Aptitudes & Skills


Post by Monkee, October 9, 2016.
Advantages Character Creation

A combat aptitude represents a skill in... further description to come.

Below you will find an initial list of site-sanctioned Aptitudes and Skills for your character application.

Note - If you are logged in to Marvel RPG, each entry shown below may already be personalized to reflect your character"s codename and gender. If not, then they are shown in a generic format, but you can still set them to reflect your characters gender and codename by using the customizer located just above the catagory legend. Doing so will will instantly then format all the descriptions to your specifications to help you on your way to building an awesome addition to the Marvel RPG universe.

Aerial Combat: (#60)
This skill allows a character +1CS to fighting when engages mid-air. The character has some knowledge of aerial tactics, and possesses keen ability to use such.

Underwater Combat: (#61)
The Skill allows a character to operate in combat conditions without penality underwater.. Furthermore the character recieves a +1CS to all Fighting and Agility FEAT's whilst submerged

Climbing: (#62)
Allows you to climb trees, telephones , buildings cliffs, etc. +2CS to Agility when trying this. Failure can be painful.

Dodging: (#63)
+1CS to dodging

Gymnastics: (#64)
Enables a character to perform flips, rolls, etc, and also allows a character to juggle. This skill will readily impress a crowd and increase the popularity of the hero +2 every time he works it into a battle where popularity is available.

Martial Arts A: (#65)
This form of martial arts concentrates on using an opponent's strength against him, and is typical of oriental- American forms such as judo and karate. The practitioner of this type of martial arts can Stun or Slam an opponent regardless of their comparative Strengths and Endurances

Martial Arts B: (#66)
This form of martial arts is keyed on offense and inflicting damage in short, quick bursts, and includes such disciplines as boxing. The practitioner of this form of martial arts gains a +1CS to Fighting ability when engaged in unarmed combat.

Martial Arts C: (#67)
This form of martial arts concentrates on holds and escapes. The practitioner of this form gains a +1CS to his Strength for Grappling attacks (including damage), a +1CS to Strength for Escaping and a +1CS to Agility for purposes of Dodging.

Martial Arts D: (#68)
This meditative form of martial arts searches out the weak spots of the opponent's defenses and strikes against them. The practitioner of this form of attack may ignore the effects of Body Armor for determining Stun and Slam results. The attack by the character with this Talent does not have to inflict damage to force a check for possible Stun and Slam. The disadvantage is that the target of this attack must be studied for two rounds before the effects may be brought into play. The character with this Talent does not have to attack the character, only watch him in battle for two rounds previous to attacking.

Martial Arts E: (#69)
This martial arts focuses on circular movements and deflecting. The character receives +1CS to strength for blocking and checks vs. Slams and Stuns. This form has no offensive applications, but instead keys in on defense by outlasting the opponent.

Martial Arts G: (#70)
This fighting form relies more on intuition than intelligence. The practitioner of this form can wait until all actions have been declared before he or she must declare an action. This is limited to melee fighting situations only, and cannot be used to state anything but a fighting oriented action.

Martial Arts H: (#71)
The martial artist has trained to have complete control and awareness of his body. He can use this martial art to apply a +2CS to Endurance for the purpose of healing lost health. Alternatively, he can apply a +2CS to endurance for the purposes of holding his/her breath underwater or under gas attacks, provided the martial artist does not move or attack while using this talent.

Martial Arts I: (#72)
This martial arts is very unique. It allows a teacher (sensei) to gain karma from the actions of his/her pupils. A character with this martial art will gain 10% of karma gained from the student (s) and can channel their energies to allow a karma pool between himself and his student (s) even when the master is not nearby his student (s).

Martial Arts J: (#73)
This martial art involves using your surroundings to become an extension of yourself. The martial artist is totally aware of all furniture, props, natural objects etc in the surrounding area For example, slamming a refridgerator door on your opponent or pulling the carpet out from under their feet. The martial artist never needs to make a successful grab for any loose (not possessed by anyone) objects in the area while fighting despite being stressed. As well, any attacker must make a successful intuition feat. Failure means the attacker has struck a nearby item of the Martial Artist's choosing and may receive damage as per the rules on breaking things.

Martial Arts K: (#74)
This martial art focuses on understanding the pressure points and weak spots of the human body. Characters with this talent may opt to strike a target during slugfest combat with a "nerve pinch". A yellow fighting feat roll is needed (the equivalent of a slugfest "bullseye" result). Instead of doing normal damage, the target must make a successful Endurance Feat vs Remarkable Intensity or fall unconscious for 1-10 rounds. If the target is Blindsided, treat the intensity as Incredible. Note: this martial art can only be used against human targets.

Martial Arts L: (#75)
This Martial Art focuses on sumo wrestling and absorbing/redirecting force. So called "rolling with the blow" The martial art allows a character a +1CS to endurance for the purpose of checking for slams and stun checks as a result of slugfest combat only. This martial art can not be applied if the hero is blindsided.

Martial Arts M: (#76)
This Talent focuses on fighting, for the purpose of evading. Allow a +1CS column shift to fighting for determining the effects of evasion only.

Martial Arts N: (#77)
This martial Art involves putting all of your energy focused on to a single blow. An example would be a haymaker, or a long flying kick to finish an already shaky opponent. The good news is the effects of this attack are amplified. Apply a +1CS to damage rolled under the slugfest column. When the target is checking for effects the target must shift his endurance down -1CS for checking slams and stuns. The Bad news is this attack requires a significant amount of timing and energy. The target is +1CS for evading this attack. As well, the martial artist must check for a red fighting feat. Failure indicates the attacker may not take any actions in the next round. As well, even if this feat is successful the attacker always loses initiative in the next combat round.

Martial Arts O: (#78)
The martial artist has trained in the martial arts through it's original form, studying the movements of animals. The martial artist may apply a +1CS to the applicable ability (fighting for evading, strength for blocking etc.) for performing any offensive or defensive actions when fighting wild animals. Note: this martial art requires a talent feat. Automatic - Any animal indigineous to the area the martial artist has trained. Green -- Any earthly animal, regardless of a martial artist's familiarity. Yellow -- An earthly animal but one that operates beyond the normal realm of similar animals Red- Alien/Other-dimensional Animals

Martial Arts P: (#79)
This martial art concentrates on working with teammates in a combined attack, where the stronger of two characters hurls/throws/tosses the other, either as a projectile to strike an opponent or to pass over, land upon or behind a specific target. The martial art allows the character to utilize the higher of the two individuals agility to determine success, regardless of who is projector or projected. Examples would be the X-Men's "Fastball Special" and The TEAM's "Maneuver Number 7" (Young Justice).

Martial Arts Q: (#80)
The martial artist is trained as receving damage, such as breaking a wooden chair on his/her back without flinching. The martial artist must be standing still and requires a psyche feat. If these conditions are met, the martial artist will receive excellent body armour against blunt and slugfest attacks.

Martial Arts R: (#81)
The martial artist is trained to break objects with his body such as wood, bricks, blocks of ice, etc. Apply a +1CS to damage for the purpose of breaking inanimate objects only. This martial art can be combined with Martial arts N to allow a +2CS to damage for breaking things but all of the limitations of martial arts N still apply.

Quick-Striking: (#82)
Characters with this talent gain +1CS to Fighting FEATs involving trying for multiple attack rolls. Also gains a +1 on initiative rolls.

Wrestling: (#83)
The hero with this Talent is proficient in applying holds. It includes familiar types of wrestling as well as the sumo forms of the art. The hero with this Talent gains a +2CS when making Grappling attacks, but gains no benefit in damage. A hero with Martial Arts B and this Talent gains a +3CS to hit in a Grappling attack, and a +1CS for damage.

Thrown Objects: (#84)
The hero with this Talent gains a +1CS with all Throwing attacks, and +1CS on Catching. This applies to both thrown weapons and normal items. If the hero has the Thrown Weapons Talent as well, the modification is +2CS when using thrown weapons.

Acrobatics: (#85)
The hero with this Talent is very limber and as such gains advantages when under attack. The hero has a +1CS when dodging, evading, and escaping.

Tumbling: (#86)
The hero with this Talent knows how to fall and land without undue injury. Individuals with this Talent may make an Agility FEAT to land feet-first after any fall that does not inflict damage.

Exhibitionism: (#183)
The character can augment any other talent they possesses so they can use the augmented talent, skill, or ability in the most annoyingly flashy manner possible. This aptitude is most often combined with fighting talents and skills, it's hard to be flashy when playing chess.

Quick-striking: (#184)
This aptitude allows the character to combine aptitude rank with that of their fighting rank.