Visual Differences between Stages Each stage provides different visual queues as to what the Meta is - from wings and eyes, to hair, skin, and even floating limbs if the Race and Item grant it.
Difference Between the Stages
Toddler- Has very small wings if applicable. Oddities are present on a minor scale. Child- Small/medium wings if applicable. Oddities are more defined now. Teen- Larger wings if applicable, Oddities are almost fully grown in. Adult- Large wings if applicable, Oddities are at their fullest grown. Elder- New oddities may emerge after Elder Quest.
Racial Powers - Contesting Rolls A small selection of Racial Powers require rolls, and the rules for these rolls are simple. The rule is you roll your Max Power Level or Lower for your Current Stage. Toddler: 1d6, Child:3d6, Teen: 5d6, Adult:7d6, Elder:10d6 The powers that need rolls like these can be seen below;.
Below are basic descriptions of Angelic Metas and their racial subspecies.
-Angels- General Race Attributes: Single pair of feathered wings, any color – favors light colors, though. Rarity Level: Common
..........Special Race Powers// Summon Light Artifact: Summons one light artifact that boosts the power level of a single power once per day.
Boost one power by one level for one round a day.
-Archangels- General Race Attributes: Two to Three pairs feathered wings. Any color of wings. Favors light colors. Rarity Level: Common
..........Special Race Powers// Summon Light Artifact: Summons a special light artifact that boosts the power level of a single power once per day. (2 artifacts)
Boost one power by one level for one round a day. (2 artifacts)
-Muses- General Race Attributes: No wings. Must have a jewel/gem (on forehead but sometimes on other parts of their bodies). Favors light hair colors and pale colored skintones. Rarity Level: Uncommon
..........Special Race Powers// Levitation: Can float. (Fly without wings.)
Siren's Song: Can lure people with their voice to do what they want.
(Command ability: Max: 2 people, Contest Roll)
-Fallen- General Race Attributes: Single pair of feathered wings, any color – favors dark colors, though. Rarity Level: Uncommon
..........Special Race Powers//
Wonderland Syndrome: Can change center of gravity and walk on any surface.
Summon Dark Artifact: Summons a special dark artifact that boosts the power level of a single power once per day.
Boost one power by one level for one round a day.
Blood Favor: Can consume blood to heal themselves. (Healing)
-Xana- General Race Attributes: Humanoid body, snake or mermaid like tail (serpent or fin). May have gills or even webbed fingers. Sometimes have sharp teeth. Sometimes have snakes for hair. [Mostly range from Mermaids, to Medusa, to Nagas] Rarity Level: Uncommon
..........Special Race Powers// Land Form: Can take on legs to walk on land, however if they get wet, their legs will turn back into a tail until dry again. (They can move on land with their tail as well, though some may be a little slower.)
Paralysis: Can paralyze others as long as they keep skin-to-skin contact. In Adult stage, they only need to keep locked gazes with the target.
Paralyze for one post by locking gazes or skin to skin contact.
Can paralyze others as long as they keep skin-to-skin contact. In Adult stage, they only need to keep locked gazes with the target. (Contest Roll, per round) Level 1. Duration: 3 Rounds Level 2. Duration: 4 Rounds Level 3. Duration: 5 Rounds Level 4. Duration: 6 Rounds Level 5. Duration: 7 Rounds Level 6. Duration: 8 Rounds Level 7. Duration: 9 Rounds Level 8. Duration: 10 Rounds Level 9. Duration: 11 Rounds Level 10. Duration: 12 Rounds
Aquatic Telepathy: Can form telepathic links with other Xana and Water Nymphs. (And any other being that has a water form)
-Valkyr- General Race Attributes: Usually no wings, but can have single pair of feathered wings, any color. Surrounded by a single shade of colored aura or “fire”. Rarity Level: Ultra Rare
..........Special Race Powers// Divine Gift: Summons Light based armor and weapons.
Exception: Buffs defense ability but also allows for attack with weapon(weapon does not gain a buff)
Divine Gift
Grants Additional Base Defense and a Light Weapon. Level 1. +3 to Defense, 1d6 Damage Light Weapon Level 2. +4 to Defense, 2d6 Damage Light Weapon Level 3. +5 to Defense, 3d6 Damage Light Weapon Level 4. +6 to Defense, 4d6 Damage Light Weapon Level 5. +7 to Defense, 5d6 Damage Light Weapon Level 6. +8 to Defense, 6d6 Damage Light Weapon Level 7. +9 to Defense, 7d6 Damage Light Weapon Level 8. +10 to Defense, 8d6 Damage Light Weapon Level 9. +11 to Defense, 9d6 Damage Light Weapon Level 10. +12 to Defense, 10d6 Damage Light Weapon
Berserker: The ability to give a burst of power, resulting in a 3 level increase to one power for a one round. Can only be used once a day.
3 level increase to one power for a one round. Can only be used once a day
Regeneration:(Passive) The ability to regenerate health reflexively during each round that the Valkyr chooses to attack. (This power does not work if choosing to heal for a round.)
The ability to regenerate (1d6 for Toddler/Child; 2d6 for Teen/Adult; 3d6 for Elder) health reflexively during each round that the Valkyr chooses to attack. (This power does not work if choosing to heal for a round.)
Soul Manipulation: Ability to manipulate souls that are distressed or weakened (protect, mend or destroy). Also has the ability to expend a great deal of energy to separate souls from each other but will put a lot of strain on the valkyr that they will need to rest for an entire week and will not have access to their race powers for that time.
Soul Manipulation
Manipulated energy to attack or defend(Barrier). Level 1. Attack:1d6 Defend: 10 hp barrier Level 2. Attack:2d6 Defend: 10 hp barrier Level 3. Attack:3d6 Defend: 10 hp barrier Level 4. Attack:4d6 Defend: 25 hp barrier Level 5. Attack:5d6 Defend: 40 hp barrier Level 6. Attack:6d6 Defend: 40 hp barrier Level 7. Attack:7d6 Defend: 55 hp barrier Level 8. Attack:8d6 Defend: 55 hp barrier Level 9. Attack:9d6 Defend: 55 hp barrier Level 10. Attack:10d6 Defend: 75 hp barrier
Limit: Stamina/Hp, max 2 barriers per battle.
Subpower: 1: Mend: Heal a soul
2:Separate: Separate a soul from another
Limit: No Valkyr powers for 1 week. All powers are at half power for that week. Toddler:1d6 Child:2d6 Teen: 3d6 Adult: 4d6 Elder: 5d6
3: "Destroy" a Soul: Contest roll.
Limit:Need okay from player if player is not you.
..........Special Race Weakness//
Dishonored: If a Valkyr is defeated in a battle or duel, they will lose the ability to use their divine gift ability for 3 whole days.
Midnightspirit Vice Captain
Computerized Lightbringer
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Midnightspirit Vice Captain
Computerized Lightbringer
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Posted: Sun Feb 10, 2019 1:28 am
+DEMONIC METAS+
-Demons- General Race Attributes: Pointed ears. Single pair leathery wings, any color. Rarity Level: Common
..........Special Race Powers// Summon Dark Artifact: Summons a dark artifact that boosts the power of a single power once per day.
Boosts the power level of a single power by 1 level for one round per day
-Cambions- General Race Attributes: Horns on head. Single pair of leathery wings. Devil tail optional. Any colors. Rarity Level: Common
..........Special Race Powers// Dreamweave: Can enter the dreams of others. Can be attacked in dreams, will be expelled if weaken below 50% of hp.
-Feral- General Race Attributes: They are typically larger than most other Metas. Some often have patches of fur on their body, or black slcera. They do not always have wings. General Race Requirements: Majority have black sclera or glowing eyes, and all have pointed ears and some sort of markings along their bodies. Rarity Level: Uncommon
..........Special Race Powers// Secondary Form: Feral or Superior Form,animal with humanoid characteristics, that allows an extra power to only be used in that form.(Add the extra power under Secondary Form )
Mind's Eye: Can see those using invisibility.
Can see those using invisibility with a contest roll.
-Still Life- General Race Attributes:Scars, stitches, cracks, or multi-toned skin. No wings. Can have pointed ears. Usually “dead” look in their eyes. Any colors. (No heartbeat). Rarity Level: Uncommon
..........Special Race Powers// Tough Skin: High tolerance to pain or feels no physical pain at all but still takes damage. Unbroken Favor: Can fix self by putting the original parts together or replacing the parts, but only within a few hours time. Can not live for more than a day without more than half the body.
-Lycanthropes- General Race Attributes: Animalistic attributes. (Animal ears/tail/etc). Pointed ears if not animal ears. May display fangs. No wings. Inverted or glowing eyes. Any colors. Tall. Rarity Level: Uber Rare (must receive special permission to order a custom Lycanthrope, otherwise they are only given out as special events.)
..........Special Race Powers// Call of the Wild: Lycanthropes can speak with any animals, prey animals are more likely to flee than talk. Were form: Lycanthropes make a full transformation into an animal form at the full moon. As they grow older, their control of this form is increased, and they can even transform whenever they please. Superior strength: Lycanthropes are naturally stronger than average Metas.
Superior Strength
Level 1. +3 to Physical Attacks Level 2. +4 to Physical Attacks Level 3. +5 to Physical Attacks Level 4. +6 to Physical Attacks Level 5. +7 to Physical Attacks Level 6. +8 to Physical Attacks Level 7. +9 to Physical Attacks Level 8. +10 to Physical Attacks Level 9. +11 to Physical Attacks Level 10. +12 to Physical Attacks
..........Special Race Weaknesses// Full Moon: The full moon forces Lycanthropes into their were form, this weakness is lessened as they grow older, but the call to obey the moon is still very tempting. Toddler-Teen: Forced transformation Adult and Elder: Can now ignore it.
Optional:Silver: A few may gain weakness to silver.
Posted: Sun Feb 10, 2019 1:29 am
+FAE METAS+
-Faeries- General Race Attributes: Butterfly or moth like wings. Pointed ears. Any colors. Short Rarity Level: Common
..........Special Race Powers// Dreamweave: Can enter the dreams of others. Can be attacked in dreams, will be expelled if weaken below 50% of hp.
-Elves- General Race Attributes: Long pointed ears. No wings. Any colors. Rarity Level: Common
..........Special Race Powers// Magical Preference(Permanent): Unlike other skills, this ability permanently gives the elf an extra power set. Toddler: 4 powers total Child: 5 powers total Teen: 6 powers total Adult: 8 powers total Elder: 11 powers total
Forestmeld: Invisible in forests/trees/plants.
Contest roll to be seen
-Pixies- General Race Attributes: Dragonfly or Bee like wings. Pointed ears. Any colors. Short Rarity Level: Common
..........Special Race Powers// Translucent Form: Can turn opaque or even invisible.
Invisible for one round or attacked, which ever comes first.
-Nymphs- General Race Attributes: Elements imbued (Traits tied into appearance). Any colors. Can have pointed ears. Rarity Level: Common
..........Special Race Powers// Nature Form: Ability to turn into a tree/plant/etc. Elemental: Allows the Nymph to take on the form of their element, i.e., a fire nymph becomes engulfed in flames.... a water nymph gains fins and gills to breathe underwater... Natural Cure: Nymphs can heal themselves when in contact with their element.
-Sluagh- General Race Attributes: Spindly. Elongated limbs. Prefer Monochromatic schemes. Claws fingers usually. No wings. Rarity Level: Uber Rare (must receive special permission to order a custom Sluagh, otherwise they are given out as special events.)
..........Special Race Powers// Levitate: Allows the Sluagh to fly without wings. Temptation: Tempts the target to do as the slaugh says.
Must do a contesting roll against the character. The one commanding rolls the command power as an attack, but the one being commanded rolls a defense power/basic roll during their turn to see if the command takes effect. The highest roll wins. Only used for one round. Within reason.
(Command ability: Max: 2 people, Contest Roll)
Shadowmeld: Can become one with the shadows in the area and move among them to different locations.
Teleports(self) by merging into shadows and moving to a new location within the battle area.
..........Special Race Weaknesses// Barriers: a Sluagh cannot go where they are not invited, doing so causes them to lose all control over their abilities for several hours. No matter how old the slaugh is, this always happens as a consequence.
Midnightspirit Vice Captain
Computerized Lightbringer
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Midnightspirit Vice Captain
Computerized Lightbringer
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Posted: Sun Feb 10, 2019 1:34 am
+GHOST METAS+
-Ghost- General Race Attributes: Muted colors . “Dead” look in their eyes. No wings. May have some transparency in skin. Rarity: Common
..........Special Race Powers// You may choose between the following two powers, but you cannot have both:
Phasing: Ghost Metas are able to allow objects, people, and other things to pass through them. Younger ones have a hard time controlling this ability.
Levitate: Grants the Meta the ability to fly without wings.
-Shadow- General Race Attributes: Eyes black or near-black most common. “Dead” look in their eyes. Can have inverted eyes. Any color, favors dark ones. May have some transparency in skin. Rarity: Common
..........Special Race Powers// You may choose between Phasing and Levitate but you cannot have both.
Phasing: Shadow Metas are able to allow objects, people, and other things to pass through them. Younger Metas have trouble controlling this power.
Intimidate: Shadows have a natural intimidating aura about them(on all the time). Other Metas are far less likely to pick a fight with them. This power is an effect, and does not get stronger or weaker with age.
Intimidate
Level 1. Maximum Range: 5ft Level 2. Maximum Range: 10ft Level 3. Maximum Range: 15ft Level 4. Maximum Range: 20ft Level 5. Maximum Range: 25ft Level 6. Maximum Range: 30ft Level 7. Maximum Range: 40ft Level 8. Maximum Range: 50ft Level 9. Maximum Range: 60ft Level 10(normal). Range: 70ft Level 10(Max). Range 465.4 sq miles
[NOTE: You cannot make another person's Meta feel this way, it's up to them to pick up on it. Some Metas just don't react to mind games.]
-Poltergeists- General Race Attributes: Any shape/form. Strongly resemble their items. “Dead” look in their eyes. May have some transparency in skin. Rarity: Uncommon
..........Special Race Powers// You may choose between Phasing and Levitate but you cannot have both.
Phasing
Poltergeist Metas are able to allow objects, people and other things pass through them. Younger Metas have issues controlling this power. Level 1. Duration: 3 Rounds Level 2. Duration: 4 Rounds Level 3. Duration: 5 Rounds Level 4. Duration: 6 Rounds Level 5. Duration: 7 Rounds Level 6. Duration: 8 Rounds Level 7. Duration: 9 Rounds Level 8. Duration: 10 Rounds Level 9. Duration: 11 Rounds Level 10. Duration: 12 Rounds
or Levitate: Allows the Meta to fly without wings.
Possession: Poltergeists can take control of other Metas that are weak, or willing participants. They cannot maintain control for more than a few rounds, no matter how old the Poltergeist is. [NOTE: If we see anyone abusing this power, you will be reprimanded. This is not an excuse to power play or god mode.]
-Banshees- General Race Attributes: “Dead” look in eyes. Pale skin. Usually All white eyes. Untamed frizzy hair. Splashes of bright colors. May have some transparency in the skin. Rarity: Uncommon
..........Special Race Powers// You may choose between Phasing and Levitate but you cannot have them both.
Phasing: Banshee Metas are able to let objects, people or other things pass through them. Younger Metas have issues controlling this power.
Shriek: Banshees are known for their terrible screams. Banshees are capable of disorienting, and possibly even bursting the eardrums of their targets with their screams.
Disorientation gives a debuff of -10 stamina until end of the rounds.
Shriek
Can be Contested with Physical Defense (covering ears) - will reduce damage and cancel disorientation; Deaf characters are immune to disorientation but not damage(depending on the reason they are deaf) ) . Level 1. 1d6 Damage, Disorientation Duration: 1 Round Level 2. 1d6 Damage, Disorientation Duration: 2 Round Level 3. 3d6 Damage, Disorientation Duration: 2 Round Level 4. 3d6 Damage, Disorientation Duration: 3 Round Level 5. 5d6 Damage, Disorientation Duration: 3 Round Level 6. 5d6 Damage, Disorientation Duration: 4 Round Level 7. 7d6 Damage, Disorientation Duration: 4 Round Level 8. 7d6 Damage, Disorientation Duration: 5 Round Level 9. 7d6 Damage, Disorientation Duration: 5 Round Level 10. 10d6 Damage, Disorientation Duration: 6 Round
Menacing Presence: Banshees are not exactly known for their sanity. Being near one can cause paranoia, uncertainty, and even fear. This power is not in effect at all times, and does not get stronger or weaker with age.
Menacing Presence
Level 1. Maximum Range: 5ft Level 2. Maximum Range: 10ft Level 3. Maximum Range: 15ft Level 4. Maximum Range: 20ft Level 5. Maximum Range: 25ft Level 6. Maximum Range: 30ft Level 7. Maximum Range: 40ft Level 8. Maximum Range: 50ft Level 9. Maximum Range: 60ft Level 10. Normal Range: 70ft Level 10 Max Range: 465.4 sq miles
[NOTE: You cannot make another person's Meta feel this way, it's up to them to pick up on it. Some Metas just don't react to mind games. This skill is similar to Intimidate]
-Nekomata- General Race Attributes: Humanoid spirits with cat like ears that range in length from cat to fennec fox. Slitted eyes. Can have cat tails that are one, two, or split. Or can have up to three fox tails. [Mostly range between cat and fox like] (( Kitsune and Nekomata are both under the header of Nekomata) Rarity: Uncommon
..........Special Race Powers// You may choose between Good Fortune and Possession but you cannot have both.
Possession: Nekomata can take control of other Metas that are weak, or willing participants.
They cannot maintain control for more than 3 minutes, no matter how old the Nekomata is. [NOTE: If we see anyone abusing this power, you will be reprimanded. This is not an excuse to power play or god mode.]
Good Fortune: Can be used to give another meta (not yourself) a level to one power for the entirety of the battle, once a day. ((Can not stack with another power raising skill.))
Phasing: Nekomata Metas are able to allow objects, people and other things pass through them. Younger Metas have issues controlling this power.
Fox/Cat Form: able to transform into a large animal ( large cat or fox ). Also able to transform into a house animal ( house cat, small fox ) while in this form still capable of producing human language. In either form, the Nekomata can see spirits and auras easily.
-Vampires- General Race Attributes: Deathly pale. Rarely have wings (bat wings if any). Fangs must show. Any colors, favors contrasting colors. Rarity Level: Uber Rare (must receive permission from Staff to order a custom Vampire, only given out during special events otherwise.)
..........Special Race Powers// Blood Favor: Can consume blood to heal themselves. Night Vision: Can see better at night than during the day.
All Vampire Metas get the above two powers, each owner may choose ONE power from the list below as a third. Speed: Allows the Meta to move faster than the average Meta.
Speed
Level 1. + 5ft Movement Speed Level 2. + 10ft Movement Speed Level 3. + 15ft Movement Speed Level 4. + 20ft Movement Speed Level 5. + 25ft Movement Speed Level 6. + 30ft Movement Speed Level 7. + 35ft Movement Speed Level 8. + 40ft Movement Speed Level 9. + 60ft Movement Speed Level 10. + 80ft Movement Speed
Or
Super Strength: Gives the Meta the strength of a Feral.
Super Strength
Level 1. +3 to Physical Attacks Level 2. +4 to Physical Attacks Level 3. +5 to Physical Attacks Level 4. +6 to Physical Attacks Level 5. +7 to Physical Attacks Level 6. +8 to Physical Attacks Level 7. +9 to Physical Attacks Level 8. +10 to Physical Attacks Level 9. +11 to Physical Attacks Level 10. +12 to Physical Attacks
Or
Natural Charisma: other Metas find it hard to resist obeying the commands of the Vampire Meta. Also makes them more attractive.
(Command ability: Max: 2 people, Contest Roll)
Shapeshifting: Allows the Meta to shapeshift into a Bat, or a small wolf. Telekinesis: Allows the Meta to move objects with their mind. It grows in strength as the Meta ages, so start small. Telepathy: Allows the Meta to communicate via thought. Elders can Mind Control willing targets.
..........Special Race Weaknesses// Daylight: Whether it's direct contact or not, Vampiric metas have a hard time being out in the sun. They don't die, they just get migraines and can't function very well. Their powers are also weakened in daylight.
Use half. Toddler: No power Child: 1d6 Teen: 3d6 Adult: 4d6 Elder: 5d6 )