|
Races
Oct 8, 2011 18:34:50 GMT -5
Post by Nightmare Darklight on Oct 8, 2011 18:34:50 GMT -5
Races Deku:The Deku are a species of plant-like beings who make their home in Faron Woods. They?re typically wooden in nature and humanoid in appearance. Of course there are distinctions, such as the spout they normally have instead of a mouth, the shrub-like growths they have that appear as hair, or their small stature. Most Deku Scrubs have leaves on their body somewhere, with orange glowing eyes.
Deku culture is very similar to that of humans, as they often co-mingle. Deku scrubs are infamous as businessmen in human towns, and can often be found traveling the roads with their supplies. Their own settlements are focused around a hierarchy, and very natural, often grown straight out of the flora of the area.
The Deku are led by the Deku King, who is protected by Palace Guards. [/size] Fairy:The Fairy are a race renown across Hyrule, even though they make their primary home in the Sacred Grove. Much like the minish they can adjust their size from remarkable small to average size, and have insect-like wings that they can hide as they wish. Other than that they essentially appear as humans do, though their ears may have a slight point to them, just not as significant as hylians.
The fairie don't necessarily have a culture of their own, though they do come together under the rule of the Fairy Queen. Typically they act independent of each other, attaching themselves to kokiri, hylians and other people. They may live in families or clans depending on the type of fairy they are (fire fairies may live together in a volcano, for example).
The Fairy are led by the Fairy Queen and her Great Fairy Court. [/size] Gerudo:The Gerudo are the only race native to the Desert Province. They are a race of thieves consisting entirely of females, with one male being born every one hundred years and is destined to become the Gerudo King. Physical traits typically include dark skin, golden eyes and flame red hair. Their culture is very warrior-like, with much attention paid to combat.
The Gerudo worship the Sand Goddess at the Spirit Temple. They?re a very reclusive race, keeping to their desert fortresses and camps. However due to the lack of men it is necessary that they get along with outsiders for means of procreation, and will no doubt eventually assimilate into Hyrulean culture. Gerudo are capable of having hybrid children, though they are always female and 100% Gerudo, thanks to the gene's supremacy.
The Gerudo are led by the Gerudo King and his Viziers. Goron:The Goron are a humanoid race that live all across the land, typically under mountains and other rocky outcrops like Death Mountain. They are quite physically dominating, with a much higher strength than the other races and a larger stature than humans. Their backs grow rocky as they age and their skin is quite thick, making it extremely hard to injury one. Their diet consists primarily of rocks, and they do not need to breathe like other races, allowing them to survive underwater (though their high density prevents them from swimming).
Goron culture is very laid back. They are peaceful by nature and do not fight often, even for entertainment. They are friendly, welcoming outsiders with open arms (though this is often lethal to the outsiders due to their immense strength) and quite brotherly. That being side, their culture has also developed around explosions, as their primary crop is the bomb flower.
The Gorons are led by the Patriarch and the Council of Elders. Human:Humans are one of the most dominant races in Hyrule, living pretty much everywhere, even if only in small numbers. They are physiologically very similar to Hylians, making the two races the most compatible for hyrbids. The only difference is located in the ears; humans having short, rounded ears. Humans are very well-rounded as a species. They lack the strength of a goron or the magical prowess of a hylian and so forth, but neither are they weak in those areas. Humans, unlike a lot of races, are more diverse, so it?s not uncommon to find one with greater strength or magical ability.
Humans are as diverse in their culture as they are in abilities. Humans are spread across the land, able to occupy many different areas and not limited to certain foods or climates.
The Humans are led by the Champion and the Wardens. Hylian:Hylians are an elf-like people who are believed to be chosen by the Golden Goddesses to carry out their will. They are the first race to populate Hyrule, and often considered one of the more superior races. Their anatomy is almost identical to that of a human, except for their long, pointed ears. They also possess a much higher affinity with magic.
Hylian bloodlines have thinned over the years, however, and they have become assimilated into the rising human population. They are much harder to come by than humans, but they share similar cultures depending on the areas they come from.
The strongest and most skilled of Hylians often join the Hylian Knights, warriors bound by honor to defend the Royal Family with their lives.
The Hylians are led by the Hylian Royal Family and their Ambassadors. [/size] HybridsThe Hybrids are not, technically, any one race, but they are often thought of as one universal group or as none at all. Many races can produce mixed-breed, fertile progeny: Humans, Hylians, Minish, Oocca, Fairies, and the more humanoid variations of Zora and Goron. While some hybrids choose not to identify with other hybrids, many are beginning to now that interspecies relationships are becoming more prominent, resulting in a hybrid population large enough to be an annoyance to most "pure-blood" races. While some hybrids can easily hide their status--particularly human-hylians--others cannot, and often face fierce discrimination.
For this reason, a special division of the Hylian Knights was formed, called the Hybrid Templars, specifically to protect and guide and hybrids who would accept that guidance. Led by the Hybrid Praetor, the new element is rapidly becoming a force of its own, and is actively claiming land and forging treaties to protect its people against hatred and segregation.
Though hybrids have no explicit leader, the Hybrid Templars protect hybrids and govern them in a limited capacity; they are led by the Hybrid Grandmaster. [/size] Kokiri:A race native in the Sacred Grove, the Kokiri appear to be Hylian children. Except they never age, never grow up and can live for centuries. kokiri are well-known for their traditional green garb, though they are not limited nor forced to wear such clothing.
Kokiri culture is very simple. They live in very simple villages within the forest, most believing that if they leave the forest they will die (though many do leave and do not perish). Their lifestyle is considered very earthy, based almost entirely out of nature. It is thought that the kokiri came from the Great Deku Tree, and so they keep close to their roots in the forest.
The Kokiri are led by the Kokiri Boss and his Watchers. [/size] Minish:The Minish, also known as the Picori, are a tiny race of similar to anthropomorphic animals that make home in the Minish Forest. They share characteristics with animals and can actually turn into the animal that they resemble. The particular animal they resemble depends on their parents and the like; they may have dog ears, a cat tail or even rat-like features. Their size also varies, though they can shift between being the size of a thumb to a normal human being, they?re typically shorter than normal humans.
Minish culture is very similar to that of the kokiri, based very much off of nature and their surroundings. Minish in nature may live in tree trunks and under rocks, while minish in town may live in a discarded kettle or other trash. Or they could live in normal human society, outside of their animalistic characteristics.
The Minish are led by the Minish Chief and the Elders. [/size] Monsters:The Monsters of Hyrule, or as the Emperor calls them, the Ainur, are as varied as its wildlife, ranging from humanoid to goo and beyond, however, some of them are sentient beings, capable of more than just their barbarian instincts and can function just as well as any other of the normal Races.
The Monsters have a strange way of working things though. Coups are very common, and most Emperors don't last very long. Some challenge the Emperor to a duel and win, while others cause an insurrection and usurp the Emperor. However, every now and then, you get that one Emperor that the Ainur actually like, who end up living a decent amount of time. However, more often than not, an Emperor's reign ends in assassination.
Note: Monsters do not have to be creatures from a Zelda game, though it is preferred, and they can be any Zelda game if they are, not just Twilight Princess. Non-Zelda Monsters have to be "real" (Djinn, Vampires, Dragons, etc). Monsters can be made more humanoid than in fiction and the canon, to make them easier to RP. Keep in mind! Please note, ghosts, even if fictional ones, are counted as Poes! (See below)
Note: Monsters are held on a case by case basis, we aren't going to allow some species if they are outright too powerful or cause some other problems.
The Monsters are led by the Monster Emperor and his Dreadnoughts. [/size] Oocca:The Oocca are an almost angelic race residing in the City in the Sky. They are humanoid, with wings that they may hide away at will. Because of their obvious relation to birds, their features are often described as hawk-like, very angular and defined. Similarly, their bones are hollow, allowing them ease of flight. Outside of these subtle bird-like features they look like humans, outside of the wings that either appear on their back or replacing their limbs.
The oocca live in the City in the Sky. They have their own written language, called Sky Writing, and can speak the common tongue. They are also quite technologically advanced, the City in the Sky acting as a marvel of technology and a testament to this fact.
The Oocca are led by the Oocca Lord and his Vanguard. [/size] Sheikah:A race once shrouded in mystery and legend, the Sheikah is a warrior race skilled in the arts of not only magic but in stealth as well. The Gerudo adopted much of their fighting style from the ancient Sheikah, which has survived even to this day. Though their structures, hair color, or skin color may vary, much like any Hylian, they have one thing that stands out about them; red eyes. The Sheikah are known for their red eyes, which make them almost instantly recognizable.
They used to live on the brink of extinction, with no more than a couple even existing in Hyrule at a time. However, with a few generations having gone by, the Sheikah have been slowly, but surely recuperating from the brink of annihilation. While they are still very rare to come across, they are recovering.
While the Sheikah are ruled by the Royal Family, they are deeply entwined. The royal guard of the princess is a Sheikah, as are the Royal Family's caretakers. [/size] Twili:Descendants of the Dark Interlopers locked away in the Twilight Realm so very long ago, the Twili are something like a human and a hylian and a shadow all in one. Their skin can be of many colors, and most Twili are patterned in black and white and grey and often decorated even further with intricate blue patterns that seem to glow. Furthermore, a Twili's eyes are usually some glowing shade of red from edge to edge, and red hair is almost universal.
The Twili are the only inhabitants of the Twilight Realm, and are generally wary of the people of the Light Realm. They possess advanced magic well beyond most of what you'll see in the Light Realm, aside from Hylians.
Talented and powerful Twili often become part of the Twilight Messengers, fighters sworn to protect the Twilight Sovereign with everything they have.
The Twili are led by the Twilight Sovereign and their Advisers. [/size] Zora:The Zora are a humanoid race of aquatic creatures making the Zora Domain their home. Their skin color is typically blue, gray or sea-green, but they can also be pinkish or purple. They have rear-hanging extensions on their head that acts almost like hair and can vary in length, typically appearing as a tail fin. Their bodies are also covered with fins that help them be the incredible swimmers they?re known as.
Zora, naturally, live in and around major water sources. They are not reliant on it, though, and can last for days on land before drying out. Their culture is, therefore, based around the water, with many of their homes resting in underwater caves and coral growths.
The Zora are led by the Zora Queen and her Royal Family. [/size] Poes:The Poes are ghosts, simply enough. Whenever a being in Hyrule dies, they become a Poe and continue their existence unable to physically touch or be touched by any other beings except other Poes. Usually keeping their original appearance, the most obvious sign of Poes is the fact that they can be seen through in direct sunlight.
Poes lead a very, very wary lifestyle, as they are the final stop before True Death, and many flee from combat for fear of dying eternally. Almost all Poes hunt for the means to return themselves back to life, to escape the woe of death.
The Poe are led by the Poe Undertaker and his Reapers. [/size]
|
|
|
Races
Oct 8, 2011 20:28:26 GMT -5
Post by Nightmare Darklight on Oct 8, 2011 20:28:26 GMT -5
Racial Abilities
If you do not plan to engage in combat, don't worry about this section of the Races, unless you plan to use these abilities for out of combat fun~
Each race has inherent abilities called racial abilities. Most racials have four levels, save for a few. Upon character creation, you get four racial points to spend on your race's racial abilities to customize your racial levels. That is all you get. Four. Lieutenants and Natural Poes get five,, Leaders and Natural Poe Reapers get six, and the Poe Undertaker gets seven.
DEKU
Dekus are rather unique in the racial department. They don't exactly focus on one thing only, like the Gerudo are for combat, or the humans for survivability. Rather, their racials are very different. They are weak to fire however, which is something that cannot be changed, as fire will always eat away wood and foliage.
Growth - Deku are more or less living trees, or ents. As such, some of them do tend to get larger with age, while some reach their maximum and stay like that. A larger tree however, has a longer lifespan ahead of it. The same goes for the Deku. If a Deku were to get large enough, it wouldn't be unheard of for them to last thousands of years.
Level 0 - The deku is the half the height of an average human, and has a lifespan of only 10 - 20 years. They do however, quickly reach maturity. Level 1 - The deku is the height of an average human, and has lifespan of about 80 years. Level 2 - The deku is double the height of an average human, and has a lifespan of about 100 - 200 years. Level 3 - The deku is three times the height of an average human being, and has a lifespan of about 500 - 1000 years. Level 4 - The deku is five times the height of an average human, and has a lifespan of thousands of years. (think Treebeard)
Bubble - There are some Deku who are able to blow bubbles out of their snouts. Or their hands. It really doesn't matter where, but some can fire bubbles. These bubbles are made of a sticky substance, and while not really damaging, can stick someone to a surface for a little bit if they hit their mark. This has a cooldown of 4 turns.
Level 0 - The deku cannot blow bubbles. Level 1 - If struck by the bubble, the target is stuck for 1 turn, though they are still able to defend themselves, they just can't walk/run. Level 2 - If struck by the bubble, the target is stuck for 2 turns, though they are still able to defend themselves, they just can't walk/run. Level 3 - If struck by the bubble, the target is stuck for 3 turns, though they are still able to defend themselves, they just can't walk/run. Level 4 - If struck by the bubble, the target is stuck for 4 turns, though they are still able to defend themselves, they just can't walk/run.
Water Walking - For some reason, some Deku are able to walk on water for a certain amount of time before sinking. There's no real explanation for this, they're just able to do it. But it can be useful if used in the right situation.
Level 0 - The deku cannot walk on water. Level 1 - The deku can walk on water for 1 turn. Level 2 - The deku can walk on water for 2 turns. Level 3 - The deku can walk on water for 3 turns. Level 4 - The deku can walk on water for 4 turns. |
FAIRIES
Fairies are in a way, the white mages. Many of their racials involve them healing another, or themselves, or bringing someone else who has recently perished back to life. They don't have anything particularly flashy, but they are easily a traveler's best friend, and highly valued as an adventuring partner.
Ballform - Some fairies can turn into a ballform, only a few inches large. They can go in and out of this form at will. During this state, they naturally cannot wield weapons or really even fight.
Level 0 - Fairies are stuck in their human form, unable to access ballform. Level 1 - Ballform can be accessed.
Healing - Most fairies can heal. This is part of what makes them so valuable to an adventurer. It allows the adventurer to be reckless and not worry about the consequences! Regardless, some fairies can heal better than others, and no matter what, they're always valuable.
Level 0 - The fairy cannot heal. Level 1 - The fairy can heal all minor wounds with a cooldown of 2 turns. Level 2 - The fairy can heal all moderate wounds with a cooldown of 4 turns. Level 3 - The fairy can heal all major wounds with a cooldown of 6 turns. Level 4 - The fairy can heal all near-fatal wounds with a cooldown of 8 turns
Resurrection - While some fairies can heal, some can bring others back from the dead. If someone has recently been killed, then no matter the cause of death, a fairy skilled in this area can bring the fallen back to life.
Level 0 - The fairy cannot resurrect a fallen person. Level 1 - The fairy can bring an ally (or enemy, if they're a troll) back from the dead, hanging on by a thread and abilities on cooldown. This only works once a thread. Level 2 - The fairy can bring an ally (or enemy, if they're a troll) back from the dead, with a moderate amount of health recovered and abilities on cooldown. This only works once a thread. Level 3 - The fairy can bring an ally (or enemy, if they're a troll) back from the dead, with most of their health restored and abilities on cooldown. This only works once a thread. Level 4 - The fairy can bring an ally (or enemy, if they're a troll) back from the dead, fully recovered. This only works once a thread. |
GERUDO
Gerudos have been raised and trained from birth for battle. All Gerudo that are naturally born and raised within the Great Bay are brutal fighters, as the ones that aren't died at some point during their lives. Such a brutal lifestyle has turned them into fearsome warriors, shown only in one racial.
Life of War - The Gerudos have a harsh life. Constantly preparing for battle and waging war, they are the fiercest warrior race this world has ever known, and they strike fear into lesser combatants.
Level 0 - The gerudo has not experienced the harsh lifestyle that accompanies their race. Level 1 - Two handed weapons can be effortlessly wielded in one hand. Level 2 - The gerudo is unfazed by any environment, whether it be sweltering heat, frigid ice, or the depths of the ocean... provided they have a way to breath. Level 3 - Though they still take some damage, bleeding a bit and such, a Gerudo is able to stop a regular strike from a weapon with their bare hands. Level 4 - If the gerudo is struck with a cutting weapon in the midst of an attack, they will not flinch. This does not stop them from feeling pain though. If the attack is one that relies on force, such as blunt weaponry, this will not work.
Spirit and Technique, Flawless and Firm - The Gerudo, having been trained from birth for combat, are some of the most skilled fighters in the world. They know techniques that few can replicate, and know tricks that give them an advantage.
Level 0 - The gerudo has not been trained in any special techniques Level 1 - Once every 2 posts, a gerudo can zero in on an enemy, catching up to them in an instant. Useful for ranged opponents or fleeing opponents. Level 2 - Due to their strong resistance, a gerudo to parry and block magical attacks with their bare hands. They still take damage, but it is reduced from what it would normally be. Level 3 - Through sheer skill, the gerudo is able to catch smaller magical projectiles (such as fireballs) and toss them back. They take slight damage from doing this. Level 4 - The Knight does not die with empty hands. This gerudo has a rare, particular ability to exert their will on a weapon. Even if the weapon is not theirs, and the weapon is even sentient and bows only to one, the gerudo will be able to wield the weapon without worry of backlash. I shouldn't have to say this, but no, the Master Sword can't be overridden. |
GORON
Gorons are by nature slow. There's... no real way to get around that save magic. They're living rocks, so they can't really run fast. However! Most of the gorons are outrageously strong and durable, able to take, and dish out a beating.
Super Strength - Gorons are notorious for hitting exceptionally hard. While some are just as strong as an average human, others are able to utterly clobber people. As it is part of their nature, should they possess it, it is a passive ability.
Level 0 - The goron is as strong as an average human being. Level 1 - The goron's strength is 2 times stronger than the average human being. Level 2 - The goron's strength is 4 times stronger than the average human being. Level 3 - The goron's strength is 6 times stronger than the average human being. Level 4 - The goron's strength is 8 times stronger than the average human being
Fire Resistance - The Gorons are living rock, and the more sturdy the rock, the more heat it can take before melting. This basically translates into a resistance against fire.
Level 0 - There is no fire resistance. Level 1 - Fire damage is reduced by 25% Level 2 - Fire damage is reduced by 50% Level 3 - Fire damage is reduced by 75% Level 4 - Fire damage is reduced by 100%
Erosion Resistance - Erosion is the most dangerous thing for a rock. It can fight off heat, it can fight off blade, but it can never fight off time or water. However, some Gorons are able to resist that, allowing them to effectively live forever.
Level 0 - There is no erosion resistance. Level 1 - Water damage is reduced by 25% Level 2 - Water damage is reduced by 50% Level 3 - Water damage is reduced by 75% Level 4 - Water damage is reduced by 100%. In addition, time halts for the Goron, allowing them to live forever, so long as they aren't killed.
It's dangerous to go alone! Take this. - The Gorons are master smiths, able to make the absolute best of weapons. Not only this, but they have direct access to rare resources and business partners for special commissions. As such, they don't have to pay as much for their one magic weapon, as there is no go between.
Level 0 - There is no weapon discount. Level 1 - Slot used for a Magic Weapon will cost 225 Rupees instead of 250 Rupees. Level 2 - Slot used for a Magic Weapon will cost 200 Rupees instead of 250 Rupees. Level 3 - Slot used for a Magic Weapon will cost 175 Rupees instead of 250 Rupees. Level 4 - Slot used for a Magic Weapon will cost 150 Rupees instead of 250 Rupees. |
HUMANS
Humans are... unique. They are among the weakest, most fragile, most pathetic lifeforms out there. However, in reality, all that weakness is because the human body has actually limited itself. When the mind subconsciously realizes a need for a human's true potential (usually when their life or a loved one is in danger), they'll remove these limits, allowing a human to go beyond nearly any other race. Some humans become stronger, able to effortlessly toss around gorons, while some become able to outmaneuver the Sheikah. The Human Spirit is a truly frightening thing, allowing the humans to go beyond the impossible.
Superhuman Strength - Sometimes when the human's limits are removed, their gift is improved strength. While their blows naturally do more damage they also become able to lift heavier objects, or swing normally two handed weapons with one hand, among many other things requiring strength.
Level 0 - There is no superhuman strength. Level 1 - The human's strength is 2 times stronger than the average human being. Level 2 - The human's strength is 3 times stronger than the average human being. Level 3 - The human's strength is 4 times stronger than the average human being. Level 4 - The human's strength is 5 times stronger than the average human being.
Superhuman Speed - For some humans, when their limits are removed, adrenaline kicks in. Their natural instincts are able to make themselves known and give the human a bit more of a boost, allowing them to move and act much faster than normal, possibly to the point of outdoing the usually agile Sheikah
Level 0 - There is no superhuman speed. Level 1 - The human's speed is 2 times quicker than the average human being. Level 2 - The human's speed is 3 times quicker than the average human being. Level 3 - The human's speed is 4 times quicker than the average human being. Level 4 - The human's speed is 5 times quicker than the average human being.
Superhuman Endurance - Sometimes, there are humans who simply ignore a hit, even dire ones, and simply keep on going, whether it's not feeling any pain, or not even flinching. Some humans when feeling threatened, are able to simply march on through any kind of blow, like Achilles.
Level 0 - There is no superhuman endurance. Level 1 - The human feels a dull pain when struck, but not much else. Level 2 - The human ceases to feel pain completely. They'll still flinch, but they won't even feel the stab. Level 3 - The human still flinches, but it is reduced. They might move back a bit from a direct hit but other than that, they'll be able to keep on trucking. Level 4 - No more pain, no more flinching. Unless the blow is mortal, the human will simply ignore it, not even flinch and just keep going. Needless to say, it's pretty much impossible to stop an attack aside from directly defending against it.
Mighty Wind - Humans are incredibly tenacious. Some of them to the point where they absolutely refuse to stay down. This is known as the second wind really. Whenever a human is killed, they may simply ignore their death entirely and get back up. Their wounds are still there, but they are simply ignored and the human keeps going. The only thing that keeps this from kicking in is complete decapitation.
Level 0 - If a human is killed, they stay dead. Level 1 - If the human is killed, they will come back, hanging on by a thread. This only works once a thread. Level 2 - If the human is killed, they will come back, having a moderate amount of strength left. This only works once a thread. Level 3 - If the human is killed, they will come back, most of their strength restored. This only works once a thread. Level 4 - If the human is killed, they will come back, seemingly unaffected. Not only that, they get a level one human racial attached for the remainder of the battle. This only works once a thread. |
HYLIANS
Hylians aren't exactly the most durable beings. They're also not very strong physically. However, they possess supernatural capabilities with magic, and they have a rather nice sense of hearing. Their magic senses are also abnormally high, among other things, they are very capable in the magic department.
Magical Prowess - Some hylians, while frail, are very magical, with magical power running through their veins. While they can't keep up in a fist fight with say, a Goron, they can bolster their magical power so they can fling fairly painful spells at the rocks.
Level 0 - There is no supernatural magical power. Level 1 - The hylian's magical damage is multipied 2 times over. Level 2 - The hylian's magical damage is multiplied 3 times over. Level 3 - The hylian's magical damage is multiplied 4 times over. Level 4 - The hylian's magical damage is multiplied 5 times over.
Supernatural Hearing - Some hylians have an enhanced sense of hearing, effectively allowing them to pick up on the slightest of sounds, or even making ambushes flat out impossible.
Level 0 - There is no superhuman hearing. Level 1 - The hylian's hearing is multiplied 2 times over. Level 2 - The hylian's hearing is multiplied 3 times over. Level 3 - The hylian's hearing is multiplied 4 times over. Level 4 - The hylian's hearing is multiplied 5 times over.
Magic Senses - There are some Hylians who can in a way, read their opponent by picking up on their magical energies. Determining a few factors to help them in battle, or just help them get to know the person. Unfortunately, because this is an ability inherent in hylians, it has no physical form. This means that if you come across an extremely powerful opponent, you can't crush this ability in your hand in frustration.
Level 0 - The hylian cannot sense anything Level 1 - The hylian is able to get a general reading on how powerful the other person is. Level 2 - The hylian is able to discern the nature of the other person's powers. An example of this is discerning that the other person is a pyromancer before they cast any fire magic. This gives nothing specific abilitywise. Level 3 - The hylian is able to discern the source of something magical. For example, if the magic comes from an enchanted ring, their senses will be able to tell them that it's coming from the ring. Level 4 - Beyond truth and lies, the hylian is able to pick up on some of their opponent's powers. Namely, they can figure out all the details of one of their opponent's powers. Duration, cooldown, damage, whathaveyou. This only works for one ability. |
KOKIRI
The Kokiri don't have much in the way of physical strengths. Most Kokiri never even see a fight in their entire immortal lives. Despite all of this, they have the capabilities to summon nature to their call, and turn into a devious skull kid form, or a stalfos if they've grown into an adult.
Vines - The Kokiri are able to summon vines around their opponent. If they successfully get a grip on the opponent, the opponent will be unable to run while thorns dig into their bodies. Even if healed, the thorns will simply reopen the wounds as long as it has the target ensnared. This ability has a cooldown of 4 turns.
Level 0 - The kokiri cannot summon any vines. Level 1 - The vines, if successful, lasts for 1 turn. Level 2 - The vines, if successful, lasts for 2 turns. Level 3 - The vines, if successful, lasts for 3 turns. Level 4 - The vines, if successful, lasts for 4 turns.
Skeletal Form - Some kokiri have a skeletal form that they can transform into, childlike kokiri into skull kids, with the ones who have left the forest and aged taking on the forms of stalfos. Truth be told, this isn't without its penalties. On the upside, the kokiri becomes a lot harder to kill, as there are no vital organs that can be destroyed to cause a fatal wound, they can only be smashed apart. On the downside though, the kokiri loses all their muscles, as such, their strikes lose most of their power.
Level 0 - There is no skeletal form. Level 1 - The skeletal form lasts only 3 turns with a cooldown of 5 turns. Level 2 - The skeletal form lasts only 4 turns with a cooldown of 5 turns. Level 3 - The skeletal form lasts only 5 turns with a cooldown of 5 turns. Level 4 - The kokiri can freely switch inbetween their kokiri and skeletal forms as they please. |
Minish
Minish... are weird. They can transform into an animal form, yes. However, they do have other capabilities. Mainly the abilities to turn invisible and change their size. They can't grow any bigger though, and they can't stay invisible indefinitely, so use them wisely.
Animal form - Usually, Minish are able to transform into their mammilian form. However, there are some that can't. It's like learning how to ride a bike really. Most people learn how to do it, but there are some who don't
Level 0 - Minish are stuck in their humanoid form. Level 1 - Animal form can be accessed.
Size change - Some Minish can change their size. While most of them just stay at human size, sometimes they change that whenever they need to make a quick escape from some kind of chaos that's giving them trouble. The extent they can sizeshift varies, but most can do it.
Level 0 - The Minish cannot sizeshift Level 1 - The Minish can only change their size to half of a human. Level 2 - The Minish can shrink down to only 1/4 the size of a human. Level 3 - The Minish can shrink down to the size of a small rodent. Level 4 - The Minish can shrink down to the size of an ant.
Invisibility - Some Minish, when exposed to sunlight, are able to turn themselves invisible for a limited amount of time. This is useful in say, sneaking up on someone, or just playing a prank, or trying to run away. However, be warned, the moment a hostile action is taken while invisible, the invisibility breaks.
Level 0 - The Minish cannot turn invisible. Level 1 - The Minish can turn invisible for 1 turn with a cooldown of 8 turns. Level 2 - The Minish can turn invisible for 1 turn with a cooldown of 7 turns. Level 3 - The Minish can turn invisible for 1 turn with a cooldown of 6 turns. Level 4 - The Minish can turn invisible for 1 turn with a cooldown of 5 turns. |
MONSTERS
The Monsters are... strangely unique. Namely, they don't follow the usual rules and have no points to spend on racials. Rather, monsters merely get two "mini slots" that allow them some very straightforward things (I.E. A weak fireball, or a slight damage buff). These racials have to make sense for the kind of monster you are making. A monster Dreadnought gets 3 mini slots, while the Emperor gets 4. |
OOCCA
Oocca take to the skies, able to fly and see the world from above. Generally though, the Oocca are not fighters, with most of their abilities being things to get them out of situations. In their chicken form, they really only have one method of defending themselves. But some have managed to conjure up a human form for themselves.
Human form - Sometimes, being a chicken with a human head is just awful. That's why some Oocca are able to access a human form, in which they have plentiful more capabilities. In this state, they do have wings so they can at least launch their feather arrows, but despite having grown larger, they are incapable of flight. For some reason, sometimes the Oocca will drop the ball bigtime and their human wings end up becoming demonic instead of angelic. Such a sign usually means the Oocca has no idea what the hell it is doing.
Level 0 - Oocca are stuck in the form of a mutant chicken. Sucks to be them. Level 1 - Human form can be accessed.
Feather Flurry - Seeing as an Oocca really can't defend itself physically when it's in its mutant chicket form, they developed a technique that allows them to defend themselves. A rather simple ability that lets them fire some feathers as arrows. It's not that complex. Just aim the feathers and fire. This can be used in human form. Due to its nature however, when used, the Oocca can no longer fly for the rest of the thread. So don't use it in the sky!
Level 0 - The Oocca cannot fire any feathers. Level 1 - The Oocca can fire a small barrage of feathers with a cooldown of 3 turns. Level 2 - The Oocca can fire a small barrage of feathers with a cooldown of 2 turns. Level 3 - The Oocca can fire a small barrage of feathers every other turns. Level 4 - The Oocca can fire a small barrage of feathers once every turn.
Teleportation - Oocca have the unique ability to teleport! That is, poof from one place and appear in another. It's really quite useful, as it allows the Oocca to say... teleport out of a dungeon it got lost in, or get out of the way of an attack. Though, a word of caution on the latter situation. Turns out that everyone who teleports to avoid an attack always aims to teleport right behind the opponent, so... everyone kind of expects that now.
Level 0 - The Oocca cannot teleport. Level 1 - The Oocca can teleport with a cooldown of 6 turns. Level 2 - The Oocca can teleport with a cooldown of 5 turns. Level 3 - The Oocca can teleport with a cooldown of 4 turns. Level 4 - The Oocca can teleport with a cooldown of 3 turns.
Telekinesis - Some Oocca have the ability to lift and manipulate objects with merely their minds. By doing this, they are able to act without worry of things like arms, allowing them to fight on a decent level, even if stuck in the form of a mutant chicken.
Level 0 - There is no telekinesis Level 1 - The Oocca can lift up tiny objects (like silverware) without worry. Level 2 - The Oocca can lift up small objects (rocks, blades) without worry. Level 3 - The Oocca can lift up medium sized objects (such as greatswords) without worry. Level 4 - The Oocca can lift up large objects (such as trees) without worry. |
SHEIKAH
Sheikah are more for speed and shadows than they are direct combat. Their speed and reflexes give them an edge over their less agile foes. They can however, use the shadows to help them out, but ultimately, they work best when they aren't in armor, swinging a sword, but instead, working in stealth.
Superspeed - Due to a nomadic lifestyle, most Sheikah are able to cover great distances in a very short amount of time and react on a much higher scale. As such, this allows them to basically outrun any danger or allow them more time to act, which is useful when need be.
Level 0 - There is no superspeed. Level 1 - The sheikah's speed is 2 times faster than the average human being. Level 2 - The sheikah's speed is 3 times faster than the average human being. Level 3 - The sheikah's speed is 4.5 times faster than the average human being. Level 4 - The sheikah's speed is 6 times faster than the average human being.
Shadow Manipulation - The Sheikah are naturally affiliated with the shadows. Those that have experienced the nomadic lifestyle also have to learn to defend themselves. Many Sheikah tend to use the shadows to fulfill this end and keep themselves safe.
Level 0 - There is no shadow magic. Level 1 - The Sheikah can throw a fist sized ball of shadow at an enemy, dealing minor damage if it hits. Has a 2 turn cooldown. Level 2 - The Sheikah can coat their weapon or limbs in shadow, causing their blows to do shadow elemental damage. Lasts 3 turns with a cooldown of 6 turns. Level 3 - The Sheikah can very briefly, create a doppleganger of themselves from their own shadow. This doppleganger lasts for only one attack before vanishing. Has a cooldown of 6 turns. The doppleganger cannot use any abilities or magic weapons/items. Level 4 - The Sheikah can release a burst of shadow that extends 10 feet around them, like a dome. Anyone caught in the blast is dealt moderate damage. Has a cooldown of 10 turns.
Defense Penetration - The Sheikah are skilled at breaking through defences, as most are trained in the art of this particular skill. By ramming their weapon into a magic barrier, they are able to shatter it to pieces in the event that are able to successfully overpower it.
Level 0 - This Sheikah cannot break barriers Level 1 - The Sheikah can break a weak barrier with a four post cooldown. Level 2 - The Sheikah can break a moderate barrier with a four post cooldown. Level 3 - The Sheikah can break a powerful barrier with a four post cooldown. Level 4 - The Sheikah can break any barrier with a four post cooldown. |
TWILI
Twili are denizens of the Twilight Realm. They rely on shadows and monstrous forms that could be considered reminiscent of their Dark Interloper origins. Due to years of living in the Twilight Realm, most Twili are very fragile and weak to light. When in sunlight, they are brutally burned by its rays, and to add insult to injury, their powers are locked when in the sun. However, there are some that avert this. Transformation - A Twili in fact, has a monstrous form. This is more often than not what most Twili resort to when they feel threatened. These monstrous forms have no extra abilities, aside from their size and their raw power. A Twili can freely toggle between their forms. In battle, this has a cooldown of 4 turns. The levels determine the size of their beast form. Level 0 - The Twili has no Shadow Beast. Level 1 - The Shadow Beast can be human sized. Level 2 - The Shadow Beast can be the size of a small vehicle. Level 3 - Tne Shadow Beast can be the size of a large vehicle. Level 4 - The Shadow Beast can the size of a colossus.Shadow Form - A Twili can become a shadow at any time, effectively voiding the sunlight weakness and allowing them to move through shadows. Twili cannot be harmed in this state. However, it can't hurt anyone either. Level 0 - Shadow Form cannot be accessed. Level 1 - Used in battle, the form only lasts one turn, with a cooldown of six turns. Level 2 - Used in battle, the form only lasts one turn, with a cooldown of five turns. Level 3 - Used in battle, the form only lasts one turn, with a cooldown of four turns. Level 4 - Used in battle, the form only lasts one turn, with a cooldown of four turns. During this state, they can issue one counterattack that is not guaranteed to hit. Sunlight Resistance - There are some Twili who can resist things like the sunlight, allowing them to live within light without fear of death. However, they are few and far inbetween. Level 0 - The Twili has no resistance to sunlight, and takes full damage, and all powers are locked. Level 1 - The Twili has some resistance to sunlight. They still take full damage from the sun, but it no longer locks their powers. Level 2 - The Twili has some resistance to sunlight. They are able to reduce most sunlight damage from nearly fatal to moderate. Level 3 - The Twili can resist the sunlight fully and take no damage. They can also use their powers. Level 4 - In addition to being able to stand in the sun without worry, the Twili can also slightly mitigate light damage. |
ZORA
Despite being notorious swimmers, able to effortlessly maneuver through even the deepest and darkest of the ocean, and being able to breathe in water, the Zora seem to be able to sharpen their fins or create and electrical field. There's no real explanation for why this is, but they're able to do this in order to defend themselves. More often than not, Zora don't even use weapons, preferring the shield or their fins.
Finnerangs - For some reason, a Zora's fins can end up really sharp, able to stand up to actual swords and other weapons. And for some other reason, the Zora can detach these fins and throw them like a boomerang. No one's really sure how they can do it either, but they can.
Level 0 - The fins are regular fish fins really, and rip and tear easily. Level 1 - The fins tear easily, but they can block a few hits before tearing. They really don't have any use as weapons though. Level 2 - The fins can take a bit of a beating, but will eventually tear. Not very useful as weapons, but could be used as blunt instruments. Level 3 - The fins are durable, but eventually tear, and are somewhat dull, but can cut if enough pressure is applied. Level 4 - The fins have no problem standing up to weapons. The Zora effectively has arms and leg blades now.
Electric Shield - There are Zoras out there who can conjure up electric shields around themselves to provide adequate protection from many attacks via magnetism. The most common use of this is to simply have the magnetic field say, repel a sword swing. This can be used offensively. In the event the shield strikes another person, it deals eletrical damage.
Level 0 - The Zora cannot conjure an electrical barrier. Level 1 - The Zora can hold up an electrical barrier for 2 turns with a cooldown of 5 turns. Level 2 - The Zora can hold up an electrical barrier for 3 turns with a cooldown of 5 turns. Level 3 - The Zora can hold up an electrical barrier for 4 turns with a cooldown of 5 turns. Level 4 - Somehow, the Zora can now defy all logic and common sense, being able to use this underwater now. |
POE
A Poe's phantom body is made of a special kind of energy unmatched in any Realm, unusual to all others. They cannot be touched by physical objects and can only be affected by magical power, which can kill even them. Due to this, they have adapted and gained numerous powers specific to only them, all designed to help them stay alive, what little they are.
Phantasm - Some poes can passively render themselves ethereal, but in return, cannot attack anyone else.
Level 0 - The Poe, despite being dead, is stuck in a corporeal form. Level 1 - The Poe can access an ethereal form.
Energy Blast - The Poe can fire off a sphere of pure energy, capable of dealing damage if it hits an opponent.
Level 0 - The Poe cannot use Energy Blast Level 1 - The Poe can fire off a weak Energy Blast with a two post cooldown. Level 2 - The Poe can fire off a minor Energy Blast with a two post cooldown. Level 3 - The Poe can fire off a moderate Energy Blast with a two post cooldown. Level 4 - The Poe can fire off a powerful Energy Blast with a two post cooldown.
Energy Drain - The Poe's body becomes completely fluid energy, capable of absorbing a single magical attack used against them and healing a portion of their health regardless of how strong the attack was.
Level 0 - The Poe cannot use Energy Drain Level 1 - The Poe can recover a minor amount of health with a six post cooldown. Level 2 - The Poe can recover a moderate amount of health with a six post cooldown. Level 3 - The Poe can recover a major amount of health with a six post cooldown. Level 4 - The Poe can recover a major amount of health and reduce other cooldowns by one post with a six post cooldown.
Invisibility - The Poe temporarily turns completely invisible, meaning the enemy cannot target them; if they find themselves in an area-of-effect attack, they are still vulnerable, however.
Level 0 - The Poe cannot turn invisible Level 1 - The Poe can turn invisible for one post with a six post cooldown. Level 2 - The Poe can turn invisible for two posts with a six post cooldown. Level 3 - The Poe can turn invisible for two posts with a five post cooldown. Level 4 - The Poe can turn invisible for two posts with a four post cooldown.
Scream - A screeching sound wave that disorients all nearby enemies. This is only only available to characters that start out as Poes.
Level 0 - The Poe cannot scream or is not a natural Poe. Level 1 - The Poe's scream lasts for one turn, during which the opponent cannot move. This has a six turn cooldown. Level 2 - The Poe's scream lasts for one turn, during which the opponent cannot move or attack, but can still defend. This has a six turn cooldown. Level 3 - The Poe's scream lasts for one turn, during which the opponent cannot move or attack, but can still defend. This has a five turn cooldown. Level 4 - The Poe's scream lasts for two turns, during which the opponent cannot move or attack, but can still defend. This has a six turn cooldown. |
|
|