Tuesday, March 27, 2012

ROE NOTES 3/27/12

Warden weapons will be flaming.  Normally they use 1h weapons and shield.  They are a melee class.  You can come from ranger to warden, but warden is a melee class.  They are not restricted from using the bow, but it must be a SECONDARY weapon not primary.

Pixie stats for petite fae.  2 1/2 - 3 feet. Can use a bow that does 2 damage. Or a dagger that takes 2 hands to hold.  Unity Screamer Bows not allowed due to speed.  They cannot have ranks that give higher hit points.

Petite Fae Dragons same as petite fae and pixie stats.

Sprite must be at least 4' tall to use sprite stats.

Mage Hunters will be connected to their primary guild.  If they start as a ranger, then rangers.  They are not allowed to use 2H weapons.

Vampires:  Cannot use sunlight as a deterrent.  Running water, Garlic weaken them.  Iron and Silver weaken them.

Wingflap is restricted to the older two types of dragons.  Refer to Malakyte.

GA Realms adhere to ROE in GA battles otherwise they may not.

Death Knights will eventually have an updated hud.  The fireball will be on the huds though not reach AM strength as well as knock back.

Dragons cannot wear armor.

Divine Magic comes from gods/nature/spirits/totems.. an external source.
Arcane Magic comes from inside oneself.
Bards mix it a bit and Magisters and above do as well.

Magisters should convene on angels/demons using bow.

Fae cannot shift to metas nor ghosts.  Petites cannot shift to a troll.

The Three Magisters meet as needed and offer recommendations to Malikith.  They may or may not include others in their meetings.  Magus should try to be at those meetings, not required but should try.

Sunday, March 18, 2012

Death Knights

Death Knights are now a Paragon Class.

Witches

This was okayed by the magisters and then final approval came from Lord Malikith:


The village wise-woman creating herbal mixtures to cure her neighbors of the latest plague to curse their homes, the crone who disguises herself as a beautiful young woman to entice men to their doom, the traveling warlock who trades in potions and talismans which may or may not be truly magical. These are all examples of witches; men and women for whom witchcraft is an art and a profession.

The way of the witch and warlock is the way of a very natural magic.   Using items such as sticks, stones, roots, herbs and bones they create magic.  Differing from the traditional mage or wizard, a witch or warlock may shun the library of spells for a personal or family book of magic called a grimoire or book of shadows. Though their powers are comparable their approaches and world-views are different.

The Witch or Warlock may not use elaborate rituals to do their workings, but rather favors  sympathetic magic using the idea of like affects like.  So things like poppets, herbs, plants, potions, gazing crystals can be use to enter trances, speak with the spirits, or to curse or bless.

A Witch or Warlock may cast a circle but in a very natural and non-elaborate way, as their approach to magic is the most direct route.   Enchantments, curses, summonings, would all be common to the way of the witch or warlock.

Witch and Warlock Training:

Herbology
Potions (Healing, Harming, Beauty, Faux Death, Love)
Divination (Cards, Entrails, Crystal Ball, Scrying)
Natural Items in Magic: Sticks, Stones, Roots, and Bones
The Grimoire/Book of Shadows
Poisons
The Spirit World
Familiars
Omens and Signs
Supersitions
Moon, Earth, and Seasonal Magic

Paragons

Llarian will train all non warrior paragons, all magical class.
All non magical paragons will be trained by Justinian/Blackheart.

Fae Racial Abilities

Regular Fae 60h (or archtypes), cannot be companions.

Fae may shape-shift to one (non-meta) form. They do not change hp with shift.  They can use the weapons of the shifted form, non meta

Evil Fae may use Dark Orb racial power as opposed to the Dazzle Orb

Sunday, March 11, 2012

Magisters (Updated March 18, 2011)

Magisters will fill any open archetype slot. They will wear magister hud. We will not have a slot for Magister outside the normal archetype slot. Concern is that would unbalance the field for regular fighters and casters by adding another powerful archetype to each side.  Same thing goes for Magus


If the Magister is taking the arch druid slot on the battlefield they can shift into anything. If they are archmage slot they can fly. HP gets rezzes, etc.  Whatever role they fill, they get those powers.

Can Magisters fly or command animals that fly to ride?
If it is feasible at some point for lag etc, they can ride. If it lags and causes issue, then no.

Petite Fae (updated March 18, 2012)

I just wanted to confirm:  A fae needs to be the height of the top of your boot to combat, correct?

A. 2 1/2 feet (technical size of a gnome)


The petite fae who are 2 1/2 feet tall are Pixies and should wear that stat.
The petite fae who are 4 feet tall and taller are Fae and should wear that stat.

Their weapons should do dagger damage even if archtypes.  
They CAN be archytpes.

It is the petites that could be companions, unless they are an archtype.  Regular sized/metered fae cannot be companions.

Wednesday, March 7, 2012

Ent Treant Tre'ent

Can carry two people no more than human sized.
Only caster class available to them is druid.
Weapon damage equivalent to hammer.

Shapeshifter, Doppelganger, Mimic, Changeling

Shapeshifter is a kind of generic term for several types of races that have the ability to morph their bodies into another form.  All of the races here could be considered shapeshifters.  However each one is slightly unique in their abilities.  Also each one of these is limited by the same rules of their race.

Doppelgangers
Doppelgangers are monstrous humanoids, infamous for their shapeshifting abilities that allow them to mimic almost any humanoid creature. They are lazy but cunning creatures, who kill or dispose of people then assume their place. While not downright evil, doppelgangers are extremely self-centered and liable to look down on their victims.  Doppelgangers are feared for their ability to assume the form of almost any humanoid creature they encounter. Doppelgangers are used as spies and assassins by many beings all over the world. Many doppelgangers live a stolen life. Should they encounter a person whose appearance or station they desire for themselves, the doppelganger will use their skills to learn everything they can about the chosen target. Once they have all the knowledge they need, they will quietly eliminate their target and assume his or her form, taking their place in life. They wear shapeshifter on the meter.

The other type of doppelgangers evolved from the union of humans and doppelgangers and are now a distinct race. While they are often called changelings they have a different background from the other changelings.  So to clear confusion, I will refer to these as either doppelgangers or hybrid-doppelgangers.  They have a limited ability to alter their forms, making them particularly suited to spying and criminal activity. Unlike pure doppelgangers, they have gender in their natural form, and while still having shapechanging ability.  These are the most common type of doppelgangers.
In their natural form, these mixed doppelgangers stand between five and six feet tall, with pale gray skin, thin, fair hair, and disproportionately long limbs compared to humans. Their facial features are more distinct than those of pure doppelgangers but less finished than those of humans; they have a hint of nose and lips, and blank white eyes. These kind are often used interchangeably with doppelgangers and thus wear shapeshifter on the meter.

Mimics
Mimics are strange aberrations that assume the form of mundane furnishings and household objects.  They maintain their forms for days at a time and lie in wait for unsuspecting prey to interact with them. Once the victim touches the mimic, the aberration springs to life, revealing a large mouth to quickly bite and consume its prey before it can escape. The mimic is aided by a chemical adhesive that is naturally exudes over its entire form.  Most mimics are the relative size of a human, assuming the form of small beds, chests, and wardrobes.  They wear shapeshifter on the meter.

Changelings
Changelings are a kind of Shapeshifter, and tend to maintain a humanoid form most of the time.
The Lore:  In ancient legends, a child stolen by the Fae from human or elven families would be replaced with a Changeling, who would trouble the family into which it was placed or the child stolen to faery would be considered a changeling.  True Changelings know their nature, but often keep their motives to themselves.
The Reality:  Imagine being kidnapped by the fae, used and distorted as a lesser in the land of faery.  You escape or are thrown away only to find yourself no longer human or elven but not fae either.  Time is different in faery and all your loved ones may be long dead though you feel you were only gone months or a couple of years.  You are Changeling. Changelings have adapted to being exposed to long-term faery magic very differently.  Their glamoury creates an actual bodily shift into another race.    They also tend to be pale in their natural form.

So that said:  Here are the rules on being one of these shapeshifters.  These applies to all the shapeshifters except mimics who can only shift into inanimate objects.

From the ROE:
Shapeshifter (Changeling)
Race of gaunt humanoids with the ability to take on the shape of any other living creature no more than twice their size or an eighth of their mass. (a changeling can not achieve a perfect imitation of another character. It will always be somewhat flawed.)

Shapeshifter (Mimic)
Race of amorphous gelatinous beings that take on the forms of Inanimate objects. They can change to any inanimate object to more than twice their size or one eighth of their mass

1.  Shapeshifters can shift into many other races.  However there must be a legitimate RP reason for the change.  Races you can shift into: Human, Ogre, Troll, Dwarf, Orc, Minotaur, Elf, Drow, Naga, Reptilian, Arthropod, Illithid, Gnome, Halfling, Faun, Nymph, Dryad, Merfolk, Siren, Insectiod, Goblin, Gargoyle, Avariel Elf, Valkyrie
2.  Shapeshifters can turn into animals and use beast claws in animal form.
3.  Keep your meter on shapeshifter/changeling regardless of race you shift to.
4.  There is no time limit to how long you can hold a shift.
5.  Shapeshifters can turn into flying races provided they are not magical/ethereal/spiritual fliers.
6.  Changelings can be considered Doppelgangers.


DON'TS
1.  Shapeshifters cannot shift into non corporeal races.  (No ghosts, elementals, spirits etc.)
2.  Shapeshifters cannot shift into undead races. (No vampires, lichs, zombies etc)
3.  Shapeshifters cannot shift into magical beasts. (No dragons, unicorns, gryphons, sphinx etc)
4.  Shapeshifters cannot shift into ethereal or spiritual beings (No fae, sprites, pixies, angels, demons)

Griffin, Griffon, or Gryphon

Can use dragon claws.
Can have a humanoid form.
Only type of caster possible to them is druid.