JhyShy
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I GOT BORED So, I got bored and figured to make a v2 of my unfinished subrace Rhywork, now without that lean change cause of limitations on staff and scope Subraces V2; Rhywork Info: Again, mostly inspired by Lv.1000 aka Aerin. Darkovian Subraces- Werewolf focuses on STR as well as dishing out high consistent damage dealing for FO Warriors specifically. Vampire focuses on INT alongside heavy Bleed focus, for SC Mages specifically. Werepyre focuses on INT empowering martial attacks, built for STR + INT hybrids. Dracopyre focuses on END and pure damage. Generic builds. Sol Neko focuses on CHA and companion empowerment. Luna Neko focuses on DEX and empowering 100 proc attacks, for FD Rangers specifically. Naguals (WereJaguars) focuses on DEX and for strong bursts, for FO Rangers specifically. Ugallus (WereLions) focuses on STR and sustainability and self empowerment at the cost of turns, for FD Warriors specifically. Werewolf MC FO [Element] Armor. MC is spent on compression Appearance- Same Cost: None Elements- 40 Primary/40 Secondary New Elespread ideas: No-drop: Same Rage Beast - Fire/Earth White Howler - Ice/Wind Predator of the Night - Darkness/Water Golden Fang - Light/Energy (Make a free version of this if possible) Animation- 2 hits Effects- You gain a lean You gain 10 skills MC is spent on compression of the two skills Skills- Level 0: Cursed Uprising - Gives the player +105 Initiative Bonus Level 1: Wolf Claws - 1 hit Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict Defloss for 4 turns. Costs 50% Melee in SP (Defloss is applied before the hit, therefore doesn't need the attack to hit) Level 2: Cursed Aggression - Toggle, makes the player gain the berserk lean. Level 3: Lycan Strength - Toggle, Gains +35 STR and +35 END Level 4: Snarl - Useable once per turn, costs 100% Melee in SP to inflict Fear with a +20 Save. Level 5: Call Pack - Calls a Werewolf guest, seeks between the two elemental resistances Damage mode - Regular Damage mode, 3 hits Defloss mode - Deals no damage, attempts to inflict an omni elemental defloss onto the opponent for 2 turns. (Uses STR for Defloss infliction) Level 6: Healing Howl - Healing Skill, uses STR for stat bonuses. Costs 100% Melee. Level 7: Lycan Vigor - Toggle, Sacrifices 15% Melee in SP to gain 15% Melee in HP per hit landed Level 8: Lycan Endurance - Passive, Gains -12.5 Heal resist Level 9: Wolf Fangs - 2 hits, changes animation. Locks weapon attacks to Melee and Seeks between primary and secondary resistances. Has a cost of 20% Melee per attack to gain +10% damage and +8.5 Bth. Level 10: Become the Beast - Attack becomes 4 hits, and are raised to skill level but deal -12.5% Damage to bring it to a proper 175% Output. Costs 75% Melee in SP to maintain. Toggles and Passives available in the form: Level 0: Darkovian Uprising Level 2: Cursed Aggression Level 3: Lycan Strength Level 7: Lycan Vigor Level 8: Lycan Endurance Level 10: Reclaim Humanity Description- Same Info- - Okay, time to pull this back a bit - I wanted to give the Werewolves the +Initiative boost because I envision them as the best jumpers in Darkovia so quite literally they have to be the fastest and Initiative works best with hit and run tactics in my opinion - Wanted to reshuffle the elespread a bit - Gave them berserk since they're best known for their anger, outbursts and aggression, maybe aside from Dracopyres - Also, I wanted to give it berserk cause it works well with the initial focus on defloss. - Made the lvl 9 skill an elelock since it makes sense for me that Werewolves can sustain themselves that they can continuously attack with these types of attacks. Unlike Werepyres who need to empower it with magic to unlock their full potential. Vampire MC Spellcaster [Element] Armor. MC is spent on compression Appearance- Same Cost: None Elements- 40 Primary/40 Secondary New Elespread ideas: No-drop: Same Vampyro - Fire/Light (Like, why water?? Tf??) Cthonian Count - Ice/Earth Blue Blood - Water/Light Psionic Vampire - Energy/Wind Animation- 2 hits Effects- You gain a lean You gain 10 skills MC is spent on compression of the two skills Skills- Level 0: Ancient presence - Gains -20 Bleed potency Level 1: Vampire Fangs - Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict Bleed. Splits costs to 25% equally to SP and MP. Bleed save is +20 Save Level 2: Irresistible Thirst - Passive and toggle, heals 25% of damage dealt by bleed. Can choose between healing HP, MP or SP. Level 3: Ancient Wisdom - Toggle, Gains +35 INT and +35 CHA Level 4: Mesmerize - Useable once per turn, costs 100% Melee in SP to inflict Control with a +20 Save. Level 5: Children of the Night - Summons Vampire Swarm guest, seeks between the two elemental resistances. Damage mode - Regular Damage mode, 3 hits Bleed mode - Deals -50% damage to inflict Bleed onto the opponent. Level 6: Mist Form - Healing Spell, uses INT for stat bonuses. Costs 125% Melee in MP Level 7: Eldritch Attunement - Toggle, Costs 30% Melee per turn, all kinds of attacks in this armor inflicts a power 0.25 bleed on the opponent. Level 8: Cursed Desire - Toggle, makes bleeds deal +25% damage. Splits cost between SP and MP, 5% Melee each to combine to a total of 10% Melee. Level 9: Nightfall - 4 hits, Spell that follows armor elements. Costs 125% Melee in MP. Elecomp goes to damage. Level 10: Evolve - Attacks becomes 4 hits, Non spell attacks gain -35% damage to heal MP based on hits landed. Spells in this form gain +50% damage and gain +8.5 Bth, whenever spells or spell based attacks are casted in this form they incur a cost of Costs 50% Melee in SP and 25% Melee in MP. Toggles and Passives available in the form: Level 0: Ancient Presence Level 2: Irresistible Thirst Level 3: Ancient Wisdom Level 7: Eldritch Attunement Level 8: Cursed Desire Level 10: Stabilize Description- Same Info- - Okay, so I figured to make this VERY bleed focus, the control mechanic is basically non existent. I was almost considering making it a Status weakness move - Changed Eldritch Attunement to be able to heal back HP or the other resources cause that sounds cool where a master vampire has mastered their curse enough to sustain different parts of their magical system specifically from blood. - Kept the drink toggle since that seems much more fitting with this bleed heavy subrace - Wanted to keep the +25% damage toggle from the last one for vampires. Werepyre MC FO [Element] Armor. MC is spent on compression Appearance- Same Cost: None Elements- 40 Primary and Secondary Animation- 2 hits Effects- You gain a lean You gain 10 skills MC is spent on compression of the two skills Skills- Level 0: Force of the Night - Passive, gains +7.5 Generic status potency (In 250 STR) Level 1: Superior Claws - Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict a 4 turn [Weapon Element] Elemental Vulnerability has +20 Save. Costs 100% Melee in Cost is split between 50% SP and 50% MP Level 2: Hybrid Attacks - Toggle, sacrifices 15% Melee in MP to boost attacks in the armor by +15%. Level 3: Deadly Predator - Toggle, Gains +35 STR and +35 INT Level 4: Terror - Useable once per turn, costs 100% Melee, splits costs between MP and SP (50% each) to inflict Panic with a +20 Save. Level 5: Call Wolfbat Swarm - Summons Wolfbat Swarm guest, Seeks between armor elements. Splits cost between MP and SP. Damage mode - Regular Damage mode, 3 hits Elevuln mode - Deals -50% damage to inflict primary and secondary armor resists elemental vulnerability onto the opponent. Level 6: Lunar Vigor - Healing Skill uses the higher between STR and INT for stat bonuses. Costs 100% Melee, splits costs to 50% SP and MP Level 7: Unstoppable - Remains the same. Level 8: Bloodlust - Remains the same. Level 9: Dual Fangs - 2 hits, Overcharged Weapons based skill that seeks between armor elements. Skill costs 150% Melee. Splits costs between MP and SP, 75% each. Level 10: Become the Beast - Attack becomes 4 hits, and are raised to skill level. Costs 100% Melee. Splits cost between MP and SP. 50% Each. Toggles and Passives available in the form: Level 0: Force of the Night Level 2: Hybrid Attacks Level 3: Deadly Predator Level 7: Unstoppable Level 8: Bloodlust Level 10: Reclaim Humanity Description- Same Info- - Not much to say, I just kind of wanted to focus on mana being used to boost physical attacks. Cause that's how it felt the two curses functioned, one magically boosts the other. Dracopyre MC FO [Element] Armor. MC is spent on compression Appearance- Same Cost: None Elements- 40 Primary/40 Secondary No-drop/Basic Version/Nightbane Variant - Fire/Darkness Gracefang Variant - Earth/Energy NightReign Variant - Water/Wind ScarScale Variant - Light/Ice Animation- 2 hits Effects- You gain a lean You gain 10 skills MC is spent on compression of the two skills Skills- Level 0: Summit of Darkovia - Gains +7.5 Generic status resistance. (In 250 END) Level 1: Wing Bash Bite - 3 hits, Enhanced Normal attack that follows weapon element sacrifices 50% Damage to inflict a 4 turn Fragile has +20 Save. Costs is split between 50% SP and 50% MP Level 2: Draconian Darkovian - Toggle, Take 10% Melee in HP to gain +10 Generic status potency and gives the player berserk lean. Level 3: Apex Predator - Toggle, Gains +50 END Level 4: Roar - Useable once per turn, costs 100% Melee to inflict Shaken (Renamed The Cold status) with a +20 Save. Cost is split 50/50 between MP and SP Level 5: Summon NightRaider - Summons Overcharged NightRaider guest, seeks between both elemental resistance. Splits cost between MP and SP. Additional cost to HP is incurred for the overcharge boost. Damage mode - Regular Damage mode, 3 hits Fragile mode - Deals -50% damage to inflict Fragile onto the opponent. Level 6: Dragon's Howl - Healing Skill, uses END for stat bonuses. Costs 100% Melee and splits costs to 50% SP and MP Level 7: Crusader's Rampage - Gains +20 Immobility resistance. Level 8: Pinnacle Defense - Sacrifices 15% Melee in SP to gain -15% damage intake. Level 9: Triple Threat (Fire breath animation) - 3 Hit, Overcharged Weapons based skill that seeks between both armor resists. Costs 150% Melee, splits costs evenly between MP and SP (75% Each). Has additional cost of 15% Melee in HP to give them Auto-hit with no damage penalty. Level 10: Apex Unleashed - Attack becomes 4 hits, and are raised to skill level. Costs 100% melee, Skill costs 50% Melee in SP and 50% Melee in MP to maintain. Pays additional 15% Melee in HP to boost damage by 15% Toggles and Passives available in the form: Level 0: Summit of Darkovia Level 2: Draconian Darkovian Level 3: Apex Predator Level 7: Crusader's Rampage Level 8: Pinnacle Defense Level 10: Reclaim Humanity Description- Drawing on the unstable power of the Dracopyre curse. You can become part of the Apex Predators of Darkovia! Info- - Removed the triple res spread, for consistency. - I like the idea of the 4 armor's art/color schemes being based off the 4 Dracopyre characters that are named. Base is Nightbane because of course, with the other variants being based off Graceful Dracopyre, Dracopyre of the Night and ScarScale's variance of Dracopyre art. - I am keeping Nightraiders to be the guest of Dracopyres, because its literally perfect for them to be the minions of a powerful Dracopyre. - Made the guest overcharged because they're hard to control and require more energy. - Keeping the whole generic damage thing, because I like Dracopyre just being a big F U type of subrace, no nuance only power. - Donovan being Water/Wind makes no sense in paper. And it does in practice until you remember just how small of a wet noodle he is. Edits:
< Message edited by JhyShy -- 8/9/2025 14:22:48 >
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