Flaw System
Those who take on a flaw to make their characters more interesting may take on an extra sub power. Humans in this instance receive a new specialty of their choosing that enables them to train skills for that specialty a rank below. Only a select few flaws are available so that they are not misused. The following flaws are acceptable;
Prolonged Use Flaw- The user possesses great skill and power, but prolonged usage of it may come at a cost. Overuse or misuse of said power may result in, among other things, insanity and physical damage to the user's body. This means that the user can only use their abilities 5/7/10/15 posts (consecutive or not) before negative effects occur to the body. The negative effects cannot be counter acted and should greatly hinder the user.
Recharge Flaw- The user posses abilities that must be recharged by a rare item or substance after 10/15/20/25 uses. If the power is all exhausted then the user dies though if severely low(10% of total uses) then the character should show signs of fatigue and physical attributed should decrease. The item has to be something that does not have abundance so no being recharged by the sun. 1 post equals two uses of the ability. Of course this cannot be counter acted and even the source that charged your abilities should deplete over a reasonable amount of time.
Transformation Flaw-The user is an average person with no skills or abilities until they transform. The transformation takes 5/4/3/2 posts making it dangerous to do so in combat situations. The user cannot come into topics or carry over to topics already transformed. This cannot be counteracted.
Support System Flaw-The user of this flaw relies on some type of machinery, item, or device in order to function. Whether the item is needed to use the ability or not is up to the user however, the item being damaged or destroyed should greatly hinder( to a colossal degree) or kill the user. The item should be on the exterior of the person and is not able to be covered or concealed in any way. This cannot be counteracted.
Bane Flaw- The user is highly susceptible to a certain factor. For instance warewolves are vulnerable to silver, vampires to sunlight etc. The user of this flaw is weakened or hurt severely by something that is common to the world. It has to be something that is in abundance and used in everyday life or always around. This cannot be counteracted.
Conditional Power Flaw-This means that the users powers can only be used if certain conditions are met. The conditions need to be moderately challenging like Ghost Rider who can use his abilities when in the presence of evil. It should not be something like anger or sadness makes you use your ability as this is too sketchy in the land of rp. This cannot be counteracted.
Deformed Ability Flaw- the user has an ability that cannot be shut off or only works every 3-4 posts. The user for whatever reason has very little control over their powers and due to it's nature cannot gain control of it naturally. Some form of equipment must always be used in order to keep the ability in check. The item should meet the same requirements as the Support system Flaw. This flaw can only be taken by those who have powers that can be a major hindrance if constantly on( the variation that sets the power in constant use). This cannot be counteracted.
Lost something I needed Flaw- The user has lost a limb or their eyesight. Something that helps them function in everyday society. While the user can create abilities to help them cope with the loss nothing can counteract the actual loss. Synthetic limbs or the sort may not be used if this flaw is taken. Whatever disability given must be embraced and cannot be fixed or treated. (This can also be extended to illnesses though they must be terminal)
*Note*
Taking on flaws are also good leverage in gaining restricted abilities though you will not gain the extra sub power. Posts used to transform, recharge etc cannot be used for anything except for what it is intended meaning full concentration is needed and the person may not attack, defend(in the sense of blocking or parrying) ,move more than 10ft, or use their powers.
Flaw Template
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[b]Flaw Name:[/b]
[b]Flaw Type:[/b]
[b]Flaw Description: [/b]