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This is where the roleplay for the Metas academy breedables is held. 

Tags: metamorphosis, academy, breedables, special, pets 

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[INFO] Powers/Abilities/Skills Goto Page: 1 2 [>] [»|]

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That One Halfling
Crew

Territorial Wolf

PostPosted: Thu Mar 21, 2013 5:48 pm


Types/Elements
[Abjuration][Air][Conjuration][Electric/Light][Emotion/Enchantment]
[Fighting][Fire][Grass/Plant][Ground/Rock/Metal][Healing][Illusions/Dark]
[Necromancy][Poison][Psychic][Sonic/Sound/Force][Water/Ice]
[Miscellaneous Powers][Unique Powers]
PostPosted: Thu Mar 21, 2013 5:49 pm


Level explanation for Powers

Unlocked at Toddler stage
Level 1 - Equivalent to small instrument/tool

Unlocked at Child stage
Level 2 - Advanced of above
Level 3 - Equivalent to common, natural occurrence

Unlocked at Teen stage
Level 4 - Advanced stage of above
Level 5 - Equivalent to weapon

Unlocked at Adult stage
Level 6 - Advanced of above
Level 7 - Equivalent to unnatural weapon or superheroic power

Unlocked at Elder stage
Level 8 - Advanced of above
Level 9 - Equivalent to natural disaster
Level 10 - Equivalent to mythical force, God-like power

That One Halfling
Crew

Territorial Wolf


That One Halfling
Crew

Territorial Wolf

PostPosted: Thu Mar 21, 2013 5:54 pm


Level explanation for Resistances

Unlocked at Toddler stage
Level 1 - No real resistance

Unlocked at Child stage
Level 2 - Minor resistance, takes less damage from level 1 powers
Level 3 - Less damage taken from naturally occurring phenomenons

Unlocked at Teen stage
Level 4 - Advanced stage of above
Level 5 - Immune to level 3 powers, less damage from level 4 powers

Unlocked at Adult stage
Level 6 - Advanced of above
Level 7 - Immune to level 5 powers, less damage from level 6.

Unlocked at Elder stage
Level 8 - Advanced of above
Level 9 - Immune to level 6 powers, less damage from level 8.
Level 10 - Immune to level 8 powers, less damage from level 9.

Resistances are easier to figure out when your Meta has a standard element, for example fire elemented Metas would be resistant to their own element. Depending on other aspects of the item they might have, they could gain other resistances.
PostPosted: Thu Mar 21, 2013 5:55 pm


Info about Weaknesses

Weaknesses tend to not have tiers, instead its generally just assumed that a weakness is a weakness no matter how strong the Meta gets. The fewer weaknesses a Meta has, the more devastating the weakness should be. It's unfair to have over powered Metas with no way to stop them.

That One Halfling
Crew

Territorial Wolf


That One Halfling
Crew

Territorial Wolf

PostPosted: Thu Mar 21, 2013 5:59 pm


Abjuration
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
PostPosted: Thu Mar 21, 2013 6:00 pm


Air
The user psychically directs air molecules. Can compose bursts of winds, spawn tornadoes, and even siphon the air out of others lungs. Can generate breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, and hurricanes.

That One Halfling
Crew

Territorial Wolf


That One Halfling
Crew

Territorial Wolf

PostPosted: Thu Mar 21, 2013 8:57 pm


Conjuration
Each conjuration spell belongs to one of the subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
PostPosted: Thu Mar 21, 2013 8:59 pm


Electric/Light
Users are able to absorb, conduct, generate and manipulate a form of energy resulting from the existence of charged particles (such as electrons or protons) which give the user control over electric fields, electric charges, electric currents, electronics, and electromagnetism. Users can control light: electromagnetic radiation that is visible to the human eye and which is emitted and absorbed in tiny "packets" called photons. They can generate, bend, shift, focus, scatter and/or generally manipulate light to various decrees and effects.

That One Halfling
Crew

Territorial Wolf


That One Halfling
Crew

Territorial Wolf

PostPosted: Thu Mar 21, 2013 9:04 pm


Emotion/Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior. All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.
Note: These should be used with caution as to not promote godmodding seeing as these types of powers play with free will.
PostPosted: Thu Mar 21, 2013 9:06 pm


Fighting
Users have incredible ability to defy what normal beings consider the norm of limitations.

That One Halfling
Crew

Territorial Wolf


That One Halfling
Crew

Territorial Wolf

PostPosted: Thu Mar 21, 2013 9:08 pm


Fire
Users can excite or speed up an object's atoms, increasing their thermal energy until they ignite, not necessarily objects, but also air particles. They can control and move the flames, including the shape, heat and even color; that said, pretty much everything with this power comes down to burning.
PostPosted: Thu Mar 21, 2013 9:11 pm


Grass/Plant
Users can create, control, shape and manipulate plants, including wood, vines, plants, fruits and flowers, even moss and (for practical reasons) fungus. The user can cause plants grow, move/attack or even rise from the soil and "walk", mutate plants by rearranging DNA structure, and revive withered or dead plants.

That One Halfling
Crew

Territorial Wolf


That One Halfling
Crew

Territorial Wolf

PostPosted: Thu Mar 21, 2013 9:11 pm


Ground/Rock/Metal
User can move, shape and otherwise manipulate any "Earthen" elements including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt and soil as well as bones although most wont be able to manipulate bones of living beings. Some users may have fine enough control to create/shape complicated objects.
PostPosted: Thu Mar 21, 2013 9:13 pm


Healing
User can cure broken or withered plants, wounds, broken bones, low vitality, and even diseases. Typically the user can’t raise the dead, however some can revive people if they have very recently died. Small wounds will regenerate new tissue, large wounds like missing limbs and broken bones need to be put back together if the injury is fresh, or they can be regenerated by advanced healers.

That One Halfling
Crew

Territorial Wolf


That One Halfling
Crew

Territorial Wolf

PostPosted: Thu Mar 21, 2013 9:14 pm


Illusions/Dark
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. The user can create, control, manipulate, materialize and summon darkness. By itself, darkness is mostly used to cloud everything into total darkness, but by accessing a dimension of dark energy it can be channeled to a variety of effects, both as an absence of light and a solid substance: one can also control and manipulate the beings that exist there, create and dispel shields and areas of total darkness, create a variety of constructs and weapons and, teleport one's self through massive distances via shadows.
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