WHAT ARE PHYSICAL ENHANCEMENTS AND ATTRIBUTES?
Physical Enhancements are enhancements given to your characters inherent abilities.. speed, endurance, smell, hearing etc.
Physical Attributes are skills such as balance, stealth, flexibility
Physical Attributes are skills such as balance, stealth, flexibility
These are not skills that you can choose to add to your application. These are Roleplay perks that you can use roleplay activities to purchase and then enhance using your points.
How this works...
How this works...
- Purchase the enhancement (if you don't already have that attribute. See the races)
- Use points to increase these attributes.. First increase +1 to the roll.. next +2 and last +3
The INS AND OUT
- Players can purchase up to a +3 to the dice roll in Physical Enhancements.
- All races may purchase these enhancements.
- As you look through the list some have multiple sub categories. Those sub categories are what you will be purchasing.
- Please note that humans characters are weaker than Mythians and will always be weaker in some areas. When purchasing physical enhancements, the humans natural ability is lower than a Mythians, therefore as they purchase them they will be behind in ability.
For example:
The Domaci can run as fast as an Olympic athlete starting off, meaning they are naturally faster than a human. If a Mythian and Human purchase a +1 to their speed for the first time. The humans +1 would make them as fast as an Olympic Athlete (28 mph) whereas a Mythian with the plus +1 will be able to run faster than than. (38 mph). For each + players can add 10 mph to their running time.
Note: As we start to build these stats we welcome player input. As these are physical enhancements they will not become powers but players will be able to offer suggestion in what each level looks like.
As you read through the list you may notices some senses or other physical enhancements are not listed. That is because they come to close to acting like a power and we have chose not to use them for that reason.
CURRENT LIST OF AVAILABLE PHYSICAL ENHANCEMENTS
ENHANCED SENSES
HEARING
SIGHT
SMELL
HEARING
- Range - The distance you can hear a whisper as long as the people are within eyesight.
- Frequency - The ability to focus on one persons voice or noise in a crowded scene.
SIGHT
- Distance - how far one can see in daylight
- Night vision - how clear you can see at night or in dark places
SMELL
- Distance - how far one can smell
- Distinction - the ability to pick out distinct smells in crowded areas.
PHYSICAL ENHANCEMENTS
When looking through the list of Physical Enhancements you will find new attributes and ones that have already been assigned to characters based on their characters. Some of these attributes go along with the appearance accessories such as Gill.
ACCURACY
BREATH - amount of time one can hold their breath under water or land
BALANCE
DURABILITY -
LEAP
REFLEXES - physical reaction time such as dodging a punch
SPEED
- Weapon accuracy on long distance targeting.
- Weapon accuracy on short range fighting (sword etc)
- Physical ability to go from one action to another fluidly.
- Mental ability to predict how things will happen in order for you to react.
BREATH - amount of time one can hold their breath under water or land
BALANCE
- Physical ability to balance on objects
- Mental ability to stay balanced (remain calm) in an emergency
- Hand to Hand
- Weapon Combat
- Eye to Eye contact - enhances a characters ability when using a mental power to focus on another player
- Capacity -the ability to hold more the focus longer in chaotic situations
- Steady hand - Use of a weapon, the players in more focused when using it. Less flaws.
DURABILITY -
- Physical combat character can take more hits ( kicking, punching etc)
- Power combat character can take more hits from others uses powers on them
- Energy Endurance allows those using energy powers to last longer when using their power.
- Poison Resilience player has more tolerance to the known poisons
- Pain Endurance can withstand more pain for example in fights.
LEAP
- Distance -how far you can jump
- Height - how high you can jump
REFLEXES - physical reaction time such as dodging a punch
SPEED
- Running speed
- Fighting speed
- Fighting Stamina -have the ability to not tire as easily in a fight
- Running stamina - can run further and longer.
- Mental stamina - remain mentally aware during times of little sleep
- Physical strength
- Mental strength -have a higher resistance again mind control or can strength their use of mental powers.
EXTRA SKILLS
The Beast Language - Beast overtime can learn a language that allows them to speak with other beast. This is done through a series of sounds such as chirps, grunts etc. Just like a foreign language this will allow them to talk with one another privately in a large group of people. Beast do not start out with this skill it is a learned one. While anyone can learn this language only Beast can speak it.
Multiple Arts - The player will choose a form of the arts in which they can do well in several different areas of that topic. Example: The person chooses Music as their art form. If singing is their skill then they would be able to entertain well singing different types of music from different cultures.
Native Tongue- On Mythia that island makes it so everyone can understand each other. For this skill you character will be able to break the magic and speak in your native tongue. Others will here the language as you really speak it and not be able to understand you. If you have this skill you can teach others your language ( They will need to purchase the skill through roleplay before using.) **Note to this if we find people are using this power to push people out of roleplay, (Overusing this in a group setting) The island will feel you are a threat and will remove the power. OOC wise this can lead to an roleplay warning.
Understanding the Language-This is an add-on to Native Tongue a person can learn to understand up to six languages even if they are not your native tongue. ( Languages must be in play on sim)
Speaking the Language - add-on to Native tongue, a person can learn to speak up to six languages even if they are not your native tongues. (Language must be in play on sim)
Escape Artist - The character has learned to dislocate shoulders and thumbs. (It is painful and needs help to get popped back in). They also have the ability to wiggle out of the tightest ropes. (accept the collar or binders). As the level increase the pain level will decrease.
Concealment - The character can hide small objects in clothes with out it being detected. The size and amount of the object increase with it level. (This includes weapons and objects within reason. Clothing is taken into consideration with this.. if you aren't wearing any.. well... the concealment will fail unless it is it is in the place the sun don't shine.. just saying)
Multiple Arts - The player will choose a form of the arts in which they can do well in several different areas of that topic. Example: The person chooses Music as their art form. If singing is their skill then they would be able to entertain well singing different types of music from different cultures.
Native Tongue- On Mythia that island makes it so everyone can understand each other. For this skill you character will be able to break the magic and speak in your native tongue. Others will here the language as you really speak it and not be able to understand you. If you have this skill you can teach others your language ( They will need to purchase the skill through roleplay before using.) **Note to this if we find people are using this power to push people out of roleplay, (Overusing this in a group setting) The island will feel you are a threat and will remove the power. OOC wise this can lead to an roleplay warning.
Understanding the Language-This is an add-on to Native Tongue a person can learn to understand up to six languages even if they are not your native tongue. ( Languages must be in play on sim)
Speaking the Language - add-on to Native tongue, a person can learn to speak up to six languages even if they are not your native tongues. (Language must be in play on sim)
Escape Artist - The character has learned to dislocate shoulders and thumbs. (It is painful and needs help to get popped back in). They also have the ability to wiggle out of the tightest ropes. (accept the collar or binders). As the level increase the pain level will decrease.
Concealment - The character can hide small objects in clothes with out it being detected. The size and amount of the object increase with it level. (This includes weapons and objects within reason. Clothing is taken into consideration with this.. if you aren't wearing any.. well... the concealment will fail unless it is it is in the place the sun don't shine.. just saying)
**Pick-pocketing - the ability to lift objects without being detected from other players.
The reason this is a special skill is how it needs to play out
1. Player attempts to pickpocket (Do not ask what the other player have on them prior.. this is to avoid players choosing not to carry out the roleplay because their victim isn't carrying enough.)
2. The victim will post what they have ( just like the player stealing don't post you have nothing on you.. BORING and just unfair.. its the same logic as before, they can't ask you ahead of time and determine if they want to try based on your answer.. but ending the roleplay by saying nothing... )
3. Both players roll ( High roll wins)
1st roll pickpocket wins - he/she gets closer to getting the prize
victim wins - notices the person but doesn't know that anything is wrong (pickpocket restarts attempt)
2nd roll pickpocket wins - he/she gets closer to getting the prize
victim wins - notices the person but doesn't know that anything is wrong (pickpocket restarts attempt)
IF ONE OF THE PLAYERS HAVE ONE BOTH ROLLS AT THIS POINT: Pickpocket get the prize or the Victim becomes aware.
3rd roll pickpocket wins - he/she gets the prize
victim wins - he/she becomes aware
The reason this is a special skill is how it needs to play out
1. Player attempts to pickpocket (Do not ask what the other player have on them prior.. this is to avoid players choosing not to carry out the roleplay because their victim isn't carrying enough.)
2. The victim will post what they have ( just like the player stealing don't post you have nothing on you.. BORING and just unfair.. its the same logic as before, they can't ask you ahead of time and determine if they want to try based on your answer.. but ending the roleplay by saying nothing... )
3. Both players roll ( High roll wins)
1st roll pickpocket wins - he/she gets closer to getting the prize
victim wins - notices the person but doesn't know that anything is wrong (pickpocket restarts attempt)
2nd roll pickpocket wins - he/she gets closer to getting the prize
victim wins - notices the person but doesn't know that anything is wrong (pickpocket restarts attempt)
IF ONE OF THE PLAYERS HAVE ONE BOTH ROLLS AT THIS POINT: Pickpocket get the prize or the Victim becomes aware.
3rd roll pickpocket wins - he/she gets the prize
victim wins - he/she becomes aware
**Burglary - Your character is really good at breaking into places and getting out of them. This is a bit of a tricky skill in roleplay due to our consent policy. This is how it works.. on private residences (rentals ) YOU MUST HAVE CONSENT from those owners before attempting to steal. If the owner agrees they will tell you what you will find in the house to steal. Business' Owners the same thing you must consent. We hope that players will consider allowing this to happen as it can be fun rp. For sim buildings (Governor's, Harbor Master, Ludus. Medicus.etc) talk to an admin first and we will help set up the scene. Most of these buildings are protected by the Lion Guard. Dice rolls will be used to determine the success.