Post by Hardstar on Jul 29, 2018 18:17:33 GMT
There is no truer way to learn than to fail. Every great master had to start somewhere.
WOUNDS:
Receiving a Wound is a possible outcome when losing the objective of an Incident. After an Incident is completed, a Police Force Debrief will be made determining the exact result, including whether or not a Wound was received by anyone who was incapacitated or disabled in the Incident. Wounds are inflicted on the losing party, however, maiming (the loss of a limb) or disfigurement must be agreed to by the recipient. Keep it realistic. Broken bones and flesh wounds are much more common than the loss of an arm or an eye, for example. Wounds are not solely physical in nature. Most common of all and perhaps the most difficult to overcome, are mental and emotional Wounds.
ADAPTATIONS:
Wounds provide the opportunity for growth through Adaptation. By adapting to their new circumstances in a subsequent Incident, an individual may discover an Adaptation for their Quirk or against another's Quirk, allowing for increased utility. Any Adaptation discovered will be recorded in the Police Force Debrief after the Incident and affixed to the Quirk-user's character sheet. For example, a Quirk-user who spouts jets of fire from their mouth but had their ribs crushed in a past Incident may learn -- due to rehab breathing exercises -- that they can also use their Quirk as a controlled fireball. Just like Wounds, not all Adaptations are physical. Some are mental, allowing you to overcome barriers that previously held you back.
Adaptations, in short, expand the utility of your Quirk beyond what was originally stated in your application. Instead of a general Adaptation, you may instead opt to create a new Super Move, although Super Moves are still limited to once-per-thread use.
Please note that Adaptations cannot erase your Technical or Power Limits.
WOUNDS:
Receiving a Wound is a possible outcome when losing the objective of an Incident. After an Incident is completed, a Police Force Debrief will be made determining the exact result, including whether or not a Wound was received by anyone who was incapacitated or disabled in the Incident. Wounds are inflicted on the losing party, however, maiming (the loss of a limb) or disfigurement must be agreed to by the recipient. Keep it realistic. Broken bones and flesh wounds are much more common than the loss of an arm or an eye, for example. Wounds are not solely physical in nature. Most common of all and perhaps the most difficult to overcome, are mental and emotional Wounds.
ADAPTATIONS:
Wounds provide the opportunity for growth through Adaptation. By adapting to their new circumstances in a subsequent Incident, an individual may discover an Adaptation for their Quirk or against another's Quirk, allowing for increased utility. Any Adaptation discovered will be recorded in the Police Force Debrief after the Incident and affixed to the Quirk-user's character sheet. For example, a Quirk-user who spouts jets of fire from their mouth but had their ribs crushed in a past Incident may learn -- due to rehab breathing exercises -- that they can also use their Quirk as a controlled fireball. Just like Wounds, not all Adaptations are physical. Some are mental, allowing you to overcome barriers that previously held you back.
Adaptations, in short, expand the utility of your Quirk beyond what was originally stated in your application. Instead of a general Adaptation, you may instead opt to create a new Super Move, although Super Moves are still limited to once-per-thread use.
Please note that Adaptations cannot erase your Technical or Power Limits.