Species: Mussimander (magical) Cunning: 3 Animal Average Top Speed: 20 mph Power Levels: 1 Special Requirements: None Notes: Size 1 (cat) No Seasonal Change Stamina: 1 Strength: 0 Resistance: 0 Dexterity: 4 Mentality: 0 Special Abilities: Natural Antivenom Moves: Dodge, Intoxication, Euphoric Vapors
About: The mussimander is a cute little creature, only about a foot long from head to tail... The mushrooms growing on it's back are intoxicating, edible, or even poisonous - depending upon the variety you've got... Unfortunately, if you own a bellaroxi (which is the size of a bumble-bee), you'd best be carefull - as bellaroxi are the mussimander's favorite food! The mussimander does not change with the seasons. They eat bugs and bees and tread lightly, making them excellent garden creatures. Mussimander may be harvested for their mushrooms in winter. They're pretty simple minded. Solitary unless mating time. They'll do a "push up" and hold themselves off the ground to intimidate a rival. When they're too hot, they gape their mouths to vent excess heat. When they're annoyed their beard(frill) bristles and they flatten out into what I call a pissy pancake. Diurnal: sleep at night, active during day. -by Vixen
About the Moves: Natural Antivenom The creature is immune to all "over time" effects of any sort of poison, venom, or toxin. They cannot be effected by secondary effects of any acid-based attack. They can however, still take the regular amount of "acid damage", as long as it's not the "over time" damage. Likewise, this creature is immune to any disease and sickness. Passive - Untrainable ~ Dodge [Tmp #0] Dexterously darts away from the foe, preventing damage by avoiding it altogether. +3 to Dexterity Physical - 4 Intoxication After being hit, the creature intoxicates the foe with an unusual poison. Can only be used in battle, IF hit with a physial attack first... the opponent looses 1 point of dexterity and resistance every turn, but gains 2 points of strength... every turn... The effects have a 25% chance of being removed every turn. Acid - 5 Euphoric Goop/Vapours [Lmt #1] Infects foe with sweet-smelling vapors or goop that stimulate a euphoric state of mind, causing the foe to loose interest in fighting.. Foe has a 50% chance of not using any attacks that do damage for the next three turns. Acid - 4
Breed: Winter Holiday "King of the Evergreen" Cunning: 4 Beast Average Top Speed: 25 mph Power Levels: 1 (baby), 2 (juvie), 3 (adult), 4 (old) Special Requirements: None Notes: Size 3 (child size) No Seasonal Change Baby Stamina: 2 Strength: 1 Resistance: 0 Dexterity: 1 Mentality: 1 Special Abilities: Thorny Body, Cold Resistance, Fire Weakness Moves: Healing Berry, Scratch Juvenile Stamina: 3 Strength: 2 Resistance: 1 Dexterity: 2 Mentality: 2 Size Chart Reference: 3 Special Abilities: Thorny Body, Cold Resistance, Fire Weakness Moves: Healing Berry, Claw, Winter Gust
About: This little creature can (rarely) be seen hiding within' it's forest homes. Although they seem more like... Plant-rodents, they're rather more related to elves! Who would have thought that little elves would walk on four clawed feet? The berries that grow upon them are magical, and have healing properties - and the horns that decorate their head seem to cause all creatures in the forest to treat them with general respect and wonderment... During the winter. If there's a "hidden life and beauty" behind the freezing death of winter, the King of the Evergreen is sure to be there!
About the Moves: Thorny Body If hit with a physical attack, the attacker takes 1/2 the amount of it's own strength in damage. For example, if a creature with 10 strength hits something with a Thorny Body, it takes 5 damage. If the attacker has chosen to 'grip' the opponent, the attacker receives 1/4 of their own strength in damage for each turn they continue 'gripping' the opponent. Passive - Untrainable Fire Weakness Creature takes double the damage of the particular damage type - i.e. fire weakness takes double damage from fire. Passive - Untrainable Cold Resistance Creature takes only half the damage of the particular damage type - i.e. fire resistance takes half damage from fire. A pet can only be taught one Resistance that isn't at conflict with it's current abilities. Gaining a Resistance from an Injection negates the ability to teach a single resistance. You can't teach Light Resistance to a pet with Light Weakness, for example. Passive - 100 ~ Scratch [Str] Claws, scythe-like pincers, spurs, or similar appendages are lightly raked across the foe. +1 Physical - 1 Claw [Str] Lashes out at the foes with extended claws, raking the foe's flesh. +2 Physical - 2 Healing Berry [Lmt #1] Creates a nutritious berry that, once eaten, restores some lost energy. Heals up to 10 stamina. Earth - 7 Winter Gust [Mnt] A chilly wind blows over the opponent. +3 Damage Wind - 4
Species: Male Pachee (all colors) Cunning: 3 Animal Average Top Speed: 20 mph Power Levels: 2 Special Requirements: None Notes: None No Seasonal Change Stamina: 3 Strength: 2 Resistance: 1 Dexterity: 3 Mentality: 1 Special Abilities: Chlorophyll Moves: Tail Slap, Pollen Dust
About:Cat sized. These strange things have ferns sprouting from their backs, and have no mouths. They can walk on four legs or two. The females have cuts on their foreheads. The males have... pollen poking off the leaf bits of their tails. They breed by the males spreading pollen by slapping those thick tails, and the female's head-cut opening like a mouth to catch it. Males can be 'harvested' for their pollen. Must be taught to produce their pollen on command, and be trusting to the owner (me). Loyalty 5 and up.
Training Ideas: Name, Come, Stay, No, Follow, Lay down, watch me, tolerance, wear harness, pollen dust, tail slap, bow?
About the Moves
Chlorophyll Each turn when a "darkness" move is not in effect, creature regains 1 stamina per turn - if a "light" move is in effect, creature regains 2 stamina per turn... Stamina regained never exceeds it's maximum stamina. Passive - Untrainable ~ Tail Slap [Str] Smacks a foe with it's long tail. +2 Physical - 2 ~ Pollen Dust [Lmt #3] Releases a cloud of pollen into the air, making it difficult to clearly see the creature using the "pollen" - after all, they're obscured in a tiny yellowish cloud. Causes opponent to loose 1/4th of it's accuracy for it's next attack. Earth - 4
Small cat sized. These cute little plants resemble rodents.. or.. cats.. one can never be sure. They enjoy spending their days rummaging through the leafy forests, foraging for food (nuts and stray berries). They are excelent at climbing trees (or people), and love to live in social groups, often chattering away and grooming thier friends. Surely a cute pet for any creature-trainer. During the winter, they spend most of their time sleeping - and in the spring they come into bloom. Fall (November/December) causes them to produce a single berry, which is used in many magical potions. Cunning: 3 Animal Average Top Speed: 20 mph Power Levels: 1 Special Requirements: None Notes: None Stamina: 1 Strength: 0 Resistance: 0 Dexterity: 3 Mentality: 1 Special Abilities: Earth Resistance Moves: Scratch, Climb, Healing Berry(Autumn), Sweet Scent(spring)
Chlorophyll Each turn when a "darkness" move is not in effect, creature regains 1 stamina per turn - if a "light" move is in effect, creature regains 2 stamina per turn... Stamina regained never exceeds it's maximum stamina. Passive - Untrainable ~ Earthen Aspect The creature prays to mother nature itself, imbuing itself with the power of the earth, making part of it's body have the "spirit of stone". When attacking a foe, this does elemental damage, rather than physical. Choose one of your own (physical) attacks. Until the end of combat, this attack now does earth damage instead of physical damage. Only works for damaging attacks. Earth - 5 Overgrowth The creature summons forth a flurry of plants to cover everything in it's path - including the foe. Causes 1 point of damage every turn until the end of the battle. Earth - 8 Verdant Growth [Lmt #1] Summons vines and other plant life to tangle around the feet of the opponent, hindering movement. The opponent loses one turn. If the opponent has less than 20 strength the opponent loses two turns. Earth - 5
Treats Nightmares. The nightmares were coming back. The endless plane with a floor of mist, guarded by the Bonekeeper. The great beast of bones and magic and reaping souls that spoke words that he could not hear. Each night, the nightmare grew more vivid for nearly a week. It robbed the ssashirk of a good night’s sleep for a long long several days. His senses dulled from lack of sleep, he didn’t notice the phases of the moon. For he didn’t see a sky in his dreams; it was nothing but a gradient of light to dark grays. He buried his head into the soft pillows of his him-sized barrel bed, tossing and turning. Kicking out at what wasn’t there. The blankets beneath him kicked into a tightening wad at the edge of the crate, but not enough to fall out. The seventh night brought a very vivid nightmare to him, just as the full moon crested over the trees. He wasn’t in the plane of mist this time; but standing in the yard of the magic house. Something was dreadfully wrong here. The whole of the grounds were brown, crisped and dying. The house decaying before his eyes. Eyes peering out of the darkness. Occasional screeches of night flyers overhead. The subtle tug that drew him to the magic house initially in his weakened state came over him. ‘come’ it called, in the tone of magic that only those who could sense it could ‘come’.
Darky: I may have looked into things before.. x3
Jul 3, 2020 4:58:37 GMT -6
Riku: I love it when you walk into a room like "Oh, ye, hear thine wisdom." <3 It never ceases to amaze me.
Jul 3, 2020 4:10:33 GMT -6
Darky: From what I've looked at things over the years, both sides are actually correct: the elements do need some fleshing out, but they are also very much their own types of style/flavour/effect as well. Still, one doesn't have to compromise the other x3
Jul 3, 2020 2:23:22 GMT -6
Riku: I think Morgan's attempt was less of a "do this now plz?" and more of a "Can we simply acknowledge that this is where we eventually want to go?" -shrug- // Congrats to the agility winners! <3
Jul 2, 2020 21:34:18 GMT -6
Riku: For instance, elements can be perceived different than usual. Like Shadow not being evil, or acid being direct and immediate harsh damage rather than a DOT. Things can also get interesting when you mix elements. So imagine a DOT cold move, etc.
Jul 2, 2020 21:33:19 GMT -6
Riku: I also came to the conclusion about every element having the different techs, but like mentioned it would be a massive overhaul so I just didn't mention it. lol I do feel like elements should be more flavor than technique, therefore all having all techs.
Jul 2, 2020 21:30:49 GMT -6
Morgan: I wish I could thumbs-up a cboxpost. /laugh/ If the nerf goes through, they could be made NRS and nerfed down to the other similar moves. But this was just the heart of my first suggestion here, I was hoping to make more as time goes on.
Jul 2, 2020 20:01:13 GMT -6
Haix: We have moves like deluge/harsh gust that cost 7/8 tp, deal 10 fit damage, but lack the NRS modifier that would make them as powerful. Maybe they could be altered slightly to be on a similar level as they have the same cost?
Jul 2, 2020 19:59:20 GMT -6
Morgan: You're right, they're not suited for the only fighting we've ever had on site up to this point.
Jul 2, 2020 19:59:14 GMT -6
Morgan: I agree, but we definitely Do Not Have Those at the moment.
Jul 2, 2020 19:58:55 GMT -6
Aster: Mmm, I dunno if they're not 'good' so much as not really suited for the only type of fighting we have access to, which is one on one. I think the metagame would be pretty different with like, the boss battle type fights Skylark had been workshopping before
Jul 2, 2020 19:58:07 GMT -6
Morgan: I know that curses/poisons are a thing, but there's a reason no one uses those. They aren't technically... Good. (Not with fltnrs10 around. While someone is trying to drain the person's stuff, which doesn't work with hardy anyway, the fltnrs10 kills.)
Jul 2, 2020 19:54:14 GMT -6
Morgan: And if it isn't overpowered for one element to have the tech, then it shouldn't be for others (obvious exception is physical) because the same rules go for all resistances/immunities save for physical. Nothing was meant to be resistant to every element.
Jul 2, 2020 19:51:51 GMT -6
Morgan: Doing it in pieces would be best, because other than spirit's little blurbs (which we've changed other things before for the good of the site) the elements aren't really set in stone with tech choices. Moves were added fairly often before.
Jul 2, 2020 19:49:01 GMT -6
Morgan: I know, but I've been suggesting it for... Quite some time.
Jul 2, 2020 19:47:55 GMT -6
Aster: That would be a pretty big rehaul of the current movepool P:
Jul 2, 2020 19:47:35 GMT -6
Morgan: I personally don't think that the elements matter, IE: I think every element should have all tech choices.
Jul 2, 2020 19:47:00 GMT -6
Aster: And 7 STA is still a pretty significant threshold. Definitely not as much as 10, but
Jul 2, 2020 19:45:13 GMT -6
Aster: Ehhh I still feel like NRS big-damage moves should stay in a few elements. Otherwise it'd kind of be taking away from Fire/Ice/Elec without giving anything to them that other elements have (ie a persistent DOT, or more crowd control for Fire/Ice)
Jul 2, 2020 19:44:52 GMT -6
Aster: Would Balefire and Call Lightning be on the docket for nerfing too?
Jul 2, 2020 19:41:56 GMT -6