Hybikian: Elemental Parentage Chart
A big update from my old Elemental chart: http://www.furaffinity.net/view/17282855/
A lot more cross options too, I'll probably be updating explanations about them as I go. I've been really wanted to work on them for some time.
Notes:
♦ Fire, Air, Light, Earth, Water, and Shadow are the 6 primary elements Hybikians can come in.
♦ Parentage of opposing elements is less likely to create a hybrid element like Metal, Ice, or Solstice.
♦ The longer the line between elements (within the colored range), the more likely a cross would happen. EX: Fire mixed with air is more likely to be a Storm elemental, than Fire mixed with earth would create a Metal elemental.
♦ Even two parents of the same type have a very slim chance of creating a secondary type child. Typically this is related to grand-parentage. So two Fire parents could create a Magma baby if a grandparent on one side was a Shadow (or to a lesser degree, a Magma elemental grandparent).
♦ Left to right dominance regarding magical nullification The same also applies to parentage, a higher chance of a Fire baby if one parent is Fire and the other Shadow. Fire < Air < Light <Earth < Water < Shadow < Fire
♦ Opposing types; types that harmonize or are opposite each other: Metal, Ice, & Solstice
♦ Adjacent types; types that are right next to each other. EX: Fire>Air<Light (Storm, Celestial, Growth, Sand, Abyss, Magma)
♦ Tertiary types; types that are between adjacent and opposing. EX: Electric, Mirage, Gravity, Null, Crystal, & Haze
♦ Same type Likelihood of offspring type ~50% / Adjacent Type 25% / Tertiary Type 10% / Opposing Type 5% / Offshoot from base values based on grand-parentage 10%
♦ Opposing types do not cancel each other out exactly, they tend to harmonize, the usually balance well. Usually one type is seen as offence (warm spectrum) and the other as defense (cool spectrum). In context of battle, they however can increase power of the other in conjunction attacks or cancel each other out if opposed. Typically the winner is the more powerful/skilled elemental.
♦ Common magical groupings are tertiary set sets; Air, Shadow, & Earth / Fire, Water, and Light are balanced teams. This usually applies to games or battle.
♦ Magical types are not necessarily what makes that element in nature, but what that combination would govern in the realm of magical creations. EX: Fire and Shadow governing Magma. In real life hot pressures reacting on earth make it. But in the realm of governance, you need shadow-capable creatures and those who understand fire to be able to manipulate fire and thrive in a shadowy underground.
edit: hiding comments just because I am not currently looking for feedback on these systems. Mostly posting this for friends looking to make characters. Thanks.
A lot more cross options too, I'll probably be updating explanations about them as I go. I've been really wanted to work on them for some time.
Notes:
♦ Fire, Air, Light, Earth, Water, and Shadow are the 6 primary elements Hybikians can come in.
♦ Parentage of opposing elements is less likely to create a hybrid element like Metal, Ice, or Solstice.
♦ The longer the line between elements (within the colored range), the more likely a cross would happen. EX: Fire mixed with air is more likely to be a Storm elemental, than Fire mixed with earth would create a Metal elemental.
♦ Even two parents of the same type have a very slim chance of creating a secondary type child. Typically this is related to grand-parentage. So two Fire parents could create a Magma baby if a grandparent on one side was a Shadow (or to a lesser degree, a Magma elemental grandparent).
♦ Left to right dominance regarding magical nullification The same also applies to parentage, a higher chance of a Fire baby if one parent is Fire and the other Shadow. Fire < Air < Light <Earth < Water < Shadow < Fire
♦ Opposing types; types that harmonize or are opposite each other: Metal, Ice, & Solstice
♦ Adjacent types; types that are right next to each other. EX: Fire>Air<Light (Storm, Celestial, Growth, Sand, Abyss, Magma)
♦ Tertiary types; types that are between adjacent and opposing. EX: Electric, Mirage, Gravity, Null, Crystal, & Haze
♦ Same type Likelihood of offspring type ~50% / Adjacent Type 25% / Tertiary Type 10% / Opposing Type 5% / Offshoot from base values based on grand-parentage 10%
♦ Opposing types do not cancel each other out exactly, they tend to harmonize, the usually balance well. Usually one type is seen as offence (warm spectrum) and the other as defense (cool spectrum). In context of battle, they however can increase power of the other in conjunction attacks or cancel each other out if opposed. Typically the winner is the more powerful/skilled elemental.
♦ Common magical groupings are tertiary set sets; Air, Shadow, & Earth / Fire, Water, and Light are balanced teams. This usually applies to games or battle.
♦ Magical types are not necessarily what makes that element in nature, but what that combination would govern in the realm of magical creations. EX: Fire and Shadow governing Magma. In real life hot pressures reacting on earth make it. But in the realm of governance, you need shadow-capable creatures and those who understand fire to be able to manipulate fire and thrive in a shadowy underground.
edit: hiding comments just because I am not currently looking for feedback on these systems. Mostly posting this for friends looking to make characters. Thanks.
Category Other / Miscellaneous
Species Unspecified / Any
Gender Any
Size 1280 x 1280px
File Size 297.7 kB
Comments