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Race Perks; Split from Announcement & News -> Support & Suggestions
Topic Started: November 14, 2010, 4:40 pm (671 Views)
Deleted User
Deleted User

I feel like I'm missing something as well. Nothing huge, but a detail that makes them more complete. Oh well. Maybe it'll come to me later.

Oh, and, yes, Scott. Wall post.
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Deleted User
Deleted User

IC Section -> Information Board -> Races

There. Implemented. :P
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Deleted User
Deleted User

OK, I got to elves today.

Elves; (General Perk's for all variations):
*(P)Sigh in the Sightless- As it implies, Elves, much like other races have night vision, only they aren't limited in its usage. Where as another has a limit to how far they can see in lowly lit conditions, an elf can see as if it were day time.
*(P)Arcane Blessed- All Elves are capable of using a magnitude of Arcane in enumerous forms.

Elves; Wild-
(P) Call of the Fey Wilds- A wild elf, is as its name suggests wild, but this is Both a blessing and a curse. At any time, a Wild Elf may pass through the Fey Wild, and become immaterial (meaning untouchable). They are also more focused on the athletic portion of their bodies.
(D) I cant use that here.- Wild elves, require that they be in an area of the world, that has none, or limited(man made rivers, benches, a concrete path, one light pole for every 30 feet.) urbanized zone in order Use the Fey Wilds. There Arcane abilities are limited within any urbanized area as well.

Elves; Moon(Arcane)-
(P) Call of the Arcane- The greatest spell slinger's, have come from the Elves under the Moon. Arcane Elves, like the name implies, are well versed in the use of all things magic, and seem to be a near endless fountain of Magic.
(D) Brains over Brawn's- Arcane elves do not excel, or even come close to the Wilder cousins, and it True, they usually can not take much physical punishment even in comparison to Human's.

Elves; Dark-
(P) Call of the Shadows- Dark elves, have been cast out of the Blessings of the Sun, and the Moon. They live and thrive in the twilight hours. Dark elves may drop a globe(60ft), of impenetrable darkness in an area.
(P) Eyes of Heat- When in complete Darkness a Dark elves eyes, may see in infared. (This modifies the General Perk given for being an Elf)
(D) Blood of the Tainted- Dark elves, can not produce any healing style of magic, and have a weakened magic during the Day time.
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Deleted User
Deleted User

At the same time, keep things somewhat simple.

Also, Waffle, some of your elves are missing a perk or a disadvantage :P
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Deleted User
Deleted User

Split the Werewolf discussion. You can find it in the General Discussion section.
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Deleted User
Deleted User

Sorry for the wait, but you'll have to give me a bit more time. Cause my lunch break is almost over. Dont worry though I have the Elemental Perks down. Which, I've categorized as only Fire, Water, Earth and Air. All other (e.i. Lightening, Ice, and the such) Are subordinate of the 4 base elemental's, so Bare with me. Also I am not making A light or Darkness elemental perk set, seeing as Fire produces light, and Earth can create Darkness.

Once again, thank you ahead of time for bearing with me.
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Deleted User
Deleted User

Elemental; Fire:
* (P)I am the Life Ender- All Elementals are exactly that, a living, breathing, element given a human form. (Fire are typically a give away is perpetually tan skin, red hair, red eye, possibly a far higher temperature then an average human) And as such, being made of fire, they can control and absorb it as if it were a part of them. (Human's, can not control fire on the level of the Elemental, and as well They can not absorb it. There must be some form of the Element present as well.)

(P)Your attempts are futile- Any fire attack has no hold on the Fire elemental, (e.i. Lightening, Inferno's, Magma, etc) And as such, so long as there is any form of fire within the vicinity an elemental can either return, or if it is a sufficient amount of the element they can perform devastating assaults with it.

(D) Fear of the Life Giver- Water elemental based form's of attack, do tremendous amounts of damage to Fire Elementals. They, as well, can not cross any form of water, without assistance.

Elemental; Water:
*(P) I am the Life Giver- All Elementals are exactly that, a living, breathing, element given a human form. (Water are typically always fair complexioned, or pale skin with a blue tint, cool blue eyes, or a lower then average temperature.) And as such, being made of Water, they can control and absorb it as if it were a part of them. (Human's, can not control Water on the level of the Elemental, and as well They can not absorb it. There must be some form of the Element present as well.)

(P)Your attempts are irrelevant- Any Water attack has no hold on the Water Elemental, (e.i. Ice, Steam, etc) And as such, so long as there is any form of water within the vicinity an elemental can either return, or if it is a sufficient amount of the element they can perform devastating assaults with it.

(D) Fear of Mother Gaea- Earth elemental based form's of attack, do tremendous amounts of damage to Water Elementals. They, as well, can not cross any form of UNNATURAL (created by an earth elemental, For purposes of block, and or hindering movement) earth Features with out assistance.

Elemental; Earth:
*(P) Child of Mother Gaea- All Elementals are exactly that, a living, breathing, element given a human form. (Earth are typically always rough complexioned, well toned, dark haired with a dusty hint, and usually eyes ranging from brown to yellow.) And as such, being made of Earth, they can control and absorb it as if it were a part of them. (Human's, can not control Earth on the level of the Elemental, and as well they can not absorb it. There must be some form of the Element present as well.)

(P) As strong as the Mountains- Any earth based attacks have no hold on the Earth Elemental, (e.i. Low grade Metals: Bronze, Iron, Wrought Iron) And as such, so long as there is any form of Earth (NATURAL, or untouched by Man.) within the vicinity an elemental can either return, or if it is a sufficient amount of the element they can perform devastating assaults with it.

(D) Fear of the Life Ender- Fire elemental based form's of attack, do tremendous amounts of damage to Earth Elementals. They, as well, can not cross any form of Fire, without assistance.

Elemental; Air:
*(P) I am of the Four Winds-All Elementals are exactly that, a living, breathing, element given a human form. (Air are typically lean, and or generally have light colored hair.) And as such, being made of Air, they can control and absorb it as if it were a part of them. (Human's, can not control Air on the level of the Elemental, and as well they can not absorb it. There must be some form of the Element present as well.)

(P) North, East, South, West...-As with the four cardinal directions, an Air Elemental can only Draw on a full strength during 1/4 of the Day. In correspondence with a direction.
---1am-7am. Is the Northern Winds, At this time an Air elemental from the North, may be at full strength.
---7am-1pm Is the Eastern Winds, an Air Elemental from the East may be at full strength.
---1pm-7pm Is the Southern Winds, and Air elemental from the South may be at full strength.
---7pm-1am Is the Western Winds, and air elemental from the West may be at full strength. (PLEASE: Do not play as though you are from each one of these, remember your on an honor system with this Perk.)

(D)United we Triumph, Together we...Fall- Unlike other Elemental's, Air essentially has no boundaries, and as such they have few weaknesses, and THEIR primary is each other. (This is why each Wind is more powerful then the other at different time a day)
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Deleted User
Deleted User

I'm going to add in a Dragon's Moon race for you folks.

Were (Kernian)
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Deleted User
Deleted User

This is for those who are wondering were my Mythos for "Werewolves" is pulled on. And As well, this is another race of Werewolves, which should cover all the base's for any one in the future who wants to make a werewolf, but wants to have more freedom in what they can be. Though, it isn't without its structure, and limits. So please dont make one unless you are fully prepared to have to work into the skin of this Being.

Uratha(WoD; Werewolf: The Forsaken) (An Uratha is not to b confused with any or its counter parts, such as the Kernian Weres or the Werewolf. No in order to be an Uratha you must have been born, into it. Their is no chance to contract it, and as such the fear of bite's and or scratch is removed. Though not saying you shouldn't fear it, just under stand That there is no chance of contracting Lycanthropy from an Uratha.)

Short description: An Uratha is a complex creature, Never being truly of flesh or of spirit. Having been born into their race, a one in ten chance. Believing themselves descended from Father Wolf, and Mother Luna.

Father Wolf, was the defender of Pangaea. (A primordial paradise that predates any known history records of what the world once looked like.) Whom of which fell in love, with Mother Luna (The Moon Spirit) Their Offspring was, the Uratha, children of both flesh and spirit, capable of treading where no mere creature of flesh can, and where only the strongest of spirit wish to be.

From the start, The Uratha, were the subordinate's of father wolf, following in his foot steps, and assisting in the protection of Pangaea, this went on for what seemed to be an endless time. But like with all things, prosperity never last's and so it came to be that when Father Wolf, was showing his signs of Age. The Uratha, decided it was time to take thing into their own hand, shape the future. The strongest rose up, to assume control, But at a heavy price.

They lost Pangaea.

It is said that the wolf that struck the final blow, was instantaneously killed from the painful howl that came from Father Wolf. Too which it split the Continent, and erected the Gauntlet.(The thin line between the material, and the ethereal)

But not all, Uratha, assisted in this. As such, with father Wolf's death the race split into two factions, The Forsaken, and The Pure. The Pure will stop at nothing to destroy, The Forsaken, believing that in doing so they can restore the world to it former glory.

The forsaken are in a losing fight, the fight to protect the human race and all other as did with Father Wolf. While trying to defend against The Pure, and make sure that the Gauntlet never fades completely. For in failing to do so, The world would run rampant with evil spirits banished to the deepest corners of the spirit realm.


Ok, now that we have a better definition of what the Uratha are we can move onto The Perk, and Disadvantages.

Prior to 1st Change:
*(P/D) Unawakened- Prior to the First change of an Uratha, they are as a normal Human. except in the fact They are by far much more quick to anger, and most animals either cower/or flee when around them. (A human, selecting this perk, is acknowledging The fact They aren't exactly Human, and must change sometime within their Freshman, Sophmore, Junior, or Senior years with us.)


Uratha; Hishu (Human form)

Sorry guys, give me a few minutes, my stomach is killing me. But Im putting this out there so you guys know, im already on another race.)

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