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 Breeds

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Zander
Admin
Zander


Male Age : 32
Posts : 74
EXP : 587
Join date : 2010-05-31
Location : Inside someone's tummy!

Character sheet
Class: Prey
Breed: Feline
Size Rank: 1

Breeds Empty
PostSubject: Breeds   Breeds I_icon_minitimeSat Jun 05, 2010 11:52 am

Each character must also select a breed. Each breed has a unique set of stats, as well as some special abilities.

These are the current breeds you can choose from. Not all of them are finished, but should be soon. If you don't see the one you want, ask an admin and it may be added.

Arthropod
Avian
Bovine (1 Skill Remaining)
Canine
Cervine (2 Skills Remaining)
Eidoline
Equine (1 Skills Remaining)
Feline
Flora
Gelatine
Giraffine (1 Skill Remaining)
Herptile (2 Skills Remaining)
Hippopotamine (2 Skills Remaining)
Hominine (1 Skill Remaining)
Leporine (2 Skills Remaining)
Macropodine (1 Skill Remaining)
Marine (1 Skill Remaining)
Mecha
Pachyderm (2 Skills Remaining)
Murine (2 Skills Remaining)
Ursine (1 Skill Remaining)
-Nondescript-



Both anthro and feral characters may be created, seeing as they are still within their respective breeds.


IMPORTANT: Each breed has seven skills to choose from. One is a required skill that the breed must have, which will be noted. You pick up to three of the other skills to also add to your arsenal. Unlike profession skills that are gained by leveling up, you start out with all of the breed skills you choose.

Notes On Stats: You may reallocate 1 stat point (per level) from two specs to another if you wish. For instance, you may take 1 point from attack and another from defense, and then add them both to magical attack. However, you may not take more than 1 from each separate stat. Stats-per-level also cannot go lower than 1 or higher than 5. HP and SP are set in stone, but you begin with +50 points in both HP and SP. Therefor, an Avian would not start out with only 25 HP and SP, but 75 in each field.


Last edited by Shadecerule on Mon Jun 17, 2013 3:44 am; edited 49 times in total
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Zander
Admin
Zander


Male Age : 32
Posts : 74
EXP : 587
Join date : 2010-05-31
Location : Inside someone's tummy!

Character sheet
Class: Prey
Breed: Feline
Size Rank: 1

Breeds Empty
PostSubject: Re: Breeds   Breeds I_icon_minitimeSat Jun 05, 2010 11:55 am

Arthropod

Examples: Insects, crustaceans, etc.
Recommended Professions: Chef, Climatic, Siren, Soul Eater, Tactician, Travestier, and Virtuoso.


Stats Per Level
Health Points: 15
Skill Points: 35
Attack: 3
Defense: 1
Magical Attack: 3
Magical Defense: 2
Speed: 3



Skills

[Group Work] Raises the power of all Arthropods on the allied side when there is more than one. All stats are raised by 3 per Arthropod character. {Passive} (Required)

[Hook Hairs] Allows for the character to stand on vertical and upside-down surfaces. {Passive}

[Scuttle] Doubles speed for three turns. {SP: 15}

[Chitin] Doubles physical defense with a stiffening layer of tissue. Can be stacked up to three times (quadrupled defense). Each layer lasts for 5 turns. {SP: 20}

[Pheromones] Lures an enemy into focusing only on the Arthropod character with chemicals released from the body. {SP: 20}

[Siphon] Steals a little health from an enemy; 10 per Arthropod’s level, and stops at 100. This can only be used once every 3 turns. {SP: 25}

[Slick Body] Allows for an escape from an opponent's grasp. Does not work against Herptiles. {SP: 25}



__________




Avian

Examples: Hawk, pterodactyl, etc.
Recommended Professions: Chef, Hunter, Siren, and Tactician.


Stats Per Level
Health Points: 25
Skill Points: 25
Attack: 3
Defense: 1
Magical Attack: 2
Magical Defense: 2
Speed: 4



Skills

[Flight] Raises speed while in the air. {Passive} (Required)

[Ride] This skill allows others to ride on the Avian's back during flight. The number of others who can do this at once is determined by the Avian's size rank; the combined rank of the riding characters cannot excede the Avian’s. However, a rank 10 Avian may hold an infinite number of characters below rank 4. If the combined size ranks equal that of the Avian's, its speed is slowed. {Passive}

[Barrel Roll] Shakes off any characters clinging to the Avian while in the air. {SP: 20}

[Frantic Beat] When an enemy comes near, the Avian wildly flaps its wings and slices its claws through the air. Damage is relative to how close the enemy has come. {SP: 15}

[Sandstorm] Blows a gust with its wings, lifting sand or debris into a whirlwind. May cause blindness and/or damage, depending on the setting. {SP: 25}

[Snatch] Plucks a smaller enemy into its mouth and holds it in there, disabling any skills or spells used. The Avian is still able to attack others while someone is in its mouth, but the victim breaks out after it has lost three full turns. {SP: 35}

[Rise and Fall] Grabs a hold of an opponent (who is at an equal or lesser size rank) and rises high into the air. On the next turn, the Avian lets it fall to the ground. May cause paralysis. {SP: 35}



__________




Bovine

Examples: Cow, bull, antelope, etc.
Recommended Professions: Crusader and Masochist.


Stats Per Level
Health Points: 35
Skill Points: 15
Attack: 4
Defense: 3
Magical Attack: 1
Magical Defense: 3
Speed: 1



Skills

[Multiple Stomachs] For Predators, the fullness stat is permanently increased by 3. For Prey, items recover twice as much HP or SP. For Switches, the fullness stat is permanently increased by 2 and items recover x1.5 more. {Passive} (Required)

[Efficient Digestion] Whenever a foe is digested, extra health is gained. Instead of the regular +5, the amount is +10 HP per level of the digested victim. {Passive}

[Graze] Heals 15% of the Bovine's health by munching on nearby vegetation. {SP: 20}

[Headbutt] Deals a critical hit and inflicts a daze. {SP: 20}

[Dose of Milk] The Bovine lets an ally drink its milk, restoring 20% of that ally's health. {SP: 30}

[Hefty Rump] The Bovine sits on a foe, keeping it from making any actions and reducing its health by a little bit each turn. The Bovine may not use any skills or spells either during this duration, but may end this skill at any time. The target may choose to attempt escape as well, at a 25% success rate. {SP: 15 per turn}



__________




Canine

Examples: Dog, wolf, fox, etc.
Recommended Professions: Fairly balanced.


Stats Per Level
Health Points: 30
Skill Points: 20
Attack: 3
Defense: 2
Magical Attack: 2
Magical Defense: 2
Speed: 3



Skills

[Hunter's Instinct] Critical hits are more likely and the Canine's moves rarely miss. {Passive} (Required)

[Pack Hunt] When in a party with three or more other players, the rate of critical hits doubles for all players. {Passive}

[Howl] Raises magical attack/defense at night and physical attack/defense during the daytime (in-game), on self. {SP: 15}

[Gnaw] Inflicts a medium amount of damage and ocassionally causes bleeding. {SP: 20}

[Rabies!] Causes the ailment rabies. {SP: 35}

[Tail Wag] Works the Canine up and gives him or her the effect of euphoria. {SP: 35}

[Maul] Causes a large amount of damage and deals the ailment bleed. There's also a chance of giving the enemy a daze. {SP: 60}



__________




Cervine

Examples: Deer, elk, moose, etc.
Recommended Professions: Hunter, Siren, Soul Eater, Tactician, Travestier, and Virtuoso.


Stats Per Level
Health Points: 20
Skill Points: 30
Attack: 2
Defense: 2
Magical Attack: 3
Magical Defense: 2
Speed: 3



Skills

[Prominent Horns] If the Cervine chooses to enter a defensive stance, all damage is reduced by 50%. {Passive} (Required)

[Dueling Stance] Challenges a single opponent; both characters may only attack each other. {SP: 15}

[Buck] The Cervine goes berserk and wildly flings itself about, harming all nearby characters (enemies and allies alike). {SP: 20}

[Antler Grapple] The Cervine lifts an opponent with its horns, immobilizing it for a max of two turns. A follow-up throw can be executed, if desired. If the opponent is also a Cervine, both are instead locked with each other and both are immobilized until the stance is broken. The other Cervine is also forced to take this skill's SP cost. {SP: 20}

[Leaping Bounds] The Cervine bounces across the field on its hooves, making it an elusive creature to catch for three turns. Evasion is tripled, though other skills and spells cost twice as much SP to use for this duration. {SP: 30}



__________




Eidoline

Examples: Phantom, spirit, elemental, etc.
Recommended Professions: Soul Eater, Thaumaturge, Travestier, and Virtuoso.


Stats Per Level
Health Points: 15
Skill Points: 35
Attack: 1
Defense: 4
Magical Attack: 4
Magical Defense: 1
Speed: 2



Skills

[Absence of Form] Since Eidolines lack a physical body, they can be very difficult to hit. All physical attacks must have an elemental affinity to do damage to them, and physical ailments do not affect them either. Nonphysical ailments are twice as accurate against them, though. {Passive} (Required)

[Ethereal Prowess] Damaging spells deal 15% more damage when used by an Eidoline. {Passive}

[Intangibility] The Eidoline may escape combat without hindrance. This skill is null when used against another Eidoline, and does not provide a free ticket to the rest of its party. {SP: 15}

[Faint Whisper] Inflicts frantic for 3 turns. If used before the target is aware of the Eidoline's presence, this effect lasts for 5 turns instead. {SP: 25}

[Chilling Wisp] Inflicts slow. May also cause daze or a flinch. {SP: 30}

[Fade] The Eidoline is able to become invisible for 3 turns (and therefor invincible). But if the Eidoline uses an offensive move, there is a 50% chance that its cover will be blown. {SP: 40}

[Tie the Knot] The Eidoline binds its fate with the target. When the Eidoline dies, so does the target. {SP: 50% of max SP}



__________




Equine

Examples: Horse, donkey, etc.
Recommended Professions: Hunter and Tactician.


Stats Per Level
Health Points: 30
Skill Points: 20
Attack: 2
Defense: 2
Magical Attack: 2
Magical Defense: 2
Speed: 4



Skills

[Reflexive Chomp] Any attacks involving the Equine's teeth cannot miss and have a high chance for a critical hit. {Passive} (Required)

[One-Way Gullet] Equines cannot regurgitate or gag on their Prey once swallowed. If a Prey should become lodged in the throat, they are instead immediately and forcefully swallowed. {Passive}

[Speeding Gallop] Increases the Equine's speed for 3 turns. {SP: 15} 

[Trample] Inflicts damage and may cause paralysis. {SP: 25}

[Rearing Whinny] Causes nearby opponents to flinch. The next physical attack by the Equine is a critical hit. {SP: 30}

[Rush of Fright] Can only be used after being dealt damage in close-combat. This sends the Equine into berserk mode for three turns. If struck by a critical hit during this time, the Equine will instead become frantic. {SP: 35}



__________




Feline

Examples: Cat, lion, tiger, cougar, etc.
Recommended Professions: Climatic, Siren, Soul Eater, Tactician, Thaumaturge, Travestier, and Virtuoso.


Stats Per Level
Health Points: 15
Skill Points: 35
Attack: 1
Defense: 1
Magical Attack: 4
Magical Defense: 3
Speed: 3



Skills

[Sharp Senses] Resistant to the infliction of Charm and Confusion, and the ability to successfully inflict said ailments is raised. {Passive} (Required)

[Cat and Mouse] Allows for a Feline to have a boost in stats against Murines (equivalent to euphoria). {Passive}

[Jumping Leap] Allows for ridiculously high jumps. Good for jumping onto Avians and scaling those macros to get to their weak points. {SP: 2 per approximate 5 ft; up to the GM's discretion}

[Adorable Meow] Has various effects depending on the opponent, chosen by the GM. It may stop and aww, or decide you're all the more appetizing. (Random effects, up to the GM: Confusion, Daze, Distracted, Euphoria, or only able to take action against the Feline) {SP: 10}

[Stinging Scratch] Savagely lashes its claws out, causing a little damage and a burn on the enemy. {Sp: 15}

[Cat Call] Distracts an enemy, making it focus only on the Feline. This also raises the potential for subsequent attacks by allies to inflict critical hits on the target, but only for the turn this is used. {SP: 20}

[Hypnotic Tail] Causes a target to do nothing but stare for 2-3 turns. The Feline may take no actions other than movement until those two turns are up, though. {SP: 30}



__________




Flora

Examples: Plants of any kind.
Recommended Professions: Chef, Climatic, Soul Eater, Thaumaturge, Travestier, and Virtuoso.

Stats Per Level
Health Points: 20
Skill Points: 30
Attack: 3
Defense: 2
Magical Attack: 4
Magical Defense: 2
Speed: 1



Skills

[Spores] Has a 10% chance to release spores when attacked, which cause either poison, paralysis, or sleep for all nearby enemies. {Passive} (Required)

[Absorbent Digestion] The amount of health gained when an opponent is digested is +10 per level, instead of +5. {Passive}

[Nature's Toxin] Poisons an enemy. {SP: 20}

[Constrict] Slowly squeezes an opponent, giving it a death count. Consumes it once the count is up, but the count is nulled if the Flora is defeated or attacked with fire. {SP: 10 per succeeded turn}

[Tendrils] Can wrap multiple enemies in vines, dealing damage per turn and giving the effect of paralysis while held. Lasts 5 turns. {SP: 35 per enemy}

[Ingrain] Absorbs nutrients from the ground each turn, so long as the character doesn't move. The Flora heals a little each turn. (Effect of regen) {SP: 35}

[Charming Fragrance] The Flora releases an extremely pleasant smell that draws in most enemies and allies. Effected targets not only have their evasion lowered, but there may be moments where they are unable to move or take action. The effect of this skill lasts for five turns, and other Floras and Mechas are not affected. {SP: 50}



__________




Gelatine

Examples: 'Blobs' of any kind.
Recommended Professions: Climatic, Masochist, Travestier, and Virtuoso.


Stats Per Level
Health Points: 25
Skill Points: 25
Attack: 1
Defense: 5
Magical Attack: 3
Magical Defense: 1
Speed: 2



Skills

[Form] Allows for shape-shifting. {Passive} (Required)

[Amoebic Growth] Every time three characters are digested, the Gelatine character gains a size rank which lasts for the rest of the adventure. {Passive}

[Slime Shot] Makes an opponent sticky. {HP: 10%}

[Stick] Throws or spits some of its own matter at an opponent, trapping it and causing full-paralysis for 3 turns. {SP: 30}

[Size Manipulation] Alters the Gelatine’s Size Rank by up to 2 ranks. Bonuses are received normally for the resulting rank. {SP: 25 for 1, 40 for 2}

[Absorb] Instead of conventionally eating someone, the Gelatine may latch onto an enemy and attempt to take it inside (25% chance of a successful absorption). The target's health does not need to be diminished and is digested normally. However, this skill is nulled if a powerful magical skill is cast from inside or if the Gelatine is defeated. {SP: 50}

[Combination Morph] This allows for two Gelatine characters to temporarily join as one entity. Their stats are combined and each character gets a turn to attack as this newfound being. Both Gelatine characters must have this skill to do this, and both take the SP cost. Additionally, they must separate on the 8th turn or the character with the weakest original defense stat will be absorbed and digested by the stronger being. If this happens, the surviving Gelatine character returns to its normal stats with full HP and SP. More than two characters can join only in a raid. {SP: 80}



__________




Giraffine

Examples: Any variation of giraffe or okapi.
Recommended Professions: Fairly balanced.


Stats Per Level
Health Points: 25
Skill Points: 25
Attack: 2
Defense: 2
Magical Attack: 2
Magical Defense: 3
Speed: 3



Skills

[Long Neck] When the character is full, it may hold up to two edible enemies inside its neck. These foes are treated as if they were eaten normally, but do not digest. The number the Giraffine can hold in its neck is raised by one for each size rank gained. {Passive} (Required)

[A Taste For Foliage] If the Giraffine is aligned with the element of wood, it is healed by any damage dealt by attacks of this type. {Passive}

[Rough Slurp] Deals a little damage to an opponent with a powerful lick. Since Giraffines typically have an extremely rough tongue, there is a 50% chance this will cause a burn. {SP: 15}

[Light Sleeper] Instantly wakes the Giraffine from any sleep or daze effects, also giving it haste. {SP: 25}

[Bat a Lash] The Giraffine bats its eyelashes, potentially charming the target opponent. {SP: 30}

[Crushing Stomp] Deals moderate damage to the target. May cause a flinch or paralysis. {SP: 35}



__________




Herptile

Examples: Dragon, lizards, t-rex, frog, etc.
Recommended Professions: Crusader and Masochist.


Stats Per Level
Health Points: 35
Skill Points: 15
Attack: 3
Defense: 3
Magical Attack: 1
Magical Defense: 2
Speed: 3



Skills

[Olfactory Advantage] Able to locate hidden or invisible characters due to a superior sense of smell. {Passive} (Required)

[Encompassing Jaws] Allows for two characters to be swallowed at once using one skill, without any extra SP cost. {Passive}

[Sticky Tongue] The Herptile catches an opponent with its tongue, reeling it in like sticky-paper. Damage is dealt upon initial contact and as the target is dragged across the ground. The target is unable to move or act until an ally does damage significant enough for the Herptile to lose its hold (the target may also attempt to escape with a 25% chance of success). {SP: 30}

[Whiplash] The Herptile attacks with its powerful tail, dealing heavy damage. There is also a 25% chance that the target will suffer from Daze, and a 10% chance the character will also suffer from Bleed. {SP: 45}

[Blending In] Allows for the Herptile to become invisible for the duration of 3 turns. It cannot be targeted unless it makes a physical attack or decides to reveal itself. {SP: 50}



__________




Hippopotamine

Examples: Any kind of hippopotamus.
Recommended Professions: Chef, Climatic, Crusader, Masochist and Thaumaturge.


Stats Per Level
Health Points: 35
Skill Points: 15
Attack: 3
Defense: 3
Magical Attack: 2
Magical Defense: 3
Speed: 1



Skills

[Near-Immunity] The chances of receiving an ailment are reduced by half. {Passive} (Required)

[Thick Hide] Raises the Hippopotamine's physical and magical defense by 15%. {Passive}

[Submarine] Allows the character to breath underwater for up to three turns, which protects it from attacks from non-aquatic characters. Attacks by the Hippopotamine may only be dealt to other characters in the water. {SP: 20}

[Surfacing Strike] To be used some time after [Submarine]; bursts up from the water to attack an enemy above. Deals a critical hit and makes the enemy flinch. {SP: 30}

[Blood Sweat] Hippopotami secrete a special red liquid that protects their skin. When excreted, this makes them immune to critical hits and reduces damage by 15% for 5 turns. {SP: 30}



__________




Hominine

Examples: Human, ape, etc.
Recommended Professions: Fairly balanced.


Stats Per Level
Health Points: 25
Skill Points: 25
Attack: 3
Defense: 2
Magical Attack: 3
Magical Defense: 2
Speed: 2



Skills

[Group Instinct] Raises all of the Hominine's stats by 10% while in a party. {Passive} (Required)

[Tool Master] Hominines have a natural affinity for tinkering and discovering the mechanics of the world. This gives them a boost in stats when facing a Mecha enemy (equivalent to the euphoria effect). {Passive}

[Throw "Object"] Deals a little damage and makes the enemy flinch half of the time, making them unable to take any action. Depending on what is thrown, it may also shiver in disgust. {SP: 15}

[Kong] Throws the Hominine into the berserk state for 5 turns. {SP: 30}

[Well-Rounded] Nullifies all positive and negative statuses on the party. {SP: 35}

[Meddle] Ruins the next action of an enemy, cancelling it out (any SP cost is still drained). May only be used three times per battle. {SP: 45}



__________




Leporine

Examples: Rabbit, hare, etc.
Recommended Professions: Chef, Climatic, Hunter, Siren, Soul Eater, Travestier, and Virtuoso.


Stats Per Level
Health Points: 20
Skill Points: 30
Attack: 2
Defense: 1
Magical Attack: 3
Magical Defense: 2
Speed: 4



Skills

[Crop Robber] Absorbs 10% of the used SP on the field. {Passive} (Required)

[] {Passive}

[Munch] The Leporine steals 10% of an enemy's remaining health. {SP: 25}

[Carroty Goodness] Gives 100% accuracy to whoever this skill is used on. {SP: 25}

[Sentry] Being a naturally prey species, Leoporines can sense danger sooner than most. If used on the first turn of battle, any critical hits dealt by enemies deal regular damage for 5 turns (includes elemental criticals). If used outside of battle, this can alert the party to potential threats. {SP: 30}

[Preemptive Hop] The Leporine braces itself for an attack, dodging the next one that would be dealt without fail. This effect remains active until hit or canceled by the Leporine, and during this it may only cast spells. {SP: 35}



__________




Macropodine

Examples: Kangaroo, wallaby, etc.
Recommended Professions: Desperado, Duelist, Hunter, and Tactician.


Stats Per Level
Health Points: 30
Skill Points: 20
Attack: 3
Defense: 2
Magical Attack: 2
Magical Defense: 2
Speed: 3



Skills

[Sunbathe] If during the day, the Macropodine may choose to rest to triple their SP regeneration for that turn. {Passive} (Required)

[Ground-Abound] Using their well-developed legs, the user doubles their speed by bouncing along the battlefield. After the initial turn this skill is activated, it becomes a passive skill until stopped. {SP: 15 for each turn active}

[Cozy Pouch] The Macropodine stuffs an ally into its pouch. The ally is not only protected from all attacks, but gains an HP regen effect of +50 per turn while in the pouch. However, the Macropodine's speed is halved and the ally may not take any actions. May be used alongside [Ground-Abound] to bring speed back to normal. {SP: 15 per turn}

[Alert Ears] By calming down and listening carefully, the Macropodine is more swiftly able to pinpoint the enemy's movements--increasing accuracy by 50%. {SP: 30}

[Tail Swipe] The user swings their hefty tail beneath the enemy, canceling the target's next turn. {SP: 35}

[Bounding Drop] The user leaps high into the air, stomping down on the enemy for heavy damage and a 25% chance for disabling them. {SP: 50}

[Gap-Toothed]



__________




Marine

Examples: Squid, shark, fish, etc.; basically, all aquatic beings that do not fit anywhere else.
Recommended Professions: Chef, Climatic, Soul Eater, Travestier, and Virtuoso.


Stats Per Level
Health Points: 25
Skill Points: 25
Attack: 2
Defense: 2
Magical Attack: 3
Magical Defense: 3
Speed: 2



Skills

[Swift Swimming] Doubles speed in a water element field. {Passive} (Required)

[Naturally Wet] When hit with an attack of the water element, the Marine is healed instead. {Passive}

[Vicarious Breath] Allows party members to breathe underwater. {SP: 15}

[Suction] Sticks to an enemy for up to five turns and sucks health (10% per turn) from it with a long tongue, tentacles, lips, etc. {SP: 25}

[Water Dance] Creates rain or a flood, changing the field to water element. May fail depending on the field. {SP: 25}

[Sink or Swim] The Marine drags a non-aquatic opponent down beneath the water, reducing its health by 20% of its max amount each turn. The target may try to escape for a 25% chance of success. {SP: 60}


__________




Mecha

Examples: Anything made entirely of mechanical parts.
Recommended Professions: Crusader and Masochist.


Stats Per Level
Health Points: 35
Skill Points: 15
Attack: 3
Defense: 4
Magical Attack: 1
Magical Defense: 2
Speed: 2



Skills

[Impervious] Negates weak physical attacks. {Passive} (Required)

[Iron Stomach] Devoured enemies cannot harm the Mecha from within. {Passive}

[Propulsion] Triples speed for 2 turns, during which one additional skill may be used. Can't be used again for the rest of the adventure. {SP: 25}

[Gasoline Spill] The Mecha slathers an opponent in fuel, making it sticky and inedible to anyone but another Mecha. The Mecha may also use this skill on itself to confer the same effects. {SP: 25}

[Firin' Mah Lazerz!] Firing a laser beam, the Mecha deals moderate damage to one foe with a 50% chance to inflict a burn. {SP: 30}

[Autonomous Repair] Recovers 50% of the Mecha's max health. This may also be used on another Mecha instead to recover 25% of its max health. {SP: 40}

[Ravenous Inferno] The Mecha may incinerate all enemies in its stomach, instantly recovering from its digestion phase. {SP: 60}



__________




Murine

Examples: Mouse, rat, guinea pig, etc.
Recommended Professions: Hunter and Tactician.


Stats Per Level
Health Points: 25
Skill Points: 25
Attack: 2
Defense: 2
Magical Attack: 2
Magical Defense: 2
Speed: 4



Skills

[Hypersensitive] Reduces the chance of a critical hit being dealt to the Murine by 50%. {Passive} (Required)

[Burrow] Creates a hole to hide in; evasion is doubled and any damage taken is halved. The burrow remains unless the battlefield is switched or it is destroyed. The burrow has 100 HP. {SP: 30}

[CHEESE!] Imagines opponents as cheese, driving it into a state of euphoria. {SP: 25}

[Compression] The Murine compresses its body to a smaller size, allowing it to squeeze out from the hold or bind of an enemy. This ability may also be used for other purposes, such as fitting through a small hole. {SP: 25}

[Squeak] Makes a loud squeak, canceling the actions some enemies are about to make. {SP: 45}




__________




Pachyderm

Examples: Elephant, pig, aardvark, etc.
Recommended Professions: Crusader and Masochist.


Stats Per Level
Health Points: 40
Skill Points: 10
Attack: 4
Defense: 3
Magical Attack: 1
Magical Defense: 2
Speed: 2



Skills

[Bulk] Increases your fullness stat by 3, and then +1 more for each Size Rank gained. {Passive} (Required)

[Submission] The Pachyderm locks an opponent in a grapple. This makes the victim unable to do anything, and there is a gradual decrease in health equivalent to poison. This hold lasts for up to five turns and the Pachyderm may cancel it at any time. If 25% of the Pachyderm's maximum health can be depleted in this time, the hold is cancelled. {SP: 30 per turn}

[Pig Out] Stuffing its face with something or other, the Pachyderm packs enough food in its gut to serve as an appetizer. It gains the effect of regen for five turns. {SP: 35}

[Tusk] Jabs a tusk into an enemy, causing the ailment bleed and dealing medium damage. {SP: 40}

[Jerk] To be used the turn directly after [Tusk]. The Pachyderm swings an enemy about while it's stabbed into the tusk, causing serious damage. {SP: 60}




__________




Ursine

Examples: Bear, panda, koala, etc.
Recommended Professions: Crusader, Masochist, and Thaumaturge.


Stats Per Level
Health Points: 40
Skill Points: 10
Attack: 4
Defense: 4
Magical Attack: 1
Magical Defense: 2
Speed: 1



Skills

[Thick Fur] Halves the damage received from water and fire attacks. {Passive} (Required)

[Big Belly] Enables 2 more enemies to be eaten before the Ursine becomes full, and then +2 more for each Size Rank gained. {Passive}

[Bear Hug] Squeezes an opponent nearly to death, putting them into a daze for 2 turns. {SP: 25}

[Swipe] Knocks an enemy into a daze with a large paw. Also inflicts minor damage. {SP: 25}

[Bearfectionate Slurp] Whips out a long tongue and affectionately licks an ally. Heals the target 10 HP for every two levels the Ursine has gained. {SP: 25}

[Honey Glaze] Slathers an enemy with honey, making it sticky. Whoever devours this foe instantly recovers 25% of their max health. {SP: 40}



__________




-Nondescript-

This is for anything that is not specifically listed above, whether it is a combinations of breeds or something entirely new. Of course, this custom breed does not have a set skill set. Instead, you may either choose your skills from the breeds above or create your own (created skills must be approved). You must have one required skill and three others.

You must also distribute your stats. You get 50 points to distribute between HP and SP, in 5 point increments. Then you have 12 points to distribute among the other stats, with a minimum of 1 point and a maximum of 5 points in each.

Stats Per Level
Health Points: --
Skill Points: --
Attack: --
Defense: --
Magical Attack: --
Magical Defense: --
Speed: --
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