Post by Kiera Bright on Dec 9, 2015 2:26:32 GMT -5
Type: Hermit
Description:
Old, and experienced men and women who had enough of society and became reclusive. Most hermits leave after spending quite some time in their respective organizations, or around people in general. People of these types have more than made it living out where others dare not even treed. They have become expert fighters fighting on their own. They have become perfectly content with being by themselves, or with a pet of some sort. That being said, this type has become very cynical, and critical or a majority of society and factions that they may have once belonged to. They can be lukewarm to downright hostile to any unwelcomed guests, or strangers. Their team work skills have deteriorated to the point where being near people is a distraction in itself. They are very head strong. Set in their ways, their way is the right way, will not likely change how they fight no matter who tells them of their weaknesses. When they are in highly popular areas, they feel claustrophobic and far more reserved unable to reach their full fighting potential.
Advantage:
Level 3: Double one physical stat and one reiatsu stat. Increase instinct by 50%
Level 4: Triple one physical stat and one reiatsu stat. Double instinct.
Disadvantage:
Drawback for all levels: Decrease all sensory stats by 10% per ally on the battlefield (within 1 miles. Max of 5 or 50% reduction), and decrease all physical and reiatsu stats by 25% when in large towns and cities. Cannot be directly affiliated with any organization. Energy Sensory is capped at 50, since they do not wish to be aware of any other people other than themselves, and healing expertise is capped at 100 because of their expertise in herbal medicine and lack of access to higher forms of medical practice. This type can only be changed from non-typed, and can only be apped into without a sufficient history of their self-exile.
Level 3: Decrease physical stat and reiatsu stat that was not increased by 25%.
Level 4: Decrease physical stat and reiatsu stat that was not increased by 50%
Race Restrictions: Rogue, Bount, Quinty, Fullbringer, and Mod Souls.
Initial Money: 0
Initial Weapons: One starting weapon standard to race.
Description:
Old, and experienced men and women who had enough of society and became reclusive. Most hermits leave after spending quite some time in their respective organizations, or around people in general. People of these types have more than made it living out where others dare not even treed. They have become expert fighters fighting on their own. They have become perfectly content with being by themselves, or with a pet of some sort. That being said, this type has become very cynical, and critical or a majority of society and factions that they may have once belonged to. They can be lukewarm to downright hostile to any unwelcomed guests, or strangers. Their team work skills have deteriorated to the point where being near people is a distraction in itself. They are very head strong. Set in their ways, their way is the right way, will not likely change how they fight no matter who tells them of their weaknesses. When they are in highly popular areas, they feel claustrophobic and far more reserved unable to reach their full fighting potential.
Advantage:
Level 3: Double one physical stat and one reiatsu stat. Increase instinct by 50%
Level 4: Triple one physical stat and one reiatsu stat. Double instinct.
Disadvantage:
Drawback for all levels: Decrease all sensory stats by 10% per ally on the battlefield (within 1 miles. Max of 5 or 50% reduction), and decrease all physical and reiatsu stats by 25% when in large towns and cities. Cannot be directly affiliated with any organization. Energy Sensory is capped at 50, since they do not wish to be aware of any other people other than themselves, and healing expertise is capped at 100 because of their expertise in herbal medicine and lack of access to higher forms of medical practice. This type can only be changed from non-typed, and can only be apped into without a sufficient history of their self-exile.
Level 3: Decrease physical stat and reiatsu stat that was not increased by 25%.
Level 4: Decrease physical stat and reiatsu stat that was not increased by 50%
Race Restrictions: Rogue, Bount, Quinty, Fullbringer, and Mod Souls.
Initial Money: 0
Initial Weapons: One starting weapon standard to race.