Fairy Tail Ethereal RP

VI. Races and Perk Rules  R48X1Xi

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Fairy Tail Ethereal RP

VI. Races and Perk Rules  R48X1Xi

Fairy Tail Ethereal RP

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Fairy Tail Ethereal RP

Are you ready to start your magical adventure ~? Your last visit was Wed 31 Dec 1969. You have 0 posts. Please welcome, https://fairytailetherealrp.rpg-board.net/u142 to Fairy Tail Ethereal~


    VI. Races and Perk Rules

    FTE God
    FTE God
    Owner
    Owner

    Character Gender : Female Jewels Jewels : 147400
    Posts : 70
    Join date : 2015-09-07

    Info VI. Races and Perk Rules

    Post by FTE God Wed 09 Sep 2015, 4:51 pm

    VI. Races and Perk Rules  SETTSFq

    Human
    -The basic race of the world and is most common around the world. Known to be a jack of all trade
    +5 to all stats

    Neko
    - Part cat and Part human. This race is not to be confused with exceeds. They are known for their high reflexes and great night vision. These beings are known to have life spans that last up to nine centuries.
    +15 Agility, +10 Dexterity

    Elves
    - One of the nature folk of the world mostly noted by their pointed ears and their great beauty. This race is known to live for centuries on end and age much slower that other races.
    +15 Spell Power, +10 Dexterity

    Fairies
    - A rare species altogether with the ability to fly and shift into a smaller form. Their flight is limited to 35 meters at s-rank. D ranks can fly 7 meters and increases by 7 every rank up until it hits max.
    +15 Agility, +10 Spell Power

    Dragon-Kin
    - A race of half humans half dragons. These people have extremely sturdy skin and have scales scattered throughout their body and may have horns. They take increased amounts of damage from Dragon Slayer magic.
    +15 Endurance, +10 Strength

    Demi-God
    - A race of people who are part god. Most would call them angels and are known for their magical prowess. They take increased amounts of damage from God Slayer Magic.
    +15 Spell Power, +10 Endurance

    Angels
    - A race of winged beings who serve gods as their knights, messengers and servants, flying from place to place doing their lords deed giving off a holy aura as they do so, though it is rare but Angels who have yet to earn their wings often can be seen disguising themselves as preechers for their god or as a normal human. Though many often fall being tricked or seduced by Devils, Demons and Humans as they are not pure of heart as it is known to be forbidden for an Angel to lay with any being other than an other holy being approved by their God. The Angels that are tricked by humans are often the parents to demi gods. They take increased amounts of damage from God Slayer Magic.
    +15 Spell Power, +10 Agility

    Demi-Demons
    - A race of people who are part demon. They are known for their brute strength and unforgiving nature. They take increased amounts of damage from Demon Slayer magic.
    +15 Strength, +10 Endurance

    Devils
    -  Devil's are a sub race of Demons and often live as servants to other Demons until they seen as worthy to be reborn into a true demon by their demon lord or on their own once they have gained enough magical power through any means. They are known for their brute strength, superior spell casting, sinful cunning nature and are often being the parents of a lot of Demi-Demons. They take increased amounts of damage from Demon Slayer magic.
    +15 Spell Power, +10 Strength

    Nephilim
    - The Nephilim are the offspring of the Demons/Devils and Gods/Angels and were known as the heroes of old but now a days are rarely seen many often dying soon after birth, but those who do live have a troubling existence being seen as both an omen of good and evil the powers they have are a blessing and a curse while having conflicting thoughts and impulses that drive some to insanity though this does not always happen. Nephilim can be seen having any features common to Demons/Devils, Gods/Angels and quite often can just look human. But despite these fact they are known to me unrivaled in their magical powers often surpassing their other worldly parents. They take half the amount of increased damage from Demon/God Slayer magic in comparison to Demons/Devils and Gods/Angels.
    +15 Spell Power, +10 Magic Defense

    Treants
    - Literal nature come to life. Most of this race is made up of people who are living plants and are known for they sturdy bodies and their ability to use weapons.
    +15 Spell Power, +10 Endurance

    Undead
    - The Undead are beings spoken of in mythology, legend or fiction that is deceased but behaves as if alive such as re-animated corpses or skeletons brought back by supernatural forces by the sacrifice of another's own life force for example. Undead are of all and any races but some famous ones that are exclusive to the Undead race alone are ghosts, vampires, zombies and skeletons/statues/suits of armor with a soul bound to them giving them new life. The Undead are feared as monsters and demons as they cannot feel pain and more than often cannot feel emotions and need something to keep themselves alive and to replenish their mana (E.G. Vampire drinking blood)
    +15 Endurance, +10 Dexterity

    Etherious
    - Etherious is the given name to an artificially made  beings but often are confused and mistaken as a member of the  Demon race as some of the more famous ones were from books made by the Dark Wizard. Unlike the Demons however not all Etherious possess wings and they do not all possess Human forms, but it can also be noted that some look completely human and some are made by using the process of creating a Etherious to re-rest of the living organisms capable of withstanding the transformation into an Etherious.
    +15 Magic Defense, +10 Spell Power

    Giants
    - These creatures are rarely seen around the world, towering massively over buildings and people. However, they are just about as mortal as regular humans only more sturdy and strong. They are a very friendly people but are used to secluded lifestyles. Their physical prowess is unbelievably high and not many people can survive a hit from one without being seriously injured.
    +15 Strength, +10 Endurance

    Celestial Spirits
    -Celestial Spirits come from another dimension known as the celestial spirit world. They are known to live for centuries, never really aging and are practically immortal beings. However, they are unable to last being in the human world for more than a week and can die if exposed to it for too long. They have incredible magic power. Some take on human like forms, while others may take on animal or mythical creature forms. They are known to form contracts with humans who are given silver keys that can summon them into the human world.
    +15 Spell Power, +10 Magic Defense


    You are allowed to be a race that is not listed here BUT you will NOT recieve stat bonuses for a non-listed race.

    VI. Races and Perk Rules  GAvcULo

    Perks are a special bonus applied to a magic as the user levels up. By leveling up, the user can use Perk Points unlocked at Certain levels to gain access to different skills. Below are the currently available skills.



    • Natural Talent; Grants an additional 15 Stats to any stat of your choice.  Must be Rank D or higher to apply this effect.

    • Jack of all Trades; Grants an additional 5 Stats to every stat.  Must be Rank D or higher to apply this effect.

    • Specialist; Grants an additional 20% Strength while wielding a specific weapon in combat. This effect rounds down to the nearest whole number.   Must be Rank D or higher to apply this effect.

    • Second Wind; Grants an additional 20% Speed after 6 posts in combat. This effect rounds down to the nearest whole number.  Must be Rank D or higher to apply this effect.

    • Focus; Grants an additional 20% Dexterity while in combat with a single target. This effect rounds down to the nearest whole number.  Must be Rank D or higher to apply this effect.

    • Steadfast; Grants an additional 20% Endurance while stationary for more than 1 post. This effect rounds down to the nearest whole number.  Must be Rank D or higher to apply this effect.

    • Conflux; Grants an additional 20% Spell Power after casting 6 spells. This effect rounds down to the nearest whole number.  Must be Rank D or higher to apply this effect.

    • Fountain of Power; Grants an additional 20% Spell Power when under 60% Mana. This effect rounds down to the nearest whole number.  Must be Rank D or higher to apply this effect.
    • Versatile; Increases one of your Stats by 10% of another Stat. This boost cannot exceed over 30% of the boosted stat, or this effect is not applied.  Must be Rank C or higher to apply this effect.

    • Spellblade; Grants an additional 5% Mana re-gen per every two posts. Strength must be your highest total stat for this effect to apply.  Must be Rank C or higher to apply this effect.

    • Juggernaut; Grants an additional 20% Endurance when moving. This effect rounds down to the nearest whole number. Agility must be your highest total stat for this effect to apply. Must be Rank C or higher to apply this effect.

    • Eagle Eye; Grants your character extended eyesight, allowing you to see up to 50m accurately. Dexterity must be your highest total stat for this effect to apply.  Must be Rank C or higher to apply this effect.

    • Healing Factor; Grants an additional regeneration effect, allowing you to recover faster and regenerate approximately 5% Health per post. Endurance must be your highest total stat for this effect to apply.  Must be Rank C or higher to apply this effect.

    • Arcane Knowledge; Grants an additional Trait to your character. Spell Power must be your highest total stat for this effect to apply.  Must be Rank C or higher to apply this effect.

    • Magic in the Air; Shares 10% of your Spell Power stat with allies within 20m. This effect rounds down to the nearest whole number. Spell Power must be for your highest total stat for this effect to apply.  Must be Rank C or higher to apply this effect.

    • The Basics; Grants an additional spell slot equal to each rank below your current rank.  Must be Rank C or higher to apply this effect.

    • Efficiency; Reduces the cost of spells cast after your first cast in a single post by 5%. This effect cannot reduce the cost below 5%.  Must be Rank C or higher to apply this effect.

    • Mana Sensing; Grants the ability to sense the rank and presence of any mages within 15m. This effect cannot see through any concealment effects on their mana.  Must be Rank C or higher to apply this effect.

    • Master Summoner; Reduces the cost per post of maintaining summons by 50%.  Must have a Summoning type magic to apply this effect. Must be Rank B or higher to apply this effect.

    • Fight together; Instead of Spell Power, your summons gain extra stats based off your Strength. Must be Rank B or higher to apply this effect.

    • Blacksmith; Grants you the ability to repair armor and weapons yourself at no cost. Must be done either out of combat with appropriate tools or in between threads. Must be Rank B or higher to apply this effect.

    • Master of Arms; Grants you knowledge of all of a weapons abilities and powers on sight, as well as the ability to use them fully and expertly should you handle it. Must have a Requip type magic to apply this effect. Must be Rank B or higher to apply this effect.

    • Beast Soul; Grants full knowledge of a creatures habits, abilities, and species upon first sight.

    • Master of Nature; Grants the ability to temporarily take the form of a beast you have defeated in that thread for up to 3 posts. This grants you the abilities of that creature, scaled to your rank, but counts a full takeover and prevents use of your spells for the duration. Must have a Takeover type magic to apply this effect. Must be Rank B or higher to apply this effect.

    • Mono Caster; As long as you do not have a Secondary Magic, the mana costs of your spells is reduced by 5%. This effect cannot reduce any spells below 5%.Must be Rank B or higher to apply this effect.

    • Master of the Ancient Ways; Allows you to know the full effects, capabilities, and cooldowns of a spell after seeing it successfully for the first time. You cannot have a secondary magic to apply this effect. Must be Rank B or higher to apply this effect.

    • Vanquisher; After successfully consuming an element, grants the user one free spell of up to B rank in the following post.  Must be Rank B or higher to apply this effect.

    • Conqueror; Upon defeating a creature type matching their Slayer type, a Slayer may copy one of the abilities of that creature for up to 3 posts. Must be a Slayer type magic to apply this effect.  Must be Rank B or higher to apply this effect.


    VI. Races and Perk Rules  Coolte27

    The etherious are artificially created demons that have both a semi-human or full-human form and an Etherious Form.

    While in their human form, they have access to their primary magic. However, upon reaching B rank they unlock their etherious form, as well as their curse power (juhou). Of course, having this incredible curse power comes with the price of being unable to obtain a secondary magic.

    Here is a run down of how exactly Etherious Forms and curse powers will work.....

    Curse Powers:
    Curse powers follow all magic rules to make things simple and easy.

    Etherious Form:

    Upon reaching B rank, ALL etherious gain access to their second form, Etherious Form. This form can either cause a minor physical appearance change OR a drastic one. It is up to each person to decide. Unlike their human forms, their Etherious Form has a set duration and cooldown just like a magic spell would. And at Each Rank, the duration and cooldown are extended.

    Any Etherious who are slayers will not be able to access force at the same time as they activate their etherious form and use their curse powers.

    Durations and Cooldowns for Etherious Form at Each Rank:

    B Rank: 5 Post Duration, 10 Post Cooldown
    A Rank: 7 Post Duration, 12 Post Cooldown
    S Rank: 9 Post Duration, 14 Post Cooldown
    SS Rank: 11 Post Duration, 16 Post Cooldown

    Stat Boosts for Etherious Form at Each Rank:

    B Rank: +10 to one stat of your choosing
    A Rank: +20 to one stat of your choosing
    S Rank: +30 to one stat of your choosing
    SS Rank: +40 to one stat of your choosing

    Please note, all above stat boosts only remain in effect while in Etherious form, stat boosts are null and void upon entering cooldown.

    There will be a separate registration section to register your etherious form upon unlocking it at B rank.


    VI. Races and Perk Rules  Iunsp3T

    Here at Fairy Tail Ethereal, those who are of the celestial spirit race, are able to make a contract with any mage and give them their key. This allows that mage to be able to summon the celestial spirit into threads with them. The same can be done in reverse, the celestial spirit can ask the celestial spirit king to allow them to summon their contractor to the celestial spirit world.

    When a Celestial Spirit is summoned into a battle thread, the contractor as well as anyone else on the contractor's team, will recieve a +10 boost to all stats for as long as the celestial spirit is in that thread. Once the celestial spirit is defeated, they are ejected from that thread and everyone's stat boost will be null and void for the remainder of that thread.

    A contractor and celestial spirit, are bound together by their souls, therefore they will rank up together.(i.e. If a contractor is C rank level 15, then their celestial spirit will be the same rank and level as them)

    Celestial spirits are NOT allowed to give their key to an alternate character account.(No making contractor alt accounts to pair with your celestial spirit character)

    Celestial spirits may never apply for any limited positions(guild master, slayer, wizard saint, etc.)

    Celestial spirits may not create topics anywhere other than the Seireikai(Celestial Spirit World).

    Contractors may not create topics in the Seireikai.

    Celestial spirits will only be allowed a primary magic to start, once they reach the required level they may obtain a non-custom secondary magic(i.e. normal fire magic)

    Celestial spirits are locked into whatever magic they have for their primary and secondary, they are not allowed to purchase a magic change in the shops.

    Each contractor may only be contracted to one celestial spirit. Only actual celestial spirit mages may have more than one(3 being the max they are allowed to be contracted to.)

    Celestial spirits that are summoned into a thread may not be apart of a thread for more than a week, real time due to the fact that they could die if they stay in the human world for too long.

      Current date/time is Mon 06 May 2024, 5:56 am