Starlit Avenue

Welcome to Starlit Avenue! We are an 18+ account-per-player forum roleplay, focused on a supernatural community in the Pacific Northwest. We are a slice-of-life style roleplay focusing on interpersonal drama and the struggles that come with being a discreet community of supernatural beings living in close proximity to mundane humans. To see more of what we have to offer, check out our guidebook, linked at the top of the site.

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Trait Requests

Not a request, but something I would like to randomly throw out here for some ideas maybe. The namens and descriptions are just loosly written and can be changed Should they be find viable enough.

Disadvantages.
-Addiction; This character is highly addicted to something or someone. (drugs, alcohol, Sex etc.)

-Fragile; This character has a very sensible and fragile body, and is prone to recieve injuries far quicker than a normal Person. (Butterflyskin, Breaking bones etc)

Nocturnal; This character is used to the dark and finds themselves more comfortable during the late hours of the day. Brighter light may can cause them for example headache etc. (Literally a night owl.)

Advantages:
-Photographic Memory; This character is able to remember even the tiniest of Details just by looking at them.

Luck; This character has increased Chances of luck and is able to find Coupons, a few coins on the street much easier than a regular Person. (Win small prices easier etc)
So while I'm going to bring up a few with the staff, I can weigh in on some of these.

One thing want to confirm is that advantages and disadvantages are supposed to be supernatural traits, and we avoid having traits that are just things humans can have normally. So, Addiction would be right out - it's not supernatural in nature, and it's just something someone could have normally.

Fragile is the same as weakened durability.

Nocturnal crosses over heavily with Artificial light weakness, or elemental Weakness (sunlight). Without the mechanical benefits or disadvantages (reflected elsewhere), you can just have a character be nocturnal without a trait.
 
So while I'm going to bring up a few with the staff, I can weigh in on some of these.

One thing want to confirm is that advantages and disadvantages are supposed to be supernatural traits, and we avoid having traits that are just things humans can have normally. So, Addiction would be right out - it's not supernatural in nature, and it's just something someone could have normally.

Fragile is the same as weakened durability.

Nocturnal crosses over heavily with Artificial light weakness, or elemental Weakness (sunlight). Without the mechanical benefits or disadvantages (reflected elsewhere), you can just have a character be nocturnal without a trait.
I can at least add on to Akuma and say that I do like Photographic Memory. The initial assumption would be that it's covered by Rapid Learning, but I think the two are different. With Photographic Memory, you can remember something without truly understanding it. With Rapid Learning, if you forget something, you can just relearn it, or Flavor could potentially be a great memory?
 
Trait Request:
Bioluminescence (Advantage): This character's body has a natural glow in low-light areas.

If that's too much of a Passive, this could work better as something Active...

Bioluminescence (Advantage): This character can give their body a natural glow in low-light areas.
 
Trait Request:
Bioluminescence (Advantage): This character's body has a natural glow in low-light areas.

If that's too much of a Passive, this could work better as something Active...

Bioluminescence (Advantage): This character can give their body a natural glow in low-light areas.
We discussed, and this is just something you can have aesthetically. Bioluminescent creatures don't give off enough light for themselves to see clearly (it's not a flashlight or anything like that), and has basically very low level pros and cons (your allies can find you, but so can your enemies).

If you want to glow, you can just glow.
 
Trait Requests

Haunted (Disadvantage): This character is frequently visited by strange creatures and off sensations that only they can see and interact with. These hauntings cause minor inconveniences around them, such as knocking a cup off a nearby table or phasing through them.

Argument: This Disadvantage would work similarly to Constant Whispers, where a character is afflicted with something no one else can notice, yet proves a frequent distraction. In the case of possible confusion by other players on who is making an action, the same could be said about Disrupts Electronics. The player can specify if a strange effect is happening because of a direct action by their character or because of their disadvantage. The same goes for aura effects like Imminent.

Dry Skin (Disadvantage): This character's body require frequent moisturization from water. Failure to do so results in flaking skin, cracking lips, chapped hands, and similar effects.

Argument: This would be a good Disadvantage for aquatic characters. The intended idea is that a character would need to be submerged in water once frequently.

Another take on the Disadvantage, or another one altogether, could also something akin to Starving, in which a character is always thirsty and no amount of water is enough for them to feel hydrated.

Animal Instincts (Type) (Disadvantage): This character struggles to act as anything but a wild animal. By default, they will think to respond as their associated animal than as a human. If a predator, they will struggle to fight their urges to hunt prey. If a prey, they will think to flee when confronted by foes stronger than them.

Argument: I think this would be an appropriate Disadvantage for characters such as Werewolves, Vampires, Shifters, and similar. It's not just a personality trait: it's how their brain is naturally set up. A supernatural hunter could leave meat out to play upon a predator's Disadvantage, trapping them with their need to catch meat. A hunter could also lead prey animal into traps by playing upon their fear to void predators, like owl sounds or the silhouette of a bear.

Bad Luck (Disadvantage): This character is cursed to have a higher chance than average to encounter the unfortunate. Whatever can go wrong likely will. A rock might be in just the right place to trip them, hot tea would spill easily onto them, and they just cannot find their socks. While others may be left unscathed, this character is not one to bet on for good fortune.

Argument: I like Akuma's idea for Luck, so I decided to go for the opposite. That's really as their is to it. Fate not favoring those with this Disadvantage would be great for anyone trying to best them.

Irresistible Gaze (Advantage): This character's eyes entrap their prey upon eye contact. Looking away is a difficult and distressing.

Evil Eye (Type) (Advantage): Those looking into this character's eyes will receive a supernatural effect.

Argument: I took inspiration from Medusa for these Advantages. Stone Gaze felt limiting and turning a person into stone entirely also felt too power. And, judging by the second's name, I also liked the real-world idea of an evil eye that gives people a curse or bad luck.

Ultimately, I went for something more vague, where a character could induce an effect upon looking into a person's eyes. I couldn't decide on which would work better or if a combination could be made. I figured it'd be best to throw it into the wind and see what the Admins could do.

Spatial Awareness (Advantage): This character has heightened instincts allowing them to better understand their position in relation to their surroundings. Their awareness of nearby objects gives them a great understanding of their environment and how to best move through it.

Argument: Originally this was gonna be Predator, Prey, or Hunter's Instinct. Something like "This character has an uncanny ability to track down a nearby target," or "This character is able to detect when it's being followed and flee."

I decided to simplify the name. Basically, a character is really good at pinning down the location of nearby things. It's also heavily connected to proprioception: perception or awareness of the position and movement of the body. This could probably be applied to Enhanced Senses or Apex Attribute as a Flavor, but I figured I'd throw the idea here anyway. Especially since the last sentence gives a bit more of its own personality. Being being to leap over fallen branches and avoid rocks because you instinctually know they're there without looking around would be plenty useful.
 
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Trait Requests

Snipped for Length
We discussed these and have a few points / questions / followups.

Haunted: Our concern for this is that it doesn't really feel like a disadvantage, just something that is. Disrupts Electronics has obvious negative effects in the real world (good luck using a computer), imminent makes it impossible to hide + causes social discomfort, constant whispers messes with concentration and attention. Haunted, on the other hand, is something that happens, but doesn't seem any more of a disadvantage than having a cat, and would need heavy rewrites for this.

Dry Skin: We're going to implement this with some tweaks to make it more clear. As currently written, this applies to humans.

Animal Instincts: This is something we're specifically avoiding - subjective things that are primarily personality based. When we do 'personality' style ones, we prefer them to be more black and white, like how hoarding requires you to deal with the thing you hoard. If we did this it would be a you have to - that in a stressful situation you would HAVE to try and run, or have to try and fight, and I'm not sure people would want that.

Luck (Both Good and Bad): Luck powers are something we feel belong purely in the core, because they have a huge amount of variance and potential and should really be core to the character.

Irresistible Gaze: This seems to cross over with Mesmer.

Evil Eye: This feels more like an opening for a core ability - I'm not sure what examples I can think of that wouldn't already be covered by other things, or that shouldn't be a core itself.

Spatial Awareness: I'm not sure I understand this one. Fundamentally, I'm not sure how it differs from something like improved reaction time, but I get the impression it does.
 
We discussed these and have a few points / questions / followups.

Haunted: Our concern for this is that it doesn't really feel like a disadvantage, just something that is. Disrupts Electronics has obvious negative effects in the real world (good luck using a computer), imminent makes it impossible to hide + causes social discomfort, constant whispers messes with concentration and attention. Haunted, on the other hand, is something that happens, but doesn't seem any more of a disadvantage than having a cat, and would need heavy rewrites for this.

Dry Skin: We're going to implement this with some tweaks to make it more clear. As currently written, this applies to humans.

Animal Instincts: This is something we're specifically avoiding - subjective things that are primarily personality based. When we do 'personality' style ones, we prefer them to be more black and white, like how hoarding requires you to deal with the thing you hoard. If we did this it would be a you have to - that in a stressful situation you would HAVE to try and run, or have to try and fight, and I'm not sure people would want that.

Luck (Both Good and Bad): Luck powers are something we feel belong purely in the core, because they have a huge amount of variance and potential and should really be core to the character.

Irresistible Gaze: This seems to cross over with Mesmer.

Evil Eye: This feels more like an opening for a core ability - I'm not sure what examples I can think of that wouldn't already be covered by other things, or that shouldn't be a core itself.

Spatial Awareness: I'm not sure I understand this one. Fundamentally, I'm not sure how it differs from something like improved reaction time, but I get the impression it does.

Haunted: I don't see how it differs from Constant Whispers in case of messing with concentration and attention. If you have ghosts wandering around nearby, phasing through your or touching your skin, that'd be pretty annoying. There may be ways to tune it out, just like how you could probably tune out Constant Whispers once in a while, but overall it'd be a constant thing following you.

Dry Skin: Sounds perfect. I didn't know how to better word it for non-humans. Any comment on Thirsty?

Luck: Wouldn't variance be good? That seems to be how other Advantages and Disadvantages work: there's a standard description you must work within that can be added onto. Some are vaguer than others, some are more cemented. Unless the concern is people not understanding how small fortune and good luck works, which goes for any other trait and can be solved by having examples.

Animal Instincts: I initially split up the two, but I think your concern is fair in either case. I suppose my idea was more something where a character's default mindset is to respond like their associated animal. That it's harder to get into a human mindset. If associated with a dog, they'd be prone to growling or biting in response. But I can see how that's both vague and too close to personality. It just seemed like a fun thing that could be exploited.

Irresistible Gaze: Yeah, that was a concern I had. I was thinking it'd be a little different, in the sense that it's not implanting a suggestion, just that looking into the person's eyes, by default, distracts the person and locks them into place. Something that is an advantage yet would require the eyes to be blocked in some way. A more tame version of Medusa's stone gaze...

... Which relates to Evil Eye, another idea based on Medusa's stone gaze. A specific effect that happens upon looking into a person's eye, but the vagueness would be better for a Core Advantage, I suppose. These two eye effects I split apart in case they could work on their case, but if I had to defend one more, it'd be Irresistible Gaze.

Spatial Awareness: This Disadvantage is different from reaction time. Reaction time is how fast you, well, react. Noticing something quickly enough to make a proper reaction to it.

The best way I can simplify Spatial Awareness is having a vague video game mini-map in your head telling you where you are in relation to your immediate surroundings, as well as giving you an idea of your surroundings, like where an object is in relation to another. A way this could work in roleplay is a character running through the forest for the first time. They'd have a heightened ability to know where objects are (that you can and can't see) and how that relates to their current position. A "sixth sense" in a way.

I guess it sounds complicated, but I wanted to make it clear what my idea was. It could be associated with Apex Attribute or Enhanced Senses, but I feel like it's something that needs more explanation than "strength" or "hearing."
 

Haunting: We discussed and this is kind of two separate things for us: the constant whispers component, and then the haunting itself. The first thing is we're going to tweak constant whispers to allow for non-audio style input (IE: being able to see something that isn't there).

As for the actual 'haunting' part, we discussed and feel like it would be significantly more disruptive than disrupts electronics. With electronics, it is on the player being disrupted to roleplay it out, and it would not effect most people (the average character isn't going to be on their phone while chatting with others). Similarly, if someone does engage, that's fine - just because one person's phone is on the fritz doesn't affect anyone else. But if it's something like physical objects being moved around, everyone has to coordinate, and it's unclear who decides that - is it the player with the haunting disadvantage? Is it anyone? Etc.

Dry Skin: We're working on adding this one.

Thirsty: If someone wants to flavor starving to be 'needs to drink things', that would be fine - it's functionally identical but doesn't have much of a lore precedent as being something associated with the supernatural.

Luck Powers: Luck powers are just something that are completely subjective, difficult to balance, and hard to scale. Is a character breaking their arm bad luck? Is getting rejected from a college? Someone who is supernaturally bad lucked can also impact those around them. If someone just has normal bad luck, you can just have them have bad luck.

Gaze: Like with omnilingual / polygot, if one trait is just a second trait but weaker, we'd rather a nerf just be used. If you want to say that your character cannot issue verbal commands, and just eye contact to hold someone's attention, that's fine.

Spatial Awareness: I think I understand this, but it sounds more like a core advantage to have a video game style minimap / awareness of what is around you. For just parkour style running, enhanced reflexes would be what you want, and is something we're going to add.
 
Please update the Constellations custom species to this:

Constellation​

Description: The Constellation are imagination-based creatures created by Caelestis, each acting as part of the whole which is their creator.
Availability: Only Owner
Owner: Keen
This is a custom template. Rules for usage are mentioned above; however, custom templates are intended to depict a specific species (or otherwise) and their lore must be complied with.

The Constellation are imagination-based creatures created by Caelestis, each acting as part of the whole which is their creator.

+ Constellation Connection: This Constellation's vitality energy mirrors the vitality and energy of Caelestis. They do not need to eat, sleep, etc., but if Caelestis is injured or killed, those injuries are reflected upon them.
+ One Mind: This Constellation can communicate and share memories telepathically with other Constellations.
+ Amorphous Body
+ Camera Shy
+ Elemental Immunity (Cold)

- Imminent
- Mental Vulnerability
- Otherworldly Disruption (All Senses)
- Starving
 
A possible trait - Time Limit: The longer one stays in a form the harder it is to shift out of it until they can not.
 
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