Welcome to Gaia! ::

Shattered Past: Rise of the Lost

Back to Guilds

A Story of Personal Conquest and Rediscovery 

Tags: Fantasy, Science Fiction, Magic, Stats, Literate 

Reply Fundamentals :: Character Creation Knowledge ||→ {2}
⇨ [2] Races of the Shattered Past

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Sat Aug 24, 2019 8:24 pm
Races of the Shattered Past



Description:
tab Once there were only humans, with genetic differences that humans labeled as "race". Now, as the Gates of the worlds begin to open and from these many places come a host of new species, new creatures, the definition of Race has changed to coincide what Species. Humans, no longer the only Race on the planet, still stand as the pinnacle of genetic diversity, being the most susceptible to having Evos than other races. Others, however, make up for this genetic lack with natural abilities all their own, a rich cultural heritage others simply do not have, and a alien appearance to that of humans.
tab Below you will find a list of guild-supported Races, each with its own bits of information, stats, and abilities. Read each entry carefully, and if you wish to play a race that is not supported here please contact a member of the Approval Committee and seek permission first, as we may be able to fenangle in our own interpretations. Also, look forward to Contests, where you may attempt to have your Race win and be added officially.

Breakdown of Format

____________{Race Name}...||
tab Overview: {Give a general idea of just what this race is}
tab Physical Description: {What the species looks like, often including gender differenes.
tab Native: {Which part of the world are they from? If not from the native land, the name of their homeland and the general direction from the primary land of the guild is listed.}
tab History: {An optional inclusion, the History is the racial history of the Race. Includes the creation myth for their species.}
tab Personality Traits: {Typical personality traits of the race. Not required to be played, but here for knowledge.}
tab Culture: {This is a general overview of their culture.}
tab Religion/Spirituality: {What they believe in. Not required by the character to believe, but a known "general" spirituality for the race.}
tab Personal Attributes: {Personal Attributes that can be purchased with a character's attribute slot.}



tab Passive Benefits: {What benefits come with being a member of this race that needs no other requirement than picking this race? The more that comes with it, the less Evo Points they will receive.}



tab Evolution Points: {Total number of Evo points a race has. The more personal attributes or passive benefits granted by a race, the less this number should be. Ranges from 4 to 10 Evo Points.}
 
PostPosted: Sat Aug 24, 2019 8:27 pm
____________Human...||
tab Overview: The standard and most common race that inhabits the world, Humans were once wiped from the face of the planet by a curse that's source was never discovered. However, they have begun to reappear, emerging from their crystalline slumber and fighting to survive in a world they no longer know. With the major Cataclysm about to pass the gates of Creation will be opened, allowing members to make human characters from any of the Fractal Worlds in creation. Meaning, they can be from anywhere.
tab Physical Description: An adult Human typically stands anywhere from 5'0" to about 6'2", with females on the shorter end and males on the taller. It's not unusual to see Humans standing at heights outside of this range though, but this is the average. A fit Human adult could weigh 110-150 lbs (female) to 140-190 (male), but, again, weight can vary greatly. Skin tone can be a variety of light beige, brown, and olive depending on ethnicity and where they hail from. Eyes are a range of grays, blues, greens, and browns with hair colors mostly natural shades of blonde, brown, reds, and blacks. Older Humans may also have gray hair. Other color varieties and combinations can be seen, though, with the introduction of Evos and bloodlines to the race.
tab Human children start to mature around the ages 9-12, in which they begin growing to their adult heights, and reach full maturity anywhere from 15-18, typically. Likewise, Humans continuously age throughout their lives, which on average last 70-90 years.
tab Native: Unlike other races, Humans have no particular location that they inhabit. Being the predominant species in the world, they can be found just about everywhere.
tab History: If from the current world and not one of the Fractal Worlds, please see the Era's page of the world information. Otherwise, the history of the Human Race would be of the world the character comes from.
tab Personality Traits: Prone to constant desire to grow and a stubborn streak a mile wide, Humans vary from individual to individual, leaving it impossible to say what is considered "normal".
tab Culture: Shattered Past allows you to be from nearly any world, any time, with the limitation that any powers/items/etc that come from that other world converts into materials that can be found in this one. Otherwise, the culture of the human character can be whatever you desire, from real world to other fictional realms.
tab Religion/Spirituality: Much like Culture this can be nearly anything. If you wish to gain actual power from religion, however, you will need more detail and must submit it to the appropriate Custom Approval thread.
tab Personal Attributes:
          • None.
tab Passive Benefits:
          • Choose one:
            • Can unlock one [1] class-specific skill. This acts as having one [1] rank in that skill.
            • Start with one [1] additional ability up to C-rank (or D-rank if custom).
tab Evolution Points: 10
 

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Sat Aug 24, 2019 8:29 pm
____________Stragari...||
tab Overview: Stragari, the name given to a race of humans that have long been outside of the public eye from the Shinobi world. A people of strange customs, of large stature and of a resilience to the natural woes of the wilderness the likes of which few had ever seen before. Stragari, a name that struck fear into the hearts of many as they marched upon the Shinobi world, a warlord of titanic size and power at their head. Having learned the art of the Shinobi and using magics that the natural residents had never experienced before the Stragari slew many, burning and salting the world behind them to insure that none could ever move on from the destruction they wrought. They were a people lost and confused when at long last their Warlord was defeated, slew within ritual combat that left the victor and the defeated dead, encased in crystal. More, they were a people that grew as the onetime Raikage, Kaileer, stepped up and took leadership, leading them back across the ocean from whence they came to teach them that more existed than war, death and destruction for them to find purpose in. They are a people of customs, of belief, and of adaptation. A people very few living today understand.
tab General Description: While all fall under the name of the Stragari there are in fact three variants most commonly found within the wastes of their home, with other variations being subsections of those major three. Below will be described the three different types, along with their physical descriptions and parameters:
          tab Ünathias → Known for being the physically largest and most warlike group of Stragari, the Ünathias are large, ranging in height from six feet to eight feet in height, with very few every born who do not attain this monstrous level of growth. This includes both the males and females, who grow to large girth in order to sustain their physical size. Unlike others on this list other than the size the Ünathias appear entirely human, with colors ranging from blond to silver hair and eyes from grey to hazel. The Ünathias live upon the plains of their homeland, where they make war with other tribes who all follow a different Totem, or spirit, that personifies an ideal their tribe lives by. Often this is a single word or phrase, such as "the Strong Survive" or "Strength!", but it is enough of a difference for the bands to make war upon one another for resources and breeding pairs. The most barbaric of the group, their cities are little more than tents, for it is rare that any of the Ünathias tribes remain in place for more than a single winter. They each follow animals in the old manner of a hunter gatherer, which are often used to explain away the desire for war. This only changed towards the end of the life of the Ünathias, for it was they who went to war with the Shinobi, and it was they who came back with one of them as their leader. Changed, they built cities of ice and snow and lived well, though they never truly lost their desire for violence, which became showcased in a grand Arena that any and all were welcome to use for tournaments to prove themselves.

          tab Myrothimir → Known as the People of Scales, the Myrothimir are a sect of the Stragari that legend tells made a pact with a great god or demon for strength to defend their homes from the Screaming Rifts that plagued their home. As such while not as large as the previous type the Myrothimir average between six and eight feet in height, though they are much, much bulkier than the others. This is due to the horns that grow from their skulls and the scales that sprout around their back, neck, and pectorals, along with thick fingers that end with nails as hard as stone. Born of beast and stone the Myrothimir males and females differ in that while the males bear hard, black scales it is the female that had softer red scales that feel like feathers until in danger, where they become as hard as crystal. Females, too, range from five to seven feet, making them the shortest of the Stragari at times depending on birth. The group live within the somewhat volcanically active part of their lands, where they live within fortresses carved from the natural stone, warmed by the geothermal energy produced by the activity near the surface. They are a quite, brooding people who are prone to bluntness as a matter of practicality; they don't like talking, after all, and being long winded prolonged exposure to people they didn't like. Known for their expert craftsmanship when it comes to forming metal and carving gemstones, the Myrothimir provide weapons and armor to those who pay for it. There is little in the way of overt conflict, though business conflict is the poison of choice here.

          tab Isan'ryal → The third and final type, known as the Isan'ryal, or Isan for short, are some of the strangest type of Stragari. Their origins remain unknown, even to them, but they are born not the way others are, but of both species of Stragari. Crackling with arcane energy that flows through their veins instead of the waters of life, blood, the Isan are a group of mysterious people who, upon reaching adulthood, begin a transformation that leaves them changed from the norm of the rest of their kind. Born of the arcane they become beings fueled by mana alone, their hearts warped into a vortex to which their energy, and life, flows. Where this vortex leads is unknown, though the fact it goes somewhere is clear from the myriad tests they themselves have run. The Isan fit the physical characteristics of the other two subtypes, yet their veins are more pronounced, glowing under their flesh in the color of their mana while their eye colors invert, the sclera becoming black and their irises white. These figures have no Stamina as other living beings know it, instead subsisting entirely off of Mana, but tied to it in extreme ways that leaves their body to whither and age as they use it. What makes this group strange, too, is that they have no home base. Beings of mana who live incredibly long lives these Stragari mostly remain isolated, by themselves. But when called into battle there are none among the Stragari more devastating than the Isan'ryal. As such they are often used as teachers, advisers, and guides for the average Stragari, though they are feared for what they are leaving them to be showed deference not for response but from terror. For the previously stated reasons these are the only members of the Stragari race in which members are not normally able to play them.
tab Native: Hailing from Burust Stragaria, the Stragari home in the far north of the primary land.
tab History: The history of the Stragari is long and ancient, as ancient as the snows that grace their homeland. Passed from generation to generation, from people to people using nothing more than oratory skills, the Stragari are somehow able to maintain a perfectly similar story across their species, with little to no variance found between tribes. Perhaps, more than anything, it is this that indicates their history is true.
          tab To explain succinctly, the legends state that once, long ago, the early people, called the Yslithian (Ees-lith-ian), walked a land of fertile beauty, with forests and grasslands and mountain paradises that would rival the fields of the Elder Plane. Yet one day the belief began to spread that there was more to this paradise, that it was a testing ground for those within it to rise up and claim it as their own. For if the wiles of Nature had created all that could be seen, how much better if under the tutelage of the Yslithian? This belief spread like wildfire, for when hands are idle they will itch to accomplish anything. Sense leaves the mind, body, and spirit, leading to complications that can often lead to mischief. Such was the case here.
          tab The stories go that one of the wandering Kmets, or traveling group of four, found a device at the center of the great paradise, in a valley so deep that the sun barely graces its bottom. It was once believed to be a dangerous hollow, but lifetimes of peace had taught them not to fear any longer. Nothing harmed anything here, especially not the Yslithian! And so they approached the device, what many believed to have been a metallic plate, smooth and unblemished by the weather and time. Knowing not what it was made of alien material that could well suit their needs the Kmet took the plate and hauled with all their might. So weak were they from lack of conflict they could not heave it out. Defeated for now, but not for long, the Kmet made their way back home for reinforcements. Now armed with rope and several Kmets the mighty group hauled together on ropes attached to hooks dug around the plate.
          tab To their great dismay they were successful.
          tab As the plate came free ice and wind erupted from the gaping hole beneath. Terrors and nightmares clawed free from the chasm beneath and warped the souls of those nearby. The Kmets were decimated from the storm, a swirling vortex of black and white ice and snow and howling furies that twist and torment what they have a hold of. This storm spread, killing all not hardy enough or ready enough for this cataclysm. A decade passed in a moment, and the remnants of this event slowed, leaving the Zyok'nyen, the Frosted Howling, an eternal storm upon the sight of the plate's removal behind. None approach now, yet the twisted and howling force left something else behind.
          tab Gone with the Yslithains. Gone were the days of peace and squander. A decade of impossible odds left the next generation mutated and warped. Where once there was Yslithian now stood the Stragari. They are all that remained, and they learned well the lessons of the past. A hundred years was what it took to recuperate from the devastation, and what remained was the powerful descendants who now understood that might, and survival, was all that mattered in the world. Even now, the Stragari work to overcome their homeland and strive to enter the Zyok'nyen and seal it once more, for every year it grows and one day it will envelop the continent. The Stragari are all that remain to stop this threat, and as such everything about their society works towards readying not only themselves, but the world, for that day.

tab Personality Traits: Each of the three have their own traits:
          tab Ünathias → Known as the more vicious, boisterous, and barbarous of the Stragari, the Ünathias are a rough and tumble variety who believe that striving to better yourself is the closest to godliness one can come. Survival skills in the face of extreme adversity is a must, and often yield bragging rights that an Ünathias will never pass up to rub in another's face. Tests of strength are common, as is doing all that they can to show off just how much better they are than the other. However, talking down on another's accomplishments is anathema. It's a one-up battle, not a put-down contest! Honor and honorable decisions will always be the highlight of the Ünathias. The closest real-world example would be they the Ünathias resemble Vikings. They crave freedom more than order, and they crave that which benefits the community while also highlighting individual accomplishments.

          tab Myrothimir → A silent, brooding people, the greatest fear of any Myrothimir is to be caught in a conversation longer than a few sentences. As stated previously, they are a quite, brooding people who are prone to bluntness as a matter of practicality; they don't like talking, after all, and being long winded prolonged exposure to people they didn't like. To them there is little use in words and boasting: the proof of one's worth is in their actions and deeds, in that which they leave for others to see. Why talk about how you're going to murder someone's family when you could just...do it? While Myrothimir who possess the gift of gab do exist they are few and far between, learning to suppress it before their neighbors barricade them within their own homes and starve them into obedience.

          tab Isan'ryal → Little is known of these strange, unusual people, who are very different depending on just exactly which of the previous two they come from. However, the Isan'ryal do have a few similar characteristics when it comes to their personalities. One is the lack of care for physical success. Using mana is a matter of course for one who eats, lives, and breathes it, and the soreness of body after a hard days' work is incredibly foreign to them. They do not hunger for food, they do not expel waste, and they do not want for breath. As such, they find it difficult indeed to understand the average person, so much so that they have difficulty emoting to anything not of their own species. They all also share an innate curiosity of mankind, though the justification for this curiosity, and the form it takes, is as individual as the number of Isan'ryal that exist today.

tab Culture: The culture of each individual tribe for the Stragari is unique, with a new tribe cropping up every so often when another fades as desires, motivations, and spiritual beliefs change. As such there is no one "true" culture for either, though the personalities written above and the general descriptions paint a rather decent picture of the life of a Stragari.
tab Religion/Spirituality: Perhaps strangely, all Stragari have a similar religion and set of beliefs. To them the Sun is a bringer of life and harsh, bitter truths, for the heat it promises can lead to swift death. The Sun is a Trickster God, and is respected for the life and warmth it brings but always kept at a distance for fear of what it may do. The Moon is the Mother, who watches over those who brave the night haunts to fight the beasts that dare attack at night. The Mother is worshipped as a goddess of Fertility, Healing, and Protection. The Stars, however, are the ancestral spirits of the land and the honored dead. They ensure the Mother and Father are kept apart, for they quarrel needlessly if left unattended. It is to they many pay homage, with family members serving the same sort of roles as Patron Saints in Catholicism. This also leads to some confusion when visiting anothers' home and referencing these ancestors, but all are respectful of one another's beliefs.
tab Personal Attributes:
          Hardened Survivor: To be Stragari is to be a survivor of the harshest and most hostile lands in the known world. Bitter cold and terrible heat alike matter little to them, for they've lived through extremes of both as a matter of course. As such, when referencing natural hazards from temperature and natural exposure in hot or cold temperatures the number of posts of exposure required for each step of the Hazard is doubled, taking significantly longer to impact them.
          Demonic Visage: Myrothimir already have the bone-like structures mentioned in their entry, but some have more demonic appearances than others. Taking this Personal Attribute causes your nails to become as hard as granite, gaining the ability to be used as weapons that inherently do D - ranked damage without any Stamina input, and cannot be broken. Uses Unarmed proficiency for combat. Furthermore, gain a natural C - ranked Defense bonus with a Scale of 3. Requires three [3] full rest periods to restore.
          Born of Mana: This is the sole way of gaining access to being an Isan'ryal. By taking this Personal Attribute your Strength and Agility are reduced, naturally, by two [2] points. Intelligence and Mana are increased by an equal amount. All Stamina is converted immediately into Mana, except for five [5] points. All abilities cost Mana, and Mana is linked to life force. Once reaching zero mana the character dies. However, the character no longer need eat, drink, or breathe, but must consume at least twenty five [25] Mana between sleep periods or take two [2] full sleep periods in a row to regain any mana at all from recovery effects over standard rest recovery. Naturally begin with one hundred [100] more Mana than normal for a character.
tab Passive Benefits:
          Large Build: All Stragari are large in stature, with broad shoulders and overly developed muscles. This allows them to use one [1] size category of weapon larger without Special Training. Example, they may use a Large Two Handed Weapon as if it were a Medium Two Handed Weapon, or a Large One Handed Weapon. This comes at the cost of needing special armor, causing a 25% increase cost to buying armor, and requiring one [1] more material than normal to craft.
          Berserker Blood: When below one quarter [1/4] of total Stamina value, the Berserker's Blood activates. This causes Power and Agility to increase by fifty percent [50%], rounded up, while Intelligence drops by three [3] points to a minimum of one [1]. The Stragari gets fifty percent [50%] larger in size and weight, and can no longer tell friend from foe as their blood boils in rage. This transformation will last for four [4] posts as a base, and will increase by one [1] post per Experience Rank beginning at D - rank.
          Bulk: All Stragari gain an increase of two [2] points of Power.
tab Evolution Points: 7
Quote:
05.10.19 Somnus Aeternam: All Stragari gain 2 points in power.
 
PostPosted: Tue Aug 27, 2019 12:37 pm
____________An Teaghlach...||
tab Overview: An Teaghlach, which translates from Gaelic as "The Family", are a species of shapechangers who are better known as therianthropes, or "were-animals". Born into groups, called Septs, which are segregated based on the type of animal they represent and the phase of the moon they recognize, An Teaghlach are highly communal towards their own Septs but are fiercely defensive when coming in contact with others of their kind. Each Sept has it's own unique changes, abilities, and phases of the moon they represent, and at no time can someone be a part of two [2] septs at one time. Of the races within Shattered Past it is the An Teaghlach who share a unique role shared only with the Ancestors to convert other races into themselves, becoming a member of a Sept's Clann, a subdivision that is historically treated as a slave species beholden to the Septborn who birthed them. Clann will fall under it's own heading, and just how a Clann is made is, again, determined by the Sept in question.
tab Physical Description: The Septs encompass eight [8] Animal types that an Teaghlach represent, and between their hybrid "natural" form and their suppressed "human" form each is holely individual, though tradition states that the ideal physical appearance of their Septborn Form is to be as close to between animal and human as possible, with those falling to either side too far being considered "lesser", though in an unofficial capacity.
tab Native: An Teaghlach hail from all over the world, though if legends are to be believed they spawned from a land far to the east, a land of green, rain, and potatoes.
tab History: The history of An Teaghlach is long, and shrouded in mystery, more from the absolute chaos centered around the Ghorta, or Famine, than anything else. Despite this, there is a vein of details that all Septs agree upon in one fashion or another: it began with a ritual. The justification for it is lost as fact, but the common belief is that it was a desire for family, and a hatred of humanity. This progenitor, seen as a deity by some, was named Tighearna, or Lord, and they hated mankind for its selfish desires and the betrayal of principals. They desired a power to force men to become that which they truly were, to expose the beast within them to the light of the day. The ritual bonded their spirit to a spirit of primal energy, ancient beyond knowing with a name lost to the sands of time, but were granted this ability.
tab And so the first Sept, the Sept of the Wolf, was born.
tab The following centuries saw a slow, but methodical growth within the bloodline as it was spread through specific means of contact and through dark rituals similar to the original. Over the same time, new Septs were added, each for another successful creation of a Progenitor bloodline. The order is argued over, but overall the final list became: Wolf, Jaguar, Aquatic, Avian, Equine, Ursine, and Fox. These were the names of the Septs, true, but only by tradition, for all canines and felines fell under the Wolf and Jaguar Septs, respectively.
tab The warring came after to establish dominance, and it was only when the Ghorta spread out of the shadows that the first Clann member was made. The discovery that their ritual, something thought only able to be passed by bloodline or by ritual, could be spread by bites, blood, or secretions mixed with human blood, shook an Teaghlach culture to their foundations. Quickly a class system was enacted, with those of the Septs, born to their powers "naturally", were above the Clann, who were made "unnaturally". Breeding between the classes was forbidden, as was breeding between different Septs, though the justification for that custom is disagreed upon heavily.
tab And that is where the established history ends, the common threads tied into a knot before the chaos of the Ghorta eviscerates it to the core. This mentality, however, and the class system, remains in effect even as late as the Era of Regret, as journals will suggest. The future of the Septs and Clanns are in the hands of the new generation now.
tab Personality Traits: Every Sept have their own type of common personality traits. They are as follows.
        Wolf → The Wolf Sept is known for being highly sexist, with gender roles being nearly constantly enforced. They are a stubborn lot who often feel their way is correct, and sometimes bear a hint of superiority. Men hunt, women breed, with elders ruling the Sept with their age alone determining right to rule.
        Jaguar → Mercurial, known for quick tempers that flare and deaden in moments. Known for being very expressive with their emotions and, often, their opinions. More often than not the Jaguar are known to note care much for whether someone lies, though they tend to have long memories when insulted.
        Aquatic → Tend to have an aversion to heat, and do not like things changing too much. Known for being anxious.
        Avian → A proud Sept, the Avian often worry about how they appear to others though argue they don't care. Add into this that they tend to dislike all Septs than theirs'. Also known for their absolute loyalty once earned.
        Equine → Steady, strong, with a predisposition from their rearing to keep their word and work hard. Also has a reputation for being slow to anger, but once angry destructive in their response. Tend to enjoy movement and physical activity as a source of relieving stress.
        Ursine → Ursine are known to have vicious tempers, and to hold grudges that last a lifetime. That said, they are also known for thinking before acting.
        Reptile → Lazy for the most part, a Reptile Sept member is known for getting along with most as little affects them. Tempers that are cold, with an easy and languid personality that lets them make friends easily, Reptiles are known as fast friends and reliable allies.
        Fox → Cunning, Fox's tend to enjoy mental stimulation, and find puzzles both fascinating and annoying. Fox's are also known for being very independent, and thus no one really knows if the above is a hallmark of the Sept or a concentrated effort to fool everyone around them.

tab Culture: The Wolf Sept is the only known Sept with a formal "culture", which borders on medieval or feudal systems where family names, hierarchy, and gender status matter more than anything. Outside of that, the other Septs are about as individual and different as an average human, and often integrate themselves into any culture.
tab Religion/Spirituality: While all Septborn pay homage to that ancient, nameless Primal force through word or deed, there is no formalized faith specific to the species as a whole. Each Sept, and each family within that Sept, is apt to have their own belief system, same as a human.
tab Personal Attributes:
          • None.

tab Rules // Special Notes:
tab • All members of the Bloodline must select a Sept from the following: Wolf, Jaguar, Aquatic, Avian, Equine, Ursine, Reptiles and Fox. Once selected the decision cannot be unmade, and dictates the entirety of the bloodline's benefits and properties.
tab • Phaselight Madness → Every Sept has a phase of the moon they are associated with that serves as a sort of rejuvenating effect, and a source of much chaos. The Phaselight Madness, as it is called, is different for each bloodline, but is characterized as the time where the blessing, or curse, of an Teaghlach is at its strongest and causes extreme emotional effects. This lasts until the time that the phase has passed, after which the Madness vanishes completely. For in-game definition, every thirty posts [30] it is assumed a the phase of the moon the character's sept is associated with passes. During this time, all physical changes are further doubled [2x], but aggression also skyrockets, and the transformation is forced for the next five [5] posts. This can be resisted, however, though doing so comes with a negative. Until a Phasing is completed, those afflicted with the Phaselight Madness will have their stats reduced to either one [1] or reduced by three [3], whichever leaves the highest number.
tab Passive Benefits: Below are the list of passive benefits for each individual sept. However, some characteristics are universal. Please note, when referencing the information below there is a section called "Phase Benefits". These initiate when a Septborn phases from their Human to Natural form, or vice verse. The following information outside of the spoilers refers to all Septborn, while the spoilers are for individual septs.
        tab • Unlike an Teaghlach Clann, those born of the Septs are born in a hybrid Phased state. Their Phasing is centralized on the concept of repressing their hybrid forms to become human-like in their appearance. This transformation is something inherently learned by an Teaghlach born of a Sept after their tenth year of life. Suppressing, or becoming, the Phased form takes two [2] Activations, unless done during a bout of Phase Madness, in which case it takes no time at all. While phased, ten [10] Stamina is kept hostage and cannot be used, or recovered, until returned to their birth state. While within their human form the Septborn will receive only half of the benefits their Phasing grants, as they are truly unable to separate themselves from the beast entirely.
        tab • Bloodline members have an inherent belief of their superiority to both humans and Clann members, for they are of pure blood, and more so, their forms are their inner selves brought into the light. This is not mandatory, but is highly suggested as it is how every Bloodline member is raised, given their relatively small numbers.
        tab • Styles and Talents that have a more animal-like approach to combat, such as savagery or calling on an animal for representation, may be learned at a one [1] post reduction.
        tab • All Septborn have physical features of one variety or another that hints at their true appearance. These can be minor, or major, and can be both above and below the flesh. Each member of An Teaghlach gains one [1] Animal Attribute, which follows the sames rules and limitations as Tamer Attributes.
        tab • All Teaghlach Bloodline members begin play with a Proficiency in a natural weapon, such as claws, fangs, etc. If a Teaghlach Sept does not have a natural weapon, such as some types of Aquatics, than a weapon may be selected that is closest to the natural weapon in design.
        tab • To an animal that matches the Totem of the Septborn a member of the Sept "reads" as an "alpha". While this allows some to be cowed, or made into allies, this can also insight some animals or beasts into a frenzy.
        tab • As denizens of the natural world, all Bloodline members receive a two [2] point increase to their Foraging Skill. This increases by two [2] point at C - rank and A - rank.
        tab • Kin Sense → All Bloodline members are able to supernaturally detect other members of an Teaghlach, as well as whether they are of a Sept or Clann. The range limit is five hundred [500] meters, though it only allows them to sense the presence at this range, and does not pinpoint. Personal Attributes and Disciplines may be utilized to make this more accurate at shorter distances.
        tab • Phasing Advantage → Phasing from one form to another provides a temporary benefit decided upon by the Sept that an Teaghlach member is a part of.
        tab • Brood Creation → A member of an Teaghlach Bloodline bears within them a form of Magic Disease that latches onto the genetic structure of others and transforms them into a sub-creature, called a Clann member. The methodology of transmission, and what happens to them, will be described within the clans themselves.

• Wolf

      Physical Benefits ►
        → [+1] Power
        → [+1] Agility
        → Heightened Senses [1.5x Human Average]
        → One half [1/2] step increase of natural Regeneration effects
        → One half [1/2] rank increase of Collaboration effects when performed with at least one other [1] person. Still follows Collaboration rules.
      Lunar Phase ► Full Moon
      Transmission Method ► Bite
      Phase Benefits ► Increase Speed and Strength stat of next three [3] techniques by one [1] rank

• Jaguar

      Physical Benefits ►
        → [+2] Agility
        → Heightened Senses [1.5x Human Average]
        → One half [1/2] rank increase to first attack in any combat scenario
        → Catnap: The Jaguar Septborn is able to attain the same regenerative benefits of sleeping after only a short, two hour [2] sleep cycle
        → Can see half again as far [1.5x] in the dark as a human can
      Lunar Phase ► New Moon
      Transmission Method ► Saliva
      Phase Benefits ► For the next two [2] posts after phasing, the Jaguar Septborn is grant one [1] free activation per post that may only be used on techniques or talents that are movement based.

• Aquatic

      Physical Benefits ►
        → [+1] Intelligence
        → [+1] Mana
        → Ability to breathe underwater as long as said water matches the type of aquatic creature selected during creation. If a fresh-water aquatic, cannot breath in salt water.
        → Drinking a full bottle full of the matched Water Type will result in natural regenerative effects to be increased one [1] step for three [3] posts. This counter resets for every bottle downed.
        → Can hear further underwater, up to four times [4x] the range of the average human
      Lunar Phase ► 3rd Quarter
      Transmission Method ► Physical Remains in body
      Phase Benefits ► For the next two [2] posts, while within water, gain a D - ranked Dodge Defense.

• Avian

      Physical Benefits ►
        → [+1] Intelligence
        → [+1] Agility
        → Avian Septborn, due to their ancestry, are either incredibly complex thinkers or are slaves to their emotions. As such, they are difficult to pin down emotionally, making Enchantment Genjutsu that deal with Emotions one [1] rank lower than normal.
        → Avian Septborn are always acutely, and accurately, aware of the air pressure around them.
      Lunar Phase ► 1st Quarter
      Transmission Method ► Feather Toxin
      Phase Benefits ► For the next two [2] posts, the Septborn will be granted a D - ranked Dodge Defense bonus while airborne.

• Equine

      Physical Benefits ►
        → [+1] Power
        → [+1] Mana
        → The body of an Equine Septborn is built slightly different, more so than the average septborn. Their legs are sturdy things, as are their backs, making any attacks made with their legs that much more devastating. Any kicking attack made by the Septborn that requires direct, physical contact to complete is increased by one [1] rank in Strength
        → Movement over long periods is difficult to bear for most. The Equine Septborn, like the animals that bestowed their gift, are blessed with endurance. They can perform actions longer without getting winded, bestowing twenty [20] additional Stamina upon character creation.
      Lunar Phase ► Waxing Crescent
      Transmission Method ► Lactation // Sweat
      Phase Benefits ► Phasing increases, for the next three [3] posts, the speed at which all techniques with a movement factor that moves in a straight line is increase by one [1] rank of speed.

• Ursine

      Physical Benefits ►
        → [+2] Power
        → E - ranked Natural Defense type Defense. This defense has a scale of four [4]. A full rest cycle must be completed before the scale is reset.
        → Sense of smell is twice [2] that of the average human.
        → One half [1/2] rank increase to grappling Strength.
      Lunar Phase ► Waning Gib
      Transmission Method ► Claws
      Phase Benefits ► Ursine Septborn gain for the next two [2] posts the ability to use a Charge maneuver. This can be used when the character has enough space to run their full speed, after which the following physical attack is made at one [1] rank higher Strength and Speed.

• Reptile

      Physical Benefits ►
        → [+2] Mana
        → Reptiles are a cold blooded lot, and as such need warmth nearly constantly. Heat based terrains, and techniques that inflict damage through heat exhaustion, are lessened by one [1] step. In exchange, effects from incredible cold are increased by one [1] rank.
        → All Reptile Septborn receive an E - ranked natural Defense, with a scale of five [5]. This represents the toughness of their flesh, and regenerates every time a sleeping recovery is completed.
      Lunar Phase ► Waning Crescent
      Transmission Method ► Venom
      Phase Benefits ► All reptiles are known for their tough skin. For the next two posts [2], the natural Defense of the Septborn is increased to C - rank.

• Fox

      Physical Benefits ►
        → [+2] Intelligence
        → Deception is woven into the mentality of every fox, making them uncannily good with Genjutsu. Any genjutsu, or effect that causes disorientation or deception, find its cost reduced by one [1] rank.
        → Foxfire is a known strength of the Foxes, who utilize it for miraculous effects. The Fox Septborn has flames that match their mana color, and more so, their fire abilities find their Base Duration increased by one [1].
      Lunar Phase ► Waxing Gib
      Transmission Method ► Hair Consumption
      Phase Benefits ► A fox when riled is vicious. When Phasing, for the next three posts [3] the Septborn finds all attacks made against something that attacked them physically that much stronger and faster, increasing both Speed and Strength of the technique by one half rank [1/2].

tab Evolution Points: 6
 

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Fri Sep 06, 2019 9:50 am
____________Undead...||
tab Overview: Before the Plague the Undead weren't exactly common. In fact, they pretty much didn't exist, with the few recorded cases of undead individuals panning out to be powerful shinobi with religious spells that granted a form of temporary immortality more than anything. This changed with the new world, where wandering Shards have found a unique way to cross the boundaries of the Land of the Dead to come to the Living World, known to the Dead as Primoria. The Undead are broken into four unique varieties representative of their role in Primoria and their physical status, with each having unique rule requirements to exist on the mortal plane for any length of time. The four types are Parasitic, Fleshcrawler, Wraith, and Shadebound, explained below in individual entries.
tab Physical Description:
      tab Parasitic: Parasitic type undead are the most human-appearing by default, though only on the outside. Born with a lifeform that inhabits their internals, the parasites range from taking over a single organ to the entirety of the matter within a body in the form of strange, otherworldly “threads”. Parasites are living organisms unto themselves, both separate and combined with their host for sustainability. Externally, the Parasitic undead type may indicate some level of intrusiveness in the coloring of their sclera, which can take on unusual hues, or weird markings upon the flesh, but these appear to be random and not required. There is no other outward indicators of being a parasitic undead.
      tab Fleshcrawler: also known as a “zombie”, the Fleshcrawler begins with a pallid exterior and sunken eyes, along with slightly longer canines than when they died. However, within days the body begins to rot until flesh falls off in chunks, though the full putrification process can be hampered with spells. At advanced age the Fleshcrawler may have no flesh at all, becoming a shambling skeleton. The rate at which the body decays, and to what level, is allowed to be selected by the individual member who chooses this race, but in all cases without any intervention the body will begin to rot.
      tab Wraith: Known as Ghosts by many, or Poltergeist, the Wraith appears as they did when they died, though the form no longer ages. Wraiths interact with the physical world by possessing or manifesting, with the former granting them the appearance of what they claim while the latter shows them for who they truly are, except with burning coals the color of their Mana where eyes and heart should be when seen in a reflection from any reflective surface.
      tab Shadebound: A strange form of undead, perhaps the most unique, is the Shadebound. A mix of flesh and wraith, the Shadebound walks the fine line between the living and the dead with a body that appears almost entirely human except for where the Blight touches them. Random parts of their anatomy will be incredibly different in color, such as a large patch of hair suddenly bright red in place of black, or an eye and all surrounding skin grey in place of colored normally. When exposed to an absolute lack of light the Shadebound changes into an inhuman version of themselves, which can range wildly in size and shape from their more “human” selves. Please describe this alternate form when embraced by Shadow or in the Land of the Dead, but keep in mind proportions should not be too obscenely different, such as being three feet tall normally and twenty feet tall when Shadowbound.

tab Native: Undead come from all over the world, for all die sometime. However, in the new world they often come from the Rift, south west of Iron and directly west of the ancient Land of Fire.
tab Rules // History: There is no history to note for each type of Undead. Sometime after mankind perished the Undead began to appear, first as Wraiths, then, as humans came back to the world, as the rest. It was only recently when the life essence of humans came back into the world that the Undead gained sentience, and may now begin living their “lives” once more, with only the memory of their past lives to worry about. However, there are special rules for each race of the undead to worry about, listed below, to maintain their existence or to interact with the world.
      tab Parasitic:

Overview: Known as Parasites, the Undead born to this species died painfully, torn apart, devoured, or left to rot before death. They died unpleasantly, and their bodies were literal wormfood. However, upon rising from the dead the Parasitics are born with wriggling creatures making up either some or most of their internal anatomy, ranging from an organ or muscle or two to the full range of the body. Whether the parasites and the Undead are aware of each other enough to speak comes down to the individual, but what’s known is that the Parasitic Undead are born with the deadly ability to consume Hearts and use it to sustain and continue their lives beyond the normal scope. Parasitics are thus maintained by these hearts, but also regenerate energy the same way others do through eating by eating something…else. This can be ephemeral, such as feeding on emotions or life essence, to literal things such as blood or bone, in order to maintain the power of their tendrils and the connection with their Hearts.
Notes:
tab • Parasitics begin are made when someone dies from one hundred [100] Mental Corruption. This means a Parasitic begins with the same number, and if their corruption is reduced it changes their tendrils back into muscle/bone/organ mass. Once zero [0] is reached the Parasitic is effectively human again, with all that entails, but can only become permanently so if a Skald utilizes the Purification ritual. If left unaffected by external sources the Corruption will regenerate at a rate of ten [10] per two [2] posts.
tab • First and foremost, the Parasitic begins with one [1] heart, which is endowed with the elemental attributes and all up to eight spells [8] the character knows. This is known as the Primary Heart.
tab • The Parasitic is able to consume other hearts, up to a maximum of five [5] per body, by using their parasite’s tendrils to act as blood vessels. These hearts must be from RPC’s or IPC’s, which are NPC’s designated with enough importance to count as RPC’s for this purpose. These hearts carry up to eight [8] Abilities the original owner knew, whether Talents or Spells, and not only bypasses class requirements for the spells but also grants the element required to cast it. If the heart is lost these abilities are also lost.
tab • At all times the Parasitic may determine which of their hearts is Primary. This Primary heart is the one that is destroyed if the Undead “dies”. Once all hearts are destroyed the Parasitic dies permanently.
tab • Communication with the Parasites within the body is up to the member. Parasites are living beings with varying levels of intellect, and as such this decision is left up to the member upon character creation.
tab • The tendrils that live within a Parasitic can separate and connect as desired, allowing them to extend up to five times [5x] the character’s body length from the host. By default, all tendrils are about the thickness of a good cable, and can be extended from orifices within the body. Personal Attributes may be used to change the tendrils in a variety of ways.
tab • All Parasitics bleed, though the color and consistency can differ. The tendrils are part of their living flesh, but sustain themselves through their own methodology, such as feeding on things like “emotions” or “life energy”. This must be listed somewhere on the profile. As damage is taken the tendrils are damaged in the same way flesh is. They regenerate and recuperate the same as any type of flesh would.
tab • It is important to note that a Parasitic need not sleep, but they must feed on their food source as often as a normal human would or they will suffer the same affects as dehydration and starvation as a human would. Furthermore, they need not breathe, as the hearts do not beet to circulate blood.
tab • Parasitics gain +1 Intelligence and +1 Agility

        Fleshcrawler:

Overview: Known as Zombies, or Skeletons, the Fleshcrawler is created when someone dies and returns to the body they owned previously, sometimes finding it not in the shape they left it. Oftentimes this is because of the Shard being unwilling to move on, and their will is so overwhelming that even Death cannot defy it. Characters in Shattered Past who select this are expected to have died before or at the time of their crystallization, and as such are only awaking to sentience now that Humans have returned. However, sometimes the chrysalis cracks open before the Shard returns, and the body decays rapidly. As such, it is up to the member to decide just how decayed a Fleshcrawler is.
Notes:
tab • Fleshcrawlers are made when someone dies at one hundred [100] points of Physical Corruption. As such, they begin with the same number. The physical appearance of the Fleshcrawler is healed the closer to zero [0] their Corruption becomes, and once they hit this number a Skald may perform the Reunification ritual to turn a Fleshcrawler back into their original race. Left unattended, Corruption returns to the Fleshcrawler at a rate of five [5] per two [2] posts.
tab • Fleshcrawlers are dead by rights, being little more than a repossessed corpse that somehow has avoided rigor mortis. Given their hearts are stilled and their blood doesn’t flow, Stamina and Mana regeneration requires external forces, and sources, to recover what the Fleshcrawler has spent. To do this they eat the living or recently dead, gaining more from those whose hearts still beat in their chests than those who recently died. At a rate of fifty [50] Mana and Stamina per Experience Rank of the victim for living beings, and twenty five [25] for those who have died within the last twenty [20] posts, the Fleshcrawler consumes at least one [1] mouthful of matter. Given this, Fleshcrawlers do not recover Mana or Stamina naturally, and any Evo that does bestow it cannot be taken by a Fleshcrawler.
tab • Fleshcrawlers are about as dead as any Undead can be, except for the Wraith. Without hearts or flowing blood disease and poison finds it difficult to affect them. Without the need to breath or sleep, nightmares and air toxins become nearly pointless. However, they can be affected by spells that affect nervous systems, as this still functions within their forms through their Mana networks, which replaces what normally is there. As such motor functions are controlled by Mana, and anything that disrupts, or completely removes, mana will cause them to be unable to move. Fleshcrawlers also cannot die from running out of stamina or mana, but instead fall completely still, unable to function until force fed something to restore themselves.
tab • Fleshcrawlers can only be permanently killed by reducing their physical forms into dust, ash, etc. Complete obliteration of the corpse is necessary.
tab • Spells that heal through mana, such as from the Medic class but noticeably not from the Skald class, do not work the same way for a Fleshcrawler. Such spells instead do damage, making them great as damage dealers but not so much as effective medics.
tab • Once a skeleton, the user character may absorb material through their bones. Eating somehow still works, often to strangely comical effect.
tab • Fleshcrawlers gain +2 Power.

        Wraiths:

Overview: Often called Ghosts or Poltergeists, the Wraith is a shard made "real" on Primoria as a form of "mana ghost", their souls existing as a font of pure mana without any physical existence to speak of. The legends say that a Wraith is born when someone dies filled with mental anguish or regret, or even high emotional states that surpass the norm. By exerting their limited pools of mana and stamina the Wraith is able to manifest themselves in physical form or assume direct control of a host body, which can include living, and aware, hosts. Doing such a thing is a necessity if the Wraith wishes to interact with the world, but carries a great risk in return. Given their unique form the Wraiths are often hated the most, for they are invisible to the naked eye without Evos or Classes to grant access to them.
Notes:
tab • Wraiths are born when a character dies with one hundred [100] Spiritual Corruption, and as such begins with the same number. If this number is reduced by any means the Wraith becomes more and more physical, until zero [0] is reached and they are effectively "mortal" again. Once this number is reached if a Skald performs a Reunification ritual the Wraith is made their original race again. If left unaffected by external sources the Wraith will regenerate fifteen [15] Corruption every two [2] posts.
tab • Wraiths survive on mana alone, their essence made up of it while on Primoria. As such, as long as Wraiths have five [5] mana they are able to maintain their presence on the living plane. However, if they drop to zero [0] they are shunted onto the Younger Plane, where their mana must reach at least one hundred [100] before they can return to the world of the living.
tab • Wraiths do not have Stamina by default, and are thus able to invest all stamina into their Mana pools. This changes only during Manifestation, which is covered below after Possession.
tab • Wraiths may use a unique talent called Possession, an X - ranked spell that the Wraith uses to take over the body of another creature to "ride". If this being has sentience, meaning it can think on some level past base animal instinct, they feel something pressing in on them from all sides, their vision darkening. If Release is cast to break this effect the Possession fails. However, there is no limit to how often the Wraith can cast possession, outside of the expenditure of Mana to accomplish the spell. At no time can Stamina be used to cast this spell. If there is no sentience, or the body is dead, the Possession automatically succeeds with even E - ranked expenditure. Once Possession takes place the Wraith has complete control, and if there is no sentience they pay no upkeep to maintain it. However, if sentience exists an upkeep cost is paid of one [1] rank lower than the Experience Rank of the host per post of control, unless the host is willing to accept and not fight the possession. During this time, the Wraith is able to access all spells they themselves know, train and learn spells, etc, and is able to link their Mana to the host's mana pool, using it up in place of their own (if they desire). Furthermore, if the Host is sentient and allows the possession then the Wraith gains access to all of their memories and skills to stack on top of their own fur the duration of the possession. Dead hosts do not grant these benefits, though the Wraith gains access to any previous Stamina pools the body once had.
tab • Manifestation is a powerful spell that only a Wraith possesses. It costs no mana in an of itself to activate, but allows the Wraith to become completely physical in Primoria. At this time they must select how much of their Mana becomes Stamina to anchor the Manifestation. Once this Stamina runs out the body disintegrates, becoming a "ghost" once more. Every post that they remain Manifested costs five [5] Stamina.
tab • Wraiths, unless within a host, require no eating, sleeping, or breathing. This is due to them having no bodies and live solely on Mana alone.
tab • As ghosts, Wraiths cannot die easily. While they are affected by any ward that holds back a Shard, a Wraith can only be killed while within the Land of the Dead. Once there they are considered "mortal", and thus can be slain by inhabitants of that world, or by those who have gained the ability to murder Shards, Sprites, or Fades.
tab • Wraiths, while in their ghost forms, cannot phase through materials thicker than three [3] inches. Anything thicker blocks their movement, and anything enriched with Mana in any amount cannot be passed through at all.
tab • Wraiths gain +2 Mana.

        Shadebound:

Overview: Shadebound are a rare form of undead that are born, legend states, when someone dies in the dark, and/or is never found after death. The vengeful Shard becomes a nightmare manifest by true shadow, and appear on the next New Moon. Whether this is true or not is difficult to say, but a Shadebound walks the line between Fleshcrawler and Wraith, and yet stands apart from them. Each has a Shadebound form that only appears on the deepest of twilight nights and darker, a form that can be nearly anything and is most often inhuman. This form grants no special abilities in and of itself but is their "true form", revealing them to be monsters who only try to be "human". If seen in a reflection their true form appears as a black shadow overlaying their body. While in the light a Shadebound is marked by a part of their anatomy being radically different, such as a chunk of hair and skin being radically different color, or one eye being strange in shape/design, having multiple additional fingers very different from the others, etc. These need not be something others can see (such as under clothes), but they are there.
Notes:
tab • Shadebound are unique in that to become one requires dying with Spirit Corruption of one hundred [100] while in darkness, such as at night without a light. If they are reduced to zero [0] their Shadebound form no longer appears in darkness, and they count as being alive again. If a Purification ritual is performed while at this level the Shadebound is made alive once more, returning them to their original race.
tab • Shadebound receive a Shadebound Form which should be written until Physical Description in a separate paragraph. This form has few limitations, but should make some sort of sense in regards to size. This form grants no specific bonuses, nor unusual powers, but this form does not need to be human in nature. An example would be that it wouldn't be considered reasonable to have a three foot character suddenly turn into a thirty foot tall Lovecraftian nightmare. Though, growing into an amorphous blob with thousands of mouths, teeth, and hooked appendages is acceptable, if close in size to the original body. This will likely be a negotiation between member and Approval Moderation. This form only appears in the darkness, and immediately fades if light from artificial sources (electric lights) or Sunlight (and UHV lights) strikes them. This can be repressed at a cost of fifteen [15] mana per post of doing so.
tab • Shadebound have no heartbeat in their human forms, for the human form is more of a "facade" to hide the monstrosity of their Shadebound Forms. As such that register as cold, and physically feel cold.
tab • Much like the Fleshcrawlers, the Shadebound do not regenerate mana or stamina on their own. However, unlike the former, the latter regenerates their energy by consuming mana in raw form to sustain their physical selves. While in their Shadebound form the Shadebound's attacks by default siphon off mana from those they strike, draining one quarter [1/4] of the attack's energy cost from the target and granting one [1] stage increase to natural mana and stamina regeneration. This stacks, with each successive strike increasing the step of regeneration by one [1] for a total of three [3] posts plus one [1] for every strike made. This timer resets on every strike made, to a max of one [1] strike per Activation.
tab • If at any time the Shadebound loses all mana their physical form breaks down, and they are shunted onto the Younger Plane of the Dead, only to return one their mana levels have returned to one hundred [100] or more.
tab • If at any time the Shadebound runs out of Stamina they immediately lose access to their Shadebound Form, immediately becoming sickly and pale, their stats all immediately halved [1/2]. During this time darkness begins to eat away at their skin whenever in the dark, and as such it would be best for a Shadebound to hide until they can regenerate one hundred [100] Stamina.
tab • Unlike the Fleshcrawler the Shadebound may regenerate stamina as normal. Only Mana does not regenerate.
tab • Of note, Wraiths and Fleshcrawlers find themselves attracted to Shadebound as perfect hosts or meals, with the latter finding themselves gaining four times [4x] the number of mana and stamina from consuming them while a Shadepound pays two [2] ranks higher in Release costs to avoid possession.
tab • Shadebound gain +1 Int and +1 Mana

tab Personality Traits: Much like humans there is no predisposition in regards to personality traits with being an Undead, though they still pull form the original traits of their original race.
tab Religion/Spirituality: There is no specific religion for the undead, more an understanding that there is more to life than what's apparent. This coming from the fact they've been to the Land of the Dead.
tab Personal Attributes:
          • N // A
tab Passive Benefits:
          Dead: Undead are not alive. They are made when one dies, and with help, may live again. However, in the meantime the Dead require things to stay alive, something you can find in the appropriate sections above. What must be stated is that being undead does not make you immortal. In all cases above the Undead can be killed permanently, it's just much more difficult to do so.
          • All Undead are still affected by Illusions, even emotional ones. Unless otherwise specified all undead have emotions, can think and feel for themselves, they are simply refusing to die.
          • Outside of what is written above, the Undead receive no benefits from their previous race if they are made into Undead during the course of Roleplay. They surrender those benefits and evos in favor of being an Undead, which alters them in some way.
tab Evolution Points: 4
 
PostPosted: Tue Sep 17, 2019 8:05 am
____________True Ancestors...||
tab Overview: The long, and short, of this race can be broken down into one word: Vampires. There is of course more than this, which is written below in greater details. For the Guild's story, a member of the True Ancestors awakes with no Blood Points, making them thirsty beasts.
tab Physical Description: Members of the True Ancestors are naturally pale in color, for their blood levels are lower than most since they do not have it. However, the more blood they consume the more human they appear, with only their long canines to indicate they are anything but human. With the rise of unusual species even those canines reveal little, until the True Ancestor begins to consume blood.
tab Native: True Ancestors have no specific home to call their own, for their history lies in a past more ancient than mankind itself. As such they can be found among any people, though if naturally born they are almost always in human settlements.
tab History: There exists a tale, a tale that spans many of generations reaching back to when man first freed themselves from the shackles of evolution. When the first primordial human crawled their way out of the muck of gods and moons. A being that was said to foster the vast diversity of life as humanity knows it, a True Ancestor to the previously dominate species on earth. With all tales of creation this might just be the rantings of a long gone mad man, like the tale of descending from the moon, but as with all myths there exists a tiny kernel of truth to be mined from it. Far down the evolutionary branch of humanity there existed a point from which humanity truly became its own being branching off from its Ancestors. What was left behind however was not left to stagnate and perish, what was left behind grew parallel to humanity. A True Ancestor is a child of the night, a being that latched onto the life-force that existed so strongly in mans early years. Learning to control this unstable energy and refine its rough edges. It is said that once the first Ancestor grasped at their life forces true potential that their body was forever changed. Two sides of the same coin: heads the humans who freed themselves from being empowered and weakened by the cosmic deities such as the sun or the moon, and tails the Ancestors who embraced their connection to the Origin and strengthened their bonds to life itself.
tab When the first Ancestor of the clan reached this peek of mastery their body itself halted its advance with time. It gave them access to abilities that humans could only dream of. No longer would the being age so long as their life-force remained strong. No longer were they shackled to eating to survive. No longer were they human. They found that a new craving drove them. Whenever they preformed their new feats over life itself they would feel a pang of hunger that couldn't be solved by consuming bread or meat. This hunger grew more and more until the splatter of blood graced this beings senses. The crimson liquid of their dying foe proving impossible to ignore. Their bestial instincts driving their teeth into the foes flesh. Immense pleasure washed over the Ancestor as the greedily drained their foe off all of remaining life force in their husk of a body. It was this first feeding that started a myth still used to spook children to this day. That of a vampire. It is because of this myth that Ancestors to this day are children of the night, avoiding public use of their true abilities in fear of a mob forming at their doorstep. Truth is always found in myth after all.
tab Personality Traits: Not unlike humans the True Ancestors vary wildly in personality, though one fundamental rule transcends all: the Hunger. When hungry the personality tends to turn negative, for their hunger is a part of their very being, much worse than any hunger pang a human can experience. Each True Ancestor responds differently to the Hunger, but each is always extreme the Hungrier they are.
tab Culture: If a True Ancestor can be said to have a culture it would be the solid belief they they are superior to humans and, as such, frequently use and see them as cattle. This might well be more of a personality trait, but it defines how they live, too, and as such goes here.
tab Religion/Spirituality: There is no specific religion or spiritually held belief for the true Ancestor.
tab Personal Attributes:
          Ancestor Spells: By selecting this Personal Attribute the Ancestor gains access to spells that are otherwise impossible to gain.
          Elder Control :: When a Personal Attribute is invested into this the Ancestor will have more control over which rank of feeding they can use when replenishing BP. At 50% remaining you will only lose access to E and D rank, at 25% remaining you will only gain the loss of access to C rank.
          Energy Siphon :: Upon selection the Ancestor will find that not only does feeding replenish their BP they now seem to be able to drain mana along with BP. The amount of mana gained by feeding will always be half the amount of BP drained, E Rank does not drain mana. The mana is taken directly out of the victims pool.
          Blood Bliss :: When selected the Ancestor will find that when using C-A rank feeding not only does the target get weakened but the missing strength will find itself flowing through the Ancestor's body. The stat boost gained is equal to the stat rank lost by the victim and will last until the victims stats return to normal and/or perish.
tab Passive Benefits // Rules:
          ◇ True Ancestors, despite the lore of being Vampires, are not quite Undead. They are a species apart from Man who feed on blood from all sources of life to sustain themselves. They have a heart that beats, and blood that flows through them, though it is naturally thinner and slower than a human's.
          ◇ While this is not required of you per se, but for role play purposes please consider that being close or empty on BP should make your RPC more feral and prone to attacking anything to cure themselves of their hunger.
          ◇ You will awaken from your crystal prison with only 15 BP stored in your RPC's body.
          ◇ Make sure you understand [Feeding]'s rules, breaking them enough times will have you stripped of being able to feed at all thus limiting your RPC's lifespan drastically.
          ◇ Ancestors do not need to consume food or water to survive, the only nourishment they will require is blood. How filling the blood is depends on the rank of [Feeding] preformed. While they can still be consumed it just wont offer them energy as it would for a human, not even alcohol effects them.
          ◇ The max amount of BP that can be stored in an Ancestor depends solely on body rank, this cannot be increased through personal attributes or through event prizes.
          ◇ The amount of BP that is drained when using an Ancestor Spell or Talent is equal to a like rank Spell. Ie E rank will cost 5 BP.
          ◇ Taking this bloodline forfeits your ability to choose a starting ability besides [Feeding].
          ◇ While Ancestors might be bless with eternal youth... you are not immortal, plenty of things can and will kill you if your careless. A stray arrow to the heart or brain isn't something you can regenerate your way out of.
          ◇ An Ancestor has the ability to make a willing person into a Lesser. A Lesser is more in line with what the general populace would consider a "vampire." This would make them a Blood Father.
          ◇ Ancestor's abilities are not fueled by mana or stamina but rather by Blood Points (BP), gained by taking the life essence from another being through feeding. This Spell is gained at the start as a replacement of the original starting ability.
          ◇ You begin with 100 BP as your maximum and will gain and additional 100 BP max per body rank. This may be increased by a further fifty [50] with a Personal Attribute.
          ◇ Once an Ancestor's body reaches maturity they will find that their bodies stop aging as long as they continue to consume the life force of others.
          ◇ An Ancestor's eyes have a passive night vision, allowing them to stalk prey without the need for light to give them away. A side effect of this is that an Ancestors eyes will always glow to some degree when in low light situations, giving a hint at their true nature.
          ◇ All Ancestors will see themselves taking an additional rank of damage from any Fire abilities as well as any Evo Spells that are made up of some mixture of Fire.
          ◇ The sun is in a way an Ancestors greatest weakness but only if they run themselves dry of BP, however even with low BP the sun's rays will have negligible effects on their bodies. Such as dull headaches and irritation to the skin as examples.
          ◇ When bellow 25% of their max BP the Ancestor will find that while out in direct sunlight their stats are treated as a rank lower, as well as any ability preformed by them hitting for a rank less worth of damage. So not only will they be famished but they'll be physically weakened as well.
          ◇ When an Ancestor comes from a mixed race background, they will always inherit the physical traits of the other race as a genetic defense to blend in with their surroundings. Their Teeth and Pale Skin comes with it.

tab Evolution Points: 6
 

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200

Lanfaer
Captain

Aged Genius

8,075 Points
  • Befriended 100
  • Survivor 150
  • Hygienic 200
PostPosted: Fri Sep 27, 2019 6:54 am
____________ The Fae...||
tab Overview: A regal race of Elves hailing from beyond the Aether with a natural affinity for the usage of Magic.
tab Physical Description:
          Minyanón - The First Born, the original sect of Fae. The Minyanon are the oldest of all the Fae, being descendents of the first beings to reach out and succumb to the raw Aether of world. They are fair skinned and slender, possessing pointed ears. Among the Fae, they sit at the top of the aristocracy, many being able to trace their own lineage's back several generations. They rest on their laurels and are rarely seen lifting a finger to help even other Fae. Instead, the Miyanon play games of politics and espionage against each other's noble houses, each vying for status and position. Overtime, these 'games' as they were called created deep fractures and division among the ruling class that persist to this day. Minyanon are quick to doubt and slow to trust and they are almost always hiding ulterior motives.
          Tovon nún - The Tovon nun (commonly Tova) or Low Born are those that have been cast out by the Minyanon. While many carry the same blood in their veins as the Minyanon and look similar in appearance, they are a second class of citizens. The Tova made up the working class in Fae society and those who came from houses that had fallen from grace. Where the Minyanon are generally fair skinned, the Tova are generally darker in color, a testament to working for a living instead of sitting around in lavish estates. Unlike the Minyanon, the Tova are generally open and accepting to other Fae and even outsiders. They believe in team work and companionship over status and royalty.
          Eglamán - Forsaken Null LOCKED

tab Native: The Fae come from a land originally far to the west, Feindór. Their homeland is shielded from the outside world by a mysterious veil of magical energy that takes on the appearance of storms and tidal waves to turn away souls that would otherwise discover their lands. Translated literally, Feindór is the Radiant Land. Hidden behind their protective veil, the Fae enjoy a continent of bright sunlight and plentiful flora and fauna.

tab History: Across the millennia that the Fae have called Feindór home, they crafted massive cities and majestic wonders not seen in any of the other kingdoms of the world. While other races such as humans had barely discovered fire, the Fae were already at the pinnacle of their civilization, enjoying a golden age of prosperity. At this time, they had not yet become the Fae. Instead, they were simply elves. This period before they became Fae would be known as the Golden Age of Feindór or in their native tongue, Malthenand.
tab There was peace in this time, unbroken for centuries between the ruling families and royals. Prosperity was unrivaled and scientific advancements were occurring faster than the people could adjust. Having unlocked almost all of the secrets of their land and of their race, the elves sought to unravel the mysteries of the planet and the very nature of magic itself. Magic was already a part of life in Feindór, fulfilling small tasks here and there and serving as a parlor trick used by bored noblemen to impress women. But that was all it was, a trick.
tab In the waning days of the Golden Age, new adventurers set out to find only what they referred to as 'The Source'. They believed the source to be the magical wellspring or entity from which all magic flowed into the world, a source of what they believed to be limitless energy. With such a force under their control, their limits would be endless. They scoured the continent, combing over ancient ruins and pouring over decaying manuscripts from ages long past. They sought mystical artifacts and wise men who spoke of great powers. It all seemed futile. Every lead took them to a dead end or a worthless trinket long devoid of any real power or value.
tab It would be in the most ancient of places that they would finally find what they were looking for. Deep below the surface of the continent, through a thousand winding caverns, they found it: a trickle of shimmering water dripping through the rocks. Liquefied mana, in its purest state. It was here that our brave adventurers first quenched their thirst for magic, forever altering their very DNA and the course of history. With their new found power, the adventurers, then known only as The Seven, set forth across Feindór, laying waste to the land as they followed their insatiable hunger, now feeling drawn to sites of great power known as Leylines. It was not long before the group fractured, with each member staking a claim over a part of the continent, establishing new kingdoms and noble houses. Slowly they shared the source of their power with their most trusted aides and loyal subjects. One by one, the elves of Feindór were transformed into Fae.
tab War ravaged the continent until at last, four members of the Seven put aside their differences to create a new alliance. They fought and banished the other three who refused to share or surrender their power. As their last acts, these three fractured the land and laid waste to great cities, killing millions. Following their defeat, the victors struck the other three from almost every record, instead calling them the Fallen ones. Every reference to their names, appearance, and great deed was replaced. To this day, it is a mystery what befell the Fallen ones. Many believe them slain but in dark rooms and far away places, their real names are sometimes whispered in hushed tones.

:: Placeholder for Forsaken Ones Story ::

tab Personal Attributes:
          Instruments of War: The Fae can bind their spells to items, such as wands and staffs, allowing the item to cast spells for them. This still costs the required resource but eliminates the need for the Fae to speak, instead relying wholly on the motion of the item to cast. (ie flicking a wand, spinning a staff) Only one spell may ever be bound to an object and Fey are limited to 1 object per body rank (E -1, D-2, etc). The object must be submitted like any normal custom. If the object is broken, a new one can be made but must be resubmitted. Crafting an Item requires at one skill point per body rank into a Fae only Skill. A Fae can fail to craft an item.
              Fae Craft:: A property that can be crafted onto any staff or other weapon that grants a +4 to the CC of the item crafted. However, the return is that this item can now be used as an Instrument of War.

          Markings of Power: The Fae gains the ability to 'enchant' items with peculiar effects. These objects differ from weapons in that they cannot actively cast abilities but instead bestow constant and 'passive' buffs to the item that can be used by the wearer. Weaker buffs can cost nothing to maintain while stronger buffs and 'activated' effects will consume mana (or chakra) of the wearer. These enchantments must still be submitted as customs can be freely given to other characters. The Fae may have up to 3 enchantments at one time on their person and other characters may have no more than 2. The enchantments are bound to the item, so if it is stolen or sold, the item retains the enchantment. Enchanting requires points in a Fae only Skill.
              Fae Enhancing:: The Fae gains the ability to add additional properties to objects. These enhancements must be submitted as a custom. See PA for additional restrictions.

          Grimoire: The Fae gains access to a Grimoire. These are powerful, personal items, usually in the form or a book, manuscript, or scroll that contains the Fae's most powerful abilities. These abilities may only be cast while the Fae is in direct possession of their Grimoire. Possession of the Grimoire allows the Fae to create a signature spell at each body rank (ie one at E, one at D, etc) that only the Fae can utilize. These abilities will generally be stronger than most other customs or may possess gimmicks that would otherwise be flatly denied. The danger of reliance on the Grimoire is that it can easily be destroyed by an enemy attack that is equal to the wielder's body rank. Once destroyed, the Grimoire cannot be recreated easily. The Fae must regather the necessary materials to recreate the Grimoire and can potentially lose access to all of the previous spells contained in their old Grimoire. Recreation of the Grimoire requires a custom mission of equal body rank to the creator. A Grimoire consumes one of your custom item slots permanently.

tab Passive Benefits:
          Soul Pact: Most Fae have a familiar, a creature that is bound through contract to serve them. These usually come in the form of small animals such as cats, dogs, and birds. A Familiar may be used in place of the Fae's own body for casting "touch" based spells, though they must be within the same relative area to do so. Secondly, for no additional cost, the familiar may share its senses with its master, as long as, again, they are in the same relative area (same thread). Unlike normal animals and living things a Fae Familiar is made from the essence of Aethir, and as such bear no Shard to which the afterlife is bound. When a familiar "dies" its body disperses into mist, reforming five [5] posts later in relative proximity to the Fae, reforming from mist. Please note that the Fae Familiar differs from
          an Arcanist familiar, as it shares its activations with its owner, and carries the same physical stats of a normal animal of its kind. Its intelligence is that of an average human, and it carries its own personality, having access to any language the Fae knows, but unable to learn any spells or talents on its own, except for Custom Abilities created by the Fae themselves.
          Words of Power: The Fae do not use Handseals or other similar methods to cast their abilities. Instead, they rely on incantations and movements to cast their abilities. Simpler abilities can be cast with a simple wave of an arm or a single word while higher rank abilities require lengthy verbal incantations and arm movements. Arm movements can be completely left out if the Fae increases the length of their incantation to supplement. In effect, the "casting method" of any class always contains this at the very least.
          The Hunger: The Fae are naturally drawn to sources of magic and can detect when a large magic source is near. This does not give them an exact location but can give them a general direction as well as warn them of incoming attacks. This has no statistical advantage, just a roleplay one.
          Magical Fiend: All Fae gain an increase of two [2] points of Mana.

tab Rules:
          • The Fae, like the True Ancestors, have a hunger. Instead of seeking blood however, Fae are drawn to mana at all times. They constantly desire it. This usually does not manifest unless the Fae are near a powerful source of magic or have been forced to cast an ability, thereby wasting their most precious commodity. Long term hunger can lead to eventual psychosis or even death. As a general rule, the more magic used by a Fae, the more their mental state deteriorates.
          • Most Fae have a tendency to think of themselves first. They will rarely do something selfless or make a sacrifice unless the payout is even greater than the risk. If a Fae offers to help, they almost always have an ulterior motive in mind. It is possible to have a truly good Fae, but they are rare in most cases and will most likely be a Tovon.

tab Evolution Points: 6
Somnus Aeternam
05.10.19 Somnus Aeternam: All Fae gain 2 points in mana.
 
PostPosted: Mon Mar 02, 2020 6:39 am
____________Entite...||
tab Overview:
          The Entites are a race descended from elementals, either directly or at some point in their family tree. They have a natural affinity for the element of their heritage and have the ability to take on an elemental form that significantly increases their elemental prowess. Most are proud of their heritage, but others might see them as monsters...

tab Physical Description:
          Typically human in appearance, the Entites have features that hint at their heritage. These features can range from strange colored eyes to outright obvious things such as flaming hair (harmless to the touch) or stone-like skin. Usually this varies depending on how distantly the Entite is related to their elemental ancestor. They are not required to be half-human, however, and may have a mixed heritage with another race. But usually, they have a human ancestry.

tab History:
          Entites do not have an elaborate history. Being a race born from an elemental and another race, either directly or indirectly, they are considered a ‘Half-Race’ to begin with. Despite being a Half-Race, the elemental blood dominates the other race’s blood, leading them to gain no benefits from the recessive race. The only exception to this is being a Half-Entite, the rules of which are described later on. As such, they share the history of the race of their parents.

tab Personality Traits:
          While not required to have the traits typical of their elemental choice, it is not uncommon to share certain stereotypical quirks associated with the element.
          Fire: Passionate, confident, impulsive, dramatic, forthcoming, self-conscious
          Water: Emotional, creative, empathetic, secretive, reclusive, authentic
          Earth: Grounded, practical, disciplined, judgmental, controlling, loyal
          Wind: Brilliant, curious, independent, talkative, impractical, restless
          Lightning: Arrogant, prideful, direct, jealous, charismatic, intense

tab Religion/Spirituality:
          As the Entite is born of another race mixed with elemental ancestry much like humans they have no specific faith to call their own, and instead fall under the same religious or spiritual beliefs found in their parent race’s section.

tab Personal Attributes:
          Deluxe Shift: While most take one [1] full post to change into their elemental form, you’ve found the secret to becoming one with your birth element. As such it takes no action at all to change into your element, and can be done as part of any Action taken.
          Consumption: Gain the ability to devour the element you are born from and regain energy in the process. Able to gain back one quarter [.25] of the associated cost with a rank (minimum of [5]) of that element from consuming it, remove it from existence by absorbing it into your body through a variety of means. I.e. if the rank of fire is C - rank, you would get back five [5] Mana or Stamina. Another Personal Attribute, or taking this one twice, may be used to increase this to one half [.5] at most.
          Twisted: Some Entites are born with with a rare element made from two elemental families. This Personal Attribute must be selected at character creation, and cannot be selected later on unless a complete character reset is done. Twisted allows the character to select an elemental Evo, such as Lava-, Ice-, Shadow- and Woodborn as an element in place of one of the normal five. When taking on their elemental form, they become this element rather than one of the base elements. All benefits they normally gain affect this element instead.

tab Rules // Special Notes:
          • Taking the Entite race as a Half-Race comes with consequences, as they are already a “Half-Race”. Such an approach, along with the normal rules of being a Half-Race, makes the Entite unable to become their own element or gain any of the benefits associated with that form.
          • Once an element is selected it cannot be changed. No Personal Attribute may be used to obtain another element to take the form of (although they may still learn spells of that element as normal). Being associated with one of the mixed elements (such as magma) does not grant the ability to use/manipulate/benefit from the two base elements that make it up.
          • There is no known method of detecting an Entite as anything but a normal being of their race with, perhaps, slightly deeper Mana connections to their element than most. They would register to such Spells and abilities as an Arcanist Specialist in regards to their Element’s strength.
          • While in Elemental form the Entite cannot have their own body used against them. I.e. if made of fire someone cannot use Fire Manipulation to control the flames of your body, though fires you create otherwise may be.

tab Passive Benefits:
          • Spells of their elemental heritage (excluding the manipulation spells) are considered one [1] rank stronger. However, elements of their opposing nature act as one [1] rank stronger against them.
          • Entites are able to use the manipulation spell of their elemental heritage at a one [1] rank reduced cost, to a minimum of [5] mana.
          • Each elemental heritage of the Entites has its own bonus, as seen in the spoiler below.

          Fire: Everburning Torch - Are able to snuff out flames E - rank and lower at up to five [5] meters per experience rank. Furthermore, they are able to regulate their body temperature, and thus keep themselves at normal temperature internally, and themselves comfortable, anywhere from zero degrees [0] to one hundred and forty degrees [140] without cost, which takes one [1] action to change. This allows a one half [.5] rank reduction to damage from cold and heat effects that would otherwise target them, whether naturally induced or supernaturally. They are weak to Water.
          Water: Sahuagin - Are able to breathe underwater at all times, and find are, when soaked, able to boost either strength or speed of any attack by one half [.5] rank. They are weak to Earth.
          Earth: Thick Skin - Receive a half [.5] rank damage reduction from physical attacks, which increases to one [1] rank while in elemental form. Being a physical element, Earth Entites are affected by physical attacks while in elemental form, unlike most other elements. They are weak to Lightning.
          Wind: Fleet-footed - When moving, whether in an attack or just movement, the Entite is able to completely redirect their bodies up to 180 degrees. Furthermore, movement abilities are granted a one half [.5] rank reduction in cost. They are weak to Fire.
          Lightning: Static Shock - Lightning spells cause Tier One Paralysis to those who are struck by them. This also causes spells that already have a paralytic effect to cause the next step up of Paralysis. This does not double in strength in elemental form. They are weak to Wind.

          The following are bonuses for elements chosen via the Twisted personal attribute.
          Adamant:
          Blood:
          Corpse:
          Growth:
          Ice:
          Ink:
          Magma:
          Rust:
          Shadow: Shadowmeld - Born of shadows, the Entite is able to hide within them. While standing in a shadow or in the dark, they gain a Dodge bonus equal to two [2] ranks lower than themselves. Also, for a cost of five [5] mana per post, they are able to completely conceal themselves in shadows, becoming virtually invisible. This ability ends the moment any action aside from movement is taken. In exchange, they are sensitive to light and any bright, sudden flashes will leave them blinded for one [1] post. They have no elemental weakness, but cannot use their abilities without the presence of shadows.
          Snow:
          Steel:
          Storm:
          Waste:
          Wood:

          • All Entites have the ability to take on an elemental form of themselves, taking on a form made completely of that element, without anything truly left from their physical form. This form becomes stronger as they grow and is equivalent to their experience rank, although they may choose to take on a weaker rank to conserve energy. While in this state, they can actively manipulate their shape and size, within reason. Likewise, the benefits and weaknesses of all other passives are doubled. Physical attacks made by the user in this state inflict elemental damage half the rank of their form’s rank, and striking the user with a physical attack causes similar damage. The user is virtually immune to physical attacks while in this form, but is vulnerable to magical attacks, taking damage one [1] rank greater from them (and an additional rank from their opposing element, as mentioned before). This form takes one [1] full post to enter, and can be maintained for an upkeep of half the cost of their chosen rank, to a minimum of [5] mana. Half-Entites cannot take this passive.

tab Evolution Points: 07 // 10
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Sun Mar 15, 2020 11:58 am
____________Dullahan...||
tab Overview:
          A race ever cursed by the gods, beings more closely related to the creatures of the Fae and its ilk more so than the mortal man. Their bodies are rent of that which made them human and filled with a rich quality of spirit, allowing them to walk the veil of mortality and death equally. Their appearance forever signals a coming devastation.

tab Physical Description:
          Genetically speaking, a Dullahan differs in significant ways when compared to the races of man. They are born without the distinctive feature of a head and all it comes with. As such they are born in their own prison of an endless abyss of nothingness with only their ability to feel the physical makeup of the world around them keeping them from drowning the boundless nothing. Without a head they naturally lack a brain as well in the normal sense. However they do have something that preforms the same purpose as one would. In the place of the human heart, a Dullahan instead has a Spirit Core that controls the Dullahan's body in place of biological standards of humans. The Spirit Core is just slightly larger then a human heart but emits a noticeable glow beneath their flesh that can be seen if not being covered by clothing. Civilization had a track record of shunning and outright hunting this race down for their unknown nature.

tab History:
          The first Dullahan had committed some forgotten crime against its patron deity and for its heretical deeds they were decapitated by the deities fingernail. As their head dropped to the floor their senses were robbed from them, but this curse on that one person's soul and body were transferred to all those who were related to them through familial bonds. An unintentional effect of the deities curse as some say, while others say it was a further punishment to the heretic to be ostracized by those they cared about further. This original Dullahan chose to further their heretical deeds instead of reflecting on their actions after this curse to them. The went on to terrorize the countryside until belief in the deity had waned so extremely the deity had lost all influence over the mortal realm of humans, fading away into the void it had cast upon the man. Some say this Dullahan rides to this day, carrying a sack of bloodied heads of worshipers. The patron horseman of the coming Apocalypse are said to descend from this bloodline. The family's grudge warping to consume the world that had rejected them when the evening bell rings.

tab Personality Traits:
          This has resulted in the Dullahan becoming naturally recluse and spiteful of humans and the gifts they take for granted. They grow to envy that which they were robbed of and generally when a Dullahan amasses power it ends with them pillaging until their death. This spiteful nature exists in all Dullahan as part of their Fae curse no matter how deep they may choose to bury this hatchet it will always exist in the back of their minds. "Turn not thee back to the Headless lest you seek to become one." Is a common children's tune spread by the wary masses ever fearful of the unknown. It is entirely possible for a Dullahan to resits its natural urges to lash out against humanity. Some Dullahan have gone down in history as saviors to nations, but as time carries on their positive deeds are quickly swallowed by the stigma around them. Tales of heroic deeds often warping into acts of unspeakable evils to topple nations that had supported them.

tab Religion/Spirituality:
          [Coming Soon]

tab Personal Attributes:
          • [Coming Soon]



tab Rules // Special Notes:
          • Damage done to a Spirit Core is treated the same as damage to a heart or and a brain, and can only be healed through the use of spirit healing abilities as it is spirit made physical. If not healed almost immediately the Dullahan will die just the same as a human.
          • They cannot start with a head even through the use of PA's and they cannot use a head to perceive the world without bonding with one.
          • The natural fear being exuded by the Dullahan cannot be removed via PA's or through the use of illusions forcing positive emotions it is something they will always need to deal with.
          • Dullahan cannot start in a populated thread such as a hub village. Something about their naturally cursed existence rejects the safety of a numbers in favor to the hardships of the wild. A cosmic joke.

tab Passive Benefits:
          • The Dullahan is born without a head and this has no exceptions. As such they lack most senses that a human takes for granted besides the sense of touch. Instead, they naturally have access to a modified version of the Evo 'Blindsight'. Details of a person or object are lost to them unless they focus on those specific things. Along with the normal associated abilities of the Evo, they are also able to 'hear', in a way. Sounds are robotic to their ears, no tone particularly distinguishable from the next, but words can be heard and understood. Like Blindsight, it can be deactivated at will, and automatically deactivates if the user is unconscious.
          • Dullahan have a natural desire to complete themselves, and do so by taking what is not rightfully theirs. They are able to perform a ritual, taking one [1] full post to cast it, to imbue their weapon with mana that, when severing a head from an opponent, connects the head with their soul. This ritual lasts for five [5] posts before it must be recast. However, once a head has been acquired, it is permanent until destroyed. The head gives them access to their missing senses and allows them the ability to speak. If performed on a living target, they gain the persons memories as well. Destroyed the head, while still painful, is not lethal to the Dullahan. They will simply need to acquire another one. The bond is not broken if the head is left somewhere.
          • A Dullahan cannot recover their various energies through the consumption of foods and waters as their bodies do not require them. Instead the only way to regenerate energy is through rest or sleeping. A bound head can technically taste food inside of its mouth but the mashed up foodstuffs just fall out the bottom of their neck when swallowed. This natural limitation has any rest based regeneration being boosted by an additional half [.5] the normally regenerated energy.
          • A Dullahan emits a natural enchantment of minor fear to any who are around them. This is evident by the goosebumps people break out into whenever they are near a Dullahan or a chill running down their spine. This ever present enchantment can be resisted with a constant flow of [1] mana per post by the afflicted. As such all of a Dullahan's actions will always be perceived with a hint of negativity by anyone unless resisted at the time.
          • Fear-based Illusions the Dullahan uses act as one [1] rank stronger against opponents.

tab Evolution Points: 04 // 10
 
PostPosted: Sun Mar 15, 2020 1:00 pm
____________Sirens...||
tab Overview:
          A cursed offspring of Minyanón and a Shade of the Deep. The forced union giving birth to a being not whole Fae nor Spirit. The result a being rejected by both the mortal realm and the veil. Finding its acceptance only with the forgotten Gods, those of the Deep. Warped further by this blessing of the sea they scarcely resemble their forefathers.

tab Physical Description:
          Despite originating partly from a pure Fae, a Minyanón, they if anything resemble that of a Tovon nún. Their skin dark as the abyssal sea they lay claim to. It is theorized that this alteration of the skin resulted in part to the originating Shade's corrupt nature, permanently marking its descendants with its sins. Depending on the Siren the state of their skin can vary wildly. Those who spent their lives in the abyss tend to have barnacles growing off of their flesh. Whatever the case may be it cannot be denied that they still carry the telltale signs of a Fae. Their beauty shines through the barnacles encrusting the skin. Their eyes are said to enrapture any mortal that gazes into them for their eyes are akin to that of a perfect pearl. Sparkling when under the cast of light. These brilliant pearls are part of their lure and only remain as such as long as they remain in an un-agitated state. These pearls warp drastically when they successfully ensnare their prey and no longer have need for the disguise. They cloud up looking more akin to a corpse's, milky white.

          They are born with jaws able to unhinge allowing for them to swallow small animals whole as if they were serpents. Complimenting these jaws are rows of sharp hook like teeth that grip violently at flesh and tear it easily. The physical biology of a Siren depends on their environment. When submerges in water a Siren's curse strikes, their legs melding together and taking the form of any number of sea life. Some take on the form of a fish tail and other may find themselves with cephalopod limbs. Yet when on the land of man they are returned to fully humanoid. While they may have humanoid legs they never have full function with them. A land dwelling Siren will always carry a limp of some sort. This is because one of the legs is mostly nonfunctional as its muscles carry only enough strength to hold its host from falling. While one might think a sea dwelling species would be starved for oxygen when on land it would be incorrect. A Siren is equip with both a pair of lungs and a set of gills on their throat. This allows them to process oxygen in either land or sea. This does not however mean their lungs are particularly strong. Unless they take extended stays on land it is common for them to naturally be short on breath. This is only compounded with their limited movement. A siren forced to run is a pitiful sight indeed. Yet it is this frailty that adds to their allure. Striking a protective nerve in any prey they may be attempting to lure.

tab History:
          The first Siren was born through a forbidden act of mating between a promiscuous Minyanón and its Shade minion. It was a forced union, the Minyanón using its minion as if it was a disposable toy believing no ill could come from this misuse of authority. After the act the high ranking Fae found they no longer had a use for such a minion now that they had crossed such an encounter off of their list. As they began banishing the abused Shade it let out a verbal curse, binding the two beings together for all eternity though this betrayal. Thinking themselves untouchable by such a lowly spirit they gave it no mind before returning it to the Veil. However over the coming weeks came an unnaturally fast pregnancy. Yet no matter the magics used the creature incubating within the Minyanón would not stop its alarming growth. Not but a month after the union came a disfigured baby from the mothers womb. Its skin akin to that of a lowborn Fae yet it carried features looking more like an Aquatic Teaghlach. The only thing that it had resembling its mother was its pearl like eyes. This could not stand. A low born Fae being birthed from one of the Minyanón? Such a scandal would threaten their social standing. So they dropped the crying babe into the river. The life of such an abomination was of no concern to the Fae. One would expect a child abandoned to the river to perish rather quickly. However the Shade once banished by the mother a month prior lingered on in the mortal plane to guide the child to its fathers origin. The strange slits on the child's next would prove to be sets of gills allowing for it to breath within its submerged prison. The lingering father did everything it could for the child while guiding it towards the sea.

          In its last moments among life it beseech the creatures hiding from the world far beneath the sea. Down within the darkest reaches of the earth. Its final act was to impart of blessing of love with its b*****d child. A gentle ethereal kiss to its forehead for protection against fate. The child with no muscle mass whatsoever sunk easily into the waves vanishing within the darkest of waters. Yet it did not cry out. If anything the child was at peace. Answering the Shade's pleading the creatures long forgotten to mortals embraced the child as if it was of their own. They raised the cursed child with forgotten magics. Feeding it the flesh of wandering fish until it was able to feast on its own. Over time the beings would impart knowledge into the child. Knowledge that one might assume such detached creatures wouldn't have been privy of. Such as the truth behind the child's birth. Behind its abandonment. Instilling the child with madness as they spoke their alien tongues. The child grew to be what would be considered a rather striking Fae, their form taking on one not unlike their mother's. Nearing mutuality they allowed for the creature to visit the surface world in a sort of trial. The difference in pressure was something it struggled with for many weeks before it could successfully breath the waters surface with no ill effect. This in thanks to their seaborne Fade blood giving them a unique biology. What the child found was endless waves in all directions. They were adrift at sea practically alone in the world without their Deep guardians. So it sang out into the air, letting its sorrowful loneliness echo into the world around them. So caught up in their woes they nearly didn't catch the approach of a small ship. Aboard was a pair of enraptured fisherman.

          This encounter would lay the basis for what the world sees a Siren as. A wicked tempter that leads people to their seabed deaths. For the moment the Siren touched the fisherman's hand a bloodlust took over them, pulling them from the boat into the water. The remaining fisherman could only watch in horror as the water ran red with their friend's blood and gore. Fleeing they took with them the memory. This memory was passed along through taverns. Blowing up in scale the further it traveled before reaching the city of the Minyanón mother. Something deep within the mother's soul told them that this was their offspring. The child thought to be dead. So the mother did as any sensible Minyanón would: she put a bounty on the creatures head. All this bounty served to do was bring more and more men to their death, some being violated before hand like its mother had done to its father. As the years went on more and more reports of these Siren's would grow. It wasn't long before feeling some sort of duty the mother herself stepped out into the sea. What happened has long since been lost to sea. Some Fae stories tell of the Minyanón slaying the Siren. Others of the mother receiving her competence. Am abuse of power leading to the death of hundreds and the birth of a new race to the world. While many now see the story of the Siren but a myth, a tale spun my sailors to feel less guilty about cheating on their spouses while at sea.

          The Siren, a carnivorous tempter of fate.

tab Personality Traits:
          • It is common for a Siren to carry an aversion for the sun, wincing in pain at bright lights. This is born from their the lack of natural light piercing its way into the depths of the oceans. This has lead to many land dwelling Siren to become nocturnal.
          • They more often than not carry a deep fear of electricity in both natural and industrial settings. A powered light bulb is no less terrifying than a flash of lightning.
          • These beings are generally categorized as "Two-Faced" luring in people with promises of friendship and peace before stabbing them in the back without a second thought.
          • Over generations since their inception a deep rooted hatred for the Minyanón has taken place. Many Siren point to the original Fae beings as the reason for their ostracized existence. As such it is common for a Siren to be at its cruelest when interacting with such Fae in general.
          • Due to the natural disadvantage to being on land it is not uncommon for a Siren to find itself filled with unease when land locked. A tightening to their chest knowing they will be forced to be away from the Abyss for some time.
          • The sight of blood and gore have little effect on a Siren's mental state. Quiet to the contrary it only serves to to excite or hunger them.
          • Partial or Full nudity is common amongst the land dwelling Siren as clothing is restrictive in nature and can cause issues when shifting between the land and sea.


tab Religion:
          Cult of the Deep, most Siren's worship the entities that host them far beneath the seas in the abyssal seabed crevasses.

tab Personal Attributes:
          Old Gods' Blessing: A Siren serving the Cult of the Deep honestly finds themselves blessed with great metal fortitude. Thanks to the constant whispering from the God they serve a Siren is more resistant to the attacks of those who worship false Gods. Any character whose faith or lack of faith does not align with that of the Cult will find any Mana based abilities have less of an impact against a Blessed Siren. Taking this PA results in a natural half [.5] rank resistance to magical attacks. In addition Illusory spells will find themselves one [1] rank weaker against them. These effects to not take place if fighting against another blessed by the Cult.
          Suffrage of the Drowned: While often regarded as having the most beautiful of voices. Many of Siren's have learned master this odd voval ability, building off of it in strange ways. Voice what is usually a lovely tone to warp into something akin to nails on a chalk board. Causing pain to those who get to close to this Siren song. Choosing this PA will result in any sound based abilities, no matter its base, causing an additional E rank damage against the targets psyche. For example a sound based spell will find itself causing physical harm that for some reason does not break the illusion.
          Treasure of the Deep: The Siren's beauty is often said to start with their cursed eyes. Allowing them to warp reality around them to their whim so that their prey might let down all guard. Their eyes adapting to the situation at hand easily. Taking this PA will result in any Eye based Evolutionary Trait to cost but a single [1] point.


tab Rules // Special Notes:
          • A Siren is only able to take on a single PA from the list above, doing so locks the others away from them. No bonus no matter its rarity or prestige will allow for this for them to take on a second.
          • On land a Siren will always have a dominant leg due to the other being practically useless. This can not be overwritten through PA.
          • Siren's are purely carnivorous, their stomachs unable to digest anything properly besides the flesh of others. As such when attempting to consume plant life or artificial goods they become deathly ill as their body rejects the compound. While it is possible to get such a compound through their body it causes them immense pain and discomfort for ten [10] posts. If a Siren willingly consumes a meal from another it is a sign of trust and respect within their culture.
          • A Siren cannot be born ugly. They will always have attractive features cursing their faces. Thanks to the pact with the Deep. These attractive facial features can come off unnaturally so when gazed upon by other mortals. It can be damaged just as easily as any others but never shall a Siren be born unattractive to the other races.
          • Once chosen the type of aquatic species the Siren chooses as their lower half when within water it cannot be changed.


tab Passive Benefits/Detriments:
          • As mentioned before the limp a land this results in a negative impact to the Siren's physical prowess. They suffer a reduction of [1] to their Agility no matter the circumstance. Their physical also suffers in the same way, finding any ability that require use of one's legs a rank weaker in strength and speed.
          • While submerged in water the above is negated and they instead find themselves with a boon of [2] to their Agility.
          • These beings are able to freely breath in both water and on land meaning abilities that rely on breathing to ensnare their targets will find themselves all but meaningless unless played up and used against the caster.
          • A Siren's allure finds a natural boon to any Illusory spells. Any spell from this branch of magic will find itself naturally more effective against the other races. They gain a [1] rank boost to any Illusory spells as well as a reduction of [1] rank in mana cost.
          • Due to the their birthing from the Fade, any NPC creatures of the veil will find themselves with no natural aggression towards a Siren. At worst they will be neutral and uncaring to their presence. However such beings can still be provoked and forced into aggression. All Aggro, regardless of the creature, has a base of [0] or higher.
          • A Siren take an additional one [1] rank in damage from any Lightning based spells. This is only ever overwritten by PA "Old Gods' Blessing."
          • It is said the song of a Siren has oft led a man of the sea astray, never to return. This rumor came to be thanks to the Siren's naturally blessed voices. A Siren just speaking is like a mental attack on most beings' fortitude. Their words ever so sweet no matter the vile vitriol they might be spewing. This is ever present and cannot be simply turned off. A Siren will always be charming to a fault.
          • Naturally these beings have an affinity for Mana much like their forefathers the Fae. It may not be as strong but it is still there. All Siren begin with a free [1] point to Mana.
          • While a Siren is plenty able to channel Mana through hand seals to cast their magic, they can instead opt to do so vocally. Their very voices bending the will of the world to cast spells as freely as one might through mastery of Mana. The higher rank of spell the longer the song that must be sung. The lowest of ranks requiring short hums to process spell into existence.
          • Being blessed by the water itself Siren's find any Water spells to be a half [.5] rank stronger when preformed by them, allowing for them to overpower those casting the same rank.
          • Freely able to control any limbs that may form when submerged within water as easily as one might move their own hand.

tab Evolution Points: 04
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
Reply
Fundamentals :: Character Creation Knowledge ||→ {2}

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum