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  1. Alright, just some throwing around stuff. I'm thinking a skill based system with additional modifiers for certain skills based on how strong you are with the element you furycraft. Natural caps in the skills apply in situations except ones that involve Furycraft which can push it much further as well as has other combat based effects First Off, Races! Alerans Advantages: Access to all Furycraft Disadvantages: Otherwise squishy Humans. Ice Men Advantages: Large in Size, Resistant to Cold, Bonus and Access to Water Furycraft, Intimidating Disadvantages: Additional Weakness to Fire, Scary as Hell Marot Advantages: Takes on traits of whatever bonded too, Bonus to Strengh, Agility and Constitution, Can See in the Dark Disadvantages: No Access to Furycraft Canim Advantages: Large, long life span, fuzzy, claws and teeth, Bonus to Strength, Agility, and Constitution, Advantages to Smell, Advantages to Hearing, Access to Blood Magic Disadvantages: No Access to Furycraft, Sensitive to Hearing and Smell based Attacks Abilities: Presence Wisdom Strength Speed Agility Constitution Intelligence Okay, I'm not sure what the scale for these will be, but basically your stat in each of these skills will determine your stat for any furycraft you have (And you have to roll the ability stat for Furycraft) Any stat you have to roll for certain furycraft will apply for the skills the furycraft is able to influence. Skills Fire Skills (Presence) Deceit Diplomacy Intimidate Water Skills (Wis) Disguise Notice Medicine Empathy Earth Skills (Str) Notice Might Seduction Survival Air Skills (Spd) Athletics Search Reaction Metal (Con) Concentration Toughness Weapons Wood (Agl) Handle Animal Stealth Bows Other (Int) Hand-To-Hand Investigate Knowledge Language Sleight of Hand Strategy
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