Oricenta are being brought back to Ilada for a change in appearance. As a result, I want to change how the abilities are written out to remove mentions of deer and owls. I'd also like to clarify other things, like moving Elementalist Trust to passives. Only including things that are being changed, and bolded what was changed.
Link to app: Junchi
Link to app: Junchi
Shifting - Oricenta can change shape between three forms: Human, Cervitaur, and Peryton. This can be done at will. Oricenta can shift their hands and feet to be hooves or talons as well depending on their needs. Shifting makes the part changing glows and turn into a cell-like form for easier and painless morphing. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form.
Child oricenta have bodies that are more malleable to prevent disfiguration when shifting. They have trouble staying in one form and often shift from intense emotion or lack of focus. Frequent shifting will leave them tired and magically drained, but the older they get, the easier it is for them to stay in one form.
Child oricenta have bodies that are more malleable to prevent disfiguration when shifting. They have trouble staying in one form and often shift from intense emotion or lack of focus. Frequent shifting will leave them tired and magically drained, but the older they get, the easier it is for them to stay in one form.
- Human - Looks human. Can take parts from their Peryton and Cervitaur forms.
- Cervitaur - Hybrid between Peryton and Human forms.
- Peryton - Winged deer with back legs like an owl.
Plant Oricenta Abilities - Stats are debuffed due to being a child, but they are still enhanced for their age.
- 70% deer / 30% owl
- At best, wings can be used to control falling.
- Average run speed 30 mph, top run speed 50 mph.
- Average swim speed 12 mph, top swim speed 24 mph.
- Can lift 700 lbs.
- Enhanced durability, agility, and jumping.
- Enhanced smell and vision.
- Okay night vision.
- Strong nails for quick and efficient digging.
- Immune to intense cold and freezing.
- Can breathe and speak underwater.
- Below average body temperature.
- In a 15' radius, the environment is more prone to growing plants.
- In a 15' radius, the environment is more prone to dampness.
- 30’ radius aura boost earth and water magic by 25%.
- Predatory instincts (enhanced tracking and hunting).
- Requires more sleep/naps throughout the day.
- Must consume massive amounts of food in a day.
- Horns.
- Blunt teeth with very sharp canines.
Diet - Oricenta have difficulty processing foods not attuned to their element. If they consume a food too far from their elemental affinity (which is most human foods), it gives them painful stomachaches and takes around an hour for them to digest. During this digestion period, they're incapable of activating any elemental abilities but still have normal elemental weaknesses.
- When their No Element enchantment is activated, they can digest anything an owl, deer, or human could eat. If they turn off the enchantment, food that strives too far from their element will still turn off their powers until it is out of their body. They produce pellets of undigestible material.
- Non-bonded oricenta are always affected by this, bonded ones are only affected by eating things that are too much of the opposite; Fire oricenta eating soup, Air oricenta eating something really dense.
- Elementalists of their element can give comments to an oricenta, with the degree of force being connected to their control of their element, their relationship with the oricenta, and how uncharacteristic a task is. This ranges from a slight nudge to mind control.
- Asking an oricenta to do things they'd fight against, using a stolen aolin, commanding an oricenta to murder, or bringing harm to an oricenta can damage the bond, either with the specific oricenta or with all oricenta as a whole.
- Oricenta who attack elementalists who still have the trust will find their abilities halved in strength. This effect is highly based on intent and would not include playful/consensual fighting.
Shifting - Oricenta can change shape between three forms: Human, Kirintaur, and Kirin. This can be done at will. Oricenta can shift their hands/forelegs and feet/hindlegs to be hooves or claws/talons. Shifting makes the part changing glows and turn into a cell-like form for easier and painless morphing. Depending on how far they are, being interrupted can force them out of the shifting process into a half-shifted and disfigured form.
Child oricenta have bodies that are more malleable to prevent disfiguration when shifting. They have trouble staying in one form and often shift from intense emotion or lack of focus. Frequent shifting will leave them tired and magically drained, but the older they get, the easier it is for them to stay in one form.
Child oricenta have bodies that are more malleable to prevent disfiguration when shifting. They have trouble staying in one form and often shift from intense emotion or lack of focus. Frequent shifting will leave them tired and magically drained, but the older they get, the easier it is for them to stay in one form.
Plant Oricenta Abilities - Stats are debuffed due to being a child, but they are still enhanced for their age.
- At best, wings can be used to control falling
- Average run speed 30 mph, top run speed 50 mph
- Average swim speed 12 mph, top swim speed 24 mph
- Can lift 700 lbs
- Enhanced durability, agility, and jumping
- Enhanced smell and vision
- Okay night vision
- Strong nails for quick and efficient digging
- Immune to intense cold and freezing
- Can breathe and speak underwater
- Below average body temperature
- In a 15' radius, the environment is more prone to growing plants
- In a 15' radius, the environment is more prone to dampness
- 30’ radius aura boost earth and water magic by 25%
- Species counts as a spirit
- Predatory instincts (enhanced tracking and hunting)
- Requires more sleep/naps throughout the day
- Must consume massive amounts of food in a day
- Horns
- Blunt teeth with very sharp canines
- No visible ears
- Elementalists of their element can give comments to an oricenta, with the degree of force being connected to their control of their element, their relationship with the oricenta, and how uncharacteristic a task is. This ranges from a slight nudge to mind control.
- Asking an oricenta to do things they'd fight against, using a stolen aolin, commanding an oricenta to murder, or bringing harm to an oricenta can damage the bond, either with the specific oricenta or with all oricenta as a whole.
- Oricenta who attack elementalists who still have the trust will find their abilities halved in strength. This effect is highly based on intent and would not include playful/consensual fighting.
Diet - Oricenta have difficulty processing foods not attuned to their element. If they consume a food too far from their elemental affinity (which is most human foods), it gives them painful stomachaches and takes around an hour for them to digest. During this digestion period, they're incapable of activating any elemental abilities but still have normal elemental weaknesses.
- When their No Element enchantment is activated, they can digest anything a carnivore and herbivore could eat. If they turn off the enchantment, food that strives too far from their element will still turn off their powers until it is out of their body.
- Non-bonded oricenta are always affected by this, bonded ones are only affected by eating things that are too much of the opposite: Fire oricenta eating soup, Air oricenta eating something really dense.