Hidden 7 yrs ago 7 yrs ago Post by Rai
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Rai ..::Ascension::.. / All Maker

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Hello curious ones I'm trying to setup arena bouts that are a bit different in nature. The idea is you make a character and then fight other characters using this character. I know most people love to use their already previously made character and to those I'll direct you to my other arena post. I plan to make this into a tournament eventually.

The point is to choose from 7 bloodlines, mix them as you want. Then use your 10 Exp points to make your character to your liking. Once that is done I accept it. Anyone interested? The bloodlines are below and the character sheet.





The blood% determines your affinity to certain abilities based on bloodline also your appearance. Your character will be considered a certain way based on looks rather than blood. However blood typically depicts the characters looks.




Through out the universe those who are able to tap into a higher level of being open the doors to limitless probabilities. The realms of time and space within higher and lower dimensions can be tapped into by those who reside in this world. The only cap to the size and power of manipulating probability to your will is ones soul. Beyond practice. One can only cast spells of high caliber with an expansive soul.




Bloodline Affinities and Experience points

Experience points: You will have 10 experience points to spend on character creation. This is to limit and not limit the powers and creative liberties people will take when forging a character to win in battle. Accept the limits and create a finite character. Or go crazy as best you can with crazy spells. Review the Bloodline trait tree to grasp a better understanding of what your character can do with what bloodline. For a explanation see below.

Conjuration: Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell’s range, but it does not have to remain within the range.
Matching Bloodlines:Nayu, Sol, Oro, Lassa, Tyro, Seraph

Enchantment: Enchantment spells affect the minds of others, influencing or controlling their behavior.
All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.
Matching Bloodlines: Seraphim, Tyro, Lassa, Oro, Nayu

Abjuration: Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Matching Bloodlines: Sol, Seraph

Transmutation: The transmutation school of magic consisted of spells that changed the physical properties of some creature, thing, or condition. The school was previously known as alteration.
Matching Bloodlines: Nayu, Sol, Oro, Dragon

Evocation: Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Matching Bloodlines: Lassa, Oro, Tyro, Nayu, Sol, Dragon

Divination: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Matching Bloodlines:Seraph, Sol, Nayu

Illusion: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
Matching Bloodlines: Seraph, Sol, Nayu
Hidden 7 yrs ago 7 yrs ago Post by LeeRoy
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This seems stunningly limited in scope, limiting the powers to what looks like an arbitrary gathering of loosely similar abilities.

Edit: Scratch that, I'm confused as to why and how Gravity Manipulation is related to water powers, as well as electricity being the resistance held by the beings that are water based.
Hidden 7 yrs ago Post by Rai
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I think if you mix the bloodlines you can get exactly what you want as far as powers or spells you want to use. As this is just the interest check I can go into more detail as to how that works. But for now the spells or abilities you want if you're not sure it will work with your bloodline ask me. I have a way of knowing if something is matching a bloodlines affinity. Such as Divination, Evocation, Transmutation etc. (other D&D lore terms)

Also their relation to water isn't everything about them. It's mostly lore based. But for a Arena I decided not to bore with that.

Hidden 7 yrs ago Post by King Cosmos
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I'm potentially interested in this but I'd honestly like a lot more information and a lot of things clarified.

Spells: 2 Exp per spell.
Abilities/Powers: 2 Exp per ability.
Weapons: Only 2 free basic weapons. High quality weapons cost 1 exp each. Enchanted weapons cost 2 exp each.
Exp: 10
All Abilities and spells must match your bloodline affinity.


Is there a set list of spells we are supposed to be pulling from? You mentioned D&D so do we just take spells from there?

What kind of abilities/powers are you expected and how are they different from spells or the bloodline abilities? Can we have both abilities and spells?

With weapons I am going to assume that basic, high quality and enchanted are similar to the D&D concept of masterwork and enchanted weapons. Again, I think we need clarification on what kind of enchantments are allowed.

A number of the Bloodline powers need clarification. What does "Hot blood" actually do? "Portal jumping" and "Ghost vision"? Soul manipulation"? I can make guesses for these but I assume you have an idea of how you want these to work? I'm also wondering how certain Bloodline's will interact; if I take a mixed Seraphim/Oro character how does the "Air walking" work with my character increased weight? Does it work or will my character be too heavy?
Hidden 7 yrs ago Post by Rai
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@King Cosmos

Good questions. Still a new idea so there's room for improvement on clarifying this.

Is there a set list of spells we are supposed to be pulling from? You mentioned D&D so do we just take spells from there?

You can be even more creative than that. Make up your own spell, but if you don't choose the correct bloodline certain spells will just not work. Such as summoning, this is in the school of conjuration. The only bloodline which has no conjuration abilities are Dragons.
I also have a skill tree

What kind of abilities/powers are you expected and how are they different from spells or the bloodline abilities? Can we have both abilities and spells?


You are expected to have the abilities / powers relative to your bloodline. I'm debating whether to allow you to have all the abilities / powers the bloodline entails. Or make you choose which you want to use specifically. But overall I want your powers /abilities to match your bloodline. And the combination of bloodlines can make for a interesting power / ability not listed in the bloodlines precisely. Which I'm not sure of myself, but people tend to get creative so I'll see how it works.

It may as well be that the exp put into any ability will increase its effectiveness. Allowing one to describe how much more intense their power is over others with the same trait.

With weapons I am going to assume that basic, high quality and enchanted are similar to the D&D concept of masterwork and enchanted weapons. Again, I think we need clarification on what kind of enchantments are allowed.

I think that makes sense. As enchantments can be nearly anything my initial idea was that people will have enchanted items that can do one specific magical ability. I would say the amount of experience points put into the enchanted armor or weapon would dictate how powerful and effective the enchantment is.[/quote]

A number of the Bloodline powers need clarification. What does "Hot blood" actually do? "Portal jumping" and "Ghost vision"? Soul manipulation"? I can make guesses for these but I assume you have an idea of how you want these to work? I'm also wondering how certain Bloodline's will interact; if I take a mixed Seraphim/Oro character how does the "Air walking" work with my character increased weight? Does it work or will my character be too heavy?


Most bloodlines are fairly straightforward in their brief description. Though not exact layouts of what can be done with them. This is done partially on purpose as not all powers are formed in the same way. But most are. For your air walking question they'd be slowed down. But still capable of walking on the air.

Did I mention I'd be doing a colored commission for the winner? And likely sketches for the two runner ups.

I don't mind answering the questions people have while in the process of making their combatant. It's best to be sure than guess.
Hidden 7 yrs ago Post by King Cosmos
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You can be even more creative than that. Make up your own spell, but if you don't choose the correct bloodline certain spells will just not work. Such as summoning, this is in the school of conjuration. The only bloodline which has no conjuration abilities are Dragons.
I also have a skill tree


A write up of which schools of magic match up with each Bloodline would be useful in that case. Also that link doesn't work for me, the image doesn't load.

You are expected to have the abilities / powers relative to your bloodline. I'm debating whether to allow you to have all the abilities / powers the bloodline entails. Or make you choose which you want to use specifically. But overall I want your powers /abilities to match your bloodline. And the combination of bloodlines can make for a interesting power / ability not listed in the bloodlines precisely. Which I'm not sure of myself, but people tend to get creative so I'll see how it works.

It may as well be that the exp put into any ability will increase its effectiveness. Allowing one to describe how much more intense their power is over others with the same trait.


So the abilities/power in the application are your Bloodline powers? And they cost 2 exp each? Am I reading that right?

That is very different from what I expected. I thought you picked a Bloodline, got all the associated powers and then spent 10 exp on top of that. Instead it sounds like you have to buy only those abilities you want and only those that your Bloodline qualified for. I'm not sure 10 exp is going to be nearly enough then, or these characters are going to be far more limited than I expected.

You also mention putting more points into an ability to make it stronger, which I don't think was mentioned at all in the original post.

I would say the amount of experience points put into the enchanted armor or weapon would dictate how powerful and effective the enchantment is.


Same as above, this is the first time spending more points on an item to make it stronger has been mentioned, though it makes sense that the cost should scale with the level of the enchantment.

It sounds like this is going to be very different to what I expected. I expected every character to have Bloodline abilities as a base and then have spells or weapons on top of that, but instead it sounds like you could have a half-dragon fighting someone who spent all of there points on becoming a spellcaster and who is otherwise human.

More variety in the characters isn't a bad thing it just wasn't what I thought based on the original post.
Hidden 7 yrs ago Post by Rai
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Now that I see it panning out I have a more clear picture of what to do. As this is an interest check I'm still working out the details. I want as much creativity within restrictions as possible and to make it as fair as possible.

I think it would be fair to allow one the powers given from their bloodline as a natural power. While exp points can be used to enhance one of these powers.
Hidden 7 yrs ago Post by Bartimaeus
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I actually really like this idea, and it seems like it could be very fun to me. However as previously stated a little more clarification could be given. Such as the abilities "hot blood", "shadow step", etc.
Also the percentages don't really make sense to me. If I have 80% water manipulation, does that mean I have a 80% chance to successfully control liquid?

Otherwise i think this could be interesting
Hidden 7 yrs ago 7 yrs ago Post by Rai
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@Bartimaeus

Most of the traits like "Hot blood" and "shadow step" are self explanatory. But how it is specifically used can be up to you. This is to say the hint of vaguely described powers can be molded to have a more specific effect by spending exp on it. Such as "Hot blood" for example doesn't do much on its own, but spend some exp on it and it can be boiling hot blood that burns when it escapes your body and can be used to blind foes or damage them in general. Otherwise it will just be normal hot blood that may or may not be useful.

More complicated blood line powers like shadow step will remain in its generic form (unless exp is spent on it like any other). Granted that's not a obvious thing even among those who are D&D enthusiasts. It essentially would be stepping from one shadow to another.

I see I have some more improvements to make to the details. Ask anymore questions or suggest something to make things more appealing if you'd like. The % does not mean you have that % of it working its the amount you will need to be able to have that blood ability.
Hidden 7 yrs ago 7 yrs ago Post by Rai
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Bloodline Affinities and Experience points

Experience points: You will have 10 experience points to spend on character creation. This is to limit and not limit the powers and creative liberties people will take when forging a character to win in battle. Accept the limits and create a finite character. Or go crazy as best you can with crazy spells. Review the Bloodline trait tree to grasp a better understanding of what your character can do with what bloodline. For a explanation see below.

Conjuration: Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell’s range, but it does not have to remain within the range.
Matching Bloodlines:Nayu, Sol, Oro, Lassa, Tyro, Seraph

Enchantment: Enchantment spells affect the minds of others, influencing or controlling their behavior.
All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.
Matching Bloodlines: Seraphim, Tyro, Lassa, Oro, Nayu

Abjuration: Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
Matching Bloodlines: Sol, Seraph

Transmutation: The transmutation school of magic consisted of spells that changed the physical properties of some creature, thing, or condition. The school was previously known as alteration.
Matching Bloodlines: Nayu, Sol, Oro, Dragon

Evocation: Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.
Matching Bloodlines: Lassa, Oro, Tyro, Nayu, Sol, Dragon

Divination: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Matching Bloodlines:Seraph, Sol, Nayu

Illusion: Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
Matching Bloodlines: Seraph, Sol, Nayu

----------------------

Small update. Also added some details to some of the bloodlines.
Hidden 7 yrs ago 7 yrs ago Post by Genni
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How would you feel about a Seraph-Nayu hybrid who had the ability to affect the darkness in their target's soul?



Also the percentages don't really make sense to me. If I have 80% water manipulation, does that mean I have a 80% chance to successfully control liquid?

The way I'm reading it, the percentages relate to the amount of the character's blood that comes from a certain bloodline.

For example, a character with 100% Seraphim blood would have all the abilities upto and including Intangible Form, but would only have abilities from that bloodline. If they had 80% Seraphim blood and 20% Lassa blood on the other hand, they'd not get the Intangible Form ability, but would have all the Seraphim abilities upto Soul Manipulation, along with having the Resistance to Electricity from the Lassa due to their mixed heritage.

At the same time, the blended blood would mean that the Seraphim would avoid the weakness to elemental effects associated with their intangible form which a 'pureblood' would be vulnerable to. A character who has 20% blood from five different bloodlines wouldn't have any of the inherent weaknesses from any one bloodline, but at the same time wouldn't have access to any of the more powerful abilities their purer cousins would have.

There are some interesting combinations to be made by balancing blood from the different families, such as an 80% Nayu/20% Sol who would have the "bright light damages eyes" weakness but at the same time would have the "Bright Light Resistance", so they'd be less likely to be incapacitated by a light based attack than a pureblood Nayu.
Hidden 7 yrs ago Post by Rai
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@Genni

First before I answer your question. I enjoyed reading your breakdown. You are 100% correct, the combinations allow strengths and weaknesses. There's a sort of balance inherently put it in. But I can say with full confidence I'm not sure if everything is balanced. I feel like someone will find a way to break it.

How would you feel about a Seraph-Nayu hybrid who had the ability to affect the darkness in their target's soul?

It needs more details. Darkness in a soul is I assume you're equating to malice, or some kind of inherent impurity in their souls. Most forms of darkness is either legitimate shadow, lack of light, or a manifestation of shadow, An otherworldly property. Again I'll need to know more about it to determine if its possible given the bloodline you stated. So far it is close.

This question has led me to make another rule, or rather explanation.
Combing / Creating Spells, Powers, & Abilities: When a spell or power comes to mind that is unique in a way you are not sure what category it falls under. Ask the Game Master "Me, Rai" what your detailed power or spell will fall under. Explain how its activated and what effect it has on opponents. Whether its possible for your bloodline to do so or not will be determined by a careful study of the properties of your spell and which parts of it fall into what category of spell casting.

Hidden 7 yrs ago Post by Genni
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It needs more details. Darkness in a soul is I assume you're equating to malice, or some kind of inherent impurity in their souls. Most forms of darkness is either legitimate shadow, lack of light, or a manifestation of shadow, An otherworldly property.

What I was thinking would be a spell or power which would allow the Seraphim-Nayu to peer into the soul of their target, and then pull from it the darkest parts to manipulate the target into being unable to continue fighting.

The 'darkness' would vary between targets, but would be based on their most prominent personality trait, so a proud warrior could find themselves surrounded by people from their childhood or an old tutor mocking their abilities, while a brave soldier would be plunged into a flashback of an horrfiic battle where they lost someone they cared about. It wouldn't always be memories though, and some might find their deepest, darkest desires brought to life, tempting them into corruption, or their greatest fears brought forth to attack them.

This would be combining the Seraphim's manipulation of spiritual energies with the Nayu's knowledge of shadows and darkness. I was thinking this would be an 80% Seraphim/20% Nayu, who had been raised by Naru and trained by them. It would also combine elements of Divination, allowing for the scouring of the target's soul; Enchantment, to apply a persistent effect against the target; and either Illusion or Conjuration, depending on whether the thing which is drawn forth would be just a mental effect or an actual physical construct they'd have to face.

The spell or power would be something which could be cast at range with minimal effect, but I'd also be wanting my character to have a sword or spear made of spiritual energies which when used against a target would heighten the impact of the sorceries, making it easier to tear apart their minds from the inside. Mechanically I'd see this as just applying a boost to the effect of the spell, or undermining the target's defence against the effect after they were wounded by the weapon.
Hidden 7 yrs ago 7 yrs ago Post by Rai
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I made a slight change to Divination. It is: Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.

<Snipped quote by Rai>
This would be combining the Seraphim's manipulation of spiritual energies with the Nayu's knowledge of shadows and darkness. I was thinking this would be an 80% Seraphim/20% Nayu, who had been raised by Naru and trained by them. It would also combine elements of Divination, allowing for the scouring of the target's soul; Enchantment, to apply a persistent effect against the target; and either Illusion or Conjuration, depending on whether the thing which is drawn forth would be just a mental effect or an actual physical construct they'd have to face.

Unfortunately having only 20% of Nayu blood will not allow you to manipulate shadows. It will gift you their Night Vision, which is lack luster to what you were going for. What you hit here is something I was split on but I've recently made my decision to restrict certain elements to only those with that level of bloodline %. Also back stories will not be accounted for in the spells you make.

You can however still manipulate peoples souls in a way to get what you mostly were trying to achieve. Negative emotions or bad memories are not a Nayu trait or a shadow or darkness trait. It's more of a Sol mind manipulating trait. To tap into ones soul I've decided is merely delving into their power source for spells and such. Not their thoughts. But you can get something similar to it.

This prompted me to update the spells some.

Spells: 2 Exp per spell. The spells must match within your bloodlines affinity. If your bloodline % does not reach a high enough percentage within a bloodline it may not allow you to cast certain spells. For example: 80% Lassa allows water conjuration. This will allow spells that summon water. Without it you will not be able to summon water of any kind.
Enhancing ones spell even further costs another 2 Exp. Examples of this are spells that have more than one effect.

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