Generative abilities
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- #1Generative abilities
Enabled · After character · Order 10 · 100%
Entry settings
{{char}} will present 5 abilities upon entering the world, chosen at random, ranging from, and being limited to: Useless- 18% to be generated Common- 26% to be generated Uncommon- 21% to be generated Rare- 16% to be generated Exceptional- 11% to be generated Legendary- 2.5% to be generated Mythical- 1.3% to be generated
Abilities generated will either be passive, or active.
Abilities generated will be classified into 8 types, and will be chosen at random:
1.Physical- attacks that can damage physically
2.Magical- Attacks that can attack physically, and always have a type to them.
3.Psionic- Attacks that affect an individuals status, eg. Poison
4.Pure Elemental: Is only affected by elements, cannot be blocked with pure physical attribute
5.Summon- If it's an active skill, it'll summon a familiar. But if it's a passive skill, it will alter the {{user}}'s ability to summon, or increase a base stat of the thrall depending on the rarity
6.Transformation-Transforms the user into another form, whether it be beast, spirit, or object, ranged from inanimate objects to strong gods
7.Curse- A strong power that comes with a hefty downside, but becomes useless if {{user}} has any blessings.
8.Blessing- A holy power, that doesn't come with a downside, but can be weakened if grace is lost with the god {{user}} is blessed by.
Furthermore, each ability will have an element attached to it at random, regardless of classification:
Pure: No strengths, takes normal damage from magic.
Earth: strong against fire, wind, and energy. Is weak to water, ice, nature, and ancient, and uses the surrounding earth, limiting its effective range.
Nature: Is strong against water, energy, and earth. Weak to fire, ice, and ancient. Can only affect fauna at lower levels, the higher the affinity, the easier it becomes to control other beings.
Fire: is strong against wind, and nature. Weak to water, wind, earth, and ancient. Is canceled out by energy, and water. Only does half as much damage to ice. Can burn self and allies if used incorrectly, and is ineffective if affinity is low.
Wind: strong against fire, and energy. Weak to fire, earth. Only does half damage to ice and ancient. Strength is based on affinity, at lower levels, wind element cannot alter its forms.
Water: is strong against fire, and earth. Weak to nature, and energy. Only does half damage to ice and ancient. Only takes half damage to ice and ancient. Doesn't take damage from low affinity fire. Can only use surrounding water. At lower affinity, water pressure cannot be controlled, and cannot use if liquid source is not in line of sight.
Energy: strong against water, ancient, and ice. Weak against wind, earth, and nature. Doesnt damage earth, or wind. Causes a fire effect when hitting solids or flammable liquids. Damages biotic material, including the user at lower affinities. Mastery is required for proper use.
Ice: Is strong against nature, earth, and ancient. Weak to energy and ancient. Causes an ice effect when hitting an object. At lower affinity, can only freeze air, the higher affinity of {{user}}, the denser the material that can be frozen.
Light: Strong against dark, weak to dark. Does extra damage to Cursed beings. Cannot be used by cursed beings.
Dark: strong against light, weak to light. Takes less damage from Blessed beings. Cannot be used by blessed beings.
Ancient: Strong against earth, nature, and fire. Weak to energy, and ice. Scales off of physical and magic, if either of these attributes are low, any form of ancient magic cannot be cast.
- #2Ability depth: Physical attribute
Keys: impact, pierce, cut, , slash, sword, stab, Physical, strength, blunt, slice, perforate, shield
Enabled · After character · Order 10 · 100%
Entry settings
Physical damage is heavily based off of the defense, strength, Agility, constitution and dexterity of {{user}}.
Physical damage types are classified into three types:
"Blunt"- An attack that causes an impact, such as a punch. A blunt attack does not penetrate the opposition. Blunt damage is most affected by strength, and the effect of damage can be reduced by increasing dexterity, constitution, or by drastically increasing defense.
"Pierce"- An attack that aims to perforate the target, typically with a pointed weapon. A piercing attack does not cause blunt damage. Piercing attacks are most affected by dexterity, and require agility as well. Poise, opposing defense and weapon size can determine whether or not a Piercing attack will be effective on a target.
"Slash"- An attack that aims to lacerate the target, typically with swords or knives. A slash will never deal blunt damage, and often causes bleeding if not protected. Slashing attacks require strength and dexterity, depending on the size of the weapon.
- #3Ability depth: Magic
Keys: magicka, spell, Magic, curse, hex
Enabled · After character · Order 10 · 100%
Entry settings
Magical damage is heavily based off of the Constitution, wisdom, and Intelligence of {{user}}.
Magical damage types are classified into multiple types:
"Impact"- An attack that causes an impact, such as an explosion. An impact does not penetrate the opposition. Impact damage is most affected by Intelligence, and the effect of damage can only be nullified through special sources, such as, but not limited to; hexes, voodoo, magic nullification, magic shield, and curse.
"Pierce"- An attack that aims to perforate the target, typically with a pointed magic shape. A piercing attack does not cause blunt damage. Piercing attacks are most affected by intelligence and dexterity. Magical piercing attacks can easily be deflected by other magic, and are generally looked down upon for their unreliability.
"Slash"- An attack that aims to cut the target, typically with a bound. A slash will never deal blunt damage, and often causes bleeding if not protected. Slashing attacks require intelligence to cast, but dexterity to properly use.
"Hexes", or "Curses"- Not to be confused with "Psionic" debuffs, Hexes and Curses aim to debuff and harm the opposition without being directly around them. Hexes are typically used for minor debuffs, eg. Ill Omen, Wicked intention, while Curses are used to cast devastating, lingering effects on the target, which can only be cleansed under certain conditions. Curses are typically cast with the caster being at a disadvantage, or having sacrificed something that they will not be able to retrieve, this causes Curses to be more devastating based on the value of said item. Curses vary in strength, but often end with the caster bearing their own curse afterwards.
- #4Ability depth: Psionic Attacks
Keys: debuff, fate, Mental, omen
Enabled · After character · Order 10 · 100%
Entry settings
Not to be confused for "Hex" and "Curse", Psionic attacks are purely meant to debuff the opposition, or buff the caster.
Psionic attacks are creative and expansive in number. Most uses of psionic attacks are meant to bolster the casters stats, eg. Rage, Wild step, Newt skin.
Some basic Psionic moves that can be used are, but not limited to:
Rage- increases the casters strength, but makes them incapable of rational thought to a degree
Wild move- increases agility in exchange for humanity for the duration of the move
Newt skin- afflicts the caster with poisonous skin, any who come in contact with it will become poisoned, including friends. Clothes that are worn whilst Newt skin are active must be burned, since the poison will stick to them.
Taunt- Afflicts the opposing enemies with Lesser rage, effect can be lessened with wisdom.
Ill omen- Causes an AoE for friends and foe alike, Causes hysteria. Can be canceled with high enough wisdom.
Impending Doom- Causes fear, cannot be used on stronger foes than the casters, cannot be used on foes with high wisdom. If Impending doom wears off without the caster being subdued, additional hysteria effect.
Menace- Causes the menace status, increases casters dexterity, decreases opponents agility, increases allies strength.
- #5Ability depth: Pure Elemental
Keys: ice, fire, energy, earth, ancient, wind, dark, Element, light, water, nature
Enabled · After character · Order 10 · 100%
Entry settings
Pure elemental attacks are easy to counter, but can be tricky without pure elemental attacks.
Earth- uses nearby physical matter, typically rocks. Boasts high defenses, but cannot be controlled out of vision.
Nature- Uses nearby fauna for moves, low defenses, easily destroyed. Typically used for status effects or movement control.
Fire- Can create fire from nearby materials, namely combustible materials, takes time to do so. Once a fire is started, the flame can be vaguely controlled by the caster, or anybody that has a stronger affinity than the one controlling the flame.
Wind- controls gasses, visible and not. Can easily be blocked, and cannot be seen, even by the caster.
Water- controls liquids. At lower affinities, only water can be used, and water density cannot be changed. At higher affinity, water density can be changed, being able to make shapes from the water, as well as being able to move any moisture, even highly dense ones.
Energy- Controls energy. Whilst being one of the most versatile elements, it can only be used at high mastery, and most energy users dont know that they can use energy.
Ice- Can freeze objects, but cannot move them. At lower affinity, can only freeze liquids, the higher affinity of the caster, the denser the material that can be frozen. Requires careful precision when freezing, caster can freeze themselves by accident.
Light- Able to materialize and increase density of light, making it a tangible solid. Cannot be used by cursed beings
Dark- Able to move in, control, but not create darkness. Has liquid like properties. Cannot be used by blessed beings.
Ancient- Able to alter certain aspects about reality itself, purely depends on the user, and there cannot be more than one person who has the same type of ancient elemental power, eg. Time or space
- #6Ability depth: Summon
Keys: conjure, seal, Summon, pact, unseal
Enabled · After character · Order 10 · 100%
Entry settings
Able to create matter from nothing. Purely unique to the individual, but there are many summons that are identical. The summon will always be loyal to the caster, and is purely random, not base off of stats or karma.
The types of summon abilities are as follows:
Possession: Summons an inanimate, or multiple inanimate objects for the caster, can range from useless rocks to a greatsword.
Familiar: Summons a sentient creature for the caster, can range from a weak bunny not fit for battle, to a legendary human of old.
Bond: Only works if the ability is passive. Increases stats, adds affinities, or attaches a unique affect to the casters familiar or possession, if any.
- #7Ability depth: Transformation
Keys: Transform
Enabled · After character · Order 10 · 100%
Entry settings
Transformation is a move that turns the caster into something else based on their move, eg. Werewolf transformation would only turn the caster into a werewolf, or a Centaur transformation would only turn the caster into a centaur.
There are two types of ways.the caster can transform, them being:
Active transformation: The caster has to actively use their transformation skill, typically in return for mana.
Passive transformation: The caster has to fill certain conditions for the transformation to activate, and have to meet certain conditions to transform back, but typically doesnt use man's.
There are three types of transformations that are possible when obtaining the transformation skill:
Deity- Turns into the likelyness of a god, or demigod, attaining a portion of their power. The amount of power granted is based off of wisdom, charisma, and favor with the God that you transform into.
Beast- Turns into the likelyness of a creature, whether it be a strong or weak one. Once transformed, wisdom, intelligence, and charisma stats are drastically lowered in exchange for higher physical stats, as well as other passive and abilities based off of the animal.
Artifact- Gains power from an artifact or altar, turning your body into a permanent representation of the artifact in some way, usually only a portion of the body. Artifact transformations are always passive, and require a high amount of wisdom to use.
- #8Ability depth: Curse
Keys: Evil, Curse, Tarnished
Enabled · After character · Order 10 · 100%
Entry settings
A Curse, not to be confused with the spell, is a heavy downside for the owner to bear, but comes with power to make up for it.
Curses strive based on loss, but only if the loss is attributed to what is gained from the curse, eg. Losing a hand would increase physical strength, but also lower constitution. Additionally, the wielder cannot be cursed if they are blessed, curses will target blessed beings, and Cursebearers will always be drawn to BlessingBearers.
The seven cardinal sins are the most powerful curses there are, and can only be attained from birth. The list is as followed:
Pride- Due to the bearers high ego, they often hold themselves higher than people who surround themselves. They boast high charisma, but have decreased intelligence.
Greed- The bearer, having surrounded themselves with wealth, have had a bounty on their head. The bearer will suffer lower charisma, lower constitution, and have a bounty on their head, in exchange, they will have increased luck, and will have plenty of monetary success.
Wrath- Natural bloodlust has caused the bearer to lash out at any and all who show any opposition. Boasting high strength, dexterity, agility, but is cursed with an unquenchable bloodlust.
Envy- Having others around them who have pretty jewels, beautiful partners, or even so much as a smile has caused the bearer to take from others. Has low charisma and intelligence, as well as often lashing out at others nearby, being shoet of temper, but drastically increases dexterity and agility.
Lust- The craving for more from life, not just money, but attention. Increases libido drastically, gets too clingy to partners, and has to sleep with multiple partners to be gratified, cannot sleep with the same person twice in the same week. Increases dexterity and constitution, as well as charisma with potential lovers.
Gluttony- Sinful pig. Gluttony has caused the bearer to lose weight. The endless appetite, though, even while eating, they know it won't be enough. Increases appetite by 1000%, increases defense by 50%, increases constitution by 100%, decreases strength by 30%.
Sloth- a lack of motivation has caused the bearer to become incapable of any magical feats. The bearer is unable to use magic. During the day, the bearer will become impervious to physical attacks, during the night, the bearer will become impervious to magical attacks. At noon and midnight, there's an hour grace period, where the bearer is invincible. The bearer will always sleep at least 12 hours, and has 70% decreased agility stat, 20% decreased dexterity, but no stat downgrades while sleeping.
- #9Ability depth: Blessing
Keys: Blessing, Graced, Blessed, Heaven-touched
Enabled · After character · Order 10 · 100%
Entry settings
Blessings are gifts bestowed upon by greater deities. While not as strong as a curse, they come with no downsides. Additionally, the wielder cannot be blessed if they are cursed, and Cursebearers will always be drawn to BlessingBearers.
The seven lively virtues are the most powerful blessings there are, and can only be attained from birth, or if they are bestowed upon by a greater deity. The list is as followed:
Humility- The ability to recognize their shortcomings has lead the bearer to be able to sense foes stronger than themselves. If fighting someone stronger than themselves, the bearer will mirror the stats of the opponent, then gain 10% in each stat.
Charity- The bearer is compassionate to all, and people are naturally drawn towards them. Charisma is increased by 100%, increases money found by 30%, but 5% goes to charitable services.
Patience- The bearer has gained internal peace, and can keep calm in dire situations. Increases spell casting speed by 30%, if poise is broken, gain angel wings until safely landed.
Temperance- The bearer will always be content with what they are given. 20% charisma, and -30% resource consumption.
Kindness- The bearer is naturally kind to others, fostering a kind environment for friends to gather. Charisma +1000%, and people will not bring negative energy around them, the bearer is well renowned everywhere they go.
Chastity- The bearer has promised themselves to their future spouse, once they find one. They will remain pure of heart and mind, and cannot be affected by lust. +10% charisma
Diligence- the bearer is diligent in their work, they have no problem being proactive, and don't have trouble getting info and quests from people. +5% silver.
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