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Talents' Guide

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Talents' Guide Empty Talents' Guide

Post  Admin Tue Aug 07, 2012 11:22 pm

Talents are skills or select sets of knowledge that your character has mastered or is still mastering. Each talent is unique and contributes precisely to the types of abilities your character has, and work best when they compliment your Main Powers.

Sample talents include:
Photography, Projectiles, and even Martial Arts.

The number of talents you can learn is limited by a few things.
1.) Origin affects the maximum number you can learn initially.
2.) Reasoning affects how many Talents your character can have right now, in addition to your Origin.
3.) The number of possible Talents increases as your Reasoning increases by multiples of 5 points.

Ex.
Reason = 10, therefore 2 Talents are allowed
Reason = 15 therefore 3 Talents are allowed
Reason = 20 therefore 4 Talents are allowed

However, due to a character's origin, they can only end up achieving a certain maximum amount of talents (see Origins thread for details.)
Note*
A character can use their Karma points to purchase an extra talent slot or a talent for a certain price (see Basic Stats thread under Karma section.)

Ranking
Ranking is the level system of aptitude you have achieved in a specific Talent, either by "practicing" (just purchasing new ranks) or from "experience" (using the talent in the RP). In this way even if two interacting characters have the same Talent, the character with the higher rank will be more versed in its use and thus be able to use it more effectively.

The number of ranks you have initially to divide up amongst your Talents is determined by taking your Reasoning stat and dividing it by two.

Reasoning/2 = # of possible ranks

You can then divide this number among your talents.
(Note: if you divide a number by 2 and get a result like 7.5 where there's half of a rank involved, just round up to 8 ranks).
Additional ranks can be purchased using karma points and by using the talent you wish to improve. For every time you use the talent successfully and specify its use for a specific action, you gain 1 rank in the talent. A maximum of 5 talents can be earned a day.

For list of usable talents see alphabetized lists of Talents

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Talents' Guide Empty Re: Talents' Guide

Post  Admin Tue Aug 07, 2012 11:22 pm

Talents are skills or select sets of knowledge that your character has mastered or is still mastering. Each talent is unique and contributes precisely to the types of abilities your character has, and work best when they compliment your Main Powers.

Sample talents include:
Photography, Projectiles, and even Martial Arts.

The number of talents you can learn is limited by a few things.
1.) Origin affects the maximum number you can learn initially.
2.) Reasoning affects how many Talents your character can have right now, in addition to your Origin.
3.) The number of possible Talents increases as your Reasoning increases by multiples of 5 points.

Ex.
Reason = 10, therefore 2 Talents are allowed
Reason = 15 therefore 3 Talents are allowed
Reason = 20 therefore 4 Talents are allowed

However, due to a character's origin, they can only end up achieving a certain maximum amount of talents (see Origins thread for details.)
Note*
A character can use their Karma points to purchase an extra talent slot or a talent for a certain price (see Basic Stats thread under Karma section.)

Ranking
Ranking is the level system of aptitude you have achieved in a specific Talent, either by "practicing" (just purchasing new ranks) or from "experience" (using the talent in the RP). In this way even if two interacting characters have the same Talent, the character with the higher rank will be more versed in its use and thus be able to use it more effectively.

The number of ranks you have initially to divide up amongst your Talents is determined by taking your Reasoning stat and dividing it by two.

Reasoning/2 = # of possible ranks

You can then divide this number among your talents.
(Note: if you divide a number by 2 and get a result like 7.5 where there's half of a rank involved, just round up to 8 ranks).
Additional ranks can be purchased using karma points and by using the talent you wish to improve. For every time you use the talent successfully and specify its use for a specific action, you gain 1 rank in the talent. A maximum of 5 talents can be earned a day.

For list of usable talents see alphabetized lists of Talents.

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Talents' Guide Empty Talents A-B

Post  Admin Tue Aug 07, 2012 11:23 pm

Accounting- Deals with the character's ability to handle account information. The character receives a +$10 to his resources for every 5 ranks in this talent. In addition, for 20 ranks in this talent, items, weapons and other devices come at a reduced rate (approximately 25% cheaper).

Acoustics- Deals with the study of noise control and Sonolumine science, using sound to produce light in liquids. The hero gains a +3 defensive bonus when defending against sonic attacks. This increases by one bonus every 10 ranks in this talent. In addition, this skill can be applied in cracking cryptic voices.

Acrobatics- The hero with this talent is very limber and as such gains advantages when under attack. The hero gains a +2 to dodging, evading, and escaping actions. This increases by 2 bonuses for every 2 ranks.

Acupuncture- An ancient art from the Orient that deals with using needles and puncturing the skin in order to allow "negative" energy to be released. This talent has many uses:

-Beginning at rank 1, the hero can use this talent to heal another character either 10 energy points, or 10 health points. The amount of recovery for this use of the talent increases by 2 for every additional rank.

-At rank 10, the character can apply this skill as an attack called “Acupressure” in which the hero applies a pressure at a specific point to temporarily render their foes unconscious or disable them temporarily. At rank 20, this skill can be used to temporarily block energy flow in an individual, essentially neutralizing their powers.

-Final talent associated with this skill can be obtained when the character has 50 ranks in this talent. It enables the character to inflict instant paralysis on any enemy by applying pressure to the spinal column of the enemy.

Agriculture- Deals with field crop production and soil management. Also, a combination of the producing operations of a farm, the manufacture and distribution of supplies, and the processing distribution and storage of such supplies. The development and repair of farm equipment, irrigation systems and landscape planning. Can also include forestry, the science of developing, caring for and cultivating forests and/or timberlands. This talent can be applied such that you can essentially make your own food and you receive a Resources bonus of $20, which increases by $10 for every five ranks in this talent.

Alien Studies- Deals with the study of aliens. A character can use this knowledge to determine weaknesses of alien species requires 2 turns in order to fully identify weaknesses for one species. In addition, this talent allows the hero to learn alien languages and cultures as well (requires at least five ranks though). Finally, this talent can be used to aid in the healing of an alien member in one’s team.

Anatomy- Deals with the human body. The character can use this knowledge to heal themselves or another human character for 5 health points. The amount recovered increases by 2 health points every additional 2 ranks.

Animal Behavior- Deals with the attitudes and behavior of animals. The hero with this talent has a better understanding of animals and so receives bonuses when dealing with wild animals. This would be useful if a bear escaped from the zoo and the hero was asked to bring it back. The hero would know better how to approach the animal and the likely outcome of the animal's actions.

Animal Training- The character with this talent has the ability to train animals to perform certain stunts. The individual does not have Animal Empathy or Communications and Control, but may teach an animal a trick based on their Reason (Admin will determine if a character’s reason will enable them to teach the animal in question a trick of reasonable consideration. If the hero with this talent does have Animal Empathy or Animal Communications and Control as Powers, these Powers are raised by +3 ranks for every 5 ranks put into this talent.

Anthropology- The hero with this talent has a wide knowledge on specific cultures. It also grants them bonuses when trying to learn a cultures language and customs. +6 to popularity for ever 3 ranks in this talent

Archaeology- A hero gains bonuses on matters involving the past, including paleontology, historical records, and ancient myths and legends. Gains +1 to popularity every 2 ranks in this talent

Ambidextrous- A hero with this talent automatically is able to wield two weapons in both hands at the same time, with a +2 bonuses to fighting and agility stats. Meaning they are better prepared to strike with weapons in both arms. In addition, characters will begin two attacks upon having this skill and gain an additional attack every 5 ranks in this talent.

Archery- The hero can use any type of bow including bows or crossbows. The hero gains +2 bonus to their Agility to hit. May fire and reload in a single turn. He/she also receives +1 bonus to their Agility for determining initiative while equipped with a bow or crossbow. Both these bonuses increase by +1 every additional rank added to this talent.

Architecture- This talent deals with the design and construction of buildings. The hero with this talent receives a +1 bonus to their Intuition when determining how secure the structure is, increases by 1 for each additional rank added to this talent. In addition, other appropriate bonuses will be awarded to the character when they attempt to build or study a building. Gains a +10 to popularity and a +50 to resources for every one rank in this talent.

Artificial Intelligence- The study and research of man made thinking systems. The hero is capable of researching, or even creating this new form of "life", and gains a +10 to popularity for every 5 ranks in this talent and a +100 for every 5 ranks in this talent as well.

Artist- The character with an artist background creates works of art, either for his/herself or for sale to others. This includes painting, sculpting and writing. A single piece of art created by the character can be sold to gain a certain amount of karma points depending on the Administrators rating of the piece. (Players must submit a piece of art in any of the forms described attached to their post for judging by the admin.) Only one piece of art may be submitted per week. In addition, for every 5 ranks in this talent a +$10 to Resources and +5 to popularity is gained.

Astronautic Engineering- This allows the character to design, build and modify out of atmosphere spacecraft. Characters with this talent get the benefit of having their project cost half the original price. In addition, Characters are able to repair spacecraft and gain a +10 to popularity and a +$100 to resources for every 4 ranks in this talent.

Astronautics- The science of the construction and design of vehicles for travel in space beyond Earth's atmosphere. A hero with this Talent can not only research these things but can also attempt to build such vehicles, and gain a +200 to resources and a +10 to popularity every 4 ranks in this talent.

Astrophotography- Deals with photographing the stars. A hero with this talent is more aware of the stars and their movement and their existence than others. +5 to popularity for every 10 ranks in this talent.

Astrophysics- The hero is well versed with the chemical and physical composition of celestial matter, such as comets, nebula, meteorites, big chunks of galactic goo, etc. Furthermore, this talent gives a character +20 to popularity for every 4 ranks added into this skill.

Atomic Physics- The study of solely atomic physics. This includes nuclear physics. The hero gains +1 to their endurance against atomic attacks and radiation related effects for every 2 ranks in this talent. In addition, every 5 ranks this talent grants a +30 to the popularity of a hero.


Attractive- The hero with this talent excels at drawing attention to his/herself based on their appearance. The hero gains a +5 to popularity
for every rank in this talent. In addition, when dealing with those who would be attracted to them (Heterosexuals of the opposite sex, homosexuals, and bisexuals) they gain the ability to manipulate, persuade or dissuade those affected into doing certain tasks.

Automobile Specialist- The hero with this talent can pilot any type of automobile. Gains Agility bonuses equal to the number of ranks in this talent while operating a motor vehicle.

Automotive Engineering- This talent deals with the design and function of automobiles. The hero with this talent can attempt to build/repair any motor vehicle. This talent also grants a reduction in car purchasing by half to original price. In addition, this talent grants +$150 to Resources and +20 to popularity for every 5 ranks in this skill.

Aviation and Aeronautics Engineering- This is not piloting. It is the understanding and development of flight principles and aircraft design. There are people who know how to build planes, but not fly them. A hero with this talent gets the benefit of having their aircraft project cost half the original price. In addition, they gain +$150 to resources and +10 to popularity for every 2 ranks in this talent.

Body-Building: The hero with this talent is a professional body builder who earns his living via his rippling muscles. +1 to popularity for each rank in this talent. +$20 in resources for each rank as well.

Boxing- +3 to their fighting stat when fighting using hand to hand combat. (+6 to their fighting if the character possesses the Marital Arts B Talent). In addition, a +1 to fighting will be added for every 5 ranks in this talent (these bonuses stack).

Brawling- +5 to their fighting stat when fighting using hand to hand combat. (+8 if the character possesses the Wrestling talent or the Martial Arts B talent. If both of these talents are possessed by the character then a +10 bonus will be taken to their fighting stat when fighting using hand to hand combat.) In addition, a +1 to their fighting will be added for every 6 ranks in this talent (these bonuses stack).

Business/Finance Sense- The hero is familiar with the world of business, corporate finance, and how money works. Initial resources are a minimum of $1,000 (this does not include origin based resources). For every rank in this talent, the hero gains an additional +$500 to their resources.


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Talents' Guide Empty Talents C-E

Post  Admin Tue Aug 07, 2012 11:24 pm

Cardiology- The hero is well versed in the heart. He/She can attempt to diagnose, research, or even try to treat any type of heart aliment. +30 to popularity and +$200 to resources.

Cartography- This talent is useful for the accurate creation of maps. The hero with this talent never gets lost. +1 to reason for every 3 ranks in this talent.

Catastrophism- The hero is well versed in the scientific belief that attempts to pinpoint the end of the world or at least major catastrophes that could significantly alter man's or the universe's history. +1 to intuition for every 2 ranks in this talent.

Chemical and Biological Weapons- The hero with this talent has extensive knowledge of chemicals, biology, and weaponry. This talent gives the hero a +3 to their endurance when they are defending against chemical/biological weapons. In addition, the character may attempt to buy such weapons at half price. The talent also grants a +40 to popularity and a +$100 to resources for every rank in this skill.

Chemical Engineering- This talent is about engineering dealing with the industrial application of chemistry and development of new chemical technology. Any hero with this talent gains a +50 to popularity and a +$200 to resources per each rank.

Chiropractic- This talent deals with the manipulation of the vertebrae in order to ease discomfort. The hero with this talent gains +15 to popularity and +$10 to resources per each rank.

Chronicler of Magic- The character studies magical societies and their activities. He/She has the ability for researching and/or knowing who the adepts and masters are, what their relationship is with each other and with any beings they entreat, and for any specific facts about most magical cults. A character with this talent may request information on any specific magical cult and it is the person responsible for creating the cult to provide this character with a rough set of stats via a private message (PM). +60 to popularity for every rank in this talent.

Civil Engineering- Any hero with this talent has a working knowledge of roads, city works, water systems, overpasses, etc. In addition, the hero can navigate easier than the average citizen/hero. +2 to intuition for every 5 ranks in this talent.

Computer Engineering- The design and construction of computer hardware. The hero with this talent can create any computer for half the cost of its parts or buy any computer at half price. In addition, the hero also gains bonuses to the creation, repair, and planning of computers. +20 to popularity and +$40 to resources for every rank in this talent.

Criminology- The hero with this talent has an understanding of the criminal mind and behavior, from either studies or firsthand observation. The character with this talent gains a +10 to popularity and a +$20 to resources for every rank in this talent. In addition, the hero gains a +5 to reason and intuition when investigating criminal practices ("If I were a crook, where would I hide?").

Cybernetics- Deals with the adding of robotic parts to organics in order to increase effective output. The hero with this talent is able to buy cybernetic attachments at half their original price. The hero is also able to request data on a specific cyborg, it is then the responsibility of the person who created the cyborg in question to produce a rough set of stats and abilities to the character who requested the information. This will be done via a private message (PM) to the character who requested the information. The hero can also attempt to remove cybernetics as well as upgrade.

Cryogenics- This talent deals with the production and effects of very low temperatures. The hero with this talent gains an immunity to cold temperatures, freezing spells and ice based powers at 10 ranks in this talent.

Cryonics- The hero has studied the practice of freezing a dead diseased person in hopes of bringing him/her back in the future when the cure is found. The hero possessing this talent gains a bonuses when attempting or researching this science talent.

Demolitions- Is the art of blowing things up, this talent includes the ability to set explosives and to defuse explosive charges such as bombs. All bombs/explosive devices are made available at half their original price to anyone with this talent. The character gains a +2 to endurance when defending against explosive attacks.

Demonologist- The character has studied accounts of demons in this universe and he knows how dangerous and hostile they are. The character receives bonuses in any situation involving demons, including research, communication, identification, and combat. The character may also request information on any demonic character (includes half demons) and it is the responsibility of the character who created the character in question to provide him/her with a rough set of stats and abilities of the demon via a private message (PM).

Dentistry- This talent deals with the cleansing and repair of one's teeth. The hero with this talent gains a +30 to popularity and a +$100 to resources per each rank.

Detective/Espionage- The hero with this talent has been trained to notice small clues to a crime. They receive a +1 to reason for every 2 ranks in this talent. In addition, a +50 to popularity per each rank in this talent.

Driving- The hero has been trained to drive a vehicle. Such as a car, truck, van, or motorcycle. (No charge for gas!)

Disguise- The hero gains a +1 to Intuition and Reason when using this talent. When a hero is in disguise, two possible situations could come up. One is where the disguise only has to pass at a glance. In this situation, the hero’s reason only needs to be higher than half the reason of the characters they are trying to fool. The other situation is
where the hero must adopt mannerisms to go with the disguise (disguising voice, affecting a limp, etc…). The person the hero is trying to fool must have a higher reason than the hero.

Ecology- This is the study of living things and how they interact in an ecological system. A hero with ecology will gain a +3 bonus to their Reason when learning or reasoning out things about a natural balance, like what is throwing it off. The hero is an expert on most ecological situations, and may take educated guesses on alien ecology. +20 to popularity and +$20 to resources per each rank in this talent.

Electrical Engineering- This talent deals with the creation and production of electricity. The hero with this talent gains a +2 bonus to their Reason when dealing with hydroelectric dams, nuclear-electric plants, and so on. +30 to popularity and +$40 to resources per each rank in this talent.

Electrochemistry- This talent deals with the relation of electricity to chemical changes and with the interconversion of chemical and electrical energy. Any hero possessing this talent gains a +2 bonus to their Reason when pertaining to the application or research of the above information. +30 to popularity and +$40 to resources per each rank in this talent.

Emergency Medicine- The hero gains bonuses when working in a trauma unit, emergency room or any other kind of immediate care. Can use once per week to prevent one hero/character from dying.

Energy and Particle Physics- Any hero with this talent gains a +2 to their Reason bonus to the application or research of the study of electromagnetic spectrum of energy and research into new power sources. For every 3 ranks in this talent, the amount of energy recovered per day by the hero receives a +10 bonus.

Escape Artist- The hero with this talent is skilled at escaping traps, such as getting out of dangerous places, squirming out of ropes, and undoing handcuffs from behind. The hero gains bonuses when dealing with situations that require lock-picking, untying knots, and minor contortionism. For every escape successfully snaked, the character receives a +10 karma point bonus.

Exhibition- The hero with this talent can use his/her various fighting skills in the flashiest way possible without penalty. Opponents viewing this talent must have a psyche greater than half the psyche of the hero with this talent in order to try to avoid melee confrontation with this hero. +20 to popularity for every rank in this talent.

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Talents' Guide Empty Talents F-H

Post  Admin Tue Aug 07, 2012 11:24 pm

First Aid- This talent allows a hero to administer some form of aid to revive a character from unconsciousness (0hp). The amount of hp recover is +15hp per each rank in this talent. In addition, the hero with this talent can stabilize a dying character (health below 0) at 5 ranks.

Forensics- Deals with the study and evaluation of criminal evidence. The hero gains bonuses of +2 to reason and +2 to intuition (for every rank in this talent) when studying a crime scene or attempting to evaluate criminal specimens. In addition, the hero receives a +$15 to resources and a +20 to popularity.

Genetics- This involves all matters involving the genes, including creating new life forms, understanding mutants, and researching diseases. Characters with this talent may request the stats for any mutant character at anytime and it is the responsibility of the person who created the mutant in question to produce a rough set of stats and abilities of the character via a private message (PM) to the character requesting the stats. In addition, for every rank in this talent, the character gains a +$10 to resources and a +20 to popularity.

Geography- This talent is the science mapping the earth and its surfaces. Any hero possessing this talent gains a bonuses when making or using any map of this kind. In addition, the hero gains a +10 to popularity and a +$10 to resources for every rank in this talent.

Geology- This talent involves all matters on the earth, including volcanic activity, the geology of the surrounding land, types of rocks and their powers, and mineral identification. A hero with this talent may request the stats for any element in their possession, and it is the responsibility of the person who created the element in question, to produce a rough set of stats and features of the element via a private message (PM) to the character requesting the stats. (Note: at least a sample of the element must be on the requesting character’s person.) In addition, for every rank in this talent the hero gains a +$20 to resources and a +10 to popularity.

Geriatrics- The hero is adept at administering medical care to the elderly. As such, with the elderly, the hero gains a +6 to Reason and a +5 to Intuition bonuses to the care, diagnosis, treatment, and research of this medical talent. In addition, +20 to Popularity and +$70 to resources for every rank in this talent. To any person 50 years or older, this talent gives the hero an extra bonus to popularity which is equal to the number of ranks in this talent times 5 (note: bonuses stack with this talent).

Graphics- The hero is skilled when dealing with web design, advertising,
printing product design. The hero is also familiar with the printing industry and various paper products and design tools. With this talent, the hero gains a +$40 to resources and a +30 to popularity for every rank in this talent.

Guns- Individuals without this talent fire guns (all handguns, rifles and submachine guns, including laser, stun and concussion varieties) at their agility rank. Those with this talent fire such weapons with a +8 bonus to their agility. In addition, the character may purchase any guns/ammo at half price. Reloading guns does not count as a turn, but merely as an automatic reaction after fire a gun.

*Heir to a Fortune- This is not a talent, but a condition that brings the character into a lot of money. The minimum resources of a character with this talent is $30,000 (note this does not include origin stats). For every rank in this talent the character gains an additional $1,000 to their resources. This "talent" may not be gained by a character after the character creation process is finished, and may only be chosen by characters being generated.

History- The hero can pick a specific branch of history to be an expert in (World War II, South African, Mayan, Neolithic) and receives a +4 to reason involving that branch (note: only 1 branch per History talent). In addition, the hero receives a +30 to popularity for every rank in this talent.

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Talents' Guide Empty Talents I-K

Post  Admin Tue Aug 07, 2012 11:25 pm

Immunology- The hero gains bonuses when dealing with the science dealing with the phenomena and causes of immunity and immune responses. For every 2 ranks in this talent, the character gains +1 to their endurance. In addition, for every rank in this talent, the hero receives a +20 to popularity and +$40 to resources.

*Intelligence- This is the talent to sort the good information from the crap. For every rank in this talent, the hero gains a +3 to their reason.

Intimidation/Interrogation- The character has the ability in terrifying an individual into doing, saying, and or revealing information that the character wants. (Character’s psyche must be higher than victim’s psyche). The character gains a +1 to psyche for every 2 ranks in this talent. Making the individual go along with the characters plans, at least temporarily (The victim’s psyche must be higher than the character’s psyche in order to resist this action.)

Journalism- The hero with this talent has the ability to stay well connected with the media in some fashion, such as at local newspapers, radio and television stations, or has sources in law enforcement, political circles, or snitches of the criminal underworld. For every 2 ranks in this talent, the character gains +$75 to resources, +25 to popularity, and a +1 to intuition.

Karmic Strike- A character with this talent has learned to strike when their opponents are more vulnerable –the same instant their opponent strikes them. With this talent, a hero may pay karma points that will be converted into temporary bonuses to their agility, fighting, and strength stats.

Keen Intellect- A character with this talent has keener senses than normal. They are able to take notice of every little detail. For every rank in this talent, the character gains a +1 to their intuition.

*=counts as two talent slots.

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Talents' Guide Empty Talents L-N

Post  Admin Tue Aug 07, 2012 11:26 pm

Languages- The character with this talent has a natural understanding of languages. The character gains 1 additional language at start, and may add other languages per each rank in this talent. Characters without the Languages talent must gain this talent or the Linguistics talent, first to learn other languages. The gaining of additional languages assumes someone is able to teach these languages. A character with this talent does not have to assign a language at start, but may fill in one later as need be.

Law- The character with this talent has an extensive background in the law (the assumption being US Law, but this may vary according to the campaign). The hero may be a lawyer, capable of applying to pass the bar. A character with Law as a Talent gains a +1 to their reason when in situations involving the law, including correct legal procedure. Per every rank in this talent, the character gains a +30 to popularity and a +$100 to their resources.

Law Enforcement- The character with this talent has a background with law enforcement authorities. This talent includes a standardized gun, a badge, and +20 to the character’s popularity per each rank. If still a member of a law enforcement agency, may legally carry a gun and make arrests, and may receive a +$40 to their resources per rank.

Leadership- The hero with this talent has the brains and understanding of a cohesive group, such that he/she is a benefit to the team. Any team, to which the character belongs to, receives a 50-point karma bonus, provided the character with this talent is recognized as the "team leader". The team may only have one recognized leader; though more than one character with Leadership may belong to the group. When the "Leader" of a group leaves, the 50 point bonus is deducted, assuming the points have not already been spent. For every newly formed team, the bonus applies. Only 1 team formed per month.

Locksmith- This talent deals with the opening of, replacing of, and repair of locks and locking mechanisms. +20 to popularity per each rank in this talent.

Lottery Winner: Basically the premise behind this talent is that the hero somehow won the lottery and gets a stipends of $1,000 a week. (NOTE: a description of how the character came to be winner of a lottery must be explained.)

Marksman (Marksmanship)- The character with this talent gains a +1 to their agility per each rank in this talent. An additional bonus of a +2 to their agility is allowed when the character is attempting to hit with any distance weapon that requires line of sight to hit (the character could benefit when firing heavy artillery, but not when controlling a guided missile).

Marine Biology- This is the study of marine life. The character with this talent receives a +3 to endurance when dealing with aquatic plants and creatures. For every rank in this talent the hero receives a +30 to popularity.

Marine Engineering- A hero with this talent gains bonuses for the building of ships, submarines, and underwater constructs. +3 to endurance when underwater. For every rank in this talent, the hero receives a +20 to popularity and a +$10 to resources.

Martial Arts A- This form of martial arts concentrates on using an opponent's strength against him, and is typical of Oriental-American forms such as judo and karate. The practitioner of this form of martial arts can stun or slam an opponent regardless of their comparative Strengths and Endurances.

Martial Arts B- This form of martial arts is keyed on offense and inflicting damage in short, quick bursts, and includes such disciplines as boxing. The practitioner of this form of martial arts gains a +3 to their Fighting ability when engaged in unarmed combat.

Martial Arts C- This form of martial arts concentrates on holds and escapes. The practitioner of this form gains a +2 to his/her Strength for grappling attacks (including damage), a +2 to their agility for purposes of dodging.

Martial Arts D- This meditative form of martial arts searches out the weak spots of the opponent's defenses and strikes against them. The practitioner of this form may ignore the effects of body armor (though not force fields) for determining stun and slam results. The attack by the character does not have to inflict damage to force a check for possible stun and slam. The disadvantage is that the target for this attack must be studied for two rounds before the effects may be brought into play. The character with this talent does not have to attack the character, only watch him/her in battle for two rounds before attacking.

Martial Arts E- This form of martial arts encourages quick striking to catch the opponent of guard. Heroes with this form of martial arts are at a +2 to their agility while in unarmed combat.

Martial Arts F- This form of martial arts concentrates on hitting the pressure points in melee. The hero gains a +2 to their damage dealt. (melee attacks only.)

Martial Arts G- This form of martial arts concentrates on a strong defense. The hero gains a +1 agility bonus to dodge, and is able to take -2 less damage from successful hits to his/her character.

Martial Arts H- This form of martial arts encourages speed though assessing the opponent. The hero gains +1 extra attack. The disadvantage is that the target for this attack must be studied for one round before the effects may be brought into play. The hero with this talent does not have to attack the character, only watch him/her in battle for one round before attacking (melee attacks only).

Martial Arts I- This form of martial arts focuses on hardening the body to resist damage. The hero gains a +2 to their Endurance when recovering health, rest is not needed. The hero also gains a +2 bonus to Endurance to resist being stunned or slammed.

Martial Arts J- This form of martial arts focuses on using the hero's Intuition more than reason. The hero is able by this form of martial arts able to wait until all actions are declared before declaring his/her actions. This talent is limited to melee combat only.

Mathematics- The hero with this talent is a math whiz, unbelievably good with numbers and figures. The hero gains a +1 to their reason for every 3 ranks in this talent.

Mechanical Engineering- The hero with this talent gains a +5 Bonus to their reason for the construction and design of complex machines for an assortment of tasks. A hero with this talent may search for weaknesses in machines at the cost of one full turn.

Mesmerism and Hypnosis- This talent is a primitive form of Mind Control at the Power rank number equal to the Reason of the character with this talent. Information can be gained as per a Mental Probe, and posthypnotic suggestions may be implanted within the victim's mind. Any attempt to force an individual to do something he/she would not normally do, or divulge information that he/she would not normally reveal, will cause the hypnotism to break. A hypnotic command fades in 1-10 hours after it is given.

Metallurgy- The hero gains a +3 bonus to their reason when dealing with the research or application of the study of metal, and its practical uses. The costs of certain metals is available at half their original prices.

Meteorology- A hero with this talent gains a +2 bonus to their reason when studying weather systems. +10 to popularity and +$10 to resources.

Microbiology- The hero gains a +3 bonus to their reason when dealing with the study of microscopic forms of life. In addition, the hero receives a +10 to popularity and a +$10 to their resources per each rank in this talent.

Military Engineering- This talent deals with the creation of military bases and their locations. The hero with this talent gains a +2 bonus to their reason when determining the location and features of any military base. In addition, the hero gains a +10 to their popularity and a +$20 to their resources per each rank in this talent.

Music Cognition- The hero has studied the musical development throughout human history. This gives them bonuses to the research and application thereof. This does not automatically grant the Performer talent. +20 to popularity and +$10 to resources per each rank in this talent.

Negotiations- A hero with this talent is adept at defusing hostile situations. The hero with this talent gains a +10 bonus to Popularity and a +4 to Reason when dealing with a hostile situation.

Neurosciences- This science deals with nerves, nerve tissue, and their relation to behavior and learning. A hero with this talent gains a +10 to popularity and +$20 to resources per each rank. In addition, a hero with this talent also gains a +1 to their psyche per every 3 ranks in this talent.

Nuclear Engineering- This talent deals with the construction and development of nuclear powered, manipulating and control devices. The hero with this talent gains a +2 to their endurance when defending against nuclear attacks. +30 to popularity and +$75 to resources per each rank.

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Talents' Guide Empty Talents O-Q

Post  Admin Tue Aug 07, 2012 11:26 pm

Occultist- The character has made extensive studies into the area of occult happenings, including: unexplained events and mysteries of the world, hauntings, and other manifestations of the spirit world. He has a +2 to his Reasoning and his Intuition when researching or dealing with occult events (for every rank in this talent). In addition, a +10 to their popularity for each rank in this talent.

Oceanography- The hero gains a bonuses to matters dealing with the study of oceanic movement and effects and effects on land and atmosphere. +$20 to resources and +15 to popularity for every rank in this talent.

Olympian- The hero is well versed in the weaponry, tactics, and traditions of Ancient Greece. As such, their fighting is increased by +2 and their Reasoning by +1 for every rank in this talent.

Oncology- The hero is well versed in the study of cancer and gains bonuses when treating or researching. +30 to popularity and +$20 to resources for every rank in this talent.

Oratory- The character with this talent is an excellent public speaker, and so receives a +5 to both Reason and Popularity when giving a speech, or dealing with the public. In addition, for every 5 ranks a +2 bonus to popularity and a +$20 to resources is accumulated by the hero with this talent. (Yes, popularity bonuses add up while character is speaking.)

Organic Chemistry- the hero holds knowledge about dealing with the research and
application of chemical elements only found in occurring natural substances. +3 to reason for every 5 ranks in this talent. In addition, + 5 to popularity and +$40 to resources for every ranks in this talent.

Oriental Weapons- This is a special category that grants the character a +2 bonus
to Fighting and Agility for every rank in this talent, when using the following weapons: Shuriken, crossbows, Sais (treat as swords), and oriental swords and daggers (Including the katana and the kris). (Note: no bonuses are taken from this talent if hero is not using any of these weapons.)

Paired Weapons- This talent may either apply to one-handed ballistic weapons or one-handed melee weapons (keep in mind that the character’s strength impacts which weapons may be treated as one handed weapons). For ballistic weapons, a hero gains one extra distance attack per round without penalty if firing at only one target. If the hero fires at two separate targets, the second target’s agility must be lower than the agility of the hero. If the agility of the second target is higher than a penalty of -2 to the hero’s agility on the first shot will occur (other penalties may be included by the admin). For melee weapons, the extra attack can be used to parry as well. Other than that, the same rules apply to the melee that apply to ballistic, except the Fighting stat is used rather than Agility. Taking a second slot in this talent will negate the drawbacks to directing attacks at multiple targets.

Paranormal Phenomena- This talent deals with the study of events that is unexplainable by any scientific means. The hero gains a +1 to Reason and a +1 to intuition for every 5 ranks in this talent. Note that if the hero posses the power called Communicate with Non-Living; he/she gains a +2 ranks to that power (for every rank in this talent) when dealing with or researching events such as poltergeists. Also, the character gains +10 to resources and +10 to popularity for every rank in this talent.

Parapsychology- This is the study of Psionics. A hero with this talent has a +3 to their psyche for every 5 ranks in this talent. In addition, for every rank in this talent, the hero gains a +2 bonus to their psyche and endurance when resisting psionic attacks.

Parasitology- The hero with this talent is an expert on the science of the effects of
parasites on living creatures. Characters with this talent gain a +6 to Reason and a +5 to Intuition when the hero is engaged in the application and research of the above information. In addition, at 25 ranks the character gains immunity from all parasites. For every rank in this talent the hero gains a +$30 to resources.

Pathology- This medical talent deals with the study of diseases and their nature. Any hero
possessing this talent gains a +6 to Reason and a +5 to Intuition when researching and the application of this talent. In addition, at 20 ranks the character gains immunity from all diseases. For every rank in this talent the hero gains a +$25 to resources.

Pediatrics- The hero is well versed in the care of children, from a medical standpoint. It
affords the hero a +6 to Reason and a +5 to Intuition bonuses to the care, diagnosis, treatment, and research of this medical talent. In addition, +40 to Popularity and +$50 to resources for every rank in this talent. To children and mothers this talent gives the hero an extra bonus to popularity which is equal to the number of ranks in this talent times +5 (note: bonuses stack with this talent).

Performer- The character is someone who acts, sings, dances, mimes, or otherwise uses his/her talents to entertain (This is related to the Artist, the key difference being that the Artist may leave the scene of creation, the Performer is identified with creation directly). A Performer receives a certain number of Karma points for a day's worth of performance, whether in a play, doing a nightclub routine, or working in a movie. The amount of karma points rewarded depends on the administrator’s judging. Character’s with this talent are expected to give a description of what they are doing and the administrator will reward them with an appropriate amount of karma points. In addition, for every rank in this talent, a character gains +25 to popularity and +$10 to resources.

Pharmacology- A character with this talent is versed in the study of drugs. The hero gains a +4 to Reason for every 5 ranks in this talent. In addition, pharmaceutical products are made half price and for every rank in this talent, the character gains a +10 to popularity and a +$60 to resources.

Phenology- Any hero who possesses this talent is able to the research
or apply their knowledge of the reaction of species to environmental phenomenon. +1 to Reason for every 2 ranks in this talent.

Philology- Also known as linguistics, this talent is the study of human speech including the units, structure, and modification of language. This allows the hero to pick one
additional language to be fluent in at the start of the game. For every 3 ranks the character may learn another additional language, but must describe how they learned that language.

Philosophy- Deals with the pondering of life's questions. It is also an outlook on life
that may be shared by others. The character with this talent gains a +3 to their reason when dealing with a debate of a philosophical nature. In addition, for every 5 ranks in this talent, the character gains +2 to their reason stat (yes this stacks with the other bonus in the appropriate situation) and +5 to their popularity.

Psychology- This deals with the workings of the mind. The hero with this talent gains a
+1 bonus to their psyche for every 2 ranks in this talent. In addition, the character also gains +20 popularity when dealing with a mentally ill person or psychosis.

Physical Therapy- This deals with the exertion of muscles in order to regain usage of an atrophied limb or extremity. The hero regains health by +2 X the number of ranks in this talent.



Pilot (Piloting)- The hero has been trained to fly aircrafts, such as airplanes, helicopters,
or a special type of aircraft (non-spacecraft). For every rank in this talent the hero gains a +10 to popularity.

Plastic Surgery- This talent deals with the construction of and repair of the body. This
cosmetic skill can be applied to an accident victim, or to a vain person who hates their
nose. Either way the hero is able to repair a fellow hero or person and grant them +2 health back for every rank in this talent. In addition, the hero gains a +$20 to their resources and a +10 to popularity for every rank in this talent.

Politics- This talent deals with the government and the policies that they instate, as well as the party desires on both sides. The hero with this talent gains a +$50 to their resources and a +50 to their popularity for every rank in this skill.

Polymers- This talent allows the hero the ability to study advanced chemical compounds and to form other new materials. This talent grants the character to ask for a detailed description of the polymer from the player responsible for creating it. It is then that player’s responsibility to send a private message (PM) with a rough explanation of the compounds qualities. +$30 to resources for every rank in this talent.

Psychiatry- The hero with this talent has a background in the studies of the mind. The hero gains a +2 to their Psyche for every 3 ranks in this talent. This is a popular talent with those heroes and villains with Mental Powers, and the character with this talent gains a +1 to their Reason, +2 to Intuition, and a +7 to their psyche on all actions involving Mental Control, Domination, Hypnosis, Emotion Control, and Mental Probe Powers. (Note: the bonuses listed above do not apply when not using these powers. In addition, the +2 to their psyche applies automatically without the use of the powers and it stacks on to the other bonuses when using any of the listed mental powers).

Psychobiology- The hero gains bonuses to the application and study of mental life and behavior in relation to other biological processes. +1 to Psyche and +1 to Intuition for every 3 ranks in this talent.

Quantum Physics- The hero with this talent has a background in research and development into teleportation, wormholes, warp theory, and other types of travel theories. The hero can even start by creating a new specialty field of his/her own. The hero gains a +10 to popularity and a +2 to reason for every 3 ranks in this talent. In addition if the hero possesses any of the following powers: Dimension Travel, Gateway, Teleport Self, Teleport Others, or Telereformation, these are raised by +2 ranks for every rank in this talent.

Quick Strike- All heroes with this talent are well trained in quickness in combat situations. They gain an additional attack if their fighting or agility is at least 2x more than the character they are trying to attack (Note: this depends on whether a ranged attack or melee attack is being used. Melee attacks use the fighting stat and ranged attacks use the agility). In addition, for every 3 ranks in this talent, the character gains a +1 to their fighting and a +2 to their agility. At 20 ranks, the hero with this talent automatically gets a second hit and for every 10 ranks afterwards an additional automatic attack is allowed to the hero.

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Talents' Guide Empty Talents R-T

Post  Admin Tue Aug 07, 2012 11:27 pm

Radio Astronomy-Any hero who possesses this talent is well versed in astronomy dealing with electromagnetic radiations of radio frequency received from outside the Earth's atmosphere, and gains bonuses according to any actions dealing with this material. +1 Reasoning every 6 ranks in this talent.

Radiobiology- The hero with this biology talent gains bonuses to the research and application of the interaction of biological systems and radiant energy or radioactive
materials. In addition, with every 2 ranks in this talent the hero gains a +1 Endurance against radioactive and radiant energy attacks. Also immunity from radioactive effects and poisoning.

Repair/Tinkering- The character with this talent gains bonuses involving the repair and modification of existing items/relics, but not the building of new items (see Engineering). This includes exotic or alien/magical items beginning at 8 ranks in this talent. In addition, the character receives a +1 to their Reasoning for every 4 ranks in this talent.

Resist Domination- This is a Psi-Screen that may be developed by the individuals without that Power. This permits the character to resist mental attacks and grants the character +1 to their Psyche stat for every 3 ranks in this talent. The talent is passive in nature, and does not grant any other particular benefit. A character with Mental Probe may be able to discern where the character gained this talent, but nothing else.

Ricochet- The character can bounce an object or weapon off more than
one target. The character can even ricochet the weapon back into his or her own hand. +1 to Agility for every 3 ranks in this talent.

Robotics- This talent deals with the creation, maintenance, and upgrading of robots.
The hero is able to heal fellow robotic allies for +20 health and +10 energy for every 2 ranks in this talent. At 5 ranks parts for robots are half price. Beginning at rank 1, this talent grants the character with +$20 X the number of ranks in this talent. In addition for every 4 ranks in this talent, the hero gains a +25 popularity.

Runesmith- The character is a translator and transcriber of runes, especially ancient, magical runes. (A rune is a letter in an ancient alphabet. Most ancient magical items
have runes on them to warn potential users of the possible harm that the item can cause.
These runes can be anyone of a vast array of almost-forgotten codes.) The character receives no damage and none of the effects of magical spells caused by runes. The user can sometimes learn magic from certain runes if their Karma is higher than 500, a power slot is available, and their reasoning higher than 25. At a 50 ranks in this talent, the character can automatically gain a +5 to their psyche stat.

Scholar of Antiquities- The character has an extensive knowledge of antiques, especially
ancient magical artifacts and lore concerning them (but not including books, scrolls, or other artifacts that are primarily informational). He/she gains a +1 to their Intuition for every 2 ranks in this talent. In addition, this character gains a +4 to their endurance when defending against magical effects/attacks caused by magical artifacts, for every 3 ranks in this talent.

Security- This talent has two benefits: First, the hero is able to remove security devices and an added awareness of installed security devices. Second, the hero gets a +1 to their Reasoning stat for every 2 ranks in this talent.

Security and Encryption- This talent deals with creating, cracking, and maintenance of security codes used on computers. A hero with this gains a +2 to their reasoning for every 5 ranks in this talent. In addition, the hero gains 20 karma for every code cracked, created or modified.
Seduction- The hero with this talent is skilled at the fine art of seducing the "victim".
This talent when used temporarily raises the heroes popularity 50 X the number of ranks in this talent to the interested parties (Heterosexuals of the opposite sex, homosexuals, and bisexuals.) If the hero possesses the Power of Pheromone Control, the bonus is increased to 100 X the number of ranks in this talent. The Attractive talent can also raise this talent to 100 X the number of ranks in this talent. If both Pheromone Control, and Attractive talent are possessed, the bonus is increased to 200 X the number of ranks in this talent. For every rank in this talent, the following bonuses occur: +10 popularity to everyone and +$20 to resources.

Seismology- This form of earth science is the study of earth movement. This talent also includes glaciology and volcanology. The hero gains bonuses to studying the above information, as well as a +5 to popularity for every 2 ranks in this talent. Finally, the hero will gain a +4 to their endurance against earthly/elemental attacks for every 3 ranks in this talent.

Sewing and Tailoring- This talent deals with the creation of clothing, and other things that must be connected with thread. The hero with this talent, has a discount of 50% off of sewing materials and clothing. In addition, they may repair their costume or teammates for 10 karma points a costume. Finally, they also gain +5 popularity every 2 ranks in this talent.

Sharp Weapons- Characters with this talent gain the following bonuses per 1 rank in this skill while equipped with a sharp weapon: +3 Fighting, +2 Endurance, +2 to damage caused by weapon, +1 to Strength. Note that these bonuses are lost if the character is not using any sharp weapons or the sharp weapons are thrown from the person. The following weapons are eligible as sharp weapons: swords, daggers (unless thrown), sharp stones, knives, hooks, and spears. Claws and
other natural extensions that function similar to sharp weapons do not receive any bonuses from this talent.

Sleight of Hand-This is a talent developed by stage magicians, which causes items to appear and disappear by a combination of misdirection and swift, fluid gestures. In addition, the character receives +1 to their Agility for every 3 ranks in this talent.

Software Engineering and Programming- The hero receives bonuses on matters
involving the creation and development of computer software. For every software program created (limit one per week) the hero gains +100 karma points. In addition, this talent grants a +$200 resources and +10 popularity for every 2 ranks in the talent. (if robotic or using hi-tech devices, this talent prevents viruses from taking over equipment at five ranks).

Sonochemistry- The hero with this talent has an understanding of the effects of sonic energy on chemicals. The hero gains with this talent +1 to their endurance while defending against sonic attacks for every rank in this skill. In addition, the character receives a +1 to their Reason for every 3 ranks in this talent.

Spacecraft Knowledge and Piloting- The hero may request for stats about a particular spacecraft and the person who developed the spacecraft being requested, must provide a rough copy of the stats and features of the spacecraft in a private message (PM) to the hero in question. In addition, the character with this talent may pilot any spacecraft in their possession.

Spectroscopy- This talent gives the hero bonuses to the application and research of physics that deal with the theory and interpretation of interaction between matter and radiation. +2 to Reasoning for every 3 ranks in this talent.
Sports Medicine- This is the application of medicine to injuries that were sustained by
an athlete. +2 to popularity for every rank in this talent. +$30 to resources for every rank in this talent. Non-life threatening injuries such as bruised bones or sprained limbs may be treated using this talent and the recovery rate is +5 health points per each rank in this talent.

Sleep-it-off- The character has trained himself/herself to recover half their energy and a quarter of their health back after one turn of rest. While resting, the character is susceptible to all attacks and takes a -3 to their agility stat and a -4 to their endurance stat. After 10 ranks in this talent, the amount of health recovered is 50%. After 20 ranks, the amount of energy recovered is a full 100%. 30 ranks is the number of ranks required to fully heal both health and energy after two turns of rest.

*+Specialty Weapon- The hero has his own unique weapon with which he fights crime with. (Note: all weapons must be pre-approved by the Administrators before being added to character.) For every rank in this talent, the weight of the object with which a character may have is increased to 10kg. Th
is allows for additions to be made to the item such as a plasma gun getting a second power pack for a greater range capability. Please note that this talent can only be selected initially while creating one's character and if the character wishes to give up their weapon or trade in for the weapon it requires a maximum rank of 10 to switch the specialty weapon for another pre-approved specialty weapon. (Note: Armor and artifacts like green lantern's ring are not considered weapons under this talent.)

Stealth- The hero can move in ways that cannot be detected. Whether while moving silently or if subjected to later tracking. All enemies receive a -5 X the number of ranks in this talent bonus to their intuition while trying to locate the hero. The hero with this talent gains a +1 X the number of ranks in this talent bonus to their initiative and agility.

Street Smarts- This is the measure of common sense that the hero has in regards to
understanding street slang and street etiquette. The character with this talent gains a +2 X the number of ranks in this talent to their Popularity and a +1 for every 3 ranks in this talent for their Reason and Intuition when in a city.

Structural Engineering- This allows the character to design, build, and modify structural
complexes (buildings, bases, tunnels, mines, etc…). In addition, building bases or hideouts are now (50%) off their initial cost. Finally, the character with this talent gains a +50 to popularity for every 4 ranks in this talent and +$200 Resources for every rank in this talent.

*+Student- Similar to Heir to a Fortune, this talent may only be chosen at the start of
play, and may not be gained though experience. The student character has no other initial talents, but may gain other talents and talent slots at discounted prices. To increase the maximum number of slots by one slot for your character it only costs 2,500 karma points. New talents cost only cost 500 karma points if learned from another player who has at least three ranks in that slot, and 800 karma points if learned from outside. Students can not learn powers and receive a -$20 to resources for each talent they are trying to learn.

Submersible Vehicle- The hero with this talent can pilot any form of submersible vehicle.
This includes submarines, diving bells and other underwater vehicles. They can also request stats for the submersible vehicle, and it is the responsibility of the person who created the submersible vehicle to provide a rough set of basic stats and features to the hero in a private message (PM). In addition, a hero with this talent gains +2 to popularity for each rank in this talent.

Survival- The character can use this talent when he/she is dealing with the rigors of natural challenges in the outdoors such as finding direction, food, water, shelter, and
dealing with a frigid (Cold) or hot (Desert) climate. They gain a +2 to their intuition for each rank in this talent.

Television Junkie- The hero with this talent has a healthy appetite for television. They watch so much television that they are able to apply off the wall methods in troubleshooting. For every 2 ranks in this talent, a hero gains +2 to their intuition, +3 to their Reasoning, and a -1 to their agility. After 20 ranks, the -1 to their agility is removed.

Theoginist- The character is a scholar of the origins of the extra powerful extradimensional beings and gods of this universe (this category includes all of the major entities from every religion and those beings that provide dimensional energy when called upon, such as Dormammu). The hero has a +1 to their Reasoning stat for every 2 ranks in this talent.

Thievery- Lock picking, pocket-picking, safe cracking, and security systems knowledge are all abilities under this talent. For every successful item stolen, a character gains a +20 to popularity, a +50 to resources, and a -5 to karma. (Those characters with out this skill do not share in these bonuses when stealing an item, but merely take a larger karma penalty.)

Thrown Objects- The hero with this talent gains a +2 agility bonus (for every rank in this skill) with all throwing attacks (both sharp and blunt), and can attempt to catch thrown items. This applies to both thrown weapons and normal items. If the hero has the thrown weapons talent as well, the modification is +4 agility bonus when using thrown weapons. In addition, a +2 to damage will be added for every rank in this skill (+6 to damage with the Thrown Weapons talent as well).

Thrown Weapons- Characters with this talent toss weapons designed to be thrown (including spears, daggers, shuriken, disks, snowballs, etc.) with a +3 to their Agility a +1 to their fighting (for every rank in this skill) with every action that involves throwing weapons. In addition, a +4 to damage will be added for every rank in this skill.

Tracking- This talent is the skill of tracking a person(s) or animal(s) by the trail, they might have left behind. This gives the hero a +1 to their Intuition (for each rank in this skill) when trying to track earthbound targets though any type of terrain.

Trance- The hero may place himself/herself into a trance. While in a trance the character
slows his/her body functions to such a level that he/she may be assumed to be deceased (Intuition checking). A character in a trance reduces needs for food and water to a minimal level, and may regain +10 energy and +20 health per each rank in this talent. Trance may be performed only once a day.

Trivia- This general category covers any one subject desired by the character. On that subject, the character gains a +1 to their Reason stat for every rank in this talent, when dealing with a subject specific to the trivia subject chosen for this talent. (Say, the character is into collecting Spores and Fungus. A Trivia Talent would be: Trivia/Spores and Fungus). Trivia categories should be specific (old movies, military history, sports, rock music, comic books) as opposed to general (all knowledge) or covered by other talents.

Truly Talented- This talent is applied to any talent already initially known by the hero. For every rank in this talent, the talent being selected by this skill gains 2 additional ranks. Talent can only be used per one talent only.

Tumbling- The hero with this talent knows how to fall and land without undo injury. Individuals with this talent may land feet-first if they so choose. +1 to agility for every 2 ranks in this talent.

* = counts as two talents.
+ = only available as initial talent cannot be gained later on.

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Talents' Guide Empty Talents U-W

Post  Admin Tue Aug 07, 2012 11:28 pm

Universal Acclaim- The character holds a reputation that is known throughout the universe. (Note: this implies just the character’s home universe.) The character receives a +55 bonus to their popularity for every rank in this talent.

Video Games- The hero with this talent gains bonuses when playing video games. In addition, they gain +2 popularity for each rank in this talent.

Virtual Reality- This talent is an in-depth knowledge of human's interaction with computer systems. A hero with this talent gains bonuses to research and creation of virtual reality. A hero with this talent could even attempt to create a Danger Room for his/her team for training purposes! In addition, +1 to Intuition for every 2 ranks in this talent. Finally, for each Danger Room scenario created using this talent, the hero gains 10 karma points (only one scenario per day).

Veterinary Medicine- The hero gains bonuses when researching or in the application of animals medical needs. This includes diagnosis, treatment and surgery. In addition, a hero with this talent may heal any animal such that the total health points recovered by the creature is 10 X the number of ranks in this talent.

*Weapons Engineering- A hero with this talent has precise knowledge of how to build, use, and modify guns, missiles, melee weapons, and artillery. The hero gains +$150 Resources for each rank in this talent and receives a reduction of the cost of all necessary materials and weapons (50%) at 5 ranks. This talent does not include explosive devices (See Demolitions).

Weapons Master- The character with this talent gains a +4 to their Fighting and a +2 to their agility for every rank added to this ability. This only works for one weapon of choice (ranged or melee.)

Weapons Specialist- The character with this talent gains the following bonuses with a single weapon of choice. This may be any type of weapon, missile or melee. For every rank in this talent, the character gains a +1 to their Agility, +1 to their Initiative, +3 to their Fighting, +2 to their Endurance, and a +1 to their Strength. NOTE: these bonuses are only present when the character has the weapon of choice equipped or on hand.

Weapons Tinkering- A hero with this talent has the ability to modify or enhance an existing weapon in any fashion. Note, this talent does not grant the ability to create weapons (See Weapons Engineering).

Wrestling- The character with this talent is proficient in applying holds. It includes familiar types of wrestling, as well as the sumo forms of the art. The character with this talent gains bonuses when making grappling attacks, but gains no benefit in damage (A character with Martial Arts C and this talent gains bonuses to damage and the chance of hitting.) Every 10 ranks in this skill corresponds to a +1 bonus to the character’s basic Fighting stat.

*-Talent counts for two talent slots

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Talents' Guide Empty Talents X-Z

Post  Admin Tue Aug 07, 2012 11:28 pm

Xenobiology- The hero with this talent has a general knowledge of Alien Physiology including physical strengths and limitations (This talent is also called Exobiology or
Astrobiology). The hero with this talent can request information about a specific alien species (such as basic stats, health, powers/abilities/talents, etc.), it is the responsibility of the person who introduced the alien being or species which is being requested, to provide a rough set of appropriate stats to the character who requested said information in a private message (PM). In addition, for every 5 ranks in this talent, a hero takes a bonus of +2 to their endurance when being attacked by alien creatures (includes magical races, inter-dimensional beings, and other non-earthly creatures.)

Yakkity Yak-The character has a unique ability to become quite the chatterbox. This talent can be used during battles as distraction against enemies. When equipped with this ability, the character gains a +2 to dodging, evading, and escaping attacks from opponents who are actively engaged with the character. This bonus increases by +2 every 5 ranks.

Yodeling-The character is proficient in making strange melodic vocalizations. They can use this talent to start instant avalanches in snowy and mountainous regions (like the Alps). For each rank in this talent a character gains 1 popularity point.

Zoology (magic, alien, and normal beasts)-The character studies magical creatures and has collected books on the subject. This Talent includes not only mythological or fantastic beasts of Earth's legends but also the creatures of other dimensions in the Marvel universe. With this talent, the hero can request information about the beast (such as basic stats, health, powers/abilities, etc.), it is the responsibility of the person who introduced or created the creature which was requested, to provide a rough set of appropriate stats to the hero who requested said information in a private message (PM). In addition, for every 5 ranks in this talent, a hero takes a bonus of +2 to their endurance when being attacked by magical and otherworldly beasts.

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