Title:           Player Character Information
Author:          xplodingbrain
Pastebin link:   http://pastebin.com/4p3hMiYk
First Edit:      Monday 6th of July 2015 04:30:45 AM CDT
Last Edit:       Last edit on: Friday 10th of July 2015 09:39:42 PM CDT

--RACIAL TRAITS--

During character creation, the players are allowed to choose the race of their current hero.

Each character has their own unique passive ability and detriment according to stats.

Please note this list may contain unplayable races.

Human
+ Magic-Proof: Magical attacks deal even less damage to you
- Conspicuous: Being the only human means you have a lot of enemies. Battles will be harder.

Dragon
+ Dragon Breath: You have an inherent elemental attack that costs no MP based on your chosen element
- Snoozefest: Your AP growth is reduced by 30%

Gryphon
+ Predator: You deal extra physical attack damage when performing strings
- Bird Brained: You are more susceptible to magical assaults on the mind

Earth
+ Hardy: Any hit that would kill you, leaves you at 1 HP, instead.
- Magic Kindergardener: You lack magical talent necessary for many trinkets

Moth Pony
+ Cuddly wuddly: You have an inherent bonus to charisma checks, and your light frame allows you to sneak better as well.
-Limp wristed: Your poofy build means you will never dish out as much physical damage as the other races.

Unicorn
+ Magus: Magic attacks deal extra damage when performing strings
- Light-Headed: Getting addled makes you lose 1 additional AP

Pegasus
+ Flighty: You can simply fly over floor based traps or obstacles
- Fragile: You take extra damage from physical attacks

Bat Pony
+ Nightkin: You operate far better at night and cannot be blinded.
- Skittish: You are more susceptible to sensory barrages.

Diamond Dog
+ Tracker: You have great ease finding trinkets
- Impulsive: You may take random actions based on instinct.

Minotaur
+ Beefy: Your critical strikes hit for double damage.
- Seeing Red: You are terrible at diplomacy or sneaking after you get frustrated.


Human:
Being human has many perks, height advantage being the largest. Of course, being a human means being very noticeable.

Gryphon:
With agility and talons, you are a physical powerhouse but your predatory mind is open to magical assault.

Dragon:
Youre tough, you hit hard, and you have access to elemental abilities free of mana cost. Its a shame you're always just so tired.

Earth Pony:
You're able to take a hit that would leave others a smoldering wreck, of course being this tough means you have no room for magical proficiency.

Moth Pony:
Youre just too cuddly, wuddly, and a bit creepy to handle. Your waifish appearance gives you nimbleness and charisma way out of the leagues of other races. Sadly, your build means you cant dish out as much physical damage as any other class.

Unicorn:
You're a natural at all things magic. With a calm mind, you can weave spells stronger than any other class, but that studying has made it really hard to recover from a heavy hit without a price.

Pegasus:
You've got an important asset - flight! This means smooth sailing in areas rife with floor based danger. Of course, the gift of flight has the price of being unable to take physical strikes well.

Diamond Dog
You're a good dog (yes you are!), able to track almost anything effectively. Unfortunately, your race leads to... "Interesting" tendencies.

Bat Pony:
Youre a creature of the night, privy to tracking creatures and objects through superior night vision and echolocation. Just be wary of attacks on the senses, as the price for never being blind is unfortunately never being deaf either.

Minotaur
You're a proud fighter, and when you hit right, you hit harder than any other class. It's a little sad you're so clumsy though. And angry. Calm down. Seriously.


--SKILL LIST--

Human

    One-Two Punch: A double hitting physical attack
    Uppercut: A strong physical attack with a chance to stun an enemy
    Roundhouse: A physical attack that deals average damage. Gains massive bonus damage if used as the last move.
    Belly Rub: Contextual

Dragon

    Elemental Breath: A light elemental attack that has a high chance of inflicting status
    Tail Whip: A heavy physical attack that gains more damage if used in a combo.
    Jackpot: Deals damage based on trinket used.
    Deep Sleep: Fall into a deep sleep, gaining massive defense and regenerating HP

Grffin

    Swipe: A light physical attack. Gains additional strikes when comboing.
    Roar: An intimidating cry that increases your physique and lowers enemy's physical defense
    Flurry: Several light physical attacks. Causes additional effects if used in a combo.
    Gut: Useable only on an addled enemy. Continues to hit until the grip is broken.

Moth Pony

    Boop: Boops target for minimal damage. Extremely high chance for stun.
    Poison Powder: Release a cloud of potent poison.
    Pomf: Release a dense cloud of powder, lowering enemy accuracy.
    Soulless Eyes: Shoot an empty gaze at an enemy. High chance of stun.

Earth

    Bucky McGillicuddy EX: Useable on an addled enemy. Chance to instantly end the battle, or deal massive damage.
    Iron Jaw: Take less damage from physical attacks for the next two turns
    Quake: Deal light magical damage with a chance to stun.
    Trample: Run into an enemy and deal damage based on your physique versus their physique

Unicorn

    Spellsword: summon a spellblade from your horn. All physical attacks now scale off Insight
    Gore: Deal heavy physical attack damage to a target. Small chance of recoil damage.
    Concentrate: Begin to regain MP and deal extra damage with a combo string in the next turn.
    Shell: Protect yourself from a single attack.
Pegasus

    Dive Bomb: Dive at the target enemy dealing physical damage based on your physique.
    Preen: Remove status ailment. Immune to status effects until damage has been taken.
    Fly: Take off into the sky. Melee attacks cannot harm you for one turn. Note: Cannot carry over AP.
    Stormbringer: Call in a stormcloud to zap your enemy for the next turn.

Diamond Dog

    Dig: Retreat underground and gain attack damage and hp for AP conserved.
    Maul: Rush target and deal heavy physical damage.
    Pocket Sand: Throw sand in an attempt to blind the target.
    Ruthless: Ignore all debuffs for one turn. Any debuffs ignored will persist into next turn.

Bat Pony

    Screech: Deliver a high pitched scream at your enemy, dealing light magical damage and increasing your critical chance.
    Drain: Drain target of either HP, MP, or AP.
    Conceal: Hide self in the darkness, increasing defense and critical chance.
    Moondance: Deal heavy magical damage and increase defense. Effects become more potent at night.

Minotaur

    Rampage: Next turns combo attack will deal extra damage.
    Headbutt: Deal physical damage with a chance to addle.
    Staredown: Lock eyes with the enemy. Chance to paralyze
    Slab Toss: Retrieve a mass of stone and hurl it at the enemy dealing heavy magical damage. Scales on physique. Ranged attack.
