
ABILITIES
MUTATIONS
Mutations from the S-Gene can take on an unknown number of forms, there seems to be no limit to the abilities the S-Gene can create but there is somewhat of a limit on those who are to mingle and live life as normal. For example, if an ability proves to be too difficult to contain, a participant will be quarantined until a measure can be put in place which will ensure they are safe to interact with others. These measures are put in place for ALL participants but are especially important for some.
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For example, someone with the ability to manifest an explosion similar to a nuclear blast would be unable to interact with others in the general populace of the facility until a suitable containment measure had been found.
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Containment measures often limit a participant's ability to use their powers willingly. However, they will often be given the opportunity to let loose and practice via the training and testing facilities.
STATS

Each character gets a total of 50 stat points to start with and these should reflect their ability. For example, if your character has incredible strength, their strength stat should reflect this. Abilities effectiveness is measured Via stats.
The average for each stat would be 7 (50/7=7.14) however the average stat point for a normal person would likely lie around 3-5. Meaning that intelligence of 7 would indicate a good education etc
STR: Strength, how strong your character is. Dictates how powerful an attack is in a fight.
DEF: How strong your characters outward defences are, applicable to characters with skin hardening etc
DEX: How mobile your character is, dictates how well they dodge and hit targets.
WIS: Wisdom describes a character's willpower, common sense, perception, and intuition
CHR: Charisma, how well your character can talk their way out of situations.
CON: Constitution, how well your character can take a hit, general health stat.
INT: Intelligence represents one's ability to analyze information.
Please ensure that the stats also reflect in other areas of the app, for example, if your character is very intelligent they should not have an INT of 1.
Stats are used when characters enter the Training center and attempt the challenges posed in there. Their stats will be rolled against that of the room. For example, if they want to attack something in the room they would roll 1dSTR, the room would roll 1dDEF and the difference between these rolls would amount to the damage taken.
HP for characters is calculated by DEF+CON+10.
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For more information on the training centre please visit the page!
MOVESETS
Movesets are attacks that can be used in RP or battle to specifically attack other players, they are not the definitive extent of your character's abilities. Outwith attacking others your character will likely be able to use their powers in a number of ways but please be sure this is in line with your character's current stage of understanding. A character with telekinesis will not be able to lift a building when they're still trying to understand how things work.
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To start with your character will be able to use four moves. You can design these moves in any way you like but should ensure that you write restrictions and any dice rolls which would be likely to impact the outcome. For example, if you can control someone a WISDOM stat would need to be rolled to see how well it works.
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Please try to ensure your character's moveset is balanced. If we feel a moveset is too OP we will nerf it.
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PLEASE ALSO NOTE THAT THE SYNDICATE CAN IN CHARACTER NERF ABILITIES AT ANY GIVEN TIME.
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Your character is within their facility and at their mercy, they can and will punish any mistreatment or dangerous abilities.
FURTHER MUTATIONS, MOVES AND STATS BOOSTS WILL BE EITHER PURCHASABLE OR EARNED.
EXAMPLE
To help applicants better understand the dynamics of abilities we have created the example below.
Ability name: Pyrotechnics
Ability Description: The ability to manifest extreme heat through body parts and channel this outwardly. This could be through any part of the body but is mainly driven through the hands. It is easily impacted by increased emotions. The higher the core temperature the more powerful the ability will be.
Ability restrictions: A core temperature sensor has been implanted in the subject. The ability is regulated through Margo who can intervene and shut down any attempts to use the ability to a dangerous degree (The subject will also receive warnings via their cuffs before reaching this stage). Failure to calm down and repress the ability will result in a cybernetic web spreading across the subject, reducing their temperature drastically.
Moveset:
Hot Hands: The ability to increase the temperature of a localized area, if focused for long enough can become flames.
Fire Flight: The ability to focus heat and use it to fly.
Self Furnace: The ability to increase core temperature to keep warm even in the lowest of temperatures.
