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Posted: Thu Jun 25, 2015 7:18 pm
RACES Fardor Avil Online was created to be a fantasy type MMO. In the character selection scene, every player was presented with the eleven races they could choose. They were also shown every race's boosts and complications. Abilities are distributed by the race chosen, as well as some of the stats. Read over all of the races carefully before you take your pick.
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Posted: Fri Jun 26, 2015 10:59 am

DESCRIPTION Earth Shamans are pagans of sorts who have a deep set affinity for nature and share a connection with the world around them. They preside over the art of balance and healing. Most shamans are based on a distinct animal and have some of their traits in both their personalities, fighting styles and appearances.
STATS ⊲ Health: +20 ⊲ Defense: +20 ⊲ Strength: +10 ⊲ Stamina: +20 ⊲ Mana: +30 ⊲ Dexterity: +20 ⊲ Accuracy: +20 ⊲ Speed:+10
ABILITIES
Natural Sorcery
Every user of natural sorcery has a connection to nature. They are able to call upon the elements with ease, but no user has a specific affinity to any one element.
⊲ Calling on the wind means the user may take flight or cause foes with a lower strength to levitate. They may also fight long distance by manipulating the wind to follow their hand motions, and in some cases, wind magic has been known to create vacuums of space made to suffocate foes.
↳ Costs 20 mana to call on. ⊲ Calling on fire allows the user to manipulate preexisting flames to either protect or destroy. Walls of fire can be formed around a city, or arsonists running wild can attack a sleeping party.
↳ Costs 20 mana to call on. ⊲ Calling on earth permits the user to manipulate anything from rocks and minerals to trees and plant life. Herbs can be sprung up from the ground for healing or medical treatment. Roots can be coaxed to unearth and topple their trees to create a barrier. The earth can be shaped into a wall for protection or hiding. Sink holes can be formed to trap an enemy.
↳ Costs 20 mana to call on. ⊲ Calling on water means the user may manipulate preexisting bodies of water. Water is also closely aligned with weather, and paired with wind can create massive storms. Mist can be formed to confuse foes.
↳ Costs 20 mana to call on.
ADVANTAGES
⊲ Characters start off with 5 Technique Slots. ⊲ Stamina recovery: Character recovers 10 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 30 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 15 Mana Points.
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Posted: Fri Jun 26, 2015 11:02 am

DESCRIPTION Faeries are a people of tribes and tradition, much like elves. They're wild things with dancing feet and strong wings. Masters of the sky and muses of art and poetry. Faeries are much like elders in FAO, giving out wisdom to those who want it and aiding travelers who catch their eye. Faeries can also be people of trickery and ploys, making them one of the most playful yet intelligent races in FAO.
STATS ⊲ Health: +20 ⊲ Defense: +20 ⊲ Strength: +20 ⊲ Stamina: +10 ⊲ Mana: +20 ⊲ Dexterity: +30 ⊲ Accuracy: +10 ⊲ Speed:+20
ABILITIES Faerie Wings
The user has wings that they may dismiss or summon at will. Wings are useful for flying, of course, but also have properties that make them capable of other tasks.
⊲ The user's wings has an affinity with wind that helpfully lifts them from the ground at the sound of their fluttering. The wind can also be used to give the user more speed in flight. The duration of flying before the wings disappear is 6 posts, with a 3 post cool down.
⊲ Wings of the type this ability provides have a healing quality to them. However, the healing can only be used on another player, never the user themself. The other player must place their hand to the user's wings and a glow will travel from the base of the wings out and through the other player, closing their wound.
ADVANTAGES
⊲ Characters start off with 4 Technique Slots. ⊲ Stamina recovery: Character recovers 10 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 10 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 5 Stamina Points.
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Posted: Fri Jun 26, 2015 11:06 am

DESCRIPTION Sirens are a category of mermaids. Their ancestors were restricted to bodies of water, where they would sing their songs and drown men in bogs or lakes, crunching their bones between their sharp teeth and tasting the blood of man. But after a particular siren actually fell in love with a shaman, he performed a dark magic spell to grant her legs and a new race of sirens started. These sirens were cut off from their ancestors as they could never return to the water, which made their flesh bleed. Their song has also been distorted over the years. Now, instead of only one sweet lullaby, sirens have an extensive number of songs that perform differently, much like spells.
STATS ⊲ Health: +10 ⊲ Defense: +20 ⊲ Strength: +20 ⊲ Stamina: +30 ⊲ Mana: +10 ⊲ Dexterity: +20 ⊲ Accuracy: +20 ⊲ Speed:+20
ABILITIES Screech
The user places their hands firmly over their ears or eyes and crouches, releasing a sonic-boom sounding shriek that can create vibrations strong enough to cut down trees or other players. Screech can be tuned to specific frequencies and aimed in one direction after much practice, but it's a powerful, unpredictable ability most of the time. Few users ever truly master control of it.
⊲ Beacon; vibrations of sound waves travel out in a circle from the user. Large and powerful, utilized for mass destruction to a large area. Diffraction of the waves causes it to bounce around obstacles and reach every nook and cranny.
↳ Costs 200 mana to sing. ⊲ Point Burst; sound vibrations move in circles directly through a medium to the targeted foe or structure. Precise and disciplined, much like a laser beam.
↳ Costs 300 mana to sing.
ADVANTAGES
⊲ Characters start off with 3 Technique Slots. ⊲ Stamina recovery: Character recovers 30 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 5 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 15 Stamina Points.
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Posted: Fri Jun 26, 2015 11:09 am

DESCRIPTION Reapers in legend are considered gods of death, but in this world they are masters of deception, poison, and acid. Reapers are conservative with their attacks and very decisive on who they should trust. They make ideal assassins, explaining why reapers are most commonly seen as red players. Reapers make use of their poison and acid abilities when fighting monsters and bosses, doing damage to the foe without having to constantly hit them. Reclusive and dangerous, reapers are not a race anyone wants on their bad side.
STATS ⊲ Health: +30 ⊲ Defense: +20 ⊲ Strength: +10 ⊲ Stamina: +20 ⊲ Mana: +20 ⊲ Dexterity: +20 ⊲ Accuracy: +20 ⊲ Speed:+10
ABILITIES
Acidic Ooze
If someone tries to physically injure a reaper, they can spit/explode acid from their pores, making it hard for anyone to come near them. There are two types that can explode.
⊲ Basic; This is a small ray that flies from every part of the reapers body, with a radius of 10 ft and can go through clothing. Whomever it hits, they will feel stinging and irritation for 10 posts before they need to seek and consume a healing crystal. If they refrain from getting healed, they will suffer from degrading skin.
↳ Each poison cost 50 mana
⊲ Advanced; This is a large ray that flies from every part of the reapers body, with a radius of 40 ft and can go through clothing. Whomever it hits, they will immediately be injured severely, unbearable pain for 5 posts before they suffer from degrading skin. Before then, they must get healed or suffer.
↳ Each poison cost 80 mana
ADVANTAGES ⊲ Characters start off with 5 Technique Slots. ⊲ Stamina recovery: Character recovers 10 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 20 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 10 Mana Points.
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Posted: Sat Jul 04, 2015 1:58 pm

DESCRIPTION Dragons are the star cross people of shifters and reptilian shamans. They became a thick skinned, barbarian type race with no law like the shifters but a strong sense of moral like a shaman. Dragons have two forms, humanoid and dragon. As a human they have horns and can be susceptible to physical attacks. As a dragon, they're basically over-sized lizards whose defense stat increases massively. There are two types of dragons, but all dragons have an affinity to wind as the second race known to be a master of the sky.
STATS ⊲ Health: +20 ⊲ Defense: +30 ⊲ Strength: +20 ⊲ Stamina: +10 ⊲ Mana: +20 ⊲ Dexterity: +20 ⊲ Accuracy: +10 ⊲ Speed:+20
ABILITIES
Elemental Tongue
The user, despite whatever form they may be in, has an affinity with one of two elements: fire or ice. As a humanoid, they may access the affinity with their hands and tongue, but as a reptile the affinity can only be accessed in their mouth.
⊲ Fire users radiate heat excessively. They can breath fire no matter their form, and rubbing their hands together causes friction that creates fire in their palms.
⊲ Ice users are cold to the touch. They can breath billowing clouds of cold and ice shards no matter their form, and running their hands on things can cause the subject to freeze.
ADVANTAGES
⊲ Characters start off with 4 Technique Slots. ⊲ Stamina recovery: Character recovers 10 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 10 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 5 Stamina Points. ⊲ If you want a reptile form, you must make your own in a custom.
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Posted: Sat Jul 04, 2015 2:00 pm

DESCRIPTION Shades are characterized by their tendency to lurk in the shadows and live nocturnally. They appear to look like a regular human in the light, but should they become angered or retreat to the darkness, their pupils eat up the whites of their eyes and limbs turn smokey, until they're a willowing wisp of darkness and death. They have affinities with invisibility and delusions, and have been known to stalk.
STATS ⊲ Health: +10 ⊲ Defense: +20 ⊲ Strength: +30 ⊲ Stamina: +20 ⊲ Mana: +10 ⊲ Dexterity: +20 ⊲ Accuracy: +20 ⊲ Speed:+20
ABILITIES Cloak
The user equips shadows as a cloak of sorts, dissolving into them or draping the dark over their figure. Cloaking allows the user to go incognito in the day and muffles their footsteps, but should the user speak above a whisper the cloak will shatter quietly. Should another player touch or run into a cloak, they will break the spell.
⊲ Cloaking oneself is simple and considered the passive side to this ability. Typically used to travel in the day.
↳ Costs 20 mana to cloak. ⊲ The user may also cloak other players, but it does not mean the user cannot continue cloaking them-self. The max number of players the user may cloak depends on the users stamina and mana.
↳ Costs 20 mana and 10 stamina per person cloaked. ⊲ Casting a cloak on a non-organic matter is the most advanced option to this ability as the target could either be an entire structure or a weapon.
↳ Costs 40 mana to cast and 20 stamina per post Cloak is used.
ADVANTAGES ⊲ Characters start off with 3 Technique Slots. ⊲ Stamina recovery: Character recovers 20 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 5 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 10 Stamina Points.
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Posted: Sat Jul 04, 2015 2:04 pm

DESCRIPTION Shifters have mysterious origins. Not even shifters themselves understand what their race was born out of. There have been stories that they came from another, empty sort of reality hidden in reflective surfaces. Or that they were an ancient people who could not compete with their enemy, so instead of trying to beat them, they performed a dark magic that allowed them to match them. To be them. Shifters have found, however, that they don't much care about their history. They're renegades no matter where they came from. As people of skin swipers and voice thieves, they're more focused on who they're trying to become than who they once were.
STATS ⊲ Health: +20 ⊲ Defense: +20 ⊲ Strength: +20 ⊲ Stamina: +20 ⊲ Mana: +30 ⊲ Dexterity: +10 ⊲ Accuracy: +10 ⊲ Speed:+20
ABILITIES
Type A Transfiguration
The user has the ability to transfigure into an animal at will. Users in their animal form may still access their menu and fight, but speaking is beyond their capabilities. However, if another player with type A transfiguration is in their party, they may speak telepathically to them, no matter if the player is in human form or animal.
⊲ Reptilian based transfigurations have +20 dexterity and +20 health.
↳ Costs 20 mana to transfigure. ⊲ Bird based transfigurations have +20 speed and +20 mana.
↳ Costs 20 mana to transfigure. ⊲ Amphibian based transfigurations have +20 stamina and +20 accuracy.
↳ Costs 20 mana to transfigure. ⊲ Mammal based transfigurations have +20 strength and +20 defense.
↳ Costs 20 mana to transfigure.
ADVANTAGES ⊲ Characters start off with 3 Technique Slots. ⊲ Stamina recovery: Character recovers 10 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 30 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 15 Mana Points. ⊲ Techniques use an additional 5 Stamina Points.
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Posted: Sat Jul 04, 2015 2:05 pm

DESCRIPTION There were three elvish tribes a long time ago, the Dawn and the Dusk. They had a assortment of many different powers that happened to portray who they were individually, and together they would be something great. Unfortunately they were always at war with each other, and it wasn't before long there was a case of starcross lovers between Dawn and Dusk, which eventually made everything bind together through a bunch of twisted stories and bad poetry. They've been grouped together as a mixture of three different species of elves, which means a wide variety of powers granted to your character.
STATS ⊲ Health: +10 ⊲ Defense: +20 ⊲ Strength: +10 ⊲ Stamina: +20 ⊲ Mana: +20 ⊲ Dexterity: +20 ⊲ Accuracy: +30 ⊲ Speed:+20
ABILITIES Alchemy
There is a saying, of equivalent exchange. In order to obtain anything, something of equal value is required. Elves have the ability to use alchemy, a magical science that can change anything into a weapon. Because of this they are great weapon masters. Whatever they change must be the same mineral from what they created.
⊲ Exchanging anything small that the user is able to hold in their hands.
↳ Costs 20 mana to exchange. ⊲ Exchanging anything large that the user is unable to hold in their hands.
↳ Costs 50 mana to exchange.
ADVANTAGES ⊲ Characters start off with 2 Technique Slots. ⊲ Stamina recovery: Character recovers 30 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 15 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 10 Mana Points. ⊲ Techniques use an additional 15 Stamina Points.
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Posted: Sat Jul 04, 2015 2:08 pm

DESCRIPTION Kujin are a rare type of player whose lore consists of much dark magic and gore. They're a breed of shamans who went down a dark path when it came to the element water. In the end, they forsake their shaman title in favor of Kujin, meaning "spilled people". Kujin specialize in blood manipulation and the reading of energies. They sense the blood in bodies all around them, the beating of hearts and flushing of cheeks. A speedy heartbeat will tell them if someone is lying or afraid, the rush of blood if they are experiencing an adrenaline high. Kujin can manipulate their own blood into a weapon, or, in some cases, use their abilities to heal a fallen ally.
STATS ⊲ Health: +20 ⊲ Defense: +20 ⊲ Strength: +10 ⊲ Stamina: +20 ⊲ Mana: +30 ⊲ Dexterity: +20 ⊲ Accuracy: +20 ⊲ Speed:+10
ABILITIES Blood Bending
Blood bending is an ability that grants the user manipulation of blood. Stemmed from water manipulation, the user can usually feel the movement of blood under the surface of skin and call it forth. Whether it be from their own body or another player's.
⊲ Weaponization of the user's blood is the most commonly seen use of this ability. The user must slice their hand to gain open access to their supply, and the blood can take on the form of a sword.
↳ Costs 25 mana and 20 health to call on. ⊲ The user may manipulate the blood in a wounded player to maintain gashes and wounds by preventing blood loss. This is not necessarily healing, but stopping the HP from dropping.
↳ Costs 30 mana and 30 health to call on.
ADVANTAGES ⊲ Characters start off with 3 Technique Slots. ⊲ Stamina recovery: Character recovers 10 Points per post when not being attacked. ⊲ Mana recovery: Character recovers 30 Points per post when not being attacked.
DISADVANTAGES ⊲ Techniques use an additional 15 Mana Points. ⊲ Techniques use an additional 5 Stamina Points.
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