Post by Thomas on Jun 4, 2012 11:35:36 GMT -8
TRAITS & TALENTS
Talents and traits are aspects of your character that determines their strengths and weaknesses. You may start with a single rank in one trait and five talents. Traits would be the determining factors of a character's make up. One's strength, constitution, dexterity, spirit, intelligence, and speed would all be traits, and each rank boosts a character's performance in said trait by a small amount. Talents are for RP purposes that progress a character's knowledge and skill base, expanding them while ensuring that no character is perfect at everything. Talents include (but are not limited to) swordsmanship, martial arts, marksmanship, shield training, swimming, acrobatics, navigation, wilderness survival, linguistics, cooking, perception, identification, and many more.
Traits will be used regularly through out your RP experience at Fairy Tail RP. These increase per rank on 1.1x multiplier to your character's original stat. This simply translates to a 10% increase in the corresponding stat. Each Trait has a total of 5 ranks in it and will have minimal pre-requisites for attaining the next level. This will simply limit a low level mage from attaining maxed out abilities. There are a total of six traits, each corresponding with its element.
Strength- One's overall physical ability to exert force. This corresponds directly to how much one can lift or how much damage someone deals with physical attacks. Strength is associated with the element of Fire. Mages associated with the element of Fire will have a slight boost in this stat.
Dexterity- One's skill when using one's hands. This corresponds directly to one's reactions and skill at moving oneself the least amount in order to get the greatest results. Dexterity is associated with the element of Wind. Mages associated with the Wind element will have a slight boost in this stat.
Constitution- One's endurance in absorbing physical punishment or overcoming negative effects from diseases, curses, or poisons. This directly corresponds to one's vitality. One who has a high constitution can withstand more damage than one with a low constitution. Constitution is associated with the element of Earth. Mages associated with the Earth element will have a slight boost in this stat.
Intelligence- One's intelligence is measured by one's ability to learn. This slightly lowers the amount of exp needed in order to learn new talents and spells. However, levels and traits will still cost the same. Intelligence is associated with the element of Water. Mages associated with the Water element will have a slight boost in this stat.
Spirit- One's spirit is the ability to persevere through any task. It is one's ability to pick oneself up off the ground after having fallen time and time again. This trait corresponds to one's magical power reserves and the strength of their magic. Spirit is associated with the element of Light. Mages associated with the Light element will have a slight boost in this stat.
Speed- One's speed is the ability to quickly move oneself from one point to another. This trait corresponds to one's top movement speed as well as one's ability to change direction mid-run. Speed is associated with the element of Darkness. Mages associated with the Darkness element will have a slight boost in this stat.
Talents will be used mainly in events, missions, tournaments, and other facets of Moderator controlled RP. Talents can also spill over into normal RP when applicable, however must be used based on an honor system. instead of being applied by a percentile modifier, the five ranks will determine one's mastery of the skill. Someone with a single rank in ride will have an easier time fighting on horseback, but will by no means be comfortable at it, just as someone with a single rank in swim might be able to keep their head above water in a lake without drowning without any clothes, but fighting against a rapid with all their clothes on would easily drown. A list of possible talents are:
Weapon Skill
Marksmanship
Shield Mastery
Martial Arts
Swimming
Climbing
Jumping
Riding
Acrobatics
Escape Artist
MasonryPick Pocket
Perception
Heal
Cooking
Performance
Linguistics
Cartography
Navigation
Wilderness Survival
Blacksmith
Carpentry
This is just a list of what we have thought of right now, if you can think of something else that may be applicable, just add that as the talent you wish to use and explain it in your bio. However, things such as diplomacy, bartering, and tactician that affects how people see you and your actions cannot be taken simply because this is determined by the way you play your character.