Post by VERITAS on Mar 9, 2013 2:18:42 GMT -5
ABILITIES
i would like to first reiterate that walls of jericho is not meant to be a battles-driven site. however, in the event that you have chosen to play a clansman or a strain, there are a few basic guidelines.
for the most part, we’re gonna allow you to have free rein on what kind of skills you have. however, clan skills should more or less line up with the k project canon. if any blues start shooting lightning from their fingertips, then i’m gonna have to step in, sorry.
i've also thrown together a hierarchy of sorts for clansmen. please note that they are meant to be relative guidelines – it is still possible to overcome small differences in level with creativity. these aren't harshly enforced, but you should try to make it believable.
one – maybe it’s the stomach flu, or maybe your guy or gal just came out of a barfight. either way, they’re obviously not in their top form, and would be easy pickings for anyone looking for a brawl
two – this is the level for civilians or fatigued superhumans. not to say that their punches don’t hurt, but they’re gonna be pretty nonfatal one hundred percent of the time. unless they’ve got a cleaver but that’s kind of another story
three –this is the standard level for clansmen or strains. occasionally civilians make it here, but they’d have to be taekwondo gurus or something
four – this is the category of enhanced clansmen with the blessing of their king’s sanctum, clan officers, and strains.
five - enchanced clan officers - that is to say, when their king's sanctum is in effect.
kings – they pretty much just trump everyone.