request area to consult any Administrators or Moderators. _____________________________________________________________________________________
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