Evolutionary Classes In Lucidea
Before The Green Death. Evolutionary energy wasn't even used for combat. It was mainly used to develop natural areas of land, like farms, or gardens in a mass sense. It was the primary source of food and water in the whole realm for many years. After the Period of Green Death? It changed to accompany the monsters that were born. It became primal, angry; and you began to evolve YOURSELF. I haven't used my energy in decades. I'm simply too afraid of becoming the things that killed all those I care about."
Bran Visceres, last Curator of the Kings Grand Garden.
ShifterEven those these beings only take the appearance of a monster, they often have monsters inside of themselves to begin with. It requires a tough person to make it as a shifter, as the transformations are painful to undergo. The abilities granted with them however, make it worth the exchange for some. |
Shifters have the ability to take on forms that mix with animals that they have killed over the course of their lives. Their whole body shifts, but still retains a humanoid base. These forms can upgrade their physical capabilities as well as give them a handful of other abilities that resemble the animal they have killed. Although you can kill regular animals to start with this class, it only becomes powerful when killing the legendary monsters that lay in the wasteland. Because of this, just as the other branches of Evolutionary energy; Shifters are shunned in mainstream society, and even hunted for reward and bounty. You don't HAVE to be evil to use Evolutionary energy, but people will treat you as if you were.
CLASS FEATURES:
-Know your enemy: If attacking a creature while in the same shape as them, you do double damage to non evolutionary monsters, and 10% extra damage to evolutionary monsters.
-Know your friend: Any allies that also possess an evolutionary class can temporarily allow you to customize one of your spells as a "homage" to them, but only while they are in your general area.
Central Stats: Willpower, Strength, Dexterity
CLASS FEATURES:
-Know your enemy: If attacking a creature while in the same shape as them, you do double damage to non evolutionary monsters, and 10% extra damage to evolutionary monsters.
-Know your friend: Any allies that also possess an evolutionary class can temporarily allow you to customize one of your spells as a "homage" to them, but only while they are in your general area.
Central Stats: Willpower, Strength, Dexterity
Deconstructors
Different than the shifters, these beings destroy themselves to allow a monster to be created in their place. Although most are able to keep their mental faculties during these processes, there have been tails of some succumbing to the mind of the beast, and forever roaming the world as what they became. |
Deconstructors are unlike Shifters because they are not limited to a humanoid form. They are able to completely deconstruct parts of their bodies and replace them with something else. They must learn to shift parts of their bodies individually when they first start; but have the ability to fully shift their bodies into something entirely different when they become stronger. De-constructors can become whatever they want, but their powers are substantially stronger if they resemble an evolutionary monster that has been killed by them in the past. Because of this, just as the other branches of Evolutionary energy; Deconstructors are shunned in mainstream society, and even hunted for reward and bounty. You don't HAVE to be evil to use Evolutionary energy, but people will treat you as if you were.
CLASS FEATURES:
Return To What You Were: If you are defeated while constructed into a completely different body, you will return to your human form with 10% of your health and 0% of your energy left. It wont be easy to escape, but it's possible.
Regeneration: You gain 0.5% of your health per post per body part constructed (Head, Torso, Left Leg, Right Leg, Left arm, Right Arm, Left Hand, Right Hand, Left Foot, Right Foot. 5% per post for full body)
Central Stats: Strength, Constitution, Willpower
CLASS FEATURES:
Return To What You Were: If you are defeated while constructed into a completely different body, you will return to your human form with 10% of your health and 0% of your energy left. It wont be easy to escape, but it's possible.
Regeneration: You gain 0.5% of your health per post per body part constructed (Head, Torso, Left Leg, Right Leg, Left arm, Right Arm, Left Hand, Right Hand, Left Foot, Right Foot. 5% per post for full body)
Central Stats: Strength, Constitution, Willpower
CreationistMasters of the anatomy of evolutionary monsters; Creationists are able to conjure constructions of similar likeness to the beasts they have felled. Although the norm for this class is to create defensive objects or weapons; some creationists have been known to create semi-sentient parts of a beast that will do their will. |
Creationists are able to create parts of creatures they have killed to aid them in battle. This may start as simple bone-creation, such as conjuring a tusk from a boar to turn into a spear, etc. When a Creationist becomes powerful, they are able to create parts of the evolutionary creatures they have killed to preform tasks. A good example of this would be killing a tentacled beast and conjuring one of it's tentacles to appear from the ground and attack those around it. The possibilities are endless, but are only powerful when used on Evolutionary creatures. Because of this, just as the other branches of Evolutionary energy; Creationists are shunned in mainstream society, and even hunted for reward and bounty. You don't HAVE to be evil to use Evolutionary energy, but people will treat you as if you were.
CLASS FEATURES:
-Rare Construct: If you attack someone with a construct based on a monster they've never seen before, the attack does 10% more damage.
-Defensive Positioning: The more separate constructs you have active at a time increases their individual defence, but lowers their attack. (This does not count for weapon based constructs)
Central Stats: Intelligence, Willpower, Soulpower
CLASS FEATURES:
-Rare Construct: If you attack someone with a construct based on a monster they've never seen before, the attack does 10% more damage.
-Defensive Positioning: The more separate constructs you have active at a time increases their individual defence, but lowers their attack. (This does not count for weapon based constructs)
Central Stats: Intelligence, Willpower, Soulpower
Tamers are a strange bunch. They are able to tame (ONLY) evolutionary monsters to fight by their side, after killing one of the kind previously. Tamers can teach their "pets" how to preform various attacks and abilities, and eventually develop telepathic bonds with them. Low level tamers can only have a single pet, and can only teach them abilities pertaining to their type, but experienced tamers can have a small handful of pets, and they can shift and change to their masters will. Tamers generally know another type of energy-control as a backup, but it is generally weaker at the start of their careers. They must keep their pet with them at all times, so it's very hard to hide their nature as a evolutionary energy user (unless they create an ability that allows them to cloak/transform their pets). Because of this, just as the other branches of Evolutionary energy; Tamers are shunned in mainstream society, and even hunted for reward and bounty. You don't HAVE to be evil to use Evolutionary energy, but people will treat you as if you were.
CLASS FEATURES:
-Weak Backup: Picking Tamer as your first class allows you to access your second class from the start, but is locked at level 5 Abilities (MAX 3 ABILITIES) until you reach level 25.
-Peace Walker: If you have tamed a type of evolutionary monster, that type of monster will not attack you as long as one is in your company.
Tamers: Dexterity, Charisma, Soulpower
CLASS FEATURES:
-Weak Backup: Picking Tamer as your first class allows you to access your second class from the start, but is locked at level 5 Abilities (MAX 3 ABILITIES) until you reach level 25.
-Peace Walker: If you have tamed a type of evolutionary monster, that type of monster will not attack you as long as one is in your company.
Tamers: Dexterity, Charisma, Soulpower