In an attempt to streamline oricenta overall, as well as add even more weakness, though this time there will be some bonuses too, I want to rewrite some of the species traits. To make this easier for which characters will be changed, the spoilers will be titled with the element and the characters that will be affected by it.
General Air Oricenta Abilities - Air oricenta natural habitats are the skies. They excel at flight for extended periods of time, can fly at about 60 to 70 miles per hour, and can easily adapt to high altitudes. Compared to other oricenta, they have very large wings, which makes flying through wooded areas difficult, so they stick to clear areas. Because of their sensitivity towards the air, Air oricenta are quick to notice changes in the air around them to get a general sense of things around them, such as if something is coming towards them or how heavy it is. Their bodies are very light, so when they fall, they float down like a feather, and when they are in water, they float.
Air oricenta are creatures of the sky, and as such, they feel an almost irresistible pull to be soaring high through the sky. When on the ground, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from the sky. Physically, they are weaker and easier to damage. Their bodies are naturally delicate and are prone to bruises from normal physical interaction and broken bones from being held roughly, but their physical strength as an oricenta still remains. Their legs are weak, and when running, they can only go as fast as about 10-15 mph for short bursts of time. When fighting against Earth magic, Air oricenta will take double the damage. When given orders or suggestions by an Air elementalist, Air oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
Air oricenta are creatures of the sky, and as such, they feel an almost irresistible pull to be soaring high through the sky. When on the ground, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from the sky. Physically, they are weaker and easier to damage. Their bodies are naturally delicate and are prone to bruises from normal physical interaction and broken bones from being held roughly, but their physical strength as an oricenta still remains. Their legs are weak, and when running, they can only go as fast as about 10-15 mph for short bursts of time. When fighting against Earth magic, Air oricenta will take double the damage. When given orders or suggestions by an Air elementalist, Air oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
General Earth Oricenta Abilities - Earth natural habitats are rough terrains and the ground in general. They are even stronger than other oricenta, with them being very durable, lifting on average 4,000 pounds, running at about 60 to 70 miles per hour, and jumping about 300 feet into the air. The nails on their hands and talons are also much sturdier for digging and hunting. They can use their nails to burrow into the ground to create holes to hide in. By having direct physical contact with the ground, they can detect vibrations to get a general sense of things around them, like if something is coming towards them and how it is.
Earth oricenta are creatures of the ground, and as such, they feel an almost irresistible pull to be in environments full of rocks and dirt. When in areas with little plant life, dirt, or rocks, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from nature. Physically, they are weaker and easier to damage. Earth oricenta can barely fly, with their wings being pretty much useless other than for gliding. Their bodies are very heavy, so when they fall, they are quick to land roughly, and when they are in water, they are quicker to sink. When fighting against Air magic, Earth oricenta will take double the damage. When given orders or suggestions by an Earth elementalist, Earth oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
Earth oricenta are creatures of the ground, and as such, they feel an almost irresistible pull to be in environments full of rocks and dirt. When in areas with little plant life, dirt, or rocks, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from nature. Physically, they are weaker and easier to damage. Earth oricenta can barely fly, with their wings being pretty much useless other than for gliding. Their bodies are very heavy, so when they fall, they are quick to land roughly, and when they are in water, they are quicker to sink. When fighting against Air magic, Earth oricenta will take double the damage. When given orders or suggestions by an Earth elementalist, Earth oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
General Water Oricenta Abilities - Water oricenta natural habitats are cold and wet areas. They are completely immune to the cold and wet. Their bodies are naturally cool, and when they become emotional, touching them can range from cold to freezing. When in water, they can breathe, speak, and swim at a max of 35 miles per hour. They will not lose the ability to fly in the rain. When Water oricenta cry or sweat, they produce significantly more water than any normal human, and their water will become very cold or freeze, depending on the extremity of their emotions.
Water oricenta are creatures of the aquatic, and as such, they feel an almost irresistible pull to be in the coldest and wettest environments. When in room temperature, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from the wet or cold. Physically, they are weaker and easier to damage. Water oricenta have no thermal resistance. When in the heat, their movement is halved and they will experience discomfort that will only increase the longer they stay or the more severe the heat is. Staying in the heat for more than 30 minutes to an hour will dehydrate them until they shrivel up and die, though mild heat (25 degrees Celsius or slightly above) will not kill them. Water oricenta must submerge themselves in water once a day to prevent dehydration and weakness in both the mind and body. They can only drink and bathe in cold, or more preferably, freezing cold water. When fighting against Fire magic, Water oricenta will take double the damage. When given orders or suggestions by a Water elementalist, Water oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
Water oricenta are creatures of the aquatic, and as such, they feel an almost irresistible pull to be in the coldest and wettest environments. When in room temperature, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from the wet or cold. Physically, they are weaker and easier to damage. Water oricenta have no thermal resistance. When in the heat, their movement is halved and they will experience discomfort that will only increase the longer they stay or the more severe the heat is. Staying in the heat for more than 30 minutes to an hour will dehydrate them until they shrivel up and die, though mild heat (25 degrees Celsius or slightly above) will not kill them. Water oricenta must submerge themselves in water once a day to prevent dehydration and weakness in both the mind and body. They can only drink and bathe in cold, or more preferably, freezing cold water. When fighting against Fire magic, Water oricenta will take double the damage. When given orders or suggestions by a Water elementalist, Water oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
Example of how I would change things for Cloud oricenta (Archard, Béatrice, Arjean) using Béatrice as an example:
General Cloud Oricenta Abilities - Being a combination of an Air and Water oricenta, Béatrice's natural habitats are the skies and cold and wet environments. With her large wings, she can stay in the sky for a long amount of time and adapt to high altitudes. She is also much lighter than any normal human with her body type, allowing her to float instead of fall, but that also comes with the downside of her body being more delicate and easier to damage. This effectively makes her a glass cannon, as she can give out strong attacks, but her defense is too low to take any herself. Being part Water oricenta, she has the weakness of heat and must avoid being in warm areas at all costs to survive, but she can breathe and speak clearly underwater, and will have an easier time flying when in wet or cold environments. It is possible for her to be in a warm room with mild, yet noticeable discomfort, but the stronger the heat, the more danger she'll be in and the weaker she'll feel. The opposite is true too: the colder or more wet the area, the stronger she'll feel.
General Cloud Oricenta Abilities - As a combination of Air and Water, Cloud oricenta are creatures of the skies and the aquatic, and their natural habitats are the skies and cold/wet environments.
- Air - Air oricenta natural habitats are the skies. They excel at flight for extended periods of time, can fly at about 60 to 70 miles per hour, and can easily adapt to high altitudes. Compared to other oricenta, they have very large wings, which makes flying through wooded areas difficult, so they stick to clear areas. Because of their sensitivity towards the air, Air oricenta are quick to notice changes in the air around them to get a general sense of things around them, such as if something is coming towards them or how heavy it is. Their bodies are very light, so when they fall, they float down like a feather, and when they are in water, they float.
Air oricenta are creatures of the sky, and as such, they feel an almost irresistible pull to be soaring high through the sky. When on the ground, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from the sky. Physically, they are weaker and easier to damage. Their bodies are naturally delicate and are prone to bruises from normal physical interaction and broken bones from being held roughly, but their physical strength as an oricenta still remains. Their legs are weak, and when running, they can only go as fast as about 10-15 mph for short bursts of time. When fighting against Earth magic, Air oricenta will take double the damage. When given orders or suggestions by an Air elementalist, Air oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
- Water - Water oricenta natural habitats are cold and wet areas. They are completely immune to the cold and wet. Their bodies are naturally cool, and when they become emotional, touching them can range from cold to freezing. When in water, they can breathe, speak, and swim at a max of 35 miles per hour. They will not lose the ability to fly in the rain. When Water oricenta cry or sweat, they produce significantly more water than any normal human, and their water will become very cold or freeze, depending on the extremity of their emotions.
Water oricenta are creatures of the aquatic, and as such, they feel an almost irresistible pull to be in the coldest and wettest environments. When in room temperature, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from the wet or cold. Physically, they are weaker and easier to damage. Water oricenta have no thermal resistance. When in the heat, their movement is halved and they will experience discomfort that will only increase the longer they stay or the more severe the heat is. Staying in the heat for more than 30 minutes to an hour will dehydrate them until they shrivel up and die, though mild heat (25 degrees Celsius or slightly above) will not kill them. Water oricenta must submerge themselves in water once a day to prevent dehydration and weakness in both the mind and body. They can only drink and bathe in cold, or more preferably, freezing cold water. When fighting against Fire magic, Water oricenta will take double the damage. When given orders or suggestions by a Water elementalist, Water oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
Example of how I would change things for Mud oricenta (Ade and Olurem) using Ade as an example:
General Mud Oricenta Abilities - Being a combination of an Earth and Water oricenta, Ade's natural habitats are the ground, cold, and wet environments. Ade is very tough physically, being capable of taking more attacks, run extremely fast, and jump at high heights. Her nails on her hands and talons are also much sturdier, which are helpful for digging and hunting. The downside to these abilities is that she's heavier than normal humans with her body type, which makes her wings struggle at carrying her body over long distances and to high heights, and she will sink in water faster unless she tries hard to keep herself afloat. Being part Water oricenta, she has the weakness of heat and must avoid being in warm areas at all costs to survive, but she can breathe and speak clearly underwater, and will have an easier time flying when in wet or cold environments. It is possible for her to be in a warm room with mild, yet noticeable discomfort, but the stronger the heat, the more danger she'll be in and the weaker she'll feel. The opposite is true too: the colder or more wet the area, the stronger she'll feel.
General Mud Oricenta Abilities - As a combination of Earth and Water, Mud oricenta are creatures of the ground and the aquatic, and their natural habitats are rough terrains/the ground in general and cold/wet environments.
- Earth - Earth natural habitats are rough terrains and the ground in general. They are even stronger than other oricenta, with them being very durable, lifting on average 4,000 pounds, running at about 60 to 70 miles per hour, and jumping about 300 feet into the air. The nails on their hands and talons are also much sturdier for digging and hunting. They can use their nails to burrow into the ground to create holes to hide in. By having direct physical contact with the ground, they can detect vibrations to get a general sense of things around them, like if something is coming towards them and how it is.
Earth oricenta are creatures of the ground, and as such, they feel an almost irresistible pull to be in environments full of rocks and dirt. When in areas with little plant life, dirt, or rocks, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from nature. Physically, they are weaker and easier to damage. Earth oricenta can barely fly, with their wings being pretty much useless other than for gliding. Their bodies are very heavy, so when they fall, they are quick to land roughly, and when they are in water, they are quicker to sink. When fighting against Air magic, Earth oricenta will take double the damage. When given orders or suggestions by an Earth elementalist, Earth oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
- Water - Water oricenta natural habitats are cold and wet areas. They are completely immune to the cold and wet. Their bodies are naturally cool, and when they become emotional, touching them can range from cold to freezing. When in water, they can breathe, speak, and swim at a max of 35 miles per hour. They will not lose the ability to fly in the rain. When Water oricenta cry or sweat, they produce significantly more water than any normal human, and their water will become very cold or freeze, depending on the extremity of their emotions.
Water oricenta are creatures of the aquatic, and as such, they feel an almost irresistible pull to be in the coldest and wettest environments. When in room temperature, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from the wet or cold. Physically, they are weaker and easier to damage. Water oricenta have no thermal resistance. When in the heat, their movement is halved and they will experience discomfort that will only increase the longer they stay or the more severe the heat is. Staying in the heat for more than 30 minutes to an hour will dehydrate them until they shrivel up and die, though mild heat (25 degrees Celsius or slightly above) will not kill them. Water oricenta must submerge themselves in water once a day to prevent dehydration and weakness in both the mind and body. They can only drink and bathe in cold, or more preferably, freezing cold water. When fighting against Fire magic, Water oricenta will take double the damage. When given orders or suggestions by a Water elementalist, Water oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
For my younger characters, I'll add that because they aren't fully grown, their physique will not be anywhere near as strong as strong as their fully grown counterparts. For example:
General Earth Oricenta Abilities - Junchi is much tougher and quicker than most other children his age but is fairly average for an Earth oricenta child. He can recover from attacks quickly, run incredibly fast (it's one of his special traits), and jump at high heights. He also has strong nails on both his hands and talons which he often uses for hunting and digging. One of the downsides of him being an Earth oricenta is that, while he is a good swimmer, he is heavier than normal human children his size, and will sink in water unless he tries hard to keep himself afloat. Another downside is that he's one of the Earth oricenta with wings too small to carry his body, making him more useful on the ground than in high areas.
General Earth Oricenta Abilities - Earth natural habitats are rough terrains and the ground in general. They are even stronger than other oricenta, with them being very durable, lifting on average 4,000 pounds, running at about 60 to 70 miles per hour, and jumping about 300 feet into the air. The nails on their hands and talons are also much sturdier for digging and hunting. They can use their nails to burrow into the ground to create holes to hide in. By having direct physical contact with the ground, they can detect vibrations to get a general sense of things around them, like if something is coming towards them and how it is.
Earth oricenta are creatures of the ground, and as such, they feel an almost irresistible pull to be in environments full of rocks and dirt. When in areas with little plant life, dirt, or rocks, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from nature. Physically, they are weaker and easier to damage. Earth oricenta can barely fly, with their wings being pretty much useless other than for gliding. Their bodies are very heavy, so when they fall, they are quick to land roughly, and when they are in water, they are quicker to sink. When fighting against Air magic, Earth oricenta will take double the damage. When given orders or suggestions by an Earth elementalist, Earth oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
The physique (strength, speed, durability, etc.) of oricenta children will not be nearly as strong as their fully grown counterparts, though they will still be supernaturally stronger than their normal human peers.
Earth oricenta are creatures of the ground, and as such, they feel an almost irresistible pull to be in environments full of rocks and dirt. When in areas with little plant life, dirt, or rocks, they feel wrong. Mentally, they are prone to dips in their mood that can range from "sad" to "depressive" the longer they are away from nature. Physically, they are weaker and easier to damage. Earth oricenta can barely fly, with their wings being pretty much useless other than for gliding. Their bodies are very heavy, so when they fall, they are quick to land roughly, and when they are in water, they are quicker to sink. When fighting against Air magic, Earth oricenta will take double the damage. When given orders or suggestions by an Earth elementalist, Earth oricenta will feel the compulsion to obey as if a very close and charismatic friend gave it.
The physique (strength, speed, durability, etc.) of oricenta children will not be nearly as strong as their fully grown counterparts, though they will still be supernaturally stronger than their normal human peers.
Here are the previous templates for my characters' oricenta traits, just to make comparisons easier.
Henghai's:
General Earth Oricenta Abilities - Being an Earth, Henghai's natural habitat is the ground. Henghai is very tough physically, being capable of taking more attacks, run extremely fast, and jump at high heights. The nails on his hands and talons are also much sturdier, which are helpful for digging and hunting. The downside to these abilities is that they're heavier than normal humans with his body type, which makes it easier for him to sink in water faster unless he tries hard to keep himself afloat. In addition to that, because his wings are too small to carry his body for flight, he relies on his strong legs for fast travel and just uses his wings to glide down when flying.
Oluremi's:
General Mud Oricenta Abilities - Being a combination of an Earth and Water oricenta, Oluremi's natural habitats are the ground and cold and wet environments. Oluremi is very tough physically, being capable of taking more attacks, run extremely fast, and jump at high heights. Her nails on her hands and talons are also much sturdier, which are helpful for digging and hunting. The downside to these abilities is that she's heavier than normal humans with her body type and will sink in water faster unless she tries hard to keep herself afloat. With that and her shifting abilities, Oluremi never learned how to swim and has developed a fear of deep water. She also isn't a strong flier because her wings aren't strong enough to carry her, but can bring her keep her pretty high in the air. Her Water abilities allow her to breathe and speak clearly underwater and fly better when wet. However, she cannot be in warm areas and needs to be in wet or cold environments to survive. It is possible for her to be in a warm room with mild, yet noticeable discomfort, but the stronger the heat, the more danger she'll be in and the weaker she'll feel. The opposite is true too: the colder or more wet the area, the stronger she'll feel.
Arjean's:
General Cloud Oricenta Abilities - Being a combination of an Air and Water oricenta, Arjean's natural habitats are the skies and cold or wet environments. Even though they are only a child, their wings are very large and developed, allowing them to stay in the sky for a long amount of time, making it their main source of travel, despite how it makes their legs weaker too. Because they are still learning to fly, they aren't able to reach high altitudes but can fly about ten to fifteen feet into the air. The higher they fly the less time they'll be able to stay up there. They are also much lighter than any normal human with their body type, allowing them to float instead of fall, but that also comes with the downside of their body being more delicate and easier to damage. This effectively makes them a glass cannon, as they can give out strong attacks, but their defense is too low to take any themself. Being part Water oricenta, they have the weakness of heat and must avoid being in warm areas at all costs to survive, but they can breathe and speak clearly underwater, and will have an easier time flying when in wet or cold environments. It is possible for them to be in a warm room with mild, yet noticeable discomfort, but the stronger the heat, the more danger they'll be in and the weaker they'll feel. The opposite is true too: the colder or more wet the area, the stronger they'll feel.
Additionally, the Cold Charms for Archard, Béatrice, Ade, Oluremi, and Arjean need to be updated.
Cold Charm - The person wearing this charm will be kept cold when in warm areas. The charm can only handle temperatures up to 100F, which is warm enough to handle MCI's summers. Anything past that will temporarily disable the charm for an hour. The charms need no charging, but while worn, the wearer cannot benefit from their species' cold and water immunity abilities. They will not be able to walk on or breathe underwater, nor will they be able to fly in the rain without losing their ability to fly soon after. They will also not gain strength from being in cold or wet areas. The charm takes the shape of a bracelet that forms firmly around, but comfortably around their wrist, making it easy for the wearer to carry it around without worrying that they will lose it.
Cold Charm - The person wearing this charm will be kept cold when in warm areas. The charm can only handle temperatures up to 100F, which is warm enough to handle MCI's summers. Anything past that will temporarily disable the charm for an hour. The charms need no charging, but while worn, the wearer cannot benefit from their species' cold and water immunity abilities. They will not be able breathe underwater, nor will they be able to fly in the rain without losing their ability to fly soon after. They will also not gain strength from being in cold or wet areas. The charm takes the shape of a bracelet that forms firmly around, but comfortably around their wrist, making it easy for the wearer to carry it around without worrying that they will lose it.
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