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SabieneThu 25-Sep-03 09:45 PM
Member since 04th Mar 2003
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#200, "Inherent Ideas"


          

Some of these may be duplicates. If so, consider this a second motion. I have two ideas per race, or one if they already have
something, generally. Some, none, or all of these may be outrageous,
this is just off the cuff stuff.


Felar: Claw Rake

Using their claws, a felar can attempt to go for the eyes of a foe.
It's similar to dirt kicking, but has a slightly lower success
rate (noticeably lower if the target is wearing face armor) and
will do more damage. Naturally, it works anywhere.

Felar: Scent of the Hunt

Felar, being related to predatory cats, can make better use of
blood trails than most. In fact, they are able to follow them
with relentless precision. This single-minded persistence can
allow them to get to their target quite quickly, but leaves them
open to surprise counterattacks, among other things. It also
isn't flawless even in the best of circumstances.

Arial: Dive

Charging attacks are in general devastatingly powerful, but an
arial's ability to truly make use of higher elevations makes for
a particular talent in this area. This automatic skill enhances
the damage of any charge-like attack.

Arial: Aerial Maneuvers

When in a terrain where one must be flying to move through, an arial
can make use of their natural spatial senses in the air to do better
in a variety of ways that manifests best in combat. This automatic
skill gives arials offensive and defensive combat bonuses when
fighting in the air. It does not apply to shifted arials.

Gnome: Artifact Affinity

A gnome, being wise in many ways most races cannot comprehend, can
sometimes conserve the energy in a wand or like device when using
it. This automatic skill may cause a charge to not be used in an
item whereas it normally would be. The difficulty of this becomes
higher as the power of the item in question becomes stronger.

Gnome: Sustenance Lore

Gnomes learn early on what is good, and what is not good to eat. As
time goes on, they learn more about how to always find what they need
from this world to support themselves, and being practical they aren't
afraid of eating what they have to in order to ensure this. This
called skill allows them to scrounge for food and drink much as some
utility forms can, with success varying by terrain.

Svirfnebli: Fist of Granite

This adaptation of their ability to harden their skins to the hardness
of stone allows them to further focus their fists in this way. It
gives them extra damage when fighting hand to hand, and is called
much like stone skin is.

Elf: Link of the Reverie

Elves, being an ancient race, have found the ability to sense the
status of one another through ways more intimate than even telepathy.
An elf can open their spirit to this sensing by other elves, and
likewise open their minds to feel what other elves allow it. They
can then automatically tell if an elf is badly hurt, or in like trouble, and attempt to render aid if they are able to do so.

Elf: Mana Affinity

Through intense concentration, an elf is able to focus their great
mana reserves to an even greater capacity, albeit only for a short
period of time. There is a corresponding period afterwards where
they find themselves with a lower capacity than they had before.
While rare, it has happened at times that a given elf's mind has
been permanently weakened a small amount as a result of the strain.
Most seem to think the risk worthwhile, and even it should happen
it does not impede future attempts at the affinity.

Wood-Elf: Nature's Grace

Few creatures are as beloved by nature as the Wood-Elves are, and
it shows most readily in how many aggressive wild animals give pause
before striking one. This is not perfect, and spending undue time
near such an animal may cause the welcome to wear thin indeed.

Wood-Elf: Favor of the Leaves

It is known that wood-elves are connected to the forests above all
else, and when taking sleep within their arborial homes, wood-elves
often find themselves more refreshed than they wood elsewhere when
they finally awaken.

Dark-Elf: Globe of Darkness

Calling a globe of darkness is a favorite trick of many Drow, as it
allows them to get the edge on an unprepared foe. It is not so
strong as to be able to override multiple light sources, but it can
confound even infravision with its suffocating qualities. Other drow
are, of course, unaffected.

Storm Giant: Arcing Fury (perhaps to replace call lightning?)

Storm giants are uniquely tied to the forces of lightning, and when
aroused to anger in combat, they can discharge a fairly heavy surge
through their weaponarm and into their hapless foe. This can only
be done every so often, and works better when the weapon is metal.

Storm Giant: Triton's Rage

It is manifestly unwise to challenge a storm giant on their ancestral
terrain. When there, a storm giant can release their fury towards
any and all foes in the area, causing a massive tidal wave that will
buffet and disorient every single one, often sending them more than
just a few paces away in a random direction. There is a certain risk
of harm to any who cannot handle the deluge of water, as well.

Fire Giant: Demon's Embrace

A proud and brutal race, one trick favored by fire giant combateers
is to, in combat, suddenly pull back their weapons and slam their
arms around a foe, letting the great heat within their bodies burn
the target badly. It does some harm due to the concussive crush, but
a fair amount from heat as well. There is some chance that the foe
will be stunned temporarily, and a certain one that the fire giant
will be so impeded.

Cloud Giant: Breath of the North

Cloud giants are known to be as cold within as fire giants are fiery.
They are capable of exhaling with great force, and their breath, still
cold, fills the area with a fair amount of mist. This can crystallize
around nearby people, having the effect of a weak faerie fog. It
cannot be done constantly, however, due to the strain of exhaling
in such a forceful manner.

Cloud Giant: Grip of Frost

Never all that subtle, when forced into a combat situation, a cloud
giant will often desire to end the battle as quickly as possible.
Towards this end, many have been known to reach out and grab the
throat of a foe, focusing the extreme coldness within their bodies
into their hand and chilling the vocal cords of the foe. It is
similar in effect to a tiger claw, only it cannot be done all that
often due to the great focus needed to gather up the inner frost.
It has generally not been done by the younger members of the race,
perhaps because it takes time for the great cold to occur inside them.

Dwarf: Ancestral Drive

Dwarves know well their ancestors, and fight for their name and glory
at every chance. This leads them to have a resilience unmatched by
any other race, something that they can focus when their need becomes
dire enough. In such a case, they can focus their bodies to grant
them a temporary increase in their HP, even beyond their normally
phenomenal amounts. However, after this fades, they will find
themselves similarly weakened, and potentially having suffered
a bit of permanent damage, although this is rare.

Dwarf: Unbreakable Will

Many call the dwarven race headstrong, but few know just how stubborn
they can be. Much as they tend to resist magic and other effects
in the first place, a dwarf can also attempt to shrug off any attempt
at reducing their morale. This automatic skill does not always work,
but is of great use nonetheless.

Duergar: Art of the Wicked

Duergar have long been known to possess a dark cunning that no other
race can match. Lacking the stalwart metalworking skills of their
less dire cousins, they nonetheless can craft useful things on the
spur of the moment as their needs demand. They can create a crude
lockpick, concoct a weak damaging poison for use on their blades,
or actually fashion a small blade itself.

Duergar: Ebon Affinity

Just as they tend to be harmed more than normal by attacks of a holy
or bright variety, Duergar seem to suffer less from attacks by
darker or more negative sources (25% less damage from such)

Human: Worldliness

The major advantage that humans seem to possess is their ability to
adapt to most environments and situations. While this rarely is of
great advantage in the moment, over time a given human can become
familiar with a given terrain and find certain advantages when there.
This is generally only possible if said human has actually spent a
considerable amount of time in that terrain. Once achieved, this
automatic skill gives minor combat bonuses, as well as a slowed need
for sustenance. In certain harsh terrains, they will suffer less.

Human: Social Ties

Humans are a very mercantile race in general, and should a human try
to master the art of haggling, they will doubtless find that they do
quite well with it. This automatic skill gives bonuses to haggling.

Half-Elf: as Mana Affinity and Social Ties
Half-Drow: as Faerie Fire and Social Ties

  

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