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Eldari Powers and Abilities Overview

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Eldari Powers and Abilities Overview Empty Eldari Powers and Abilities Overview

Post by Orgoth on Wed Nov 22, 2017 12:36 pm

Upon reaching the age of 10, an Eldari character must choose one of two paths to embark on, a decision that will determine their powers and abilities. The Eldari can become a Warrior or a Magi, each with their own abilities and progression. There are 2 abilities that are common between the two paths, and they are detailed below.

Racial Abilities

Poison Resistance - Because the Eldari are inherently magical beings, their bodies are far faster at locating and eliminating threats that would infiltrate them. As a result, they recover much quicker from the effects of poisons than other races would. This cuts 1 post of duration of all poisons inflicted on an Eldari. For example, if an Eldari is inflicted with a poison that lasts for 4 posts, it will only last for 3 posts. It also increases a poison's grace period by a post.

Prestidigitation - This ability is a minor magical trick that novice spell-casters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts for a few minutes.

Eldari Paths
On creation, an Eldari character can choose one of two Paths that they will follow for the rest of their life. The Paths are exclusive, and an Eldari cannot switch once the Path is chosen. Each Path allows the Eldari character 3 custom abilities, along with 2 that are semi-custom. Both Paths also grant elemental abilities to the Eldari, which can be upgraded as the Eldari progresses through the ranks.

Elemental Progression
Upon creation, an Eldari character must select an element to start with. That element will grant them a potentially powerful ability, but will also slightly restrict their custom abilities. One element is selected from the following list at creation:

  • Ice
  • Fire
  • Lightning
  • Stone

Other elements can be used, pending approval by staff. The power granted by your new element must be balanced with the other powers.

Upon reaching R-1, the Eldari can choose to either increase their mastery over their existing element, or select a second element to utilize. Then upon reaching E-1, the Eldari can increase their mastery over one of their existing elements a step further. All elemental powers start with a duration of 1 post and a cooldown of 3 posts. Increasing an elemental mastery will strengthen the power, while also increasing its duration and cooldown by a post each. Elements mastered to level 2 or above will also begin to incur a maintenance cost of power points while the power is active. The progression is as follows:
Level of ElementDuration(Posts)Maintenance cost(PP)Cooldown(Posts)
Elemental Customs
The restriction upon custom abilities for Eldari of both paths is that 1 custom ability slot of each rank has to be of one of the Eldariā€™s elements. For example:

Porthos is an Eldari Warrior who has selected fire as his first element. For his Apprentice abilities, 1 of them must be fire-based abilities. These can overlap with his Martial abilities as he sees fit. Then, when Porthos reaches R-1, he chooses to add the stone element to his repertoire. Therefore, of his Regular abilities, 2 of them must be either fire or stone-based.

One other thing to note is that these elemental powers count towards the limit of 2 elements per character, so if a character has selected 2 elements they cannot have powers from a third element.

Warrior Martial Customs
Eldari Warriors get an array of custom abilities, but a certain proportion of them have a limitation on them. These "Martial Customs" must be Offensive or Defensive.

Magi Abilities

Warrior Abilities

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