APPLICATION: take 2
Jul. 13th, 2013 05:03 pmThese are mostly minor changes to the skill and stat allocation, and the types of skills themselves. Relatively minor, but whatevs!
@name me=
@soulname me=
@gender me= male or female
@race me= human, elf or troll
@tribe me= (elf:) Wolfrider, Sun Villager, Go-Back, Refugee
(human) Hearthstone, Hoan G'tyasdofk
@age me= character's age
@skills me =
0-20 year old elves / humans start with 300 points.
21-100 year old elves (21-40 year old humans) start with 400 points.
100-500 year old elves (40-80 year old humans) start with 500 points. Characters gain 59 skill points 100 additional years, but cap out at 1000 with 700 points.
MAGIC
@magic me/[NAME]= [POINTS]
25 skillpoints in magic results in 1 skillpoint towards allocation. ‏First tier of an ability must be bought in order to purchase subabilities. After 100 skill points have been converted, the cost of magic points doubles.
Magical ability increases with the amount of points spent on subabilities. Putting points into healing does not increase your skill in Shielding, but placing points in Shielding does increase your skill in Healing.
1- unskilled
2- average
4- good
6- excellent
8- mastery
10- magical throwback
Coral-shaping is categorized under flesh-shaping.
@name me=
@soulname me=
@gender me= male or female
@race me= human, elf or troll
@tribe me= (elf:) Wolfrider, Sun Villager, Go-Back, Refugee
(human) Hearthstone, Hoan G'tyasdofk
@age me= character's age
@skills me =
0-20 year old elves / humans start with 300 points.
21-100 year old elves (21-40 year old humans) start with 400 points.
100-500 year old elves (40-80 year old humans) start with 500 points. Characters gain 59 skill points 100 additional years, but cap out at 1000 with 700 points.
SKILLPOINTS
@skill me/[NAME]= [POINTS]
0 - no knowledge
50 - below average
100 - average
150 - above average
200 - good
250 - noteworthy
300 - great
400 - expert
500 - master of the craft
100 - average
150 - above average
200 - good
250 - noteworthy
300 - great
400 - expert
500 - master of the craft
I. Tracking, Hunting, Endurance, Riding, Tumbling, Fighting
II. Crafting, Gathering, Tanning, Cooking, Forging, Agriculture
III. Swimming, Climbing, Dancing, Singing, Weaving, Hiding
IIII. Lore (specialisation), History, Storytelling, Magic
II. Crafting, Gathering, Tanning, Cooking, Forging, Agriculture
III. Swimming, Climbing, Dancing, Singing, Weaving, Hiding
IIII. Lore (specialisation), History, Storytelling, Magic
MAGIC
@magic me/[NAME]= [POINTS]
25 skillpoints in magic results in 1 skillpoint towards allocation. ‏First tier of an ability must be bought in order to purchase subabilities. After 100 skill points have been converted, the cost of magic points doubles.
Magical ability increases with the amount of points spent on subabilities. Putting points into healing does not increase your skill in Shielding, but placing points in Shielding does increase your skill in Healing.
1- unskilled
2- average
4- good
6- excellent
8- mastery
10- magical throwback
All gliders have their additional 200 points automatically placed into Gliding, which would give them 6 points in Gliding.
Wolfriders, Gliders and Refugees automatically gain Sending at Average, and Go-Backs gain it at Unskilled.
Wolfriders automatically gain Animal Bonding at Unskilled. Chosen Gliders are suggested to place their points in Animal Knowledge (Hawks) to reflect the domesticated, rather than magical, bond that they have.
I. Sending (free)
* UPGRADE (1pt, repeatable)
* Blacksending (1 pt)
* Astral Projection (2 pt)
* Hypnosis (2 pt)
* Mental Shielding (2 pt)
* Physical Shielding (4pts)
I. Healing (2pts)
* UPGRADE (1pt, repeatable)
* Anti-Healing (2pts)
* Flesh-Shaping (2pts)
* Self-Shaping (4pts)
I. Shaping (1pt)
* Plantshaping (2pts)
* Rockshaping (2pts)
* Metalshaping (4pts)
* Watershaping (6pts)
I. Rare Abilities (2pt)
* Levitation (2pt) (free for Gliders)
* Shapeshifting (6pts)
* Firestarting (6pt)
* Magic Feeling (2pt)
* Animal Bonding (2pt) (free for Wolfriders)
Wolfriders, Gliders and Refugees automatically gain Sending at Average, and Go-Backs gain it at Unskilled.
Wolfriders automatically gain Animal Bonding at Unskilled. Chosen Gliders are suggested to place their points in Animal Knowledge (Hawks) to reflect the domesticated, rather than magical, bond that they have.
I. Sending (free)
* UPGRADE (1pt, repeatable)
* Blacksending (1 pt)
* Astral Projection (2 pt)
* Hypnosis (2 pt)
* Mental Shielding (2 pt)
* Physical Shielding (4pts)
I. Healing (2pts)
* UPGRADE (1pt, repeatable)
* Anti-Healing (2pts)
* Flesh-Shaping (2pts)
* Self-Shaping (4pts)
I. Shaping (1pt)
* Plantshaping (2pts)
* Rockshaping (2pts)
* Metalshaping (4pts)
* Watershaping (6pts)
I. Rare Abilities (2pt)
* Levitation (2pt) (free for Gliders)
* Shapeshifting (6pts)
* Firestarting (6pt)
* Magic Feeling (2pt)
* Animal Bonding (2pt) (free for Wolfriders)
Coral-shaping is categorized under flesh-shaping.