Minor update: Took a page from another the other thing and the document should now have comments enabled x3; Don't know why it didn't occur to me before.. If anyone encounters some error or would like to mention something specific to a thing, you can now highlight the thing and leave a comment on it on the side~
“The presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it.”
Finished up the whole new Primal Expertise group and made small tweaks to a few things people have discovered (nothing major, just wording fixes). Primal is still a bit raw in its writing, so might tweak a few things here and there depending on how it settles, but I would especially love some feedback from mammalian, ssashirk, ungulate, ect. players on what they think about it and if or how they'd like to use it :3
Primal is known as the “skill of the beasts”, a form of combat not so much art as a combination of natural instinct and beastly viciousness, of those who live outside civilizations' rules. It is the skill of using tooth, claw, talon, beak and horn to hunt down, fend off or even punish trespassers on one’s territory. Expertises having to do with the natural talents of some animalistic characters, such as mammalians, ungulates, ssashirk, avians and uthax can be found here.
Primal Ancestry - Passive Requires: Animalistic features (mammalian, ungulate, ssashirk, avian, uthax) Description: The old blood flows through your veins and the call of the wild is clear and loud in your ears - the howl of the hunt, the siren call of the wilderness, the freedom of the high mountains.. Intentionally or not, you’re prone to following instinct over the rules of people. Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. When attacking with any Primal expertise, you use the Unarmed Strikes profile, so long as you are not wielding any weapons, carrying a shield or wearing metal armour. These Unarmed Strikes are considered Piercing damage.
Snap Jaw - Offensive Requires: Primal Ancestry + Sharp teeth (Any) Description: Your jaws are a lock-box of pain and woe to anyone who gets caught in that vicious bite. Effect: Add one 4-sided die for every point in strength you have to the damage total.
Talon Swipe - Offensive Requires: Primal Ancestry + Claws (Any) Description: Your talons are like sharpened sickles, raking through your foes with ease. Effect: Add one 4-sided die for every point in dexterity you have to the damage total.
Tail Swing - Offensive Requires: Primal Ancestry + Long tail (Any) Description: Where most worry too much about your front, they may forget to pay attention to the sweeping threat behind you. Effect: Add one 4-sided die for every point in dexterity you have to the damage total. Damaged caused by Tail Swing is Blunt (rather than Piercing).
Beak Strike - Offensive Requires: Primal Ancestry + Beak (Any) Description: Not unlike a more traditional head-butt move, except much more bone-crushing on impact. Effect: Add one 4-sided die for every point in strength you have to the damage total. Damaged caused by Beak Strike is either Blunt or Piercing, depending on beak type.
Horn Gouge - Offensive Requires: Primal Ancestry + Horns (Any) Description: With a swing of your head, the horns swipe at the foe, tips piercing and tearing their flesh. Effect: Add one 4-sided die for every point in strength you have to the damage total.
Enduring Defiance - Defensive Requires: Primal Ancestry Description: Instinct fuels you to keep going, out of spite and rage against death. You fuel this energy into your defence, blocking and deflecting blows with your limbs. Effect: Upon successful defence, you remove 10% of the total damage done. For every 20 CP in Enduring Defiance, increase this reduction by 15%.
Fending Spikes - Defensive Requires: Primal Ancestry + Spikes Description: Some say to turn the other cheek. For you, it’s easier to turn the other side, for it is sharp and full of points to make - any foe looking to strike at you has to deal with spikes turned their way first. Effect: Upon successful defence, avoid 10% of the damage done. In addition, foe takes 1 point of damage for every point in strength they have. For every 10 CP in Fending Spikes, increase this reduction by 10%.
Swipe Back - Defensive / Offensive Requires: Primal Ancestry + 10 CP in Enduring Defiance Description: You deflect the foe’s attack with your limbs as best you can, the pain feeding your instinct and allowing the foe to draw in very close, before delivering a devastating retaliation in return. Effect: Upon successful defence, you remove 1 point of damage for every 10 CP in Swipe Back. You may use Swipe Back again on your next (Attacking) turn to deal 25% of the foe’s damage back to them, and you roll 2 more dice on attack. For every 10 CP in Swipe Back, increase this return damage by 25%.
Intimidate - Defensive Requires: Primal Ancestry Description: With a shriek, a howl or a show of power, you scare an oncoming foe into hesitating on their strikes, shaking both them and their friends. Effect: Upon successful defence, avoid 25% of the damage done. This defence affects all foes within the same Range increment or group as the target. For the next two (Attacking and Defending) turns the foe and their allies have their strength and dexterity reduced by 1. For every 40 CP in Intimidate, increase the reduction by 1.
Flighty Retreat - Defensive Requires: Primal Ancestry + min. Dexterity 4 Description: With nimble feet, strong legs or perhaps aided by a pair of wings, you quickly play with distance between yourself and your foe, avoiding damage in the process. Effect: Upon successful defence, avoid 50% of the damage done. At 30 CP in Flighty Retreat, the user may make one short Move at the same time (Melee < - > Close). At 60 CP in Flighty Retreat, the user may make one long move (instead of short) at the same time (Close < - > Medium). User’s jump distance also increases, up to 15 feet.
Wild Charge - Offensive Requires: Primal Ancestry Description: A hunter is a dangerous thing from afar, but a hunter who can get close is that much worse. You are able to cross distances to your prey in alarming speeds. Effect: Can only be used at Close range. You immediately move into Melee range with one foe and attack them. For every 10 CP in Wild Charge, this deals 2 points of damage to the foe. May be used as many times as you have Stamina (remaining).
Tendon Swipe - Offensive Requires: Primal Ancestry + 10 CP in Talon Swipe Description: Rather than go for the most damage, you strike at the foe’s feet, looking to cripple them. Effect: Add 1 point of damage for every point in strength you have to the damage total. Causes foe to have -1 dexterity for their next two (Defending and Attacking) turns. This effect can stack up to 3 times per foe.
Laceration - Offensive Requires: Primal Ancestry + 10 CP in Talon Swipe/Snap Jaw/Horn Gouge Description: A body is just a massive collection of weak spots close to the skin and you know just where to strike in order to cause lingering wounds that will slowly drain the foe over time. Effect: Add one 4-sided die for every point in strength you have to the damage total. For every 20 CP in Laceration, the foe takes 1 bleeding damage per turn for the remainder of battle (or until healed). This effect does not stack.
Strike The Eyes - Offensive Requires: Primal Ancestry Description: You aim for the foe’s head, looking to blind them. The damage may not be terminal, but it is sure to stagger the foe for a time. Effect: Add 1 point of damage for every point in strength you have to the damage total. There is a 10% chance this attack will deal a critical hit, doubling its damage and Stunning the foe for their next (Attacking) turn. For every 10 CP in Strike The Eyes, increase this chance by 10%.
Swipe The Feet - Offensive Requires: Primal Ancestry Description: You swing at the foe’s feet, looking to knock them down onto the ground where they will be left defenceless. Effect: Add 1 point of damage for every point in dexterity you have to the damage total. For every 10 CP in Swipe The Feet, there’s a 10% chance the foe becomes Downed. A Downed foe has to spend their next (Attacking) turn to get up, rolling half less dice on their Attack.
Throat Clamp - Offensive Requires: Primal Ancestry Description: With your jaws or your talons, you attempt a nature’s classic of moves: latching around your foe’s throat. Brutal, but effective in bringing them down. Effect: Add 1 point of damage for every point in strength you have to the damage total and begin a test of strength. You and the foe must then roll against each other’s strength (one 4-sided die per point in strength) to see if you can Pin the foe on the ground. A Pinned foe can only use unarmed attacks and cannot Defend while Pin lasts, but they can initiate a new test each (Attacking and Defending) turn. This test can be another strength test or a dexterity test (one 4-sided die per point in dexterity), but if choosing strength the foe takes damage equal to their strength, per attempt. User can only use Snap Jaw and Talon Swipe or they break the Pin.
Predatory Leap - Offensive Requires: Primal Ancestry Description: You launch your entire body at your foe, to push them down and crush them with the weight of it so they cannot so easily retaliate. Effect: Add 1 point of damage for every point in dexterity you have to the damage total and begin a test of dexterity. You and the foe must then roll against each other’s dexterity (one 4-sided die per point in dexterity) to see if you can Restrain the foe. A Restrained foe cannot use Attacks or Defences requiring the use of arms while Restrain lasts, but they can initiate a new test each (Attacking and Defending) turn. User can only use Snap Jaw, Beak Strike and Horn Gouge or they break the Restrain.
Roar of Challenge - Offensive Requires: Primal Ancestry Description: You bellow out a challenge, and fine worded or just a guttural roar, it enthrals your foe to meet it. Effect: If successful, one chosen foe becomes Taunted. A Taunted foe cannot use Defensive expertises while Taunt lasts and may only target the user. They can, however, use Offensive expertises on their Defending turns instead. Only one target may be Taunted at a time. Taunt ends if the user goes unconscious.
Swift Strikes - Offensive Requires: Primal Ancestry + 20 CP in Snap Jaw/Talon Swipe/Tail Swing/Beak Strike/Horn Gouge Description: With quick movements, you are able to swing at the foe twice in the blink of an eye. Effect: You attack twice with Unarmed Strikes. Add one 4-sided die for every point in dexterity you have to the damage total of both strikes. The second strike deals 100% less damage. For every 10 CP in Swift Strikes, this damage reduction is reduced by 10%.
Lash Out - Offensive Requires: Primal Ancestry + 20 CP in Swift Strikes Description: You let the natural rage overtake you, as you let it fuel an all-out assault at anything and everything around you, but leaving you in need of a breather after. Effect: This attack damages all foes in Melee range. Add one 4-sided die for every point in strength you have to the damage total. If only one target is in Melee range, add two 4-sided dice for every point in strength you have to the damage total. On your next (Defending) turn, you roll half less dice.
Seasoned Hunter - Offensive / Defensive Requires: Primal Ancestry + 20 CP in Lash Out Description: To hunt prey is so familiar to you as to be second nature, and as such, you have mastered turning the foe’s strikes back at them, even when facing great odds. You are by no means a hunter that can be so easily hunted. Effect: If used Offensively, add one 4-sided die for every point in strength you have to the damage total. If used Defensively, avoid 50% of the damage done upon success. At 50 CP in Seasoned Hunter, when defending, the foe takes the damage avoided in return. For every 20 CP in Seasoned Hunter, this expertise may be used again (Offensively or Defensively) against 1 additional foe in the same turn (it still counts as a single action).
Wilder Rage - Passive Requires: Primal Ancestry Description: Pain sharpens the mind, and wounds help you fuel that sharpness into a predatory focus. Effect: No effect in battle. A player must spend a minimum of 40 CP in this skill for it to take effect. No more than 40 CP can be spent in this skill. Upon having your Health successfully damaged by the foe, the user becomes Focused until the end of the battle. While Focused, the user resists all mind-affecting expertises, such as Taunted, Warning Shot, Distraction and Intimidate, as well as any such spell-caused effects. Wilder Rage ends if the target foe or the user goes unconscious.
Hunter’s Instinct - Passive Requires: Primal Ancestry Description: You hone in on one specific enemy, marking them as your prey. Their scent is familiar to you, their tracks unmistakable and your aim that much truer. Effect: Upon successfully damaging a foe’s Health, your may mark them as your favoured target. While they are marked, you gain a temporary +1 Strength and +1 Dexterity against them for the remainder of the battle. The foe remains marked until 1 hour elapses or they go unconscious. At 20 CP in Hunter’s Instinct, your marked foe is easier to track outside of battle. At 40 CP in Hunter’s Instinct, you may change your marked target once per battle. At 60 CP in Hunter’s Instinct, you may mark one additional target per battle. At 80 CP in Hunter’s Instinct, increase both stat gains by 1.
Nimble Hunter - Passive Requires: Primal Ancestry + 20 CP in Flighty Retreat Description: The agility which is used to defend yourself from blows can in turns be used to take down foes from the air. Flying foes who get too close are not nearly as safe as they think.. Effect: No effect in battle. A player must spend a minimum of 20 CP in this skill for it to take effect. No more than 20 CP can be spent in this skill. The user can target foes up to 6 feet above them (Close range) that are airborne as if they were on the ground (and in Melee range). Has no effect on targets on the ground.
“The presence of those seeking the truth is infinitely to be preferred to the presence of those who think they've found it.”
Morgan: No one knows yet. But I did want to make it clear that the jar itself isn't used for lotine husbandry in any way. c:
Jun 5, 2020 4:24:19 GMT -6
Twilight-Claw: I'm only assuming that it does something similar like a Fungal Beast that infects a Leaf-scatter. (the one with moss and I think it was a pink flower growing on the head.)
Jun 5, 2020 4:18:34 GMT -6
Silver: I'll try it soon and we'll find out!
Jun 5, 2020 4:16:11 GMT -6
Silver: I don't think anyone knows yet!
Jun 5, 2020 4:16:05 GMT -6
Darky: What did the 'infection' do again?
Jun 5, 2020 4:14:43 GMT -6
Twilight-Claw: Thanks for this information, its really useful to know! <3
Jun 5, 2020 4:14:30 GMT -6
Morgan: The lolatic doesn't disappear after one use, and can be reused on the same lotine when it is allowed to 'infect' a lotine- to my knowledge.
Jun 5, 2020 1:41:37 GMT -6
Morgan: The only effect/thing that the jar can be used for is to open up into a lolatic. The jar itself has no use in lotine breedings.
Jun 5, 2020 1:39:52 GMT -6
Twilight-Claw: and the jar is then gone, if with the creature I am more guessing with this the creature doesn't disappear and it has unlimited use.
Jun 5, 2020 0:17:55 GMT -6
Twilight-Claw: Something else I am wondering about with the Lotine breeding is whether one would use the jar the Lolatic comes from in the breeding, or actually the creature itself. I'm assuming with it if its the jar, then it gives people only one shot in a breeding,
Jun 5, 2020 0:16:08 GMT -6
Twilight-Claw: Then using it in my rps is definitely just for the sake of rp's and not for anything additional.
Jun 5, 2020 0:12:17 GMT -6
Renathan: Fish are unlimited use once bought though. c:
Jun 4, 2020 22:31:17 GMT -6
Renathan: There's no additional effect for adding a fish to a magical berry in a lotine breeding. Magical Berry is kinda it's own thing. Adding a fish for roleplay value shouldn't hurt, but it has no effect when used on a magical berry lotine breeding.
Jun 4, 2020 22:27:14 GMT -6
Twilight-Claw: be just for the sake of rp, and perhaps seeing if it might lent a bigger chance to multiple offspring with unique pattern. X3
Jun 4, 2020 15:31:01 GMT -6
Twilight-Claw: I think your right on it being unlimited use yeah, although.. *cough* I only found out a couple hours after I started writing that I had yet to buy the fish in question so used the one you could get for free as a replacement, it still was meant to mostly
Jun 4, 2020 15:30:59 GMT -6
Riku: From what I loosely understand about the fish is that it isn't one-use, whereas the berry is. I feel like there wouldn't be any consequence of 'using' the fish...which I'd think just ooc wouldn't be counted for whatever rolls or whatever it is that it uses
Jun 3, 2020 14:14:30 GMT -6
Twilight-Claw: Thanks for that piece of info Ren! <3 | But would it be allowed for the flavor of the rp if the berry wasn't filling enough for the Lotine?
Jun 1, 2020 6:09:21 GMT -6
Renathan: There is no need to double up on a fish and a magical berry (doesn't change the effect of the berry at all) in a lotine breeding.
Jun 1, 2020 6:02:21 GMT -6
Twilight-Claw: Does anyone know if it is possible to combine both a magical berry and a fish in a Lotine breeding? Or is you can only choose one of them? (right now writing a Lotine breeding)
Jun 1, 2020 5:36:49 GMT -6
Twilight-Claw: I am still interested in trading it for a green drake.
Jun 1, 2020 0:31:33 GMT -6