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 └  Abilities,  how  Superpowers  work.

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PostSubject: └  Abilities,  how  Superpowers  work.   Mon Sep 12, 2016 9:16 am




Abilities  come in a wide variety, and some may not even seem like an ability  in the truest sense
of the word;  incorporating traditional unique  superpowers,  marvels of  science  and any type of
augmentation.  All metahumans  and certain other races  will automatically fall under this category.

New  powers  begin with  5 AP  to allocate in these very particular
stats, relative to individuality;  different abilities  have different stats.

Stats  scale from  1  to  12  unless there is an
ability  that boosts them at play;  i.e. ordinary.
AP  may be purchased with  Tokens.  It gets
increasingly expensive, doubling in price per.

i.e.  50,  100,  200,  400,  etc.


Comparisons;                                            

1+ AP    is low-level.

4+ AP    is mid-level.

8+ AP    is incredible.

12+ AP    is God-like.


________________________________________


-(      Augmentation  Stats      )-

Core:    Governs the magnitude  of the character's
ability  and sets a cap on any subsidiary stats.  It's
paramount, determining how strong the power  is.

Physical:    Governs the synthetic augmentations
that affect the mind  and body,  increasing  SP  by
the amount of  AP  allocated in it;  boosting stats.

Regeneration:    Governs the rate  of an unaided
recovery, repairing personal damage  in an amount
of turns relative to its severity.  8+  for regrowth.

Synthesis:    Governs the potency  of a singular
synthetic ability  by combining all the stats of true
superpowers  in one;  not as powerful as a result.

Projection:    Governs the area  of effect  that a
power  can have, adding range to its composition.
Necessary when proximity  is a factor;  20ft per.

Elemental:    Governs the potency  of elemental
abilities;  limited to one per character.  Must be a
natural element,  phenomenon  or canon parallel.
________________________________________


-(      Superpower  Stats      )-

Core:    Governs the magnitude  of the character's
ability  and sets a cap on any subsidiary stats.  It's
paramount, determining how strong the power  is.

Physical:    Governs any natural augmentation  of
the mind  and body;  relative to origin.  Increases
 max  SP  by the amount of  AP  allocated in here.

Regeneration:    Governs the rate  of an unaided
recovery, repairing personal damage  in an amount
of turns relative to its severity.  8+  for regrowth.

Techniques:    Governs the number  of derivative
powers,  all of which must be directly linked with
the ability,  the character may have;  1  per  2 AP.

Projection:    Governs the area  of effect  that a
power  can have, adding range to its composition.
Necessary when proximity  is a factor;  20ft per.

Elemental:    Governs the potency  of elemental
abilities;  limited to one per character.  Must be a
natural element,  phenomenon  or canon parallel.
________________________________________


-(      Technological  Stats      )-

Core:    Governs the magnitude  of the character's
ability  and sets a cap on any subsidiary stats.  It's
paramount, determining how strong the power  is.

Utilitarian:    Governs the efficiency  of anything
supplemental;  propulsion  system, dispersal  units,
etc.  Everything that's not for defense  or offense.

Defensive:    Governs the durability  of all armor
created by the character;  applied sciences.  Most
inventions  will be required to parallel canon tech.

Offensive:    Governs the efficiency  of weapons
created by the character;  applied sciences.  Most
inventions  will be required to parallel canon tech.

Exosuit:    Governs the efficiency  of these super
suits, incorporating all the other stat fields into this
technological  marvel;  the greater armament  type.

DNA:    Governs the efficiency  of manipulating a
genetic  code;  complexity increases alongside  AP
allocated here.  Necessary for bodily modification.
________________________________________


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