Post by outerlimits on Jun 13, 2011 22:56:19 GMT -5
Ok guys, this thread is going to a help for you when making abilities for your characters (When we let you upgrade and get new ones that is)!
Like what we just did with the tiers in element/magic control, this is also an attempt to make things more organized so everyone isn't all like: "Hmm, is an adept skill lvl ability able to nuke a city or is that more like an expert ability?"
Ok, to start out, Ice and I are introducing semi-passive racial abilities for all the races currently in existence in the RP! Now, some toons already have a "description" of their racial traits on the character bios, and thats cool. But we're making actual, referencable, tangible ABILITIES here!
Note: These are totally open to suggestion/editing by imput from you guys. Most every characters race was totally made up by you guys, so you do get some say in it.
Racial Abilities:
Bird:
Black Dragon: Shadow Force----> Black Dragons are more skilled with Dark and Energy magic than other races. They deal 20% more damage with Dark-modified and Energy spells.
Blue Dragon: Arcane Shield----> Blue Dragons are completely and utterly immune to Light, Dark, and Energy spells and abilities.
Demon: (NOTE: This applies to all demons, whether they be succubi, incubi, normal demon, etc.) Mana Pool----> Demons can naturally cast spells more often than other races I.E., they have a larger mana pool. So, like, if a noob fire user could only cast maybe 10 fire spells, a noob DEMON fire user could cast 15 fire spells before running out of juice. (Will throw in an actual value once mana is implemented fuilly)
Elf: Charm---- Elves get a bonus to Perception Magic and are more easily able to influence other's actions.
Engineer: Cooldown---- Engineers need less mana to cast spells. The effect itself ends up being similar to how demons can cast more spells, except Engineers don't have a larger mana pool, they just cast spells more cheaply. They look almost just like humans except they have a tail, and their basic hair colors are Blue, Green, White and Pink. It is rare but possible for them to have normal colored hair like humans, and the opposite is true for humans to have hair like the Engineer. (Will add a value when mana is implemented)
Faerie: Mind over Matter----> Physically weaker, but a bigger boost to spell power. 20% more damage with spells.
Frost Dragon: Elemental Resistance---> Members of the Frost Dragon clan take noticeably less damage from elemental magic attacks. 20% less damage taken from Elemental magic.
Green Dragon: Fury of the Planet----> Fueled by their rage, Green Dragons do significantly more damage with Earth and Crystal spells and abilities. ((OOC: Note, Green Dragons are thought to be extinct...for the moment.)) 20% more damage with Earth and Crystal spells and abilities.
Gryphon: To the Sky!----> Gryphon's are naturally better at Air Elemental Magic. 25% more damage with Air magic.
Hobgoblin: Affinity for the Plain----> Hobgoblins are stronger with Earth Magics and have an easier time learning Nature Specialization spells and abilities. 20% more damage with Earth Magic and enhanced Nature Magic effects that are better than similar versions other races use.
Homunculus: Alchemic Modification----> Homunculi are more susceptible to magic modified by Light and Darkness, I.E. they get bigger buffs and debuffs from Light and Dark spells. 25% enhancement to buffs and debuffs of Light and Dark spells used on character.
Human: (Note: Some people have altered humans. That's ok. IF YOUR RACE HAS HUMAN IN ITS NAME, YOU GET THIS RACIAL!) Boost Enhancer----> Humans get more out of spells that increase their stats than other races do. However, they also get a bigger decrease out of spells that debuff them. 20% increase to effects of buffs and debuffs on character.
Huvian: Soar----> Huvian's take very little if any damage from wind based attacks and roughly half damage from sound based attacks. 75% less damage from Air Magic and 50% less damage from Sound Magic.
Lifeen: Transform: Lion---- Lifeen can transform into lions. Whenever a Lifeen is at least a little transformed, they gain access to their Secondary ability Roar, which increases damage they deal with Sound-based attacks by 20%.
Oni: You Made me Angry...----> When enraged, Oni do up to 25% more damage with their spells and abilities.
Red Dragon: Natural Destruction----> Red Dragon's do more damage with Fire and Lighting spells and abilities than other races do. 20% more damage with Fire and Lightning spells.
Sayajin: Brightest Light---- When facing Dark magic their light magic's power doubles. Light-modified spells and abilities do double damage to users of Dark-modified magic.
Shade: Darkness---- completeley immune to dark, can see perfectly in complete darkness, need sunglasses to see in the day time.
Shapeshifter: Mimic----> Shapeshifters copy the racial ability of whatever race they're currently transformed as. This however makes it that they don't have any racial ability when in their true form.
Shʻb al-ʻQrb: Desert Conditioning----> Shʻb al-ʻQrb take very, very little, if any damage, from heat and flame based attacks. Basically, if its from the element Fire, has part of the element Fire in it, or deals with heat and temperature increases, it doesn't really affect them. 75% less damage from any Fire Magic or other magic that deals with heat and temperature increases.
Vampires: Blood Bank---- Vampires can substitute other people's blood for their own when casting blood magic.
Water Nymph: Deep Blue Sea----> Water Nymph's can use Water and Ice magic more effectively than other races. 20% more damage and enhanced effects.
Werepanther: Cornered----> Werepanthers get physically stronger the when in tight situations, sort of like an adrenaline boost. I.E., the longer the fight and the more damage they take, the harder they are to beat. up to 50% more physical damage dealt as the fight wears on.
Werewolf: What a Horrible night to have a curse----> Magic grows stronger at night but spells are more harder to control when the moon is out. 25% more damage with spells at nighttime.
White Dragon: Hype----> White Dragons move at a higher speed than most people while in human form, Adrenaline improves this further. Only active after a White Dragon goes through A harrowing. no effect if in dragon mode.
Wolf: Flash---- Faster sprinting, and more agile.
The other thing is info for what we're gonna do ability-wise for the Finals! How it's going to work is like this: If your character has 4 or more "created moves", you get to choose one of those to become that character's "Ultimate".
And Ultimate attack is a characters one SUPER POWERFUL attack. Basically, it is significantly stronger than all their other moves...but at a cost. Basically, they can only use it once per fight or once for a while. However, you can have ultimates you can use more often. However, then they have to be "Ultimate" in the sense that they have some really cool, but not super OP Instant-Win utility effect, like a teleport, or a spell that copies one of your other characters spells but makes it more powerful, or is a passive ultimate that does something "passive" to boost your character.
Note that this is only for the students. The Teachers kind of already are buffed in that sense. Also, this move isn't going to be an instant win no matter what it is. It's just a really powerful attack that they get to have.
Now, some of you have students that only have 3 created moves, notably Dynamax and Inkshade. So, for anyone who has a character that only has 3 created moves, you get to make up a fourth move for the finals and make THAT MOVE your final! In a sense, what I said above about utility Ults is more plausible since you get to make up something.
So start thinking ahead of which move you want to upgrade/what move your going to make! We're not time skipping yet, but we've been planning this for a while and we're really getting into this! Anyways, post here for any "different" ideas you have for Racial Abilities or, if your dynamax and ASM, then post what you want the racial to be for that race. Outerlimits out.
UPDATE: I forgot to say this, but if you're a hybrid race (Human/Dragon), then your racial can either be, in a human/dragon example, the Human Racial, the Dragon racial, or 50% of the effect of both. It's up to you to choose tho. In that regard, it might be a good idea for everyone to update their bios with a "Racial Ability" slot, just for quick reference.
Like what we just did with the tiers in element/magic control, this is also an attempt to make things more organized so everyone isn't all like: "Hmm, is an adept skill lvl ability able to nuke a city or is that more like an expert ability?"
Ok, to start out, Ice and I are introducing semi-passive racial abilities for all the races currently in existence in the RP! Now, some toons already have a "description" of their racial traits on the character bios, and thats cool. But we're making actual, referencable, tangible ABILITIES here!
Note: These are totally open to suggestion/editing by imput from you guys. Most every characters race was totally made up by you guys, so you do get some say in it.
Racial Abilities:
Bird:
Black Dragon: Shadow Force----> Black Dragons are more skilled with Dark and Energy magic than other races. They deal 20% more damage with Dark-modified and Energy spells.
Blue Dragon: Arcane Shield----> Blue Dragons are completely and utterly immune to Light, Dark, and Energy spells and abilities.
Demon: (NOTE: This applies to all demons, whether they be succubi, incubi, normal demon, etc.) Mana Pool----> Demons can naturally cast spells more often than other races I.E., they have a larger mana pool. So, like, if a noob fire user could only cast maybe 10 fire spells, a noob DEMON fire user could cast 15 fire spells before running out of juice. (Will throw in an actual value once mana is implemented fuilly)
Elf: Charm---- Elves get a bonus to Perception Magic and are more easily able to influence other's actions.
Engineer: Cooldown---- Engineers need less mana to cast spells. The effect itself ends up being similar to how demons can cast more spells, except Engineers don't have a larger mana pool, they just cast spells more cheaply. They look almost just like humans except they have a tail, and their basic hair colors are Blue, Green, White and Pink. It is rare but possible for them to have normal colored hair like humans, and the opposite is true for humans to have hair like the Engineer. (Will add a value when mana is implemented)
Faerie: Mind over Matter----> Physically weaker, but a bigger boost to spell power. 20% more damage with spells.
Frost Dragon: Elemental Resistance---> Members of the Frost Dragon clan take noticeably less damage from elemental magic attacks. 20% less damage taken from Elemental magic.
Green Dragon: Fury of the Planet----> Fueled by their rage, Green Dragons do significantly more damage with Earth and Crystal spells and abilities. ((OOC: Note, Green Dragons are thought to be extinct...for the moment.)) 20% more damage with Earth and Crystal spells and abilities.
Gryphon: To the Sky!----> Gryphon's are naturally better at Air Elemental Magic. 25% more damage with Air magic.
Hobgoblin: Affinity for the Plain----> Hobgoblins are stronger with Earth Magics and have an easier time learning Nature Specialization spells and abilities. 20% more damage with Earth Magic and enhanced Nature Magic effects that are better than similar versions other races use.
Homunculus: Alchemic Modification----> Homunculi are more susceptible to magic modified by Light and Darkness, I.E. they get bigger buffs and debuffs from Light and Dark spells. 25% enhancement to buffs and debuffs of Light and Dark spells used on character.
Human: (Note: Some people have altered humans. That's ok. IF YOUR RACE HAS HUMAN IN ITS NAME, YOU GET THIS RACIAL!) Boost Enhancer----> Humans get more out of spells that increase their stats than other races do. However, they also get a bigger decrease out of spells that debuff them. 20% increase to effects of buffs and debuffs on character.
Huvian: Soar----> Huvian's take very little if any damage from wind based attacks and roughly half damage from sound based attacks. 75% less damage from Air Magic and 50% less damage from Sound Magic.
Lifeen: Transform: Lion---- Lifeen can transform into lions. Whenever a Lifeen is at least a little transformed, they gain access to their Secondary ability Roar, which increases damage they deal with Sound-based attacks by 20%.
Oni: You Made me Angry...----> When enraged, Oni do up to 25% more damage with their spells and abilities.
Red Dragon: Natural Destruction----> Red Dragon's do more damage with Fire and Lighting spells and abilities than other races do. 20% more damage with Fire and Lightning spells.
Sayajin: Brightest Light---- When facing Dark magic their light magic's power doubles. Light-modified spells and abilities do double damage to users of Dark-modified magic.
Shade: Darkness---- completeley immune to dark, can see perfectly in complete darkness, need sunglasses to see in the day time.
Shapeshifter: Mimic----> Shapeshifters copy the racial ability of whatever race they're currently transformed as. This however makes it that they don't have any racial ability when in their true form.
Shʻb al-ʻQrb: Desert Conditioning----> Shʻb al-ʻQrb take very, very little, if any damage, from heat and flame based attacks. Basically, if its from the element Fire, has part of the element Fire in it, or deals with heat and temperature increases, it doesn't really affect them. 75% less damage from any Fire Magic or other magic that deals with heat and temperature increases.
Vampires: Blood Bank---- Vampires can substitute other people's blood for their own when casting blood magic.
Water Nymph: Deep Blue Sea----> Water Nymph's can use Water and Ice magic more effectively than other races. 20% more damage and enhanced effects.
Werepanther: Cornered----> Werepanthers get physically stronger the when in tight situations, sort of like an adrenaline boost. I.E., the longer the fight and the more damage they take, the harder they are to beat. up to 50% more physical damage dealt as the fight wears on.
Werewolf: What a Horrible night to have a curse----> Magic grows stronger at night but spells are more harder to control when the moon is out. 25% more damage with spells at nighttime.
White Dragon: Hype----> White Dragons move at a higher speed than most people while in human form, Adrenaline improves this further. Only active after a White Dragon goes through A harrowing. no effect if in dragon mode.
Wolf: Flash---- Faster sprinting, and more agile.
The other thing is info for what we're gonna do ability-wise for the Finals! How it's going to work is like this: If your character has 4 or more "created moves", you get to choose one of those to become that character's "Ultimate".
And Ultimate attack is a characters one SUPER POWERFUL attack. Basically, it is significantly stronger than all their other moves...but at a cost. Basically, they can only use it once per fight or once for a while. However, you can have ultimates you can use more often. However, then they have to be "Ultimate" in the sense that they have some really cool, but not super OP Instant-Win utility effect, like a teleport, or a spell that copies one of your other characters spells but makes it more powerful, or is a passive ultimate that does something "passive" to boost your character.
Note that this is only for the students. The Teachers kind of already are buffed in that sense. Also, this move isn't going to be an instant win no matter what it is. It's just a really powerful attack that they get to have.
Now, some of you have students that only have 3 created moves, notably Dynamax and Inkshade. So, for anyone who has a character that only has 3 created moves, you get to make up a fourth move for the finals and make THAT MOVE your final! In a sense, what I said above about utility Ults is more plausible since you get to make up something.
So start thinking ahead of which move you want to upgrade/what move your going to make! We're not time skipping yet, but we've been planning this for a while and we're really getting into this! Anyways, post here for any "different" ideas you have for Racial Abilities or, if your dynamax and ASM, then post what you want the racial to be for that race. Outerlimits out.
UPDATE: I forgot to say this, but if you're a hybrid race (Human/Dragon), then your racial can either be, in a human/dragon example, the Human Racial, the Dragon racial, or 50% of the effect of both. It's up to you to choose tho. In that regard, it might be a good idea for everyone to update their bios with a "Racial Ability" slot, just for quick reference.