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Posted: Fri Mar 25, 2011 8:55 pm
blah blah flavor text here
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Posted: Fri Mar 25, 2011 9:02 pm
Elements list
Light A bold element, it can be dominating or aggressive at worst, and a guiding star at best. Most light users are not timid characters, and many have good leadership potential. This does not mean they are never shy or uncertain, but usually when push comes to shove light aligned gifted step up to meet the challenge.
Conjure - The user summons a small sphere or ring (or whatever shape) of light. This can be used to illuminate darkness in RP situations as though they had brought a candle or lantern. In combat, it can be used to temporarily blind an opponent (roll to see if it lasts for 1 or 2 turns) forcing the target to deduct 2 points from their attacks during those turns.
Inspire - Light is an element associated with courage. Use this ability to grant +2 points to your courage stat for 1-3 rounds. Apply this new modifier as needed (ex: attack goes up)
Dark A quiet element, it can be weak or timid at worst, and subtle or composed at best. Many dark users are those who would shy away from the spotlight, either because they are actually shy or because they prefer to be a power behind the throne rather than sit upon it themselves. This does not mean they can never take charge, but usually they are better suited to more subtle means of dealing with a situation.
Conjure: The user summons a cloak of darkness to settle like a fog in a roughly ten-foot radius around the target (can be a living being, an inanimate object, or themselves). In RP this can be used to help hide, though mind your character won't really be able to see through it either. In combat, this makes you quite difficult to hit. When cast, it may last for 2-4 rounds, forcing your opponent to deduct 4 points from their attack while under it's effect. But mind, you can't see either! Deduct 2 points from your attack as well for the duration of the spell.
Inspire: Subtlety and smarts are the name of the game for Dark. Use this ability to grant +2 points to your wits stat for 1-3 rounds. Apply this new modifier as needed. (ex: dodge goes up)
Fire A passionate element, it can be rash or destructive and worst, and energetic or courageous at best. Many fire users are emotional, letting their heart rule more than their head. This does not mean they are stupid or automatically short-tempered, but they might be more prone to getting carried away in the heat of the moment.
Conjure - The user summons a small ball of flame that they might hold in the palm of their hand. For RP purposes, it can be used for light or warmth and might be used to light a campfire or candle. If it does not have fuel of some kind, the user must concentrate to keep it alive. Naturally this is more difficult when wet. Yes, in combat you get to throw it at someone. Roll to hit with it as an attack (adding +5 to your roll, fire spreads). It will do 5 damage to an opponent the first turn, and an additional 3 damage for each turn they take afterward unless they use a turn to put out the flames.
Inspire: Fire acts first and worries later. Add +4 to your courage after invoking this ability, but deduct 2 points from your wits. This effect will last 1-3 rounds. Apply these new modifiers as needed.
Water A purifying element, it can be cold or cruel at worst, and kind or wise at best. Many water users are less prone to powerful emotional outbursts, preferring to think things through rather than rush headlong into a problem. Does this mean they never lose their tempers, or are incapable of foolish mistakes? Of course not. But they might be less likely to do something without considering a possible consequence.
Conjure - comingsoonsorryworkingonit!
Inspire: Water tends to consider the consequences of any action. Add +4 to your wits after invoking this ability, but deduct 2 points from your attack. This effect will last 1-3 rounds. Apply these new modifiers as needed.
Earth A stable element, it can be close-minded or uncompromising at worst, and nurturing or enduring at best. Many of those who are drawn to the element of earth are loyal to their companions and their opinions, and might be hard-pressed to change their mind. Does this mean they are all stubborn as mules? No, but it might take a little extra coaxing to change their mind.
Conjure - The user accesses the potential of the life around them in order to heal an injury. In RP this can be used to help cure a mild illness (the common cold as opposed to pneumonia) or to speed the process of healing along. For instance, a papercut might be mended in a few minutes, but a broken leg is still going to take a couple months to heal. In combat, this can be used to restore health. When invoking this ability, roll 2 six-sided dice to determine how much HP you regain. You cannot gain more than your original total.
Inspire: Earth is solid and stable. Add +4 to your strength after invoking this ability, but deduct 2 points from your dodge. This effect will last 1-3 rounds. Apply these new modifiers as needed.
Air A more whimsical element, it can be distracted or indecisive at worst, and creative or thoughtful at best. Air users are often hard to pin down, and might switch from one thought to another. Some might think them 'airheaded' while others could find them insightful and, really, who knows which is more accurate? While most might not offer solid opinions at every turn, this does not mean they do not have them or cannot be stubborn. Most prefer to avert uncomfortable subjects rather than stomp their foot down and stay there.
Conjure - The user has a faint touch of what the future might hold. These seer-like abilities can be used in roleplay to various degrees, in order to 'predict' things like future plots someone has for their character...or that someone is going to fall in a mudpuddle three seconds from now. Visions are vague and confusing, perhaps appearing in dreams or causing dizzy spells when they've passed. Any visions regarding another character should be discussed with the character's owner before use. Visions are random and predictable, and while some with practice may be able to trigger them deliberately, accuracy and interpretation are never for-sure. You may not use visions to 'know' metaplot secrets. Sorry, they don't work like that. In combat this can be used to 'predict' an opponent's next moves, giving you a bonus of 3 points to your dodge during the duration of the spell. It will last 1-3 rounds.
Inspire: Air is quick and light. Add +4 to your dexterity after invoking this ability, but deduct 2 points from your strength. This effect will last 1-3 rounds. Apply these new modifiers as needed.
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Posted: Fri Mar 25, 2011 9:14 pm
higher level powers will go here
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Posted: Fri Mar 25, 2011 9:16 pm
Rolling for the Gift
Very simple. Look at your character's race, and then post in this thread with their name and a link to your character sheet (it does not need to be finished or approved to see if you have the gift). In your post, generate the appropriate numbers to see if your character is one of the gifted ones.
Humans - Generate a number 1 through 30. Score a 7 or 13 and your character has the gift. (yes humans can have the gift too!)
Centaurs - roll a 20 sided dice. Score a 7 or a 13 and your character has the gift.
Cervitaurs - roll a 10 sided dice. Score a 3 or a 7 and your character has the gift.
Unitaurs - roll a 4 sided dice. Score a 1 or a 3 and your character has the gift.
Unitaur/Centaur hybrid - roll an 8 sided dice. Score a 1 or a 3 and your character has the gift.
Unitar/Cervitaur hybrid - roll a 6 sided dice. Score a 1 or a 3 and your character has the gift.
JUST because a character gets rolled with a 'gift' does NOT make them all powerful! Magic has limits, rules, and restrictions. Those characters in possession of magic may choose which element they are aligned to.
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Posted: Fri Mar 25, 2011 9:17 pm
Light Aligned Gifted
Dark Aligned Gifted
Fire Aligned Gifted
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Posted: Fri Mar 25, 2011 9:22 pm
Water Aligned Gifted
Earth Aligned Gifted
Air Aligned Gifted
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Posted: Fri Mar 25, 2011 9:36 pm
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Posted: Fri Mar 25, 2011 9:37 pm
....which makes me worry I might need this one tooo....
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Velveteen Angel generated a random number between
1 and 20 ...
19!
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Posted: Fri Mar 25, 2011 9:38 pm
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