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[a]True Were (Primal)
Topic Started: Fri Jan 8, 2016 7:48 am (1,545 Views)
Volare
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I haven't worked on Primal Instincts yet but I switched Moon Madness to L5; in return, I moved Sixth Sense to L4. I also removed everything but the ability to detect stealthy/invisible/etc people. As before, basically the only ones that can't be detected are Shadow Dancers and Masters of Stealth. It's more fitting @ L4 this way, I think, and that makes Moon Madness my "apex" ability (which you said would make it fine). Oh, and I modified the final paragraph of the description of Moon Madness.




True Were (Primal)
Custom PrC: Volare

Many know of the werecreatures that live in these lands, the most famous being the werewolf. This class explores those who have been cursed and chosen to channel the primal instincts of their curse, their raw emotions often driving them and only controlled enough to keep them from completely losing themselves. They walk in both worlds, straddling the line between their sentience and their animalistic instincts, and it’s not always clear to others which has more dominance.

The effects of this CPrC are non-magical except where stated otherwise.

Prerequisites
  • Must be or have contracted the curse of a werecreature.
  • Journeyman Concentration
  • Specify an animal that is your were-type (e.g. werewolf, werebear).


<This is where your pricing table will go.>

Level One
  • Were Body: On the full moon, you may transform into your chosen animal or hybrid form. Your animal form is usually twice as large as an average creature of that type. You possess a tough hide with the same defensive properties as Leather Armor, and your natural weapons are as sharp and hard as metal. In addition to being deadlier, these natural weapons are capable of deflecting metal weapons without harm. Your hybrid form remains humanoid in shape but possesses the same natural capabilities of your animal form. Your hybrid form also tends to be slightly larger than either of your other forms. At level two, you can transform as long as you can see the moon; at level three, you can transform at night even when the moon is not visible; and at level four, you can transform at any time of day or night.

    (Note: Sizes can vary from were to were. The above is just the average result but you may tweak this a bit to fit your character. Please use common sense for sizes.)


Level Two
  • Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. When you are not transformed, you can regenerate from light wounds in two posts and moderate wounds in four posts; when you are in your animal or hybrid form, the speed at which you regenerate is doubled, thereby reducing the time it takes to heal (one post for light, two posts for moderate). Severe wounds may also be healed but they require you to enter a hibernation state that renders you defenseless and cannot be used in battle. Injuries from the Bane: Werecreature enchantment, the Wounding enchantment, or silver weapons cannot be healed. This ability does not stack with any other sources of regeneration.


Level Three
  • Primal Shifting: Your understanding of your inner nature has grown, giving you a great degree of control over your abilities. You can transform into normal relatives of your were-form at will (i.e. without the enhanced size, hide, and natural weapons of True Were). You may also partially shift to only change certain body parts (e.g. claws, ears, a tail).
  • Primal Instincts: Your awareness of your surroundings and your ability to quickly respond to them have increased to the same acuity as the Alertness and Lightning Reflexes feats. You know and understand everything that’s going on around you and can react in the blink of an eye, defending yourself or rushing in to attack or perform other actions. This makes multitasking in fast-paced, high-stress situations easy enough that others are impressed at your ability to function. However, you find it much harder to focus on a single thing requiring your attention (as though you had the Inattentive flaw).


Level Four
  • Sixth Sense: You have developed the ability to detect the presence of others that are nearby but are using their Stealth skill and/or other concealment abilities. You can only detect others using Stealth at Expert level or lower, as those with Master Stealth can elude you entirely. Shadow Dancers are immune to this detection.

  • Familial Bonds: You can communicate freely with relatives of your Were Body forms while in those forms. Animals may or may not trust you while in your hybrid form, but they are likely to help you and give you useful information as needed while in your animal form. This ability cannot be used in combat or while in a rage state.


Level Five
  • Moon Madness: Your hybrid form can unleash a tremendous amount of power and ferocity when need be, allowing you to overcome even the most daunting foes. Your strength and speed increase equivalent to the Haste and Bull’s Strength spells; your hybrid form will be resilient enough during this time to mimic the protection value of medium armour and minor wounds will heal almost instantaneously.

    Unfortunately, being filled with this much power tends to overwhelm your body while numbing your mind; while active, this ability causes you to revert to your most basic animalistic instincts. Although you are aware of what you are doing, you have difficulty stopping yourself from doing things such as attacking allies or killing enemies or targets that you might need to keep alive. Only people you have a strong emotional bond with (e.g. very close friends, favoured family members, lovers, spouses) are able to be distinguished as completely non-threatening by your animal instincts.

    This is a magical rage ability that can only be used while in your hybrid form; if you are in any other form when you activate this ability, you will immediately shift into your hybrid form. Moon Madness lasts for four posts, after which the protection value of your hybrid form will return to being equivalent to Leather Armour. After the ability has ended, you are exhausted and cannot shift into any other form until you recover; the detrimental effects mentioned above also remain until your exhaustion has worn off. You cannot heal while exhausted but your healing ability will return to normal once your exhaustion has ended. Moon Madness can only be used once per battle.
Edited by Volare, Wed Mar 9, 2016 12:29 am.
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redfiver
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Was looking at this again and can find no flaws left. Thoigh Aey made a good point about Primal Instincts. Perhaps add a line saying the effects of awarness and lightning reflexes are doubled if you already own or purchase the feats seprately. This makes the ability more unique and gives it a strong edge over others with the same feats.
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Gilworth Petroglitch
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'kay. I'll do that when I get a chance (and I'm on Volare), then.
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Zolero Rossen
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I don't think Primal Instincts should double Awareness or Lightning Reflexes. Stacking things like that is weird. Also if you can already draw your weapon at the speed of lightning and you double that, you'll be moving at two thirds the speed of light so if you draw your sword often enough, the rest of you will age much faster than your arm and your arm will be youthful and fit years after the rest of you has turned to dust.

Ignore that last sentence; it was irrelevant rambling. The upshot is that I think the solution is to find an ability that can't be replicated in the shops, rather than doubling an ability that can.
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Volare
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Lmao. Zolero Rossen, the biophysicist.
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redfiver
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Idea: Perhaps something along the lines of instinctually getting better if you have experienced it before. IE I launch afire ball at you. If a fireball is usex agaon you instinctualky remeber the feel and dodge better.


Primal Instincts: Your instincts are strong and sharp easily remebering any action you have already experienced in a fight. You have a much higher chance to dodge when facing any specific attack, spell or group formation you have already experienced during a fight. This instinct is remebered for 24 hours.
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Volare
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Okay...edited Primal Instincts; also incorporated Red's idea (thanks for that).
True Were (Primal)
Custom PrC: Volare

Many know of the werecreatures that live in these lands, the most famous being the werewolf. This class explores those who have been cursed and chosen to channel the primal instincts of their curse, their raw emotions often driving them and only controlled enough to keep them from completely losing themselves. They walk in both worlds, straddling the line between their sentience and their animalistic instincts, and it’s not always clear to others which has more dominance.

The effects of this CPrC are non-magical except where stated otherwise.

Prerequisites
  • Must be or have contracted the curse of a werecreature.
  • Journeyman Concentration
  • Specify an animal that is your were-type (e.g. werewolf, werebear).


<This is where your pricing table will go.>

Level One
  • Were Body: On the full moon, you may transform into your chosen animal or hybrid form. Your animal form is usually twice as large as an average creature of that type. You possess a tough hide with the same defensive properties as Leather Armor, and your natural weapons are as sharp and hard as metal. In addition to being deadlier, these natural weapons are capable of deflecting metal weapons without harm. Your hybrid form remains humanoid in shape but possesses the same natural capabilities of your animal form. Your hybrid form also tends to be slightly larger than either of your other forms. At level two, you can transform as long as you can see the moon; at level three, you can transform at night even when the moon is not visible; and at level four, you can transform at any time of day or night.

    (Note: Sizes can vary from were to were. The above is just the average result but you may tweak this a bit to fit your character. Please use common sense for sizes.)


Level Two
  • Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. When you are not transformed, you can regenerate from light wounds in two posts and moderate wounds in four posts; when you are in your animal or hybrid form, the speed at which you regenerate is doubled, thereby reducing the time it takes to heal (one post for light, two posts for moderate). Severe wounds may also be healed but they require you to enter a hibernation state that renders you defenseless and cannot be used in battle. Injuries from the Bane: Werecreature enchantment, the Wounding enchantment, or silver weapons cannot be healed. This ability does not stack with any other sources of regeneration.


Level Three
  • Primal Shifting: Your understanding of your inner nature has grown, giving you a great degree of control over your abilities. You can transform into normal relatives of your were-form at will (i.e. without the enhanced size, hide, and natural weapons of True Were). You may also partially shift to only change certain body parts (e.g. claws, ears, a tail).
  • Primal Instincts: When in a fight, your focus is nigh unshakeable. You hone in on whatever enemy you’re currently focusing on, unable to be distracted from attacking. The attacks of the enemy you’re focusing on are more easily dodged than usual. Your focus shifts only when your enemy has been defeated or killed. Also, you remember well the spells cast against you. Up to three offensive spells cast against you can be remembered for a period of twenty-four hours after they were cast, and you can dodge them far more quickly and easily than you can even with the Alertness and Lightning Reflexes feats if they are cast against you again. Your instincts also allow you to multitask in fast-paced, high-stress situations outside of battle easily enough that others are impressed at your ability to function; however, when multitasking in such situations, you find it much more difficult to focus entirely on a single thing.


Level Four
  • Sixth Sense: You have developed the ability to detect the presence of others that are nearby but are using their Stealth skill and/or other concealment abilities. You can only detect others using Stealth at Expert level or lower, as those with Master Stealth can elude you entirely. Shadow Dancers are immune to this detection.

  • Familial Bonds: You can communicate freely with relatives of your Were Body forms while in those forms. Animals may or may not trust you while in your hybrid form, but they are likely to help you and give you useful information as needed while in your animal form. This ability cannot be used in combat or while in a rage state.


Level Five
  • Moon Madness: Your hybrid form can unleash a tremendous amount of power and ferocity when need be, allowing you to overcome even the most daunting foes. Your strength and speed increase equivalent to the Haste and Bull’s Strength spells; your hybrid form will be resilient enough during this time to mimic the protection value of medium armour and minor wounds will heal almost instantaneously.

    Unfortunately, being filled with this much power tends to overwhelm your body while numbing your mind; while active, this ability causes you to revert to your most basic animalistic instincts. Although you are aware of what you are doing, you have difficulty stopping yourself from doing things such as attacking allies or killing enemies or targets that you might need to keep alive. Only people you have a strong emotional bond with (e.g. very close friends, favoured family members, lovers, spouses) are able to be distinguished as completely non-threatening by your animal instincts.

    This is a magical rage ability that can only be used while in your hybrid form; if you are in any other form when you activate this ability, you will immediately shift into your hybrid form. Moon Madness lasts for four posts, after which the protection value of your hybrid form will return to being equivalent to Leather Armour. After the ability has ended, you are exhausted and cannot shift into any other form until you recover; the detrimental effects mentioned above also remain until your exhaustion has worn off. You cannot heal while exhausted but your healing ability will return to normal once your exhaustion has ended. Moon Madness can only be used once per battle.
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Aeyliea
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I can't see anything else wrong here.

Pricing:

Level 1: 100
Level 2: 125
Level 3: 150
Level 4: 100
Level 5: 125
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Seele
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Sorry to join the party late on this one.

I think that Moon Madness should maybe completely deactivate your healing. Maybe all of your were-power is being funneled into offense, or something like that. Just having two major magical buffs, an increase in armor, AND improved healing is... a bit much. For four posts even. I'm assuming people will only try to use this when they're four posts or less from the end of a fight to cheese the drawbacks. I know I would. >__>

I dunno, I'll query other staffies about this.
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Sandalwood
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Hm. Maybe.

Exhaustion following the rage prevents you from healing, but I could see negating any healing at all until the ability had been utilized and the exhaustion had worn off, I suppose. But yeah, 2nd/3rd/4th/5th/etc opinion?
Edited by Sandalwood, Tue Apr 19, 2016 10:25 pm.
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Leyanni[Adm]
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I'm in agreement with Seele, Moon Madness needs to drop the heal.
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Anesidora
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'kay, then. I'll get to that a bit later today.
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Volare
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Sorry I didn't get to this before. I'mma do it now.
True Were (Primal)
Custom PrC: Volare

Many know of the werecreatures that live in these lands, the most famous being the werewolf. This class explores those who have been cursed and chosen to channel the primal instincts of their curse, their raw emotions often driving them and only controlled enough to keep them from completely losing themselves. They walk in both worlds, straddling the line between their sentience and their animalistic instincts, and it’s not always clear to others which has more dominance.

The effects of this CPrC are non-magical except where stated otherwise.

Prerequisites
  • Must be or have contracted the curse of a werecreature.
  • Journeyman Concentration
  • Specify an animal that is your were-type (e.g. werewolf, werebear).


<This is where your pricing table will go.>

Level One
  • Were Body: On the full moon, you may transform into your chosen animal or hybrid form. Your animal form is usually twice as large as an average creature of that type. You possess a tough hide with the same defensive properties as Leather Armor, and your natural weapons are as sharp and hard as metal; in addition to being deadlier, these natural weapons are capable of deflecting metal weapons without harm. Your hybrid form remains humanoid in shape but possesses the same natural capabilities of your animal form. Your hybrid form also tends to be slightly larger than either of your other forms. At level two, you can transform as long as you can see the moon; at level three, you can transform at night even when the moon is not visible; and at level four, you can transform at any time of day or night.

    (Note: Sizes can vary from were to were. The above is just the average result but you may tweak this a bit to fit your character. Please use common sense for sizes.)


Level Two
  • Immortal Were: Your curse refuses to let you die, instilling your body with amazing regenerative capabilities. When you are not transformed, you can regenerate from light wounds in two posts and moderate wounds in four posts; when you are in your animal or hybrid form, the speed at which you regenerate is doubled, thereby reducing the time it takes to heal (one post for light, two posts for moderate). Severe wounds may also be healed but they require you to enter a hibernation state that renders you defenseless and cannot be used in battle. Injuries from the Bane: Werecreature enchantment, the Wounding enchantment, or silver weapons cannot be healed. This ability does not stack with any other sources of regeneration.


Level Three
  • Primal Shifting: Your understanding of your inner nature has grown, giving you a great degree of control over your abilities. You can transform into normal relatives of your were-form at will (i.e. without the enhanced size, hide, and natural weapons of True Were). You may also partially shift to only change certain body parts (e.g. claws, ears, a tail).
  • Primal Instincts: When in a fight, your focus is nigh unshakeable. You hone in on whatever enemy you’re currently focusing on, unable to be distracted from attacking. The attacks of the enemy you’re focusing on are more easily dodged than usual. Your focus shifts only when your enemy has been defeated or killed. Also, you remember well the spells cast against you. Up to three offensive spells cast against you can be remembered for a period of twenty-four hours after they were cast, and you can dodge them far more quickly and easily than you can even with the Alertness and Lightning Reflexes feats if they are cast against you again. Your instincts also allow you to multitask in fast-paced, high-stress situations outside of battle easily enough that others are impressed at your ability to function; however, when multitasking in such situations, you find it much more difficult to focus entirely on a single thing.


Level Four
  • Sixth Sense: You have developed the ability to detect the presence of others that are nearby but are using their Stealth skill and/or other concealment abilities. You can only detect others using Stealth at Expert level or lower, as those with Master Stealth can elude you entirely. Shadow Dancers are immune to this detection.

  • Familial Bonds: You can communicate freely with relatives of your Were Body forms while in those forms. Animals may or may not trust you while in your hybrid form, but they are likely to help you and give you useful information as needed while in your animal form. This ability cannot be used in combat or while in a rage state.


Level Five
  • Moon Madness: Your hybrid form can unleash a tremendous amount of power and ferocity when need be, allowing you to overcome even the most daunting foes. Your strength and speed increase equivalent to the Haste and Bull’s Strength spells; your hybrid form will be resilient enough during this time to mimic the protection value of medium armour.

    Unfortunately, being filled with this much power tends to overwhelm your body while numbing your mind; while active, this ability causes you to revert to your most basic animalistic instincts. Although you are aware of what you are doing, you have difficulty stopping yourself from doing things such as attacking allies or killing enemies or targets that you might need to keep alive. Only people you have a strong emotional bond with (e.g. very close friends, favoured family members, lovers, spouses) are able to be distinguished as completely non-threatening by your animal instincts.

    This is a magical rage ability that can only be used while in your hybrid form; if you are in any other form when you activate this ability, you will immediately shift into your hybrid form. Moon Madness lasts for four posts, after which the protection value of your hybrid form will return to being equivalent to Leather Armour. After the ability has ended, you are exhausted and cannot shift into any other form until you recover; the detrimental effects mentioned above also remain until your exhaustion has worn off. You cannot heal while exhausted but your healing ability will return to normal once your exhaustion has ended. Moon Madness can only be used once per battle.
Edited by Volare, Sat Apr 23, 2016 4:26 pm.
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Aeyliea
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Level 1: 100
Level 2: 125
Level 3: 150
Level 4: 100
Level 5: 100

Only change to the prices before was a reduction to the apex abilities cost due to no more healing craziness.
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¤Ozan[Adm]
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Hello! I was summoned to this topic by Aeyliea. I only checked the most recent draft of the cPrC, so I apologize if I repeat anything. I also apologize that this cPrC seems to be taking a long time to clear.

Primal Instincts: This ability has a lot going on. Is it active or passive? If it's passive, it seems like a large limitation to have tunnel vision and no ability to shift targets. I recommend this ability be active with a 2-post duration.

Sixth Sense: This is a strong passive. Latent, always-on detection of everything stealthing (except SD's for some reason, probably because SD's are prone to... vocally disagreeing when things target them). The way Sixth Sense is currently worded, it could be easily abused. You'll want to either make it an active ability with a 2-post duration or tone down the strength of the power itself and leave it passive. Maybe have it only work on people using Novice, Apprentice and Adept Stealth? Your call.


A lot of the abilities in your cPrC are very weak, but I understand why you want them and from talking to Aey it sounds like you're okay with them as-is so I won't press it or anything.

I'm okay with Aey's pricing scheme.

Once my concerns are addressed, this is approved. Let me know if you'd like me to look at a new draft or anything; otherwise I probably won't poke my head back in. But it sounds like Aey just needed a fresh perspective before moving forward.
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