Post by FennecFyre on Nov 3, 2013 13:56:04 GMT
A character may start out with three combined traits/abilities. For example, they could have two traits and one ability, or three abilities and no traits.
Traits
Traits are physical characteristics a character wouldn't have in real life. This could be anything from horns to bioluminescence. There are a few restrictions on traits in order to ensure they cannot be overpowered:
Abilities
NOTE: AT THE MOMENT, ALL MAGICAL ABILITIES ARE DORMANT
Abilities are magical powers possessed by a character. Most have some sort of elemental base, but you're free, encouraged even, to get creative with your character's powers.
The Elemental Bases:
Earth - Deals with the manipulation of earth, rock, and soil. Manifestation examples include being able to make boulders move, creating sandstorms/mudpits, etc.
Patron - Gaia
Crafting Subset - Ability to manipulate organic materials such as wood, hides, furs, and bones, excluding plant fiber (textiles).
Air - Deals with the manipulation of gasses. Manifestation examples include whipping up whirlwinds, extended leaps, propelled running, creating poisonous fog, etc.
Patron - Zephyr
Crafting Subset - Ability to create and manipulate textiles such as cloth, linen, silk and cotton from plant matter and weave the cloth.
Fire - Deals with manipulation of heat, and energy. Manifestation examples include spitting fireballs or conjuring fire.
Patron - ArinekCrafting Subset - Ability to heat and manipulate metal, stone, glass, and jewels.
Water - Deals with the manipulation of liquids. Manifestation examples include walking on water, breathing underwater, or creating waves.
Patron - Tethys
Crafting Subset - Ability to mix and brew potions, poisons, medicines, drinks, and other liquids from different ingredients.
The Secondary Bases
Life - Life is seen as a the traditionally "good"-oriented magic. Typical manifestations include healing, leeching life off nearby living things, or causing plants to grow.
Patron - Gaia
Shadow - The "evil" base. Deals with the manipulation of shadows and conjuration of shadow creatures. Manifestations include cloaking oneself in shadows, using shadows as weapons, or creating familiars from shadows.
Patron - Zephyr
Energy - Deals with the creation and manipulation of light and energy. Manifestations include producing a glowing ball or beam or creating lightning.
Patron -Arinek
Mind - Deals with influencing emotions and the mind itself. Manifestations include mind control, telepathy, rallying others with a speech, and teleporting.
Patron - Tethys
Traits
Traits are physical characteristics a character wouldn't have in real life. This could be anything from horns to bioluminescence. There are a few restrictions on traits in order to ensure they cannot be overpowered:
- To create a character with more than the allowed amount of traits, purchase an Extra Trait Pass beforehand.
- Traits are hereditary, and children's traits will be similar to those of their parents. For instance, a cub whose mother has webbed paws and a dolphin's tail and whose father has bull horns and saber fangs could have a shark's tail and kudu horns.
- All traits must have restrictions, but these are usually dealt with in a case by case basis.
- More traits can be gotten by doing tasks for the gods, although this cannot currently happen.
- Characters are not required to have traits.
Abilities
NOTE: AT THE MOMENT, ALL MAGICAL ABILITIES ARE DORMANT
Abilities are magical powers possessed by a character. Most have some sort of elemental base, but you're free, encouraged even, to get creative with your character's powers.
- To create a character with more than the allowed amount of abilities, purchase an Extra Ability Pass beforehand.
- The four main bases are Earth, Air, Fire, and Water. The four secondary bases are Life, Shadow, Energy, and Mind. Abilities can be one pure base, or any combination of two bases.
- Abilities may or may not be hereditary.
- Abilities are usually dealt with in a case by case basis to avoid overpowered characters.
- The number of times a character can use an ability in combat depends on their Prowess level (see Combat)
- More abilities can be gotten by doing tasks for the gods, although this cannot currently happen.
- Characters are not required to have abilities.
- Crafting magic is a unique subset of abilities and the various kinds are listed below. They are purely for creating objects, not fighting, as opposed to normal abilities. A character may have crafting magic in place of regular magic.
The Elemental Bases:
Earth - Deals with the manipulation of earth, rock, and soil. Manifestation examples include being able to make boulders move, creating sandstorms/mudpits, etc.
Patron - Gaia
Crafting Subset - Ability to manipulate organic materials such as wood, hides, furs, and bones, excluding plant fiber (textiles).
Air - Deals with the manipulation of gasses. Manifestation examples include whipping up whirlwinds, extended leaps, propelled running, creating poisonous fog, etc.
Patron - Zephyr
Crafting Subset - Ability to create and manipulate textiles such as cloth, linen, silk and cotton from plant matter and weave the cloth.
Fire - Deals with manipulation of heat, and energy. Manifestation examples include spitting fireballs or conjuring fire.
Patron - Arinek
Water - Deals with the manipulation of liquids. Manifestation examples include walking on water, breathing underwater, or creating waves.
Patron - Tethys
Crafting Subset - Ability to mix and brew potions, poisons, medicines, drinks, and other liquids from different ingredients.
The Secondary Bases
Life - Life is seen as a the traditionally "good"-oriented magic. Typical manifestations include healing, leeching life off nearby living things, or causing plants to grow.
Patron - Gaia
Shadow - The "evil" base. Deals with the manipulation of shadows and conjuration of shadow creatures. Manifestations include cloaking oneself in shadows, using shadows as weapons, or creating familiars from shadows.
Patron - Zephyr
Energy - Deals with the creation and manipulation of light and energy. Manifestations include producing a glowing ball or beam or creating lightning.
Patron -Arinek
Mind - Deals with influencing emotions and the mind itself. Manifestations include mind control, telepathy, rallying others with a speech, and teleporting.
Patron - Tethys