The simulation gives each person who gets plugged in an ability based on their personality profile and what their mental preoccupation is. Through the application of these abilities, they'll be nearly impervious compared to the sim humans. Over time, this is a reading on their capacity for cruelty, abuse of power, innovativeness, etc.
Mind - Mental, generally support or intel. Thinking there can be a synchronization of minds, needs drawbacks though.
Body - Physical, close-range bruiser, high mobility.
Introvert - Ice, mainly defensive with close-range offensive abilities.
Extrovert - Fire, mainly offensive, long-range. Provides some defense from own heat, none against others.
Pessimist - Shadow, support.
Optimist - Light, support, thinking maybe high end will have green lantern-like abilities with regards to light constructs.
Extreme - Metal, close combat
Balance - Gravity, high mobility, stronger on defense than offence. Probably set for support in general.
The archetypes are a symbol of the overseer's opinion of the individual's mentality. As the players evolve, mentally, their is a chance of obtaining another archetype. Some archetypes are mutually exclusive. Introvert cannot become an extrovert, pessimist cannot become an optimist. Typically, it's going to be a balancing out of traits. The extreme will gain balance, mind will gain body, etc.

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