Nov 15, 2018 21:31:58 GMT -6
Post by Esialeth Rose on Nov 15, 2018 21:31:58 GMT -6
Name of Talent: Terraform
Concept: Terraform is the ability to manipulate the earth, including plant life, stone, and metal (mostly plants because it looks cool). This includes vines, thorns and poisons, but can also include defensive spellcasting (such as raising a section of the earth to create a shield or molding armor out of bits of scrap metal).
Extra(s): If the Talent has any small passive effects or quirks that affect the character, such as having fire for hair, or glowing eyes, a pink skin tone, etc. This is for fluff and flavor not mechanics, those are listed below.
Her magic causes nearby plants to look visibly greener and perkier and any flower buds to bloom. When she’s concentrating on her surroundings (through magic. Because she’s blind), the scent of jasmine and spring frost intensifies.
Cats like her because she, uh, smells like catnip or something. Or maybe because she doesn’t really move a lot.
She rarely gets lost outside.
Positive Mechanics: What mechanical advantages does the Talent have? What it is good against? What does it allow the character to do? For every 3 positive mechanics one must have 1 negative mechanic.
She can identify most plants and is immune to most plant-based poisons.
The stone/earth sect of her magic gives her exceptional defenses (stamina +1)
Excels at entrapment and slowing. Basically excellent at being annoying.
The stone/earth sect of her magic is quite offensively viable, even if she rarely uses it. (strength +1)
Negative Mechanics: What mechanical disadvantages does the Talent have? What is it weak against? What flaws does it have in its execution? For every 3 positive mechanics one must have 1 negative mechanic.
Earth (especially lava) manipulation is a dangerous game; it can cause damage to the environment or even allies. Thus, Esialeth usually uses the nature-related sect of her magic.
Concept: Terraform is the ability to manipulate the earth, including plant life, stone, and metal (mostly plants because it looks cool). This includes vines, thorns and poisons, but can also include defensive spellcasting (such as raising a section of the earth to create a shield or molding armor out of bits of scrap metal).
Extra(s): If the Talent has any small passive effects or quirks that affect the character, such as having fire for hair, or glowing eyes, a pink skin tone, etc. This is for fluff and flavor not mechanics, those are listed below.
Her magic causes nearby plants to look visibly greener and perkier and any flower buds to bloom. When she’s concentrating on her surroundings (through magic. Because she’s blind), the scent of jasmine and spring frost intensifies.
Cats like her because she, uh, smells like catnip or something. Or maybe because she doesn’t really move a lot.
She rarely gets lost outside.
Positive Mechanics: What mechanical advantages does the Talent have? What it is good against? What does it allow the character to do? For every 3 positive mechanics one must have 1 negative mechanic.
She can identify most plants and is immune to most plant-based poisons.
The stone/earth sect of her magic gives her exceptional defenses (stamina +1)
Excels at entrapment and slowing. Basically excellent at being annoying.
The stone/earth sect of her magic is quite offensively viable, even if she rarely uses it. (strength +1)
Negative Mechanics: What mechanical disadvantages does the Talent have? What is it weak against? What flaws does it have in its execution? For every 3 positive mechanics one must have 1 negative mechanic.
Earth (especially lava) manipulation is a dangerous game; it can cause damage to the environment or even allies. Thus, Esialeth usually uses the nature-related sect of her magic.