Races, Racial Traits & Boons

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Races, Racial Traits & Boons

Post by Nerisella Pegason on Mon Jun 08, 2015 6:31 pm




Every individual is unique in their own way, though, their species may play key roles in what their character may turn out to be, or look like for role playing and character development purposes. To separate and grant role players an abnormal experience, we have the following Races to choose from upon character creation.

With each race comes a unique set of two Racial Traits exclusive to that race the role player can choose one of during their character creation process.  Things like this can be the exemplary Nordic Human Racial Trait, which grants them 100% chance to detect any targets hidden by Stealth, including enemies, role players and objects like invisible chests or stationary objects.

What you select will determine your base lineage, representing which bloodline your character stems from in terms of human and sub-human species. Naturally, this would mean that if you selected Nordic Heritage as your Racial Trait, your ancestry would be traced back to the House of Nord, whereas an Orc with Blackhammer Heritage would be considered an Orc that came from the Blackhammer Clan.

During character creation, you will be able to select one Boon, or racial skill, and you may earn more throughout your time by performing various tasks or quests. A Boon is a unique statistic bonus, ability/spell or feat acquired by a character through dedication or hard work and often carries permanent, highly beneficial rewards. These Boon's can range from limited night vision all the way to major power or health statistic boosts which last until death.


Starting Weapon Skills: 1H Sword, Dagger, Staves, Shield

Racial Traits

  • Nordic Heritage: Grants the user 100% Stealth detection for 2 posts. This allows the user to clearly see any Stealthed object within his movement range as if it were plainly visible to the naked eye as long as their is light out, or they have night vision. This includes, but it not limited to, people, animals, chests, items, etc. This Racial Trait carries a 4 post cool down period.
  • Whiteguard Heritage:Heals the user and anyone in his party within 5 spaces in all directions for the same amount of Health that the owner of this Racial Trait has. Additionally, the user receives half of any amount of damage they may originally suffer at the hands of whatever attack hits them next. This shield buff lasts for as many posts as there was allies affected by this Racial Trait, excluding the user. Once depleted, it dissipates completely, leaving the user vulnerable to maximum damage ratings. The allies affected by this trait do not receive this shield buff. This Racial Trait carries a 6 post cool down period.


Boons

  • Honor Guardian: This grants the owner of this Boon an external exoskeleton that acts as a natural defense for the user. This gives the owner a unique skin affliction that causes it to glow or shine like diamonds in direct sunlight, similar to vampires in some genres. This grants them a permanent +50 bonus to their passive base Defense Rating (DR), even when they do not have armor or clothing on. In addition to this damage resilience, any Shield that an Honor Guardian has equipped has half of its DR added to the total DR of the owner as a bonus feat.
  • Willful Spirit: Permanently increases the Mental Rating of the owner by 125 points.
  • Artisan Ancestry:[b] Allows the owner of this Boon to speed up the creation or progression of any Profession Task by up to 16 Hours. Any unused time is banked into a "Remaining Time Pool" to be used at any later date. This can only be used once every two days. (48 Hours per usage).
  • [b]Hard Work Ethic: Allows the owner to start with one Profession at Journeyman Rank, and another at Apprentice Rank. (Blacksmithing/Alchemy/Herbalism/Leatherworking/Tailoring/Mining/Lockpicking)





Starting Weapon Skills: 1H Axe, 2H Axe, Bow & Arrow

Racial Traits[b]

  • [b]Blackhammer Heritage: This Racial Trait allows the user to go into a state of berserk, effectively raising their Power Rating by 200 for 2 posts, but reducing their DR to 0 for the same amount of time. This Racial Trait carries a 6 post cool down period and cannot be canceled once the Orc begins his berserking rage.
  • Stormborn Heritage: Grants the owner of this Racial Trait access to Primal Nature spells for one post. Due to the mental exhaustion brought on by physically summoning pure elemental power, after the Primal Nature spell has been used, the Orc cannot use any spells or abilities for 2 of the total 6 post cool down period this Racial Trait carries. The remaining four post cool down only affects Stormborn Heritage.


Boons

  • Titanic Fury: This Boon allows the character to possess "Titans Grip", effectively allowing them to wield a 2handed weapon in each hand respectively. Though they will do more overall damage, each weapon has its Power Rating halved due to the cost of holding such heavy weapons with a single arm. Additionally, the character also has a height boost of 12 inches (1 foot) taller than the maximum height of the Orc.
  • Exiled Mindset: Due to exile and being forced to work alongside other races, Orcs have developed a resistance to multitudes of disease. As a result, this Boon permanently increases the Health Rating of the owner by 125 points.
  • Blackwater Raider: This grants the owner of the Boon the passive ability "Seafaring", allowing them to ride ships without motion sickness and being less hindered by travel laws while out on the open ocean. Additionally, the owner also gets a permanent 75 boost to their Power Rating, as well as a permanent 25 boost to their Critical Strike Rating.
  • Feral Upbringing: This grants an Orc an additional 50 Power Rating when attacking, and grants them a permanent smell-sense, allowing them to track anything with a scent within the range of their total movement speed. (How many spaces your character can move.)





Starting Weapon Skills: 1H Axe, Polearm, Crossbow, Dagger, Bow & Arrow

Racial Traits

  • Greenspear Heritage: Allows the owner of this Racial Trait to enlist an animal under their company or supervision, treating them as a pet or familiar which serves the owner and fights alongside him in combat. Additionally, this grants Bow & Arrow as a Weapon Skill and gives a bonus 50 Power Rating when attacking with a crossbow, and a bonus 25 Power Rating when attacking with any other type of bow.
  • Darkspear Heritage: This allows the owner of this Racial Trait to be unhindered in the Wild Jungle environment setting. Additionally, when attacking with a Polearm, this grants a permanent 50 Power Rating bonus to the owner and allows an additional half of the total damage to bleed from the enemy's wound their following post.


Boons

  • Enhanced Regeneration: When used, this Boon allows the owner to heal themselves for double their total Health Rating each post over the course of four posts (25% per post). Once 100% of their Health has been restored (at the end of the 4th post), this Boon will undergo an 8 post cool down before it can be used again.
  • Savage Tusks: Manually activated by the owner of this Boon, the following melee attack is done with their tusks. If successful, this will deal base damage based on the owners Power Rating and has a 20% higher chance to be a critical strike, which deals double damage. This Boon carries a 3 post cool down period.
  • Master Herbalist: This allows the owner of this Boon to recognize any and all plant life, medicinal and toxic in nature, and further allows them to mix these ingredients to create things like health potions and poison for weapons and arrow tips. This excludes Ancient plantlife.
  • Spiritual Contact: This allows the owner of this Boon to speak willingly to the dead ancestors of either them or anyone in their immediate party (must be "grouped" together with another individual). Additionally, if the ancestor was a roleplayeable character in the past, they can also choose to select one ability, regardless of affinity, religious restrictions or weapon skill from any one ancestor to use for one post. If activated, the second portion of this ability undergoes a 5 post cool down period.



Starting Weapon Skills: Dagger, 1H Mace, 1H Sword, Staves

Racial Traits

  • Mindsprocket Heritage: This Racial Trait grants the owner the Gift of Tongues, allowing them to communicate flawlessly with any foreign linguistics they come into contact with due to a heightened intellectual prowess. Additionally, it allows the owner to disable any one device (trap, or lock) per post, excluding Ancient locks. Furthermore, as the owner of this Racial Trait is an ancestor of Mindsprocket blood, they can recognize Mindsprocket Machinima, and reanimate it at the cost of 200 mana. Only a Mindsprocket ancestor can identify these mechanical wonders.
  • Dreadgnome Heritage: This grants the owner access to dark Fey Magic, which can be comparable to shadow fairy magic, effectively allowing them to levitate up to two feet from the ground. As a result of heightened magical intellectuality, the owner of this Racial Trait also now strikes with a bonus 50 Power Rating when using Frost-affinity spells. Additionally, a Dreadgnome can also spawn 25 gold coins from the realm known as Whimsydale once per week for any use they see fit.


Boons

  • Unparalleled Ancestry: Allows the owner of this Boon to speed up the creation or progression of any Profession Task by up to 48 Hours. Any unused time is banked into a "Remaining Time Pool" to be used at any later date. This can only be used once every four days. (96 Hours per usage).
  • Effortless Trickery: Due to their size, this allows a Gnome to effortlessly dodge one single attack launched at them by an enemy, whether physical, spiritual or elemental in nature. This can only be used on the same target one time, and carries a 4 post cool down period.
  • Boundless Limitation: Allows the Gnome to select one Boon or Racial Trait either they, or another individual in their group has, and refreshes it's cool down period, allowing it to be used again. This can only be used once per day.
  • Fancy Footwork: This allows the owner of this Boon an additional +10 to Movement every 5 levels, allowing them an additional 1 space to move in any direction for each stack of Fancy Footwork that is active. As an example, a level 1 Gnome with this would have no bonus. A level 5 Gnome could move 1 additional space, whereas a level 10 Gnome can move 2. In combat, this prowess is limited, only granting a maximum of five spaces to move per post or Movement Phase.





Starting Weapon Skills: 1H Sword, 1H Mace, Dagger, Shield, Staves

Racial Traits:

  • Forsaken Heritage: Being a descendent of the Forsaken, the owner of this Racial Trait can survive below 0 Health Rating, gaining what is known as Negative Return as a result of their exceedingly long time spent in the form of undeath. For every 3 levels, the owner gains a Negative Return pool bonus of 5. This means that if their Health Rating drops to 0, they have an additional 5 Health to utilize before death. This is represented by using the subtraction sign next to the normal Health Rating of the owner. (EX: Level: 12 / Health Rating: 250 [i](-20). Because the Forsaken Undead is Level 12, he gains a -20 Negative Return because for every 3 levels, he gained an additional -5 HP Rating. 12/3=4. 4x-5=-20.) Additionally, when attacking in melee combat, the owner of this Racial Trait has a bonus 20 Power Rating which is treated as Unholy damage, which doubles to 40 when it comes into contact with any Holy-oriented target. Furthermore, Forsaken Undead do not fall unconcious.
  • Frostjaw Heritage: Cunning in its purest form, the owner of this Racial Trait is considered to be a master of tactics and as such, they gain a permanent bonus of 20% Critical Strike Rating. The owner of this Racial Trait also gains Frost as an elemental affinity, which allows them to use Frost spells effectively. With this, every attack that lands on the opponent adds 1 stack of Impending Doom to the target, up to a maximum of 6 stacks per target. Impending Doom slows down the target by lowering their Movement Rating by 5 for each stack applied to them. At 6 stacks, Impending Doom debuffs and turns into Grip of the Frozen Throne which forces the target to stay in his current space for 1 post. After Grip of the Frozen Throne dissipates, the Impending Doom stack count resets to 0 and the character must build the stacks back up to 6.


Boons

  • Cannibalism: Although Undead don't normally need to eat, they do however enjoy feasting upon the living. The owner of this Boon can consume the corpse of a dead body that has already been dead for at least one post. The process of eating the body takes 1 post to complete, the following post restoring the owners Health Rating back to full. This can only be done once per topic, and once the body has been consumed, it can then be converted into a Forsaken or Frostjaw Undead, depending on who ate the body. If a roleplayer succumbs to this Boon, they are then instructed to roleplay an Undead until that character dies or they retire it completely. Alternatively, they can also give control of their character to the Undead who changed them. If this is the case, an Undead owner with minions can only have a maximum of 2, and these minions recieve half of their total statistics when they were living as a result of undeath. Their level, spells, skills or abilities they have remain attached, however, they lose their Racial Trait and Boon's, and must choose 2 new Boon's and select a Racial Trait to represent them, again, depending on who converted them.
  • Rage of the Restless: The owner of this Boon can activate its power to invoke the rage of Syrus, the Lord of the Realm of Ghosts. Doing so buffs them with Rage of the Restless, causing them to become immune to damage for 2 posts, but also forcing them to deal considerably less damage, reducing their Power Rating to a base of 50 for the duration of the buff. Additionally, if this Boon is used in a PvE (Player vs. Everything) setting, it will force all NPC enemies to attack the owner for the duration of the buff as well, as they now recognize the owner as a threat.
  • Evisceration: Usable only if the owner of this Boon is wielding two of the same weapon (IE: Two 1H Swords, two Daggers, two 1H Maces), this special melee attack causes the owner's hand to glow bright purple, almost to the point of a fluorescent light or neon. This attack does a base damage of whatever the owner's Power Rating currently is, though there is a roll check for this ability as well. Naturally, as normal combat flow suggests, the owner would roll 1-10 to determine the chance of his attack as well as the chance of a critical strike. If the roll lands on a 3, this attack misses outright. If it lands on a 5, this attack is automatically a critical strike, but can be dodged, as normal rules suggest. If it lands on a 10, this attack triples in damage and is treated as Unholy damage, dealing six times the amount of damage to any Holy target it comes into contact with.
  • Ancestral Calling: This allows the Undead to summon a skeletal ancestor to fight alongside them for three posts. This skeletal companion is equal to the level of the individual, and has half of the owner's statistics as their own. Once their HR drops to 0 or the duration of the Boon wears out, they die and crumble into dust. This Boon has a 6 post cool down which only starts after the minion has fallen.



Starting Weapon Skills: Staves, 2H Mace, 1H Sword, 1H Mace

Racial Traits:

  • Luminow Heritage: The Luminow are revered as the worlds greatest healers, and as a result, this Racial Trait allows them to tap into the power of the Sunwell, granting them the ability to cast Divine Retribution. This spell has two selective functions, which the user of this trait may choose from upon activation. The first is an offensive form of Divine Retribution, which strikes any enemies within one space of the user in any direction for 50 Holy Damage in addition to their Power Rating and Mental Rating, if successful. If Divine Retribution strikes an enemy with an Unholy affinity, such as an Undead, this spell does 100 Holy Damage in addition to their Power Rating and Mental Rating if successful. The secondary function of this spell is defensive in nature, and allows the user to heal both him and the entire party back to full health. This Racial Trait has a 6 post cool down period.


Boons

  • Hand of Axel: Activating this Boon grants the owner a bonus of 20% damage to their next spell cast. However, if it comes into contact with an Unholy target, the next spell cast deals 35% more damage instead. This Boon carries a 4 post cool down if used normally, and a 5 post cool down if used on an Unholy target.
  • Holy Vengeance: This Boon can only be activated on the opponents Action/Defense Phase. During the time any one (1) opponent targets the owner of this Boon with an attack, skill, spell or ability, the hands of the owner begin to glow with a bright yellow and red hue, similar to sunlight. Then, it would affect the opponent in the same way, which would then not only negate whatever attack is used, but it also does half of whatever damage it would have done to the target to the enemy immediately, disregarding the Roll Factor. This Boon carries a 6 post cool down period.
  • Remnant of Life: Activating this Boon causes any Holy spell used in conjugation with it to heal the user for half of the total damage it deals. This Boon carries a 3 post cool down period.
  • Shield of the Living: Once activated, this Boon covers the owner in a veil of holy energy which seems to radiate off of them. This shield blocks all incoming Unholy affinity skills, spells, abilities, Racial Traits and Boons, and reduces all physical damage done by either 50 Damage, or 25% of the users Defense Rating, whichever is higher upon usage. Any damage that exceeds this block value is treated as regular damage, effectively disabling critical strikes as well, causing them to inflict damage as the attack normally would. This shield lasts for 2 posts. This shield can be used on another friendly target. This Boon carries a 6 post cool down period.




Starting Weapon Skills: 1H Sword, Dagger, Polearm, 1H Mace

Racial Traits:

  • Shadinow Heritage: The Shadinow, or Drow, otherwise known as the Dark Elf are revered throughout the underworld as the masters of shadow magic and the authority on magic-oriented amazon combat. Their armies are led by a woman, and women fight alongside men as equals or superiors. As a result of this, women born into Shadinow Heritage are granted a passive 150 Mental Rating. Men have an incredible resilience to magic instead, inherently gaining 100 Defense Rating whenever they are attacked by Spells, but only 50 Defense Rating whenever they are attacked by Holy spells.


Boons

  • Ambidexterity: Used by arguably the best Magi and Battlemagi known throughout the First Sanctum, this allows the owner of this Boon to wield a Shield in one hand, and a Stave in the other, or, alternatively, one Stave in each hand respectively. Because the Shadinow is ambidextrous and skilled with the use of both hands, there is no Mental Rating damage penalty when wielding Stave/Shield, but if there is a stave in each hand respectively, the Mental Rating bonus of each staff is halved. This is a passive feat.
  • Blink: This Boon allows the owner, upon activation, to dodge a single attack launched at them, whether magical or physical in nature, and teleport to a new space within 3 spaces in all directions of the owners previous location. This Boon has a 4 post cool down period.
  • Regenerative Mind: Activation of this Boon allows the owner to recover 25% of their total Mana on their next turn. This Boon carries a 4 post cool down period, which begins after initial activation.
  • Shadow Consumption: This allows the owner of this Boon to select any one single active Shadow-affinity spell, whether on the active field or activated in conjugation with this Boon, to convert its total damage into Health, effectively recovering that amount immediately. This Boon carries a 6 post cool down.



Starting Weapon Skills: 1H Axe, 1H Mace, Fist Weapons

Racial Traits:

  • I' Aran En'taure Heritage: This Racial Trait allows the owner to turn into a full-sized adult lion on their following post. This increases their Movement Rating by 20 (4 Spaces/Turn), silences their movement completely and boosts their Power Rating by 150. This form lasts for 2 posts following the transformation and has a cool down period of 6 posts. If the owner of this Racial Trait is currently in this form, and is behind an opponent who is unaware of their presence, they may perform a "Pounce" on the target, doubling whatever damage they do on their next attack if it is successful. This can only be used one time per transformation.
  • Beuthreum Heritage: This Racial Trait allows the owner to turn into a werelion, with similar physical characteristics to that of the werewolf, but with lion-like features like a fluffed mane, whiskers, claw growth and incredibly sharp teeth. As with the I' Aran En'taure, this takes effect on their following post. This increases their Movement Rating by 10 (2 Spaces/Turn), Power Rating by 75 and Critical Strike Rating by 20% for 2 posts. Additionally, the user gains 100 Health Rating during the transformation. This Racial Trait carries a cool down period of 6 posts.


Boons

  • Expert Ancestry:[b] Allows the owner of this Boon to speed up the creation or progression of any Profession Task by up to 48 Hours. Any unused time is banked into a "Remaining Time Pool" to be used at any later date. This can only be used once every two days. (72 Hours per usage).
  • [b]Fancy Footwork: This allows the owner of this Boon an additional +10 to Movement every 5 levels, allowing them an additional 1 space to move in any direction for each stack of Fancy Footwork that is active. As an example, a level 1 Leonin with this would have no bonus. A level 5 Leonin could move 1 additional space, whereas a level 10 Leonin can move 2. In combat, this prowess is limited, only granting a maximum of five spaces to move per post or Movement Phase.
  • Feral Upbringing: This grants a Leonin an additional 50 Power Rating when attacking, and grants them a permanent smell-sense, allowing them to track anything with a scent within the range of their total movement speed. (How many spaces your character can move.)
  • Mineral Watcher: This allows a Leonin to identify and recognize any and all rock types, minerals and ores. Furthermore, it allows them to smelt ore without the need to be in a Forge. They do however need a Crucible to handle the extremely hot metallic liquid. This excludes Ancient rock types, minerals and ores.



Starting Weapon Skills:

Racial Traits:

  • Maoslaso Heritage: This Racial Trait allows the user to breathe underwater limitlessly. Additionally, they have an increased Movement Rating of 25 when underwater or swimming. While on dry land, they deal an additional 25 damage, and while underwater, their attacks deal an additional 50 damage if successful.
  • Ritahses Heritage: This Racial Trait allows the user to breathe underwater limitlessly. Additionally, they have an increased Movement Rating of 15 when underwater or swimming. While on dry land, they have an additional 25 Defense Rating, and while underwater, they have an additional 50 Defense Rating. This applies to any and all attacks.


Boons

  • Unparalleled Ancestry: Allows the owner of this Boon to speed up the creation or progression of any Profession Task by up to 48 Hours. Any unused time is banked into a "Remaining Time Pool" to be used at any later date. This can only be used once every four days. (96 Hours per usage).
  • Rising Leap: Similar to how certain shark species swim to the bottom of the ocean floor and fly toward the surface at high speeds, this allows the adapted Maoslaso or Ritahses to embrace a sensation of underwater gravitational motion, temporarily allowing them to leap or jump high enough into the air to dodge a single attack, or land on a respective space that is at maximum 20 feet away (the equivilant of 4 spaces). 5 Movement Rating=5 Feet=1 Space.
  • Samehada: This Boon is specifically unique to those of the Maoslaso and Ritahses Heritages. Respectively, activation of this Boon allows the owner to harden their skin to the quality of steel for 2 posts, dramatically increasing their Defense Rating by 200. Any type of physical contact with the owner while Samehada is active causes 20 Power Rating damage immediately, disregarding the Roll Factor. This Boon carries a 4 post cool down period after initial activation, and the skin hardening takes effect immediately after initial activation as well.
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Nerisella Pegason
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Join date : 2015-06-03

Character Sheet
Class: Untrained
Mana:
0/0  (0/0)
Experience:
0/1000  (0/1000)

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