The Council
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Spitze, Chloe, Tof and Joohlia [M:0]
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Post by The Council on Feb 19, 2013 20:58:32 GMT
**boreai
The boreai stats system is similar to that of werewolves and vampires. They start with 10 points, get 1 for every 5 years and 2 for every level up. The categories are different for boreai, however, and their overall magic power is dependent on overall points, not a specific category.
Physical Strength: Starting strength is approximately half of that of a vampire or wolf. One strength point for a boreai is equal to 1/2 that of a wolf or vampire. If another boreai has more points than another, they are stronger, simple as that. Max 20.
Stamina: 0-2: Can run at full speed and use powers for 30 mins 3-6: Can run at full speed and use powers for an hour 7-11: Can run at full speed and use powers for 2 hrs 12-19: Can run at full speed and use powers for 3 hrs 20 Max.: Can run at full speed and use powers for 4 hrs
Speed: Starting speed is 10 kmph, increasing by 1 kmph with every point. Max 30 kmph.
Magical Resistance: In general, if a borea has as many or more magical resistance points than another borea has ability points, he or she can negate that borea's powers. However, certain borea are stronger against certain other types of borea. If a borea goes against another of their "dominant" element, they need 2X as many resistance points in order to counteract them. These relationships are as follows: Ice > Light, Light > Lightning, Lightning > Metal, Metal > Ice Each of these has one element that it is especially strong against and one that it is weak against. Their maximum number of resistance points is 20. Dark Boreai are weak against all other elements, however their maximum resistance is 50 points.
Magical Ability: Ability. This stat determines the amount of power a faerie possesses. The more points assigned, the stronger they are, to put it simply. If a borea has more of these points than another borea, they are stronger (this does not necessarily mean that the weaker faerie cannot cause them damage). The ability points go like such: 0-10 - Block 1 of powers. 11-20 - Block 2 of powers. 21-30 - Block 3 of powers. 31-40 - Block 4 of powers. 41-50(max) - Block 5 of powers.
Depending on their number of posts/level they unlock certain abilities. The abilities vary depending on the type (ice, lightning, light, metal and dark)
Dark Negative emotion sensing and influencing, nightmare and hallucination induction...reenergize through fear and sadness -control small (sense intense sadness/anger/fear) -control medium (sense non-suppressed negative emotions, put people on edge), cause nightmares through direct contact -control medium-large (noticeably create negative emotions if there is no resistance), cause nightmares remotely, cause paranoia, can read a person's greatest fears/worst memories -control large (noticeably cause negative emotions), cause severe night terrors, auditory hallucinations and panic -total control, cause vivid auditory and visual hallucinations, induce panic or rage in a crowd (create a mob)
Ice Snow, balls of ice, freezing...reenergize in cold temperatures, the colder the better. -control small (several snowballs/icicles), no freezing power -control medium (control a medium-large snowman), can freeze a bucketful of water/etc -control medium-large (create snow/ice golums up to 10' tall), freeze a small pond -control large (create small blizzards/ice storms), freeze a normal-sized lake -total control (create severe blizzards, control large amounts of snow and ice), can freeze the area around them up to two miles in diameter
Light Light beams, enhanced vision, invisibility...reenergize in sunshine -control small (create baseball-sized balls of light), slightly above average vision, no invsibility -control medium (create basketball-sized balls of light), vision of an eagle/hawk, can reduce visibility (slight translucency) -control medium-large (focus light to burn through thin, vulnerable materials), can see ultraviolet light, short-term invisibility only of self -control large (focus light to burn through wood/other vulnerable materials), can see infrared light, can remain invisible a couple of hours, short-term invisibility of another person or object -total control (focus light to burn through a piece of steel 3" thick), x-ray vision, extended invisibility of self and a few other people/objects
Lightning Static charge, electrec bolts, EMPs...reenergize through electrical charge -control small (create small shocks/zaps- mildly painful), no EMP -control medium (power a few lights, need direct contact, create painful shocks), can burst a few lightbulbs -control medium-large (power lights or small TVs remotely, shock strong enough to create muscle spasms), can put out the power of an average-sized house -control large (power a large TV or stereo remotely, shock strong enough to cause breathing difficulties), can put out the power of a small neighborhood -total control (power most electrical objects with ease, shocks leading to death), can put out the power of a small town
Metal Metal shaping, bending, some technopathy...reenergize through contact with iron -control small (metal the size of a fist), no technopathy -control medium (size of a chair), manipulate more mechanical machinery like clocks -control medium-large (size of a room), turn on small appliances -control large (size of a house with difficulty), operate a car remotely -total control (size of a normal ship), operate a medium-sized factory remotely
Control: The points assigned to this stat should be equal or one or two points off the amount assigned to "ability". What this stat does is determine how much power the borea can control. If their control is lesser than their ability, they cannot control their powers when they are at their full potential. If it is higher, they possess excellent control, almost flawless. A borea with control significantly less than his or her ability is very dangerous. **faeries
The fae stats system is similar to that of werewolves and vampires. They start with 10 points, get 1 for every 5 years and 2 for every level up. The categories are different for fae, however, and their overall magic power is dependent on overall points, not a specific category.
Physical Strength: Starting strength is approximately half of that of a vampire or wolf. One strength point for a fae is equal to 1/2 that of a wolf or vampire. If another faerie has more points than another, they are stronger, simple as that. Max 20.
Stamina: 0-2: Can run at full speed and use powers for 30 mins 3-6: Can run at full speed and use powers for an hour 7-11: Can run at full speed and use powers for 2 hrs 12-19: Can run at full speed and use powers for 3 hrs 20 Max.: Can run at full speed and use powers for 4 hrs
Speed: Starting speed is 10 kmph, increasing by 1 kmph with every point. Max 30 kmph.
Magical Resistance: In general, if a fae has as many or more magical resistance points than another fae has ability points, he or she can negate that fae's powers. However, certain fae are stronger against certain other types of fae. If a fae goes against another of their "dominant" element, they need 2X as many resistance points in order to counteract them. These relationships are as follows: Water > Fire, Fire > Air, Air > Earth, Earth > Water Each of these has one element that it is especially strong against and one that it is weak against. Their maximum number of resistance points is 20. Soul fae are weak against all other elements, however their maximum resistance is 50 points.
Magical Ability: Ability. This stat determines the amount of power a faerie possesses. The more points assigned, the stronger they are, to put it simply. If a faerie has more of these points than another fae, they are stronger (this does not necessarily mean that the weaker faerie cannot cause them damage). The ability points go like such: 0-10 - Block 1 of powers. 11-20 - Block 2 of powers. 21-30 - Block 3 of powers. 31-40 - Block 4 of powers. 41-50(max) - Block 5 of powers.
Depending on their number of posts/level they unlock certain abilities. The abilities vary depending on the type (water, air, fire, earth and soul)
Water Jets, balls of water, shapes.... can reenergize entering bodies of water, the larger, the more energy.
- control small (droplet to bucket), no healing powers - control medium (bucket to bathtub), can heal small cuts - control medium-large (up to half an olympic pool), can heal superficial wounds, broken bones, non-life-threatening illnesses that aren’t too severe. - control large (olympic pool and a bit), can heal severe wounds, poison and life threatening illnesses - total control (awesome bodies of water like tsunamis and such), full healing powers. Resurrection is possible but it’s fatal for the faerie using it, so, in short, the dead person lives once again but the faerie dies.
Fire Fireballs, flamethrowers, shaping fire.... reenergizes through heat (sun, radiators, lava, etc) - the hotter, the more energy. If the source is natural, it provides better quality energy.
- small fires (tiny bonfires, etc), slight temperature control (a few degrees celsius either way) - medium fires (size of a room), some control (enough to perceive), can create ‘cold’ flames. - large fires (size of a house), more control (bring water to freezing point and boiling point) - massive fires (larger than a house, forest fires, etc), change temperature of most liquids, items with ease - total control (but should stay realistic, like no putting out the sun or stuff like that)
Air Gusts of wind, air manipulation, air cutter (sharp, slicing gusts). Reenergizes with wind blowing on them. Stronger the wind, the more energy. (fan, plane turbine, wind, etc). If the source is natural, its better quality.
-limited air control (blow out a candle), no weather control -some air control (blow a door closed), very slight weather control (keep rain at bay a few minutes) -moderate air control (stinging wind, blow over a small child, weak air cutter), some weather control (clear a small rain storm) -advanced control (strong air cutter, blow over an adult), can control clouds up to a mile away, excluding hurricane-force winds -total control, can cause or stop hurricane-force winds, tornados.
Earth Plant growth, plant control, tectonic control, create poison spores.
- very limited control (can make a small seed sprout), no tectonic control - limited control (can grow small plants and flowers), slight tremors - moderate control (can manipulate small plants and flowers, grow small saplings), small earthquakes, can create poison spores (not yet exceedingly toxic) - advanced control (can manipulate most plants, grow trees), moderate earthquakes - total control, devastating earthquakes
Soul Emotional intuition, emotional control, telepathy
- very limited control (sense intense emotions), no telepathy - limited control (sense non-suppressed emotions, cheer people up a bit), only hear intentionally communicated thoughts. - moderate control (noticeably control emotions if there is no resistance), hear thoughts if there is no resistance, speak into the minds of others. - advanced control (noticeably control emotion), fight resistance to telepathy, implant images into the minds of others. - total control. Can cause others to have hallucinations on both a visual and auditory level.
Control: The points assigned to this stat should be equal or one or two points off the amount assigned to "ability". What this stat does is determine how much power the faerie can control. If their control is lesser than their ability, they cannot control their powers when they are at their full potential. If it is higher, they possess excellent control, almost flawless. A faerie with control significantly less than his or her ability is very dangerous.
**werewolves
Born werewolves will be at a higher level than other werewolves the same age as themselves. Their physical capabilities progress depending on age and posts. All werewolves start with 10 points. After birth or bite, they get an additional point every 5 years. Every 30 posts, they get another point. Points can be divided between the following categories:
Speed Starting speed is 80kph/50mph, and each point increases this by 5kph/3mph. Max 30.
Strength Starting strength is slightly above the average wolf. If another wolf or vampire has more points than another, they are stronger, simple as that. Max 30.
Agility Like strength, this starts slightly above an average wolf and is measured in comparison to vampires and other wolves. Max 30.
Durability 0-2: Can still stand after punches and kicks 3-5: Can still stand after blows from non-metallic bars, bats, etc 6-9: Can still stand after blows from heavier metallic objects 10-13: Can still stand after being hit by a car at <30mph 14-17: Can still stand after being hit by a car at <40mph 18-22: Can still stand after getting shot in a non-vital area 23-29: Can still stand after getting hit by a bus 30: Max. Can still stand (but not necessarily survive afterward) after getting shot in the abdomen
Senses and instinct Starting senses: Smell 2.5km/1.5mi away, hear 10km/6.2mi away, can smell fear and distinguish between individuals they have encountered before and different races. With each additional point, can smell .2 km further, hear .5km further.
2-4: Can smell other strong emotions such as lust, depression, love, anger. 5-8: Can distinguish age and general personality (danger, aggression) 9-13: Can smell subtler emotions such as anxiety, sadness, joy 14-19: Can sense physical condition such as illness, pregnancy, injury 20: Max. Can tell who someone hugged two weeks ago and what that person had eaten for breakfast.
Stamina 0-2: Can run at full speed for 30 mins 3-6: Can run at full speed for an hour 7-11: Can run at full speed for 2 hrs 12-19: Can run at full speed for 3 hrs 20 Max.: Can run at full speed for 4 hrs
**vampires
Vampire rankings are very similar to werewolves’. The only exceptions are that their maximum levels are higher because they can live longer and their powers can be temporarily increased by drinking certain types of blood. They start with 10 points. After birth or bite, they get an additional point every 5 years. Every 30 posts, they get another point. Points can be divided between the following categories:
Speed Starting speed is 80kph/50mph, and each point increases this by 5kph/3mph. Max 40.
Strength Starting strength is slightly above the average wolf. If another wolf or vampire has more points than another, they are stronger, simple as that. Max 40.
Agility Like strength, this starts slightly above an average wolf and is measured in comparison to vampires and other wolves. Max 40.
Durability 0-2: Can still stand after punches and kicks 3-5: Can still stand after blows from non-metallic bars, bats, etc 6-9: Can still stand after blows from heavier metallic objects 10-13: Can still stand after being hit by a car at <30mph 14-17: Can still stand after being hit by a car at <40mph 18-22: Can still stand after getting shot in a non-vital area 23-29: Can still stand after getting hit by a bus 30-40: Can still stand (but not necessarily survive afterward) after getting shot in the abdomen 40-54: Can get up after falling off a 5 story building. 55: Max. Can get up after being hit by a train.
Senses and instinct Starting senses: Smell 1.5km/0.9mi away, hear 5km/3.1mi away, can smell fear and distinguish between individuals they have encountered before and different races. With each additional point, can smell .2 km further, hear .5km further.
2-4: Can smell other strong emotions such as lust, depression, love, anger. 5-8: Can distinguish age and general personality (danger, aggression) 9-13: Can smell subtler emotions such as anxiety, sadness, joy 14-19: Can sense physical condition such as illness, pregnancy, injury 20-29: Can tell who someone hugged two weeks ago and what that person had eaten for breakfast. 30 Max.: Can perceive any scent within the permitted radius.
Stamina 0-2: Can run at full speed for 30 mins 3-6: Can run at full speed for an hour 7-11: Can run at full speed for 2 hrs 12-19: Can run at full speed for 3 hrs 20 - 29. Can run at full speed for 4 hrs 30-44.: Can run at full speed for 6 hrs 45: Can run at full speed for 8 hrs
Blood types After ingesting certain types of blood, vampires can find all of their stats enhanced for a limited amount of time. Two days after the bite, the effects start to wear off in the case that the blood affected the stats in any way.
- Animal blood: Stats are temporarily lowered by 2 pts per stat. - Human blood: No change. - Werewolf blood: Enhanced by 2 pts per stat - Wizarding blood: Enhanced by 4 pts per stat - Siren blood: Enhanced by 6 pts per stat - Borea blood: Enhanced by 8 pts per stat - Faerie blood: Enhanced by 10 pts per stat
**sorcerers
Pureblood Sorcerers These should be the most powerful of the types and because purebloods are likely to have been brought up in a clan which means they’d probably have been trained since they were young.
Half-bloods These should be less powerful and it should be harder for them to get to higher levels but not impossible!
Spells These are leveled as well as the sorcerers and which spells sorcerers can perform should depend on their current level. On the submission form for a spell the person should clarify what level their spell is- but they must be reasonable levels.
Level 1 being the lowest (knowing very little and unable to do much) and level 10 being the highest (performing complex spells in most/each category).
That makes an even split of 10 levels per specialty (Charms, Potions, Transfiguration and Hexes/Curses). There should be no character higher than level 38 just because every sorcerer must have some weakness/flaw and not be all powerful.
The level would have to be specified in the spell submission of course, but the guidelines should be as the following; Basic - level 1-2 : Beginner Simple - level 3-4 : Experienced Medium - level 5-6 : Intermediate Difficult - level 7-8 : Advanced Complex - level 9-10 : Expert
The ability to see the future is EXTREMELY rare and if a character has this ability the person that owns the character must speak with other character’s owners before making any predictions about them. This is in order to prevent power-playing.
Control and Energy Sorcerers are given a maximum of 50 in both Control and Energy. Sorcerers get 2 points per year they've been living since they developed their magic (usually the age of 5 for purebloods and the age of 10 for half-bloods- please include the age they developed their magic in their characters application). Then, they also get 1 point for either control or energy for every level they receive and if they have a special ability they are given an extra 5 points.
Not all the points your sorcerer receives in this area have to be added.
It has be taken into account that the stronger the spell is the more energy will be drained. A sorcerer must take this into account because they would only be able to use one-three Complex spells before their energy is drained as opposed to the fact that they’d be able to use twenty give or take Simple/Medium spells.
**sirens
Sirens are similar to most of the other races in the way that their stats work. They start with ten basic points, with two points for each level that they gain and one point for every five years of their life. However, the categories that Sirens' points fall under are slightly different to the rest of the races.
Speed: Speed: Starting speed is 10 kmph, increasing by 1 kmph with every point. Max 30 kmph (i.e. 30 points)
Physical Strength: The strength system for a Siren is the same as that of a faerie. Each point is about 1/2 of the vampire or werewolf equivalent. If a Siren has more strength points than another Siren, they are stronger, simple as. Max. 20 points.
Stamina: 0-2: Can run/swim at full speed for 30 mins 3-6: Can run/swim for an hour 7-11: Can run/swim at full speed for 2 hrs 12-19: Can run/swim at full speed 3 hrs 20 Max.: Can run/swim at full speed for 4 hrs
Shift Control: This covers the amount of a time a Siren is able to retain their human form on contact with water. The more points a Siren has under this category, the longer they are able to delay the growth of their tail. This is, as some find, a useful area to have points under. 0-5 pts - Will instantly grow a tail on contact with water 6-10 pts - Will grow a tail if in contact with water for longer than 5 seconds. 11-15 pts - Will grow a tail if in contact with water for longer than 10 seconds. 16-20 pts - Will grow a tail if in contact with water for longer than 15 seconds. Has some control over when they shift at some point during this 15 second grace period. 21-25 pts (max.) - Will grow a tail if in contact with water for longer than 20 seconds. Has control over when they shift at some point during this 20 second grace period.
Voice Control - This is merely in place so that the hypnotic tones of a Siren's singing voice will not entrance everyone, and so that a Siren can sing whenever they please without worrying over who will be hypnotized this time. 0-5 pts - Cannot sing without entrancing at least one person, although they have some control over who this is. 6-10 pts - Can sing for a minute without entrancing anyone. 11-15 pts - Can sing a complete song without entrancing anyone. 16-20 pts - Can sing five complete songs without entrancing anyone. 21-25 pts (max.) - Can sing for as song as they please without entrancing anyone, unless of course they are trying to.
**the level meter
Faeries These little guys have five levels of power. The meter doesn’t really have to apply to them so it could go in:
Level 1: 0-149 Level 2: 150-449 (Lv 5) Level 3: 450-899 (Lv 15) Level 4: 900-1499 (Lv 30) LEVEL 5: 1500+ posts. (Lv 50)
Werewolves In short, for every 30 posts made, the character gets two points to spend on a trait of their choice (speed, strength, agility, durability, senses & instincts, stamina). They also have 10 basic points and a point for every five years of werewolf life.
Example: 25 y.o. werewolf that was bitten when she was ten (15 yrs as wolf), account has 412 posts (level 13).
15/5= 3 age points 13*2= 26 post points Plus 10 basic points
39 points to spend on SPD, STR, AG, DUR, SNS, STA.
Vampires Basically exactly the same as the werewolves. 10 basic points, 1 point for every 5 years of life and 2 points for every 30 posts.
Example: 465 y.o. vampire that was bitten when he was 30 (435 years as vamp), account has 112 posts (level 3).
435/5 = 87 age points 3*2= 6 post points Plus 10 basic points.
103 points to spend on SPD, STR, AG, DUR, SNS, STA. [/size][/blockquote]
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