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GENERAL: CA Race Groupings


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CA Race Groups

The playable groupings list is meant to add some organization to the existing playable creatures and help us down the road when Story is reviewing proposals for new ones. We have made groupings based on a few factors, primarily their accessibility/abilities/purpose. The more abilities/capabilities a creature has, the heavier the required criteria will be. At the end of the day we wish to ensure that people are not grabbing creatures simply for the sake of empowering their character and having it act like a regular mage might. If something here or in the other criteria pages confuses you, please contact a story member or post on our FAQ, found here. To read more about the thought process behind the creature grouping list, look here.

 

Grouping A – Starter Creatures

This grouping serves as the grouping that has the “starter” creatures. Anything in here is capable of being picked up by anyone, so long as they fill out the app. Creatures here should not be amazing ability-wise and have little to no advantages for combat. Ologs will be the only exception to this rule due to being grandfathered in.

 

Criteria:

Spoiler
  • Accessible to everyone that is not blacklisted.
  • Needs thoroughly fleshed out, succinct, plain writing as to maintain a simple composition in order for there to be little to no way of roleplaying such a creature incorrectly as starter creatures require simple aesthetics, a short list of abilities and traits, and overall straightforward concepts.

 

Grouping B – Constructs/Creation Creatures

This grouping is saved for creatures that need to be created IRP before a player can play it or a low powered transformative being. Typically these creatures serve their creator in some fashion if they are constructs.

 

Criteria:

Spoiler
  • Needs to have more depth and substance than a simple featureless, run-of-the-mill slave creature.
  • Should not rely solely on their creator for RP. An example of this is dreadknights and how most of them went inactive due to inactive BM masters.

 

Grouping C – Standard Creatures

This grouping serves as a grouping that has powerful (not necessarily combat-wise) creatures which are not meant to be wide-spread. Most of these are transformative, meaning that your character needs to be made one by someone else and is not capable of being played otherwise. This grouping is meant to be a standalone creature and not one that is the “end-game” of a magic.

 

Criteria:

Spoiler
  • Needs to have some sort of purpose or proper downsides to eliminate the possibility of a power boost creature.
    • Ferals are an example of what not to do. Their “purpose” was already fulfilled by druids and their downsides were very timid compared to the power they received.

  • Should have more depth than a descendant with special powers, otherwise it should be a magic and not a creature. This can be done via significant mental changes or physical change or some other method to differentiate the creature from a descendant.

 

Grouping D – Magic “End-Games”

This grouping is meant for magics that have a creature “end-game” in their progression. These creatures exist for the sake of enhancing the rp within that magic, and should not be used as gatekeepers of the magic. These creatures should not be more powerful than whatever the regular mage version is at the end of their progression.

 

The abilities that these creatures have should not be something that gives them a big edge in combat or a big edge over the rest of the magic users in their group. The abilities should be ones of synergy, that require the regular magic users and create unique rp that is fun/aesthetic rather than something that grants an advantage.

 

Criteria:

Spoiler
  • Should serve as a means of creating unique rp for the magic that the creature is apart of. This should be something that they do not necessarily benefit off of directly, as we want to avoid these creatures being powerboosts.
    • Abilities should focus on synergy between the creature and the magic using counterparts. It should serve to create rp between the two that can then reach out to those outside of the lore in a creative fashion.

  • Should not be more powerful than their magic using counterparts in regards to their abilities.

 

Grouping E – Fully Progressed Creatures

This grouping serves as what we are phasing creature end-games out to be. These creatures are a fully progressed variation of their Group C counterpart, one who has spent time and effort delving further into the creature’s RP.

 

These are typically more “powerful” than their counterparts in Group C in some way, whether it be by added abilities or by a unique form. While this is meant to be something any of their Grouping C counterpart’s can work towards, it shouldn’t be something they can achieve easily. It is also not meant to be something the other Groupings are fully controlled by.

 

Criteria:

Spoiler
  • A fully fledged progression system that leads to this stage should be laid out in the lore.
  • A purpose that is beyond the Grouping C version or the magic that an end-game is being made from which brings unique RP to the table.

  • A Grouping E creature should take the “needs more depth” requirement from Grouping C to an extreme, showing a vast difference between them and a descendant.

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