Race Krait
Lore
Krait are a race of reptiles originating from the Tarnished Coast.
Most visitors to the jungle see only the mature forms of the Krait, which are the only ones that live in with others, and interact with other races.
When the aggressive younger forms of Krait are encountered, the unlucky travellers often think the Krait intentionally turned on them.
Though all those that intend to spend time in the jungle should now that: juvenile Krait grow up completely alone and abroad from Krait civilisation. They have nothing to do with their kind until they mature, they can’t even speak and viciously attack any non Krait to discourage potential predators.
Krait eggs are left in a nest in the forest canopy, only when hardened by surviving alone in the jungle for several years are Krait allowed to join their kind in their tree top homes.
age <= 6
Hatchlings, have wings instead of limbs and only land in order to sleep; always in the tree tops, they are safe from predators.
age <= 11
Growing older, they become too heavy to fly constantly and develop claws to land and hop around on.
They will remain in this form until they mature, this is marked by the Kraith youth gaining the ability to shape shift.
Pertoss Crutoss Tresoss
Once a Krait shape shifts into an adult for the first time, their brain adjusts making them capable of social interaction; because of this change they can never change back into a child.
Only When a Krait has shifted into an adult, are they allowed to live with other Krait;
They are first thought about Krait life and culture, during this training a Krait must show some kind of talent or affinity in order to earn a name.
This is the way of the Krait; the harshness of growing up alone in the jungle and training before entering society, hardens even the weakest of society through and through.
Most other races think Krait are cruel because of it and growing up a feral child does make you unsympathetic.
Krait where a very primitive race up until recently, capable only of building basic nests.
When the Asura built Rata Sum near the jungle, the Krait thought of them as nothing other than a small creature they could hunt for food.
The Asura where occupied by the destroyers and the Krait managed to capture a few outposts.
Previously the Krait had thought inventions and tools where for the weak, but they’d be stupid not to use whatever they could gain from the Asura.
When the destroyers had eventually been driven back, the Asura warred with the Krait.
By now the Krait had learned to forge their own weapons, build hidden villages and war camps in the trees and could even harness the power of water and wind.
With the advantage of home turf the Krait where able to maintain a fighting defence for nearly a 100 years.
The Asura where tired of tracking the elusive Krait in their jungles, only to suffer from their guerrilla tactics.
They proposed a truce: they would teach the Krait how to farm animals for food in return the Krait would have to stop hunting all sentient races that ventured into the jungle.
Most of the Krait tribe’s had suffered heavely from the war with the Asuras and submitted to the truce, but the Blackwing and Bloodscale tribes refused. Blinded by revenge they declared all other tribes their foes, these tribes have retreated to remote parts of the Tarnished Coast and attack all that dare venture on their territory.
Storyline
I think each race should have their own starting area for you to begin in, or at leas 1 area for every 2 races.(dwarves and Norns both live in mountains, humans and Charr both live near the great wall and so on)
There for I will describe something about the Kraits start and how Krait players come to join others in the fight against the dragons.
Starting out as a Krait your character you first go through the basic moving, attacking and using skills training in a Krait flavour, as you are a Krait fledgeling that has only just learned how to speak and is being thought about Krait culture and traditions.
You’ll learn about the jungle and the respect the Krait have for it.
You’ll learn how to move through the jungle faster by the Kraits tree top paths.
Even though your name is floating above your head normally, Krait NPC’s insist on referring tot you as fledgling.
Until you go through the “Rites of Calling” quests that grant you a secondary profession, they’ll insist you don’t have a name.
Once you have your secondary profession you can start on the Krait’s storyline. Which will have you hunting Tarnished Coast dinosaurs before foiling a plot by the Blackwing tribe to fool the Asura into thinking the peaceful tribes attacked them.
Following you’ll join the Sylvany in “Protecting the Jungle”, from whatever the first signs of the dragon menace are.
Politics
Your faction with a specific race determines how well you are liked by them, this grants bonuses such as cheaper shops, and access to crafters and skill trainers.
You gain faction by completing quests and getting the hunts from NPC’s at resurrection shrines.
(Your own race’s faction is gained at 100% speed, other races at 50%; by politics some races have additional bonuses or penalties on their faction gain)
The fighting has only stopped a short while ago, and the hostilities are still fresh on the minds of both Krait and Asura.
All ranks in each others factions take 25% more points to acquire for Krait and Asura.
Charr and Krait connect on a cultural level and like each other because of this reason, even though their races live on opposite sides of the shiver peaks.
All ranks in each others factions take 25% less points to acquire for Krait and Charr.
Appearance
See pictures and the Krait in GWEN.
Racial Stats
I’m not going with bonus and negative or whate4, I´ll put it all in 1 place.
Cold Blooded
Cold Blooded creatures always suffer from an environment effect; depending on the area they are in is cold or warm.
Taking cold or fire damage, temporarily overrides if the area’s temperature.
Depending on the environment temperature, movement, attack speed and skill activation times are modified from 10% slower to 10% faster.(Somewhere in between unless the temperatures are very extreme)
Venomous
Poison applied by a venomous creature lasts 15% longer and venomous creatures have 1 less health degeneration when suffering from poison.
But whenever they inflict a condition on a foe not already suffering from a condition, they lose 2 energy.
Scaled
Scaled creatures have 5 additional armor against slashing and piercing damage.
But lose an additional 10 armor when suffering from cracked armor.
Tropical
Tropical creatures have 10 additional armor against fire damage, but 10 less armor against cold damage.
Shape shifters abilities: You can’t tell the difference between male and female reptiles, so Krait get 3 shapes instead of 2 genders. I deliberately made them as different as I could from Norn transformations and more of a way to make a difference between individual Krait.
Each shape has advantages and disadvantages, 2 also come with natural weapons, that allow them to attack while holding ashes or items for example, because the appearance of Krait shows them having those instead of and along side normal hands.
These shapes are not form skills so dervishes can normally play a Krait.
They are permanent, so you can change your shape and then remove the skill from your bar if you don’t plan on changing again any time soon.
{still looking for a better name}
Tail Walker (only while in Pertoss and Crutoss form)
Tail Walking creatures jump half as high, and move 66% slower when crippled, instead of 33% slower.
But a tail walker recovers from knockdown 1 second faster, and swims 50% faster.
Enduring (only while in Tresoss and Pertoss form)
Enduring creatures gain no adrenaline from taking damage, but whenever they take damage while below 60% max health; they gain 10 health.
Preserving (only while in Tresoss and Crutoss form)
Preserving creatures have 1 less energy regeneration, but gain 2 energy regeneration when they are below 60% energy.
Strong Natural Weapons (only while in Pertoss form)
You cannot be disarmed, but gain no benefit from your equipped weapon and offhand items.
You instead attack in melee for <your level / 2> - < your level * 2 > piercing damage, with an attack time of 2 seconds X2.
Complementary Natural Weapons (only while in Crutoss form)
When attacking foes in melee range, you gain an additional weapon dealing 1 - <your level> piercing damage with an attack time of 2 seconds X2.
Nimble (only while in Tresoss form)
Nimble creatures move 10% faster and have 15 less armor against physical damage, but have their armor against physical damage modified the same amount as any increases and decreases in their movement speed.
Racial skills
These are free skills with which Krait start, opposed to having an empty skill bar, at character creation; you can’t learn these from a skill trainer you can only get them for free by being a Krait.
Snake’s Bite skill E10 A¾ R10
Target touched foe takes 15…45 piercing damage and suffers from poison for 6 seconds.(level)
Bite Sized skill E15 A½ R10
Target touched fleshy foe suffers from deep wound for 4 seconds and you gain 3…7 health regeneration for 4 seconds.(level)
Sharpen Claws skill E5 A1 R25
For 30 seconds your next 4…14 successful touch skills that target a foe or attacks with natural weapons cause bleeding for 4 seconds.(level)
Pertoss’ Skin skill E15 A0 R60
You have 30 less armor for 6 seconds, afterwards you shed your skin into a Pertoss and this skill is replaced with the skin skill you where before that.
Pertoss can’t use items, but are tail walkers that have powerful natural weapons and excellent endurance.
Crutoss’ Skin skill E15 A0 R60
You have 30 less armor for 6 seconds, afterwards you shed your skin into a Crutoss and this skill is replaced with the skin skill you where before that.
Crutoss are tail walkers, that gain natural weapons and are tireless.
Tresoss’ Skin skill E15 A0 E60
You have 30 less armor for 6 seconds, afterwards you shed your skin into a Tresoss and this skill is replaced with the skin skill you where before that.
Tresoss are quick, tireless and enduring.