Post by Kyou on Oct 9, 2013 3:39:59 GMT
SPECIALTIES.
SPECIALTIES. This is the second stop on the elevator that is what your character is capable of. The first stop was your character's group, what sort of entity they are. That determines what Specialties they can have. A specialty is a general area of expertise. These are usually vague. A character can have multiple specialties.
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LEVELS. There are 6 levels to each specialty that a character has. When a specialty is first gotten it will be Level 0. They cap at level 5. With each level a new capability is added to a Specialty.
CAPABILITIES. A capability would be a specific use, benefit or fault of a Specialty. These can be:
- Passives: An beneficial effect that is always going. Enhanced strength, regeneration, telepathy, flight, etc. can fall into this category.
- Alteration: This is a physical change in one's appearance. An alteration may come with a physical passive that remains in effect while their appearance is changed. For example, claws could be used for attacking.
- Weakness: Anything that nerfs, handicaps or weakens your character. Why would you want one of these? Well, because we would like to have three dimensional characters here. That means characters with both strengths and weaknesses. We encourage you to give your characters weaknesses. If it helps, weaknesses can be combined with passives. Further, if it helps, if one level in your specialty gives your character a weakness, the next level will be capable of doing more than normal.
- Abilities*: Most of the things that are covered by ^ those. An ability is usually something activated that performs some effect. Throwing fireballs would be an ability. Abilities can be a little vague, but they should be much more specific than a specialty. As in, you can choose between 1 fireball or 3 fireballs, but one ability shouldn't shoot fireballs and manipulate gravity.
RESTRICTIONS:
- * The level 0 capability of a specialty cannot be an ability unless you intend to have a weakness for the level 1 capability.
- * It is not until level 2 that an ability can curse or debuff an unwilling person.
- * It is not until level 5 that an ability can infect another person. That means turning a normal person into an Oddity.
- What about the bans? What can't you do? Here's the deal. Try to abuse our systems or ruin the roleplaying experience for other members and we will hit you with a bat.
ODDITY CASE. This is just something that should be mentioned somewhere. Reaching Level 5 in a specialty means being 25% that type of Oddity. By 50% your character needs to start resembling the Oddity physically. by 75% the character will appear transparent to normal people. At 100% they are a full Oddity. They can no longer live a normal life. These percentages refer to a single type of Oddity. We're not going to say what happens if you mix and match specialties from different types of Oddities (you tell us).
DEVELOPMENT. Specialties, curses, levels and capabilities have to be managed somehow. Just pop into the Augment board and we'll help you out. So now you must be wondering what the trade off is. Do you pay for these things? Another system? Not really.
If we do keep the money plugin, that money will be used to buy cosmetic and extra things. Not to buy specialties or anything. All you need to get a new specialty or to level up a specialty is to complete a thread that explains the change. If it's long enough, one thread could involve two changes. Complete a thread and then post in the Augment Board. That's it.
THIS. Is something that has to be said sooner or later. It has already been hinted in the restrictions section of this post. Are there ranges on abilities? No. Are there speeds? No. Weights? No. When you type up that capability, tell us generally what it does. If we're going to hold up an ability it's because we could not visualize it based on what you told us, or for some reason you are doing too much with one capability. This isn't meant to be a shounen, kick everyone's ass roleplay. We enjoy plots, and in some plots things are not fair. We're not going to focus much energy into balancing player versus player fights.[/div][/div]